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44 posts (79 including aliases). No reviews. 1 list. No wishlists. 2 aliases.


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@GM West: when do you think you'll make selections?


I finished my PC - and did include the spellbook (at the bottom of Other Notes, at the bottom of the sheet).

Unless I missed someone, here's the list of applications:
Khepri-Nef, Arcanist
Marius, Bard
Rani, Investigator/Ranger
Trisker, Wizard
Urram, Psychic


OK! Please don't say sorry, it's fine. :) FYI, I asked because the recruitment post said the following:

Quote:
I'm more comfortable with the basic classes/feats/etc from the more popular ones (core rulebook of course, PHB II, and the Complete Warrior/Arcane/Divine/Adventurer).

all of which are 3.5E books.

I had already added a couple of 3.5E spells on my sheet, but they're tagged with the source (e.g. CArc for Complete Arcane) so they're easily identifiable and can be removed if nixed.


Rolling HP: 7d6 ⇒ (4, 4, 3, 2, 1, 4, 6) = 24

Also, couple more questions:
- Do you allow Variant Multiclassing? I had the idea of picking up wizard VMC to simulate some kind of double majoring.
"The desert deceives (illusion) and the desert reveals... one's true being (divination)"

- Magic Item Compendium, Spell Compendium and Complete Champion are common 3.5 books that are not listed as sources so, to confirm, we should avoid drawing from them? That wouldn't be a problem; I'm just checking.


Ah, I need to further clarify: I meant the feats the familiar gains for his base racial HD. For instance, the typical Faerie Dragon has Acrobatics and Dodge as feats, but my PC's familiar, if a faerie dragon (I'm also eyeing a different improved familiar), could hopefully have a different feat set via retraining.

Thanks for the explanation regarding what you're looking for: that is balanced and perfectly understandable.


GM West wrote:
@namo Why would you need retraining when you're creating a brand new 7th level character? Not sure if I'm understanding the question.

For a familiar, to retrain their "fixed" feats (except if you rule that I can choose their feats without retraining).

You missed the question about crafting, by the way.

GM West wrote:

As far as 'finished' character sheets, I've had recruitments where I get 15 players all voicing interest with character sheets in the works, and I'm lucky if I get three in various stages of finalization by the time I'm ready to introduce them into the adventure.

So yes, the character needs to be ready to be dropped into the game when the time is up. Again, I'm thinking another week or possibly two, depending on when the current battle ends and the adventurers rescue the captives. I mentioned next Friday, but honestly that's probably unreasonably optimistic on my part. More likely it'll be somewhere between Christmas and New Years, since posting rates will likely slow down over the next couple of weeks. Might even be right after the new year starts, for that matter.

So you should have plenty of time, if you're truly interested in creating a character for this game. And again, please only jump in if you're interested in the long haul. It's discouraging to have players express interest, post for a couple of months and then disappear.

I've been doing PbP since a long, long, long time, so I totally understand what you mean about people (both players and DM) ghosting. I consider myself one of the reliable ones, but of course to you I'm just a stranger over the Internet, so you can't really know. :)

I believe I've shown interest, by asking questions, checking out the existing thread (thanks for the tip about looking for tombs in general rather than Chisisek's - the need for nuance is exactly why I asked you) and posting a work-in-progress sheet. If I commit, I commit.
On the other hand, I'm sure you can understand that building a character down to the last details can take a lot of time, and getting rejected after that doesn't feel great. It's part of the process - I've been accepted AND rejected many times - and some of the process is fun either way, but some stuff can easily be postponed until after selection without impacting the game: this is why I asked about doing the spellbook after selection, not due to lack of motivation but to optimize my time as well as yours. :D

You'll note that I already had the "typical spells prepared" present on the sheet, so the PC could start the adventure with that right away. Cheers!

Added the following (these are 1st versions, they are likely to evolve still):

Description:
Khepri-Nef is a rotund and jovial man with dark skin. He dresses conservatively but cannot quite escape the Osirian love of gold: he sports various assorted amulets, bracelets and other charms made from gold, lapis lazuli and jade.

Background:

Khepri-Nef is a scholar at heart, and always was, from a young age. Fascinated by papyrus and the written word, he taught himself how to read, and went on to have a brilliant run at the local mage's academy. After that... precisely nothing became of him: he was listless and did not how to put to use the gifts he had honed.

After falling in with bad sorts, and accumulating debt, he climbed out of the hole he had himself dub by selling his services to various tourists and expeditions into the desert. Over time, his scholarship and practical talents for dealing with the threats of the great desert and its innumerable tombs became known, and he has had a successful run since then.

Until, that is, the gnolls surprised his latest set of employers and him during the night and ignominiously held them captive.


- Do you allow Retraining?
https://www.d20pfsrd.com/basics-ability-scores/more-character-options/retra ining/
Would that extend to retraining an improved familiar's feat(s)?

- Are crafting feats allowed and potentially usable (including prior to joining the action, for the new PC), or is the campaign too fast-paced for them to be of interest?

- When you say you want PCs "totally complete", would it be OK to wait until after selection to have the full spellbook done? It starts taking quite a bit of time at these levels.

In case order of posting sheets matters, I have a rough draft - still missing fluff and some mechanics.


I'll work on an Arcanist, probably specializing in illusions, but also able to provide some battlefield control and knowledge. You didn't specify what you wanted your arcane caster to be able to do (different groups can have different ideas!), so hopefully that fits.

If I'm not mistaken, to mesh well with the party's aim, the newcomer could e.g. be a scholar who was looking for Chisisek's Tomb?


@Chamak: no problem at all!

And another twist! I wonder whether it's supposed to be an OoC twist, with the players wondering but the PCs ignorant, or whether it will become a thing in-game. In any case, Niloth is a Paladin - with a slightly different code of honour than the core PF paladin, but still pretty restrictive, so... I'll let you finish the deduction. ;-)

And the formerly-missing PC Neela appears not be the Traitor since the DM was ready to go on without them, so... we're reducing the field of possibles. ^^

PS: I'm fairly new around here; is the convention to post with the PC's alias in the Discussion thread as well?


For the dyslexia issue, GM, have you tried giving your text to e.g. ChatGPT (or another AI engine) and asking for corrections? I hear it's pretty good at it.

Shengo Arashi wrote:
If there is still an offer of going through character sheets, I'd appreciate it, I haven't played a lot of gestalt characters and I don't want to miss something

I'll try to review the remaining sheets as time allows. (If someone wants to review mine, feel free to. I found some errors just 2 days back, since I had started making tweaks before the maintenance and hadn't completed them.) I also have to hurry finalizing items and traits.

The traitor thing I'm not sure I like having sprung on me - I'm not a fan of PvP - but we'll see how it unfolds. Perhaps there isn't even a traitor and it's just a DM's mindgame. (Cue the "this is what the traitor would say" reactions! Lol)
Traitor, if you kill my PC, do it with class and humour, please. E.g. a poisoned cheeseburger.


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And we are back! Well, I hope so anyway.

I had it written down before the downtime, so here it is:
Sheet review - Fei Wan YOU ASKED FOR IT!! ;-)
(Disclaimer: 1/ I can be wrong. 2/ I don't check *everything*. 3/ Please don't take comments the wrong way (you are free to ignore them!). Etc...)

Mechanics:
1/ I don't think we get 15 feats, only 12? Maybe I misunderstood, but you're the only one with 15. (You may have confused the mention of 3 Mythic feats as granting more non-Mythic feats?)

On the other hand, Weapon Focus Slam + Weapon Focus Claws is just Weapon Focus: Natural Weapons with EitR rules, I think? (didn't double-check) That would save you 1 feat.

2/ Paragon Shifter only grants 3 talents, but presumably you're counting the "virtual" talent that counts only for Improved Transformation. I'd tag it as such, though.
Elementalist only grants 4 talents on top of the free Destruction sphere.

3/ The Personal Fate and Sanctified drawbacks both bar you from having the Open/Close word.

4/ How do you get +4 NA to AC? Transformation gives you +3. I may be missing something.

5/ Eternal Transformation: I think you chose Air Elemental, not Earth ;-)
What extra trait did you choose, from Improved Transformation? Presumably Vitality? However, it would only give you Fast Healing 1. Perhaps you intend Fast Healer to quadruple your Fast Healing, but I don't think it works in general, and specifically in your case it's neither from rest nor from a magical effect (Eternal Transformation is Extraordinary).

6/ The Luckstone completely overlaps with your Serendipity permanent consecration => ditch it and save 20k? E.g. buying a +1 implement of Life for 2,000 would increase your healing by 1d8+2 - fairly significant.

Comments:
Not much to say: this is perhaps the most balanced character out of all of them (mine included), with a good mix of offense and defense. :) Not much utility, but that's expected given your classes which grant only few talents. I think 3 natural attacks is a good choice, too.

A comment I forgot for Chamak which also applies here:
are you not worried your familiar will die easily? They don't have nearly the same protections as PCs.
The Figment archetype assuages the issue, but only some (you have to wait for the next day for it to come back if we get a full night of sleep).


Sheet review - Chamak
(Disclaimer: 1/ I can be wrong. 2/ I don't check *everything*. 3/ Please don't take comments the wrong way (you are free to ignore them!). Etc...)

Mechanics:
1/ Ability scores: we don't get the +12 anymore, so your stats are 12 pts too high
2/ PF has both touch AC and incorporeal touch AC. Enduring Armor doesn't add to your touch AC but does add to the latter
3/ No crafting; you can replace Craft Wondrous Items / Craft Wand with other feats
4/ You have a rat listed as a familiar, but they grant +2 Fortitude, not +4 Init?
5/ Where do the 10 uses of Legendary Power (item) come from? 2 base + 2 from the Powerful ability +...?

Comments:
- You went pretty crazy on Initiative. :-D
- Using Rejuvenating (legendary item ability) for the burst of healing is pretty smart.
- Personally I would recommend avoiding the Ring of Invisibility + Undetectable combo because it's broken: there's very little counterplay available to the DM. (It's also a bit boring - imagine how the campaign unfolds if all the PCs have it -, but that's just my opinion).
- Solid build overall; actually a bit tame perhaps compared to some of the others (but that's not on you!). Have you given some thought on how you'd deal with a monster with Damage Reduction and/or Energy Resistance? Also, I see you have a couple of options vs Spell Resistance but more probably couldn't hurt.


@Ouachitonian
ABP was added back at this point

@Fen Wei
Not a full review, but after glancing at your sheet:
- Pummeling Style doesn't work with natural attacks, ever (i.e. even with Feral Training); it has a very specific clause
- You get extra HP for each Mythic tier, not just for the 1st one, so you're missing 20 HP

GM_Panic wrote:
problem for me is if i let one player have it i have to let all players have it. so i need to limit somethngs sorry just to have an even playing feld

No worries, I understand! The Prodigy part of the build doesn't really work without Might talents, but I pivoted away from it.


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@GM_Panic: I was going to ask - and it's also relevant for @GM_Drake based on his last post -, but possibly some abilities could be allowed to go over the cap? Assuming they are a core part of the PC and require a significant investment. So Drake's Mythic power could work (costing a mythic ability and 1 MP per use is significant), and possibly my Paladin's smite AC bonus could work too (it's vs only 1 opponent at a time, and limited in uses per day). One could also think about Barbarian Rage going over the 26 ability cap (assuming it's not just a 1-level Barb dip just for that).
I realize this muddies things, so this can be looked at post-selection also, so that you won't have to rule about 50 different abilities.

Separately, I do think the cap on to-hit is not the most important one, since between a PC with +40 to-hit and 20 average damage, and one with +30 to-hit and 200 average damage, the latter is clearly more potent. On the upside, damage is easy to solve for a DM (just increase foes' HP), as long as some PCs don't completely outshine others.

I would also like to be able to continue using a Martial Tradition (so, 4 Sphere of Might talents at most).


Funny, I'm also working on a Gathlain - been a long while since I played one. Different flavour and different classes, though.
Picture
He fights like a cross between Spiderman (for the cinematic movement) and a Jedi (he wields a light saber, kinda).

GM_Panic, I can help with sheet reviews, but I'd wait until after selections - less work this way.
Also, there's already significant gap in optimization between several of the builds posted, but hopefully people can tone down as needed, depending on the final party.


6d6 ⇒ (5, 6, 1, 3, 1, 2) = 18
rerolls: 2d6 ⇒ (6, 1) = 7
reroll: 1d6 ⇒ 3
5 + 6 + 3 + 2 + 6 + 3 = 25

GM_Panic wrote:

What is on the other side of the 6th gate

A wide uncharted mythic death world thats what.

Will the game be focused on exploration? Or more on combat?

Will social encounters play a part?


Nice to see this restart! A couple of questions:

1/ I'm not sure what you mean by
> You get 6 Mythic levels but only on one side of your Gestalt.
> So pick one side and thats you Mythic side.
since Mythic is not tied to specific classes. Could you (or someone else) give an example of what this forbids?

2/
> Feats: 12 = 1 per level / on each side of your + Gestalt feats as per Mythic on one side of your Gestalt

Do we get 1 feats per level for each side, plus the 3 Mythic feats "as usual", or 1 normal feat per level + 1 Mythic feat per level?


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.

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