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Bonethrall Adaptations and Errata Goto page 1, 2  Next
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BJ
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Post Posted: Mon Aug 04, 2008 12:22 pm    Post subject: Bonethrall Adaptations and Errata Reply with quote
The consistent errata of WotC over the 4th edition notwithstanding, the tech team of the Bonethrall Campaign Setting recognize that sometimes, we need to impose our own errata to the system. This is the official thread for it; but feel free to discuss any of the errata posted here.

1st off, all WotC errata is considered official, obviously.

Also, it is worth noting that the higher levels will quite possibly be untouched until we reach that level with playing.

Disclaimer: This is not a challenge to WotC copyright; the "official errata" by the Bonethrall CS is simply a compiled houserule compendium that UP HGC uses.

Also, the members of this forum are reminded that quoting any of the official books are illegal.
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Last edited by BJ on Tue Aug 12, 2008 12:18 am; edited 3 times in total
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BJ
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Post Posted: Mon Aug 04, 2008 12:22 pm    Post subject: Reply with quote
Reserved for PHB 1&2 errata
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Last edited by BJ on Sun Mar 29, 2009 11:40 am; edited 4 times in total
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BJ
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Post Posted: Mon Aug 04, 2008 12:23 pm    Post subject: Reply with quote
Reserved for MM errata
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BJ
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Post Posted: Mon Aug 04, 2008 12:23 pm    Post subject: Reply with quote
Reserved for DMG errata
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BJ
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Post Posted: Mon Aug 04, 2008 12:24 pm    Post subject: Dungeon, Dragon Errata/Adaptations Reply with quote
Dragon_364

*Playing Warforged
-Living Construct Traits: On the last paragraph, replace "negative hit point total" to "negative bloodied value".

Dragon_365

*Artificer Playtest
-Added Feat: Not exactly an errata, but multiclassing into an artificer sounds nice. So, here goes:
Infusion 101 [Multiclass Artificer]
Prerequisite: Int 13
Benefit: You gain training in the Arcana skill.
Choose either the Restorative Formula or the Curative Admixture Healing Infusion. You can use that power once per day.
In addition, you can use an orb, a rod, a staff, or a wand as an implement when using a artificer power.

*Backdrop: Cormyr
Cormyr does not exist in the world of Bonethrall. However, the two Paragon Paths are available, as is the Purple Dragon Commander's Ring. Here are the adaptations:
-Purple Dragon Commander's Ring: Is available and known as the ring of the Mandrakor. A ritual-caster wishing to imbue a ring with this power must be Dragonborn.
-Draeven Marauder: Originally a Darkhope elite strike force, some non-mandrakori races have emulated the Draeven fighting technique. The Draeven Marauders ability to execute hit and run tactics at one moment, and then receiving blow after blow the next moment, make this Mandrakori unit Legendary.
-Luckbringer of Tymora: Some godstones, while unattuned to a specific deity, seem to act as a good-luck charm. Perhaps these wayward shards are the shattered remnants of a god of luck? Whatever it was, lone clerics are often "attuned" to their own master godstone; a small shard that brings them luck, or helps them cause unluck to others. They are called the "Luckbearers" for the shard that they possess.
Mechanical errata: Of the powers available to the Luckbringer, Divine Tilt is an Encounter Attack, Luckbolt is a Daily Utility, and Inauspicious Vulnerability is a Daily Attack.

*Treasures of Ashardalon
-Dragonclaw Armor: Change from immediate interrupt to immediate reaction.
-Dragonrider Armor: Change table
Lvl 12 +3 13000gp
Lvl 17 +4 65000gp
Lvl 22 +5 325000gp
Lvl 27 +6 1625000gp
-Symbol of Courage: Change the last sentence of the Daily Power into "You can make an immediate saving throw to end the effect."
-Symbol of the Dragon: Should read "Level 13+" instead of "Level 3+"
-Orb of Fiery Condemnation: Should read "Level 15+" instead of "Level 5+"
-Rod of Baleful Geas: Should read "Level 12+" instead of "Level 11+"
-Rod of the Dragon's Heart: Change from "Immediate Reaction" to "Free Action"
-Belt of Mountain Endurance: is locked and inaccessible to Bonethrall until further notice.
-Flask of Dragon's Breath: Change the Daily Power into, "Power (Daily): Minor Action. Drink the elixir. Once at any point until the end of the encounter, you can breathe fire, making a close blast 3 attack as a minor action. Attack: Level+5 VS Reflex Hit: 1d6+constitution modifier fire damage."

Dragon_374

*Hybrid Classes
Hybrid Warlord
The Inspiring Word (Hybrid) ability can only be used once per encounter, with no extra uses at 16th level.

EDIT LOG:
04/08/08: Added the Infusion 101 feat. Added Treasures of Ashardalon errata.
12/08/08: Added some adaptations and errata for Backdrop: Cormyr.
26/08/08: Edited Infusion 101 feat to include the implement stick.
20/09/08: included the orb as an artificer implement.
22/09/08: Edited the Warforged Living Construct Traits from Dragon_364
17/04/09: Changed Warlord Inspiring Word (hybrid) based on the RAI of a WotC staff
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Last edited by BJ on Sat Apr 18, 2009 8:51 am; edited 17 times in total
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BJ
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Post Posted: Mon Aug 04, 2008 12:29 pm    Post subject: Reply with quote
Reserved for errata considered in all other splatbooks.
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BJ
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Post Posted: Mon Aug 04, 2008 12:48 pm    Post subject: Reply with quote
The first one I'd like to address is the Dragon Article: Treasures of Ashardalon. It's not obvious at first, but it has a lot of nitpick errors. Nothing too big, though.

Linkage: Treasures of Ashardalon.

I'll get back to that tonight.
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BJ
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Post Posted: Mon Aug 04, 2008 11:44 pm    Post subject: Reply with quote
There. The first errata are up. Tell me what you think.

Flask of Dragon's Breath, in particular, is a pain. Its attack is level+5, but by DMG, it's only that high if you target AC. and yet I am certain it should attack reflex (at level+3 for balance).

So right now, I just put it at level+5 VS Reflex. Although that will kill a lot of mooks that way.
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erwin
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Post Posted: Tue Aug 05, 2008 11:04 pm    Post subject: Reply with quote
Proposed BT errata:

Add to each multiclass feat with a pre-determined skill training option, after the sentence, "you gain training in the XXX skill (such as Arcane Initiate feat): "If you already have that skill as a trained skill, you may instead choose another skill from this class skill list when you take this multiclass feat."

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If you do have better words to say this, please do tell us. Very Happy
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Revan
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Post Posted: Tue Aug 05, 2008 11:16 pm    Post subject: Reply with quote
erwin wrote:
Proposed BT errata:

Add to each multiclass feat with a pre-determined skill training option, after the sentence, "you gain training in the XXX skill (such as Arcane Initiate feat): "If you already have that skill as a trained skill, you may instead choose another skill from this class skill list when you take this multiclass feat."

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Unnecessary due to the current retraining rules. You take the Multiclass feat and then retrain one of your skills.
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BJ
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Post Posted: Tue Aug 05, 2008 11:23 pm    Post subject: Reply with quote
Revan wrote:
Unnecessary due to the current retraining rules. You take the Multiclass feat and then retrain one of your skills.


Check retraining rules; you can't retrain the pre-determined skills; which are usually the culprit here anyway.

Case in point; Paladin MCing to cleric, or our awesome new wizard MCing into artificer. Delicious choices if not only for the fact that they already have those skills locked in.

Or maybe that's the point... hmm...
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Revan
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Post Posted: Tue Aug 05, 2008 11:29 pm    Post subject: Reply with quote
Hmm, missed that. Sounds good then. I'm okay with this if the tech team is.
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BJ
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Post Posted: Tue Aug 05, 2008 11:52 pm    Post subject: Reply with quote
I'm still 50-50 with it; so I want to hear what others think first.
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BJ
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Post Posted: Tue Aug 12, 2008 9:14 pm    Post subject: Reply with quote
Updated. Check out the adaptations for the Luckbringer of Tymora and the Draeven Marauder.
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BJ
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Post Posted: Tue Aug 19, 2008 2:18 am    Post subject: Reply with quote
Would anyone be opposed to nerfing the Orb of Imposition to imposing a penalty to one save, instead of all saves against that effect for the whole encounter?

The rationale behind it (from the people I heard it from) is that wizards of other implements are stuck with 1/encounter effects. Orbs should similarly be limited, according to them.

Note; I am not saying that I want to put this up as errata. I just want to hear what you guys think. (Besides, this thread kind of feels lonely) Laughing
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erwin
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Post Posted: Tue Aug 19, 2008 3:13 am    Post subject: Reply with quote
We could do that. Or instead we could buff the other implement masteries. Twisted Evil
It's just a reverse idea, though i don't have particularly an idea on how to buff them Very Happy
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BJ
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Post Posted: Tue Aug 19, 2008 9:39 am    Post subject: Reply with quote
I don't think buffing the other implements will be productive. At all. It will only bring us closer back to the 3.5 wizard.
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boy_bakal
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Post Posted: Tue Aug 19, 2008 1:12 pm    Post subject: Reply with quote
Personally I'd move against it. I mean, it's strong, but only at epic levels; you're supposed to have game-breaking abilities by then. Not 3.5 game-breaking, but still rather powerful.

I actually think the orb ability scales rather well from Heroic to Paragon to Epic. Personally I don't find it that strong during Heroic tier; it'll only really pick up from Paragon and above.
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BJ
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Post Posted: Tue Aug 19, 2008 5:13 pm    Post subject: Reply with quote
Yeah. Actually, the way it's looking currently, the best starting implement is the staff, while the orb is the Second Implement of Choice when you get to Paragon.

Poor wand... Laughing

IN any case, I wont touch wizad implements for now. I want to see if it does break the game. CharOp these days over-react to certain things, IMO.
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erwin
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Post Posted: Tue Aug 19, 2008 6:35 pm    Post subject: Reply with quote
Quote:
Poor wand...


Lol, wand build is actually strong, IMO. The fact that they hold wizard/warlock/artificer encounter attack powers makes them that.
Increasing dex is helpful in a wizard, as it increase initiative, and it doesn't have to be 16++, 14 is enough. You don't even have to increase it as you level, as +2 once per encounter on an attack is good enough. Even better if you have action surge Twisted Evil
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BJ
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Post Posted: Tue Aug 19, 2008 10:04 pm    Post subject: Reply with quote
I never said it was weak. I just said, "poor wand", because not too many people choose it.

I agree that it's a strong implement, all in all. nothing beats that swordmage with a wand of shield+quick draw. @.@
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erwin
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Post Posted: Sat Aug 23, 2008 1:54 pm    Post subject: Reply with quote
On the Artificer Multiclass feat:
You should put the "you could use its implements" thing.
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BJ
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Post Posted: Sat Aug 23, 2008 2:01 pm    Post subject: Reply with quote
Oh, yeah... You're right. Thanks.

I'm on the way out; I'll edit it later.
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BJ
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Post Posted: Tue Aug 26, 2008 12:31 am    Post subject: Reply with quote
Edited Infusion 101.
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erwin
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Post Posted: Tue Aug 26, 2008 12:58 pm    Post subject: Reply with quote
Artificers can use orbs too. Very Happy
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BJ
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Post Posted: Tue Aug 26, 2008 7:13 pm    Post subject: Reply with quote
According to the table, yes. According to the text, no. And for the moment, I'll assume text superceeds table.
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erwin
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Post Posted: Wed Aug 27, 2008 12:05 am    Post subject: Reply with quote
Oh, didn't see that.

Anyhow, I'd like to ask whether we could purchase/use wands with artificer powers on it. Just wanted to check if its possible, though I haven't actually read all artificer powers.
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BJ
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Post Posted: Wed Aug 27, 2008 12:15 am    Post subject: Reply with quote
I believe that's a yes.
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erwin
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Post Posted: Wed Aug 27, 2008 1:03 am    Post subject: Reply with quote
Flavor-wise, I think an artificer can use an orb, since they are the tinkers of the world, sort of.
Also, I see 2 artificers wielding orbs on that article. Don't know if they're actually using it though.
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BJ
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Post Posted: Sat Sep 20, 2008 8:38 am    Post subject: Reply with quote
Edited Infusion 101.
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