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+2
whit10
Chris
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    Return to darkness

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    Post  whit10 Fri May 26, 2017 11:38 pm

    We will use this as the new thread for set up and player/gm questions, etc. It will save having to do it on the fly or something during the story.

    !!!PLEASE READ!!!

    This world has slowly degenerated into chaos very quickly in the 2 years when we pick up the story. A Prime Healer (Cleric, Druid, Bard...sorta, Oracle... etc.) would be a good part of the party. My point is that healing potions and wands will probably not be enough to save you. although, admittedly, if someone plays a Pally... you're good.
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    Post  whit10 Wed May 31, 2017 11:26 pm

    something else - I would actually like to run this for a while if that's ok. Several months if possible. But that's open to you all
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    Post  Robyo Tue Jun 20, 2017 9:13 am

    Cool!

    I was thinking about playing a straight sorcerer, but I suppose I could pick up a level or two in cleric or paly if we think we need the extra healing. TBH, I was trying to play a less complex caster, after the time sink of playing a druid in Chris' game.
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    Post  Chris Tue Jun 20, 2017 11:30 am

    I am happy to be a player again for the foreseeable future.

    My game is wrapping up quickly here, Matt is close to escaping the "prison of the mind" and others are starting to catch on. It's really just mental roleplaying from here out plus a wrap up bit at the end.
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    Post  Chris Tue Jun 20, 2017 2:59 pm

    looks like

    Rob - caster\blaster

    Alan - wizard

    Matt - ??

    I could play a pure support\healer just for fun. Literally 0 combat capability lol!
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    Post  whit10 Tue Jun 20, 2017 9:54 pm

    I don't really advise that but hey, your funeral. Twisted Evil
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    Post  Chris Wed Jun 21, 2017 10:31 am

    whit10 wrote:I don't really advise that but hey, your funeral. Twisted Evil

    make up your mind!

    first you say we need a true healer to keep us alive, then you say it's not advised scratch
    Chris
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    Post  Chris Wed Jun 21, 2017 10:32 am

    why am I getting the feeling this is going to be RAVENLOFT set in the 1930s.....
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    Post  whit10 Wed Jun 21, 2017 10:34 am

    lol... I meant the "literally 0 combat" comment
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    Post  Chris Wed Jun 21, 2017 11:25 am

    whit10 wrote:lol... I meant the "literally 0 combat" comment

    clerics suck at combat unless you multi-class them anyways.  why bother making a wimpy attack when I could buff a good attacker or heal or debuff the enemy?


    sorry, I should have said "0 damamge" not "O combat" as he could buff\debuff
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    Post  whit10 Wed Jun 21, 2017 1:31 pm

    it only takes a level in one other fighting class to give them more options.

    Do what you want, I wasn't that serious
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    Post  Robyo Wed Jun 21, 2017 4:47 pm

    Josh (you probably posted it somewhere, but I couldn't find it), what is our: Point Buy and starting level, please.. Any other restrictions? Is this 1920's?

    I am working on my character's background. The history I have in mind is a bit of an "alternative" to the usual regarded history (the deep south US). I will post it and then make adjustments according to your preferences. I think you will like it though.
    Chris
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    Post  Chris Fri Jun 23, 2017 9:46 pm

    Robyo wrote:Josh (you probably posted it somewhere, but I couldn't find it), what is our: Point Buy and starting level, please.. Any other restrictions? Is this 1920's?

    I am working on my character's background. The history I have in mind is a bit of an "alternative" to the usual regarded history (the deep south US). I will post it and then make adjustments according to your preferences. I think you will like it though.

    25 pts for attributes

    15 pts for Race Builder

    9th lvl

    2 yrs after our last adventure, world has gone to shit

    I think any books are open, but check with Josh. I am looking at Kineticist from Occult
    Chris
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    Post  Chris Fri Jun 23, 2017 9:47 pm

    I am fine handing over the reigns at any time. Matt has completed the story. Josh and Alan are close. But it's just roleplaying\problem solving - no more combat or anything in mine.
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    Post  whit10 Sat Jun 24, 2017 11:20 pm

    Rob, sounds fine. Any background stuff we can handle through emails or on your character page. Whatever you prefer
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    Post  Robyo Sun Jun 25, 2017 4:38 pm

    Ok, good to know. I'll try to get him posted this week.
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    Post  Robyo Sun Jun 25, 2017 9:46 pm

    Is firearms considered an exotic weapon in this world?
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    Post  whit10 Mon Jun 26, 2017 12:20 am

    oh hell no. Pistols and Shotguns are simple firearms. Rifles and Machine Guns only require normal Martial Weapon Proficiency (Fighter, Pally, Ranger, Gunslinger, etc. etc.)

    Actually, the only truly "exotic" firearms would be something really damned old... like a wheel lock pistol or an arquebus.

    Now, that being said; IF, for some reason, a character comes from bumble-fuck 'middle of nowhere,' firearms could be exotic. But that's a character choice to me; not a GM's requirement by any means.
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    Post  MAS Mon Jun 26, 2017 10:46 pm

    Oh look, a new thread!

    I'll start putting together a character. A pretty busy week ahead but I'll move fast as possible.

    Will be building something combat focused.

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    Post  whit10 Tue Jun 27, 2017 12:22 am

    Cool and the Gang bro.  I am fairly busy right now as well after a week long parent visit here.

    ... and frankly, I want to see what you can do with a "combat bad ass"
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    Post  Chris Tue Jun 27, 2017 10:28 am

    remind me how guns work in WoD?

    touch attack
    damage
    etc
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    Post  MAS Tue Jun 27, 2017 10:37 am

    IIRC, they are only touch-attacks for gunslingers, or those who spend the feat to be able to use them as such.
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    Post  Chris Tue Jun 27, 2017 11:21 am

    as your party healbot, Dok recommends that everyone buy 1 wand of cure light wounds for 750gp

    I can use these to top people off between fights instead of using in-combat abilities, though I have lots of those too
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    Post  Chris Tue Jun 27, 2017 11:37 am

    https://lodgestgaming.forumotion.com/t347-domonok-dok-zadir-palacle-of-hermesthoth

    Dok is ready, minus any last minute fiddling




    In ancient times, the Palacles of Hermes\Thoth were the sacred protectors of the Pharaohs.  We would perform all manner of services for our god-king or goddess-queens and their families:  purify food\drink, healing, guidance, blessings, etc

    Our most important duty was to protect the god-king in war.  With a group of Palacles near him, the Pharaoh was immortal and unkillable on the field of battle.  We would all use Life Links and Shield other on the Pharaoh and continually spam channeled heals, which restored ourselves and the Pharaoh.  

    The Order of Hermes has continued to train Palacles down through the ages.  Though we no longer have a Pharaoh to protect, we now serve the greater interests of mankind in general.  Our sacred duty remains to provide healing in combat.  If a Palacle fails to save a comrade in battle, he is disgraced and expelled from the Order.  

    Oath of the Order of Hermes

    I, Domonok, hereby swear my everlasting loyalty to the Order of Hermes, and its members.

    I will not deprive, nor attempt to deprive any member of the Order of his magical power. I will not slay nor attempt to slay any member of the Order, except in duly executed and formally declared Wizards' War. I hereby understand that Wizards' War is an open conflict between two magi who may slay each other without breaking this oath, and that should I be slain in a Wizards' War, no retribution shall fall on he who slays me.

    I will abide by the decisions made by fair vote at a tribunal. I will have one vote at tribunal, and I will use it prudently. I will respect as equal the votes of all others at tribunal.

    I will not endanger the Order through my actions. Nor will I interfere with the affaires of mundanes andf thereby bring ruin on my sodales. I will not deal with devils, lest I imperil my soul, and the souls of my sodalis as well. I will not molest the faeries, lest their vengence catch my sodalis also.

    I will not use magic to scry upon members of the Order of Hermes, nor shall I use it to peer into their affairs.

    I will train apprentices who will swear to this code, and should any of them turn against the Order and my sodales, I shall be the first to strike them down and bring them to justice. No apprentice of mine shall be called a magus until he first swears to uphold this code.

    I shall further the knowledge of the order and share with its members all that I find in my search for wisdom and power.

    The enemies of the Order are my enemies. The friends of the Order are my friends. The allies of the Order are my allies. Let us work together as one and grow hale and strong.

    I shall preserve the life of my allies in battle.

    I request that should I break this oath, I be cast out of the Order. If I am cast out of the Order, I ask my sodales to find me and slay me, that my life not continue in degradation and infamy.



    This oath I hereby swear on the third day of Pisces, in the nine hundred and fiftieth year of Aries. Woe to they who try to tempt me to break this oath, and woe to me if I succumb to the temptation.
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    Post  Robyo Tue Jun 27, 2017 6:48 pm

    Josh, quick Race Builder question... We are custom building, so Mystic Past Life is an alternate Samsaran racial trait. Can I sub that into Asimar? It's worth 4 RP. Otherwise I'll need to play a Samsaran and they kind of suck for sorcerer builds. The cultural fluff is fine though.
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    Post  whit10 Tue Jun 27, 2017 7:33 pm

    Certainly. Lose the innate spell ability for Daylight or drop the Celestial Resistance. It's not a completely equal trade but it's close enough.
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    Post  whit10 Tue Jun 27, 2017 11:30 pm

    PLEASE READ

    Everyone here was involved in WoD the last time around. No one is playing the same character.

    Can you guys 'suggest' what might have happened to your characters?  I was story writing tonight and I wanted to know if any of you wanted to offer any input.

    If you don't care, just say so and I will write accordingly.

    Gracias

    ...and one minor thing.... people in this world have realized that dogs (and some other animals) are very good at smelling the presence of the undead. Most will cower because they detect the unnatural state of the creature but they will still react in some manner. Just something I thought I would point out if you had an animal companion of any kind.
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    Post  Robyo Wed Jun 28, 2017 9:17 am

    Olivia joined a coven in Haiti. She was their lead-hag. Preacher visited during his travels and stayed on as a student for several months. She learned a few things from him too. The two don't always get along, but respect one another.

    Then she got pulled into an epic cosmic war, according to Chris' game.
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    Post  Chris Wed Jun 28, 2017 11:01 am

    JT is still working for the ministry or whatever group that was in the last story. He goes where they ask and functions as a scout or assault demolitions for hard targets.
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    Post  MAS Wed Jun 28, 2017 4:36 pm

    Corbet disappeared about 6 months ago. He was last seen poking about port cities in Indonesia, investigating rumors of a lost city on an island filled with prehistoric creatures, with a blurry picture of what appeared to be a gigantic ape.  

    Return to darkness Kong_b10
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    Post  Robyo Sat Jul 01, 2017 7:08 am

    MAS wrote:IIRC, they are only touch-attacks for gunslingers, or those who spend the feat to be able to use them as such.

    Nope, it is a quality of firearms. "Advanced Firearms: Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments."

    *I posted Advanced version, because I think that is more in-line with Josh's world assumptions.
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    Post  MAS Sat Jul 01, 2017 9:00 am

    And IIRC, the GM house-ruled it in the last campaign or made an adjustment, hence my comment.
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    Post  navyik Sat Jul 01, 2017 9:37 am

    CR3 probably went with Corbett.
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    Post  Robyo Sat Jul 01, 2017 9:52 am

    MAS wrote:And IIRC, the GM house-ruled it in the last campaign or made an adjustment, hence my comment.

    Maybe Josh can list any alterations from RAW, so we can all know the changes.
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    Post  Chris Sat Jul 01, 2017 12:46 pm

    check this out for armor.....

    Folding Plate

    Price 12,650 gp; Aura moderate conjuration; CL 10th; Weight 50 lbs.

    This item normally looks like a heavy steel brooch or cloak clasp, often depicting a heavy helm or sturdy shield. On command, the brooch transforms in a clatter of metallic plates and panels to instantly cover the wearer in a complete suit of +1 full plate, with the design of the brooch displayed on the armor's breastplate. The same command word causes the armor to transform into the brooch. The brooch only transforms if the wearer's armor slot is unoccupied, thus it won't work if the wearer is already armored. The brooch associated with this armor weighs less than a pound and occupies the neck slot when in this form.


    it's like the Egyptian armor from Stargate

    Return to darkness Starga10


    I really want that for my Palacle... it's just so expensive compared to +1 plate (2500)
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    Post  whit10 Sat Jul 01, 2017 12:58 pm

    Chris and I have been discussing this thing with armor.

    Here is my solution. The brooch is fine how it is but it will cost 1000 extra in addition to the base armor cost. Also, you can have Adamantine or Mithril as a part of it for the normal special materials cost. I believe that I halved the cost for Mithril in this game due to technological advances in metallurgy. So, for example, a Chain Mail brooch will only cost 1150.

    However, so as to try and "balance" things, the Brooch will only function for up to 1 hour per day. I think that should offset the reduction in cost. Real armor should still be worth something... at least that's what I think.

    Does that sound ok?
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    Post  Chris Sat Jul 01, 2017 1:00 pm

    whit10 wrote:Chris and I have been discussing this thing with armor.

    Here is my solution.  The brooch is fine how it is but it will cost 1000 extra in addition to the base armor cost.  Also, you can have Adamantine or Mithril as a part of it for the normal special materials cost.  I believe that I halved the cost for Mithril in this game due to technological advances in metallurgy.  So, for example, a Chain Mail brooch will only cost 1150.

    However, so as to try and "balance" things, the Brooch will only function for up to 1 hour per day.  I think that should offset the reduction in cost. Real armor should still be worth something... at least that's what I think.

    Does that sound ok?


    AWESOME!! cheers

    so 1 hour, time doesn't have to be consecutive? so turn it on for a fight, turn it off, etc
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    Post  whit10 Sat Jul 01, 2017 1:08 pm

    I should have specified - as per stuff like Boots of Haste, it does not have to be consecutive.
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    Post  MAS Sat Jul 01, 2017 6:09 pm

    Robyo wrote:
    MAS wrote:And IIRC, the GM house-ruled it in the last campaign or made an adjustment, hence my comment.

    Maybe Josh can list any alterations from RAW, so we can all know the changes.

    Kind of figured he would have chimed in on the matter by now.
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    Post  whit10 Sun Jul 02, 2017 12:54 am

    I apologize, I just saw this part of the thread. I guess I'm not understanding the question?

    I'm using the Advanced Firearms rules with the change to the Gunslinger (they lose Gunsmithing but gain Gun Training at 1st level, which is better anyway).

    Costs for firearms are on the equipment page for this campaign. I have updated things in line with Rob's question. Sorry it took so long. I've changed things to what is in the book (as regards range increments and such).

    Just look at the Equipment page, it's right near the top of the page.
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    Post  Chris Sun Jul 02, 2017 11:21 am

    yup, that answers all the questions, lol
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    Post  whit10 Sun Jul 02, 2017 3:41 pm

    if people can let me know when they are ready to proceed, that would be great.

    No rush though. I probably won't be completely ready until the 4th.
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    Post  Chris Sun Jul 02, 2017 4:00 pm

    ready to heal!
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    Post  Chris Sun Jul 02, 2017 5:16 pm

    Domonok "Dok" Zadir

    "Dok" dresses as a typical doctor in the 1930s. He wears a normal suit, with his magical brooch on his lapel. His medical bag has the usual tools of the trade - stethoscope, thermometer, tongue depressors, wand of CLW and a large spiked ball with 6ft chain at the bottom.

    Return to darkness Doctor10

    Dok was raised by other Ancients in the tradition of the Palacles of Hermes. He felt the calling to help during the Great War. Dok was attached to the Egyptian Expeditionary Force who fought in three continents alongside the Allies in WWI.

    In November 1915, armed conflict arose in North Africa when the Grand Senussi in Lybia sided with the Ottoman Empire against the British and the Italians. The Ottomans persuaded him to attack Egypt—which was then occupied by the British—and proclaim Jihad in the west as the Ottomans conducted an offensive against the Suez Canal on the east. Even though Senussi achieved a number of victories at first, he was pushed back and defeated in March 1916 by the Western Frontier Force of the Egyptian Expeditionary Force.

    In Sudan hostilities erupted between the Anglo-Egyptians and the Sultan of Darfur who was believed to have prepared an invasion of Egypt. Again, Egyptian forces allied with the British were able to defeat him.

    Some 100,000 Egyptian warriors also took part in battles on the European front, fighting in four countries: Belgium, France, Italy and Greece. Many died in action and were buried in the Commonwealth War Cemetery. A number of them were awarded the Victoria Cross for “valour in the face of the enemy”.

    After the war, Dok returned home to Egypt. He became a pivotal figure in the fight for Egyptian independence.

    On November 13, 1918, two days after the Armistice, Wingate was visited by three Egyptian politicians, headed by Saʿd Zaghlūl and Domonok Zadir, who demanded autonomy for Egypt and announced his intention of leading a delegation (Arabic wafd) to state his case in England. The British government’s refusal to accept a delegation, followed by the arrest of Zaghlūl and Zadir, produced a widespread revolt in Egypt, and Sir Edmund Henry Hynman Allenby (later Lord Allenby), the victor over the Ottomans in Palestine, was sent out as special high commissioner. Allenby insisted on concessions to the nationalists, hoping to reach a settlement. Zaghlūl and Zadir were released and subsequently led the delegation to the Paris Peace Conference (1919–20), where it was denied a hearing to plead for Egypt’s independence.

    The Wafd, in the meanwhile, had become a countrywide organization that dominated Egyptian politics. The Milner Commission (1919–20), sent to report on the establishment of constitutional government under the protectorate, was boycotted, but Lord Alfred Milner, who headed the commission, later had private talks with Zaghlūl and Zadir in London.

    Finally, hoping to outmaneuver Zaghlūl and Zadir and to build up a group of pro-British politicians in Egypt, Allenby pressed his government to promise independence without previously securing British interests by a treaty. The declaration of independence (February 28, 1922) ended the protectorate but, pending negotiations, reserved four matters to the British government’s discretion: the security of imperial communications, defense, the protection of foreign interests and of minorities, and the Sudan. On March 15 the sultan became King Fuʾād I (reigned 1922–36) of Egypt.

    Dok Zadir now spends his time providing medical aid to the poor and refugees.
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    Post  MAS Wed Jul 05, 2017 9:54 pm

    Guys - I am locked up pretty tight on time and don't forsee being able to finish up my character very soon. It may be another week or so. If you want to start, go ahead - I'll be happy to plug in at a later point when it is convenient to the flow of play.

    Just so the intent is known - I am building a Kineticist, with the elemental focus on Earth.
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    Post  whit10 Thu Jul 06, 2017 12:27 am

    Matt, I wanted to actually post something about that book. Having looked through it to some degree, I'm of the opinion that that particular class is really over powered. Chris was right about it. I'm not sure about banning that book for now (there is enough to juggle with all of the other ones) but that isn't the only new class that I thought was a bit over the top.

    What happened to the combat guy?

    Anyway... let's have a conversation about it some day via email. We're not in any hurry at the moment... just starting preludes; and only Chris so far.
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    Post  MAS Thu Jul 06, 2017 2:50 pm

    whit10 wrote:Matt, I wanted to actually post something about that book.  Having looked through it to some degree, I'm of the opinion that that particular class is really over powered.  Chris was right about it. I'm not sure about banning that book for now (there is enough to juggle with all of the other ones) but that isn't the only new class that I thought was a bit over the top.

    What happened to the combat guy?

    Anyway... let's have a conversation about it some day via email.  We're not in any hurry at the moment... just starting preludes; and only Chris so far.

    "Combat guy" is in how you build and play things, and any Kineticist is certainly a valid combat build. They are no more powerful than a Wizard or other spellcaster - and significantly more limited in many degrees. The reason that some of the class powers and abilities look OP in the Occult supplement is that so far - GMs have ignored using them in their game and encounter design, so none of the natural system countermeasures built into the Occult supplement rules have been in place.

    You are the GM, so just make a decision what classes are banned (if you are going to) and make an announcement on the front end, so I don't waste time on stuff I can't use.



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    Post  whit10 Thu Jul 06, 2017 8:50 pm

    I don't think that anyone has really "ignored" them. That book wasn't out yet when we played this the first time and Alan is the only one to run PF fantasy since then (which, I believe, was a "non-crunch" campaign). They probably wouldn't have released it if it was too over the top.


    Go ahead. I'll just have to deal with it if there are unforeseen problems. I hate limiting character creativity.
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    Post  MAS Thu Jul 06, 2017 11:02 pm

    Right on. I think you will find that the "problem child" build for that class is the "telekinesis" focus - the build that Chris made is indeed a powerful crunch! The more traditional elemental focuses are much more in league with spellcaster classes.
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    Post  Chris Fri Jul 07, 2017 10:19 am

    I agree, it's the TK powers that are OP. The ability to lift up to 1000 lbs per level, even if combat applications are limited, is just game-breaking if you think about how much Strength that represents.

    That one ability aside, they offer some new and unique ways to do fun stuff - teleporting around during combat freely as part of an attack, using a totally new mechanic for their casting pool (which is really an improved version of Shadow Run's spellcasting with Drain), and having a CON-based spellcaster that makes them inherently more Tanky.


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