GM Rednal's Northlands Saga Complete (Inactive)

Game Master Rednal

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Mmkay, took a look at my Spheres of Power book, and I have decided to start as a huscarl Fighter/Mageknight with the War and Protection spheres, following the Sword-Bond tradition. Not sure about archetypes for Figher. Would the Sensate archetype from Occult Adventures work well in this campaign?


I wouldn't be too obvious about the supernatural part of it... but yes, that might work. ^^


I was planning on working it as intense training that's let me boost my senses, similar to how I was going to work my sphere casting ability. Oh, will have my background posted tomorrow. When is the cut-off date?


A few more days, at minimum. I don't have a specific closing date yet, particularly because interest remains strong. ^^

(Which is very nice to see, I might add. XD I haven't finished reading through the adventures, but this is QUALITY stuff.)


GM Rednal wrote:
Barbarian/Brawler and Barbarian/Monk both feel extremely... melee-focused... to me. Too focused, actually. I have a genuine dislike for gestalt builds that only exist to do one thing abnormally well, and I would not pick that character.

I really picture this character as strongly melee, probably just best to save him for a non-gestalt game, I will focus on the other two I have submitted, and keep my fingers crossed.

GM Rednal wrote:

At this point, I'd like to reiterate that there is only one slot for a High-Caster character. You are genuinely more likely to be picked if you are a Mid-Caster or lower, and due to the nature of the Spheres system, you can still compare favorably with the abilities of a High Caster.

In other words, by playing something like a 6th-Level caster, you get to have all of the fun extra abilities, and the only real loss is a few magic talents (that you might not have needed anyway, depending on your theme). XD You might actually be -stronger- if you taking a lower-level caster.

After this comment I'm wondering if Valda Aslougsdottir would be better off being ranger/bloodrager instead of oracle/bloodrager her back story wouldn't change any and I think her first sphere would still be life, any opinions?


Aada's Stats

Here is her stats and info, I'll be moving over to her alias soon. Yep full caster, but I'll be playing it more melee focused, using magic only when needed.

I am still writing up a fun backstory, so that should be done by tomorrow.


Ranger/Bloodrager sounds reasonably diverse (very possibly talented in fighting at different ranges, plus a good amount of utility from being a Ranger in the first place).


Taking another look at the Spheres of Power book (haven't looked at it that much), and got another idea. What do you think about a Shifter/Bearsarker character?


That sounds very thematically appropriate. ^^ Of course, you'd probably want to focus on an improved Bear form, rather than turning into anything you wanted, but it's certainly one way to have magical powers that fit in.


Now I'm stuck between the two ideas... Also, would the options in Spheres of Power Expanded Options be available?


Spheres of Power Expanded Options are indeed available, following the same note that stuff should be thematically appropriate. For that matter, the new supplements currently being released are also acceptable. ^^


GM Rednal wrote:
@Aada: Ability use is as described. Most Sphere powers are at-will abilities. Those that aren't generally require the use of Sphere Points (your resource pool) to use. ^^ You can cast stuff with a cost as long as you can pay the cost. Once that's out, you're stuck with no-cost abilities until you recharge.

As far as I can tell, though, almost every single useful talent or sphere takes at least 1 spell point per round, which means you only get an extremely limited amount of magic per day (since casters now get far fewer spell points than Vancian spells), and healing will be a bit slower.

JonGarrett wrote:
Yeah, if I really could I'd be using something other than Witch, or toning it down to Mid-Level, because what I'm really after is the grappling murder hair. But beggars can't be choosers.

You can. I'll explain it via PM.


What are these elf racial restrictions you speak of in the first post? Do half-elves fit into the equation anywhere?


Nûklander (Elf) Racial Traits:

Nûklanders are in all senses elves as described in the Pathfinder Roleplaying Game with the following changes:

Nûklanders replace the Elven Magic racial trait with the Silent Hunter racial trait and the Elven Immunities racial trait with the Elemental Resistance (cold) racial trait as described in the Pathfinder Roleplaying Game: Advanced Race Guide.

Half-elves do exist, and are generally accepted.


Also, for everyone, I'd added some notes on Skills to the Campaign Info tab.

This should help give you an idea of which skills are the most likely to be useful during the campaign.


So how DOES Alchemy work with Sphere's of power exactly? I'm honestly stuck between two concepts currently. Either a Swashbuckler/Investigator outsider, or a Ranger/Hunter Child of Heroes... well, not sure how the later would work through, would I get two animal companions? If so, would they both benefit from abilities such as Hunter Tactics, or would I only get that from the Hunter side?


Thank you for the update on Nûklander racial traits I have adjust Iradyiel accordingly, also I have changed the skill heal to linguistics, Do Nûklander's automatically receive reading Nûklander or is it a separately learned language?

Iradyiel's personality would not lend itself to being a good storyteller, but he would be excellent at playing Hnefatafl he carves pieces/boards to trade and to give as gifts Is there any particular skill he could take for playing the game or would that be reflected in the trait and in intelligence rolls?

A quick question about 'SoP' will the magus class feature arcane pool be able to stack with talents from the 'destruction sphere' or the 'enhancement sphere'?


@Fury: I'm not sure there's official rules for converting Alchemy to Spheres... which shouldn't be much of a problem anyway, given that Alchemy is unknown in the North. (They don't even have people selling your supplies.) You would only get one animal companion - that's something that does not stack in Gestalt.

@Iradyiel: Nuklanders would be able to read their language normally (it's Northlanders who aren't especially literate). Playing the games would be reflected in the trait. A Sphere Magus does not acquire an Arcane Pool - they use their Sphere Points instead, and things stack if they would normally be able to do so. (Be careful about trying to stack more powers than a normal, non-gestalt character would have access to, though - that's the kind of thing I prefer to see characters avoid.)


When I imagined Iradyiel as Gestalt I imagined he would use the eldritch archer skill to be able to bring down a mammoth with his bow; and the trapper ranger skills to bring down smaller prey. So to make it easier to keep classes separate he will use the bow with the magus skills and feats and on the ranger side he will go finesse with two weapon fighting using some combination of hand axes and scramasax's. I will split the feats earned from regular leveling between the two.

Since writing Nuklander is free the three languages he will learn using the int. modifier is: Seagestrelander, Norsk and Ulnat. Thematically those are the groups his people would have traded with. Having added linguistics would he be better off taking Andovan or runic? His people would have been around long enough to have remembered Andovan, did it have a writing tradition? Or if we find messages scribbled on a wall in some ruins would it be in runes?


GM Rednal wrote:
@Fury: I'm not sure there's official rules for converting Alchemy to Spheres... which shouldn't be much of a problem anyway, given that Alchemy is unknown in the North. (They don't even have people selling your supplies.) You would only get one animal companion - that's something that does not stack in Gestalt.

.. Well you ARE allowed to play as an outsider right? Is the Sphere's of Magic limited only to those native from the north or something?

Hmmm, with only one animal companion, I don't see much reason to go for a Ranger honestly. A standard fighter would likely be better... a Hunter would be a Mid-Level Caster, right?


Ok, I must confess, the day is running a little slow. So, without any real way of breaking down gestalt into groups, here it is, finished characters or should I say posted characters and character ideas.

Finished characters
MordredofFairy Eirik Koshchey mlae Human Arcanist/Skald
Thunderbeard Eindrið Lawspeaker's Male Human Bard/Cavalier
Ashe Einar Gunnarson Male, Human Ranger/Mageknight
Robert Henry Iradyiel Madras Male Elf Ranger/Magus
Robert Henry Valda Aslougsdottir Female Human Oracle/Bloodrager
NenkoaMoon Aada Bladotter Female Human Sorcerer "crossblooded"

Character Ideas
Grani Bardur Runesson fighter/rogue (no info yet)
El Ronza shapeshifter/hedgewitch
electricjokecascase Hakon Olafson fighter/rogue
mimesyne full caster or hedgewitch
Thecooldudenextdoor Destin, viking
Fighting Chicken female berserker or a male hunter or a retired Skald
The Pale King Sigvald a Jarls heir
Harakhty Suntooth Haskell Half elf ranger/Incanter
JonGarrett witch/ranger or martial artist
Sir Longears fighter/bard
Vagabond? skald/brawler
DekoTheBarbarian figher/mageknight
DekoTheBarbarian Shifter/Bearsarker
Fury of the Tempest Outsider Swashbuckler/Investigator
Fury of the Tempest Ranger/Hunter
CommandoDude monk/cleric
LAB Rat Figher/skald


@Fury: Yeah- The thing about my character is, I'm refluffing alchemist as a Herbalist, focused on buffing and healing, with training from the east. However, there really isn't any method to transmit Spheres of Power to alchemy, with the simplest answer with Alchemist is to keep them non-sphere casters, since it makes sense with Alchemists/Herbalists. You brew ancient potions using the materials from nature to fill your allies with strength. You gather the dust from a grill to make your explosives. You trade Sulfer for healing.

All-in-all, an Alchemist//Sphere Witch [Herbalist, Hedge Witch] is the type of character I'd like to play, being like the young women who grant strength to those they meet. If I could trade bombs for something (Like gettting the Cunning Lineage bloodline, or Infusion a level early), that would be wonderful. A focus on skill and knowledge, rather than practice, being more akin to a cunning woman witch than any real demoness.

I'm working on her background first, which is taking a fair quantity of time.

However, I understand if you would prefer to keep all vatican casting out, I'll probably try my hand at a battlefield controling brawler//Skald or Bard.


Since we're making lists now, let me make it a bit more complicated for you. I think I've got this character mostly figured out by now. Good recommendation on the Brawler, I didn't realize how cool the class is until I started looking heavily into it. At present, he is a Brawler/Skirmisher Ranger, as the archetype ditches spells and picks up those handy hunter's tricks. Only thing not in the alias at the moment is gear, but I'll handle that later if I'm picked and get some recommendations from the GM.

Regardless, let me introduce Varik Alfstedt! Huscarl, pugilist, and all-around nice guy. Assuming you're not on the wrong end of his fist, of course. Admittedly, he may be a little gruff from time to time if you're not some sort of animal. At some point in the future, he's hoping to pick up an animal companion in the shape of a raven the size of an eagle (or maybe even a roc if the GM loves me). Because who doesn't love a good homage to Wodan? Or possibly a wolliped if I'm allowed because they seem pretty rad.

Fluffy Stuff:

The rhythmic crunch, crunch, crunch of boots upon snow was far from subtle, but Varik was hardly trying to be stealthy. The wooden sled that he dragged behind him and his chain shirt shrouded beneath layers of fur made sure of that. The point was hardly to avoid any sort of confrontation with the wildlife; it was fairly difficult to bring back furs, sinew, and bone for the jarl without running across anything to take it from. He made a mental note to bring a freshly caught fish with him next time, to help fill the area with the scent of a kill. That ought to do wonders for drawing his quarry in to him. The only issue there was that it would mean significantly less time to himself out in the wilderness.

As glorious as it was to be a huscarl in service to Olaf Henrikson, there was very little in the way of alone time. Living in the same longhouse as the rest of the jarl's retinue tended to lend itself to that sort of lifestyle. Varik did not mind in the least most of the time, but sometimes it was good to get out into the elements where he could clear his head. There was plenty of glory to be had back in Halfstead and everywhere jarl Olaf sent him, but there was something to be said of the inner peace the natural world brought him. It was most of the reason that he had never tried to join the ranks of the Ulfhanders. He felt the rush of battle and slaughter as much as any man, but their rage was something else entirely.

Shaking his head gently to clear it of such thoughts, the man took a deep breath in to fill his lungs with the pine-laden wintry air. The soft hooting of owls and far-off howling of wolves answered his footsteps in the thick snow. He could not help but wonder if any of that pack was kin to his wife's wolf. He hoped not; she would be less than pleased to find him or any of the villagers sleeping beneath their furs. Then again, Brynja was just as much a pragmatist as any of the villagers and would scarcely make a fuss over it. Assuming she even noticed on her next foray into Halfstead. As astute and observant as she was, she did love her solitude out in her cabin.

Well, solitude was probably not entirely appropriate. She never went anywhere without her wolf and so was never entirely alone. To say nothing of all the animals that seemed to flock to her regardless of where she went. It was a bit odd, he admitted to himself, but so were his own mannerisms especially when it came to combat. Despite the ornately carved wooden shield strapped to his back and the sword at his hip, he much preferred using his bare hands. Much more control than a blade or a spear, in his mind.

Another lupine howl, closer this time, snapped him from his idle reverie and back to reality. The pack had caught his scent, it seemed, and was rapidly closing in on him. With a contented smile, he dropped the lead of his wooden sled and shrugged the shield off of his back to strap to his forearm. No sense in continuing on as the wolves were far faster than Varik on foot. At least he knew that he would not be returning to Halfstead with nothing to show for his efforts and nothing to present to the jarl.

If he had been told in his younger, wilder years that he would be faithfully serving the jarl of Halfstead, he would not have believed it. Too many tales from the lips of skalds of great warriors slaying dragons and trolls had instilled in him a lust for glory. He had wanted to be the next Sigurd or Sigmund, braving impossible odds to snatch victory from the jaws of defeat. Long days of enacting grand plots to save the village and all of the Northlands from Fafnir's greed with sticks as swords and lengths of bark as a shield drifted through his mind. Fond memories, perhaps just the slightest bit tinted by the rosy haze of nostalgia, but they were not to last.

Braghur, his father, had impressed upon him in no uncertain terms the importance of honor and duty in a man's life. Not that the farmer did much to set a proper example, with all of the gossip that slithered from his tongue and into the ears of his fellow bondi. Varik's lip curled in distaste at the memory and he wondered how he had ever looked upon the man in such high regard. The eyes of a child bear too much innocence and naivete to understand such things, perhaps. Regardless, the lesson had stuck with the boy and as he grew, his aspirations turned from things of legend to more realistic aims. Proving himself in single combat, lending his blade at every opportunity, and eventually pledging his service to the jarl.

With an idle snort, he shook his head to clear it of such thoughts just in time for a low growl to cut through the silence. Varik had almost not noticed when the forest around him grew silent and still with the approach of a predator. For now, it was only the pair of coldly staring eyes that peered out from above teeth bared in a snarl that promised violence. They were trying to drive fear into his heart as they would lesser prey animals, send him scurrying off into the rest of their pack. He knew the tactic well as it was one he had used on many a hunt. The huscarl was no mere beast to be herded like cattle, though, and he bared his own teeth in return as the calming thrum of his building pulse began to roar in his ears.

While quiet walks through the wilderness allowed Varik to think, it was the rush of battle that cleared his mind. He reveled in the sensation briefly before beginning his approach. Their plans would not work and he would soon have two pelts to bring back to Halfstead. A good end to a good walk.

As that doesn't go too much into his background and is more centered on who he is currently, I can expand on it with a concrete, more factual backstory if necessary. I realize it's not quite as long as Harakhty's tale, but hey. Everybody's different, right? Feel free to let me know what you think, GM and/or other potential players!


Almost done with the back story. Using the cross-blooded archetype, she is a Boreal/ Cunning woman. The main idea for her is that she is of cunning woman decent, but has something lingering in the background. Something unnatural. She is scared of it, and choses not to bring such power out. So instead, she brings more martial to the table, disliking the power inside her.

As she gets stronger (leveling up) more and more of the elements of the other blood line will emerge. Her hair changes color to a more white due to the Boreal influence, and she will feel cold to the touch, even her skin to change to a more grayish hue. It will be a struggle for her to accept such changes.

Going to a Christmas party at game shop tonight so hopefully i can get it up by tonight.


@Iradyiel: Re-read the section on languages in the first post.

@Fury: Player Characters will be using the Spheres rules, regardless of origin. Enemies may or may not. Hunters would be Mid-Level casters, yes. (It's a fairly sensible progression. XD 4th Level = Low Caster. 6th level = Mid Caster. 9th Level = High Caster.)

@Robert: Much appreciated. ^^

@Vagabond: All Vancian casting except for bonus spells (from Bloodlines, Patrons, etc.) or items (Wands, Scrolls, etc. that you find, make, or, VERY rarely, have the chance to buy) is generally disallowed. This is an intentional decision on my part for several reasons.

>First, Spheres has a different flavor than Vancian casting. I want the players to feel like the magic they're using in this game is genuinely different than what they're used to. You'll be expected to limit your Sphere choices to those that make sense for your character. (A Bearsarker, for example, isn't going to be Summoning things.)

>Second, because you basically do not have spell lists, things like Scrolls won't be "natural" for your characters. They'll be harder to use (UMD checks, yay), reinforcing the concept that magic is difficult, dangerous, and not easily mastered in the North.

>Third, Spheres is lower in power than Vancian casting. There's only so much anyone can do with it, and I think that's more appropriate for this game.

As partial compensation for all of this, you guys get to use the advanced-track for Automatic Bonus Progression. You don't need to worry about when or how you're going to get the basic increases to your abilities, and you can reliably predict that growth because it's all on the chart. ^^

@Varik: Brawler's very interesting. ^^ It's basically a Combat Maneuver-focused class, with the ability to be very capable in basically all of them. That's actually quite potent...


@GM Rednal: Alright- Any chance, AT ALL, of letting me play an alchemist re fluffed as a herbalist, potion making witch, then? As it is, the designer himself said that Alchemy/Potionmaking doesn't translate well into the vatican system, and I really want to be a herbalist witch. From a fluff standpoint, I feel like herbalism and potionbrewing mechanics mesh the best with an Alchemist with the Infusion class feature, because a herbalist that can only make a single type of potion isn't much of a herbalist at all.

While spheres are different than Vatican Casting, alchemy is different from spellcasting in both fluff and design. And while I might be familiar with Alchemy, so will our characters be with the Spheres of Power subsystem.

Scrolls for alchemists are unnatural, also- Though spell-trigger items are not, unfortunately. If so desired, removing that removes all indication that Alchemy is anything resembling magic, but is rather

As for the power level, if you so desire, I can redesign the extract list to be weaker, and more mundane in nature, leading to a more mundane herbalist class, purging most of the arcane elements for more divine elements.

It could be very easily argued that, due to the nature of the world (Being low on magic and magic items) that the increase in automatic bonus progression is using it as designed for a low-income game, as this game will be, that it is not much in the way of recourse, though none is really needed, except for the alchemist, who needs all the love for their lost character.

Though, to be honest, it might just be because I've been spending the last three days working on my character's backstory, with the assumption that Alchemist would be available. Without alchemist, I really have no idea what the heck to gestalt my character with, since most other classes don't mesh well with the herbalist witch type of character.


@Vagabond: I did say up-front that alchemy was unknown up in the North. ^^; The closest you're likely to get is that of being a crafter (both to make mundane alchemical items and Potions, because you CAN create Vancian items). The Alchemist class itself, however, is not available.


GM Rednal wrote:
@Varik: Brawler's very interesting. ^^ It's basically a Combat Maneuver-focused class, with the ability to be very capable in basically all of them. That's actually quite potent...

Also, until the second wave of ACG erratas, the hardest-hitting melee class in the game.

They're pretty cool though. I'm personally a big fan of Shield Champion, the best throwing-focused archetype in the game, which devolves at high levels into the ultimate ranged combat maneuver abuser (and gives you an actual reason to dual-wield shields, which is always hilarious)—but Exemplars and several of the other archetypes are also neat.


@Rednal: You did, however, say that we could be an outsider, as stated before, combined with refluffing stuff, which you also encouraged, to let mechanics that wouldn't happen otherwise happen, happen. As it is, a lot of alchemical remedies lack the flexibility and are unable to be crafted (Do to the fact that the regents are apparently unavailable). Also, I cannot craft potions of vatican spells as a sphere crafter, there's nothing that permits me, and I cannot add +5 to the DC of the craft check to add it, combined with the fact that I cannot get craft potion at level one (See the feat in question), meaning that any method to gain the flavor I desire for the background is impossible. Combo that with the costly price of most of the Alchemical remedies (Which would eat most of my gold every level), and it's pretty much sunk.

So my concepts dead. Which is sad, because the game looked fun as hell. Is there ANY way to convince you to let the alchemist without being a spherecaster (As said before, spherecasting doesn't work well with alchemy)? Please? I'm begging you. I can make a new extract list with spells focused mostly on support with a few witch spells (Which I'll have to actually get them to drink), seeming almost completely mundane, drop bombs entirely, and reduce the BaB to 1/2 (Since I'm playing a Witch, it's two 1/2 bab casters.


Okay, I've decided to stick with the Shifter/Bearsarker character, and I'm trying to flesh him out. (I tend to get the crunch done and use that to build up the background). Two quick questions: Would the Bearsarker archetype work with the Unchained Barbarian? And can you have two sphere-specific drawbacks? I want the lycanthropic tradition, but I like the Beast Soul drawback for the character.


Yeah, Hunter/Fighter is my two, with the Hunter focusing on Warp and Time magic. Primal Evolution Hunter, trying to think what Fighter archtype would work best and honestly... Roughrider is looking best. I mean, I'm going to have a wolf as an animal companion (what else could I have?), so I won't actually be able to ride it when I'm at level 7... but Roughrider seems like its the best archetype to go with the Hunter.


oops, got the language thing fixed. I think I assumed that since he was an elf the rules would somehow not apply...so I should probably put the gun back too. ;)


@Vagabond: Outsiders, yes - as in, you could be from the South, perhaps having acquired talent and training there. For example, being an Outlander slave with a level in Wizard could be someone's explanation for how they got that class and their training in the past.

The main problem is that in order to make an Alchemist functional in this setting, you'd have to take away basically everything that makes it an Alchemist.

Bombs? Gonna freak people out. Alchemical supplies? Not available. Alchemic extracts? They duplicate Vancian effects. Mutagen? You'd be seen as a monster, and probably attacked on the spot (mostly by people who figure their families are in danger and want to protect them).

It's one thing to be a crafter - that's possible. You can even craft mundane alchemic items. As a Class, however, Alchemist just doesn't work. A better course of action would probably be sticking with Witch, then modifying your idea and/or looking for other ways of accomplishing your goal.

@Deko: Archetypes work when they work. If it would normally work, then yes. If not, then no. XD Nice and straightforward. It's certainly MEANT for the normal Barbarian, though. Also, yes, you may have multiple sphere-specific drawbacks (as long as they're compatible with each other).


Ah, thanks. Getting things finished up and should have everything ready for a look in a little bit.


@What's wrong: With bombs, I don't really need them- To be frank, I probably would have asked to trade them away anyway for the ability to use infusions at level one. Alchemical Supplies? Refluffed as herbal remedies, permitted to happen thanks to the Herbalist Witch archetypes ability to use Profession (Herbalism) in place of Alchemy. Mutagen? Hand it off to my allies as a buff by spending a disvoery, or just by asking you to let it be in exchange for no bombs, treating it as a "Dangerous potion that saps your knowledge, transforming you into a monster to improve your power," or taking the Cagnogen archetype instead. Though, I don't think anywhere is Mutagen stated to provide any physical alteration besides the ability boost unless you specifically take feats to do so, and the affect, at least according to the archives of nethys, is primarily mental in matter. Alternatively, use it as a pre-battle debuff, pour it into a vial of my enemies beer, start the battle with them nauseated, or sell them a potion to cure them of their ill, the negative effects can be just as useful as the physical ones.

The only real issue here that can't be fixed by refluffing or minior alterations is the fact it's a vatican caster, which makes sense with herbalism and similar stuff- After all, a herbalist isn't limited by their innate powers, they're limited by their knowledge, and how much they have available to pick from the forest.

You stated before that one can re-fluff stuff, and that's partially what I intended to do with the Alchemist class, with some minor alterations to the class abilities, usually with a costlier price than it's worth (Losing bombs, one's primary offensive method, for the infusion and shared mutagen discoveries).


@Vagabond: Maybe just use Craft (alchemy) and Heal skill to bring in some outsider knowledge? It's not magical alchemy, but you might still be able to pull off a smokestick with enough herb gathering, and then use something like Hunter or Ranger to get mild nature-flavored magic.

And if you really want to re-fluff thing, Investigator is a MUCH better starting point for that than Alchemist.

@Deko: Unchained Barbarian stacks with any archetype that doesn't modify rage bonuses, so RAW you should be fine. I'd be a bit careful about Shifter/Bearsarker though; there's a lot of potential for abuse stacking the Bearsarker's dodge bonus on something that also gives you natural armor.

@Fury: Warp might need some flavor; I can see vikings being really scared/distrustful of someone whose main magic is teleportation. Primal Companion Hunter is another great way to get accused of witchcraft if you're not careful. Other interesting animal companions, depending on your deity and how religious you want to get with it (wolves are not as omnipresent in Norse mythology as you think), might be a Bear (big with the Bearsarkers), Barbed Ram (Thor's pretty into battle goats), Deer or Elk (more of a Vanir thing), Boar (big with Freyr), Aurochs, Rhinoceros (as wooly rhino), or Big Cat of some snowy variety. (If and only if you're a fan of Tyr, a wolf is probably the least appropriate choice).


thunderbeard wrote:
@Vagabond: Maybe just use Craft (alchemy) and Heal skill to bring in some outsider knowledge? It's not magical alchemy, but you might still be able to pull off a smokestick with enough herb gathering, and then use something like Hunter or Ranger to get mild nature-flavored magic.

The thing is, as a 'stchick, that doesn't permit it to happen- And what I am focusing on is not smokesticks, but bottles of ancient remedies, creating salves to cure others of their weakness, creating potions to cure people of their sickness, creating cursed apples to hand to those who wish us ill, that kind of stuff isn't really possible with standard alchemical items. I was going to ask for a discovery to let me make potions of curse, or crafters misfortune, or Undynes curse, simply because witches always make potions of those types of spells to hand out to those who wish misfortune on their enemies. Spells that, to be honest, aren't really likely to get any use in actual gameplay due to the delivery method, but are flavorful as hell for a witch's brew, and that you rarely see a witch actually cast.

If he thinks I'm going Alchemist for power, then he's sadly mistaken, because it's entirely fluff that I want.


Also realized I was supposed to have a magic description, so updated that (general buffs, and either healing or command/enchantment depending on party composition).

Let me know if there's anything about my character that still seems too incongruous (since my two build possibilities involve some weird class and archetype choices, but I'm trying to refluff bard as "battle-singer" and cavalier as "traveling law-speaker" a la Snorri Sturluson)


@thunderbeard: I don't plan on using my shapeshifting a lot, treating it as something he does when in dire straights since he'll literally turn into a bear, and not some kind of hybrid like a were-bear would.


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I keep hearing these statements about a "Vatican" caster, and I can assure you, the Catholic church has no presence in the Northlands. XD

@Vagabond: I agree with thunderbeard in that Investigator is probably a better starting point. Again, you'd be trading away most of what separates an Alchemist from everything else - getting/making common tools and going for a class that's more appropriate (but offers a similar feel) is definitely a better choice here.

Also, uh, you don't wanna turn into a monster unless you're part of one of those Barbarian cults... o wo; That would be... bad.


Vagabond? wrote:
[And what I am focusing on is not smokesticks, but bottles of ancient remedies, creating salves to cure others of their weakness, creating potions to cure people of their sickness, creating cursed apples to hand to those who wish us ill, that kind of stuff isn't really possible with standard alchemical items.

Antitoxin, Antiplague, Bloodblock, Holy Water, Anointing Oil, Drow Poison, Brewed Reek, Shadowcloy, Spellscorch, Burnt Othur, Wolfsbane, Violet Venom, Oil of Restfulness, Blood Leaf Residue, Troll Styptic, Mellowroot, Soothe Syrup, Stillgut, Smelling Salts.

All on the SRD. This should let you do everything you describe, and more, all using Craft (alchemy) and Heal.


Thunderbeard is wise. o wo/ Definitely consider the crafting route to making such things as a way of fulfilling your character idea.

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Hi GM, I originally intended to let my backstory for Hakon to stand on its own strength, but with the mounting interest and submission of completed PC's along with technical explorations of their abilities, I'm starting to wonder if I should do more. Could you let me know if there are any other areas I should detail to make my application stronger, or if you think my submission is fine as is?


Would a tetsubo reflavored as a giant studded club work in the campaign? Or should I go for an axe?


@EJC: I think I mentioned this before, but if you're a Jarl's heir, you should NOT be the heir of the Jarl you're serving (Olaf Henrikson). You'd be the son of some other Jarl, either out of town or a lesser one in-town. Yes, there are plot reasons for this.

@Deko: Sure.

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Ah, I missed that detail. Not a problem. I can modify his background so that his father is an ally of Olaf, and sends him to serve under him so as to gain experience. Would that work?


@GM Rednal: If I do use investigator as a base, is there any chance of getting the Alchemy class feature (Refluffed as Herbalism) passed? As it is, I would have a few changes to make to the Investigator class to make it fit the fluff I truly desire, but yeah, it is a better starting point to be frank. I just used Alchemist because they get brew potion at level one, which isn't really an option anywhere else. As it is, if Investigator, dropping studied Strike and studied combat and to 1/2 BaB, could I gain investigator talents every even level, with a wider array of Alchemist Discoveries available (upon request, of course), the Infusion extract at level one, and the brew potion at level one. Then, yeah, it's pretty much set good and set (Presuming Alchemy revised as herbalism, granting a (Non stacking) bonus equal to level, maybe with a modified spell list to make a lot of the more unusual spells refluffed or swapped with witch-esque brews).

As it is, I don't think there's any class that grants a similar feel to it, and I really can't think of any means to replicate that feel.

@thunderbeard: A commoner makes about eight gold per day, not including feeding themselves (1 rank, take ten, class skill, skill focus for 17/2.), and spend roughly half of that on food. A vial of bloodblock, presuming I sell it at crafting price, is an entire week's worth of work of work to buy. Most commoners can't afford the remedies, much less most of what you're offering. Poison requires the Poison Use class feature, or I'll get myself killed, and still cost a sizable amount, with difficult to scale DCs. All in all, alchemical and poison stuff will chew right through the WBL of any character. A family of ten would have to spend all of their income to buy themselves enough food. If I want to feed myself at the end of the summer, I'd need some way to craft stuff cheaply if I want the commoners to actually be able to use my stuff. Hence, extracts with the infusion discovery. I mean, for gods sake, Troll styptic costs an arm to craft, and takes two weeks to craft, hardly reminiscent of the class idea of a witch seeing the sickness, and crafting the brew in an hour, then pouring it down poor Olaf's throat to bring him health.
Alchemists bypass this issue entirely, their extracts being entirely free, which means my character isn't relient on the DM being kind, and can do their job effectively every day, without having to pay an arm, a week, and my entire starting wealth to make my character.

Also, what about the semi-magical stuff, like potions of love, or potions that grant one unimaginable strength and such? Not really replicable at level one (Admittedly, even with the alchemist.) A slightly modified Alchemist is pretty decent (Granting Unnatural Lust in exchange for, let's say, Long Arm).


@EJC: It would indeed work. ^^ Family members sent to aid others as a show of support and means of education are ABSOLUTELY a thing.

In general, he'd be expected to treat Jarl Henrikson with all the respect and obedience due to his own father, so keep that in mind as you tweak things.


@Vagabond: Your estimations of the North's economy are off - they don't follow the baseline rules for that. For example, people might offer labor instead of money to a wise woman offering potent remedies.

You can also choose to simply accept gaining stuff like potion brewing at a higher level. It really won't take that long to hit third level, and very few character ideas are complete at first level. You could simply say you're "researching" for the first two levels, then actually working on it once you can pick up the appropriate feat. This might be more practical.


GM Rednal wrote:

@Vagabond: Your estimations of the North's economy are off - they don't follow the baseline rules for that. For example, people might offer labor instead of money to a wise woman offering potent remedies.

You can also choose to simply accept gaining stuff like potion brewing at a higher level. It really won't take that long to hit third level, and very few character ideas are complete at first level. You could simply say you're "researching" for the first two levels, then actually working on it once you can pick up the appropriate feat. This might be more practical.

That still doesn't stop the fact that, by the rules, I still have to pay 1/3rd the price of the remedy or poison. Labor will be mostly unneeded, food is still required, ect. At the end of the day, unless you're willing to just handwave it and say that I can pay for free (In which case, why not just use the Alchemist class?), I will be physically incapable of doing what I am capable of doing unless I get paid enough to BUY (As in, I still need to buy the stuff to make the alchemical remedies) the stuff to make it, even at a 1/3rd discount. Craft potion STILL cannot simulate half of the stuff I need it to in order to make the character, since I'm limited to sphere effects unless I burn two feats on Artificery, which takes feats I could be using to further my character's personality or improve my character's ability to contribute. And that STILL grants me only a quarter of the effects that could make my character work, AND still costs an arm and a leg, remaining out of reach for commoners who I want to have access to this stuff the most (A potion of love everlasting is 4k, while a potion of love is 150 using CRAFT WONDROUS ITEMS). (Which I will HAVE to do, by the rules, unless you handwave it, in which case, why not go with a more balanced route with the Alchemist?).

And we're still in a low-gold/magic game. Meaning that it'll still cost an arm and a leg, and, unless I get a decent method of getting all the gold I need, I won't be able to make poison viable- ESPECIALLY because I lack the Poison Conversion discovery, which makes the application of poisons viable in multiple formats. Poisons are costly in a standard WBL game, much less a almost-no WBL game.

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