Harrowed Summoning

Keante's page

Organized Play Member. 321 posts (2,121 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 11 aliases.




Hi!

I am using this alias in a campaign, but for some reason this alias's Campaign tab appears empty to me. The campaign in question also doesn't show up on the Campaigns tab of my main profile.

The GM has checked and double-checked that he has my character marked as Active, so I'm not sure what else the problem might be.

Here are the (I think) relevant links:
the campaign in question
the Campaigns tab for this alias
the Campaigns tab for my main profile


Greetings!

I am looking for 1 or 2 more players to join the crew which is playing through my version of Rise of the Runelords. As further detailed in the character creation outline below, the Big Thing to know here is that you must use a class from the Spheres system (or a Paizo class with a Spheres archetype). Standard Pathfinder magic (the Vancian system of spellcasting) does not exist in this game.

I am also playing fast and loose with the plot of the AP. I am incorporating some material that was published in the free Wayfinder #7 and making other changes of my own to make it more fresh since it is a very familiar AP for a lot of people. One example of this is that the raid on Sandpoint was carried out not by goblins, but by plant creatures and gremlins.

Character Creation:
Starting Character Level: 1st
Ability Score Generation: 20-point buy; even after racial adjustments, I don't want to see a final score lower than 8 or higher than 18
Classes: any spherecaster (SoP), practicioner (SoM), or champion (CotS) class, or a Paizo class (but must use an archetype from the Spheres system)
Races: Core only (alternate traits, etc. can be from other sources)
Skills: we're using Background Skills (that's an additional 2 skill points at every character level, which must be spent on background skills)
Traits: standard 2 traits from different categories, + 1 campaign trait in addition to those
Hit Points: max at 1st level; later levels will be 1/2 your Hit Die +1 (as is done in Pathfinder Society)
Bonus Talents (house rule): beyond whatever talents are granted by your class, tradition (for practitioners/champions), and/or gaining the casting class feature the first time (for spherecasters/champions), you also gain 2 additional talents; each talent can be either a combat talent or a magic talent, as long as you have access to that type of talent already (no picking magic talents if you're a practitioner, nor picking combat talents if you're a spherecaster)

Feel free to ask questions!


Picture of Sandpoint | Map of Sandpoint

Time to dot in!


Picture of Sandpoint | Map of Sandpoint

Discussion is open!

If you want a way to engage in more discussion before you have an alias ready (or to avoid locking in the name before you're ready because of ten posts, etc.), then let's do that over on Discord:

https://discord.gg/845gjyj

Scarab Sages

2 people marked this as a favorite.

I'm always on the lookout for games that welcome use of Spheres material, and I decided it's probably time I offer to lead such a game myself.

At least in this one aspect, I am very narrowly focused: I want this to be a Spheres game. That means everyone would be playing a class published in Spheres of Power, Spheres of Might, or Champions of the Spheres (all of which can be seen on that wiki I linked above). The only exceptions would be if you are playing one of Paizo's classes with an archetype which is published in one of the Spheres books. This means that the standard style of magic will not exist in the game.

Another thing to note: I do pretty much all of my posting on mobile, so I am not interested in dealing with maps. We can run without them.

As for the many other aspects of the game, I want to put them up for discussion. I own Rise of the Runelords, so we could run that AP (I would probably be pretty fast and loose with the plot, though; and of course a lot of things would feel different because of the Spheres classes). I'm also open to creating more of a sandbox game, though I would expect your help with overall planning of the game in that case. We're probably going to stick to Golarion as a setting because I'm familiar with it, but I might be persuaded otherwise if people have strong feelings about doing something different.

At this stage (interest check), things really are wide open. Talk to me about what you'd like to see.

Scarab Sages

1 person marked this as a favorite.

If people like to lay out character builds, why not do the same with computers?

I was working on a scholarly Starfinder character and after looking at the library chips from Pact Worlds, I envisioned her with a computer worn on her arm with a nice little keyboard and enough slots to hold all 5 library chips at once (I don't picture a comm unit as having slots for more than one or two, or having much of a keyboard).

Then I thought that perhaps people have built computers within the rules already, such that I could grab a layout someone else has already worked out.

I'm mainly looking for a summary of the computer's tier, what modules you added, plus any other additions you wanted to fit into it, and a description of the computer. I'm hoping we'll end up with a quite a few shared in here for everyone's benefit.

Scarab Sages

11 people marked this as FAQ candidate.
Starfinder CRB, Solarian class section wrote:
You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode (see page 102), the glow or darkness returns immediately.

Bold emphasis mine.

Are we missing a sentence in here that describes how a dark solar manifestation lowers the light level by one step in a 20-foot radius? If not, what "darkness" is the last sentence describing when it says you can shut it off?

Scarab Sages

Any suggestions outside of a 1-level dip in Druid for getting access to shillelagh?

Scarab Sages

Hi all,

I am running a few sessions going through Entombed with the Pharaohs and using the opportunity to introduce some friends to Spheres of Power. They've all made their characters, but I'm still working on some of the NPCs and villains.

I wondered if any of you might like to make any suggestions on classes and spheres to use for them.

I haven't decided whether to make Sceptre a casting class, or perhaps use something else and just do a custom magic item for that wand rifle of his, making it an item that allows use of the Destructive Sphere and a couple talents maybe. As an argument for giving him a casting class, I think he could make use of some of the (lens) talents from the Light Sphere (these weren't in the original SoP book; I think they first appeared in the handbook for the Light Sphere).

Of course someone known as the Radiant Pharaoh needs to make some use of the Light Sphere. She's written up as a conjurer wizard, so I'll probably use some Conjuration Sphere talents as well.

As for the Pharaoh of Numbers, I think he seems rather ho-hum as written. I'm thinking he should invest in the Enhancement Sphere for animated objects, and make hieroglyphs spring off the walls to attack the PCs.

What other ideas do you all have?

Scarab Sages

I've always loved both the druid's Entangle spell and the sorcerer/wizard's Web spell. The first imposes the entangled condition, and the second imposes the grappled condition. Because I'll be playing a sorcerer of the Sylvan (Fey) bloodline who will have access to both spells, I want to understand how they would interact.

Entangled:
PRD wrote:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Grappled:
PRD wrote:

A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

[bit about getting a bonus for being invisible that probably shouldn't apply to an inanimate object like a web]

So, the party is in a forested area. I cast Entangle, causing the small plant life to reach up and wrap around the legs of my enemies, making them entangled. Next round, I cast Web, anchored by three large trees, and my enemies are now grappled (in both cases, of course, assuming failed saves).

Do they take both -4 penalties to Dexterity for a total -8? What about the two -2 penalties to attack rolls? We have this text:

Penalty:
PRD wrote:
Penalties are numerical values that are subtracted from a check or statistical score. Penalties do not have a type and most penalties stack with one another.

Is there a place in the rules text that enumerates some non-stacking penalties?