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2017-12-02, 10:02 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
CotS question: who exactly is eligible for a Unified Tradition? Would you need to be eligible for both a martial tradition and a casting tradition or not?
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2017-12-03, 09:05 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
The 'Firearm Proficiency' text for Black Powder Brawler archetype includes the following: "In addition, she gains the Improved Unarmed Fighting feat."
Is this meant to be the Improved Unarmed Strike feat? And if so, considering the new ruling that you can take a sphere or talent in place of it's associated feat... this doesnt really replace Bare Knuckles, it upgrades it.
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2017-12-04, 09:10 AM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
I totally agree here, it feels like the independent inventions should have different cost scaling from normal inventions, and the items are essentially 'cursed'. I'll probably bring the cost up to my GM when I hit the level at which I can start building things for the party.
"And if you don't, the consequences will be dire!"
"What? They'll have three extra hit dice and a rend attack?"
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2017-12-04, 01:12 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
I m not sure I write in the good forum but I didn't know where to post it.
I found 2 mistake in the champion of sphere pdf, both in the troubadour section.
1) in the troubadour table, at level 7, it is written that it gain the superior actor ability but in the text they call it greater actor.
2) the flexible thruth ability in the is in itallic, but I think it should be in bold.
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2017-12-05, 03:04 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
Technician (specifically Mechanical Arm) questions!
1. Can the Mechanical Arm independent invention wear appropriately-sized gloves or gauntlets?
2. Is there a penalty for wearing a Mechanical Arm larger than yourself? Normally it would be a penalty to hit with it, but it attacks on its own.
3. If independent inventions take their own actions, can the Technician benefit from Sphere abilities that work "when you make an attack action," or that tell them to do so, when using the arm's slam attack?Last edited by Dr_Dinosaur; 2017-12-05 at 03:14 PM.
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2017-12-05, 03:26 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
Anyone who has the option to take both a casting tradition and a martial tradition can instead take a unified tradition.
I know there's several other questions needing answers, but they seem to focus a lot on the Technician and Troubadour, which I had very little to do with, so I'm directing Adam this way.Last edited by Ssalarn; 2017-12-05 at 03:26 PM.
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2017-12-05, 05:12 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
1. Can the Mechanical Arm independent invention wear appropriately-sized gloves or gauntlets?
Yes
2. Is there a penalty for wearing a Mechanical Arm larger than yourself? Normally it would be a penalty to hit with it, but it attacks on its own.
I would argue that the usual penalty would apply there as well, not only because of balance but because while the arm is the thing making the attack, it's bracing itself against your under-sized body to do so.
3. If independent inventions take their own actions, can the Technician benefit from Sphere abilities that work "when you make an attack action," or that tell them to do so, when using the arm's slam attack?
When you are controlling an independent invention, it is the same as if you are the invention/it is a weapon in your hands. So the technician could use any spheres he possesses that activate when making an attack action by having the independent invention under his control make an attack action in his place.
While in the pilot seat, a character can be targeted by magic that does not require a form of attack or touch attack roll, but otherwise the pilot cannot be targeted by any form of attack until the independent invention itself is reduced to 0 hp. A target may attempt to target the pilot or wrestle them from the pilot seat, but only by entering the independent invention’s space and spending a full-round action climbing into the pilot’s seat themselves.
Multiple questions for this:
a) How does the ability to be targeted interact with the guardian sphere challenge? Since the suit and the pilot are separate creatures, would that mean challenged creature take the negatives of the challenge on all attack rolls, since they can never directly target the pilot?
The idea is that you and the suit are effectively the same creature; you use its size and weapons and hit points, but your spheres and talents and bab. So you could guardian the technician and his suit without having to differentiate between them.
b) Does this also protect you against incorporeal attacks like a ghost or a shadow?
A ghost or shadow could simply bypass the suit to reach you, so no.
b2) If yes, does this mean you cannot be touched by a healer to heal you, like with the life sphere (as long as the healer lacks the ranged healing talent)?
The healer could not touch 'you' because you are in a giant suit.
c) What about taking "covered" later? It's worse in every way for the guardian sphere case. It either makes you lose any way to interact with the outside, or it makes you targetable (unless that +8 cover ac is just there for show?).
I'm not sure I understand what you're asking here; the idea is that if someone is inside the vehicle, they are protected by the vehicle itself. If you take the improved cover only, you can be targeted and can target others. If you don't, you can't interact with the outside and it can't interact with you, except difficultly (think of it as the difference between being in a car during a car chase with the window up or the window down.)
- Does that mean any creature in your space can spend a full round action to climb into the seat without provoking an AoO?
- What happens to the pilot in that case?
- Are any checks involved?
- Is there an attack that happens somewhere after the one for entering someone's square?
- What about a creature larger than the suit? It can't legally "enter the seat", so how does it get to the squishy filling without being a dumb brute?
If someone spends the action required to climb into the seat, they are in the seat with you, fighting for control; they can attack you directly, or attempt a grapple and throw you bodily out. You can do the same to them. AoOs would be provoked for moving into your square, but not for entering the seat itself unless the suit was big enough that being in the suit's space and in the pilot's space were two different things. Creatures larger than the suit can't climb into the suit; they'd have to pull the pilot out the old fashioned way by tearing the suit in half first.
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2017-12-05, 06:49 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
Alright, I’m clearly not understanding independent inventions at all. Could someone give a detailed rundown or link to one? I have a player wanting to use two mechanical arms in place of his own and from the talk of seats and both being able to take their own turns and the Technician effectively wielding them I’m confused
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2017-12-05, 07:11 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
More Technician Things
if you target the pilot with a fireball, is the invention damaged, too?
The fireball would hit the suit from the outside, dealing damage to the suit but not the pilot until the suit is broken.
Autonomous Creations
Rather than have a separate invention for autonomous creations, they are now gainable va Electric Insight; electric controls, when given a second time, gives autonomy.
Greater Craftsman
Once the technician can create permanent inventions, cost is the ONLY thing that limits how many he can have. If the cost is too low, then the average technician effectively gets every single piece of his equipment improved from that moment on.
We considered balancing it that if he had too many inventions on himself at a time he suffered handling penalties like others do, but that's very easy to game, especially with independent inventions and other inventions that are not necessarily 'used' at the same time, and how would that work for things like weapons that you can switch between, meaning only one is active at a time? This was the biggest concern.
There was also the fact that with aesthetic invention and a feat on the part of each of the party members, all the penalties that limit invention effectiveness in the hands of others go away completely. True, that costs a talent/feat per party member, but the result is that gp is once again the ONLY limiter on how many inventions your party can have.
Excluding independent inventions entirely, that means every single person in the party can get:
- enhancement bonuses to Str or Dex given by their armor
- Flight
- an extra 10d6 damage usable on the first round and any subsequent round they have a space move action to prep first
- increased base weapon damage
- extra arms that attack on their own
- the ability to wield a shield and/or second weapon without
- and a lot more, all of which stack with the magic items the party usually is carrying around anyway.
So there was a lot of balancing to consider, including how effective inventions were without extra talents and feats vs how many feats/talents it took to unlock these improvements and specialized builds vs gp costs. At the end of the day we had to price inventions as much as a cheap magic item, otherwise the force multiplier of permanent inventions simply became too much too quickly.Last edited by Adam Meyers; 2017-12-05 at 07:18 PM.
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2017-12-05, 07:16 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
There are two different things we're talking about: Giant Robots and Dr. Octopus from Marvel comics.
If you make an independent invention, you are in essence making a Giant Robot. You control the Giant Robot with your standard action, and that Giant Robot can be given an arm it can punch with.
If you make an improved backpack and give it the attached arm improvement, you are Dr. Octopus, with arms strapped to your back. You can give them a bonus improvement to make them as versatile as real arms, or you can give them a slam attack. You can make the attack with them as if they were a weapon you are wielding, or you can make them 'secondary attacks'; aka, you spend a swift action and they attack with a -5 penalty
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2017-12-05, 07:59 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
Last edited by Dr_Dinosaur; 2017-12-05 at 08:16 PM.
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2017-12-05, 09:32 PM (ISO 8601)
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2017-12-05, 10:44 PM (ISO 8601)
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2017-12-05, 11:12 PM (ISO 8601)
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2017-12-06, 01:16 AM (ISO 8601)
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- Jun 2010
Re: [Drop Dead Studios] Spheres of Might Open Playtest
So... the price structure of permanent inventions was balanced around a feat that apparently removes the penalties from invention use? And that feat has yet to be published (correct me if I am wrong)? For the love of the babby jebus man, releasing only half of a change is like kicking yourself, and us, in the nuts (especially on these boards). It results in nothing but shock, pain, and then recrimination.
Seriously though, that could change things quite a bit. What are the details of the feat and when/where will it be published?
And I apparently completely missed the autonomous upgrade to Electric Controls. Didn't see it in the patch notes and didn't think to recheck. My bad.Last edited by Quarian Rex; 2017-12-06 at 02:08 AM.
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2017-12-06, 02:21 AM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
... it was supposed to be in Spheres of Might, which I just looked back over and somehow between the draft and the finished product, it disappeared. That's disconcerting, and I have to assume it was the result of me spacing, because the only other explanation I can think of is there was an error where it didn't save the draft properly?
The gist of it was that you could take a feat that divides your penalties when using a technician's inventions in half. Combined with a technician who's taken Aesthetic Insight, this reduces all penalties to 0, allowing the technician to hand his inventions out to party members without penalty, for those people who want to play support with their toys.
I will think on this missing content and what to do next about it and permanent inventions
@Dr_Dinosaur:
Improved backpack -> Attached Arms (2) -> Fine Manipulation. He'll have two mechanical arms that replace his natural arms that in all ways behave as normal arms. They would be sized for him and he could wear gauntlets, wield weapons, or in all ways treat them as normal arms. he could also give them slam attacks if he wants, but that would require another improvement, or else in place of Fine Manipulation in which case they could attack, but not wield weapons or shields.
There are no rules specific to making arms bigger than himself, so it would default to paizo standard rules if he wants to make himself some bigger arms; he'd get the attack penalty, as if he were wielding an oversized weapon.Last edited by Adam Meyers; 2017-12-06 at 02:23 AM.
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2017-12-06, 08:18 AM (ISO 8601)
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- Mar 2017
Re: [Drop Dead Studios] Spheres of Might Open Playtest
Since the final print version of the book is send, you can always add a free add on pdf to your site or only a erra.
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2017-12-06, 09:08 AM (ISO 8601)
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- Mar 2008
Re: [Drop Dead Studios] Spheres of Might Open Playtest
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2017-12-06, 01:53 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
Is a Black Powder Brawler Striker supposed to still use Con to determine max tension? Right now they only get Practitioner Modifier (via Determined Warrior), AC Bonus (via AC Bonus) and Striker Arts (via Firearm Fighter) swapped to Wis.
Last edited by ChrisAsmadi; 2017-12-06 at 01:55 PM.
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2017-12-06, 08:14 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
I also have some questions regarding the Technician's Independent Inventions. Do the Mechanical Arm and Siege Engine have a movement speed? If not, say I take the Suit Pilot archetype and want to have a suit of power armor, I would need to take the Vehicle base form and the "Additional Capacity (Mechanical Arm)", "Advanced Arm", and "Suit" improvements. So I'd need to either wait till 5th level or 2nd level if I take the "Inventor’s Insight" insight, correct? Also since the Independent Inventions can take the Str-boosting Improved Invention (Mechanized Strength) shouldn't they also be able to take the Dex-boosting Improved Suit "Augmented Reflexes"?
I'd like to clarify a question that "kkplx" asked, I think he meant: If I use the "Suit" improvement it says that I can't be targeted directly, and can only be affected by AoE/Saving Throw spells. If I then take the "Covered" improvement I can no longer use the Invention to attack things since I can't see them unless I take a move action to create an opening. However doing so gives me Improved Cover but now allows anything to target the pilot directly. In addition it now provides Soft Cover to anything the pilot attacks and doesn't seem to actually protect the pilot from someone climbing into the pilot seat to throw him out. All in all "Covered" seems to be a really bad choice to take on a Suit invention.
Spoiler: Relevant Text
Suit (Requires Mechanical Insight)
The invention is designed to sit one creature (the pilot) who controls the invention’s movements from the inside. The pilot must be the same size or smaller than the invention.
It takes a full-round action to get into or out of the pilot’s seat. Once inside, the pilot can control the vehicle’s movements and actions as if he himself were the invention (moving the invention as a move action, attacking with a weapon it possesses as a standard action, etc.). If the invention possesses an appropriate weapon, the pilot may even make attacks of opportunity. The pilot may still perform actions not related to the invention (for example, throwing a detonator or other gadget), but doing so means the pilot cannot use that same action to control the invention.
While in the pilot seat, a character can be targeted by magic that does not require a form of attack or touch attack roll, but otherwise the pilot cannot be targeted by any form of attack until the independent invention itself is reduced to 0 hp.
A target may attempt to target the pilot or wrestle them from the pilot seat, but only by entering the independent invention’s space and spending a full-round action climbing into the pilot’s seat themselves.
Covered
The invention must have either the vehicle form or the suit improvement to gain this improvement. This invention is designed to completely protect its passengers. All creatures inside of the invention gain total cover, but cannot interact or make attacks against anything outside the vehicle. Any creature within the vehicle may create an opening as a move action, reducing this bonus to improved cover (+8 to AC, +4 to Reflex saves), to allow him to still make attacks and interact with targets outside the vehicle. When making an attack in this fashion, targets outside the vehicle gain soft cover against attacks originating from inside the vehicle (+2 AC, +1 Reflex saves).
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2017-12-07, 06:45 AM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
2nd to last paragraph on p.69 of the updated version of Spheres of Might...
Originally Posted by Spheres of Might
I'd like to clarify a question that "kkplx" asked, I think he meant: If I use the "Suit" improvement it says that I can't be targeted directly, and can only be affected by AoE/Saving Throw spells. If I then take the "Covered" improvement I can no longer use the Invention to attack things since I can't see them unless I take a move action to create an opening. However doing so gives me Improved Cover but now allows anything to target the pilot directly. In addition it now provides Soft Cover to anything the pilot attacks and doesn't seem to actually protect the pilot from someone climbing into the pilot seat to throw him out. All in all "Covered" seems to be a really bad choice to take on a Suit invention.
Spoiler: Relevant Text
Suit (Requires Mechanical Insight)
The invention is designed to sit one creature (the pilot) who controls the invention’s movements from the inside. The pilot must be the same size or smaller than the invention.
It takes a full-round action to get into or out of the pilot’s seat. Once inside, the pilot can control the vehicle’s movements and actions as if he himself were the invention (moving the invention as a move action, attacking with a weapon it possesses as a standard action, etc.). If the invention possesses an appropriate weapon, the pilot may even make attacks of opportunity. The pilot may still perform actions not related to the invention (for example, throwing a detonator or other gadget), but doing so means the pilot cannot use that same action to control the invention.
While in the pilot seat, a character can be targeted by magic that does not require a form of attack or touch attack roll, but otherwise the pilot cannot be targeted by any form of attack until the independent invention itself is reduced to 0 hp.
A target may attempt to target the pilot or wrestle them from the pilot seat, but only by entering the independent invention’s space and spending a full-round action climbing into the pilot’s seat themselves.
Covered
The invention must have either the vehicle form or the suit improvement to gain this improvement. This invention is designed to completely protect its passengers. All creatures inside of the invention gain total cover, but cannot interact or make attacks against anything outside the vehicle. Any creature within the vehicle may create an opening as a move action, reducing this bonus to improved cover (+8 to AC, +4 to Reflex saves), to allow him to still make attacks and interact with targets outside the vehicle. When making an attack in this fashion, targets outside the vehicle gain soft cover against attacks originating from inside the vehicle (+2 AC, +1 Reflex saves).
Covered bumps this up to full Ironman/mecha coverage. You are completely sealed so fireball/cloudkill has to get through the crunchy coating to get to the gooey center. Despite the fact that the pilot, "gain(s) total cover, but cannot interact or make attacks against anything outside the vehicle", the Suit improvement means, "the pilot can control the vehicle’s movements and actions as if he himself were the invention", so he has no problem sensing or interacting with the rest of the environment, so long as it is through the Suit. Making an opening is like Tony Stark opening a hatch on the Hulkbusters' nipple area to stick his arm/face out to take some potshots at someone with a sidearm or throw a grenade (or cast a spell at someone if he had levels as a spellcaster). The awkwardness of having to fight through a porthole provides the cover bonus on both sides.
I do think that the "climbing into the pilot’s seat" option could use some more elaboration though. Does the full-round action to climb into the seat include a grapple check or does it just get someone into position to do so the next round? It seems to imply that the ease of breaking into a Suit is based on the CMD of the pilot instead of the security if the invention. Overall it seems like a rather glaring and sometimes very counter-intuitive weakness. If I were to clarify it I would probably do something like this...
"An attacker may attempt to target the pilot or wrestle them from the pilot seat, but only by entering the independent invention’s space and spending a full-round action (provoking an attack of opportunity) climbing into the pilot’s seat themselves. This requires a Combat Maneuver check against either the pilot's CMD or that of the invention (using the Independent Invention's HD as its BAB to calculate CMD), whichever is higher, and can only be performed on a Suit that is larger than the pilot. This leaves the pilot fully exposed to the attacker (but no one else). The pilot can attack/act as if he was in melee combat using either what he has equipped or with his Suit's attacks. Should the attacker succeed in a Move-Grapple maneuver check the pilot is removed from the pilot's seat and left prone on an adjacent square, while the attacker is now considered to be the pilot. The pilot can reseal the Independent Invention's entrance with a Move action which requires a maneuver check if the attacker is still on the Suit (using the pilot's CMB as normal). This cannot be done if the pilot is grappled. Success on the maneuver check results in the attacker being moved to an adjacent square and left prone."
That seems like a bit but I think that it covers just about everything in as concise (mechanically) a way as possible. At least this allows the pilot a fighting chance instead of allowing someone to completely negate a mecha's defenses with a single full-round action. Also, with the need t have a larger sized suit for this to be an option, that is both to balance out the weaker stats of smaller suits and because I can't stand the idea of someone just walking up and wrestling Tony Stark out of his Iron Man armor. If it has an entry hatch you have an option. If you wear it like a suit of armor then it shouldn't be an option unless you can strip someone out of their full-plate as a full-round action.
I hope this helps.Last edited by Quarian Rex; 2017-12-07 at 06:49 AM.
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2017-12-07, 11:02 AM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
I know you don't want to make it too complicated to craft inventions, but some kind of cost tradeoff for improvements that scale with level versus those that don't might be in order. Like, adding an Air Bladder to armor, an improvement with a non-scaling benefit shouldn't cost as much as Mechanized Strength, a benefit that does scale.
Maybe 500gp * number of improvements for non-scaling improvements, versus the current 500gp * number of improvements * effective technician level for the scaling improvements? This would let the party get some enhancement bonuses pretty early sure, but the magical ones will quickly get cheaper (unless you're in a low magic campaign, in which case costs should be re-adjusted on a case-by-case basis). So you could add, say, an Air Bladder and a Parachute to armor for 1500gp. You'd still have to have the high enough technician level to add multiple improvements to a single item of course. But the cost would work better if it only scales up dramatically when using the scaling improvements you're worried about.
At least, that's how I read your last couple of posts on the subject."And if you don't, the consequences will be dire!"
"What? They'll have three extra hit dice and a rend attack?"
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2017-12-07, 11:25 AM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
I finally got Champions of the Spheres, and in terms of damage output, Ki Blast seems very strong, especially combined with the Barrage Sphere. While a pure Sage will only get a maximum of 4 attacks against a single target barring some clever loopholes, with the Devastation wave ability it can get up to 4 attacks, each being touch attacks (so accuracy is essentially moot), each attack doing 10d10 damage (55 on average), which can be doubled with a single ki point (to 110 on average) for several rounds per point spent, it hits some serious reliable damage.
While not as strong as say AM Barbarian, it's quite powerful and unless I'm missing something renders Destruction sphere specialists mostly moot.
And on a similar note, the Devastation Wave ability itself is comparatively underwhelming. While it hits the largest area of any of the ki abilities, it feels really weak compared to what it's supposed to emulate (the Kamehameha), as regular ki blasts will generally get the job done better (Touch Attack vs Reflex Save).DMs only roll dice for the sound they make
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2017-12-07, 01:12 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
>_< I've read that section a dozen times and still missed that, thanks.
Despite the fact that the pilot, "gain(s) total cover, but cannot interact or make attacks against anything outside the vehicle", the Suit improvement means, "the pilot can control the vehicle’s movements and actions as if he himself were the invention", so he has no problem sensing or interacting with the rest of the environment, so long as it is through the Suit.
I do think that the "climbing into the pilot’s seat" option could use some more elaboration though........If you wear it like a suit of armor then it shouldn't be an option unless you can strip someone out of their full-plate as a full-round action.
I hope this helps.
Also I just realized that you could take the Suit improvement on just a plain Mechanical Arm and wear your punch.
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2017-12-07, 04:04 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
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2017-12-07, 04:17 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
I have to disagree with this. I think it is important to remember that all this is being attempted on a Wizard chassis, so at 20th level he only has +10 BAB and those 4 attacks all have -6 to hit. Trying to hit anything (even on a touch attack) with only a +4 to hit at level 20 is anything but moot. Even at 10th level he could only make 3 attacks at +1 to hit (+5 BAB and -4 to hit).
The Sage is an interesting class and I look forward to playing one. It has its advantages (as does every class) but it is most definitely not OP.Avatar of awesome goodness courtesy of Cdr.Fallout.
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2017-12-07, 05:03 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
That's only from BAB. You're not considering an attack bonus from Dexterity, feats, items, etc.
Considering the average touch AC hovers around 12 all the way until CR 25, it's a lot.
Granted, ki blast isn't very good at low levels, it just happens to grow quadratically in power due to it's own dice increasing plus extra attacks from barrage.DMs only roll dice for the sound they make
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2017-12-07, 11:25 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
Could someone point me to the rules on what happens when one multiclasses between different practitioner progressions? Like moving from a class with Proficient to Adept or the other way around? How does this affect the levels at which one gains talents?
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2017-12-08, 12:37 AM (ISO 8601)
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2017-12-08, 04:44 AM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
I've noticed that technically getting into the SoM system through an Associated Feat swap doesn't actually let you get Martial Focus, as it is limited to "A character who has the combat training class feature, the Extra Combat Talent feat, or who has gained a combat talent progression by some other means can achieve martial focus." Getting a combat talent through a feat swap is neither the combat raining class feature, the Extra Combat Talent feat (it bypasses that entirely), nor is it a combat talent progression, it is simply a free talent in exchange for a feat you would have gotten otherwise. I'm hoping this is merely an oversight in the text for who can gain Martial Focus, and not an intended limitation.