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  #16  
Old Oct 31st, 2024, 04:26 PM
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Quote:
Originally Posted by Battlechaser
- is only spheres magic allowed or combo of Vancian magic and spheres?
Vancian and Sphere magic are allowed. You can combine both though each will keep its caster levels seperate. (So if you went vanilla Sorcerer but also chose to gain the Mid-Caster progression your Spheres caster level would be seperate from your vanilla Sorcerer one)

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Originally Posted by Battlechaser
- A possible exploit could be the grim hunter trait and the instant enemy spell.
Given that Instant Enemy is a Ranger only spell AND that at 10th level a Ranger will only get likely 1 level 3 spell slot I am not too worried about it. A wand of Instant Enemy costs 15,750g which makes it expensive to try and abuse it.

Likewise the Target Spotter feat from Spheres would let a PC apply Favored Enemy bonuses to any creature, but only 1 at a time.

That said I may tweak the Grim Hunter trait to remove the ability to share favored enemy bonuses with allies. My intent with the trait was to make the PC who selected it especially capable at killing the creature type they have a vendetta against.

Edit: Went ahead and removed the ability to share the Favored Enemy bonuses. The individual PC can still exploit Favored Enemy or Target Spotter but each one has its own drawbacks.

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Originally Posted by Battlechaser
- are oaths allowed?
Short answer: No (Will update the first post with this)
Long Answer: While I am a fan of Oath' freeing up gold to use elsewhere, I feel like the downside of most Oaths are easily avoidable. If this were a more involved campaign with more role play that I could purposely design to target player Oaths I might allow them.

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Originally Posted by Battlechaser
- if we convert and archetype that grants extra spells known to spheres does it grant extra talents known? A one on one ratio might be too beneficial.
Can you give me an example of what you a referring to? To my knowledge most archetypes in Spheres don't usually convert bonus spells known to bonus talents known.
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Last edited by Eviltedzies; Oct 31st, 2024 at 04:32 PM.
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  #17  
Old Oct 31st, 2024, 05:02 PM
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Quote:
Originally Posted by Eviltedzies View Post

Can you give me an example of what you a referring to? To my knowledge most archetypes in Spheres don't usually convert bonus spells known to bonus talents known.
For example the mute musician archetype or the dirge bard archetype grants extra spells known. If I make a mute musician champion bard he has spherecasting and extra spells known.
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  #18  
Old Oct 31st, 2024, 05:24 PM
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Originally Posted by Battlechaser View Post
For example the mute musician archetype or the dirge bard archetype grants extra spells known. If I make a mute musician champion bard he has spherecasting and extra spells known.
The way I read it is archetypes that replace your spellcasting with spherecasting effectively replaces your Vancian spells & spells known list. You no longer have a a "spells known" list to add spells to making the benefits of any archetype effect that adds new spells known useless.

Example: If you made a Bard [Champion & Dirge Archetypes] your casting/spells known would be replaced by Spherecasting. The Secrets of the Grave ability of the Dirge archetype would grant you its initial benefit; however, the part about granting new spells known would be wasted.

I do agree that gaining +1 magic talent per effective +1 spell known might be a bit much. If I was going to homebrew a ruling for such interactions I would be more like to say that for each "spell known" you would instead receive +1 Spell Point to your daily spell pool.
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Last edited by Eviltedzies; Oct 31st, 2024 at 05:25 PM.
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Old Oct 31st, 2024, 05:30 PM
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Okay. Thanks.
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  #20  
Old Oct 31st, 2024, 09:17 PM
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I think the archetype rules are clear on how to treat extra spells known: http://spheresofpower.wikidot.com/archetype-rules

If an option adds spells known (for spontaneous casters), the class instead grants one extra magical talent at the first level these spells become known. Only one talent is gained per group of spells known given. If the spell can be altered, then the magical talent can be altered under the same rules. Replacing spells known has no effect.
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Old Oct 31st, 2024, 09:21 PM
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And I forgot to ask, where should we roll the dice for ability scores?
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  #22  
Old Oct 31st, 2024, 09:53 PM
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Quote:
Originally Posted by droobles View Post
I think the archetype rules are clear on how to treat extra spells known: http://spheresofpower.wikidot.com/archetype-rules

If an option adds spells known (for spontaneous casters), the class instead grants one extra magical talent at the first level these spells become known. Only one talent is gained per group of spells known given. If the spell can be altered, then the magical talent can be altered under the same rules. Replacing spells known has no effect.
Thank you droobles. I figured there was a rule for it somewhere but had never needed to look it up before.

As for dice rolls, once the game thread gets approved I will create a dice thread for folks to roll in.
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Last edited by Eviltedzies; Oct 31st, 2024 at 09:54 PM.
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  #23  
Old Oct 31st, 2024, 10:07 PM
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Two things that were brought to my attention that I will update later in my main post.

1. Permanency spell is not allowed.
2. Custom magic items are not allowed.
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  #24  
Old Nov 1st, 2024, 07:39 AM
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A level 10 Spheres game? Count me in! An arena could potentially be fun too. I think I have some idea about what I might want to play too... especially with the free sphere progression on the side, that really does open up fun builds and options, even if we're only single classed.

Edit: So gotta ask, how important will the monster encounter be to our Aps? Because I, don't have much experience on the GM side of things, so I have no idea how good my monster might be.

Last edited by Tempestfury; Nov 1st, 2024 at 12:06 PM.
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  #25  
Old Nov 1st, 2024, 08:35 AM
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Borkin of the Brewmasters of Dysus
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Name: Brewmaster Borkin
Race: Human
Classes: Cleric
Archetype(s): None
Alignment: True Neutral
Primary Party Roles: Debuffer, buffer, healer, support, tank
Character Sheet: Sheet

Home Kingdom: Baalreisan

Campaign Trait: Doth Anyone Object?
Description: One way or the other you will get out of this arranged marriage. Your family is dead set on you marrying and whether you loathe your intended partner or simply have no desire to marry is up to you. In your genius or idiocy you managed to forestall your nuptials by entering the Parabellum games, but such a measure is only temporary. If you win however..... it could earn you the coin and repute to reject such a marriage outright.
Benefit: Despite your obvious desire not to go through with the marriage, one or both sides of the family want to see you survive and continue with the wedding. To that end they are using what resources they have to send you aid. Whether you choose to use said aid is up to you. Each morning prior to your fights you will receive 1d3 random magical consumable items. Each consumable will have a unique beneficial effect determined by the DM.
Doth Anyone Object?

Region Trait: You spent two gruelling years serving in the Baalresian army. The experience toughened you and during those years you picked up a trick or two. You gain proficiency in one weapon of your choice. (Simple, Martial, or Exotic). Alternatively choose one type of armour or shield and gain proficiency with it.Citizen of Baalreisan

Physical Description:
 

Personality:
 

Backstory:
 

RP Scenario:
 

Monster Encounter:
 


Last edited by triedtherest; Nov 21st, 2024 at 01:46 PM.
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  #26  
Old Nov 1st, 2024, 12:57 PM
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Quote:
Originally Posted by Tempestfury
How important will the monster encounter be to our Aps? Because I, don't have much experience on the GM side of things, so I have no idea how good my monster might be.
Your monster encounter does not need to be a 100% well written, well balanced, or perfect creation. This is part of why I am giving folks to option to create low challenge rating encounters so that they do not have to worry about all the complexities of a higher level encounter.

Ideally the two main things I want applicants to focus on when crafting these monster encounters:
1. Fun/Interesting use of monsters - In my first post I used two random examples. Trolls riding beholders as mounts and a Treant that is acting as a mobile fortress for lots of tiny fey archers. In both these scenarios the monsters are be used together in more than just a "They all run at you and try to kill you" way.

This can also be accomplished with low level encounters even if they may not pose a huge threat to the 10th level PCs. Using my example monster battle Gremlin Bombardier, instead of just sending the gremlins into straight melee, they are using the Bombs as mounts and potential dropships to jump down upon PCs.

Try to think of fun or creative ways you could have monsters work together or coordinate with each other that is not something you would see in a standard hack n slash adventure.

2. Option for Homebrew Monsters - Ever seen a monster in a movie, comic, or book in real life that you thought "Man I wonder how awesome it would be to see this monster fight in a D&D world?" Then here is your chance. You are welcome to take inspiration from ANY source and build a monster around it.

If I had to give you a rough percentage of how important the monster encounter would be to your app I would say if your character is 75% of your application importance than the monster encounter would be 25%.

Also if you are unsure about your encounter you are welcome to discuss it among the other applicants if you wish. This can help you bounce ideas of and get different frames of reference.
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  #27  
Old Nov 1st, 2024, 02:55 PM
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Okay, that's a relief to hear for sure.

What are your thoughts on the 3PP material on the Spheres Wiki? I'm currently looking at the Raveller with some interest, but I do understand its not Spheres content directly, so I believe its best to ask and check.
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  #28  
Old Nov 1st, 2024, 03:45 PM
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So, with the race creation can of worms open, are abilities limited only to the list on the race creation, or could we grab options from alternate racial trait? Lots of spheres option among all the races and we could estimate their cost based on what they replace.
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  #29  
Old Nov 1st, 2024, 04:08 PM
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Quote:
Originally Posted by Tempestfury
What are your thoughts on the 3PP material on the Spheres Wiki? I'm currently looking at the Raveller with some interest, but I do understand its not Spheres content directly, so I believe its best to ask and check.
I am familiar with some of the 3PP content on the Spheres site, but if it isn't listed on the main Spheres page or is recent I'm likely unfamiliar with it. Dragoon, Mountebank, Necros, and Reaper classes for example I am familiar with.

The Raveler class seems to be newer though. I had not actually read the Raveler class until you brought it up so I have zero experience with it. I did give the base class a once over and the abilities don't look too crazy; however, I have not had much time to consider how it will interact with existing material. Due to these reasons I will have to say no to the Raveler at this time. (If I ever run this game again in the future.... assuming the 1st game succeed, I may reconsider)


Quote:
Originally Posted by droobles
So, with the race creation can of worms open, are abilities limited only to the list on the race creation, or could we grab options from alternate racial trait? Lots of spheres option among all the races and we could estimate their cost based on what they replace.
The custom race creation is primarily intended to allow for players to achieve a cosmetic feel for their character that might not fit the pre-built races.

I am aware of the potential for abuse with some of the custom race abilities, but with the max racial points set to 17 it will limit the power of custom races.

As for choosing abilities, only abilities listed on the Pathfinder race creation page are available. Opening up more racials traits from outside sources will only add to the complexity and potential for issues. With the abilities listed on there I think there is plenty to work with in regards to getting the feel of a race the way you want.
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  #30  
Old Nov 1st, 2024, 05:35 PM
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Quote:
Originally Posted by Eviltedzies View Post


I am familiar with some of the 3PP content on the Spheres site, but if it isn't listed on the main Spheres page or is recent I'm likely unfamiliar with it. Dragoon, Mountebank, Necros, and Reaper classes for example I am familiar with.

The Raveler class seems to be newer though. I had not actually read the Raveler class until you brought it up so I have zero experience with it. I did give the base class a once over and the abilities don't look too crazy; however, I have not had much time to consider how it will interact with existing material. Due to these reasons I will have to say no to the Raveler at this time. (If I ever run this game again in the future.... assuming the 1st game succeed, I may reconsider)
First of all, I need to remember this indent trick, it looks so, so good.

Second of all, very well. I'm thinking of playing a Spellforge Blacksmith with the Sword Shooter advanced talent... assuming Sword Shooter is acceptable, as it is an Advanced Talent.

I'll figure out the rest later.

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