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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
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:
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
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
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.
Anything not mentioned in this section can be assumed to remain as written.
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.
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.
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.
As written. Players choosing to play a gnome will use the rules from the Monster Manual.
As written. Players choosing to play a half-orc will use the rules from the Monster Manual.
As written.
Spoiler:
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.
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.
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.
While the class has not been carried over, Clerics of Besmara and Gozreh are occasionally called Druids.
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.
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.
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.
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.
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.
Additional Traits: As written. This is a heroic tier feat.
1. Anatomist: You do an extra +1 damage on a critical hit. This goes to +2 at 11th level, and +3 at 21st.
1. Birthmark: You gain a +2 trait bonus to your Will when targeted by a power with the charm keyword.
1. Classically Schooled: You gain a +2 trait bonus to your Arcana skill when using it as a knowledge check.
1. Adopted: As written (note that there are no racial traits as yet.)
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.
Spoiler:
To Do: Convert poisons (see DMG p. 51)
Spoiler:
Paragon Path Prerequisite: Rogue class. Good or Unaligned.
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
Instant Escape Liberator Utility 12
Turn their Weapons Against Them Liberator Attack 20
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+
Ring of Emancipation Level 16
Spoiler:
I am changing these from spells to rituals.
Level: 4
Level: 5
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.
Level: 3
NEW FEATS
Not done yet. Open to ideas.
Not done yet. Open to ideas.
Spoiler:
Caver’s Hammock Level 6
Mushroom Vest Level 4
Portable Stalactite Level 5
Ring of the Stone Sibling Level 13
Note: Need defenses and hit points for duplicate… Salt Lamp Level 3
Sporeblade Level 13+
Spelunker’s Mail Level 7+
Trackless Boots Level 7
Spoiler:
Not converted as of yet. No plans to do so unless necessary. Thanks for any help, Drew Garrett
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 |
