The Forgotten God (private) (Inactive)

Game Master Whack-a-Rogue

Rhoswen's Palace


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Much appreciated. I'll fill you in when my project is a bit further along. :-)


Posted to all my games
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My work schedule changed, and my gaming availability has decreased significantly. To reduce my stress level and prevent burnout, I'll be reducing my posting activity until things get a bit less hectic. Don't worry - I'm not going anywhere. I'll just be updating things every couple days instead of my current rate. I'll still be able to check in and make short posts regularly, but my long plot-advancing updates will be a bit less frequent.


Note: this has nothing to do with Forgotten God
------------------------------
I'm finding myself having a progressively harder time feeling motivated to post in quite a few of my campaigns. I'm pretty sure this is a combination of physical fatigue due to work and the beginnings of GM burnout. I love Pathfinder and find it very therapeutic, so this change is quite disconcerting to me. Have you experienced something similar, and if so, how did you get your mojo back?


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

I try to go for a nice balance in my posting schedule - usually no more than one post a day per-game, and generally at a set time each day, so it's part of my routine. As a GM, I also look for ways to improve my own fun, usually through things like inserting favored characters I've made as background NPCs or doing thought experiments.

I've also noticed that real life tends to have a disproportionate impact on how I feel when I'm gaming. Once things settle down with your work, I suspect your mojo will come back on its own.


I believe that's definitely a contributing factor. My work schedule changed drastically, so my normal posting schedule got thrown out the window. Combined with the 5am wake-up and the 65mile drive, I'm coming home quite fatigued as well. I've retired a few of my other campaigns and am working to set up a new routine. My wife and I are going on a cruise next week, and the break should do me some good as well. Thanks for the input. :-)


Announcement:
Since Ultimate Intrigue is now available to subscribers, I'm letting everyone know that I'm not allowing it AT ALL for the time being. When it shows up on the Archives, that might change, but after that playtest, I don't want the book anywhere near my tables.


Completely Unrelated Update
Remember a couple months ago, I asked for iconic monsters/spells for a secret project? I can finally explain what's going on. :-) I've been working on designing a new Base Class: the Tattoo Mage. I've wanted a way to play Xmen's Ink, and the Varisian Sorcerer archetype wasn't doing it for me.

Instead of spells, Tattoo Mages gain iconic tattoos that are the source of their powers. I've included a few examples below.

Sample Tattoos:
Bloody Rose
- Level One: As a standard action, you may touch an adjacent ally and sacrifice any number of your Hit Points (up to your total HP). Your ally restores an equal number of Hit Points. This ability cannot be used to heal someone over half their total HP.
- Level Four: Whenever you use this ability, your ally restores Hit Points equal to 1.5x the HP you sacrificed.
- Level Eight: The number of restored Hit Points increases to 2x the HP you sacrificed.

Harpy
- You gain the fascinate bardic performance, counting your class level as your effective Bard level for this purpose. You can use this ability for a number of rounds per day equal to your level + your CHA mod.

Shark
- Gain a Swim speed equal to your base land speed. When completely submerged in water, you can detect bleeding creatures in the same body of water as if using Scent.

Wings
- Level One: at-will feather fall; may move 5ft laterally for every 20ft fallen
- Level Four: at-will levitate
- Level Eight: gain a fly speed equal to your base land speed

Zombie
- Gain the Diehard feat. In addition, whenever you are below 0 HP, gain DR 2/slashing. This DR increases by 2 at 5th Level and at every five levels thereafter. At 6th Level, gain the Deathless Initiate feat. At 11th Level, gain the Deathless Master feat.

While it's far from done, I'm only a few class features away from an alpha version of the class. If you want to take a look at it, let me know. :-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

A fairly simple and straightforward level, all considered. XD The biggest thing is probably getting her first iterative attack (although she gets none with her off-hand until I pick up Improved TWF), and Twin Blades gives her a boost when she full attacks with both ends of her staff. She's also picking up Broad Study as her Magus Arcana, which'll let her use Cleric spells for Spell Combat and Spellstrike. ^^

And I put a fair number of skill points into Sense Motive because I feel like everybody's about to start lying to me. XD Besides, I feel like deities would be good at telling when others are lying to them, or at least not telling the whole truth.

Levelup Summary:

Levels:
Cleric 6
Fighter 5
Magus 6

HP: +19 (+15 HD, +4 CON)

FCB: +1 Skill Point

Cleric Acquisitions:
-Extra spells

Fighter Acquisitions:
-Class Ability: Twin Blades +1

Magus Acquisitions:
-Extra Spells
-Magus Arcana: Broad Study (Cleric)

Skills:
+1 Diplomacy
+1 Intimidate
+1 Know (Religion)
+1 Perception
+1 Perform (Sing)
+4 Sense Motive
+1 Spellcraft


Looks good. :-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

*Looks at the Illuminator's Handbook and snickers*


If Iris wants to switch to spherecasting, that's always an option. ;-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

*Rubs chin thoughtfully* You know, maybe I should build her as a Sphere Cleric... I mean, I still have Vancian stuff from her Magus side (and that's most of her 'combat' magic), and truthfully, her Staff has a lot of the utility she needs. Gimme a bit, and I'll see if I can throw a build together. Now, what do I want to do...

(That wasn't why I snickered, though. Take a look at the Special Thanks section.)


*chuckles*

A rebuild is up to you. *Spoiler* I've been planning to give her Recharge Magic for her next Divine Power, but aren't you experimenting with that in a different game now? Up to you. :-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Yeah, I *did* want to try that... and sadly, I'm not experimenting with it elsewhere. I tried, I really did, but the GM vanished on me just after starting. Twice. XD;

Fortunately, I wasn't planning to go Sphere Magus, so Recharge Magic would still work for her. (And I could experiment with a Spherecasting version of it, too... which wouldn't be bad at all...)


*taps chin* That could work. I'm sure we can work out something an equivalent spherecasting version if we put our heads together. The recharge magic system's a little too convoluted for me, but I figure you have a good understanding of it, and you've been really good at not abusing anything thus far (Deep Magic has a LOT of abuse potential), so I trust you.

That's too bad regarding that other game. I remember seeing your original request thread and had really hoped it would work out for you. :-(


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

As a rough version, powers without Spell Point costs could be used freely, as they currently are, unless the Sphere is on cooldown. Anything that incurs a spell point cost would trigger a cooldown on that Sphere... maybe 1d3 rounds per-point that would have been spent? (So, for example, you could fling normal Destructive Blasts all you wanted... but if you wanted to do the higher-damage version, you'd trigger a cooldown and be unable to use any Destructive Blasts for a bit, forcing you to do something else instead of spamming the same power.) Sphere spells that are similar to Vancian spells with specific cooldown times would use those times.

(Those with long recharge times are, broadly speaking: Enchantments and Mind Control, Creation, Divination, Illusion, permanent Trap-like things, and any powers similar to those. Basically, if you could to anything really ridiculous by spamming it, it should have a long recharge time. XD It's a high-power variant, but not that high.)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

And here's what I came up with. XD I ultimately decided to flip over to Incanter because Sphere Cleric just didn't match my ideas for her. Went for Destruction, Life, Light, Telekinesis (planning to get Flight later), and Warp (...it's a deity thing...), and since I wasn't really sure what else to spend talents on, I put the rest into Conjuration. XD

The idea here is that Iris was once served by an Emyprean Paragon Angel, but when she was lost, her angelic champion was as well. Iris doesn't really believe in having limits... so she's partially reconstructed her old friend from the energy that was simply floating around the celestial realms, and now Sorathel is able to appear and fight by her side when necessary.

...Notably, Iris is actually stronger in melee combat, but the occasional battle companion probably won't hurt. XD

Iris, Spherecasting Version:
Iris (Cleric)
Female advanced aasimar incanter 6/Champion 2 (Pathfinder RPG Advanced Class Guide 91, Pathfinder RPG Bestiary 7, 288)
NG Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +14
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Defense
--------------------
AC 24, touch 17, flat-footed 19 (+5 armor, +5 Dex, +2 natural, +2 untyped bonus)
hp 74 (6d6+34)
Fort +10, Ref +11, Will +15; +2 trait bonus vs. charm and compulson
Defensive Abilities hard to kill
Weaknesses aligned combatant, focus casting, personal warp
--------------------
Offense
--------------------
Speed 70 ft.
Melee destructive blast +8 touch (3d6) or
. . staff of sacred light +10 (1d6+7 plus 2d6 vs. evil) or
. . staff of sacred light +6 (1d6+5 plus 2d6 vs. evil), staff of sacred light +2 (1d6+3 plus 2d6 vs. evil)
Special Attacks inspired spell[MA], mythic power (7/day, surge +1d6), sun's blessing, wild arcana[MA]
--------------------
Statistics
--------------------
Str 18, Dex 20, Con 18, Int 20, Wis 22, Cha 20
Base Atk +4; CMB +8; CMD 25
Feats Consecrate Spell, Dual Path[M], Eschew Materials, Extra Magic Talent, Extra Magic Talent, Weapon Focus (quarterstaff)
Traits birthmark, focused mind, reactionary
Skills Acrobatics +15 (+31 to jump), Appraise +9, Climb +5, Diplomacy +13, Disable Device +5, Escape Artist +6, Fly +10, Handle Animal +6, Heal +7, Intimidate +6, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +10, Linguistics +10, Perception +14, Perform (sing) +11, Ride +6, Sense Motive +12, Spellcraft +14, Survival +7, Swim +5, Use Magic Device +6; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Sylvan, Thassilonian
SQ agile feet (9/day), amazing initiative, armored companion (form), battle creature (form), bound light (light), casting, cleric domains (divine[APG], sun, travel), cure, destructive blast, display of charisma[MA], divine vessel, enduring armor[MA], exalted resistance, extended range, glow, impossible speed[MA], invigorate, legendary item[MA], legendary power, legendary surge, mythic bond, powerful companion (form), restore, returning, shield bearer (form), skillful companion (form), specializations (cleric domain, cleric domain), summon, telekinesis, teleport, unseeing teleport, willful companion (form)
Other Gear staff of sacred light, boots of elvenkind, sunrod (6), trail rations (2)
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Special Abilities
--------------------
Agile Feet (9/day) (Su) For 1 rd, you ignore difficult terrain.
Aligned Combatant (Good) Your destructive blast deals full damage only to creatures of your opposed alignment
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Casting (CL 6, Wisdom) You can cast sphere effects.
Conjuration: Armored Companion (Companion) Companion gains +2 armor bonus, +1/odd HD
Conjuration: Battle Creature (Companion) Companion gains weapon proficiencies
Conjuration: Powerful Companion (Companion) Companion gains +2 STR, +1 per 2 HD
Conjuration: Shield Bearer (Companion) Companion gains shield proficiency
Conjuration: Skillful Companion (Companion) Companion gains +3 INT and +1 skill point/HD
Conjuration: Summon Summon a creature that follows your commands
Conjuration: Willful Companion (Companion) Companion gains +2 WIS, +1 per 2 HD, can roll Will saves twice
Consecrate Spell Spell is maximized against evil creatures and creatures with the evil subtype.
Darkvision (60 feet) You can see in the dark (black and white only).
Destruction: Destructive Blast (No Blast Type) 3d6 Ranged or melee touch attack deals 3d6 damage
Destruction: Extended Range Increase the range of your destructive blast
Display of Charisma (Su) As a free action, use 1 power for +20 to a Cha skill or check.
Divine Vessel (9/day) (Su) Whenever you are the target of a Divine spell, allies within 15' gain +2 on their next attack roll, skill check or ability check.
Enduring Armor +5 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Exalted Resistance (11) You have spell resistance 11 vs. evil spells, or any spell cast by evil outsiders.
Focus Casting (DC 23) You must make a concentration check to use magic without your focus item
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Impossible Speed (+20 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Incanter Domain (Divine)
Incanter Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Incanter Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Concentration Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Life: Cure 1d8+6 Heal a target for 1d8+6 hit points
Life: Invigorate (Up to 6 temp HP) Grant up to 6 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Light: Bound Light Your glow can entangle and stagger creatures in its area of effect
Light: Glow Cause an object or creature to shed light
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Personal Warp You may only teleport yourself
Returning (Same Plane) The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can
Sun's Blessing (Su) +6 to channel damage vs. undead and they don't get channel resistance.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Telekinesis: Telekinesis (Small, Speed 25 ft) You can move objects and creatures with your mind, with several applications
Warp: Teleport You can teleport yourself as a standard action
Warp: Unseeing Teleport Teleport without line of sight
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

Sorathel:
Sorathel

Appearance

Bipedal companion
NG Medium outsider
Init +1; Senses Perception +10
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Defense
--------------------
AC 21, touch 11, flat-footed 20 (+4 armor, +1 Dex, +4 natural, +2 shield)
hp 60 (5d10+10)
Fort +6, Ref +2, Will +6 (Can roll twice and take the better result. If another ability already allows rolling twice, may instead roll three times., +4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 longsword +9 (1d8+16/19-20) or
. . 2 slams +3 (1d4+4)
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 14, Int 10, Wis 14, Cha 11
Base Atk +5; CMB +8; CMD 21
Feats Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Diplomacy +5, Fly +7, Intimidate +8, Perception +10
SQ armored companion (form), battle creature (form), battle creature (form), casting, devotion, powerful companion (form), shield bearer (form), skillful companion (form), willful companion (form)
Other Gear +1 buckler, +1 longsword
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Special Abilities
--------------------
Armored Companion (form) Companion gains +2 armor bonus, +1/odd HD
Battle Creature (form) (+1 enh.) Companion gains weapon proficiencies
Battle Creature (form) (+1 enh.) Companion gains weapon proficiencies
Casting (CL 1, Wisdom) You can cast sphere effects.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Powerful Companion (form) Companion gains +2 STR, +1 per 2 HD
Shield Bearer (form) (+1 enh.) Companion gains shield proficiency
Skillful Companion (form, Intimidate, Perception) Companion gains +3 INT and +1 skill point/HD
Willful Companion (form) Companion gains +2 WIS, +1 per 2 HD, can roll Will saves twice


On a quick glance-over, that looks fine. Don't forget that Iris actually has THREE Domains at the moment, as Sun was granted through a Divine Ability. Speaking of that ... I believe I neglected to tell you that Sun is an Exalted Domain. If you don't have the PDF, I'll get you the information tomorrow.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

I don't have that PDF. XD And don't worry, I didn't forget about the domains. (She does have the three there, and I got it to work in Hero Lab so she only "paid" for the two of them.)

Also, I'm not actually switching her over until/unless you give the okay, juuuust to be sure. XD


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

*Notices* Wait, I think I need to make a few tweaks. I meant to grab the talents that'd let Sorathel stay out as-needed. *Goes to hammer that out*

Okay - swapped Telekinesis (which I just wanted for Flight, and can get later) and Willful Companion for Greater Summoning and Lingering Companion.


To paraphrase, Exalted Domains are more powerful versions of a regular Cleric Domain. In a standard game, Clerics can choose between two standard Domains or a single Exalted Domain. In addition to their granted powers, Clerics with an Exalted Domain can spontaneously channel domain spells in addition to the standard cure/inflict spells.

Sun Domain
Exalted Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level +2 to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Improved Channel (Ex): At 4th level, you gain Improved Channel as a bonus feat.
Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.
Sun Spell Mastery (Sp): At 12th level, add +2 to the effective caster level of all spells you cast with the light descriptor. Add an additional +1 for every 4 additional cleric levels thereafter.


I'm fine with the rebuild, by the way. Go ahead and make the switch. :-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Aaaaand how would you like those to interact with Spherecasting, especially given that she doesn't actually have channeled energy anymore? Spend a spell point to cast a domain spell, maybe?


You didn't pick up the Channel Energy Incanter specialization? Doing so would still leave you a couple bonus feats.

The higher-level spells should probably have a higher SP cost. Maybe spend SP equal to 1/3 the equivalent spell level. Or we could make domain spells 1/day SLAs.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Domains (Travel and Divine) are 1 specialization point each, and Channel Energy is another 2, so there wouldn't have been much left. XD; I thought the Feats (and usually Talents) would be more helpful overall. Fortunately, I'm not worried about one or two abilities that don't really work for her. She's a Tristalt - she's got powers for days anyway, and I prefer building for theme instead of power. XD

1/day SLA's would probably be fine (and just for her Exalted Domain, I think). That will actually tie in rather nicely with Divine Source, which lets her use SLA's for other Domains, and that should work out pretty well in general. Lemme just get this profile updated...


That's exactly what I'd been thinking. XD


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

All right, here's a draft of the Recharge Magic rules for Spherecasting. Mind going over it when you have some time? XD

Recharge Sphere Magic Rules (Beta)

Recharge Sphere Magic is a variant rule system for Spheres of Power, modifying the character's pool of Spell Points. Any action that would normally require the use of a spell point instead triggers a Cooldown for that Sphere. During a Cooldown, only that Sphere's basic ability(s) can be used - the effects of all additional Talents in that Sphere, including those that are normally passive, are unavailable. (The exception to this is powers that are normally permanent, such as Form talents in the Conjuration sphere.) Using a Sphere's base power never incurs a cooldown unless you'd normally have to spend a spell point (like the Create power of the Creation sphere, which incurs a cooldown for itself). Any restrictions a Sphere already has, such as not being able to use a power on a target more than once a day, remain in force.

If the use of a spell would normally cost more than one spell point, the recharge time is multiplied by the number of spell points that would have been spent. For example, if a Destructive Blast costing two spell points was cast at the highest caster level, it would incur a cooldown of 2d4+2 rounds on the Destruction Sphere.

As in the base system, it is possible to "undercast" a spell by not using it at the maximum level. Under the Recharge Sphere Magic rules, doing this will reduce the cooldown time once certain milestones are reached. This is meant to encourage characters to avoid casting at their maximum caster level all the time - or if they do, to force them to do different things and so avoid "spamming" any ability that's particularly effective.

If Advanced talents are permitted, their use adds an additional multiplier to the cooldown (this is in addition to any spell points normally required).

Caster Level = General Recharge Time
Highest Possible = 1d4+1 rounds
Highest minus 2 = 1d4+1 rounds
Highest minus 4 = 1d4 rounds
Highest minus 6 = 1d4 rounds
Highest minus 8 = 1d3 rounds
Highest minus 10 = 1d3 rounds
Highest minus 12 = 1 round
Highest minus 14 = 1 round
Highest minus 16 = 0 rounds (No Cooldown)

Additional Rules:
-Some Sphere powers are not meaningfully affected by Caster Level. For this system, such powers are always assumed to be cast at the highest Caster Level.

-Many spherecasters take advantage of the Drawback system. This normally allows them to acquire extra spell points, but in the Recharge Magic system, characters cannot raise their number of spell points. Instead, for each drawback a character takes (or any time a character would normally gain bonus spell points, such as through the Extra Spell Points feat, but not from leveling or raising their casting ability modifier), they may select two different Spheres and treat their Caster Level as two lower for determining the length of the recharge. This can reduce the recharge time for that Sphere. As in the base system, characters may select Boons in place of the benefit they would normally receive for taking Drawbacks.
--Sphere-specific Drawbacks, which grant extra talents, are unaffected.

-It is impractical to try and predict every combination of abilities, especially because options like Dual Feats and Spellcrafting allow for almost limitless combinations. In general, however, you should keep the following in mind:
• Combat spells (such as the Destruction sphere, or parts of the Protection sphere) and short-duration powers (those that can last 1 round per-level by spending a spell point) typically follow the general recharge time table.
• Non-Combat spells with longer durations tend to have specific recharge times, rather than following the table. The longer it normally lasts, the longer the specific recharge should be. A specific recharge does not affect the Sphere as a whole, but does restrict repeated castings of that particular power. Compare to the list of spells at http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm and see what cooldown best matches the Sphere in question. Players are encouraged to do this themselves and explain their reasoning to the GM, who can either accept those submissions or decide on a different cooldown. As always, the GM's decision on this is final.
• Many mind-affecting abilities (particularly from the Mind Sphere) should have specific recharge times ranging from 30 minutes to 12 hours. This is meant to stop characters from mind-controlling everyone they meet. GMs may, at their discretion, use general recharge times for combat to help characters perform like they normally could, but should sharply cap out-of-combat use.
• Divination powers that can gather information (such as the Divine Information spell from the Divination school) should have a specific recharge time of around 6 hours. This helps to prevent their abuse by curious characters.
• Powerful illusions and any "trap" type spells tend to have specific recharge times of 12 hours to 1 day. The same applies for any major creations.

-Finally, characters in this system retain a pool of energy equal to one-quarter the number of spell points they would normally have (rounded down, with a minimum of 2). These points can be spent any time a spell point cost would normally trigger a cooldown, removing the cooldown that would normally have been incurred. For example, if a spell would normally cost two spell points and trigger the cooldown twice, a character could pay two points from their pool to totally remove the cooldown, or pay one point to halve the cooldown. The cooldown triggered by using an Advanced Talent is not based on spell point costs and cannot be avoided by spending a point from the pool.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

So, uh... any thoughts on these rules yet?


Sorry about the delay; the Discussion tab never indicated there was a new post. :-( The conversion looks fine, and we can always tweak them if necessary once Iris actually starts using them. I'm not anticipating any problems, as you'll most likely be sticking with the short duration powers for the most part. I haven't seen any signs that Iris enjoys illusions and mind control, after all. ;-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

That seems to happen most often when people haven't posted in the thread for awhile. I'll blame the system. XD

...And yeah, Iris isn't very big on either of those. She might do illusions for entertainment, like making a stage look like a forest glen or something, but she's fundamentally more of a "banish the lies" type. XD And she doesn't like mind control at all. Those things were mentioned in the original rules, though, and I wanted to make the rules drafted here as character-neutral as possible. After all, if Astoroth's going to use them, too... XD


I'm visiting family over the weekend, so Gameplay updates will be delayed until Monday/Tuesday.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Levelup Summary:

Levels:
Fighter 6
Incanter 7
Magus 7

HP: 15 HD + 4 Con
FCB: +1 Skill Point

Feat: Piercing Spell

Fighter Additions:
Bravery +2
Bonus Combat Feat: Improved Two-Weapon Fighting

Incanter Additions:
Talent: Encompassing Light
Talent: Revealing Light

Magus Additions:
Knowledge Pool
Quarterstaff Defense
3rd-level spells

Skills:
Diplomacy +1
Know (Geog) +1
Linguistics +4 (Elemental Tongues)
Perception +1
Perform (Sing) +1
Sense Motive +1
Spellcraft +1

Other:
Recharge Magic (Magus)
Recharge Sphere Magic (Incanter)
Staff of Sacred Light: 4th-Level Spells

Sorathel gets a bit better. XD Most notably, she adds an enhancement bonus to both her sword and her shield.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Oh hey, Iris' least-liked Sphere book just came out. XD


*NOTE*
Bones 3 minis arrived today, so I'll be taking a brief hiatus to organize and catalogue them. I'll be back to posting this weekend.


Just got back from visiting family. Will update tomorrow.

-Posted with Wayfinder


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

All right, here's an abbreviated version of what I finally settled on. XD Notably, I switched Magus over to Mageknight, and Fighter to Conscript. Iris picked up training in Dual Wielding (obviously), Duelist, and Guardian. She also switched around her magic talents, as discussed.

Incidentally, as a Warrior of Holy Light, she now has Channel Energy and can make use of the earlier power affecting it. XD Mythic improvements include Divine Source (mandatory), Interplanar Prestige, and exchanging the mythic feat for Legendary Item (2), transforming Iris' staff into a Minor Artifact.

Magic-wise, she lost Conjuration, and gained a lot of Light talents instead. Just for fun, I nabbed a bit of Weather (what kind of goddess can't create dramatic winds and whatnot on-demand?), as well as some nice Life stuff. She'll probably be making fewer staff attacks now, but can channel Destructive Blasts through said staff.

Spoiler:
Iris
Female advanced aasimar conscript 7/incanter 8/mageknight (warrior of holy light) 8/gestalt 8/Champion 3 (Pathfinder RPG Bestiary 7, 288)
NG Medium outsider (native)
Init +10; Senses darkvision 60 ft.; Perception +16
Aura nimbus of light (30 ft., 8 rounds/day)
--------------------
Defense
--------------------
AC 25, touch 17, flat-footed 20 (+6 armor, +5 Dex, +2 natural, +2 untyped bonus; +2 deflection vs. evil)
hp 167 (8d10+47)
Fort +16, Ref +17, Will +18; +2 trait bonus vs. charm and compulsion; +2 resistance vs. evil
Defensive Abilities hard to kill, stalwart
Weaknesses focus casting, magical signs, personal warp
--------------------
Offense
--------------------
Speed 80 ft.
Melee destructive blast +12 touch (5d6) or
. . staff of sacred light +14/+9 (2d6+10/19-20 plus 2d6 vs. evil) or
. . staff of sacred light +10/+5 (2d6+8/19-20 plus 2d6 vs. evil), staff of sacred light +6 (2d6+6/19-20 plus 2d6 vs. evil)
Special Attacks channel positive energy 4/day (DC 19, 4d6), inspired spell[MA], luminous smite, marked, mythic power (9/day, surge +1d6), sun's blessing, wild arcana[MA]
Domain Spell-Like Abilities (CL 8th; concentration +15)
. . At will・dimensional hop (80 feet/day)
. . 1/day・dispelling touch
--------------------
Statistics
--------------------
Str 18, Dex 20, Con 18, Int 20, Wis 22, Cha 21
Base Atk +8; CMB +12; CMD 29
Feats Combat Casting, Consecrate Spell, Dual Path[M], Extra Magic Talent, Extra Path Ability[M], Martial Focus, Melee Blaster, Piercing Spell[UM], Power Attack, Quarterstaff Master[UM], Solar Spell, Staff Technique, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff)
Traits birthmark, focused mind, reactionary
Skills Acrobatics +14 (+34 to jump), Appraise +10, Climb +8, Diplomacy +18 (+19 against outsiders with an alignment subtype that matches at least one portion of your alignment), Disable Device +5, Escape Artist +6, Fly +10, Handle Animal +10, Heal +7, Intimidate +6 (+7 against outsiders with an alignment subtype that opposes at least one portion of your alignment), Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +10, Linguistics +14, Perception +16, Perform (sing) +13, Ride +9, Sense Motive +14, Sleight of Hand +6, Spellcraft +16, Survival +10, Swim +8, Use Magic Device +6; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Aquan, Auran, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Ignan, Sylvan, Terran, Thassilonian
SQ agile feet (9/day), amazing initiative, area glow, blinding light, bound light, casting, cleric domains (divine[APG], sun, travel), control weather, cure, daylight, delayed damage pool (40), destructive blast, display of charisma[MA], divine source[MA], divine vessel, du: blooded strike (+3 bleed), du: debilitating injures (bleed) (-3), du: defensive slice, dual wielding sphere, duelist sphere, dw: balanced blows, dw: cyclone cut, dw: defensive whirl (-2), dw: dual attack, dw: focusing defense (+1), dw: mercurial flow, encompassing light, enduring armor[MA], energy blade, equipment: critical genius, exalted resistance[ARG], glow, greater healing, gu: cold iron call, gu: durable, gu: greater delayed damage x2, gu: patrol, guardian sphere, hypnotic pattern, impossible speed[MA], interplanar prestige, invigorate, lay on hands 9/day (4d6), legendary item[MA], legendary item[MA], legendary power, legendary surge, light in the darkness, light talent (area glow), mystic combat ability (penetrating blow), mythic bond, radiant blast, recuperation, restore, resuscitate, returning, revealing light, revitalize (Fast Healing 3), self-renewal, severe weather, specializations (cleric domain, cleric domain), teleport, unseeing teleport
Combat Gear (Spherestaff) Staff of Sacred Light; Other Gear staff of sacred light, amulet of hidden light[ARG], bag of endless holding, boots of striding and springing, cloak of resistance +2, golembane scarab, necklace of adaptation, swarmbane clasp[UE], sunrod (6), trail rations (2)
--------------------
Special Abilities
--------------------
Agile Feet (9/day) (Su) For 1 rd, you ignore difficult terrain.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Casting (CL 8, MSB +16, MSD 27, Concentration +22, DC 20) You can cast sphere effects.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Consecrate Spell Spell is maximized against evil creatures and creatures with the evil subtype.
Darkvision (60 feet) You can see in the dark (black and white only).
Delayed Damage Pool (40) (Ex) You have a Delayed Damage Pool. (See the Guardian Sphere)
Destruction: Destructive Blast 5d6 Ranged or melee touch attack deals 5d6 damage
Destruction: Energy Blade Add your destructive blast to a weapon attack
Destruction: Radiant Blast (DC 21) Destructive Blast deals untyped damage (d4's, d8's vs undead) and can force target to treat others as if they had concealment for 1 rd
Dimensional Hop (16 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Dispelling Touch (1/day) (Sp) As a standard action, melee touch affects foe with targetted dispel magic.
Display of Charisma (Su) As a free action, use 1 power for +20 to a Cha skill or check.
Divine Source (2 domains) (Su) You can grant divine spells to those who follow your cause.
Divine Vessel (9/day) (Su) Whenever you are the target of a Divine spell, allies within 15' gain +2 on their next attack roll, skill check or ability check.
Du: Blooded Strike (+3 bleed) (Ex) Whenever you use the attack action or an attack of opportunity to attack or disarm a creature, you deal an additional 1 point of bleed damage to the target on a successful attempt, +1 for every 4 points of base attack bonus you possess; this stacks w
Du: Debilitating Injures (Bleed) (-3) (Ex) Whenever you deal bleed damage to a creature, you may cause them to take a penalty on all weapon attack rolls equal to the amount of bonus bleed damage granted to you by blooded strike for as long as the bleed is in effect. Any healing or other abili
Du: Defensive Slice (Ex) When a ranged attack is made against you or a creature within your reach (except for unusually massive ranged weapons and ranged attacks generated by spell effects), you may cut the weapon (or ammunition) out of the air, deflecting the attack so the
Dual Wielding Sphere (Ex) Dual wielders train in ambidextrous techniques that allow them to wield double weapons or two weapons simultaneously. Whether blending sword and dagger or spinning a double-bladed sword through a dazzling attack routine, few warriors are as awesome t
Duelist Sphere (Ex) Training in the Duelist combat sphere teaches a practitioner techniques for prevailing in single combat, disarming a foe or taking control of their weapon while whittling away at them one knick at a time. You gain the following ability: Blooded Strik
DW: Balanced Blows (Ex) Reduce the penalties for attacking with your dual attack ability by 1/2 (minimum -1).
DW: Cyclone Cut (Ex) While wielding two weapons, as a standard action you expend your martial focus to twirl the two weapons with enough force to create a damaging cyclone of air. Each creature within 10 ft. of you must takes damage equal to your weapon damage for both y
DW: Defensive Whirl (-2) (Ex) Whenever you use an attack action and successfully strike a single creature with both your main-hand and off-hand weapons, that creature takes a -1 penalty to all attack rolls against you for 1 round. For every 5 points of base attack bonus you posse
DW: Dual Attack (Ex) Whenever you make an attack action with a light or one-handed weapon, you can make an additional attack with a light or one-handed weapon held in your off-hand, though both attacks take a -2 penalty on their attack rolls when doing so; only your init
DW: Focusing Defense (+1) (Ex) You may spend a move action to regain your martial focus and gain a +1 circumstance bonus to your AC and CMD for 1 round. At +10 base attack bonus, this bonus increases to +2.
DW: Mercurial Flow (Ex) You deal your full Strength modifier to damage on attacks made with your off-hand attack instead of half. You may treat off-hand attacks as though they were made with your main hand for the purpose of Power Attack or similar abilities. Associated Fea
Enduring Armor +6 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Equipment: Critical Genius (Ex) You may select 1 weapon with which you are proficient (including unarmed strike), treating that weapon as though its critical threat range was 19-20 (unless it would be higher) and its critical multiplier as though it was x2 (even if it would normall
Exalted Resistance (13) You have spell resistance 13 vs. evil spells, or any spell cast by evil outsiders.
Focus Casting (DC 24) You must make a concentration check to use magic without your focus item
Gu: Cold Iron Call (Ex) When targeted by a spell or spell-like ability, you may delay the onset of its effects until the end of your next turn as if it were damage. Each effect is treated as if it were an amount of hit point damage equal to its caster level for the purpose
Gu: Durable (Ex) When targeted by a natural, extraordinary or supernatural ability that inflicts ability damage, ability drain, disease, negative levels, poison or any of the following conditions: (blinded, confused, cowering, dazed, dazzled, entangled, exhausted, fa
Gu: Greater Delayed Damage x2 (Ex) The size of your delayed damage pool increases by +1 per point of base attack bonus you possess. You may take this talent twice; the effects stack.
Gu: Patrol (Ex) As long as you have martial focus, as a full-round action you may increase your threatened area by 5 ft., +5 ft. for every 4 points of base attack bonus you possess. This increased threatened area is applied after the effects of the reach weapon spec
Guardian Sphere (Ex) Guardians specialize in protecting their allies and drawing the ire of their enemies.

You gain a delayed damage pool equal to your 3 x your base attack bonus. When you receive damage, as part of taking the damage you may redirect all or part of it t
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Impossible Speed (+30 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Incanter Domain (Divine)
Incanter Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Incanter Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Interplanar Prestige (Ex, Sp) Your mighty accomplishments have drawn the notice of creatures beyond your home plane. You gain a bonus equal to half your mythic tier on Diplomacy checks against outsiders with an alignment subtype that matches at least one portion of your alignment
Lay on Hands (4d6 hit points, 9/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Concentration Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Life: Cure 1d8+24 (DC 20) Heal a target
Life: Greater Healing (2) Your cure heals 1 additional HP per caster level
Life: Invigorate (Up to 8 temp HP) Grant up to 8 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Resuscitate Cure or invigorate creatures who died within the last round
Life: Revitalize (Fast Healing 3) Cure can grant the target Fast Healing instead of healing normally
Life: Self-Renewal You can cure or restore yourself as a swift action
Light in the darkness Gain the Light Sphere, or a bonus talent from that sphere
Light: Area Glow Cause all creatures an objects in an area to glow
Light: Blinding Light Your glow can dazzle or blind creatures in its area of effect
Light: Bound Light (DC 21) Your glow can entangle and stagger creatures in its area of effect
Light: Daylight Your glow can shed bright light for miles
Light: Encompassing Light (2 sizes larger) Your glow causes the target to act as if it were a larger size
Light: Glow Cause an object or creature to shed light
Light: Hypnotic Pattern (DC 21) Your glow can fascinate creatures in its area of effect
Light: Revealing Light Your glow can reveal invisible creatures and objects
Luminous Smite +5/+4 (- custom / magic weapon -, - custom / magic weapon -) (Su) When causing a weapon to emit light, empower it against evil creatures
Mageknight Channel Positive Energy 4d6 (4/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Magical Signs Your use of magic is obvious to all observers
Marked -2/+2 (Su) As a swift action, mark a target you damaged with a weapon to give them -2 vs your magic and yourself +2 vs theirs
Martial Focus (Double Weapons) You have honed your skills with a group of related weapons.

Prerequisite: Base attack bonus +5.

Benefit: Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus
Melee Blaster Melee attacks with destructive blast do not provoke AoO
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Nimbus of Light (30 ft., 8 rounds/day) (Su) As a standard action, 30 ft. aura of daylight deals 8 dam to undead each rd and dispels [Darkness] spells.
Penetrating Blow (Su) Spend 1 SP as a swift action to make all attacks as touch attacks for your turn
Personal Warp You may only teleport yourself
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quarterstaff Master Use a quarterstaff one-handed
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Returning (Same Plane) The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can
Solar Spell Light spell dazzles creatures and deals extra damage and extra effects against oozes, fungal, shadow, and undead creatures. +1 Level.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Sun's Blessing (Su) +8 to channel damage vs. undead and they don't get channel resistance.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Warp: Teleport You can teleport yourself as a standard action
Warp: Unseeing Teleport Teleport without line of sight
Weather: Control Weather (Severity 4) You can change the temperature, precipitation, and wind in an area
Weather: Severe Weather You can increase your control weather severity for an additional spell point
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).


No more Sorathel? :-(

Everything looks good, by the way. Gaining a bunch of Light talents is definitely appropriate. After all, up to now, the combat potential of the Light sphere has definitely been overshadowed by the "bash enemies with a quarterstaff extremely rapidly" school of thought. XD


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Thematically, I'm thinking Sorathel got sent on up to Iris' domain to start reclaiming the place, allowing Iris to invest her energies elsewhere.

And yeah, quarterstaff blows were the focus for awhile - you can't often end fights just by debuffing foes, after all! Hence becoming a blender anytime foes engaged in melee. And with Cyclone Cut, I can plausibly fight groups of enemies.

But her staff's started to come into its own, too. XD Banishment for outsiders and summons, smites to hit groups at range... fun stuff all around.


ORGANIZATION RULES
As this is from the 'Way of the Wicked' AP, it's going to take some modifying, but I think the base system has potential. I'll summarize it below, and you can help me tweak it (you're better with that sort of thing XD). Once you're established (and higher level), I think the Godbound rules will fit better, but I'm pretty flexible. I've played around with businesses/organizations during downtime for a couple of my games, but creating a church is new. XD

Ability Scores
- Ruthless (STR)
- Secrecy (DEX)
- Survivability (CON)
- Connections (INT)
- Espionage (WIS)
- Loyalty (CHA)

Scores range from -5 to +10 and begin at 0. When the organization is created, you gain points equal to your CHA modifier to spend increasing the scores (but can't initially raise a score above +4). After that, scores will change whenever you gain a level - and through game effects similar to the Downtime Event system from 'Ultimate Campaign.'

Each week, your organization gains a number of actions. These are generally resolved by rolling 1d20 + appropriate attribute.
------------------------------------------------------------------------
We'll have to adjust a few things to make this work. For starters, most of the attribute names will need to be changed - although Survivability, Loyalty, and possibly Connections should be fine as-is. Also, as this system was originally designed for a criminal organization, most of potential actions will need to be rewritten. After all, I don't really see Iris' worshipers abducting peasants, assassinating enemies, or torturing captives. XD That means, as-written, you're limited to Spread the Word, Gather Information, and Collect Tithes.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Yeah, I figured Godbound's Apotheosis word was pretty good for characters. Churches may need a different system. XD I'll see if I can hammer on things a little later today and try to make it a bit more fitting for this game.


I just had another thought. Legendary Games has a series of expansions on the Kingdom-Building/Downtime rules. Ultimate Rulership/Kingdoms/Battle or something like that. They also have Ultimate Factions that may or may not be exactly what we're looking for. I don't own it, but if it's on sale during Black Friday/Cyber Monday, I'll look into picking it up.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

CHURCH PLANS, DRAFT 1

Spoiler:
Establishing And Strengthening A Church
Churches are complex, widespread organizations - especially those who have spread enough to establish bases in multiple countries. However, churches are not created equally, and many of them focus on different aspects. When you start a church, each of its six attributes begins at 0. You gain a number of points equal to your Charisma Modifier when the church is formed to increase these attributes, and you may lower a score to gain an equal number of points in another attribute. Scores can range from -5 to +10, but may not exceed +4 when the church is first formed. You gain an additional point for your church at each character level, and bonus points at 4th level and every 4 levels thereafter. You are not required to spend all of these points.

For plot reasons, GMs may cap the effective level of a church. For example, if you are level 8, your church may only have points as though you were level 6. When this cap is removed (or adjusted upwards), you immediately gain the maximum number of points you could have and may distribute them immediately. This represents breakthroughs in your church and changing policies.

Note that a low score is not necessarily a bad thing. For example, a church with a low Reaction score may not be quick to adjust, but that can also insulate it from public pressure and help it focus on its primary mission. Similarly, a church with a low Loyalty score may have no interest in expanding or advertising itself, which means it may be overlooked if anti-religious fervor suddenly sweeps the area. At the GM's discretion, a low score may apply a penalty to checks made against a church by an opposing faction whenever it might come into play. To go with the previous example, there might be a penalty on Diplomacy checks made to try and get fanatics to leave a low-Loyalty church.

Guidelines are provided, but the exact nature of each attribute depends on the church and is frequently affected by their patron's personality and views. As a general rule, larger churches can do more with the same score. If two churches with 6 Might fight each other, but one church is ten times larger, the bigger church is probably going to win. The respective sizes and natures of a church should always be considered when they actively oppose each other.

On a similar note, high scores generally mean that more people in and around the church are affected by that attribute, while a negative score means few or no people are affected. As a general guideline...

+10: The church is famous for this attribute. Its actions in this area are widely known (DC 5 Knowledge check), and doing well here occupies a significant amount of the priests' time.
+7: The church is well-known for this attribute (DC 10 Knowledge check) among average people. Maintaining this is considered important by the priests.
+4: The church is known for this attribute (DC 15 Knowledge check) by those who study religion, but not the general public. The priests spend some time doing it.
0: The church places no special emphasis for or against this attribute. It is not known for the associated behaviors and accomplishes them in a normal way.
-2: The church avoids or limits this attribute. If the church is well-known, knowing they avoid it is a DC 12 Knowledge Check.
-5: The church avoids or limits this attribute as much as reasonably possible. If the church is well-known, knowing their behavior in this area is a DC 5 Knowledge check.

Secretive churches and cults add a +5 Difficulty Penalty to the DCs of all Knowledge Checks made to gather information about them.

[u]Might (Strength)[/u]
Might reflects a church's ability to project force in support of its ideals. This may include training Paladins or Warpriests, hiring mercenaries, providing martial training to its members, or any other method of projecting power that the church believes in. Churches with a high Might score tend to be militant and prize martial prowess, promoting battlefield commanders within the faith, while Churches with a negative Might score tend to prefer peaceful resolutions to problems. Note that the ability and willingness to project force is not the same thing as aggression or ruthlessness. This attribute focuses specifically on general combat power, not the church's ability to influence events in other ways.

[u]Reaction (Dexterity)[/u]
Reaction reflects a church's ability to move its power around and adjust to changing situations. This could include moving priests into different areas, altering the chain of command, and responding to other churches that may be challenging it for domination. Churches with a high Reaction score tend to be extremely mobile and flexible, aggressively seizing opportunities and making a major impact in any area they turn their attention to. They also tend to focus on responding to the needs and requests of citizens, often diverting resources to do so. Churches with a negative Reaction score tend to be solid and stable - they may be considered traditionalist or even boring, but the fact that everyone knows what to expect means local governments often settle into a comfortable working relationship.

[u]Durability (Constitution)[/u]
Durability reflects the ability of a church to survive. This takes the form of tithes or other payments from members, support from local governments, security for each church, the ability to hide places of worship from enemies, and partnerships with other churches. A church with a high Durability score can persist in almost any area, whether publicly or under cover. Churches with a negative Durability score tend to be easy to run out of an area, though they may know how to settle in a new area with little difficulty.

[u]Connections (Intelligence)[/u]
Connections cover the ability of a Church to acquire information and meet with local persons of interest. A Church with high a Connections score knows most things going on in the area and can usually find the answer to any ordinary question in short order. They may also have personal relationships with kings, councilors, mayors, or other civic leaders. Churches with a negative Connections score may be insulated from the outside - while this means they can't project influence as well, it also means others find it harder to affect them, and some secretive faiths prefer this.

[u]Miracles (Wisdom)[/u]
Miracles cover the overall divine power granted to members. Almost every Church of meaningful size has several members with strong divine powers, and usually at least one at any official Church, but some Churches have far more higher-level clerics and priests than others. Churches with a high Miracles score have an easier time providing free or low-cost spellcasting services and tend to be known as places where people can go for magical help. Churches with a negative Miracle score rarely cast magic for the benefit of outsiders, and usually only for a price. Many churches use their Miracles to spread their influence and support their goals, and indeed, this is their main way of doing so outside of Might.

[u]Loyalty (Charisma)[/u]
Loyalty reflects the dedication of the church's priests and members. Churches with a high Loyalty score have an easier time growing and its members tend to remain with it even through tough times. Churches with a negative Loyalty score work well enough in normal times, but may crack under pressure and see many members flee during tough times. However, even Churches with very negative Loyalty scores tend to have a few devoted or even fanatical members. Some Churches prefer to remain small and focused, so they expend little or no effort on garnering loyalty outside of their existing membership. To a lesser extent, Loyalty also represents the trust the community has in the Church. Any faith that offers public services (healing, banking, funeral rites, etc.) probably has a medium-to-high Loyalty score.

----

Powers Of Faith

Few churches survive for long if they don't have someone to worship. Some gods (and other targets of worship) don't care about running a church or have only the most minimal involvement. However, those who are serious about running a church gain special abilities designed to help with managing it. These abilities are split into ten levels. Full gods (and similarly powerful entities) immediately get access to all ten levels of power, while mortal creatures are limited by their Mythic Tiers. Being able to provide spells to followers is a vital part of any true church, and the Divine Source mythic ability is the most common way for mortals to do this - which is why most patrons start at Tier 3 or higher.

If you are not using the Mythic system, your GM may change when each new tier of power is accessible.

[u]Tier 1: Know Your Followers[/u]
You always know whether or not a person is a worshiper of yours, though this does not give you automatic insight into their personal feelings. You gain custody of the souls of your worshipers when they die - most deities always have these souls sent to their divine realm, but some have the souls wait or be used for other matters. You may also hear particularly powerful or important prayers from your worshipers.

[u]Tier 2: Receive The Power Of Faith[/u]
You may receive worship from mortal believers in a more direct fashion. Once per day, you may roll twice on any d20 roll and take the better result. You may use this ability after a dice has been rolled, but before the result is given.

[u]Tier 3: Sanctify The Holy Ground[/u]
Your worshipers may sanctify temples and shrines to you. When an area is consecrated in this way, you may choose to perceive anything happening within the consecrated area (though you must intentionally choose to watch). You automatically see through all illusions, disguises, and other attempts to hide. Once per day, you may use any ability you have on any person within the consecrated ground as if you were right next to them (this excludes personal abilities). You may use your abilities more often, but they incur the normal cost.

[u]Tier 3: Punish The Apostates[/u]
You may afflict offending worshipers with a curse appropriate to your divine theme, lasting as long as you like and with any level of severity you choose (including death). However, if another deity accepts the worshiper, the curse is immediately lifted. Note that some deities choose mild curses, such as one instance of idle misfortune, as a warning to stay on the right path. Other deities never choose to punish their followers.

[u]Tier 4: Hear Prayers[/u]
You may hear all the prayers of your faithful, not just those from especially prominent followers. This is usually a subconscious murmur that is not distracting to you, but you may choose to listen for particular topics or people and be alerted whenever those come up. You may communicate with your worshipers during their prayers, but your voice is subtle and does not force obedience.

[u]Tier 5: Perceive Followers[/u]
As a move action, you may see a specific follower and their surroundings, gaining all knowledge of their situation that the follower in question knows. This doesn't grant notably deep or subtle knowledge of the situation, but it is enough to make their current circumstances clear to you.

[u]Tier 6: Mark The Prophets[/u]
You may consecrate specific worshipers as Favored Followers or High Priests. You may have up to two Favored Followers per mythic tier, but only one true High Priest (even if others have the title). Each Favored Follower gains 1 Mythic Tier, while the High Priest (who must choose the Hierophant path) gains one fewer Mythic Tiers than you possess. You may remove these blessings at any time, but cannot bless a new follower with the reclaimed power for 24 hours.

[u]Tier 7: Manifest Divinity[/u]
You may appear before a praying worshiper, instantly traveling to their side and divinely bypassing any barriers (including planar boundaries and anti-magic fields). The manifestation lasts for no longer than one scene, as determined by the GM, before you return to your original location. You may create a show when you arrive, typically themed to your divine focus and current mood. For example, a deity of light may appear blindingly bright, while a deity of secrets may appear masked and robed.

[u]Tier 8: Bless A Nation[/u]
You may selectively bless or curse a faction or nation that contains a substantial number of your followers (in most cases, you must be either one of or the single largest churches in the nation to qualify). The blessing or curse provides a +2 or -2 modifier on all d20 rolls, respectively, resulting in a small but noticeable impact on daily life.


They look pretty good so far. Now we just need to flesh them out a bit by figuring out potential actions. On a related note, Ultimate Factions is on sale for Cyber Monday, so I just picked it up. Give me a day or two to peruse it. After all, there's no sense in creating a system from scratch if an existing one will do the trick. XD

EDIT: *first impressions* Ultimate Factions is exactly what we're looking for. "Religious" is literally one of the faction types, and the rules scale starting with a single individual.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Hurrah! I haven't read that one yet, but it should help out at least some. XD


I've put the framework for a newly-created Neutral Good Religious faction up in Campaign Info. The next step is to create a major goal (and minor goals if you feel like it). This represents the primary outcome your church is hoping to achieve. Ex: control all trade in the kingdom, overthrow the king, etc. I'll assume this is a Public goal (rather than a Covert one), so mechanically, this has three components.

Aim (choose one)
- Control
- Boost
- Reduce
- Eliminate

Scale (choose one)
- Individual
- District
- Faction
- Settlement
- Kingdom

Subject
Anything except an abstract concept.

Example: Control the Kingdom Treasury, Eliminate Korvosa's ruler, Boost the Pathfinder Society's presence in Ustalav, etc.
------------------------------------------------------------------------
Minor goals represent the faction's day-to-day goings-on and can be almost anything. They're also optional. XD Ex: make someone more likeable to nonfaction members, bribe a city official, weaken a town's defenses, etc.
------------------------------------------------------------------------
That's pretty much it for the time-being. Once the faction's established, it'll get its own turn every month. Like kingdom-building and downtime activities, this has an Upkeep Phase (check tension and pay maintenance costs) and an Operations Phase (earn money and do stuff).


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

At this point, the goal is probably just to Boost the Church's Membership and work on establishing it into a proper international organization... starting in Absalom (probably the best place to start a church, actually) and Kaer Maga.


That's pretty much what I was thinking. XD If you feel like giving your fledgling church some starting resources, 1 WP = 400gp. Faction turns take 1 month, by the way. Your first one can skip the Upkeep Phase (you have no tension and no size-based costs). As long as you're Size 0, the only Operation you can take is Recruitment (d20 + Resources; DC 15). Success lets you increase your Size by 1 + 1 per 5pts over the DC. This costs 2 WP per size increase. Once you've increased your size, you'll have more options on future faction turns.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Hmm... o wo Probably best to pay 1,600 and give it 4 points for now? Given the length of faction turns, that should tide them over for awhile.


Sounds good - especially since your church will eventually be self-sufficient due to tithes and such. If you'd like to start planting your church before sailing to Katapesh, feel free to attempt a Recruitment Operation in Gameplay. XD

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