dogstarrb's page

RPG Superstar 6 Season Star Voter. Organized Play Member. 61 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




So Irabeth sold the family sword for a potion to transform Anevia so her outsides matched her insides. Fantastic! I'm happy for her- and that the precedent has been set for such an item to exist. So how does MY PC get it?
What is this item? How much does it cost? Could I make one myself with appropriate spells and crafting feats? What even spells would you use for this, some kind of permanency-d alter self?


Some of these traits seem to have certain assumptions built in- like the Riftwarden Orphan trait won't be taken by an elf (your parents disappeared in the Worldwound when you were a few months old, but an elf wouldn't be an adult now if the Worldwound existed when he was a few months old)
or there are a few more which are worse-

ABSOLUTELY DO NOT READ IF YOU ARE A PLAYER:

Page 55 mentions in book 3 the Child of the Crusades will find a stash of gear his parents left behind-- are they assumed to be dead?

Page 55 also mentions that the Touched By Divinity character will discover they are the child of their god-- is it assumed Shelyn ISN'T who's chosen (Since she's the Eternal Maiden, and I'm pretty sure we'd know if she'd fallen in love with a mortal?) or are they not the LITERAL child of their god? Also, wouldn't this have some racial implications? (I'm thinking Aasimar at the least...)

I mean, these things may not be a huge deal to those who don't deal much in their back story, but we were using the background generator from the Ultimate Campaign and have already fleshed out some pretty detailed histories- These things seem like some pretty major retcons if not taken into consideration from the beginning.


I have two questions here, both super relevant to my character idea, but from two vastly different angles.

The first being a PFS legality clarification-- the ARG racial archetypes are legal ONLY for those races, which, if I'm understanding it correctly, means a half-elf couldn't be a spelldancer, for example, because it is full elf specific? Or does "Elf Blood: Half-elves count as both elves and humans for any effect related to race." squeak them in?

From a more fluff-but-still-incredibly-important-to-me question, which would the offspring of a Half-Elf and an Elf be, mechanically? Half-Elf or Elf? I know Three-Quarters-Elf is ludicrous, but which side of the fence would he fall on? Is that enough to push him into "close enough" elf territory? Is one human in an otherwise long line of elves enough to 'taint' the rest of the bloodline to half-elfdom forever? Flipside for humans with an elven one-night-stand. Where's the cut-off point to transition from one race to the other?


I was applying a few Mythic Templates to ROTRL (anniversary version) enemies for our group's play testing. I've run into a bit of confusion on the intended use for the templates. The big culprit here is the "Arcane" and "Divine" templates. At first I thought they were meant to buff up creatures who cast arcane or divine spells... yet the template GRANTS the ability to do so.

So if I were to, say, add the Arcane template to a level 14 or so transmuter, would they gain additional spell slots per day? Gain some spells as SLAs? Miss out on that ability entirely? Or am I simply using the template completely wrong?


The party is asking me to reprise a character I've played before, due to the party build and theme that are going on. He's been a cavalier, a paladin, and a multiclass of the two. Key point being- the horse is an integral part of the character(if I run him paladin, he'll be taking Boon Companion at level 5 when the mount shows up).

Other than the heat issues, is it a stupid idea to bring a horse to this AP? Will there be a lot of underground areas, etc? For example, I know if I had a mount in RotRL he'd be just about worthless, between the haunted house, the clock towers, and all the underground areas.

Should I lean toward the cavalier version, or the paladin version? Party comp so far is looking like Inquisitor of Sarenrae, Cleric of Sarenrae or Oracle, and a Wishcrafter Sorcerer.


Ignoring the questions in other threads of whether it is too powerful or not, what it does doesn't make sense for how often we get it, especially given the "feel" the rules are supposed to be based on- guns are rare but emerging.

Looking at the progression table... at level 17 I'm bad ass with any fire arm I happen to pick up. WHY?! Shouldn't a person devoted to being amazing at a particular kind of weapon be devoted to ONE of that type of weapon? That feel is reflected in the "battered" condition of the starting weapon, but in 4 levels I can start slinging whatever gun I choose. At level 9, I can now do this with 2 weapon types... so since I spent so long being awesome with my particular pistol, I can pick up a rifle and do extra damage?? I shouldn't necessarily even know how to aim the thing! I haven't even ENCOUNTERED another gun until level 7. So two levels ago I saw one, so now I'm amazing at using it.

If anything, it should be changed to a stacking bonus with one specialized weapon (possibly with an option to apply it to other types rather than stacking) benefit, such as reducing the miss fire chance, or extending the range increment, perhaps. The adding adding Dex damage should be changed to a one-off feat, that requires the Grit feature.