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Silver Crusade

YogoZuno wrote:

That's certainly a posibility. Did your players pick up their gear? Is it actually all theirs? Was there an Asmodean holy symbol there? If not, you might have to consider why not? (Although, honestly, I still don't quite see why their gear is in the place it is at the start, other than game system convenience - it may not even have been their gear to start with!)

Again, without going into a lot of details here...the player characters will not have done very much, or made any decisions, between the point of losing their memories, and starting the AP.

You missed the part where I said she has the holy symbol of a deity engraved into her forehead, which was a result of a holy symbol tattoo meeting chitin.

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If there's nothing explicitly stated, then that's good and I'm free to input whatever I like for them. I'm thinking of having these characters be absolutely evil, even before Lowls, like the Half-Trox originally being an Infernal Cleric of Asmodeus who enjoyed torturing and forcing others to submit their wills to her.

The Campaign Traits only give an idea of how your current character feels about a past they don't remember, but nothing about what they did at the time.

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I see em listed as Tiny in the Bestiary. They're familiars often too.

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Davor Firetusk wrote:
The PCs don't get their full memories back until much later, but the content of those memories is actually pretty open. To my recollection the only specified plot points are outlined in the second book of the AP. Well the 3rd book does specifically cover how they lost their memories as well.

Yes, but I'm trying to drop hints at who they were. These Good people might have been Evil.

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Hello, I'm a GM running Strange Aeons and need some help with a few things. The first book doesn't seem to say what the PCs were before meeting Lowls (which is good) but doesn't say what they did when they worked for Lowls either (which is bad).

I'm also putting together the secret backgrounds for each of the PCs who lost their memories. I have a few plot points that I can use as I wish since my players asked/bought/took things but didn't specify them on purpose.

I'm hoping to hear what their jobs were with Lowls (or at least the page number in which book) and to brainstorm possibilities for these characters, ignoring the mechanics of how to do or did things since I use plenty of alternate rule sets and all sorts of things, including third party content. Most of what I'm going to list is just to sum up what they are essentially playing.

The Party:
CG Half-Trox (think just a Medium sized Trox) Kineticist with magma and only magma. She has the holy symbol of a deity engraved into her forehead. The set of lower vestigial arm (think four arms coming out of the lower rib cage and stomach) are missing.

CG Kitsune Kitsune Sorceress illusionist with some telekinesis. Has absolutely no gear except for her haramaki armor.

NG artificially-made Android alchemy Wizard with plenty of healing and buffing. Could be self-inflicted, could be on purpose.

CG Arshea devout Fighter who is a Psychopomp version of a tiefling or aasimar. Has a big spear, big shield, big armor, white horse, and a signet ring. Also has a strange draw to a mask.

Silver Crusade

Fateweaver wrote:
Read "Lord of Runes" Zutha, Runelord Of Gluttony is not dead

Let's just pretend that story doesn't exist for the sake of a better plot, yes?

Silver Crusade

Hi, I'm running Rise Of The Runelords for a few friends, GMing and playing it. It's just myself and two others, but we're doing gestalt and using Spheres Of Power content. I had this crazy idea for my character to try and add to the world and to the plot.

My character is meant to be a necromancer who is weak, frail, has no memories, and doesn't have control over his magical powers at first.

I'm even having him do a thing in the first fight:
accidentally turn the dog that's killed right before the first encounter at the festival into a burning dog skeleton.
So, who is he? He is Zutha, Runelord Of Gluttony, brought back to life by the three books coming together. However, since none of the Runelords expected Earthfall to be so devastating and to delay them for so long, his original magic and plan has gone awry. He's been brought back with no memories, but knowledge that seems to come and go, like languages, information on different creatures, and even some unexplained foresight to traps and how to disable them. At the same time, he isn't the unique type of undead from before and instead a sort of human with some undead traits.

These are all done through being an Empiricist Psyforensic Investigator/Lichling Soul Weaver, who souls in his Bound Nexus are actually past servants who willing serve him, though he doesn't understand why. As he levels, he remembers more and more and learns to better wield and unlock his original magics.

So, what can I do through the AP to interweave the plot and this character? I have some ideas but I thought I'd ask around and see what comes up. My players are relatively new and learning the world as it comes too. Just please please for the love of the Dawnflower not turn this into a discussion about being a GM and a player...

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kyrt-ryder wrote:
Imagination coupled with detailed descriptions.

I was expecting this

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Thought I would revive this to see if there were any sort of updates or alternate systems introduced in the last 6 years.

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http://spheresofpower.wikidot.com/armorist

I love the Spheres magic system. For the class, look at the archetypes it has too, especially Blaster, Soaring Blade, and Whitesmith. If you really don't want to learn the magic system too much, then Armorist keeps its use simple enough.

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Then which is it?

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OldSkoolRPG wrote:
Fuzzy-Wuzzy wrote:
I realize this won't help your current predicament (unless you somehow level up and gain a feat while wearing the collar), but for future reference I believe Disable Dweomer is what you want.
Except then it might just become a normal seamless solid metal collar. There is no way to really slip out of that. So you are still stuck with the collar. If they are something like a shock collar that won't let you leave the area that only gives you 2d4 rounds to escape before they reactivate. If they are just trackers well 2d4 rounds won't get you very far ahead.

Exactly, a normal seamless solid metal collar. Break it. Masterwork Manacles (the closest example) have Hardness 10, 10 HP, and a Break DC of 28. Difficult but not impossible.

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Beastkin:
Select one specific type of animal (such as wolves or apes). You were raised from infancy by an animal or pack of animals of that type. You learned their ways and have more in common with your beastly kin than members of any humanoid race.

Benefit(s) You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.

What does it mean by type of animal?

If I had to choose, which would be it?
Felines
Great Cats
Cat Big
Tigers

Silver Crusade

Step 1. Bring creature below 0 and stable (consider Golden Legion's Stayed Blade feat)

Step 2. Spam Capture Monster in a Take 20 fashion. A nat 1 is an auto fail on a saving throw, so you are using it until it gets a nat 1, like taking 20.

Some types of creatures can't be knocked out, but any situation you can spam it without stopping should have the same effect.

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Isn't there also a vampire bard?

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Stop me if you've heard this one:

Is there any way for an Undead to gain Morale bonuses?

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Bump.

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Also, 3rd party and 3.5 are legal content.

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For a build, I'm trying to find all morale bonus boosts, like Courageous and an Imperious Sorcerer's Heroic Echo, but for Extraordinary abilities.

The things I'm looking for would be either:
-self-reliant, without needing another character to active, excluding personal familiars or companions
-no action or long-lasting (hours at least, the general working day)
-usable all day, so not a wand or scroll, excluding most staves too

This character isn't a spellcaster but does have good Charisma.

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Been a few months but this popped up again for me.

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LazarX wrote:
Johnny_Devo wrote:

It's important to note that any metamagic on spells for a spontaneous caster such as the mindblade will bump it up to a full-round action.

It's a better option, in my opinion, to forgo the concentration check entirely somehow. Whether that be from clever 5ft steps, scorpion whips, the warding weapon spell, or some other method is up to you.

That's why the various magus metamagic arcana exist.

Magus has only recently gotten spontaneous spellcasting archetypes though.

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I could have some fun with Sacred Geometry and Quicken though.

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Gisher wrote:
zanbato13 wrote:
A CMB guy with Wizard secondary might technically qualify for Knowledge Is Power.
VMC Wizard does give you access to Knowledge is Power. But not until 15th level.

Wizards can take discoveries as regular feats.

Silver Crusade

A CMB guy with Wizard secondary might technically qualify for Knowledge Is Power.

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Gisher wrote:
zanbato13 wrote:
Mellok wrote:
zanbato13 wrote:
Do Spell Combat and TWF stack?
Specifically for a level 7+ mindblade they do
Now I just need a way to curve the -10 thought components and I'm set.
The most straightforward option is to take the Intuitive Spell metamagic feat. It does eat up your higher level slots, though.

Magical Lineage on Arcane Mark?

Silver Crusade

Mellok wrote:
zanbato13 wrote:
Do Spell Combat and TWF stack?
Specifically for a level 7+ mindblade they do

Now I just need a way to curve the -10 thought components and I'm set.

Silver Crusade

Do Spell Combat and TWF stack?

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When I make magi, I prefer to go for consistent weapon damage over nova spell combat, using arcane strike for more attacks.

I want to make a mindblade with as many weapon attacks as I can get and big damage output.
I would prefer TWF over a two-handed weapon.
If there is a way to get Dex-to-damage on light weapons, that would be nice.

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Is variant multiclassing an option?
Depending on your GM, you could Variant Sorcerer with a bloodline familiar (mechanic, not bloodline power)

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I'm trying to remember the other combat maneuvers that you had to unlock.
Things like Uncivilized Tactics.

Anyone remember others? Anything that uses CMB counts.

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Have you ever seen a Nycar? It's an improved familiar, which can take Mauler archetype, which can be affected by Form Of Dragon III, which can be affected by Duplicate Familiar.

Have fun!

Silver Crusade

GM Rednal wrote:
Quote:
When using air blasts, air wild talents, or composite blasts that include air, double the blast's effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast's effective range, not the area of effect for infusions like cloud and cyclone.

>Explains that Air's Blast takes effect after other talents that affect range

>Kinetic Whip affects range

I think it's reasonable to conclude that an Air-based Kinetic Whip can have its range improved. ^^ A Kinetic Whip is still a blast - it's a blast that's just been reshaped by a form infusion.

20 ft. Reach... I know exactly what I'm doing now.

And then Kinetic Form...

Silver Crusade

Racial Ability Score:
Skinwalkers are well attuned to the natural order of things and value passion above reason. They gain +2 Wisdom, –2 Intelligence, and +2 to one physical ability score while shapechanged (1 RP). While in their bestial form, they gain a +2 racial bonus to either Strength, Dexterity, or Constitution (see Change Shape).

Does this mean that the Skinwalker can get +4 to one physical stat?
+2 from Racial Ability Score and another +2 from Shapechange?

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1 person marked this as FAQ candidate.

You might need a Profession or Craft check to preserve the meat. Even then, your Fort saves should be high enough for rotten meat.

and if you don't mind me adding a question, could you eat pieces of dragonhide or tiger leather armor and use mending to fix em later?

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How does the Sufficate Wild Talent exactly work? Is it like the spell if you spend a burn?

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Make a klar or two.

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Melkiador wrote:
TK Haul works as Basic TK which requires an unattended object. But the object only has to be unattended for the initial cast. After that, you can do whatever you want with it as long as you keep concentrating and the item doesn't leave your range.

So, unattended sheet of metal, teammate stands on it, improvised floating disk?

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Could I use it to move teammates by moving their armor or clothes?

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So, my aerokineticist with expanded element (aether) just got Telekinetic Haul at level 8. Any fun ideas or good combat strategies to do with it?

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The advantage of not resting for a Kineticist is... Being able to burn more per day.
I could see doing this as prep for a big single battle.

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How does Enveloping Winds interact with tech weapons?
A reminder that the defense talent can also take form as being surrounded in crackling electricity.

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The plan was instead of taking overwhelming soul to not burn, I'm just going to not burn and keep the benefits that overwhelming soul gives up. If I end up needing to burn, I can take a day off and reset myself.

I wasn't aware that temp bonus to Con boosted hp. I thought it was a special case for barbarians. So, what is the actual difference between temp and permanent?

Silver Crusade

I'll try out the whole not-resting thing and see how it goes. I like lighting-based aero.

Silver Crusade

I'm okay with not reducing burn if it means the size bonus to my Con affects my hp. Every now and again, I can take a day off to reset my burn back to useful minimum (elemental overflow).

All I can find is to make a DC 15 Fort or penalties. At the level when I have size bonuses, I am rarely going to fail that.

Weables wrote:
yeah. you missed the fact that you cant use a lot of cool abilities cuz your burn for them will keep adding up till you're unconscious. Enjoy.

I don't think I reburn myself daily to regain the benefits if the burn is never removed.

Silver Crusade

1 person marked this as a favorite.

Let's say I play a race that never sleeps and playing a kineticist with burn. If I never sleep, I keep the burn, then my bonuses become permanent, like the size bonuses of elemental overflow. Is there something I missed?

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What if this ability granted more uses of some skill unlocks? I think that would make more sense

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GeneticDrift wrote:
The spell it references is in the advanced class guide, aura sight. They have the ability because it is thematic, spending your standard action to tell others where to attack is fine, they still have a 50% miss chance.

Yeah, but shouldn't it include the other aura stuff from the book? Emotion auras and such?

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Why do they have this? It detects alignment and invisible creatures. Is there something I missed to its use? Can they detect the other aura types?

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And since your HD increase, so does the DC on the Will save of Awaken.

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Whale for the Str win.

But what about other ability scores?

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