Mummy's Mask

Game Master Whack-a-Rogue

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N Construct Blank Slate 1
Vitals:
HP 10/10 | AC 10 T 10 FF 10 | F +0 R +0 W +0 (immune mind-affecting) | CMD 10 MSD 11 PSD 10 | Init +0 | Perc +1
Abilities:
Hit Dice 1/1 | Spell Points 1/1 | Channel Energy 3/3 | Rage Rounds 4/4 | Arcane Potential 0/3

This is a sample profile. You're not required to use this format, but I thought it might be helpful. The information in the "Vitals" spoiler is important to include in your profile header, though, so make sure to incorporate that somewhere.

Character Creation:
Stat allocation is a multi-step process, but it’s quite quick. Start with your racial attributes, and then add +2 to anything that hasn’t already been boosted. This can be used to negate a penalty if so desired. Example: An Undine would gain +2 DEX, 2 WIS, and -2 STR. I’m going to assign that +2 to STR.

STR 10 DEX 12 CON 10 INT 10 WIS 12 CHA 10

Next select a background, gain one of the two listed stat boosts, and then add +2 to any stat that wasn’t boosted this step. Example: That Undine is a Hermit. He assigns the boost to CON and puts the free boost to STR.

STR 12 DEX 12 CON 12 INT 10 WIS 12 CHA 10

Third, gain +2 to a stat that’s tied to your class. This will generally be your spellcasting or practitioner modifier, but it’s fairly flexible. Example: The Undine is a Druid, so he’s gaining +2 WIS.

STR 12 DEX 12 CON 12 INT 10 WIS 14 CHA 10

Last, gain +2 to four different stats of your choice. The only restriction is that you can’t “double-up” on a stat. Example: I’m putting them in STR, DEX, CON, and WIS.

STR 14 DEX 14 CON 14 INT 10 WIS 16 CHA 10

Optional: Take -2 to two stats to gain +2 to one other.

STR 14 DEX 14 CON 14 INT 8 WIS 18 CHA 8
------------------------------------------------------------------------
You’ll also gain a single trait of your choice and 150gp to purchase gear.

House Rules
Perception is no longer a skill. Instead, your Perception bonus is equal to your character level + WIS + any additional modifiers. Skill Focus (perception) can still be taken, as can anything else that boosts Perception. Out of combat, I'll assume everyone is "taking 10" on Perception unless you state otherwise. Warning: Traps won't show up with this automatic check unless you have Trap Spotter or a similar ability.

I mentioned the Hit Dice mechanic in the recruitment thread, but as a reminder, you have a pool of “hit dice” equal to your character level. These can be used to power an ability related to your background or used to heal by spending an hour patching yourself up. In terms of actions, this is similar to the actions needed to prepare spells (and can be performed during that same period). The amount of healing is determined by your class (d6 for Wizards, d8 for Rogues, etc).

Feint and Demoralize are now “psychological maneuvers.” PSB (psychological maneuver bonus) is determined by BAB + CHA. PSD (psychological maneuver defense) is 10 + WIS + PSB.

The "social skills" have been reduced to two: Deception and Influence. Usage should be pretty self-explanatory. :-)

Jumping is no longer determined through the Acrobatics skill. It's been moved to the new Athletics skill along with climbing, swimming, and running.

Since the skill list has been changed, quite a few Combat Spheres have been adjusted. For example, the Gladiator sphere grants a bonus to Influence (threaten) equal to your BAB, and the Beastmastery sphere grants ranks in Handle Animal regardless of the selected package.
------------------------------------------------------------------------
While you’re building your character, there’s one more thing to do. All of you are an official adventuring party. You’re in the city of Wati preparing to participate in a combination archaeological expedition and grave-robbing excursion. This is (reluctantly) sponsored by the Church of Pharasma. Work together to figure out how you formed your group and what its name will be. :-)


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Very cool, thanks for the invite YBD. I'll get Tribim cleaned up and a full backstory soon.

If you read this quick enough your final stat. example didn't bump the final + 2, I assume it would be wisdom? nevermind :)

Looking forwards to working with you all on how we became a 'adventure team'

Monkeygod, any chance my rogue heard you were thinking about putting together a team and he asked if he could join? My thoughts are that he works at the 'local temple' but would like to be something more than a dancer and some-time companion.

Just spit-balling ideas about how folks might know each other.

edit: Tribim grew up a street rat in the poorer part of Wati (Bargetown) and was 'discovered' by a priestess from the temple of Bastet. Hired to be a dancer at the temple. That should give opportunity for him to know a couple of folks.


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Hi folks! Happy to be here with y'all. I'll get to work on a profile tonight.


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Thrilled to be invited! Thanks!

Grand Lodge

Don't pigeon-hole me. No thanks. I'm not too fast. I once got to level 3-6 in Super Mario Brothers!

Howdy y’all! I’m absolutely stoked to be a part of this happy gang.

Epperson (son of Epper)’s profile shall be forthcoming shortly! He’s a Wati immigrant, and once he’s heard of the state-sanctioned sarcophagus safecracking scheme, he’s been somewhat-desperately searching for a group to tack himself onto in order to get at some curses.

Though he’s annoyingly-faithful to Groetus and the ever-forthcoming apocalypse, it’s important to point out his keen, wicked, and often self-deprecating sense of humour.

More to come!


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Welcome! I had one more quick note that I forgot to add to the original post:

As you're creating your characters, don't worry about creating a hyper-optimized build. As eriktd and Robert Henry can attest, my system leads to rather high-powered characters, and it only takes a couple levels to get there. My website eliminated the majority of the 'trap options' for each class and gives many boons as characters level up. There's no need to sacrifice flavor for mechanical power. :-)


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Male Weremonkey Rogue/Ranger/Trickster

Hallo! Thanks for accepting me, much, much excite!

If it works for everybody else(GM included), I have no problem being the person who put out the call for an adventuring group. I'll look into a thieves'/adventurer's guild that perhaps I can be a member of? *Note* if this is the route we take, I'm not implying to be the leader by any means, just the catalyst(ala Jay White, lol).

I rather like your attribute generation method! Also I'm glad you're cool with a more flavorful build(which I kinda figured would be okay), as my character probably won't be highly optimized(but maybe? We'll see, lol).

*Edit*: Under backgrounds, many of them say 'at X level, you may permanently reduce your HD for Y effect'. Does that mean your *actual* Hit Dice, or the bonus HD pool we get?

Also, I must have missed where you said this was a gestalt game :P lol (J/k. Mostly, lol)

Grand Lodge

Don't pigeon-hole me. No thanks. I'm not too fast. I once got to level 3-6 in Super Mario Brothers!

I think - for the benefit of my party members as well as the roleplaying opportunities - that Epperson (son of Epper) is going to be a Ravenlord malefactor archetype. As such, this replaces the aura of misfortune, making life a little bit easier for everyone (sadly, even our enemies).

Howzat for not optimising my build, GM?!


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6

under construction


M N human fighter 5 | HP 49/49 | AC23 T21 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+5** (+2 fear) | CMD23 PSD15* | init+5* (+2 ruins) | Per+10 SM+7 | BB 1/1 HD 5/5 MF 1/1 RS 1/1 Stm 8/8 | conditions: none | effects: none

I was imagining that our group has been recruited by someone from the Grand Mausoleum, either directly or through an intermediary. Since the temple is only reluctantly on board with the Prince's directive to open the Necropolis for exploration, it would make sense that they would sponsor a group that they could trust not to defile the sacred graves of the dead, and who would bring any recovered treasure back to them instead of removing it to Avistan.

My character used to be an illegal treasure hunter, but now works directly for the temple, and I imagine it's known in Wati's criminal circles that he's left the trade, so to speak. Since he works directly for the Pharasmins now, I'd rather steer clear of the local thieves' guild or whatever organizations run the Wati underworld when figuring out how we got together.

I do feel like my character is a natural choice to recruit the group, or at least to act as the liason between the group and its sponsor, assuming my idea works for everyone. Monkeygod, if you really want to organize or lead the party, maybe my character can contact yours and then you can find the others? Or does anyone else want to be more involved in our formation? If no one else really wants to be in charge, I'm happy to do it.

Perhaps everyone in our party has had a reason to check out the enormous temple here in Wati, and that might be where we met. If my character is basically working security for the temple, and was told to find and recruit people for an exploration group, that would be a great reason for him to approach each of us and make an offer.

Not sure what a good name for the company might be, but how about "The Five Shadows" as an opener? We all might seem to have something slightly shadowy about us, just looking at the concepts.


Male Catfolk Rogue 5
Vitals:
HP 18/38 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50
Monkeygod wrote:
If it works for everybody else(GM included), I have no problem being the person who put out the call for an adventuring group. I'll look into a thieves'/adventurer's guild that perhaps I can be a member of? *Note* if this is the route we take, I'm not implying to be the leader by any means, just the catalyst(ala Jay White, lol).
Monkeygod, is your character from Wati? I don't see the need to be a 'member' of the thieves guild.
"Blades" wrote:
I was imagining that our group has been recruited by someone from the Grand Mausoleum, either directly or through an intermediary. Since the temple is only reluctantly on board with the Prince's directive to open the Necropolis for exploration, it would make sense that they would sponsor a group...

I don't love the idea of the 'group' being hired by or for the Grand Mausoleum. I think having your character be their 'guy' is a better option. Whether he found Monkeygods character or vice versa, the two of you could form a team and hire together. That way the Grand Mausoleum has their inside man and dibs on the stuff, but if something happens, we're not obliged to them.

Also with the two of you working together it makes it more of 'group dynamic' instead of an 'employer and employee'

Monkeygod wrote:
Also, I must have missed where you said this was a gestalt game :P lol (J/k. Mostly, lol)

That's not funny, the other games I've played in with YBD were gestalt, it was quite the learning curve.

Edit: Something something shadow something sounds great. I'd lose the 'five' just in case we hire someone or someone leaves. Of course five something something will become a conversation topic if there are more or less than five of us...

Has 'Shadow company' been taken already? It Feels like it's been taken already...


@Monkeygod: It's the daily resource pool. So, for example, an Acolyte can cast use that pool to cast cure light wounds. At 5th level, the Acolyte could reduce that daily pool to gain the ability to cast some additional spells. That reduction is optional, so a 5th-level Acolyte can choose to not gain the additional spells in order to keep the larger resource pool.

TL;DR despite the unfortunate naming convention, there's no reduction of your character's hp.

Grand Lodge

Don't pigeon-hole me. No thanks. I'm not too fast. I once got to level 3-6 in Super Mario Brothers!

Perhaps we could inspire some neighbourhood pride and be named after the city province that we (or one of us) came from?

Like, The Midwife’s Munchkins, or Bargetown Bravados….something like that…

Just brainstorming ideas.


M N human fighter 5 | HP 49/49 | AC23 T21 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+5** (+2 fear) | CMD23 PSD15* | init+5* (+2 ruins) | Per+10 SM+7 | BB 1/1 HD 5/5 MF 1/1 RS 1/1 Stm 8/8 | conditions: none | effects: none
Tribim wrote:
Also with the two of you working together it makes it more of 'group dynamic' instead of an 'employer and employee'

Works for me! :D

Tribim wrote:

Edit: Something something shadow something sounds great. I'd lose the 'five' just in case we hire someone or someone leaves. Of course five something something will become a conversation topic if there are more or less than five of us...

Has 'Shadow company' been taken already? It Feels like it's been taken already...

Good point about the number of members. I like 'Shadow company'!


Male Catfolk Rogue 5
Vitals:
HP 18/38 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50
dinketry wrote:

Perhaps we could inspire some neighbourhood pride and be named after the city province that we (or one of us) came from?

Like, The Midwife’s Munchkins, or Bargetown Bravados….something like that…

Just brainstorming ideas.

So is everyone even from Wati?

Tribim isn't proud to be from Bargetown, he actually tries to hide the fact. Many Generations ago, his family used to live in 'Morning Sun'. But as the 'old gods' lost their influence, those in power did not see 'the old guard' as valuable; especially when Pharasma came to the city.

So a few generations back his family sold their property in 'Morning Sun' to pay off debt. Most eventually left the city and joined the Shemtej people. but his Grandparents stayed making a living on fishing boats.

But with the resurgence of the Pharaohs and the 'old gods' appreciation for the catfolk has also resurged and Tribim has made a carrier of taking advantage of that resurgence.

"Blades" wrote:
I like 'Shadow company'!

Me too, but it's been used in fiction enough that I wasn't sure how comfortable folks would be with it. But if we go with it, we could get matching tattoos of a dagger through a skull...

There are enough old guys in the room someone should get the reference.


M N human fighter 5 | HP 49/49 | AC23 T21 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+5** (+2 fear) | CMD23 PSD15* | init+5* (+2 ruins) | Per+10 SM+7 | BB 1/1 HD 5/5 MF 1/1 RS 1/1 Stm 8/8 | conditions: none | effects: none
Sample Character wrote:
The "social skills" have been reduced to two: Deception and Influence. Usage should be pretty self-explanatory. :-)

To be clear, this means Bluff and Disguise are combined into a skill called Deception? And Diplomacy and Intimidate are now Influence? Most of the website still refers to Disguise as a separate skill, so I thought I'd clarify. (I think that's a good change, by the way!)

Does that also mean that Fencing gives a competence bonus to Deception? How does it affect PSB? I haven't taken Fencing, but I'm curious. ;)


Male Catfolk Rogue 5
Vitals:
HP 18/38 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

hmmmm, I deleted my post. I'd assumed I knew what the answer to Blade's question was. but as I went digging for more information, I decided to let YBD clarify before I stuck my foot in my mouth.


Working on my Force Mage character, but also working OT today. Not much to offer atm, but will by tomorrow.

Howabout we have the opening scene start with the party sitting around a table discussing what to call ourselves? Decide the name in-character? :D


Male Catfolk Rogue 5
Vitals:
HP 18/38 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50
Imaginary Crayons wrote:
Howabout we have the opening scene start with the party sitting around a table discussing what to call ourselves? Decide the name in-character? :D

Depends on how much it interferes with whatever the opening scene is. I'd rather talk as we adventure...if we need a name and a bit of a story to adventure, let's get it out of the way.


Tribim wrote:
Imaginary Crayons wrote:
Howabout we have the opening scene start with the party sitting around a table discussing what to call ourselves? Decide the name in-character? :D
Depends on how much it interferes with whatever the opening scene is. I'd rather talk as we adventure...if we need a name and a bit of a story to adventure, let's get it out of the way.

Fair enough. ;)

Ok, then...what's to be our main stated "purpose" as a group? Investigators? Explorers? Treasure Hunters?


Male Catfolk Rogue 5
Vitals:
HP 18/38 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

lol, to work together to fulfill our personal goals? I'm not even ready to describe Tribim's personal goals, other than he doesn't want to be a stripper anymore.

I'm still reading the players guide to make sure I've got the general idea down.


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Adventure Background wrote:
The adventure begins in the city of Wati, where the Asp and Crook Rivers converge to form the River Sphinx in southeastern Osirion. The PCs should already be present in Wati and be acquainted with one another, with an interest in exploring the tombs of Wati's necropolis. With the necropolis opened by royal decree, the priests of the local temple of Pharasma, the Grand Mausoleum, have been tasked with assigning sites ready for exploration to adventuring companies in a lottery. The adventure assumes that the PCs have already formed an adventuring party and have registered for this lottery with the priesthood of the Grand Mausoleum. Registering is not difficult; there are no background checks or special fees or requirements. A priest simply records the name of the group and the names of its members, and gives them a token that they should present when the group receives its first assignment at the lottery's opening ceremony.

As you can see, the adventure assumes you're an existing group - although the length you've been together is entirely up to you. I'll need a name at some point, but that's just so I can incorporate it into dialogue. There's no mechanical effect, so if needed, we can start gameplay whenever everyone's character is done and finalize the group name as we go.

------------------------------------------------------------------------
@Mahmoud: That's exactly right. :-) Thanks for letting me know about the existence of Disguise on the website. The addition of Deception is pretty recent, and I tend to forget to update skill lists. I noticed Ride is still listed as a class skill in a couple places, so I know what my weekend project will be. ;-)

Fencing now gives a bonus to Deception (falsehoods) equal to your BAB. It doesn't affect PSB. This may look like a nerf, but as Robert Henry can attest, allowing it to apply to feint attempts quickly leads succeeding on anything but a nat1. ;-)


M N human fighter 5 | HP 49/49 | AC23 T21 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+5** (+2 fear) | CMD23 PSD15* | init+5* (+2 ruins) | Per+10 SM+7 | BB 1/1 HD 5/5 MF 1/1 RS 1/1 Stm 8/8 | conditions: none | effects: none

Are all of us somewhat devout to a deity? I wonder if something like "The Faithful Shadows" would work.

Does any of us have a reason to work with Wati's existing thieves' guilds? If not, I kind of like that we found each other because none of us like working with the underworld establishment. It might create some neat rivalries with other treasure-hunting companies as we go.


Male Catfolk Rogue 5
Vitals:
HP 18/38 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

I'm not sure I'd call Tribim 'devout' but I'm ok with 'the faithful shadows' if folks like it more than 'Shadow Company'

Tribim is familiar with the local thieves' guild, but avoided them when he was younger, and hasn't had a reason to interact with them since he's been at the temple.


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6

Epperson isn’t averse to the thieves’ guild, but he’s not keen to work with them either. His focus is getting access to sealed tombs. Whatever allows him that access will be his preference, but in all honesty, nothing really matters as it’s all a pre-determined finality, yeah?

Oh yes, faithful to Groetus. Not necessarily a shadowy figure. More disruptingly definitive, but again, it all doesn’t REALLY matter - he’ll go along with the flow.

He knows where the flow goes.


Male Weremonkey Rogue/Ranger/Trickster

My character(name forthcoming) is a 'priest' of Bastet, but a Witch instead of Cleric(or another divine class).

As Bastet is the goddess of thieves, I would like to be associated with the local thieves' guild, if possible.

I actually kinda like 'Five Shadows' or maybe 'Five of Shadows'. Reminds me of the Six of Crows from Shadow and Bone.

YBD,
You might wanna update the Charlatan background. Even if don't swap one of it's class skills to Deception, Silver Tongue should probably apply it's bonus to that, instead of Influence.


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6
Imaginary Crayons wrote:
Tribim wrote:
Imaginary Crayons wrote:
Howabout we have the opening scene start with the party sitting around a table discussing what to call ourselves? Decide the name in-character? :D
Depends on how much it interferes with whatever the opening scene is. I'd rather talk as we adventure...if we need a name and a bit of a story to adventure, let's get it out of the way.

Fair enough. ;)

Ok, then...what's to be our main stated "purpose" as a group? Investigators? Explorers? Treasure Hunters?

Epperson will be very up-front about his desire to stamp out curses (and things he sees as curses) as unnatural elements to the righteous order of the doomed world.

So - crusader?


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@Monkeygod: Good catch!


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6

What does MSD and PSD stand for?


Female
Vitals:
HP 12/12 | AC 15 T 13 FF 12 | F +1 R +3 W +3 | CMD 13 MSD PSD | Init +3 | Perc +2
Witch

The name is likely a WIP, but I think I did my stats correctly?

Str 10
Dex 10+2+2+2
Con 10+2
Int 10+2+2+2
Wis 10+2
Cha 10+2

For: 10, 16, 12, 16, 12, 12?

Also GM,

Is our one trait in addition to a campaign trait? Or if we want one of those, we gotta take it via the lone one?

*Edit* A few more questions:

I see you use Lore, but no mention of background skills. Are they in use, or must we take those skills normally?

On the homepage of your house rules, on the character level chart, it says 'good saves+2' for level 1. What does that mean?

How are we doing HP, both for first level, and when we level up?

Finally, out of sheer curiosity, how come level two is the only one without some other benefit? Are you duophobic? lol


Male Weremonkey Rogue/Ranger/Trickster

Knew there was something I forgot!

Can Witches take a casting tradition?


Monkeygod wrote:

As Bastet is the goddess of thieves, I would like to be associated with the local thieves' guild, if possible.

I actually kinda like 'Five Shadows' or maybe 'Five of Shadows'. Reminds me of the Six of Crows from Shadow and Bone.

I forgot Bastet was the goddess of thieves, Navarre was one, unofficially of course, (so no guild membership) when he was younger.

I love the reference to six of crows. so Can we go with 'Five of Shadows'?

Sinse I've played the system before, I know the answers to some (f not all) of the questions:

Epperson, son of Epper wrote:
What does MSD and PSD stand for?

PSD is "Psychological Maneuvers Defense" PSB is "Psychological Maneuvers Bonus" From a discussion quote in our previous game about MSB:

MSB wrote:

Sometimes, it is not a caster’s raw power that is important, but rather his skill and experience with magic in general. This includes concentration checks or times when a caster directly pits his magic against that of another caster. At these times, the caster’s magic skill bonus (MSB) and magic skill defense (MSD) are used to determine the outcome.

A caster’s MSB is equal to his total levels in spherecasting classes. A caster’s MSD is equal to 11 + his MSB.

Sometimes, a power or circumstance will call for a magic skill check. At this point, the caster attempting the check rolls a d20 and adds her MSB to the roll. If this equals or exceeds the target’s MSD, the check succeeds. If not, the check fails.

When a spherecaster attempts a concentration check (as called for by the Pathfinder Core Rulebook), instead of rolling a d20 and adding his caster level + his casting ability modifier, he rolls a d20 and adds his MSB + his casting ability modifier to the roll. Treat an effect’s caster level/2 as the effective spell level for this purpose. A spellcaster may always choose to manifest a magical effect at a lower caster level than his total in order to attempt a concentration check easier.

Sharifa wrote:
Is our one trait in addition to a campaign trait? Or if we want one of those, we gotta take it via the lone one?
only one trait, from the AP or elsewhere. Though there are Backgrounds where your 'beginning Background feat' is the feat 'Additional Traits' so more can be available at creation.
Sharifa wrote:
I see you use Lore, but no mention of background skills. Are they in use, or must we take those skills normally?
There are no extra skill points for 'background' but there are several sphere's that give free skill points as long as your taking spheres. For instants Fencing provides + 1 Bluff skills per level (@ 5 skills per sphere) on top of your regular skills.
Sharifa wrote:
On the homepage of your house rules, on the character level chart, it says 'good saves+2' for level 1. What does that mean?
If you look at each class it has starting saves at 1/2 (good) or 1/3 (poor) the good ones (1/2) get + 2, So your actual starting stats for 'good' are + 2, and poor 0.
Sharifa wrote:
How are we doing HP, both for first level, and when we level up?
My non-solo game with him was full at first then 1/2 + 1, PFS style.
Sharifa wrote:
Finally, out of sheer curiosity, how come level two is the only one without some other benefit? Are you duophobic? lol
hmmmm, a Hex and a magic talent don't count?
Monkeygod wrote:

Knew there was something I forgot!

Can Witches take a casting tradition?

Witch wrote:

Casting:

The witch may combine spheres and talents to create magical effects. The witch is considered a High-Caster and uses Intelligence as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Casting tradition and two bonus talents, choose wisely :)

I'll ask this again down here in case it got lost in all the posts
I love the reference to six of crows. Can we call the team 'Five of Shadows'? Please....


Five of Sadows is cool-sounding. Works for me.


*shadows


M N human fighter 5 | HP 49/49 | AC23 T21 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+5** (+2 fear) | CMD23 PSD15* | init+5* (+2 ruins) | Per+10 SM+7 | BB 1/1 HD 5/5 MF 1/1 RS 1/1 Stm 8/8 | conditions: none | effects: none

I'm good with Five of Shadows. :)


M N human fighter 5 | HP 49/49 | AC23 T21 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+5** (+2 fear) | CMD23 PSD15* | init+5* (+2 ruins) | Per+10 SM+7 | BB 1/1 HD 5/5 MF 1/1 RS 1/1 Stm 8/8 | conditions: none | effects: none
Sharifa wrote:
I see you use Lore, but no mention of background skills. Are they in use, or must we take those skills normally?

If you take a background that includes Lore as one of its two skills, you do automatically get a rank in that specific Lore every level. We also get a free rank in Perception every level.

I'm not sure your stats are right. We get two +2 boosts (or three +2 boosts and a -2 penalty) for race, two boosts for background, two boosts for class, and four wild boosts. That's ten boosts. By my count you have nine boosts. Now optionally you can take two more -2 penalties and one more boost, which works out to nine boosts total, but all of your stats are 10 or greater, so that would mean that you would have had to boost and penalize the same stat. If that's what you did, my apologies for questioning! :D

Never mind, checking my math it's only one boost for class. My bad!


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6
Mahmoud the Blade wrote:
I'm good with Five of Shadows. :)

What about Five O’Clock Shadows?

Do all of our characters have facial fuzz? Beards or moustaches or natural fur?


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M N human fighter 5 | HP 49/49 | AC23 T21 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+5** (+2 fear) | CMD23 PSD15* | init+5* (+2 ruins) | Per+10 SM+7 | BB 1/1 HD 5/5 MF 1/1 RS 1/1 Stm 8/8 | conditions: none | effects: none
Epperson, son of Epper wrote:
What about Five O’Clock Shadows?

Ha! :)

If we're all good with calling our group "Five of Shadows", it seems to me we just need to decide that we all know each other and that we formed a group to explore the necropolis in anticipation of the coming lottery. Is that enough to get started, GM?


Male Catfolk Rogue 5
Vitals:
HP 18/38 | AC20 T19 FF14 | F+5 R+9 W+4 | CMD 19 PSD 22
Abilities:
Hit Dice 5/5 | Feint +15 | Sneak attack @3d6 | Fatal Thrust @ 1d6 | Martial focus 1/1 | Init +6 | Perc +10/12 | Disable device +16/18, CLW wand 47/50

I would think that if we knew, or was known to, Mahmoud or Monkeygod' witch, that would be good enough.

I'm assuming Tribim had seen and was known to Monkeygod's witch since he worked at Bastet's temple. She may have heard he'd done some thieving in his youth and was asking about joining a team going into the necropolis.


Hit Dice 1/1 | Force Magic Points 7/7 | HP 10 /10 | AC 13 (17) T 10 FF 13 | F +1 R +3 W +3 (immune magic sleep, +2 vs enchant) | CMD 13 MSD 11 PSD 10 | Init +3 | Perc +4

Just a small note that this will be my login/avatar for my character in this game. He's still a work in process but will hopefully be completed tomorrow.

~ Imaginary Crayons


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Lots of good questions. Let's see if I can clear them up. :-)

MSB (magic skill bonus) and MSD (magic skill defense) are used for caster level checks, counterspell attempts, bypassing spell resistance, etc. The former equals your levels in spellcasting classes (in other words, +1), the latter equals 11 + MSB.

PSB (psychological maneuver bonus) is determined by BAB + CHA. PSD (psychological maneuver defense) is 10 + WIS + PSB. These are used when attempting (or defending against) feint and demoralize maneuvers.

You gain a total of one trait (unless, as Robert Henry said), you have a certain Background or spend a feat on Additional Traits. This can be a campaign trait but is not required to be.

Because many Spheres give free skill ranks, I don't use background skills. Lore isn't one that I expect anyone to voluntarily take as it's only useful in niche situations. However, quite a few Backgrounds give a Lore option, which will grant a free skill rank in it per level.

I use fractional BAB and saving throws (originally from PF Unchained) in case players want to multiclass. As such, you'll gain +2 to your starting class's Good saves at Level One. As a Witch, this means your starting saves would be F +0, R +0, W +2.

You'll get full HP at Level One as is standard, and then we'll go PFS-style (half rounded up) from there on out.

Technically Level One doesn't have a benefit either, as that level just gives the standard "good save" bonus to maintain class design expectations. ;-) Also in keeping with design expectations, there's no benefit at Level Two. This is identical to the ABP introduced in PF Unchained.

Any spherecasting class can take a casting tradition. The wiki has quite a few sample ones, or I can help you create something custom. For both magic and combat spheres, you're also welcome to take general and/or sphere-specific drawbacks.
------------------------------------------------------------------------
In other news, I haven't had time to go through anyone's character sheet yet, but I'll get started tomorrow. No worries if you aren't finished by then; I have plenty of sheets to audit between the two campaigns, and nobody's quite ready to start Gameplay yet anyway. :-)


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6

What is martial focus and where can I find out how much of it I have? It's mentioned multiple times in the Spheres of Power but nowhere can I find is it defined as to what - objectively - it is.

Any help?


M N human fighter 5 | HP 49/49 | AC23 T21 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+5** (+2 fear) | CMD23 PSD15* | init+5* (+2 ruins) | Per+10 SM+7 | BB 1/1 HD 5/5 MF 1/1 RS 1/1 Stm 8/8 | conditions: none | effects: none

Martial Focus

It's worth reading through the rest of the material on that page, too, to learn how the other features of Spheres of Might work. It doesn't look like you get combat training as a Malefactor, though, so you won't have very many talents unless you spend feats on them.


That's exactly it! Martial focus is either extremely important or very forgettable (except for the saving throw ability) depending on the Spheres you have. Dual-wielding can mostly ignore it, for example, but the Sniper sphere revolves around it.


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M N human fighter 5 | HP 49/49 | AC23 T21 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+5** (+2 fear) | CMD23 PSD15* | init+5* (+2 ruins) | Per+10 SM+7 | BB 1/1 HD 5/5 MF 1/1 RS 1/1 Stm 8/8 | conditions: none | effects: none

The Berserker sphere is pretty focus-intensive too. You might find your character can do a lot more damage with the Savage talent instead of Enforcer Training. That way you can make a Brutal Strike and expend your focus to add double BAB to damage, and after you kill them you can regain focus as an immediate action. Unfortunately you won't get a benefit for doing that until 2nd level, when your BAB is +1.

There's an amazing guide to Spheres of Might available here that goes through all of the spheres and suggests what talents work best with which styles. I always find myself poring over it whenever I'm making a practitioner. :)


M N human fighter 5 | HP 49/49 | AC23 T21 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+5** (+2 fear) | CMD23 PSD15* | init+5* (+2 ruins) | Per+10 SM+7 | BB 1/1 HD 5/5 MF 1/1 RS 1/1 Stm 8/8 | conditions: none | effects: none

I'm not very familiar with the Malefactor class, so I was looking at it more carefully to see if I could recommend anything from Spheres more specifically for your character. Malefactor seems a lot like a paladin, as far as what actions he takes in combat, with malediction in particular taking up your swift/immediate actions, and that means that the Berserker sphere is probably going to be really difficult for you to use effectively because you don't have a lot of free immediate actions. You probably want something that either doesn't care much about focus or that regains focus as a move action.

Maybe the Guardian sphere? You could take the Indifferent Defender drawback and just focus on your Delayed Damage pool, adding Cold Iron Call and Durable (and maybe Endure Pain) when you can squeeze them in. Unfortunately there's still no benefit for you until you get a BAB of at least +1.

Or, since you already have an animal companion, the Beastmastery sphere might be a smart choice. Faithful Friend would ensure that your raven companion can always meaningfully participate in combat by aiding you, especially if you use its feats to make it a dedicated bodyguard. You'd also gain the ability to tame other animals, though I don't know how druidy/rangery you picture the character. You've got good Charisma, so your Handle Animal score will be pretty good.

Maybe you want to do Influence-based stuff? The Warleader sphere has some good stuff. I'd recommend taking the Lead By Example drawback and the Focusing Tactics talent. This would let you set up and maintain Aggressive Flanking as a move action, Fierce Shout as a free action whenever you hit, and have your companion spend a move action to restore your martial focus.

I hope these musings help! I love theorycrafting characters, but I don't mean to tell you what to do as far as your build. I'm looking forward to seeing what you decide to do.


I've started character audits. :-)

Tribm:
Backgrounds have been changed since the last campaign. The Name-Dropping ability no longer exists. Instead, you gain "Destined to Succeed." I was confused about your skill rank allocation until I figured out that you put one of the ranks from your class into Deception. Don't forget to indicate that the Fencing sphere gives you a bonus to that skill when you're telling a falsehood or otherwise attempting to deceive someone. :-) I also noticed your "Background" and "Appearance" spoilers are blank, but I assume that's because you're still working on them. :-)

Mahmoud:
Everything looks good - as expected. :-) Just make sure you remember that Shadowboxing doesn't let you use Perform(dance) for all Influence check - only ones where you're threatening someone.


M N human fighter 5 | HP 49/49 | AC23 T21 FF18 | F+8** (+2 vs death) R+7** (+1 ruins) W+5** (+2 fear) | CMD23 PSD15* | init+5* (+2 ruins) | Per+10 SM+7 | BB 1/1 HD 5/5 MF 1/1 RS 1/1 Stm 8/8 | conditions: none | effects: none

Mahmoud:
Thanks! I added a note to the Influence skill and I also modified his description slightly to emphasize that he is always vaguely menacing in his social interactions. :)


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6
Mahmoud the Blade wrote:

I'm not very familiar with the Malefactor class, so I was looking at it more carefully to see if I could recommend anything from Spheres more specifically for your character. Malefactor seems a lot like a paladin, as far as what actions he takes in combat, with malediction in particular taking up your swift/immediate actions, and that means that the Berserker sphere is probably going to be really difficult for you to use effectively because you don't have a lot of free immediate actions. You probably want something that either doesn't care much about focus or that regains focus as a move action.

Maybe the Guardian sphere? You could take the Indifferent Defender drawback and just focus on your Delayed Damage pool, adding Cold Iron Call and Durable (and maybe Endure Pain) when you can squeeze them in. Unfortunately there's still no benefit for you until you get a BAB of at least +1.

Or, since you already have an animal companion, the Beastmastery sphere might be a smart choice. Faithful Friend would ensure that your raven companion can always meaningfully participate in combat by aiding you, especially if you use its feats to make it a dedicated bodyguard. You'd also gain the ability to tame other animals, though I don't know how druidy/rangery you picture the character. You've got good Charisma, so your Handle Animal score will be pretty good.

Maybe you want to do Influence-based stuff? The Warleader sphere has some good stuff. I'd recommend taking the...

I looked closely at the Warleader but steered clear due to the GM indicating caution with the Leadership stuff.

GM? I’ll await your audit.


Dwarven Ravenlord Malefactor 4
Vitals:
HP 32/38 | AC +19 T 10 FF 18 (16) | F +7 R +6 W +10 | BAB +3 CMD 15 MSD 12 PSD 15 | Init -1 | Perc +4
Abilities:
Hit Dice 4/4 | Strife Pool 5/6

To be absolutely blunt, this all feels VERY overwhelming - almost as if I'm trying to learn a new language by having multiple people speak at once to me.

I've looked at the document in question but it doesn't make sense to me. What's a practitioner as opposed to a SPHERE as opposed to a class as opposed to an archetype as opposed to a tradition? There's nothing mentioned about the malefactor in the Sphere of Might.

I'm going to throw up a white flag here and ask for the GM's advice. I appreciate the attempted assist, Mahmoud. I'm just getting more confused.

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