
eriktd |
1 person marked this as a favorite. |

Other potentials: Is anyone doing roguish things at the moment? (traps, lockpicking, and such)
Several of the characters in this thread so far have Disable Device and other trap-related skills (at least three of them, and last time I checked there were only four potential submissions). :)
I might as well include the info here, since we're on a new page.
CHARACTERS
Grumbaki: Kardin Shieldshatter, dwarf Gunsmith blacksmith (Techsmith) 5 // incanter 5 // Mad Shootist 1
Philo Pharynx: Tavius, deva Skyseer elementalist 1 / hedgewitch 4 // incanter 5 // Applied Astronomist 1
eriktd: Lacrimadia, tiefling Spirit Medium incanter 1 / soul weaver (Shepherd of the Lost) 4 // technician (Innovator) 5 // Urban Empath 1
Violant: Ana Brunas, catfolk Technologist gunslinger (Gunfighter / Musket Master / Siege Gunner) 5 // technician 5 // Steamsuit Pilot 1
EXPRESSED INTEREST
Master Han Del of the Web
Fury of the Tempest (kineticist?)
ChrisAsmadi
johnsedwa
Monkeygod
ObsessiveCompulsiveWolf (Oceanshieldwolf)
Crisischild
Trevor86
pad300
namo
Slyness
(My apologies if I got anything wrong about anyone's applications. Let me know and I'll update this list!)

Fury of the Tempest |

@Fury of the Tempest: Fair point on the Light Element! I'd agree that Illusion or Light are both appropriate for associated spheres.
Arhcetypes that replace Metakinesis would replace the options that, in turn, replace it, as well as completely removing Metakinesis options from the Utility Wild Talent Pool. Does that sound fair?
Sounds perfect to me, I'll start working on my Light/Void Fusion Kineticist | ??? soon!

Monkeygod |

It's taken me longer than expected, but I've settled on a concept:
An Eladrin Vekeshi Mystic who is going to lean heavily into the three-fold aspect of Srasama.
A couple of questions: The Eladrin entry doesn't have a section on starting languages, any suggestions?
Also, how are you handling FCB? Are we getting one per side of the gestalt? And what about races that lack any sort of FCB or just ones that don't have any for a given class?

namo |

Thanks for the answers.
Could you clarify what you meant about Deft Maneuvers and Improved Feint? I'm fairly sure you're asking if they can both modify the Feint CM, but a few other potential interpretations I could read into it. Just wanting to be sure so I can answer what you're asking and not some other question entirely.
From the Feat Tax site:
Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal
Gone. Replaced with Deft Maneuvers.
Deft Maneuvers
New. You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.
Deft Maneuvers purportedly replaces Improved Feint, but seems to only grant +2 to the feint Bluff check (since feinting doesn't provoke AoOs in the first place), when Improved Feint is about feinting as a move action.
A/ So does Deft Maneuver allow to feint as a move action? Or does Improved Feint continue to exist separately? (I'm aware the Fencing sphere has a talent for that.)B/ Do companions / mechanoids / ... get maxed HP as well, do they roll, or take average?
C/ Is it OK if I use a Myth-Weavers sheet? Though I'll probably have a spreadsheet for Tinker stuff, but the main info would be on MW.
D/ Lastly, what do you look for in applications? Background? Personality? Quirks? Made-up NPCs? Secrets? All of the above?

eriktd |

From the Feat Tax site:
Quote:Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal
Gone. Replaced with Deft Maneuvers.
Deft Maneuvers
New. You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.
Deft Maneuvers purportedly replaces Improved Feint, but seems to only grant +2 to the feint Bluff check (since feinting doesn't provoke AoOs in the first place), when Improved Feint is about feinting as a move action.
A/ So does Deft Maneuver allow to feint as a move action? Or does Improved Feint continue to exist separately? (I'm aware the Fencing sphere has a talent for that.)
There's a PDF from the creators of the Elephant in the Room houserules that updates their ruleset to be more comprehensive. The Deft Maneuvers feat in that PDF reads:
Deft Maneuvers (Combat)
You are skilled in a variety of dextrous combat maneuvers.
Prerequisite: Dex 13.
Benefit: You do not provoke an attack of opportunity when performing a trip or disarm combat maneuver. In addition, you receive a +2 bonus on checks with trip and disarm combat maneuvers, and you can make a Bluff check to feint in combat as a move action.You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip or disarm you.
Normal: You provoke an attack of opportunity when performing a trip or disarm combat maneuver. Feinting in combat is a standard action.
Those rules are specifically for core Pathfinder only, which doesn't have dirty trick, reposition, or steal maneuvers, but since those are mentioned in the original houserules, I think most people play as if they are covered by Deft Maneuvers as well.

Fury of the Tempest |

Got further questions as I work out my character.
Is the Tinker As Guile Sphere optional? It would be nice for my Power/Guile built to be capable of poking around with the Tinker Sphere without needing to go into a Martial Progression for it.
There is also the Tinker Utility Talents, are they allowed, even if the former is not?

Gearmaster of the Turning Age |

@Monkeygod: Eladrin would speak Elven and Common based on the languages listed for Elfaivar, the eladrin's home nation. It's on page 30 of the player's guide, if I recall.
I'm handling FCB the same as I did in my Coliseum Morpheuon recruitment: there's no race restrictions on which FCBs you can take and you get an FCB for both sides of the gestalt.
There's no official writeup on Srasama, or really any of the gods for that matter, but I can give a few details on her faith from the time before she was slain. Just let me know what you'd like information on.
@namo: As eriktd pointed out, the feat tax PDF was revised to cover that.
Everything in the game has max HP per HD: PCs, their companions, NPCs, monsters, etc.
Myth-Weavers sheets are fine, as a few of my Coliseum Morpheuon players used those for their characters.
I honestly take a comprehensive look at characters in most of my games. Since the setting is so very important in Zeitgeist though, I'll probably be keeping an eye out for characters that seamlessly fit in.
@Fury of the Tempest: The Tinker As Guile Sphere optional rule is permitted for anyone who wants to go that route.
Tinker Utility Talents are also fair game.

Fury of the Tempest |

I'm handling FCB the same as I did in my Coliseum Morpheuon recruitment: there's no race restrictions on which FCBs you can take and you get an FCB for both sides of the gestalt.
Oh, that's pretty nice. Won't mean much currently, but next level? Oh boy!
@Fury of the Tempest: The Tinker As Guile Sphere optional rule is permitted for anyone who wants to go that route.
Tinker Utility Talents are also fair game.
Yay! Now I no longer need to be a martial character, thanks Pasha!

eriktd |

I've been getting occasional Bad Gateway errors on the spheresofpower.wikidot.com site, which was really frustrating me because it means I can't look up the thing I was checking for like an hour until the error message goes away. I'm sure some of us here have also been experiencing this.
However, I found a solution: If you edit the URL and add a forward slash ("/") after the page name, it seems to circumvent the problem. So if you are trying to look at "http://spheresofpower.wikidot.com/tinker", instead try "http://spheresofpower.wikidot.com/tinker/" and you should be good to go. Unless, of course, it's the increased volume of folks from this recruitment that is causing the error. ;)

Slyness |

Definitely not finished, but here is an update on my submission.
Ayreth is a doomsayer, convinced that technology will bring the end times and that people need to return to nature.
Mechanically, she is a Spirit Mender Druid/Hedgewitch with the Logos theme. She will mostly be support, providing buffs for the party and debuffs for our enemies. Also, some healing.

Tavius |

Definitely not finished, but here is an update on my submission.
Ayreth is a doomsayer, convinced that technology will bring the end times and that people need to return to nature.
Mechanically, she is a Spirit Mender Druid/Hedgewitch with the Logos theme. She will mostly be support, providing buffs for the party and debuffs for our enemies. Also, some healing.
Ooh, I see some interesting synergies between Ayreth and Tavius. I can see interesting discussions about the signs given by the heavens.

Philo Pharynx |

I noticed something about Ayreth. I suspect that you took the ring of sustenance for the same reason that Tavius did. When you only need two hours of sleep, it's more time to study the heavens.
I think that we can play off of each other well.
----
For people who are still looking for a concept, the themes we haven't yet seen a completed character for are:
Yerasol Veteran/Monument of War - a.k.a weaponized PTSD
Docker/Notorious Celebrity - a.k.a. OG influencer
Martial Scientist/Polyhistor - a.k.a. "But I find that Thibault cancels out Capo Ferro, don’t you?"
Vekeshi Mystic/Vekeshi Excoriant - a.k.a. a faith stronger than death

namo |

My PC has taken shape:
- mechanically, a Conscript || Shade Rogue with a big focus on Tinker sphere.
- fluff-wise... you'll see, I have to put my notes in order. But one fun tidbit is: she's a human who thinks she's got an Eladrin soul inside her, ever since she visited the Dreaming on the Night of the Mirror Moon 17 years ago and came back changed.
Also she was a grifter before she wised up and set herself on the path that utlimately led her to the RHC.
In terms of Character Theme, Technologist is the best fit.
Additional questions:
- are there talents that are not appropriate for the game? I'm thinking of Divination/Witness the City which can trivialize information gathering (not great in an intrigue game) and Time/Past Sight which can make crime solving too easy (the Player's Guide mentions there is a murder mystery at some point)
- can I swap feats for a Guile progression even though one of my classes (Rogue) has a blended progression of all 3 types? The Guile text doesn't have the same restrictions as the Might equivalent, but I'd rather check with you to be sure.

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I suspect that you took the ring of sustenance for the same reason that Tavius did. When you only need two hours of sleep, it's more time to study the heavens.
I think that we can play off of each other well.
Aye, there is that. It's also good for keeping watch.
In general, I am never certain what to spend gold on.

Annalina "Lina" Vell |

After a bunch of reworks, I'm finally 99% done with: Annalina "Lina" Vell, Samsaran Striker (Voidrusher)//Summoner (Void Conduit), Docker & Notorious Celebrity.
And since I'm particularly proud of the background framing device, here's that, too:
“So, I just talk into this stick thing, right?” said a young woman, her voice full of enough cheer that, even without seeing her face, you knew she had a mischievous grin set upon it. A man, his voice gravelly, as though he'd smoked a pipe far too often, grunted in the affirmative. “Wow. This new technology thing is super fancy. Who'd have predicted this, recording voices?”
Once again, the man grunted, with a hint of annoyance. “Right, right-o,” continued the woman, “So you want me to introduce myself, tell my story, in commemoration of this historic steamship launch?” She paused, waiting for a barely heard nod accompanied by a rustle of cloth.
“I'm Constable Annalina Vell, of the Royal Homeland Constabulary. But everyone calls me ‘Lina’. I'm here for security, make sure the local riffraff don't get too close to the foreign delegates, that sort of thing. I mean, I can see the point of the protestors, what with the cost of all this, but Danor’s a threat, no?”
“Anywho, enough about politics, that stuff’s for lecture halls down at Mitchell University or in a smoky tavern after a few pints. So, like I was saying. I'm Lina, I was born less than an hour's march from here - Flint born and bred, going back generations. My Pa was a metalworker, my Ma a seamstress - they’re solid, hardworking, dependable Risuri stock, the sort of people that built the very foundation of this nation. Live down in the East Bank, bottom end of the city. They didn't have much, but they had each other, but the one thing they did want is a kid, and I guess they tried for a while - not that I asked, mind, because who wants to know that much detail - because they were getting pretty desperate, desperate enough to seek the help of a local healer.”
“Back then, there was this Beran immigrant, a half-orc who'd had some training as a shaman but left because I guess things weren't so hot in Ber for a half-blood back then. His name was Graash. Died a few years back, sadly. Used to brew a decent pot of tea, and humoured a kid when he didn't have to. Good sort. So anyway, my parents, they asked Graash for a blessing, a faint hope that it might bring them the child they wanted. And he did it, ‘cause he was that kind of man, even though he figured it wouldn't do much.”
“But oh, man, did it do a lot. Within a year, I was born. And like you can see, what with me being all blue, well, I'm not Human like my parents were. I'm one of the reborn, the reincarnated, a Samsaran. A real, walking and talking, literal miracle child. More than they knew at the time, even. But that didn't start until I was five.”
“See, I had what I thought was this imaginary friend - you know what kids are like, making up tall tales to pass the time - called Thax. A surly old chap, who spun stories about the wide world beyond the city that I grew up in. It was only later, once I got older and he didn't fade away, that I realised I'd been blessed more than anyone had thought. See, there's theories about us Samsarans, about how we can retain fragments of our past lives - a half-remembered skill, a song you can sing without having learned, that kind of thing. But that's all it's supposed to be, just echoes and fragments. But me, I'm blessed, special. Because it turns out one of my past lives was some ancient wizard king, and he had enough mojo about him that he could talk and guide his reincarnations. Heck, I learned later how to channel some of his power, even summon his spirit for a brief flash - just long enough for him to blast something with lightning or knock someone on the head.”
“But, well, you can probably guess that between such a bad influence, and me being this wildly curious young woman who just can't back down when it comes to bullies, well, I had something of a wayward youth. Lots of roughhousing and fisticuffs, but only to those who deserved it. Bullies, thugs, those types. Bunch of running around on rooftops, too, just to see if we could do it. Probably would have ended up joining the police down the line if it wasn't for a chance encounter at the City Library.”
“See, I was pouring over this book, enraptured by the history of Risur, all while resting off a black eye. Must have been fifteen, sixteen at the time. And then I met her, Professor Finneas, from Mitchell University. She was a smart one - rather than being the responsible adult and asking the usual nonsense, she asked me about one of the parts of the book, my take on it, all professor style. We ended up spending all afternoon talking, and then she recommended me another book. We kept meeting like that, just talking. Guess she saw something in me, ‘cause after a few months, she gave me a letter, inviting me to a scholarship interview for Mitchell University. It was beyond my wildest dreams, because my parents would never have been able to afford to send me for a week, never mind four years. And, of course, I aced it. Full ride. Pa was so damn proud - I was gonna be the first Vell in generations who wouldn't be working manual labour.”
“While those misspent years running around and above the streets under Thax’s questionable guidance are part of me, they aren't really where I became who I am today - it was only at Mitchell University that I learned the right questions to ask, how to challenge that old spectre and debate him, rather than him nudging me down a sketchy path. I learned about the world through other lenses than his, too. Became known for papers I wrote in the day and public debates I had with philosophers and dockers in the night. Even learned to put my previous roof scampering days to good use in the dance halls. Graduated with honours, and I probably would have run for office if it hadn't been for Inspector Delft recruiting me.”
“He offered me a way to serve my country, fight for justice in a real, more hands-on way than politics, and hopefully make a difference. And I've been in the RHC for about fifteen months now, and all in all, he wasn't half wrong. Even had a few of my cases show up in the papers - Ma kept copies, wouldn't you know - that one involving smugglers with a ship full of leaf of nicodemus from Yerasol even got me quoted in the press.”
“So, that's me. Constable Annalina Vell. Lina. Thanks for listening, whoever you are in the future when someone uncovers this. But I really must dash - duty calls!”

Fury of the Tempest |

For people who are still looking for a concept, the themes we haven't yet seen a completed character for are:
Docker/Notorious Celebrity - a.k.a. OG influencer
Still working on my character, but this is what I decided to lock into.
Admittedly, I am going to be doing nothing with the Notorious Celebrity PrC, so it's mostly flavour. But still.
We get the feat for free, right?

Gearmaster of the Turning Age |

Sorry about the holdup! I generally try to let people know when it looks like I will need more than a day before I post, such as what happened during my Coliseum Morpheuon recruitment when it looked like damaging storms were coming through my area, but that didn't happen this time. If you look at my record of posting these last few months, I've been fairly consistent posting almost every day, so these last few days have been an anomaly outside of the time I secluded myself to sort through applications. Let me get straight into answering questions so that people aren't inconvenienced more than the already have been.
@Ana Brunas: Generally speaking, gods do not make their thoughts on mortal affairs known in these modern times. As far as organized religions go, however, most of them are at least ambivalent towards it, if not outright distrustful. The Clergy in Crissilyir has banned most military tech and frowns on quite a bit of civilian-use technology as "sinful" and "encouraging both physical and spiritual sloth". Adherents of Seedism generally don't really care to use it since they prefer more traditional ways of doing things and some are openly hostile to it because of Danor being a pioneer of it, but generally they will tolerate it. The Old Faith of Risur is actively against ALL technology, as it views those things as in direct opposition to the natural ways of the world and the fey who govern it. Atheistic religions and philosophies tend to either embrace it or otherwise hold no negative opinion of it.
@ChrisAsmadi: You may take the SoO FCBs, yes.
@namo: How was your character changed during the Night of the Mirror Moon? I'm quite interested in the details on that.
There aren't a ton of options I'd ban outright, but there are some that make sense given how magic works in the setting. Planar travel and magical flight are considered things of myth and aren't suitable. Teleportation is stopped by loops of gold and long-range teleportation just isn't really used in modern times, so that needs to be kept in mind as well. Time Travel (but not time magic in general) is completely inaccessible outside of one very specific artifact because of the Arc of History. Just stuff like that which is generally covered in the player's guide.
You can swap those feats for a Guile progression, yes.
@Annalina "Lina" Vell: Interesting background! Loving the 'good ol' homegrown Risuri' vibe I'm getting from her. I just have two minor critiques.
One, samsarans aren't a race, "devas" are, they just use samsaran stats. Like I said, a minor thing when all's said and done.
Two, there were no wizard kings in the last 500 years, at least none that would fit a deva since the only things similar have been Risuri kings who gain powerful magic as a result of the nation's pact with the archfey and fey titans, and the deposed Dragon Kings of Ber who were dragons in the most literal sense and thus were powerful mages. I'm fine with something like 'archmage' or something like that though.
@Fury of the Tempest: Yes, you get the associated feat of your Character Theme/Campaign Trait for free.

Annalina "Lina" Vell |

One, samsarans aren't a race, "devas" are, they just use samsaran stats. Like I said, a minor thing when all's said and done.
Noted and changed on the sheet version of the background.
Two, there were no wizard kings in the last 500 years, at least none that would fit a deva since the only things similar have been Risuri kings who gain powerful magic as a result of the nation's pact with the archfey and fey titans, and the deposed Dragon Kings of Ber who were dragons in the most literal sense and thus were powerful mages. I'm fine with something like 'archmage' or something like that though.
Ah, but there's one more explanation.
There's something of a big clue in his mechanics, though.

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Just poppin' in to say I'm still interested! Captain Zephyr Aetherlock is mechanically more or less done. I ended up going with the Veteran/Monument of War, makes more sense for his military background. I know what i want to do for his backstory, just need to find time to type it up.

GM_Panic |

Been Mulling this one over for weeks and reading the setting,
I like the idea of a Brother Harunori Kobayashi -> Tiefling -Cleric/Samurai
"Of the ending and beginning of things"
He is a bit steamPunk Zen Samurai
He is a Priest/Swordsman {Martial Scientist} and in his soul a Poet/Philosopher.In a world where Guns have come to be a norm,
he is trying to keep the art of the sword, still alive.
GM would Prestige and Honor be about the same thing given the setting?

Gearmaster of the Turning Age |

@Annalina "Lina" Vell: Ah, fair enough on Thrax! Unreliable narrators are always fun to play around with in backgrounds and such.
@Ana Brunas: Oh yeah, there's definitely no deity that's fits into the Brigh niche. Part of Zeitgeist's themes are the clashing of the old and new, and it's pretty explicit with gods and organized religions fitting into the 'old' category, while philosophies are definitely more into the 'new' category.
@GM_Panic: Where are you planning on having the samurai stuff come from? Danor, the motherland of the tieflings, is canonically French-coded based on the accent section of the player's guide (page 30, if I recall), some names sprinkled throughout the AP, etc. So that may be a problem if you're looking for a more traditional samurai depiction with katanas and everything. There are small eladrin enclaves in Elfaivar that break out of their usual Indian theming and are mentioned as being Japanese-inspired, if that's the route you want to go. It would be prudent to remember, however, that eladrin and tieflings largely hate each other due to the humans who would later become tieflings being behind the death of Srasama and the resulting near-extinction and mass-enslavement of their race, as well as tieflings largely viewing eladrin as being indirectly responsible for the Great Malice that shattered the leylines of their land and twisted their people into their current form.
One more thing before I answer your question: you have Cleric/Samurai listed as your classes, but no mention of archetypes. I just wanted to clarify that this is a spheres game so there's no mixups there or anything.
As for Prestige and Honor, those would be two separate things. Prestige is one's standing within a given faction, while Honor is better characterized as more of a reflection on your one's moral fiber and adherence to traditional values.

GM_Panic |

@GM Gearmaster
Thank you for the feedback, Humm the eladrin and tieflings largely hate each thing I think may be a problem as much as the thematic one of swordmaster who dislikes guns. :( I will have a rethink.
Prestige and Honor, Got it, sounds cool.
With the Spheres archetypes still working out the finer points but with a rethink I may go another way.
I have a feeling an Epoch-Walker (Soulknife Archetype) may work well, would you allow a Spheres based Soulknife?

Kardin Shieldshatter |

My thanks to the GM for answering so many questions. Kardin has been updated and tinkered with, so in true fashion I'm going to test things out with a small encounter. Please ignore if seeing some dice rolls while I test things out isn't interesting to you. As always, I've no idea how these will go and just let the dice fall as they may.
There were many ways for an arms deal to turn sour, and Kardin had experienced many of them. From buyers who didn't want to pay once they had received shipment of the goods, to authorities who had strong opinions regarding things like 'taxes' and 'legality.' But this? This was something new. His suspicions began when Johan failed to recognize him, and it had only gotten worse when he checked the time on his watch and saw that it was not working properly. Putting two plus two together, he suspected that the fey had a hand in this. It was only when he stumbled upon a flayed corpse that his suspicions were confirmed. The corpse of Johan, to be specific. Turning around he saw the skin stealer that wore Johan's flesh blocking the exit, along with the creatures which had wiped out the smugglers....
Current sphere effects: Ascetic Control, lasts 24 hrs, Enhance Equipment, lasts 6 hours, Dual Energy Enhancement, lasts 1 hour: cast before starting the sale. 5 spell points used
Distance in 10 feet: 2d6 ⇒ (1, 2) = 3
Alchemist: 1d20 + 7 ⇒ (2) + 7 = 9
Skinwalker Initiative as a group: 1d20 + 3 ⇒ (6) + 3 = 9
Kardin Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Round 1 Kardin
1 shot at a skin stealer, 2nd at a different one. Move action focusing defense for +1 AC
Touch Attack: 1d20 + 13 ⇒ (10) + 13 = 23
Force Damage: 1d10 + 2d6 + 15 ⇒ (4) + (4, 5) + 15 = 28
Electricity Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Fire Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Touch Attack: 1d20 + 13 ⇒ (10) + 13 = 23
Force: 1d10 + 2d6 + 15 ⇒ (8) + (1, 4) + 15 = 28
Electricity: 1d6 + 2 ⇒ (5) + 2 = 7
Fire: 1d6 + 2 ⇒ (3) + 2 = 5
Seeing that the only way out was blocked, the dwarf quickly drew his pistol. Not the one from his belt. No. He reached into empty air, causing his hand to vanish, and when he pulled it out he had a pistol in his hand. The pistol was nothing like the one on his waist, as it was covered in runes and hummed with arcane energy. And unlike the one that he wore to draw attention, this pistol did not use the ammunition that festooned the dwarf's bandolier. Rather, it fired bolts of pure force. Five enemies, all of whom were slow to act. The first skin stealer's head exploded in a flash of viscera and gore, and the one next to it pitched over backwards, a hole in its chest.
Round 1 Skin Stealers
Alchemist drinks extract of bomber's eye, as per tactics. Assuming blur and shield are up. Remaining 2 skin stealers move and attack
Hit: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Hit with flank: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Damage with sneak attack: 1d4 + 1d6 + 1 ⇒ (1) + (1) + 1 = 3
The creature that wore Johan reached into it's bag and pulled out a vial, which it drank. The remaining two skin stealers moved forward, one going to the left. Wickedly sharp claws erupted from their fingers as they moved, further betraying their unnatural nature. He easily parried the first one with his buckler, but this left him open to the second. The enchantments that surrounded the dwarf saved him from being gutted, though, as the claws were subtly guided away.
Round 2 Kardin
Claw +3 hit vs metal: 1d20 + 12 ⇒ (16) + 12 = 28
Bludgeoning Damage: 1d4 + 9 ⇒ (3) + 9 = 12
Electricity Damage: 3d6 ⇒ (3, 1, 4) = 8
Touch Attack: 1d20 + 12 ⇒ (18) + 12 = 30
Force Damage: 1d10 + 15 ⇒ (9) + 15 = 24
Electricity Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Fire Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Move action focusing defense for +1 AC
What the creatures did not know, was that Kardin too had claws. His clan was an old one, tracing its lineage all the way back to the days of the warlords of old. The abyss tainted them, one and all. How strong this ran varied from dwarf to dwarf. While tiefings were not unheard of, Kardin was blessed with a stronger connection than most. He used this power to enhance his craft, enchanting his arms and buckler with arcane power. But he also could use it to fill himself with the gifts of his ancestors. From his arm a blade erupted, allowing him to keep hold of his pistol while still being armed.
He punched out at the skinwalker which had clawed at him, even as the blade came out. With no reason to suspect that the dwarf's arms could end in blades, it stepped back expecting nothing more than a punch. The blade cut through its neck, causing the skin stealer to fall backwards, clutching at its throat. Kardin spun around at the last remaining one, which had both of its hands raised, poised to come down at the dwarf. He had no time to punch or slash at it, and the creature knew it, Victory was written all over its face, as it also knew that the dwarf did not have time to reload his pistol. Unfortunately for the fey, his pistol was not powered by blackpowder. Its face vanished, as did the back of its head. The body fell to the ground.
Round 2 Alchemist
Bomb: 1d20 + 6 ⇒ (6) + 6 = 12
Fire: 2d6 + 4 ⇒ (1, 1) + 4 = 6
Ref DC 18: 1d20 + 8 ⇒ (3) + 8 = 11
6 fire damage
Even as the last of the alchemist's allies fell, a bomb landed among them. Fire engulfed the living and dead alike, causing Kardin to jump backwards. He was far too slow, and the flames licked at his feet and legs.
Round 3 Kardin
Swift Action Analyze DC20 if passed enemy has -4 DR: 1d20 + 13 ⇒ (14) + 13 = 27
Touch Attack: 1d20 + 12 ⇒ (16) + 12 = 28
Miss Chance high is good: 1d100 ⇒ 43
Force Damage: 1d10 + 2d6 + 14 ⇒ (4) + (6, 1) + 14 = 25
Electricity Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Fire Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Touch Attack: 1d20 + 12 ⇒ (11) + 12 = 23
Miss Change high is good: 1d100 ⇒ 60
Force: 1d10 + 2d6 + 14 ⇒ (4) + (2, 1) + 14 = 21
Electricity: 1d6 + 2 ⇒ (5) + 2 = 7
Fire: 1d6 + 2 ⇒ (5) + 2 = 7
Move action focusing defense for +1 AC
Ending -4 DR, causing alchemist to be at -3 AC for 1 minute
Total Damage: 25 + 4 + 4 + 21 + 7 + 7 = 68
Round 3 Alchemist
Two shots impacted into the last skin stealer. The first took the creature in the abdomen, knocking it back a step and the second hit the right shoulder. The creature was spun around by the force of the blast, landing heavily on the ground. Kardin began walking forward, his pistol at the ready. The creature was still alive, much to its credit. He looked at it with distaste. While he had never particularly liked Johan, the man had been a good client. He had bought the dwarf's explosives at a fair price and without trying to cheat him. It would be hard to find a replacement. He thought about asking if it had any last words, but decided that he didn't really care. He expected it to try to rise, or to crawl away. Instead it hastily drank a potion, causing it to vanish. Cursing he immediately started blasting, causing small craters to appear in the ground. But there was no blood. He could hear it flee, running out the exit. He fired after it, into the empty air. It had escaped.
Kardin sighed. The creature was dangerous, and it was certainly going to be someone's problem. He wondered if he would have to track it down. It wasn't as if though he could exactly go to the guards, as that would involve telling them that he had been selling explosives to smugglers.
The dwarf slowly lowered his pistol. Perhaps the skin stealer would come back. He decided to watch the entrance to see if it did. Standing amongst the dead, he took a deep breath, chanted the words and used his finger to trace a rune on his chest. Letting the power bubble forth within him, he willed his form to change. His golden hair darkened, turning black, as did his eyes. His pupils glowed red and small tusks grew from his mouth. He had taken on the form of his ancestors, the first of his clan who sold their souls to the abyss and whose blood ran through his veins. It was not a pleasant visage by any means, and he knew how the small minded in the south shied away from it. But he was bleeding from the side and both of his legs were covered in burn blisters. There was power within his blood, as evidenced by his wounds which reknitted and healed with each passing second.
1 spell point, concentrating as standard action. Fast Healing 1 while doing so
With his wounds quickly healing, Kardin continued to watch, hoping that the skin stealer would be foolish enough to slink back...
Found a few mistakes while doing this. So was worth the post. Skin stealers certainly had bad luck, though it also seems like I didn't take into consideration how much stronger gestalt can be to a single class

Gearmaster of the Turning Age |

@Ayreth: I mentioned them under the race section. "Changelings are something I added as well and are referred to as 'Witch-Kissed'. Legends can't really agree on whether they are children of hags or were touched in the womb by the magics of the fey titan Granny Allswell, but they have a dark reputation in Crisillyir because of the church's stance on anything 'fey-shot'. Most nations aren't as hostile to changelings though, even if they can sometimes come off as strange."
@GM_Panic: Generally any Spheres-legal archetypes are fine in my opinion.

Lady Calista Lisia Da Romano |

GM PANIC here.
That's great GM it opens up a whole new PC build paths for me, cool
I'm thinking of a as the R.H.C is a key part of what we will be doing that I should look to that for theme. So
as a work in progress
May I introduce
Thinking Detective (Investigator Archetype) or / Cerebral Analyst (Investigator Archetype) {Charm Talents} for classes, with
Skill sphere investigation and Power sphere Mind or the like, still working this out so its 100% Sphere's
Race wise, thinking if I can ask, as you said its a playable. Of an Aasimar who can't help be Lawful/good. It's literally in her blood and works for the greater good in the R.H.C.
I really like the idea she is the one you call in when there is a mystery to be solved. She is a dedicated investigator for the R.H.C., I may make her a lesser noble/officer V the lesser noble trait, if I may. She is not a front line fighter, so she would be looking to other players to help with that. What she would be is a cool Detective type.
In the Miss Marple kind of way. "Professor plum in the Library with the candlestick"

Fury of the Tempest |

Hey Pasha? Sorry for asking even more from you, but. Would it be possible for an Umbral Hedgewitch to switch out the Shadowmark for the Solipsist's Introspection ability?
It feels much more in-character for, well, my character.

Lady Calista Lisia Da Romano |

namo |

My ruling on Gunsmithing is that it is NOT replaced by those who would otherwise get it, so you get both Gunsmithing AND Gun Training instead of one or the other. Like I said, I want to rule as advantageous as possible for gun users since they're far more common in this setting, yet it also makes sense for those trained in their use to be able to craft ammo.
Coming back to this: does it mean that anyone with Firearm Proficiency get gun training, since it grants Gunsmithing? I assume not but would like confirmation. My PC Léonie may not use a gun at first, but this will help plan for the future.

eriktd |

Hey GM, how do you want to deal with mechanoid maintenance? There are sections of the rules that suggest projects like mechanoids don't have to be maintained, and others that suggest that they do. (It matters for Lacrimadia because she has special Tinker talents that she can change each day. If she doesn't need to maintain her mechanoids, she could use those talents for other things.)
There's also a section that suggests GMs can allow characters to make permanent gizmos. Could Lacrimadia use those rules to make her mechanoids permanent, so they don't need to be maintained? I'm generally treating them more like magic items than creatures anyway.

eriktd |

Re: Firearm Proficiency and gun training, in the current setting all our characters are automatically firearm trained, because they are treated as simple weapons with Guns Everywhere. The rule that gives gunslingers gun training at level 1 is to make up for the fact that their proficiency with guns is redundant in that setting. So, I'd argue that under Guns Everywhere, any character that gets proficiency with all firearms should also get gun training instead.

Gearmaster of the Turning Age |

@Fury of the Tempest: I'd rule no on that substitution.
@namo: No, you would only gain Gun Training if you get Gunsmithing from a more traditional source, such as class features, talents, feats, etc. I probably should have made that bit clearer, so sorry about that.
@eriktd: I assume you're talking about this text? "If you gain a gizmo talent temporarily, or retrain a gizmo talent you already possess, you can no longer maintain that gizmo (including gizmos crafted with costly projects) and the gizmo becomes completely nonfunctional after 10 minutes of losing the talent." That's just a clause there to prevent people from cheesing the system to gain permanent features for effectively no cost.
As for making gizmos permanent, I'd allow that, but with certain restrictions that prevent abuse. Examples of abuse would be creating a mechanoid army at virtually no cost, creating boatloads of civilian appliances that end up derailing the game and turning it from an AP into a crafting sim, etc.
I answered the question about firearms further up in this post. That was totally my bad for not providing more clarity.

eriktd |

@eriktd: I assume you're talking about this text? "If you gain a gizmo talent temporarily, or retrain a gizmo talent you already possess, you can no longer maintain that gizmo (including gizmos crafted with costly projects) and the gizmo becomes completely nonfunctional after 10 minutes of losing the talent." That's just a clause there to prevent people from cheesing the system to gain permanent features for effectively no cost.
That's the bit I was thinking of, yes. :) Thanks! That makes moldable inventorship a much cooler class feature.
As for making gizmos permanent, I'd allow that, but with certain restrictions that prevent abuse. Examples of abuse would be creating a mechanoid army at virtually no cost, creating boatloads of civilian appliances that end up derailing the game and turning it from an AP into a crafting sim, etc.
That makes perfect sense, thanks. Don't worry, I won't try to cheese them! If you don't require Lacrimadia to maintain her mechanoids each day, I don't need to try and make them permanent. (Though, maybe I should think about giving them permanent arms and legs so I don't have to spend active gizmos on them every day...)