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CraziFuzzy

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Everything posted by CraziFuzzy

  1. I have, in all the years playing spheres, never seen anyone actually treat the sphere-specific drawbacks as a part of a casting tradition. They are always treated as what you describe - a way to half-dip into a sphere. It's certainly how I used them in every character I've ever played.
  2. I find alignment useful for its original intended purpose - as a cue. Contrary to current trends, this hobby was not created for "actors," so needed prompts to help players play a role. Guidelines to help a player role-play someone they are not. It, of course, also works when treated as a true element of the world, where it is actually an energy force (like the way pathfinder mechanically treats it, or like a more multi-dimensional light-side/dark-side thing). The issue is when people take it and use it as an excuse for disruptive behavior without nuance, or unrealistically strict adherence to the letter of the alignments. Even with Callie's angelic nature, I try to make sure she is still "human" (small-h) and has varied responses that are not just based on strict Good, but can freely change with her moods or recent experiences. She does have bonuses to casting 'good' sphere effects, but I try to keep that limited to her alteration effects - so her Heavenborn trait is not so much a representation of how she's better at doing 'good', but better at channeling energies of her celestial ancestry.
  3. Guess Nirvana doesn't warrant its own category (or inclusion) EDIT: Just saw the following post about it not being all-inclusive - just list of common groupings... except for "1" undead it seems.. :-)
  4. I had hoped a year ago around the OGL kerfuffle that it would push DDS in that direction, but I haven't heard a peep from them about that since Paizo announced the ORC license. Right now, however, I don't think anyone is even afraid of WotC/Hasbro - they are unlikely to pay lawyers to go after the little guys when they can barely keep their lights on.
  5. App count is a function of GM to Player ratio... And for pf1 of any sort, there just aren't enough people willing to GM games these days. It wasn't that many years ago where the pf1 add section could easily have 2-3 pages of active advertisements. Right now this is the ONLY active pf1 advertisement on either myth-weavers site. Pf1 is great - but it has never been 'easy' to GM. Spheres can make that a lot harder of a task as well. I much prefer to GM pf2, but at the same time - i really like spheres - so its a tough decision. I'd love for a dedicated spheres RPG that could divorce itself from the legacy problems of a 20+ year old game system, but that hasn't shown up yet.
  6. Gotcha. I think the choices are about set - but needing to freshen up the math on a lot of the options from changes made (saves, bab, ac, etc).
  7. I will continue to do mechanical tweaks indefinitely it seems, but the personality and history and general role and capabilities is pretty well set.
  8. Oh yeah - since this game is allowing 3pp spheres content - I wanted to make sure everyone got the change to use my contribution if they choose:
  9. Nah, I'm fine with how I'm going. Gestalt allows all the options. Really, the thing that i was struggling with is that the physical jump from Mundane to Magical is easy with the Alteration sphere, but getting gear to swap at the same time is more difficult. Honestly, what sort of makes the 'most' sense would be a fusion based conjuration path instead of alteration (there's a 3pp dual sphere feat that streamlines this, but it's prerequisite heavy). Ultimately, the desire for an equipment change was more for cinematic reasons than anything mechanical, so a simple extradimensional storage (x2) will handle an armor swap as a move action, and the shapeshift - makes for a full-round magical transition. The transition is not really all that important - this didn't start as a magical girl inspiration at all, it is just where the natural transition from the previous version of the character being conjuration heavy to gestalt allowing the dual nature to be in a single character, so thought alteration would make sense.
  10. Oh yeah, I totally intend to. As is the nature of these gestalt games - i get a bit lost in the weeds on choice paralysis for mechanics - so need to just force myself to transition to narrative stuff first. How frustrating is it that the Henshin/Magical Girl classes on the Spheres wiki aren't actually Spheres classes!
  11. Hilariously, I just went back to the wiki, and see this at the VERY bottom of the Trade Traditions page: I don't know if I didn't see it before, or if it was added.. but there we go...
  12. Yeah, that's the rule for multiclassing - as once you've taken a trade tradition, it's assumed that class skills are ONLY from Guile mechanisms - so yeah, I guess it makes sense that in gestalt, that base assumption would still be there. So probably makes sense that the second class from Gestalt would at 'least' still count as a second trade tradition.
  13. In my experience, one of the benefits of pbp is that more complex player turns are possible without hogging table time from other players, which is the reason many are against minion classes.
  14. Obviously, I'm working up an app for your game, @Saberfan, but as I never got a change to enter a response into your poll here, I feel I should drop in my few cents. I generally am just a player lately, as time for GMing is a bit too limited. I don't know if I'd enjoy a game that mixed spheres and other content, or more importantly, still have Vancian casting mixed in with the spheres. I was really hoping that the license chaos last year would result in a truly spheres of power rpg, standalone. Technology/guns wise, I'm not entirely all that comfortable with, but mostly because I've just not really been that exposed to it in the TTRPG arena. Gestalt? I enjoy it, but sometimes find it takes away too many compromises - and I enjoy character weaknesses as much as strengths. Mythic? Never really played with it enough to form much opinion. Houserules? I've always enjoyed elephant in the room stuff, as a way of making martials seem more interesting - but Spheres of Might does that too. Additionally, anything that patches up the mundane crafting of the pathfinder system is a good thing. Spellcrafting? Never messed with this area of the spheres world. Custom Traditions? Depends on the game world. I will say that the one thing I don't see enough is a GM presenting a list of traditions that are present in their world for players to choose from - which is how I believe they were intended to be used - They should be for world building, not character building. that said, In a truly open multiverse 'world' such as yours, custom traditions absolutely makes sense. I think the one thing I'll also point out with spheres game offerings I notice - is the lack of 'low power' play. I obviously get that spheres offers so many new options you want to play with as many of them as you can, but I also prefer to grow the character organically more than build from scratch - if that makes sense. I know the slow game speed of PbP puts more emphasis on 'getting there' sooner, but a compromise in the level 3-5 range would probably be the ideal for me.
  15. A little clarification/confirmation needed, as I'm looking to dip a toe into Spheres of Guile for the first time. There is no defined rule on how trading class skills for a trade tradition works with Gestalt - whether you trade the class skills from one class, or from both. The only precedent I can find is the way the spheres gestalt rules treat the similar thing for Spheres of Might, where you trade proficiencies for a martial tradition - in which case you trade BOTH class's proficiencies for the single martial tradition. I'm assuming the same would apply for Trade Traditions - trading away both class skill lists?
  16. Alteration Sphere: Shapeshift (Guardian Angel) Alteration: Shapeshift (Guardian Angel) [good] - CL109 Sorcerer 9 (Sphere Sorcerer, Inheritor) +1 Heavenborn (+1 CL casting [good] or [light]) --------------------------------------- 10 Caster Level Standard Action; Concentration or 1SP for 10 minutes; 1 transformation + 3 traits - Anthropomorphic Transformation: blank transformation + 2 bonus traits from same transformation or body talent. - Outsider Body: Celestial Form: Good subtype; Good Aura; DR 4/evil [free from anthropomorphic] - Outsider Body: Angel Body: protective aura 20 ft (+3 defl. to AC & +3 resistance on saves vs. evil creatures) [free from anthropomorphic] - Avian Transformation: Two wings plus fly 60 ft (average) - Avian Transformation: Enhanced Maneuverability (average -> perfect) - Size Change: Huge size Divination Sphere: Divine Divination Sphere: Divine - CL99 Sorcerer 9 (Sphere Sorcerer, Inheritor) --------------------------------------- 9 Caster Level 1 minute, or 1 standard action for 1 SP. Duration Concentration (flat-footed). Available Divinations: - Divine Magical Auras - Divine Shapechanger - Divine Life - Ultravision - Divine Warp - Witness The City (1SP) - Divine Chart (2SP) - Lay of the Land (2SP) - Pathfinder (2SP) Life Sphere: Cure Life Sphere: Cure - CL109 Sorcerer 9 (Sphere Sorcerer, Inheritor) +1 Focus Sphere (Life) --------------------------------------- 10 Caster Level Standard action, 1 SP; Close range; 1 target (or 7 targets for 1 more SP); Heal (positive energy) 5d8 + 30hp - Ranged Healing; Mass Healing; Restore Health; Restore Spirit; Deeper Healing - Born Healer Invigorate Life Sphere: Invigorate - CL109 Sorcerer 9 (Sphere Sorcerer, Inheritor) +1 Focus Sphere (Life) --------------------------------------- 10 Caster Level Standard action; Close range; 1 target (or 7 targets for 1 SP); Grant 20 temp hp, new total cannot exceed max total hp. - Ranged Healing; Mass Healing; Deeper Healing Restore Life Sphere: Invigorate - CL109 Sorcerer 9 (Sphere Sorcerer, Inheritor) +1 Focus Sphere (Life) --------------------------------------- 10 Caster Level Standard action; 1 SP; Close range; 1 target (or 7 targets for 1 SP); Effects below - Ranged Healing; Mass Healing; Restore Health; Restore Spirit; Deeper Healing Choose one category: Restore Mind (all of the following): - Remove dazzled - Remove shaken or lessen frightened to shaken, or panicked to frightened. - Remove staggered Restore Body (all of the following): - Remove battered - Remove fatigued or exhausted - Remove sickened or nauseated - Attempt magic skill check against DC of any poison or disease on target to remove it. Restore Soul (all of the following): - Heal all ability damage to all ability scores, and all ability drain from one ability score - Cure 3 temporary negative levels OR Suppress 1 permanent negative level for 10 minutes NOTE: If above removed condition is from an on-going effect, it is instead suppressed for 10 rounds. Light Sphere: Glow Light Sphere: Glow - CL109 Sorcerer 9 (Sphere Sorcerer, Inheritor) +1 Heavenborn --------------------------------------- 10 Caster Level Standard action; Touch; 10 minute duration - Free action; shed light as a torch (20ft/20ft) - Standard action (can be same action as initial glow); shed bright light (50ft/50ft); concentration or 10 minutes for 1 SP; expires when initial glow expires; can apply (light) effects - [Glory] Free action; shed bright light (5ft); can apply (light) effects Available (light) effects: - Repelling Light (1SP); choose creature type (or humanoid or outsider subtype). Creatures of type must pass Fort save to move closer to source, every round. - Encompassing Light (1SP); deals damage and gains reach as if up to 2 sizes larger than actual. Class Abilities: Martial Flexibility (7/day) Inheritor: Martial Flexibility (Ex) Swift Action; Gain 1 temporary combat feat or magic talent for 1 minute. Must meet any prerequisites. - or - Move Action; Gain 2 temporary combat feats or magic talents (or one of each) for 1 minute. Must meet any prerequisites. Heavenly Fire (at-will) Inheritor: Celestial Bloodline (Heavenly Fire) (Sp) Swift or Standard Action; 30 ft ranged touch attack; 1d4+4 divine damage to evil creatures - or - Swift or Standard Action; 30 ft ranged touch; 1d4+4 healing to good creatures (limit once per creature per day) - or - Free action (even not on turn); once per round; on a successful attack; 1d4+4 divine damage to evil creature added to the attack's damage. Celestial Resistances Inheritor: Celestial Bloodline (Celestial Resistances) (Ex) Resist acid 10; Resist cold 10 Wings of Heaven (9 minutes/day, in 1 min increments) Inheritor: Celestial Bloodline (Wings of Heaven) (Su) Sprout feathery wings. Gain 60 ft Fly speed, with Good maneuverability. Bastard Sword Melee Attack; +14/+9+7/2 BAB +4 STR +2 Enchancement --------------- +14/+9 Total vs. AC; - One-handed: 1d10+4 Slashing - Two-handed: 1d10+6 Slashing Heavenly Fire 1d4+4 Divine vs. Evil creatures If choosing nonlethal (no penalty), reroll any 1's on damage. Disarm Melee; +15/+10+7/2 BAB +4 STR +2 Enchancement +2 Duelist: Greater Disarm --------------- +15/+10 Total vs. Disarm CMD; Success weapon is disarmed - Whisking Disarm: Can send weapon flying up to 15 ft away from wielder in direction of your choice. Target is battered until end of your next turn. - Finger Cutter: On success, target takes 3 points of bleed damage. Disarm does not trigger AoO. - Bind Weapon: Can choose to bind weapon to yours instead of dropping it. Can work on natural attacks or unarmed strikes as well. When bound, target cannot move. Can drop weapon as free action or CMB vs. Disarm CMD to break free as standard action. Trip Melee; +17/+12+7/2 BAB +4 STR +2 Enchancement +2 Improved Trip feat +2 Greater Trip feat --------------- +17/+12 Total (if medium size) +1 STR -1 Size +1 Large --------------- +18/+13 Total (if large size) +1 STR -1 Size +1 Huge --------------- +19/+14 Total (if huge size) vs. Trip CMD; Target is knocked prone (or flying target falls 70ft/round to ground, taking falling damage). Target triggers AoO.
  17. Class Levels Level Class A Class B 1 Sorcerer (Sphere, Inheritor) Courser (Nomad) 2 Sorcerer (Sphere, Inheritor) Courser (Nomad) 3 Sorcerer (Sphere, Inheritor) Warden 4 Sorcerer (Sphere, Inheritor) Warden 5 Sorcerer (Sphere, Inheritor) Warden 6 Sorcerer (Sphere, Inheritor) Warden 7 Sorcerer (Sphere, Inheritor) Warden 8 Sorcerer (Sphere, Inheritor) Warden 9 Sorcerer (Sphere, Inheritor) Warden Race: Angelkin3 RP - Outsider (Native) 0 RP - Size: Medium 0 RP - Speed: Normal 0 RP - Lang: Standard (Common, Celestial) 4 RP - Abilities: Advanced (+2 STR, +4 CHA, -2 INT) 4 RP - Advanced Charisma [Advanced] 3 RP - Exalted Resistance [Defensive] 3 RP - Heavenborn [Magical] 2 RP - Static Feat (BMT - Light Sphere) (spheres sub for Halo) 1 RP - Improved Natural Armor ---------------------------- 20 RP Total Ability Scores STR DEX CON INT WIS CHA 1916 Point Buy +2 Racial +1 Hit Dice ----------------- 19 Total 1212 Point Buy +2 Racial +1 Hit Dice ----------------- 12 Total 1212 Point Buy ----------------- 12 Total 1012 Point Buy -2 Racial ----------------- 10 Total 1111 Point Buy ----------------- 19 Total 2617 Point Buy +6 Racial +2 Enhancement +1 Hit Dice ----------------- 26 Total +4 +1 +1 +0 +0 +8 Hit Points Perm 108+9 FavClass*Lvl +9 Con*HD 10 1st Level 10 2nd Level 10 3rd Level 10 4th Level 10 5th Level 10 6th Level 10 7th Level 10 8th Level 10 9th Level -------------------- 108 Total Temp Armor Class AC +2310 Base +8 Armor +1 Armor (Armor Expert) +2 Armor (Enhancement) +2 Deflection ----------------- +23 Total Saving Throws FORT REF WILL +9+6 Class Levels +1 Luck +1 Resistance +1 CON ----------------- +9 Total +6+3 Class +1 Luck +1 Resistance +1 DEX ----------------- +6 Total +8+6 Class Levels +1 Luck +1 Resistance +0 Wis ----------------- 8 Total Resource Pools SP Sk. Lev. AoO 39+17 Sorcerer (Sphere, Inheritor) 9 + 8 CHA +4 Casting Tradition (sorcerer 9) +15 Warden (Empathic Guardian) 7 + 8 CHA +3 Casting Tradition (warden 7) ------------------------------------------------ 39 Spell Points 41 Base 3 HD/3 --------- 4 Leverage 111 Base 2 Warden (Steadfast) 8 Combat Reflexes (using CHA via Enchanted Reflexes) ----------------- 11 Total Skill Ranks Adv. 406 Level 1 (Courser) 6 Level 2 (Courser) 4 Level 3 (Warden) 4 Level 4 (Warden) 4 Level 5 (Warden) 4 Level 6 (Warden) 4 Level 7 (Warden) 4 Level 8 (Warden) 4 Level 9 (Warden) ------------------------------------------------ 40 Adventuring Skill Ranks Bg. 182 Level 1 (Courser) 2 Level 2 (Courser) 2 Level 3 (Warden) 2 Level 4 (Warden) 2 Level 5 (Warden) 2 Level 6 (Warden) 2 Level 7 (Warden) 2 Level 8 (Warden) 2 Level 9 (Warden) ------------------------------------------------ 18 Background Skill Ranks Spheres of Power Casting Tradition: Song of the Heavens (custom) Casting Ability: Charisma Drawbacks: Magical SignsAn angellic choir is heard harmonizing with the caster's song.; Skilled Casting (Perform [sing]) Boons: 1+1/3 per level bonus SP (x2 Gestalt dual caster) Magic Talents Alteration Sphere [Casting Bonus 2] Alteration Drawback: Lycanthropic Alteration: Avian Transformation [Lycanthropic Drawback] Alteration: Anthropomorphic Transformation [Sorcerer 3] Alteration: Size Change [Sorcerer 4] Alteration: Outsider Body [Sorcerer 5] Divination Sphere [EBTT @ 2] Divination Drawback: Limited Divination (divine) Divination: Witness The City [Limited Divination Drawback] Divination: Cartographer’s Divinations [EBTT @ 6] Life Sphere [Sorcerer Focus Sphere] Life: Ranged Healing [Casting Bonus 1] Life: Mass Healing [Sorcerer 1] Life: Resuscitate [Sorcerer 2] Life: Deeper Healing [Sorcerer 6] Life: Restore Spirit [Sorcerer 7] Life: Greater Invigorate [Sorcerer 8] Life: Restore Health [Warden: Mystical Guardian] Light Sphere [Racial Ability - EMT Feat (Light Sphere)] Light Drawback: Light Focus Light Drawback: Touch of Light Light: Repelling Light [Light Focus Drawback] Light: Encompassing Light [Sorcerer 9] Light: Glory [Touch of Light Drawback] Spheres of Guile From Courser 1: Trade Tradition: Travelling Songhealer (custom) Operative Ability: Charisma Auto Trade Talents: Faith Healer, Plane-walker Auto Skill Sphere: Performance Adroit Trade Talents: Storyteller, Dilettante Adroit Skill Talent: Invigorating Words Skill Talents Communication Sphere (Diplomacy) [Extra Skill Talent 1] Communication: Friend Of A Friend [Sphere Bonus] Communication: Inspiring Advice [Any 2] Communication: Reputable [Utilitarian Dilettante 9] Communication: Skilled Communicator [Utilitarian Dilettante 9] Navigation Sphere (urban: acrobatics) [Nomad 1: Navigator] Navigation Drawback: Focused Wayfaring (no pathing) Navigation: Beyonder [Focused Wayfaring] Performance Sphere (Lyric (sing) Package) [Trade Tradition] Performance: Assuring Anthem [Sphere Bonus] Performance: Invigorating Words [Trade Tradition] Study Sphere (local) [Nomad 1: Navigator] Study Drawback: Incredible Memory Study: Flawless Recall [Incredible Memory Drawback] Study Drawback: Specialized Degree (local) Study: Predict Movements [Sphere Bonus] Vocation: Faith Healer [Trade Tradition] Vocation: Plane-walker [Trade Tradition] Vocation: Dilettante [Trade Tradition] Vocation: Storyteller (history, local) [Trade Tradition] Vocation: Athlete [Gestalt: Sorcerer] Vocation: Orator [Multiclass: Warden] Class Skills ALL: Craft, Perception, Perform, Profession, Artistry, Lore FH: Bluff Survival, Diplomacy, Heal [Cha], Knowledge (religion) P-W: Fly, Know (planes) [Cha], Linguistics, Use Magic Device D: Spellcraft, Know (geography), Ride, Sense Motive S: Diplomacy Escape Artist, Know (history) [Cha], Know (local) [Cha], Know [Nobility] A: Acrobatics, Climb, Fly* [Str], Swim O: Bluff, Diplomacy*, Intimidate, Know (history) Handle Animal Unlocked Leverages Acrobatics [Navigation Sphere] Artistry (Musical Composition) [Performance Sphere] Climb [Navigation Sphere] Diplomacy [Communication Sphere] Knowledge (planes) [Study Sphere] Knowledge (local) [Study Sphere] Linguistics [Communication Sphere] Perform (Sing) [Performance Sphere] Spheres of Might Martial Tradition: Highlander Practitioner Ability: Charisma Combat Talents Athletics Sphere (Fly, Swim) [Warden 6] Athletics Drawback: Risky Escape Athletics: Reflexive Twist [Risky Escape Drawback] Athletics: Armored Athlete [Warden 7] Duelist Sphere [Martial Tradition] Duelist Drawback: Disarming Duelist Duelist: Bind Weapon [Disarming Duelist Drawback] Duelist: Whisking Disarm [Warden 2] Equipment Sphere [Martial Tradition] Equipment: Gallowglass Training [Equipment Sphere] Equipment: Armor Expert [Warden 1] Equipment: Armor Training [Gestalt Dual Martial] Equipment: Unfettering Armor [Gestalt Dual Martial] Guardian Sphere [Warden: Mystical Guardian] Guardian Drawback: Attentive Assistant Guardian: Assist [Attentive Assistant Drawback] Scout Sphere [Martial Tradition] Scout Drawback: Sentry Scout: Somnambulance [Sentry Drawback] Scout: Somnambulance (x2) [Warden 3] Warp Sphere [Warden 4] Warp Drawback: Bender Warp: Extradimensional Space [Bender Drawback] Warp: Extradimensional Space [Warden 5] Traits Born Healer [Religion] Well-Balanced Blade [Equipment] Feats Basic Magic Training (-> EMT) [Racial Ability] Bloodline Prowess [Inheritor: Empowered Lineage] Extra Skill Talent [1st Level] Dirty Fighting [2nd Level] Improved Disarm [3rd Level] Combat Reflexes (using CAM instead of Dex) [Warden 4] Bioluminescent Transformation [4th Level] Improved Trip [5th Level] Greater Trip [6th Level] Aerial Trip [7th Level] Bioluminescent Transformation [8th Level] Utilitarian Dilettante [9th Level] Societal Aptitude [Study: Specialized Degree] Class Abilities Favored TerrainThe ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). (Urban) [Courser (Nomad) 1] Venture: SubduerThe courser suffers no penalties when attempting to deal nonlethal damage with a weapon. Additionally, whenever the courser would deal nonlethal damage to a creature with a weapon, they may reroll damage die results of a 1. [Courser (Nomad) 2] Fast MovementAt 2nd level, the courser gains a +10-foot enhancement bonus to their land speed. This bonus increases by 10 feet at 6th level, and every 4 courser levels thereafter. The courser loses these benefits when they wear medium or heavy armor, or is carrying a heavy load. +10ft [Courser (Nomad) 2] Mystical Guardian [Warden 1] Vigil (Altruism) [Warden 1] Altruistic Guard [Warden 3] Rejuvenating Presence [Warden 7] Steadfast [Warden 1] Guard +2 [Warden 1] Reinforcements: [Warden x] - Champion Feat: (Extra Blended Training Talent) [2] - Enchanted Reflexes [4] - Champion Feat: (Extra Blended Training Talent) [6] Indomitable [Warden 3] Routine Patrol [Warden 3] Focusing Guard [Warden 4] Expanded Guard [Warden 5] Projected Empathy [Warden 5] Lingering Guard [Warden 7] Equipment +2 Elysian Bronze Half-Plate Armor +2 Elysian Bronze Bastard Sword Headband of Alluring Magnetism (+2) Aegis Ring (+2) Fragment of Destiny (+1) Ring of Shielding (+1)
  18. Callie Orbani NG Female Angelkin Sorcerer (Sphere Sorcerer, Inheritor) 9 / Courser (Nomad) 2; Warden (Empathic Guardian) 7 For centuries, the Orbani family has run The Light of Hope, one of the most prolific philanthropic organizations throughout the multiversal portal network known as the Plexus. Callie, herself, spent 35 years as one of the organizations most successful Flares, bringing aid and restitution to the harmed and displaced wherever they were. It was during this time that she began to truly understand and deepen her connection to Andie Orbani - the distant Angel from whom her family's legacy descends. In this time, she came upon a font of power which allowed Andie to lend much of her angelic grace to Callie. Andie receded back to Elysium, while Callie continued on her path - more potent than ever. She has just completed a 7 year post at the managing council, where she worked to establish more permanent presences in most of the more populated destinations along the Plexus network, and has now decided to go back into the field to establish a stronger presence in Nexus itself. She wishes to use her newfound planeshifting abilities to spread their work to worlds not touched by the more accessible portals of the Plexus. Notes about her origin Callie Orbani was a character I created years ago for a similar spheres-based multiversal by dalamb that never really got off the ground due to RL issues. It was non-gestalt and started at 6th level. I had laid seeds for a number of plot hooks for Callie as that adventure began, and it is from those seeds that I have brought her up to now, gestalted via merging with her conjured ancestral companion, the Angel Andie, and advanced to 9th level. That game used a network of physical portal devices (very Stargate-esque) to travel between worlds - so i decided that these portals still exist in this larger multiverse, but only connect a limited number of the now infinitely numerous accessible worlds. Her party role Guardian: Fervently protects and aid others on the battlefield; Inspires others from the vanguard. Healer: Extensive healing and restorative capabilities; Versatility to adapt to any ailments. Diplomat: A soothing voice of caring and empathy; She can act as a gateway to new social structures and cultures. Callie's Home Callie's recollections of her home are a bit muddled after her assimilation of some of Andie's powers. It's hard for her to distinguish between the familiar manor looking down on the thriving northern trade outpost, and the aerie perched atop the impossible cliffs overlooking the endless natural paradise of Nirvana. It seems both ARE home - and yet - neither are. Her planar travels and continual aid to so many strangers have caused tenuous roots to seek purchase on every new land she visits. Home is where those you care for are - so if you care for all, then isn't everywhere a home? The organization is of great importance to her, but she carries the light of hope within, and while her obligations to her familial legacy were once paramount, she knows now that she cherishes the Light's mission more than the Light of Hope itself. Callie's Personality Callie has a very easy way about her. She is exceedingly confident in the abilities she has honed her whole life - which mostly boils down to meeting new people, and getting to the root of what stresses them - and works to alleviate that stressor. She has travelled to countless lands, and always found a way to fit in, and find at least some level of acceptance among the natives. She, at times, has magically altered her form to better emulate the locals - or other times simply used her uniqueness or relative oddity as the ice breaker she needs - the choice often made after some distant observations of the community. Major Motivations: Compassion: Her upbringing, and subsequent work with the Light of Hope has well established her decision making processes. Those of lesser means are noble, and if they are hurting more than her, she must alleviate this disparity. Stability: The organization has, for centuries, relied entirely on the generosity of wealthy benefactors. Those benefactors are fewer in number and means, so her field work's goal has moved beyond simply aiding others, and expanded into the search for more benefactors, and other sources of vital resources to keep the worlds-spanning charitable engine operating. Fear [secret]: She is haunted by those she was unable to save - this is only amplified by her distant fragmented memories of Andie's seemingly perfect triumphs against the hordes of the abyss, or devils from hell. She is afraid - in fact, she knows - that she is incapable of completing everything she sets out for. She has the internal (and external) strength to push as hard as her mortal body and soul can towards those goals, but every successful endeavor reminds her of the next one she may fail. Ascension [secret]: The spark of angelic grace now burning brighter than ever in her soul aids in her primary goals, but also illuminates the darker areas yet to be purged of doubts and fear. She feels the disparity between her two halves, and has a strong desire to bring them ever closer to one whole. Minor Motivations: Respect: Callie is the heir apparent to her family's legacy. She has been groomed from birth for this role, and she sees no other final stage of her life aside from overseeing the operations of the Light of Hope organization. As the organization has always been seen in such a flawless light, she i accustomed to and often expects a warm and respectful greeting wherever she roams. Comfort: Callie has never known true hardships - at least not those that often befall the more common people of the worlds. Though the times on the 'road' may be difficult, she always appreciates any bit of extra comfort she can find.
  19.   Thank you. Happy to be here. Excited to get an entrance into the story.
  20. First night in the desert The ringing gives way to a crackle - flames leaping across her vision - her eyes peering deep into red hot burning coals. A feeling of peace and joy pushes out the emotional numbness - she doesn't know why the coals transfix her so but her stare deepens. Her sensations sharpen, and the heat of the close inferno slashes a stinging across her cheeks. A thunderous clash and a shower of sparks breaks her from her hypnosis - her vision widening out to take in her surroundings. The hellscape of mere moments ago was a small but well built campfire, the all encompassing spark field a mere puff as a log shifts, and she sits upon a low boulder near it's edge. A stump opposite her seems worn from use as a seat, though currently sits vacant. A rustle is heard beyond the stump, as brush springs too and fro - the silhouette of another shrinking into the distance. Pendente looks back to the coals, then back and the shape is gone. Was it real? Should she go after it? No. The fire is home - she will stay with the fire. The flames keep her warm - the flames keep her safe. She slides lower on the stone, and drifts off to sleep, her eyes focused on the coals until they close. -/- Scratch scratch... Pen opens her eyes as she's disturbed by a sound different than the light breeze and occasional vermin song. She doesn't move, but sees a thin dog sniffing at the stump across the way, scratching it as it becomes fixated on some scent. Its eyes look her direction, but its quickly snout is pulled away as it begins tracking away from her into the brush. As it's barely perceptible sounds move away, she finally allows herself to move - righting herself to a sitting position, before stretching and standing. Solari's light is cresting the distant hilltops, an early herald to the bright sun's arrival. Her fire is gone, though heat is still rising from the bed of embers remaining. She doesn't know where she is - or why she is there - but she does somehow know she must move on. She doesn't dwell on it, and instead kicks around in the natural items strew around the makeshift campsite. Some twisted branches of desert trees lay here and there. A variety of different color stones make up an incomplete ring around the remains of the campfire. She picks through the sticks and stones, and feels she found something.. right? important? She doesn't know - but she swings the stick around, finding if feeling wild and uncontrolled in her strong grip. She finds a split stone with a sharpish fracture, and repeatedly slams the sharp edge down on the end of her stick, slicing into its still moist meat. She slides an oblong bit of granite into the sliced stick, and, ripping a strip of cloth from the end of her tattered sleeve, wraps it around the stone and fixes it to the end of the stick. Another wave finds the weight making it far more stable, and more fitting for her strength. She looks around for anything else calling to her - see's nothing - and makes her way into the brush after the last nights specter, and this mornings canine scavenger.
  21. EitR has gone through some revisions over the years - most the meat of the rules are the same, though some nomenclature has shifted over the years - seeming to simplify them in use. of the document handles things like the combat expertise, fighting defensively, power attack, deadly aim, etc. removals by providing two new 'stances' usable by any combat trained creature (BAB +1). Risky Strike and Defensive Stance. There also is included a new combat maneuver (Hamstring) to deal with some other similar feats that do the same thing (hamper mobility) but less elegantly. Finally, they made some tweaks to inflicting nonlethal damage with a lethal weapon - getting rid of the very penalizing -4 attack penalty, and instead removing the ability to crit. I guess the point of this post was to: Bring the updates to the attention of everyone Ask for clarification of which version of the rules are being used
  22. Female Human Fighter (Lore Warden) 1 Vitals: Age: 17; Height: 5'8"; Weight: 167lbs Description Pendente is tall and not entirely unbecoming, though rather unkempt with tangles in her curly red hair. Prominent reddish markings spread across her cheeks and chest - the obvious origin of her nickname. She is incredibly fit for her age, with well defined muscles in her shoulders and back. Personality Quickly frustrated, Pendente seems to utilize her strength first, and her intelligence second. Still, when given the chance to put her mind to use, she can usually come up with an even more effective way to apply her strength to the problem. This - unfortunately - seems to apply to social interactions as often as physical contests. Dream Clink.. Clink.. Clink.. Orange flashes light up father's face as I bring his heavy hammer down onto the hot metal. His grin is infections, and my cheeks hurt - mostly from the smile - but also the heat coming up from the blade on the anvil. -/- Crackle.. Crackle... Orange flames leap from the workshop's roof moments before it collapses. I try to run in for father, but I am held back by many hands gripping my shoulders. My cheeks hurt - as rage grows and the tears flow. -/- Silence.. Orange rays shoot across the sky as Solari peeks above the distant horizon. The view from this high up in the mountains is calming - leaving the troubles and expectations below. My cheeks hurt - as the cold morning air blows through the towering peaks.
  23. Happy gaming to all!  A bit bummed, but that's the nature of not enough spheres-interested GM's on the weave.
  24. Will have to call this one complete-ish for now.  Out of town for our anniversary, so no time for any more fluffy bits.  He's really not the most 'complex' guy, but i did want to add a bit more about episodes with his foresight.
  25. Phenomenal Talents are intended to be special cases, like legendary talents.  Not necessarily better, but something that the devs feel should warrant gm approval on use.  Not always because they are powerful, but often because they verge into the weird or ridiculous or they might negate certain assumed challenges, and therefore might not be desired in every campaign.
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