
'Silence' |

My ladyfriend was diagnosed with cancer in her lady parts friday...and they are still waiting the results for her stomach, intestines and other lower parts.
Goodnews is, if... its just confined to the ladypart region, outlook is good, if its in the other stuff.. well not so good. But she is strong and im a hopeful optimist so . . .I will still be about and continue on, but if you dont hear from me for a few days, please just message me and remind me. Sort of brain addled at the moment and distracted

Lyosha Neverhome |

*offers hugs*

Hobbes 'Rat Trap' Bitterleaf |

Wow, that sucks. :(
Yea, just do what you need to.

Percy Silvershaper |

Same. I would be in shambles, so bravo for getting on here to let us know.

Your Benevolent Dictator |

Sigrun raises a fair point: there are a few scenarios that the party's very weak against. Namely alternate movement modes, flying opponents (minus Hobbes), impaired vision, and arcane stuff in general. This presents a problem when those are considered level-appropriate challenges for your level AND many opponents (including the campaign BBEG) are Winter Witches.
Originally, this was less of an issue, but I'm noticing it's becoming more apparent now that Vashti and Zses are gone. I'm open to suggestions. Recruiting a 6th PC IS possible, but I have concerns with bringing someone new into a group this long-established. Something I thought of earlier today is inserting a "basically nonexistent NPC caster" that's essentially just a list of a few "problem-solving" spells (glitterdust, communal fly, resist energy, restoration, etc) you could request as needed. Or we could do something else OR continue as-is. Like I said, I'm open to suggestions.

Percy Silvershaper |

I can cast for the party when I remember what wand I have (thanks, Sigrun). My problem is action economy. I have like 6 rounds of stuff I can do right now not counting separate castings of Air Walk.
Can we say we cast that pre-fight? Because I completely forgot about it.

Percy Silvershaper |

A ghost caster might be handy, actually. I can take care of Winter Witches. That's my thing, kinda. But having a truly dedicated support caster would be nice.

Hobbes 'Rat Trap' Bitterleaf |

It is probably the best option, but it's also kinda lame. Even having a GMPC would be a little bit better, like someone in-game that we've met.
There's no easy solution methinks.

Sigrun Jagrsdottir |

There's always the leadership/caster cohort route which is a little more believable, but eats up a feat for someone.

Percy Silvershaper |
1 person marked this as a favorite. |

You know what. I have a feat I didn't assign and wasn't going to until this fight was over due to fairness. Time to start a cult!

Lyosha Neverhome |

... yay?

Hobbes 'Rat Trap' Bitterleaf |

The Cult of Gorgeous? Sign me up!

Your Benevolent Dictator |

If Percy wants to go the Leadership route, I can make that work (minus the followers). Two options there: 1) Triaxian cohort (spherecaster) 2) rescue someone from the next Dancing Hut configuration (Vancian magic).
If you take either of those options, let me know, and I'll give you some rules. Or we can come up with a different suggestion entirely. Like Hobbes said, there's no easy solution here, so I'm flexible and open to input.

Percy Silvershaper |

Does Animate Primal Forces allow me to summon any kind of Elemental after lvl 7? because that could be useful...

Percy Silvershaper |

What kind of support caster can spheres make? I know nothing about the system.

Your Benevolent Dictator |

@Percy: as written, it's any of the ones from the first Bestiary, but I'm open to expanding the options depending on what you had in mind.
SoP has a lot of support abilities. Lifehas healing and condition removal, Alteration has alternate movement modes and various special abilities, Enhancement has attribute/size increases, and that's only 3/20 Spheres. XD
This wiki is a good place for information about the system.
-Posted with Wayfinder

Percy Silvershaper |

and can you cast from more than one sphere?
Edit: link is to the campaign tab. :)

Your Benevolent Dictator |

Just fixed the link. XD
Think of SoP like Skyrim. As you level, you gain "talents" that can be spent either unlocking a Sphere or gaining a new ability in a Sphere you already have. Think "talent trees" instead of "spells known." Each Sphere has at least one at-will default ability that can be buffed by spending points from your pool of "Spell Points." These refresh every day. You can use spell points on any Sphere ability you know.
-Posted with Wayfinder

Percy Silvershaper |

Time to go find that book on being a ghost I guess. :)

Percy Silvershaper |

If youall don't murder that dragon to death for me I'm going to be very cross when I come back. Just sayin' ;)

Hobbes 'Rat Trap' Bitterleaf |

As far as I can tell you've only taken damage from the breath and the crushing. Did you take damage from something else?
63 - 50 - 22 = -9

Percy Silvershaper |

You are a literal lifesaver. Post edited.

Hobbes 'Rat Trap' Bitterleaf |

You were saved by math. I am only its messenger.
Also, Hobbes couldn't handle another Percy death.

Percy Silvershaper |
1 person marked this as a favorite. |

Then Percy's gonna need some sweet sweet magical lovin'. :)

Lyosha Neverhome |

Level 13
HD: 1d12 ⇒ 12
+18 HP
+1 BAB
+1 Fortitude
+1 Will
+1 Natural Armor
+1 perception
Feat: Either Extra Rage Power, Raging Vitality, or Blood Vengeance
Linnorm Form (Sp) 1/Day
At 7th level, a Lirnnom disciple can assume the form of a dragon. This ability works like form of the dragon I. At 10th level, this ability functions as form of the dragon II and the Linnorm disciple can use this ability twice per day. His caster level for this effect is equal to his effective sorcerer levels for his draconic bloodline. Whenever he casts form of the dragon, he must assume the form of a dragon of the same type as his bloodline.

Percy Silvershaper |

If you don't want me to have actual followers do you have any ideas for replacing them? They could all be fey subjects of of Imbrex come to aid one of his favored servants. :)

Your Benevolent Dictator |

Well, currently, you'd have 30-40 followers, and that's a lot of bodies. XD I have a few alternatives, but since this adventure involves a lot of traveling, most of them won't work for you. Instead, how about this?
One cohort as usual. In addition,
1) You have access to a sage who can make Knowledge checks for you. This individual has a skill bonus equal to your Leadership score (max of your level + 8).
2) You have access to a mage who can cast spells for you. This individual has a CL equal to your Leadership score (max of your level) and access to Wizard and Cleric spells equal to half your Leadership score (max of half your level). You pay for any expensive material components and can have a total number of spell levels cast each day equal to your Leadership score.

Percy Silvershaper |

I can't find that divine obedience class for fey...

Percy Silvershaper |

Well, currently, you'd have 30-40 followers, and that's a lot of bodies. XD I have a few alternatives, but since this adventure involves a lot of traveling, most of them won't work for you. Instead, how about this?
One cohort as usual. In addition,
1) You have access to a sage who can make Knowledge checks for you. This individual has a skill bonus equal to your Leadership score (max of your level + 8).2) You have access to a mage who can cast spells for you. This individual has a CL equal to your Leadership score (max of your level) and access to Wizard and Cleric spells equal to half your Leadership score (max of half your level). You pay for any expensive material components and can have a total number of spell levels cast each day equal to your Leadership score.
That sounds reasonable. In addition to the store we got earlier we should be able to rebel properly. :)

Percy Silvershaper |

That's fine. Will the cohort in the hut (the vancan one) be arcane or divine?

Hobbes 'Rat Trap' Bitterleaf |

HP: 1d10 + 4 ⇒ (7) + 4 = 11
BAB+1
Favored Terrain: Urban
Feat: ??? No idea what to take.
+1 Disable Device
+1 Dungeoneering
+1 Geography
+1 Nature
+1 Perception
+1 Sleight of Hand
+1 Stealth
+1 Survival

Hila the Orphan |

HP: 1d8 + 5 ⇒ (5) + 5 = 10
BAB +1
+1 Survival
Feat: Also don't know yet.

Sigrun Jagrsdottir |

1d12 + 4 ⇒ (12) + 4 = 16
+1 BAB
Feat (Extra rage power: Increased Damage reduction)
8 skill points (Acrobatics, Intimidate, Jump, Knowledge Nature, Perception, Sense motive, Stealth , Survival )

Percy Silvershaper |

+1 UMD, spellcraft, perception, bluff
+2 diplo
hp: 1d8 + 2 ⇒ (8) + 2 = 10
Feats: leadership and divine interference
Spells: sending, true seeing, wind walk

Percy Silvershaper |

Race: something that doesn't mind taking orders from a flower-colored gnome
Class: Whatever
Role: Buffer so I can play with my more offensive spells a bit more.

Percy Silvershaper |
2 people marked this as a favorite. |

SoP. I think the Barbarians liked being as big as houses.

Your Benevolent Dictator |

Cohort Update: I'm mostly done. Lots of buffs and options for movement and vision. Flight and invisibility will no longer be problems for the party. XD The character has almost no offensive capabilities, though, as damage-dealing has never been something the party struggles with.
@Percy: I'll finish up tomorrow. There'll be a few things you'll need to determine yourself (like skill selection and some gear), but the majority of the crunch is complete. You'll need to make a profile, as I don't plan to run the cohort myself. When I send you the crunch, I'll make sure everything's explained, as I know you're unfamiliar with the system. Spherecasting's honestly really intuitive, though, once you've seen it in action, so I know you'll be fine.

Percy Silvershaper |

Sweet. Thanks!

Your Benevolent Dictator |

- Darkvision 60ft
- Low-Light Vision
- 2 primary claw attacks (1d4)
- Primary bite attack (1d6)
- Primary gore attack (1d6)
- 2 primary slam attacks (1d4)
- 2 secondary pincher attacks (1d6)
- disguise self
- enlarge/reduce up to 3 size categories (max Huge, min Diminutive)
You can spend an additional Spell Point to grant the selected traits to up to 5 additional targets simultaneously.
Size Modifiers
If reducing size, the following modifiers apply cumulatively for each category changed:
+1 attack rolls
+1 AC
+2 to Fly checks
+4 to Stealth checks
+2 DEX
-2 STR (additional -2 if Tiny or smaller)
-5ft reach (only if Tiny or smaller)
If enlarging size, the following modifiers apply cumulatively for each category changed:
-1 attack rolls
-1 AC
-2 to Fly checks
-4 to Stealth checks
-2 DEX
+4 STR (if shifting from Small to Medium, this is only +2)
+2 CON (when becoming Large – and again when becoming Huge)
You can spend an additional Spell Point to enhance up to 5 additional targets simultaneously.
Consecrate
At-will as a standard action, you can grant a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws to all allies within 20ft of you. Effect lasts as long as you maintain concentration, or you can spend a Spell Point to keep it active for 11rds.
Freedom
You can spend a spell point as a standard action to grant freedom of movement to a single ally within Close range. Effect lasts as long as you maintain concentration (max 11rds), or you can spend an additional Spell Point to keep it active for 11rds.
Hallow
You can spend a spell point as a standard action to grant a single ally within Close range a +2 bonus to attack rolls, AC, and saving throws for 11min. This bonus is either sacred or profane (your choice, since cohort is Neutral) and only applies against creatures of Lawful alignment. In addition, the ally gains protection from mental control as per protection from law for 11min.
FYI, Hallow becomes more versatile if the caster has a non-Neutral alignment. If you want the cohort to be CG (with the corresponding penalty to your Leadership score), for example, it will work against EITHER Lawful or Evil creatures (chosen at the time of casting).
At-will as a standard action, you can make a touch attack against a creature or object within Medium range. If successful, target is affected with a Glow for 12min. This can have one of the following effects (chosen at time of casting).
- all creatures gain +1 circumstance bonus to attacks rolls against the glowing creature. If the creature is shining bright light, this bonus increases to +4.
- everything invisible can be seen normally if within the area of bright light. Activating this effect requires spending a Spell Point at the time of casting.
- create normal light with a 40ft radius OR bright light in a 90ft radius instead of the normal area.
In addition, Glow effects can dispel magical darkness effects with a successful MSB check.
Instead of targeting a single creature/object, you can spend a Spell Point to affect all creatures in a 30ft-radius burst within Medium range with a glow.
Glow talents can be manifested at various illumination levels, and this can be changed once per round as a free action.
- non-visible light doesn’t increase the light level or impose a Stealth penalty but functions normally in even magical darkness.
- candlelight gives affected objects/creatures a -20 penalty on Stealth checks and negates any bonuses usually bestowed by invisibility, blink, darkness, etc.
- torchlight functions as candlelight but also shines normal light up to a 30ft radius and increases the area’s light level by one step in up to a further 30ft radius.
- bright light affects up to a 70ft radius and raises the light level by one step in a further 70ft radius (max of normal illumination). Bright light is not natural sunlight but can affect creatures with Light Blindness or other conditions. Unlike the other illumination levels, bright light is maintained through concentration, or you can spend a Spell Point to keep it active for up to 12min or the expiration of the Glow (whichever comes first).
Infravision
At-will as a standard action, you can make a touch attack against a creature within Medium range. If successful, target ignores miss chances due to anything less than total concealment on living creatures. In addition, target can easily track creatures via lingering body heat. Effects last as long as you maintain concentration, or you can spend a Spell Point to keep it active for 12hrs.
Telekinesis
At-will as a standard action, you can lift up to 12 objects or creatures within Close range and move them up to 55ft. They keep levitating as long as you concentrate, have line of sight, and remain within Close range. Alternately, you can spend a Spell Point to keep them airborne for up to 11min. While you can lift multiple objects/creatures simultaneously, their combined size cannot be greater than Huge.
Sustained Force
After spending a Spell Point to allow your telekinesis to continue without concentration, you can give objects you’ve lifted simple orders as a move action. These orders cannot be complicated or combat-related. Alternately, you can give a lifted creature a fly speed 55 (perfect) and allow them to control their own movement.
Hostile Lift
You can spend a Spell Point to telekinetically lift up to 12 unwilling creatures with a combined size of Huge or smaller. The target/s is/are allowed a Will save to negate, plus an additional Will save each round the effect is maintained.
Bludgeon
Once per turn, you can attack a creature with one or more lifted objects within range. This attack roll uses your BAB + CHA mod and deals damage appropriate to the object’s size. If the bludgeon is a weapon, it instead deals appropriate damage for its type. While you can attack with multiple bludgeons per round, you are limited to the number of attacks you’d normally be allowed by your BAB.
Catch
As a readied action, you can attempt to telekinetically stop a projectile or thrown object within your size limit. The originator of the attack is allowed a Will save to negate this ability. If you successfully catch an object, it deals no damage, and you may telekinetically move it as normal.
Haste
At-will as a standard action, you can touch a target to allow it to make an extra attack at full BAB whenever it makes a full-attack. This does not stack with other similar effects such as a speed weapon. You must concentrate and remain within Close range of the target or can spend a Spell Point to keep it active for 11rds.
Slow
You can make a melee touch attack against a creature as a standard action. If successful, target is staggered (Will negates) for as long as you concentrate and remain within Close range. If you spend a Spell Point, this effect lasts for 11rds.
These effects counter each other if the second caster passes a MSB check.
Fast Time
You can spend a Spell Point as a standard action to accelerate time within a 30ft-radius burst. All effects in the affected areas have their durations reduced by 11rds. Unwilling targets are allowed a Will save to negate this for themselves. You can choose whether or not to affect yourself with your own Fast Time.
When casting Haste or Slow, you can spend an additional Spell Point to affect up to 5 additional creatures. When casting Fast Time, you can spend an additional Spell Point to increase the affected area to a 60ft-radius burst.

Your Benevolent Dictator |

@Percy: I'm almost done with the cohort. In the meantime, here's the write up of its spherecasting abilities. You can find more info here: Spheres of Power Wiki. Once I'm finished with the cohort, I'll put the info in a new Discussion post, but I wanted you to be able to start looking over the spherecasting stuff.