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Escheton

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  1. After considering Fire and Water Primeordial builds, I've settled on Air. With a Fighter/Rogue. 5e hasn't allowed for a str based rogue so far, but the Cumbersome ranged weapon ability allows one to sneak attack using the stat. So a skilled and seasoned heavy gunnery sergeant turned monsterhunter emerged from the crunch. Still in doubt whether to get the flamer or heavy gun first. As the Blunderbuss and Flame bellows are so far the only weapons with the ability.
  2. How...profitable are we expecting the first (few) adventures to be? And/or could one take out a loan? Between heavy armor and 750gp advanced weaponry being on the wishlist 500gp is great, but just still short of the goal. Also, with monstercarving being such a big thing in this setting, are there new Artisan Tools to cover the proficiency?
  3. Alright, loving the new house rule additions. And the whole character is in flux again because of the new interesting options. One of which I'd like to double check. The cumbersome weapon ability. Does that in fact allow for a strength based rogue? It qualifies for sneak attack by virtue of the blunderbuss and flame bellows being ranged weapons that, while scattering, do target one foe. Rogues don't by default have proficiency, granted, but that's worth a dip or feat investment I'd say. How much leeway is there in tweaking official material? I've been struggling between the Light and Forge domains. If possibly, I'd love to basically cherry-pick the parts of each that work for the character. (primarily interested in Blessing of the Forge while keeping fireball, tbh) Would a Kobold character be a small Dragonborn In-Universe or a mutated/transformed halfling or gnome? For the Professional Background, could one sacrifice Talents, Holdings and Perks to buy off features from normal backgrounds? (Particularly interested in the Strixhaven/Ravnica backgrounds that add spells to your class list, as "Light Domain: Potent Spellcasting" specifies cleric cantrips at level 8)
  4. The Fire Primordial states to add your con mod when dealing fire damage. It is rather generally worded, so I would like to run some situations to check. (take as much time as you need or deal with it as it comes up during play, really. The alchemist fire one is prudent, tho. Given starting expenditures.) Direct Effect: Hitting someone with a torch? (also, "1d4 bludgeoning and proficiency as a club, +1 fire dmg" or just 1 fire dmg?) An Ascendant Dragon Monk using Draconic Strike to deal fire dmg with their unarmed strikes? Hitting someone with a firebolt? Hitting separate targets with a Green-Flame Blade cantrip? Hitting separate targets with a scorching ray? Hitting separate targets with a fireball? Hitting separate targets with a summoned firewall? Pushing someone into a bonfire? A Dragonborn's breath weapon? Summoning a bonfire cantrip in their space? Damage over time Lobbing an alchemist's flask at someone? Creating a daylight effect that deals fire damage over time to specifically vulnerable targets? Searing smite? Setting someone on fire? Deferred Agency Casting and concentrating on Flame Arrows, which someone else shoots? Having a summoned/called being deal fire damage? Hitting separate targets with a summoned firewall? Repeat offenders Having a summoned/called being deal fire damage separately over multiple rounds? Hitting separate targets with a summoned firewall multiple times over the spell duration? Summoning a bonfire cantrip in their space? Using a bonus action to deal damage with Heat Metal over multiple rounds? Using your bonus action to move a Flaming Sphere to collide?
  5. To clarify, we don't get the normal backgrounds, but instead the Profession Background and a feat that doesn't boost stats, right? I've been loving the tinkering options. Some interesting combos. Water Primordial Paladin for instance can use 1 point of lay-on-hands to heal 1+1d6+con mod. Up to 5 x Paladin level per day. Which, given the rest changes and likely resource management needs seems huge, and so fitting some of the character archetypes of the class.
  6. Sarge Status: Tired, Perturbed, getting Hungry, Disadvantage on Stealth. Slowed -10ft (Heavy armor) Vision: PP 13, Darkvision 60 Statblocky things here perhaps? AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA [spoiler=OOC] Dice rolls and such I guess, still getting used to the new site[/ooc] Placeholder to be sure
  7. Sarge %5Bimg2%3D200%5Dhttps%3A%2F%2Fi.imgur.com%2FoxsNbqd.jpeg%5B%2Fimg%5D Fighter 1/Rogue2 Fire Primordial: Level 1 Background: Outlander Level 1 Composite Longbow +6 (+2 proficiency, +2 dex, +2 fighting style) 1d8+2 (1d6 sneak attack), (150/600ft) Placeholder|| Placeholder||Placeholder STR 18 DEX 14 CON 16 INT 8 WIS 13 CHA 8 Placeholder|| Placeholder Outlander (Beast Hunter) Skill Proficiencies: Survival, Choose one from Animal Handling, Athletics, Medicine, Nature, Perception, Stealth, Tool Proficiencies: Herbalism Kit Languages: Choose one standard. Equipment: Common clothes, tinder box, several torches, waterskin, a hatchet, a herbalism kit, and 5 gp. Additional Equipment: a net, a hunting trap, 30 feet of rope, one vial of pheromones or a pouch of bait. Feat: You gain one feat of your choice for which you qualify. (Sharpshooter) Racial Traits [Custom Lineage] Ability Scores: Str +2 Size: Medium Speed: 30 ft Darkvision: 60ft Creature Type. You are a humanoid. You determine your appearance and whether you resemble any of your kin. Size. You are Small or Medium (your choice). Feat: You gain one feat of your choice for which you qualify. (Heavy Armor Mastery) Variable Trait: You gain one of the following options of your choice: (a) darkvision with a range of 60 feet or (b) proficiency in one skill of your choice. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character. Fighter 1/Rogue 2 Ipsum lorum abilities are cool Skill Proficiencies: Acrobatics (Fighter), Perception (Fighter), Tool Proficiencies: Thieves' Tools (Rogue), Overly Complicated Nobility Boardgame
  8. Hello all. I'm curious to explore a Lampmaker. Light domain Cleric, Elemental Transformation probably. With the Common Professional Background, Merchant, but preferably (Guild) Crafter. It just doesn't exist yet. @GM: The transformation stat boon, how does it work? Does it stack with anything to go over 16, or is there just an incentive to not pick transformations that buff your main stats?
  9. This was another great exploration into spheres. And I'll likely take some things with me for future builds. But I came onto this thread too late to have anything presentable by Feb 1. For those that will be playing: enjoy.
  10. With the only off limit sphere being bear sphere, that means pilot, and thus the Arcforge Mecha Rules are in play correct? In looking into it, I found some other Arcforge feats on the SoP site, and would like to request the use of some of them: %5Burl%3D%22http%3A%2F%2Fspheresofpower.wikidot.com%2Farcforge-feats%23toc14%22%5DFortified%20Corpsecraft%5B%2Furl%5D %5Burl%3D%22http%3A%2F%2Fspheresofpower.wikidot.com%2Farcforge-feats%23toc27%22%5DRevenant%20Militia%5B%2Furl%5D %5Burl%3D%22http%3A%2F%2Fspheresofpower.wikidot.com%2Farcforge-feats%23toc21%22%5DMaster%20Necrografter%5B%2Furl%5D
  11. Symbiat//Thaumaturge Still Learning the new coding Feats Level 1: Level 2: Level 3: Strange CorpsecraftPrerequisites: Death sphere (Expanded Necromancy), caster level 3rd. Benefit: You gain the ability to reanimate unique variant undead by supplying other spheres as part of reanimating them. Variant undead created with this feat are reanimated with the Expanded Necromancy talent. Each variant undead has an associated sphere. If you do not possess the associated sphere, you must spend an additional spell point when reanimating that variant. If you possess the Corpse Forge advanced talent, variant undead with a fixed number of Hit Dice, such as the beheaded or isitoq, may be reanimated with a number of Hit Dice equal to the corpse used (such as using a 5 Hit Dice corpse to create a 5 Hit Dice isitoq, instead of the default 1 Hit Die isitoq). You may reanimate the following variant undead: Beheaded: You may reanimate beheaded (Pathfinder Bestiary 4) using an intact head. Associated Sphere: Telekinesis. Exoskeleton: You may reanimate exoskeletons (Pathfinder Bestiary 6) using a mostly intact vermin corpse that has an exoskeleton, such as arachnids, crustaceans, insects, and mollusks, but not soft-bodied vermin such as jellyfish and leeches. Associated Sphere: Creation. Frostfallen: You may reanimate frostfallen (Pathfinder #51: The Hungry Storm) using an intact corpse and a source of water, snow, or ice sufficient for Nature sphere (water) package sphere effects. Associated Sphere: Nature ((water) package). Isitoq: You may reanimate isitoqs (Pathfinder Bestiary 4) using the head of a Small or Medium corpse that has at least one intact eye. Associated Sphere: Divination. Sunbaked: You may reanimate sunbaked zombies (Pathfinder #80: Empty Graves) using an intact corpse. Associated Sphere: Light. At GM discretion, other variants of skeletons or zombies and other similar undead may be appropriate to reanimate with this feat. Special: If you possess the Undead Animal Companion feat, you may grant your animal companion one of the undead templates available from this feat (exoskeleton, frostfallen, sunbaked) in addition to the options added by Expanded Necromancy. Note: The options presented by this feat were curated from the miscellaneous unintelligent undead variants which required rituals, specific components, or other special circumstances to be reanimated, such as the preparation rites required to reanimate a sunbaked zombie. As such, they were not considered a “normal” variant akin to a bloody skeleton or fast zombie. Without the Strange Corpsecraft feat, these undead are normally only accessible through the Greater Undead advanced talent. GMs are encouraged to allow this feat to raise unintelligent undead variants in their settings which ordinarily require these special circumstances, or similarly bar variants which do not fit their setting (such as raising frostfallen in an Arabian Nights desert setting). Beyond worldbuilding implications, some undead templates are stronger than others. Specifically, the frostfallen template is potentially stronger than even undead available through the Greater Undead advanced talent. GMs should review the templates presented here and consider restricting them if they offer too much power in your games. Level 4: Level 5: Level 6: Level 7: Level 8: Level 9: DEATH SPHERE Master’s Presence (dominion)You can telepathically order and communicate with undead creatures you control within your dominion range. You do not need line of sight or effect to maintain this connection. Only targets completely under your control are valid; charmed undead are not truly under your control, and as such do not qualify. Giving basic commands to an undead is a free action, but your increased control allows you to master complex commands for your undead as well. Choose any 2 tricks + 1 per 5 caster levels that can be taught to an animal or the pose as scenery trick (see the Handle Animal skill). Mindless undead you control are able to perform these tricks when ordered to as a move action. This does not allow you to train undead for a purpose, “push” an undead to perform a task it normally would not be able to, or accomplish other effects of the Handle Animal skill. Additionally, so long as an undead you control is within your dominion range, you may, as a full-round action, concentrate on that undead to perceive that creature’s surroundings as if you were standing where that creature was. While you may use the creature’s special sense (i.e., darkvision, etc.), you must use your own Perception skill if attempting a check. You can select this talent multiple times; each time you do after the first, increase the number of tricks your undead can perform by 3. Party role: Man in the Chair As long as people are willing to let a small, mostly harmless symbiotic hive member tag along their person, two way communication, as wel as shared senses are possible across any distance. Allowing a decent breadth of knowledge depth to apply to most situations.
  12. Just found the thread. Looks like it's been up for a month or so. Has a deadline been given yet? A quick perusal didn't spot me one. And would need a good two weeks for a character with this many options. Also, hey everyone
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