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Rolling - uh, forgot it was dice, not roll:
5d6 ⇒ (6, 1, 4, 1, 6) = 18 --> 17
5d6 ⇒ (2, 1, 4, 3, 1) = 11 --> 10
5d6 ⇒ (1, 2, 5, 5, 6) = 19 --> 18
5d6 ⇒ (4, 5, 1, 1, 1) = 12 --> 11
5d6 ⇒ (2, 6, 1, 6, 5) = 20 --> 19
5d6 ⇒ (1, 1, 4, 1, 5) = 12 --> 11


Rolling:
4d6 ⇒ (6, 2, 4, 5) = 17 - 15
4d6 ⇒ (1, 2, 2, 5) = 10 - 9
4d6 ⇒ (5, 2, 2, 5) = 14 - 12
4d6 ⇒ (5, 4, 6, 6) = 21 - 17
4d6 ⇒ (1, 5, 6, 4) = 16 - 15
4d6 ⇒ (1, 6, 5, 4) = 16 - 15


Checking in - GM Panic, are you still up for this?


EltonJ wrote:


Quote:
3/ What would the expected posting rate be?

A3. At least once a weekday, and once on weekends.

Taking a hard look at my workload (and "familial" load), and other commitments, I don't think I can keep up this pace, so sadly I'll have to withdraw. Have a great game!


Musing out loud: would you be open to a Changeling gaining an Aberrant dragonmark?
I know full well that it's not supposed to happen, but this aberration could be a major plot point (at least for my PC), with some people - him or her included - seeking to understand how it came to be, and others aiming to eliminate him or her if it came to be known.
Keith Baker used to throw out campaign ideas in that spirit, I recall (I followed his blog for a time, a long time ago now).

I'm not sure I'd take this direction, but I thought I'd see what you think.


1/ Starting level isn't mentioned, so I assume it's 1.

2/ Eberron changelings are very different from PF changelings; we'd stick to the former? Do you have a source for PFified Eberron races? (PF races are overall stronger than 3.5E races)
I'm aware of this one but I haven't used it in practice, so I can't comment on its balance:
https://sites.google.com/site/eberronpathfinder/conversion-info/races/

3/ What would the expected posting rate be?

4/ Do you any starting plot in mind, or would it be built with the players? Would it lean towards exploration, investigation, intrigue, combat, ...?


My advice would be to not start using Spheres in a gestalt mythic campaign, because the setup is crunchy enough as it is.

However, if you want to give it a spin, you could try a Sphere archetype for a core class - they are listed on the front page
http://spheresofpower.wikidot.com/
and preferably one that interacts with few Spheres.

Taking Shadow Boxer Unchained Monk as an example:
http://spheresofpower.wikidot.com/shadow-boxer
you would only need to read the archetype, the Using Spheres of Power page (mandatory)
http://spheresofpower.wikidot.com/using-spheres-of-power
and the Dark sphere page, with perhaps a gander on the General Feats page. That reduces the complexity quite a bit, but it's still a lot of reading. ;-) At least you don't have to go through all the spheres or look at all the Spheres classes.


I'm going Spherecaster, but it's fairly close to Archmage.
Not much blasting though; I believe "pest" is to be taken figuratively (the Tarrasque is a kind of pest after all, is it not? :-D )

How do you get SM IV and not III, Fury?


GM, I believe you missed those questions:

namo wrote:

1/ Are Mythic Traditions allowed? (with potential veto, of course)

I can't link directly to the page, but it's the 2nd tab here:
http://spheresofpower.wikidot.com/mythic-spheres

2/ If you're feeling generous, a bonus feat or two would be appreciated. :) It's hard to support 2 sides of gestalt with the normal feat allocation. (You can't fault me for asking, surely? ;-))

3/ Do we have 1 Favored Class Bonus, or 1 per "side" of the gestalt? I've seen DMs handle it both ways.

I'm currently working on the Knave of Hearts (Eliciter 6 || Arcanist 1/Prodigy 5). He has posters with his face on it, and in big letters

"DO NOT TRUST HIM!
He will:
steal your heart
steal your wife
steal your life."
But of course these are gross exaggerations, and anyway he can shapeshift so the picture is always wrong...

(Mechanically he's not really a thief, but this is flavour. He is tricksy, so that's the source of the slander...)


reroll: 1d6 ⇒ 3

1/ Are Mythic Traditions allowed? (with potential veto, of course)
I can't link directly to the page, but it's the 2nd tab here:
http://spheresofpower.wikidot.com/mythic-spheres

2/ If you're feeling generous, a bonus feat or two would be appreciated. :) It's hard to support 2 sides of gestalt with the normal feat allocation. (You can't fault me for asking, surely? ;-))

3/ Do we have 1 Favored Class Bonus, or 1 per "side" of the gestalt? I've seen DMs handle it both ways.


GM_Panic wrote:

UPDATED PC MAKING HOUSE RULES

All players start with 3d10 gold X 1000, That Gives a max of 30kgp
Pre game crafting to a max of 1/2 that.
You can now spend the hole lot on a single item if you like, but see crafting rules.

If I may make a follow-up suggestion :), I'd rather you gave the same amount to everybody; 30k sound good.

I'm already 4-5 attribute points behind after a mediocre roll, which is OK, but I'd rather not roll gold and risk getting shafted there too.

Additional question:
Are we limited to 2 classes total, one on each side, or can we multiclass?


Stats: 6d6 ⇒ (2, 4, 2, 6, 3, 1) = 18

I really like the premise! Mythic can be a handful, but I've always wanted to try precisely what you're doing, high Mythic at a low-ish level.
Regarding the setting, I looove Eberron (but know it's less popular than others), I'm quite partial to Planescape, and of course Golarion is just fine.

If I may make a suggestion, I'd suggest lowering the starting wealth, which seems out of balance with the rest of the setup and risks overshadowing class/mythic abilities.

Quote:
mythic classes

1/ What are Mythic classes? I've only got a little experience with Mythic. I assume you're not talking about Mythic Paths.

2/ Are we limited to 2 classes total, one on each side, or can we multiclass?

Quote:
Feats: As Class {each side of Gestalt/race/level}

3/ Does this mean we get

a/ standard PF feat progression, or
b/ double the standard progression, i.e. 2 feats at level 1, 3, 5...?

4/ Would you allow the Polished Dark sphere? It's an update to the Dark sphere, but since the original publisher doesn't do Spheres content anymore, they can't simply replace the existing one.


Good to know you're hale!! And sorry to hear about the family health scare.

Take all the time you need - RL first, always.


My money is on demotivation or mental health issues... but of course speculation won't get us far.

I actually kinda expected the game not to work out, since in my experience DMs launching 2 games back to back don't keep up for long (on average), even more so when these games are high-crunch. But one always hopes!

And the DM reminds me of another, on another board, who disappeared in similar abrupt fashion (and was also offering a Spheres game). Down to the playtest he likes to make with not-yet-selected PCs, which I haven't seen many DMs do, since it's bound to be very time-intensive. Whether or not they're one and the same, they do offer very enticing campaigns!

Still, I don't mind all this since I had fun making Léonie :-D, and I got to dive into the Tinker sphere. I do hope I get to play Zeitgeist some day (*pokes Chris* ;-)).


The DM hasn't been on in a little while, it seems (except if some of you received PMs?). I hope they're OK, and that this awesome-looking campaign will proceed.


Ooh, is this still running by any chance? I love me some Eberron, and spy stuff sounds fantastic - right up my alley. :)


Yes, you get a talent that you can spend either on acquiring that Sphere, or on getting a talent from that Sphere if you already possess the base Sphere talent.


@crisichild: Given your low CL, the Spell Attack damage is pretty low. I'd recommend either focusing on Brutal Strike (getting a way to recover your focus more easily, to get the extra damage every round) OR upping your Destruction CL (via the Gift for Magic trait and/or the Focused Blast Type Group feat - on the Destruction page) to make the Spell Attack worth it. Lucky for you I freed you a feat! ;)

Vital Strike is indeed a good choice with a big weapon like yours. As you may already know, it won't multiply bonus damage like the Spell Attack dice.

@Violant: Swashbuckler, Rogue, etc... are fine. Arcanist / Alchemist / Investigator cannot use their vancian extracts / spells and so must use Sphere archetypes or a core archetype that trades away the vancian stuff.


namo wrote:
Your base concentration is CL + Int = +7

Correction: base is MSB + Int = +10, my bad.

@Saashaa: how familiar are you with Spheres? The casting stat is chosen as part of your casting tradition, it can be Int, Wis or Cha as you wish.


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@Crisischild: I think I see a small error regarding gestalt rules.
You have 5 levels of a gestalt (Armorist | Conscript) class which is a low Caster, so you have no "non-caster" level, and Advanced Magic Training does nothing for you.
So you have CL 2 from Armorist, MSB 5, MSD 16 and I think your Concentration is wrong but I didn't check all the bonuses you may have from various sources. Your base concentration is CL + Int = +7

Also note that Brutal Strike and Spell Attack are both special attack actions, so you can't use both at the same time.


In the future, please reference the talents you're talking about, ideally with links, to make it easier.

Yes, when using Sniper Shot you're allowed to combine two (snipe) talents you took, so you can indeed sunder and disarm.


Gearmaster of the Turning Age wrote:
@namo: No, you would only gain Gun Training if you get Gunsmithing from a more traditional source, such as class features, talents, feats, etc.

Firearm Proficiency is a talent, that also grants Gunsmithing. In retrospect, the talent name is very ambiguous and I should have mentioned "talent" in the text, so that people would not need to click the link to know it wasn't just class proficiency. :)

eriktd made me think of another question: are Firearms simple weapons for the PCs and their companions?
The "Guns Everywhere when buying from the R.H.C." creation rule does not make that 100% clear either.

(Sorry for the delayed question, I was busy because of a work seminar.)

@Fury: companions don't get ABP IIRC, this was answered previously.


Gearmaster of the Turning Age wrote:
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.


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.


Thanks for the answers.

Gearmaster of the Turning Age wrote:
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:

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.)

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?


I have some questions as I'm exploring some ideas:
1/ will you aim to get PCs with different Character Themes (in terms of the bonus feat / PrC and all the flavour you mentioned that comes later in the campaign)? Or is that not a criterion?

2/ may we use the utilitarian progression optional rule?

3/ How do you want to handle Tinker projects (e.g. mechanoids) in terms of cost?

Should we pay for them out of our starting gold, or are they free given that with time one can gather their components for free?

4/ Does Deft Maneuvers (Elephant in the Room feat) include the full effect of Improved Feint?

5/ If I were to use the Faction sphere, would I have to use the RHC as a faction, or could I use something else based on the PC background (e.g. the udnerground if he's a former criminal, the Engineering Institute - just made it up - if she's into Tinkering, etc...)

6/ The Ghost Stepper archetype is an odd duck in that it replaces the Rogue talents at levels 2-8-14, when most archetypes do 2-6-10-... or 4-8-12-...
If I go for it, could I have it replace the level 6 talent instead of level 8, for increased compatibility?


Very interested in this! I'll have to re-read the Zeitgeist Player Guide, since it's been a while, but I've been wanting to play it for a long time.

I'm curious to see your modified Sage? I may not go for it since Tinker and Guile beckon, but since the class is usually banned for its overpoweredness, it could be an occasion to try one version of it.