Results 1,021 to 1,050 of 1336
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2018-01-10, 03:11 PM (ISO 8601)
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
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2018-01-11, 12:07 AM (ISO 8601)
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- Sep 2014
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- Alabama
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
Is there a range or time limit on the Bloodmonger feat?
Last edited by Dr_Dinosaur; 2018-01-11 at 12:07 AM.
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2018-01-12, 11:30 AM (ISO 8601)
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- Jul 2005
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- UK
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
Does the Scout sphere Heightened Awareness talent let you find (and thus, disable?) magical traps? I'm trying to make a Canny Scoundrel Unchained Rogue while still being able to fulfil the rogue niche (ie, being able to disarm traps).
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2018-01-12, 02:31 PM (ISO 8601)
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- Oct 2008
Re: [Drop Dead Studios] Spheres of Might Open Playtest
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2018-01-13, 06:38 AM (ISO 8601)
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- Jan 2015
Re: [Drop Dead Studios] Spheres of Might Open Playtest
Which reminds me, I never got an answer to my question during playtest (can't remember the exact channel), if the Trap sphere should give that ability as well. Personally, I would say yes, even if that breaks the last bastion for trapfinding exclusivity. It doesn't make sense, if you are blocked on that front.
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2018-01-14, 04:31 AM (ISO 8601)
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- Oct 2008
Re: [Drop Dead Studios] Spheres of Might Open Playtest
That'd make for a nice talent, I think. Exclusivity is already broken in a ton of ways anyways, from archetypes, to the Trap Finder campaign trait (Mummy's Mask), and the Aram Zey's Focus spell (from the Pathfinder Society Field Guide)
"You can disarm magic traps, and you gain 5 ranks in the Disable Device skill, plus 5 ranks per additional talent spent in the Trap sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Disable Device skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the Armiger’s customized weapons class feature."
This way, at least people with the actual Trapfinding feature would still have an advantage in their perception/disable device checks, since they get ½ level to those checks. I guess it's a better talent than the Scout sphere's Great Senses, but I figure that's easily made up for by the fact that Perception is a better skill.Last edited by Halinn; 2018-01-14 at 04:32 AM.
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2018-01-14, 10:55 PM (ISO 8601)
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- Jan 2018
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
I feel like I might be missing an important line somewhere that explicitly answers this but. . . . .
A player presented a build idea to me for his attack rotation.
-Brutal Pummeler Brawler archetype-
1. Make an attack action
2. Make bonus attack via brawler's pummel
3. Sweeping Kick (open hand) the same target
4. Greater Trip (Combat Feat) for attack of opportunity
5. Spinning Heel Kick (open hand) an adjacent enemy
Would this work? How many things can you tack onto an attack action?
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2018-01-14, 10:57 PM (ISO 8601)
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- Oct 2015
Re: [Drop Dead Studios] Spheres of Might Open Playtest
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2018-01-15, 02:18 PM (ISO 8601)
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- Jan 2014
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- Seattle
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
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2018-01-20, 01:04 PM (ISO 8601)
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- Jan 2015
Re: [Drop Dead Studios] Spheres of Might Open Playtest
Does the Armiger's customized weaponry extend to shields due to shield bash? If yes, it seems sensible that Quick and Lightning Change work with that as well. Basically, you could use Lightning Change when being attacked to grab your shield and increase your AC. Until you use the shield in shield bash at least.
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2018-01-23, 01:42 AM (ISO 8601)
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- Jan 2016
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- SCP-1912-J
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
Dumb question: If I use the Kick-Off talent, do I have to go the entire distance? Because I worry about a 20th level full BAB guy having to move 30 feet and ending off being knocked off a cliff.
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2018-01-23, 09:00 AM (ISO 8601)
- Join Date
- Apr 2016
Re: [Drop Dead Studios] Spheres of Might Open Playtest
In spheres of power, you can cast at a lower caster level if you want a weaker effect.
It would be hard to imagine, not being able to kick with less force, than your maximum. I could easily choose to toss a rock a shorter distance than my maximum throw. I could not do the reverse and throw it further than my farthest toss. I'd think the relevant talent sets the maximum distance or power or whatever, but that we could choose to go at less than that maximum.Last edited by Ualaa; 2018-01-23 at 09:00 AM.
~ Ualaa
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2018-01-23, 09:28 AM (ISO 8601)
- Join Date
- Jun 2011
Re: [Drop Dead Studios] Spheres of Might Open Playtest
You would need a quickdraw shield. I believe that drawing and donning shields are two separate actions (normally each a move until other abilities are applied). The base rules aren't abundantly clear from what I can see though.
The scaling additional 5 ft. is 'may move', so absolutely optional. The base 10 ft. is not written that way, but you ought to be allowed to willingly reduce that. I cannot give a definitive answer on intent for that part though.Last edited by stack; 2018-01-23 at 09:29 AM.
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2018-01-24, 11:08 AM (ISO 8601)
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- Nov 2017
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- PA, USA
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
So this might be a bit obtuse but for the Improved Alchemist's Fire of the Alchemy Sphere, why is it always a full round action to extinguish, and why has the bonus from stopping, dropping, and rolling been reduced to a +2 from a +4 from all other instances in Pathfinder of being set on fire?
It seems like with no duration, no reflex to avoid being initially set on fire (even and especially in the splash radius), and requiring a full round action regardless of what you're doing (other than drenching yourself) that the alchemists fire is inherently a bit stronger than just about anything else in that sphere, and a little over powered in general.
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2018-01-24, 11:41 AM (ISO 8601)
- Join Date
- May 2015
Re: [Drop Dead Studios] Spheres of Might Open Playtest
How does the DC work for Death of a Thousand Cuts, Conscript Duelist Specialization work with variable bleed, from say Open Vein?
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2018-01-24, 02:24 PM (ISO 8601)
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- Jan 2014
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- Seattle
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
I'm not actually sure what happened there, since originally the catching fire rules were a direct copy/paste included for the sole purpose of making it so that you don't need to look up the catching on fire rules in the CRB. I'm unclear when/why that was changed so I'll need to double-check with the team and see if it's logged in our update files.
It seems like with no duration, no reflex to avoid being initially set on fire (even and especially in the splash radius), and requiring a full round action regardless of what you're doing (other than drenching yourself) that the alchemists fire is inherently a bit stronger than just about anything else in that sphere, and a little over powered in general.
Death by a Thousand Cuts is determined by the amount of bleed damage the target is currently taking. So if you're a +4 BAB Duelist using Open Vein, you dealt 2d4+2 bleed damage. Assuming you had an average roll, that means the target needs to make a DC 17 save to avoid becoming fatigued (2.5+2.5+2).Last edited by Ssalarn; 2018-01-24 at 02:34 PM.
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2018-01-24, 03:13 PM (ISO 8601)
- Join Date
- Jun 2010
Re: [Drop Dead Studios] Spheres of Might Open Playtest
I though that you answered your own query here. The burning effect is inherently weak so the action required to remove was increased while the bonus to save was decreased to better reflect something a little more akin to napalm. It's balancing like that (not necessarily increasing power but making sure that it sticks) that I really appreciate. Please don't consider errata-ing that away.
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2018-01-24, 03:25 PM (ISO 8601)
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- Jan 2014
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- Seattle
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
Yeah, sorry if I gave you a scare there. On researching the change that's exactly what happened. The burning effect was actually on the weaker end of the effects for improved alchemical items, so we made the fire a little more "sticky" than it normally would be as a way of making it a worthwhile effect compared to the other improved alchemical items.
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2018-01-25, 02:48 PM (ISO 8601)
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- Nov 2017
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- PA, USA
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
Questions regarding the Sage's Ki Clone ability:
1. If multi-classing, do Ki Clone's possess their own resources for other class features, such as daily uses of an ability, or spell points? If not, are you able to give them these as you would Ki points?
2. Do Ki Clones also possess all the items you do? If so, how does this interact with consumable items, or items with charges? Also if so, do the magic items function normally for other creatures if stolen?
3. What happens if I fuse with a Ki Clone using alteration once the ki clone duration is up? Would doing a permanent fusion change this?
4. Can I activate the ability over multiple rounds to get multiple clones?
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2018-01-25, 11:13 PM (ISO 8601)
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- Jan 2014
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- Seattle
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
The clone doesn't have any such resources of its own, but can be invested with them just like with the ki points. I'll see if we can get that updated to be specifically stated in the ability.
2. Do Ki Clones also possess all the items you do? If so, how does this interact with consumable items, or items with charges? Also if so, do the magic items function normally for other creatures if stolen?
3. What happens if I fuse with a Ki Clone using alteration once the ki clone duration is up? Would doing a permanent fusion change this?
4. Can I activate the ability over multiple rounds to get multiple clones?
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2018-01-26, 06:10 AM (ISO 8601)
- Join Date
- Jan 2015
Re: [Drop Dead Studios] Spheres of Might Open Playtest
I'm not sure how I managed to miss this, but Armiger rules state:
The armiger must be proficient with the weapon to customize it and may not customize siege weapons. If the armiger possesses proficiency with shields, she may customize a shield with one of her weapon customization sets, either as a single weapon or as part of a pair of weapons. The enhancement bonus from enhanced customization only applies to using the shield as a weapon.
Also, does the Shielding Ward allow a ward to count as a shield in a general sense? For example, conscripts have a Shield sphere specialization, The prestige class Student of War changes Dex to Int, if you wield a shield. On the other hand, Armiger (as quoted above) might not workLast edited by EldritchWeaver; 2018-01-26 at 06:11 AM.
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2018-01-26, 10:14 AM (ISO 8601)
- Join Date
- Jan 2017
Re: [Drop Dead Studios] Spheres of Might Open Playtest
So I noticed something today.
Specifically Guns in Spheres of Might.
So; there are ways to get gun profiency in Spheres of Might, Most notable is taking one of the traditions that give it through the equipment Sphere.
Getting Gunsmithing Feat with it.
No Guns.
and: Unless specifically noted otherwise, a character can only gain a single martial tradition, and can only select one as a 1st level character;
So pretty much any gun based Tradition is sorta..teasingly useless until you got the gold to get a gun (assuming your not using the rich trait)
So, is this on purpose or an oversight?
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2018-01-26, 11:01 AM (ISO 8601)
- Join Date
- Jun 2011
Re: [Drop Dead Studios] Spheres of Might Open Playtest
Shields being both 'armor' and weapons runs into some gray areas in the rules. An armiger can quick-draw a customized shield and use it as a weapon, but would need to spend the additional action to strap it on to gain the AC benefits unless using a quickdraw shield. Feel free to houserule this away though. Some option to turn other shields into quickdraw shields would probably be a good idea.
For shield ward, it acts as a shield "for the purposes of Shield sphere abilities and for making shield bash attacks". The conscript's 3rd level ability doesn't really apply, beyond counting the 'heavy shield' at CL10 as a light weapon. The 8th level ability works fine with shield ward (it modifies active defense and the second portion just says 'shield bonus'). 20th wouldn't really apply since it isn't actually an equipped shield.
I can't check student of war at the moment. If it requires a shield, it doesn't work, if it requires a shield bonus, it should work.Last edited by stack; 2018-01-26 at 11:02 AM.
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2018-01-26, 01:51 PM (ISO 8601)
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- Nov 2017
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- PA, USA
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
Does the limit on how much you can spend still apply then as well? Effectively limiting the number you can have out at once, or is that limit only per casting?
Additional and unrelated question: If I am a technician with the electrical insight, and I make one of my independent inventions with the robot sub-type, can it act on its own, or does it require that the Electric Controls improvement be taken twice regardless of if it has an int score?
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2018-01-26, 03:46 PM (ISO 8601)
- Join Date
- Jun 2010
Re: [Drop Dead Studios] Spheres of Might Open Playtest
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2018-01-26, 08:30 PM (ISO 8601)
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- Jun 2015
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- South Korea
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Re: [Drop Dead Studios] Spheres of Might Open Playtest
I have three new questions, though the last one is mainly about SoP.
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1. For spheres with two related skills (Fencing/Scout), what is the maximum bonus rank for the skills when you only have the base sphere and the second skill talents for each (Read Foe/Great Senses)? To sum up, is it 10/05, or 10/10? I'd really like if it was the latter; even better if the final draft before printing clarifies this!
2. Shouldn't the thread name be changed to omit the "open playtest" part by now? The campaign was successful and the PDFs are out, so why not clean up into something like <[Drop Dead Studios] Spheres of Might General Thread>?
3. Do you (DDS) have any plans in errata-ing the Incanter's +1 caster level bonus to work like the Conscript's BAB +1 treatment bonus? The poor class deserves to be treated as it's own thing, not a mere dip material!
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2018-01-27, 05:21 AM (ISO 8601)
- Join Date
- Jan 2015
Re: [Drop Dead Studios] Spheres of Might Open Playtest
So would a feat for this work?
Quickdon Shield
Prerequites: Quickdraw.
Benefit: You can also don your shield as a part of drawing it, granting the AC bonus, instead of using the shield for a bash attack.
Normal: Donning a shield takes an action as described by the item rules.
It should be 10/10, because the base sphere is an additional talent of the Scout sphere. Also it would be strange if those skills didn't follow the same formula as the rest (cap = number of talents in sphere * 5).Last edited by EldritchWeaver; 2018-01-27 at 05:26 AM.
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2018-01-28, 11:00 AM (ISO 8601)
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- Jan 2017
Re: [Drop Dead Studios] Spheres of Might Open Playtest
Maybe you guys can help me.
So I'm looking at making basically a Multiclassed SOP/SOM character. (Gestalt in reality)
Is there any way I can mold Guns and Destruction Sphere together?
or even any suggestions how I could make something like that work at all? (ranged attacks, would love guns) tied with magic ability
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2018-01-28, 11:27 AM (ISO 8601)
- Join Date
- Oct 2011
Re: [Drop Dead Studios] Spheres of Might Open Playtest
Blaster archetype Armorist is effectively this in a nutshell. Making a gun that uses destructive blasts instead of bullets. Otherwise some combination of Energy Blade and Spell Attack should let you add Destructive Blasts to your attack actions, but isn't innately compatible with special attack actions like (OTOH) barrage and snipe
Kitten: *bats around a mini a few times*
DM: "Ok, it looks like Fluffy...err, 'The Tarrasque'...Full Attacks the Cleric"
Cleric: "Full attack my a**, that was just two claw attacks!"
Kitten: *starts gnawing on the mini*
Cleric: "...nevermind."
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2018-01-28, 02:45 PM (ISO 8601)
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- Sep 2014
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- Alabama
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