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Posts posted by Escheton
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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? -
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) -
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? -
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. -
Placeholder to be sure
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Placeholder post
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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? -
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. -
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 -
and another for good measure
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Placeholder for when needed
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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.
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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 -
12 hours ago, Sunless Echo said:
BIG NOTE: For those who are interested in being readers (if it's still a thing on the new website) or want to stick around in case a spot opens up, etc. I'll be willing to talk with you about it. I don't mind having some extra players willing to jump in if they are interested in the story/game.
Yes, that would be lovely. While I quite liked my Urban Druid idea. Between needing to learn new formatting and BG 3 taking over my life, I haven't gotten around to it. But would like to read how things unfold. So if the threads won't be closed or hidden, and can be "followed" without needing to post in it, that sounds fun.
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47 minutes ago, Sunless Echo said:
@Escheton You're not restricted to one stat in a 27-point buy, it can help with more exact choices in stat creation though. Also, I have seen some weird stuff so i don't know about cliche's. Contributing to combat or even stat rolls for other players by aiding them in some way is not just about your numbers. Advantage is great to have, you are rolling yourself along with them (fun to do) and Strategy is just as important. You rolled pretty Fairly I'd say, just a little above even across the board. I've given you guys a lot of freedom on races, class/subclass, feats, etc.
You can still make dang near any character you want. Being one or two points off isn't too big a deal. I've known players with +10's in some skills near lvl 4 (I am one of them) who roll so poorly. If your worried about proficiency then you have many ways to correct it by changing and mixing, race, class, feats. I might be missing another way.
Well, the thing is, if you have option of everything you could want character-wise, point buy when high stats are available but gatekept by luck-privilege is irksome. Because you know what you want and it's just not quite what it could be. Now that there are more constraints because it needs to not overlap with the existing group too much, etc, it actually helps in the creative process.
Now, tech level is pretty high here and there, so trade-law and such is likely a bit more developed as well. Currently thinking an Azorius Functionary Wildfire Druid. Think Union Lawyer Squatting Urban Anarchist. The wildfire renewal aspect applied to the city and people.
Does that have any legitimacy within the setting or would too much need to be tweaked for more wild souls (read: poor) to have legislative authority? Like, how far beyond feudalism are the citystates that the rules can be used to benefit the people? -
2 hours ago, TheRaconteur said:
Sounds like rolling for stats is not for you then.
Plenty of DMs don't let you take 27 after you roll, they make you commit to the risk and reward. I love that sort of thing, because it forces you to play around unique concepts and ideas. I can understand that not being fun, but the games where you have to roll and can't just take 27 are few and far between. I think I've found one on here, ever.
Of course, that's all easy for me to say here considering I rolled well, isn't it? Ha. Not exactly putting my money where my mouth is.
Well, no. That's the problem. It doesn't much allow for unique concepts. It forces you to conform to tired clichés. Because the way to still contribute is to build mono stat dependent, because you can only afford to max out one. Like, say you want to play Warlock, and not use Eldritch Blast or the Celestial Patron Firebolt for Cha to dmg for when your 2 spellslots run out.
Pact of the Blade with Improved Pact Weapon makes you proficient with whatever weapon you summon. So you don't need to be a Dwarf or Elf for proficiency, or even get into Paladin. You can just use a Rapier or Longbow.
If you have rolled well, you can just use your Dex for attacks, as it won't be too far behind your Cha. Opening up every Patron for whatever flavor, background or neat tricks you want. If you didn't, you need to grab Hexblade to use your Cha to attack or actively choose to just miss a bunch and contribute less to combat. While you where already forced to not make a stealthy or nimble fingered Pactbound character, because then you would needed to have made a Dex focused character like a Rogue. -
6 minutes ago, Sunless Echo said:
The dice are not always kind. 27 point buy is an option and there is never a need for insane stats. This is not a conquest game unless you try to make it that (Good luck). Feats are your own choice and can revolve around stats or abilities. Remember racial bonus’ will make a serious dent along with stat feats.
the second thing i am unsure of what your trying to ask. You want me to roll and have everyone decide if they want the stats or not?
also @Escheton can we keep the convo in this tab under questions or recruit ooc please and thanks. You wanted to know what is in the party currently to help your build.
- We have a totem warrior Barbarian
- An Oathbreaker paladin
- And a shadow sorcerer/hexblade warlock (multiclass)
Well, true, the dice aren't always kind. But stat rolls effect every other roll in the game. And while misfortune is a fun thing to improvise on, every time I miss a roll by one or two, I am reminded that I would have succeeded if I had just rolled good that one time before the game started. And my brain is too neurospicy to not be bothered by that. Especially in play by posts which lasts for years if done right.
and thanks for the party comp info here. Was afraid it would be posted there too and it was already too many posts where they don't belong. -
7 minutes ago, Sunless Echo said:
This is a transferred game from OGMW and im looking for recruits to join.
Ah, noted. Could we get some info on the current party composition then? Wouldn't want to invest too much in making a Death Domain Cleric if the party already has a Necromancer and Wildfire Druid, so to speak. Would likely decrease chances.
(Lol, found my own thread there. Where I bowed out because my rolls were bad and it wouldn't allow the idea I had. Talk about deja vu) -
Wait, does this mean some players are pre-approved or that this is a continuation of another campaign? I'm confused regarding the interactions here.
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Not at all motivated by my highest rolled stat being 14 and finding myself neglecting feat choices that don't give stats to shore that up to what for a better roll would still be below baseline:
I've seen selection procedures with rolled stats collectively vote between all results and assign that choice to everyone. Can we do that? -
44 minutes ago, Sunless Echo said:
Depends on where the break is and if anything is salvageable. Its mainly damage based considering its a weapon priced at 50 gold. A broken longbow is basically junk. if you have one that has a clean snap with most of the body and string intact then you could probably sell it for 10 gold if your lucky and can haggle. Otherwise i’d say on the lower end of 4-7 gold.
repairs may go for 20-30 depending on the bow and the one doing repairs. These are just general prices.
Ok, so buying a broken bow would be 10gp, because I'm specifically looking for one, and that's how supply and demand works then?
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How much would a broken (in half) longbow go for? Currently considering a Pact of the Blade. Which means summoning a weapon. Not ammo. So carrying a broken bow helps sell the illusion of not wielding one while having a quiver at hand.
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For the Custom Lineage race. What would be fitting choices within the setting for looks and cultural background?
Out of Character (Application Questions)
in Posting Thread
Posted
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.