Greylurker |
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Except that the duration of a War Totem is Concentration. In order to set it to 1r/level the Incanter needs to expend a limited resource. Further it requiers a standard action to activate.
The Conscript can trigger a Tactic as a move action, maintain it as a Swift or Move action and even switch the effects of the tactic while it is active
you are compairing apples and oranges. Yes they are both Spheres that focus on a similar effect, but the way in which they function is fundamentally different
Mikaeru Kira |
I must say, it was quite a shock to get online today and see this revision with 5 ranks per talent thing.
In my opinion, it is a nerf not needed (and likely won't appear in games gm'd by me), but what about some compromise like a new talent for every such sphere granting ranks in the associated skill like it is done with the Craftsman talent in the equipment sphere?
N. Jolly |
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Let me talk a bit about the decision to remove full ranks for just the base sphere and instead split them up. Our decision was based on the logic of if you are in fact dedicated to the sphere in question, you're going to be getting your ranks just fine, so it's not really an issue. The skill spheres aren't really weaker than the base spheres, so giving the benefit of an extra skill point (even one locked into a specific skill) for one sphere was judged to be too good. It made the sphere too dippable, especially in the case of drawbacks, and so we decided to limit the power of a single talent in this situation.
For most full practitioners, being able to spare a talent or two for skill ranks (and obviously the talent itself) shouldn't even be close to difficult, and even 3/4th practitioners shouldn't have much of an issue with it. We don't see this as taking nice things away from martials (look at the skill ranks of all of our classes in this book, with armiger/blacksmith/conscript/sentinel/striker having 4+ skill points, commander/technician having 6+ skill points, and scholar having 8+ skill points), we look at it as trying to balance these additional skill points.
Anyone comparing this to the feat that gives you +1 skill point per level isn't considering that a sphere gives you an innate ability, and quite a few of our spheres were giving very powerful skills (diplomacy, intimidate, stealth), things which would easily be taken by most characters. We'd like to believe the skill spheres offer enough content that following through for an additional 3 talents isn't pulling teeth, as there's quite a lot of general talents in there which are utility enough to consider regardless, with martial traditions helping to speed this along even further.
We are listening to your concerns here, but I thought I'd give you the rationale for this decision.
AdamMeyers |
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Skills are the sorts of things martials should already be able to do. The idea of a fighter who can 'only' fight is a terrible thing; the iconic medieval fighter, the knight errant, was expected to know horsemanship, heraldry, how to repair his equipment, athletics, diplomacy, intimidation, etc., etc..
However, there's only so much we can give out with a single talent and retain some semblance of balance. We are already giving out some talents that are the equivalent of 2 or more core feats, and things like Fencing are giving out full ranks in Bluff AND half-level sneak attack.
I honestly agree with most of the complaints in this thread; they went through my head as well when we discussed this change. At the end of the day, though, conscripts with SoM are better skill monkeys AND better fighters than either the core skill monkeys or core fighters, and we can't claim to be able to play next to core if we didn't cap that advantage at least a little.
I hate to introduce an extra layer of bookkeeping with this change, but at the end of the day we thought there were few builds it would even effect; so long as you've spent 4 talents in a skill sphere by level 20, nothing changes in your build. If you have, say, 2 skill spheres you only plan to spend 2 talents in each by level 20, you can spend 1 of your class's skill ranks per level filling in the gaps and still end up with them at max rank by level 20.
Michael Sayre |
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Yes, and concentrating is a move action. Guess what everybody has at least one of a round? Once they have it up it's staying up and they can still either use another sphere or move at their discretion.
If you're having to choose between moving or using your abilities, you're already at a disadvantage against most of our martials, who have multiple ways to move and hit effectively round to round. Mobility combined with effective offense, especially once it becomes something everyone has instead of being unique to casters and the occasional pouncer, has a significant impact on the game.
I must say, it was quite a shock to get online today and see this revision with 5 ranks per talent thing.
In my opinion, it is a nerf not needed (and likely won't appear in games gm'd by me), but what about some compromise like a new talent for every such sphere granting ranks in the associated skill like it is done with the Craftsman talent in the equipment sphere?
The Craftsman talent is significantly weaker than the base spheres that grant skill ranks. All it does is give you ranks in Craft, a time-consuming non-combat skill. The base spheres are giving you a package of abilities alongside your first 5 ranks in a given skill. Craftsman is how the skill spheres worked before, so it wouldn't really be a compromise, it would be us rolling back the balancing changes we made.
Since the main thrust of the issue seems to be how this affects classes that were using spheres to shore up a weak chassis, like the Fighter, as opposed to the SoM base classes which all tend to have lots of skills and strong utility options (Armigers get 4+ and can set up one or more customized weapons to cover sphere skills, Blacksmiths get 4+ and learn Skilled Craftsman, which is basically Bardic Knowledge for crafting, Commanders get 6+ and a number of class features that can expand, improve, or replace various skill needs, Conscripts get 4+ with a customizable skill list and a ton of bonus talents, etc.) I wanted to talk about what that actually looks like at the table.
For example, a Fighter. Now one of the reasons the Fighter archetype is the only one that gets the ability to take a martial tradition and keep their weapon proficiencies is because we know that they do have a weaker chassis and even if you're using Weapon Master's Handbook to shore up their skills most of that won't kick in until at least 6th level. But assume that you're not or can't take the archetype for whatever reason and you're solely grafting skills and talents onto this guy with feats. You decide (for the sake of discussion) that you want to take the Fencing sphere, both for the bonus precision damage and because you want the free ranks in Bluff. You've now got Bluff covered through 5th level and you get your bonus damage. If you never take a sphere talent again, then when 6th level rolls around you've still spent 5 levels as a 3+Int class and now that Climb and Swim are starting to taper off in usefulness, you can start shifting those skills into progressing options that will be more useful going forward. Or, you can take another Fencing talent; Fast Feint is a really good option here since you can feint, move, and attack, and Focusing Feint is a solid choice too since it will let you use Fast Feint repeatedly without having to break in your combat routine. Taking just one of those means that you've got Bluff covered until 10th level, while taking both means that Bluff will continue to progress until 15th level, likely beyond the span of many people's games, and well into the point where you should have a significant number of options available to decide how you want to navigate those last 5 levels.
When you bring martial traditions into the mix, it can get even better for the Fighter; if the fencing Fighter mentioned above takes a discipline like Dedicated Duelist, he's not just getting his entire foundation as a Dexterous combatant, he's also getting his first 5 ranks covered, which means that the character mentioned above needs even fewer talents to keep rolling through Bluff. Since he's a Fighter, if he decides the accuracy bonus, skill ranks, and related benefits are more important than the bonus dice, he can take the Distracting drawback and have 10 ranks worth of Bluff covered before he even moves on from his Martial Tradition and starts using his feats.
The one thing that this change really stops is shot-gunning multi-sphere builds for skill ranks, which was a common issue we were seeing alongside shot-gunning for drawbacks, where these really broad but shallow builds were being used to create builds that were unacceptably better than a more focused build could hope to match. Before the changes to skills and drawbacks, it was so much better to take a multi-sphere build than a single or dual sphere build that the only reason (from a mechanical perspective) not to do it was because you hadn't figured out the right combo of spheres and drawbacks to pull it all together yet. There were also other issues that were systemic but less likely to affect players directly (other than scholars), like high level creatures and characters having to take half a dozen Craft skills just so they don't run out of things to put their overflowing skill points into, or characters using talents as overly cheap dips to auto-qualify for completely unrelated abilities that key off shared skills while also getting a nice combat perk.
For us, one of the biggest things to look at is how those spheres still compare even with the changes. There's still almost nothing you can spend a feat or talent on that's better than a base sphere. They're still super relevant in the early levels when skill ranks are at their most valuable as a standalone resource and not just "that thing I'm putting ranks in so I can take XYZ feat/PrC/special ability". They still grant retraining, so if you take one talent in e.g. Fencing at 1st level and don't take another until 9th, you can pop those skill points over into another skill once you get your Bluff ranks from the talent. Just instead of getting one or more special abilities and 20 free ranks, you're getting one or more special abilities and 5 free ranks.
AdamMeyers |
Will the Spheres of Power drawbacks be nerfed as well?
Probably not, at least en masse. With very few exceptions, using a drawback to get a talent from SoP results in replacing one standard action with another, or adjusting the size and scope of what your standard actions can do; an adjustment of options rather than an escalation of power. In SoM, drawbacks with the ability to pick any talent you wanted often resulted in replacing one of two standard actions with a move or swift option, or growing the number of combo'ed powered that activat off of your attack action, meaning the drawback often resulted in a calculated growth of power of the non-drawback taker, which is what we wanted to avoid.
Porridge |
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I also like this change, for precisely the reasons N. Jolly and Adam gave. Given that you can spend feats to get spheres, giving a full skill rank + the ability the sphere gives would make them strictly better than other good feats, like Cunning.
GM Rednal |
Well, it's not just casters they have to balance against. XD I think one of the explicit goals of Spheres of Might was to... how do I put this... not be totally outright better in some things than existing classes. Like, if you just want to do HP damage, a Fighter is still going to be better than pretty much any Practitioner. Similarly, I don't think they wanted it to be too easy to become better at skills than existing skill-focused classes.
You can still get quite a few skills in Spheres of Might, depending on your build, but it's a lot harder to dip in and max a ton of them with ease now. ^^ I tend to think of Practitioners as being somewhat split between damage and debuffing (or occasionally buffing), with the potential for decent skill use as well. In other words, they're good in all of these areas and can be played quite viably, but they're not the best at any of them.
Dragonborn3 |
Well, I don't think they quite managed it. If I have a choice between mundane martials or a SoM... I'm going with SoM. Heck, even something like a paladin or ranger I'll be using the SoM archetypes. Versatility and style, while maintaining decent damage(or outright slaughtering something?) are going to win.
Michael Sayre |
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Well, I don't think they quite managed it. If I have a choice between mundane martials or a SoM... I'm going with SoM. Heck, even something like a paladin or ranger I'll be using the SoM archetypes. Versatility and style, while maintaining decent damage(or outright slaughtering something?) are going to win.
Make no mistake, we do want you to play our classes more than the pre-existing options (we did spend a lot of time working on them after all), and we definitely wanted our martial options to be more versatile and well-rounded than what you find in core. But we want that to happen within the existing framework of the game, not breaking the numbers. As an example, if we take a Paizo-only Fighter and drop him alongside a Conscript, at most levels what we expect is that the Conscript is going to be a better adventurer, with more skills, utility, and cool moves. But we also expect that the Fighter is going to have a more consistent baseline in areas like AC and/or average damage per combat, which is currently the case, assuming equal optimization and access to the Weapon Master's Handbook and Armor Master's Handbook for the Fighter. There's some variation with levels and build and they're both classes with a ton of areas where you can make choices that will shift things one way or another, but by and large the Fighter's niche in the areas of combat DPR and AC aren't overly challenged by the Conscript's existence.
Of course, put side-by-side in a game, the Conscript is generally going to feel like a superior choice, even in instances where the Fighter is in its niche; it's all well and good that the Fighter has a higher average damage, but no one is going to care about that when the Conscript burns focus to backflip off a wall and land in a spinning AoE trip attack with his spear to knock down a bunch of enemies and then burn up all his AoOs for the round to use ...And Stay Down! to inflict bleeding wounds that leave the whole group of enemies slipping in their own blood.Basically, if you want to play a Blacksmith or Conscript because it's way cooler than a Fighter and you get to pull off badass combat moves, then that's exactly what we want. If you're playing them because they're just plain better in every single way, then that's significantly less awesome. Fighter may not be the best comparison point as honestly the Conscript can crib a lot of his tricks and Fighter has a weaker chassis than most other classes, but you can sub in Barbarian/Cavalier/Slayer/Ranger/etc. and it's still the same end result. We definitely want you to play our classes, but because they've got style, flair, and are well-rounded adventurers with cool hooks, not because they're just throwing around bigger numbers than their core counterparts.
Dragonborn3 |
Kind of proved my point with your backflip example. Those enemies are as good as dead. ^_^
For what it's worth, I've already got an idea for my iconic goblin to be an Iron Chef. I just wish they didn't still have a ton of blacksmith stuff after the archetype is applied(which is likely due to word count and spacing). It feels like cooking is a hobby for the archetype.
Michael Sayre |
Kind of proved my point with your backflip example. Those enemies are as good as dead. ^_^
But not really moreso than if they were caught up in a black tentacles spell or something similar. And a fighter could, potentially, make a Whirlwind Attack of trips with a reach weapon and use his AoOs to deal more damage, though the ease of set-up and general cool factor with the conscript is going to be higher. We just wanted to create that niche protection, and I think we more or less did. In the fighter's case the niche just happens to be "raw numerical advantage", which doesn't hold up to inspection as well against the conscript's sheer cool factor with slightly lower numbers.
For what it's worth, I've already got an idea for my iconic goblin to be an Iron Chef. I just wish they didn't still have a ton of blacksmith stuff after the archetype is applied(which is likely due to word count and spacing). It feels like cooking is a hobby for the archetype.
Iron Chef is already one of the higher word-count archetypes, so trading out any more would have really exceeded what we had available to work with. There has been some talk about doing a "Tradesman's Handbook" or something like that uses archetypes to turn various classes from SoM into different kinds of adventuring professionals like fletchers, carpenters, etc., and if we do end up following through with that we may get to revisit the Iron Chef with additional options and expanded choices (preserving the existing Iron Chef as a less invasive entry for people who prefer the current version).
Michael Sayre |
Excuse the poke, but:
Considering this document had a Starfinder conversion in it, is one for SoP in the near future? Or are you waiting to do a more thorough version or something?
The Starfinder conversion for Spheres of Power is an ongoing project. Due to some inherent differences in the systems, the SoP conversion requires a lot more work and fine-tuning, so it just can't be adequately served by a quick conversion chapter like we did for SoM.
Wraithguard |
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Been awhile since I chimed in here but I'm a fan of the changes. The reasons given were exactly what went through my head when I saw the changes that were made. Makes sense.
I also love the Scholar I created for an ongoing campaign. My Vigilante become completely aggravating to play and my GM told me it was cool to make a new character.
The GM might be slightly regretting letting me do this however, the Scholar is a very strong class and I definitely tried to maximize my effectiveness.
Michael Sayre |
Been awhile since I chimed in here but I'm a fan of the changes. The reasons given were exactly what went through my head when I saw the changes that were made. Makes sense.
I also love the Scholar I created for an ongoing campaign. My Vigilante become completely aggravating to play and my GM told me it was cool to make a new character.
The GM might be slightly regretting letting me do this however, the Scholar is a very strong class and I definitely tried to maximize my effectiveness.
Sorry to hear your vigilante wasn't working out. Out of curiosity, what build are you using for your scholar?
Wraithguard |
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I'm not too sad about the Vigilante. It was a character that was set up as tactical combat support and have some good RP stuff. Well, the group isn't exactly tactical in combat and RP doesn't occur very often. He was almost useless.
Well, I had to start the Scholar out at level 10 and quickly leveled to 11.
Let me try and recall all that I can without my sheet.
Tradition - Canny Huntsman
Equipment - I think I put something else into equipment for a future feat but I don't remember right yet.
Sniper Sphere - Focusing Reload, Thread the Needle
Scout Sphere - Find Gap, Identify Rhythm, Uncanny Dodge
Alchemy - Salve, Improved Bottled Lightning, Improved Acid Flask, Improved Tanglefoot Bag
I blew a few feats into Extra Combat Talent to pick all that.
Knacks - Academic Knowledge, Expert Healer, Martial Study, Trick Arrow, Cunning Socialite, Cunning Attacker
Another feat into extra Knack, can't give that up with so many wonderful options.
Materials - Howling Herbology, Circle of Salt, Silver, Gold, Ammonium Nitrate
I figured a DC amping material with some dispels and holy damage rounded out some usefulness the party definitely lacked. I just picked up Ammonium Nitrate so powerful CC is also going to be awesome.
Feats: Extra Knack, Toughness, Fast Learner, Extra Combat Talent...
Don't remember exactly and it wasn't in that order obviously.
I went Human and traded out the bonus skill point and feat for Skill Focus feats and a scaling bonus on Craft (alchemy).
I have pumped healing as hard as I can and picked up the relatively cheap magic item to further supplement it. With Expert Healer and the benefits level 11 gives me, I can turn a healing kit into a miraculous tool.
My offense is mainly focused on identifying something (swift), communicate weakness (move), throw basic flashbang (standard).
Following turns my actions could vary greatly but I try to shoot something with a trick arrow flashbang that burns focus to augment with a material (standard). This forces a Thread the Needle save and a Flashbang save. The DC is very high since I prioritized Intelligence over everything else. A move action later and I have focus back with Focusing Reload. With my swift I can continue identifying targets for future move actions or heal people.
My weaknesses are my saves and to a small degree my AC. Identify Rhythm helps a bunch as well as Uncanny Dodge and I plan to grab a few buckler focused feats to use it while I use my bow. Circle of Salt is going to be my save booster, at least when it comes from spells and supernatural sources. A constant source of SR should also help, though nothing has tried to pierce it yet.
There are lots of other ways I could have taken this but it works very well. Perhaps even too well, I've told the other players that if they feel this character is over-contributing, I'll tweak him down some.
Michael Sayre |
Nice! I played around quite a bit with archer scholar builds during playtesting, and they can be very efficient and effective with the trick arrows knack and the right impositions.
The other three members of the group are a halfling saurian shaman druid with an allosaurus animal companion, a necromancy wizard, and a half-elf bard with the Duelist and Fencing schools. Amusingly enough, the whole party, despite being fairly unusual in composition, is actually very appropriate for the setting since we're using the Eberron Campaign Setting from 3.5.
SilvercatMoonpaw |
Something else I've noticed about the "gain 5 ranks" method (or errata for the wiki):
Sky Spider's Climb requires "Climb 5 ranks". Various other Legendary Athletics Talents also require ranks in skills. Can you qualify for these as soon as you take a base sphere/package that grants 5 ranks but don't have enough levels that you'd be allowed to put that many skill ranks in normally?
I assume no, but wanted to point it out.
Michael Sayre |
Something else I've noticed about the "gain 5 ranks" method (or errata for the wiki):
Sky Spider's Climb requires "Climb 5 ranks". Various other Legendary Athletics Talents also require ranks in skills. Can you qualify for these as soon as you take a base sphere/package that grants 5 ranks but don't have enough levels that you'd be allowed to put that many skill ranks in normally?
I assume no, but wanted to point it out.
As noted in the entries, you're still capped to a maximum number of ranks equal to your total Hit Dice, so you won't actually have 5 ranks until you're at at least 5 HD (typically level 5 unless you have racial HD).
Michael Sayre |
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Have you guys done any kind of podcast as a "Spheres 101" to help understand how this system works?
I was hanging out with the guys from the Digital and Dice podcast last night and we talked a bit about what Spheres of Might is, what inspired it, and walked through the basic steps of building of a Spheres of Might character.
You can see the full video here!MordredofFairy |
Hm. One question regarding the 'Unarmed' Spheres: Is there any limitation of sorts to how their talents can be used?
Specifically, I am wondering about the "Snap Kick" Talent in Open Hand.
I am building a character with a reach weapon that will get to trip people approaching with their Combat-Reflex AoO.
So Snap Kick would be great.
No need to pick up Greater Trip, resolve the extra attack for tripping AFTER target is prone, AND get a chance to stagger them(until the end of their NEXT turn, no less...so I get a regular round, then they are staggered during theirs and struggling to get up if everything works out - PS: I could see the reading as staggered instantly ending their turn and the condition ending - but still).
Now I know the Talent Name is flavor, but it feels like maybe that was supposed to be a combination of Vicious Stomp and Greater Trip, as a unarmed strike against a adjancent enemy?
Being able to use a reach weapon well, it feels like a very powerful single talent, so wanted to make sure it is intended to work that way?
(Plus Fencing+Ankle Strike+Feint Strike during my turn would profit as well...)
Michael Sayre |
Kryzbyn wrote:Have you guys done any kind of podcast as a "Spheres 101" to help understand how this system works?I was hanging out with the guys from the Digital and Dice podcast last night and we talked a bit about what Spheres of Might is, what inspired it, and walked through the basic steps of building of a Spheres of Might character.
You can see the full video here!
I mention DDS' big bundle sale from the Open Gaming Store in the video, that bundle is now also available on DriveThruRPG!
I have been reading up on the Berserker Sphere, and I want to make my players fight a dragon that uses it. It would be terrifying. Advancing Carnage to make multiple attacks while moving, Spell Sunder, attacks that stagger.... plus he could use Rift Strike to escape to his lair in a pinch.
I love using spheres on monsters in general. Dragons are really fun because you can mix attack actions in with Flyby Attack and they have massive physical power to hang all the spheres on.
Michael Sayre |
Why the goblin scholar's FCB change? I thought it was quite fitting.
It was just a bit a stronger than the average curve for FCBs and had overlap with another FCB that was also very appropriate (I believe it was the tiefling's), so we needed to update it but also wanted to keep them in a position where they were still going to have an edge with their explosives.
Dragonborn3 |
It's no stronger than similar FCBs(half-Orc alchemist for instance?), and since it was just fire damage it was weaker.
Looking at my copy(freshly re-downloaded for the latest version), if anything, tiefling would've been better to become just the bonus to sulfuric detonations to bring it in line with Aasimar.
Dragonborn3 |
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So in an effort to get away from my usual questions or complaints, I'm going to post abit about my next creation.
Most Pygmy Wyverns are content to be simple ambush predators. It makes sense. They are perfectly suited to picking off prey that already looks weak. One sting and their muscles start to weaken.
Not so for the Forest King. A tenacious creature, this Pygmy Wyvern has worked on its own to make its poisons more dangerous and carried while also shoring up its own weakness and figuring out the best ways to attack. Remember that the calm and peace of the forest is as dangerous as anything else.
Pygmy Wyverns(made using the Talented Bestiary) are a subspecies of Wyverns that prefer to dart in, sting an unaware prey creature, then get away to let their poison lower their target's Strength score so it's safer to go in and either repeat the process or end the hunt.
The Forest King named himself when he realized he was the most dangerous thing in the area. He has five levels of Conscript(making him CR 7) with the Assasin monster tradition. His Conscript specializations are Evasion, Indomitable Wil, and Specilization in the Duelist Sphere to give him Death by a Thousand Cuts..
I can't remember all of his talents right now, but he does have Virulent Bite so his Alchemy talents and poison work with his Bite and Sting attacks. He should be a decent challenge for level 5 characters. Maybe 4 if you worry about action economy. ^_^
Michael Sayre |
So in an effort to get away from my usual questions or complaints, I'm going to post abit about my next creation.
Most Pygmy Wyverns are content to be simple ambush predators. It makes sense. They are perfectly suited to picking off prey that already looks weak. One sting and their muscles start to weaken.
Not so for the Forest King. A tenacious creature, this Pygmy Wyvern has worked on its own to make its poisons more dangerous and carried while also shoring up its own weakness and figuring out the best ways to attack. Remember that the calm and peace of the forest is as dangerous as anything else.
Pygmy Wyverns(made using the Talented Bestiary) are a subspecies of Wyverns that prefer to dart in, sting an unaware prey creature, then get away to let their poison lower their target's Strength score so it's safer to go in and either repeat the process or end the hunt.
The Forest King named himself when he realized he was the most dangerous thing in the area. He has five levels of Conscript(making him CR 7) with the Assasin monster tradition. His Conscript specializations are Evasion, Indomitable Wil, and Specilization in the Duelist Sphere to give him Death by a Thousand Cuts..
I can't remember all of his talents right now, but he does have Virulent Bite so his Alchemy talents and poison work with his Bite and Sting attacks. He should be a decent challenge for level 5 characters. Maybe 4 if you worry about action economy. ^_^
I love hit and run Assassin Tradition monsters :)
One of the things I really like Assassin and Power Forward type monster is that their ability to move in and out of combat, or to knock the party around and force them to burn movement and potentially eat AoOs trying to get back into damaging range, is how they force the party to start using tactics and leveraging their abilities. I had a digmaul in a game that was very similar to your Forest King (just lower level and using climb instead of flight), and it was one of the encounters that really got my players turned on to what Spheres of Might really is and how it opens up the ways you can run and participate in a combat.Dragonborn3 |
What I did was pick talents first and then figure out the best way to do it. Which turned out to be Conscript 5.
Back home now, so I can look at the write up I've partially completed.
Tradition: Assassin
Tradition Talents: Athletics(Fly package), Mobile Striker, Duelist Sphere, Debilitating Injuries(Bleed)
Class Level Talents
Alchemy(Poison), Virulent Bite, Disabling Poison, Drowsy Poison, Painful Venom
Feats: Weapon Finesse, Skill Focus(Stealth), Fly-by-Attack(I wasn't sure if it needed this with Mobile Striker), Ability Focus(Poison), Extra Combat Talent(Defensive Slice).
Michael Sayre |
What I did was pick talents first and then figure out the best way to do it. Which turned out to be Conscript 5.
Back home now, so I can look at the write up I've partially completed.
Tradition: Assassin
Tradition Talents: Athletics(Fly package), Mobile Striker, Duelist Sphere, Debilitating Injuries(Bleed)Class Level Talents
Alchemy(Poison), Virulent Bite, Disabling Poison, Drowsy Poison, Painful VenomFeats: Weapon Finesse, Skill Focus(Stealth), Fly-by-Attack(I wasn't sure if it needed this with Mobile Striker), Ability Focus(Poison), Extra Combat Talent(Defensive Slice).
Generally it's an "either or" situation with Mobile Striker and Flyby Attack; if you're going to be swapping between multiple movement modes like land and fly speeds, Mobile Striker would probably be preferred, but if you primarily fly and you have an ability like a breath weapon, Flyby Attack might be the better way to go. You don't really need both, but they each have some functionality the other doesn't, so it's not the worst thing if you're picking both up.