Saga of the Jasonite

The continuing adventures of that eternal man of mystery…


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Wrath of the Righteous Classes, Archetypes and Prestige Classes: Part 2, B’s

These posts are coming fast and furious I know. This is a continuation of my last post, where I am documenting all of the changes to the classes, archetypes and Prestige Classes from the tabletop to the video game. If a feature or ability is the same as the tabletop game I will not list it here–assume it is present and unchanged. So, to continue:

Barbarian:  The game uses the unchained version of Barbarian. There are 31 rage powers in the game. Tireless Rage no longer has the limitation of not gaining temp HP’s if done within 1 minute of ending a rage.

Armored Hulk:  This archetype is essentially unchanged.

Beastkin Berserker:  Savage Rapport is altered, and now adds half his level on Lore (Nature) and Persuasion (Intimidation) skill checks; it has no connection with any animals. Feral Transformation is altered as well: at level 4 you become a medium wolf, at level 8 you become a medium leopard, and level 12 you become a large bear.

*Instinctual Warrior:  This is a brand new archetype. IW abilities are Wisdom-based. The IW has no armor proficiencies. He also has the following new abilities:

  • Focused Rage:  “At 1st level, an instinctual warrior can rage for a number of rounds per day equal to 4 + his Wisdom modifier… While in a rage, an instinctual warrior gains a +2 bonus on attack rolls and Wisdom. In addition, she gains 2 temporary hit points per Hit Die.”
  • Fervent Reflexes:  “An instinctual warrior adds his Wisdom bonus to his initiative checks”
  • Cunning Elusion (in pace of rage power) at level 2:  “When unarmored, the instinctual warrior adds his Wisdom bonus to his AC and CMD. An instinctual warrior gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four barbarian levels thereafter, up to a maximum of +5”
  • Rage Power (Instinctual Warrior):  In addition to normal rage powers they can also poach Monk abilities which work when an instinctual warrior rages, including: Diamond Soul, Diamond Body, Deflect Arrows, Perfect Self and Purity of Body
  • At level 6 (in place of rage power) you gain Blind-Fight, and immunity to gaze attacks
  • At level 10 (in place of rage power) you gain Improved Blind-Fight
  • At level 14 (in place of rage power) you gain Greater Blind-Fight
  • Unparalleled Senses at level 18. You gain blindsense to a range of 30 feet and blindsight to a range of 15 feet

Invulnerable Rager:  Extreme Endurance is altered:  Endure Elements is gone (probably unneeded), but you gain +1 to fire and cold resistance, both of which scale

Mad Dog:  Ferocious Fetch is now Ferocious Trip, gaining Trip as a bonus feat. You can attempt to trip your opponent in place of a melee attack. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it.

Pack Rager:  Raging Tactician now grants her teamwork feat to all allies within 50 feet instead of 30. Otherwise this archetype is unchanged.

Bard:  Bards are more heavily altered for the video game than other classes. They are no longer proficient with the sap or whip. Bards no longer have the Countersong, Distraction, Suggestion, Versatile Performance abilities. I detail further changes below:

  • Bards now have *Bard Talents, which are identical to Rogue Talents. A bard can select these at level 2 and ever four levels thereafter. They can’t select talents that modify sneak attack, but with 22 to choose from you’ve got some good options
  • The Fascinate ability is now available at level 6 instead of 1, its range is now 30 feet instead of 90, but it starts out affecting multiple enemies
  • Lore Master is altered a bit, as a Bard cannot choose to take 20
  • Jack-of-all-Trades now offers a flat +1 bonus on all skill checks

Archaeologist:  Archaeologist’s Luck can now be used for 2 additional rounds for each level after 1st. Clever Explorer grants the skill bonus to Trickery and Perception. Archaeologists begin gaining rogue/bard talents at level 2 and can start taking advanced talents at level 10. Nice upgrade!

*Beast Tamer:  This is a brand new archetype. In short these are “bards that can greatly enhance the abilities of their beastly allies through inspiring performances.” Beast Tamers lose some of their performances (they retain Inspire Greatness, Soothing Performance, Inspire Heroics and Deadly Performance) and Well-Versed. In exchange they gain the following abilities:

  • 1st level:  Spontaneous Summoning. They can spend a prepared spell in order to cast any summon nature’s ally spell of the same level or lower
  • 1st level:  Inspire Ferocity. This performance enhances ferocity in their summoned and pet allies, and the bard. It’s a +1 morale bonus against charm/fear effects, and a +1 competence bonus on attack and weapon damage rolls. These bonuses increase by 1 at levels 5, 11, 17. At 10th level it grants affected allies the effect of Magic Fang, and natural attacks count as silver and cold iron (at the cost of a bard talent). At 14th level their attacks are adamantine. At 18th level they get Greater Magic Fang
  • 1st level:  Beast Call. A beast tamer can cast Summon Nature’s Ally I as a spell-like ability a number of times per day equal to 3 + her Charisma modifier. It’s cast as a standard action, and the creatures remain for 1 minute/level (instead of 1 round/level). At 3rd level and every 2 bard levels after, the power of this ability increases by 1 spell level (up to SNA IX at lvl 17). Only one summon active at a time, sorry
  • 2nd level:  Augment Summoning feat (in place of a bard talent)

Dirge Bard:  For Haunting Refrain he gets the normal scaling bonus to his intimidate checks that is not limited to keyboard or percussion. Otherwise it is unchanged.

Flame Dancer:  The game version of Fire Dance begins at 3rd level now, not 1st, and it functions exactly like Fire Break. At third level allies gain Fire Resist 10, at 6th it becomes 20, and at 11th it becomes 30. All this comes at the cost of Inspire Competence, Dirge of Doom and Frightening Tune.

Thundercaller:  Incite Rage now affects all creatures, not just one. The user can select it so affect allies, enemies, or all. Storm Call is slightly altered, with a bolt of lightning hitting a random enemy within 50 feet. Otherwise this archetype is unchanged.

*Tranquil Whisperer:  This is a brand new archetype for the video game. According to their description thees Bards “… play their soothing compositions to alleviate any emotional pressure on their comrades and improve their concentration.” In addition to the trade-offs below they lose Well-Versed. Their abilities are as follows:

  • 1st level:  Inspire Tranquility (in place of Inspire Courage).  “An affected ally receives a +1 morale bonus on saving throws against mind-affecting effects and suppresses the effects of all kinds of rage. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level”
  • 7th level:  Saving Tranquility (in place of Inspire Competence). “Inspire Tranquility also grants a moral bonus to saving throws against mind-affecting effects equal to the AC bonus”
  • 13th level:  Tranquil Senses. “Inspire Tranquility also grants blindsense with 10 feet range”
  • 20th level:  Tranquil Apotheosis (in place of Deadly Performance):  “He gains immunity to confusion and mind-affecting effects, and counts as an outsider”

 

Whew. My original intention was to cover all the classes that begin with the letter B, but Bloodrager will have to wait. This post has already gone on a bit too long. Next post it will be the B’s and C’s!


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Wrath of the Righteous: Classes, Archetypes and Prestige Classes

This post is continuing my series documenting the rule differences between the tabletop game and the new video game (starting with general differences and most recently on the races), specially for those of us who enjoy playing tabletop. It might be the largest single section, as I cover all of the changes to the classes and their archetypes. There are also a couple of new ones in there–I will denote them with an asterisk (*). In the tabletop game there are about 40 classes, in the video game there are 25, each with multiple archetypes.

Which classes are not included? All of the occult classes are gone except the Kineticist–poof. Otherwise the game is missing the vigilante, swashbuckler, summoner, shifter, samurai, ninja, investigator, gunslinger, brawler and antipaladin classes. There are also 13 Prestige Classes included: Aldori Swordlord, Arcane Trickster, Assassin, Duelist, Dragon Disciple, Eldritch Knight, Hellknight (and Signifer), Loremaster, Mystic Theurge,  Stalwart Defender, Student of War, and Winter Witch. Sure it’s not the 100+ PrC’s in the tabletop game but it’s a decent beginning and don’t forget, expansions are coming.

I will focus only on the differences in the tabletop and video game versions, otherwise this will take forever. I will not include each of the skills known/gained each level with each class, I will just say they are all generally equivalent. With that said, we’ll start with:

Alchemist: Bombs now have a range of 30 feet instead of 20! The discoveries available are not the enormous amount available from all the source books but there are still 28 of them, including the important ones. They do lose the Swift Alchemy, Swift Poisoning and Instant Alchemy abilities. There are three possible Grand Discoveries: Awakened Intellect, Fast Healing and True Mutagen.

Chirurgeon:  Infused Curative is altered. “A chirurgeon’s extracts of remove disease, remove blindness, neutralize poison, and cure spells automatically act as infusions and can be used not only on himself but on other people as well.” Anesthetic is altered: at 5th level he gains a +3 bonus to Lore (Religion) instead of Heal, which can increase to +6.

Grenadier:  A Grenadier is now proficient with all martial weapons. Directed Blast now reaches 30 feet instead of 20 and you no longer need to target anyone specific, it affects all creatures like a direct hit. Staggering Blast does not say it stacks with Frost Bombs.

*Incense Synthesizer:  This is a new archetype as far as I can tell. “Some alchemists focus their efforts on researching different kinds of incenses to aid them and their allies in battle against the forces of evil.” There are 10 different incenses for a variety of buffing and debuffing effects, click here to read more. I don’t think anything is traded out for it. Here are the descriptions of the two new abilities:

  • Incense Fog:  “A 1st-level incense synthesizer can use his ability to create incense fog in a 15 feet area around him to aid his allies (including himself), improving their combat abilities. An affected ally receives a +1 alchemical bonus on attack and weapon damage rolls.”
  • Incense:  “An Incense Synthesizer learns a number of alchemical tricks, called incenses, which grant ally powers or weaken foes. At 3rd level, an Incense Synthesizer learns one incense. At 6th, 9th, 12th, 15th, and 18th, the incense synthesizer learns new incense. An Incense Synthesizer cannot select an incense more than once unless noted otherwise.”

Metamorph:  This is altered as Stealth is the skill added. Shapechanger is altered, at 20th level he can use the ability 10 times instead of no limit, and it’s always a standard action. Also it initially functions as Beast Shape I – IV, and at level 13 and 15 becomes Dragonkind I and II respectively (essentially Form of the Dragon I and II).

Preservationist:  This is essentially unchanged.

Vivisectionist:  They lose Deathwatch, Cruel Anatomist, Torturous Transformation and Bleeding Attack, but at 10th level they can choose any Advanced Rogue talent they want. There is a new feature called Medical Discovery:

  • *Medical Discovery:  “At 2nd level, and then again every 2 levels thereafter (up to 18th level), a Vivisectionist makes an incredible medical discovery. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the Vivisectionist’s level + the Vivisectionist’s Intelligence modifier.”

Arcanist:  There are not a massive amount of exploits, but there are 22 of them. A slight change to Magical Supremacy, there is no longer a “1+ the level of the spell”, simply “the level of the spell.”

Brown-Fur Transmuter:  This archetype is essentially unchanged.

Eldritch Font:  Improved Surge is altered, it now allows the Arcanist “to make two attack rolls associated with a spell and take the better result.” Bottomless Well now takes just a full-round action instead of an hour, but it’s only 1/day.

*Nature Mage:  This is a new archetype for the Arcanist. The Nature Mage loses access to the Wizard spell list, and gains access to the Druid spell list. They are still considered arcane spells, and the number of spells and DC keys off of Intelligence.

*Phantasmal Mage:  This is a new racial archetype for the Arcanist, for Gnomes only. The featured ability is Arcane Metamagic: “A phantasmal mage loses an ability to increase caster level of the next spell using her arcane reservoir but instead gains a number of powerful metamagic abilities at 5th, 11th and 17th levels.” The features are gained in place of an exploit at those levels, and are as follows:

  • At 5th level the phantasmal mage can spend 1 point from her arcane reservoir as a free action to make next arcanist illusion spell she casts in 2 rounds Extended, Reach or Selective, as per using the corresponding metamagic feat
  • At 11th level the phantasmal mage can spend 2 points from her arcane reservoir as a free action to make next arcanist illusion spell she casts in 2 rounds Persistent or Empowered, as per using the corresponding metamagic feat
  • At 17th level the phantasmal mage can spend 3 points from her arcane reservoir as a free action to make next arcanist illusion spell she casts in 2 rounds Maximized or 4 points to make it Quickened, as per using the corresponding metamagic feat

Unlettered Arcanist:  This archetype is essentially unchanged.

White Mage:  White Mages seem to lose option to take the Fast Healing exploit at level 11. Otherwise unchanged.

 

That’s all for now. I’ll continue with classes starting with B next time. Any feedback is welcome, please leave in the comment section below.


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Pathfinder Wrath of the Righteous: Race changes

Last time I introduced my current project (in my previous post), which is to explain and delineate the rules changes between the tabletop game Pathfinder and the new PC game. This is especially for those who play the tabletop game, but is certainly open to everyone. This time I will go over the different races, as there are some changes as well as new options in the PC game. I will focus on highlighting differences only. Starting in alphabetical order:

Aasimar:  Aasimar now have a “Light Halo” ability they can activate, which gives +2 circumstance bonus on saving throws against becoming blinded or dazzled. Generic Aasimar now have Searing Light as a spell-like ability 1/day instead of Daylight. Please note: all Aasimar heritages that have SLA’s are now just 1/day. There are no alternate racial traits available in the video game, sorry.

Agathion-blooded (Idyllkin) has Summon Nature’s Ally III 1/day instead of II, and has a +2 bonus to Lore: Nature and Perception.

Angel-blooded (Angelkin) has a +2 to Lore: Religion and Use Magic Device, and casts Lesser Restoration 1/day instead of Alter Self.

Archon-blooded (Lawbringer) has a +2 to Persuasion and Perception and casts Hold Person 1/day instead of Continual Flame.

Azata-blooded (Musetouched) has a +2 to Persuasion and Mobility, Glitterdust is now only 1/day.

Garuda-blooded (Plumekith) has a +2 to Mobility and Athletics, and casts Invisibility 1/day instead of See Invisibility.

Peri-blooded (Emberkin) has a +2 to Lore: Religion and Knowledge: Arcana, and casts Burning Arc 1/day instead of Pyrotechnics.

Dhampir:  Yep, they’re in the game. Dhampir no longer have light sensitivity, and they no longer detect undead. Dhampir have no spell-like abilities, and no weaknesses (such as to bright light, minuses to saves, etc.) Generic Dhampir have +2 to Persuasion (Bluff only) and Perception skills. There are no alternate racial traits in the video game.

Jiang-shi-born now have a +2 to Mobility and Knowledge: World checks.

Moroi-born now have a +2 to Persuasion (diplomacy only) and Knowledge: World checks.

Nosferatu-born now have a +2 to Athletics and Lore: Nature checks.

Vetala-born now have a +2 to Stealth and Use Magic Device checks.

Vampire-king born are a brand new heritage! They are “very rare and beautiful.” They have a +2 to Strength and Intelligence, -2 to Dexterity, and a +2 to Persuasion (Diplomacy only) and Knowledge: World checks.

Dwarf:  Dwarves now have a flat +2 to Perception checks. Stonecunning and Greed are gone, as one might expect. Otherwise they are about the same. There are no heritages or alternate racial traits in the video game.

Elf:  Elves are essentially unchanged. There are no heritages or alternate racial traits in the video game.

Gnome:  Gnomes are no longer able to obtain spell-like abilities for having a Charisma of 11 or higher. The obsessive trait now grants +2 racial bonus on a Knowledge: World checks instead of craft or profession. They also lose weapon familiarity. There are no heritages or alternate racial traits in the video game.

Half-elf:  Half-elves lose Multitalented, because there are no Favored Class Bonuses. There are no heritages or alternate racial traits in the video game.

Half-orc:  They get a bit of an upgrade. All half-orcs now have the Skilled trait, gaining an additional skill rank at first level and one additional rank whenever they gain a level. Half-orcs also get a flat +2 bonus to Perception. That’s nice! There are no heritages or alternate racial traits in the video game.

Halfling:  Halflings get a +2 bonus to Athletics and Mobility checks. They lose weapon familiarity. There are no heritages or alternate racial traits in the video game.

Human:  Humans are essentially the same. There are no heritages or alternate racial traits in the video game.

Kitsune:  Yep, they’re in the game. The Change Shape ability is essentially the same, but there is no bonus for Disguise because it’s not a thing in the video game. They get a +2 to Mobility checks. Kitsune Magic now grants Light 3/day instead of Dancing Lights with a Charisma of 11+. They now gain a flat +2 bonus to Perception. There are no alternate racial traits in the video game, but there is an alternate heritage.

Keen Kitsune are another brand new heritage for the game, but it’s identical to the racial trait for the tabletop game  (+2 Int instead of Cha). They retain +2 to Perception and Light 3/day, but the SLA keys off of Intelligence.

Oread:  They are in the game too, I guess this race is more popular than I thought. They still have a movement speed of 20 but now it’s no longer reducible, just like dwarves. Generic Oread now have the SLA Stone Fist 1/day in place of Magic Stone. They lose their Earth bloodline and domain abilities, but gain a +1 racial bonus to DC on Acid spells. All Oread gain a flat +2 to Perception. There are no alternate racial traits in the video game

Gemsoul Oread are identical to the tabletop game.

Ironsoul Oread now have the SLA Lead Blades 1/day in place of Unerring Weapon. I know, 1/day sucks.

Tiefling:  Generic Tieflings are pretty similar, except they lose their Charisma penalty if they take levels in sorcerer or eldritch scion (Magus) of an Abyssal of Infernal bloodline–this replaces Fiendish Sorcery. Generic Tieflings also have the SLA Resist Energy 1/day instead of Darkness. In fact all heritages that have SLA’s are now just 1/day.

Asura-Spawn (Faultspawn) now have a +2 bonus to Knowledge: Arcana and World, also gain a +2 bonus against against enchantment spells and effects, and their Hideous Laughter SLA is now only 1/day.

Daemon-Spawn (Grimspawn) now have a +2 bonus to Trickery and Persuasion, gain the SLA Frigid Touch 1/day instead of Death Knell, and gain acid resistance 5.

Demodand-Spawn (Foulspawn) now have a +2 bonus to Lore: Religion and Intimidate checks, gain the SLA Cacophonous Call 1/day instead of Bear’s Endurance, and get a +1 to attack rolls, but only against Clerics, Inquisitors and Paladins.

Demon-Spawn (Pitborn) now have a +2 bonus to Trickery and Persuasion checks, gain the SLA Stone Call 1/day instead of Shatter, and a +2 bonus to confirm critical hits.

Devil-Spawn (Hellspawn) now have a +2 bonus to Diplomacy(Persuasion) and Perception checks, gain the SLA Scorching Ray 1/day instead of Pyrotechnics, and similar to the generic Tiefling, lose their Charisma penalty if they take any levels in sorcerer or eldritch scion (Magus) of an Infernal bloodline–this replaces the Fiendish Sorcery trait.

Div-Spawn (Spitespawn) now have a +2 bonus to Diplomacy (Persuasion) and Knowldge: World checks, gain the SLA Soundburst 1/day instead of Misdirection, and add +1 to the DC of any saving throws against enchantment spells they cast.

Kyton-Spawn (Shackleborn) now have a +2 bonus to Mobility and Intimidate (Persuasion) checks, their Web SLA is now only 1/day, but they gain a +1 natural armor bonus to AC.

Oni-Spawn (Hungerseed) now have a +2 bonus to Persuasion checks, gain the SLA Invisibility 1/day instead of Alter Self, and gain a +2 bonus to combat maneuver checks and combat maneuver defense.

Qlippoth-Spawn (The Motherless) now have a +2 bonus to Mobility and Lore: Nature checks, their Blur SLA is now 1/day, and they gain a secondary Bite attack that deals 1d6 damage.

Rakshasa-Spawn (Beastbrood) now have a +2 bonus to Perception and Bluff (Persuasion) checks, gain the SLA Blindness 1/day instead of Detect Thoughts, and they gain a damage reduction 2/piercing.

 

Whew! This concludes the changes for all of the races in the Wrath of the Righteous video game. Next time I’ll continue with documenting significant changes to the classes and archetypes.


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Pathfinder: Wrath of the Righteous, guide to rule differences between the tabletop and PC game

I’m a fan of Pathfinder, I love it. I love all the rules, I love the complexity, I love the incredible variety of options I have to create characters, I love playing the tabletop game with my friends. Every system has its warts, but I really love the system and the written Adventure Paths that I’ve journeyed through over the past few years.

Wrath of the Righteous is a new PC Pathfinder game by Owlcat Games, and is based on the tabletop version of the Adventure Path for the original game–with several key differences.

The purpose of the next few posts is for those who play the tabletop game and want to know what differences there are in the races, classes, archetypes, or rules of the video game. And there are differences! In fact I cannot find any comprehensive comparison anywhere on the web in a convenient form, so I’ve decided to make one.

Some of the classes we know from the original game have been modified: in the tabletop game the Wizard gets bonus feats every five levels starting at level 5, in the video game an additional feat is given at level 1. Another difference is that instead of rolling hit points every level, an average is taken and immediately applied upon level up (e.g. an Alchemist would gain a base 5 HPs per level). What we of the tabletop world call Traits are now known as Backgrounds. Finally there are no Favored Class Bonuses, they are gone.

Before I begin I will note some general differences that apply to all characters. Skills have changed! There are now 11 skills instead of 24 (far more if we include all the Knowledge and Perform variations). Most have been consolidated, some have different names. I will use bold to indicate the tabletop skill, and I will underline any new skills. Here is a summary:

Acrobatics is largely rolled into the new Mobility skill along with a few other skills. However jumping is part of the new Athletics skill

Appraise is gone, no such thing

Bluff is now rolled into the new Persuasion skill

Climb is now rolled into Athletics

Craft is more or less rolled into Knowledge: Arcana. It is not possible to craft magic items of your own in the game, but you may craft potions or spell scrolls. This may change over time as Owlcat releases more content. There are feats such as Brew Potion and Scribe Scrolls that are required. You will need an item such as an Alchemist’s Kit (level I – IV) or a Scroll Scriber’s Kit (levels I – IX), and to find the right ingredients.

Diplomacy is now rolled into the new Persuasion skill.

Disable Device is now rolled into the new Trickery skill

Disguise is gone, it’s not a thing.

Escape Artist is now rolled into Mobility.

Fly is now rolled into Mobility.

Handle Animal is now rolled into the new Lore: Nature skill. Both Lore skills are based on Wisdom, not Intelligence

Heal is now rolled into Lore: Nature, though removing a disease has moved to Lore: Religion skill

Intimidate is now rolled into Persuasion.

Knowledge Arcana now covers crafting magic items, identifying magic, identifying monsters (constructs, dragons, and magical beasts), scribing or borrowing spells (from spellbooks and scrolls), recalling knowledge about arcana

Knowledge Dungeoneering is now rolled into Lore: Nature

Knowledge Engineering is gone (do we really miss it?)

Knowledge Geography, History, Local, Nobility are all rolled into the new Knowledge: World skill

Knowledge: Nature is now Lore: Nature, as you probably guessed. To reiterate, the key difference is Lore: Nature is based on Wisdom

Knowledge: Planes is now part of Lore: Religion

Knowledge: Religion is, of course, Lore: Religion, which means it is now based on wisdom

Linguistics is now rolled into Knowledge: World

Perception is still perception, but now includes sense motive

Perform as a skill is no longer a thing as far as I can tell

Profession as a skill is no longer a thing

Ride as a skill is gone as far as I can tell

Sense Motive is now rolled into Perception, see above

Sleight of Hand is now rolled into Trickery, as you may have guessed

Stealth is still stealth

Survival as a skill is gone, though it wouldn’t hurt to put a point or two into Lore: Nature, because it does affect hunting when camping

Swimming is now part of Athletics

Use Magic Device is still Use Magic Device

 

I’ll list the new skills next and summarize their uses, as they include abilities that are not part of the tabletop skills.

 

Athletics: This skill covers catching an object, climbing an obstacle, jumping, swimming

Knowledge (World):  This skill covers creating or detecting forgeries, deciphering writing, identifying monsters (humanoids), learning languages, recalling knowledge about geography, history, locales, or nobility, cooking food when camping, and in determining success for brewing potions.

Lore (Nature):  This skill covers handling animals, identifying monsters (aberrations, animals, fey, monstrous humanoids, oozes, plants, vermin), recalling knowledge (about dungeons or nature), stabilizing the wounded, hunting when camping, helping cure a disease (Religion determines this when using the remove desease ability.)

Lore (Religion):  This skill covers identifying monsters (outsiders and undead), recalling knowledge (about the planes or religions).

Mobility:  This skill covers moving without provoking attacks of opportunity, keeping your balance, escaping from restraints, executing flying maneuvers, riding mounts, softening falls, squeezing through tight spots

Persuasion:  This skill covers changing other’s attitude, creating diversions, gathering information, intimidating others, lying, making requests, passing secret messages

Trickery:  This skill covers concealing objects on your body, disarming traps or devices, opening locks

 

In the next post I will begin detailing any differences in the races, as there are a few! Following that will be classes and any related archetypes. Following that I plan to revisit Prestige Classes, and any new feats as well. I haven’t decided if I will bother with the Mythic explanation as they are easily searchable online. If I have any requests I will certainly consider them! Click here for Races.


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What if God doesn’t exist?

A recent international study indicated that more young people than ever before are declaring themselves atheists. These individuals think that belief in God doesn’t make a difference when it comes to being a good, moral, and ethical person. Here’s the challenge: God has given us the freedom to believe in Him or not, but it’s not correct to say it doesn’t make a difference. Our belief in God affects how we see ourselves and how we see and treat others.

Studies show that in times of trouble and crisis, believers cope much better than nonbelievers. ¹ Believers are happier and more willing to donate to charity. ² During the pandemic, people struggled to find peace and meaning in a time of great isolation and disruption. Believers felt a hope and optimism others did not. ³

But, what if I’m wrong, and God does not exist? To quote Brett G. Scharffs, a law professor at a prominent university: “I am willing to be wrong in this way if it means believing and treating others as though they are children of God, created in His image with the potential to become beings like unto a perfect and perfectly loving God. I would rather make the mistake of attributing meaning and love to a universe that is meaningless and indifferent than vice versa. And besides, I do not think we are wrong.”

Many people believe in God but not organized religion. They say, “I’m spiritual, not religious.” Often this means they acknowledge God’s existence but do not want Him to ask anything of them, give them any commandments, or expect them to make any changes.

Some people see no need for organized religion, and yet they demand organized schools, cities, stores, airports, and hospitals. They see the benefits of going to an organized hospital, where there are rules or expectations. We see the same benefits in our organized Church, which is The Church of Jesus Christ of Latter-Day Saints.

Being part of this organized religion blesses us and those we love in every aspect of our lives. Because the Church is organized, we can care for others more effectively together than we could ever do individually. In the last 18th months at the time of this writing, my church has conducted more than 1500 COVID-19 projects, and responded to 933 natural disasters and refugee crises in 108 countries. We provided food and other necessities to care for millions in need. None of us could have done that on our own, but we did it together because we have an organized religion.

So we may not know here on earth for a certainty if God exists, I’m very willing to do so because of all the good that is worked, and the hope and joy that my faith gives me.