Attic Whisperer

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Scarab Sages

Pinging back to the top. Anyone interested?

The campaign is still in the early days, looking for one more player.

Scarab Sages

I'm curious as to whether Legacy of Fire will continue with the set pieces introduced in Second Darkness.

I'm assuming it's too late to actually change any decisions, but just in case, I'd like to vote against continuing them. Sorry, but they haven't seemed to work quite as well with the adventures (the most recent, The Blood Below, being a notable exception), and I think the shorter adventures have also suffered. Sure, it's possible I just haven't liked Second Darkness as much as the first two paths for other reasons - but I think the set pieces have been a part of that.

Alternatively, if you are continuing with the set pieces, are you making any changes to how you do them? As I mentioned, I found Blood Below a step up from the earlier pieces. Are you trying to integrate them a bit more tightly with the adventure, or making any other changes?

Thanks,

Drew Garrett

Scarab Sages

Given that Pathfinder 14 still hasn't shipped, I decided to run some numbers, to see how long it has been between issues. A quick chart:


  • Issue Days
  • 1 --
  • 2 36
  • 3 33
  • 4 36
  • 5 35
  • 6 14
  • 7 42
  • 8 35
  • 9 21
  • 10 42
  • 11 23
  • 12 25
  • 13 0
  • 14 59+

These numbers come from my subscriptions, and I know they ship over a period of a few days, so numbers may vary slightly from person to person. Still, with these numbers, we're looking at an average of 30.8 days between issues - which is good. But, there's a standard deviation of 14.6 days, nearly half of the average. That is, to be blunt, terrible.

It makes it very hard to plan payments, let alone game schedules. I'm sure this is high on Paizo's priorities - at least, I hope so. Just wanted to actually run and post the numbers to make it clear. Please try to improve schedule regularity.

Drew Garrett

Scarab Sages

I'd posted this on the Second Darkness forum, and haven't gotten any responses, so figured I'd try again over here.

Anyway, I'm working on converting Second Darkness to 4th edition, and started with the Companion - the options for the players. Looking for any comments or suggestions.

Thanks,

Drew

Scarab Sages

I have a group that is tentatively interested in trying Second Darkness as a 4th edition game. I started doing some conversion work, and figured it was worth posting here, for some suggestions (and for anyone else to use, if desired.)

I'm starting with the Player's Guide, since that is what will go out to players as part of the initial campaign package.


SECOND DARKNESS: PLAYER’S GUIDE

Anything not mentioned in this section can be assumed to remain as written.


RACES

Spoiler:


DRAGONBORN

These creatures appear to be native to the Green World. Their appearance on Golarion has never been explained, but they appear to come occasionally through long-forgotten Azlanti Gates. They have never existed in Golarion in sufficient numbers to form any community, and no Dragonborn birth has ever been recorded on Golarion (one presumes there is no such problem on their home world…) Golarion’s dragons have a well-known antipathy for Dragonborn, which makes them generally unwelcome. Riddleport is a generally safer spot for Dragonborn than many more orderly cities, as they are accustomed to ‘welcoming’ the unwanted.


ELVES

As written. Note that while elves and eladrin can distinguish each other on sight, they are identical species to outsiders. As such, everything written about elves also applies to eladrin.


ELADRIN

The section on elves covers everything to be said about eladrin also. While elves and eladrin can distinguish each other on sight, they are identical species to outsiders. The two species do not get along well. Eladrin maintain a stronger connection to the First World, but that connection weakens as they stay in this world. It is possible for eladrin to give birth to an elf. In this world, the converse is not possible.


GNOMES

As written. Players choosing to play a gnome will use the rules from the Monster Manual.


HALF-ORCS

As written. Players choosing to play a half-orc will use the rules from the Monster Manual.


TIEFLINGS

As written.


CLASSES

Spoiler:


BARBARIAN

While this does not exist as a class, barbarians certainly do exist. Feel free to use the name, despite the actual class. Shoanti barbarians tend towards Rangers, while Ulfen tend towards Rogues or Paladins.


BARDS

Another class that has not been carried over to 4th edition yet. Given the general dislike towards this class, I’m considering this an NPC option, and not bothering with much more at this time. If someone is dying to play a bard-equivalent, let me know, we’ll discuss it.


CLERICS

Note that the Golarion gods are the ones supported here. I have not converted all the divine feats. Please let me know what God you’d like to follow, we can work on that one. The Gods mentioned in this section remain the primary Gods in Riddleport.


DRUIDS

While the class has not been carried over, Clerics of Besmara and Gozreh are occasionally called Druids.


MONKS

Another class that has not been carried over to 4th edition yet. This has never been an hugely popular class, so I’m again relegating it to NPC status, pending a new release of the class.


SORCERERS

Use wizard. They are no longer easy to distinguish mechanically. Wizards study, sorcerers seem to have a natural gift. They are thus distinguished by background.


WARLOCKS

Like wizards, many warlocks come to Riddleport to obsess over the monuments, and try to divine their hidden secrets. Several have joined the Order of Cyphers, although that order officially does not welcome warlocks. There is generally a darker edge with warlocks than with wizards, though. Many warlocks report feeling drawn to Riddleport, and have great difficulty leaving. They have been known to work themselves to death poring over the Cyphergate. Riddleport is a dangerous flame, but it draws warlocks like moths.


WARLORDS

Just as Riddleport always needs strong arms and sharp weapons, it also needs people to lead them. They’ve never developed a strong military or guard position, so leadership tends to fall to those who will take it. Many of the more effective gangs have a warlord at their core. Some would go very far, but there is usually competition from a neighboring gang, possibly with its own leader. This never stops a new warlord from trying, hoping to be the one to make it big.


CHARACTER TRAITS

Spoiler:

We’ll have these too. All characters gain 2 traits, one of which must be a Campaign Trait. I have adapted the first half of all the basic traits. If there is a trait on the unconverted list that particularly intrigues you, feel free to discuss it. It’ll probably go faster if you also present a conversion yourself.

Note that the changes listed are mechanical only. The reasons, or background, behind the trait remains as written unless specifically changed.


NEW FEAT

Additional Traits: As written. This is a heroic tier feat.


COMBAT TRAITS

1. Anatomist: You do an extra +1 damage on a critical hit. This goes to +2 at 11th level, and +3 at 21st.
2. Armor Expert: You may reduce the check penalty of 1 type of armor (chosen with trait) by 1, to a minimum of 0.
3. Bullied: As written. You get a +1 on opportunity attacks if you are unarmed. Unarmed attacks count as improvised weapons unless you have proficiency with them. (Note that in 4th edition, you get the opportunity attack with unarmed without any need for additional feats.)
4. Courageous: You gain a +2 trait bonus to your Will when targeted by a power with the fear keyword.
5. Deft Dodger: +1 trait bonus to Reflex. This trait does not work if you carry a shield.


FAITH TRAITS

1. Birthmark: You gain a +2 trait bonus to your Will when targeted by a power with the charm keyword.
2. Caretaker: You gain a +1 trait bonus to your Heal skill.
3. Child of the Temple: You gain a +1 trait bonus to your Religion skill.
4. Devotee of the Green: You gain a +1 trait bonus to your Nature skill.
5. Ease of Faith: You gain a +1 trait bonus to your Diplomacy skill.


MAGIC TRAITS

1. Classically Schooled: You gain a +2 trait bonus to your Arcana skill when using it as a knowledge check.
2. Dangerously Curious: You gain a +2 trait bonus to your Arcana skill when using it to Detect Magic.
3. Focused Mind: Removed. No longer applicable.
4. Gifted Adept: You gain a +2 trait bonus to skill use on one class of rituals (chosen with the trait.)
5. Hedge Magician: Reduce the material cost of rituals by 10%, for one type of ritual components (chosen with trait.)


SOCIAL TRAITS

1. Adopted: As written (note that there are no racial traits as yet.)
2. Bully: You gain a +1 trait bonus to your Intimidate skill.
3. Canter: You gain a +1 trait bonus to your Insight skill.
4. Charming: You gain a +1 trait bonus to your Bluff and Diplomacy skill when dealing with a member of the same race, and opposite sex.
5. Child of the Streets: You gain a +1 trait bonus to your Streetwise skill.


SECOND DARKNESS CAMPAIGN TRAITS

1. Fools for Friends: You gain +1 trait bonus to and Aid Another action, whether you take it to aid another, or they take it to aid you. You gain +1 to your Will defense against any power with the charm keyword, provided you have an ally within 6 squares.
2. Into Enemy Territory: You gain a +1 trait bonus to one non-AC defense trait (chosen with trait.)
3. Looking for Work: You gain a +1 trait bonus to Bluff, Diplomacy, Intimidate, or Perception (chosen with trait.)
4. Optimistic Gambler: You get +2 to your Saving Throws whenever you are granted an additional save (not the save you normally take at the end of your turn.)
5. Researching the Blot: You gain a +4 trait bonus to your Arcana skill when used to identify a conjuration, zone, ritual, or magical effect.
6. Scouting for Fiends: You gain a +1 trait bonus to any attack roll against a creature you know to be a demon or devil.


WELCOME TO RIDDLEPORT

Spoiler:

To Do: Convert poisons (see DMG p. 51)


LIBERATOR

Spoiler:

Paragon Path

Prerequisite: Rogue class. Good or Unaligned.


LIBERATOR PATH FEATURES

Liberator’s Action (11th Level): You may spend an action point to rally your allies. Any ally within 6 squares may make an immediate saving throw against any fear effect, and they may make an immediate attempt to escape if applicable. Any such attempt, save or escape, gains a +4 bonus. Note that the liberator may include himself in this effect.

Neutralize the Slaver’s Weapon (11th Level): The liberator gains a +2 bonus to his Fortitude defense against any poison effect, and gains a +2 to save against any poison effect.

Enter Quickly Now (16th Level): The liberator may use the Thievery skill to open locks as a move action without penalty. If this is part of a skill challenge in combat, he may use the skill twice in one round (once as a standard action, once as a move action.)

Sunder Weapon Liberator Attack 11
A strike made to break chains can also serve to break swords.
Encounter * Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature armed with a weapon
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and opponent’s weapon damage is halved for the rest of the encounter.
Special: Outside of combat, Liberators can use this power to break chains with relative ease and silence.

Instant Escape Liberator Utility 12
A life devoted to freedom despises restraint.
Encounter * Martial
Immediate Interrupt
Trigger: You become immobilized, restrained, or slowed.
Effect: You end any of the above conditions that currently afflict you. Then you can shift 2 squares.

Turn their Weapons Against Them Liberator Attack 20
Among the most satisfying of feelings is turning your foes to fight among themselves.
Daily * Martial, Weapon
Immediate Interrupt Melee weapon
Trigger: An enemy hits you with a melee attack and can reach another enemy.
Requirement: You must be wielding a light blade.
Target: The enemy that hit you.
Attack: Dexterity vs. Reflex
Hit: The target’s attack misses you and hits an enemy of your choice within range of the target’s attack.
Miss: 2[W] + Dexterity modifier against the target.
Effect: Shift 1 square.


DIVINE TRAPPINGS: CAYDEN CAILEAN

Spoiler:

Hero’s Brew Level 15
A potent brew made exclusively by the Church of Cayden Cailean. Imbibers feel the spirit and courage of the God Himself, but also some of the God’s less pleasant effects.
Potion 1,000 gp
Power (Consumable * Divine): Minor Action. Drink the potion and spend an action point (this counts as the one action point you may spend per encounter). For the rest of the encounter, you receive +2 to all attacks, and +2 to all saves. But, you also receive -2 to Will Defense, -2 to all Wisdom checks, and automatically fail your first save against any effect that attacked your Will Defense.

Luthier’s Blade Level 8+
A dazzling rapier with a ruby on its hilt, the weapon seems to seek out foes with swift and sure strokes.
Level 8 +2 3,400 gp
Level 13 +3 17,000 gp
Level 18 +4 85,000 gp
Level 23 +5 425,000 gp
Level 28 +6 2,125,000 gp
Weapon: Light Blade (exclusively rapiers)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus
Power (At-Will * Radiant): Free Action. All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.
Power (Daily * Radiant): Free Action. Use this power when you hit with the weapon. The target takes an extra 1d8 radiant damage. If the target is undead or a demon, it is stunned until the end of your next turn.
Level 13 or 18: 2d8 radiant damage.
Level 23 or 28: 3d8 radiant damage.
Power (Once * Radiant): Standard Action. Close burst 6. Dexterity vs. Will or be stunned (save ends). After this power is used, the rapier is forevermore a Magic Weapon with the current enhancement bonus. This counts as a daily use of a magic item power.

Ring of Emancipation Level 16
A rusty iron ring with deceptive powers.
Item Slot: Ring 45,000 gp
Property: Gain a +2 item bonus to your Thievery skill when attempting to open a lock, and +2 item bonus to any Escape attempt.
Power (Daily): Minor Action. Until the end of your turn, if you deal damage to a person wielding a weapon, that person will not be able to make an attack doing weapon damage until after the end of his next turn.
If you’ve reached at least one milestone today, this ability lasts until the end of your next turn.
Special: After the third time you use this ability, the ring breaks, and becomes a non-magical ring.


SPELLS OF THE CYPHERMAGES

Spoiler:

I am changing these from spells to rituals.


CODESPEAK

Level: 4
Category: Deception
Time: 10 minutes
Duration: 1 hour
Component Cost: 25 gp
Market Price: 150 gp
Key Skill: Arcana
While under the effects of this ritual, you and all the other participants in the ritual speak a new language. You all understand each other, but no unaffected people will understand this language. You may read and write in this language as well, but anything written will appear as gibberish once the ritual expires. Each time you use this ritual, you go to the same language, and anything written previously will once again be legible.
Your Arcana check + 5 is the difficulty for anyone to magically comprehend this new language through the use of Comprehend Language or other similar ritual, spell, or other effect.


HIDDEN KNOWLEDGE

Level: 5
Category: Deception
Time: 1 hour
Duration: Special
Component Cost: 25 gp
Market Price: 250 gp
Key Skill: Arcana
The duration of this ritual is determined by your skill roll. It lasts 1 day for every 5 points, or fraction thereof, in your skill roll. It is otherwise identical to the version described.


IMPEDE SPEECH

No idea on this one as of yet. This may become a wizard power, though I’m resistant to that as the verbal component mechanic is now a bit too foreign to the game (as is extending casting times.) I can’t come up with a useful ritual form of this either. Ideas welcome.


PATTERN RECOGNITION

Level: 3
Category: Exploration
Time: 10 minutes
Duration: 1 hour
Component Cost: 20 gp
Market Price: 150 gp
Key Skill: Arcana
For the duration of this ritual, you and any other participants may use your Arcana skill in place of your Perception skill whenever searching an area, or attempting to follow someone’s tracks.

NEW FEATS


CYPHER SCRIPT

Not done yet. Open to ideas.


CYPHER MAGIC

Not done yet. Open to ideas.


A SPELUNKER’S TREASURY

Spoiler:

Caver’s Hammock Level 6
A soft, billowy hammock that is both light and strong.
Wondrous Item 1,800 gp
Power (Daily): Minor Action. On command, the hammock attaches itself to any flat overhead surface, or 2 sturdy surfaces 10’ across. It can support up to 500lbs once so attached. Once in the hammock, it takes a Perception roll against a DC 30 for an outsider to see it, provided the hammock is underground or in an otherwise rocky setting.

Mushroom Vest Level 4
A springy, mottled brown vest several inches thick.
Wondrous Item 840 gp
Property: Treat any fall as though it were 20’ shorter.

Portable Stalactite Level 5
A miniature stalactite you can use as a weapon.
Wondrous Item 1,000 gp
Power (Daily): Minor Action. On command, the portable stalactite will attach to an overhead surface no more than 20’ above you. If anyone other than you walks beneath the stalactite, it will fall, making an attack at +10 vs. Reflex, and dealing 1d6+1 damage on a hit. Falling destroys the stalactite; otherwise it can be removed by you with another minor action, and used again. An attached stalactite can be seen with a Perception check against DC 20, and removed with the Thievery check against DC 15 (though the person disarming it must still get up to the ceiling.) A disarmed stalactite is destroyed. Portable stalactites may not be placed adjacent to other portable stalactites.

Ring of the Stone Sibling Level 13
A gray ring that appears to be made of stone.
Item Slot: Ring 17,000 gp
Property: Gain a +1 item bonus to your Fortitude defense.
Power (Daily): Standard Action. Touch a stone wall, and a stone duplicate of you steps out. The duplicate stands 2 squares away from you, will move with you, and will perform an aid another attempt with you each round, with a +5 bonus regardless of what he is trying to aid you with. You may command it to change location to anywhere within 6 squares of you with a move action, and in combat, may have it switch from aiding your attack to aiding your defense with a move action. The duplicate has a duration of encounter.

Note: Need defenses and hit points for duplicate…

Salt Lamp Level 3
A glowing piece of pink, white, or green quarts-like rock.
Wondrous Item 680 gp
Power (Consumable * Zone): Standard Action. Area burst 2 within 5 squares. Attacks at +15 vs. Reflex, giving a -10 penalty to Hide checks and removing invisibility (save ends). Creates a zone, and anyone entering or starting their turn in the zone suffers the same attack.

Sporeblade Level 13+
A blade covered with fungal growths, especially around the hilt.
Level 13 +3 17,000 gp
Level 18 +4 85,000 gp
Level 23 +5 425,000 gp
Level 28 +6 2,125,000 gp
Weapon: Light Blade, Heavy Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d6 radiant damage per plus
Property: On a critical hit, fungus begins growing on the target, and the target is slowed (save ends).
Power (Daily): Minor Action. This weapon scores a critical hit on 19-20, until the end of this turn.
Level 23+: This effect lasts until the end of your next turn.

Spelunker’s Mail Level 7+
A dark, lustrous blue-black suit of armor.
Level 7 +2 2,600 gp
Level 12 +3 13,000 gp
Level 17 +4 65,000 gp
Level 22 +5 325,000 gp
Level 27 +6 1,625,000 gp
Armor: Chain, Scale, Plate
Enhancement: AC
Property: +5 item bonus to any Escape attempt.
Power (Daily): Minor Action. You count as 1 size class smaller than normal for purposes of squeezing through passages or other obstructions.

Trackless Boots Level 7
Soft, well-worn leather boots with very thin soles.
Item Slot: Feet 2,600 gp
Property: Perception difficulties to track you are increased by 5.
Power (Daily): Minor Action. Gain a +2 item bonus to stealth until the end of the encounter.


LAVENDER LIL

Spoiler:

Not converted as of yet. No plans to do so unless necessary.

Thanks for any help,

Drew Garrett

Scarab Sages

We had our first playtest session with the new rules, and a question came up regarding using Appraise to identify magic items.

According to the rules, you can try again with an Appraise check if you cast a new Detect Magic or Identify. However, Detect Magic is a 0-level spell, so wizards (and we presume sorcerors) can cast it freely, as long as they've got it memorized. We saw this as effectively letting the player take a 20, provided they have a bit of time.

Is this the intent? Or should the retry only be allowed on a new casting of identify, which at least is limited in the number of times you can cast it per day?

Drew Garrett