Barundar Hammerfist |
Since you mentioned PrCs, some that I've thought were thematically very interesting for Druids and Oracles are Storm Druid and Harrower. Not sure if you've had a glance at either of those.
Belledonna |
As GM Niles pointed out, the Mythic Heirophant ability that gives you access to the full spread of Cleric spells is increadibly strong with Oracle. I had forgotten that Victrix followed Pulura. Sarenrae also has the advantage of being one of the chief 'Redeemer' deities in the Pantheon, and we do seem to be pursuing those story threads.
Konny Hammerhead |
I beg to differ - buffing is very important - I do have a feeling that I might not score the critical and even miss with the surprise strike now (though I hope I am wrong) - if Konny was buffed, he would deal quite a lot of extra damage...
There are many instances when even a +2 to attack makes a difference.
Konny Hammerhead |
I am glad I hit him at least with the surprise strike - and I forgot (again) to add the tier bonus for that attack - I will have to remember that for next time, when it might actually matter.
FangDragon |
I am drowning in choices! Here's a couple of (incomplete) builds both very different.
This dude can cast 10d6 damage fireballs (+10 with goblin drums). Oh and he can spontaneously cast heal spells. Fire damage is going to suck later on in this AP but that's OK since Elemental Spell is an thing (including rods of Elemental Spell).
Note to Niles: As far as blasters go this guy's damage is fairly tame. With a 1 level cross blodded sorcer dip you'd add +20 damge and have another feat (i.e. pure cheese).
Unnamed
Human cleric (theologian) of Sarenrae 5/divine scion 2 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Magic 32)
NG Medium humanoid (human)
Init +1; Senses Perception +14
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 45 (7d8+7)
Fort +6, Ref +3, Will +11
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks channel positive energy 2/day (DC 11, 3d6)
Spell-Like Abilities (CL 7th; concentration +6)
. . 3/day - dancing lights
Domain Spell-Like Abilities (CL 7th; concentration +6)
. . 7/day -fire bolt (1d6+3 fire)
Cleric (Theologian) Spells Prepared (CL 7th; concentration +11)
. . 4th - freedom of movement, communal protection from energy[UC], wall of fire[D]
. . 3rd - fireball[D] (DC 18), fireball (DC 18), fireball (DC 18), fireball (DC 18)
. . 2nd - produce flame[D]
. . 1st - burning hands[D] (DC 16)
. . D Domain spell; Domain Fire
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 12, Int 14, Wis 18, Cha 9
Base Atk +4; CMB +6; CMD 17
Feats Iron Will, Spell Focus (evocation), Spell Specialization[UM], Varisian Tattoo[ISWG], Weapon Focus (scimitar)
Skills Fly +11, Knowledge (planes) +12, Knowledge (religion) +12, Perception +14, Spellcraft +12
Languages Common
SQ domain secret, focused domain, human cleric, opposition alignment
Combat Gear goblin fire drum, greater; Other Gear 150 gp
--------------------
Special Abilities
--------------------
+5 vs. Spell Resistance of Outsiders Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Cleric (Theologian) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Channel Positive Energy 3d6 (2/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Domain Secret (Intensified Spell, Fireball) (Ex) Chosen domain spell permanently modified with metamagic.
Fire Bolt 1d6+3 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Focused Domain +2 to cleric level for domain powers.
Goblin fire drum, greater +1 dam/die to fire in 30 ft. 10%+5%/rd chance of alch items igniting.
Opposition Alignment (Evil) (Ex) A divine scion must pick one of the following alignment subtypes as her opposition alignment: chaotic, evil, good, or law. The opposition alignment she chooses must be one that she does not possess as part of her own alignment. She gains a +1 bonus o
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
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This is something completely different to the above. It's an AOO fisher build. It has VERY strong healing and it can channel 9d6 positive energy to either heal 9d6 or harm evil outsiders. If the swarms are evil this build may be a contender.
Unnamed Hero
Azata-blooded aasimar (musetouched) oracle (dual-cursed oracle) 7 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Magic 58)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 luck)
hp 45 (7d8+7)
Fort +3, Ref +4, Will +4; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 grayflame longspear +8 (1d8+4/×3)
Special Attacks channel positive energy 6/day (DC 20, 7d6)
Spell-Like Abilities (CL 7th; concentration +12)
. . 1/day - glitterdust (DC 17)
Oracle (Dual-Cursed Oracle) Spells Known (CL 7th; concentration +12)
. . 3rd (5/day) - bestow curse (DC 18), cure serious wounds, prayer
. . 2nd (7/day) - cure moderate wounds, inheritor's smite, oracle's burden[APG] (DC 17), resist energy, shield other
. . 1st (8/day) - cure light wounds, divine favor, ill omen[APG]
. . Mystery Life
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 10, Wis 8, Cha 20
Base Atk +5; CMB +7; CMD 22
Feats Alignment Channel, Combat Reflexes, Fey Foundling[ISWG], Power Attack
Traits fate's favored
Skills Diplomacy +17, Knowledge (religion) +10, Perception +6, Spellcraft +10; Racial Modifiers +2 Diplomacy
Languages Celestial, Common
SQ interaction bonus, oracle's curses (legalistic, tongues), revelations (energy body, life link, misfortune, channel), vow to self
Combat Gear jingasa of the fortunate soldier; Other Gear +1 grayflame longspear, mantle of the faithful vessel, phylactery of positive channeling, 150 gp
--------------------
Special Abilities
--------------------
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Body (1d6+7, 7 rounds/day) (Su) Elemental subtype and deal 1d6+7 to undead who touch you or heal 1d6+7 to allies who enter your square.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fate's Favored Increase luck bonuses by 1.
Fey Foundling Magical healing works better on you
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Life Link (7 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Mantle of the faithful vessel Creatures your channel healsgain effects of bless, harmed gain bane
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Oracle Channel Positive Energy 7d6 (6/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Tongues (Celestial, Celestial) You can only understand and speak two languages in combat.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
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Pathfinder ® and associated marks and logos are trademarks of Paizo Publishing, LLC ®, and are used under license.
Thoughts? Both of them could be interesting from an RP point of view. I have a slight preference for the oracle mostly because I've never played one before. Also while it might look like a heal bot, its much more than that, especially in this campaign.
I also tried building a storm druid but I didn't really like the results. Other things I've thought about: Winter Witch, Oradin (2 levels of life oracle rest sacred servant paladin - amazing heals, probably too optimized for this campaign), some kind of shaman.
Belledonna |
Ooh, Shaman would be interesting; I have yet to see one of those in play. Also would mesh nicely with lost Sarkoris, depending on what you wanted to go with for race/background. A downside to the blaster occurs to me, resistance, if not outright immunity, to fire is going to be a common, if not constant, occurrence. I realize that at later Mythic Ranks you should be able to bypass that, but it is still something of a factor.
Um, why did you go with Dual-Cursed?
I'm going to be kind of all over the place with my comments, sorry. Winter Witch would also make for an interesting twist, I wonder if that & the Hedge Witch Archetype are compatible, I'll have to check.
edit: As it is a new day, are we back at full health, or simply recovered as much as we would with however much rest we received?
FangDragon |
Shaman's version of life link is sadly broken (it only heals when a character is negative HP, this is possibly bad editing rather than RAI) so that doesn't sound terribly useful.
The dual curse was just for misfortune and is not strictly needed but I was imagining using it to prevent a crit here and there.
Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.
I'm going to have a look into controller builds too. There's stuff like Heavens Oracles for that, along with druid builds and probably some cleric ones too.
Incidentally for buffing, Cleric wins particularly with the Evangelist archetype which gains inspire courage.
There might be better choices of god and domain, but this guy is a flying artillery piece. Probably needs the fly skill.
Unnamed Hero
Human cleric (evangelist) of Cernunnos 7 (Pathfinder RPG Ultimate Combat 40)
CG Medium humanoid (human)
Init +9; Senses Perception +11
Aura enlarge
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 38 (7d8)
Fort +5, Ref +7, Will +9
Defensive Abilities bramble armor (1d6+3, 7 rounds/day)
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 adaptive grayflame composite longbow +13 (1d8+3/x3)
Special Attacks channel positive energy 4/day (DC 14, 3d6), countersong, fascinate, inspire courage +2, sermonic performance
Cleric (Evangelist) Spells Prepared (CL 7th; concentration +11)
. . 4th - command plants[D] (DC 18)
. . 3rd - plant growth[D]
. . 2nd - barkskin[D]
. . 1st - ”enlarge person[D] (DC 15)
. . D Domain spell; Domain Plant (Growth subdomain)
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 10, Int 9, Wis 18, Cha 12
Base Atk +5; CMB +6; CMD 21
Feats Deadly Aim, Improved Initiative, Point-blank Shot, Precise Shot, Rapid Shot
Traits fate's favored, touched by divinity
Skills Knowledge (religion) +9, Perception +11, Perform (oratory) +11
Languages Common
SQ public speaker, spontaneous casting
Other Gear +1 adaptive grayflame composite longbow, belt of incredible dexterity +2, bracers of archery, greater, headband of aerial agility (wis +2), 150 gp
--------------------
Special Abilities
--------------------
Bardic Performance: Fascinate (3 targets, DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bramble Armor (7 rounds/day) (Su) Foes striking you with non-reach weapons take 1d6+3 dam.
Cleric (Evangelist) Domain (Growth)
Cleric Channel Positive Energy 3d6 (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Enlarge (7/day) (Su) Swift action: Enlarge person on yourself.
Fate's Favored Increase luck bonuses by 1.
Headband of aerial agility (Wis +2) +1 CL for spells/extracts that grant flight.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Public Speaker (-8 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sermonic Performance (move action, 17 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
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GM Niles WotR |
I don't think this campaign(my version) is something you necessarily have to have a "build" for, the other guys are all kinda unique and they have done fine.
My suggestion would be to start with fluff, and then add the crunch that matches.
Konny Hammerhead |
FangDragon: Of the three builds, the evangelist cleric probably best fills the gap in our abilities, although all three would be helpful to us. But as GM says, the best way to go is to make an interesting character and only then make the crunch part. You do not have to over-optimise as with the mythic tiers we are quite strong as is. You know what we need and lack, so try to fill some of our blind spots, but otherwise make a character you will enjoy playing.
Personaly I would prefer you to take a race we do not have yet as it might be more interesting, but as long as your character is friendly or fun to be around, it does not really matter.
Barundar Hammerfist |
And I third it. Play somethin' you'll enjoy playing, first and foremost! Although I do also agree with the race thing. Our previous party was half dwarf and it'd be fun to have something else in there to mix it up a bit.
Belledonna |
Guys, sorry I didn't manage to post yesterday, but I wound up working a ten+ hour day.
On the bright side, at the end of it, a family which did not have a functioning furnace in this midwestern winter prior, now does, so I'm not that sorry. Today should be a more normal day, hopefully, so I will have a gameplay post later.
Otherwise, I'm hopping on Konny's coattails along with Victrix & Barundar.
GM Niles WotR |
Ok, so I read alot on the forums and there are a couple threads specifically about this campaign and the mythic ruleset that I have been following for months now. There are a couple of specific problems with the Mythic ruleset that come up and can be used to make the higher level play kinda silly. Specifically, things that break the action economy and critical hits are the major culprits.
I'm not entirely worried about the Critical Hit line, since you guys aren't focused on them.
Basically later on, Mythic allows you to go nova and take several extra actions via Incredible Initiative/MythicSpellcasting/Surprise Strike, and this basically turns every encounter into rocket tag with whomever wins initiative wins the encounter, this doesn't seem that fun to me.
My proposal is to limit mythic point usage per turn, that way it becomes impossible to blow a bunch of mythic points and take a bunch of actions.
It was suggested to me to allow Mythic Tier/2 as the cap on Mythic Point usage per turn.
What do you guys think about this?
Also
Kaladin Stormblessed |
As Niles can tell you I've long had concerns about the balance of mythic rules. Some of the higher tier abilities are kind of ludicrous. Anyway this seems like a good start!
Oh and I'm basically ready with my character (assuming Niles is happy with it). It's reminiscent of a 2nd edition mage/cleric (i.e. expect heals and holy blasts), and I think it has some pretty unusual flavor.
Barundar Hammerfist |
Apologies for taking so long to get a post up; my wife's granddad had triple bypass surgery today and it's kept me occupied pretty much all day long. Didn't have a chance to post until now.
GM Niles WotR |
Hey guys, I'm very interested in getting Kaladin in the game sooner rather than later. Any ideas on how we can do that aside from him just popping up?
Kaladin Stormblessed |
Here's some tricks I've used before when joining table top games:
1) After a hard battle, the party finds some prisoners including the new PC.
2) The party has some reason for seeking out an 'NPC' or being near them (perhaps for example they're sent to hook up with a patrol of fresh crusaders). There is an ambush, battle ensues and the 'NPC' helps and ends up joining them.
3) Oh wow, small world! That's my cousin Bob, he was the best blade in the village, we should totally join teams.
Barundar Hammerfist |
Kaladin Stormblessed... someone is a fan of Way of Kings I think. Haha.
-Posted with Wayfinder
Belledonna |
It gets slightly more/less/differently complex considering he also is Mythic & his Mythic Path hews with ours. Unless we want to have that occur after he joins up with us.
After a quick read-over of his background, my vote is for either a mutual 'guided by visions' sidequest (It's not as if this entire campaign doesn't qualify to a certain degree...)
Or, for a quicker version, we can have him show up & then we start remembering the applicable dreams/visions. (We had them before, we just didn't take note of them because they didn't have the same 'weight' as our other 'visionary' dreams...)
The second version also has the added benefit of allowing each of us to contribute without requiring an overwhelming commitment from any one player/GM. Basically just have it be similar to a game of 'Telephone', each of us comes up with a scene/dreamsequence, possibly with either Niles or Fangdragon posting a 'what really happened' flashback scene in between..
Simple rules:
Obviously he can't die/get maimed 'permanently'
It has to be something that might reasonably have happened
It's not an opportunity to 'haze' the 'new guy', i.e.: the bad things that happen should probably have a reason, although 'adversity builds character' can be a reason. This is not an opportunity to have him be the 'butt monkey'
The last one probably doesn't need saying, but I've been known to overstate the obvious on occasion.
Konny Hammerhead |
Here you go. It is really hard to post by phone for mythic characters ...
As there is an army with us, it should be quite easy to incorporate the new guy. He could help us during this fight and we will go from there...
Barundar Hammerfist |
If you're using a smartphone to post, I find that the Wayfinder app is enormously helpful. Costs a few bucks and saves tons of time by giving you buttons that automatically insert the entire text formatting tag at once.
Konny Hammerhead |
This will be interesting...
Konny Hammerhead |
Critical hit for 42 without sneak damage, wow. Too bad I cannot flank it at the moment. And too bad Vic cannot make a 5ft step to get into the position either.
Final position just north (J9) from the critter.
Kaladin Stormblessed |
Been reading through the posts, and funny thing is I'm imagining you all as bunch 'o Geordies ;)
Belledonna |
Been reading through the posts, and funny thing is I'm imagining you all as bunch 'o Geordies ;)
?
Sorry I missed the last couple days. The necessary paperwork for moving onto the legal aspect of my mother's death arrived & I've been really worn out dealing with both that & work.Kaladin Stormblessed |
Lass it be on account o yon mickkle northern accent ;)
Konny Hammerhead |
Not in my book ;-)
Barundar Hammerfist |
Darn it, I've got to put some CC ranks in K: Planes. It's so odd that I'm playing a class meant to be a demon-killing machine but they have no class skill to actually LEARN anything about the demons they're killing.
Konny Hammerhead |
You can always take a trait for class skill and usually even a +1 bonus. Paladins are meant to kill anything evil, so they would have to have all the knowledges anyway... But they do not need to actually know what they are killing, it is enough to know it is evil :-)
Kaladin Stormblessed |
Wont help just yet but Kaladin's spirit companion knows a bit about the planes.
Konny Hammerhead |
Oh, I really have not expected this... (both the failed acrobatics check and the tentacles)
Will post later today.
Belledonna |
Hmmm...Given the wording of the spell, am I correct in considering I can't attempt to simply dispel the Black Tentacles with a Dispel Magic?
Kaladin Stormblessed |
Hmmm...Given the wording of the spell, am I correct in considering I can't attempt to simply dispel the Black Tentacles with a Dispel Magic?
The spell description says, "The tentacles created by this spell cannot be damaged, but they can be dispelled as normal."
Konny Hammerhead |
I hope the dispelling works...
Belledonna |
Belledonna wrote:Hmmm...Given the wording of the spell, am I correct in considering I can't attempt to simply dispel the Black Tentacles with a Dispel Magic?The spell description says, "The tentacles created by this spell cannot be damaged, but they can be dispelled as normal."
D'oh!
That's what I get for not reading the whole thing thoroughly...GM Niles WotR |
You can use a mythic surge on a CL check to boost the Dispel. It wouldn't have helped either time, but you can add it after the fact if you are close. I'll metagame and tell you that the DC is 18.
Also, Wild Arcana lets you cast any spell on your list, even if it IS on your list of spells known. That means a Dispel Magic cast using it is at CL 9.
Remember our houserule though, only 1 mythic point per round can be spent.
GM Niles WotR |
Ok, so this round is pretty crucial so I'll give you guys some time to figure out your actions.
Escaping a grapple is a standard action.
Only Vic, Barundar and the Large Demon are grappled.
Obscuring Mist is a personal range spell, and effects 20' from the caster.
Certain spells help with escaping grapples (Grease is one I can think of, as is Freedom of Movement.)
I'll update this evening, or once people post revised actions whichever comes first.