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Like I've said elsewhere I want my variant simulcrum that lets me use them as alternate bodies to be in more than one place at once. I thought Fabricate used up 5 times the value of the finished product in materials?
I agree conquering/ruling the world is too much work if you do it properly. I remember one novel where the villain took down and conquered an empire out of ego then found the effort of ruling it to be too much effort and had pretty much given up, only still fighting to make his enemies suffer even before the heroes beat him in a fight.
I rarely max out any profession skills but I do usually have at least a few points in one, craft and perform as well. Having a house rule that I get +1 skill per level to put in even one of those would be nice. My personal test WotR character has at least 1 rank in every craft and 12 in drawing, 5 in perform act, 17 in perform sing. 1 in perform strings, 2 in profession cook, merchant and sailor, 1 in fisherman and gambler, 3 in soldier. With an extra 20 points I could bump up merchant, soldier, sailor and cook (maybe appeal to put some in perform sing and craft drawing).
Every character I make generally has at least 1 profession at 1st level.
I agree trading can be fun I remember one Elric (or whatever that world system was called) where my character wasn't that good at fighting but was good at trading as we travelled around the world on our quests I'd buy stuff in every town I thought would make a profit and sell it at our destination. Doesn't need to be economics and spreadsheets but a bit more fluff for trading would be nice. Maybe opposed profession merchant checks (no retry) for every point of difference you get that X% is added or subtracted to the price (down to cost). Say you beat them by 20 you get 20% off or sell for an extra 20%, if they beat you by 20 you pay an extra 20% or sell for 80%? As said they'll never sell for less than cost or pay more than X of the town wealth value (or appropriate amount as determined by GM).
Damian Magecraft wrote:
Nothing but I have that nice cuddly fighter in front of me to stop them cutting my head off while the thif . . . ahem . . . scout talks them down as he knows enough diplomacy to deal with the flat faced, furless, tailless, earless monkey men.
I know outside of eastern themed games I'd prefer to be in a party of all Kitsune. Four kitsune come into town word will spread fast that something odds hapening. One kitsune comes into town if she's not in human form you just know someone's going to spread a rumour about the "werewolf" a group of adventurers have caught resulting in mass panic and possible attacks if she goes anywhere alone.plus of course having someone around who understands why things like a bad fur day are such a problem.
Excellent, and you can take 20 on something that will fail its just there will be consequnces.
I'm the same really like the Kitsune (or oriental adventures Hengeyoki-Fox, rather a fan of oriental adventures in general actually) but I never get to play them so if I was in a game that allowed them I'd take them regardless of the penalties.
"Sooo you'll let me take Kitsune if I play a straight Rogue with no 3rd party suppliments? Done."
That could be interesting and imagine the lawsuits . . .
"I Played this game and now I'm a cat-girl and my best friends a kitten."
I imagine in real life diplomacy wouldn't be as overpowered as it is in the game world but introducing rules like that would avert the goal of this thread which is to get an idea of what people are after. It seems inside most pathfinder players is a desire to rule the world.
Can't remember the title but there was a trilogy where the main character got a black gem thing that brought them back a few day's after being killed and when they'd died 4/5 times its creator finally found out he was doing it this way because he'd lost the letter from his mentor (previous owner) which explained each time it resurrected him it led to the death of someone he cared for as balance.
I guess the grass is often greener on the other side, personally I can see advantaes either way for some things being a guy is better while for others being a girl is. Advantage of shapeshifting as I said is being able to experience both. Pretend to be my own daughter and grow up as a girl gaining those experiences good and bad. Then try being African American or middle eastern maybe spend a lifetime or two as various animals wild and domestic just to gain new views on life.
1) Yes and no. Is be interested in seeing if builds differ depending on whether your staying in that world, the only one coming back to this one with these powers or one of many (everyone who participates and chooses to return). In my case no the build remains the same.
2) Sort of, technically your limited by real world rules e.g no limitless wealth unless you swt up a mining operation on the plane of earth or the like. Same with the demiplane your limited to its rules but if you have the time, research a growing demi-plane and leave it for a few millenia you can get a large one if you see what I mean? You can't just say I haves private bountiful dwmiplane the size of America unless you can explain via the rules how you made it (again house rules are acceptable but mark them and try to limit them to something a GM would allow e.g.no house rule I have +1000 to every stat and evryone who fights me get -1000 minimum 0).
I'm reminded of a comic.someone drew where a dragon was aquiring extra maidens by using adventurers. Adventurer shows up, dragon puts a fake fight up then surrenders, adventurer enters princesses chamber and gets turned into a girl by a spell after which they're trapped by a second spell that prevents women crossing a certain line. Never did explain why he was collecting all these girls but I assume it had to do with baby half dragons (another fun little comic with a knight, dragon, little half dragon girl and the king screaming "No I wanted you to SLAY the dragon").
As for toughness I'm now picturing Ryouga in ranma tied up and having boulders slammed into him to toughen him up and make him more resistant to damage.
I houserule polymorphic effects in that while you may.notice.something odd "Errrmmm guys a straycat got into my pack and it seems to be trying to dip the quill in the ink well with its mouth" your not going to automatically know they're under a spell "Hey that cat mating over there is Tim's uncle Irving under a baleful polymorphic spell". The disguise check is only used if you want to make them look like a specific animal (IDing spells is another houserule I won't go into). Hmmm I really wish you hadn't made think about this as not only did I just have a disturbing idea of where a wizard got the bat guano for that fireball spell but I need to figure out if a hengeyoki (or other shapeshifter) has to spend a feat to cast spells in their animal form or if they should just get that ability automatically.
What are people's favorite uses for Simulacrum? I love using them for extremely skilled craftsmen, unwavering guards and for spies. I have wondered on using them to do things like staff businesses, but a prince (advisor), warlord (blacksmith) or archmage(sage/alchmist) does not always make the best in those despite the fact it might have the best rolls. I have Karzoug as headmaster of my mage school.....I can't help but think of him as evil dumbeldor.
I'm trying to develop a version that allows me to have a number of duplicate bodies so my wizard can be in two or more places at once and aware of what's happening there. E.g I'm relaxing on a tropical beach in my own private dimension, keeping an eye on events developing in a small country with a very charismatic cult leader and advising the family member ruling out hone country on magical matters. Sadly when I posted my trial version to get feedback all I got was a bunch of this is broken replies in relation sto stuff retained from the original spell and not my own homebrewed things.
Basically raised the level, added a limit on the number of active clones based on int bonus, required a blood component from the creature being simulcrumed (1 litre per simulcrum, didn't need to all be given at once) and most worryingly from a balance perspective removed the hd halving as its essentially a duplicate body for the real being. That is if a simulcrum of a sorcerer cast a fireball spell that spell/spell slot is used up as normal so instead of a hundred 5th level wizard simulcrums all casting fireball at once you were limited to the number the orginal had available. Because of the fact it was one mind in X bodies if someone dominated any of the bodies original or a simulcrum it didn't matter as the being inside was dominated (and yes in my example case they could then order the wizard in those three areas to kill their relative and then themself, with the usual extra saves etc).
Don't have time to read everything right now but here's somethings to consider...
1) Taking 20 is the equivilent of a 20 on the dice. Not sure the official ruling as skills are always ruled to not have an auto fail/succeed in my games (if its not standard its house rules and I tell my players this at the start, a master on his worst day will still make something as good or better than an apprentice on their best.) Point being I'd their skill with 20 added isn't enough to find the trap they don't find it.
2) Finding the trap is not the same as dissabling the trap. Sure they take 20 and find that trapped section of floor but if its not something they can walk around e.g. a section of corridor floor with walls on either side they have to dissable it before they can search the next section and if they take 20 on the dissable check they trigger it.
May just be me but I don't have a problem with player taking their time to search everything as long as they realize the enemies aret necessarily going to wait around for them to finish. In fact I give players a check on everything and regular nothings. That is their coming up to a trap I have them make a check to see if their trained player notices something odd (traps with a dc over 15 requires a rogue, ninja or other stealth themed class), same for them to notice someone following them or a.bunch of suspicious individuals enterring the inn as I assume their always somewhat aware of their surroundings. Of course since this check is an unconscious awareness of the pc I ask for random checks at other times the find nothing or something innocuous like a rare spice in a shop for someone with profession cook, a cute girl/guy at the inn, a rare species of squirrel for a druid, a particularly fine example of human stonework for a dwarf. Just to ensure the players don't go oh I made a check there's something here.
Don't want to discourage anyone's ideas but given some of the posts here I'm starting to see where that nuclear war comes from.
Sadly creating enough demiplanes for a large group isn't viable unless you spend millenia setting it up. I know as its something I'd have liked to do, get a nice sized extradinensional.kingdom tended by my unseen servants
Interesting there's more protective powers and plans to rule the world than actually protect it.
One good thing about being a hengeyoki with realistic likeness is I can be whatever I want at the time young, old, black, white, male, female.
Like I said in my games I'd probably require training for level 1 or extra things. That us your veteran level 1 fighter can learn by doing all those life and death combats he gets into slowly gains experience and figure out new tricks e.g. power attack at level 3. If however he wants to learn a new class he needs to get training (at least for trained ones, intuitive I MIGHT allow). Even if he has the experience he needs the dowtime to be taught the different concepts (party members will do and if they say I'm learning from Bob every eavening they may be able to just take the claw when they have the xo). Similarly if they want something extra beyond that natural growth (cleave for instance) they need to seek out someone who knows it and spend time training (deliberate time consumer to prevent abuse).
Fair enough I just offer knowledge and magic as my domains.
The mythic divine source ability allows you to grant divine spells to your followers. What I'd like to know can you worship another god till you got divine source via mythic paths and then worship yourself granting yourself your clerical spells?
I think you misunderstand divine source (or I do) once you take it you automatically grant spells equal to your tier, can cast 1 spell of each level equal to or less than your tier from your domains (and possibly generic spells from the cleric list if you have cleric levels and worship yourself, sort of a gm call there). My point being you only need to select it more than once is if you want more domains/sub domains so you've got 2 extra path abilities. If you don't have cleric levels (not sure about your classes) and can justify worshiping yiurself healing sub domain of resurrection goes healing and raise dead spells. Magics subdomain of divine gives you miracle.
At work and about to start so I dot have time to read all this but I know there's also a weapon property that grants a bonus to inititive when the weapon us wielded which by this ruling would mean I act on initiative x till I actually attack then from that point on act on initiative x+2 which seems odd.
Errrmmmm I'm an electrical apprentice if you tried learning that through trial and error there's a very good chance you'll either kill yourself or someone else within a year.
To put it another way if you had an inflamed appendix which would you rather remove it. Someone who spent 6 years at medical school and performing tasks under supervision but hasn't performed solo yet or someone who spent the last 6 years learning via "Well I've never heard of this before but I'm sure once I get you opened up and poke around a bit I can figure it out."
As for pathfinder well the skills and traits needed to wield a single edged slashing weapon are very different to a double edged or piercing one. I know of one case where a guy boosted he was a master swordsman and didn't need instruction. I don't know how good he was in his trained sword but he didn't realize the one the guy was trying ti explain was double edged and wound up slashing his shoulder open.
I can see people learning by doing but learning from a trainer us faster and safer because they can tell you things like "Ahem that pretty pink gas you creating by sticking the stirrring rod in the fire is extremely lethal please stop."
Perhaps for 1st level in a new class you could require they need a trainer/twice the normal xp (with excess dissapearing) because of the difference between say a wizards skill set and a fighters but for additional levels in a class they already have its standard xop because they're learning and improving on what they already know? I do like the idea of trainers allowing retraining or a bit extra above the normal pc limits though.
You do realize that the Prestige classes have their own Capstone abilities, right?
Yes although I've only looked at eldritch knight and it seems a fair bit less useful.
10th level spell critical
So you need to roll a critical (weapon or ray and then hit its AC again to confirm) and you have to use an attack spell as opposed to dimension door.
Compare that to the magus's first level ability to cast as an offhand "weapon" -2 to full attack and a concentration check to cast any spell they want.
Yeah you'll have a lot of work managing the ship navigation, repairs, adjusting sails, checking for wear and tear, cooking etc. I'm a little curious though how your party expects to pay for this given that one trip has increased the amount they need to pay back by 25%. So unless the customers paying them over 4,500 gp this is losing money for his transport.
I was looking at the formulas for a profession skill and NPC casting costs as a way to support my mage in downtime periods when she needs to earn a living when not adventuring and well ...
Profession = Ranks + Ability mod + class skill + misc.
Now at the bottom end of the scale a profession check can earn you 1 gp (1 rank, 0 ability mod, not a class skill, no other mods) for a week of work and casting 1 cantrip earns you 5 gp (1st level caster, 1st level spell, no other expenses) 5 times as much and you've got the rest of the week off.
At the upper end a profession check can earn you 25.5 gold (20 ranks, max wisdom with all abilit increases in it, class skill and a gnome for an extra +2). Alternatively a 20th wizard who casts all their spells earns 36,400 + expenses over a thousand times as much. If you extend it out over 3 months it gets worse with a profession maxing out at 324.21 gold while a wizard can earn a potential 3,239,600 gold plus expenses.
Now obviously a wizard isn't going to be casting all their spells every day or their higher level ones regularly but equally obviously as long as I'm not in a tiny village my mage is better off casting for hire than working as say a chef she'll earn more in less time.
So I decided I wanted something that would ...
1) Allow my mage to earn funds more in line with NPC spellcasting hire.
I've come up with 3 possibilities (although 2 an alternates of the same idea) to represent this and I'd like to know which people think seems better.
This would allow at the lower end a potential increase in earnings of .5 gp and at the upper end 10 gp per week (24 to 480 a year) with more potential free time. However it still falls far short of a NPC spell casters regular earnings.
Both these methods however share the problem if replacing the existing check.
3 month period = (Ranks + Ability Mod + Class Skill + Misc Mod) * 12 (4 weeks to a month, 3 month period).
Contacts and reputation fades at an equal rate to that at which it was obtained. That is for every 3 month or part there of in which the adventurer is not attending to their business they drop one step on the table. For example if they had been running their business for several years (times 3 on the table) and them had to adventure for 2 weeks they would drop to a 2 times multiplier until they have spent another 6 months running their busines I.e. a check at times 2 to let people know they are back then future ones at times 3.
On the upside this can earn values more in line with NPC spellcasting if they work at it and for people adventuring a lot won't replace the standard check. On the downside its more bookwork and could greatly unbalance the WBL if you have extensive periods of downtime. So what do people think?
I know I don't but I kind of figured I was in the minority but it seems like the majority of posters at least don't want to be human even if they're coming back to a world entirely human based, interesting.
Sunbeam I think you want planar adapation and planetary adapation they let you survive in planar environemnts e.g. plane of fire and planetary environments e.g. the sun or venus just fine.
It also hurts those who are playing to a concept e.g. my batle mage, 1 level ranger to qualify for 10 levels eldritch knight = effectively an 18th level arcanist who's still 11 levels away from a capstone ability in the arcanist class.
Tin Foil Yamakah wrote:
This is right up there with the whole monks had to fight one another and there could only be a certain number of druids of certain levels in 1E. Just a complete waste
Don't start me ranting about how 1st ed penalized anyone who wasn't a human, male, fighter. Seriously I'm an elf, I have infravision, I'm a fighter, I"m stuck at 6th level . . . . I have done a mighty quest, I am 7th level . . . . what do you mean you became a 19th level fighter, 20th level wizard in that time . . . youuuuuu bastard".
Sigh no offense insaneogeddon but I'm just going to ignore you now as you just want to nitpick rather than addressing the point of this thread except as what appears to be a throw away and I don't want it to get derailed into critisizing peoples concepts as that will discourage them to share what they'd like to be.
Well only if I'm there at ground zero (and the ability doesn't say anything about gear not reincarnating with you). Besides I only need a round to get well, well clear and I don't think any mortal war mythic or not could make a world dead magic in 24 hours even planets in Golarion that have been blown up have magic as its a planar trait not a planetary one and even there some magic works. Even assuming there is the massive war
I can just interplanetary teleport back to Golarion or fly out of the solar system at 500 times the speed of light. If the destination has no habitable planet so what I'm immortal and don't need to eat, sleep, breath I can pick another system to take a look at.
so periapt of health or scarab of protection instead and its not like there wouldn't be warning signs to get clear as I'm one of the behind the scenes invisible types not the dragon on wall street.
Don't see the anti-paladin or stonelord paladin reason for being mentioned.
Nothing in that link can't be dealth with by a high level arcanist.
Still this is getting off topic since you havne't said what you would like to be yet and like I said I'm just curious what people would like to be if they got a chance knowing its something they'll need to live with here or on Golarion. If you don't want to be immortal don't be, play a straight human fighter/champion and settle to care for your small manor and plot of land if you want. So what do you want to be?
Theoretically a periapt of poison immunity should keep me from dying in the irradiated wasteland when i reincarnate 24 hours after the nuke goes off and then I just planeshift/interplanetary telepor/fly to another healthier world.
I also have a feeling that it would take quite a bit more than a deer rifle to take down a level 20/10 being particularly if they had longterm defenses up.
Frankly I'm surprised at the number of people who don't want to be human.
"I loot the lichs pouch ... Nit that pouch ... Ewwww he's got bat guano over everything."
Seriously I doubt shops will sell finest guano unless its a specialty store so you just need to find where a flock of bats nest.
I do like limitations on where you can buy gems though.
That said there's a vital component of redirection spells I think people are missing. Divine spells (for most people) rely on a deity GRANTING that particular miracle. If Iomadae decides that king bigsmile the popular shouldn't be returned to life for any reason (cosmic balance, ancient laws, he's actually sick and tired of fighting every day of his life, if he lives he'll sire a child who'll unleash rovagug) then there's nothing any of her priests can do. The holiest, most devout, cleric of level 20 can fast, pray, whip himself for months with diamonds worth millions of gp each harvested at great risk from the plane of earth as material components it doesn't matter. That spell/s are not being granted/cast.
If the reason to keep him dead us important enough to the gods not only might every divine caster find their attempts to raise him failing but even wizards using wish and other arcane magic may find their spells actively being blocked by the gods.
On a more mortal level one of the little novellas they include with adventure paths mentions a ruler being assasinated with a dagger that had a variant of magic jar cast on it. He couldnt be brought back because his soul wasn't free to be called back, or even.communes with and that's something most large assasins guilds are going to be able to replicate if needed.
Okay since I've already had to revise this a few times here's another one.
If allowed which adventure path would you choose to take to get your mythic powers that is which one appeals to you most on a personal level (enemies and challenges are all beefed up to get you to 20/10 if they don't already.
For me its jade reagent sure it takes half the adventure to get there but you get to explore a mythical Japan themed land. Japan incidently would be the first country I'd spend a few decades in after I got set up after coming back.
Okay assume any abilities work here even if its a low/dead magic world lets say this is why its happening to reintroduce magic. The presence of aLl these mythic beings running around recharges earths batteries (like in reign of winter). Or its all inherent in you and you retain them just like a permanent planar portal or the like. I'm just curious what people would choose if they knew they were going to get this level of power then come home. Are you going to take massive combat abilities or utilty items. What are you aiming to be/do with your life?
Besides based on content earth is in the same plane as Golarion (material one) its just in a magical recession right now but even so you can still use it fine if you bring it in from outside. Hmmm probably best to say you retain your powers and if you have a kid that kids going to inherit too (little baby half red and copper dragons running around alongside new mages, religions praying to gods who actually grant miracles if the persons devout enough). I'm having a campaign idea here better get back on topic
As far as I can tell pathfinder currently has 3 definitinos of immortality depending on the item looked at . . .
1) You don't age but when you reach your maximum one you pass away (monks timeless body is an example).
2) You reincarnate if killed but still age normally (mythic adventures "Immortality" abiliity is an example of this).
3) You don't age, don't die of old age are really immortal as in live forever in a young fit body (not invulnerable you can still be hurt/killed or die from a disease but you wont die of old age. Mythic Longevity and maybe the wizard immortality discovery, it doesn't say you still die at maximum age like the monks does are examples of this.)
I didn't know about that spell I shall have to take/research it. I admit I'm one of those players who tracks their food resources, rolls for the familiar if we get trapped and atually enjoy survival on a deser island where finding food and fresh water is part of the game which is why when I look at this I start wondering about all the survival stuff.
I'm well aware of the light year stuff it just comes down to is this starwars in hyperspace nothing can touch you or is it magically breaking the speed of light so . . .
1) If your unlucky enough to hit that chunk of space debris at 500 times the speed of light plus there's going to be an ENOURMOUS explosion as the energy is released wiping out several nearby worlds.
2) any of the other beings e.g. a Migo with startravelling ability can intercept you in the void between worlds though as far as the rest of the universe is concerned the entire encounter takes place at 500 times the speed of light so suddenly there's just this weird alien corpse drifting there.
Also interplanetary teleport does require you to have a basic idea of where your going stating
"you must have a solid grasp of which world you wish to travel to (“the third planet from the sun” is an acceptable destination, but “a habitable world near that bright star” is not)."
this ability on the other hand lets you fly to that bright star and have a look if there's a habitable planet there. If not you can fly somewhere else or teleport back home to take care of some business. Teleport back to an uninhabitable world at the bright star and pick a new destination. Hmmmmm mythic adventurer space scout force before you send the colonists.
That last one sounds like the sterotypical rockstar if you don't mind me saying so.
One thing I'm not sure I was clear on after Blackhorseman's post. When I said you have to live with these choices I meant that for here. As in when you hit level 20/10 and finish up you come back to this world (and you can bring your treasure along if you want although that's not really the purpose of this question).
I was wondering after the voltron and catfolk choices but I figured they knew what they were getting into and I can understand the appeal of becoming something else. Still like I said these are choices for you and if you want to be non-human when you come back to this world that's up to you. Its why I took realistic shifter as a hengeyoki I want to be one but in a world where I'm the only one I need to keep that hidden.
@Corlindale I do believe its possible to get those spells as a wizard since Baba Yaga is mentioned as having reserched arcane versions of a lot of divine spells and your not dependant on a god granting them.
Anyway I'm now adding a new thing . . .
After hitting level 20/10 do you choose to return here (with power, gear, new race, tresure etc) or remain in that world becoming a missing person here (barring your finding a way back if you later change your mind)?
Me I'd come back with the powers of an archmage and the perks of my new form I think I could be quite happy using my treasure to retire and found a business that would let me just travel. Climb Mt Everest, visit india, egypt, antartica go on a year long cruise etc.
That's the same approach I take sure a 150 year old elf is no more skilled than a 20 year old human but everyone of those elves was allowed to develop at their own pace. They didn't get a ton of homework every day instead they learn about life sciences till their done then about hunting and so on with lots of time to relax and be kids in between. An elf (or other long lived race look at the human education system and its one size fits all, cram in all this stuff most of which wont help them in the real world with horror). If a kid is having trouble with some concepts they can take the time to fully understand it there's no rush for htem to grow up afterall.
I also go with longer lives for a lot of the longer lived races in my games an half-elf has a life expectancy of up to 700 years and a full elf can see as much as 3,000 depending on their race.
Hmmm my current PFS wizard (who one day I'll be able to get back to by not having work on the first sunday of a month) . . .
Loren grew up on the streets for several years after being orphaned before being taken in by her master (skill points were spent on sleight hand and other thiefly skills) when he stumbled across her and took her in as an apprentice. When she was nearly finished she was talked into having a party while he was away on business which ended with a thief friend trying to steal an item that triggered turning him into a cat, her into a girl and swapped the faces of the other two friends there (it was late and most had left). Her master returned and on finding out about the betrayal of trust (she invited someone in who tried to steal from him) he kicked her out. Losing the second place she called home and a surrograte father to boot has given her a driving urge to master her magical powers so she can create a home (she's heard tales of wizard towers, pocket dimensions and the like though she has no idea yet how you go about making them) that will be hers and can never be taken away from her again. Her familiar is the friend who was turned into a cat that's she's bonded with due to her feelings of guilt about what happened to them, this is also why she's adventturing as she's also looking for a way to turn him back (if that also allows her to turn herself back into a guy as well that's a bonus, and when she's able to take leadership at 7th level. Well if it were PFS legal anyway her familiar is going to start remembering her old life as a guy which is currently repressed which is really going to cause her some issues given for the first seven levels she was a cat, the friend not the character.) . . . I can go on.
As for the original question most of my players have possesed powers of one sort or anther if its allowed. Otherwise nothing really consistent.
This is just a small matter of curiosity for me I'm just wondering what people would be if they could be/take anything (class, feats, powers etc). So I'm creating this post for people to post their choices in according to the following rules.
1) This is for you, that is pretend you were sucked into a pathfinder world where you were guaranteed to become level 20, mythic 10 before you returned home. Which means that after you hit that 20/10 level you go home and need to live another 10/20/40/infinite number of years with those skills and abilities (plust whatever you learn later i.e after returning home). So please choose ones that you would want even if its based on flavour text or personal appeal and not based on what you think is the ultimate power combo (unless you want to retain that) as there's no need to worry about being a drain on party resources, not being able to keep up or anythhing like that, you will get this 20/10 and then you have to live with it.
2) Only post the basics here race, class, class specific abilities that you can choose amongst e.g. which discoveries for wizard or alchemist, feats and mythic powers. No need for ability scores, gear, alignment, specific spells or the like with the exception of level up bonuses and even there just limit it to what you'd generally be putting them (more strength, more intelligence, a mixture etc).
3) If you want to use a houseruled feat or ability that's fine just include a note to indicate its houseruled and if so what it does or how its changed.
4) A little paragraph or two explaining why you made those choices doesn't need to go into detail on everything one just a "I want to be master martial artist who has learnt many styles and can call on my inner chi or the like). Or to explain a bit more about how something fits into a concept.
5) Put a little note indicating whether you would make the same choices if you weren't guaranteed survival/a way home, don't need to say what you'd do instead just whether you'd make different ones.
So here's what I'd go with . . .
Change if Not guuranteed survival/way home
Ability Choices For Levelling up
Ability Choices for Mythic
Eldritch Knight Bonus Feats
Level Up Feat Choices
There's also the fact that I'm a level 1 ranger, level 10 eldritch knight and level 9 arcanist so its really easy for me to take another level of eldritch knight and add things on as if I'd gone from a level 18 arcanist to a level 19 one for terms of spells, saves etc. If I start taking levels in psionicist its even easier just take on the first level psion abilities as if multiclassing normally. This isn't a 21st level in a straight class either way.
A whole part of being able to fly around the stars is stopping off to examine that blue green giant and if its going to flare its not going to care if your in the path of it hence the question same with flying through an asteroid belt on route to a distant destination in the solar system your going far too fast to try and steer around it if a small rock's in your way.
Like I said different Gm's, different rules to me I can't see a world where magic's not well known and controlled alongside magical creatures that are. Both mysterious, scary and barely understood yes. Both commonplace, well known and understood yes. But not the two together.
Courage revealed when the greatest ones fall.
As others have said though without knowing more details its not easy.
Like I said to each their own though to be honest I don't think you can get that feeling about magic in a "modern" world unless its a new thing. That is to say by the time you reach a modern mindset people are going to have analyzed, defined and worked out the way magic works particulary given the control they already have in a typical fantasy era. Especially with the wizard class that is all about studying and control.
Your best bet if you want that I think is either
1) to ban everything but sorcerers or other spontaneous casters and have it be a new thing as in after decades of psychic research being proved fraudulent all of a sudden children all over the world are suddenly manifesting weird abilities. No one know's how (some of them defy previously determined natural laws) or why alien experimentation, demonic posession? Some are killed by or with their parents as witch's, others are taken by the government for experimentation and some few are hidden. Then fast forward a decade or so and enter the party. The magic user doesn't know the source of their power or fully how to control it but they battle desperately to learn and not be taken by the government while open use causes fear.
2) Chuchk the entire vancian system and go with something cthulu with insanity, alien beings and the like.
It may just be me but I honestly can't see a modern world with dragons, elves, vampires etc all openly aknowledge and accpeted in the same setting as one where magic meets your requirements. Well maybe in the aftermath of two seperate realities crashing together and that dragon roosting on the empire state building is wondering where his mountain went but not one that evolved that way. People are always asking why and by the time you reach a modern era they're going to have pinned down what works and what doesn't with magic.
Either way if you do start laying horrible penalties for magic users your going to make sure your players know in advance because a lot of people aren't going to be happy with those kinds of penalties levelled on one class type only.
To me, mages and witches being sterile/barren makes sense. It's why they would always take apprentices in stories, so that they start the kid on magic young, and so that they can pass on their legacy -somehow-.
Except you've got ones like merlin who have stories indicating they were essentially immortal and king arthur was trained in magic as a boy in some of them not something you'd do if it was going to make the future king sterile.
To each their own though for me I much prefer magic to be something inherited in the genes. Although I admit I do let normal people learn to tap the magical energies of the world with the right training its just very, very dangerous as they don't have the proper genetic make up to handle it (sorcers, wizards etc do. For anyone who's not one of those genetically inclined magic users i.e. certain cultist NPC's I use the 1st ed spell casting major spells can kill you, things like haste age you 3 years per casting etc). Its why magic gets very heavily regulated in my modern games its because they've learnt from harsh experience if you don't have teh genetic inclination or an outside force granting your requests its going to do horribly things to you.
As for other ones taking apparentices well seriously in that day and age with that kind of power you really, really, really had to trust the person you married much easier to find a promising youngster to effectively adopt as your own.
My personal explanation for their lack of marriage children is that mages also tend to live longer the more powerful they are (up to immortal in a few rare part diety cases). When you're raised knmowning your going to live for a century or two and see the people you grew up with growing old and dying by the time their 30/40 it would put you off marrying and seeing someone you live die long before you. Especially if you can't be 100% sure your child will inherit your power rather than their father's lack of it. Imagine holding your newborn baby in your arms and realizing that since they don't have magic in a few decades you will be burying them next to the father. No ifs, no ands, no buts you KNOW you will outlive them by a wide margin. Much safer emotionally to grab that little orphaned match girl freezing to death in the street and teach her to use her power while raising her as your own daughter.
Must be thinking of something else as I know there was a failure table somewwhere that had increasingly nasty penalties by how much you missed the target DC by.
Incidently does anyone know why my posting box has become a tiny square that makes me squint to see the writing, and more imortantly how tof ix it please?
Personally I'd rather limit it by saying only 1% of the world population has the ability to use magic or the like combined with the ability of technology to mass produce than have magic harm the user. Something like that would (a) encourage people to have magic users get pregnant as soon as they could to ensure the magic using population continued (Barren/Sterile by 20 means kids 13+ are going to be pressured into having their own kids before that timer hits, heck given that men can impregnate a lot of woman but woman can only have a few children a year you could have some governments passing a mandatory gender change law for X% of the males identified with magic potential to keep the numbers up) and (b) it would also turn your players off taking a magic using class.
"Subject TZ324 was identified as being the magical criticality threshold and was terminated in accordance with standard procedure VV21 as being potentially too powerful. Parents have been notified."
but not one I'd want to be in, even athletes don't take that harsh a penalty for their sports careers.
Well then that's easy enough to do just don't house rule mass produced magic (it could be the holy frail of corporate magic research as anyone who figures out how to mass produce say cure light wands for medical use is going to make a fortune). It was what I meant somewhere in the middle of my post. Magic can create lightning rails, instant teleportation, regenerate lost limbs BUT it all has to be custom built by someone with magical power whereas technology can mass produce huge amounts of a product in a short time. So you have highly paid mages in various fields (medicine, law enforcement, corporations, construction) that deal with things that can't be done with modern technology ...
A) Regrowing lost limbs.
Since these all need a mage or mages to build the related items however technology has also advanced since you can mass produce it cheaply and easily. Why spend hundreds of thousands for a mage to create a crystal ball (assuming D20 modern conversion of 20 dollars us to 1 go) allowing you to talk to someone on the other side of the world when for the same price you can make and install thousands of telephones to speak to people all over the world. A mage has a place on the battlefield but you can train and equip an entire platoon in a fraction of the time for less price. Airplanes and trains allow cheap mass transit wherever you want compared to the cost and risk of a teleport gate.
Then of.course you've got the merged areas for example toilets are cheap and easy to install everywhere without magical aid but magic offers unique ways to treat the waste at a central plant (purify food and water), the recent nuclear disaster had huge technical safeguards but it could have had magical ones as well (even an onsite magical battery that can supply all the plants internal needs for 48 hours would help or a magical radiation absorbtion spell triggered by a meltdown).
Basically magic is a highly paid professional job for maintenance AMD creation of unique or highly important effects while technology allows for cheap mass production of products and a few unique things of its own such as computers.