Dawn of the material plane

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I have to be honest, at first I thought this was "trolling". A 20 lvl campaign? you gotta be joking.

Then I read the description and posts. If this is bait, I've bitten it. Swallowed it whole.

But first a few questions:

1) I seem to be unable to find the stat generation mechanics, that or they haven't been mentioned. Could you please point me to them?

2) Investigators. Where do they fit in the modified Wealth you will be using?

3) Guns. Guns guns guns. And power armors. You said that Wild Space is open as "homeworld". Can you explain the kind of tech stuff that will be available?

Just so you have some background about what I'm thinking, this is my concept so far:

Doctor Nym:
adventurer, monster hunter, doctor and hoarder of knowledge. He has been everywhere, killed at least one of almost everything (but not alone, he's mortal and has social needs after all) and learned a bit (or a lot, it depends on the subject) of whatever he could.

I'm picturing him as something akin to Bloodborne's Hunters: versatil, with a good mix of alchemical concoctions, firearms and weapons gallore. For classes I thought about an Investigator chasis (representing his multiple fields of expertise) and some multiclass of gunslinger/tech something/rogue for the other part of the gestalt. I'm thinking about Savage Technologist for the gestalt part too, but only if I come up with a nive story reason for it.

"But Emissary, why does Doc Nym want to fight the powah?"
Well son, that's a silly question. Obviously he never killed a God, nor known one firsthand. Or became one, even briefly. That's reason enough.

There's also that soul binding stuff he doesn't like, and his belief of a new batch of "gods": Mortals powerful enough to guarantee a balance in the universe but without divine power or the need of being prayed upon.


The Iron Orchid here, this is the Alt I will be using to make a PC for this :)


Would it be allowed for THIS to be in a version that works for cognatogens?


Ok, if monsters are allowed, how does CR translate into levels? That's not an easy question. Personally I think you might be better off avoiding that can of worms.


Was thinking the same drbuzzaed, myself I am keeping well away from monster races for my PC, Advanced CR 1 Elan seems fare and not to over powered. Just working out the site.

Will be
G1= Psion Telepath
G1=Advanced Template CR1 with possible Tech class like Techslinger/ cryptic etc


Powergaming DM wrote:


1 rp for every 3 hours you don't need to sleep.

That seems a bit steep for something with almost no mechanical repercussions. =/

For reference, the 8 RP required for 24 hours of no-sleep is as much as getting two extra fully functional arms, 2 more RP than Fast Healing 1 (basically "I'm at full health between every combat"), and only 1 RP less than complete immunity to two different elements.

(Creatures that don't need to sleep still need to "rest" for 8 hours, not crafting or doing combat things or "anything strenuous" before they can prepare spells again and the like. I could keep watch or read a book or something though.)

Unless you meant 3 RP gets me 9 hours of no-sleep time, which means I never need to sleep for the night.

Powergaming DM wrote:

1 rp for +9 jump stack-able. There is an advantage to being able to do it without magic

Sounds fair. +27 is plenty (I don't really care about this ability, but it's one of the distinguishing features of the Thri-Kreen, so I feel obligated to have it, like the no-sleep thing).

Powergaming DM wrote:
Sundakan wrote:

I've been leaning heavily towards high-tech stuff, so I think my final concept before I start working on it will be an Alchemist/Some Tech Based Class.

The main issue is that second part. What's available?

You said any non-3PP is allowed, but you don't seem entirely averse to 3PP things either.

Machinesmith?

Golemoid or Steamwright from Thunderscape? I can send you the PDF or copy-paste stuff in that case.

Machinesmith seems Ok. I do sort of like the idea of high tech. Psionics is fine too.

Nice. Unsure whether I want to go whole-hog on the Mutated idea or Tech-master then. Aegis would give me extra cool mutated powers with the Aberrant archetypes, but Machinesmith has some interesting stuff too.

Or for REAL transformations, Psion (into Meta-Morph?).

Either way, my character motivations will be the same I think. Tk-Chthik is searching for immortality, because his race is incredibly short-lived. He wants to overthrow the gods, because who are they to say what mortals should do? As far as the Xixchil are concerned, the gods have never done anything for them. They each create themselves anew according to their own tastes, and survived on a dead world with no puny gods to aid them. Why should they bow to godly authority?

Powergaming DM wrote:
1a. Monsters are allowed. In fact after thinking about it. Every one is allow 2 CR worth of template (subject to review).

Is this in addition to, or in place of class levels?


drbuzzard wrote:
Ok, if monsters are allowed, how does CR translate into levels? That's not an easy question. Personally I think you might be better off avoiding that can of worms.

When I said monster are allowed. I mean in the since that you can make them using Race point to build them. Also you are allowed a +2 CR template. This is in addition being level 20.


Ah, ok. Glad to have the clarification.


Cool thanks GM.

GSV Looking in the Bins

"Ok so now we are hear tell is why you bright together the greatest minds in contact"

GCU Its me Knocking

"I found something, a system way out, close to the Blue Arch Cluster"

GSV Is it that time already

"Wow, well done you, in a Galaxy of billions of systems you found one, what is the chances of that."[/i]

GCU Its me Knocking
[b]"This is why I hate you, always with the sarcasm, if you shot your cake hole and hear me out"

GSV Looking in the Bins
"All right, children lets act like the Grown up super intelligent AIs we are shall we. So Knocking, why come to us?"

GCU Its me Knocking
"Gods, system is poulticed and there they have gods. The hole edifice of religion the souls in hell and heaven the full deal. I was passing 40 lights away and picked up some made power readings, got close and just about had my 70Km long butt handed to me with a F**k off your kind is not wanted here note. Had to crash hyper jump out and run like hell."

GSV Looking in the Bins

"Really... well that is interesting, could you send intel.. are thanks. Well Knocking we will have a look at it and let you know, thank you for this, and his gone. So you have all had a few nino-seconds to ready his Intel what the gangs feelings."

GCU But you liked it last time

"Looks very much like a bunch of local sublimed prancing around as Godlikes, making all the locals feel miserable and stunting cultural evaluation to a higher stage. Recommend sending an operatives to find ways to wast the f**kers and get those worlds back on course."

GSV Looking in the Bins
"Agreed"

GSV Is it that time already


HighonHolyWater wrote:
Would it be allowed for THIS to be in a version that works for cognatogens?

Seems alright.


Sundakan wrote:
Powergaming DM wrote:


1 rp for every 3 hours you don't need to sleep.

That seems a bit steep for something with almost no mechanical repercussions. =/

For reference, the 8 RP required for 24 hours of no-sleep is as much as getting two extra fully functional arms, 2 more RP than Fast Healing 1 (basically "I'm at full health between every combat"), and only 1 RP less than complete immunity to two different elements.

(Creatures that don't need to sleep still need to "rest" for 8 hours, not crafting or doing combat things or "anything strenuous" before they can prepare spells again and the like. I could keep watch or read a book or something though.)

Unless you meant 3 RP gets me 9 hours of no-sleep time, which means I never need to sleep for the night.

Well you could wear a ring of substance put together with this no need for sleep.


Ah, so it IS based on how much you need normally then? If so, I can eat 3 RP for no sleep.

The main thing is, this is a universal racial quality of the Thri-Kreen. They have a lifespan of only 30 years, but they NEVER sleep. So it needs to be something I can do with only racial abilities.

I'm trying to stick as faithfully as possible to the actual Dark Sun/Spelljammer race as possible. I had to cut the Poison and Four-Armed qualities (because the latter is 8 RP, WAY too expensive), but the Never Sleep thing is absolutely necessary for the flavor.

I may drop the jumping, extra speed, and natural armor for the arms though. That seems more a defining feature. I like the jumping though, being able to leap great distances is fun.

Then again...I can fly.
-------------------------------------------

On a completely different note, there's a cool archetype here that I kinda want to take, but may be a small balance concern.

The Arcanamechanist archetype for the Machinesmith.

The thing in question is the capstone, Primal Technomancy.

It lets me make a UMD check at a +10 DC to activate a wand or scroll without eating a charge.

At maximum, this is a DC 40 check for a scroll.

I can EASILY make that on a 1 at 20th level. Is it a problem if I have infinite scroll usage?

Technically speaking I could actually buy a scroll of Wish and then use it forever, though I don't plan to get that cheesy with it. Just bringing it to mind.


2 CR worth of templates... Am i allowed to make myself a lich? (i am fully aware that i must have 'craft woundrous' and spend 100k gold to become one)

I have an idea that might pretty well here, it actually is a guy that i wanted to play for some time


I plan to take the Limbjack template, though I'm not 100% clear how it works CR-wise.

I think it's basically +1 CR for every pair of limbs you replace? So If I get one set of arms and both my legs replaced, it's CR +2.


Okay, so let me just double check what we have for rulings.

We are a level 20 gestalt. 17RP point buy, with +2 CR free for templates. In terms of material allowed. Everything that Pazio has published for the game is up for grabs. Whilst certain 3rd party material such as Psionics are allowed. I'm guessing Path of War, and play-test material are not going to be allowed? Through you seem rather flexible when it comes to 3PP material, so I'm not actually sure on that. Even if Path of War is allowed, I probably won't use it. I'm trying to branch out with my builds currently...

For Wealth Per Level, you get 100% as a start. If one side if full BAB, with no more than 6 levels of casting, you gain an extra 50%. If you have no more than 4 levels of casting from say a Paladin or Ranger, you gain an extra 100%.

That all good? Either way, I plan to take two templates. First is the Simple Template: Advanced, simple, efficient and very useful. Afterwards, I would like to used the Fortune-Blessed Template. Secondly, for the 17 RP, are you allowed you take a race such as humans and improve on them? That way, you can still access favoured racial class bonuses if you want to (and most of them are pretty good)


Can we assume Cybertech equivalents to magic items cost the same as such?

Like, Cybernetic Muscles. Same effect as a Belt of Giant's Strength...but twice the cost.

I want them, but I can't really justify the cost increase instead of just bedecking myself in magic bling.

Edit: Also, for Limbjack, what cost should I use? Should I assume I was level 20 when I got the implants? Level 1? Somewhere between? And do I pay full cost, or the crafting cost? I can implant them myself. Or can I waive the cost entirely?


I'm doing it as Psionic not magic for items, but Cybertech would be cool as well. So waiting on GM as well Sundeakan.


Sundakan wrote:

Can we assume Cybertech equivalents to magic items cost the same as such?

Like, Cybernetic Muscles. Same effect as a Belt of Giant's Strength...but twice the cost.

I want them, but I can't really justify the cost increase instead of just bedecking myself in magic bling.

Edit: Also, for Limbjack, what cost should I use? Should I assume I was level 20 when I got the implants? Level 1? Somewhere between? And do I pay full cost, or the crafting cost? I can implant them myself. Or can I waive the cost entirely?

Sure so long as you accept that it won't work in an anti-magic field and the other limitations of magic items.

I don't really know anything about implanting.


Fury of the Tempest wrote:

Okay, so let me just double check what we have for rulings.

We are a level 20 gestalt. 17RP point buy, with +2 CR free for templates. In terms of material allowed. Everything that Pazio has published for the game is up for grabs. Whilst certain 3rd party material such as Psionics are allowed. I'm guessing Path of War, and play-test material are not going to be allowed? Through you seem rather flexible when it comes to 3PP material, so I'm not actually sure on that. Even if Path of War is allowed, I probably won't use it. I'm trying to branch out with my builds currently...

For Wealth Per Level, you get 100% as a start. If one side if full BAB, with no more than 6 levels of casting, you gain an extra 50%. If you have no more than 4 levels of casting from say a Paladin or Ranger, you gain an extra 100%.

That all good? Either way, I plan to take two templates. First is the Simple Template: Advanced, simple, efficient and very useful. Afterwards, I would like to used the Fortune-Blessed Template. Secondly, for the 17 RP, are you allowed you take a race such as humans and improve on them? That way, you can still access favoured racial class bonuses if you want to (and most of them are pretty good)

I don't really want to read a bunch of 3rd party books. I have a hard enough time keeping up with coreish.


Sundakan wrote:

Ah, so it IS based on how much you need normally then? If so, I can eat 3 RP for no sleep.

The main thing is, this is a universal racial quality of the Thri-Kreen. They have a lifespan of only 30 years, but they NEVER sleep. So it needs to be something I can do with only racial abilities.

I'm trying to stick as faithfully as possible to the actual Dark Sun/Spelljammer race as possible. I had to cut the Poison and Four-Armed qualities (because the latter is 8 RP, WAY too expensive), but the Never Sleep thing is absolutely necessary for the flavor.

I may drop the jumping, extra speed, and natural armor for the arms though. That seems more a defining feature. I like the jumping though, being able to leap great distances is fun.

Then again...I can fly.
-------------------------------------------

On a completely different note, there's a cool archetype here that I kinda want to take, but may be a small balance concern.

The Arcanamechanist archetype for the Machinesmith.

The thing in question is the capstone, Primal Technomancy.

It lets me make a UMD check at a +10 DC to activate a wand or scroll without eating a charge.

At maximum, this is a DC 40 check for a scroll.

I can EASILY make that on a 1 at 20th level. Is it a problem if I have infinite scroll usage?

Technically speaking I could actually buy a scroll of Wish and then use it forever, though I don't plan to get that cheesy with it. Just bringing it to mind.

OK this is why I was hesitant about 3rd party. I can't keep up with all this stuff.


OK, finished up. Builds for this are not trivial. The Shabati race is from Bestiary 5. I really only picked it because being immortal suits my background. Mechanically it's only so-so. 13 point race.

I'm going with the assumption that all his ioun stones are imbedded (allowed in PFS). Also I did take one mythic item since it gave mind blank. On other thing, it is likely I will do a few revisions when Hero Lab finally gets Weapon Masters Handbook on board. There's a few changes which would be nice from that.

Background
Ulmas has been around longer than anyone he knows. In fact he barely remembers that far back. Once he was a powerful Alzanti spellcasting nobleman, paranoid about death. A ritual was performed to change him into a Shabti, granting him immortality. However it rubbed most of his memory clean as a slate. In his new incarnation, he did not take up spellcasting, but rather, the martial trades. He certainly had enough time to get good at it. With plenty of wealth and access to the best trainers in the golden age of humanity, he was able to become the paramount warrior of his day.

Then his day ended. Skyfall brought Azlanti civilization crashing to an end. Without spells to keep him safe in stasis like Runelords or such, he had to make it through a rough and tumble dark age. He was able to survive and witness the rise of new civilation, Jistka, Ancient Osirion, and others had humanity climbing back up the ladder.

Other time Ulmas came to take a view that excess was the problem with civilization. He became an agent which opposed this. Over time, the powers which represented such granted him power to help him in his work. He fought against extremes of weal as well as woe. Balance was his guide.

From time to time he would work with Aroden, the only person with whom he felt kinship (both before and after his godhood). Their shared experience in ancient Azlant had forged a bond.

Then Aroden died. Ulmas was distraught. How could a god die? He was merely immortal, not divine and yet he survived. He searched long and hard for the cause, in hope that it could be reversed. He spent a century at this work to no avail.

This changed his perspective. If even his friend the god was not safe in the current order, then the pillars of heaven will have to be toppled. The order of the planes would have to be redone so that a more balanced and reasonable order be created. His course was struck, and with his experience, he knows the path will not be easy, but he is committed.

stats:

Ulmas
Counterpoised advanced shabti barbarian (invulnerable rager) 20/fighter 20/gestalt 20 (Pathfinder Player Companion: Champions of Balance, Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 5 227)
N Medium outsider (native)
Hero Points 1
Init +11; Senses darkvision 60 ft.; Perception +34
--------------------
Defense
--------------------
AC 57, touch 27, flat-footed 49 (+14 armor, +5 deflection, +7 Dex, +1 dodge, +1 insight, +2 luck, +7 natural, +9 shield, +1 trait)
hp 460 (20d12+220)
Fort +30, Ref +23, Will +20 (Immune to possession and mental control (including charm and compulsion effects like command and charm person), +5 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +7 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities evasion, fortification 75%, immune to undeath, indomitable will, resist level drain; DR 10/—, 10/adamantine, 20/lethal; Resist cold 15, electricity 15, fire 15, extreme endurance; SR 66
--------------------
Offense
--------------------
Speed 40 ft.
Melee +5 furious glamered heartseeker impervious speed adamantine scimitar +47/+47/+42/+37/+32 (1d6+29/15-20/×3) or
. . anchoring bracers +37/+32/+27/+22 (1d4+17)
Ranged +1 adaptive composite longbow +35/+30/+25/+20 (1d8+20/×3)
Special Attacks mighty rage (52 rounds/day), rage powers (beast totem[APG], beast totem, greater[APG], beast totem, lesser[APG], come and get me[APG], eater of magic[UC], fueled by vengeance, spell sunder[UC], strength surge +20, superstition +7, witch hunter[APG]), weapon mastery (scimitar), weapon trainings (heavy blades +6, bows +5, thrown +4, close +3)
Spell-Like Abilities (CL 20th; concentration +22)
. . 1/day—suggestion (DC 15)
--------------------
Statistics
--------------------
Str 38, Dex 28, Con 30, Int 18, Wis 18, Cha 14
Base Atk +20; CMB +34 (+36 sunder); CMD 63 (67 vs. disarm, 69 vs. sunder)
Feats Combat Expertise, Combat Reflexes, Cornugon Smash, Critical Focus, Dodge, Greater Shield Focus, Greater Weapon Focus (scimitar), Greater Weapon Specialization (scimitar), Hurtful, Improved Critical (scimitar), Improved Sunder, Intimidating Prowess, Iron Will, Power Attack, Raging Brutality[UC], Raging Vitality[APG], Shield Focus, Staggering Critical, Stand Still, Stunning Critical, Weapon Focus (scimitar), Weapon Specialization (scimitar), Wingclipper
Traits defender of the society, fate's favored
Skills Acrobatics +34 (+38 to jump), Appraise +6, Bluff +4, Climb +29, Diplomacy +4, Disguise +4, Escape Artist +11, Fly +15, Handle Animal +8, Heal +6, Intimidate +41, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Perception +34, Ride +19, Sense Motive +6, Stealth +11, Survival +29, Swim +29
Languages Azlanti, Common, Thassilonian
SQ armor mastery, armor training 4, fast movement, hero points, immortal, past-life knowledge, shattered soul, smite bias, tireless rage
Combat Gear dust of appearance, dust of appearance, dust of appearance, dust of disappearance, jingasa of the fortunate soldier[UE], potion of cure serious wounds (5), potion of lesser restoration (5), potion of remove blindness/deafness (5), potion of remove curse (5), potion of remove paralysis (5), scroll of breath of life (x6), unfettered shirt[UE], wand of cure serious wounds; Other Gear +5 comfort determination glamered impervious mind buttressing spell dodging mithral full plate, +5 heavy fortification mithral heavy steel shield, +1 adaptive composite longbow, +5 furious glamered heartseeker impervious speed adamantine scimitar, anchoring bracers, clear spindle ioun stone, dusty rose prism ioun stone, iridescent spindle ioun stone, pearly white spindle ioun stone, amulet of natural armor +5, belt of physical perfection +6, carpet of flying iii, cloak of resistance +5, cracked pale green prism ioun stone (saves), eyes of the eagle, gem of seeing, gloves of dueling[APG], handy haversack, headband of sealed thoughts[MA], manual of bodily health +4, manual of gainful exercise +5, manual of quickness of action +4, portable hole, ring of evasion, ring of protection +5, stone of good luck (luckstone), tome of understanding +4, winged boots, candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 38,085 gp
--------------------
Special Abilities
--------------------
Beast Totem +6 (Su) +6 to Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Combat Expertise +/-6 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come and Get Me (Ex) Enemies get +4 to hit and damage you, but attacks provoke AoO from you
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/-) You have Damage Reduction against all attacks.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (20/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white only).
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Eater of Magic (1/rage) (Su) Reroll if fail save vs. spell/Su ability. If reroll succeeds, negate effect & gain temp Hp for 1 min.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (15) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (15) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fate's Favored Increase luck bonuses by 1.
Fortification 75% You have a chance to negate critical hits on attacks.
Fueled by Vengeance Gain an extra round of rage when you deal damage to creature that damaged you this turn.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hurtful Make melee attack against creature you have just demoralized as free action.
Immortal (Ex) You do not age naturally, and cannot die of old age.
Immune to Undeath (Ex) You cannot become undead, spells/effects that would make you undead have no effect.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Ioun stone (clear spindle) Sustains bearer without food or water.
Ioun stone (iridescent spindle) This stone sustains the bearer without air.
Ioun stone (pearly white spindle) Regenerate 1 point of damage per 10 minutes
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Past-Life Knowledge (Ex) Treats all Knowlege skills as class skills.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Rage (52 rounds/day) (Ex) +8 Str, +8 Con, +4 to Will saves, -2 to AC when enraged.
Raging Brutality (+10) Add Constitution bonus on damage rolls
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Resist Level Drain (Ex) No penalties from energy drain, dies if reduced to neg. levels = HD. No save to remove neg. lvs.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Shattered Soul (Ex) Bringing Shabti back to life requires CL check = DC 10 + Shabti's HD.
Shield Focus +1 Shield AC
Smite Bias (1/day) +2 to hit, +20 to damage when used vs. CE, CG, LE or LG foes.
Spell Resistance (66) You have Spell Resistance.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Staggering Critical (DC 30) Critical hit staggers target
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Strength Surge +20 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD.
Stunning Critical (DC 30) Critical hit stuns or staggers target.
Superstition +7 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Tireless Rage (Ex) Ending Rage no longer results in fatigue.
Weapon Mastery (Scimitar) (Ex) Chosen weapon always confirms critical threats, and cannot be disarmed.
Weapon Training (Blades, Heavy) +6 (Ex) +6 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Bows) +5 (Ex) +5 Attack, Damage, CMB, CMD with Bows
Weapon Training (Close) +3 (Ex) +3 Attack, Damage, CMB, CMD with Close-in weapons
Weapon Training (Thrown) +4 (Ex) +4 Attack, Damage, CMB, CMD with Thrown weapons
Wingclipper When crit a foe with winged flight, can prevent its flight instead of dealing extra dam.
Winged boots (3/day) Fly as spell for up to 5 minutes. +4 to fly checks.
Witch Hunter +6 (Ex) Bonus to damage spellcasters while raging.


and this is where things start to brake down and a GM runs away.
I will tell you now that I did the same thing, put up a game like this
and then when it went nuts I ran.

Could I offer this as sum help.

Transparency rules of for tech/Magic/Psionics:

Combining Psionic And Magical [tech] Effects
The default rule for the interaction of psionics and magic is simple: Powers/tech interact with spells and spells interact with powers/tech in the same way a spell or normal spell-like ability interacts with another spell or spell-like ability. This is known as psionics-magic transparency. [psionics-tech-magic transparency]

Psionics-Magic Transparency
Though not explicitly called out in the spell descriptions or magic item descriptions, spells, spell-like abilities, and magic items that could potentially affect psionics do affect psionics.

When the rule about psionics-magic transparency is in effect, it has the following ramifications.

Spell resistance is effective against powers, using the same mechanics. Likewise, power resistance is effective against spells, using the same mechanics as spell resistance. If a creature has one kind of resistance, it is assumed to have the other. (The effects have similar ends despite having been brought about by different means.)

All spells that dispel magic have equal effect against powers of the same level using the same mechanics, and vice versa.

The spell detect magic detects powers, their number, and their strength and location within 3 rounds (though a Psicraft check is necessary to identify the discipline of the psionic aura).

Dead magic areas are also dead psionics areas.

Multiple Effects
Powers or psionic effects usually work as described no matter how many other powers, psionic effects, spells, or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a power does not affect the way another power or spell operates. Whenever a power has a specific effect on other powers or spells, the power description explains the effect (and vice versa for spells that affect powers). Several other general rules apply when powers, spells, magical effects, or psionic effects operate in the same place.

Stacking Effects
Powers that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different powers, or one from a power and one from a spell. You use whichever bonus gives you the better result.

Different Bonus Types
The bonuses or penalties from two different powers, or a power and a spell, stack if the effects are of different types. A bonus that isn’t named (just a “+2 bonus” rather than a “+2 insight bonus”) stacks with any bonus.

Same Effect More than Once in Different Strengths
In cases when two or more similar or identical effects are operating in the same area or on the same target, but at different strengths, only the best one applies. If one power or spell is dispelled or its duration runs out, the other power or spell remains in effect (assuming its duration has not yet expired).

Same Effect with Differing Results
The same power or spell can sometimes produce varying effects if applied to the same recipient more than once. The last effect in a series trumps the others. None of the previous spells or powers are actually removed or dispelled, but their effects become irrelevant while the final spell or power in the series lasts.

One Effect Makes Another Irrelevant
Sometimes, a power can render another power irrelevant.

Multiple Mental Control Effects
Sometimes psionic or magical effects that establish mental control render one another irrelevant. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with one another, though one may modify another. If a creature is under the control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.

Powers and Spells with Opposite Effects
Powers and spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some powers and spells negate or counter each other. This is a special effect that is noted in a power’s or spell’s description.

Instantaneous Effects
Two or more magical or psionic effects with instantaneous durations work cumulatively when they affect the same object, place, or creature.

Hope that helps GM.


Allowing templates and 3pp is a really slippery slot. There are some crazy things out there. I would not recommend it at all. You need to be pretty sure of what you are doing if you are going to do that.


Powergaming DM wrote:
I don't really want to read a bunch of 3rd party books. I have a hard enough time keeping up with coreish.

That... did not answer anything ay all.

I asked several questions, clarifying what the rules were, as well as putting forth both my template requests AND whenever or not the 17RP can be used to evolve races instead of simply recreating them in order to utilize FCB's

And what do you do? Say you don't want to too much 3rd party material. Which is fine, but I was only musing on that. I don't have much interest in using any 3PP material myself. Just, I have serveal questions, and that is all you answered?


Powergaming DM wrote:
Sundakan wrote:

Can we assume Cybertech equivalents to magic items cost the same as such?

Like, Cybernetic Muscles. Same effect as a Belt of Giant's Strength...but twice the cost.

I want them, but I can't really justify the cost increase instead of just bedecking myself in magic bling.

Edit: Also, for Limbjack, what cost should I use? Should I assume I was level 20 when I got the implants? Level 1? Somewhere between? And do I pay full cost, or the crafting cost? I can implant them myself. Or can I waive the cost entirely?

Sure so long as you accept that it won't work in an anti-magic field and the other limitations of magic items.

Sounds fair. My character works on a very Magi-Tech vibe anyway.

Powergaming DM wrote:
I don't really know anything about implanting.

Limbjack Template lets me replace two of my arms and both of my legs with robotic replacements, though there is an associated cost.

The cost is 1200*Hit Dice*Number of Limbs Replaced. Or, 600 if you craft them yourself.

Basically I just want to know if we're assuming I was 20 HD when I got them, or some other level, and if I can have them crafted beforehand for half price.

Powergaming DM wrote:
Sundakan wrote:

Ah, so it IS based on how much you need normally then? If so, I can eat 3 RP for no sleep.

The main thing is, this is a universal racial quality of the Thri-Kreen. They have a lifespan of only 30 years, but they NEVER sleep. So it needs to be something I can do with only racial abilities.

I'm trying to stick as faithfully as possible to the actual Dark Sun/Spelljammer race as possible. I had to cut the Poison and Four-Armed qualities (because the latter is 8 RP, WAY too expensive), but the Never Sleep thing is absolutely necessary for the flavor.

I may drop the jumping, extra speed, and natural armor for the arms though. That seems more a defining feature. I like the jumping though, being able to leap great distances is fun.

Then again...I can fly.
-------------------------------------------

On a completely different note, there's a cool archetype here that I kinda want to take, but may be a small balance concern.

The Arcanamechanist archetype for the Machinesmith.

The thing in question is the capstone, Primal Technomancy.

It lets me make a UMD check at a +10 DC to activate a wand or scroll without eating a charge.

At maximum, this is a DC 40 check for a scroll.

I can EASILY make that on a 1 at 20th level. Is it a problem if I have infinite scroll usage?

Technically speaking I could actually buy a scroll of Wish and then use it forever, though I don't plan to get that cheesy with it. Just bringing it to mind.

OK this is why I was hesitant about 3rd party. I can't keep up with all this stuff.

Yeah, I'll just side-step the whole issue by not touching that. I'll stick with the base Machinesmith, or if that's out because you want to trim down 3PP material, I can take some Techslinger levels and other stuff instead.


oyzar wrote:
Allowing templates and 3pp is a really slippery slot. There are some crazy things out there. I would not recommend it at all. You need to be pretty sure of what you are doing if you are going to do that.

I would second this as well, actually. Especially on the Templates bit. Limbjack is cool, but I can easily do without it. Templates skew a lot of things.

3PP is a bit easier to manage if you limit it to a few pre-approved choices. I usually allow DSP stuff and a very, very small amount of other things depending on the game.

A Steampunk game might allow Thunderscape, or a Wuxia game Dragon Tiger Ox, but a more standard game would have neither.

But, it's your call.

Fury of the Tempest wrote:
Powergaming DM wrote:
I don't really want to read a bunch of 3rd party books. I have a hard enough time keeping up with coreish.

That... did not answer anything ay all.

I asked several questions, clarifying what the rules were, as well as putting forth both my template requests AND whenever or not the 17RP can be used to evolve races instead of simply recreating them in order to utilize FCB's

And what do you do? Say you don't want to too much 3rd party material. Which is fine, but I was only musing on that. I don't have much interest in using any 3PP material myself. Just, I have serveal questions, and that is all you answered?

Chill, man, he's got a lot to process. Lots of questions flying around. Just ask him nicely if he missed looking at the particulars, eh?


Would anyone not take the advanced template?


JoshB wrote:
Would anyone not take the advanced template?

There are so many templates out there that give more cool stuff than just raw numbers boosts (which are easy to come by at 20th anyway).

There's little reason TO take it unless you have literally no other ideas for what would fit your character.


I sure took it. While there are plenty of ways to get boosts at 20th, there is a maximum attainable in terms of available magic. Those extra 4 points to every stat are not trivial.


Guys don't want to sound bossy but lets not brake the GM :0)

I took it because it fits my idea of a synthetic Relican like High tech agent sent by AIs to mess with some power mad beings playing god, and crushing a whole system under the boots of forced Divinity.


drbuzzard wrote:
I sure took it. While there are plenty of ways to get boosts at 20th, there is a maximum attainable in terms of available magic. Those extra 4 points to every stat are not trivial.

Yeah, but most other Templates add to stats too. But I usually work under the assumption that stat boosts are a secondary thing for templates. Otherwise the GM could just raise the point buy or something.


Well I also don't want to change the feel of the character too much either, which a lot of templates would do.


Yeah, that pretty much sums things up. The Advanced Template gives you +4 to all abilities, which is a pretty substantial boost, and it doesn't effect the fluff of your character at all. Hence why its so popular to take.

Grand Lodge

I think the easiest route for the DM to take is to allow any application for a PC but only accept the ones that he can get a handle on mechanically. Or, if one is close but only needs, for DM's sake, a couple minor adjustments, it can be adjusted before acceptance.

For my part as a PC applicant, I'll make the Knowledge Skill-monkey I like to play and if the DM likes that character concept I'll enjoy the game; if not then I probably wouldn't enjoy the game as much anyway. I'm not a fan of meet-grinding; I like roleplay and background. (And the roleplay & campaign background of this PbP sounds friggen awesome -- but one never knows.)

My fear is that my PC applicant will be about a million times lower in power level to the other applicants (once I get a few hours free time to put together a gestalt-20, CR+2, 17-point Race PC).


Thanks for answering my questions :)
Hia Iron Orchid! Hia Fury :)
I defenlty have a certain enjoyment that comes from building high level characters, and it seems that the more complex they are the better!
However, I build all my characters by hand. it usually takes a while!
As for monsters/templates and 3pp, I am trying to shy away from that as much as possible as it is. My template simply grants me immortality, thats it and I feel guilty enough about altering the human (basically to give me super sight).
That and I definitely have my own share of weaknesses! I am almost completely martial (with some self buffs) and melee focused, cant really planes hop or teleport, and I would probably suffer greatly against battlefield control effects. I will be relying on my teammates thats for sure!!!

So I have decided on my character. I am going to be a Human Prime Monk (MoMS) 20/Alchemist (Ragechemist) 20 with the Eternal Template.

He is a superior human being with a perfect body (monk) and he generally fights bare handed. He is strong beyond belief however he does have a fatal flaw in his psyche, and if ever he starts to crack even a little, his mind can spiral into a crushing despair. (ragechemist)
However, he is perfection incarnate, and you can neither add to nor remove from perfection. (Eternal Template)
Monk and alchemist gives me my body, monk and MoMS gives me my fist fighting style, alchemy will mostly be buff focused, Eternal template is my way of being immortal, Ragechemist has a neat flaw that will probably never come up but if it does, it can be crushing (and a good flaw for the eternal template ^-^)

Human Prime:

Human Prime

_________________________________________
Standard Racial Traits

Ability Score Racial Traits: The Human Prime is an exceptionally strong and healthy human, possessing both intellect and charisma However he does have a fatal crack in his psyche. He gains +4 Strength, +2 Dexterity, Constitution, Intelligence and Charisma, and -2 Wisdom.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed (Fleet of Foot): Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
_________________________________________
Feat and Skill Racial Traits

Silver Tongued: The Human Prime gaina a +2 bonus on Diplomacy and Bluff checks. In addition, when he uses Diplomacy to shift a creature's attitude, he can do so up to three steps up rather than just two.
Tough: The Human Prime is an exceptionally durable human and gains Toughness as a bonus feat.
_________________________________________
Senses Racial Traits

Impeccable Sight:The Human Prime has perfect vision and can see incredibly far or even in complete darkness. He can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. As well, the Human Prime can cast Acute Senses as an at will spell-like ability.
At Will-Acute Senses.

.

Race Breakdown

Spoiler:

RP
Type: Humanoid (human) 0 RP
Size: Medium 0 RP
Base Speed: Normal 0 RP
Ability Scores: Advanced (+4 Str, -2 Cha) 4 RP
Languages Linguist 1 RP
Silver Tongued: 3RP
Static Bonus Feat (Toughness): 2 RP
See in Darkness: 4 RP
SLA at will (Acute Senses): 4 RP

Total: 17 RP


The Human Prime is an exceptional human, possessing a physique far more advanced then that of a normal human, with undeniable charm and perfect vision.
He is basically a human with advanced stats, silver toungued instead of skilled, a static feat insead of a flexible feat and "perfect vision."


I'd be a bit cautious with the eternal template since it will technically bar you from mythic tiers.


Hey all! I'm working up a gorilla variant of the Vanara race that will be a monk/barbarian.


...I was going to make a joke about making a character with the Eternal Template because it's clearly unreasonable, but it seems someone has seriously made it.


Well my PC is coming along, She is starting to look cool,
will have to go over items, some she no longer needs.

Grand Lodge

What about Ability Score point buy?


its at the start 25 Point Buy


Ok I have alot of characters coming in. So I am going to ask another question in order to help put things in perspective.

How does your character intend to overthrow the outer planes? What plans do you have?


Tk-Chthik wants to start an intellectual revolution, showing the whole multiverse they are the master of their own forms, and by extension their own souls.

He theorizes that if a significant portion of sentient beings rejects the gods' authority (there only by them arbitrarily stating they're in charge), their influence will wane.

Secondarily, he wishes to see if he can achieve godly might himself through sheer science and body modification. This would be further proof (alongside Irori and Nethys) that gods are simply incredibly advanced humans. They are powerful, but not worthy of worship.


Illaro's world was overthrown when his peoples' "allies" turned on them and unleashed a horde of devils. The entire planet was drawn into the 9 hells and that was the last he heard of it. He doesn't know how yet but he's going to eventually challenge the nine lords of hell and kill them all. Once that's done he will take his new power and annihilate the abyss in response to them forcing the leaders of his people to consorting with devils. He'll start with tracking down every priest, cultist and worshiper of devils and kill them.

Cheliax will burn in the hellfire they so obviously love.

Grand Lodge

Welcome to this meeting, friends.
...Ah, I see you raise your eyebrows at that word. "Friends" I think we can be if only because we have the same enemy -- and thus the reason I have sent out this invitation.

Fear not, inside this Private Sanctum and with other Mind Blanking powers, I have protected this meeting from those who would drop on our eaves.

My father Asmodeus has some great plans for his Hell and he sired me to usher in his New Era. But I have a much different New Era in mind.

Too long have the Powers of the Cosmology drawn their power from the mortals of the Prime Material Planes. I believe the worlds of Greyhawk, Krynn, Toril and Golarion, to name but a few, can do just fine without the so called "gods" taking away the souls after only a few decades or centuries of mortality.

And I think you have the same belief.

But a plan like this must be made carefully -- and instituted delicately. It is my hope that we can, in "friendship," discuss what we can do in a Campaign Against The Outer Planes.

I use this Alias now but once we join will show you my true identity. (I say now only that I am a LE Unique Devil; Wizard (Abjurationist)-15/ Loremaster-3/ Alchemist (Mindchemist)-2 and an Unchained Monk-20; with the Alacritous Creature Template. And that I am a great Scholar and Diplomat.)

Grand Lodge

I will go first, to break the ice.

If we were to start disrupting the souls' journey to all the Outer Planes at once we would suddenly find ourselves the enemies of a great many Powers all at once. ....Not a good idea.

If, however, we start by choosing one Outer Plane to disrupt first -- and maybe even finding a way to blame that 'Disruption of Souls Being Pillaged' to that Plane on its god's greatest enemy -- well, that would be a good start.

For example, we choose Neutral Evil souls to disrupt to their Outer Plane of Abaddon. We begin by travelling to various parts of the Material Plane where we can find large numbers of NE mortals to gather information and, of course, find the magical path-lines -- The Ethereal Plane -- where these souls go when their Mortal lives end. And we Disrupt that path, sending all those soulshells somewhere else instead -- so we can later find a place for them Back on their Material Plane world, perhaps reincarnated or something.

But here's the key: We leave evidence that an Abyssal Lord or a Solar from Heaven or something is the cause of this Soul-Marching-Disruption so that Charon and Trelmarixian and the other Daemon Lords look to the Demons instead of us. For as long as we can.

Then we go to the Neutral Souls and their Soul-Path to Axis. ....Then the CG souls, then the NG Souls and the CE Souls, etc., etc.

With good planning and execution of said plans it could be quite a while before any Powers realize what's going on. And even then they may think it's localized to their Outer Plane. And by the time it takes them to learn the truth it can be too late.

We will have spread the word to the mortals that by declaring their souls to us they can be Reincarnated (or something) back on their Material Plane -- memories Intact -- and live in immortality!
They can even keep their mortal Alignments!

Thoughts?....
.
.
.
I use this Alias now but once we join will show you my true identity. (I say now only that I am a LE Unique Devil; Wizard (Abjurationist)-15/ Loremaster-3/ Alchemist (Mindchemist)-2 and an Unchained Monk-20; with the Alacritous Creature Template. And that I am a great Scholar and Diplomat.)


"You talk too much little man, but I like what your saying. Set these idiot 'god-heads' attacking each other and we'll hit them from the side." the large creature says. He bends down and puts his enormous face next to the talkative red-skinned creature. With an earth rumbling growl he says "But I'm the one who gets to gut your father. Get in my way and you'll be next."

Illaro is a human-like gorilla with black fur standing almost ten feet tall with rippling muscles and hard callused knuckles. 17 RP modified vanara with advanced and giant template


Sundakan wrote:

Tk-Chthik wants to start an intellectual revolution, showing the whole multiverse they are the master of their own forms, and by extension their own souls.

He theorizes that if a significant portion of sentient beings rejects the gods' authority (there only by them arbitrarily stating they're in charge), their influence will wane.

Secondarily, he wishes to see if he can achieve godly might himself through sheer science and body modification. This would be further proof (alongside Irori and Nethys) that gods are simply incredibly advanced humans. They are powerful, but not worthy of worship.

Taking this to its logical conclusion, Tik would probably be quite happy if everyone in the universe became a god in their own right. Even playing field, baby. No natural limits beyond each individual's ambition and creativity.


"I like the way you think. Logistics then psychology. War is often best done by subterfuge. "

Grand Lodge

Master Tk-Chthik,
I think your idea of an "Intellectual Revolution" is quite brilliant. If we wage our "war" on three fronts -- one being the redirecting of souls (first of one particular Alignment) somewhere other than their Outer Planar prison to a place where they can be Reincarnated back on the Prime, another being a misdirection to the Outer Planar Powers, blaming that "redirecting of souls" on other Enemies (and keeping our profile low), and one being your Intellectual Revolution, convincing groups of mortals to shrug off their cosmological Alignments so they can return to their Prime Material world, memories-intact, and pursue their own immortal "godhood" ambitions in the home they knew in their mortal lives -- we can usher in a new age and greatly weaken, then destroy, the old gods and their Outer Planes.

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