Roleplay Update 3:
Fractions and Concoctions
Things added
New item types – Two new categories of items have been added! It is ammunition, for variation in ranged attack options, and poisons, for when you don’t care how you win the fight. Check them both out on their new respective pages!
Factions – Factions are receiving tons of goods! We now have new Faction War rules, as well as the general rules have expanded. Be sure to check it out on the factions page.
More items – In addition to two big additions, we are adding in a few other new items, that being Plated Robe, Magerune Armor (armor), Amulet of Channeling, Robe of the Novice, Spies’ Whisper (wearables), Antidote, Wild potion (consumables) and Ripam Memoriae (special). They can be found on their respective equipment pages.
Class additions – Mercenaries are getting a new CL 5 Ability called Trip the Enemy, while planewalkers are getting a new call named Realmstepper.
Things changed
General Spell Rules – The way to determine which spells you have access to from your class’ spell list has been changed.
On one hand, spell lists no longer cost FP to unlock, ever. This is even for your secondary classes.
On the other, and more important hand, you can now only cast spell whose level is equal to or below the Class level requirement of your highest Ability you have for that class, and the same applies for empowering.
This change applies for all classes that gain spells in any form, so even inquisitors/planewalkers/trackers. Of course, their own limitations are unchanged.
Now I know that all sounds confusing, so allow me to give some examples.
A diplomat with all abilities up to Action Inspiration (CL3) could cast and empower spells up to 3rd level.
A diplomat/soothesayer with all diplo abilities up to Action Inspiration (CL3) and all sooth abilities up to Spell Blast (CL7) could cast and empower diplomat spells up to 3rd level and cast and empower sooth spells up to 7th level.
A diplomat/wraith with all diplo abilities up to Action Inspiration (CL3) and all wraith abilities up to Evasion (CL5) could still only cast and empower spells up to 3rd level.
In short, you have to have the abilities first for the respective level of spells.
General Spell Rules, pt. 2 – In addition to those two changes that go in tandem, there are two more unrelated ones.
You may now cast as many spells per round as your actions allow you, however you cannot cast a spell of the same name more than once, even if that spell is of a different level.
Also, unless otherwise stated, if two spells with opposite effects clash, the one with a higher level takes place. The level includes any empowerment.
Using staves/rods/wands – Staves must be held in both hands of the wielder in order to be used/gain their effect. Rods and wands must be held in at least one hand of the wielder in order to be used/gain their effect.
If held by several different creatures, no one will gain the bonuses.
Environmental changes – Drowning damage has been changed. It is no longer an instant kill.
Falling speed has been set to be 500 ft. per turn.
Knights of the Triangle now have a new equipment choice – they can now select between Magical Armor and Plated Robe.
The number of members required for a lore entry has been lowered to 15.
Class abilities are now numbered in ascending order.
Cheat sheet has been expanded with all new changes.
Things rebalanced
General Spells – All damage of all spells has been reduced across the board. Some were hit more than others. Please check out their respective descriptions.
Cantrip scaling of power at different CL has been reduced to only at CL1, CL3, CL7 (removing the increase at CL 9).
Reduced Faith Keeper health to 1500.
Classes
Bladedancer – Reworked the passive for less insane damage scaling.
Formshifter – Removed all static bonuses to damage from attacks (Attack modifier still applies to these, they’re regular attacks).
Draconic wild form – reduced damage from Breath attack, Bite and Tail. In addition, breath attack now has a timer limit.
Mage – Potent Cantrip now applies to spell attack rolls as well.
Mercenary – Added a limit to the number of times Unbeatable may be used.
Planewalker – Dark Summons now has a limit when they may be switched out.
The damage bonus given by Agonizing Blast and Lifedrinker has been reduced.
Priest – The passive has been buffed, now giving a smaller buff when near an alter as well.
Savage – While Rage is active, you cannot use any spell-like abilities.
Reckless can now only be used while raging.
Soothesayer – Subtle alteration now only applies to somatic and verbal components.
Chaos Spike now requires a Saving throw by the target.
Wraith – The passive has been nerfed, stripping the automatic critital hit portion.
Equipment
All Shields, Spies’ Murmur – The prices of these have been reduced.
Sharp weapon no longer has any effect upon rolling a 20.
Vorpal weapon now only has the effect Sharp weapon previously held for the 20 roll.
Weapon of Certain Death no longer requires attunement.
Weapon of Warning no longer gives advantage on initiative rolls.
Igsan Armor now requires attunement.
Helm of Teleportation now only teleports you.
Instant Fortress now deals less damage when deployed on top of someone.
You can now have several luckstones. They still have an attunement limit.
Great Axe of the Barbarian now ignores all effects that reduce damage when applying the touch lightning effect. In addition, Grog can now activate magical items (yay for Grog!).
Wild compound no longer makes it optional to resist the effect of Dance music arrow type.
Specific Spells
Dominate Person – changed casting time to 1 min. Increased duration across all levels. Now requires line of sight for the entire duration.
Dominate Monster – changed casting time to 1 min. Now requires line of sight for the entire duration.
Gate – The portal can now be opened anywhere, even on the current plane of existence.
Plane Shift – Now will always end up in a random spot of the target plane. The caster also has to have knowledge of the plane beforehand.
Things fixed
Clarified how and when Banner Staff upgrades work.
Heretic Smasher has been moved to the Rings, Rods, Staves and Wands page.
Clarified how Pyroconverger after use rolls happen.
Classes
Bladedancer – Ethereal now costs the proper amount of FP.
Formshifter – Whelm (Water elemental) has been generalized to sizes and not just specific creature types.
Mage – Weapon Magic has been cleaned up and is no longer such a mess.
Mercenary – Action Surge and Extra Attack are now described properly, not enticing confusion.
Two Weapon Fighting has it’s cost reduced to keep the FP balance for the new Ability.
Savage – Brutal has been cleaned up as to how the extra damage works.
Soothesayer – Twinned Alteration now does state it allows for empowerment too.
Tracker – Multiattack Defense has been cleaned up to clarify how often it happens.
Clarified on the cheat sheet that this is really not enough to properly start playing.