Transcendence of the Spheres


Homebrew and House Rules


To not beat around the bush I'll describe the point of this thread simply. To convert the two "Spheres" systems to Kirthfinder.

Spheres of Might
Spheres of Power

Major points of importance

Classes: figure out what changes if any that they need to be up to KF par

Armorist
Shifter
Elicitor
Elementalist
Mageknight
Soul Weaver

Blacksmith
Commander
Technician
Striker

Core Classes: Integrate core classes with spheres
How to handle core casters with Spheres without using 'archetypes'
Striker/Coiled Blade as a Fighter/Monk talent
How Challenge works now that there are multiple kinds.
Paladin archetypes in the works

Drive Files here


Anyone?


I strongly suggest just leaving the class features where they lie. As long as they have access to Kirthfinder feats, they're perfectly on par as it is. Doing any more than the bare minimum is just going to be a massive headache on not only you, but all of your players that you are forcing to learn the new rules. The simpler, the better.


Kaouse wrote:
I strongly suggest just leaving the class features where they lie. As long as they have access to Kirthfinder feats, they're perfectly on par as it is. Doing any more than the bare minimum is just going to be a massive headache on not only you, but all of your players that you are forcing to learn the new rules. The simpler, the better.

I guess I just assumed somewhat that the classes would 'need' these abilities, since the core classes have gotten the boosts that they did. Though if I am wrong...

Edit: and sadly there is still the issues of less class related things like Reload speed bonuses and the Railgun issue I brought up somewhere else (that being that the Railgun ability for Technicians allowed players to increase range increment by a matter of 3, which wasn't a big deal when handguns were 20 feet and muskets were 40, but depending on how it is handled you get one of two extremes.

1: The ability to increase range increment is completely removed, turning this from a highly niche ability (because it just means you can shoot underwater).
or
2: They become broken (as I originally had them use stats similar to crossbows, meaning they would shoot further than anything in the game)

Though I will give it to you that if they already are balanced as is that you would not want to make them any more powerful


short List
1:Conscript specializations needing to change (like what does finesse training do if its main advantage is already in the basic weapon finesse feat?)
2: the mentioned technician and gun issues
3: how unarmed talents and such work considering that you can easily just take exotic proficiency with unarmed strikes.
4: a more general 'how things work when talents do the same things as feats except not as good'


And I'm back just enough because I think I've got some ideas..

1: Unarmed Practitioners: If you have Exotic Proficiency with Unarmed Strikes (or exotic proficiency with Gauntlets and you have the Unarmed Training Equipment Talent) You gain a +1 to damage for each step on the Unarmed Practitioner Table you would increase your damage by, but only when using unarmed strikes as part of an Attack Action.
Since Monks normally now gain an up to 5d6 bonus damage with unarmed strikes, then a Practitioner gaining a small damage bonus with their talents makes sense.

unarmed bonuses:

1-3 talents: +1
4-7 talents: +2
8-11 talents: +3
12-15 talents: +4
16-19 talents +5
20+ talents: +6

2: Conscripts lose 1/2 of their feats, but can use them to instead gain Fighter Talents at 1,4,8,12,16, and 20, and can sacrifice access to 3 of these talents in exchange for a Sphere specialization (we'll say the ones at 1, 12, and 20)

Also: Just a few ideas for new talents for things

The Arcane Theurgy talents can be used to gain synergy with Spherecasting classes, and often would give you more than just caster level, like eldritch knight with Soul weaver might give you Strong Theurgy for channeling for example.

Devourer (Fighter Talent or Barbarian Rage Power, not sure which): Gives Weak Theurgy for caster level with Thaumaturge, Strong synergy for the thaumaturge's Forbidden Lore ability, and gives the character this unique ability. Devour Foe: Whenever the thaumaturge scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature’s energy. The devourer may use his forbidden lore the next round without any fear of backlash. However, when not using this ability, a devourer increases their chance of backlash from forbidden lore from 15% to 20%.
Source: This ability is designed to supersedes the Devourer Thaumaturge Archetype from Spheres of Power.

Rogue Scientist (Rogue Trick): your rogue levels provide strong synergy for the potency of a technician's trap finding abilities, the power of detonators, and the potency and number of improvements on improved items the rogue has.

Android Perfection (Technical Insight): Prerequisite: Sorcerer or Battle Sorcerer with the Android Bloodline. Benefit: Your personal robotic nature has given you an insight into your inventions, allowing you to improve yourself as you would your inventions. You may treat your Armored Chassis as a suit of armor for the purposes of creating Improved Armor or an Improved Suit, and your Sorcerer levels provide Strong Synergy towards the number and potency of improvements on your inventions.

Improbable Weapon (Armiger Prowess) Prerequisites: technician levels, at least one improved weapon invention. You may combine your Improved and Customized Weapons together in order to create a monstrosity of martial might. You still need to track your inventions as normal, but when using this you are considered to have Full Synergy between the benefits of your Improved Weapons and Customized weapons for the sake of Enhanced Customization, the number and potency of improvements on your improved customized weapons, and how many talents your customized improved weapons give you. You can also sacrifice 1 talent given by any of your customized weapons in exchange for putting one technician improvement on it as though it were an improved weapon. You can do this even if the weapon is not an improved one.. Drawback: You MUST combine all of your customized weapons into your improbable weapon.

Gadgeteer (Armiger Prowess): your armiger levels give strong synergy towards the number of uses and potency of your technician gadgets.
source: These prowesses supersede the Battlefield Tinker archetype, and act as a synergy ability between armiger and technician.

Technical blade (Fighter Talent): Prerequisites: Technician levels, 1 improved weapon (see Special), the Personal Weapon talent. Benefit: You may gain full synergy between your fighter and Technician levels for the sake of the number and potency of improvements on your improved weapon, and for the enhancement bonus of your Personal weapon, so long as your signature and improved weapon are the same item.
Special: if your personal weapon is instead a suit of armor or a shield, you can still take this talent, but your Invention would need to suit your personal item's choice (with Light Armor being related to a Suit, A Shield being related to an Improved Shield, Etc.). You can take this talent multiple times, the second use of this talent gives you theurgy with a different set (so if you took signature weapon twice and have an improved weapon and improved suit of armor, each piece would count as a separate use of this talent.)

Scholarly Engineering: Prerequisites: Scholar levels. Benefit: Your Technician levels give weak synergy towards the potency of your Flashbangs, Material Impositions, and Scholarly Knacks, you can also take scholarly knacks in place of technical insights, and vice versa.

Warrior and a scholar (Fighter Talent): (requires scholar levels) Your Fighter Levels give weak synergy towards the potency of your flash bangs, material impositions, and scholarly knacks, you can take scholarly knacks in place of fighter talents and vice versa.

Martial Technique (fighter talent) Gain 3 martial talents of your choice, this can be taken multiple times, giving you 3 more talents.


Oh and Paladin Archetypes.

Soul defender:(soul weaver) gain weak synergy for casting, and full synergy for the use of Blights or Blessings. You can also use Blights or Blessings with your Channel Smite. (Evil paladins likely would use blights, and good paladins would likely use blessings).

Divine Armory: (armorist) gain weak theurgy for casting, and give up your divine bond in exchange for Full synergy for the sake of your Bound Weapons and Armor, as well as strong synergy for your Summoned weapons.

Divine Striker: Gain full synergy for Drill Knuckle, tension techniques, and how much tension you can hold. also become a proficient practitioner in exchange for spells. you may treat your unarmed strikes as your divine bond.

Paragon (sentinel): gain full Synergy for your Second Wind power, and Strong Synergy for the damage bonus given by your challenge.

Unlikely Hero (conscript) Gain Full Synergy for the sake of your Specialization abilities and Fighter talents. you can also become a proficient practitioner in exchange for your spellcasting.

Divine Armiger: Gain Full Synergy for your Customized Weapons' talents and Enhanced Customization in exchange for losing Divine Bond.

Divine Mind (elicitor): your paladin levels count as Mid Caster levels for the sake of your Mind Talents, and you gain weak synergy for the potency and DC of your emotions.

Divine Beast: Your paladin levels count as Mid caster levels for the sake of your Alteration talents.

Psionic Demigod (symbiat): gain Full Synergy for the sake of your Psionic support abilities, similar to how Knight-Trabadours gain synergy for bardic performance.

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