GM Keante |
I have been looking through Wayfinder #7 for extra material to add to our adventure, and I noticed that Oceanshieldwolf is the author of a witch archetype in there! That's so cool!
GM Keante |
Are y'all okay with me taking great liberties with the story? Like maybe it's not even goblins you face at the beginning...
Oceanshieldwolf |
@GM - totally understanding reservations on the "roaming smelly dead as PAs and servants in town" angle. You see already I have a penchant for undead (given the witch archtype!) and am a string proponent of "undeath does not equate to evil" - as is, obviously, my character - just try explaining that to the burghers and children of Sandpoint/anyvillage.com.
I'll keep the reanimation on the downlow/geographicsl outskirts, but will likely keep the choices as they are for now.
Legonor Tiriande |
Funny enough just before getting in here i joined my first rise of the runelords game on here as well. It's all new to me but I'm good with whatever. I mean just adding spheres should likely result in changes. So I'm looking forward to seeing how different things get.
Rick "The Dragon" |
I definitely don't mind. A good story is a good story, no matter if it's written somewhere or coming from somebody's mind.
GM Keante |
Kpu'Unde: I just noticed a Protection talent which seems to perfectly match your theme: Quantum Lock. I know you don't have the Protection sphere...so that you only have to spend 1 talent instead of 2 I'd recommend the Circle of Symbols drawback for Protection. This also may just be something to file away for a level up, later.
Dusk Bloom |
This is OSW's alias, but nothing more than that. I have most of the chassis in a word doc on my computer, just need to input the stats and skills/d
Feats/traits/gear etc. i'll try to get there while the festival is still on...weekend has been quite busy...
Rick "The Dragon" |
It is good to know we have I've reroll in case the build works bad. I'm still not sure about the viability of shooting 1d6/2 levels rays, since even Channeling seems better than that (and Channeling is not really among the best of abilities). Hopefully, being ranged touch attacks and having some talents to improve them will make them work.
I have, however, some doubts as to which things work with Ki Blasts and which don't.
It states they are Ranged Touch Attacks, so Deadly Aim seems out of the question. I guess, though, that things like Weapon Focus and Critical Genius should work, right?
It says they can be used anytime you could make a ranged attack, so extra attacks from the Barrage Sphere, Haste, or whatever are kosher if I am not mistaken. They are not weapons, on the other hand, so is there any way to enchant them that I'm not aware of? It seems the damage will stay dice-only the whole time, isn't it?
Sorry about all these questions, they might seem quite obvious to you if you're more familiar than me with the system. I'm trying to foresee how will the character perform in 3 or 4 more levels (it seems at 1st level he will be a bit lacking, like most ranged builds).
Estria, Scholar of the Ancients |
1d6/2 levels is actually quite reasonable for an all-day ranged touch attack. ^^ And you can take a decent number of drawbacks to significantly improve the size of your ki pool.
You can use your Ki Blast with things like the Barrage Sphere. Anytime you could normally make a ranged attack, you can use it. It's actually really good with Barrage, too. As a touch attack, it's very accurate (and will quickly become a near auto-hit), and between multiple attacks and enhancing the damage with ki, you can really lay the smackdown on foes.
The Blast Type talents you get for free will help, too, and that's basically your version of enchanting your weapon. You can combo things with that - for example, you can use Blistering Blast to reduce a foe's Fortitude Save, then follow up with Mana Siphon (during a Barrage) to gain temporary spell points (that you treat as Ki Points because of your Style Talent ability). With those bonus points, you can burn more freely to increase your damage while simultaneously weakening their ability to throw out strong powers. And that's all before any combat talents you can apply to your blasts.
Don't knock the potential of the Ki Blast. XD It may take a little bit to get going, but once you've got a combo set up, it's pretty nasty. Of course, the Mana Siphon trick requires a spellcasting enemy to draw spell points from, so it's not guaranteed. There are other blast types that require foes to make a Fortitude save if you want something more reliable. And that's just one way of doing it.
GM Keante |
Yeah, the damage isn't as good as a composite longbow with a strength bonus (at low levels, at least) but they are touch attacks. If you compare yourself to a caster rather than to a martial ranged specialist, you'll be happier. =) You're basically doing the Destruction sphere's destructive blast, but you can use combat talents on it in ways no one using a normal destructive blast can, and that's pretty cool.
Rick "The Dragon" |
Yes, it seemed clear that making it work would need a pair of levels. Thankfully, the talent system doesn't ask for silly requirements like BAB 12 or 15 ranks in a skill, rather giving you a small bonus which grows with your BAB, skill ranks or caster level.
So, do you recommend me to take a casting tradition? I was afraid that taking the wrong drawbacks would render the class features unplayable. Are there any of them which I shouldn't take?
Estria, Scholar of the Ancients |
Anything that would make it hard to activate ki powers (like Diagram Magic) is terrible for the Sage. Stuff like Focus Casting is really good, as is Somatic Casting and stuff like that.
Estria, Scholar of the Ancients |
Focus Casting, Somatic Casting x2, Magical Signs, and Verbal Casting is anti-stealth, but serves very well as a basic five-drawback set for maximum spell point/ki gain. Maybe trade somatic out for something else if you're worried about being tied up.
Rick "The Dragon" |
Ah, yeah, sounds good. An extra ki point every level almost duplicates the ki pool, which is amazing.
Focus casting, though, doesn't seem too Eastern. I can't envision a warrior monk carrying a wand or something around, since they traditionally use the power of their own selves. Unless the tattoos could be used as the focus, but that feels almost like cheating, right?
Dusk Bloom |
Mostly done - just need to choose a couple of traits and finalise miscellaneous purchases. Oh, and write a background...
Rick "The Dragon" |
How about this?
A tattooed monk focuses his magic thanks to the powerful tattoos he had inscribed all over his body. The ink used to carve the tattoos comes from inherently magic creatures such as planetouched humanoids or blood sorcerers.
Focus Casting (Tattoos)
Magical Signs (Tattoos move as if they were alive)
Somatic Casting x2 (Katas and breathing exercises)
Verbal Casting (Ki shouts and mantras)
Sphere Specific Drawbacks
The mystical tattoos allow the monk to focus the chi in her own body, but this kind of energy is very difficult to project on other beings.
Lycanthropic (Alteration)
Bodily Enhancement (Enhancement)
Personal Magics (Enhancement)
Personal Fate (Fate)
Personal Illusion (Illusion)
Protected Soul (Protection)
Personal Time (Time)
Solo Combatant (War)
Personal Warp (Warp)
GM Keante |
I don't think the tattoos can work for Focus Casting, because they're part of your skin once you have them, not a separate item like all the examples given in the drawback. Center of Power seems to me the best choice if you do want the tattoos to be a focus or source of your power. Unfortunately, it precludes Magical Signs, which you were taking also.
Other choices that I don't think would be too bad for you are Mental Focus and Rigorous Concentration. Another option could be Skilled Casting using Craft (tattoos)--you could be doing something like adding new glowing tattoos to yourself which fade away as the sphere effect you created ends.
And then just remember with those sphere-specific drawbacks that you don't get an extra talent from them until you actually have the appropriate base sphere.
GM Keante |
Oh, and Dusk Bloom, don't forget to edit the Google Sheet with your spheres/talents/drawbacks when you're ready.
Estria, Scholar of the Ancients |
That's true - Focus Casting needs to be something that you can lose. If it's etched into your skin, you're not really experiencing the drawback and you shouldn't get the benefit. (This is why I like rings. XD They're not as easy to lose as handheld items are, but they still fit the limits of the drawback.)
Rick "The Dragon" |
Sadly, that's what I thought. I'll look for another thing, the options given under Focus Casting don't seem to fit the flavour. Skilled Casting with Craft Tattoos would make my spells take hours to cast, so that's a no-no. I'll think about Center of Power. -1d4 sp and dazed on a critical, please no!
Brommyl Ironbeard |
Since you'll already be doing katas and breathing exercises to cast, perhaps the Mental Focus drawback? It looks like a good flavor match.
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@Everyone: I'll be attending a conference this weekend, so posting will be sporadic until Monday.
GM Keante |
Skilled Casting with Craft Tattoos would make my spells take hours to cast, so that's a no-no.
Oh, it wouldn't do that at all! It just means you have to pass a skill check. You'd be making a few quick strokes to "draw" a tattoo, no extra time required.
Rick "The Dragon" |
Okay, how about this?
Casting Tradition: Tattoed Monk
A tattooed monk focuses his magic thanks to the powerful tattoos he had inscribed all over his body. The ink used to carve the tattoos comes from inherently magic creatures such as planetouched humanoids or blood sorcerers.
Magical Signs (Tattoos move as if they were alive)
Mental Focus
Somatic Casting x2 (Katas and breathing exercises)
Verbal Casting (Ki shouts and mantras)
Sphere Specific Drawbacks
The mystical tattoos allow the monk to focus the chi in her own body, but this kind of energy is very difficult to project on other beings.
Lycanthropic (Alteration)
Bodily Enhancement (Enhancement)
Personal Magics (Enhancement)
Personal Fate (Fate)
Personal Illusion (Illusion)
Protected Soul (Protection)
Personal Time (Time)
Solo Combatant (War)
Personal Warp (Warp)
-----
Martial Tradition: Tattoed Warrior (Altered)
A Tattoed Warrior capitalises on his tattoos, making use of powerful enchantments to enhance his unarmed combat and physical prowess.
Finesse Fighting
Open Hand Sphere
Dragon’s Tattos Feat
Zodiac Tattos Feat
Btw, could you add a link to the talents excel somewhere accesible? That way it's easier for us to modify once we gain new talents. Also to check what the others have and thus purchasing complementary talents instead of stepping on the other's toes.
GM Keante |
Okay, how about this?
** spoiler omitted **
Btw, could you add a link to the talents excel somewhere accesible?
Sorry I overlooked this! I now have a link on the top of the Campaign Info tab. And that tradition looks good to me!
Cillian "Breach" Gibson |
I'm team, and I am sorry. Some real life issues and our dog left us.
Should be back to regular posting now, and apologies for not giving more notice.
GM Keante |
Apologies for the slow start, everyone. Won't get up anything this weekend, as I'm house-shopping out of town.
GM Keante |
The boards are back! I am working on a post which will move us to the end of the festival and the (spoiler alert!) combat which you all know kicks off the AP.
A note about combat style: I'd like to try this in a theatre of the mind style and avoid using maps. See this quote from an RPG Stack Exchange answer for the mindset I'm going to maintain when GMing combats:
Be generous
When in doubt, rule in favour of the PCs. They're competent adventurers, right? If the Fighter was obviously moving into position last turn, assume that they didn't make any trivial mistakes about their positioning. Don't be miserly with the numbers either—if they're trying to get between the Wizard and the Orc and they've probably got enough movement to pull it off, then don't try to count exact feet to see whether they made it or fell short by 5 feet.
Don't sweat exact distances when the [u]intent[/u] of the player is plausible to accomplish.Track intent above all
What are people [u]trying[/u] to do on their turn? Focus on that, rather than the bits and bobs of feet, ranges, and areas. Those are tools you can use as rough measures of whether an intent is plausible this round or will take more than one round. By focusing on what people are intending to accomplish with their allotment of time, it's easier to see what's plausible in the theatre of the mind, [u]and you are actually imagining something more interesting[/u]. Is imagining 15 feet of movement an event worth spending imaginative brain power rendering in loving detail? Not really. But a careful repositioning to bolster the front rank, or diving away from a lumbering beast, or a steady advance toward the chieftain with deliberate steps bristling with murderous intent—those are worth time imagining.So don't sweat the truly small stuff—feet and ranges and positioning in general and some kind of "mental grid". Those are just useful rules of thumb for making reasonable judgements about how people can move around, and trying to re-create the grid in your head is a waste of effort and defeats the purpose.
GM Keante |
That's okay, Aipaca, thanks for the heads up!
"Well, where I come from, Dragons are a revered and mystic creature, believed to represent the final achievement of self-perfection."
Bahaha I'm looking forward to when Rick sees Estria transform into a dragon.
GM Keante |
Oh! I should clarify: we're doing group or block initiative, whatever it's called. Individuals don't need to go in order, you're all up now because you all beat the enemies' initiative.
I can't imagine doing the normal individual order in PBP (ugh!).
Estria, Scholar of the Ancients |
Yeah, anything but block initiative is a mess. XD Maybe - maaaaaaybe - if you had some kind of notification system for things where people could post the next in line, but even that's too liable to break down if someone forgets.