
Shady_Motives |

Shady_Motives wrote:FYI for anyone with constant Spell Resistance, you can lower it at will. Takes a standard action. ProofRead the next couple of sentences.
Yeah it's a pain in the arse to keep it down but then you'd only bring it down if a team mate wanted to cast a spell on you. A creature's spell resistance never interferes with its own spells, items, or abilities.

Bane88 |

... You know that just gave me an idea.
A Dread character with tons of teamworks feats, using his Shadow Twin in order to apply for them. Maybe a Dread/Warlord, get Tactical Flanker, Black Seraph and Golden Lion...
Edit: Aaaaand I just learned that the Shadow Twin doesn't work like that due to counting as yourself still, and not another person. Which sucks IMO. Why shouldn't you be able to awesome at working with yourself as you make your enemies fall to their knees in terror?
That is what I'm doing Fury, though I never thought of using warlord, I've never used the PoW classes and don't quite understand them yet to be honest. I took slayer because of flanking and sneak attack. I would consider something else though.
And while Shadow twin doesn't work like that. Because of starting at high level this is what's up.
Twin Fear (Su)
When a dread of at least 11th level has a shadow twin active, if any creature within 30 ft. of the dread or the shadow twin suffers from the shaken, frightened, or panicked condition at the start of the dread's turn, the shadow twin uses a separate action pool instead of sharing the round's actions with the dread for that round. This means that it and the dread could both make attacks in the same round.
At 15th level, if any creature within 30 ft. of the dread or shadow twin suffers from the frightened or panicked condition, the shadow twin is treated as if under the affect of the form of doom power. Unlike other effects, the dread is not also under this effect.

Ozil |

Ah, you have the Awakened Insight Class 20th Level bump and the AI Template; those are the things I didn't have. (Everything else we share, slightly different numbers, though.)
Regarding Synthesist Summoner -- when the Thread first started I stated that I was going to do Wizard / Synthesist Summoner and even started building it. I always argued (as DM) that Gestalt was fine for every Class except Synthesist Summoner so here, my immediate thought was to build one. But the more I looked at it the less I wanted to do it. It surprised me quite a bit.

Fury of the Tempest |

Yes, I know about Twin Fear, and the fact that the Dread can give a great big giant finger to Action Economy. It still doesn't change the fact that the Shadow Twin doesn't count as a separate ally for teamwork feats. Which makes me sad, as Teamwork Feats are incredibly fun, but most of the time their greatly limited by having to rely on animal companions or other party members. Plus, the teamwork sharing classes rarely share more than one, meaning great combinations such a Improved Feint Partners and Paired Opportunist requires them to take one of the two. So, having a class that creates a copy of itself and you can teamwork with it would of be amazing.

Ashe |

Humanoid(Human) 0RP
Medium 0RP
Normal Speed 0RP
Advanced Ability Score 4RP
Linguist 1RP
Focused Study 4RP
Lucky Greater 4RP
Quick Reactions 2RP
Static Bonus Feat 2RP
Naaririel, Former Great Prince Angel, Herald of Sarenrae
Human Advanced, UnHoly Creature
Gender M
Cross Blooded Bloodrager 20
MoMS Monk 1, Gifted Blade Soulknife 18, Darktempest 1
Size M: Height: 6'5" 225lbs
Traits: Fates Favored, Optimistic Gambler
FCB: Soulknife (+1/6 Blade Skill) +3
Init: +19, Perception: Darkvision, Truesight
--------------------
Defense
--------------------
AC 61(77)(79), touch 46(62)(60) , flat-footed 48
(+8Armor,+12Dex,+7Nat,+5Defl,+6Luck,+12Wis, +1Dodge)
+16 Dodge when Fighting Defensively
HP: 400 (Rage: 480(540 Divine Power, Pow of Giant))
Saves: Fort +37(+41), Ref +42, Will +44(+46, +4 vs Enchant)
-----------------------------------------
Offense: Speed 50’, Fly 90’(Good)
-----------------------------------------
Mind Blade: +5 Furious, Collision, Linked Striking
+48 /+43/+38/+33 (1d10+41 13-20 x2)
Mind Blade Rage: Divine Power: Arcane Strike: Power Attack: Fighting Defensively:
+53/+53/+48/+43/+38 (1d10+79 13-20 x2)
Psionic Lion Charge 19PP: Rage: Divine Power: Arcane Strike: Power Attack: Fighting Defensively: Horn of the Criosphinx
+68/+68/+63/+63/+58/+53 (1d10+95 13-20 x2)
Bladestorm: Targets all enemies within 30’
Mind Blade Rage: Divine Power: Arcane Strike:
Precognition Offensive 19PP
+53 1d8+50 15-20x3
-------------------
Stats:
-------------------
Str:42, Dex:34, Con:28, Int:18, Wis:34, Cha:28
Rage: Str: 50, Con: 36
Feats:
Bonus: Skill Focus Survival
Bonus: Power Attack
Bonus: Combat Reflexes
Bonus: Improved Initiative
Bonus: Improved Unarmed Strike
Bonus: Crane Style
1st: Arcane Strike (retrained)
Bonus: Wild Talent
Bonus: Weapon Focus Mind Blade
3rd: Eldritch Heritage Orc Bloodline
5th: Blooded Arcane Strike
7th: Horn of the Criosphinx
Bonus: Skill Focus Perception
9th: Extra Blade Skill
11th: Improved Critical
13th: Toughness
15th: Improved Eldritch Heritage
Bonus: Skill Focus Use Magic Device
17th: Greater Eldritch Heritage
19th: Quicken Spell like ability
Bloodline Feats: Iron Will, Dodge, Die Hard, Leadership, Lightning Reflexes
Skills:
Perception +48
Survival +44
Use Magic Device +41
Stealth +38
Intimidate +35
K. Psionics +30
K. Arcana +30
Spell Craft +30
---------------------
Blade Skills
---------------------
2nd: Dueling Blade
4th: Focused Defense
6th: Furious Charge
Bonus: Emulate Melee Weapon (Nodachi)
8th: Bladewind
Extra: Emulate Weapon (Falcata)
10th: Improved Furious Charge
12Th: Improved Enhancement
Bonus: Gruesome Riposte
14th: Deadly Blow
16th: Bladestorm
18th: Reaping Blade
Bonus: Alter Blade
-------------------
Special Abilities:
-------------------
•True Sight
•Barred Mind
•Immune To Negative Energy
•Bloodrage 53/53 Rounds
•Touch of Rage 14/14 Duration 1d4+1 Rounds
•DR 5/-
•Power of Giants 20mins a day, used in 1min increments
•Strength of the Beast: +6 Inherent bonus to Strength
Bloodlines (Destined, Celestial)
•Angelic Attacks: 1d6 Damage vs Evil Outsiders
•Fated Bloodrager +5 Luck bonus to AC, Saves (Fates Favored makes it +6)
•Conviction: Reroll a save or attack once a bloodrage
•Wings of Heaven
•Unstoppable: Crits Auto Confirm, Crits against Naaririel need a natural 20 to confirm
•Victory or Death: Immune to paralysis, petrification, stunned, dazed, and staggered conditions.
-------------------
Powers: PP: 161
-------------------
1st: Precognition Offensive, Prescience Offensive
2nd: Cloud Mind, Psionic Scent
3rd: Psionic Lion’s Charge, Hustle
4th: Energy Adaptation
----------------
Spells: Cast: 1st:7 2nd:6 3rd:5 4th:4
----------------
Known:
1st: Shield, Windy Escape, True Strike, Touch of the Sea, Hydraulic Push, Long Arm, Magic Missle
2nd: Resist Energy, Blindness/Deafness, Blood Armor, Glitterdust, Mirror Image, Tremor Blast, Shatter
3rd: Protection from Energy, Blood Biography, Burst of Speed, Channel Vigor, Thunderstomp Greater, Water Breathing, Fireball
4th: Freedom of Movement, Black Tentacles, Earth Glide, Dimensional Blade, Bestow Curse, Enervation
-----------------
Gear: 283gp
-----------------
The Darkness: Intelligent Bracers of Armor +8
-CN
-Speech, Telepathy, 120 Senses, Darkvision, Blindsense
-Int 20, Wis 20, Cha 20 EGO: 33
-Special Purpose: Defeat Slay All
-Telekinesis at Will, Harm At Will, Divine Power At Will
-True Resurrection 1/Month
(64,000+523,500gp Intelligent Abilities)
Belt of Physical Superiority +6 144,000gp
Headband of Mental Superiority +6 144,000gp
+5 Cloak of Resistance 25,000gp
Luck Stone 20,000gp
True Sight Goggles / Third Eye of Conceal 364,800gp
Ring of Protection +5 50,000gp
Amulet of Natural Armor +5 50,000gp
Ring of Lingering Blood Magic 2,000gp
Crystal Mask of Mindarmor 10,667gp
Handy Haversack 2,000gp
Scroll of Time Stop x10 38,250gp
Implanted Clear Spindle Ioun Stone 4,000gp
Implanted Lavender and Green Ellipsoid Ioun Stone 40,000gp
Spells Absorbed 0/50
Implanted Pale Green Prism Ioun Stone 30,000gp
All Tombs Read
Manual Quickness in Action (+4) 110,000gp
Tome of Clear Thought (+4) 110,000gp
Tome of Leadership and Influence (+1) 27,500gp
Naaririel was once a great prince angel, General and Herald to Sarenrae. He lead the strike that weakened the great chaos beast Rovagug enough for hime to be cast out and imprisoned by Sarenrae and the goodly angelic host. Naaririel in his strike was caught in the sealing magic and contract from the Dark Prince himself Asmodeus. As the great chaos beast was sealed away Naaririel was as well. Sarenrae mourned the loss.
It has been eons since the defeat. Rovagug has gained a following. Mortals have formed a doomsday cult. They worship the chaos beast and seek to bring and end of times. They have grown and send souls to their master. He has grown strong from this and even imprisoned grants followers divine power. His prison has weekend. Because of this Naaririel was able to escape. Long slain by Rovagug all that remained was his divine spirit. While not part of the binding contract of Asmodeus the prision was no longer able to contain him. Eons of corruption from the beast had taken it’s toll and Naaririel’s spirit had become corrupt. Now both light and dark.
Time passed as his spirit eventually gathered enough power to reform. While doing this a divide occurred. Part of Naaririel’s spirit was reincarnated and born into a human child. The other pulled and trapped into the creation of a powerful mage. Upon completion the mage sensed his item had gained intelligence. He placed the item on and learned of its true nature. It was the Darkness of Naaririel. The mage was to find and seek out the light for the darkness wished to be hole and to bring all those before it to it’s knee. While the human boy’s celestial blood helped strengthen his body the darkness was so strong that even pieces were part of the vessel as well.
Naaririel grew. He was given the mortal name Naar, as the fates seemed to have a destiny for him. Naar had become a great hero in Numeria. He along with others lead a great expedition into Silver Mount. There the greates of the Iron gods were defeated. Naar became quite famous far past Numeria. Tales of his battle prowess spread across all Golarion. The mage heard of this warrior as did the darkness. It drove the mage to find the Young man. The mage had great power and as such the task was quite easy. When united the darkness forced the mage to present it as a gift. Naar felt a draw as well and the power contained so he graciously accepted. Complete again. Naar has reached the pentacle of his mortal power. His spirit still divided. He struggles with the inner battle of light and dark. From this a new path lay before him. The mage now a powerfull ally and friend Naar finds himself meeting with others of great reputation and power. For the darkness seeks revenge and to make all bow before Naar, even the gods.
All done I think. I wouldn't worry about Warlord PoW is not allowed. Or at least the GM hasn't allowed it. If it was I may have went Warsoul archetype for soulknife. This is my revenge seeking Jedi/Sith like former Archangel. I paid and took a lot of cool fluff things like telekinesis for force like power. This guys seems pretty ridiculously strong.

The Iron Orchid |

20 is hard work, your playing a PC that by fact of being 20th level must have a long history and back story showing how they got there. Then with the setting you have to come up with a core idea as to why your PC hates the gods, and wants them gone. Some I know will go with the 'cuz I want to be one' but others will be 100% get rid of gods for good. Then add making a PC that can do thing with out the gods finding out just what they are upto and well, work work work.
I've just about done mine but it took 2 days solid on it while waiting on Photogramatic builds on this big lump of CG work station Tin. Last one took 6 hours so I had the time.

Shady_Motives |

No, I do have a submission which I feel is reasonable (and took a while). It's just that my twink fu doesn't cut it against things I've seen.
I have no desire to be a sidekick.
I feel your pain, I changed my character because of how many freaking barbarians are in the group. Nothing against those players, I just wanted to play something a little different. So I went with brawler/unchained rogue who wields a pair of fighting fans that hit for 3d8+18+10d6 sneak attack, has a robe of permanent shapechange with monk's robes slapped on, bracers of armor+8, ring of protection +5, amulet of natural armor +5, headband +6, belt +6 and I'm only sitting at 40 AC. It can seem incredibly daunting but at the same time we've got at least 2 tanks. The kungfu characters (myself included) just have to be very good at ninja-ing around for flanking damage.

Ashe |

No, bloodrager is fine, GM said earlier ranger, paladin and such are martial b/c of full BAB so 200%
So my cohort I intend to be full off screen. As a wizard with 9th level spells I will have things like contingent teleport on the body and clone's. Speaking of clones I need to drop 1500gp on lab supplies so I can has a couple. He can also keep mind blank on himself. The other followers will be way off screen and not know what is going on but may be the start of an army if it gets to anything like that down the road.

Ashe |

High level play is a beast of its own. If anybody want a second opinion I will look at what you got and offer advice. If someone want's to jump on this build I though about a monk/enlightened Paladin. The Enlightened Paladin doesn't follow a universal code and seeks for the perfect self. I though it would be a cool idea if Through this quest for perfection they obtained it and no longer needed divine help. Their power would come from perfect self. If you did this and the GM was cool with it flavor wise you could Get your Dex, Wis, Cha all to AC.

Ozil |

@ Ashe,
Okay, I'll bite. My PC is only half done but feel free to look at him. I don't have to be super powerful, I just want to be reasonably optimized. Over the next few hours or so I'm redoing some things so there will be changes periodically but by late this evening it should be mostly done.
The only thing I care about is great Saves, AC and other defense. And I have to have awesome Knowledge Skills.

Ashe |

I forgot to add hero point on. I will do that when I make an alias. Need to make sure I'm selected first. On posting I am in 8 games. It was 12 but 4 died. I post 10 to 20 times a day depending on how active the games are. Weekends not included. I'm away a lot of weekends with the wife, but sometimes can check in. I am in active in a game over 3 years and most of the others on here are a over a year so I will stick this out as long as the GM does.
@Ozil let me take a look.

Ashe |

@Ozil, there really isn't enough there to comment on. It says wizard/mindchemist but mentions monk as well? Is this just a level dip for AC? A sheet like break down is what I'm looking for. Saves are a good start with having all good saves. That will net you a base of 12 in each. Not sure why you picked that template. You can't cast twice in a round with it. Seems suited for a vital striker. It would be pretty amaze balls on a mythic vital striker. I'm 90% sure about the casting thing anyways. Paizo doesn't let that happen besides for mythic and a quickened spell. Fates Favored is almost a required trait to help things. With a luckstone this will get you a +2 to saves and skills and ability checks. You have the +5 cloak. That is mostly it besides having great scores. With paladin or antipaladin probably not running around much saves are hard to improve. Mine for example are 12's across, +6luck bloodrager w/ Fates Favored, +1 Competence Ioun Stone, +5 resistance cloak, +2racial trait from race builder, then ability score. I'm glad you had me do this it made me realize I added the luck stone in again on my saves and I forgot I dropped the tomb of Con +4 so my fort should be 2 lower This is why asking how people got to numbers is good. It is easy to make mistakes at this high level. I will correct on my hard copy. It's too late to edit above but it will be correct on alias if chosen.
Yep checking again my reflex is a +40: 12base+12dex+2feat+2race+1comp+6luck+5rest =40
So my Will is correct at +44 as the Crystal Mask give a +4 insight to Will

Fury of the Tempest |

How is my character crunch wise? Currently nameless, through not fluffness at least. I know their going against the gods mainly for the challenge of it, with the belief that if they can succeed, then they had no right to be called gods.

Peter Stewart |

How is my character crunch wise? Currently nameless, through not fluffness at least. I know their going against the gods mainly for the challenge of it, with the belief that if they can succeed, then they had no right to be called gods.
I thought he said no to variant multiclass?
Looks ok. Lack of SR, low armor class, slightly weak Will save. Permanent heroism isn't worth it. Spell lasts 200 minutes as is. Just prepare it a few times. Very weak suite of immunities needs to get beefed up.
Overall, I ask what he does in this party.
Melee is ok. Ranged options are nonexistent, and combined with inability to force a melee fight would worry me.
Skills are only ok. Melee isn't amazing. Unfocused and not diverse. Could not contribute in a party with the above bloodrager.
Will look more later.

Sundakan |

Sundakan wrote:Yeah it's a pain in the arse to keep it down but then you'd only bring it down if a team mate wanted to cast a spell on you. A creature's spell resistance never interferes with its own spells, items, or abilities.Shady_Motives wrote:FYI for anyone with constant Spell Resistance, you can lower it at will. Takes a standard action. ProofRead the next couple of sentences.
Which would mean delaying for one of the parties, and a wasted action for the other. It's pretty shitty.
I mean, I can bust that on a 3 and I'm not even a dedicated caster, but if another 6-er like myself tries to cast something on me I don't like a 10% chance of fizzling. I'd rather give it up entirely, since most NPCs will bust that on a 1 anyway. It's entirely a debuff except against fodder.

Ozil |

@ Ashe (and any others interested in Crunch)
Yeah, my PC is still pretty much just in blocks (Race here, template there, Class around the corner), nothing is yet merged.
Let me ask this, though,....
What Feats should I take? I have several empty slots, yet.
I'm getting Spell Penetration & Greater Spell Penetration.
I'm getting Spell Focus: Enchantment & Gr Spell Focus.
I'm getting Spell Mastery.
What else for a Full caster PC?

Fury of the Tempest |

I thought he said no to variant multiclass?
That was Barmy In Sigil, not this game.
Permanent heroism isn't worth it.
I don't have Pernament Heromim. I have a potion of good hope, made eternal by the Alchemist Dicovery of Eternal Potion. It only costs me 1k gold, so its most definitely worth it.
Overall, I ask what he does in this party.
Melee is ok. Ranged options are nonexistent, and combined with inability to force a melee fight would worry me.
Skills are only ok. Melee isn't amazing. Unfocused and not diverse. Could not contribute in a party with the above bloodrager.
Will look more later.
... If you have to ask that, then you haven't been paying attention to my character sheet at all. Allow me to spell it out to you.
FIRST! Skills! You seem to have missed that I am a level 20 Investigator. Meaning, I can give any and all skill and ability checks the bonus from my Inspiration, without having to spend any points at all. Which means all my skill checks gain a bonus 2d8+5 to them. Combined with the fact I already have a passive +6 bonus to every single skill, and that means my skills are in fact. Very, very good indeed!
Secondly. Melee! Whilst I might not have the same flat damage as the above bloodrager (even through I do have Power-Attack as well, I mean hell, everyone does automatically), I have further means of increasing my damage, such as 6d6 sneak attack, and 9d6 studied strike. The later one I can do every single turn as a swift action, at the potential cost of 1 inspiration point, and I have 20 of them. Furthermore, I can use inspiration on my attack rolls with my falchion for free! Giving me another 2d8+5 to attack, and 4d8+10 to damage! And I also have Mutagen to further increase my damage, and a Potion of Greater Magic Weapon +5, which I can use every day without consuming it thanks to Alchemical Allocation.
Third, tanking! Whilst I admit, it looks like I am a poor choice compared to the Bloodrager, I have a little extract known as Giant Form I. Which allows me to transform myself into a Two-Headed Troll, and we all know how difficult trolls can be to kill without proper preperation! Not only that, but it gives me a +6 bonus to strength and +4 bonus to con, increasing my damage and health. Also, I can use Improved Stalwart to take -5 to my attacks in excange for DR 10/-, which further increases my tankiness.
Fourth. Support! Thanks to Infusion, I can grant people my extracts to use. Which include Longarm, Enlarge Person, Channel Vigor, Displacement, Monstrous Physique II and Giant Form I, I have Air Walk, Communal as an emergancy flight-granting ability, and with Heal and Restoration extracts, I can act as a secondary healer! And finally, with my Lookout Feat, and the Vanguard's ability to always act in a surprise round, and their Tactican ability, I can grant Lookout to everyone, allowing use to act during a Surprise Round! Admittedly, that is a 1/D ability currently, but it could be changed by tweaking the build.
Fifth. Stealth! Negate Armora means scent can't pick me up! Dampen Presence means Blindsight and Blindsense need to make Perception Checks to spot me. Hellcat Stealth means I can hide even when being observed. Potion of Invisiblity, or Greater Invisibilty Extract gives me significant bonuses to stealth! Mind Blank means that True Sight doesn't work on me!
So Peter. I bring a LOT to the table that the Bloodrager does not.
Thank you, and good day.

Shady_Motives |

Peter Stewart wrote:I thought he said no to variant multiclass?That was Barmy In Sigil, not this game.
Peter Stewart wrote:Permanent heroism isn't worth it.I don't have Pernament Heromim. I have a potion of good hope, made eternal by the Alchemist Dicovery of Eternal Potion. It only costs me 1k gold, so its most definitely worth it.
Peter Stewart wrote:Overall, I ask what he does in this party.
Melee is ok. Ranged options are nonexistent, and combined with inability to force a melee fight would worry me.
Skills are only ok. Melee isn't amazing. Unfocused and not diverse. Could not contribute in a party with the above bloodrager.
Will look more later.
... If you have to ask that, then you haven't been paying attention to my character sheet at all. Allow me to spell it out to you.
FIRST! Skills! You seem to have missed that I am a level 20 Investigator. Meaning, I can give any and all skill and ability checks the bonus from my Inspiration, without having to spend any points at all. Which means all my skill checks gain a bonus 2d8+5 to them. Combined with the fact I already have a passive +6 bonus to every single skill, and that means my skills are in fact. Very, very good indeed!
Secondly. Melee! Whilst I might not have the same flat damage as the above bloodrager (even through I do have Power-Attack as well, I mean hell, everyone does automatically), I have further means of increasing my damage, such as 6d6 sneak attack, and 9d6 studied strike. The later one I can do every single turn as a swift action, at the potential cost of 1 inspiration point, and I have 20 of them. Furthermore, I can use inspiration on my attack rolls with my falchion for free! Giving me another 2d8+5 to attack, and 4d8+10 to damage! And I also have Mutagen to further increase my damage, and a Potion of Greater Magic Weapon +5, which I can use every day without consuming it thanks to Alchemical Allocation.
Third, tanking! Whilst I admit, it looks like I am a poor choice...
Yeah at first I was suspicious because of the million different things your character seemed to be good at and went over it with a fine tooth comb. Now I realize that my high level PC creation skills were chump and had to up my own game. Well done mate, well done. Also why I decided to give unchained rogue a shot, those unlocked skill abilities are pretty pimp at level 20.

Fury of the Tempest |

Why, thank you.
But yes, my character, whilst mainly focused on melee, was designed with flexibility in mind. Fortune-Blessed Creature + Fate's Favoured, gives me a good base in that regards. +3 to pretty much everything, including Opposed Skill Checks, which stacks with the +3 bonus I already have. Add on the Investigator to that, and you have a very strong chasis. All I really needed to balance it out was a good martial class. Fighter is boring, Barbs really didn't fit flavour wise. Paladin was a no because I didn't want to be LG. Didn't want to go Swashbuckler, as I go dex-route most of the time and wanted to go different and Ranger... is just a bit lackluster. Hence why I settled on the Slayer, which quite frankly is better than the Fighter in every possible way.
Have to admit, I am curious about Unlocked Skill abilities through... what really stands out to you? Its hard to get a long list of what options there are without getting the book...

Shady_Motives |

Why, thank you.
But yes, my character, whilst mainly focused on melee, was designed with flexibility in mind. Fortune-Blessed Creature + Fate's Favoured, gives me a good base in that regards. +3 to pretty much everything, including Opposed Skill Checks, which stacks with the +3 bonus I already have. Add on the Investigator to that, and you have a very strong chasis. All I really needed to balance it out was a good martial class. Fighter is boring, Barbs really didn't fit flavour wise. Paladin was a no because I didn't want to be LG. Didn't want to go Swashbuckler, as I go dex-route most of the time and wanted to go different and Ranger... is just a bit lackluster. Hence why I settled on the Slayer, which quite frankly is better than the Fighter in every possible way.
Have to admit, I am curious about Unlocked Skill abilities through... what really stands out to you? Its hard to get a long list of what options there are without getting the book...
You could be a paladin who wasn't LG, DM waived alignment restrictions. That's how I was making a monk/barbarian at first. We don't have alignments.
Skill unlocks are ways to do things with the skills normally impossible. Like having skill unlock for Craft Stone, at 20 ranks you could craft magic items with stone and gems regardless of what class or feats you had. I took Craft Stone unlocked to make wonderous items at level 20 without wasting a bunch of feats as a non caster. Or level 20 diplomacy that allows you to drastically reduce the time you need to take someone from hostile to freindly and the effect last for WEEKS. Check it out.
5 Ranks: The time required to influence a creature's attitude or gather information is halved.
10 Ranks: You can attempt to adjust a creature's attitude in 1 round by taking a –10 penalty. If you take 1 minute to adjust a creature's attitude, add your Charisma bonus to the number of hours that attitude change persists.
15 Ranks: You can attempt to adjust a creature's attitude in 1 round with no penalty. If you take 1 minute to adjust a creature's attitude, the duration of the resulting change is measured in days, not hours. You can gather information in 10 minutes by taking a –5 penalty.
20 Ranks: You can attempt to adjust a creature's attitude in 1 round with no penalty. If you take 1 minute to adjust a creature's attitude, the duration of the resulting change is measured in weeks, not hours. You can gather information in 1d4 minutes with no penalty.
My favorite is unlocked Perception that gives me bonuses to spotting invisible and hidden enemies.
5 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
10 Ranks: The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.
15 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping doesn't apply to you. The distance modifier on the DC of your Perception checks is reduced to +1 per 40 feet.
20 Ranks: You gain a +10 bonus on Perception checks to notice invisible creatures or objects. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 60 feet.
So skill unlocks with invested skill points are damn near supernatural powers.

Aannraa Sal Da Qill |

@Shady_Motives, Or you could just take over their mind and have them think they like you.
Also, Its funny how the anti-Gods movement is fast becoming the
'We want them gone so we can be topdogs movement' hehe.
--At the AG Meeting--
::"Nice to meet you Tk-Chthik, and you others, I am called Sal Da Qill, It's nice to meet you all"::
Comes the light thoughts of the strange woman sitting on nothing.

Shady_Motives |

The form of the large ape-man melts down with a shimmer to be replaced by a curvaceous red haired elf with black feathered wings. She is dressed in a shear red silk dress that clings to her curves and was slitted down the side from her hip to the hem of the garment, allowing her legs ultimate movement. She seems to sigh as the magic fades away and she smiles languidly at the group. Drawing the tip of her tongue ever so slowly across her bottom lip she looks around at each person with smoldering eyes. "Some call me Allisandra."

bigrig107 |

You cannot talk your way out of every encounter in this game, given how normal rules for CHA skills usually infers that you can talk your way out of anything with a high enough skill. So don't think that can happen.
You may be from nearly any from nearly any world on the Prime Material Plane (Such as Athas, Eberron, Toril, Oerth, Ravenloft, Mystara, Wild Space ect.,). This allows you a MASSIVE amount of leeway in constructing a background. Want to be a mighty Thri-kreen warrior from under the burning sun of Athas? What about a Wild Space-faring awakened Gorilla gunslinger decked out in power armor and wielding a laser cannon? A wizard-king from the land of Mystara? A mermaid priestess of Lathander with an amazing singing voice from Toril? Yeah, you really have a LOT of options for a character! And no, they don't have to be as silly as some of the ones listed here, but trust me, there are definitely some weird individuals. Keep in mind that you are all truly epic individuals.
Does anyone notice that this is eerily familiar to the opening recruitment for Barmy in Sigil?
@GM- did you just copy that from Divinitus, or are you Divinitus? Given his unique history with the recruitment boards, I have to ask.

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"I am amenable to your plans, mostly. I am Tk-Chthik. Those with inferior mouth parts often simply call me "Tik"."
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By the way have you checked for spys? There are many outsiders designed to spy into the holes.
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Well, I only started that little "conversation" or "meeting" or whatever because you asked what our plans would be, individually, to help you determine whom you would select out of the applicants. I chose to do it in character but wasn't thinking it'd be anything but smoke -- give you a chance to see my PC's views and open a forum for others so you could see who you wanted to be in the game. I may not even get picked! Heck, I think I started that thing before half the folks here even had PCs posted for your review or even joined the Thread, and I'm not sure if anyone is completely finished.
If we're actually considering my two little "intro" posts as real gameplay, I hope you'll at least let us finish our PC proposals first and let us retroactively go back set up that scene.
Assuming you even want us to start the campaign with my PC calling all the other PCs to a secret meeting.

bigrig107 |

Alright, think I've got a rough idea settled on.
Graveknight (CR +2)/Oracle (battle) 10, Hellknight Signifier 10/Antipaladin 10/Hellknight 10.
Thinking holy warrior of Asmodeus that died, and sees him dying as a sign that Asmodeus has forsaken him.
And he wants revenge. As well as to tear down the Upper Planes, of course.

Peter Stewart |

Peter Stewart wrote:I thought he said no to variant multiclass?That was Barmy In Sigil, not this game.
Was it? I don't recall him allowing 3pp other than psionics or speaking to the other unchained varient rules. The assumption tends to be no to those without a yes. But I could be wrong.
Peter Stewart wrote:Permanent heroism isn't worth it.I don't have Pernament Heromim. I have a potion of good hope, made eternal by the Alchemist Dicovery of Eternal Potion. It only costs me 1k gold, so its most definitely worth it.
Either / Or. Good Hope is mildly better, but still not worth the cost in term of talents, not gold.
Peter Stewart wrote:Overall, I ask what he does in this party.
Melee is ok. Ranged options are nonexistent, and combined with inability to force a melee fight would worry me.
Let me highlight a couple things you did not respond to, which you really need to going forward. I've seen the big brute without pounce, without dimensional agility, etc. They suffer at higher levels when they attempt to melee, because they either have to stand around or they have to eat a full attack first. Not a good set of options.
... If you have to ask that, then you haven't been paying attention to my character sheet at all. Allow me to spell it out to you.
Please do.
FIRST! Skills! You seem to have missed that I am a level 20 Investigator. Meaning, I can give any and all skill and ability checks the bonus from my Inspiration, without having to spend any points at all. Which means all my skill checks gain a bonus 2d8+5 to them. Combined with the fact I already have a passive +6 bonus to every single skill, and that means my skills are in fact. Very, very good indeed!
Your skills are ok given the level of optimization some people are spitting out. Inspiration helps, but +45 for your best skill and relatively moderate social skills would concern me. A true social juggernaut at this level can easily be posting skill bonuses in the 60s. I'd expect a stealthy character's bonus to start at ~60, given the relative optimization of everyone else. Your skills are average. You also skimped on a number of relatively important skills.
Secondly. Melee! Whilst I might not have the same flat damage as the above bloodrager (even through I do have Power-Attack as well, I mean hell, everyone does automatically), I have further means of increasing my damage, such as 6d6 sneak attack, and 9d6 studied strike. The later one I can do every single turn as a swift action, at the potential cost of 1 inspiration point, and I have 20 of them. Furthermore, I can use inspiration on my attack rolls with my falchion for free! Giving me another 2d8+5 to attack, and 4d8+10 to damage! And I also have Mutagen to further increase my damage, and a Potion of Greater Magic Weapon +5, which I can use every day without consuming it thanks to Alchemical Allocation.
Sneak attack suffers from difficulty setting it up. Studied strike requires setup. Your potential melee power isn't terrible, but too much of it requires multiple rounds to set up, because of taxes on action economy between slayer and investigator.
Once per day potions and spells are a massive liability.
Third, tanking! Whilst I admit, it looks like I am a poor choice compared to the Bloodrager, I have a little extract known as Giant Form I. Which allows me to transform myself into a Two-Headed Troll, and we all know how difficult trolls can be to kill without proper preperation! Not only that, but it gives me a +6 bonus to strength and +4 bonus to con, increasing my damage and health. Also, I can use Improved Stalwart to take -5 to my attacks in excange for DR 10/-, which further increases my tankiness.
Giant form is completely meaningless here defensively. Regeneration 5 matters almost not at all.
Fourth. Support! Thanks to Infusion, I can grant people my extracts to use. Which include Longarm, Enlarge Person, Channel Vigor, Displacement, Monstrous Physique II and Giant Form I, I have Air Walk, Communal as an emergancy flight-granting ability, and with Heal and Restoration extracts, I can act as a secondary healer! And finally, with my Lookout Feat, and the Vanguard's ability to always act in a surprise round, and their Tactican ability, I can grant Lookout to everyone, allowing use to act during a Surprise Round! Admittedly, that is a 1/D ability currently, but it could be changed by tweaking the build.
None of these extract are that meaningful in a party that may very well have 3-4 9th level or 9/9 casters. Heal is probably the best of them, more for status effects.
Fifth. Stealth! Negate Armora means scent can't pick me up! Dampen Presence means Blindsight and Blindsense need to make Perception Checks to spot me. Hellcat Stealth means I can hide even when being observed. Potion of Invisiblity, or Greater Invisibilty Extract gives me significant bonuses to stealth! Mind Blank means that True Sight doesn't work on me
Stealth isn't terrible, but the bonus is relatively low relative to where I'd expect it on a dedicated sneak monkey.
To be clear - this character is very strong nominally. It can wipe the floor with many CR 20s without difficulty. But relative to the bloodrager above, your lack of mobility, ranged options, tanking, and ability to survive mob tactics is a liability.
Diverse builds don't survive in this kind of atmosphere.
Also, watch the 3pp template.

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I like the Allisandra PC, I think, more than the Ape PC. Not that my feelings one way or another matter, but still.
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Barmy in Sigil....
When I saw that Thread I got really excited but, unfortunately, by the time I first saw it there were already a few hundred posts and I didn't want to "join" late. I was stoked when this one came up and I found it within hours, I think, of the OP.

Sundakan |

Tik has Off-Brand Mind Blank and Off-Brand True Seeing going at all times, among other things. Most spies should have a hard time staying hidden.
Edit: Speaking of Pounce, I took Vivisectionist and Internal Alchemist for flavor (and sweet Disease Resistance), but I was considering Beastmorph instead of Internal.
Thoughts?

bigrig107 |

@ Bigrig,
My PC is the Son of Asmodeus who was bred to help Father usher in a new age for Hell.
And I'm betraying Dad.
Pleased to meetcha.
Hmmm. We might have a wonderful alliance against the big A.
I hate him just as much as you do, although mine is a burning, unending kind of hate.What classes are you going for, exactly?
Possibly the caster to my "martial"?

Fury of the Tempest |

Either / Or. Good Hope is mildly better, but still not worth the cost in term of talents, not gold.
Its worth it. Its most definitely worth it. None of the other Talents are really worth picking up. I've got all the good ones.
Melee is ok. Ranged options are nonexistent, and combined with inability to force a melee fight would worry me.
Let me highlight a couple things you did not respond to, which you really need to going forward. I've seen the big brute without pounce, without dimensional agility, etc. They suffer at higher levels when they attempt to melee, because they either have to stand around or they have to eat a full attack first. Not a good set of options.
Yes, fine. That is a weakness of the character. But I have already taken it into account. As soon as we hit Mythic Tier Level 1, I'll be able to pick up Mythic Vital Strike, which will solve all those issues. Its a bit more riskier, due to the fact that I'll only be attack once and have to hit with that attack. But the fact I'll freely be able to move, will even the score
Your skills are ok given the level of optimization some people are spitting out. Inspiration helps, but +45 for your best skill and relatively moderate social skills would concern me. A true social juggernaut at this level can easily be posting skill bonuses in the 60s. I'd expect a stealthy character's bonus to start at ~60, given the relative optimization of everyone else. Your skills are average. You also skimped on a number of relatively important skills.
I'm going for flexibility over specialization. I'm not a social juggernaut, I'm not 100% focused on stealth. But I am very good in ALL situations. That's what my character is about, and that is what he succeeds in completely and utterly.
Sneak attack suffers from difficulty setting it up. Studied strike requires setup. Your potential melee power isn't terrible, but too much of it requires multiple rounds to set up, because of taxes on action economy between slayer and investigator.
Once per day potions and spells are a massive liability.
Yes. I admit, I am not the bloodrager, I require a bit of set-up in order to be able to really lay down the hurt. But, whilst I'm not a melee monster, I'll still be able to lay down a satisfactory amount of damage for a melee character at this level.
What Once Per Day Potions and Spells? I'm not using any Once Per Day Potions? I'm using Alchemical Allocation which I can use eight times a day. Not counting Inspired Alchemy.
Giant form is completely meaningless here defensively. Regeneration 5 matters almost not at all.
Really? The Inability to die? I mean yeah, Fast Healing 5 isn't that useful. Regeneration 5 however... that is significantly more useful.
None of these extract are that meaningful in a party that may very well have 3-4 9th level or 9/9 casters. Heal is probably the best of them, more for status effects.
Firstly, from the looks of it, we don't have that many 9th level casters.
Secondly, even if we did. Those extracts are still going to come in useful. Heal and Restoration for the off-times, and Enlarge Person and Longarm so the spell-casters can conserve their spells for other spells. It all adds up. Just because other spell-casters are going to have those buffs/spells, doesn't automatically mean all other variations are useless.
To be clear - this character is very strong nominally. It can wipe the floor with many CR 20s without difficulty. But relative to the bloodrager above, your lack of mobility, ranged options, tanking, and ability to survive mob tactics is a liability.
Hey. I have tanking, and I'm pretty sure I have the ability to survive mob tactics.
On the other hand, compared to the bloodrager above, I bring skills and support that he doesn't have. My character is a strong, optimized character. Diverse builds work FINE at this level, and my character is a clear example of that.
I'm not going to be the best at everything, but that's not the point. I'm a Jack-of-all trades, and I do that job DAMN well.

bigrig107 |

Hey, guys, let's stop comparing builds so negatively, shall we? It doesn't help with pretty much anything.
Different classes and different combinations bring different things to the table, and that's fine.
We're supposed to work together, not see who can do the most, get the highest on skill checks, etc.