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Arklytte

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Posts posted by Arklytte

  1. On 10/1/2023 at 12:37 AM, Steel Warrior said:

    Thanks for the info. +2 Str, -2 Dex or -2 Str, +2 Dex per size increase or decrease. Thanks for the clarification.
    If I end up Diminutive lol. Med/Small/Tiny/Dimsum. I would have -6 Str, +6 Dex, Potentially a Diminutive character with 6 Str, 26 Dex and taking the Sizeshifter [auxiliary] (Su), I can make myself appear Medium, and my ability scores remain the same per the wording.

    Your ability scores do not change, only your size (and thus your weapon damage); normal size penalties and bonuses to AC and CMD and on attack and skill rolls apply.

    Mechanically, yeah, that all looks correct.

     

    23 hours ago, Steel Warrior said:

    Another clarification. Sorry!

    • You may become Large or Tiny at the cost of Three Potent Talents, or Two Phenomenal Potent Talents.
    • You may become Huge or Diminutive at the cost of Five Potent Talents, or Three Phenomenal Potent Talents.

      If I go from base size Small to Diminutive is that 5 Potent or 3 Phenomenal talents or 8 Potent talents or 5 Phenomenal Talents (Cost of 2 size changes combined).

      In regards to the Extra Origin Talent. You are allowing us to use it. We can buy a Phenomenal Potent talent.
      Can you then exchange that Phenomenal Potent talent for 2 Phenomenal Auxiliary talents OR 2 Phenomenal Utility talents, OR one of each type.

    This is all correct.

     

    21 hours ago, namo said:

    So, to make sure I understand:

    Origins says what we start with

    Title

    two potent talents

    or a single potent talent plus three auxiliary talents and a utility talent.

    In either case, auxiliary talents may be selected in place of potent talents and utility talents may be selected in place of auxiliary talents.

    So with the bonus talents granted by you, we have:

    3 Potent talents + 1 Phenomenal talent

    OR

    2 Potent talents + 3 Auxiliary + 1 Utility + 1 Phenomenal talent

    and from either starting set we can use your "exchange rates" (which are different from the one proposed for that one starting potent talent). Correct?

     

    And an additional question: if we take Extra Origin Talent, can we get a Phenomenal Potent Talent? Or only a standard Potent Talent?

    All this is correct. And Extra Origin Talent will net you a Phenomenal Potent Talent, which you can use, or trade as per my variant rules. I updated the rules to reflect all this.

     

    14 hours ago, TheFred said:

    So, uh, a possible exploit? The Specialised Training Potent Talent gives you a bonus feat (far and away one of the better things to spend your Origin talents on, it seems). But that bonus feat could be used for Extra Origin Talent. That alone is fine, because you're just trading one-for-one between feats and talents... but Extra Origin Talents doesn't have any restrictions on it, so you could use that to get Phenomenal talents.

    That doesn't strike me as particularly broken or anything since the Phenomenal ones mostly aren't any stronger ("Phenomenal" seems like a bad word, honestly) but it does mean that there's not much point making a distinction between them and sees to go slightly against the spirit of getting 4 regulars and only 1 Phenomenal.

    Extra Origin Talent is also the only way to get more Phenomenal talents (which mostly aren't worth a feat anyway) but perhaps just we shouldn't take both the feat and Specialised Training?

    Yeah, I suspect that we don't have enough talents to afford anything like that, anyway. None of those things individually seem all that out of place as compared with other PF fantasy races, though.

    I mean...yeah, you could do that, but it's kinda cheesy. 😁

    Heh...very true. In a universe where Minotaurs, Drow Nobility, and Centaurs are all potential PC races, a BatBeeScorpion isn't THAT out there, I suppose. 🤣

    14 hours ago, Rudra said:

    Hello, i'm considering a tempestari build, an air based caster who use Weather and Nature, while trying to see if i can make one i've stumbled on an issue and i'd like a a gm ruling on it.

    Control weather(wind) has no save, however the targets of (sufficiently strong) wind effects have to make strength checks to move/not being blown away, if i have a bonus to spell dc for [air] spells, does it apply to the DC of this strength check?

    If i take the persistent metamagic feat, would it apply to this strength check, forcing the target to roll twice?

     

    Adding a DC bonus to the STR check seems reasonable. I cant find a specific ruling on it either way (not with a quick Googling, anyway), so we'll just go with that.

    Again, I would say that forcing a second STR check would be reasonable with Persistent Metamagic. It's basically a save, so it makes sense.😀

    14 hours ago, Boogie Woogie Wookiee said:

    I've noticed that you've asked myself and others to give a more meaty description for our traditions. I'm not entirely sure what sort of information you're looking for in that regard, and was wondering if you could an example of what you're hoping from us. None of the ones found on the SoP site have more than a single sentence, so they're not much help.

    This is one that I used for a character in another game I played in. Note that this particular game was INSANELY powerful (L20, Gestalt, TONS of customization), so the description is probably a bit more than y'all would need for this game. But it should give you an idea of what I'm going for.

     

    EXAMPLE

    In the early part of his career as a hapless mages apprentice, Aeon (or Alaric, as he was known back then) was learning to be a fairly traditional spellcasterMaterial Casting, Somatic Casting x2; Verbal Casting. He often had trouble dealing with distractionsMental Focus, and the slightest slipRigorous Concentration often spelled disaster...and seeing his spells collapse in on themselves. To aid himself, he created a device to assist with his spellcastingFocus: Hourglass Necklace: a necklace who's pendant, a tiny hourglass, he carved himself, using the skills his father taught him.

    Unfortunately, despite all his best efforts, he was generally hopeless at magic, primarily owing to the 'bleedover' he occasionally "inherited" from his mother's side of the family. The accident that gave him his powers exacerbated that by several orders of magnitude, nearly destroying his mind in the processInnate Curses: Reclusive & Shattered Psyche.

    Afterward, over the course of decades, the struggles that led to his becoming the ArchWizard of the Sky Islands also allowed him to, if not fully knit his mind back together, learn to overcome many of the issues his damages psyche caused himDrawback Feat x2: Curse Mastery. When he finally Ascended, such was his power and skill that magic now comes as easily as breathingEasy Focus to him.

     

    14 hours ago, DreemWalker said:

    I'm waiting on a casting tradition approval myself. Scanning the other submissions, it looks like Inash's Forge of Dubious Work is the only one that's had its flavor text approved, though he didn't say so directly.

    I think he just wants some nice descriptive flavor text pulling in all the elements you selected in your tradition.

    Apologies DW! I thought I got everyone's tradition looked at. I'll take a look at yours as soon as I'm done here.

    54 minutes ago, Quentin Harlech said:

    What about actual class features that are alignment based, like those from the Hedgewitch's Covenant path, or a Paladin's Smite Evil? Do those classes just lose their features without any sort of compensation?

    No, of course not. I'm not an asshole...ok...well, I AM an asshole, but not THAT KIND of asshole. 😇🤣

    If you have an alignment based/restricted class feature, we'll work together to modify it to something campaign appropriate. Just drop me a note in your app thread with the details (and a link to the class/ability), and we'll figure something out.

  2. Traditions are both good, approved. I like the explanations you included, but dont forget to add a little fluffy blurb about how/why they affect him as they do, and/or how they came about.

    I'll try to make time to look at the rest, but if I'm being completely candid, I probably wont get much chance to get in depth with anyone's characters until we get much closer to the deadline, simply because there's a lot of questions that need answering from everyone.

    That said, if there's an issue that's stopping your progress in creating the character, definitely bring it up, though, as a favor to your poor DM's sanity, I'd ask that you copy/paste the relevant info into a new post here, as well as linking to any pertinent mechanics. That sort of thing really saves me a lot of time, and enables me to get to more questions in a timely manner. :)

  3. The feat is good. Heh...bringing it back around to BG3, I cannot tell you how much fun I'm having with the throwing mechanics of that game. I made Karlach a Berserker Barbarian, and I've got her STR up to 20. I gave her Medium Armour Master to help with her armoured Stealth, as well. Any time I can get the drop on bad guys, she leads off by sneaking up on people, grabbing them, and using them as missile weapons to hit their buddies. It never fails to induce hilarity and mayhem. 😆 😆 😆

    AFA the tradition, approved. I like the little story, and how it ties everything together. I assume it will play into his overall backstory in some way?

  4. Heya Inash. The custom tradition looks good. I love the little story...the mental image of a bunch of holy warriors shouting prayers as they stomp around the battlefield is super cool. Very paladinesque. I look forward to seeing how it all pans out.

     

    Also, on a completely unrelated note. I love your PFP. Monsters vs Aliens was SUCH an underrated gem. I've seen it multiple times, and it's one of those that's in my family's regular video rotation.

  5. Same!! I mean, dont get me wrong, I appreciate the classic Tolkien Elvish aesthetic, but seriously? Legolas would be JACKED if he was really pulling/shooting that bow of his all day. And that's just a shortbow. The elves from Lothlorien have proper longbows. Their shoulders/backs would be made of iron!!

  6. 20 hours ago, whitelancer said:

    How does "Hero's Fortune" feat work with your house rules? Does that mean with the feat we can get to a max of 12? Do we still need it for Luck of Heroes feat?

    Since Hero's Fortune basically makes the Hero Point cap about 1.5 times higher, we'll go with that, and make the cap 15 with the feat. And yes, you'd still need it for Luck of Heroes, since LoH has nothing to do with the amount of HP you have.

    16 hours ago, TheFred said:

    OK, so classic fantasy... I guess I was thinking, do all the same races fill all the same roles in this world? Could I be a "Drow" but from some totally-not-evil settlement or group (at which point, you're basically just saying you have a different colour skin, given the lack of mechanical differences)? Or in PF some races, like the Lashunta and the Kasatha, apparently come from a different planet; perhaps it would be less "out there" to forget that bit?

    Or, I was wondering, could one put together something different, like... a bee-person, or a dragonblooded dwarf subrace, or a common D&D race that didn't get ported to PF, or whatever? Pathfinder already has, like, catfolk, etc, so why not bee folk? No particular aims here, just trying to grok the setting.

    Also I'm just looking at what options there are in Origins... looks like you can get four arms if you splash a feat, or wings, but I'm not sure how "out there" that would be.

    Like I said, any normal PF race is fine. I'd rather not use monstrous races for this game, but mods on existing races are fine. Winged elves, dragonborn dwarves, good drow on the surface, all that's fine. Something like an anthro insect is a little more out there, but if you hit me with a good backstory, I'm game.

     

    Something like a full on giant bee, with bat wings, four arms, and a scorpion tail...yeah, probably a little too much. 😁

    8 hours ago, Boogie Woogie Wookiee said:

    If a magic item duplicates a Vancian spell that has a magic talent equivalence, do we use the rules for the spell or the talent? For example, the Deathwatch spell from a pair of Deathwatch Eyes vs. the Soul Seer talent.

    It would function as the spell, unless the talent is EXACTLY IDENTICAL to the Vancian spell. Soul Seer, for example, gives additional functionality above and beyond what Deathwatch provides. So in the above instance, use the Deathwatch spell.

    8 hours ago, droobles said:

    But in the character creation rules it says we get extra origin talents. In fact my build is using the extra potent and phenomenal.

     

    Should we use only the regular origin rules?

    *FACEPALM*

    Sorry, this is what happens when I post when I'm exhausted. Yes, you do get bonus Origin talents by level for this game. The game I copied all that info over from was MUCH higher powered than this one, and players had more/more powerful Origin talents. I remembered toning it down, but apparently, in my sleep fogged state, I forgot I'd left in the bonus talents per level.

    Yes, you get the bonus Potent talent at 5th level, as well as the Phenomenal talent at 1st level, and if you all reach higher levels, you'll get more Origin talents.

    Sorry about the confusion.

    45 minutes ago, Steel Warrior said:

    I the past I have applied with characters with these similar rules. Should I come up with something completely different due to the fact they were not chosen before. That or my app just wasn't impressive enough lol.

    Welp, tossing my hat in again!

    Other than the 30 points 1:1 ratio.
    In the rules if you take size changes they do affect your ability scores.
    Following this Monster Advancement Chart?
    Finally, Do you personally have any specific preferences like, You don't like Tiny, Diminutive, or Huge, Gargantuan characters etc.
     

    Chart

    Table: Size Changes

    Old Size* New Size Str Dex Con Natural Armor
    Fine Diminutive Same –2 Same Same
    Diminutive Tiny +2 –2 Same Same
    Tiny Small +4 –2 Same Same
    Small Medium +4 –2 +2 Same
    Medium Large +8 –2 +4 +2
    Large Huge +8 –2 +4 +3
    Huge Gargantuan +8 Same +4 +4
    Gargantuan Colossal +8 Same +4 +5
    * Repeat the adjustment if the creature moves up more than one size.

    If I went one of the above routes, I was thinking of having.

    Sizeshifter [auxiliary] (Su)

    You gain the change shape ability and the shapeshifter subtype. Instead of changing appearance, you can use your change shape ability to change your size category to Small or Medium (chosen when you gain this talent). Your ability scores do not change, only your size (and thus your weapon damage); normal size penalties and bonuses to AC and CMD and on attack and skill rolls apply. Changing size or returning to your true size is a full-round action. Your size in this form overrides and ignores any other effects which might change your size unless the caster succeeds at a magic skill check against 11 + your Hit Dice.

    Heya SW! :)

    I base my choices on the individual character. 90%+ of my decision is based on fluff. The little bit that's based on the mechanics is to see if the mechanics and fluff blend well together. I dont care about the specific mechanics, other than to make sure you stick within the creation parameters I lay out.

    Only once the game has started, and the final party is chosen, do the mechanics become more important. But for the actual application process, they matter little.

    AFA your mechanics question, you would use the rules outlined in the Size Change Alteration Talent. I had thought I linked it in the rules thread, but I apparently missed it. I just updated the thread with the proper link. Sorry about that.

  7. Hey all...sorry for not posting sooner. Been a helluva day. :p

     

    To all those waiting on custom tradition approval, I'll get to those shortly. For now, assume they're ok, so long as they're not something outlandish, and if I have any questions/concerns, I'll mention them in your individual threads.

    17 hours ago, Boogie Woogie Wookiee said:

    Does the "Stats" change also eliminate the normal improvements at every 4th level?

     

    15 hours ago, whitelancer said:

    Yes it does also remove the level 4 stat increase.

    Kella, thanks for the assist. :)

    BWW, the only things that can modify your permanent stats is if you take the Enhanced Attributes Oath Boon. Otherwise, you just get your points as outlined in the creation rules. You can also boost them with temp abilities like from the Enhancement sphere, or class features, but, again, only if they're temporary.

    11 hours ago, Boogie Woogie Wookiee said:

    Thank you, I assumed as much but wanted to make sure.

    Regarding our free weapons/implements/armor, are we allowed to spend some of our starting wealth to give them things like flat-priced properties or special materials?

    Yes, you can use your additional cash to buy flat cost bonuses. I should have included that in the rules. Adding it to my notes to update them with. :)

    6 hours ago, TheFred said:

    So... Origins...

    Can the Extra Origin Talent feat be taken to gain any type of origin talent? Is there any other way to gain extra Origin talents?

    (I spent a long time once before trying to wrap my head around Origins, not least wondering why the heck they felt the need to make eighteen different types of new talent, and so far as I can tell Phenomenal talents are just Advanced/Legendary talents, and not actually any more powerful than regular talents, a Potent talent is roughly a talent's worth, with the exception of Specialised Training which is exactly a feats' worth, and Utility/Auxiliary talents are like particularly narrow/weak talents that are worth some amount less)

    Speaking of origins, are races limited only to common PF options? Are we talking human, elf, dwarf... or anything normally available in PF (e.g. Strix, Kasatha, Android)? Can we go beyond that (e.g. an ogre or... I dunno, wasp-person?) or tweak the fluff of the race or whatever?

    Yes, you can take that feat. Otherwise, there's no other way to add additional Origin talents. In some of my games, I give more based on level (it's an optional rule in the Origins rules), but I chose not to in this game. Wanted to keep it relatively simpler. :D

    For your race, since it's mostly window dressing, you're welcome to choose any Pathfinder race. Since this game is going to be less exotic than most of mine, I'd rather you stick to the established races, rather than monstrous or otherworldly ones. That said, if you have a really strong character idea, and it's Out There™, then I'm certainly open to talking about it. :)

    If you want to tweak fluff...resurrect the old Valley Elves (the serious ones, or the Elves of Orange County ones :D :D :D), as one example, that's more than fine.

  8. DreemWalker. Welcome to the madhouse. :)

     

    I generally shoot for 1-2 posts a week in my games. My schedule is erratic enough that I cant promise more than that. Though, to make up for it, I try to make sure my posts are fairly meaty.

    During combat scenes, that tends to speed up, of course.

  9. Kewl beans. Anything I can do to help, dont hesitate to ask.

     

    Also, if you're having issues with Spheres, most of the other applicants are familiar with it...some are experts. It's a popular 3PP product, and those of us into it tend to learn it well. :D

     

    Feel free to ask for help if you need it. If enough folks need a hand, I'm not averse to making a 'Help your neighbor' type thread.

  10. Welcome, BWW! 😀

     

    Nope, I definitely won't hold being new to Spheres against ya. We all have to start somewhere. And IMO, the more Spheres players, the more potential games there are out there for the rest of us to play.😁

     

    I like the Gnomish Rogue vibe you've got going on. I'll take a closer look when I have more than ten free minutes, but I like what I'm seeing so far.

  11. Heya Llyarden 😁

    Yeah, BG3 has quite a lock on my forebrain right now. Been enjoying the heck out of it....though I still haven't gotten out of Act I yet...entirely too much fun stuff to do.

     

    I don't have an issue with the Ascetic Style setup you've described, nor for you to qualify for Versatility via Disciplined Fighter.

     

    Hammer is, in essence, Unarmed damage, so making it nonlethal is no issue IMO. Since, IIRC, you can switch from lethal to nonlethal at will with unarmed, no need to worry about the penalty. I assume the plan is to use it with the setup you initially described? I'd be ok with that as well, again, no penalty, so long as you use the chosen weapon.

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