Sevia, The Raven Queen |
For reference, the armor enchantment I asked about http://dndtools.eu/items/book-of-exalted-deeds--52/twilight--41/ Although there's an archmage path ability that just looks flat out superior...
I decided that Dual Pathing would be worth it, so I went that route - Archmage/Trickster and used one of my Path Abilities to get an extra Mythic feat for Mythic Wep. Finesse. Although atm I'm seriously considering going Champion instead of Trickster.
What are the rules on crafting and leadership?
GM Rednal |
Crafting is standard for Pathfinder - you'll need to take whatever prerequisites are necessary for a given item, pay gold, spend time, and so on. Note that you will be collecting rare and powerful items along the course of your journey - your divine artifacts are major plot points, and you may find them more helpful than what you'd get by crafting.
Leadership is something okay for plot (such as gaining followers who believe in you as a deity and want to support you in your rise back to power, with or without the promise of fabulous rewards for their service), but they won't be usable for combat or most similar challenges. A major part of this campaign is the fact that you're basically alone - aside from whatever you might summon up, gain as a familiar, etc., you have to do things yourself.
Sevia, The Raven Queen |
Are these items non-upgradable?
Also, two ability clarifications.
On Trickster's Fickle Attack Path Ability, does the bonus apply to all damage rolls (including sneak attack dice) or only weapon damage rolls?
If a Trickster takes Path Dabbling to acquire a Path Ability which states it can be taken multiple times does that mean it can be reselected?
Gah, I'm so stuck between Trickster and Champion. The first is more versatile with a wider array of Path abilities but the second has better combat oriented Path abilities.
GM Rednal |
On Fickle Attack, it goes for the weapon/alchemical item damage rolls, and does not count for things like bonus damage from other abilities.
Note that Fickle Attack is a 3rd-tier ability and can't be picked right now.
Going be RAW, Path Dabbling will only allow you to take one option from a different path - if the ability can normally be taken more than once, you could not take it the extra time(s), since it's still an ability on a path you cannot normally choose from.
Sevia, The Raven Queen |
Ah, alright. That significantly lowers the appeal of Trickster, I thought since it said on melee attack rolls it meant all rolls. Shame. That was the only ability besides Master of Escape that I really, really wanted from that Path. Oh, there's some other cool interesting Path abilities but nothing fantastic that plain old class abilities and magic items can't do.
Going to be switching to Champion primary, Dual-Pathing into Archmage. And the Path Ability I select will be Impossible Speed.
I think that basically finishes my character sheet, so the complete version should be up.
GM Rednal |
Almost there. ^^ You still need to organize things alphabetically in the sections and add the explanations for feats and traits in the Special Abilities are - but that's mostly just copying and pasting. XD It's not too much of a problem for things to be jumbled when you don't have many powers, but it should help out quite a lot when the list starts getting longer.
Shadow Blending looks like it's missing from SA, too.
Camiel, the Virgin Lover |
Let me know when you're ready to begin, then, and I'll get started. ^^
Oh, and please put the basic info into your class bar, like this character has. XD Again, quick and easy reference for basic data. That should be all. XD
Sevia, The Raven Queen |
Got a question regarding the cantrip Drench. Well, two. One, apparently I need your permission to know it since the source is a Paizo Blog. Two, how does [Reflex negates (object)] work if you're trying to extinguish a flame?
GM Rednal |
It's a cantrip from Paizo. XD I have no problems with you knowing it.
As for Reflex Negates, you'd need to have something capable of movement interacting with the flame - for example, if someone was holding out a torch, they could try to pull it away from the water. Unattended flames, of course, would not have any such save... and anybody trying to quickly whisk away a heavy metal stand is going to have a couple of penalties on that check. XD
Sevia, The Raven Queen |
Additionally, I need to know if the nearest area of darkness is within 30ft. That might affect what I do. I was also wondering if knocking down the torches would cause them to snuff out and what kind of action that would be?
GM Rednal |
Actually, since your character seems like she'll have a fair bit of dodging ability, I think I'll let you roll the miss chances when appropriate - that way I can be certain the right rolls are made. XD Besides, I like giving players more control on things related to their abilities - it seems more appropriate.
As for the torches, knocking them down would not cause them to snuff out completely - they'd simply burn on the floor for awhile, though for less time than they would if held normally. ^^ However, you could outright destroy them as a similar action, scattering the part that actually burns - this would snuff them out.
Sevia, The Raven Queen |
Yeah, I've been thinking about what I could do differently but the problem is I keep running into Max Dex problems (also Spell Chance Failure) since there's so few limited ways to increase Max Dex on armor when you're getting into super high dex by late game. It's never been a problem for me before since I've always played low dex characters.
What would be the rules on altering existing item templates (eg Celestial Armor) or custom items?
GM Rednal |
For custom items, it really depends on what you're trying to do. If it's something you can do through Crafting, well, that's not an issue as long as you're able to do it, or find someone you can pay to do it for you. For truly customized things, that's a little more difficult. Mmm...
When I have a spellcaster that's going to go Mythic, what I usually do is alter an existing item that matches what I want. It's usually a Staff of Eldritch Sovereignty, with spells changed to match the character. When the base has an offensive spell, I have an offensive spell (of the same level). When it has a utility spell, I have a utility spell. This allows for a custom item that still reasonably matches the official products in terms of power and use, and I slap on a few added restrictions (like no early access to high-level spells) in order to make it comparable across the campaign. If it has a similar overall effect and power level, chances are I'll approve it without needing any changes.
If you're looking for something that's not just a reskin, but totally custom, that's harder to approve... but I'm open to most things as long as there's a reasonable level of balance to it (limited number of uses, high cost to own, etc.). ^^
Sevia, The Raven Queen |
Yeah, for crafting items I'm not looking to so much make a new one as to alter existing ones. Mainly because it doesn't seem like you can really craft High Dex armors aside from Celestial Armor - which I'm looking to reduce the straight enhancement bonus and substitute in other effects which lower spell chance failure/acp - like Twilight enchantment, and apparently there is a feycraft 3.5 enchant.
Unless of course you're going to dump some artifact armor on me with no Dex ceiling, ACP, or spell failure. You were kind of vague about what these items are.
Sevia, The Raven Queen |
Well, I suppose with crafting feats I could resell items I make at Cost and break even if you ever give me something better than what I craft. So there's that. If I can alter the items in the limited manner I mentioned then I'm more confident in switching out a level of fighter for a template.
Sevia, The Raven Queen |
Something I'm currently looking at right now but there are issues with -
Taking Half-Celestial Template - Can templates be traded after the fact? (prereq is "Good" and my char is Neutral so taking it now seems weird but fits thematically with the divine aspect, but probably heading towards good alignment later). And how does a template with "Varies by HD" work?
Also, Paladin - How does that work if I'm my own deity in the Code of Conduct/Atonement spell? Paladin synergizes with my other classes better than fighter in stats, but can I not use bluff or poison (poison doesn't really look useful unless you'd allow me to craft them with better dcs)?
I'm also wondering if it's possible to trade out poison use for Rogue's trapfinding? There's a Rogue archetype which trades trapfinding for poison use, so is it possible to do the opposite? Would poison use qualify as "trapfinding" for other Rogue archetypes?
GM Rednal |
Half-Celestial is a template that you'd normally start with, but can also be obtained through great magic - and yeah, you would need to fit the prerequisites somehow (or just take Beyond Morality, which I say qualifies for templates as well as classes). Templates that vary with HD mean that the CR adjustment changes as you get stronger - as mentioned in the original thread, you'd have to pay the highest amount in class levels before obtaining it, which in this case means three class levels.
As for Paladin and Code of Conduct, since you're the deity deciding what's right for the class, you could simply write up your own code of conduct. Note that this would be a permanent choice, unless/until you actually change as a deity, and that a different power might get involved to provide your atonement (if necessary).
For Poison Use/Trapfinding, that's fine. ^^ As for qualifying in Archetypes... you mean replacing trapfinding for an archetype? If you're using what's basically a mini-Archetype to get trapfinding, then you could not choose an archetype that would replace your new trapfinding, though trapfinding could serve as fulfilling a prerequisite. ^^
Sevia, The Raven Queen |
Hey, so I went back to look at my backstory and decided to change it a little. The bit about releasing Rovagug felt a little too nihilistic and unsympathetic, so I changed her fall to be more related to her goal to destroy Urgathoa and removed the Rovagug stuff.
I also added some fluff. Still tinkering and building this character.
Sevia, The Raven Queen |
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So here's a couple questions that might affect how I build my character in the future.
Can I hold two swords in one hand the same way you can hold a two handed weapon in one hand (that being you can't attack with it/them)?
Can I craft a pair of swords that can be combined into a double weapon and separated when I want?
If I take Mythic Power Attack can I apply it to Pirhana Strike instead? (There's no mythic piranha strike).
Is it possible to craft modified specific magic weapons/combine specific magic weapons as custom magic items? (I'm not really looking for unique custom items, just tweaking what's already published)
When casting a spell with a Rod do I need to have it in my hand or do I just need to have it on my person?
If the former, does having it accessible on a belt within reach count as 'holding it' if I grab it but don't draw it? How about with a wand?
For the purposes of qualifying for Bleeding Critical, could the Critical Mastery Path ability be substituted for Critical Focus? (since Critical Mastery does sort of the same thing as Critical Focus - but auto confirms instead of granting a higher confirm roll).
GM Rednal |
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1) As long as you recognize that you can't effectively attack or anything, yes, you can awkwardly hold multiple things in one hand the way you can in real life. ^^
2) Can you create them with this? Say, building twice, one for separated and one for not, then paying an appropriate amount of GP for two weapons (which it basically is).
3) If you'd like to write up a comparable Mythic version for that, go ahead and I'll review it (or write one for you, if you'd prefer). The full release of Mythic Mania is going to make this sort of thing much easier...
4) Depends on the exact modifications, but generally yes. Broadly speaking, the closer in power to a standard item, the better, but if stuff is noticeably stronger or weaker, I'll generally just adjust the cost to compensate. ^^
5) Official Rules: "Unless noted otherwise, you must be holding a rod to use its abilities."
6) It would be more realistic to simply have it in your belt and not need to do things like a draw action... buuuuut the rules are fairly clear about the *intended* way of using them, so you would need to draw it in order to use it. XD; One of those system balance things.
7) There's not question that a Mythic Path Ability is stronger than a standard feat, so doing this would reduce your maximum power. Considering that, and in light of this being a gestalt game... I will allow you to do one substitution of this type. ^^
Sevia, The Raven Queen |
Wep type: 2 Hand Exotic (9p)
Double 2p
Two Hand -1p
d6(x2) 4p
18-20(x2) 4p
x2(x2) 0p
I think?
The cost of the base weapon x2? Basically I'm just wondering if I can put 2 Wakizashis together. I don't think it changes anything mechanically other than that I could put a double weapon into a glove of storing.
Something like this - it's literally Mythic PA with the pronoun replaced.
Prerequisite(s): Pirhana Strike
Benefit: When you use Pirhana Strike, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2.
In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.
You can expend one use of mythic power when you activate Pirhana Strike to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.
GM Rednal |
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Obtaining the ability to do that implies access to a Glove of Storing, paid for or otherwise obtained in the course of the game. XD That's actually a moderately valuable item, too - generally speaking, I figure that custom things should cost about what they would if you were doing the same thing through normal means... oh, and you shouldn't worry too much about the price, because you are going to end up with an abnormally ridiculous amount of gold over time. *Coughs* I could literally halve the value of every treasure hoard and you'd still come out far ahead.
As for Mythic Pirhana strike, that should do just fine. ^^
Sevia, The Raven Queen |
Is that before or after crafting? Maybe I shouldn't even bother if I'll get so much gold (or I could just gold plate everything #SWAG) though high level slotless items are VERY expensive...and also take a long time to craft. How much crafting time could I expect to get if I could craft?
GM Rednal |
Depends on what exactly is going on in the plot, but I'm sure we can find plenty of time to let you craft if that's what you want to do. ^^ This isn't really a game about restricting your ability to prepare... instead, I'll let you prepare until you're ready, then start throwing challenges at you and see how it turns out. ^^
Sevia, The Raven Queen |
I probably should have wrote this when I made my post but it slipped my mind, I'm looking for any of the symbols the priests are wearing in the book.
H'ecks-pha-czu'whaugh |
H'ecks-pha-czu'whaugh wishes to inform you that you are now her second besty forever, until someone replaces you.
EDIT: You may thank her, at your leisure, Sweety.
Heksfazia, the Neverdemon |
Ugh, that is, like, so embarrassing. I'm, like, totally sorry! I can't do anything with her, and she, like, never listens!
Also, I'm totally jelly of your library! So jelly! Who I wouldn't **** the **** out of **** for, like, **** or ****, I, like, totally don't know!
EDIT: You should, like, totally Call me sometime, and we can hang out!