juballa's page

Organized Play Member. 11 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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JPSTOD wrote:

I extracted the Maps from the PDF...Increased their size.

I also made a PDF if anyone interested...
Each map is a full page in size.

I am! How can I get them from you?


Except I don't know the title. And I only remember the barest bit of the plot.

I recall that there was a fortress, and the party was sent back in time at least once (possibly more) to experience life in the fortress in the past, and gain clues that would help them in the present when they returned.

This was likely around 3.0/3.5 days, but possibly earlier. I'm pretty sure it was 3rd party.

Anyone know what I'm talking about? Thanks!


Karui Kage wrote:


They're found in the Inner Sea Primer, shown here.

Cool, thanks for the link.

That doesn't sound as... forbidding as I expected, I guess.


We're told they prevent demons from crossing the barrier. Presumably, they also prevent demonic magic, such as teleport.

But we're also told that demons can get through (in the fluff for the Exposed to Awfulness trait, WotR Player's Guide p 6).

Are we ever told the mechanics for attempting to cross? Or what happens when a demon tries?

What happens if you put a demon in a sealed box and put that box on a wagon and drive it across the wardstone border?


Are people using hero points with Wrath and Mythic? I'm looking in particular at Cheat Death, which might also help keep some subset of the group alive through the course of the AP.


@Caius, My intent is either to replace that ability, or just limit our use of Mythic so that we never reach that tier.

@Lochar, I intend to replace those treasures with other goodies. Breath of Life will stay as-is. Relentless Healing will also stay, but the ability to spend 2 mythic points to allow someone to bring themselves back will be nixed.

It's a complex problem; mythic offers a lot of powerful options, but it appears that lots of PCs die regardless. That sounds less like the heroes of myth and more like video games, which is disappointing.


I've been reading the various threads about Mythic balance, or lack thereof, with great interest.

My players and I dislike Raise Dead and the like; we prefer death to be relatively permanent. To that end, we've decided that Raise Dead (as written) is now a 9th level cleric spell. No other forms of resurrection exist. We're also considering making Raise Dead have a very long casting time, to account for the roleplaying aspects we want (convincing a god to allow the soul to return).

Given that tidbit, does anyone have any advice on how that decision will interact with the Mythic rules?


Drogon wrote:


However, I know the current PFS season (Season 5 - The Year of the Demon) partially revolves around that Sky Citadel. (snip)

Cool, thanks for the links. I'll check those out.


Is Jormurdun going to be featured in the AP at all? One of my players is planning to play a dwarven cleric who's looking for the lost Sky Citadel.


Neil Spicer wrote:
juballa wrote:
Arcane Effigy

*...Even if they boiled this down to a single version without all the extra uses/day (how annoying!), I still wouldn't particularly care about this item. It's pretty much extending the "share spells" ability with familiars and animal companions to those who wear this thing...only it limits them to 4th and lower. Anyone see this as ground-breaking? Vote to Reject.

*...Agreed. Reject.

Thanks for the feedback. I appreciate it.


Thanks for taking the time to make your criticisms known. I appreciate the feedback.

Arcane Effigy
Aura moderate (1-2 uses/day) or strong (3-4 uses/day) necromancy; CL 7th (1 use/day), 11th (2 uses/day), 15th (3 uses/day), 19th (4 uses/day)
Slot neck; Price 6,100 gp (1 use/day), 18,100 gp (2 uses/day), 36,500 gp (3 uses/day), 61,300 gp (4 uses/day); Weight --
Description
This tiny crystal vial dangles from a fine platinum chain, and must be worn about the neck to use its special properties. An arcane spellcaster can attune the effigy to herself by depositing a small amount of her blood in the vial before giving it to another individual. Thereafter, for the specified number of times per day, she may cast any arcane spell of 4th level or lower that targets herself, and the spell will affect the bearer of the effigy instead of the caster. This specifically includes spells marked "Target: you" or "Range: personal." The caster and the recipient of the spell must be within 100' of each other, but line of sight is not required. After each use, the blood within the vial must be refreshed before the effigy can again serve as a spell conduit.
Construction
Requirements Craft Wondrous Item, spectral hand; Cost 3,050 gp (1 use/day), 9,050 gp (2 uses/day), 18,250 gp (3 uses/day), 30,650 gp (4 uses/day)