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Arklytte

Arklytte

RACIAL ORIGINS
As stated in the Creation Rules, above, we will be using the Spheres of Origin rules to create a custom race for your character.

This system is still mostly new to me, as it probably is to you, but I'm slowly getting a handle on it. If you have any questions, please dont hesitate to ask, and we'll figure out the answers together. orc2.gif

I will link all of tdhe various sections in the Origins information on the Spheres Wiki, for ease of reference.


 
THE BASICS
  • Race: You can choose any of the Pathfinder Races, as well as Monster Races, for your character. However, this is simple window dressing, as your character will be completely custom made. You can still use the base race as inspiration, even recreating some of the races core characteristics. Examples of the Core Races, as filtered through the new Spheres of Origin system, are listed HERE.
  • Baseline: All PC's will use the following Baseline information when creating their character's race.
    This is all pretty basic fare, and hopefully wont cause any confusion.
    • Size: You can be Medium or Small, by default. Small characters gain the appropriate bonuses/penalties, as listed.
    • The size bonuses and penalties gained from Origin Talents will, unlike from all other sources, affect your stats.
      • You may become Large or Tiny at the cost of Three Potent Talents, or Two Phenomenal Potent Talents. You gain all commensurate bonuses and penalties. This change is permanent.
      • You may become Huge or Diminutive at the cost of Five Potent Talents, or Three Phenomenal Potent Talents. You gain all commensurate bonuses and penalties. This change is permanent.
        • You may only take the Minuscule talent if you have already spent the requisite talents to become Diminutive.  This will reduce you permanently to Fine size, again with the commensurate bonuses and penalties.
    • Type: All PC's will choose one Type (most will be Humanoid, but any Type is acceptable). Players may, at their discretion, choose one additional type. This will be in addition to their base Type, and will confer no additional abilities. However, spells, abilities, and effects that affect either Type will affect the PC. Additionally, if they choose a nonhuman Base Race, their SubType will be that Base Race.

      So, in theory, the PC's may be anything from Humanoid to Humanoid/Fey (Elf) to Humanoid/Dragon (Kobold), to a Construct (Golem), or even something like an Ooze or Undead, however they choose. It's all just window dressing. That said, nothing will be assumed based on your Type. If you choose to, say, be an Undead, you will NOT gain any Undead abilities unless you take appropriate Origin Traits and, possibly, even Alteration talents/traits.
    • Speed: All PC's start with a base Land Speed of 30.
    • Limbs: Players start with two arms and two legs, as standard. This may be adjusted using Origin Talents (see below).
    • Languages: All players automatically speak Common, their native language, and a number of additional languages equal to their INT bonus.
    • Cosmetic Elements: This is entirely within the player's purview, though it should, in general, reflect your Base Race. However, the specifics of your interpretation of that base race's look is up to you.
    • Ability Scores: The PC's WILL NOT gain any additional Ability Score bonuses. These are already incorporated into your Ability Score points as outlined in the main Creation Rules post.
  • Origin Talents
    The following Origin Talents can be chosen from any of the three Origin Spheres (Aptitude, Essence, or Form)
    • All PC's gain 3 Potent Origin Talents at 1st level, one additional Potent Talent at 5th level, and one additional Potent Talent every 5 Character Levels after that.
    • All PC's gain 1 Phenomenal Potent Talent at 1st Level, one additional Phenomenal Potent Talent at 7th level, and one additional Phenomenal Potent Talent every 7 Character Levels after that.
    • 1 Phenomenal Potent Talent can be traded for 2 Phenomenal Auxiliary talents OR 2 Phenomenal Utility talents, OR one of each type.
    • 1 Potent Talent can be traded for 2 Auxiliary talents AND 1 Utility talent.
    • Phenomenal Talents can be used to take equivalent standard talents.
    • Players can choose any number of Variations for their character.
  • FCB: Players choose TWO FCB's for their character. They will use one FCB on each 'side' of their Gestalt, and each will advance simultaneously.

    If you have the Multitalented Auxiliary Origin Talent, you may apply your FCB to ALL classes, on both sides of the Gestalt.

    EX: If the character is a Conscript 15 | Incanter 15, with +1/6 Martial Talent and +1/6 Magical Talent, then they will get 2 bonus Martial and 2 bonus Magical talents.
  • Subordinates
    • If the character gains an Animal Companion or Familiar through a class feature, they may use the Custom Animal Companion and Familiar rules, modified as follows.
      • Animal Companions
        • Animal Companions may be increased to Large size (regardless of the animals original size), with all commensurate bonuses and penalties, at the cost of 1 Potent Talent (either the characters or the companions). If the player takes the Improved Familiar feat, they may increase the Companion's size to Huge, instead by spending 1 additional Potent Talent.
        • In addition to the listed Origin Talents, Animal Companions are considered to be Proficient Martial Practitioners (ie they gain 1 Martial talents every Even level). They use Wisdom as their Practitioner Modifier.
          • Animal Companions DO NOT gain a Martial Tradition.
      • Familiar
        • Familiars gain 1 additional Potent talent, or 2 Auxiliary talents for every 4 levels in a Casting class their master has.
        • In addition to the listed abilities, Familiars are considered Low Casters, with the appropriate Caster Level and Magical Talents. They DO NOT gain the 2 additional magical talents that casters typically gain at first level. The player may choose any Mental stat for their familiar's CAM.
        • Familiars gain a Spell Pool equal to their level plus their CAM.
        • Familiars gain the Cantrip Feat for free.
        • Familiars MAY NOT choose a Casting Tradition. However, they are considered to have the Somatic Casting drawback, twice. Familiars that are bound/paralyzed/grappled/otherwise unable to move cannot cast.
        • Familiar, themselves, do not get feats, but characters can take Familiar feats to work in tandem with their familiar. 3PP Familiar feats, such as Familiar Concentration are allowed with pre-approval.
      • Druid levels/Caster levels only count up to a maximum of the PC's Character Level for purposes of increases to Companion/Familiar abilities/talents.
      • Characters may give up to half of their Oath Points to their critter if they so desire, allowing the critter to take Oath Boons. Companions/Familiars may not, themselves, take Oaths for additional Oath Points.
Arklytte

Arklytte

RACIAL ORIGINS
As stated in the Creation Rules, above, we will be using the Spheres of Origin rules to create a custom race for your character.

This system is still mostly new to me, as it probably is to you, but I'm slowly getting a handle on it. If you have any questions, please dont hesitate to ask, and we'll figure out the answers together. orc2.gif

I will link all of tdhe various sections in the Origins information on the Spheres Wiki, for ease of reference.


 
THE BASICS
  • Race: You can choose any of the Pathfinder Races, as well as Monster Races, for your character. However, this is simple window dressing, as your character will be completely custom made. You can still use the base race as inspiration, even recreating some of the races core characteristics. Examples of the Core Races, as filtered through the new Spheres of Origin system, are listed HERE.
  • Baseline: All PC's will use the following Baseline information when creating their character's race.
    This is all pretty basic fare, and hopefully wont cause any confusion.
    • Size: You can be Medium or Small, by default. Small characters gain the appropriate bonuses/penalties, as listed.
      • You may become Large or Tiny at the cost of Three Potent Talents, or Two Phenomenal Potent Talents. You gain all commensurate bonuses and penalties. This change is permanent.
      • You may become Huge or Diminutive at the cost of Five Potent Talents, or Three Phenomenal Potent Talents. You gain all commensurate bonuses and penalties. This change is permanent.
    • Type: All PC's will choose one Type (most will be Humanoid, but any Type is acceptable). Players may, at their discretion, choose one additional type. This will be in addition to their base Type, and will confer no additional abilities. However, spells, abilities, and effects that affect either Type will affect the PC. Additionally, if they choose a nonhuman Base Race, their SubType will be that Base Race.

      So, in theory, the PC's may be anything from Humanoid to Humanoid/Fey (Elf) to Humanoid/Dragon (Kobold), to a Construct (Golem), or even something like an Ooze or Undead, however they choose. It's all just window dressing. That said, nothing will be assumed based on your Type. If you choose to, say, be an Undead, you will NOT gain any Undead abilities unless you take appropriate Origin Traits and, possibly, even Alteration talents/traits.
    • Speed: All PC's start with a base Land Speed of 30.
    • Limbs: Players start with two arms and two legs, as standard. This may be adjusted using Origin Talents (see below).
    • Languages: All players automatically speak Common, their native language, and a number of additional languages equal to their INT bonus.
    • Cosmetic Elements: This is entirely within the player's purview, though it should, in general, reflect your Base Race. However, the specifics of your interpretation of that base race's look is up to you.
    • Ability Scores: The PC's WILL NOT gain any additional Ability Score bonuses. These are already incorporated into your Ability Score points as outlined in the main Creation Rules post.
  • Origin Talents
    The following Origin Talents can be chosen from any of the three Origin Spheres (Aptitude, Essence, or Form)
    • All PC's gain 3 Potent Origin Talents at 1st level, one additional Potent Talent at 5th level, and one additional Potent Talent every 5 Character Levels after that.
    • All PC's gain 1 Phenomenal Potent Talent at 1st Level, one additional Phenomenal Potent Talent at 7th level, and one additional Phenomenal Potent Talent every 7 Character Levels after that.
    • 1 Phenomenal Potent Talent can be traded for 2 Phenomenal Auxiliary talents OR 2 Phenomenal Utility talents, OR one of each type.
    • 1 Potent Talent can be traded for 2 Auxiliary talents AND 1 Utility talent.
    • Phenomenal Talents can be used to take equivalent standard talents.
    • Players can choose any number of Variations for their character.
  • FCB: Players choose TWO FCB's for their character. They will use one FCB on each 'side' of their Gestalt, and each will advance simultaneously.

    If you have the Multitalented Auxiliary Origin Talent, you may apply your FCB to ALL classes, on both sides of the Gestalt.

    EX: If the character is a Conscript 15 | Incanter 15, with +1/6 Martial Talent and +1/6 Magical Talent, then they will get 2 bonus Martial and 2 bonus Magical talents.
  • Subordinates
    • If the character gains an Animal Companion or Familiar through a class feature, they may use the Custom Animal Companion and Familiar rules, modified as follows.
      • Animal Companions
        • Animal Companions may be increased to Large size (regardless of the animals original size), with all commensurate bonuses and penalties, at the cost of 1 Potent Talent (either the characters or the companions). If the player takes the Improved Familiar feat, they may increase the Companion's size to Huge, instead by spending 1 additional Potent Talent.
        • In addition to the listed Origin Talents, Animal Companions are considered to be Proficient Martial Practitioners (ie they gain 1 Martial talents every Even level). They use Wisdom as their Practitioner Modifier.
          • Animal Companions DO NOT gain a Martial Tradition.
      • Familiar
        • Familiars gain 1 additional Potent talent, or 2 Auxiliary talents for every 4 levels in a Casting class their master has.
        • In addition to the listed abilities, Familiars are considered Low Casters, with the appropriate Caster Level and Magical Talents. They DO NOT gain the 2 additional magical talents that casters typically gain at first level. The player may choose any Mental stat for their familiar's CAM.
        • Familiars gain a Spell Pool equal to their level plus their CAM.
        • Familiars gain the Cantrip Feat for free.
        • Familiars MAY NOT choose a Casting Tradition. However, they are considered to have the Somatic Casting drawback, twice. Familiars that are bound/paralyzed/grappled/otherwise unable to move cannot cast.
        • Familiar, themselves, do not get feats, but characters can take Familiar feats to work in tandem with their familiar. 3PP Familiar feats, such as Familiar Concentration are allowed with pre-approval.
      • Druid levels/Caster levels only count up to a maximum of the PC's Character Level for purposes of increases to Companion/Familiar abilities/talents.
      • Characters may give up to half of their Oath Points to their critter if they so desire, allowing the critter to take Oath Boons. Companions/Familiars may not, themselves, take Oaths for additional Oath Points.
Arklytte

Arklytte

RACIAL ORIGINS
As stated in the Creation Rules, above, we will be using the Spheres of Origin rules to create a custom race for your character.

This system is still mostly new to me, as it probably is to you, but I'm slowly getting a handle on it. If you have any questions, please dont hesitate to ask, and we'll figure out the answers together. orc2.gif

I will link all of the various sections in the Origins information on the Spheres Wiki, for ease of reference.


 
THE BASICS
  • Race: You can choose any of the Pathfinder Races, as well as Monster Races, for your character. However, this is simple window dressing, as your character will be completely custom made. You can still use the base race as inspiration, even recreating some of the races core characteristics. Examples of the Core Races, as filtered through the new Spheres of Origin system, are listed HERE.
  • Baseline: All PC's will use the following Baseline information when creating their character's race.
    This is all pretty basic fare, and hopefully wont cause any confusion.
    • Size: You can be Medium or Small, by default. Small characters gain the appropriate bonuses/penalties, as listed.
      • You may become Large or Tiny at the cost of Three Potent Talents, or Two Phenomenal Potent Talents. You gain all commensurate bonuses and penalties. This change is permanent.
      • You may become Huge or Diminutive at the cost of Five Potent Talents, or Three Phenomenal Potent Talents. You gain all commensurate bonuses and penalties. This change is permanent.
    • Type: All PC's will choose one Type (most will be Humanoid, but any Type is acceptable). Players may, at their discretion, choose one additional type. This will be in addition to their base Type, and will confer no additional abilities. However, spells, abilities, and effects that affect either Type will affect the PC. Additionally, if they choose a nonhuman Base Race, their SubType will be that Base Race.

      So, in theory, the PC's may be anything from Humanoid to Humanoid/Fey (Elf) to Humanoid/Dragon (Kobold), to a Construct (Golem), or even something like an Ooze or Undead, however they choose. It's all just window dressing. That said, nothing will be assumed based on your Type. If you choose to, say, be an Undead, you will NOT gain any Undead abilities unless you take appropriate Origin Traits and, possibly, even Alteration talents/traits.
    • Speed: All PC's start with a base Land Speed of 30.
    • Limbs: Players start with two arms and two legs, as standard. This may be adjusted using Origin Talents (see below).
    • Languages: All players automatically speak Common, their native language, and a number of additional languages equal to their INT bonus.
    • Cosmetic Elements: This is entirely within the player's purview, though it should, in general, reflect your Base Race. However, the specifics of your interpretation of that base race's look is up to you.
    • Ability Scores: The PC's WILL NOT gain any additional Ability Score bonuses. These are already incorporated into your Ability Score points as outlined in the main Creation Rules post.
  • Origin Talents
    The following Origin Talents can be chosen from any of the three Origin Spheres (Aptitude, Essence, or Form)
    • All PC's gain 3 Potent Origin Talents at 1st level, plus one additional Potent Talent at 5th level, and every 5 Character Levels after that.
    • All PC's gain 1 Phenomenal Potent Talent at 1st Level, and 1 additional Phenomenal Potent Talent at 7th level, and every 7 Character Levels after that.
    • 1 Phenomenal Potent Talent can be traded for 2 Phenomenal Auxiliary talents OR 2 Phenomenal Utility talents, OR one of each type.
    • 1 Potent Talent can be traded for 2 Auxiliary talents AND 1 Utility talent.
    • Phenomenal Talents can be used to take equivalent standard talents.
    • Players can choose any number of Variations for their character.
  • FCB: Players choose TWO FCB's for their character. They will use one FCB on each 'side' of their Gestalt, and each will advance simultaneously.

    If you have the Multitalented Auxiliary Origin Talent, you may apply your FCB to ALL classes, on both sides of the Gestalt.

    EX: If the character is a Conscript 15 | Incanter 15, with +1/6 Martial Talent and +1/6 Magical Talent, then they will get 2 bonus Martial and 2 bonus Magical talents.
  • Subordinates
    • If the character gains an Animal Companion or Familiar through a class feature, they may use the Custom Animal Companion and Familiar rules, modified as follows.
      • Animal Companions
        • Animal Companions may be increased to Large size (regardless of the animals original size), with all commensurate bonuses and penalties, at the cost of 1 Potent Talent (either the characters or the companions). If the player takes the Improved Familiar feat, they may increase the Companion's size to Huge, instead.
        • In addition to the listed Origin Talents, Animal Companions are considered to be Proficient Martial Practitioners (ie they gain 1 Martial talents every Even level). They use Wisdom as their Practitioner Modifier. Animal Companions DO NOT gain a Martial Tradition.
      • Familiar
        • Familiars gain 1 additional Potent talent, or 2 Auxiliary talents for every 4 levels in a High Caster class their master has.
        • In addition to the listed abilities, Familiars are considered Low Casters, with the appropriate Caster Level and Magical Talents. They DO NOT gain the 2 additional magical talents that casters typically gain at first level. The player may choose any Mental stat for their familiar's CAM.
        • Familiars gain a Spell Pool equal to their level plus their CAM.
        • Familiars gain the Cantrip Feat for free.
        • Familiars MAY NOT choose a Casting Tradition. However, they are considered to have the Somatic Casting drawback, twice. Familiars that are bound/paralyzed/grappled/otherwise unable to move cannot cast.
        • Familiar, themselves, do not get feats, but characters can take Familiar feats to work in tandem with their familiar. 3PP Familiar feats, such as Familiar Concentration are allowed with pre-approval.
      • Druid levels/High Caster levels only count up to a maximum of 20 for purposes of increases to Companion/Familiar abilities/talents.
      • Characters may give up to half of their Oath Points to their critter if they so desire, allowing the critter to take Oath Boons. Companions/Familiars may not, themselves, take Oaths for additional Oath Points.
Arklytte

Arklytte

RACIAL ORIGINS
As stated in the Creation Rules, above, we will be using the Spheres of Origin rules to create a custom race for your character.

This system is still mostly new to me, as it probably is to you, but I'm slowly getting a handle on it. If you have any questions, please dont hesitate to ask, and we'll figure out the answers together. orc2.gif

I will link all of the various sections in the Origins information on the Spheres Wiki, for ease of reference.


 
THE BASICS
  • Race: You can choose any of the Pathfinder Races, as well as Monster Races, for your character. However, this is simple window dressing, as your character will be completely custom made. You can still use the base race as inspiration, even recreating some of the races core characteristics. Examples of the Core Races, as filtered through the new Spheres of Origin system, are listed HERE.
  • Baseline: All PC's will use the following Baseline information when creating their character's race.
    This is all pretty basic fare, and hopefully wont cause any confusion.
    • Size: You can be Medium or Small, by default. Small characters gain the appropriate bonuses/penalties, as listed.
      • You may become Large or Tiny at the cost of Three Potent Talents, or Two Phenomenal Potent Talents. You gain all commensurate bonuses and penalties. This change is permanent.
      • You may become Huge or Diminutive at the cost of Five Potent Talents, or Three Phenomenal Potent Talents. You gain all commensurate bonuses and penalties. This change is permanent.
    • Type: All PC's will choose one Type (most will be Humanoid). Players may, at their discretion, choose one additional type. This will be on top of being Humanoid, and will confer no additional abilities. However, spells, abilities, and effects that affect either Types will affect the PC's. Additionally, if they choose a nonhuman Base Race, their SubType will be that Base Race.

      So, in theory, the PC's may be anything from Humanoid to Humanoid/Fey (Elf) to Humanoid/Dragon (Kobold), to a Construct (Golem), or even something like an Ooze or Undead, however their choose. It's all just window dressing. That said, nothing will be assumed based on your Type. If you choose to, say, be an Undead, you will NOT gain any Undead abilities unless you take appropriate Origin Traits and, possibly, even Alteration talents/traits.
    • Speed: All PC's start with a base Land Speed of 30.
    • Limbs: Players start with two arms and two legs, as standard. This may be adjusted using Origin Talents (see below).
    • Languages: All players automatically speak Common, their native language, and a number of additional languages equal to their INT bonus.
    • Cosmetic Elements: This is entirely within the player's purview, though it should, in general, reflect your Base Race. However, the specifics of your interpretation of that base race's look is up to you.
    • Ability Scores: The PC's WILL NOT gain any additional Ability Score bonuses. These are already incorporated into your Ability Score points as outlined in the main Creation Rules post.
  • Origin Talents
    The following Origin Talents can be chosen from any of the three Origin Spheres (Aptitude, Essence, or Form)
    • All PC's gain 3 Potent Origin Talents at 1st level, plus one additional Potent Talent at 5th level, and every 5 Character Levels after that.
    • All PC's gain 1 Phenomenal Potent Talent at 1st Level, and 1 additional Phenomenal Potent Talent at 7th level, and every 7 Character Levels after that.
    • 1 Phenomenal Potent Talent can be traded for 2 Phenomenal Auxiliary talents OR 2 Phenomenal Utility talents, OR one of each type.
    • 1 Potent Talent can be traded for 2 Auxiliary talents AND 1 Utility talent.
    • Phenomenal Talents can be used to take equivalent standard talents.
    • Players can choose any number of Variations for their character.
  • FCB: Players choose TWO FCB's for their character. They will use one FCB on each 'side' of their Gestalt, and each will advance simultaneously.

    If you have the Multitalented Auxiliary Origin Talent, you may apply your FCB to ALL classes, on both sides of the Gestalt.

    EX: If the character is a Conscript 15 | Incanter 15, with +1/6 Martial Talent and +1/6 Magical Talent, then they will get 2 bonus Martial and 2 bonus Magical talents.
  • Subordinates
    • If the character gains an Animal Companion or Familiar through a class feature, they may use the Custom Animal Companion and Familiar rules, modified as follows.
      • Animal Companions
        • Animal Companions may be increased to Large size (regardless of the animals original size), with all commensurate bonuses and penalties, at the cost of 1 Potent Talent (either the characters or the companions). If the player takes the Improved Familiar feat, they may increase the Companion's size to Huge, instead.
        • In addition to the listed Origin Talents, Animal Companions are considered to be Proficient Martial Practitioners (ie they gain 1 Martial talents every Even level). They use Wisdom as their Practitioner Modifier. Animal Companions DO NOT gain a Martial Tradition.
      • Familiar
        • Familiars gain 1 additional Potent talent, or 2 Auxiliary talents for every 4 levels in a High Caster class their master has.
        • In addition to the listed abilities, Familiars are considered Low Casters, with the appropriate Caster Level and Magical Talents. They DO NOT gain the 2 additional magical talents that casters typically gain at first level. The player may choose any Mental stat for their familiar's CAM.
        • Familiars gain a Spell Pool equal to their level plus their CAM.
        • Familiars gain the Cantrip Feat for free.
        • Familiars MAY NOT choose a Casting Tradition. However, they are considered to have the Somatic Casting drawback, twice. Familiars that are bound/paralyzed/grappled/otherwise unable to move cannot cast.
        • Familiar, themselves, do not get feats, but characters can take Familiar feats to work in tandem with their familiar. 3PP Familiar feats, such as Familiar Concentration are allowed with pre-approval.
      • Druid levels/High Caster levels only count up to a maximum of 20 for purposes of increases to Companion/Familiar abilities/talents.
      • Characters may give up to half of their Oath Points to their critter if they so desire, allowing the critter to take Oath Boons. Companions/Familiars may not, themselves, take Oaths for additional Oath Points.
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