Echoes of the Sephira

Game Master Red Velvet Tiger

Epic heroes chosen by fate stumble across an ancient secret and unknowingly become gods. Their actions will determine the destiny of the multiverse itself.


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Female Human Sorcerer 9 / DD 8 | Ninja 2 / Swash 5 / Shadowdancer 10; 266/266 HP; Init +16, Percept. +35; AC 47/29/33; Fort +21, Ref +33, Will +19; Ki 11/11, Pan 10/10, MP 9/9, LP 2/2

Craft wondrous items here as well, although I hadn't planned on getting the mythic crafting.

Trazzle: You forgot the fine print :p

Warning: None of these statements have been approved by anyone, not even this one. Trazzenol may cause minor side-effects including additional limb growth, personality changes, death, undeath, and THOON. Do not take if you are living or will be in contact with living people ever. Consult your alchemist before use.


Male Uldra Oracle 17/Witch 7/Winter Witch 10(PrC, Gestalt)

I really hope Ten's PC is actually named Thoon, because that's awesome.

My Mythic path abilities are Mythic Hexes, Mythic Domain and Legendary Item, for my Witch Knife.

Feats are Mythic Witch Knife and Dual Path.


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

@Tenro: ...Which is probably most spells. XD At least, my character has the entire spell list via her Mythic options, so she could easily spend a few of those every now and then to help in crafting, and that's one list down. I don't really mind helping with that stuff.


M Humanborn

yeah, its name is Thoon. I don't imagine actual names to be of consequence to such a creature, so Thoon was the only thing i could really see it using as a name.


Male Goblin Witch/Trap Breaker Alchemist 17, Tier 3 Trickster Archmage | Tricks and Status | HP: 221 | AC: 50, T: 28, FF: 33 | Fort: +21, Ref: +26, Will +22 | CMD: 39 | Init +14, Perception +37. +46 vs. traps, Sense Motive +34
Yukio the Shadow-Binder wrote:

Trazzle: You forgot the fine print :p

I started the fine print, but it exploded. That being said, you get a free sample of Trazzenol for making me laugh out loud by including THOON! as a symptom.


M Humanborn

Alright, gonna take Mythic Master Craftsman and Mythic Crafter.

I must choose a spell list (which i will choose Wizard unless you all have specific preference otherwise) and I am treated as knowing all spells on that list (i chose wizard because i believe it is the most abundant, but perhaps Cleric is a better idea if we don't have one?) for the purpose of creating magic items. I am ALSO treated as having all item creation feats (Archmage's Crafting Mastery path ability), and i can make mythic items as well.

So, in summary:
- Can make any magic item, treating ranks in Craft as caster levels for qualifying for prerequisites of items.
- Treated as knowing all wizard spells (really only important for spell trigger and spell completion items, as other items that require spells allow me to just add 5 to the DC to circumvent the spell requirement).
- Can craft any mythic magic item

Correct me if I am wrong in this, Jazzai (or GM).


Male Kobold Wizard 17/Witchguard Ranger 7/Duelist 10, Archmage 3 | Sunseeker's Power | HP: 197+2d10+17 | AC: 46/36/26, Saves: +22/+34/+21, SR 22 | Init:+21, Perc. +21

Ok so, I can teleport charge and drag people with me for melee goodness.

I also have access to the entire Wizard spellist, which is kept on my personal demiplane. Not sure what else I have atm, but I haven't stored up on scrolls or anything yet. I could, not sure what to use for them though.


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

Based on some advice earlier, I decided to stock up on basic restoration items (get rid of disease, poison, etc.), as well as a bunch of helpful potions. ^^ You might want to have at least a few of them for emergencies.


M Humanborn
Charis Brightstar wrote:

Ok so, I can teleport charge and drag people with me for melee goodness.

I also have access to the entire Wizard spellist, which is kept on my personal demiplane. Not sure what else I have atm, but I haven't stored up on scrolls or anything yet. I could, not sure what to use for them though.

Well, if you have the entire wizard list, then cleric would be the way to go for me then. i don't remember everyone's characters, but i think there is an oracle out there (ice king?) but they dont get the whole list of spells.


Male Goblin Witch/Trap Breaker Alchemist 17, Tier 3 Trickster Archmage | Tricks and Status | HP: 221 | AC: 50, T: 28, FF: 33 | Fort: +21, Ref: +26, Will +22 | CMD: 39 | Init +14, Perception +37. +46 vs. traps, Sense Motive +34

There's an idea, maintaining a demiplane, I hadn't thought of it.


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

I have the Oracle/Cleric spell list, and my Mythic path grants me access to every spell on it (when spending Mythic power). ^^

How about the Druid list?


Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

Tenro for the feat Mythic Master Craftsman

I would make sure to get RVT's approval since it is third party.

Also its equal to 1/2 your ranks in your craft skill not your actual rank.

For Mythic Crafting you MUST have the item creation feat. The Archmage path ALLOWS you to create as if you have Item Creation, it does not GIVE you the feat. Which for the Mythic Crafting feat is important. This also makes it where an Archmage can't just say I craft everything Mythic spending one path ability and the Feat (Since wizards start with Scribe Scroll) they can easily abuse this.


Male Uldra Oracle 17/Witch 7/Winter Witch 10(PrC, Gestalt)

I have the entire Witch list.

Also, RVT, PM'd you about my relic.


M Humanborn

Ah, it was on the pfsrd so I didnt catch that it was 3rd party.

And that was what I was planning on doing with mythic crafting since I started with Scribe Tattoo.

I figured since it says "for which you have the appropriate crafting feat" and the other says "you can craft items as of you had the feat" that it would jive.


Male Goblin Witch/Trap Breaker Alchemist 17, Tier 3 Trickster Archmage | Tricks and Status | HP: 221 | AC: 50, T: 28, FF: 33 | Fort: +21, Ref: +26, Will +22 | CMD: 39 | Init +14, Perception +37. +46 vs. traps, Sense Motive +34

I have the full witch list and the mythic ability to use anything from it spontaneously.

I also have the full alchemist list, which I can prepare any of in one minute.


Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

RVT Can rule otherwise ^.^

But yeah, craft as if you had the feat still doesn't give feat so that is the ruling that I would go with RAW. Though Mythic Tattoo's would be awesome!


M Humanborn

Alright, depending on RVT's ruling, my character will be complete.

If
Mythic Master Craftsman = ok
+
Mythic Crafter (feat) plus Crafting Master (Archmage path ability) work together to let me make any mythic item,
=
My character is complete.

If
Mythic Master Craftsman = not ok
or
Mythic Crafter only works for crafting feats i actually have in feat slots as opposed to working with notionally gained feats
=
My character needs another feat.

If
My character needs another feat
then
I would ask to use Mythic Brew Potion as a base for a houseruled Scribe Mythic Tattoo feat (since tattoos are the psionic analog for potions)

EDIT: I will keep the path ability though at a minimum, as it'll still allow him to create any non-mythic item. Most of the mythic items aren't even that great. The only time he will NEED assistance in crafting something would be scrolls/wands/staves as he would need access to the spell via another caster providing the castings, or scrolls to UMD. Or to first make a wondrous item with the needed spell on it usable 1/day.


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

I feel like there's a surprisingly high number of tattoos in this party... ^^ Interesting.


Male Goblin Witch/Trap Breaker Alchemist 17, Tier 3 Trickster Archmage | Tricks and Status | HP: 221 | AC: 50, T: 28, FF: 33 | Fort: +21, Ref: +26, Will +22 | CMD: 39 | Init +14, Perception +37. +46 vs. traps, Sense Motive +34

I've just got some odds and ends to purchase and I'll have my full crunch up.

What are those tattoos I'm hearing of?


M Humanborn

yeah, psionic tattoos are convenient. they can be moved around, you can have up to 20 of them, and you can move them to other people.

and also the Cryptic class gets some abilities they can choose for tattoos. i have chosen a few, one that x/day lets me use a tattoo as if it were full manifester level, and one that x/day lets me extend the tattoo, and one that lets me make one tattoo at a time permanent instead of extended (very similar to the alchemist abilities to have an eternal potion).

EDIT: Trazzle, psionic tattoos are the psionic version of potions, but slightly more convenient in my eyes (you dont have to fish them out of a backpack or whatever). They have a max level of 3, like potions. and you can have up to 20 on your body.


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

Camiel has Sigil-Marked. It's a power that lets her absorb potions and scrolls (with casting times of 1 standard action or less) into her body at a rate of one a day... but with no cap on the number she can hold, and the ability to use them anytime as a standard action. ^^ So she can affect herself with potions at pretty much any time, and toss out a scroll for whenever someone needs more powerful curing, and no need to reach into her bag.

Incidentally, my offer's still open: if anybody has a few scrolls they really think the party should have, I'll consider adding them to Camiel's selection before we begin. ^^


M Humanborn

all of them. hahahahaha


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

I don't think I have that much money. XD If anyone wants to give scrolls to her, though...


Tenro, you are correct about how crafting works.

Jazzai, the feat is allowed.

IF YOU WANT 3PP MATERIAL INCORPORATED INTO THE CAMPAIGN, JUST ASK AND YOU WILL LIKELY RECEIVE! THIS INCLUDES MAGIC ITEMS! AND I MAY PUT UP THE OLD EPIC LEVEL HANDBOOK SO YOU CAN SEE WHAT SOME OF THE 'LOWER TIER' ITEMS YOU FIND OR BUY WILL LOOK LIKE!


M Humanborn

sweeeeeeet.

Just gonna tweak some equipment (being able to craft stuff gives me a little bit more money) and then I will be ready.

EDIT: RVT can you post that link again for the books you uploaded? or maybe throw it in the campaign tab?


Male Goblin Witch/Trap Breaker Alchemist 17, Tier 3 Trickster Archmage | Tricks and Status | HP: 221 | AC: 50, T: 28, FF: 33 | Fort: +21, Ref: +26, Will +22 | CMD: 39 | Init +14, Perception +37. +46 vs. traps, Sense Motive +34
Camiel, the Virgin Lover wrote:
Incidentally, my offer's still open: if anybody has a few scrolls they really think the party should have, I'll consider adding them to Camiel's selection before we begin. ^^

I similarly volunteer to bring in some potions. If it's on the Alchemist or the Witch spell list, I can craft them.


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

@GM: Speaking of 3PP materials, do you have any concerns about the second Legendary Item I sent? ^^ I can come up with something else if you'd prefer me to. If not, I'll probably start picking out the legendary item abilities. XD


Tenro, I reposted the link in campaign info, but it's broken. I will try to rectify this soon!

Camiel, not sure if Paizo ate the post or not, but I believe I said it was approved! ^_^


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

Post might've been eaten, then. ^^ Huzzah!

I'm rather looking forward to using that against our enemies. XD I'm preeeeeetty sure that's everything I needed to straighten out.

Ah, and as a note, I won't be around much this extended weekend - I'm going to a convention over the next three days, but I'll check in when I can. ^^


M Humanborn

I made my legendary item my armor. I wasn't too impressed with the abilities beyond the 3 I picked.


Male Kobold Wizard 17/Witchguard Ranger 7/Duelist 10, Archmage 3 | Sunseeker's Power | HP: 197+2d10+17 | AC: 46/36/26, Saves: +22/+34/+21, SR 22 | Init:+21, Perc. +21

So, I decided to take the one Mythic ability that lets me cast spells as if they're affected by a metamagic feat for one minute without adjusting the level.

Any specific party buffs (besides my own protections) should I bother preparing each day to give to all of you? They'll probably have to be some sort of Communal spell in order to grant it to everyone, and a duration of hour/level is usually the only one which works well.

I haven't determined what my inevitable Contingency spell will be, probably a Plane Shift to my demiplane. (which is partially detailed in my post). Going to have a fun time wording that so it works out nicely, and doesn't trigger when I still can do fine with the temp hp from my Vampiric Touch(s).

Any particular scrolls people would want me to scribe, (keeping in mind I have spontaneous access [through Mythic power] to the entire Sorc/Wiz spell list with a casting time of 1 standard action or less)?


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

Yeaaaaaah... they are a bit limited, aren't they? I'm really hoping for an expanded selection of options for legendary items in the future. ^^ Perfect Surge is incredible, at least, and Returning is a nice fluff ability for stuff you can hold. Rejuvenating + Powerful provides some quick, easy defense as well...

...

*Rubs chin* I might be able to come up with something later. Need to work on it for awhile to be sure it's appropriate and balanced, though.

@Charis: It's probably more important to have utility spells than offensive ones? I don't think this group is going to have too many issues with damage output. XD


Female Human Sorcerer 9 / DD 8 | Ninja 2 / Swash 5 / Shadowdancer 10; 266/266 HP; Init +16, Percept. +35; AC 47/29/33; Fort +21, Ref +33, Will +19; Ki 11/11, Pan 10/10, MP 9/9, LP 2/2

Charis: Contingency is limited to 5th level spells for us at the moment (1/3 of Caster Level), and caps at 6th level, which unfortunately locks out Plane Shift (unless you cast it as a cleric/oracle). Dimension Door is a nice choice, as is Freedom of Movement, as both can get you out of a mess quickly. If you prefer, my shade companion has both Plane Shift and Mythic Contingency, so you could get it that way. If you also have Mythic Contingency, she could add it as a second contingency on top of your normal one as well.

Also, if there's any buff that Yukio or Aeliastraza can cast that's 10 min duration or longer that you'd like to last for 24 hours, it's possible to do so via Enduring Blessing. And Trazzle has many alchemist slots available for requested extracts as well, including the extract that allows you to pre-consume a potion days in advance and trigger it as an immediate action later.

Re: Legendaries: The main issue I have with legendary items is that you have to make it intelligent in order to put any spells on it. That really limits what you can get if you don't want an intelligent item. Otherwise you can put some decent 1+/day abilities that you'd not otherwise get on the weapon.


Male Weremonkey Rogue/Ranger/Trickster

Do our Relics posses the normal set of Legendary item abilities, plus whatever else we give them?

Also, for any martial character, especially any with sneak attack, Foe-Biting is a must.


Male Goblin Witch/Trap Breaker Alchemist 17, Tier 3 Trickster Archmage | Tricks and Status | HP: 221 | AC: 50, T: 28, FF: 33 | Fort: +21, Ref: +26, Will +22 | CMD: 39 | Init +14, Perception +37. +46 vs. traps, Sense Motive +34

I encourage our arcane pals to try and get haste out every fight. I have it permanent, but its worth it for the rest of the party.


Male Weremonkey Rogue/Ranger/Trickster

Total bummer, I was gonna possibly buy the Legendary Levels book from Little Red Goblin Games, but apparently they had to take all their PF stuff down to make sure they are 100% compatible with the open use license.


Female Human Sorcerer 9 / DD 8 | Ninja 2 / Swash 5 / Shadowdancer 10; 266/266 HP; Init +16, Percept. +35; AC 47/29/33; Fort +21, Ref +33, Will +19; Ki 11/11, Pan 10/10, MP 9/9, LP 2/2

Foe-Biting is absolutely a nice thing to have, although quite limited in number of uses (Weapon starts with 2 LP, and can only have 8 max if you spend three abilities on it). Still, it seems the ability can double a x3 crit for only 2 points, which means x6 crit doom (including x4 precision damage with the Trickster 6th tier ability).

As far as haste goes, you can count on it being up every fight. That's at the top of my "must-have" combat spells list, the other two important spells being Darkness and Ki Leech.


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

Hmm... looking through what's actually available, it looks like abilities on legendary items can have effects of at least 7th level for magic, if Returning is anything to go by... I wonder... *Starts writing*


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

Our options seem to be very open in this campaign, so here are some extra legendary item abilities that may or may not be approved. XD

Spoiler:
Atoning: This ability allows the user of the legendary item to remove the burden of misdeeds from others by touching them with the item, as the spell Atonement, though the user must intentionally activate this ability. If the act committed was unwilling or the result of any form of compulsion, this ability does not have any cost and the atonement is made immediately. If the misdeed was committed intentionally, activating this ability requires one use of legendary power. However, instead of providing a cost in incense and offerings, the subject may choose to accept a Geas/Quest (as the spell) for some specific task, goal, or action. That spell does not need to be prepared or on your list of spells known; it is cast through the magic of the legendary item. If the person seeking atonement accepts the Geas/Quest, they are treated as having atoned while performing the task and are freed, with permanent atonement for their misdeed, once they fulfill its requirements. However, if they willingly and intentionally stop trying to fulfill their task before completing it (which is not always the same thing as not obeying it for a given time, and subject to GM interpretation), the temporary atonement is immediately removed and they take two permanent negative levels (to a minimum of 1 level; no saving throws or resistances apply, and these negative levels cannot be removed except by means of a Miracle or Wish spell cast by someone other than the person previously seeking atonement). A legendary item must be at least a minor artifact to select this ability.

Banishing: This ability gets rid of extraplanar creatures as the spell Banishment, but the item must make physical contact with the being(s) that are being banished. When this option is selected, choose an alignment and being either for or against it (against is prefixed as "Non-"). For example, an "Evil Banishing" item would activate upon touching any Evil extraplanar creature, while a "Non-Good Banishing" item would activate against any extraplanar creature that is not good. Clearly displaying any items or substances that would improve the caster level check (as qualifying for the spell Banishment) will allow the same bonuses for this ability. Activating this ability requires one use of Legendary Power. A creature Bonded to an item with this ability can choose to not activate the Banishing while holding the item, but if a legendary item with this ability is unattended or held by a creature that is not Bonded to it, it will always activate this power if it is able to do so. Save DCs are either equal to the Bonded creature's (if there is one, whether or not the item is being held by them), the last creature Bonded to it (if not currently Bonded), or the creator's DCs, in that order of priority. A creature that successfully saves against this ability cannot be targeted by it again for 24 hours. A legendary item must be at least a minor artifact to select this ability, and a creature Bonded to the item cannot select an alignment for this ability that would banish them if they were extraplanar. If this item changes to a different Bonded creature, that creature may select a new alignment for this power, following the restrictions listed above.

Cursing: This ability curses others as the spell Major Curse, activating when the item strikes a creature. Activating this ability requires two uses of legendary power, and a creature cannot be affected by more than one curse inflicted this way at a time; attempts to add further curses will automatically fail. A Bonded wielder may choose to not activate this ability while holding the item, and may give others permission to touch the item, but the legendary item will always attempt to curse those who touch it without the permission of its owner unless told not to. A Cursing legendary item does not need to be present when permission is given; it always knows who has permission to touch it and who does not. A creature that successfully saves against this ability cannot be affected by it again for 24 hours.

Enchantment Breaking: This ability helps to remove effects from others, as the spell Break Enchantment, activating when the item strikes an appropriate target. Activating this ability requires one use of legendary power. Unlike some other spell-like abilities legendary items may have, an item with this power will not automatically attempt to break enchantments it comes into contact with. The wielder of the item must intentionally try to break an enchantment, and they do not need to know what the enchantment is. If the attempt to break an enchantment through this power fails, this ability cannot be used on that creature again for 24 hours (even for an attempt to break a different enchantment).

Locating: This ability allows a Bonded creature to locate the legendary item, as if using Find the Path (as the spell) with the ability to find this item instead of a location. Activating this ability is a free action, but will automatically fail if the legendary item is on a different plane. The magical knowledge given by this ability is not stopped by areas such as antimagic fields unless they are created by a mythic creature of a tier equal to or greater than the tier of the creature the Locating item is Bonded to.

Repelling: This ability prevents others from approaching the item's holder, as the spell Repulsion, but with a duration of a number of rounds equal to the user's highest ability modifier. Activating this ability requires one use of legendary power as part of a standard action. As a free action, the creator of the field created by this power can dispel it. The repelling field created by this power attempts to affect all creatures within its range, though those who make a save against it cannot be affected by this power for another 24 hours (even if the field they saved against was dismissed and a new one created).

Seeing: This ability grants the user true sight. While in contact with this item, the bonded creature is constantly under the effect of True Seeing (as the spell). This is a persistent ability.

Spellstoring: This ability allows magic to be stored as if casting Spellstaff, but this ability can be applied to any legendary item (regardless of shape) and the item may hold a number of spells equal to half of the owner's mythic tier. A legendary item must be at least a minor artifact to select this ability. This ability can be taken a second time, increasing the number of spells that can be stored to the number of mythic tiers that the owner possesses. The item must be a major artifact to take this ability again.


Female Sprite Witch's Familliar 17, Tier 3 Marshal | HP: 107 | AC: 24, T: 20, FF: 20, Fort: 14, Ref: 14, Will: 12 | Init: +6, Perception: +27 (23 in bright light), Darkvision, Detect Good, Detect Evil

Say,anyone seen any kind of item to do away with light sensitivity? Some kind of smoked goggles or I don't know what. I got a bit of a problem with that here.


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

There's a spell, "Lightsight".

http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party- spells/l/lightsight

Perhaps if you got a magic ring/amulet/whatever with that spell in it? It's a 0th-level spell, so hardly gamebreaking even if permanent. XD


Female Sprite Witch's Familliar 17, Tier 3 Marshal | HP: 107 | AC: 24, T: 20, FF: 20, Fort: 14, Ref: 14, Will: 12 | Init: +6, Perception: +27 (23 in bright light), Darkvision, Detect Good, Detect Evil

According to the pricing guide, goggles of lightsight would have a worth of 2000 gp. RVT, do I have your approval?

Unrelatedly, I've built my familliar's mythic abilities towards party help:

So long as you're within 30 feet of her, you roll surge twice and take the best when using surge, she can grant all allies within 30 feet a free surge once per day, allow them to reroll d20s, and she can use her own mythic power to give allies free attacks.

Good times, good times.


Female Human Sorcerer 9 / DD 8 | Ninja 2 / Swash 5 / Shadowdancer 10; 266/266 HP; Init +16, Percept. +35; AC 47/29/33; Fort +21, Ref +33, Will +19; Ki 11/11, Pan 10/10, MP 9/9, LP 2/2

Another option is the spell Protective Penumbra


Male Goblin Witch/Trap Breaker Alchemist 17, Tier 3 Trickster Archmage | Tricks and Status | HP: 221 | AC: 50, T: 28, FF: 33 | Fort: +21, Ref: +26, Will +22 | CMD: 39 | Init +14, Perception +37. +46 vs. traps, Sense Motive +34

... holy buff stacking, Batman! I got my summary statblock up. I wanted to list Trazzle's active buffs in it, but there were way too many.


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

So, now that we're mostly settled for now... has anyone else thought about how they'll advance in the future? ^^ I think I'll start by taking the Sublime template at Level 22 (and take nothing at 21, since I need two levels for this one)... being full of positive energy seems like a good plan for Camiel, and the increase to HP should make her far more survivable. XD Might follow up with the Advanced template just for the basic all-around boost.


Male Goblin Witch/Trap Breaker Alchemist 17, Tier 3 Trickster Archmage | Tricks and Status | HP: 221 | AC: 50, T: 28, FF: 33 | Fort: +21, Ref: +26, Will +22 | CMD: 39 | Init +14, Perception +37. +46 vs. traps, Sense Motive +34

I'm going for the full 20 in both Witch and Alchemist.... and I have no idea how levels beyond 20 work in Pathfinder, so I'll see when I get there.

I have a bit under 30,000 gp left to spend, a bit less once I acquire an arsenal of random alchemical items. Any recommendations for what I could spend it on?


M Humanborn

The money I saved by crafting things is gonna go into enchanting the other half of my staff, which was previously masterwork.


Male Weremonkey Rogue/Ranger/Trickster

I <shudders slightly> I actually have a suggestion for stuff after 20, in addition to whatever RVT has planned.

Tenro is familiar with them, as we used them in a game before. They are Horrific.

And now, Mythic.


M Humanborn

Huehuehuehuehuehuehuehuehuehuehuehuehuehuehuehuehue


Female Human Clever Godling 17 / Eldritch Godling 17 / Hierophant 3 | HP: 182 | AC: 30 [41], T: 17 [28], FF: 28 [39], SR: [27] | Fort: 22, Reflex: 26, Will: 26 [Day: 28/32/32] | BAB: +12, CMB: +14, CMD: 31 | Init: +9, Perception: +31 |

...I am both interested in and very worried about this. XD That said, I have to leave soon, but I will drop in when I can this weekend!

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