Martials Against Monsters

Game Master Arachnofiend

Strange Aeons AP


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Dark Archive

You awake from your nightmare in a dark cell, a cold sweat chilling your skin. How did you get here? You don't remember. You don't remember anything.

Strange Aeons is a narrative of cosmic horror; monsters and madness creep around every corner. This group will be a little different from most Pathfinder parties: you'll have to face these foes using only martial characters, with no more casting than a Paladin or Ranger.

Instead, we will be using the Spheres of Might 3rd party product to ensure a variety of party roles can be fulfilled.

Character Creation Rules:

-25 point buy, maximum of 18 after racial bonuses.
-Automatic Bonus Progression and Background Skills from Pathfinder Unchained will be in effect.
-One trait, taken from the Player's Guide. You may also choose two skills to add to your list of class skills.
-Allowed races are all core as well as the following: Aasimar, Dhampir, Fetchling, Ratfolk, Tiefling, and Changeling.
-Allowed classes are any Paizo except those with 6th or 9th level spellcasting (Kineticist and Medium are also barred). You may also select any Spheres of Might classes except the Troubadour.
-Any alignment is allowed, but "chaotic stupid" will not be tolerated. If you are the type to do something hostile to party goals and defend yourself by declaring "but it's just what my character would do", then this is likely not the campaign for you.
-You will start at 1st level with average starting gold.
-Your character starts with amnesia, so the only background you get is your chosen campaign trait, your name, and a description of how your character would react to being faced with an impossible foe.

I'm planning on picking four people for this, though I may go up to five if I can't decide. Party synergy will play a factor in who I pick, so if you'd like to put forward two or three character concepts with different roles in mind you may feel free. Recruitment will be open for two weeks, ending on May 19th. Good luck!

Oh, and if you have any questions about Spheres, feel free to ask either here or by PM; I'll try to answer to the best of my ability.


Dot.


Looks interesting, but I would like to ask, are the SoP banned right out?
I am always looking for a chance to play with an Armorist and this might be a good place, specifically a Whitesmith.
He is a Low Caster, full BAB Fighter equivalent with a large focus on his equipment and enhancing it.

Also, how will class/ideas that require a specific item to function (Ex a Magus, a Spellbook or Familiar, ect) start out?

As for the SoM document, well I better get reading :)

Sczarni

Unh! Spheres of Might! One Tiefling Gladiator, coming right up. I'm shooting for a disabler/debuffer primary party role, with support as a secondary role.

Dark Archive

We're not using Spheres of Power, no; I admit I'm not familiar with that system, largely because it is for casters and I therefore dismissed it (#fullbabbias). I'm not opposed to the idea of the Armorist but I generally like players and NPC's to follow the same ruleset and don't feel like adapting SA's casters to the system (enemies will use SoM, however).


Stepping in from the Interest thread - I'm thinking a Conscript, focusing on the Fencing and Shield spheres. Likely won't have a build until late next week though; finals.


I am here! Now to figure out SoM so that I can do something with it.

Liberty's Edge

It's a pity that the Scholar is underwhelming right now, I'd have loved it. Probably going to go Technician or Canny Scoundrel Rogue.


Dotting. I will look over SoM and see if any of those classes appeal to me.

In the event they don't, I have a couple questions in regards to aspects of the Fighter class.

Are you using Combat Stamina?

Are you using Advanced Weapon Training & Advanced Armor Training options?


Dot

Sczarni

0-50 female, 51-100 male: 1d100 ⇒ 39


Dotting


Dotting, looking at the doc now.

Dark Archive

Phntm888 wrote:

Dotting. I will look over SoM and see if any of those classes appeal to me.

In the event they don't, I have a couple questions in regards to aspects of the Fighter class.

Are you using Combat Stamina?

Are you using Advanced Weapon Training & Advanced Armor Training options?

No to stamina, yes to AWT/AAT. I will say that if you want to play a Fighter you'd do well making a Conscript, it's largely the same thing but better.


The AWT/AAT options do a lot to improve the Fighter's abilities, but I was looking at the Conscript as an option. The Armiger had a certain amount of appeal as well with the customizable weapons, but seems like it's a lot more complicated. My big concern with SoM if I'll have the time to learn a new subsystem and be able to build a character I'll enjoy playing.

Of course, the system may be easier to learn than I think, and is just presented in a non-intuitive way. I'm still looking over it, regardless.

Sczarni

Feimramdem, Tiefling Gladiator:

Feimramdem
Female tiefling (Kyton-Spawn)
NE Medium humanoid (outsider)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 14 (1d10+3+1 for favored class)
Fort +5, Ref +4, Will -1
Cold, Fire, Electric Resist: 5
--------------------
Offense
--------------------
Speed 30 ft.
Flying Blade +4 (1d12+3, 20 x3) 10ft
Aklys +4 (1d6+3, 20 x2) 20ft
Hooked Axe +4 (1d8+3, 20 x3)
Web 1/day, DC: 15 (2nd level spell +3 charisma)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16 (14+2 racial), Int 10, Wis 8 (10-2 racial), Cha 16 (14+2 racial)
Base Atk +1; CMB +4; CMD 16
Feats: Additional Traits, Enforcer (Bonus Feat)
Traits:Enduring Stoicism, Adopted (Fiery Gaze, Ifrit), Blade of Mercy
Skills: Intimidate +9 (2 racial, 3 cha, 1 rank, 3 trained)[+2 against Ustalavians], Perception+3 (+1 rank, +3 trained, -1 wis), Escape Artist +8 (+2 racial, +1 rank,+3 trained +2 dex), Bluff +7 (+1 rank, +3 trained, +3 char), Stealth +6(1 rank, 3 trained, 2 dex)
Background Skills: Sleight of Hand +6 (1 rank, 3 trained, 2 dex), Appraise +4 (1 rank, 3 trained)
Languages: Common, Infernal
SQ Gladiator Martial Tradition. Brute Sphere + Smash (Manhandle), Knock-off Balance (Manhandle), Gladiator Sphere + Prowess (Boast) + Strike Fear (demoralization), Exemplar (boast), Coward’s Bane (demoralization)
Combat Gear: Parade Armor (Ustalav)
15 gold worth of food.
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Manhandle: Whenever you successfully perform a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block you and did not simply move out of the way), you may apply the effect of one (manhandle) talent you know to that creature. (Manhandle) talents cannot be applied to maneuvers performed as a free action. When you gain the Brute sphere, you gain the following (manhandle).

Smash (manhandle)
Make a melee attack against the creature at your highest base attack bonus.

Dedicate: As long as your martial focus is dedicated to the Brute sphere, you gain a +1 competence bonus to your drag, reposition, bull rush, and overrun checks, +1 per 4 base attack bonus you possess.

Dedicate: As long as your martial focus is dedicated to the Gladiator sphere, you may make performance combat checks in any combat. Associated Feat: Performing Combatant.

Demoralization: Some talents in this sphere have effects that allow new ways to make Intimidate skill checks to demoralize enemies or grant new options against demoralized foes. These talents carry the (demoralization) descriptor. When you gain the Gladiator sphere, you learn the following (demoralization) ability:

Strike Fear: As a full-round action, you may expend martial focus to make an Intimidate check to demoralize all targets within 30 ft. of you who can both see and hear you. Associated Feat: Dazzling Display.

Boast: As long as your martial focus is dedicated to the Gladiator sphere, after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a combat maneuver, you may perform a boast as an immediate action. Talents with the (boast) descriptor grant additional options for your boast. Each boast may only use one of these talents. Some boasts affect other creatures; a creature must be able to see or hear you and have an Intelligence score (not Intelligence (-)) to be affected. Boasts have a range of close (25 ft. + 5 ft. per 2 points of base attack bonus you possess). When you gain the Gladiator sphere, you learn the following boast:

Prowess: You may roll the next weapon attack you make before the end of your next turn twice and take the better result.

Exemplar (boast)
Your allies may roll their next attack or combat maneuver check before the start of your next turn twice and take the better result. You do not benefit from this reroll.

Coward’s Bane (demoralization)
You may roll twice and take the better result on the first attack of each round targeting a creature suffering from your demoralization.

Knock Off-Balance (manhandle)
The target provokes an attack of opportunity from your allies, not including you.

Background:

Feimramdem, Enduring Stoicism, and we watch from a distance until we're the last one standing. Then we enjoy every last bit of pain it brings us into a climatic death. Though its more likely we'll lay on the ground and fake death.

Bam, first character. I have an unfair advantage in having already made a Spheres of Power character before. Its not very different from Spheres of Might. Feimramdem here is a debuffer/support, going for that sweet intimidate stuff, with all sorts of chain-like weapons at her disposal. Sometimes to kill evil, you have to be equally as evil.


Okay, so, here's Phntm888's character (I'm reusing the alias), but I'd like someone to look over it and make sure I did it right. I made a Conscript, from SoM, who used to be an architect (though he doesn't remember it), and has no idea how he gained his fighting abilities.

Crunch:

Morvan Fellis
Male conscript 1
LN humanoid (human)
Init +2; Perception +5
Favored Class: Conscript
FCB: +1 Hit Point
--------------------------------------------------------------
DEFENSE
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 armor, +2 Shield)
HP 13 (1d10+2 Con+1 FCB)
Fort +4, Ref +4, Will +3
--------------------------------------------------------------
OFFENSE
Speed 30 ft
Melee planson +4 (1d10+3, x2)
Melee sickle +4 (1d6+3, x2)
Melee dagger +4 (1d4+3, 19-20/x2)
Ranged light crossbow +4 (1d8, 19-20/x2, 80 ft)
Ranged dagger +4 (1d4+3, 19-20/x2, 10 ft)
-------------------------------------------------------------
STATISTICS
Str 16, Dex 15, Con 14, Int 14, Wis 13, Cha 10
Base Atk +1, CMB +4, CMD 16
Traits Methodical Mind (Knowledge (arcana), Knowledge (engineering), Knowledge (local))
Feats Armor Proficiency (light), Combat Reflexes, Power Attack, Shield Proficiency, Weapon Proficiency (simple, Spear Training)
Skills (ACP -2) Acrobatics +4, Climb +5, Diplomacy +4, Knowledge (arcana) +7, Knowledge (engineering)* +7, Knowledge (local) +7, Perception +5, Profession (architect)* +5, Swim +5
Spheres Lancer (Impale), Shield (Active Defense)
Talents Lancer (Bloody Rip, Calculated Violence), Shield (Shield Skate)
Languages Common, Dwarven, Varisian
SQ Combat Training (Expert, Intelligence), combat specializations (armor training, indomitable will)
Other Gear planson, sickle, dagger, light crossbow with 20 bolts, studded leather armor, light steel shield, Fighter's Kit (backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin), 6 days rations, 4 gp

Backstory:

Where am I? Who are you? You want to know who I am? I’m Morvan Fellis, I’m a...hold on, I’ve forgotten what I do for a living. I seem to recall drawing and creating buildings...I’m sure it will come to me. Do I know anything about magic? Well, I know a thing or two about it...wait...how do I know about magic? I definitely don’t think I’ve ever studied it. Have I?

Well, regardless, one thing at a time. We have to determine where we are, and then do something about it. As long as we maintain an organized, cautious approach, we should be able to get everyone out of here. Now, let’s take stock of our inventory and situation, shall we? Oh, and I still need everyone’s names.

There will be more information in the alias, but a lot of it is me noting what my various Spheres and Talents do.


First concept

Toris Animosum:

Male Half-orc Savage Rager (Barbarian)
CG Medium humanoid (Orc)
Init +0; Senses low light vision Perception +7
-------------------- 
Defense 
-------------------- 
AC 15, touch 10, flat-footed 15 (+5 armor, +0 Dex) 
hp 19 (1d12+7) 
Fort +6, Ref +1, Will +3
-------------------- 
Offense 
-------------------- 
Speed 40 ft. (30 ft. in armor) 
Melee: Great sword +5/+7(2d6+6/9 19-20/X2)
Space 5 ft.; Reach 5ft
-------------------- 
Statistics 
-------------------- 
Str 18, Dex 10, Con 16, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +5; CMD 15
Feats Toughness
Traits Pugnacious
Skills Climb +8, know. Local +4, know. Nature +4, Perception +7, Sense Motive +7, Swim +8
Languages Common,
Gear: Greatsword, Scale Male, 5gp
-------------------- 
Special Abilities 
-------------------- 
Rage, fast movement​, Orc atavism, Vigilant Gaze, Shadow Hunter

The Impossible Foe:
Fight. Not because i want to. Because I want to protect those Important to me. I'll fight till my last breath regardless the for.


Just realized I failed to describe how my character would react to the Impossible Foe, so here's the redone bit.

The Impossible Foe:

Fall back and take up a defensive position. If we stick together, we might have a better chance of surviving this than attacking piecemeal without a strategy.


Here (in this temporary alias' profile) is Rakheet the Shrewd, Ratfolk Spheres of Might Unchained Rogue made for alchemy, stealing, disarming, and all the usual skillmonkeying roguish business. The Scoundrel Sphere sounds like so much fun, it's amazing.

Here is the "background" part. If these two guys above stands and fights, Rakheet will be the one to hide and exploit the situation.
"Yeah, call me a coward, easy when you're taller than four feet."

Against an impossible foe:

...tinker tailor soldier sailor poor man beggar thief tinker tailor soldier sailor poor man beggar thief tinker tailor soldier sailor poor man beggar thief...
No, no, no, how can I have got here? I'm not a fighter! I tinker, I make beautiful things, I sell them for more than they are worth! Why am I in a fight? I'm a scoundrel, a thief, a cheat, but I never was a thug, never picked a fight, never won one! Not fair and square, at least! Fightingis out of the question. Running? Hiding? Where? Is there someone to defend me? A hole to crawl into? Oh, yes, Rakheet the coward, the sniveling, the craven, but I'd much rather be Rakheet the alive craven than the dead hero.

Thoughts run frantically into the little ratfolk's mind as he sprints away from the danger, hoping that someone else would pick up the fight and slow it down.


I'd like to submit Shadoo here :) He's simply a Spelleater Bloodrager (I thought it'd be cool for a full martial group). He's a Tiefling with demon roots but clueless about his past - I even thought "maybe he wasn't even a bloodrager before whatever happened, happened".

For trait I chose "Twitchy". He's not simply confused or angry or what, but more exactly feeling a little paranoid, on the edge, seeking a safe place.

A question for the GM: Could I pick a VMC? I was considering picking "Rogue". Shadoo can have decent Disable Device, UMD, Perception etc., so he could be a good trapfinder as well to help fill this role.

As a bloodrager (don't really plan on multiclassing), he will have spells at some point (level 4) - I'd like to focus more on defensive spells (like protection from evil, shield, etc.), maybe even something for healing (like celestial healing). If needed by the party, though, I could also go more for blasting spells (magic missile, shocking grasp, etc.). We still have some time until then so no need to decide right now.

Anyway, here is my character for the game :)

Character Sheet:

Shadoo
Male demon-spawn tiefling bloodrager (spelleater) 1 (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Advanced Class Guide 15, 85, Pathfinder RPG Bestiary 264)
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 natural)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +0
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee bastard sword +5 (1d10+6/19-20) or
. . unarmed strike +5 (1d3+4 nonlethal) or
. . wushu dart +5 (1d3+4) or
. . bite +0 (1d6+2)
Special Attacks bloodrage (6 rounds/day), claws
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 11, Cha 14
Base Atk +1; CMB +5; CMD 17
Feats Armor Of The Pit[ARG]
Traits twitchy
Skills Acrobatics +4 (+8 to jump), Handle Animal +6, Intimidate +6, Knowledge (arcana) +4, Linguistics +1, Perception +6, Spellcraft +4, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Abyssal, Common, Infernal
SQ fast movement, prehensile tail[ARG]
Other Gear lamellar (leather) armor[UC], bastard sword, wushu dart[UC] (4), backpack, belt pouch, blanket[APG], flint and steel, pot, soap, torch (10), trail rations (5), waterskin, weapon cord[APG], 1 sp
--------------------
Tracked Resources
--------------------
Bloodrage (6 rounds/day) (Su) - 0/6
Torch - 0/10
Trail rations - 0/5
Wushu dart - 0/4
--------------------
Special Abilities
--------------------
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Su) Gain 2 Claw attacks deal 1d6 damage when raging.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.

Against an Impossible Foe:

Shadoo knows he's not the most defensive person around, so his strategy is usually more towards working together with other party members. He isn't against fleeing, for instance, and planning for another day. If this isn't an option, it's better to go down fighting; he will try to seek opportunities to flank or fight smart, and potentially use the environment to try to get some advantage.


dotting

Dark Archive

@The Chess: Sure, you can use VMC as long as you do it with a class legal to pick (not a problem for you of course but as a general rule for others).


Thanks GM! Updated version of Shadoo. At level 3 he will get Trapfinding and help fill the role :)

Character Sheet:

Shadoo
Male demon-spawn tiefling bloodrager (spelleater) 1/rogue* (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Advanced Class Guide 15, 85, Pathfinder RPG Bestiary 264)
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 natural)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +0
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 40 ft.
Melee bastard sword +5 (1d10+6/19-20) or
. . unarmed strike +5 (1d3+4 nonlethal) or
. . wushu dart +5 (1d3+4) or
. . bite +0 (1d6+2)
Ranged wushu dart +3 (1d3+4)
Special Attacks bloodrage (6 rounds/day), claws
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 11, Cha 14
Base Atk +1; CMB +5; CMD 17
Feats Armor Of The Pit[ARG]
Traits twitchy
Skills Acrobatics +4 (+8 to jump), Disable Device +4, Handle Animal +6, Intimidate +6, Linguistics +1, Perception +6, Spellcraft +4, Use Magic Device +6; Racial Modifiers +2 Disable Device, +2 Perception
Languages Abyssal, Common, Infernal
SQ fast movement, prehensile tail[ARG]
Other Gear lamellar (leather) armor[UC], bastard sword, wushu dart[UC] (4), backpack, belt pouch, blanket[APG], flint and steel, pot, soap, torch (10), trail rations (5), waterskin, weapon cord[APG], 1 sp
--------------------
Tracked Resources
--------------------
Bloodrage (6 rounds/day) (Su) - 0/6
Torch - 0/10
Trail rations - 0/5
Wushu dart - 0/4
--------------------
Special Abilities
--------------------
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Su) Gain 2 Claw attacks deal 1d6 damage when raging.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.


I'm caught between Paladin, Monk and Ranger at the moment...

@GM
are you allowing the sword-devil archetype from Pathfinder WorldScape #1 ?

Dark Archive

The what? Is that a Paizo publication? I don't think I've ever heard of it before.


Link to Pathfinder WorldScape #1
It is the in Official Pathfinder Comics line.

Dark Archive

Ah, I see it now. It's uploaded on the Archives. Pretty neat archetype. Sure, you can take it, it is technically Paizo.

Sczarni

1d100 ⇒ 75 1-50 Female, 51-100 Male.
Don't mind me I'm just
rolling dice in the corner
Characters are fun


Darn it, I can't decide on which class....
Class: 3d100 ⇒ (58, 31, 45) = 134 Monk, Paladin, Ranger
Looks Like I'm making a monk..

Sczarni

Gallagher, Illegal Boxer:

John Gallagher
John Gallagher, Striker 1
Male human
CN Medium humanoid
Init +2; Perception -1
--------------------
Defense
--------------------
AC 16 (14), touch 12, flat-footed 13 (+3 armor, +2 Dex, +1 Con)
hp 15 (4 temp) (1d10+4+1 for favored class)
Fort +6, Ref +4, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
His fist, +4 (1d4+6, 20 x2)
Cestus, +4 (1d4+6, 18-20 x2) After Critical Genius
SA Counterpunch 1d4+8
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 18 (16+2 racial), Int 7, Wis 9, Cha 7
Base Atk +1; CMB +4; CMD 16
Feats: Power Attack, Step Up
Trait: Pugnacious
Skills: Climb +8 (+4 str, 1 rank, 3 prof), Acrobatics +6 (+2 dex , 1 rank, 3 prof), Stealth +6 ( 2 dex+1 rank+3 prof)
Background Skills: Knowledge Nobility +1 (+1 rank -2 int +3 prof) , Appraise +1 (+1 rank, -2 int, +3 prof)
Languages: Common
SQ: Boxing Sphere, Cross-Counter (boxing), Berserking Sphere, Savage (berserking), Critical Genius, Unarmed Training
Combat Gear: Studded Leather Armor, Manacles (he’s currently manacled)
--------------------
Special Abilities
--------------------
Counter Punch: You may ready an action to make an attack with a light melee weapon against the next enemy who makes a melee attack roll against you before the beginning of your next round; this attack is treated as an attack action for the purposes of talents and occurs before the attack that triggers it, gaining a +2 competence bonus to damage rolls. For each 4 points of base attack bonus you possess, this bonus increases by +2. Using this ability does not change your place in the initiative order.

Sucker Punch: Whenever you make an attack of opportunity, you can expend your martial focus to treat that attack as though it was made with your counter punch ability for the purpose of dealing additional damage with the counter punch ability and talents which may be applied to it; this attack must use the same weapons normally allowed with a counter punch.

Dedicate: As long as your martial focus is dedicated to the Boxing sphere, whenever you ready a counter punch, you can decide on an additional trigger for your prepared attack from the following list; if any of the following triggers are met, the readied attack qualifies as a counter punch (if an action would also provoke an attack of opportunity, you may choose in which order you wish to resolve your attacks):

-A hostile creature making an attack roll
-A hostile creature moving from their square
-A hostile creature using a spell or a spell-like ability
-A hostile creature drawing a weapon
-A hostile creature speaking

Tension (Ex): A striker is at home in battle, thriving on the raw energy of combat to fuel her attacks. A striker begins the day with no tension, but can gain tension in the following ways (a striker cannot gain tension from each of these more than once per round and a striker must be in combat to gain tension):

Offensive Pressure: Whenever the striker successfully damages a creature with an unarmed strike, she gains 1 tension.

Defensive Determination: Whenever the striker takes damage from an attack originating from a creature (including spells, spell-like abilities, and supernatural abilities), she gains 1 tension. A striker does not gain tension from attacks made against her while she is flat-footed or unaware.

Maneuvering Momentum: Whenever the striker moves 10 ft. or more during her turn (this cannot be forced movement), she gains 1 tension.

Her tension goes up or down throughout the day, but usually cannot go higher than her Constitution modifier (minimum 1), though some feats, abilities, and magic items may affect this maximum. At 3rd level and every three levels afterward, her maximum tension increases by 1. If a striker spends 1 minute or longer outside of combat, she loses all tension she possesses.

Cross Counter

Whenever a creature within your reach makes an attack of opportunity against you, you can expend your martial focus as an immediate action to make an attack against them, dealing damage as normal on a hit; if your attack is successful, the creature must roll their attack roll twice, taking the worse result.

Savage

Whenever you reduce a creature to 0 hit points or less with a melee or thrown weapon attack, you may spend an immediate action to regain martial focus. The creature must have a CR of at least half your character level (rounded down, minimum 1/2).

How to Deal with the Impossible:

Now I suppose you'll listen to ol' Gallagher, once the impossible wants to kill ya. First, don't panic. If you're going to die, you're going to die and if you're not, then don't worry. But if you are, you make yourself a pain in its ass and you make it look like some sorta whelp that's got too much magical power and nothing in his pants. Ya hear me? Shouldn't worry about what others do. If they get themselves killed, that's not your problem.

Bam, second character. You ever make a character that looks at his own fist and says, "See this fist? I can down myself in one punch with this fist. And if I have the most hitpoints out of everyone, I can down them in one punch too." That's this guy. John Gallagher is a Striker...and that's his party role. Wanting to stick to people and dish out incredible amounts of damage, but not wanting to really focus on defending themselves at all. All or nothing!


I'm intrigued. Strange Aeons seems interesting, and so does Spheres of Might. I'm entirely unfamiliar with the Spheres system, so this'll be something of a work in progress as I look over everything, but it strikes me as very neat.


That seems interesting! How do you feel about Use Magic Device? Always good to have someone decent with it, but it seems opposed to what you're trying to do here?

Anyway I got a few ideas for a character, I'll post that today or Monday. Probably a Monk or à Paladin with that 25 points buy!

Dark Archive

Malleus The Grim wrote:

That seems interesting! How do you feel about Use Magic Device? Always good to have someone decent with it, but it seems opposed to what you're trying to do here?

Anyway I got a few ideas for a character, I'll post that today or Monday. Probably a Monk or à Paladin with that 25 points buy!

UMD is fine as a tool in your arsenal but using it to overcome all of the woes of being without a caster kinda defeats the point, yes.

I apologize for not specifying this earlier, and this is not aimed at anyone in particular, but I should say this: this game is largely intended as a proving grounds for Spheres of Might, so characters that use the system can expect more interest from me. I would highly recommend looking into Spheres classes that fit your concept or using the Spheres archetype for your preferred class.

On the chance that some people wish to rebuild the characters they have already submitted I am pushing the deadline back to May 26th. Again, I apologize for not making this clear in the OP.

Sczarni

I figured that was the case. Any campaign can accept the normal classes. An only martial campaign is still challenging, however, trying a new system out is much more entertaining.

Liberty's Edge

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For those who want to play old classes with the new system, here are conversion archetypes for many classes. It's how I made my Rogue (although I suggest taking a look at the classes, the Armiger is amazing).


GM Arachnofiend wrote:
Malleus The Grim wrote:

That seems interesting! How do you feel about Use Magic Device? Always good to have someone decent with it, but it seems opposed to what you're trying to do here?

Anyway I got a few ideas for a character, I'll post that today or Monday. Probably a Monk or à Paladin with that 25 points buy!

UMD is fine as a tool in your arsenal but using it to overcome all of the woes of being without a caster kinda defeats the point, yes.

I apologize for not specifying this earlier, and this is not aimed at anyone in particular, but I should say this: this game is largely intended as a proving grounds for Spheres of Might, so characters that use the system can expect more interest from me. I would highly recommend looking into Spheres classes that fit your concept or using the Spheres archetype for your preferred class.

On the chance that some people wish to rebuild the characters they have already submitted I am pushing the deadline back to May 26th. Again, I apologize for not making this clear in the OP.

Alright I'll look into it, time to leave the comfort zone! Thanks for the clarification.


Damn theses rules are fun and strong! Just one quick question: can you get Martial Focus outside of combat? Or do you have to always obtain it during a fight?

Also, does this campaign allows some off-time? Because I am really fond of the Blacksmith.


RHMG's Sub,

Need to do Equipment and backstory.


Crayfish, since you seem to have some good experience with the system, would you mind looking over the character and letting me know if I got everything right? I don't want to get things messed up.


I'll be withdrawing, due to the GM's hint he wants Spheres of Might to be used.


Morvan Fellis wrote:
Crayfish, since you seem to have some good experience with the system, would you mind looking over the character and letting me know if I got everything right? I don't want to get things messed up.

Not Crayfish, but I can see a few things:

  • Conscripts automatically have Light Armor Proficiency, no need to spend a feat on it.
  • You may want to set out your Martial Tradition a bit more clearly, at the moment it looks like it's Shield Training, Spear Training, Lancer base sphere, and Shield base sphere.
  • You've one too many talents - at 1 you'd have 1 (Expert Practitioner) + 1 (Bonus Talent). Unless you took a Drawback (I don't see one listed) or used the rest of your bonus feats to pick up a Sphere Specialization.
  • Remember your combat specializations come at the cost of bonus feats; it looks like your level one feats are Combat Reflexes and Power Attack.

Other than that, all the spheres stuff looks good to me. Mind you, I haven't checked any of your math or things like that.

Sczarni

Whiskey is like a brother to me. What's Crayfish without Whiskey? Just dry fish, that's what. Okay, jokes aside, I can tell you something else that everyone might wanna know.

So the DM has said you get only one trait and it has to be a campaign trait. Morvan, you have two traits too many friend.

As far as your spheres go, you have--yeah, your martial tradition is Pikeman. That includes Shield Training, Spear Training, Lancer and Shield base spheres. So that's all good, just, probably should label it as such. Wouldn't hurt.

Yeah, that armor training and iron will will cost you some feats. Whiskey's right in the spheres. My conscript has three talents because my sphere gave me the--you know what, I think I did the same thing with my conscript. I'll have to look it over again. You should never drink and make characters, kids.

Sczarni

Feimramdem's Updated Character Sheet:

Feimramdem
Female tiefling (Kyton-Spawn)
NE Medium humanoid (outsider)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 14 (1d10+3+1 for favored class)
Fort +5, Ref +4, Will -1
Cold, Fire, Electric Resist: 5
--------------------
Offense
--------------------
Speed 30 ft.
Flying Blade +4 (1d12+3, 20 x3) 10ft
Aklys +4 (1d6+3, 20 x2) 20ft
Hooked Axe +4 (1d8+3, 20 x3)
Web 1/day, DC: 15 (2nd level spell +3 charisma)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16 (14+2 racial), Int 10, Wis 8 (10-2 racial), Cha 16 (14+2 racial)
Base Atk +1; CMB +4; CMD 16
Feats: Additional Traits, Enforcer (Bonus Feat)
Traits:Enduring Stoicism, Adopted (Fiery Gaze, Ifrit), Blade of Mercy
Skills: Intimidate +9 (2 racial, 3 cha, 1 rank, 3 trained)[+2 against Ustalavians], Perception+3 (+1 rank, +3 trained, -1 wis), Escape Artist +8 (+2 racial, +1 rank,+3 trained +2 dex), Bluff +7 (+1 rank, +3 trained, +3 char), Stealth +6(1 rank, 3 trained, 2 dex)
Background Skills: Sleight of Hand +6 (1 rank, 3 trained, 2 dex), Appraise +4 (1 rank, 3 trained)
Languages: Common, Infernal

SQ Gladiator Martial Tradition. Brute Sphere, Knock-off Balance (Manhandle), Gladiator Sphere + Prowess (Boast) + Strike Fear (demoralization), Exemplar (boast), Coward’s Bane (demoralization), Self-Confidence
Sphere Drawbacks: Focused Bully (drag), Trembling Grip
Combat Gear: Parade Armor (Ustalav)
15 gold worth of food.
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Manhandle: Whenever you successfully perform a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block you and did not simply move out of the way), you may apply the effect of one (manhandle) talent you know to that creature. (Manhandle) talents cannot be applied to maneuvers performed as a free action.

Knock Off-Balance (manhandle)
The target provokes an attack of opportunity from your allies, not including you.

Dedicate: As long as your martial focus is dedicated to the Brute sphere, you gain a +1 competence bonus to your drag, reposition, bull rush, and overrun checks, +1 per 4 base attack bonus you possess.

Dedicate: As long as your martial focus is dedicated to the Gladiator sphere, you may make performance combat checks in any combat. Associated Feat: Performing Combatant.

Demoralization: Some talents in this sphere have effects that allow new ways to make Intimidate skill checks to demoralize enemies or grant new options against demoralized foes. These talents carry the (demoralization) descriptor. When you gain the Gladiator sphere, you learn the following (demoralization) ability:

Strike Fear: As a full-round action, you may expend martial focus to make an Intimidate check to demoralize all targets within 30 ft. of you who can both see and hear you. Associated Feat: Dazzling Display.

Boast: As long as your martial focus is dedicated to the Gladiator sphere, after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a combat maneuver, you may perform a boast as an immediate action. Talents with the (boast) descriptor grant additional options for your boast. Each boast may only use one of these talents. Some boasts affect other creatures; a creature must be able to see or hear you and have an Intelligence score (not Intelligence (-)) to be affected. Boasts have a range of close (25 ft. + 5 ft. per 2 points of base attack bonus you possess). When you gain the Gladiator sphere, you learn the following boast:

Prowess: You may roll the next weapon attack you make before the end of your next turn twice and take the better result.

Exemplar (boast)
Your allies may roll their next attack or combat maneuver check before the start of your next turn twice and take the better result. You do not benefit from this reroll.

Coward’s Bane (demoralization)
You may roll twice and take the better result on the first attack of each round targeting a creature suffering from your demoralization.

Self Confidence
You may perform a boast as a standard action to recover your martial focus. Doing so does not require the normal triggering condition for a boast.

There we go. Now we are in the right with our number of talents. 2 spheres from the martial tradition, 2 from our 1st level of Conscript, 1 manhandle talent swapped with another one and 1 from our Brute sphere drawbacks. The Gladiator drawbacks are much, much harsher, so we aren't touching those.


Crayfish Hora wrote:
You should never drink and make characters, kids.

And where's fun in that?

I'm still thinking about armiger styles and martial tradition. So much stuff, so hard to decide!

Dark Archive

Malleus The Grim wrote:

Damn theses rules are fun and strong! Just one quick question: can you get Martial Focus outside of combat? Or do you have to always obtain it during a fight?

Also, does this campaign allows some off-time? Because I am really fond of the Blacksmith.

My understanding is that you can start combat with Martial Focus, yes. It would be rather painful to take a total defense at the start of every combat.

As far as I can tell, there is a general sense of urgency but you should have some time for crafting if you wish. I can say, for example, in the first book there is a strict time limit to complete it but it is long enough that you could take some time to craft.

Crayfish Hora wrote:
You should never drink and make characters, kids.

I dunno, the Barroom Sphere is pretty solid given the right build.

Sczarni

Exactly! Playing is about having fun. Even when your character example leads to other characters that have wrong stuff. We'll call it a learning experience.

It better be! All that drinking and swinging peg-legs and hook-hands has got to pay off.

There are ways to recover Martial Focus without the Total Defense move. You have to look through your spheres for them; they do exist. Gladiator has one that can give you focus back and boosts, wonderful glorious boosts, as a standard action.

Liberty's Edge

@Crayfish: You didn't mark Equipment: Armor Training and Gladiator Training from your tradition, remember that Gladiator Training gives you an additional small bonus.


Guys, there is also this:

Conversion Archetypes wrote:
In addition to the talents gained from progressing in a practitioner class, characters who take their first class level in a class with the combat training class feature gain 2 bonus combat talents, regardless of which class is chosen.

Like in SoP with its 2 free magic talents. But for whatever reason (editing, I guess), it didn't make it to the Additional Rules doc.

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