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@Sir Longears: That's an interesting question, and not one I've considered before. After glancing over the relevant feats/talents, I think a reasonable ruling would be to make Unarmed Combatant an "associated feat" for the Wrestling Sphere's Iron Grip talent. My reasoning is that each of the "unarmed" spheres focuses on a different combat maneuver, so it doesn't make sense for all of them to grant a grapple bonus. :-)

@Tassa: Using a in-post tracker is equally acceptable. As long as I don't have to go clicking through everyone's profile to check active effects, current hp, resource expenditure, etc, players can use whatever method is easiest for them. :-)


Female Human Rogue 2 HP 17/18 | AC 19 T 18 FF 14 | F +3 R +7 W +2 | CMD 15 PSD 13 | Init +4 | Perc +3

Checking on a couple of things regarding skills.

Has Appraise been removed as a skill? It's given as a Rogue class skill but it isn't included in your character template.

Deception isn't listed as a Rogue class skill. Is that correct? Seems strange.


One of the projects I've been putting off is going through all of the classes and fixing their class skill lists. Now's as good a time as any, so if you check the page again, things should be cleared up. :-)


Tassa Portrait ★ F Shifter 3 | AC 15, T 15, FF 14 | F +5 R +5 W +5 | CMD 17, PSD 15 | Init +1 PER +6

Re tracker: Great, thanks. If at any point you need me to change how I'm doing it, just let me know,

Re associated feats: my understanding is that they mean "this talent counts as this feat, for prereqs", and "if you'd be granted an associated feat, you can take the associated talent instead", NOT "this talent grants this feat". In other words, if I'd be granted Mobility (feat) I could choose to take the Athletics (Mobility) talent instead. And if I'd be granted Improved Grapple (or Unarmed Combatant) I could take Iron Grip instead...but I *don't* gain the benefits of the feat, where they're different from the talent. E.g., neither the Wrestling sphere nor Iron Grip (which has Improved Grapple as an associated feat) lets me make grapples without triggering an AoO. Instead, it relies on SoM's model of trying to get folks Battered before initiating a maneuver.

Does that sound right?


Yes, that's correct. "Associated feats" are relevant for things like the Two-Weapon Rend feat. If you have the Dual-Wielding Sphere, the Mercurial Flow talent, and the necessary BAB and DEX, you qualify for that feat.

In most cases, taking the talent is a better choice than keeping the "associated feat," but there are a few edge cases where you might want both. For example, the Dual-Wielding sphere lets you attack with both weapons as a standard action, but if you're at least BAB +6 and want to full-attack, you'll probably end up taking the Two-Weapon Fighting feat as well.


Thanks.

Now a follow up: taking the Wrestling sphere grants IUS normally. What, if anything, does it grant in your house rules? Unarmed Combatant?


All of the "unarmed" spheres (Boxing, Brute, Open Hand, and Wrestling) have IUS as an associated feat. This is so characters with these spheres can make unarmed strikes without provoking AoOs. For my houserules, that benefit still applies, but players won't get the other benefits of Unarmed Combatant. Instead, Unarmed Combatant becomes the associated feat for the Wrestling sphere's Iron Grip talent.


Sounds good, thanks. In that case I'll keep Constrictor drawback.

Do you want us to do purchases yet? If not, I'm ready to go!


Female Human Rogue 2 HP 17/18 | AC 19 T 18 FF 14 | F +3 R +7 W +2 | CMD 15 PSD 13 | Init +4 | Perc +3

Almost there I think.

Does Unarmored Training from the Equipment Sphere include bucklers when it says no armor, or does it work with a buckler?


@gyrfalcon: You can do purchases now, but everything may not be accessible to your character at the moment.

@Arberie: Unarmored Training works with all types of shields.


Female Human Rogue 2 HP 17/18 | AC 19 T 18 FF 14 | F +3 R +7 W +2 | CMD 15 PSD 13 | Init +4 | Perc +3

Okay. I think I'm done except for gear, which won't take long.

Just to double check, as a Human in this game with no background, Arberie should have 2 feats right? 1 for first level and 1 for human?


Arberie:
Your PSD should be 12 (10 + PSB + WIS), but everything else looks good. Just remember that since Bluff isn't a skill in my system, the Fencing sphere instead grants an equivalent bonus to Deception checks to tell falsehoods. :-)

That's correct: A Human would start with two feats.


I've added an editable map to the campaign header.


Vitals:
HP 20/20 | AC 17 T 12 FF 15 | F +5 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 2/2 | Martial Focus 1/1 | Stamina 4/4

@Arberie: I think I've ninja'ed you!


Female Human Rogue 2 HP 17/18 | AC 19 T 18 FF 14 | F +3 R +7 W +2 | CMD 15 PSD 13 | Init +4 | Perc +3

Eh, based on the map, the cells are solid walls except for the barred doors so we can't see each other being in the same side of the room. Can't really ninja each other if we don't know what's going on with each other except what we hear. :)

I'm just waiting for a "yes" or "no" on being able to grab those keys...


Vitals:
HP 20/20 | AC 17 T 12 FF 15 | F +5 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 2/2 | Martial Focus 1/1 | Stamina 4/4
Arberie Morina wrote:

Eh, based on the map, the cells are solid walls except for the barred doors so we can't see each other being in the same side of the room. Can't really ninja each other if we don't know what's going on with each other except what we hear. :)

I'm just waiting for a "yes" or "no" on being able to grab those keys...

You mean as a reflex thing? In my last post I had Baldrek move outside the cell and throw the keys for you.


Female Human Rogue 2 HP 17/18 | AC 19 T 18 FF 14 | F +3 R +7 W +2 | CMD 15 PSD 13 | Init +4 | Perc +3

Mostly wanting to know if any dice rolls are needed for success on the throw or grab before I start doing things assuming it's all worked out.

It's easier to hold than to retcon if I'm wrong.


No rolls needed to grab the keys. :-)


Vitals:
HP 20/20 | AC 17 T 12 FF 15 | F +5 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 2/2 | Martial Focus 1/1 | Stamina 4/4

Sorry for the silence. Weekends are hard for me because I have a 3yo girl and a 9 months boy, so there is little actual time for anything and even when I catch a break I usually use it to just recover my mental energy.


Vitals:
HP 20/20 | AC 17 T 12 FF 15 | F +5 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 2/2 | Martial Focus 1/1 | Stamina 4/4

Now, about the lack of knowledge skills, I feel we should address it ASAP.

@Tassa: You are the only one with Nature as class skill. Do you feel picking it up?

@Mya: As a time oracle, you are the only one with Nature as class skill. Do you feel picking it up?

@GM: Considering none of us are Int-based and none of us have Occult as a class skill, how do you feel about letting either me or Arberie swap K. Dungeoneering for Occult as both a class skill and trained? I feel it is the most important knowledge skill for this campaign at it would be a shame if we miss information and foreshadow because of this fluke! That being said, I understand we should have thought about this beforehand and I think it just slipped since we were RPing even before finishing our sheets.


@Baldrek: I think you mean Knowledge (Arcana), but yep, I was already going to pick it up next level up. I've got Divine, History and Planes but did not want to spread too thin on level 1.

EDIT: But also I agree regarding the lack of Knowledge (Occult). Unless TBD thinks it can also be interesting to have a party with no such access. If Arberie does not want to do what, which is their prerogative, I also offer Mya as a possible Knowledge (Occult) trainee.


Vitals:
HP 20/20 | AC 17 T 12 FF 15 | F +5 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 2/2 | Martial Focus 1/1 | Stamina 4/4
Wyshart wrote:

@Baldrek: I think you mean Knowledge (Arcana), but yep, I was already going to pick it up next level up. I've got Divine, History and Planes but did not want to spread too thin on level 1.

EDIT: But also I agree regarding the lack of Knowledge (Occult). Unless TBD thinks it can also be interesting to have a party with no such access. If Arberie does not want to do what, which is their prerogative, I also offer Mya as a possible Knowledge (Occult) trainee.

Yes, I meant Arcana!

I mainly asked for me or Arberie because we both have K. Dungeoneering trained and as class skill and considering how starved we are, it felt like a good idea if one of us could do the swap. If we had more traits, I'd gladly pick one that would give me Occult (with some change, since it is a new skill).


Baldrek Zar'Zaron wrote:
I mainly asked for me or Arberie because we both have K. Dungeoneering trained and as class skill and considering how starved we are, it felt like a good idea if one of us could do the swap. If we had more traits, I'd gladly pick one that would give me Occult (with some change, since it is a new skill).

Ah, I hadn't realized that, my bad!


Honestly, I think the lack of Knowledge (occult) is fine for now. PCs are expected to be completely lost for the beginning of the campaign, and the primary focus is simple survival and escape. As a result, there's only a couple situations where Knowledge (occult) comes into play, and not having the skill isn't game-breaking. After the first few levels, it'll become more useful, but by that point, you'll have access to additional resources to supplement the skill. :-)


Female Gnome Oracle 3
Vitals:
HP 21/21 | AC 16 T 14 FF 13 | F +3 R +4 W +5 [+2 against illusions and death effects] [+1 trait against spells and spell-like abilities from evil creatures] | CMD 13 PSD 13 MSD 14 | Init +2 | Perc +5
Abilities:
Hit Dice 3/3 | Spell Points 3/8 | Erase from time 1/1 | Anticipate Peril 0/1|Time Flicker 3/3 | DC 16 for Sphere Abilities
Your Benevolent Dictator wrote:
Honestly, I think the lack of Knowledge (occult) is fine for now. PCs are expected to be completely lost for the beginning of the campaign, and the primary focus is simple survival and escape. As a result, there's only a couple situations where Knowledge (occult) comes into play, and not having the skill isn't game-breaking. After the first few levels, it'll become more useful, but by that point, you'll have access to additional resources to supplement the skill. :-)

Perfect, then! If it is not going to "ruin" the adventure, not being trained in that is perfectly flavorful, then.


Female Human Rogue 2 HP 17/18 | AC 19 T 18 FF 14 | F +3 R +7 W +2 | CMD 15 PSD 13 | Init +4 | Perc +3

If there will be opportunities ahead for picking up new skills Arberie is a good candidate to do it. Lots of skill points per level, but not a whole bunch of class skills to put them in.


Tassa Portrait ★ F Shifter 3 | AC 15, T 15, FF 14 | F +5 R +5 W +5 | CMD 17, PSD 15 | Init +1 PER +6

Good call to sort this out.

...and OK, I see Arberie and Mya are tied for highest INT...at 12.

I can certainly start investing in Nature next level, though with a 10 INT I'll never be more than passable at it.


Female Human Rogue 2 HP 17/18 | AC 19 T 18 FF 14 | F +3 R +7 W +2 | CMD 15 PSD 13 | Init +4 | Perc +3

Also since Arberie can build in the direction or INT or CHA for the things she'd be doing like feinting, I can invest more in Arberie's INT as time goes on. I probably will favor CHA since it seems a bit more efficient for some things, again like feinting, but I could still easily go to 14 INT.

I'd though maybe Arberie would branch into some spell casting later, but now I'm not so sure. Even if I did pick up a magic trick or two, I still wouldn't need any particular mental stat to be sky high.


Female Gnome Oracle 3
Vitals:
HP 21/21 | AC 16 T 14 FF 13 | F +3 R +4 W +5 [+2 against illusions and death effects] [+1 trait against spells and spell-like abilities from evil creatures] | CMD 13 PSD 13 MSD 14 | Init +2 | Perc +5
Abilities:
Hit Dice 3/3 | Spell Points 3/8 | Erase from time 1/1 | Anticipate Peril 0/1|Time Flicker 3/3 | DC 16 for Sphere Abilities

I can, in a few levels time, go the Life Sphere route as well, so nobody feels pressured to heal. Also, being an Oracle and having high UMD can probably be enough for that as well.


Vitals:
HP 20/20 | AC 17 T 12 FF 15 | F +5 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 2/2 | Martial Focus 1/1 | Stamina 4/4

I think I might have murdered everything. Some great rolls.


Female Gnome Oracle 3
Vitals:
HP 21/21 | AC 16 T 14 FF 13 | F +3 R +4 W +5 [+2 against illusions and death effects] [+1 trait against spells and spell-like abilities from evil creatures] | CMD 13 PSD 13 MSD 14 | Init +2 | Perc +5
Abilities:
Hit Dice 3/3 | Spell Points 3/8 | Erase from time 1/1 | Anticipate Peril 0/1|Time Flicker 3/3 | DC 16 for Sphere Abilities

I'm going to wait on everybody for this. They are fearing shapeshifters and we have someone going through some transformations. I have the Influence skill but no Deception.


Female Human Rogue 2 HP 17/18 | AC 19 T 18 FF 14 | F +3 R +7 W +2 | CMD 15 PSD 13 | Init +4 | Perc +3

Arberie has a decent enough Influence to make a roll, but I think we have a major problem here. If I'm understanding the posts correctly, Tassa still has tentacles flopping about all over the place. Not much point in Arberie trying to convince them to believe her instead of their lying eyes.


Tassa Portrait ★ F Shifter 3 | AC 15, T 15, FF 14 | F +5 R +5 W +5 | CMD 17, PSD 15 | Init +1 PER +6

OK, good to get confirmation from our DM here.

Arberie is right: I was planning on keeping the transformation up (assuming it's been < 10 min). I suppose it's *possible* that they haven't seen me yet? If no, I can dismiss it.

Otherwise: maybe this is Diplo, to let them know that we're trying to escape (as they likely are, I suspect) and that it seems perhaps one of them did something weird to me but I'm on yall's side?


So far, Baldrek and Mya are the only people who have left the room, so there are a few options. I'm curious to see what you decide to do. ;-)


Just doing a quick check-in. While there are a multitude of ways to proceed, they mainly boil down to three general options: talk to them, attack them, or leave and explore elsewhere. :-)


Female Gnome Oracle 3
Vitals:
HP 21/21 | AC 16 T 14 FF 13 | F +3 R +4 W +5 [+2 against illusions and death effects] [+1 trait against spells and spell-like abilities from evil creatures] | CMD 13 PSD 13 MSD 14 | Init +2 | Perc +5
Abilities:
Hit Dice 3/3 | Spell Points 3/8 | Erase from time 1/1 | Anticipate Peril 0/1|Time Flicker 3/3 | DC 16 for Sphere Abilities

I assume we'll talk! I was mostly waiting for everyone to say anything, I'll lead the way this time.


Vitals:
HP 20/20 | AC 17 T 12 FF 15 | F +5 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 2/2 | Martial Focus 1/1 | Stamina 4/4

@GM: From which door did we arrive in this new room? Is there a hole in a wall or something? It appears the only door is to the north.


Ah, shoot, I misread the white space on Mya's profile picture as a second door. I'll tweak the map to accommodate. ;-)


Vitals:
HP 20/20 | AC 17 T 12 FF 15 | F +5 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 2/2 | Martial Focus 1/1 | Stamina 4/4

@Mia: Are you using any melee weapon? I'd like to flank, but if you are unarmed, it won't work!

If you are not, I'll move and ready for when Tassa joins in the flanking.


Female Gnome Oracle 3
Vitals:
HP 21/21 | AC 16 T 14 FF 13 | F +3 R +4 W +5 [+2 against illusions and death effects] [+1 trait against spells and spell-like abilities from evil creatures] | CMD 13 PSD 13 MSD 14 | Init +2 | Perc +5
Abilities:
Hit Dice 3/3 | Spell Points 3/8 | Erase from time 1/1 | Anticipate Peril 0/1|Time Flicker 3/3 | DC 16 for Sphere Abilities

@Baldrek: I am! I have a dagger that I assumed I could carry while also using the Time Sphere abilities. But since I haven't made that clear on my posts, I can leave it up to YBD.

I'm glad I chose a character that buffs/debuffs, because my rolls have been rough!


@Mya: You didn't take the Somatic Components drawback, so your magic doesn't require a free hand. As such, I see no reason why you shouldn't have a dagger drawn - especially when you're hunting for doppelgangers. ;-)


Female Gnome Oracle 3
Vitals:
HP 21/21 | AC 16 T 14 FF 13 | F +3 R +4 W +5 [+2 against illusions and death effects] [+1 trait against spells and spell-like abilities from evil creatures] | CMD 13 PSD 13 MSD 14 | Init +2 | Perc +5
Abilities:
Hit Dice 3/3 | Spell Points 3/8 | Erase from time 1/1 | Anticipate Peril 0/1|Time Flicker 3/3 | DC 16 for Sphere Abilities

@YBD: That's true, I apologize, still defaulting to RAW PF sometimes!

@Baldrek: So yes, totally go for the flank.


@Arberie: Marked Target is actually a Swift action, so your Standard is still available this round. Did you want to do anything with it?

@Mya: The fascinated condition automatically ends under a few conditions - such as a weapon being drawn. Would you like to change your action?


Female Gnome Oracle 3
Vitals:
HP 21/21 | AC 16 T 14 FF 13 | F +3 R +4 W +5 [+2 against illusions and death effects] [+1 trait against spells and spell-like abilities from evil creatures] | CMD 13 PSD 13 MSD 14 | Init +2 | Perc +5
Abilities:
Hit Dice 3/3 | Spell Points 3/8 | Erase from time 1/1 | Anticipate Peril 0/1|Time Flicker 3/3 | DC 16 for Sphere Abilities

@YBD: I do! I read the condition to make sure but assumed it was about being drawn in regards to attacking me. Oops. I'll post right now.


Female Human Rogue 2 HP 17/18 | AC 19 T 18 FF 14 | F +3 R +7 W +2 | CMD 15 PSD 13 | Init +4 | Perc +3
Your Benevolent Dictator wrote:

@Arberie: Marked Target is actually a Swift action, so your Standard is still available this round. Did you want to do anything with it?

Ooh! That's pretty awesome! Sure, I'll add an attack.


So everyone's aware, the doppelganger will still be alive after Tassa's attacks. Does anyone else want to take an action?


Vitals:
HP 20/20 | AC 17 T 12 FF 15 | F +5 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 2/2 | Martial Focus 1/1 | Stamina 4/4
Your Benevolent Dictator wrote:
So everyone's aware, the doppelganger will still be alive after Tassa's attacks. Does anyone else want to take an action?

Hopefully it is dead now!


Female Human Rogue 2 HP 17/18 | AC 19 T 18 FF 14 | F +3 R +7 W +2 | CMD 15 PSD 13 | Init +4 | Perc +3

Oh! Wasn't expecting that! Arberie has now joined the curb stomping.


Female Gnome Oracle 3
Vitals:
HP 21/21 | AC 16 T 14 FF 13 | F +3 R +4 W +5 [+2 against illusions and death effects] [+1 trait against spells and spell-like abilities from evil creatures] | CMD 13 PSD 13 MSD 14 | Init +2 | Perc +5
Abilities:
Hit Dice 3/3 | Spell Points 3/8 | Erase from time 1/1 | Anticipate Peril 0/1|Time Flicker 3/3 | DC 16 for Sphere Abilities

@TBD: Hey, quick question. I wrote my last post ambiguous enough for whatever the case, but I was wondering if we were doing the whole Spellcraft (or homebrew equivalent) for item identification and such. I'm not sure you list them because we will not or just for quickness sake, to not have a back and forth every single time.


Good question! In Spheres, detect magic is pretty much locked behind the Divination sphere - which isn't commonly taken. As such, as long as there's a caster in the party, I automatically identify magic items to prevent Divination from becoming a "sphere tax" for Level One characters. :-)

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