Jump to content

Taggerung559

Members
  • Posts

    130
  • Joined

  • Last visited

3 Followers

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I'll be multiclassing into 2 (eventually 3) classes, one of which is adroit. This gets me 4 trade talents from the tradition (I get that I could make a custom one, but I'm probably going to just take shadow as-is since it lines up fairly well mechanically and thematically with what I was going for), another I can freely choose from the multiclass, and eventually yet another to be chosen if the character is selected and makes it to level 5. This is very much a beneficial trade in this situation.
  2. Interesting. Thanks for the reminder to look into those. Two of my traits are just to grab a couple of class skills, so if I can get them via tradition that could be helpful.
  3. I would like to mention that what you quoted explicitly says it's talking about practitioner classes, that is those that get a combat talent progression. If a class doesn't get a combat talent progression then it's not a practitioner class, so that quote doesn't apply to them in the first place. And saying armorist doesn't get any significant class features outside of their gear (which while it is "just gear" is definitely quite a significant class feature) is rather facetious when they also get an armorist trick every even level (and armor training, though that's not the most high-impact class feature). Yes a lot of those are focused on the bound/summoned equipment, but there's also "get an animal companion", "take a combat feat", "choose a combat talent" (which is rather superfluous when extra combat talent is a combat feat), and a few others that bring a decent amount of flexibility to the class. And it's not like you need combat talents to build a martial. While a full attack isn't interesting it still works just fine, and there are plenty of tools on the magical side to enable it (dip a talent in the warp sphere with the personal warp drawback to grab pouncing teleport. Dip a level or two in arcane weaponeer magus for spell combat that works with two-handed weapons. etc.). I do agree that archetypes like martial mageknight are a bit underwhelming with keeping the same 10 talents and having you split them between magic and combat talents, but they also don't give up anything for that flexibility and you generally get more from the martial tradition from the proficiencies it replaces. So low benefit, but still a net positive. And I will say I also enjoy chatting about game mechanics and apologize if I've come off as abrasive.
  4. While there are some full BAB classes that get full CL progression with something, to my knowledge it's never a full sphere and always a smaller subset of a single sphere. Doomblade for instance only gets full CL progression with destructive blasts when formed into a destructive blade (so no ranged capabilities, no AoE, etc). Bloodbinder armorist only gets full CL with the blood arts of the blood sphere and not its quickens/stills/etc. Soaring blade armorist only gets full CL with telekinesis when it's applied to their summoned/bound equipment. Letting someone just choose a focus sphere isn't exactly precedented. And while having a bad CL progression does somewhat limit viable spellcasting options for a low-caster...that's fine? It's not exactly a new thing. It's not like people build blaster bloodragers or save-or-suck ranger with vancian casting for instance. And there's still a solid list of magical spheres worth going into despite that lower CL.
  5. I don't believe sphere hunter has orisons. While the hunter class has a class feature named "orisons" that sphere hunter doesn't explicitly trade out, sphere hunter does trade out the "spells class feature". Hunter doesn't have any class features explicitly named "spells", it has one called "spell casting" and one called "orisons", both of which grant spells (yes, orisons don't use slots, but they're still spells). My understanding is that they're both lost. And fwiw, every single (to my knowledge) vancian casting class that gets them has cantrips/orisons/knacks called out as a separate class feature...for some reason. And if that prevented them from being allowed here it'd kinda defeat the point of the archetypes that convert them to spheres.
  6. what do you mean by "'off' class" I generally think of gestalt when I hear that phrase, but this isn't a gestalt campaign.
  7. How is the caravan going to be handled if you don't mind me asking, as far as abstracted vs covered in detail mechanically, or somewhere in between? And somewhat related, will party members be needing to purchase their own supplies as far as food/water/etc goes, or will the caravan be covering that?
  8. James Well, James hadn't exactly meant for someone to walk (or flap, whatever) right up to the not-an-eagle, but apparently that happened. He'd have to be more clear with his communication going forward. That being said, the end result wasn't bad, yet. To be honest it was rather entertainingly absurd and he would have given more than chuckle to did emerge from him if the situation wasn't still as tense as it was. On a more serious note though, one enemy was proved to exist, and the expected presence of more was more or less confirmed. Things were still dangerous. "Well, I've wanted to try this trick for a bit. Let's see how it turns out." He says, as he reaches out to Levi and Niiza on front of him. At the moment of contact a pulse of rippling flesh spreads through James into the two of them, resulting in vastly different effects. Levi exploded in size, now towering over everyone. James went in the opposite direction, now coming up to the knees of most of the group. And while nothing so obvious occurred to Niiza, an expansion of muscles did occur. "If the rest of those present don't feel like revealing themselves, I suppose it might be worth heading in to find them." James Wizard/Magus///Psion OOC comments The initial plan was to throw metamorphosis on Levi+Talia, but it can only be shared via touch and she's way over there. Didn't go for the size boost on Niiza as she's under a change shape effect, which is generally a polymorph effect (even if it's written weirdly by the feat she gets it from), and those suppress size changes from other sources. Mechanical actions Activating overchannel for +1 ML to manifest metamorphosis at ML 9, spending 5 PP to perform the base effect (boosted by his improved metamorphosis feat) and spending an extra 4 PP to also apply it to two touched targets via his shared effect discipline power. Levi choices: increased size by two categories (+4 str, -4 dex) and 20 temp HP Niiza: +4 enhancement bonus to str, 20 temp HP James: decrease size by two categories (+4 dex, -4 str) and +4 enhancement bonus to dex. Also spending an arcane pool point on the base effect of that class feature as a swift action to apply flaming and frost to his rifle. Statblock Male Human Spellslinger wizard 1/Eldritch Archer Magus 7//Egoist Psion 8 NG medium humanoid(human) Init +8; Senses Perception +14 ------------------------------- Defense ------------------------------- AC 27, touch 20, flat-footed 19 [+8 dex, +7 armor, +2 size] HP 80 (8 HD; 1d6+7d8+18) Fort +9, Ref +10, Will +7 ------------------------------- Offense ------------------------------- Speed 30 ft. Melee Dagger +15 (1d4+6/19-20) Ranged +1 flaming frost Air Repeater +16 (1d8+7+2d6/x4) or +16 (2d4+7+2d6/x4) Special Attacks ranged spell combat, ranged spellstrike Wizard Spells Prepared (CL 1st; concentration +8) . . 1st - grease (DC 16) (2), true strike Magus Spells Prepared (CL 8th; concentration +15) . . 3rd - slow (DC 18) (2) . . 2nd - glitterdust (DC 17) (2), invisibility, web (DC 17) . . 1st - longshot, snowball (DC 16) (2), enlarge person, burning hands (DC 16), expeditious retreat . . 0th - ray of frost, prestidigitation, dancing lights, detect magic, mage hand Psion Powers Known (ML 8th; concentration +15) . . 4th - fold space, psychic reformation, wall of ectoplasm, slip the bonds . . 3rd - metamorphosis, telekinetic force, solicit psicrystal, fettering the shade, banshee’s hearing . . 2nd - specified energy adaptation, empathetic transfer, cleanse body, id insinuation . . 1st - minor metamorphosis, offensive prescience, inertial armor, energy ray, vigor, natural healing, crystal shard . . 0th - detect psionics, hammer talent, thicken skin talent, far hand, vim -------------------- Statistics -------------------- Str 6, Dex 26, Con 14, Int 20, Wis 13, Cha 10 Base Atk +5; CMB +1; CMD 19 Feats arcane strike, spell cartridges, psicrystal affinity, harvest parts, gunsmith, precise shot; improved metamorphosis, empowered shot, champion’s strike, rapid shot, swift shapeshifter, superior psicrystal (psicrystal weapon), overchannel Skills acrobatics +8, diplomacy +13, fly +8, knowledge(arcana) +16, knowledge(dungeoneering) +9, knowledge(local) +9, knowledge(nature) +9, knowledge(planes) +9, knowledge(psionics) +16, knowledge(religion) +9, perception +14, sense motive +11, spellcraft +16; Background Skills craft (alchemy) +9, craft (weapons) +18, knowledge(engineering) +9, knowledge(geography) +11, knowledge(history) +9, knowledge(nobility) +9, linguistics +9 Traits magical knack (magus), clever wordplay (diplomacy) Languages common, draconic, dwarven, elvish, orc, sylvan SQ arcane gun, mage bullets, opposition schools, psion discipline (psychometabolism), metabolic healing (2), arcane pool (7/day, +2), ranged weapon bond (teleport at will), magus arcana (arcane accuracy, broad study (psion)), spell recall, knowledge pool, shared effect Other Gear dagger, shortspear, battered pistol, spellbook, backpack, torch, masterwork air repeater, explorer’s outfit Current status HP: 80/80 Temp HP: 1 Conditions: none Active effects: Banshee's hearing, inertial armor (+7), offensive prescience (+4, 79 rounds), mage bullets (+1, 9 rounds), arcane pool (flaming/frost, 10 rounds), metamorphosis (-2 sizes, +4 dex, 90 rounds) Arcane pool points: 5/8 Power Points: 28/78 Psionic focus: yes Active energy: fire Wizard spells: -1st: grease, grease, true strike Magus spells: -1st: longshot, enlarge person, snowball, snowball, burning hands, expeditious retreat -2nd: glitterdust, glitterdust, invisibility, web -3rd: slow, slow
  9. keep in mind that you can only take accomplished sneak attacker once, since it lacks text stating it can be taken multiple times. And for another question of my own, what's the stance on pre-game crafting of gear, magical or otherwise (assuming required feats are taken and relevant crafting DCs can be met while taking 10)?
  10. Are traits allowed? And are background skills in play? edit: And is retraining at all on the table (assuming gold costs are spent)
  11. I don't believe I saw mention of starting gold in the character creation thread. Am I correct in assuming it'd be the default 16k gp for a level 6 character?
  12. James During the deliberation James' ears perked up, picking up something he'd so far missed. Something I thought I'd share with the class: There's a rat hiding on the southern wall. It's pretty huge for a rat, but seems to be just a rat. And there's an eagle perched on the western one. Well, something that looks like an eagle at least. The heartbeat is incredibly bizarre, so whatever it really is I think it's safe to say it's weird. Neither seem fungus'd, so this is new territory. As for strategy...well, it's a bit awkward not knowing for certain where all the enemies are, or if we've accounted for everything. It might be worth striking, letting the enemies counter-ambush, then going from there. Let them play their hand from a less advantageous position than they were expecting. It's not exactly the best plan, but it's more likely to get everyone to reveal themselves than if we start throwing out fireballs I feel like. And we've done a fairly good job on absorbing what's been thrown at us so far. Not that it's a good idea that'll stay true indefinitely. James Wizard/Magus///Psion OOC comments I have at least one more turn of buffing I'd like to throw out before combat starts, if possible. Mechanical actions Manifesting offensive prescience, spending 7 PP Expending a true strike to enchant his rifle up to +1 Statblock Male Human Spellslinger wizard 1/Eldritch Archer Magus 7//Egoist Psion 8 NG medium humanoid(human) Init +4; Senses Perception +14 ------------------------------- Defense ------------------------------- AC 21, touch 14, flat-footed 17 [+4 dex, +7 armor] HP 80 (8 HD; 1d6+7d8+18) Fort +9, Ref +6, Will +7 ------------------------------- Offense ------------------------------- Speed 30 ft. Melee Dagger +9 (1d4+6/19-20) Ranged +1 Air Repeater +10 (1d8+7/x4) or +10 (2d4+7/x4) Special Attacks ranged spell combat, ranged spellstrike Wizard Spells Prepared (CL 1st; concentration +8) . . 1st - grease (DC 16) (2), true strike Magus Spells Prepared (CL 8th; concentration +15) . . 3rd - slow (DC 18) (2) . . 2nd - glitterdust (DC 17) (2), invisibility, web (DC 17) . . 1st - longshot, snowball (DC 16) (2), enlarge person, burning hands (DC 16), expeditious retreat . . 0th - ray of frost, prestidigitation, dancing lights, detect magic, mage hand Psion Powers Known (ML 8th; concentration +15) . . 4th - fold space, psychic reformation, wall of ectoplasm, slip the bonds . . 3rd - metamorphosis, telekinetic force, solicit psicrystal, fettering the shade, banshee’s hearing . . 2nd - specified energy adaptation, empathetic transfer, cleanse body, id insinuation . . 1st - minor metamorphosis, offensive prescience, inertial armor, energy ray, vigor, natural healing, crystal shard . . 0th - detect psionics, hammer talent, thicken skin talent, far hand, vim -------------------- Statistics -------------------- Str 10, Dex 18, Con 14, Int 20, Wis 13, Cha 10 Base Atk +5; CMB +5; CMD 19 Feats arcane strike, spell cartridges, psicrystal affinity, harvest parts, gunsmith, precise shot; improved metamorphosis, empowered shot, champion’s strike, rapid shot, swift shapeshifter, superior psicrystal (psicrystal weapon), overchannel Skills acrobatics +8, diplomacy +13, fly +8, knowledge(arcana) +16, knowledge(dungeoneering) +9, knowledge(local) +9, knowledge(nature) +9, knowledge(planes) +9, knowledge(psionics) +16, knowledge(religion) +9, perception +14, sense motive +11, spellcraft +16; Background Skills craft (alchemy) +9, craft (weapons) +18, knowledge(engineering) +9, knowledge(geography) +11, knowledge(history) +9, knowledge(nobility) +9, linguistics +9 Traits magical knack (magus), clever wordplay (diplomacy) Languages common, draconic, dwarven, elvish, orc, sylvan SQ arcane gun, mage bullets, opposition schools, psion discipline (psychometabolism), metabolic healing (2), arcane pool (7/day, +2), ranged weapon bond (teleport at will), magus arcana (arcane accuracy, broad study (psion)), spell recall, knowledge pool, shared effect Other Gear dagger, shortspear, battered pistol, spellbook, backpack, torch, masterwork air repeater, explorer’s outfit Current status HP: 80/80 Temp HP: 3 Conditions: none Active effects: Banshee's hearing, inertial armor (+7), offensive prescience (+4, 80 rounds), mage bullets (+1, 10 rounds) Arcane pool points: 6/8 Power Points: 37/78 Psionic focus: yes Active energy: fire Wizard spells: -1st: grease, grease, true strike Magus spells: -1st: longshot, enlarge person, snowball, snowball, burning hands, expeditious retreat -2nd: glitterdust, glitterdust, invisibility, web -3rd: slow, slow
×
×
  • Create New...