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![]() Grumbaki wrote: Also I looked over Mahmoud. I don’t know enough about the war sphere to offer any advice, only that it seems like a good choice with Warpriest fervor to get things up and running without losing your…uhm…momentum. Anyways. It's got a pretty powerful punch with a pretty minimal investment. Lots of variety in the five talents I took-- there's defense, movement, and even boring old bonus damage. :) I think I can replenish his momentum pool with fervor if necessary, since it's a sphere effect that only affects him (while others can use the pool, they don't actually get one, so it seems like fervor should apply). Fervor's also lay on hands for quick healing or fighting undead, and he can even channel energy with it. (Though with only two of us, it's more efficient to use fervor for single-target healing, since channels are double the cost.) Grumbaki wrote: Wonderfully flavorful casting tradition. Exactly the type that the system encourages. The entire build works well together with both the casting and martial classes given how they both center around movement (and knife work) Thanks! I love the synergy between the Performance sphere and the Shadowboxer talent from Boxing. Also how starting a dance lets him replenish his momentum pool as a free action (with the Vicious Performer feat) and maintaining a dance allows him to regain martial focus with Mobile Focus. Grumbaki wrote: For your build plan, I’m curious: are you going to be sticking to war? Enchantment might prove useful, or even protection, to dip into as well. My plan is to take a couple more Momentum talents: Demoralizing Momentum (since we are both pretty good at intimidation), and more instances of Resourcefulness (to give his momentum pool more points). But I don't think I'll take any other Spheres of Power. It's true that Enhancement or Protection have useful stuff in them, but Mahmoud already has pretty good boosts from Warpriest (sacred armor and sacred weapon) and Fighter (the Warrior Spirit advanced weapon training ability basically gives him any magic weapon quality when he needs it). I'll take more combat talents with the rest, so he can do more debuffy things with his attacks like demoralize. ;) Maybe that's inefficient. He will have a good amount of spell points, and I don't know how quickly we'll blow through momentum points in the pool. I figure we'll probably get by with only one spell point per fight, and that will leave him with a lot of spell points unused each day. But we might find that we go through momentum like candy, and he might have to replenish it multiple times in one encounter. If I need to fine-tune it, I'm very open to suggestions for what to take instead! That said, he is still insanely versatile-- with martial spontaneity, Barroom Brawler, and later Warrior Spirit (Training) he can flex into three combat feats at the same time that last for one minute. Since he has blended training, and Extra Blended Training Talent is a combat talent, that means that he can get up to three temporary talents to deal with emergencies. For example, say Aerith gets petrified? Mahmoud can pray to Pharasma for the Life sphere and Break Enchantment. Or say Aerith dies? He might be able to get Life sphere (move with martial spontaneity) and Resuscitate (swift Barroom Brawler combat stamina trick) and use Cure on her in one turn to bring her back. He should be able to deal with a lot of things that would otherwise grind us to a halt. Thanks for your feedback and compliments and suggestions! I really appreciate it. Oh by the way, I'm going on another vacation tomorrow morning, where I'll be gone for a week. I will have my computer with me, so I'll be able to check my games periodically through the day, but I might be a little less alacritous about it. ;) ![]()
![]() Grumbaki wrote:
Oh, wow, especially since all your attacks are Dex-based, Talented Tie-Up seems absolutely essential! That -4 penalty to all your rolls would sink you otherwise. The character I played a while back with lots of grappling was a White-Haired Witch, which doesn't get the grappled condition when she grabs someone, so I forgot about this. Smart thinking! Grumbaki wrote: Then add “chink in the armor” which just adds an extra attack as a touch attack. Which effectively pushes through more damage. Chink in the Armor is fantastic, and it should work well with your action economy once you've got Champion Strike. Grumbaki wrote: Also inescapable grasp does sound like it’s very IC. I think you are right on dropping gladiator altogether and focusing on wrestling. That looks great! :) ![]()
![]() Hey Grumbaki, I was thinking about your build, and I have a couple of questions/suggestions for you. I'm not sure I know what your blended training talents from Shifter are. It looks like you get two. I'm guessing they are Wrestling sphere at level 2, and Power Slam at level 4? But how are you getting the Gladiator sphere? I'm probably missing something. Have you considered taking the Constrictor drawback with the Wrestling sphere? I don't think you need Improved Unarmed Strike for anything, and you can't use it with your natural attacks. Plus, getting Hammerlock for free is nice because it increases the grappled penalty when Aerith grabs something. I wonder if you're going to be getting very much from Power Bomb. It's a nice little bit of damage early on, but later it's kind of piddly, and the fatigued effect on a Fortitude save is okay as long as we're not fighting undead. :) You're probably thinking that you'll be dropping the grapple each time you attack with your claws, so you might as well add some damage to that, but the immediate action cost seems too steep to me, since you can save it for a swift on your next turn for another attack or Arcane Strike. Also, you have to drop the grapple on your turn to do it, which means the enemy isn't grappled on its turn. Maybe you'd do better to take Inescapable Grasp? Aerith is already good at Warp stuff, so it seems pretty appropriate to her character that she could keep enemies from teleporting away. Plus it beats freedom of movement at BAB +10, which otherwise can prevent all your grapples completely. I also worry you're going to run out of actions when you try to use Boast, at least before level 7 when you get Champion Strike. Until then, you'll probably want to use Arcane Strike on every turn, and if you use a boast you won't be able to. I'm not sure rolling one attack twice is better than +2 damage on every attack in your chain. Maybe if you can get Bloodthirst earlier, since another attack is always awesome-- and if you time it right, I think you can add your Arcane Strike damage to the extra attack from the Boast! But if you don't have enough talents, it might be better to forgo the sphere completely and take another Wrestling talent like Iron Grip instead. You'll need all the help you can get to beat high-level CMDs! Just some thoughts, hope they help! No worries if you don't agree with anything. I look forward to seeing Aerith in action regardless! :) ![]()
![]() Grumbaki wrote: Champion’s Strike Ooo, I hadn't seen that before! An excellent choice! How's this for my little informational spoilers? Momentum Pool (6 points):
Allies within 30' can spend
1 point, free action: move 5' (provokes, 20' max per round)
Entwining Prance (dance):
Mahmoud: move action (optionally move 5'-15') to start, move 10'-15' to maintain; allies within 15': move action (optionally move up to half speed) or 5-ft step to join
Whenever an enemy enters the threatened area of a dancer, the dancer may spend an attack of opportunity to force the enemy to succeed at a Reflex save (DC 15) or become entangled until they leave all the dancers’ threatened areas (or until the dance ends). Guarded Twist (dance): Mahmoud: move action (optionally move 5'-15') to start, move 10'-15' to maintain; allies within 15': move action (optionally move up to half speed) or 5-ft step to join
A creature can pick up an item from the ground, retrieve a stored item, sheathe a weapon, or stand up from prone as part of the movement required to join or maintain this dance. Dancers taking the actions listed above do not provoke an attack of opportunity (including when they initially take the action to become a dancer). Additionally, whenever you begin or maintain a dance with this talent, roll a Perform (dance) check with a circumstance bonus equal to the number of dancers, which cannot exceed your operative ability modifier (minimum +1). All dancers may use your Perform (dance) check result in place of any Acrobatics check to avoid provoking an attack of opportunity for as long as they continue the dance. If you have at least 6 ranks in the associated skill for this package, the dancers also get a +1 dodge bonus to AC for every 6 ranks you possess. (+0) ![]()
![]() Grumbaki wrote: Speaking of which, eriktd, I’ve never seen war sphere in use. But it fits the character well and I look forward to seeing him put the war in Warpriest. Should I drop arcane strike? +2 damage is pretty nice for each hit, but if you have plenty of swift action effects to give I can take something else. I'd probably take something else instead of Arcane Strike, but that's just me. When we have the momentum points, another bite attack totally overshadows (ha!) it, but when we don't, adding 2 or 3 damage to every attack in your sequence is golden. And it's nice to be able to choose! Mahmoud has a lot of immediate action reaction stuff, so I was thinking it's a good use of the action economy to use a swift when I have it to take another attack, and when I don't have it because I've used an immediate on or after my turn, oh well. Your Benevolent Dictator wrote: A suggestion for eriktd: When they're active, add a blurb to the bottom of your posts listing your [dance] and [momentum] abilities with associated costs. Both Spheres potentially have reactive effects, and that sort of thing can be tricky to handle via PbP. Absolutely, will do! I'll make up a little spoiler with all of the details and stick it on the bottom of my posts when it's applicable. ![]()
![]() I'm planning on having Mahmoud invest in the War sphere (appropriate for a Warpriest, no?), specifically Momentum talents. Aerith will be able to benefit from them too, and I thought I should call out some of the tricks that this will enable for her. Aggressive Momentum: Save your swift actions, because this basically lets you use them for another bite attack every round, as long as we've got points to spend! Damaging Momentum: Adds a small bit of damage (+3) to one attack. Aggressive Momentum is probably more cost-effective, but you can do both as long as we've got the momentum points. Focusing Momentum: Lets you use momentum to regain martial focus, as either a move action or a swift action. Nice that Aerith doesn't have to take a focus-regaining talent. Marauding Momentum: You can move up to 20' without it costing an action, and I believe this is in addition to a five-foot step. It provokes, but oh well, that's still pretty good. :) Resilient Momentum: It's kind of like damage reduction 3 that isn't damage reduction. A small amount, but every bit helps, right? I also want to take the Performance [dance] sphere, which lets Mahmoud begin a dance as a move action, and lets Aerith join the dance simply by moving somehow, even just by taking a five-foot step. Being part of the dance gives a lot of benefits depending on the dance, including an entangling effect on adjacent enemies; or using Mahmoud's Acrobatics total to avoid opportunity attacks, a dodge bonus to AC, standing up from prone, picking up an item, or retrieving a stowed item-- all without provoking or costing any movement. Mahmoud is a dancer first and foremost, and that should be evident in his fighting style as I picture it. But it's pretty cool that this helps both of us, isn't it? ![]()
![]() Since your dragon form is handled by the Transformation feats, I wonder if you can use the enhanced Alteration talents to improve your humanoid form? Like, boost all your skills and vision and stuff that would be excellent when you are out of combat (and might hold over when you change into your dragon form?) You can theme it like Aerith perfecting her elven form while she's perfecting her draconic form, too... I'm not super-familiar with Alteration, but there are a few talents that might serve you well no matter which shape you're in. Adaptive Physicality boosts your Influence, and Agile has lots of cool benefits. You can also get things like fast healing or pounce pretty easily, which are never bad! ![]()
![]() Your Benevolent Dictator wrote:
As much as I would love to keep playing in a game with gyrfalcon and/or Wyshart, I can't resist the siren song of gestalt. I mean, Mahmoud already has one foot in the grave-- it wouldn't be at all difficult conceptually to make him into a Warpriest cleric of Pharasma. ![]()
![]() Of course it's up to you, YBD, what you want to run! I'd like to help make whatever you feel inclined to do fun for all of us. I really enjoy the games you steward and I've felt lucky to be included in all of them. Of course it's too bad that Carrion Crown is ending, but you're right that it makes sense with where everybody is right now. I will try to reconcile myself to that sad fact. :) I'd really like to continue playing Mummy's Mask. I've been really happy with how our characters have been maturing, and I think both Aerith and Mahmoud have reached a point where they are functioning as they are supposed to in their chosen areas of expertise. I've played in multiple games of this adventure path that never got past the House of Pentheru, and even though I've run the first book myself, I've never read ahead to learn what is happening, so I'm super excited to learn more as you reveal bits and pieces of the story to us. Of course I'll happily play in anything you want to run. That said, I'm kind of over-saturated with Kingmaker, because I've played it so many times. (I played through the video game on multiple occasions.) If you're looking for suggestions for APs to run, I might suggest Iron Gods or Hell's Rebels as games that I've played some of but never enough? :) If you're saying you're considering starting a new gestalt game for us and ending Mummy's Mask, hear me out-- what about continuing Mummy's Mask as a gestalt game? As much as I'd love to make a new character for an exciting new adventure path with you, I'd also love to continue playing our Osirion adventure even with a dwindling number of Shadows. I'm certainly interested in Zeitgeist, based on what I've read about it. Both Grumbaki and I made fairly complex and (in my humble opinion) compelling characters for Pasha's potential campaign. I don't know if Pasha is ever going to return, or how involved they will be in running a game if they do, but I'm sure you could find more potential players from that recruitment if you decide you want to run it. Also sad to hear Strange Aeons is ending, but yes, I agree that it has been a struggle to keep the players engaged and moving forward. Sigh. ![]()
![]() Glad to see you back, GM! I don't think there's been any changes to folks' characters or last-minute entries since I left for vacation two weeks ago, but I still have my list of applications so I'll post it here for you. CHARACTERS SUBMITTED 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 ChrisAsmadi: Annalina "Lina" Vell, deva Docker striker (Voidrusher) 5 // summoner (Champion Summoner / Sphere Summoner / Void Conduit) 5 // Notorious Celebrity 1 Violant: Ana Brunas, catfolk Technologist gunslinger (Gunfighter / Musket Master / Siege Gunner) 5 // technician 5 // Steamsuit Pilot 1 Crisischild: Captain Zephyr Aetherlock, human Yerasol Veteran armorist (Martial Armorist) 5 // conscript 5 // Monument of War 1 namo: Léonie Crouet, human Technologist conscript 5 // rogue (Ghost Stepper / Shade) 5 // Steamsuit Pilot 1 Slyness: Ayreth, changeling Eschatologist druid (Spirit Mender) 5 // hedgewitch 5 // Logos 1 Johnny_Panic: Lady Calista Lisia Da Romano, drow Vekeshi Mystic eliciter 5 // investigator (Detective) 5 // Vekeshi Excoriant 1 Fury of the Tempest: Arcantos Asari, kitsune Docker kineticist (Fusion Kineticist / Legendary Kineticist / Sphere Kineticist) 5 // incanter 1 / hedge witch (Guileful Hedgewitch) 4 // Notorious Celebrity 1 EXPRESSED INTEREST Master Han Del of the Web
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![]() Since I'm leaving early tomorrow morning on a vacation for two weeks, I might as well post the list of applicants I've been maintaining one last time. Apologies for any errors! CHARACTERS SUBMITTED 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 ChrisAsmadi: Annalina "Lina" Vell, deva Docker striker (Voidrusher) 5 // summoner (Champion Summoner / Sphere Summoner / Void Conduit) 5 // Notorious Celebrity 1 Violant: Ana Brunas, catfolk Technologist gunslinger (Gunfighter / Musket Master / Siege Gunner) 5 // technician 5 // Steamsuit Pilot 1 Crisischild: Captain Zephyr Aetherlock, human Yerasol Veteran armorist (Martial Armorist) 5 // conscript 5 // Monument of War 1 namo: Léonie Crouet, human Technologist conscript 5 // rogue (Ghost Stepper / Shade) 5 // Steamsuit Pilot 1 Slyness: Ayreth, changeling Eschatologist druid (Spirit Mender) 5 // hedgewitch 5 // Logos 1 Johnny_Panic: Lady Calista Lisia Da Romano, drow Vekeshi Mystic eliciter 5 // investigator (Detective) 5 // Vekeshi Excoriant 1 Fury of the Tempest: Arcantos Asari, kitsune Docker kineticist (Fusion Kineticist / Legendary Kineticist / Sphere Kineticist) 5 // incanter 1 / hedge witch (Guileful Hedgewitch) 4 // Notorious Celebrity 1 EXPRESSED INTEREST Master Han Del of the Web
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![]() Grumbaki wrote:
I agree! Also the Muscle Reflexes feat, to get Str-based attacks of opportunity. The problem is that both Technologist characters submitted so far are primarily Dex-based gun- or finesse weapon-wielders, so boosted Strength really does nothing for them. Wearing the steamsuit also limits their max Dex to +0, so it feels like it is somewhat suboptimal, even with an ACP of 0! (Neither of them are wearing it, it looks like.) ![]()
![]() Also, for characters with Unarmored Training looking for armor that isn't armor, there's leather armor made from stable shadowstuff, which may be slightly cheaper than clothborn. And, unlike clothborn or leatherborn plate armor, you don't have to have heavy armor proficiency to wear it! (Though granted, there's no penalty for wearing armor without proficiency if the ACP is 0.) I wonder if a steamsuit (see the Steamsuit Pilot PrC) can be enchanted with clothborn? Might make it more useful for Dex-heavy Technologists if so. :) ![]()
![]() Lacrimadia is done. If you're going to review applications, GM, I'll post an updated list to make finding them easier for you. CHARACTERS SUBMITTED 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 ChrisAsmadi: Annalina "Lina" Vell, deva Docker striker (Voidrusher) 5 // summoner (Champion Summoner / Sphere Summoner / Void Conduit) 5 // Notorious Celebrity 1 Violant: Ana Brunas, catfolk Technologist gunslinger (Gunfighter / Musket Master / Siege Gunner) 5 // technician 5 // Steamsuit Pilot 1 Crisischild: Captain Zephyr Aetherlock, human Yerasol Veteran armorist (Martial Armorist) 5 // conscript 5 // Monument of War 1 namo: Léonie Crouet, human Technologist conscript 5 // rogue (Ghost Stepper / Shade) 5 // Steamsuit Pilot 1 Slyness: Ayreth, changeling Eschatologist druid (Spirit Mender) 5 // hedgewitch 5 // Logos 1 Johnny_Panic: Lady Calista Lisia Da Romano, drow Vekeshi Mystic eliciter 5 // investigator (Detective) 5 // Vekeshi Excoriant 1 EXPRESSED INTEREST Master Han Del of the Web
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![]() Annalina "Lina" Vell wrote: It's Annalina, not Annaline, btw. Whoops! I updated the file for the next time, sorry. Lady Calista Lisia Da Romano wrote:
You'll want to take another look at the campaign guidelines, specifically the part about Backgrounds and Campaign Traits! Every character chooses a Character Theme from a specific list of nine in the Extended Player's Guide. These supercharged "campaign traits" have a related theme bonus feat and a specific three-level prestige class that every character gets the first level in to start. :) Crisischild wrote: I really like these characters. All seem unique, despite everyone using the Tinker sphere lol I suspect this is because of the character themes. They all have really strong flavor, and that helps the players carve out something really distinct with each of them! ![]()
![]() Updated the interest list for the new page. Again, apologies for anything that I've gotten wrong! CHARACTERS SUBMITTED 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 ChrisAsmadi: Annaline "Lina" Vell, deva Docker striker (Voidrusher) 5 // summoner (Champion Summoner / Sphere Summoner / Void Conduit) 5 // Notorious Celebrity 1 Violant: Ana Brunas, catfolk Technologist gunslinger (Gunfighter / Musket Master / Siege Gunner) 5 // technician 5 // Steamsuit Pilot 1 Crisischild: Captain Zephyr Aetherlock, human Yerasol Veteran armorist (Martial Armorist) 5 // conscript 5 // Monument of War 1 Slyness: Ayreth, changeling Eschatologist druid (Spirit Mender) 5 // hedgewitch 5 // Logos 1 Johnny_Panic: Lady Calista Lisia DaRomano, drow (Theme?) eliciter 5 // investigator (Detective) 5 // (prestige class?) 1 EXPRESSED INTEREST Master Han Del of the Web
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![]() Gearmaster of the Turning Age wrote: @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. Gearmaster of the Turning Age wrote: 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...) ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() 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. ;) ![]()
![]() namo wrote:
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: The Elephant in the Room, Third Printing, 2021 wrote:
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. ![]()
![]() Slyness wrote: 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
(My apologies if I got anything wrong about anyone's applications. Let me know and I'll update this list!) ![]()
![]() pad300 wrote: @Gearmaster, any hints for ranger favored enemies? (I am guessing that favored terrain should start with Urban, and then probably water...) From the interest thread: Pasha of the Nightsands wrote: If you want to know the favored terrains and enemies of the setting, let me run those by you as well. The top three most useful terrains are, in order: Urban, Forest, and Planar, with others being useful in more specific setpieces. As far as favored enemy types, I'd say that Humanoids (which I'm lumping together), Constructs, Evil Outsiders, Undead, and Fey are the most useful, roughly in that order.
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![]() Gearmaster of the Turning Age wrote: @eriktd: Since this is your first foray into Spheres of Guile, just remember that some grant what is essentially free skill ranks. I overlooked it my first time using Spheres of Guile, embarassing as it is to admit. Thanks for the warning! :) I think I've got that correctly sorted out. Lacrimadia's got free skill ranks in Craft (mechanical) from both Trap and Tinker, which turns into a 1/2 level competence bonus, and then the free skill ranks from Artifice get retrained into Spellcraft. Study gives free ranks in its Associated Knowledge skill, Knowledge (local). And the Fencing sphere gives 5 ranks in Bluff, too! ![]()
![]() Gearmaster of the Turning Age wrote: @eriktd: A 'techno-necromancer' eh? Looks pretty cool! Thanks! Certainly an unconventional necromancer, that's for sure. I think of her as more of a healer, since all of her undead minions will be raised into living bodies or used to power living constructs. I'm also dipping my toes into skill talents for the first time, making her something of an "operative lite" -- she feels kind of like an inquisitor with all of her altered Int-based social skills and focus on Knowledges. Only three Guile spheres (Artifice, Study, and of course Vocation), so it should be pretty easy to learn how they work and what she can do. ![]()
![]() Kardin Shieldshatter wrote:
Hey Grumbaki, can I suggest that you include each submission's Character Theme in your summary? I think it's pretty distinguishing as far as character type and likely roles the character will play, and so on. Lacrimadia's a Spirit Medium. ![]()
![]() I've written a background and done some more tinkering (ha!) with Detective-Chirurgeon Lacrimadia, my tiefling Spirit Guide (soul warden//technician//Urban Empath) submission. There's a few kind of tricky things I'm doing that I've outlined in notes on her profile for you to consider if you have a chance. :) ![]()
![]() Arc Zeon - Humanity's Zenith! wrote: Actually, this is explicitly allowed by the gestalt rules, from here: Quote: A gestalt character may trade feats for combat talent progression (under the normal rules in Spheres of Might for doing so) even if they have a High-Caster class on one side of the gestalt, but only if they have at least one class that is not a High-Caster at any level
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![]() @Pasha, you're really not making it easy to state a preference. :) Both adventure paths still sound amazing! When I saw your post declaring it was War of the Burning Sky I started polishing my character ideas again with enthusiasm, and then when you changed your mind I went back to the other one with equal enthusiasm. :) ![]()
![]() Hey DBH, my handle is @eriktd with a k, and my submission's character is spelled "Cíli" with a special character over the first "i". I normally wouldn't be picky about the spelling, but without a link I imagine finding my character's profile based on your list will be more difficult if both reference names are wrong. :) ![]()
![]() All of my questions are about the character creation, which probably won't help you decide-- like, are you doing characters the same as in your Coliseum Morpheuon campaign? What do the traits look like? Are the gods of these games the Pathfinder pantheon, or something else? How does each campaign begin, and how do the characters know each other? This all goes to background and relationships, and it should also help me familiarize myself more with the settings. But don't feel like you have to satisfy my curiosity and go into all this until you're ready to put together a recruitment. :) ![]()
![]() I had made a skills character for your recruitment, Karinna Fordyce (Avenger vigilante, face skills and fighter talents), and I'd be happy to join you if you still need players. ![]()
![]() I too have been thinking about character concepts for each of these games, so that when Pasha chooses one I will be ready to write up mine fairly quickly. For Throne of Night, as I mentioned briefly before, I am thinking of a Conscript (Toxicologist) // Scholar (Harmacist). The character would be a poison specialist, obviously. Very Spheres of Might focused (Alchemy, Barrage), and pretty archetypical as a drow wielding a hand crossbow. I'm thinking very roguelike in skill choices, with Disable Device and Stealth. Depending on how many feats the characters get, this one might also be able to do some Scout and Scoundrel stuff. War of the Burning Sky has me thinking of a much more lighthearted character. I'm looking at combining two kind of goofy Spheres class archetypes that I've always wanted wanted to play: Blacksmith (Iron Chef) and Elementalist (Elemontalist). I'd style the Elemontalist into an Elemintalist, with minty-fresh cold powers, though as a skilled chef they would be able to use it to spice all sorts of dishes. I picture the character as a hearty and loyal servant type, probably of the Bosavian breed of ratfolk, and they would usually fight with improvised weapons, particularly pots and pans. Finally, for Zeitgeist, I have been noodling a character based on the "Spirit Medium" theme mentioned in the Player's Guide. My plan is a tiefling Soul Weaver (Shepherd of the Lost) // Technician (Innovator)-- my focus is on collecting souls and using them to power all manner of gadgets and gizmos. I figure the character grew up in Danor, had a good education, and got very good at crafting non-magical devices to do the things that would have been done with magic if it weren't for the Great Malice. Since no magic meant no raise dead spells, the character focused on reanimating corpses using technology instead. So the character is sort of a necromancer, but the creatures they bring to life are more like constructs.
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