StreamOfTheSky |
Maestro of Society would be purple for an Archaeologist. Because his rounds of luck doesn't scale with levels so adding rounds to it would be pretty ridiculously good.
+3 rounds still won't be enough to not have to take Lingering Performance. Whether he needs this trait, the extra performance feat, or can get by just with his sheer sexiness (high charisma for more rounds) will depend. Blue for Archaeologist, perhaps, still not purple.
And I'm going to re-plug the Savant trait since it seemed to go unnoticed the last time. Say you're a bard and you take Savant (Dance). Level 2, Versatile Performance. Now you're getting +2 on Acrobatics, Fly, and Dance checks. Or pick any 1 of the versatile performance options you like better. It's not purple, but it's pretty solid.
Dragonamedrake |
Gignere wrote:
And I'm going to re-plug the Savant trait since it seemed to go unnoticed the last time. Say you're a bard and you take Savant (Dance). Level 2, Versatile Performance. Now you're getting +2 on Acrobatics, Fly, and Dance checks. Or pick any 1 of the versatile performance options you like better. It's not purple, but it's pretty solid.
Solid point. I have left it green but I have included your argument and mentioned its probably blue for Bards.
Gignere |
Gignere wrote:Maestro of Society would be purple for an Archaeologist. Because his rounds of luck doesn't scale with levels so adding rounds to it would be pretty ridiculously good.+3 rounds still won't be enough to not have to take Lingering Performance. Whether he needs this trait, the extra performance feat, or can get by just with his sheer sexiness (high charisma for more rounds) will depend. Blue for Archaeologist, perhaps, still not purple.
And I'm going to re-plug the Savant trait since it seemed to go unnoticed the last time. Say you're a bard and you take Savant (Dance). Level 2, Versatile Performance. Now you're getting +2 on Acrobatics, Fly, and Dance checks. Or pick any 1 of the versatile performance options you like better. It's not purple, but it's pretty solid.
Yes but with lingering performance that is +9 rounds of luck. For a beginning Archaeologist this one trait can increase your round of lucks by almost 40%, and that assumes an 18 cha to start.
Gignere |
Gignere wrote:Yes but with lingering performance that is +9 rounds of luck. For a beginning Archaeologist this one trait can increase your round of lucks by almost 40%, and that assumes an 18 cha to start.Its cheesy. But it does work out that way. I will mention it in the description.
I just read what you added to Maestro. Just wanted to clarify. It is +9 rounds of performance for any bard not just Archaeologist. What makes the trait so good for Archaeologist, is that an Archaeologist only ever has 4 + cha rounds of luck. It doesn't increase with levels like the normal bardic performance.
So for a regular bard after a few levels this trait is adding a negligible rounds of performance, however for an Archaeologist this trait will always add a significant percent of rounds of luck.
Even with 24 cha, an Archaeologist will only have 11 rounds of luck, 33 with lingering performance. So this trait will still be adding nearly 30% of extra round of luck.
StreamOfTheSky |
Yes but with lingering performance that is +9 rounds of luck. For a beginning Archaeologist this one trait can increase your round of lucks by almost 40%, and that assumes an 18 cha to start.
Yes, that's my point. You still need Lingering Performance. If taking the trait isn't saving you a feat on Lingering Performance, then in order to be worthwhile, you would need to be in a situation where you were actually running out of luck rounds without it.
But...say you have 18 charisma and lingering performance. That's 24 rounds of luck per day. For most people, that will be plenty, they don't need the extra +9. And as cha goes up, so will the 24 rounds increase. Say you had 18 cha and this trait, but not lingering performance. You have 11 rounds per day. That's not likely to be enough. You still have to take the feat, but with the feat, the number of days those +9 rounds will actually make a difference is minimal.
So I question its usefulness to the Archaeologist. It certainly could be useful... but it's not a must have.
Gignere |
Gignere wrote:Yes but with lingering performance that is +9 rounds of luck. For a beginning Archaeologist this one trait can increase your round of lucks by almost 40%, and that assumes an 18 cha to start.Yes, that's my point. You still need Lingering Performance. If taking the trait isn't saving you a feat on Lingering Performance, then in order to be worthwhile, you would need to be in a situation where you were actually running out of luck rounds without it.
But...say you have 18 charisma and lingering performance. That's 24 rounds of luck per day. For most people, that will be plenty, they don't need the extra +9. And as cha goes up, so will the 24 rounds increase. Say you had 18 cha and this trait, but not lingering performance. You have 11 rounds per day. That's not likely to be enough. You still have to take the feat, but with the feat, the number of days those +9 rounds will actually make a difference is minimal.
So I question its usefulness to the Archaeologist. It certainly could be useful... but it's not a must have.
Although the duration is 24 rounds that is really just 8 uses of luck. It might be enough for all your combat needs but what if there are some crucial skill rolls. This trait can allow you to be less stingy with the 1 round uses of luck.
Dragonamedrake |
Alright, I'm up and back at it. I just had surgery and was in pain and feeling cranky yesterday. That might have bleed over in my post. I apologize if I seemed snarky. I will be starting the Campaign Traits today.
I want to again thank everyone for your thoughts and advice. Its been both helpful and helped to make this more interactive and fun.
Quori |
Unless the skill is specifically sought by many, it shouldn't be blue, it should be green (neutral). Really, Sense Motive, UMD, Perception... these are Blue worthy. The others are just meh, especially since people know they can effectively get any of them through traits, it's best to highlight as useful the once that are in demand so they simply know what the title is called.
I also think you're a little liberal with some of the others. I find that I'm reading through and just start skimming blue to find the purple since they're the ones that really stand out, as I see the blue as 'standard' in choices, not exceptional in any way. 80% of Traits are default red, don't try to fill in too many categories. I would us a 4 colour system, it's easier to dump the 80% into red, then have green, blue and purple.
Just my thoughts.
Dragonamedrake |
Unless the skill is specifically sought by many, it shouldn't be blue, it should be green (neutral). Really, Sense Motive, UMD, Perception... these are Blue worthy. The others are just meh, especially since people know they can effectively get any of them through traits, it's best to highlight as useful the once that are in demand so they simply know what the title is called.
I also think you're a little liberal with some of the others. I find that I'm reading through and just start skimming blue to find the purple since they're the ones that really stand out, as I see the blue as 'standard' in choices, not exceptional in any way. 80% of Traits are default red, don't try to fill in too many categories. I would us a 4 colour system, it's easier to dump the 80% into red, then have green, blue and purple.
Just my thoughts.
I appreciate the thoughts. I am using the same scale used in most of the guides you will find on these boards. Its familiar to most and uniform to a degree.
Most of the skill traits have been dropped to green unless its one of the better skills in the game.
If you have any specific skills you think I have been to generous with I would love to hear your thoughts on them.
Thanks again for taking the time to respond. I want all the critiques I can get.
Gauss |
I do not agree with you Quori. While yes he has some work to recolor some of them it is mostly an opinion. By dropping the color of 'must have' traits that are applicable to only a select build he may make it so that those people will skip over them. If you figure that most traits are for specific builds anyhow then most of the traits fall into this.
Take +1 Will saves for example. The people this will appeal to are those with a weak Will save.
Skill traits primarily appeal to people that do not have that skill.
However, I do agree that awesome but limited clientele traits should not usually be purple. But blue imo is just fine for those traits.
- Gauss
StreamOfTheSky |
Opportunistic Gambler would apply to Rage, which has all of its bonuses as morale.
That said, I like to rape hop/cycle in and out each round, so adding an uncertain 1d4 rounds to the duration would actually be a nerf to those sorts of barbarian tactics. But some people might like it. Perhaps someone only dipping Barb looking to spread those rounds out more.
Finding Haleen: By the RAW, it sounds to me like the trait gives you +1 hp and +1 skill point ON TOP OF the actual favored class bonus. Which is crazy strong if true.
Gnoll Killer: Yes, with Instant Enemy it's an extra +2. You don't start w/ 3rd level spells, and they don't grow on trees. I don't know if gnolls are super-common and often have class levels in that AP, but if it's anything like a normal game... you're throwing away your top FE bonus on an enemy you'll seldom encounter. Its still pretty nice end-game, but I don't think it's purple, it has a pretty big cost.
Bastard: Why is this purple? It's a +1 will save trait with a negative tacked on. When traits that just give you +1 will exist aplenty. Why would you take this?
Pirate Rob |
Researching the Blot - wow this trait is fail lol.
This actually does something. It allows you to identify without casting detect magic first.
This could be useful for an alchemist who doesn't want to buy a wand of Identify etc.
All that said It's just really bad instead of actively detrimental.
Dragonamedrake |
Opportunistic Gambler would apply to Rage, which has all of its bonuses as morale.
That said, I like to rape hop/cycle in and out each round, so adding an uncertain 1d4 rounds to the duration would actually be a nerf to those sorts of barbarian tactics. But some people might like it. Perhaps someone only dipping Barb looking to spread those rounds out more.
Finding Haleen: By the RAW, it sounds to me like the trait gives you +1 hp and +1 skill point ON TOP OF the actual favored class bonus. Which is crazy strong if true.
Gnoll Killer: Yes, with Instant Enemy it's an extra +2. You don't start w/ 3rd level spells, and they don't grow on trees. I don't know if gnolls are super-common and often have class levels in that AP, but if it's anything like a normal game... you're throwing away your top FE bonus on an enemy you'll seldom encounter. Its still pretty nice end-game, but I don't think it's purple, it has a pretty big cost.
Bastard: Why is this purple? It's a +1 will save trait with a negative tacked on. When traits that just give you +1 will exist aplenty. Why would you take this?
Opportunistic Gambler - I forgot about Rage being a Moral bonus. That at least bumps it up to orange. I still find it lacking.
Finding Haleen - Yes the wording is confusing. Either you get both on top of the favored bonus or you get a double bonus. Either way its friggin amazing.
Bastard - Its still a +1 to a static save. And the negative can be offset by becoming nobility (In an AP named KINGMAKER), not to mention the negative applies to nobility in an AP where you are adventuring in the wilderness... somehow I dont see it being an issue often. Third its a small negative even if it does happen. Still well worth Purple, expecially when you consider you have noble blood (Even if a bastard) to lay claim to. I think its win win.
Gnoll Killer -
1. From what I gather the AP has alot of Gnolls in it.
2. You only have the first and second Favored enemy before 3rd level spells, so at most your giving up a +2 bonus to whatever you would have picked first.
3. Its 42,000 gp for a Unlimited Command word use of Instant Enemy. Sure you have to get it approved by the GM, and its expensive, but that makes every enemy your favorite enemy lol.
Over all I still find it to be a very strong Trait for rangers.
Dragonamedrake |
Dragonamedrake wrote:Researching the Blot - wow this trait is fail lol.This actually does something. It allows you to identify without casting detect magic first.
This could be useful for an alchemist who doesn't want to buy a wand of Identify etc.
All that said It's just really bad instead of actively detrimental.
Seriously. I think you have the rules for identifying magic items confused.
1. Detect magic is an unlimited 0 level cantrip. Why wouldn't you want to cast it before trying to determine what a magic item is.
2. Identify just gives you a +10 bonus on the spell craft role. If an alchemist doesn't want to memorize a 1st level spell to identify something then so be it. There are a few very good traits that give you detect magic as a spell-like ability.
3. It makes it HARDER to identify magic items. It causes the DC to go up by 5.
I can see this as anything other then a mistake. Detect magic is easy to get even if you don't get it on your spell list. Heck a continuous item of detect magic would only be 2k gold.
Gignere |
StreamOfTheSky wrote:Opportunistic Gambler would apply to Rage, which has all of its bonuses as morale.
That said, I like to rape hop/cycle in and out each round, so adding an uncertain 1d4 rounds to the duration would actually be a nerf to those sorts of barbarian tactics. But some people might like it. Perhaps someone only dipping Barb looking to spread those rounds out more.
Finding Haleen: By the RAW, it sounds to me like the trait gives you +1 hp and +1 skill point ON TOP OF the actual favored class bonus. Which is crazy strong if true.
Gnoll Killer: Yes, with Instant Enemy it's an extra +2. You don't start w/ 3rd level spells, and they don't grow on trees. I don't know if gnolls are super-common and often have class levels in that AP, but if it's anything like a normal game... you're throwing away your top FE bonus on an enemy you'll seldom encounter. Its still pretty nice end-game, but I don't think it's purple, it has a pretty big cost.
Bastard: Why is this purple? It's a +1 will save trait with a negative tacked on. When traits that just give you +1 will exist aplenty. Why would you take this?
Opportunistic Gambler - I forgot about Rage being a Moral bonus. That at least bumps it up to orange. I still find it lacking.
Finding Haleen - Yes the wording is confusing. Either you get both on top of the favored bonus or you get a double bonus. Either way its friggin amazing.
Bastard - Its still a +1 to a static save. And the negative can be offset by becoming nobility (In an AP named KINGMAKER), not to mention the negative applies to nobility in an AP where you are adventuring in the wilderness... somehow I dont see it being an issue often. Third its a small negative even if it does happen. Still well worth Purple, expecially when you consider you have noble blood (Even if a bastard) to lay claim to. I think its win win.
Gnoll Killer -
1. From what I gather the AP has alot of Gnolls in it.
2. You only have the first and second Favored enemy before 3rd level...
The Opportunistic Gambler can also be used with Eldritch Heritage Orc + Quicken SLA to build the highest DPR melee builds. That combo is basically broken. I think anyone building the highest DPR melee build will have to take opportunistic gambler. Not sure if it is purple due to a broken combination but it is still damn good. I almost can't think of any melee build that I wouldn't want Opportunistic Gambler.
Dragonamedrake |
The Opportunistic Gambler can also be used with Eldritch Heritage Orc + Quicken SLA to build the highest DPR melee builds. That combo is basically broken. I think anyone building the highest DPR melee build will have to take opportunistic gambler. Not sure if it is purple due to a broken combination but it is still damn good. I almost can't think of any melee build that I wouldn't want Opportunistic Gambler.
Well that's a game changer. Im not sure where to rank it now.
Dragonamedrake |
So I have never played Jade Regent. How do these NPC's come into play?
Do they stick with you the whole AP?
Do they fight?I could use some advice on these.
Anyone have any experience with Jade Regent? I have it all written out but I have yet to give them rankings due to the NPC mechanic I am unfamiliar with.
Gobo Horde |
Why cant there be more traits like the Goblin ones. Useful, full of flavor, and fun.
thats because the goblins are the best!
No seriously, goblins rock. the flavour on the goblin only traits and feats is amazing. Gotta love things like Balloon headed, roll with it, letter fury, and vandal.Side question, im unsure of what SLA is? looking through all spells with S...L...A... is revealing nothing and is quite tedious. My ears always perk up when I hear about broken aspects, as its always fun trying to find different things that work well together.
Gauss |
Dragonamedrake, without the 20% concealment penalty there would be no problem with sneak attacks. No concealment, no problem. The RAW specifically calls out concealment.
StreamOfTheSky: that would limit Rogues to Dwarves and Half-Orcs. Personally, I would like to play a Rogue that is not limited to one of those two races.
As for the non-total concealment. I agree, but thems the rules.
- Gauss