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View Full Version : Beary Punny (Bear Sphere in Review)



SangoProduction
2020-11-19, 02:41 PM
Got done with mid terms, and just going to cool down with some light, non-competitive mental activity. Like giving unironic ratings to a joke sphere.
As a note, Bear sphere is basically a miss match of all of the spheres into one thematic sphere, rather than an effective sphere at any single thing. So the ratings are probably going to be relatively poor if you're looking to do anything in specific, other than just be a bear.
For the purposes of ratings, I'm just assuming you're going hard on the sphere, taking as many talents as you can without dipping out too much.


Ranking system:
(S) Superb: You always want this. It's awesome.
(G) Good: You would certainly not complain about having this, especially in the right builds / situations.
(B) Bad: While perhaps better than nothing, you are giving up something for it, so probably shouldn't without a good reason.
(N) No.
(C) Cheese: A talent so broken that it will be instantly banned if you use it as you could.
(I) Impossible: Can't be rated because it is just not defined enough to give a meaningful rating - it depends too much on DM ruling, or personal use. I'll just place it where I guess the average result would put it.
<Angle brackets> around a rating indicates situational usefulness, and how good it is in that favorable situation.


Mechanics
Bear Spirit: As a swift action, channel the bear spirit for 1 minute / CL, gaining / doubling the effects of the Endurance feat. No cost to doing this other than the swift action. So for most intents and purposes, talents reliant on Bear Spirit, but don't cost spell points can be constantly active.

Bearacteristics: These talents can be activated while channeling the bear spirit. Non-instantaneous effects tend to simply last until the end of the current bear spirit.


Bear Strength(B): Gain + 1/2 CL to attack and damage. To a single attack for a spell point. Poor cost effectiveness.

Bear With Me (S): For a spell point, you can essentially give someone else all of the effects of basically all of your talents. That is kind of absurd.

Bear Form (G-S): Spell point to polymorph into a bear, with a bite and 2 claw attacks, some natural armor, and other minor benefits as you go through. Less effective than a true Alteration sphere polymorph, and less flexible. In fact, for the same 1 talent cost, you could take Alteration sphere, with the drawback so you can only shapeshift to the Animalistic Form, and you'd get more out of it, assuming the same caster level with both. But some Bear Sphere talents scale on based on the Bear sphere talents you take. Like Bear With Me or Bears Love Honey.

Hibernation (<G>): If you get your GM to also let you attempt to cure magical diseases and poisons as well, then this is cool. Not as good as a life sphere specialist...or even a dipper. But it's cool.

Bear Smell (B-G): Gain scent ability, or double range when already having the scent ability. Scent isn't overly great, but it is basically a constant effect.
Bear Speed (B-G): Essentially constant speed buff. Speed is bearly a good state, and this definitely takes its time to scale up...but it is something.


Bear Arms (S): Replace up to 2 hands (and presumably front paws) with bear heads which gain scaling (admittedly slowly) damage. No spell point cost, unless you want them to last for the entire Bear Spirit duration, so you can always have this as an option. Also, it is bloody horrifying.
Bearer of Bad News (S): As a Standard action for a spell point, force all targets within 30 ft to save or be confused for 2-5 rounds. Holy hell, that's a devastating disable that screws over entire groups of enemies.
Unbearable Rawr (<S>): This just straight up replaces a typical highly-rated feat in an intimidate build, while also escalating fear and opening the door to spending a spell point to improve the check by half caster level. Is it, alone, better than Gladiator sphere? Perhaps not, but it can work with it.

Beary Hairy (G-S): +1 Natural Armor and +2 Fire and Cold resistance, essentially permanently is impressive. You unfortunately do need to keep investing talents to scale it, but it's honestly not a bad choice.
Angry Bear (G-S): Rage for CL rounds as a free action for just a spell point. That's remarkably efficient. Especially if you get the Unchained rage version for temp hp rather than con.
Bears Love Honey (G-S): Grants talent-scaling healing, rather than Life sphere's CL-scaling healing...except you can scale Life sphere with talents. But here you are just getting the added healing as a side effect of another talent, rather than being the point of said talent.

Fursome Aura (G): Fear aura of 30 ft to make targets shaken while they remain in the area. Making the save grants immunity, and moving out removes the effect, but it's just a free debuff, which doesn't even take an action.
Grin and Bear It (G): If someone gives you something like The Fool motif from Fate sphere, this is a pretty big guarantee of not failing saves. Else, in the default case, it's really cost ineffective. But it does help when you really absolutely must not fail your save.

Bearbaque (G): Basically the Nature sphere's elemental breath, but exclusively for fire. It's similarly got a cool down, but it can be refreshed for a spell point. Destruction sphere is almost always better. Granted, if you really want a fire-breathing bear, exchanging the spell point cost of Destruction's Sculpt Blast for a CD isn't the most absolutely horrible trade you could make. You just lose a lot of flexibility out of the choice.
Slumbear (G): Put a target to sleep for one minute, unless they take damage or woken up, or makes a will save. For a spell point. The healing is there just to lightly reduce the power of such a disable. If you wanted healing, you'd use Bears Love Honey. Or the life sphere.

Teddy Bear (B-G): Allows allies can spend standard actions to reroll will saving throws. It's neat, and doesn't cost you anything, and depending on the effect, may be the best use of their standard action.
Bear Scary (B-G): Ferocity isn't exactly a great ability.
Think Think Think (B-G): You normally don't get to reroll knowledge checks. But...10 minutes and a spell point... Eh. And a talent, yes. But point remains.

Ursine Blow (B): If it didn't require using Bear Strength (which itself takes a spell point) to even have a chance to use this...it'd still be pretty underwhelming, but prone is prone...on a single target for a spell point.
Grizzly Attitude (<B>): This is a dip talent for a face character. It's not a great talent and it's narrow, but it's acceptable. But face characters tend to not prefer intimidate for the long term consequences, and how easy diplomacy can be done.
Smarter than the Average Bear (B): Horrid cost effectiveness here. Absolutely remarkably bad. But hey, it's...uh... +3.5 on average to any skill check.

Bear Necessities (N-B): No cost, but it offers pathetic boosts to a narrow use of survival skill, which is already not difficult.

Paws and Reflect (N): Probably the funniest ability here. I mean, it's pretty bad...like...terribly bad. They have to miss you, and then you spend an action and spell point to attempt a check to force them to attempt to attack themselves. That's three degrees of failure, with a spell point cost, and maybe granting one mundane attack's worth of damage. But it's funny, so I'm boosting its rating to N.
A Step Too Fur (N): Very limited area of difficult terrain for 1 round....for a spell point. That's remarkably bad.


Ha ha.

SangoProduction
2020-11-19, 09:52 PM
Sample Bear sphere specialists:

Sages are essentially the most powerful class in spheres, and is able to make basically anything work.
An Enhancer Sage makes for a good paring with the Bear sphere. Between the two methods of gaining natural attacks the sphere offers, and the sage's empowered unarmed attacks all getting the Chigong bonus (and up to +10 Strength), you can get a pretty mean damage machine going on.
Again, going alteration rather that bear sphere will get you that result even better. But this is bear sphere.

Throw in Chakra Disruptor at level 8, and you could even get easy Ursine Blows going on. Not cost effective, but at least easy.

Some key esoteries you'd like to pick up would be:
Phantom Strike: Spell point to turn all attacks in the round into touch attacks, by 6th level.
Mental Escalation: Grants up to +10 Wisdom, and then some other mental stats at higher levels. Great for AC bonus, will saves, and more.
Enhance Armaments: Grants 2 talents, and lets you enhance your bear arms as a swift action. Although RAW, it might literally not apply to natural weapons due to not "carrying" them.
Combat Form: Grants further bumps in damage, and DR.
Hardened Skin: Gain more armor bonus, stacking with your dex, wis, Beary Hairy, and so on. Lets you much more safely caress the enemy with your unarmored body.
Rubber Ki (if Infuser): Bonus attack range. Everyone loves attack range.

Key Bear talents: Bear Form grants 3 natural attacks.
Bear Arms (liberally) could replace your 1d4 claws with 1d6 bites, from level 1.
Beary Hairy makes it even harder to hit you. Relative to all your other bonuses, not incredibly, but still accentuating your strength.
Bear Speed means you are never tempted to use a spell (ki) point on moving fast.
Bearer of Bad News...
Hrm... I'm just listing off all the good bear talents. That's kinda self evident.

Well then, support spheres of note: Berserker, for bonus temp HP, while giving up a bit of AC (which you have plenty of). Bloody Counter is also a good increase in DPR.
Wrestling: Because bear hugs. (And unarmed damage)
Open Palm: Because hitting prone enemies with melee is easier.


The Incanter can grant talents significantly quicker than most other classes. And although Bear sphere hardly cares much for the +1 caster level, and gets no "real" effects from specialization, it does like the +1 talent, which synergizes with Bears Love Honey, even though you're already overhealing the max HP-roll barbarian. You would probably be better off putting the specialization in a secondary sphere, and just move a talent you were going to use there to the Bear sphere.

Child of Hope archetype for Druid definitely works. I mean...it'd Druid. It's going to work. Even if you rip out all of the casting (replacing with sphere casting)...and the wild shape...and force the animal companion to be a bear. It has a niche capacity to share its bear talents with its animal companion. It doesn't otherwise have much implicit synergy though, and you could kind of already do that with Bear With Me.

Wraith, interestingly enough, does have some synergies, especially in terms of thematics. (Wow, I never thought I'd utter, nor write, that sentence...ever.)
Paths of note: Ancestor - this is easily the most thematically "barbarian spirit" thing you could possibly do, making your inhabited host seem like an invincible "bear warrior." I mean, the bears growing out of the sides of your warrior may be helping that perception, but don't question it!
Path of the Cryptid: Because the Bunny of Charbonog started somewhere, didn't it?

As for good Wraith Haunts, Consume Host is remarkably thematic.
Wraith's Blade also allows you to bat away ghosts. Not too thematic, but useful if it's useful.

The Draugr archetype really does sell that "overwhelming spirit of battle" vibe.


So yeah. I think I put my maximum share into this sphere, with virtually no support after its release...because it was a joke... And I am taking it far too seriously.