Brendan Eichler's page

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Thanks for the response! So the answers are 1) not by RAW, but it's a reasonable house rule, 2) Yes, though now I think about it, you might run into trouble because you might not be allowed to take a maneuver of that discipline unless you're taking a Landsknecht level because others specify available disciplines and 3) this falls in the same weirdness call weapon does with unarmed strikes. Thanks for the help!

Though now I think of it, if I wanted to get really cheesy with Fool's Errand and Discipline Weapon Shapes, I could bust out the Technology Guide and make my mindblade a Vortex Gun... at level 2. Level 1 if you can be a Deadly Fist and take Extra Blade Skill as your first level feat (and convince your DM that you can take Discipline Weapon Shapes even though Deadly Fists are forbidden from taking Emulate Melee Weapon)


First: How does Victory Gambit interact with nonlethal damage? If a foe has 20 hp left and 13 nonlethal damage, would a blow that does 8 damage trigger the gambit?

Second, If I have two or more initiating classes, can I use maneuvers from one class to qualify for maneuvers from the second? If a Soulknife [War Soul] 3/ Zealot X, learned three Veiled Moon maneuvers from their War Soul levels, would they qualify to take Eclipsing Moon (an 8th level VM maneuver) when they hit IL 15?

Finally, The Discipline Blade Shapes lets me form a mind blade in the shape of any discipline weapon from any of my disciplines. What if I choose Unarmed Strike for a Broken Blade maneuver? Would it give me the Empowered Strikes of a Deadly Fist? If I get the Fool’s Errand discipline, does that mean I can make any weapon (because FE treats all weapons as discipline weapons)?


CalethosVB wrote:

Now, would Lightning from FFXIII be an Armiger? I can see so many things happening within the Spheres and her basic attack routine with Rapid Assault.

Deadly Shot via crossbow from a range, move closer, follow up with a reach weapon (I'm waiting to see what Sphere may be good there), Sucker Punch into Launching Counter with a free grapple, a dagger to the chest on the way up, and finally a set of bolas to keep him tripped up. Switch up to the Open Hand weapon and if he's prone when he comes back down, Axe Kick him.

I'd argue that she's an Armorist that traded away her Low-casting for being Proficient(the SoM equivalent).


N. Jolly wrote:
Baval wrote:
hungry to start looking over the next preview..... =P

I hope you can wait a day, because that's when we have them planned.

Also there's a new update for the kickstarter live, including a planned AMA on Reddit this Wednesday!

Can you give me a link as to where the AMA will be? I'm not the most reddit-savvy person on these forums...


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Lord Mhoram wrote:
N. Jolly wrote:
Hopefully the next preview we put up will keep the hype rolling right along.
N. Jolly wrote:
the next preview we put up
N. Jolly wrote:
next preview

Now! Now! Now! Now!

:)

I too am in eager anticipation of more previews!


N. Jolly wrote:
I can now officially say that we have both air juggling...kinda as well as the ability to uppercut an ally into the air to allow them to come down like a hammer.

So now I can make Tekken characters in SoM. Nice.


While I'm more active on GiantITP, I just wanted to mention here how much I love this product. I can't back it, as I avoid e-business whenever possible, but rest assured I will be there to buy it as soon as it comes out, day 1 if possible.

Minor nitpick though: Why did you start with the Armiger in your previews? If I was to introduce someone to SoP who knew nothing about it, I'd start with the Mageknight and say, the Destruction and Warp spheres; simple-to-understand mechanics to ease them into the complexities of the system.

But whatever. I look forward to this with baited breath.


I'm sure this was asked somewhere, but I can't find it,so here I go:

There are a few prestige classes that advance a monk's unarmed strike, AC bonus, flurry of blows, etc. (Brother of the Seal comes to mind). If a brawler otherwise qualifies for the class, how do they interact with his similar class features? I mean, unarmed damage is explicitly the same and the AC bonus increases the same at the same rate ind is called the same name, but what about the rest of it? Will the flurry of blows stack with brawler's flurry instead? Will the Stunning fist stack with anything the brawler has?

I ask because this was obviously written before the Brawler ever existed, and I'd like to know if this will be compatible.

Thanks in advance!


OK, this might be a stupid question, but is there a true neutral equivalent to holy/unholy/axiomatic/anarchic? And while I'm here, is there a sonic version of corrosive/flaming/frost/shock?


This is really interesting, as paladins were always a problem for me. If I wanted to quibble, I'd say that the other alignment paladins should have variant codes of conduct, but otherwise great! Now all I need are version for the other 5 alignments and I'll be all set!


I always though that favored soul was an interesting class, so I made it into an archetype:

Saves: All your saves increase on the 'good' progression (i.e., +12 on 20th level).
Skills: Replace Knowledge (Nobility) with Fly
Spells: A favored soul need not prepare spells in advance. Rather, they get a more limited selection of spells, but can use them spontaneously. Use the Sorcerer tables for spells per day and spells known, but you still choose your spells from the cleric list. This modifies spells and, obviously, supercedes the ability to cast heal or inflict spells spontaneouly.
Patron's Favor: You choose a cleric domain or sorcerer bloodline. These must be standard domains or bloodlines; you can't choose a subdomain or a bloodline modified from an archetype. You get the all the granted powers from that domain or the first three bloodline powers from that bloodline. Either way, the bonus spells are added to your spells known list (You don't get the bloodline arcana or the 15th & 20th level powers if you choose a bloodline, and you only get one choice, even if you choose a domain). This replaces domains, but you count as having the chosen domain or bloodline for prerequisites and requirements.
Inner Focus: At 1st level, you get Eschew Materials as a bonus feat. Furthermore, you are always treated as having a divine focus, regardless of what you actually have on hand. This replaces the Channel Energy class feature for level 1.
Bonus Feats: At 3rd, 7th, 9th, 13th, and 19th levels, you can pick a bonus feat. If you chose a sorcerer bloodline, they must be from the list of bonus feats for that bloodline. If you chose a domain, you must choose an item creation feat or a metamagic feat. This replaces the channel energy class feature at those levels.
Energy Resistance: At 5th level, 10th and 15th level, choose an energy type (acid, cold, electricity, fire, or sonic). You gain energy resistance 10 to the chosen type. You can't choose the same energy type twice. This replaces the channel energy feature at level 5, 11 and 15.
Wings (Ex): At 17th level, you grow wings and can fly at a speed of 60 feet (good maneuverability). This also grants a +8 racial bonus to Fly checks. The exact appearance of these wings is up to you, but good-aligned favored souls tend to grow feathered wings, evil-aligned favored souls tend to gain bat-like wings, and neutral favored souls tend to get insect-like wings. This replaces channel energy at 17th level.
Master Self: At 20th level, a favored soul becomes the epitome of their patron's will, This functions like the perfect self monk class feature, except that they must choose an alignment that is opposed to them, and gain DR 10/the chosen alignment. For example, a lawful good favored soul could choose chaos or evil, but a chaotic neutral favored soul must choose law. If your alignment changes enough that the alignnment you chose is no longer opposed to your alignment, you must choose one that is. For example if you were Lawful Good and chose evil as your DR, but then became Lawful Neutral, your DR becomes DR 10/chaos. True neutral favored souls gain DR 10 that is overcome only by attacks that do not count as chaotic, evil, good, or lawful. This replaces one of the 9th level spells gained at 20th level.