Questions
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Evade Skill - This looks like a must have skill. I assume this skill can only be used when an Evade roll is called rather than Defense roll? Or can a player choose to use Evade in place of Defense whenever a Defense roll is asked for?
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Spellsinger core ability - Your spells work on a target that can HEAR you cast. Does this mean no roll is needed, whatever you cast just happens? Otherwise I’m not sure what the benefit of this core ability is.
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Spells - This looks pretty clear but I just want to be sure I didn’t miss something. Spells are 1 cast (once per day) use. So you have to rest in safety before you get the use of it back. Unless you modify the spell to add 1 casting, which it looks like you could add this up to 3 times per spell, so a spell upgraded this way could be cast up to 4 times.
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Paragon faith Core Ability - increase your Faith Skill by 2 to a max of 16 on a successful cast. It also references page 84. On page 84 “gain faith” says increase faith skill by 1 to a max of 14. Is this meant to be what happens if you don’t have the paragon of faith core ability? Does this increase reset daily or is it perpetual until you fail? I assume the latter. Again I just want to make sure I didn’t miss something.
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Is there somewhere that calls out what items take up an equipment slot? It looks like no, the GM is supposed to make these choice for their game. So as an example an ordinary ring wouldn’t count as an equipment slot but a Magic Ring that provides some benefit would.
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It doesn’t appear armor imposes any penalty to casting spells? You could buy a chest plate, helm, greaves and still cast any spell. I assume a shield would have to be unequipped as two-hand are needed to cast spells?
I guess that is enough for now