kodra's page

Organized Play Member. 7 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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Clerics can get often 3x the number of spells at their max level as a normal caster, which is a pretty potent ability and while I feel their doctrines are all a little underwhelming, that fact is hard to ignore. Having 4-5 Max level heals on top of full spellcaster progression is very good.


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Not sure if this warrants Errata but you might want to indicate how Expert Overdrive (and other class feats like this) impact Critical Successes as well as Successes. If I have an 18 int and am level 3, does Crit Overdrive give me +5 and Success gives me +3?


So, last night my party ended up in an unfortunate situation where they managed to stumble across the mine during Hexploration while underleveled, and they scouted the place out while invisible and one of them came up with a plan to poison their food stores with arsenic. Which did a number on the lower level critters, but still left a pretty unaffected Hezle and Butcher squad, which promptly forced them to flee.

But the thing that I kept coming back to was how high the numbers were for the butchers, so I tried to reverse engineer them, and it feels like they're a bit off for level 6 monsters.

The Bida earlier on is a level 8 monster with the same +20 to hit, and even if I'm assuming that the butchers are a level 6 fighter with 20 strength and a +1 would be 6 (master) + 6 (level) + 5 (strength) + 1 (item) = 18, and given they are raging like barbarians, 16 seems more appropriate. Did anyone else notice these monsters fighting above their weightclass?


I realize we're a slow group, just now getting to the hexploration part of Cult of Cinders, but while to module mentions a number of higher level spells that could trivialize the camping elements, it seems the APG released Cozy Cabin, which would also seem to trivialize everything at a level the players can hit.

We did a quick table meeting and agreed it'd be more fun to pretend that spell doesn't exist, especially given the side bar in the mod, but has anyone else run into this? Did it drastically alter the feel of the game?


TomParker wrote:
Definitely total. The paragraph immediately before that describes reward for the fire, and makes the 50 sp each explicit for that.

The 50 sp a piece is actually what confused me. That means that for a party of 4, you are getting 20 gp for saving the townhall, and then the promise of 20 gp for checking out Hellknight Hill. For larger parties you are actually getting less money for the larger work ask than the reward for the first encounter.


So the reward from the Call of Heroes says 20gp. Is that per hero or group total? Going forward which of these options should I read it as for a given adventure reward?


So I'm necro'ing this thread because I was just looking at the possibility of building a Goblin Champion, with a Wolf steed, but it looks like the Goblin still wouldn't be able to ride the wolf, since they are both the same size (small). Am I missing something?