Walk Me Through It: Spheres of Power


Advice and Rules Questions

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JonathonWilder wrote:
Any chance you might link or PM me what you have put together for this? The idea does sound interesting.

I don't know how useful it would be. It's all very setting-specific.


Umbral Reaver wrote:
JonathonWilder wrote:
Any chance you might link or PM me what you have put together for this? The idea does sound interesting.
I don't know how useful it would be. It's all very setting-specific.

I feel that it's usefulness will give me great ideas on how to make traditions. More examples almost always help.

Dark Archive

AmberVael wrote:
Lots of useful advice.

A quick question with Divided Mind, when combined with Weaponize could it allow for one to blanket the battlefield with “knives” made of pure telekinetic energy? Of so, then I would be very interesting in making use of this Talent… otherwise, not so much, as I want to avoid having him using any weapons not made from the Telekinesis sphere. Your suggestions for Destruction talents I'll look into as well for passives, as more ways to mix things up would be fun.

Also, of note, while you have given me a bit to think on as I consider Easy Focus, talents, and feats a fair focus I was planning on making use of is not both active Telekinesis and Destruction talents in the same turn but instead strategic use of one or the other either on different turns. Have one be active one turn and passive the next, switching it up. The goal being to end a battle quickly as well, perhaps finding ways of adding in status effects such daze, stun, or conditions such as making an opponent flat footed.
-----------------------------
To go into a bit more detail of what I’m looking to accomplish:

Honestly, if I could, I would like to go for something of a glass cannon, fragile speedster, or “sweeper” in style and feel. High power, difficult to hit, greater number of attacks, but low in hit points and vulnerable if forced into close combat without his magic to get him out of trouble. Yet, that is likely hard if not impossible to fully pull off with either Spheres of Power or Pathfinder in general. Maybe though I can get close, where I can work towards a memorable and challenging battle with an NPC inspired by a certain comedic skeleton named Sans who passes judgement on genocidal megalovaniacs.

I might also dip into other spheres for a few flavor abilities, such as Time Sense, and a way of having him deal more damage based on the past deeds of his opponents such as evil acts or excessive willingness to kill everything before them, heh. His “Karmatic Retribution” as it is called, maybe looking to the Fate sphere. Generally though, I will be sticking with Telekinesis and Destruction, with Warp for movement.

Also I feel that I should mention that while he may be well equipped, this NPC will not be wearing any armour of any sort. Also, as above, no weapons as mentioned before. Consideration of upping AC in other ways would be helpful, especially since I would very prefer to make him difficult to hit.

Umbral Reaver wrote:
Destruction can make a show of being other spheres. Rebuff is a good 'protection' ability, and Energy Leap gives you a 'warp' ability.

Thanks, I'll see if I can fit those in

miscdebris wrote:
Umbral Reaver wrote:
JonathonWilder wrote:
Any chance you might link or PM me what you have put together for this? The idea does sound interesting.
I don't know how useful it would be. It's all very setting-specific.
I feel that it's usefulness will give me great ideas on how to make traditions. More examples almost always help.

Agreed


JonathonWilder wrote:
A quick question with Divided Mind, when combined with Weaponize could it allow for one to blanket the battlefield with “knives” made of pure telekinetic energy?

You absolutely could.

JonathonWilder wrote:
Also, of note, while you have given me a bit to think on as I consider Easy Focus, talents, and feats a fair focus I was planning on making use of is not both active Telekinesis and Destruction talents in the same turn but instead strategic use of one or the other either on different turns. Have one be active one turn and passive the next, switching it up. The goal being to end a battle quickly as well, perhaps finding ways of adding in status effects such daze, stun, or conditions such as making an opponent flat footed.

This is more along the lines of the "passive Destruction" setup I suggested, in which the key is to strategically make use of destructive blasts with lingering effects while using telekinesis to mop up.

My general advice is to be very careful with your talent selection and try not to get too much overlap. If you can do something already with the other sphere, why pay twice for the same capability? Damage with your standard action is the same whether its from destructive blast or bludgeon, so each sphere needs to contribute something unique to make the most efficient use of your talents.


Did a little revamp of Aolis and dumped conjuration.

Aolis:

Aolis Greenborn
Male Elf Incanter 7
TN Medium Humanoid (elf)
Init +4; Senses Low-Light Vision; Perception +19
--------------------
DEFENSIVE
--------------------
AC 15, touch 13, flat-footed 12 (+3 Dex, +1 Armor, +1 Shield)
hp 49 (7d6+7)
Fort +4, Ref +6, Will +7 (+2 vs enchantment, +1 vs fey)
Immune sleep
--------------------
OFFENSIVE
--------------------
Speed 30 ft
Melee Destructive Blast +2 (4d6/x2)
Ranged Destructive Blast +6 (4d6/x2)
Special Attacks Destructive Blast (170 ft.)
--------------------
STATISTICS
--------------------
Str 8, Dex 16, Con 12, Int 22, Wis 12, Cha 12
Base Atk +3; CMB +2; CMD 15
Traits Noble Born (Medvyed), Clever Wordplay, Illuminator, Seeker
Feats Extra Magical Talent (6), Additional Traits, Breadth of Experience, Leadership, Stronghold
Skills Diplomacy +19 (+2 vs Fey), Knowledge (Arcana) +18, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +8, Knowledge (Geography) +18, Knowledge (History) +18, Knowledge (Local) +15, Knowledge (Nature) +18, Knowledge (Nobility) +8, Knowledge (Planes) +18, Knowledge (Religion) +18, Linguistics +16, Perception +19, Sense Motive +12, Spellcraft +16 (+2 vs items)
Languages Common, Elven, Draconic, Celestial, Sylvan, Gnome, Aklo, Infernal, Abyssal, Auran, Terran, Ignan, Aquan,
--------------------
MAGIC
--------------------
Spell Pool 14
Caster Level 7th (8th Protection)
Spheres Destruction (Extended Range, Stone Blast), Divination (Fast Divination x2, Viewing), Protection (Armored Magic, Luck, Distant Protection, Greater Barrier), Time (Group Time, Ranged Time, Retry), Warp (Group Teleport, Ranged Teleport, Plane Manipulator)
Drawbacks Somatic Casting x2 Focus Casting
Boons Easy Focus
--------------------
SPECIAL ABILITIES
--------------------
Fey Thoughts,
--------------------
GEAR
--------------------
Explorer's Outfit, Scholar's Outfit, Pocketed Scarf, Reversible Cloak, Bandolier (2), Haramaki, Mithral Buckler, Cane of Protection +1, Headband of Vast Intelligence +2, Handy Haversack, Pathfinder Pouch, Cloak of Resistance +1, Hat of Disguise, Quick Runner's Shirt, Wayfinder, Cracked Dark Blue Rhomboid Ioun Stone, Cracked Dusty Rose Prism Ioun Stone, Cracked Mulberry Pentacle Ioun Stone, Eyes of the Eagle, Iron Vials (10), Chronicler's Kit, Scrivener's Kit, Wizard's Kit, 5813 gp in gems

Any thoughts are welcome. I think he has gained a bit more battlefield control and buffing power in exchange for the loss of his companion.


It looks pretty solid to me. ^^ Just remember that lots of group abilities cost spell points to use - and rather than buffing the group or doing things at every chance, think carefully about when and where to expend your power. As a good rule of thumb, try to limit use of spell points to ~1/5th of your pool per-encounter. On an average four-encounter day, that gives you enough to do some impressive stuff in each fight, plus a little extra in case you run across a boss or a non-combat situation that you want to spend a point for.


GM Rednal wrote:
It looks pretty solid to me. ^^ Just remember that lots of group abilities cost spell points to use - and rather than buffing the group or doing things at every chance, think carefully about when and where to expend your power. As a good rule of thumb, try to limit use of spell points to ~1/5th of your pool per-encounter. On an average four-encounter day, that gives you enough to do some impressive stuff in each fight, plus a little extra in case you run across a boss or a non-combat situation that you want to spend a point for.

This is a make up for spell point costing abilities and freebies in the recent build.

Freebies:

Destructive/Stone Blast (4d6)
Divine
Barrier
Haste
Slow
Close Teleport
Plane Manipulator

Spell Point Spenders:

Destructive/Stone Blast (7d6)- 1 SP
Read Magic- 1 SP
Viewing- 1 SP
Deflection Aegis- 1 SP
Armored Magic Aegis- 1 SP
Greater Barrier- 1 SP
Group Haste- 1 SP
Group Slow- 1 SP
Retry- 2 SP
Group Retry- 3 SP
Medium Teleport- 1 SP
Group Close Teleport- 1 SP
Group Medium Teleport- 2 SP
Banish- 1 SP

Granted to maximize my spell points and avoid burning them needlessly I will have to maintain concentration for more then a few of these. Alot of them have the option to use a spell point to have their effects linger without concentration as well. So that could be another drain if I get careless with multiple effects. But all in all unless it's an epic battle, the single target stuff would be the bread and butter for me.

Dark Archive

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Okay, I have an update. I may have made a few bad picks in choosing what I felt was cool or would fit so I can still remove or tone down some aspects of what I have at the moment.
---------------------------
Name: Sans
Class: Incanter
Specialization: Warp
Level: 20
Boons: Easy Focus

Sphere Talents
Telekinesis (Primary): Deflect, Finesse, Forceful Telekinesis, Increased Range x2, Acceleration, Greater Speed, Weaponize, Dancing Blade, Linear Acceleration, Effortless Telekinesis, Divided Mind, Homing, Momentum Line
Destruction (Secondary): Force Blast, Greater Blast x4, Extended Range x2, Crafted Blast, Energy Leap, Chain Blast, Rebuff, Shrapnel Blast, Gloom Blast, Tenebrous Blast, Numbing Blast
Warp (Minor): Distant Teleport, Emergency Teleport, Unseeing Teleport, Quick Teleport
Divination (Minor): Battlefield Sense, Detect Teleportation, Fast Divinations, Foreshadow, Prescience
Time

Feats: Force Shield (Protokinesis), Counterweight (Protokinesis), Gravitic Anomaly (Protokinesis), Telekinetic Exoskeleton (Protokinesis), Touchsense (Protokinesis), Mind Against Body, Improved Rebuff, Superior Rebuff, Improved Energy Leap, Focused Blast (Force), Energy Specialization (Force), Deadly Targeting, Extra Magic Talent x4
------------------------------------

16 Feats
32 +8 Talents

Also, perhaps squeezing in a flavor Feat similar to Thematic Spell. That when using the sphere Telekinesis to attack others it takes the form of bones and when using Force Blast have appearance of a monstrous skull of which the blast shoots out of the mouth.

Dark Archive

So I was looking through the Symbiat class and noticed something a bit scary with Favored Class Bonuses.

Elf Symbiats with the Run feat can move 500ft by level 20. Hmm, now if I could remember how many seconds or minutes a Move action is.


Amusing, but probably not that useful. XD

Dark Archive

Hmm, though it would mean cutting back a far bit on talents overall... I'm strongly consider switching the build above to being a Symbiat (perhaps Telekenetic Warrior) instead of Incanter.

This is at least in part because of the drastically increased means of avoiding being it through Battlefield Sense, Pushed Movement, Uncanny Dodge and Evasion with the Improved versions, as well Trapsense.

Even though I was relatively pleased with how he was coming along above, there was one thing that I felt was missing... that Sans was an extremely frustrating foe to hit in the game while also being scary in his offense.

The movement bonus plus Warp talents for self teleporting would also allow him to being the most mobile character in combat.

Dark Archive

How about this? I do believe at this point I have a fairly good grasp of Spheres of Power and that I've created a pretty fairly decent build.

Sans the Comic:
Character Level: 20th
Class: Telekinetic Warrior (Symbiat)
Boons: Easy Focus (Telekinesis)
Drawbacks: Magical Signs, Somatic Casting x2, Personal Warp, Energy Focus (Force)
Sphere Talents
Telekinesis (Primary): Forceful Telekinesis, Increased Range, Acceleration, Greater Speed, Weaponize, Dancing Blade, Divided Mind
Destruction (Secondary): Force Blast, Greater Blast x2, Extended Range x2, Crafted Blast, Chain Blast
Warp (Minor): Distant Teleport, Unseeing Teleport, Quick Teleport
Advanced Talents: Effortless Telekinesis, Linear Acceleration, Disintegrate, Penetrating Blast
Feats: Force Shield (Protokinesis), Telekinetic Exoskeleton (Protokinesis), Mind Against Body, Focused Blast (Force), Energy Specialization (Force), Deadly Targeting, Extra Magic Talent x4


@JonathonWilder
I am no expert but Sans seems to be a real glass cannon and if played right a real danger. Does not look like he needs to get close to hurt a group. If you do close he just teleports away and his defenses (at a glance) seem to protect him pretty well at both ranges. Against a group he would be a pain, the group would have to split and work well to lock him down. Then again a bow loving paladin can crit you with a smite and one shot you, or a balor that crits with his whip, or never mind. I don't want to be a buzz kill. ;P

Nice build none the less, I think you hit your goal. Would just invest in a blur effect item of some kind to get that hard to hit point driven home if you think he needs a push their. Personally I don't think he does.

If anyone is interested in looking over this build, I would appreciate it. It's a fey adapt so clearly illusion heavy. He is only level 5 but I think he should be pretty flexible considering he specializes in illusions. I considered an eliciter but thought they would be to focused and less useful when enchantment immune enemies pop up.

Going for a fey theme, practiced swindler and con artist. Someone that like their illusions is hard to pin down in what you can consider true or not.

Nakir Lalish:

Nakir Lalish
Male Aasimar Fey Adapt 5
N Medium Outsider (native)
Init +2; Senses Darkvision 90 ft.; Perception +11
--------------------
DEFENSIVE
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 45 (5d8+5)
Fort +2, Ref +3, Will +7 (+1 vs mind affecting effects)
Resist acid 5, cold 5, electricity 5
--------------------
OFFENSIVE
--------------------
Speed 30 ft
Special Attacks Shadowmark (3d8, -1), Truesight (1/day), Illusions (DC 16)
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 12, Int 14, Wis 12, Cha 18
Base Atk +2; CMB +1; CMD 13
Traits Illuminator, Tough Minded
Feats Greater Shadowmark, Tactile Illusion, Iron Will,
Skills
Appraise +10
Bluff +12
Diplomacy +16
Knowledge (Nature) +10
Linguistics +10
Perception +11
Sense Motive +9
Stealth +10
Use Magic Device +12
Languages Common, Celestial, Sylvan, Draconic, Aklo, Undercommon, Terran, Goblin, Giant
--------------------
MAGIC
--------------------
Spell Pool 11
Caster Level 5th
Spheres Illusion (Complex Illusions, Invisibility, Illusionary Sound, Illusionary Touch x2), Telekinesis (Finesse),
Drawbacks Emotional Casting, Focus Casting, Somatic Casting x2
Boons Easy Focus
--------------------
SPECIAL ABILITIES
--------------------
Fey Magic, Master Illusionist (2), Shdowstuff (6), Shadowmark (3d8, -1), Darkvision, Truesight (1/day),

Was a little torn on the choice of Tactile Illusions. Was not sure if it's to early or worth it at all considering it's requirements. Is it to early to branch out of illusion or should I try to "complete" the sphere a bit more before expanding?

RPG Superstar Season 9 Top 16

I don't recommend mixing standard spellcasting with Spheres. Spheres works best if it totally replaces spellcasting in the game.


I would definitely agree with Cyrad. Don't mix Spheres with normal spellcasting.


I almost agree. XD Two notes.

1) It's fine for enemies to still have Vancian casting. It honestly doesn't make that much of a difference, and not switching there saves a ton of prep time.

2) Spheres has "Rituals", which allow characters to perform Vancian spells with a fair bit of time and effort. This is helpful when dealing with effects or enemies that require a specific spell as a counter, or if there are simply a few old-style spells you want characters to have access to. This could even be something of a plot point - maybe they could learn a few thematically appropriate Rituals as part of the plot of your game, as specific non-Sphere magical abilities.


Problem comes in when your other players (here) are completely unfamiliar with the SoP system as well. So for now, I'm going to run with Aolis and Nakir there with Spheres, and everyone else with Vancian, and Aolis and I will do some exploration.


If you can learn Vancian, you can learn Spheres - probably much faster, at that. XD Though, in a mixed group, I'd definitely encourage the Spherecasters to avoid the Vancian casters' specialties, especially earlier on. As a general rule of thumb, Spherecasters are stronger than Vancian casters at low levels, but weaker at high levels thanks to their linear progression. That should help avoid people feel like their toes are being stepped on, and lead to a more positive experience with the new system for everyone. ^^

Grand Lodge

Any advice on building Samus Aran from Metroid? Starting at 5th level and then advancement at each additional level, this being for a player of mine wishing to play Samus with consideration that her armour is heavily damaged starting out and not working at full capability though also liking the idea of the arm cannon having an "AI" that she can treat as the equivalent to an intelligent magic item which can provide information or scan area of danger/information.

What I have so far
Name: Samus Aran
Race: Plumekith (Aasimar)*
Alternate Traits: Scion of Humanity
Ability Modifiers: +2 Dex, +2 Wis
Skill Bonuses: +4 to Acrobatics and +2 to Fly
Class: Blaster (Armorist)
Casting tradition (Extra spell point per lvl): Center of Power (lines of energy when suit is active, or three circles when inactive), Skilled Casting (Craft: Engineering), Protected Soul, Magical Signs
Spheres and Talents: Destruction (Focused Blast, Extended Range x2, Searing Blast), Protection
Arsenal Tricks: Heavy Armor, Sentient Cannon
Feats: Deadly Targeting, Point-Blank Shot, Precise Shot

I made use of the Variant Aasimar Heritages, as well Variant Aasimar Abilities.


Seems like a pretty solid setup, although you'll definitely want to put points into that Craft skill to make sure they can consistently cast the way they want to. That one can be pretty nasty if you aren't prepared for it (which is, of course, the point). If they want an easier time of things, consider swapping that out or dropping it entirely.

You may also want to swap one of the Extended Range talents for something with a bit more utility - long-range attacks are pretty rare at early levels to begin with, and the player may prefer being able to interact with the environment at least a little. Warping, maybe? That's in the Metroid games, as are various alternate views (via the Divination sphere). Shaped Divination (putting things into a 'cone' field of view, rather than a sphere) would be a thematically appropriate drawback for the Divination Sphere, and help you get another good talent for it. Definitely use the Alternate Divination rules.


Center of Power and Magical Signs aren't allowed to be taken together I believe.

Protected Soul is a protection sphere drawback, so it wouldn't factor into bonus SP but it would give you a bonus magic talent for that sphere should you learn the base sphere.

EDIT:

Deadly Targeting? Is that supposed to be Deadly Aim? It doesn't apply to touch attacks, so it isn't any good for Destructive Blasts. Is this a feat from somewhere else that I missed?

Grand Lodge

Samus Aran Update:
Name: Samus Aran
Race: Plumekith (Aasimar)
Trait: Spark of Creation, Orphaned.
Alternate Racial Traits: Scion of Humanity
Ability Scores (Rolled): Str 14, Con 11, Dex 20, Int 15, Wis 20, Cha 15
Racial Skill Bonuses: +4 to Acrobatics and +2 to Fly
Class: Blaster (Armorist) lvl 5
Casting Tradition (Extra spell point per lvl): Skilled Casting (Craft: Engineering), Protected Soul, Magical Signs, Shaped Divination
Talents: Destruction (Focused Blast, Searing Blast), Protection (Armored Magic), Divination (Divine Information).
Arsenal Tricks: Heavy Armor, Sentient Cannon
Feats: Skill Focus (Craft: Engineering), Point-Blank Shot, Precise Shot

I made use of the Variant Aasimar Heritages, as well Variant Aasimar Abilities.


My apologizes for the mistakes, I missed that Magical Signs and Center of Power cannot be combined so I replaced the latter with Shaped Divination while rearranging a few things and talents. Also took the Skill Focus feat and a trait which adds too Craft (Engineering). Was a little miffed with the two 18s rolls but it works and I did tell the player to roll her stats.

Also, Deadly Targeting.


No need to apologize bud. I only noticed the Center of Power and Magical Signs thing since I was designing Traditions for a setting last Friday.

Ah, I missed Deadly Targeting, good call.

Shouldn't the bonus spell points be (+1, +1 per 3 levels in casting classes) for having two general drawbacks?

Everything else looks good though.


just dotting..

Grand Lodge

I am looking for suggestions in recreating Silver and Blaze from the Sonic the Hedgehog series, though as one of the core races instead of what they are in games.

My initial thoughts are having Silver be a Telekinetic Warrior (Symbiat) and Blaze a Flame Warrior (Elementalist), with one of course focusing on the sphere Telekinesis and the other on Destruction, of whichever races might work better.

I was thinking though of Silver at least being an elf, because of how they can have an favored class bonus to movement speed, but again which ever might be appropriate.


Here is a character for a spheres gestalt game. I'm not overly familiar with spheres yet, so I'm hoping someone might tell me if I'm missing something.


From the way you've written up the profile, I might be misinterpreting it, but... typically, in a Gestalt Spheres game, you'd only have one casting tradition period, that all of your powers would be affected by. This is because you take the 'best' of duplicate things like caster level. Uuuuuunless your GM ruled otherwise?


You pick one casting tradition at each level to improve. Similar to a non-gestalt wizard/cleric improving only one at each level but having access to both.

My other half is rogue, so no magic comes from there anyway.

The second tradition hasn't actually been aquired yet (cause I have only one level) hence the note about it being unaccessble, but I put it there as part of the character and what I expect to do with them as the game progresses, in this case, the tainted heritage which is there under the surface that she may have to deal with.


Pathfinder Roleplaying Game Charter Superscriber

Hello!

I am familiarly new to SoP. But can an Incanter with the Telekinesis sphere, move a hostile creature horizontally? Thank you!

Liberty's Edge

Elorebaen wrote:

Hello!

I am familiarly new to SoP. But can an Incanter with the Telekinesis sphere, move a hostile creature horizontally? Thank you!

Welcom to the system! There is nothing preventing you from moving a character horizontally.


Pathfinder Roleplaying Game Charter Superscriber

Thanks for the response, Stack!

A follow-up - Let me be a bit more precise, is there a Basic/Advanced power/talent that allows you to move hostile creatures horizontally?

Let's say the Incanter is 8th lvl, and is focused on the Telekinesis sphere, and the hostile creature is a (medium) werewolf.

So, in other words could you use Hostile Lift, and then Telekinetic Push to move to move the creature 25' up, and 25' east?

I don't see a power/ability that specifically allows for the horizontal move of a hostile creature.


In Spheres of Power, "lift" in Telekinesis essentially means "move in a direction of your choosing". It is not limited to up/down movement. Otherwise, options like Sustained Force, Bludgeon, and Acceleration would make no sense.


Pathfinder Roleplaying Game Charter Superscriber

Thank you for the reply, GM!


Pathfinder Roleplaying Game Charter Superscriber

The idea I am getting is that if you know someone has the Telekinesis sphere, do not piss them off if you are on top of building/tower/cliff, or in the mountains. ;)


That would be a wise decision, yes. o wo Same holds true for anyone with Unwilling Teleport from the Warp sphere - you can't toss them into the air, but you can move them onto hostile surfaces. XD


Pathfinder Roleplaying Game Charter Superscriber

@GMRednal - Yep! Beware!

Question for those more familiar with the system:

I have a player who wants to use the Invidian archetype, but with the Incanter. How would you change Invidian archetype to accommodate this request, or would you simply ban that particular use?

Thanks for any assistance!!


Honestly, it's probably best to keep archetypes limited to their classes. The player is basically asking for a set of nice class abilities, plus significantly more talents and a higher caster level than they'd normally get. That's not especially balanced. I wouldn't allow it myself, but if I were going to, I'd use the Reincarnated Master archetype as a reference and chop off a lot of the bonus feats the Incanter gets.

(RM is meant to serve as an example of converting archetypes from other classes to fit the Incanter. It's usually used for things like Druid/Cleric/Wizard archetypes, but in theory, it can apply to archetypes from other spherecasting classes as well. I still don't recommend mix-and-matching class abilities that way, but it's the best route if you really want to do that. Spherecasting is nothing if not flexible. XD)


Pathfinder Roleplaying Game Charter Superscriber

@GM Rednal Thank you for the timely response!

I was beginning to think the same thing, myself. Thanks for the tip on the Reincarnated Master archetype.


I think folks worry too much about changing rules, but I'd likely just treat the archetype as a forced sphere, requiring the player to spend talents on the abilities, after all, tge entire point of the incanter is use talents as currency to build your perfect caster. The only reason to even bother with archetypes for an incanter is for access to abilities otherwise denied, so treat it like that, spending talents to buy abilities.


Mm. It's so build-your-class in the first place that there really is a lot you can do with it. XD That said, it's worth noting that it does get waaaaay more talents than anyone else, so you basically want to see how much each class ability is worth and "buy" it for good balance.


I really really do not agree with these common ideas of balance.

Players are not balanced in the first place.

How powerful abilities are depend significantly on the player using them and what abilities they get matched with in the overall strategy and the environment/opposition/opportunities.

I have never seen mechanical balance be an important nor consistant thing except in one case, players who can't see past the grid (who are basically missing the RP part of RPG).


I have. I was once in a game where, because of some especially generous build rules, people were essentially playing different games. One player had been built to such an extreme that anything that slightly threatened them would wipe out everyone else, and there was really no way to run the characters together without it being a one-man show.

Ultimately, each table needs to find what they're comfortable with, and I'm not about to start saying there's only one true way to go. XD People have fun in different ways. But in my experience, it does help if the mechanical basis of things is close enough that people feel like they're playing the same game. In that regard, it helps to at least be familiar with a system before you start customizing it.


Every player I've seen be that far ahead of everyone else, was literally playing a different game that just so happened to use the same rules. You can not design a system to prevemtnsuch players from going so far without seriously hindering the core concepts behind the game, and such a player will always be such a problem without GM oversight anyway, but good GMs can prevent such issues without relying on overly restrictive rules.

The problem on the player side is that such players are missing the core point behind having rules in the first place. For example, when kids play Cops and Robbers, why are Cowboys not allowed? Certainly not a balance issue. However, when playing Chess, and a player has dragon shaped pieces, why are the bishops not allowed to jump pieces? You see, in each Cops and Robbers as well as Chess, there are rules, but the rules are there for different reasons. A player who sees the rules in Pathfinder as serving the same purpose as in Chess are actually playing a minitures combat game dressed up with interesting narrative (the narrative existing for the same reason the Starcraft games have single player campaigns), and these need mechanical balance because their entire thought process is built on the mechanics. Players who see the rules as serving the same purpose as Cops and Robbers however, are actually playing an interactive fiction game, and can't have mechanically balanced rules without interfering with the narrative focus (it'd be like playing Cops and Robbers but saying the cops were the bad guys stealing the bank's money).

The GM however, has plenty of tools they can and should be using to prevent such "chess" players from being a problem, and with these tools, a competant GM can let a player have their schtick without overshadowing the other players. Such a player can't do all types of tasks, but most importantly, they can't be everywhere at once nor can numbers alone make up for tactics and strategy.

For example, a fighter that can hit really well and do lots of damage. Well, pit the group against an enemy that is nearly immune to normal damage but when magically stunned they become vulnerable to damage. Now the caster is an important part of winning, despite much lower munchkining, because theyneed to their magic stuff in order for the fighter to do their thing.

Also, attacks from many lower level monsters also works, especially in pincer attacks, as the super awesome fighter can smash only so many per round, despite one shotting everything, thus the others need to fight as well.

Or non-combat objectives. Pit the group against a dragon. The fighter faces the perilous, even for them, challange of distracting the dragon while the rest of the party steals back the sacred artifact.

The whole party is involved because blindly rushing into combat and using a one-trick pony is obviously a failure as a plan.

(Interestingly, the player base got this strange notion that every encounter has to be level appropriate, which is not just inherently false, but the original d20 rules specifically calls for and gives guidence for a wide range of encounter levels. The first modules came out however, and the players got angry at wotc for following through with the idea in their modules, so naturally they didn't do it much after that, which was a very bad choice in my opinion.)


Pathfinder Roleplaying Game Charter Superscriber
GM Rednal wrote:

I have. I was once in a game where, because of some especially generous build rules, people were essentially playing different games. One player had been built to such an extreme that anything that slightly threatened them would wipe out everyone else, and there was really no way to run the characters together without it being a one-man show.

Ultimately, each table needs to find what they're comfortable with, and I'm not about to start saying there's only one true way to go. XD People have fun in different ways. But in my experience, it does help if the mechanical basis of things is close enough that people feel like they're playing the same game. In that regard, it helps to at least be familiar with a system before you start customizing it.

@GMRednal Right on the money.

@GMDark I hear what you are saying, but in reality this happens, and often happens because the player (s) is attempting to be a good, fellow player, and just do not "see" what is happening in reality.


Pathfinder Roleplaying Game Charter Superscriber

Question:

Mental Powers
A symbiat gains the Mind and Telekinesis spheres as bonus magic talents.

1. Is this separate from the standard, "(Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)"?

2. Is this basically saying that they gain access to those two Spheres with no need to spend their talents on the access?

Thanks!


1. Yes.

2. Yes.

Many Spherecasting classes give bonus talents aside from the two basic talents you get for the Casting class feature. For example, the Elementalist gets two free talents and the Destruction sphere, for a total of three talents at first level.

(This does not include any extra talents from your casting tradition, such as those gained by sphere-specific drawbacks, or those from archetypes.)


Pathfinder Roleplaying Game Charter Superscriber
GM Rednal wrote:

1. Yes.

2. Yes.

Many Spherecasting classes give bonus talents aside from the two basic talents you get for the Casting class feature. For example, the Elementalist gets two free talents and the Destruction sphere, for a total of three talents at first level.

(This does not include any extra talents from your casting tradition, such as those gained by sphere-specific drawbacks, or those from archetypes.)

Thanks GMRednal! You are a scholar and a gentleman.


Honestly, I just like answering questions about the Spheres system. XD Glad to be of help, though!

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