Spheres: Rise of the Runelords Variant (Inactive)

Game Master Keante

Running RotR with some modifications and using Spheres classes only.


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Discussion is open!

If you want a way to engage in more discussion before you have an alias ready (or to avoid locking in the name before you're ready because of ten posts, etc.), then let's do that over on Discord:

https://discord.gg/845gjyj


Male GM 1

Well, for now, I'm thinking about stringing together a Prodigy and seeing how they play. ^^ I might go for Intelligence to avoid being too monk-likes, since someone already expressed interest in throwing blasts of energy around.


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Sounds good! I have put those character creation rules under Campaign Info, and I am also listing there what people have identified as their character plans so far. Those are welcome to change, of course.

I'm noticing that so far we do not have anyone with a full BAB or a practitioner class.


Male (he/him) Aberration (bodysnatcher)

I'm leaning toward some sort of telekinetic but will likely pick up some martial stuff as well. Telekinesis + Barroom could be a fun way to beat up people with beer bottles or whatnot. Maybe a Magus?


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Whack-a-Rogue wrote:
I'm leaning toward some sort of telekinetic but will likely pick up some martial stuff as well. Telekinesis + Barroom could be a fun way to beat up people with beer bottles or whatnot. Maybe a Magus?

You might want to check out the Vector archetype for the Symbiat class.


Male Human Teacher (Adults) 1

If you're set on playing something monk-like, I have a Sentinel concept that I could also develop. Or a ranged Conscript.

I just stumbled upon the Sage (not having any previous knowledge of it) and thought "ohh shiny...". Maybe it's not really the jewel I think it is.


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Jereru wrote:
I just stumbled upon the Sage (not having any previous knowledge of it) and thought "ohh shiny...". Maybe it's not really the jewel I think it is.

I haven't read through the Sage in a while, but the impression I remember was that it didn't quite feel like a Spheres class to me. I remember thinking it seemed odd.

I really like the Darkness Defender archetype for Sentinel, myself.


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I feel like the Martial Hedgewitch is really cool because it's the only class/archetype that gets both a magic talent progression and a combat talent progression (rather than Blended Training).


Male GM 1

The Sage is definitely monk-like, specializing in the manipulation of ki and buffing friends. It's quite something once you get used to it. XD Picture just, like, patting someone's chest and then sending a shockwave through their whole body.


Male GM 1

Also, I feel like we're missing someone with a good focus on Skills. Maybe I'll do a Scholar who follows Astoroth or something...


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As you're thinking through your mechanical choices, be thinking about where your power comes from. For the magic wielders: is it from intense study like a wizard, a gift of your bloodline like a sorcerer, or from a deity, perhaps, who requires your devotion in return? You might even want to use words like wizard or sorcerer to describe yourself--describe yourself how you like and don't let class names force you to talk one way or another (maintain clear labeling on your sheet, of course). And let all these things inform what kind of tradition you use.


Okay, I haven't pinned down where my abilities come from, but I have put together thematically appropriate choices for my Spheres and talents.

I am going to make a Human Incanter who takes the Extra Magical Talent feat twice. I am also going to give up all of my bonus feats to get channel energy and sphere specialization (Warp).

Between all of the above elements, I am going ot have 9 total Talents:

1 talent for Warp Specialization
2 base talents
2 talents from feats
2 bonus talents from Incanter
2 talents from house rule

I am going to take the Warp and Time spheres.

For Warp, I am taking the following Talents:
1 for the Warp Sphere

6 total Warp Talents: Distant Teleport, Emergency Teleport, Ranged Teleport, Unseeing Teleport, Teleport Object, Quick Teleport

I am also taking the Personal Warp Drawback, which grants me a Warp Talent

For Time, I am taking the following Talents:
1 for the Time Sphere

3 total Time Talents: Ranged Time 1, Eject, Steal Time

I am willing to listen to suggestions, but I feel pretty good about my selection of abilities.

Thematically, I am going to be a scout and infiltrator.


Male (he/him) Aberration (bodysnatcher)

Now that I'm home and had a chance to look through the Spheres archetypes, I've come up with a better idea: a Martial Soaring Blade Armorist. That'll give me Blended Training, and I can fill the missing "full BAB + d10 HD" niche that we're currently lacking.


Male GM 1

@Vrog: Personally, I'd trade a Time talent for the basic Destruction sphere, maybe with an element to make it feel more time/space-y than just bludgeoning force (and therefore better for your apparent theme). Having an all-day attack never goes out of style. XD


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Vrog Skyreaver wrote:

For Warp, I am taking the following Talents:

1 for the Warp Sphere

6 total Warp Talents: Distant Teleport, Emergency Teleport, Ranged Teleport, Unseeing Teleport, Teleport Object, Quick Teleport
I am also taking the Personal Warp Drawback, which grants me a Warp Talent

The Personal Warp drawback limits you to targeting only yourself with Teleport--so you wouldn't be able to use Teleport Object, since you can't target anything but yourself. Ranged Teleport would not have any real effect, either, since you would only ever target yourself and, therefore, not need any range. I recommend giving up one of those Warp talents along with the drawback. It could definitely come in handy to be able to teleport allies, too. And remember that you keep getting more talents every level; maybe you want to dabble a little more with your beginning talents, and let yourself grow more into your Warp focus over time.

Oh, and I definitely think that someone in the party should have the Divination sphere, even if it's just the base sphere so someone has a detect magic equivalent.


Male GM 1

Here's what I've got so far. Haven't really started on the name, background, or personality yet, but it's getting there. XD

Work In Progress (Scholar), Details Subject To Change:
Unnamed Hero
Female human scholar 1
N Medium humanoid (human, shapechanger)
Init +5; Senses Perception +4
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Defense
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AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield)
hp 6 (1d6)
Fort +0, Ref +5, Will +2
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Offense
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Speed 30 ft. (20 ft. in armor)
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Statistics
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Str 10, Dex 16, Con 10, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Amateur Investigator[ACG], Transformation
Traits perfectionist's brew, reactionary, scholar of the ancients
Skills Acrobatics -3 (-7 to jump), Appraise +8, Craft (alchemy) +10, Diplomacy +4, Heal +10, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +4, Sense Motive +4, Stealth +1, Survival +4
Languages Ancient Osiriani, Azlanti, Common, Dwarven, Elven, Thassilonian, Undercommon
SQ alchemy sphere, alchemy: formulae package (4/time), alchemy: improved bottled lightning (formulae), alchemy: master chemist, alchemy: mind venom (toxin), alchemy: panacea (formulae), alchemy: poison package (dc 14), alchemy: salve (formulae/1d8+4), careful packer, combat training, equip: armor training, equip: shield training, medical training, problem solver, scout sphere, scout: scout
Combat Gear healer's kit; Other Gear scale mail, heavy wooden shield, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 78 gp
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Special Abilities
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Alchemy Sphere (Ex) Training in the Alchemy combat sphere teaches you how to quickly and efficiently combine volatile chemicals for new or enhanced effects.

When you gain the Alchemy sphere, you gain 5 ranks in the Craft (alchemy) skill, plus 5 ranks per additional tal
Alchemy: Formulae Package (4/time) (Ex) Some Alchemy talents have the (formulae) descriptor; these are improved or original versions of alchemical items you can only create once you’ve learned the talent. All formulae have a base crafting DC as noted in their descriptor, and their saving
Alchemy: Improved Bottled Lightning (Formulae) (Ex) Craft DC: 25

Improved bottled lightning unleashes a small bolt of lightning toward an enemy within 20 ft. of you. This is a ranged touch attack that deals 1d8 points of electricity damage, plus 1d8 per 2 Craft (alchemy) ranks you possess. Any creatu
Alchemy: Master Chemist (Ex) You gain one (alchemy) package you do not currently possess, including all benefits it bestows. Package gained: Poison.
Alchemy: Mind Venom (Toxin) (Ex) You may choose for your poison to make the creature confused instead of fatigued.
Alchemy: Panacea (Formulae) (Ex) You create a vial of liquid that can be used as a potion, removing a single negative condition the drinker is currently suffering from. The conditions that a panacea can remove are determined by the Craft DC used for its creation:
. DC 20: Deafened,
Alchemy: Poison Package (DC 14) (Ex) You may create a special poison as a standard action, or a move action if you have access to an alchemist’s lab or alchemist’s crafting kit. This special poison forces the opponent to make a successful Fortitude save against it (saving throw DCs
Alchemy: Salve (Formulae/1d8+4, 5/day) (Ex) Craft DC: 15

You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft (alchemy) you possess (minimum 1d8) plus your practitioner modifier. You ca
Amateur Investigator (4/day) Your knowledge is more than plain smarts - it's inspired.

Prerequisites: Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.

Benefit: Like an investigator, you have the abil
Careful Packer (Ex) The scholar knows that being prepared for any eventuality with a variety of useful tools is essential to success. Starting at 1st level, her talents for organization allow her to treat the storage space of any backpack, pouch, or similar container as
Combat Training (Ex) A scholar may combine combat spheres and talents to create powerful martial techniques. Scholars are considered Proficient combatants and use Intelligence as their practitioner modifier.
Equip: Armor Training (Ex) You gain proficiency with light armor and medium armor. If you are already proficient with light armor, you instead gain proficiency with medium armor and heavy armor. You may take this talent up to two times.
Equip: Shield Training (Ex) You gain proficiency with all shields, including tower shields, and are proficient in all shield bashes. Associated Feat: Shield Proficiency, Tower Shield Proficiency.
Medical Training (Ex) The scholar may use her Intelligence modifier in place of her Wisdom modifier as her associated ability score modifier with the Heal skill. In addition, the scholar may expend one use of a healer’s kit and make a special DC 15 Heal check on an ally
Problem Solver (Ex) A scholar gains the Alchemy and Scout spheres as bonus combat talents at 1st level. If she already has either of these talents from another source, she may instead gain any talent she qualifies for from the corresponding sphere.
Scout Sphere (Ex) Training in the Scout sphere teaches you how to hide from danger, identify potential threats and hazards, track opponents through almost any environment, and identify a creature’s key weaknesses. When you gain the Scout sphere, you gain 5 ranks in
Scout: Scout (Ex) As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’
Transformation (Dragon Transformation) (Su) You can assume a single alternate form from the Alteration sphere


Male Human

@Thanks for the invite Keante.

@Thanks for the advice Rednal - pretty much what I was thinking with the focus concept...

Somewhat late to the party, and I won't be able to properly post for a bunch of hours. This weekend will be hectic as my cousin is visiting from the US with his daughter, but I'll try to get to this and my Fate sphere Soulweaver when I can...


So looking over things it looks like we have a lot of SoP representation and not a ton of SoM? Not that its a bad thing, Sphere of Power classes are so versatile you can run a group with just them. But still for variety's sake Im gonna look into something more directly SoM martial. Ill waffle between Striker, Armiger and Blacksmith for a while and see what I come up with.


GM Keante wrote:
The Personal Warp drawback limits you to targeting only yourself with Teleport--so you wouldn't be able to use Teleport Object, since you can't target anything but yourself.

I couldn't find anything on it either way, since personal warp specifically only mentions unwilling target and group teleport, and personal warp doesn't mention anything about teleport object. In that case, I'll go ahead and drop Personal warp and emergency teleport.

Rednal wrote:
@Vrog: Personally, I'd trade a Time talent for the basic Destruction sphere, maybe with an element to make it feel more time/space-y than just bludgeoning force (and therefore better for your apparent theme). Having an all-day attack never goes out of style. XD

I thought about destruction, but I think I'd rather be able to slow targets at will as my primary attack method, with an occasional side effect of dazing them to get an extra standard action.


Male Human Teacher (Adults) 1

Alright, so, if going forward with the Sage thing, the plan is taking Barrage and Snipe and add any nasty effect to the Ki Blast. Probably Extra Ki, since Ki is the new Spell Point. I had in mind adding any utility magic talent to use when I'm not blasting, and that could very well be the Divination Sphere of no one else has it (otherwise, Enhancement sounds cool).

As for martial tradition, I've fallen in love with the Tattooed Monk (being a long L5R fan). Not sure how those tattoos would interact with Ki Blast, but they're super cool. Dragon tattoo on the forearm so that blast looks like a breath weapon? Sign me in!


Male GM 1

@Jereru: Dragon's Tattoos doesn't play well with Ki Blast, but it does work with the Sage's Chi Gong when you make a melee attack and add Chi Gong to it. You can do some fun stuff with that. XD


Male Human Teacher (Adults) 1

Yeah, I thought so. But the tradition is so cool to turn it down just because of this. I'll have the chance to use Dragon Tattoo when I need to attack in melee (AoOs), and I still can use Zodiac Tattoo and the other talents.

Which makes me wonder: if I'm a Champion (Sage, for example), what are my options tradition wise? Can I choose a martial tradition and a magic tradition, only martial, or do I need to use one of the new, blended ones?


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Just read through the Sage again. That class is damn cool.


Male GM 1

Depends on your class. Sages normally get to select a Martial Tradition because they never actually get the casting class ability. The other two can grab a Unified Tradition if they want to.


Male Human

Can someone clarify this for me:

Soulweaver wrote:


Bound Nexus... A soul weaver may possess a number of souls at once equal to 3 + her Charisma modifier (minimum: 1). These souls may be turned visible or invisible as a free action (if visible, they appear as wisps of energy that glow dimly). Summoning spirits takes 1 minute, and a soul weaver cannot summon more spirits in a day than 1 + her Charisma modifier (minimum: 1).

Now assuming they mean souls and not spirits in the latter bolded portion (as I see no other mention of spirits throughout) - what does this mean? I have 3 + Cha in my nexus, but I can only summon 1 + Cha of them/day? What are the other two doing, playing spirit-chequers? And why does it matter if they are essentially a point pool under a nominatively themed guise?

Or, what am I missing?

Link to Soulweaver


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Rednal wrote:
Sages normally get to select a Martial Tradition because they never actually get the casting class ability.

This is correct. It's weird, but the sage ends up getting some magic talents through class features, without ever actually getting the base spheres, he's just able to use the talents basically because his class feature mimics the base sphere.


Male GM 1

Basically, if you don't use all of them in a day, up to two of them roll over and make you a bit stronger the next day. "Spirit" and "Soul" are interchangeable terms in that ability. Basically, it's encouragement to be a bit more cautious about using them since the various soul powers are pretty good.


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Oceanshieldwolf wrote:

Can someone clarify this for me:

Soulweaver wrote:


Bound Nexus... A soul weaver may possess a number of souls at once equal to 3 + her Charisma modifier (minimum: 1). These souls may be turned visible or invisible as a free action (if visible, they appear as wisps of energy that glow dimly). Summoning spirits takes 1 minute, and a soul weaver cannot summon more spirits in a day than 1 + her Charisma modifier (minimum: 1).

Now assuming they mean souls and not spirits in the latter bolded portion (as I see no other mention of spirits throughout) - what does this mean? I have 3 + Cha in my nexus, but I can only summon 1 + Cha of them/day? What are the other two doing, playing spirit-chequers? And why does it matter if they are essentially a point pool under a nominatively themed guise?

Or, what am I missing?

Link to Soulweaver

I believe it basically means that if you expend all the souls in your "pool" one day, the entire "pool" doesn't refresh in a day, because you can only summon a smaller number of them in a day. Think of it more like re-charging a staff than a daily pool.


Male Human

Thanks Rednal (EDIT: and GM Keante!), I managed to bumble my way to that conclusion not long after posting. D'oh.

* Ok, if I want Death and Fate Spheres, how do I go about that? If I have 5 talents, do I have to spend one each on the Sphere to start, and then choose three talents from among those two Spheres?

* In the Death Sphere, do I get the Ghost Strike and Reanimate as free basic abilities and then choose from the Sphere with my available talents?


Male GM 1

1) Yes. You have to spend one talent to unlock a sphere (and you get all base abilities), and then one more talent for each additional ability. Many classes give you bonus talents in one or more spheres.

2) Yes, you get both Ghost Strike and Reanimate when you first get the Death sphere. If you don't want one of those, you can take a Drawback to lose it and gain a bonus Talent in that Sphere. (Say, ditch Reanimate and get a good Ghost Strike like Drain.)


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Oceanshieldwolf wrote:

Thanks Rednal (EDIT: and GM Keante!), I managed to bumble my way to that conclusion not long after posting. D'oh.

* Ok, if I want Death and Fate Spheres, how do I go about that? If I have 5 talents, do I have to spend one each on the Sphere to start, and then choose three talents from among those two Spheres?

* In the Death Sphere, do I get the Ghost Strike and Reanimate as free basic abilities and then choose from the Sphere with my available talents?

You have it exactly right. Every base sphere has a couple abilities wrapped up in it (and there's usually a drawback that gets rid of one of them under casting traditions). So if you're not keen on reanimating corpses, you can take the drawback which limits you to just ghost strike, but you get an extra Death talent of your choice in exchange.

Also, because of your focus on Fate and Death, I do just want to mention another class/archetype that also lends itself well to this same focus: Hedgwitch with the Triple Goddess archetype. You'd actually start with one talent more than the Soul Weaver because of bonus talents from that archetype, but you'd end up with fewer later because of a slower talent progression. A Hedgewitch also has a lower caster level than a Soul Weaver, but the Triple Goddess treats her caster level as full/high for the Life, Death, and Fate spheres. You'd also have your choice of one Hedgewitch tradition (a class feature, not to be confused with casting traditions), and they can be pretty cool.


Male Human

* Yep, Traditions look fun. Do you have to take ALL the Drawbacks associated with a Tradition?

(for example: Addled [Core]

Hidden within the ramblings of the insane, one word is often repeated.. Some healers theorize that this word is the name of the hidden god of madness, gaining power from—and granting power to—those who surrender their minds to him. There must be some truth to this theory, because sometimes, when those with this word on their lips are displeased with their surroundings, they possess the ability to change them. An addled caster gains +1 spell point, +1 per 6 levels gained in a casting class.

Drawbacks: Wild Magic, Verbal Casting, Addictive Magic

Boons: Easy Focus

Where are the Boons listed - or are they Feats/Traits/Talents?

* And, looking at the Drawbacks, there are general drawbacks and Sphere specific Drawbacks.

The Death Sphere drawback Necromantic Limit reads:

"Necromantic Limit (Requires Death) [Core]

Choose either ghost strike or reanimate. You cannot use this ability, nor take talents which augment this ability."

Does this mean I'm unable to use one of these abilities, but gain an extra Death sphere talent?


Male GM 1

If you're taking a specific Tradition, then you should take all Drawbacks associated with it. Or, of course, you can just make your own Tradition. XD The samples given are just that - samples.

General drawbacks give you bonus spell points, and can be traded for boons instead.

Sphere-specific drawbacks limit your use of a Sphere, but give you an extra talent to spend in that sphere.


Male Human

Heh, ok - looks like you guys are way ahead of me, or rather I'm slowly coming to the conclusions you intimated from the beginning...

Ok, I'll check the Hedge Witch (Triple Goddess).

I'm really liking the Addled tradition, so a frayed whispering and whispered-to spirit talker is the current theme. But bright enough to be social...


Male Human

Thanks again Rednal and GM.

I'll do a bit more reading and process it.


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Yeah you can make a custom tradition, for sure. If I had built a world with storied histories of groups of different kinds of magic wielders I might make you pick a tradition from a list of choices, but I haven't done that. Decide for yourself what drawbacks you want to have, and make them come together in a tradition that makes sense to you (or use an existing one if you like it).

If you start from one of the existing traditions and modify it by adding/removing drawbacks, that is going to change the number of bonus spell points you get from it--there's a table on that page that explains the exchange of general drawbacks and bonus spell points.


Male Human Teacher (Adults) 1

Oh, but:

Style Talent wrote:


At 1st level and every 2 levels thereafter, the sage gains a bonus combat talent or magic talent of his choice. Sages who gain magic talents are treated as High-Casters when determining their caster level, use Wisdom as their casting ability modifier, and treat their ki pool as their spell pool when using magic spheres and talents.

So, basically, the Sage gets talents which he could spend in magic talents (or Spheres, I guess) and he uses his Ki as Spell Points, right? That seems apart from the fact that he can take Blast Type talents for his Ki Blast without having the Destruction Base Shere.

So, basically, the Sage is quite limited, but can still have some magic tricks, right?


Male GM 1

Yes. The Sage is a Champion - meaning they can use both magical and martial talents - but they are not actually a caster. It's an important distinction because it affects a lot of things they'd otherwise qualify for. XD It's sort of the difference between having a lot of spell-like abilities and having actual spell slots.


Currently narrowed it down to either a Dwarven Blacksmith or a Human Armiger. Choices choices.

Edit: Since it looks like we're going to be having a number of casters I think I might go with the Armiger. The Blacksmith really shines a lot when they can help kit out their allies equipment and Id lose some of that usefulness with so many casters around.


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Cool. I think I have everyone up to date under Campaign Info. Let me know if not.


Male (he/him) Aberration (bodysnatcher)

Just checking in really quick to put up my proposed sphere stuff:

Spheres of Power
Telekinesis
- Dancing Weapon
- Flair
- Powerful Telekinesis

Spheres of Might
Sniper (drawback: close quarters sniper)
- Push Shot

Martial Tradition (slightly-modified Pikeman)
- Lancer
- Guardian (drawback: indifferent defender)
- Polearm Mastery
- Unarmored Training
--------------------------------------------------------------------------
Basic plan is to beat the crap out of enemies with a telekinetically-wielded lucerne hammer. As we level, I'll pick up a couple (impale) and (snipe) talents, but for now, I'll be able to do a bit of battlefield control.

As I put together a casting tradition, I need to ask: how's everyone feel about Wild Magic?


Male GM 1

That feels mostly like a question for the GM. XD I made the generators for Wild Magic, although I suppose it's more practical for PbP to just roll dice here and consult the table. XD It would certainly provide interesting results...


Male GM 1

Estria (Appearance and Background):

Appearance

What is history, really? For many, that depends on perspective - and rarer is this truer than those who bear the blood of ancient Azlant. Estria is one such individual, born and raised in Taldor amidst one of the larger populations of those who can credibly claim to be descended from the ancient empire. While she's far from pure-blooded - much as some of her family and neighbors would like to claim otherwise - she does display many of the distinctive traits of the past.

It was her family's unwavering commitment to regaining the lost glories that led to Estria's education. She had little talent for magic and even less for weapons, so her parents set her on a different route. Knowledge was the key to greatness, they decided, and so she would get the best education they could manage. This ended up working better than they could have imagined, because while Estria was dead-average in most areas, her intellect easily put her into the realm of genius.

And so, year after year, she studied. Magic, the depths of the earth, geography, history (naturally), nature, nobility, the planes, the many religions of the world... her family wanted her to have a good chance of being able to understand anything she came across. Of course, she'd need to protect herself somehow. That was why they forced her to learn some scouting abilities - but it was alchemy that she really took a shine to.

Over the course of nine months, Estria learned how to craft a variety of items and poisons from common materials, ranging from clouds of gas to addle the mind to lightning in a bottle that didn't even need magic to work. She also learned how to tend wounds, and her family invested in an alchemist's kit to be sure she'd have the tools necessary to support herself.

She grew to be quite fond of the things she could cobble together - while most didn't last more than a day or so, she found that things went well enough if she made a few salves and some bottled lightning in the morning, then the rest as needed.

Supporting all of this for her eventual travels north (to study ruins of Thassilon) was the single piece of magic she'd been able to master - a transformation that turned her into something close to a dragon. While it didn't have wings, the fact that she could meld all of her gear into her body and move around was surprisingly helpful, as was the fact that she could exhale a line of electricity to deter attackers. It didn't garner the praise being a wizard would have offered, but her family was happy she'd figured out at least one arcane trick.

Several weeks ago, she arrived in Sandpoint to study under a certain local scholar and learn what she could about local ruins (which have been known to make her drop her normally-stoic expression for childish glee), and a festival is fast approaching...


Male (he/him) Aberration (bodysnatcher)

Background
Brommyl Ironbeard, firstborn of Clan Ironbeard, was a bit of a disappointment. Ironbeards have always been fierce warriors, and this was a great matter of pride. Brommyl, unfortunately, was different. His martial skill was merely average at best, and he had no talent for magic. He wasn't even particularly intelligent. The one thing Brommyl had going for him was a love of history. To facilitate this (and perhaps to get rid of him), his family told him a legend of a lost shrine somewhere in Varisia that was a storehouse of ancient knowledge. Curiosity piqued, Brommyl set off to find it.

He has no idea what happened next. Now he's covered in glowing tattoos, he can speak an extinct language, and sometimes a floating warhammer materializes to pummel those who mean him harm. The nearest town is a small one: Sandpoint. Perhaps there's someone there who knows what it means. But if not, it really doesn't matter. Honestly, he was doing the town a favor by gracing it with his presence. Because Brommyl Ironbeard, firstborn of Clan Ironbeard, was truly something special.... And soon the entire world would know it.

Since Karzoug is the focus of the AP, I thought it was appropriate to involve a certain Prideful individual who doesn't want him to return just yet. XD


Male GM 1

Oh right, I forgot my character's faith. o wo Well, she follows a deity of information-gathering, on account of how big people of Azlanti descent are on trying to regain past glories. XD My character isn't a divine caster, though, so they don't get any power from the worship and it's really just a bit of background flavor.


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I really like what I'm seeing!


Male Elf Armiger 1 | AC 17 T 14 FF 13 | HP 11/11 | F +2 R +6 W +2 [+2 vs Ench] | Init +10 | Perception +6 | Low Light Vision & Constant Detect Magic

Okay, its Unthinker, I think I have enough Crunch to start working on the actual character himself. Took me a bit to find something I was really happy with an ended up straying from my original idea of going Human Armiger front liner and instead made an Elf scout/skirmisher who could fight on multiple fronts.

Dont have feats or traits yet but those will come after I nail down his personality/backstory a bit more.

Also I recommend making a Gameplay thread sometime soon just so we can Dot in to see Updated posts and such.

Age Roll: 110 + 6d6 ⇒ 110 + (6, 3, 5, 5, 5, 6) = 140


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I have opened the Gameplay thread so you can dot in. Also, I forgot to say that I'm cool with Advanced Talents (thanks for the PM, Unthinker).


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Whack-a-Rogue wrote:
As I put together a casting tradition, I need to ask: how's everyone feel about Wild Magic?

I'm not sure I want to deal with the additional rolls and visiting the wiki to reference the tables all the time. What are other people's thoughts about it?


Male GM 1

Well, you won't need to do the referencing - I feel like it would be the player's job to do the rolling and then quote the result. XD Normal Wild Magic isn't too bad, but maybe say no to major events. Those can, uh, those can be disruptive.

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