| Your Benevolent Dictator |
Nice crew choices. XD Sandara, of course, is a cleric. Breaker is a barbarian. Syl is a rogue. All three will be useful during the boarding action.
For the record, choosing Giffer would have allowed you to use the grapple cannon to cross over, but that may or may not have been useful. Her inventions are either genius or disastrous, and it's impossible to know which until they're used. XD
| Robert Henry |
Nice crew choices. XD Sandara, of course, is a cleric. Breaker is a barbarian. Syl is a rogue. All three will be useful during the boarding action.
LOL, I didn't even see this post....
I was thinking maybe "Artful" Roger but I wanted too see Syl at work, and wanted to have a cleric nearby just in case. Seeing the picture of Breaker with the axe I figured at least a + 1 BAB class.
So working on using the harpoon hand and energy strike, been just long enough that we talked about it I need to find the info. But figure I need to try the 'Wild magic' :)
| Robert Henry |
Attack: harpoon hand: (add one spell point to add more damage) Energy strike (destructive touch) Wild Surge (increasing your wild magic chance by 100%) Move action: Draws sword. Crafted blast slashing all rolled 1’s and 2’s to 3’s.
[dice=attack]1d20+4[dice] for [dice=damage]1d4+3d6[dice]
So this is my planned attack, if I remember right he can use crafted blast on the energy strike.
So this attack is a standard action. Is there any caveat that will allow it to be an "attack" so I can two weapon attack using the spell with the harpoon hand and then the other hand? Or, when he's 6th level get a second attack with the harpoon hand in?
yeah, you were right, the harpoon hand hit's really hard :)
| Your Benevolent Dictator |
That planned attack is correct. Just remember that only the destructive blast damage turns low rolls to 3's. The 1d4 from the harpoon hand stays the same.
To get multiple attacks, you'll be wanting Mystic Assault. It's a [combat] feat that requires BAB +6 and lets you spend an extra spell point to attack AND use a sphere ability like the Magus spell combat feature. There's a follow-up feat that removes the extra spell point cost.
| Robert Henry |
Very cool, I copied and pasted that info.
So with Unchained Rogue he will get Finesse Training, using twf he would be more effective if he used one weapon for the finesse training. What would it take to have a similar harpoon head in the other hand? would it be an 'exotic' weapon? Could he use it with the dueling sphere?
Just thinking outside the box here
| Robert Henry |
Of course at 5th level he can create another bonded weapon that could replace the harpoon.
That means he could use whatever his 'finesse training weapon is in the prosthetic. So if he goes rapier and dagger, the rapier could be in the left hand. Or he could select a light weapon he could use in both hands... like a shortsword, decisions decisions. fortunately I don't have to figure it out this fight.
| Robert Henry |
lol, noted...
so finesse training 'punching dagger' would allow him to add dex to the harpoon hand, noted. Something to consider in the future.
I was picturing him taking the steel shaft/tip off of an actual harpoon and him using it. Just an image, not sure it would actually work mechanically
edit:
So if he was attacking with two rapiers would the Talent "Balanced Blows-Reduce the penalties for attacking with your dual attack ability by 1/2 (minimum -1). reduce the penalty from -4 to -2
| Your Benevolent Dictator |
The harpoon hand is actually a modified hook hand, if I recall correctly. That makes fighting with the same weapon more difficult, since using a hook/harpoon hand requires the loss of a limb, and I don't think Elek wants that to happen.
Assuming you want to keep your other hand, a punching dagger is the closest equivalent, but it's not quite similar enough to count for the purpose of finesse training.
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Yes, that's how the Balanced Blows talent works. It's quite a handy talent.
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Spell points are expended before the attack goes off, unfortunately. Of course, since this is a PbP, you can always cheese things by using the "Preview" button and making an educated guess about the results of your roll before deciding whether or not you want to spend the resource.
| Robert Henry |
ah so no perfect match for the harpoon hand, but once he can add another weapon as 'bonded equipment' it will be on like donkeykong :)
Yeah, hate the idea of trying to 'cheese it up' bad habit to get into, feels like cheating. And he failed to rescue the captain, hopefully the warning is enough, but I'm headed to bed, will read the cliff hanger in the morning.
Have a good night.
| Your Benevolent Dictator |
The only thing boosted is the caster level, so any increase depends on the effect. Boosting the Weather sphere, for example, will increase the duration and (eventually) the strength of the weather. Boosting a destructive blast [energy strike] just increases the damage. I think the only relevant Destruction talent is the (Electric Blast) [type] talent that gives an AC penalty if your target is mostly metal.
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Your to-hit bonus will obviously increase with your BAB and will gain an innate enhancement bonus every few levels. For a magical method, you're looking at the Enhancement, War, or Divination spheres. Enhancement is specifically for buffing your weapons and armor, War has [totems] that give buffs to all allies in the area, and Divination has a few talents that grant reactive bonuses.
| Robert Henry |
Thanks, I copy and pasted that for future reference, for now I was just trying to figure out how to bump that, since my combat rolls havn't been nearly as good as my influence rolls. Maybe I should talk her to death
Your attack narrowly misses the officer as her boarding pike shrinks back to its normal length. She proceeds to half-shaft it and stab the head toward you like it's a sword.
Attack: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24 Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Crit Confirm?: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18 Extra Damage: 2d8 + 6 ⇒ (4, 5) + 6 = 15
Yeah, I'm sitting here reading that going aww he's dead...
Guess he should be buying Sandara dinner or something...
| Robert Henry |
x3 weapons are quite nasty. On the plus side, you now know why nobody's been injured in the battle so far. XD
ahhh, very cool and a little disturbing. Once we get further along, will you narrate some of that or will it always be a little bit of a surprise?
:)
Yeah, when I saw the damage I was hoping that Sandara would be able to get to him before he slipped to Pharasma's bone yard
| Your Benevolent Dictator |
*DING*
Welcome to Level Two. XD Let me know if you need any assistance with the level-up process; gestalt is complicated - even before you're adding new classes and subsystems.
You also have an important decision to make. There are two different ways we can handle stat boosts. One option is to gain three ability boosts every four levels. The other option is to gain +1 to an attribute each level. There are a couple caveats with each option, but from a numbers standpoint, they're equally balanced.
| Robert Henry |
Let me know if you need any assistance with the level-up process; gestalt is complicated - even before you're adding new classes and subsystems.
You also have an important decision to make. There are two different ways we can handle stat boosts. One option is to gain three ability boosts every four levels. The other option is to gain +1 to an attribute each level. There are a couple caveats with each option, but from a numbers standpoint, they're equally balanced.
yeah, I'll look at leveling up in the morning, I've done gestalt before, but the sphere's are a totally new thing, Will need to look at some of the recommendations and decide what direction i'm going. Didn't have a lot of success with the cannon so may focus on feint or two weapon fighting early and the cannon later.
As for stat boost, wouldn't three ability boots be + 6 every four where +1 to and attribute be + 4 every 4?
You can perform up to 5 ship actions during this time. As long as you don't attempt an Influence check, you can chat with as many NPCs as you want. Influence attempts count toward your 5 actions.
Will use the 5 ship actions to regain the crew influence that was lost, guess I should start typing, will get a post up before I go to bed.
actually a caveat; when I do the influence rolls, will be using the 2nd level skill bonus of + 13...
Edit: LOL the boarding pike is a two handed weapon, would sandara be able to use it?
| Your Benevolent Dictator |
Full explanation of the options:
3 boosts/4 levels must go to separate ability scores
Totals +30 by Level 20
+1/level changes to +2/level (can go to separate scores or double-up) at Level 10
Ability scores capped at 20 + 1/2 character level to prevent hyperspecialization
Totals +30 by Level 20
First option is mechanically stronger at Levels 4-6, 8-10, 12-13, and 16.
Second option is mechanically stronger at Levels 2-3, 15, 18, and 19.
Both options are equal at Levels 1, 7, 11, 14, 17, and 20
First option has large power spikes, second option is more flexible.
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Sandara's more of a caster type but also uses a rapier on occasion. The boarding pike will probably be more useful for the coin it'll bring if you sell it at a port town. Alternately, if you befriend Giffer, there's a possibility she can incorporate its magic into your prosthetic's harpoon attachment.
| Robert Henry |
Ok, first order of business, I edited my post asking grok a question, so if your over there before I typed this, you may not have seen it.
Curious, so at + 2 @ 10 evens it up, so does the AP go higher than 18 levels?
Wow, Giffer can make it part of the prosthetic? That could be a game changer. (Isn't she his friend now that he got her the grapple cannon :)
I tend too prefer playing with what I find instead of selling a lot of gear to 'specialize.' So I figured he'd be using a rapier fairly soon. I asked about Sandara because I know a cleric with a reach weapon is a fairly common build, but I don't know if that's the case with spheres.
Well a lot to think about.
So my wife spends tuesday nights with her mom, sort of to check up on her, so I stay up later on Tuesdays. Will be working on Elek a little tonignt
| Your Benevolent Dictator |
Heading to bed, so I'll update Gameplay tomorrow.
As-written, Skull&Shackles goes to Level 14-15, but I'm currently working on incorporating some additional content to raise that a bit. I have a few piratey modules, and Book Two is a giant freeform sandbox, so it's easy to add things. The tricky part is buffing the back half of the AP to compensate. It's very much a work-in-progress, but I'm hoping to end up somewhere around Level 18.
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As with everything Giffer does, there's a risk factor.
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I'm the same way with gear. Unlike many players, shopping is my least favorite thing to do.
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Sandara has the Trickery domain, so she likes to stay up-close-and-personal. More of a Loki type - just not as obviously deceptive. XD
| Robert Henry |
Cool, have a good night.
Sandara has the Trickery domain, so she likes to stay up-close-and-personal. More of a Loki type - just not as obviously deceptive. XD
So when we had the grandkids for 4th of July weekend, we were playing with her Captain America shield and foam swords, (whole family big MCU fans) and she called me Loki because I was the bad guy. I was so proud.
"Imbued Arsenal (requires bound equipment): You can add your casting ability modifier instead of your Strength or Dexterity modifier to attack rolls when you are wielding a bound or summoned weapon." attack roll only not damage roll correct?
| Robert Henry |
You also have an important decision to make. There are two different ways we can handle stat boosts. One option is to gain three ability boosts every four levels. The other option is to gain +1 to an attribute each level. There are a couple caveats with each option, but from a numbers standpoint, they're equally balanced.
This may seem like a poor reason but I'm going with "three ability boosts every four levels." simply because it's on the list of "Chosen Items" on your home page, that way I will not forget it...
| Robert Henry |
So if Elek took "Flowing feint" as his rogue talent, and "fast Feint" as his Combat talent he would be able to both move and feint as the move action, then attack as the standard?
Flowing Feint (Ex): A rogue with this talent who uses a standard action to move can combine that move with a feint. If she is able to feint as a move action, she can combine a move action to move with her feint. The rogue also reduces one of the penalties by 4 when feinting against a non-humanoid creature or when feinting against a creature of animal intelligence. The rogue only applies this penalty reduction once when feinting against a creature that is a non-humanoid with animal intelligence. At 10th level, the rogue instead reduces both of these penalties by 4.
Fast Feint You may attempt to feint a creature as a move action. In addition, once per round when you succeed on a feint attempt against a creature, you may expend martial focus to move up to your speed. This movement does not provoke attacks of opportunity from the target of your feint. Associated Feat: Improved Feint.
| Robert Henry |
Hopefully this is the last question, I'm thinking about using the arsenal trick to take Additional Binding and make the hook hand a bonded piece of equipment. But I got confused with the description on Armorist.
Once a piece of bound equipment has been selected, or once its special qualities have been chosen, they may only be changed if the armorist spends 8 hours (1 day) meditating to dismiss the old piece of bound equipment and create a new piece of bound equipment to take its place.
This is talking about replacing a bonded item entirely, not switching them correct?
I just want to make sure that I don't select the harpoon hand as a bonded weapon and it take eight hours of meditation to call the hand cannon.
So, speaking of bonded equipment, I assume the one at 5th, I will have to have something made that will fit the prosthetic, or will it just magically appear?
| Robert Henry |
So much for not asking any more questions.
So having trouble finding information on "martial focus" could you point me in the right direction?
edit:
Bound equipment is masterwork quality, and gains a cumulative +1 enhancement bonus for every odd armorist level possessed. A piece of bound equipment’s enhancement bonus cannot exceed +1 per 3 levels (minimum: +1, maximum: +5); all enhancement bonus beyond this must be traded for special qualities.
Cumulative + 1 enhancement bonus. Is that split between the total of all Bonded equipment or is that for each one?
| Your Benevolent Dictator |
Imbued Arsenal only applies to attack rolls.
Re: Ability Boosts - sounds good. Honestly, that's probably the better option for Elek, anyway. You need multiple high attributes, after all.
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Fast Feint lets you feint (move) and attack (standard) in the same round. The free movement is sometimes useful but becomes extremely handy when comboed with the Verbal Feint talent.
Flowing Feint lets you feint and move while keeping your Move action available for something else. You won't be able to feint and attack in the same round unless you also have Fast Feint - but Fast Feint already lets you feint and attack in the same round. The biggest use of this rogue talent is the penalty reduction. It's essentially a lesser version of the Unlikely Feint talent.
Fast Feint + Flowing Feint gets a bit complicated but can be used to make you a hypermobile combatant. You'd be able to move both before and after a successful feint, then attack as a standard action. I don't know how useful the additional free movement will be, but I'm sure there's a way to do something crazy with it.
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That line is about replacing a piece of bound equipment that you don't want anymore. Just like druids and rangers need time to replace their animal companion.
Additional Binding gives you an extra piece of bound equipment - just like you'll get at Level 5. It's handy if you want it early - or if you want to eventually have a total of six bound equipment options. Regardless of how many pieces of bound equipment you have, you'll always be able to switch between them as a Move or Swift action.
Each piece of bound equipment has its own bonus. For instance, at Level 3 (when the bonus increases to +2), if you take Additional Binding, you could have a +1 shocking hook hand and a +1 distance arm cannon. The specific niche of the Armorist is having free summonable weapons/armor/shields/etc, so you can spend your money on other things. XD
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My one complaint about the Spheres wiki is that the basic terminology is difficult to find. The official write-up is HERE, but I can give you the quick version.
Martial Focus is similar to the Unchained Fighter's Combat Stamina feature. You have a pool (technically it's just 1, but there's a feat to increase it). You can spend your focus to "take 13" on a Fort/Reflex save. There are many other ways to spend focus, but they're locked behind Spheres and Talents. For example, Fast Feint lets you spend your focus to get a free move whenever you successfully feint somebody.
Once spent, you can regain your focus by taking the full-defense action or spending one minute out of combat. Each combat sphere has at least one additional way to regain focus. For example, Focusing Feint lets you regain focus when you successfully feint an opponent.
| Robert Henry |
Super cool, so 2nd level alterations to Elek:
Added @ 2nd Lvl
Chosen benefits
Background feat: cunning
From Armorist:
HP + 13
+ 1 BAB
+ 1 Fort
arsenal trick: Additional Binding: You may bind an additional piece of equipment. Hook hand
Blended Training Talents: Borne Aloft (mantle, wind)
From Rogue
Skill ranks + 8[class skill] + 1[race] + 1 [Int] + 1 [fencing] + 2 [cunning]
+ 1 Acrobatics. Influence, Knowledge (arcane), (dungeoneering), (engineering), (martial), Lore (Ancestors), perception, Profession (sailor), Slight of hand, Spellcraft and Use Magic Device + 2 sense motive
+ 1 Reflex
Instinct: Uncanny dodge
rogue Talent: Flowing feint
Combat talent: Fast feint
Martial focus pool @ 1 :)
He should be good too go if you want to take a look at him.
| Robert Henry |
I figured it might be the difference in getting away alive or not. Also will make for some fun ship to ship attack maneuvers later
Edit: I was originally leaning to improving the cannon or using it for two weapon, but he did so poorly with it, I decided to push that back to higher levels and focus on melee attacks and feint for a level or two
| Robert Henry |
So not looking for complete sheets on anyone or anything, and I do appreciate the images, but is there anymore general or specific information on the NPC's to help him navigate speaking with them?
Should I start making perception checks or sense motive checks? I was going to say he's taking 10 on perception but oooohhhhhhh 12....
It's weird not having a higher perception, I will start working on changing that.
| Your Benevolent Dictator |
Removing Perception from the skills list is definitely a big change. On my end, it meant adjusting all the DCs to account for the lower numbers.
As for NPC information, it's predominantly meant to be learned through roleplay. In that regard, being the cook's mate makes things more difficult. It's the safest job on the ship, but it has the least built-in interaction with the crew. Of course, the winds of change are coming....
| Robert Henry |
Since it was mentioned before, Giffer will need 1,000gp worth of materials to make your harpoon hand extend and retract like the boarding pike of repelling.
It's a curious idea, I assume since the harpoon hand is a one handed weapon, that combining it with the boarding pike would make it a two handed weapon with reach, but not 15 ft.?
| Robert Henry |
Strangely maybe I should have thought about that more before I made the harpoon hand a bonded weapon. So the description:
Bound equipment cannot be enchanted through any other means than gaining armorist levels and must retain at least a +1 enhancement bonus.
since the harpoon hand is now a bonded item is there a way to get around this?
In the above the post, I meant that the boarding pike tip would replace the harpoon tip (or not?) and that when it extended it would be a two handed weapon with reach, but not 15 ft, and not a two handed weapon all the time, just when extended.
| Your Benevolent Dictator |
Essentially, you'd be adding the ...of repelling enchantment to the harpoon hand. Swift action shoots it out 15ft; Swift action brings it back. It would be a 2h weapon (15ft reach) while extended but wouldn't threaten anything closer in.
I'm okay with ignoring the "bound equipment can't be enchanted" rule in this case because ...of repelling is a unique enchantment that isn't normally available. The rule is in place to prevent you from stacking bought enchantments with those gained from the class feature to end up with something crazy like a +4 weapon at Level 3.
| Robert Henry |
I was trying to familiarize myself with Elek's situation, so I read through the ship to ship combat rules and the ships descriptions in the AP's players guide. Then I was reading about future progressions looking at the material on your home page and the 'Sphere's' page. Just out of curiosity; The Armorist in Ultimate Spheres of Power Start with both Fortitude and Will having good savings throws, in the armorist on you webpage Will starts with a poor saving throw. Was that intentional?
| Your Benevolent Dictator |
I'm glad you found that! I put the Armorist on my website before Ultimate Spheres of Power came out (original Armorist had a poor Will save). Look like I have a quick project to knock out in a little bit. XD
EDIT: My birthday's this weekend, and the wife's taking me out on a date. Posting will be slow until Monday.
| Your Benevolent Dictator |
The feint is separate from the attack - regardless of whether or not you have Fast Feint.
With Fast Feint, the feint attempt is a move action, leaving your standard available for attacking, casting a spell, etc.
Without Fast Feint, the feint attempt is a standard action, leaving your move action available for moving, standing up, retrieving an item, etc.
| Robert Henry |
The last time I played we got to be crew on the 'mans promise' so a little after the fight. But I don't remember a lot about it being very different that the wormwood.
I'm vaguely familiar with the ap having read along with a couple games. About all I remember is there was an Island, then getting the ship refurbished. I applied to a game that was there (at the refurbisher) but didn't get in.