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.
The Sword Shooter legendary talent from the Equipment sphere is fine.
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1/ Would the Wunderkind be allowed? It's a variant Fey Adept, but the text at the top says to ask for DM permission.
2/ I'm considering investing in illusions, so a question about Advanced Illusion Talents:
Is Advanced Invisibility OK? (it's the equivalent of Invisibility + Greater Invisibility)
1/ Would the Wunderkind be allowed? It's a variant Fey Adept, but the text at the top says to ask for DM permission.
The Wild Magic portion seems risky, but otherwise the Wunderkind archetype looks ok.
Quote:
Originally Posted by namo
Is Advanced Invisibility OK? (it's the equivalent of Invisibility + Greater Invisibility)
The Advanced Invisibility talent is ok.
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I thought Legendary talents were pre approved and limited to 2
Per my first post under the "Limited Advance/Legendary talents":
Each PC can have a maximum of two Advanced or Legendary talents.
In order to take a Advanced/Legendary talent you must already possess the base sphere it belongs to and at least three additional talents from the related sphere.
For each additional Advanced/Legendary talent taken in the same Sphere you must take an additional three talents from the sphere.
All Advanced/Legendary talents must be approved by the DM.
Quote:
Originally Posted by droobles
1- build idea going for Force Redirection Technique (equipment) and Sky Spider's Touch (athletics), or maybe Magic in the Spirits (barroom).
[Equipment Sphere] Force Redirection Technique - Allowed
[Athletics Sphere] Sky Spider's Touch - Allowed
[Barroom Sphere] Magic In the Spirits - Allowed
Quote:
Originally Posted by droobles
Are martial contracts available?
While fun, Martial Contracts are not available.
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Encounter Name: Light up the night
Difficulty Rating: Low
Monster(s): Modified shocker lizard as noted belowStorm Lizard
Monster Strategy: The storm lizards are of lizard intelligence and tend to swarm one enemy at a time.
Monster Statblocks/Link: Shocker lizard with mod: The storm lizard loses the Shocker Lizard's shock ability and gains the following abilities:
Rising storm: at the end of a round increase the precipitation or wind level in a medium range around the central point of a group or individual storm lizard by 1+1 per 4 storm lizards present in the group. Maximum precipitation and wind in the area of effect is 1+1 per Shocker lizard present.
Lighting tag: via a ranged touch attack or as a rider effect on a bite apply a lightning tag. At the start of the storm lizard's turn any storm in the area automatically strikes any creatures it applied a lightning tag to on the previous round.
Encounter Name: Jackle Flight
Difficulty Rating: Medium
Monsters: 6 manticores, 6 Jackleweres.
Monster Strategy: The first round the manticore's fly into the sky and if they are able to attack with their quills they do. The jackalwares will be riding the manticores looking for what enemies have ranged options before directing their manticores to all pile onto those targets. The jackalwares will jump off the manticores and defend their flanks while the manticores try to grapple the target if the target doesn't appear to have flight. When a grapple is successful the jackalwares will remount their manticores and have them all fly to the top of the arena before the grappling manticore drops the target while the others claw bite and slash as them on the way down.
If all enemies have flight they will instead have the manticores grapple the weakest looking target and have the other manticores attack it while the jackalwares try to fend off the enemies above or around them.
Monster statblocks linked to the monster names.
Encounter Name: Willard
Difficulty rating: High
Monsters: 10 Rat Kings 100 Ratlings
Monster Strategy: Round 1 only the Ratkings are above the sand as all 100 ratlins have burrow speeds. On their turn in the initiative the Ratkings are going to only move if the rag swarms have been summoned or they are directly endanger. After the ratlings have summoned the swarms the rat kings will try to stay within 100 feet of PC's but avoiding engaging in direct combat. This fight requires massive aoe and probably flight to succeed so it isn't great for all team makeups but Willard.
Last edited by MundayKnight; Nov 28th, 2024 at 02:53 PM.
I've completed the first draft of my application for Brewmaster Borkin, subject to feedback.
I might take Journeymen operative progression for his free sphere talent progression, taking heavily from the Faction Sphere. If so, then I will try to expand a bit more on the Brewmasters of Dysus as his chosen Faction.
Update: I have created a public dice thread for potential applicants who want to use the Crossdice Puzzle method to generate their ability scores. Remember, once you roll you are locked out of using 36 point buy. Lastly, please make sure to preview your post before rolling so you can ensure your formatting is correct.
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1/ By the way, you did mean Pathfinder Point Buy? 36 (and 32) is generally associated with 3.5E's Point Buy in my mind (vs 20-25-30-35 for PF), hence why I'm checking.
2/ Also, will the team be formed ahead of the first battle? Specifically, I'm wondering if it'd be allowed to form the squadron from Squadron Commander which as written can only be done when regaining spell points.
3/ When picking up an extra magic talent progression on top of a full caster base, all magic sphere effects are at full caster level, like in gestalt? We don't have to keep track of 2 talent tracks, the 2nd one with mid-caster level?
4/ May we use Retraining (e.g. to pick up a feat that can only be taken at level 10)?
1/ By the way, you did mean Pathfinder Point Buy? 36 (and 32) is generally associated with 3.5E's Point Buy in my mind (vs 20-25-30-35 for PF), hence why I'm checking.
We will be using the Pathfinder point buy system (IE: Where your ability scores start at 10); however, due to the nature of this game I'm allowing 36pt buy to be used to represent the higher than average strength of the characters. There are plenty of online point buy calculators you can use. Otherwise you can reference the PFSRD site Ability Score section here.
Quote:
Originally Posted by namo
2/ Also, will the team be formed ahead of the first battle? Specifically, I'm wondering if it'd be allowed to form the squadron from Squadron Commander which as written can only be done when regaining spell points.
Teams will be formed well in advance of the battle. You can safely assume all of the PCs will have had multiple days to get to know each other prior to the 1st fight day. Squadron Commander and similair abilities will work fine.
Quote:
Originally Posted by namo
3/ When picking up an extra magic talent progression on top of a full caster base, all magic sphere effects are at full caster level, like in gestalt? We don't have to keep track of 2 talent tracks, the 2nd one with mid-caster level?
You are correct. If you are already a high-caster sphere class and you take the mid-caster progression you simply gain 7 bonus magic talents and a second spell pool that stacks with your existing one. You will use your full high-caster level when casting. (Similar to gestalt)
Quote:
Originally Posted by namo
4/ May we use Retraining (e.g. to pick up a feat that can only be taken at level 10)?
You may as long as you pay the appropriate costs and list the retraining in your purchases.
Quote:
Originally Posted by Ermine
Monsters can use spheres, correct? Obviously not Conjuration, Leadership, etc. And likely none of the banned or requiring-GM-permission ones.
Monsters can indeed use sphere abilities within reason. Things like Leadership and Faction spheres are obviously no go, but most everything else (including Conjuration sphere) is fair game. Again, I can always adjust an encounter if I feel it is too potent.
Quote:
Originally Posted by droobles
Each set of rolls need to be in order rolled, but could we shuffle the sets when making the matrix?
Unfortunately no. You must create your matrix in the same order your ability scores were rolled.
In your case, your current best set looks like the 1st vertical row. 12,13,13,13,14,15.
Hmmm.... I think I'm going to make one tweak to the Crossdice Puzzle method and allow rerolls of 1s. This way the bare minimum ability score you can start with will be an 6 which while still a penalty is FAR more workable than if you have a 3 in a score.
@droobles - You may reroll the 1s in each 4d6 roll before dropping the lowest. Please don't reroll the entire set, simply reroll the 1s in your set and then drop the new lowest of the 4 numbers in each roll.
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Last edited by Eviltedzies; Nov 4th, 2024 at 02:20 PM.
Do I keep rerolling 1s until there are no more ones, or is it a single reroll?
Reroll 1s until you have no more left.
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Last edited by Eviltedzies; Nov 4th, 2024 at 02:20 PM.