The Forgotten God (Table 5)

Game Master Rednal

Astoroth, God of Facts and Information-Gathering
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The Cathedral
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Unused


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HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

That looks pretty good. :-) Two suggestions: limit the instakill portion of Smite the Apostate or bump that portion to a higher Tier. The bestow curse/geas part is fine, but being able to instantly slay ANYONE who's worshiping at your shrine seems a little strong. Second, you may want to add Inquisitor/Oracle/Warpriest to Mark of the Prophet. They're just as divinely-chosen as Clerics, after all. XD


Noted - and added to the Campaign Info tab. o wo/


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

For the record, whenever I level, I'll be picking up that Enhancement talent that lets me bypass DR. XD I'm trying to avoid using Mythic Power here unless absolutely necessary, as I'm not sure who's keeping an eye on me here in the Abyss.


Yeah, anything that'll help you bypass DR is probably a good idea. XD You're mostly a physical attacker, and that's only going to grow as a problem unless it's mitigated...


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

As I grow in power, I'll eventually need a divine realm, and I just figured out what it'll be. XD I plan on constructing a massive extradimensional library filled with every sort of knowledge imaginable. The Book of Truths would power the library's resources, so they'll be constantly up-to-date. If possible, I'd like to staff this library with Stray Spells, which would (naturally) be of the divination variety. Access would be granted to Astoroth's followers, but any individual who is fervently seeking knowledge about a particular matter may be lucky enough to suddenly find themself standing in front of a relevant shelf.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Still need to finish up, but here's what I have so far.

Brawler 7
HP +29 (1d10*1.5 + 3 mythic + con)
BAB +1
Maneuver Training 2 (dirty trick +1, grapple +1)

Empiricist 7
Skill Ranks (6 + 8 int + 1 favored class)
- All Knowledges +1, Disable Device +1, Escape Artist +1, Perception +1, Sense Motive +1, Spellcraft +1,
Investigator Talent (amazing inspiration)
Level 3 Extracts (gaseous form)

Incanter 8
CON +1 (+4 hp +7 retroactive)
Initiative +1
Diviner's Fortune increase to +4
Foretell (divination specialization ability)
Will Save +1
Caster Level +1
Magic Talent (enhancement)
*Bonus Feat

Mythic 4
*Ability Score +2 (either STR or INT)
Initiative +1
Mythic Power increase to 11/day
Mythic Surge increase to 1d8
*Mythic Talent x2

Enhancement Sphere
Drawbacks (consciousness linked, personal magics)
Talents (enhance equipment, natural enhancement, versatile enhancement)


Your INT is plenty high for right now, so I'd suggest upping your Strength a little instead. Aside from getting to be better than unenhanced humans (finally), there's a practical aspect to aiming for a well-balanced character that's not going to be much worse at Strength-based challenges (which totally exist).

For your Incanter's bonus feat, I'd suggest getting a little Metamagic. Since you have Recharge Sphere Magic, some options are more useful than they might normally be. Piercing Spell may prove handy if you face foes with SR and want a better shot of landing spells on them.

Mythic Talents are... pretty flexible, of course, but upping your Book to a Minor Artifact by taking Legendary Item again wouldn't hurt, and works well thematically. Speaking of, you should probably see if that's getting any new abilities. XD


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Upping STR was what I was leaning towards for the reasons you stated. Metamagic's something I hadn't considered. I've never really used it on any of my casters, but I have run into SR a few times this campaign, so it'll probably be useful. That leaves me with new Mythic Talents.... I'd planned on upping Book, so that just leaves me with one Talent. I'll figure that in the next day or two. As for new abilities, I'm holding off for now so I can pick from one of the higher lists.


Sounds like a plan. ^^


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

I think I'm all set now. If everything checks out, I'll update my profile and resume posting in Gameplay. Thanks for your patience. XD

Brawler 7
HP +29 (1d10*1.5 + 3 mythic + con)
BAB +1
Maneuver Training 2 (dirty trick +1, grapple +1)

Empiricist 7
Skill Ranks (6 + 8 int + 1 favored class)
- All Knowledges +1, Disable Device +1, Escape Artist +1, Perception +1, Sense Motive +1, Spellcraft +1,
Investigator Talent (amazing inspiration)
Level 3 Extracts (gaseous form)

Incanter 8
CON +1 (+4 hp +7 retroactive)
Initiative +1
Diviner's Fortune increase to +4
Foretell (divination specialization ability)
Will Save +1
Caster Level +1
Magic Talent (enhancement)
Bonus Feat (piercing spell)

Mythic 4
STR +2
Initiative +1
Mythic Power increase to 11/day
Mythic Surge increase to 1d8
Mythic Talent x2 (legendary item, predictive analysis)

Enhancement Sphere
Drawbacks (consciousness linked, personal magics)
Talents (enhance equipment, natural enhancement, versatile enhancement)


Having made some complicated characters myself... I know it can take a bit of time. XD Looks good to me.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

I'm at a con this weekend, so posting will be sporadic.

-Posted with Wayfinder


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Proposed Rebuild
Retrain Brawler 7/Unarmed Fighter 1 into Striker (skirmishing scout) 8
Add Battered Detective archetype to existing Empricist Investigator

Martial Tradition: custom
- Scout
- Barroom
- Berserker
- Toolkit Training (discipline)

Spheres Known: 14 (8 striker, 6 investigator)
Alchemy (formulae)
- Improved Tanglefoot Bag
Barroom
- Barroom Expert
- Jagged Edge
- Surprise
Berserker
Boxing
Dual-Wielding
- Mercurial Flow
Equipment
- Toolkit Training
Fencing
- Parry and Riposte
* Parry Anything
Open Hand
- Counterbalance
- Snap Kick
- Tear Flesh
Scout
- Find Gap
- Identify Rhythms
*Inimical Gaze

Other Changes
AC/CMD/Fort Saves -1
Grapple CMB/CMD -2
Dirty Trick CMB/CMD -1
Unarmed Strike damage reduced to 1d6
Lose three feats: combat expertise, snake style, snake fang
Replace Catch Off-Guard with Barroom Brawler
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In terms of changes, I'm slightly easier to hit while standing still, but as long as I move at least 10ft each round, I actually become significantly tankier due to the Striker's agile AC bonus. For combat talents, Barroom lets me be Jackie Chan with whatever's within reach. Dual-Wielding gives me pseudo-flurry when needed. Fencing gives me defenses and replaces the Snake Style chain (the rebuild means I lose three combat feats, after all). Open Hand lets me maintain my established affinity for unarmed combat, and the other talents give me some mobility control. Scout meshes well with the Investigator's studied combat feature, and the Legendary inimical gaze talent will be helpful during the frequent situations where I'm outnumbered.
------------------------------------------------------------------
If this is acceptable, I just need to select three Striker Arts, and I'll be good to go.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Striker Arts
Instant Punishment
Iron Soul
Mobile Step


Looks good to me. ^^ Well, almost. You've got 8 talents from Striker, so your Unarmed Attack is actually 1d8, not 1d6. (This is definitely a case where only the better of the two progressions is counted. XD)


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Unarmed Attack only increases based on the number of "unarmed spheres and talents" known as per page 11. As I currently have 5 of those talents, it should be 1d6. Striker doesn't actually grant an unarmed damage progression - only the Improved Unarmed Strike feat.


Hm... aaaaah, that's pretty discreet in there, isn't it? XD 1d6 it is.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Completely unrelated to this game, but apparently something happened at PaizoCon involving the FGG CEO. As it's a weekend, there's unlikely to be any official information for a little bit, but I wanted to give you a heads-up.


I saw the thread on it. I have essentially no knowledge of the situation aside from the fact that something bothering some people appears to have happened, and an injury of unknown severity may have occurred. Also, PaizoCon was several months ago, and any company-level reactions are likely to have already happened. I'd prefer to avoid rushing to any sort of conclusion, especially before those who might want to respond to and/or comment on the situation have had a chance to do so.

Most notably, someone citing themselves as a contracted employee says that Paizo (who was not actually the cause of the problem) is indeed working internally to improve things, and they appear satisfied with the work being done.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Most definitely. It's the first I've heard of anything regarding PaizoCon, and the whole thing seems a bit weird to me, so I'm following the thread in hopes of some official clarification. Mainly because I own quite a few FGG products, and they have a Kickstarter running that I've been considering backing. Anyway, I'd just been seeing if you were aware, as you're often a voice of reason in the various outrage threads.


I've experienced quite a few outrage threads in the past, often over extremely minor - or even expected - things. ^^; And I don't mean "blowing off serious accusations", I mean "translated things not matching the original text because some jokes just don't translate". Like, what, would you rather have a direct translation that makes no sense at all in order to retain the "purity" of the text, when even the creator thinks a change should be made there? o_O Outrage threads get weeeeeird sometimes, so I try to avoid jumping to conclusions regardless of the subject. (Besides, I believe in innocent until proven guilty.)

Anyway, Paizo's clearly aware of things, and they're probably going to give a response when, y'know, there's someone in the office who's in a position to do that. Rampant speculation doesn't help, so in this case, I do think it's best to wait and see. ^^ If people are handling the matter like adults, that's good enough for me. If I feel like Paizo (or anyone else) has failed to properly address the situation after having had a reasonable opportunity to do so, I can make a decision on what to do then. At the very least, though, they seem to be making a good effort.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Heh. Very true. XD

Seeing as PaizoCon was a while ago, I'm guessing this whole outrage thread started due to something that came up during the #MeToo stuff. While I hope Paizo says something to clear things up (at an appropriate time, of course), I'm glad that the thread got locked relatively quickly. Like you said, outrage threads can get weeeeeird.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Out of curiosity, have you experienced any weirdness with the website recently? I've been unable to log into the Wayfinder app, and the site keeps logging me out when I try on both my computer and my phone. I'm obviously able to get in and post, but when I log in, it sends me to an error page first. Just seeing if anyone else has a similar experience before I submit a support ticket to Paizo.


Oh, yeah, the website's been pretty wonky since they added some new code. They're working on it, though, and hopefully a fix isn't too far away.

Side Note: You've gained the following ability.

Divine Might: As a standard action, you can expend one use of mythic power to use any base combat sphere ability (such as the additional attack of the Dual Wielding sphere or the Hard Drinker ability of the Barroom sphere). You may also apply up to one applicable talent from the same sphere (although it must affect the ability you're using, rather than simply providing a passive benefit). If either talent has an effect that lasts beyond the action to activate it, or provides skill points, that effect lasts until the start of your next turn. You do not need to know either of the talents, but you must meet all of their prerequisites in order to use them with this ability. When you activate a sphere ability through Divine Might, your level is treated as 2 levels higher for the purpose of any effect dependent on level.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Good idea. XD Assume Iris has the same thing.


Merry Christmas! You've gained the following ability:

Shield of Knowledge: Gain Immunity to Intelligence Damage/Drain.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Feat +1 (still deciding)

Incanter 9
Fort Save +1
Ref Save +1
Caster Level +1
Magic Talents +2 (still deciding)

Striker 9
HP +19 (1d10*1.5 +4 CON)
BAB +1
Will Save +1
Drill Knuckle +1
Vital Insight +1
Combat Talent +1 (still deciding)

Investigator 8
Skill Ranks +15
- All Knowledges +1, Disable Device +1, Escape Artist +1, Perception +1, Sense Motive +1, Spellcraft +1
Studied Combat +1
Studied Strike +1d6
Unfailing Logic improve to +4
Combat Talent +1 (still deciding)


*Rubs chin* Hmm.... a couple of talents and some feats, eh?


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

This should cover it
--------------------------------------------------------------------------
Feat
Great Focus

Combat Talents
Boxing: Shoulder Roll
Dual Wielding: High-Low Combination

Magic Talents
Illusion Sphere
Illusion: Invisibility


-Rubs chin- Aaaaand are you doing anything with the Legacy Powers for the Book of Truths? Or is it not gaining anything this level?


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

I totally forgot about that. *embarrassed chuckle* How would Metamagic Mastery from Menu A work for spherecasting? I kind of like Lightbringer since it's thematically appropriate that Book lights up so I can read in the dark, but metamagic is always good to have - especially at higher levels. There's nothing I'm particularly interested in Menu B, and Menus D/E/F unlock at Level 11, so I'm looking solely at Menu A abilities.


If it's something you can buy at this level, then it's legal. ^^ ...I'm pretty easygoing in general with this game, but especially so for divine items. XD I want people to feel like such a thing really is a powerful, unique, and frankly kind of amazing thing they're holding, probably beyond any other item a character of theirs has held - something really worthy of its name, not just Item X with 'divine' slapped onto the top to make it sound shinier.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Let's go with Lesser Metamagic: Disruptive Spell then.

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