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19 posts. Alias of RandallC.


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JohnnyKage wrote:

I like some of the ideas of 4e. If it's smart and usefull why not make use it?

I fully support this line of thinking - the one major attraction to 4 e for me was the "all info provided stat blocks" for monsters.

I reccomended Paizo do soemthing similar in an earlier post when Pathfinder first came out.

I like what was done here, but would welcome any attempt to move in that direction.


The Ultimate Weapon – A “Quall’s Feather Token – Tree”

The first time this was used on me as DM – I was running the PC’s through “The Standing Stones” 3.0 adventure. The final battle had the baddies (a tielfing sorcerer and his cleric ally) on top of a tower casting spells down on the OCs and their allies.

The crazy fighter/rouge in my party who excels at doing the most off-the-wall stunts, rushes to the locked front door of the tower and announces “I shove my Quall’s Feather Token – Tree” into the key hole and say the command word……”

OK, DM takes deep breath and pauses to go - “How the Hell am I going to regulate this…???”

Ultimately, I decided that the tree erupted up through the side of the tower. I came up with a fair assessment of how much damage it would do to those on top of the tower as the upper branches exploded outward…and basically had fun telling everyone how the two baddies failed their saves, took damage from the branches (worse for the cleric as she had Protect Other or whatever the spell is called that allows a cleric to absorb half the damage of another), failed their skill checks to remain dangling on a branch and eventually fall 50 feet or so to take more damage. The cleric was killed, the sorcerer was knocked out. (He later managed to DD out of being tied up naked – but as he was running down a forest path to escape, his little devil tail twitching above his bare behind, the local wood elves peppered him with arrows to finish the job.)

Could it get sillier? YES.

Just weeks ago, the Party was finally facing the final encounter in Nightfang Spire to face off the Vampire Lord Gulthias. I knew they planned to use a tree token again – and even had a defense ready - a Forest Haunt from MM5 was allied with the Vamp and waited in the area I thought for sure they would summon the tree, ready to animate it. As expected, the Players were not prepared to face a flying vampire in a cylindrical shaft, so this threw them a bit – but to my surprise, instead of using the tree token to climb up – the same crazy fighter/rouge announces he is firing his bow at the huge heart of the Dragon Ashardalon from whence Gulthias draws his power and which hovers at the top of the shaft. Amazingly, he manages to overcome the Heart’s hardness by 1 point of damage and then announces – I activate the command word for my “Quall’s feather token…” Here we go again….

I had the tree do significant damage to the heart – spilling its contents, which included necromantic sludge, over the party (everyone made saves to avoid in some way- so no fun there). The tree then crashed down on the upper catwalks. Gulthias failed his save to avoid and took some damage. The tree then became a staging platform for some of the PCs to fly up to and attack. As for the Tree Haunt – it went down in two rounds from the other rouge in the party with a ghost touch dagger. Never got to use its animate tree ability. And Gulthias - after taking some damage from the cleric’s maximized “soundlance”, then rolled a natural 1 to save vs. “The obligatory lucky disintegrate beam” from the party wizard – he took 85 points of damage in 1 hit, went gaseous and retreated to the remains of the Heart (his coffin) from where it was an easy for the Party to tear it apart and destroy him for good.

So be warned – those Tree Tokens are nasty. Imagine what a “Token – Boat” can do….


EndVision wrote:
I'm pretty sure I'd read somewhere that Monte felt like his time as an RPG designer was winding down. If thats true I'm doubly happy that he found a project to keep him excited in product development. MC is one of my favorite designers, from AE to the CoC book he did at Wizards, if there was any question about whether or not Paizo had become the true home for D&D, its answered now.

I always found the timing of Monte's "withdrawal:" from RPG and WoTC in particular just before WoTC's decison to not renew Paizo's license for Dungeon and Dragon mags and only 2-3 months before the big 4e annoucement ot be quite telling.

My belief is that he was as disgusted with WoTC's attitude towards its 3.5 customers and the lack of backwards compatibility in 4e as we all are. He decided to hang his hat for a while.

But with PAIZO taking on Hasbro for the soul of DnD - I guess he heard the call of destiny.


Archgamer wrote:

PRPG is to be backwards compatible, the books of experimental might are a whole new take on the 3.5 OGL.

I'm firmly against that!

As even Jason B. implies in his message just below yours - not all rules from BOXM would break the backwards compatibility standard. Adding extra combat maneuvers (like throwing! and knckback) and class abilities, alternate damage and dying rules, etc. are where 3.P is heading anyway.

Let's trust these guys know what they are doing and will give us a product that meets all our needs and aspirations!


Joshua J. Frost wrote:
Monte Cook Joins the Pathfinder Roleplaying Game™ Team

Like Manna From Heaven.

I just purchased both Books of Experimental Might and was going to make a suggestion to PAIZO that they review the alternate rules for consideration for Pathfinder if not down right adopt them and then get Mr. Cook on board!

Then to see this - it's like all the stars are right at last.

Now if PAIZO can just purchase the rights to the 3.5 OGL/SRD away from WOTC and therefore be allowed to use all the Complete and Races books - all would be perfect.


Thomas Mack 727 wrote:


One rather large whole though IS reincarnation... Whats to stop the party from killing the fighter/barbarian and reincarnating them repeatedly till they are bugbears and then using Restoration to deal with the loss..? It would only cost a few thousand one hundred gold for a huge advantage stat wise...

What's to stop this? I hope the fighter/barbarian who is none too keen being killed over and over.

And if not - I would assume the DM, who would prevent the obvious abuse of a rule.


I like the new simple grappled condition. That's all we've ever needed. One suggestion - please retain the rule where the grappler (and victim) loses their DEX bonus to AC. This allows them to be subject to sneak attacks.

One strategy my groups use to good effect when grappling happens is to have the rouges get grappled just so they can sneak attack the foe to death.

Nothing surprises a great tentacled monstrosity more than grappling the gnome rouge and then getting shived for 6d6 damage from her dagger.


Jason Bulmahn wrote:

As with the Wizard and the Cleric, the druid does get a new level of spells in each one of the levels that you mention.

Jason Bulmahn
Lead Designer
Paizo Publishing

My mistake - haven't look at these rules for a few weeks and thought that all classes got some special ability (like a Domain or Spell Power) at every level.


It seems to me that all the other Classes have been given "something" at each level, be it a bonus feat, ability or class feature to make sure there are no "dead levels". However, the Druid still seems to have dead levels where other than getting more spells, it gets no new abilities. Take a look at 5th, 7th, 11th, 17th and 19th level - no new abilities.

To be fair, druids need more in these slots - perhaps bonuses to their wild shapes and/or companions or more spell like abilities.


Malitia Invictus wrote:

One thing I dislike about the new wizard class is that they get spell-like abilities without necessarily having those spells in their spell book. This is fine for clerics, whose power flows from their god or maybe for sorcerers whose power is innate, but I dislike it for wizards who get their power from their profound understanding of magic. Here's what I've come up with for wizards in place of the abilities listed in the alpha release PDF:

I am glad you raised this issue as I wanted to start a thread on it.

I am also uncomfortable with the spell-like abilities that simply mimic spells - spells which are not necessarily ones the wizard has in his/her spellbook. I also would rather see powers that enhance the wizard's existing spells and abilities.

Your list sounded better - recharging spells, etc. But I am open to other ideas.

It just makes no sense that a Universal wizard at 3rd level gains a fireball 1/day. Why? Because it is such a common spell and they will probably learn it any way? If that is so - then they should get it in their spellbook as a freebie. And what if you like lightning bolt better?

No - I'd rather that at 3rd level, they can recharge their spells or they get a +1 to ranged touch attacks, or extra damage or something.

Should mimic the fighter's new weapon and armor specializations - they simply get better at what they do as they go up.


Jason Bulmahn wrote:

The problem here is that there a number of different combat types and, in some cases, entire adventure concepts that leave rogues with little to do for most of the fight. Undead, construsts, plants, and oozes are all common enough in the game that it can create a real problem for that character type. Hence, the removed immunity.

As for undead HP. I think you will certainly see a number of undead receiving a bonus to their HP equal to their Charisma modifier x their HD.

Jason Bulmahn
Lead Designer

I agree with you. This is precisely where we should be focusing - how to make the game fun for all PCs so no one ever has to sit back and go - "I can't do anything this encounter" rather than whether or not it makes sense if an undead has a vital spot.

My current campaign is in Nightfang Spire - and this module has dragged out for many, many, sessions (no fault of any one - it's just a tough module). The two rouges in the party felt pretty useless by not being able to do significant damage to all the undead. Half-way, when I heard 4e was going to remove the immune to crit rules, we created a house rule that any extra damage from cits or sneak attacks was treated as "nonlethal damage" and when the undead or golems in the tower reached the point where they would "fall unconscious" I instead declared them "slowed" - able to take only one action.

This satisfied the party but not me so much as I had more to track (nonletal and regular damage) It came to me we should just give the undead more HP so they remain a challenge but the rouges and fighters (when they crit) can still have their fun too. Then I came across the Boneclaw and its bonus hp in one of the MM's and I said - hmmm, this is an idea.

I am glad you are considering the CHA bonus thing too - I will use this now for the finale with the vampire lord Gulthias.


ZDM wrote:
I really think undead should be immune to crits. The whole idea is your hitting something vital. Undead are moving masses of meat, no vitals to hit.

However, most corporeal undead have a weakness. Zombies - take off their head, vampires - impale through the chest.

So in a way - they do have vitals and should be subject to crits.

Same with constructs - a blow into a gear or joint stiffens them up.

Plants - cut off a vital root.

Oozes - well you got me there. :-)


Jason Bulmahn wrote:


Golem101... You are on to something here. An option would be to add feats that allowed you to take these sorts of actions (or something similar). Lets say take a look at the following possibility...

I don't mind where this is going - but I would say you should not have to buy a feat to do this.

I would prefer a rule that says anyone can just use their extra attacks to either add to damage of the first attack OR gain extra movement (5-foot steps w/no AO). This reflects that those with high BAB are so efficient they are making any number of actions during a round not just hitting. Kinda dumb when you take a full attack option when fighting one opponent and your first hit drops him. The rest of your attacks are wasted. If I could drop my foe and then move 5 feet for every extra attack I have left - I can be more useful.

Another useful option is to be able to push your opponent instead of hitting them. Say I get three attacks, if I hit with my first, I instead use my next two attacks to "push" my opponent back in 5-foot step increments per extra attack I spend. This again adapts to the 4e idea of lots of tactical movement, but is easily adapted to a 3.5 game.

And keep in mind - how would a rule change here affect extra attacks from feats (e.g. rapid shot), spells (e.g. haste), and two-weapon fighting?.

BTW - I would also like to see some spells like say acid arrow (or any with a ranged touch attack) get the benefit of multi-attacks. Why should a wizard get one shot with a ranged touch attack, while the ranger next to him is getting three shots off with his bow? I know scorching ray already accounts for multiple shots but it is based on level not BAB- but I think most ranged touch attacks that emulate a normal ranged attack and have no saving roll (like disintegrate, which should remain a 1 shot/spell) should benefit from high BAB's.


If undead are no longer immune to crits (which I am fully behind), I am wondering what ideas there are to offset their lower HPs (due to no CON bonus). Now that they can be critted - they may drop a lot quicker (especially if the rouge sets up their sneak attacks well)

Is this even an issue?

Should Undead HP be pumped up? And if so how?

Some ideas off the top of my head:

Increase all current 3.5 undead's HP by a set number (the way constructs get)?

or base bonus HP on CHA the way the Boneclaw gets (I believe without checking it's something like +CHA bonus/HD).

Curious what PAIZO is thinking and what everyone else would like to see done about this?

BTW - this goes for oozes, constructs, plants, etc. too.


One big idea I have for speeding up gameplay is that stat blocks for Monsters need to provide information about spelllike abilities and special attacks so I don't have to referenced the PHB every time I utilize a creatures abilities.

For example: using a quick example off the top of my head

Pit Fiend

Instead of saying Spelllike abilities: Fireball 3x/day, CL 18

include the following:

Fireball 3x/day (Range 100 feet, 10d6 fire damage in 20' radius burst, Reflex Save halves DC 18).

(I know the range and DC may not be accurate but I am just making a point - I would have to consult the PHB to determine exactly what all that would be based on the Pit Fiend's listed CL and that would slow the gamedown as I flipped through the pages)

Another example:

Nighthag

Enervation/At will CL 12, (Range 50 feet, ranged touch at +12, no save, 1d6+5 temporary ST damage for 8 minutes).

Just a thought. Another 4e idea I like and would like to see included in any 3.5/Pathfinder stat block from here on.


I'm all for rules that speed up combat. For example I am not too thrilled with Pathfinder's new grapple rules or cover calculations. I want to spend less time on this. Make a grapple check: hit or fail - Period.
Under cover - +4 to AC, period.

4e is trying to go this way. If Pathfinder is to compete - it must adopt some of this mindset. Just don't go all the way 4e is so that it becomes nonsensical and childish.


I prefer keeping the iterative attacks. My players enjoy them and it keeps the cinematic mood of seeing the fighters swinging against a number of foes.

While the whole 4e "on hit per turn unless you use a power" may speed the game up for all, it just does not make sense (like so much 4e).

And yes - the slow part comes with the player who must roll every die one at a time and on top of that can't count for _______.

I tell my players - roll all your dice at once - d20's for hits and damage. But I have one who just never will. When he does not play - the rounds fly by.


Elvith Gent wrote:

There is necromancy in the Book of Exalted Deeds. So, necromancy isn't an evil school.

Be undead is an evil act.
So, the power must change to stay neutral.

Being undead is not an evil act in of itself. You can be a good aligned ghost or even a good lich (I have seen those somewhere - I think there are some good ones in the Forgotten Realms).

You can also use the example of "ghost" from the Ghostwalk Campaign - where you are more of an outsider or spirit.

You could also just skip the 20th level of necromancer OR just not take advantage of this power.


John Robey wrote:

I like it even simpler -- +4 for cover of any kind, or full concealment. Fast and does the job.

-The Gneech

I agree all wholeheartedly.

The whole move to 4e was to make thing simpler so as to not slow down the game. If Pathfinder is to keep up - it must stay simpler too. 3.5's +4 for any cover other than complete is simpler for me. I don't even care about lines. Counting lines slows the gameplay and leads to the inevitable argument.

Now 4e is going for only a generic +2 for cover. I prefer the current +4 - but either works.


Silver Crusade

If your classes ability score is reduced below the minimum requirement to cast it off your slots. How does it affect your ability to use Wands and Scrolls?

Lantern Lodge

I recently unlocked the option to create a skinwalker and immediately wanted to create something similar to Darkest Dungeons Abomination hero. However, I start to stress out how to build its combat side. Initially, I thought of taking four levels of abyssal bloodrager to fit the theme but the thought dies in my head as I have no idea what else to dip into.

Edit:
I thought adding levels of druid would seem fitting but stats alone seem to conflict.

Silver Crusade 4/5

There's a chance for a change of scenery and would like to know if there are any play areas.

Silver Crusade 4/5

Rune of Change:
1d6, 1: Dwarf, 2: Elf, 3: Gnome, 4: Halfling, 5: Half-Orc, 6: Human

So I wanted to expand more on the RP that this little gimmick offered and added the four additional races from the current season (Kitsune, Wayang, Nagaji and Tengu) to the table of available races that one could experience. A d6 to a d10. However, I wasn't sure how legal it is for Society even though it says at GM discretion. Since nothing is really breaking mechanics in their favor, making them more susceptible to Bane/Favored Enemy, and making training cost more. Is this okay?

On a side note, I turned a talking horse-companion into a Human.

Silver Crusade

I couldn't help but feel stumped by a couple of things while reading new (and old) content. For starters:

Adventurers Armory - Magic Section:
If I were to use an Alchemist Fire as a material component to gain the benefits of setting people on fire via Fireball. Would that require me to have the item physically in my hand upon casting or would that just be covered as the unspoken rule when it comes to Spell Component Pouches?

Scaling Items
Am I able to purchase a specific level item so that it matches my own or does it just start at level 1?

Silver Crusade

If one has multiple intentions, do I pick one or do they appear as all? Would seem awfully suspicious if there was more than one.

Silver Crusade

I'm going into level 5 (Sorc1/Wiz4) and I'm already not sure what I'm supposed to prepare for. I am your run-of-the-mill blaster where all I do is focus on doing tons of damage.

Feats I already have:
- Spell Specialization [Burning Hands]
- Spell Focus
- Varisian Tattoo's

Things I've considered:

- Greater Spell Focus, helps makes my evocation dc's harder to overcome but that rarely seems to be the case.

- Spell Penetration, I have yet to come across a creature with SR and I'll be thankful when I have it but at the same time it's a dead feat until needed.

- Empower MM, while I'm only carrying an Intensifying Rod, my current traits only cater to Fireball which I don't have yet. So I will leave my 5th level in wizard for that.

- All other MM's, have to wait. Correct me if I'm wrong. With a heightened spell, I would have to make a CL check?

Also, I have the option to buy this:

Spoiler:
Acrimony Veil
Acrimony veils are ancient magic devices created by Alaznist, the Runelord of Wrath. They are normally composed of several types of interconnected metal and human bones, each etched with complex designs. The device covers the wearer's entire face (forehead, cheeks, and jaw), but provides no benefits to AC. The mask functions as a lesser empower metamagic rod, but only affecting spells of the Evocation school. Additionally, the wearer of an acrimony veil may cast rage on himself once per day.

Slot: Head
Cost: 13,500 GP

Should I even invest in Empower MM if all I'll be doing is Fireballing?

Silver Crusade

So I could use the communities opinion/ruling on the matter.

Scenario:
Magus spends Arcana to apply Ghost Touch to his weapon. Spellstrikes an Incorporeal creature.

- Magus does not have Ectoplasmic Metamagic Feat
- Incorporeal creature is not affected by Ghostbane Dirge.

Situation:
One believes that the spell delivered through their weapon will gain the properties of Ghost Touch.

What I think:
The weapon will deal full damage against the incorporeal creature. The spell, if it is not a force effect, only deals half.

How would you rule this as?

Silver Crusade 4/5

- Chronicle sheets. Do I give the Host my mailing address and wait for it in the mail if faxing is not an option?

- Granted that as long as we play by Society rules. There shouldn't be a problem if a PFS character is played between live and online sessions?

- Speaking of which, is at all possible to bring a live PFS character to an online setting?

Silver Crusade

Correct me if I'm wrong about this. When one properly disables a trap that is an DT ooze. The trap effect does not go off and the ooze doesn't get its surprise round?

Silver Crusade

So, without spoiling anything, I ran a game where PC's had encountered an invisible trap. As written, it says "Visible only via use of Detect Magic, See Invisibility or other similar effects." So that brings me to my question. If lets say 3 of the 5 PC's who can see it with magic and are telling their "trap finder"/disable device-er to disarm the magic trap. How does that even work?

Next question:
When using an item that grants the effect of a MM feat. Must one still expend additional spell slots as described or does the limited use of Rods or X/day counter that?

Lantern Lodge

Trying to iron out these questions that are popping up before I run Assault on the Wound tomorrow.

- If a ranged group is engaged in melee, do they continue to use their Ranged OM or are they rendered ineffective until they perform a retreating maneuver?

- Special abilities. Example, channel planar energy. Is it used over their Melee/Ranged phase or in addition?

Grand Lodge

By next monday, I will have enough pre-gen and gm credit to start this character at level 3.

Things I have already considered taking:
- Gnome with Lava Gnome racials
- Tattooed Sorcerer
- Spell focus and penetration feats.
- Elemental Bloodline

Seeing as this is my first non-divine caster. Things I could use help with:
- What would you prefer for Ability point allocation.
- Level Progression, should I dip or go prestige?
- Things I should/must buy.

Please note that the character is not been conceived yet.

Grand Lodge 4/5

While I cannot prove that the VL's are pulling favorites, I'm upset that they wouldn't attempt max out what's available. 22 players and 4 tables. 5/5/4/4/4 could have worked for a 1-5 scenario. I even took into account couples & friends. I spent a whole month waiting to run this and never been so disappointed in Society.

Grand Lodge

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A Long Story
-----------------------
So I finally retired my first character in Society play last weekend and my last game showed me that I am not ready for anything 12 or higher if this will be a recurring theme. So it got me thinking.

What happened in my last game: The Sealed Gate 5-#20

Spoiler:
The first encounter

Our group
- TWF Rogue
- Freebooter Ranger (I'm not entirely sure what he was.)
- Sorcerer
- Cleric

I'd prefer to not make a rant about this. However, I was effectively useless in this situation given the difficulty as well as our group composition. I was incapable of dealing with the multitude of Swarms. I was oblivious to the Swarmbane Clasp at the time and they pretty much ate through my celestial armor as well as one of my +1 Cold Iron Shortsword. Also not being able to receive a flank for the two big bug demons made my 1d6+8 (five attacks total) awful than it already is. We can get to that later. In the long run, combat was a success despite the death of our Cleric (though we went back to town and started fresh again) and the remainder of the Scenario was a breeze.

The character Stats
Tengu Rogue
STR: 13, DEX: 20, CON: 17, INT: 10, [b]WIS: 12, [b]CHA: 10

I could have easily moved points around however I was still new to PFRPG as well as my second character. I also didn't like the idea of having negative scores.

HP105
Current Levels in Classes
(9) Swordmaster Rogue
(1) Urban Barbarian
(1) Two-Weapon Warrior (planning on using my 12th level here)

Feats Taken/Class Talents
Two Weapon Fighting/Improved, Trap Spotter, Bleeding Attack, Finesse Rogue,
Weapon Focus (Shortswords), Combat Trick (Double Slice), Combat Reflexes,
Dodge, Iron Will(boon)/Improved, Improved Critical (Shortswords)

AC28/30, Touch18/20, Flat-Footed22/24
Fort12, Ref13, Will8

Skills
Acro:21, Bluff:4, Climb: 3, Dis. Dev: 15, Esc. Art: 9, Fly: 3,
Heal: 1, Kn; Nature: 5, Local: 11, Nob: 5, Ling: 16, Perc: 22,
Prof: 12, Ride: 3, Sense M.: 5, Stealth: 18, Surv: 6, Swim: 3, UMD, 4

Gear
(2) +1 Cold Iron Shortsword
Celestial Armor
---------------------------
Jingasa of the Fortunate Soldier
Eyes of the Eagle
Amulet of Natural Armor +1
Cloak of Resistance +3
Snakeskin Tunic
Spring-Loaded Wrist Sheath
Gloves of Reconnaissance
Ring of Protection +1
Belt of Mighty Con +2
Boots of Elven Kind

At the end of the Scenario, a few things were brought up to me.
- In cases where I can't get sneak attacks. My base damage alone is not enough.
- I cannot dex-rage forever. Seven rounds is poor.
- I lack in DR penetration. I've only had CI weapons forever.
- I need more HP.

So please, be brutal but insightful.

Grand Lodge

So I've reached that point in my society life where I'm going to explore multi-classing but I have no clue what it means towards my favored class.

The things I assume:
I get the BaB, HD, Ft/Rf/Wi saves and skill points but do I also acquire the class skills? Or does my favored prevent that? I would hope so cause that'd be silly but amazing if it didn't.

Also, because it's a level 1 class/etc. Does that grant me the extra feat?

I am curently a Swordmaster Rogue dipping into Urban Barbarian.

Grand Lodge 4/5

So I am DM'ing my first PFS game Among the Living and I've read the PDF at least four times. However, I am nervous, scared, and riddled with anxiety. I am trying to recall the steps of how our level 0 game went and trying to simulate it like so but I would like to have PC's appreciate my own effort. I was told by my VC that there was a section here on the forums that has a run down of each mod. From Point A to B. Any chance someone can point me in the direction or maybe coach me a bit?

Grand Lodge

I've recently overheard a conversation from my last Society game in regards to E.C.B's being optimal for dex classes. Do I have to take a size lower in order to two-weapon fight with it? It's a shame I'm not a part of my Venture Captain's inner circle on non-game days or I wouldn't have to be posting these kinds of things here. Oh, and before I forget. This is a rogue.

Grand Lodge

I've just finished some games with my second character, a Tengu Rogue. Since I've been playing as a caster, I know nothing of the steps to take in order to make him a better survivor and damage dealer. Note, I am still level one but I did get carried in two 3-4 games.

Silver Crusade

I've reached level 2 with this pc and ran into issues.

My first encounter with hordes of mindless undead. I am a cleric of sarenrae and have sun's blessing. I've never encountered anything that uses 'Channel Resistence' and upon being advised to channel into dealing full, non-mitigatable damage to them.

My question for this is, does sun's blessing bypass an undeads ability to will save against my channel positive harming damage as well? Cause I did read that it does not allow them to add their channel resist to their save but since I've never encountered undead up to this point. I wasn't sure on anything.

Secondly, not enough spells inbetween each day?

I've finally understood the tables for both my class and the wisdom modifier that follows. (level)X+(wis)+1(dom) = number of different spells I can cast per day.

However, I feel like I'm short-changing myself when it comes to the spells I choose individually. Is there not a base allotment for each spell, like 3+wis?

Silver Crusade 4/5

Now that I've gotten my feet wet (and dirty lol?) with my first society character. I've been been more inclined to create a new pc for days when high tier tabled is undermanned and low is promising. I've been looking through the ARG and saw the Tengu and immediately fell in love. However, I've heard that majority of these require a chronicle from a Con. Most of the threads I've found are dated and mainly pertaining to those who acquired a chronicle.

So my question is, if any, which races have been lifted from this requirement?

Silver Crusade

I've been watching friends play for quite some time now and eventually got drawn into playing. It's super fun (survived my second scenario) but I'm still at that point where I don't know if I'm doing anything properly. My friend is letting me borrow his core book but attempting to understand on my own is...daunting (TL;DR also).

So my questions that I'm trying to have a better understanding of my class is (if someone wouldn't mind dumbing it down):

- Do my Orisons have infinite uses?

- How many spells can I learn after each level? Also, at level 1. (Haven't reached level 2 yet but will by my next game.)

- How many uses of a spell can I cast per day?

- How many skill points am I getting per level?

- Where are these wands of (spell name) people seem to be starting off with? My level of ignorance is making it hard to find.

I feel like the should be more to ask but this is what's been chewing my mind since my last society game.

My character is a Dwarf Cleric of Sarenrae

My Ability Score is:
Str: 11 | 0
Dex: 12 | 1
Con: 16 | 3
Int: 10 | 0
Wis: 16 | 3
Cha: 13 | 1

If I missed out on anything, please let me know.