The Spiral Wanderers (Inactive)

Game Master adsapiens

Current Map - Offers Room


201 to 250 of 505 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

fearcypher wrote:
GM Archlich wrote:

About the items, just to be clear, we're using Automatic Progression Bonus, but I use a rule similar to regular armors/weapons enchantments: they have to be at least +1 to receive any other enchantment (I follow it even for Amulets of Mighty Fists, even though it wouldn't be required).

So in order to use a Furyborn amulet of mughty fists I would need to have a total attunement of +3? If you're removing one of the primary benefits of the AOMF than would you let it be purchased for the price of a normal weapon? Would it be possible to buy a +1 Furyborn AOMF and be able to use the Furyborn part without using the base +1?

AOMF doesn't really work normally with ABP as it's not a weapon. However GM Archlich is generous enough to allow it given how he has been very strict on most other rules.. In a normal game AOMF is twice as expensive as a normal weapon, but here you get it at the same price as a normal weapon. While getting +2 for a weapon gains you the equivalent of 8000 GP, getting attuned AOMF gives you 16000 GP for the same bonus.

There is a saying that you shouldn't bite the hand that feeds. Asking for more when you've already gotten a generous offer... I've seen it ruled in other games, nate lange's Epic ROTRL comes to mind, that AOMF scales at the same rate TWF rather than the same as a normal single weapon. That would be much less nice for an unarmed or natural weapon using character.

---

Due to the information about Coupled Arcana not actually working together with wild arcana (this is the first time I've seen it ruled that way) as well as the new information on dual path, I'm starting to have have doubts about my own concept. I might still go through with it, because it seems awesomely flavorful, but I would also like to find something useful to use that extra standard action on... I'm still open to trading out mesmerist, so if anyone got any good suggestions, I would be happy to listen.


So now attunement means you can add special abilities rather than Enchantment?

I still don't understand but it doesn't really matter.

fearcypher: buy a +1 weapon and use your +2 Attunement to make it Furious. Problem solved.

As for my character. I will just have 2 +1 reliable pistols and my attunement will add the +1 ability Thundering.

What is AOMF?


@Flint Blackwood: That's not actually how it works. You can't buy regular enchantments. You can buy special abilities who will then eat into your attuned bonuses. If you read the rules on Automatic Bonus Progression (ABP) it becomes a whole lot clearer. The difference here is that normally for ABP you don't need to have +1 first, but here you do (so if you had a Freezing weapon, costing 2000 GP, you could then attune it with a +2 bonus to make it a +1 Freezing weapon. A freezing burst however you would be unable to attune until you can attune a +3 weapon).

AOMF is Amulet of Mighty Fists.


@Flint: You can't buy a +1 and add the +2 Attunement for it. You're literally stuck (currently) with a +2 cap of enchantments. I hope it's clearer.

@Oyzar: To make clearer the amulet of mighty fists, it IS enchanted (via attunements) as you'd do with two different weapons (so it DOES cost twice). Currently, you can't have more than a +1 Amulet of Mighty Fists. Other than that, your explanation of the ABP system on the previous post is perfect :)

I wish I could edit the first post to add the questions and answers! It'd make everybody's lives much simpler. It's sad that this answers will be "lost" at page 5 of how many this recruitment thread ends up having :(


You can add it to the game info page and post in the description of the game that there is more info in the campaign info tab.


May we buy mythic magic items?


WerePox47 wrote:
May we buy mythic magic items?

Yes, assuming they're under the cost limits from the first post! Just run them by me.


How much longer do we have to submit a character?


Oh. I read it a again. That actually sucks a lot. All I have is 2 +1 weapons now and a lot more money and no idea what to do with it.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
GM Archlich wrote:

About the items, just to be clear, we're using Automatic Progression Bonus, but I use a rule similar to regular armors/weapons enchantments: they have to be at least +1 to receive any other enchantment (I follow it even for Amulets of Mighty Fists, even though it wouldn't be required)....

@Reckless/Tiller: I wondered when someone would come with a Kasatha to the party. Pretty solid build. I assume you wanted Shaman there for the hexes and spells (instead of Zen Archer for example), right? Story-wise, it seems the only thing not connecting too well is the deity with the Kasatha culture thing, although I perfectly understand why Erastil mechanically (especially if you had gone for Evangelist of Erastil and a build around Mythic Guided Hand). Either way, very good submission! I wait for more details.

In addition to the mechanical aspect of Erastil, what little information about Kasatha there is from ARG and People of the Stars seems to indicate they live in close-knit communities/clans and send their people out when they reach adulthood for a year to learn ways to better their communities. With the possible exception of Abadar, there really isn't a Golarion god better suited to such ideals than Erastil. He is all about the community, the family, and the hunt. Abadar strikes me as more a city god, and Erastil more in tune with the Kasatha's nomadic lifestyle. The way PF deities work, they can be worshiped in different forms on different continents, and so why not on different worlds within the material plane?

I started with the idea of going with a Hierophant, and took a look at all the Divine casting classes. I liked how the three I chose all used different spell lists (and was inspired in that by earlier advice here) and they seemed to mesh well. The Speaker for the Past Shaman really seemed to mesh well with the campaign's storyline, and fit nicely with a more tribalistic character. Plus, with the diversified spell lists, things like Inspired Spell take on much more versatility.

I'm not 100% understanding your rules on weapons above. Since you can have a +2 weapon at this level, would you, for instance be able to have a flaming warhammer(paying for just flaming/masterwork in gold), and then add in +1 enhancement with the ABP? Or can you use the +2 to make any weapon for instance a +1 flaming weapon? What about enhancements that have a set value instead of an enhancement equivalent, such as adaptive?


Here are the official rules for ABP. I made the single requirement of weapons and armors having to be at least +1 in order to have other enchantments, but I added some customizations of my own. Let's see if we can make it all clear with examples.

What this basically means, for example, is that you could for example buy a Keen Scimitar (for 2000 + 15 + 300 gold) and apply your +2 enhancement to it, making it a +1 Keen Scimitar.

For enchantments that are just a set value, not an enhancement equivalent, you classify it on the enhancement category which comprises the set price, using the enchantment full price (observe that since it's still an enchantment, I still require that at least +1 from the enhancements of the weapon to be used in it instead of pure enchantments).

For instance: Adaptive costs 1000 only, so it fits under the first category of enhancements (up to 2000). Exclusionary costs 3750, so you'd have to use the second category of enhancements (up to 8000).

An Adaptive Composite Longbow STR+5 (that allows someone with strength bonuses from +0 to +5 to use it without penalties to attack) costs 1900 gold, but since it's enchanted you have to apply your full (currently 2) enhancements to it, making it a +1 Adaptive Composite Longbow STR+5. Observe this little detail about Adaptive: the STR of the Composite Longbow is still used to designate the maximum bonus to damage the user will get. Adaptive for a Composite Longbow STR+0 won't give any more damage to someone with +3 STR modifier than it would to someone with a +0 STR modifier.

You could also simply buy two Masterwork Kukris (308 gold each) and add to each one a +1 enhancement (making it two +1 Kukris).

For the Amulet of Mighty Fists, there isn't much to do right now: you'd have to pay 2000 gold for one, and give to it the 2 enhancements to make it a +1 Amulet of Mighty Fists.


You say no crafting is allowed but would I be able to use a bonded item to get something for half price. I'm thinking of picking up Ecclesitheurge for the bonded holy symbol. Or would it still be full
price?

Either way I'll still buy the +1 Furyborn AOMF. It's only a level so it's not too big of a problem.


Answered my own question! Found it on an earlier page (must have missed it among all the text). This sounds like a ton of fun. I'll work something unique up. Maybe a mad elf or Drow if they're considered under uncommon/featured ;). I like the idea of something that delved so far into the arcane that his mind has become fragmented.


If I'm not mistaken masterwork cost is included in enchantment cost so you don't have to pay that if its enchanted.

Also, anyone mentioned HP per level?

And I still get bullets at a discount from gunsmithing right? If its emerging guns I imagine I have to craft them anyway.


@fearcypher: No crafting is allowed, and bonded items don't cost half the price. Plus, Furyborn is a +2 enhancement - impossible to put in anything right now, especially at an Amulet of Mighty Fists, that cost twice a regular weapon (think of it as if enchanting the two heads of a double weapon).

@Narcotic: I'll be waiting for your concept, then!

@Flint: I already mentioned HP is full every level. You do pay Masterwork costs. You don't get discount at bullets since there's no crafting allowed at all (in fact, you won't be able to craft any - you'd have to find more ammunition to buy).


GM Archlich wrote:

@fearcypher: No crafting is allowed, and bonded items don't cost half the price. Plus, Furyborn is a +2 enhancement - impossible to put in anything right now, especially at an Amulet of Mighty Fists, that cost twice a regular weapon (think of it as if enchanting the two heads of a double weapon).

Ok on the crafting.

On the amulet I figured I could buy it but just not be able to use it. If i was mistaken then i'm sorry.

After the game starts how hard would it be to obtain new magic items? Because if it isn't too hard then I'll just stop worrying about this. As I'm looking at using it for a monk and I won't need too much help bypassing DR So it isn't even particularly necessary.

Sorry if I seemed a bit hostile or anything on here. Sometimes what I say doesn't translate well into text.


GM Archlich wrote:


I have been considering a small change to the rules to make things a little more interesting: everybody would get Dual Path (Mythic) for free. You'd still have to point me what's your main path, but it basically means everybody would have two paths. I think it'll make the builds easier and more flexible, while still allowing to focus on the strength of filling certain roles.

Yes! I can fit my Trickster or Hierophant stuff in there now.

GM Archlich wrote:
@Rednal: Wild Arcana works only with Arcane spells, not psychic. I'm fine with the "lack of support" to psychic currently in the game simply because I think psychic powers are already superior to other casting approaches. ;)

Looking deeper into the mechanics would likely show you this isn't the case.

While Undercasting is a neat mechanic (though only available to the Psychic, not the other Occult classes) Psychic casting i actually very disadvantaged, comparatively.

Emotion and Thought components are actually significantly easier to shut down than Somatic and Verbal components.

Quick example to show what I mean:

To shut down a Somatic component, you need to Pin a caster. I.e. two Standard actions to Grapple, assuming the caster doesn't just wriggle free, teleport out, or some other such thing.

Emotion components can be shut down by...an Intimidate check. Which very nearly cannot fail (Intimidate DCs are LAUGHABLE), and can be done by some classes and builds as Move or Swift actions.

Thought components literally just make spellcasting harder with no upside as well. They increase Concentration DCs by 10.

Is there something else about it that makes you think it's so strong?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Are there any special restrictions you are placing on special materials for weapons and armor (mithral, adamantine, greenwood, etc.) in regards to cost/enchantment/ABP?

I'll obviously have to change my bows anyway...


Are there any dedicated spellcasters who want to work on a joint submission? I've got the Witchguard archetype.


Johnny, How would a joint submission work?


Two characters write an inter-connected backstory and, depending on how the GM looks at it, they become a package deal.


GM Archlich wrote:


Observe this little detail about Adaptive: the STR of the Composite Longbow is still used to designate the maximum bonus to damage the user will get. Adaptive for a Composite Longbow STR+0 won't give any more damage to someone with +3 STR modifier than it would to someone with a +0 STR modifier.

Is that a houserule or have I been reading adaptive the wrong way all this time? Because adaptive says, "acting as a bow with a strength rating equal to its wielder's Strength bonus". I thought adaptive changed the strength rating to whatever the user has not whatever the user has within the limits of the base bow.


It does. This would be a very, very odd houserule if so. Getting Adaptive is generally more expensive than just torquing up the Str bonus anyway.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Yes, houserule, but seems to be the GM's intent. Just means I pick up a bow for my usual strength instead.


Johnnycat93 wrote:
Two characters write an inter-connected backstory and, depending on how the GM looks at it, they become a package deal.

I'd be down for it. I've got two spellcasting classes and room in my backstory for a traveling period where they could meet. Or I could rewrite what I have, It isn't my best work anyway.

Only thing is my spellcasting classes don't really fit the witchguard theme, but I don't know how dedicated to it you are.


I may be interested in doing a joint backstory. I'll have to PM you some details about the character I'm fleshing out. Witchguard looks like a fun archetype to work with though. I'm curious though, would you want it to be more of a level relationship, or would you be open to maybe working with some unknown intricacies between the two?


Holy crap. How did I miss this?

I'll have something written by tomorrow.


Summary:

Race: Human (Vudrani)
Origin: Jalmeray
First Class Path: Unchained Monk
Second Class Path: Cold Iron Warden Inquisitor
Third Class Path: Investigator
Mythic Path: Trickster
Secondary Mythic Path: Marshal/Archmage/Hierophant?
Main Role: Skills (Knowledge & Infiltration)
Secondary Roles: Buff/Debuff, DPS
Campaign Trait: Faith in question


Father Jean-Guy Corvus, Son of the Spiral, the Smiling Knife

Race: Human
Origin: Noble Scion
First Class Path: Swashbuckler (Flying Blade)
Second Class Path: Bard (Dervish Dancer)
Third Class Path: Warpriest
Mythic Path: Champion
Secondary Mythic Path: Trickster or Guardian
Main Role: Combat (Dex based/frontline/high mobility), doing horrible, horrible things to victims with daggers.
Secondary Roles: Healing, Social Skills, Ranged Combat, Buffs
Campaign Trait: Fragments of Someone Else

Background:
All things must die

When a child loses someone it can be difficult. Children do not understand loss or pain the way many adults have been inured to it. So it was with young master Jean-Guy when his mother passed from this life. Struck by a terrible wasting curse by Whispering Way assassins, he had watched her wither over the course of months as clerics and healers of all stripes attempted to arrest the curse's progress. It had been torture to watch the woman who had raised him suffer, reduced to a shadow of her former joyous self.

Yet when the time came, he stood vigil over her as extended family and acquaintances paid their respects over her. A Pharasmin priest was in attendance to consecrate her remains at the moment of passing, accompanied by some manner of hooded attendant. As he time of passing all but Jean-Guy were ushered from the room.

Oh they tried of course, but his mother's cries of pain gave him all the inspiration he needed to dodge the firm hands and wrangling quick-witted young men is not in the typical training regime of priests. It was the hooded figure that eventually spoke up in favor of him staying. It placed a hand clad in a black lace glove upon the sweat beaded cheek of the suffering woman and her cries trailed off to panting and then silence.

When the hooded figure finally drew down that hood to reveal a bleached white skull, adorned with flowers and thick black curls, Jean-Guy's blood ran cold. Before he could react, the being leaned in and gave his mother a chaste kiss upon the forehead. Finally her face relaxed into the peaceful embrace of death.

"Do you understand why I must take her, child?" the spirit had asked.

"No," Young Jean had replied with a tightening throat, "She never did anything wrong, she didn't deserve to die."

"Sweet child," the spirit had said, "Death is not a punishment. All things must die. Trees in the forest, beasts in the field, men in the cities, and yes, even gods and thus is the world balanced. Yes, your mother is gone and the hurt you feel is natural but she will never be gone from here, or here." With that the spirit tapped Jean's forehead and then his chest, just over his heart before turning to leave.

Jean thought about the spirit's words for years after. He watched the beasts in the fields and the flow of society around him, observed the shifting of the seasons and attended many more funerals. For a time he studied at a Pharasmin Seminary, considering the priesthood a potential calling but soon realized something. The orthodoxy is a remarkably glum lot.

So he went his own way, refining his philosophy and, for lack of a better word, adventuring. He wandered Golarion, studying all manner of funerary practices and death rites all while experiencing the finer points of life. There were dark times of course. Almost inevitably he ran afoul of the Whispering Way, much as his mother had. He had long ago decided that, rather than blame the water for the flood, he would blame the maggot bait that blew up the dam.

Whispering Way membership is at an all time low, now.

Jean-Guy, now known widely as Father Corvus, has found something of a home in Varisia where his somewhat eccentric beliefs are accepted and even embraced by the free-spirited populace. His funeral processions are more like parades and the wakes would wake the dead if he did not always take strict precautions to prevent such occurrences. Death is a contrast to life and as such the best way to remember the dead is to celebrate their lives, preferably with music, dance, and drinking once the somber bits are out of the way.


Ummm... I guess Eclectic doesn't work with gestalts,am I right? (I mean it's supposed to be used for multiclassed characters, not characters having 2 or 3 full classes).

RPG Superstar 2012 Top 32

Ecclectic (and fast learner) are subject to GM interpretation once you get into gestalt... GM- can we get a ruling on that?


You can only receive a maximum of 1 favored class bonus each level. Following this rule, it works with gestalt.


Race: Human
Origin: Shamed Family
First Class Path: Gunslinger
Second Class Path: Alchemist (Grenadier)
Third Class Path: Fighter (Two-Weapon Warrior)
Mythic Path: Champion
Secondary Mythic Path: Trickster (or visa versa)
Main Role: Thundering death (DPS)
Secondary Roles: Tank
Campaign Trait: Vanguard on the Reargaurd

Paizo is being a little weird about copy and paste but all I have left is the math on abilities and description I believe. He has four arms and a lot of fire power though.


Johnnycat93 wrote:
Are there any dedicated spellcasters who want to work on a joint submission? I've got the Witchguard archetype.

makes me yearn for 3.0's "Devoted Defender"

Man I miss that PrC


Race: Human
Origin: Totem Spirit (Hawk)
First Class Path: Fighter (Mutation Warrior)
Second Class Path: Shaman (Lore Spirit, Wandering Battle)
Third Class Path: Medium (Relic Channeler)
Mythic Path: Champion
Secondary Mythic Path: Trickster (Probably, maybe Hierophant)
Main Role: Mid Range Damage Per Round (Thrown Weapon Specialist)
Secondary Roles: Condition removal and general Divine utility, Knowledge skills
Campaign Trait: Fragments of Someone Else


Race: Human, Orc
Origin: Land of the Linnorm Kings
First Class Path: Bloodrager
Second Class Path: Oracle
Third Class Path: Sorcerer/Dragon Disciple
Mythic Path: Champion
Secondary Mythic Path: Hierophant
Main Role: Frontline Meatshield and Melee Damage Dealer
Secondary Roles: Back-up Heals, Buffs, and Arcane Casting
Campaign Trait: Spectre of Another Life

Have also updated my backstory and other sheets if you wanna inspect GM. Feel free to add feedback!


Seriously, anyone else having difficulty copying things into their profile. Its getting annoying.

Is there like a word limit? This is the biggest profile I have now and the others don't seem to have a problem.


No issues here.


Dot Interest

Race: Elf
Origin: Kingdom of Kyonin, Just passed the Gavir Di Wer Darastrix Monk Trials and has burned in Dragon Scars on her wrists (and no, her nickname is not Grasshopper <smile>). Sent out into the world beyond the great gates where her true training begins.
First Class Path: Unchained Monk
Second Class Path: Sorcerer(Draconic Bloodline)/Dragon Disciple
Third Class Path: Ninja
Mythic Path: Archmage
Secondary Mythic Path: Trickster
Main Role: Frontline Melee/Range Spell Damage Dealer
Secondary Roles: Range Clandestine (Range Disable Traps/Sleight of Hand)
Campaign Trait: Spectre of Another Life

@Flint - it is either a bad character in your post and there is a word limit. Not sure how many characters but it is a lot and I have hit it in another campaign.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Flint Blackwood wrote:

Seriously, anyone else having difficulty copying things into their profile. Its getting annoying.

Is there like a word limit? This is the biggest profile I have now and the others don't seem to have a problem.

The humble bundle downloading traffic jam has given me one or two "timeout" issues. I highly recommend keeping everything typed out somewhere else and copy-pasting it in(sounds like you're already doing this, maybe). It hasn't taken me more than two tries to get this done, even with the massive traffic.


It could be Reckless' comment too but there is still a word limit because I have hit before the Humble Bundle Special.

RPG Superstar 2012 Top 32

Flint Blackwood wrote:

Seriously, anyone else having difficulty copying things into their profile. Its getting annoying.

Is there like a word limit? This is the biggest profile I have now and the others don't seem to have a problem.

There is definitely a character limit- I've exceeded it also. If you've copied and pasted ability descriptions into your character sheet try replacing them with links to the prd, that will save some characters. Something else that I often do is putting my background in a google doc and just linking that. I played in one epic/mythic game for a while that was so complex I had to do the same thing for my character sheet (I think just the crunch ended up being like 12 or 15 pages).


Yeah, I fixed it by adding url's and taking all the feat descriptions out. I had over 8000 words and around 49000 characters. I could type things in by copying crashed it. It's working now.


Sundakan wrote:
Sundakan wrote:

Any objection to my Medium spirits (One for each Mythic path) being based on deities/demigods? Particularly some not used in Golarion yet.

Anansi for Trickster, for instance.

^I think this got list in the shuffle.

Going for three before I just give up. A simple yes/no works.


I'm kinda brainstorming if I should re-concept my character. I know that I want to build a character focused primarily on spells affecting the enemies (debuffs, control and knockouts), secondarily on buffs etc. I'm a bit of a loss for good things to do with mythic initiative though. Obviously you can't use spells, but there should still be other similar things that are possible to do, right? I know hexes is an option, but I'm wondering if there anyone have other suggestions for things I haven't thought about. Are there any classes grating a large number of SLAs? Maybe some prestige classes.

I might still stick with what I had previously without great uses for the extra standard action (can we use wands? staffs?). Being able to focus on illusions and enchantments without being totally crippled by mind-immunity is kinda nice.

@GM Archlich: Can I use UMD to use Ring of Revelation to gain access to Revelations from a different mystery if I'm already an oracle?


Feel free to give up, Sundakan. I already answered you - make sure to read my posts before ranting, please.

Quote:
@sundakan: about the Medium spirits, send me a PM explaining me what you want to do, man ;) Thanks!

It's on page 4... I replied Sunday.


The Character:
Flint is a confident and driven gunslinger who augments his fire power with alchemy. The first and most obvious augmentation is the addition of two extra arms, which allow him to reload and fire a pair of lovingly crafted flintlock pistols at blinding speed. The rest is in the extracts and bombs which he uses to debilitate foes before hammering them with lead. He is quick to show them off and quicker on the draw than most. He is brazen to the point of arrogance but so far he has survived. As for looks I imagine John Marston from Red Dead Redemption in the Legend of the West outfit. Flint is a lot younger though but he acts gruff.

He is built for offense and survivability. Most of the extracts are geared towards this. He uses false life and darkvision at the beginning of every day since they are hours per level. Mutagen will be too at level 14 when it also becomes hours per level. The other extracts are for finding enemies, surviving them or augmenting the guns. He will also start the day with the musket attuned first and switching to pistols only when things get close range. Plan to throw frost, confusion and tanglefoot bombs in first round (thanks to fast bombs) to hamper opponent. That's a ref, will, and fort save in one round. Then follow up with explosive missile combined with alchemical weapon. Using Hybridization funnel, I can add too alchemical splash weapons together for more damage and different types. May also use Deadshot. He is fairly tanky because when using two-weapon fighting in a full round action, his AC and damage go up significantly. The only thing that can really derail him is misfires which is 1-3 for pistols until I can get Reliable enchantment.

One thing I want to ask is if I can spend two rounds to mix explosive missile and Deadshot for one really powerful shot. I can already add one splash weapon, thanks to Alchemical Weapon but I want more boom. Explosive missile says "As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon." Doesn't say I can't hold the shot. Obviously that is not the intent but all I want to do is a Deadshot with bomb damage. Now, the main benefit of Deadshot is crit damage and DR penetration. Alchemical weapon isn't multiplied though and neither is anything beyond the first 1d6 of bomb damage. But I think I am getting Int twice this way, thrice on crit. I that clear?

The Player:
Been on the boards for two years now I believe. Started in a lot of games but a lot of them have come to an end for various reasons. Down to four or five now. Still in an ongoing campaign that his been going for about as long as I have been on the boards. Tried DMing twice as DM Ancient but I just can't stay motivated. I got stressed easily trying to keep track of the things a DM has too. I fair much better and I am more active as a player.

Background and Crunch in the profile.


GM Archlich, are you applying standard Gestalt rules to Ki Pool - take the best Ki Pool out of the two Ki Pool based classes (9+)?

Or are they separate (Monk = 9+, Ninja = 9+), or combined both for a large Ki Pool (18+)? Or since one is Cha based and the other is Wis base, Half Class Level + Wis Mod + Cha Mod (12+)?

+ = Possible Additional points once Level Advancement Ability Score Increases and Mythic increases are calculated?


Use the best of the two, Anderlorn. As a side note, any of the given class would just be able to use up to its number of points from the pool. So, if you have a class A giving you 7 and another B giving you 4, the pool is a single pool of 7 points, from which A can use all if needed, but B can only use up to 4.


Update, next one with full Character

Name: Mladris Genmaris
Race: Elf
Origin: Kingdom of Kyonin, Just passed the Gavir Di Wer Darastrix Monk Trials which included Monastic Missions. Sent out into the world beyond the great gates where her true training begins.
First Class Path: Unchained Monk
Second Class Path: Sorcerer(Draconic Bloodline)/Dragon Disciple
Third Class Path: Ninja
Mythic Path: Trickster
Secondary Mythic Path: Archmage
Main Role: Disruption/Striker/Frontline Melee
Secondary Roles: Range Clandestine (Range Disable Traps/Sleight of Hand)/Range Spell Damage
Campaign Trait: Spectre of Another Life

201 to 250 of 505 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Recruitment / The Spiral Wanderers by Archlich - Tri-Gestalt Homebrew Recruitment All Messageboards

Want to post a reply? Sign in.