Curse of the Crimson Throne

Game Master Whack-a-Rogue

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Grand Lodge

Male Human Ranger/Soul Weaver 11 | HP96/103 | AC 28/T17/FF24 | F+12/R+14/W+11 | CMB+18 CMD 35 | PBS 19 PSD 23 | Init+4 | Perc + 15/20 | Influence + 23 | disable device + 22/+26 | Spell Pool: 21/22 | Channel: 14/15 @ 6d6 DC@20:Ray:180 ft. DC@22 | Martial focus @ 0/1 | Feint 3d6 | sneak attack 3d6 | dark slaughter 2d6 | Studied Target 3/+3 | Quarry 1/1 | CLW @ 50/50

Wow, that is really thought out.

I don't know the sphere's well enough to even pretend to do that. Not that I plan out that much with even regular classes. Normally I just have general idea the direction I'm going and am familiar with what feets and skills I'll select going there.

I have started a list of 'spere talents' that I find interesting. But nothing compared to your outline.


Wounds (13) HP (125) AC 33 (29/19/25, +4 Shield,) DR/2 (Adamantine) Saves (15/14/14, +2 Hardy, +2 vs Enchantment) Spell Points (17/25) MF (7/7) Ki (1/1) SF (7/7) CMB (+22) CMD (37, 39 vs trip/repo ) Init (+3) Percp (+14, +2 vs stone) Glove (4/4) HC (1/1) IS (1/1) Current Buffs (Agile, Energy Enhancement, Armored Aegis, Lifesense) Movement Speed (30ft)

Granted, this campaign is 2 years old, so I've had lots of time to sit down and pour over everything. The fact that I'm only just now figuring it out goes to show how many options spheres had. If you had posted all of this having just joined, I'd be bowing down to your system mastery in reverence.


Wounds (13) HP (125) AC 33 (29/19/25, +4 Shield,) DR/2 (Adamantine) Saves (15/14/14, +2 Hardy, +2 vs Enchantment) Spell Points (17/25) MF (7/7) Ki (1/1) SF (7/7) CMB (+22) CMD (37, 39 vs trip/repo ) Init (+3) Percp (+14, +2 vs stone) Glove (4/4) HC (1/1) IS (1/1) Current Buffs (Agile, Energy Enhancement, Armored Aegis, Lifesense) Movement Speed (30ft)

So, a few things that I don't think that I'll take but which are really cool. An entire character could be based around it:

God Hand:

Prerequisites: Open Hand sphere, Mystic Fists, base attack bonus +10.

Your unarmed strikes cause all fast healing and regeneration a creature may possess to cease functioning for 1 round.

Whenever you deal damage to a creature or object with your unarmed strike using an attack action, if that creature would be reduced to 0 or fewer hit points, it is instantly killed and transformed into fine dust. If you deal damage in this manner to an object, reducing the object to 0 hp disintegrates the object (or a 10 ft. cube, if the object is particularly large). This is a supernatural effect.

Amazingly cool. BaB 10 and mystic fists as the requirement. Stops fast healing and regeneration, and disintegrates targets (both living and objects).

Final Judgement:

Prerequisites: Open Hand sphere, base attack bonus +20.

Whenever you kill a creature with an unarmed strike, that creature’s soul is trapped inside of your fists for up to 1 week. While it is inside of your fists, you can communicate with it normally and can influence its nature, being able to change its alignment by 1 step two times unless it has an alignment subtype (you could change a creature from chaotic evil to neutral (chaotic to neutral and evil to neutral) or chaotic good (evil to neutral and neutral to good)). An unwilling soul may attempt a Will save to resist each attempt to change its alignment. You can also choose to resurrect that creature with a full-round action as though using the Resurrection Life sphere talent, inflicting 2 temporary negative levels onto the creature in the process. You cannot affect the same creature more than once a year with this talent.

BaB 20 required (sad face). But jaw dropping in the coolness department. When you kill something with an unarmed strike, you capture the soul in your fists!

Put the two together, and when you punch someone to death, their body disintegrates and you capture their soul. Amazing flavor. You can then be a good guy, and redeem the captured soul before letting it pass on. or you can be evil and take this feat for soul-powered magic.

And at level 20, there are plenty of rituals that can be done, which require "priceless components." That makes powerful rituals hard to use. This sphere talent allows you to sacrifice your enemies for power.

So just talking out loud...if I was building towards this?

Class: MageKnight
Archetype: Dread Crusader
Dread Crusaders fight for causes from beyond the veil of death. Whether they serve a god of death or a cause championed by their ancestors, the dread crusader fights her battles aided by the power of the grave.

Death Sphere for magic talents (dip into Destruction for Gloom Blast), Open Hand for Combat Talents. Focus on Cryptic Strike (Ghost Strike in conjunction with your unarmed strike) with swift action tripping from Open Hand. Can use gloom blast to heal himself as the archetype allows healing from negative energy. Would need to find a way to get immunity to sickened, as doing so would likely cause that on yourself.

Has ranged and melee. A character whose entire deal is ripping apart the souls of those he fights. Makes for a good high level villain for PCs to fight as well. Just that much tension when going up against him as you could lose your soul. But even then, the soul isn't gone as it is trapped inside the fist. So even if a PC got disintegrated (collective gasp), the party could still bring him back in some sort of form given that the soul is still there. So plenty of story could come from fighting someone like this.

--------

Anyways, came across it and just felt like spitballing the concept that popped into my head from it. The more I see of it, the more I love spheres. :)


Apologies for the brief delay. I'm sorting through some family stuff and need another day or two.

Grand Lodge

Male Human Ranger/Soul Weaver 11 | HP96/103 | AC 28/T17/FF24 | F+12/R+14/W+11 | CMB+18 CMD 35 | PBS 19 PSD 23 | Init+4 | Perc + 15/20 | Influence + 23 | disable device + 22/+26 | Spell Pool: 21/22 | Channel: 14/15 @ 6d6 DC@20:Ray:180 ft. DC@22 | Martial focus @ 0/1 | Feint 3d6 | sneak attack 3d6 | dark slaughter 2d6 | Studied Target 3/+3 | Quarry 1/1 | CLW @ 50/50
Your Benevolent Dictator wrote:
Apologies for the brief delay. I'm sorting through some family stuff and need another day or two.

Dude, sorry to hear, Take all the time you need.


Wounds (13) HP (125) AC 33 (29/19/25, +4 Shield,) DR/2 (Adamantine) Saves (15/14/14, +2 Hardy, +2 vs Enchantment) Spell Points (17/25) MF (7/7) Ki (1/1) SF (7/7) CMB (+22) CMD (37, 39 vs trip/repo ) Init (+3) Percp (+14, +2 vs stone) Glove (4/4) HC (1/1) IS (1/1) Current Buffs (Agile, Energy Enhancement, Armored Aegis, Lifesense) Movement Speed (30ft)

Take care of you and yours. Hope all is well


Harrow Bonus works slightly different this time: it only applies while in a specific location (to be revealed later). Instead of needing to choose, you automatically gain both of the following benefits.

- One weapon gains the undead-bane ability while in the location.

- If you fail a saving throw against a death effect, you're stunned for 1 round but negate the death effect. This protection can only be used once.

Grand Lodge

Male Human Ranger/Soul Weaver 11 | HP96/103 | AC 28/T17/FF24 | F+12/R+14/W+11 | CMB+18 CMD 35 | PBS 19 PSD 23 | Init+4 | Perc + 15/20 | Influence + 23 | disable device + 22/+26 | Spell Pool: 21/22 | Channel: 14/15 @ 6d6 DC@20:Ray:180 ft. DC@22 | Martial focus @ 0/1 | Feint 3d6 | sneak attack 3d6 | dark slaughter 2d6 | Studied Target 3/+3 | Quarry 1/1 | CLW @ 50/50

Harrow Bonus?


Wounds (13) HP (125) AC 33 (29/19/25, +4 Shield,) DR/2 (Adamantine) Saves (15/14/14, +2 Hardy, +2 vs Enchantment) Spell Points (17/25) MF (7/7) Ki (1/1) SF (7/7) CMB (+22) CMD (37, 39 vs trip/repo ) Init (+3) Percp (+14, +2 vs stone) Glove (4/4) HC (1/1) IS (1/1) Current Buffs (Agile, Energy Enhancement, Armored Aegis, Lifesense) Movement Speed (30ft)

Boons that can be used once per book that lasts either for a check or for an encounter. For the book we just finished:

"- reroll a failed INT-based check
- attempt an untrained skill check with a +5 bonus
- gain a +4 bonus to overcome spell resistance"

Given that Torsten has a pet rock to make int checks for him and doesn't do anything that overcomes spell resistance, it didn't come up. This one seems much more applicable.


I'm not sure who was carrying them, but I think Blackjack had given you some items that might speed up the trip. XD


Wounds (13) HP (125) AC 33 (29/19/25, +4 Shield,) DR/2 (Adamantine) Saves (15/14/14, +2 Hardy, +2 vs Enchantment) Spell Points (17/25) MF (7/7) Ki (1/1) SF (7/7) CMB (+22) CMD (37, 39 vs trip/repo ) Init (+3) Percp (+14, +2 vs stone) Glove (4/4) HC (1/1) IS (1/1) Current Buffs (Agile, Energy Enhancement, Armored Aegis, Lifesense) Movement Speed (30ft)

I'll take a look through the campaign tomorrow and figure out what our options are. :)


Wounds (13) HP (125) AC 33 (29/19/25, +4 Shield,) DR/2 (Adamantine) Saves (15/14/14, +2 Hardy, +2 vs Enchantment) Spell Points (17/25) MF (7/7) Ki (1/1) SF (7/7) CMB (+22) CMD (37, 39 vs trip/repo ) Init (+3) Percp (+14, +2 vs stone) Glove (4/4) HC (1/1) IS (1/1) Current Buffs (Agile, Energy Enhancement, Armored Aegis, Lifesense) Movement Speed (30ft)

So…we have a scroll of teleport. But it is on Ril’s sheet. Could it be said that
Torsten has it? And what are we saying that Ril is up to?


Wounds (13) HP (125) AC 33 (29/19/25, +4 Shield,) DR/2 (Adamantine) Saves (15/14/14, +2 Hardy, +2 vs Enchantment) Spell Points (17/25) MF (7/7) Ki (1/1) SF (7/7) CMB (+22) CMD (37, 39 vs trip/repo ) Init (+3) Percp (+14, +2 vs stone) Glove (4/4) HC (1/1) IS (1/1) Current Buffs (Agile, Energy Enhancement, Armored Aegis, Lifesense) Movement Speed (30ft)

Sorry, and right after I posted!

“Scroll - word of recall x2 (keyed to Blackjack's safehouse in Old Korvosa) ”

Hence why I ask about Ril. T would have one but she’d have the other.

Another idea would be to use the scroll T has and pay the Shoanti to make a copy


Easiest option is the word of recall scroll. It'll take you, Usawoti, and the familiar/companion with just the one casting. You could then use the teleport scroll to travel to Scarwall (once you figure out what/where that is).

Ril's been securing the blessing of a Shoanti truthspeaker. In the process, she's been combating "The Cinderlander" and fighting off assassins of her own. She'll then receive a sending from her clan chief and journey home. Kazavon originally had a massive army of orcs from multiple tribes, so the crown's influence on the queen is an existential threat to her clan. If left unchecked, Ileosa/Kazavon will eventually undo all the work Ril's tribe has done in fostering peace. Location-wise, Ril's tribe is in the same general area of Book Five, so she can rejoin the campaign pretty easily if Redblade comes back.

Grand Lodge

Male Human Ranger/Soul Weaver 11 | HP96/103 | AC 28/T17/FF24 | F+12/R+14/W+11 | CMB+18 CMD 35 | PBS 19 PSD 23 | Init+4 | Perc + 15/20 | Influence + 23 | disable device + 22/+26 | Spell Pool: 21/22 | Channel: 14/15 @ 6d6 DC@20:Ray:180 ft. DC@22 | Martial focus @ 0/1 | Feint 3d6 | sneak attack 3d6 | dark slaughter 2d6 | Studied Target 3/+3 | Quarry 1/1 | CLW @ 50/50

Have we rested since the last combat? Just wondering because of spell pool and channeling.

he will spend a spell point daily for dark vision.

Torsten what is you opinion on the spell clinging darkness I'm thinking once were close to combat Usawoti will use it to give us an advantage. It would have a radius of 35 ft.


Because you used magic, you haven't rested yet. However, you have a couple days before you'll lose the opportunity to complete Boule's mission, so there's time to rest and/or plan.


Wounds (13) HP (125) AC 33 (29/19/25, +4 Shield,) DR/2 (Adamantine) Saves (15/14/14, +2 Hardy, +2 vs Enchantment) Spell Points (17/25) MF (7/7) Ki (1/1) SF (7/7) CMB (+22) CMD (37, 39 vs trip/repo ) Init (+3) Percp (+14, +2 vs stone) Glove (4/4) HC (1/1) IS (1/1) Current Buffs (Agile, Energy Enhancement, Armored Aegis, Lifesense) Movement Speed (30ft)

It’s vacation time and I apologize for silence on my end. Just Checking in…we all still here? Will be back to work tue and will have a post up when at a computer. Just want to ensure that this excellent campaign continues

Grand Lodge

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Male Human Ranger/Soul Weaver 11 | HP96/103 | AC 28/T17/FF24 | F+12/R+14/W+11 | CMB+18 CMD 35 | PBS 19 PSD 23 | Init+4 | Perc + 15/20 | Influence + 23 | disable device + 22/+26 | Spell Pool: 21/22 | Channel: 14/15 @ 6d6 DC@20:Ray:180 ft. DC@22 | Martial focus @ 0/1 | Feint 3d6 | sneak attack 3d6 | dark slaughter 2d6 | Studied Target 3/+3 | Quarry 1/1 | CLW @ 50/50

Hey Torsten, Hope the holiday went well. I just assumed everything was slow because of the season. Raring to go when you are.


1 person marked this as a favorite.

I'm also ready when you are. I figured the holidays had put a pause on things. XD


Wounds (13) HP (125) AC 33 (29/19/25, +4 Shield,) DR/2 (Adamantine) Saves (15/14/14, +2 Hardy, +2 vs Enchantment) Spell Points (17/25) MF (7/7) Ki (1/1) SF (7/7) CMB (+22) CMD (37, 39 vs trip/repo ) Init (+3) Percp (+14, +2 vs stone) Glove (4/4) HC (1/1) IS (1/1) Current Buffs (Agile, Energy Enhancement, Armored Aegis, Lifesense) Movement Speed (30ft)

Sometimes one has to just facecheck a trap. Is there a way to make the DC for dispelling Torsten’s buffs higher? 11+caster level doesn’t cut it.


I'm not aware of one. Increasing MSB/MSD doesn't really seem to be a thing with Spheres. Closest thing I can find is the mystic shell aegis, but that does something a bit different.


Wounds (13) HP (125) AC 33 (29/19/25, +4 Shield,) DR/2 (Adamantine) Saves (15/14/14, +2 Hardy, +2 vs Enchantment) Spell Points (17/25) MF (7/7) Ki (1/1) SF (7/7) CMB (+22) CMD (37, 39 vs trip/repo ) Init (+3) Percp (+14, +2 vs stone) Glove (4/4) HC (1/1) IS (1/1) Current Buffs (Agile, Energy Enhancement, Armored Aegis, Lifesense) Movement Speed (30ft)

Just remembered that against flying for I can do standard vital strike, move action brute sphere shove and free action flurry. Didn’t matter this time but I should remember that in the future.

I’m holding off on any actions for the moment until I see if the Earthbreaker splattered the thing. It’s his kill to make.


It still has a bit of life left.

Grand Lodge

Male Human Ranger/Soul Weaver 11 | HP96/103 | AC 28/T17/FF24 | F+12/R+14/W+11 | CMB+18 CMD 35 | PBS 19 PSD 23 | Init+4 | Perc + 15/20 | Influence + 23 | disable device + 22/+26 | Spell Pool: 21/22 | Channel: 14/15 @ 6d6 DC@20:Ray:180 ft. DC@22 | Martial focus @ 0/1 | Feint 3d6 | sneak attack 3d6 | dark slaughter 2d6 | Studied Target 3/+3 | Quarry 1/1 | CLW @ 50/50

yeah, missing those feints isn't helping him any...

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