GM Rednal's Northlands Saga Complete (Inactive)

Game Master Rednal

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Fits with the story is good. There are many areas around the North, but being from the area around Halfstead is probably the easiest. XD


OK, here's my submission, Sigrid Ingedottir; daughter of a shipbuilder, skilled hunter, and practitioner of weavemagic, the practice of tugging at the fates. Mechanically, she's a ranger / hedge witch. She's good with a spear, better with a bow, and can provide monster ID, wilderness skills, and buffing/debuffing, with a dash of diplomacy.

She's from around the area, but I left a lot of the geographic details vague for now, and it is all mutable enough to be easily changed if need be.

Please let me know if you have any questions. Laying out a gestalt character that uses both SoM and SoP proved to be quite complicated. I tried to make the character sheet as intuitive as possible, but...

And thanks for the consideration!

EDIT: I also just grabbed a bunch of gear that felt right. Not sure that it lines up with the WBL, but I figure with ABP and low-magic, it probably shouldn't.


Btw, take note that 'Associated Feat' does not actually give you the Feat, or provide the same Boni as the Feat. It just counts as the Feat for prereqs and modifiers. A small distinction, but a very relevant one, as some of them operate differently from the Feats they are based on.
e.g. Fast Draw from Equipment does work with Alchemical items, but generally ONLY works if you draw to attack. So you could not do some other action(say casting full-round), then quick-draw to threaten - since it's not a free action, but becomes part of the attack action.


One last question before I go ahead and build: you propose SoP, but do we have to use it?


Spheres of Power is mandatory for magic. This is mostly for balance reasons - overall, it's less powerful than Vancian casting at higher levels, and that's part of how I'm representing the low-magic nature of this game.


@Amergin:

Rednal wrote:

-No normal magic. We're using Spheres of Power instead. Casters are expected to have a casting tradition that matches their theme. If you do not have access to this book, I can help you with that. (Though you totally should get it - seriously, A+ stuff there) Among other things, Spheres is mostly all-day casting, which I think is more appropriate for this sort of story than Vancian casting. (Note that you can still CRAFT normal magical items.)

-If you have bonus magic (spells from bloodlines, etc.), those still function as Vancian spells. However, your CHARACTERS would probably not treat them as such. They would not think "I can cast Fireball", they would think "Once a day, I can call fire and make things go boom, and I'm not going to do that in public because it's really freaky and I don't want to be run out of town".

It's in the opening post, and to my knowledge as a player, that stands. So while Spheres of Might is optional, Spheres of Power is compulsory for casting.

(By all means, wait for an answer from Rednal himself, but since I just happened to catch that, I figured I could get you start building now) :)


Got it. Thanks!


Would a Sphere Druid (perhaps Spirit Mender)/Monk (unchained) combo be acceptable? I read through the wiki on spheres of power and I'm not totally sure I understand enough to build it, but I'm willing to give it a go. I've heard a lot about the system on the forums and would love to learn how it works.


Just had a look at SoP... It's very cool, but sort of requires going back to the drawing board! Would a Barbarian + Shifter work? I am thinking a Nocturnal Predator – basically, he suffers from Lycanthropy, for better or for worse. More or less the same idea for the character, minus any chance for peace!


Sigurd Koshchey wrote:
Stuff about associated feats.

Thanks, Sigurd! So if I understand correctly:

1a. Spheres/talents grant associated feats
1b. Spheres/talents that grant associated feats also grant some sort of ability that is often similar to the actual feat that the associated feat references
2. Associated feats aren't actually feats, but they count as feats for prerequisites. So one could for example, take a Sphere that grants power attack as an associated feat, and then take cleave with the next feat one has available.
3. Spheres/talents with associated feats can be taken with feat slots instead of those feats (so, my ranger could take the barrage sphere instead of rapid shot, for example).

Also, I just realized your name is Sigurd. I'd change Sigrid's name if selected, to avoid any confusion.


@Miteke: Druid is a Full Caster class. Those are, by default, unavailable.

@Alias: Assume you'd be treated like a raging animal, too. XD Most Northlanders maintain a... cautious distance... from berserkers. ...Also, Shifter is pretty fight-y, and I'd be quite wary of allowing what's already a transforming brute to get barbarian rage powers on top of that.

@Fighting Chicken: Talents with associated feats overlap their effects. You do not actually get the feat, but you count as having it for the purpose of meeting prerequisites and stuff, and you can get the sphere ability if you'd normally get it from a feat (like, say, as a bonus feat from your class). This is covered in more detail on the "Using Spheres of Might" page on the wiki.


I have a character concept that is closer in terms of flavor to a mundane character, but *Technically* is a full-spellcaster.

A Incanter who, utilizing the Creation Handbook's Master of Creation sphere, is a master of fireworks. A gestalt Incanter//Conscript who dual-focuses on creating fireworks, attaching them to his animals for them to fire, and on archery as support.

Alternatively, I'll go Bard//Conscript and focus on Spheres of Might's animals, buffing from behind, and throwing arrows.


It sounds like a fun concept, but I don't think the Northlands actually have fireworks. XD They certainly don't have any kind of alchemy-like industry. And, at any rate, the "no other full casters" thing is not a negotiable rule. (For fairness, I have to be consistent about that.)

Bard/Conscript is much more workable for the setting.


Right, forgot about that. So a firework character would definitely be too mage-y. Shame.

So a bard master of beasts, leader of the hounds, hunter in the ice. I'd like to use Arrowsonog Minstrel, but that alters spellcasting, which conflicts with the Spherecasting archetype. Can I just add the Spherecasting archetype anyway, no fuss?
Edit: Looking it over, the archetype is actually rather bad for a spherecasting game. It's major feature seems to be adding a ton of vancian spell, so it seems not worth it, and a multiclass with Magus might be better. The only way I could see it as worth it is if it granted bonus destruction sphere talents.


Almost no fuss. XD To represent the Diminished Casting of that Archetype, reduce your maximum spell points by 1/2 your character level.


GM Rednal wrote:
@Fighting Chicken: Talents with associated feats overlap their effects. You do not actually get the feat, but you count as having it for the purpose of meeting prerequisites and stuff, and you can get the sphere ability if you'd normally get it from a feat (like, say, as a bonus feat from your class). This is covered in more detail on the "Using Spheres of Might" page on the wiki.

OK, great! I think I'm good then. I was most confused by the associated feats and whether you could choose talents instead of the (real) feats that they are associated with, but the wiki lays it out pretty clearly.

I still need to choose a few Hedge Witch secrets, but otherwise, mechanically, she should be finished.

Thanks!

Liberty's Edge

Ah, I marked the associated feat as present if the corresponding Sphere gave it to me, as I'm used to calling them by those names. I can fix it up, should Blommhilde be selected.


I'm glad I didn't put too much work into that then. How about a Sphere Hunter/Monk (unchained) combo. Same basic feel to it, I think, but less spells.

The sphere hunter write up looks almost identical to the Pathfinder Hunter except for the way he casts spells. Is that right? The character still gets all the hunter specials but just does spellcasting differently?


Oh dang. I'm really glad I caught this before the deadline. Dotting here to read up when I get home, but tentative Magus/something? I had a throwing magus that I never got to use for a Reign of Winter that I could repurpose for this.

Just gotta figure out how SoP works. Woo.


GM Rednal wrote:
@Alias: Assume you'd be treated like a raging animal, too. XD Most Northlanders maintain a... cautious distance... from berserkers. ...Also, Shifter is pretty fight-y, and I'd be quite wary of allowing what's already a transforming brute to get barbarian rage powers on top of that.

Fair enough. But after all, there were berzerkers, so I think it'll be interesting to play, for better or for worse. And I do see the character as being marginalized for any number of reasons – which also serves not to steal the spotlight, which is likely at this point shining on the characters who have been around for longer!

What if I build a not-so-fighty shifter? A werewolf would probably do less damage with bite and claws than a man wielding a huge axe. And in any case, what with it being a curse, it'll be difficult to use the powers in most situations... It's not like the character can just transform whenever it suits him, and imagine that people won't at best shun him, and at worst hunt him down!

Your thoughts?


@Alias: Oh, yeah, actual Berserkers are totally a thing in this setting. XD It might help to go for something like "encouraging" howls (actually the War sphere) or the like. If you're doing one set form, you honestly don't need too many Alteration powers anyway.

@Miteke: "Sphere" archetypes are generally just straight conversions that swap spells for spheres. XD And occasionally other class abilities (bloodlines, etc.) if they'd clash. It's fairly straightforward.

@GrinningJest3r: The Wiki has a "How To Build A Spherecaster" page. Go through that and you should learn everything you really need to know.


GM Rednal wrote:
@Alias: Oh, yeah, actual Berserkers are totally a thing in this setting. XD It might help to go for something like "encouraging" howls (actually the War sphere) or the like. If you're doing one set form, you honestly don't need too many Alteration powers anyway.

...and Lycanthropy assumes a rather painful management of equipment! All things considered, more a curse than a blessing, which is great! That being said, it seems to be that the during of the transformation will end up being quite limited. Is there any way to make it "permanent", bearing in mind that I don't think that it'll end up being OP at all?


Not in this game - advanced talents (aside from the Life Sphere's) are unavailable, and that's where permanent transformations are. That said, you can hold a transformation by regularly concentrating on it (Shifters have an easier time of this), and you could voluntarily be "forced" to do that and keep the transformation going... giving you a sort of pseudo-permanent transformation.


GM Rednal wrote:
Not in this game - advanced talents (aside from the Life Sphere's) are unavailable, and that's where permanent transformations are. That said, you can hold a transformation by regularly concentrating on it (Shifters have an easier time of this), and you could voluntarily be "forced" to do that and keep the transformation going... giving you a sort of pseudo-permanent transformation.

What about the Transformation (Su) Sphere focused feat? Would it allow the character to transform into a wolf without the additional traits?


Something like this...

Invulnerable Primal Hunter Barbarian + SoP Shifter

Logi the White is a truly tragic hero who is tormented by his steadfast dedication to a family that wants little to do with him. Born with white hair, pale skin, and pink eyes, Logi was called a monster at birth, and shunned by all, even his father. Only his mother showed him some modicum of affection – and even her love was more dutiful than sincere. The child of great heroes, he grew up ashamed and full of self-hate. The other children bullied him mercilessly, and never did his parents intervene to help. His plight was proof that great warriors can make for cruel parents.

As an adolescent, there was an animalistic rage growing inside his heart that made even the adults wary and uncomfortable. He towered over the other children and, given that they couldn’t beat him anymore, they assuaged their cruelty by daring him to perform ever more dangerous feats. Finding in this abuse a form of acceptance that he welcomed, he agreed always, no matter the risk, no matter the danger. Anything to gain approval.

When he wasn’t suffering the abuses of villagers and his own family, Logi was generally out in the rocky hills where he sought an elusive peace from the fury that was building inside of him. It is when he was a young man roaming the highlands during a full moon that the true nature of his cursed blood manifested itself: he transformed into a great Arctic Wolf. The beast inside him revealed itself, and from that moment, even as a man, he began to find it difficult to control his rage… He became increasingly isolated and quiet.

Logi appears shy, resigned, and stoic, but he is in fact an honest, altruistic, and warm man. At heart, he is a pack animal who would do anything for those he cares for, and for his family in particular. With time, he has come to have some understanding of his role, and sadly considers himself expendable. He is dual natured: his heart is torn between the anger that rages inside him, and his profound desire to find peace.

TRAITS & DRAWBACKS:

Giant Blood (resilient): Somewhere in your family’s history, someone lay with a giant. The taint of the evil, demonic Jötnar is in your blood, which poses several disadvantages. You are driven to commit crimes against the natural order of the Northlands. Those who know of your taint will likely shun you, and even the gods may turn their backs on you if you prove unworthy. As compensation, you are unusually tall and hardy, gaining a +1 trait bonus on Fortitude saves.
Child of Heroes: One or both of your parents are widely recognized heroes, paragons of the warrior virtues, maybe even figures who have appeared in epic sagas themselves. Due to your heroic heritage, you gain a +1 bonus to one ability score.
Highlander: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Family Ties: Your family is extremely important to you, and you feel disheartened when you can't do what they ask. When a family member makes a request of you, you must fulfill that request or take a —2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can't take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

SUMMARY BUILD (Shifter only):

str 16
dex 20
con 15
int 10
wis 10
cha 8

FEATS
Transformation (Su)
Dodge
Toughness

SKILLS
Climb (4)
*Craft (bowyer/fletcher) (4)
*Profession (farmer) (2)
*Profession (sailor) (2)
Survival (4)
Stealth (4)
Swim (4)

MAGIC TALENTS
Alteration Sphere: Blank Form [Core]: Darkvision 60 ft / Scent
Animalistic Transformation [Core] (Wolf): 40 ft land speed (which increases by 20 ft per 5 caster levels) / Scent / Bite attack (Primary, 1d6) / +2 natural armor bonus (which increases by 1 per 5 caster levels) / Darkvision / 2 claw attacks
Vitality: Fast Healing (you may spend an additional spell point to grant the target fast healing 1, increasing by +1 per 10 caster levels)
Greater Transformation [Core]
Retain Ability
Lingering Transformation
Sniper Sphere

BOONS
Fortified Casting [Core]: You may use your Constitution as your casting ability modifier if it is higher than your usual casting ability modifier. You must possess the Draining Casting drawback to select this boon.

DRAWBACKS
Draining Casting [Core]:Using magic saps your lifeforce. Using any sphere ability deals you 1 point of nonlethal damage which cannot be healed through any means except rest. This increases to 2 points at 5th caster level, 3 points at 10th caster level, 4 points at 15th caster level, and 5 points at 20th caster level. Creatures immune to nonlethal damage cannot gain this drawback.
Painful Magic [Core]: Your magic consumes you the more you rely on it. You must pass a Fortitude save (DC 10 + 1/2 the ability’s Caster Level) whenever you use magic, or be sickened for 1 round. If you use magic while sickened, you must pass a Fortitude save (DC 10 + 1/2 the ability’s Caster Level) or be nauseated for 1 round.
Lycanthropic (Requires Alteration) [Core] You can only target yourself with your shapeshift ability. You cannot gain the Mass Alteration nor Ranged Alteration talents.

SHIFTER POWERS & ABILITIES
Wild Empathy (Ex):A shifter gains wild empathy as the druid class feature, treating her shifter levels as druid levels for this purpose.
Quick Transformation: The shifter may use the Alteration sphere to apply a shapeshift to herself and only herself as a move action. Maintaining this effect through concentration only requires a move action each round.
Bestial Trait: Bestial Speed (Ex) [Core]
Endurance (Ex): At 3rd level the shifter gains Endurance as a bonus feat.
Lingering Transformation: At 4th level, when the shifter applies a shapeshift to herself and maintains it through concentration or decides not to maintain the shapeshift at all, the shapeshift lasts an additional number of rounds equal to 1/2 her shifter level before ending.
Enhanced Attacks (Su): Starting at 4th level, the shifter’s magic begins to augment her natural attacks, in both his normal and transformed shapes. All the shifter’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 7th level they are treated as silver and cold iron weapons. At 10th level, the shifter has come to embody fluidity so much that her natural attacks are treated as Chaotic weapons for the purpose of overcoming damage reduction. At 16th level, they are treated as adamantine weapons for this purpose.


That feat is a very good way to simulate a lycanthrope, yes. XD


Vagabond here, doing some preliminary work on my current character. Currently have most of her Might sphere talents done, but I just realized that she actually *Doesn't have proficiency in longbows.* So can I request that the Animal Trainer archetype's equipment talent go from Bounty Hunter's Tools (Which is weird) to Huntsman Training, which makes more sense for a girl who raises dogs, rather than lions?

Continuing, what's the availability for animals for the BeastMastery sphere? Do we purchase them? In which case, how much gold do we have per player? This will probably decide whether I decide to go with Sphere Casting or Practitioning for the bard side (+5 magic talents or +3 might talents, it's shockingly difficult to decide)


Wow, I considered lycanthropes outside the scope of this game, else I would have been clamoring for one myself.


There's not a whole lot of animal husbandry in the North because they have so few areas for growing crops. There's a few horses, some pets... but don't expect to open a book and pick from the full list of what's available.

(...It's probably obvious by now, but this area is much, much more limited than the majority of regions in terms of what's available.)


A little bit of lycanthropy actually meshes well with Viking/Nordic stories, given the origins of berserking and men becoming "like animals" in battle. XD To quote from the book on Berserkers, though...

Quote:
One would think that their fame as savage warriors would mean a fair number of barbarians would be found in the Northlands, but this is not the case. Those capable of flying into a battle rage are often looked on with fear by their fellows, even if that person is part of the Bearsarker or Ulfhander cults.

Ulfhanders, in particular, actually do have the ability to shapeshift into a wolf (starting at 6th level). They're dedicated to Wotan (Odin) in both his aspects as lord of battles and lord of beasts - still feared, but basically accepted... at a safe distance. This is a good route for anyone considering a lycanthropy-style character.


GM Rednal wrote:

There's not a whole lot of animal husbandry in the North because they have so few areas for growing crops. There's a few horses, some pets... but don't expect to open a book and pick from the full list of what's available.

(...It's probably obvious by now, but this area is much, much more limited than the majority of regions in terms of what's available.)

I am well aware (Why in heaven's name would she have dinosaurs?), I'm just trying to figure out what I can do. I presume I'm limited to, within the bestiary index, creatures native to cold environments, and in Forests, Hills, Lands, and Mountains. That's still leaves several options for creatures, ranging from Dire Wolverines to dogs, to the various types of deer (Doe to Dire), to Leopard and Tigers, to weasels. The question is, how do I qualify what I can get?

From a fluff standpoint, I'm well aware that she'll be on her own with raising her beasts, but mechanically, how do I quantify what creatures she possesses?


Well, I suppose there's always "bought it from a trader who came to Halfstead". XD The place IS the biggest city and trading port in the North.

(...Which isn't saying much. There are individual districts of other cities in the setting with more people than all of Halfstead.)


GM Rednal wrote:

Well, I suppose there's always "bought it from a trader who came to Halfstead". XD The place IS the biggest city and trading port in the North.

(...Which isn't saying much. There are individual districts of other cities in the setting with more people than all of Halfstead.)

Well, in terms of fluff, I was going to go with "Raised and reared from childhood by the mother." rather than outright bought, but *mechanically* bought.

For WBL, can I presume that we have 1500 gp or so to spend on equipment, with no options for magical equipment unless we can craft it? (6000 gp base, 3000 low magic, 1500 ABP)
Since I could theoretically use the Beastmastery sphere's Tame ability on them, should I consider my dire Animals "Crafted?"

Secondly, for animals I tame using my Sphere ability, I can retrain their feats thanks to my Purposeful Trainer ability. Can I sacrifice their feats to become practitioners, gaining a martial tradition at 1st level, plus an extra talent every even level in exchange for their 1st and 5th level feats? Or is that not an option?

Current plan:
Dire Wolf x2 + Riding Dog (910 gp purchase, 405 gp "craft"): Pair of Front line trippers. Combo-ing with that area AoO Sniper talent and Tag-Team, I can get 2 AoO from the manuevers guaranteed from the Wolves, and a protector with the riding dog, who I can also use for utility.
A cheaper option would be to substitute the Dire Wolf for a bison, but I'd rather have something that increases my own output rather than deals absurd damage itself. Other native fauna includes the Dire Elk, at 750 gp, and Atronachs + Bison.


1500 GP is about right for a new character coming in, yeah. And rather than no magical equipment unless you craft it, it's more "no magical equipment unless you find or borrow it". (The North doesn't even have raw materials for magical crafting because casters in general are so rare. They do have an economy, but it's a lot closer to a barter system than anything else.) The, uh, generally low-loot nature of this game is one of the major reasons we're using ABP in the first place. XD (The free boosts are compensation, basically, to help your characters stay viable.)

If it helps, picture your character less as someone with a bunch of magical trinkets, and more as someone with a rather unique, named item tied to their story. (Said item could be companions)

As for retraining feats, they cannot become full practitioners, but you can teach them talents feat-by-feat.


Here is the character again, with a few tweaks and the details of the barbarian class. Equipment should be pretty basic, the only extraordinary gear being a massive bow.

Question: I assume that equipment is dropped, rather than "absorbed", when changing form? It's a pain, but I feel that it makes the curse a bit more real...

I'll create an alias if/when the character is chosen... Keep me posted!

Invulnerable Primal Hunter Barbarian + SoP Shifter

Logi the White is a truly tragic hero who is tormented by his steadfast dedication to a family that wants little to do with him. Born with white hair, pale skin, and pink eyes, Logi was called a monster at birth, and shunned by all, even his father. Only his mother showed him some modicum of affection – and even her love was more dutiful than sincere. The child of great heroes, he grew up ashamed and full of self-hate. The other children bullied him mercilessly, and never did his parents intervene to help. His plight was proof that great warriors can make for cruel parents.

As an adolescent, there was an animalistic rage growing inside his heart that made even the adults wary and uncomfortable. He towered over the other children and, given that they couldn’t beat him anymore, they assuaged their cruelty by daring him to perform ever more dangerous feats. Finding in this abuse a form of acceptance that he welcomed, he agreed always, no matter the risk, no matter the danger. Anything to gain approval.

When he wasn’t suffering the abuses of villagers and his own family, Logi was generally out in the rocky hills where he sought an elusive peace from the fury that was building inside of him. It is when he was a young man roaming the highlands during a full moon that the true nature of his cursed blood manifested itself: he transformed into a great Arctic Wolf. The beast inside him revealed itself, and from that moment, even as a man, he began to find it difficult to control his rage… He became increasingly isolated and quiet.

Logi appears shy, resigned, and stoic, but he is in fact an honest, altruistic, and warm man. At heart, he is a pack animal who would do anything for those he cares for, and for his family in particular. With time, he has come to have some understanding of his role, and sadly considers himself expendable. He is dual natured: his heart is torn between the anger that rages inside him, and his profound desire to find peace.

TRAITS & DRAWBACKS:

Giant Blood (resilient): Somewhere in your family’s history, someone lay with a giant. The taint of the evil, demonic Jötnar is in your blood, which poses several disadvantages. You are driven to commit crimes against the natural order of the Northlands. Those who know of your taint will likely shun you, and even the gods may turn their backs on you if you prove unworthy. As compensation, you are unusually tall and hardy, gaining a +1 trait bonus on Fortitude saves.
Child of Heroes: One or both of your parents are widely recognized heroes, paragons of the warrior virtues, maybe even figures who have appeared in epic sagas themselves. Due to your heroic heritage, you gain a +1 bonus to one ability score.
Highlander: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Family Ties: Your family is extremely important to you, and you feel disheartened when you can't do what they ask. When a family member makes a request of you, you must fulfill that request or take a —2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can't take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

SUMMARY BUILD:

str 16
dex 20
con 15
int 10
wis 10
cha 8

Base +4
Fort +6
Ref +9
Will +1
Caster level +5

FEATS
Transformation (Su)
Intimidating prowess
Focused study: intimidate
Exceptional pull

SKILLS
*Craft (bowyer/fletcher) (4) 7
Intimate (4) 12
*Profession (farmer) (2) 5
*Profession (sailor) (2) 5
Survival (4) 7
Stealth (4) 12
Swim (4) 10

MAGIC TALENTS
Alteration Sphere: Blank Form [Core]: chose 2 between: Darkvision 60 ft / Scent / Roar / Rage / ability to speak with animals and vermin
Animalistic Transformation [Core] (Wolf): 40 ft land speed (which increases by 20 ft per 5 caster levels) / Scent / Bite attack (Primary, 1d6) / +2 natural armor bonus (which increases by 1 per 5 caster levels) / chose 2 between: rage / roar/ 2 claw attacks / darkvision / Rend / ability to speak with animals and vermin
Vitality: Fast Healing (you may spend an additional spell point to grant the target fast healing 1, increasing by +1 per 10 caster levels)
Greater Transformation [Core]
Retain Ability
Vocal Transformation (Roar): The target may roar, howl, growl, or make other threatening vocalizations as a standard action to make an Intimidate check to demoralize all foes within 30 ft. that can hear the sound. This trait may be taken a second time to reduce this to a move action.[/b]
Bestial spirit

BOONS
Fortified Casting [Core]: You may use your Constitution as your casting ability modifier if it is higher than your usual casting ability modifier. You must possess the Draining Casting drawback to select this boon.

DRAWBACKS
Draining Casting [Core]:Using magic saps your lifeforce. Using any sphere ability deals you 1 point of nonlethal damage which cannot be healed through any means except rest. This increases to 2 points at 5th caster level, 3 points at 10th caster level, 4 points at 15th caster level, and 5 points at 20th caster level. Creatures immune to nonlethal damage cannot gain this drawback.
Painful Magic [Core]: Your magic consumes you the more you rely on it. You must pass a Fortitude save (DC 10 + 1/2 the ability’s Caster Level) whenever you use magic, or be sickened for 1 round. If you use magic while sickened, you must pass a Fortitude save (DC 10 + 1/2 the ability’s Caster Level) or be nauseated for 1 round.
Lycanthropic (Requires Alteration) [Core] You can only target yourself with your shapeshift ability. You cannot gain the Mass Alteration nor Ranged Alteration talents.

SHIFTER POWERS & ABILITIES
Wild Empathy (Ex):A shifter gains wild empathy as the druid class feature, treating her shifter levels as druid levels for this purpose.
Quick Transformation: The shifter may use the Alteration sphere to apply a shapeshift to herself and only herself as a move action. Maintaining this effect through concentration only requires a move action each round.
Bestial Trait: Bestial Speed (Ex) [Core]
Endurance (Ex): At 3rd level the shifter gains Endurance as a bonus feat.
Lingering Transformation: At 4th level, when the shifter applies a shapeshift to herself and maintains it through concentration or decides not to maintain the shapeshift at all, the shapeshift lasts an additional number of rounds equal to 1/2 her shifter level before ending.
Enhanced Attacks (Su): Starting at 4th level, the shifter’s magic begins to augment her natural attacks, in both his normal and transformed shapes. All the shifter’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 7th level they are treated as silver and cold iron weapons. At 10th level, the shifter has come to embody fluidity so much that her natural attacks are treated as Chaotic weapons for the purpose of overcoming damage reduction. At 16th level, they are treated as adamantine weapons for this purpose.

BARBARIAN POWERS & ABILITIES

Focused Rage (Ex): A barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution / –2 penalty to Armor Class / +2 bonus on attack rolls with ranged weapons. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, Ride, and Stealth) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers (Ex):
Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.

Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.

Extreme Endurance (Ex):At 3rd level, the invulnerable rager is inured to cold climate effects as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.


Now that Thanksgiving is a little in the past, I'd like to end recruitment in a few days. If you plan to submit something, please do so soon - remember, backstory is more important than character sheet. Characters that fit in well with the setting are significantly more likely to be chosen.


I'd like to submit Bulk. I'm trying to use spheres stuff and its new, so I'd like to discuss any feat/ability selections if accepted. But crunch wise he is a Conscript (wrestling) / Sphere Hunter combo. Fluff wise he is a husbandry specialist thrall.

Bulk:

Bulk (southern name Bulcharius) is a large, quiet, plodding man with little immagination but deep wisdom and sensitivity to the men and animals around him. By nature he is an unambitious man happy to settle into the routine of life. He was quietly enjoying life as a farmer in a far off land to the south when they were raided and he was captured and made a thrall to Olaf Henrikson. Just as he took to the life of a farmer, he also thrived as a thrall. The household saw a raw talent in the way he handled animals and began training him in husbandry. He is a trusted servant, allowed to do his job taking care of the livestock with the aid of his trusty sheepdog partner (uncrunched animal companion).

Bulk is non-violent by preference. His martial skills are a product of fun and practice rather than martial experience. To attack another human being with intent to harm would be counter to his natural impulses, though if commanded to do so by his master he would, of course, without hesitation. Rather than cutting or bludgeoning folks, he is a skilled wrestler and prefers to subdue his opponents with his bare hands.

Appearance: Light brown hair and brown eyes, 6' tall, 240 lbs.

[spoiler=Main Stats]
Name (141936-xx) Lawful/Neutral Male Human Hunter/4 | Conscript(Wrestler)/4 | Gestalt/4
Faction

Str 17, +0 (12[race] +5[7 points spent])
Dex 8, +0 (10[race] -2[-2 points spent])
Con 14, +0 (10[race] +4[5 points spent])
Int 8, +0 (10[race] -2[-2 points spent])
Wis 17, +0 (12[race] +5[7 points spent]])
Cha 14, +0 (10[race] +4[5 points spent])

Traits:
Thrall: You are a thrall, one of the few non-freeman in the Northlands. Your life is one of a slave, and you likely were not born into that condition. You may not own property, and may only carry arms if your master allows it. Most likely you are from another land, possibly the Southlands or another even more distant place. You gain a +1 trait bonus to Craft (any) and Profession (servant) and choose one to become a class skill.
?

Feats:
1) Animal Affinity
1C) Improved Unarmed Strike
2C) Improved Grapple
3) ?
3Hu) ? Teamwork
4C) ?

Talents:
1C) Wrestling Base Combat Sphere
3C) Last Chance Grapple


I'm consider an exile type character using the Shadow Boxer unchained monk/ striker type, with either the open hand or boxing sphere of power.

The Nameless Shadow
Long ago, Nameless had a name, and a place in the world. The third son of a farmer, he searched for a purpose in the world, wandering upon a mountain monastery. There, he learned how to use his body, how to read and write, and the best ways to raise plants.

However, this was not enough. Nameless struck a deal with a wizard to gain power over the dark. The order, upon discovering his action, decide his actions were so dishonorable he was struck from the records. Branded with a tattoo marking his dishonor, Nameless has struggled to survive in the aftermath of his actions. Recently, he has attempted to swear service to Olaf Henrikson in order to regain a sliver of the honor he has lost.

Once a loud and brash young man, Nameless has taken to silence unless no other choice presents itself. His poor, raggedy appearance marks his destitute lifestyle, with the markings on his forehead giving warning to others he is not to be trusted.

What can I change/alter to fit the world better?


Drum roll...?! Ragnarok!!!


Well, people in the North are the sorts to take that sort of sign rather literally. o wo ...By which I mean he wouldn't be welcome most anywhere.

Being honest, "poor exile others stay away from" may not be a very good fit for this particular game. It's more suited to heroic individuals - from mundane origins, perhaps, but it's a Beowulf-y, Viking-y sort of setting.


Ah, my apologies.


(This game has a VERY specific sort of culture. Many ideas that are honestly a lot of fun and perfectly fine for other games just don't work for this one - and that's more of a commentary on this adventure than said idea.)


I feel like I should withdraw. The character is interesting and one I'd like to play, but I just discovered that one of her major conceits actually doesn't work how I thought it did (Can't raise a creature's HD to more than my ranks in Handle Animal), which kinda stabs the whole concept in the foot (Dire Wolf and Dire Weasels have 5 HD, and I decided to raise one HD to 7), and I just don't have the drive to build her further.

TL;DR- She was the daughter of a jarl, who, through perticular circumstances, seemed to be attuned to nature. Uncomfortable in the station that she is destined to hold, she spends most of her time hunting with her companions and honing her skill with the bow.

In terms of build, 3 talents in Barrage to get the Snapshot equivilent, 2 talents in Sniper to get the Overwatch abilities, remainder of both classes spheres into Beastmastery to get enough talents to get 2 dire animals.


All right, comments have slowed, so...

Last call for submissions. Please have your completed submission done in the next 24 hours.

Liberty's Edge

These look like all the relatively complete submissions for now. I hope I haven't forgotten anyone.

DarkLightHitomi - Sonya of the Ice Sea - Rogue/Incanter(Warlock)
Sapiens - Blommhilde Bjornsdottir Thricebound - Conscript/Hedgewitch(Triple Goddess, Bloodline)
Fighting Chicken - Sigrid Ingedottir - Ranger(Nature's Blade)/Hedgewitch(Triple Goddess, Spiritualism)
Vagabonds.. - Unnamed - Bard (Geisha, Ringleader, Savage Skald)/Conscript
Amergin the Wise - Logi the White - Barbarian(Invulnerable Rager, Primal Hunter)/Shifter
miteke - Bulk - Hunter/Conscript


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All right! After going over the submissions and talking things over with the players, I've decided to invite the following characters (yes, plural) to this game:

>Blommhilde Thricebound
>Sigrid Ingedottir

Please dot the gameplay thread now, and head to the Discussion thread for comments.

Everyone else, thank you for applying, and best of luck in your other applications. ^^


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Hello new and old friends. Come play with me...forever...and ever...until book six (Rednal isn't doing the side stories, I'm afraid).


Actually, the series is 10 adventures and a prologue. ^^ Although I don't think all of the adventures are quite AP-length, so yeah.

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