SangoProduction
2022-03-03, 07:35 PM
Aristeia feats use the optional rules (http://spheresofpower.wikidot.com/aristeia) found in Spheres of Power. (And possibly other places, but as I've got no link for them, I don't care. Until someone gives me one.)
Basic gist: Become a nuclear missile, and then wait a couple of days to reload.
I used to rate that as a universal deal breaker. But I now get that it's highly dependent upon the campaign, and ranges from "literally not a penalty" to "you get to sit out for the rest of the campaign"
Of course, even in the campaigns where you do get plenty of down time between big fights, you might get even more between levels. And leveling up is the only time your pool refreshes.
And some DMs are particularly onerous with your condition.
So, your mileage may vary. A lot. A lot a lot.
Anyway. I will be assuming that you want to use the system, and that it's reasonable to you.
Post Review Analysis: Neat. More feats were at at least Good, than weren't. Now just to find that mythical campaign where this has potential.
(1) Superb: You always want this if it's relevant to you. And it probably is.
(1.5) Really Good: Particularly useful bits of kit, but aren't quite must-haves.
(2) Good: These make useful additions to the right builds. Among your first picks.
(3) Meh: Doesn't hurt to have. Wouldn't go out of your way for it.
(4) No: It technically has a use, but the cost to take simply doesn't outweigh the benefit.
(5) Never: There’s no non-trivial reason to pick it up, from its mechanics.
(6+) Harmful: Taking/using this is actively detrimental to your character.
<Angle brackets> around a rating indicates situational usefulness, and how good it is in that favorable situation.
[Square brackets] indicate a reliance on the group (players or DM) or campaign you’re playing in, and how well it does in those select groups.
Special Ratings:
(C) Cheese: A talent so broken that it will be instantly banned if you use it as you could.
(?) Unrated: I choose not to rate it. Often because it is just so far out of my wheelhouse, or it’s far too ambiguous.
(F) Flavor: This indicates that the main draw to the talent is going to be its inherent fluff or flavor, rather than raw power or utility.
(D) D***bag: Used for when your character wants to be a D***bag.
Aristeia Cost / Pool: Gain 1 maximum point per aristeia feat. When activating Aristeia, you may spend up to your remaining points to access that level of Aristeia. Points refill on level up.
Duration: 1 minute. No more no less. After this time, you suffer the backlash.
Hero Points: Hero Points may be spent in exchange for aristeia points.
Conditions: For each feat, you may specify a particular condition that allows you to enter the mode. Must be worked out with the GM.
Note: At some point, I just got annoyed at writing "Aristeia" and went with "beast mode" instead. Not sure when.
Liberating Triumph (1+): A passive +2 to all saves against action-preventers? 3 feats worth, passively? OK, only for "preventing actions" but those are the most obnoxious ones that you most want to save against. And it's got other stuff too...
Dimensional Pursuit (<1>): When you a facing a teleporter, there's nothing better... other than stopping the teleportation. Which this sort of helps with.
Typically worthless. Can't really flex into this either.
Heroic Senses (2): Perception is nice. Getting to see invisibility while beast mode is also nice.
Mage’s Triumph (2): Upwards of +8 to caster level, without dying. That's really not bad. But this is more like "Hey, casters, you get in on the fun too," rather than a true drive to be a beast mode caster.
Unbreachable Heroism (2): A usually better Toughness feat. Gets much better if you're regularly cycling your martial focus. And makes you particularly hardy during aristeia.
Heroic Perseverance (3): You get a half-power aristeia, and then suffer no backlash. Dunno how useful that is. Possibly somewhat, with a quick leveling group, and few days between adventures.
Ultimate Form (3): A situational 1 or 2 free alteration traits? Eh. I mean it's probably helpful. At minimum, it's more attacks. Unless you need more limbs to enable more attacks. But then just become a tentacle spider monster and you're all good.
Veiled Horror (3): Frightful presence is neat. If your DM says it's frightened, it can possibly clear out an entire encounter, and leave you just mopping up with your beast mode. He probably would say shaken though. Relies on fighting those lower level than you, yet still activating your beast mode.
Enduring Aristeia (5): Get to, on the upper end, gain (your lvl) rounds added to the duration. Which... might let you go between 2 fights in a dungeon. But then you're wracking up a bunch of negative levels. And I'm pretty sure you die when negative levels == real levels.
Nuclear missiles burn hot and fast. Not slow and thorough. Leave all the fallout you can!
Heroic Tenacity (?): To me, this would just be tedious. But this is probably the single most versatile non-magical flex ability in the game. But only while in beast mode.
Surging Triumph (?): Honestly? Dunno. The few times I've had hero points, I've literally forgotten to use them. Probably decent.
Basic gist: Become a nuclear missile, and then wait a couple of days to reload.
I used to rate that as a universal deal breaker. But I now get that it's highly dependent upon the campaign, and ranges from "literally not a penalty" to "you get to sit out for the rest of the campaign"
Of course, even in the campaigns where you do get plenty of down time between big fights, you might get even more between levels. And leveling up is the only time your pool refreshes.
And some DMs are particularly onerous with your condition.
So, your mileage may vary. A lot. A lot a lot.
Anyway. I will be assuming that you want to use the system, and that it's reasonable to you.
Post Review Analysis: Neat. More feats were at at least Good, than weren't. Now just to find that mythical campaign where this has potential.
(1) Superb: You always want this if it's relevant to you. And it probably is.
(1.5) Really Good: Particularly useful bits of kit, but aren't quite must-haves.
(2) Good: These make useful additions to the right builds. Among your first picks.
(3) Meh: Doesn't hurt to have. Wouldn't go out of your way for it.
(4) No: It technically has a use, but the cost to take simply doesn't outweigh the benefit.
(5) Never: There’s no non-trivial reason to pick it up, from its mechanics.
(6+) Harmful: Taking/using this is actively detrimental to your character.
<Angle brackets> around a rating indicates situational usefulness, and how good it is in that favorable situation.
[Square brackets] indicate a reliance on the group (players or DM) or campaign you’re playing in, and how well it does in those select groups.
Special Ratings:
(C) Cheese: A talent so broken that it will be instantly banned if you use it as you could.
(?) Unrated: I choose not to rate it. Often because it is just so far out of my wheelhouse, or it’s far too ambiguous.
(F) Flavor: This indicates that the main draw to the talent is going to be its inherent fluff or flavor, rather than raw power or utility.
(D) D***bag: Used for when your character wants to be a D***bag.
Aristeia Cost / Pool: Gain 1 maximum point per aristeia feat. When activating Aristeia, you may spend up to your remaining points to access that level of Aristeia. Points refill on level up.
Duration: 1 minute. No more no less. After this time, you suffer the backlash.
Hero Points: Hero Points may be spent in exchange for aristeia points.
Conditions: For each feat, you may specify a particular condition that allows you to enter the mode. Must be worked out with the GM.
Note: At some point, I just got annoyed at writing "Aristeia" and went with "beast mode" instead. Not sure when.
Liberating Triumph (1+): A passive +2 to all saves against action-preventers? 3 feats worth, passively? OK, only for "preventing actions" but those are the most obnoxious ones that you most want to save against. And it's got other stuff too...
Dimensional Pursuit (<1>): When you a facing a teleporter, there's nothing better... other than stopping the teleportation. Which this sort of helps with.
Typically worthless. Can't really flex into this either.
Heroic Senses (2): Perception is nice. Getting to see invisibility while beast mode is also nice.
Mage’s Triumph (2): Upwards of +8 to caster level, without dying. That's really not bad. But this is more like "Hey, casters, you get in on the fun too," rather than a true drive to be a beast mode caster.
Unbreachable Heroism (2): A usually better Toughness feat. Gets much better if you're regularly cycling your martial focus. And makes you particularly hardy during aristeia.
Heroic Perseverance (3): You get a half-power aristeia, and then suffer no backlash. Dunno how useful that is. Possibly somewhat, with a quick leveling group, and few days between adventures.
Ultimate Form (3): A situational 1 or 2 free alteration traits? Eh. I mean it's probably helpful. At minimum, it's more attacks. Unless you need more limbs to enable more attacks. But then just become a tentacle spider monster and you're all good.
Veiled Horror (3): Frightful presence is neat. If your DM says it's frightened, it can possibly clear out an entire encounter, and leave you just mopping up with your beast mode. He probably would say shaken though. Relies on fighting those lower level than you, yet still activating your beast mode.
Enduring Aristeia (5): Get to, on the upper end, gain (your lvl) rounds added to the duration. Which... might let you go between 2 fights in a dungeon. But then you're wracking up a bunch of negative levels. And I'm pretty sure you die when negative levels == real levels.
Nuclear missiles burn hot and fast. Not slow and thorough. Leave all the fallout you can!
Heroic Tenacity (?): To me, this would just be tedious. But this is probably the single most versatile non-magical flex ability in the game. But only while in beast mode.
Surging Triumph (?): Honestly? Dunno. The few times I've had hero points, I've literally forgotten to use them. Probably decent.