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  #61  
Old Nov 6th, 2024, 01:16 PM
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Quote:
Originally Posted by Ermine
Nothing too exciting.
It is more the fact that you felt the desire to draw/design your own character image. I don't see that a lot at least for an initial character application.

Quote:
Originally Posted by Tempestfury
Does the extra progression come with a new tradition, or is just you get +7 talents of your choice?
You only gain a new tradition from the extra sphere progression if you did not already possess one from your class. If you already have a tradition from your class you simply gain the bonus talents (and potentially bonus spell points if you choose mid-caster) Examples:
  • Conscripts who also take the Adept Combat talent progression would not gain a second Martial Tradition since he already possesses one due to his class. They would however gain the 7 bonus combat talents.
  • Incanters who also take the Mid-Caster talent progression would not gain a second casting tradition since they already possess one due to their class. They would however gain the 7 bonus magic talents as well as the bonus spell points. (Spell points from the Mid-Caster progression will stack with existing spell points just like they would in gestalt)
  • A vanilla Pathfinder Fighter with no archetypes who chose to take the Adept Combat talent progression would gain a Martial Tradition since it is his first and only access to Spheres. He would also then gain the 7 bonus talents and the ability to use Martial Focus.
  • A vanilla Pathfinder Wizard with no archetypes who chose to take the Mid-Caster talent progression would gain a Casting Tradition and 2 bonus talents per the Spheres of Power Rules on Casting Traditions. In addition the Wizard would gain a Spheres caster level of 7, 7 bonus magic talents, and the bonus spell points. His vanilla Pathfinder Wizard caster level would be kept seperate from his Mid-Caster spheres caster level. (However items and effects that boost caster level would apply to both sides equally)

Quote:
Originally Posted by Battlechaser
I have a question about the interaction between piecemeal reanimation and tomb of flesh. Suppose I store four hands in my tomb of flesh and hands are considered two sizes smaller than the original corpse, does that mean the four hands together count as one corpse for storage?
Piecemeal Undead does seem to have a potentially interesting interaction with Tomb of Flesh. Since the hands in your question are not animated they do not count as controlled undead; and yet, a single hand does not a corpse make. Then you have the odd question of how a small sized corpse and a medium size corpse would be treated equally as "1 corpse" each for the storage limit of Tomb of Flesh. If you had two hands from a small creature and two hands from a medium size creature would all 4 equal one corpse? Not likely. While the Piecemeal Undead table does give us some insight it does not lay out a concrete X smaller sizes = X sizes corpse formula.

I will post this curious query in the Spheres Discord channel to get some insight from the authors if possible; however, for the time being lets use this loose ruling:

1 Corpse = 2 body parts one size smaller than than the corpse itself (Ex: Limbs or heads)
1 Corpse = 4 body parts two sizes smaller than the corpse itself (Ex: Feet, Hands, or Organs)
1 Corpse = 8 body parts three sizes smaller than the corpse itself (Ex: Finger, toe, other minor body)

As long as each stored "corpse" is composed of body parts from similar sized corpses I see no reason why you could not store 4 hands taken from medium sized creatures and count them collectively as 1 medium size corpse

Quote:
Originally Posted by prometheous100
I see an Eviltedzies game. I am required by whatever drives me to post an application. As I am currently at work, this will be a placeholder.
The old guard are all slowly coming out of the woodwork.
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  #62  
Old Nov 6th, 2024, 01:27 PM
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Quote:
Originally Posted by prometheous100 View Post
@Battle: If you try to drop the Tarrasque on me again... even in a friendly way, I may take offense.
I wouldn’t dare.

And thanks, Evil.
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Last edited by Battlechaser; Nov 6th, 2024 at 01:28 PM.
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  #63  
Old Nov 6th, 2024, 06:15 PM
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Quote:
Originally Posted by Eviltedzies View Post
You only gain a new tradition from the extra sphere progression if you did not already possess one from your class. If you already have a tradition from your class you simply gain the bonus talents (and potentially bonus spell points if you choose mid-caster) Examples:
Gotcha, that makes sense. So 10 Blended Talents, +2 from each tradition, and then either 7 Might or 7 Magic Talents to play around with.

Time to figure out what my Ex-Crossfang Hunter who got kicked out from the Guild and is determined to show them he's still got it is capable off!
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  #64  
Old Nov 6th, 2024, 06:36 PM
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Request for legendary talent perusal: Air Stunt
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  #65  
Old Nov 6th, 2024, 06:50 PM
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Quote:
Originally Posted by MundayKnight
Request for legendary talent perusal: Air Stunt
Air Stunt is allowed.
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  #66  
Old Nov 6th, 2024, 06:58 PM
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Quote:
Originally Posted by Tempestfury[INDENT
Gotcha, that makes sense. So 10 Blended Talents, +2 from each tradition, and then either 7 Might or 7 Magic Talents to play around with.
Take note that Martial Traditions usually grant 4 talents or 3 talents and a thematic feat.

I will be allowing custom Martial Traditions but they must be approved by me and fit the theme of your character. (Updating main post with note about Custom Martial Traditions)
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  #67  
Old Nov 6th, 2024, 07:42 PM
Arudin Arudin is offline
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Sakhr of the Living Word
right-aligned image
Name: Sakhr Ishn
Race:
Illlumian (RP 17)
Type: Humanoid (Illumian, Human) [0]
Size: Medium [0]
Language: Linguist [1]
Advanced: +2 Str +2 Con, +2 Dex, +4 Int, -2 Wis [4]

Dual-Minded [1]: Members of this race gain a +2 bonus on all Will saving throws
Illusion Resistance [1]: +2 racial bonus on saving throws against illusion spells or effects.

Flexible Bonus Feat [4]
Luminous Sigils (Halo) [2]: Members of this race can create light centered on their head at will as a spell-like ability, taking the form of glowing sigils. When displaying their luminous sigils, a member of this race gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled
Terrifying Utterance (Terrifying Croak) [2]: Once per hour as a standard action, a member of this race can speak a thunderous word of power. Any creature not of its subtype (if humanoid) must make a successful Will saving throw (DC 10 + 1/2 the user’s character level + the user’s Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user’s terrifying croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.
Magical Linguist [2]: Members of this race gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level):
1/day— arcane mark, comprehend languages, message, read magic
Human (Illumian)
Classes: Symbiat 3 / Inquisitor 7
Archetype(s): Vector, Ordained Hunter, Soldier of the Gods
Alignment: Lawful Neutral
Primary Party Roles: Debuffer, Ranged Damage
Character Sheet:

Home Kingdom: Weaponized Chemist
Due to your nations hatred of magic, you delved into alchemy to supplement your lack of magical might. Your use of alchemical weapons is particularly skilled allowing you to apply your years of knowledge in the heat of battle. When using an alchemical weapon you may add your Intelligence modifier to both the direct damage and splash damage of the effect (If applicable). For alchemical weapons that do not deal damage, you instead may add your Intelligence modifier to the saving throw DC.

Note: If you could already apply your Int modifier to splash weapon damage or to the saving throw DC of an alchemical weapon this trait has no effect.
Mar'Zhal'Adul
Campaign Trait: Who knew an apprenticeship contract could so closely mimic a slave bond?

Traits:
Preferred Spheres: Alchemy, Fate, Telekinesis

Description: You were a slave in Baalreisan until you invoked the ancient right of Per Mortem Vivimus. By this ancient right you are given one chance to earn you freedom in the Parabellum festival by fighting and winning one of the deadly competitions. You literally have nothing left to lose save your life.

Benefit: You would sooner die before allowing yourself to be chained once more. You gain the Liberation domain and treat your character level as your effective cleric level. (Using your highest mental ability score in place of your casting modifier) You may cast each Liberation domain spell normally available to you as a spell-like ability once per day.
Per Mortem Vivimus

Physical Description:
 

Personality:
 

Backstory:
 

RP Scenario (WIP):
 

Monster Encounter:
 

https://www.rpgcrossing.com/profiler/view.php?id=95030

Last edited by Arudin; Nov 17th, 2024 at 08:33 PM.
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  #68  
Old Nov 6th, 2024, 08:31 PM
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Martial tradition proposal: Whip Boxer (equipment: whip fiend, bounty hunter tools, open hand sphere, ace kick)
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  #69  
Old Nov 6th, 2024, 09:36 PM
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Eviltedzies Eviltedzies is offline
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Quote:
Originally Posted by MundayKnight;
Martial tradition proposal: Whip Boxer (equipment: whip fiend, bounty hunter tools, open hand sphere, ace kick)
Kind of funny to me that the name is Whip "Boxer" when the Boxing sphere is nowhere in it lol, but that is purely a fluff observation. Mechanically the tradition is sound. Also assumed you meant the "Axe Kick" talent instead of "Ace Kick".

Custom Martial Tradition: Whip Boxer
  • Bounty Hunter Tools [Discipline]
  • Whip Fiend
  • Open Hand Sphere
  • Axe Kick

Approved
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  #70  
Old Nov 6th, 2024, 09:44 PM
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Minor Update
I just realized something I should add to the main post. Racial abilities can be re-flavored to fit whatever cosmetic or thematic element you want them to be as long as their mechanical functions remain the same. This technically can apply to other abilities as well be they class abilities, feats, spells, ect.... If it is a cosmetic change that has no impact on the mechanical aspect of an effect I am open to players re-flavoring it to their liking.

Example: Arudin built the 3.5 D&D Illumian race using the Race Creator rules and re-fluffed the Terrifying Croak racial ability into Terrifying Word. Mechanically speaking it functions the same as Terrifying Croak, but flavor wise it is essentially the character speaking a minor word of power.

@Arudin - If you wish you may also re-flavor the Halo racial ability to instead produce sigils similar to the original 3.5 Illumian sigils.

I will update the main post with this info.
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Last edited by Eviltedzies; Nov 6th, 2024 at 10:27 PM.
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  #71  
Old Nov 7th, 2024, 12:38 AM
Ermine Ermine is online now
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Martial Tradition: Xadun Warrior
-Equipment sphere: Unarmored Training
-Gladiator sphere
-Guardian sphere [Challenge] package: Defiant Boar (stance)

Last edited by Ermine; Nov 7th, 2024 at 12:52 AM.
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  #72  
Old Nov 7th, 2024, 01:12 AM
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Quote:
Originally Posted by Ermine
Martial Tradition: Xadun Warrior
-Equipment sphere: Unarmored Training
-Gladiator sphere
-Guardian sphere [Challenge] package: Defiant Boar (stance)
Approved
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Last edited by Eviltedzies; Nov 7th, 2024 at 01:12 AM.
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  #73  
Old Nov 7th, 2024, 03:09 AM
Ermine Ermine is online now
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Can we have custom casting traditions, too? I already designed one, but I'll keep the name private until the reveal of the full character. It's specific to a small group of people (4 total).

-CAM: Intelligence
-Type: Divine
-Drawbacks: Anemic, Center Of Power (scales over her heart glow when she casts or concentrates), Emotional Casting, Somatic Casting (2, must be able to freely dance), Substantial Magic
-Boons: Sanguine Empowerment, Deathful Magic, Empowered Abilities

Last edited by Ermine; Nov 7th, 2024 at 05:06 AM.
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  #74  
Old Nov 7th, 2024, 08:10 AM
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Tempestfury Tempestfury is offline
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Quote:
Originally Posted by Eviltedzies View Post
Take note that Martial Traditions usually grant 4 talents or 3 talents and a thematic feat.

I will be allowing custom Martial Traditions but they must be approved by me and fit the theme of your character. (Updating main post with note about Custom Martial Traditions)
Oh, I am aware. It's simply that traditionally, 2 of those talents are for armour training or gaining proficiencies, maybe Finesse Fighting if the Elephant Taxes weren't given. So only two of them really count imo.

Last edited by Tempestfury; Nov 7th, 2024 at 08:14 AM.
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  #75  
Old Nov 7th, 2024, 10:22 AM
Arudin Arudin is offline
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Quote:
Originally Posted by Eviltedzies View Post
@Arudin - If you wish you may also re-flavor the Halo racial ability to instead produce sigils similar to the original 3.5 Illumian sigils.

I will update the main post with this info.[/INDENT]
Oh perfect! I was gonna ask and clarify to see if those changes were fine/approved
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