Quinn

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I got in some playtesting yesterday with a group of characters using Spheres of Might and Spheres of Power. The six PCs, all level 7, were:

- Dwarven blacksmith
- Human sentinel
- Aasimar sage
- Halfling unchained rogue (bought in as an expert practitioner via feats)
- Human sphere druid (bought in as an adept practitioner via feats)
- Tiefling incanter (specialized in creation, destruction, and telekinesis)

The sentinel was killed almost immediately after improbably being hit with crits on both attacks of a full attack from a raging ogre barbarian. It would have obliterated any level 7 character, so it doesn’t say much about the class. Actually, the ogre chose to attack the sentinel rather than the rogue because the sentinel had challenged it so the class was working as intended.

The sentinel got replaced with a hobgoblin striker after that first combat.

General impressions:
- Overall, the sphere martials were fun in combat and seemed to have tactical depth similar to sphere casters. So far, the sphere martials also seem generally on par with the sphere casters in terms of power.

- The blacksmith (specialized in berserking) was really effective. The Sharpen Weapons maintenance was a solid boost to the party’s damage, and Thunderous Blows made him extremely effective at sundering equipment on enemies without high CMDs. He totally chewed through a rogue who’d snuck up and shanked him by sundering the rogue’s rapier and leather armor. He hasn’t had a chance to use reforge yet, but the party has already found a weapon that’ll be a good candidate for it.

- The sage seems a little underwhelming so far. He had some good ways to use maneuvers, but so did the blacksmith, striker, and rogue, and his damage potential was notably lower than theirs. The healing was useful, though. I’ll need to do more playtesting to see, but right now I’m leaning towards thinking that the low BAB just causes more problems than it’s worth for the sage.

- Giving an unchained rogue a bunch of talents from the athletics and scoundrel spheres led to awesome mayhem. The combination of specializing in acrobatics and taking Scale Foe meant that she could potentially take 30-ft. flying leaps onto larger foes. The raging ogre that killed the sentinel went down to being sneak attacked by the rogue, who’d climbed on to it.

- The striker was likewise awesome (her highlight was impaling an annoying wizard/rogue, and then gore tossing him onto the ground to make him easier to blast with the incanter’s explosive orb). However, having to track both tension and combo rhythm makes the class a little fiddly - the player forgot to use both a couple of times. That will probably get better with more experience with the class, though.

- It’ll be nice to see what emerges from the skill-focused stuff. The striker, especially, is very mobile an has a good stealth score, but otherwise doesn’t have much to contribute out of combat. The sage’s healing and the blacksmith’s crafting and sundering (especially with sunder spell) give them a little more utility.

Specific questions/issues:

- Impale already has a long description, so I’m not sure about asking for additional verbiage, but it could use some clarification about how it interacts with miss chances and mirror image. The striker cornered a wizard who had blur and mirror image up and impaled him on her handaxe. At that point, should any subsequent attacks with the axe ignore miss chance and mirror image? The fluff of the ability suggests yes, since the axe is already stuck in the wizard. On the other hand, that might make impale too good against creatures with invisibility and so on.

- Does Confounding Tumble work against an enemy that a character starts adjacent to and then moves away from? The wording says “each enemy you pass adjacent to during your movement,” which led me to rule no, but a clarification might be useful.

- This may be intentional, but given how cheap +5 skill items are, characters using the Scoundrel sphere can get their effective CMBs much higher than anyone else’s. The unchained rogue had a +22 bonus with her focus dedicated to Scoundrel. In comparison, the sage’s CMB was +15.


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Stack wrote:
It should be noted that rapid assault doesn't come online until 5, and even then it is one attack. If anyone has suggestions for strengthening the 'right weapon' theme I am interested in hearing them though.

Extra attacks are really good, thoug. The armiger essentially gets to full attack (except with full BAB) as long as it keeps hitting and keeps switching weapons. Don't get me wrong - I like some of what this enables. Armigers might be the only class where regularly attacking with a weapon and unarmed in the same round is a viable choice, and that enables some cool concepts. It's mainly at higher levels, where the armiger might constantly be attacking with three or more weapons per round, where it's hard for me to imagine a lot of concepts where that's the default fighting style.

I'm not sure how this would work mechanically, but what about something that encouraged switching more on a round-to-round basis, rather than within rounds?

For making the "right weapon" theme work, what about an archetype that gives Rapid Customization for free early on, and then gradually upgrades it so that eventually the armiger can customize a weapon with a move or swift action (maybe a limited number of times per day)? That plus a beefed-up Enhanced Customization could really make for a character that could always use the right weapon for the job.

An improvised weapon armiger archetype also seems like it could be a cool idea.


I finally got a chance to gather my thoughts about the preview enough to give some feedback. I left some comments on the doc, but here's some broader impressions:

- Overall, I like it a lot. There are definitely some things that could use further thought, but I'm glad I backed, and it's moving in a good direction. It definitely works to give martials more interesting things to do in combat and to take away reliance on full attacks. I'd definitely like to see more out of combat abilities, though. I know some are coming in the Scouting sphere, but scattering a few more through other spheres would be nice, too.

- The Athletics sphere seems like it's going to have to tread a really fine line. Right now, it's got some really cool abilities, like Confounding Tumble and Scale Foe, but also some things that seem like they'd become obsolete at mid levels once magic starts kicking in. Maybe legendary talents will help with this, but it might seem a little weird if there were a bunch of legendary talents that were just flat-out better versions of regular talents.

- The Lancer sphere feels a little too focused on impaling right now. If it's meant to be used with spears and polearms, a few more abilities to help with area control would help. Whirlwind Knockdown is a good start.

- The Scoundrel sphere is awesome. So many cool abilities, from sword catching to swiping you opponent's potion and replacing it with a bomb.

- The Armiger is tactically interesting, but seems really conceptually narrow for a class. It's less "guy who's really good at using the right weapon for the situation" (which would be a little broader) and more "guy who constantly switches weapons in the middle of attack routines."

- I like the Blacksmith, but I'd like to see a broader varity of utility-focused smithing insights.

- The Sage has a lot of cool ideas, but right now nothing synergizes well with anything else. It also has to give up all of its talents for at least the first 10 levels to compete as a healer.


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Ssalarn wrote:


***Update***
Just heard back from Adam, he's currently working on setting something up so that Spheres of Combat will have Hero Labs files, but that's still in the works and hasn't been fully negotiated yet.

Thanks for checking! I'm backing this either way, but Hero Lab support would definitely be a plus for me.


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This sounds like exactly what I'm looking for to make Pathfinder martials more interesting. I like DSP's Path of War stuff, but it requires a new system and sometimes feels a little too much like spells. This sounds like a nice middle ground between that and the standard Pathfinder system, which ends up feeling boring.

Question: Are there plans to release Hero Lab files for this the way that you have for Spheres of Power? Please say yes! I'd be all over a combo .pdf/Hero Lab tier if there was one in the Kickstarter rewards...


This book is amazing!
I have a quick question. The davatti's soldier of the mind ability says:

davatti wrote:
At 4th level, the the davatti counts his davatti level as his BAB for the purposes of qualifying for combat feats.

But the davatti is already a full BAB class. Am I missing something here, or is this a mistake?