gyrfalcon |
Another build question: for monster levels here're my assumptions & questions. Please confirm or correct!
I'll look at my CR 11 Battle Imp at 11th level, for simplicity (since how to apply latter levels without monster levels in the gestalt is straightforward).
- At 11th level he gets 18d6 HD, +9 BAB, +11 to Will/Reflex, +6 to Fort, 6+INT * 18 = skill points (and the ability to assign up to 18 ranks to a skill, since he has 18 HD)
- For feats, a Battle Imp grants 9. Do I get (a) none of those? (b) those specific feats as bonus feats (unchangeable)? (c) that many bonus feats, which I can switch out as desired? (d) something else? (I've played with (d) before but assume this is something each DM should determine.)
Thanks again!
@Tark -- I agree, this seems very Amber-esque (which appeals to me and makes me want to reread the series)! BTW, if you want to be an unarmored Warder look at the dervish defender archetype.
Wodin Earthbreaker |
Okay, I've got a rough of Wodin's background and appearance/personality down on paper. I'll work on some more background about his attuned homeworld of Soyuz, and the Empire of Doma where he makes his home, later tonight and/or tomorrow. :)
GM Merchant Zoruugasz |
Attoshi, wow, that was fast! I am quite impressed with how fast you created that character. And yes, I know that Arcane Bloodragers are kind of busted, but I see little issue with them in this campaign. Why? The enemies are pretty powerful and the 'bosses' have a unique ability that screws with action economy in such a way that 5-6 vs 1 is actually a fair fight, with the PCs having a bit of an edge, though not an overwhelming one.
HighonHolyWater, I believe Thunderbeard is correct. I've always found it odd why it's an enhancement bonus rather than an increase in base speed, especially since it represents the extreme training that Monks undergo. I will rule, however, that a Monk's speed bonus applies to all modes of movement, save solely supernatural ones such as being able to short-range teleport via dimension door, since that's not actually moving per se.
You can fly using Dimensional Assault, yes.
Yin, I would allow that change, presuming you make a notation of it on your character sheet next to flight.
As for favored class bonuses for custom races, just pick one from the pre-existing ones, regular or racial.
Tenro, which metropolis? Axis? Sigil? The City of Brass? Union (Or whatever the Mercane city from the 3.X Epic Level Handbook is called)? Or a homebrew?
Phoenix Hunter, the Sishen are approved as a race.
TarkXT, I have read it! The Merlin Cycle arc is the better of the two series, in my opinion.
As for the armor issue, have you seen the Bonded Armor feat from one of the old Dragon magazines?
Lessah, Mirrodin was an amazing block out of MTG, both regular Mirrodin and Scars of Mirrodin. Despite how much I love Phyrexians though, I felt very sad by the end of the Scars of Mirrodin block, because I loved the world and the peoples within it, all erased and rebuilt as dark reflections of what they were. I hope that Urabrask is not dead and destroys New Phyrexia.
Gavmania, templates do not count against RP.
Jonny...Panic, Replicants are approved as a race, though you are 7 points shy of the limit on racial points.
Also, psionics have already been approved.
Anderlorn, Young YTD? What is the YTD? Yet to be determined?
Billybrainpan, apart from the standard planar languages (Celestial, Abyssal, Infernal, Auran, Ignan, Terran, Aquan, Aklo, ect), there are a few special languages. Would you like a list or would you like to 'reserve' a few language slots? By that I mean have languages that your character knows (And has obtained through the regular means of INT or Linguistics, of course,) but you do not have to place on your character sheet. This way, you may automatically say 'I know this language' if confronted with a language that you do not know, striking one of the 'reserved' language slots from your list. And that size/reach disparity seems very odd indeed.
Gyrfalcon, the Mighty template is allowed, but will deck both sides of the gestalt for 5 levels. Harbinger is allowed, with the caveat you acknowledged.
Fnord72, all of those races and templates are allowed. Each of those only takes up one side of the gestalt.
Aannra-127-B6 |
Aanara 127s player here, Jonny Panic. With more on my Replicant PC Aannra-127-B6 Monk L13/Psion L13 /ArchMind L1 See Below
GM Advanced or High Tech worlds, will you allow High teck or Advanced weapons and Equipment. Its kind of key to my PC, she is from a high Tech level Gossamer world.
Or even some of the d20 modern equipment, etc.
My idea is she is not meta hard as a PC she is just from a much higher tech world than most, and that's her advantage.
On a side note about my PC mythic for Psionics can be a problem, but I found a simple way to fix that, by take a magic mythic path and just adapting it, heres the start, GM let me know if you like it and its ok to use.Also her home world is a Psionic World, where most things are Psionic.
Mythic Archmind
For most Manifestos of the psionic powers, learning powers requires a great deal of study and practice. Even for those who draw powers from their Emotions, the effort can be taxing.
Not so for the archmind. This master of the psionic power pulls them from the very fabric of reality itself, learning to focus their mind easily and naturally.
The archmind is the master of psionic powers, and many of the abilities of this path enhance your ability to Manifestos such powers or greatly increase their potency. In addition, may of the options in this path increase your knowledge of psionics and of those who wield it. At the highest tiers, you can begin to break down the walls between the different types of powers and alter the very fabric of reality itself.
Role: As an archmind, you use your abilities to add a great deal of power to your manifestation, enabling them to blast through defenses and cripple foes. Your mastery over the psionics and your vast knowledge are of great benefit to the rest of your group, and your talent at getting the most out of psionic items can prove invaluable. Although you gain little in the way of defenses, your overwhelming offensive capabilities more than make up for it—though you should still avoid being engaged in melee.
Classes: The archmind is the most common path selection for characters capable of manifesting psionic powers, particularly Psions and Aegis
Cryptic, Dread, Marksman, Psychic Warrior, Soulknife, Tactician
Vitalist will find that this path has a great deal to offer, though some other paths might also prove useful to them.
Bonus Hit Points: Whenever you gain an archmind tier, you gain 3 bonus hit points. These hit points stack with themselves, and don't affect your overall Hit Dice or other statistics.
Tier Path Features
1st Archmind Psionics, path ability
2nd Path ability
3rd Path ability
4th Path ability
5th Path ability
6th Path ability
7th Path ability
8th Path ability
9th Path ability
10th Path ability, true archmind
As you gain new tiers, you gain the following abilities.
ArchMind Psionics
Select one of the following abilities. Once chosen, it can't be changed.
Power Surge (Su)
As a swift action, you can expend one use of mythic power to cast any one power without expending the present power Points. This power must be one of your Powers known. If the power requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result.
If you must attempt a Manifester level check for the power to overcome a creature's power resistance, you can roll your Manifester level check twice (adding your tier to each) and take the higher result. You can't add a metapsionic feat to a power you cast using this ability.
Psionic Strike (Su)
As a swift action, you can expend one use of mythic power to make one melee attack. This is in addition to any other attacks you make this round. If you Manifest one power [With power point used to do so] you gain a bonus on the attack roll equal to double the powers level, and the attack deals an additional 2d6 points of energy damage (your choice of acid, cold, electricity, or fire) per level of the power Manifest. The normal damage from this attack bypasses all damage reduction, but the energy damage is still affected by resistances and immunities.
Wild Arcana (Su)
As a swift action, you can expend one use of mythic power to Manifest any one power without expending power points. The Power must be on one of your Manifesters Class power lists and must be of a level that you can Manifest with that Manifester class.
You don't need to have power on your list of powers known. When Manifesting a power in this way, you treat your Manifester level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metapsioc feats you know to this power, but its total adjusted level can't be greater than that of the highest-level power you can Manifest from that Manifester class.
And so on, the rest is just shifted to Psionic, its not that heard just have to match up magic to powers V transparency rules.
thunderbeard |
@Billy: I looked at your race stuff; you should have 15' reach, I don't know where you were getting the 5' from. You can't actually hurl objects without the Throw Anything feat, though, and by RAW they deal damage as improvised weapons (Pathfinder tried very hard to get rid of 3.5's Hulking Hurler-type options), and from a fluff argument you really can't effectively throw things too big to be aerodynamic or get your hands around (and your hands are only 4x as wide as those of a normal human). You can still pick up objects and drop them on people, which might be effective with 15' of range.
If you're willing to divert 3 RP into it, you can get the Rock Throwing ability, which lets you hurl objects for 2d8+1.5*Str, at a range increment of 120 ft—which I think works with Quick Draw, and in your case would probably actually do more damage over a greater range.
Gavmania |
Hmm....I am going to have to change something as there are too many milestones at level 11 (Quicken a major Blessing, Deeds and iterative attack) which are not worth any of the general buffs from the templates I have chosen.
I will look into taking a different (+1 CR) Template instead of Half-Celestial.
gyrfalcon |
GM, thanks for your answers. I think you might've missed this question:
Another build question: for monster levels here're my assumptions & questions. Please confirm or correct!
I'll look at my CR 11 Battle Imp at 11th level, for simplicity (since how to apply latter levels without monster levels in the gestalt is straightforward).
- At 11th level he gets 18d6 HD, +9 BAB, +11 to Will/Reflex, +6 to Fort, 6+INT * 18 = skill points (and the ability to assign up to 18 ranks to a skill, since he has 18 HD)
- For feats, a Battle Imp grants 9. Do I get (a) none of those? (b) those specific feats as bonus feats (unchangeable)? (c) that many bonus feats, which I can switch out as desired? (d) something else? (I've played with (d) before but assume this is something each DM should determine.)Thanks again!
Barrett Armstrong |
"Like I said: you can call me Duke. I'm a Lord just like you and I ain't lying; I came here looking for a Lich. If he ain't here then I don't need to be either."
He turns back the way he came.
"Apologies for waking you, ma'am."
Alright
Attuned Plane/Home Plane are done which means that my submission should be complete!
Let me know if there's anything I need to expand/work on or if anyone has any suggestions.
Billybrainpan |
@Billy: I looked at your race stuff; you should have 15' reach, I don't know where you were getting the 5' from. You can't actually hurl objects without the Throw Anything feat, though, and by RAW they deal damage as improvised weapons (Pathfinder tried very hard to get rid of 3.5's Hulking Hurler-type options), and from a fluff argument you really can't effectively throw things too big to be aerodynamic or get your hands around (and your hands are only 4x as wide as those of a normal human). You can still pick up objects and drop them on people, which might be effective with 15' of range.
If you're willing to divert 3 RP into it, you can get the Rock Throwing ability, which lets you hurl objects for 2d8+1.5*Str, at a range increment of 120 ft—which I think works with Quick Draw, and in your case would probably actually do more damage over a greater range.
I got 5' because none of the things that boost his size state that his reach also increases. Also I am pretty sure that this lets me throw things. Limitless range takes care of the range problem.
To address the static bonus feat, Gorran is the only member of his race so story reasons for why other members would have his ability are moot.
Tony the Lune |
Tony—you're a lawful eidolon-focused character dedicated to stopping crime. That seems quite a lot like "Master of Eidolon," if you are just fishing for inspiration.
In so little words you've nailed it. I'll give it another look see. This thread is giving me ideas on purchasing the setting product.
Sashin |
Is the Two-Headed Template too overpowered for one side of the gestalt? Thinking it is, but might as well ask
thunderbeard |
@Billybrain: My bad, I missed that rage power. It also requires the object to be one size smaller than you—so a max of 4d6 falling damage (the touch attack bit is nice, but you can only throw one per round, while Rock Throwing + Quick Draw functions as a normal weapon you can throw at full iterative attacks—and if you get both, Long Range lets you throw rocks with a 600' range increment).
It looks like most large races like ogres and such pay an additional 1 RP to get 10' reach (size is a pre-req for this), so if you don't take this along with the size it seems like you'd be stuck with short, stubby arms. But also it looks like I was wrong on the 15' part—mythic Enlarge Person only says "A Medium humanoid creature whose size increases to Huge has a space of 15 feet and a natural reach of 10 feet."
And static bonus feats specifically represent something that an entire race is good at. If he's the only member of his race, it would probably represent a specific physical or mental alteration he's received—perhaps the Stair made him preternaturally fast on his feet, gaining the Dodge feat, but static bonus feats, like other racial abilities, are always described within races with a fluff reason and don't represent the "generic fast/flexible learner" that a variable bonus feat does.
@Tony: There's a preview of the game (with some setting info) available here, which I briefly glanced at.
@Sashin: The Two-Headed Template seems less beneficial in a mythic game, because you're going to miss those swift actions dearly.
Aannra-127-B6 |
@Jonny...Panic, it looks like the character you posted with here is for the superhero game.
Maybe you've made a mistake?
This one, nope she's pathfinder, monk psion, all her info is being worked on in her alt,
With the feed back from the GM,Could I ask, which post was it Sashin, if I did post the wrong one it was a mistake,
Tech wise
I just wanted to see if her background world could a high tech one.
Sashin |
This one, nope she's pathfinder, all her info is being worked on in her alt, which post was it Sashin, if I did post the wrong one it was a mistake,
I just wanted to see if her background world could a high tech one.
Oh, okay. just went to your alias and saw a bunch of rules and abilities I didn't understand.
Now I see.Johnny...Panic |
That's this one, yep it's my player alt, not the one for the game, that's Asnnra,
I see the problem
And I dropped from, applying to that game, way to complicated to sort out superpowers with alto powers and power boosting, just near impossible. Really broken system in parts.
Mutants and mastermind E2,
E3 I think is better.
Wodin Earthbreaker |
Okay, I figured I'd just post everything else that isn't in my profile here, for now. With all of this, Wodin should be ready for consideration. I will likely continue to edit his background and such until the deadline, however, because I'm a stickler like that. :D
Also, I changed Wodin to Champion/Overmind dual path, so that I can have access to additional choice in path abilities. :)
The Paragon of Doma wishes to spread the peace of the Doman Empire to all corners of the planet. Despite its size and power, Wodin has advised the Empress and Doma's senate to avoid invading foreign countries. He seeks to join all of the races and peoples of Soyuz together in peaceful harmony, a true utopia where none suffer the pains of starvation, prejudice or war.
As a Master of Eidolon, he wields the power of creation to defend his homeworld and all its people, even those who would stand against Doma's empire and the church of Sarenrae.
This is not to say that there is no conflict on Soyuz, merely far less than Golarion or any other world that they are aware of. The great Doman Empire, lead by Empress Doma VII, spans fully 70% of Soyuz' surface and is made of countries that once allied together to form a great empire. Inside the empire of Doma, the primary religion is the Church of Sarenrae, with the churches of Abadar, Cayden Cailean, Iomedae, Irori, Shelyn and Torag also having sizable followings. The empire is broken up into multiple city-states, with the senate and the Empress making decisions based on votes from the elected republican congresses of each city-state. It has been a full three hundred years since the last international war on Soyuz, between the then-fledgling Doman Alliance and their ancient foe, the Rovagug-worshipping country of Kriev. With the aid of their on-again-off-again ally, the Asmodean nation of Hel, the Domans managed to defeat the Krievish armies and force their surrender.
Though the forces of Kriev still occasionally make incursions into the lands of both Doma and Hel, they have never managed to recover their strength. Wodin hopes that one day, the people of Kriev will understand that it was their thirst for wanton destruction that ruined their country, and that the meaningless vengeance that swells in their breasts will only be their undoing.
In the two years since his ascension, Wodin has honed his powers and truly come into his own as a Gossamer Lord. In conjunction with Hel's Gossamer Lord, King Quomaugh the Unflinching, they protect nearly all of Soyuz, intent on maintaining the order and peace of the world.
Wodin's father, a priest of the Church of Sarenrae. He has recently moved out to southeastern Doma to serve as an abbot for the Church of the Southern Dawn.
Lady Natanya Earthbreaker
Wodin's mother, a noble who has served many terms in the congress of central Doma. She has moved with her husband to southeastern Doma, now serving on the city-state of Arkanh's congress as the Speaker of the Floor.
King Quomaugh the Unfliching
The monarch and Gossamer Lord of the Asmodeus-worshipping nation of Hel, Quomaugh maintains order and peace in his country with an iron grip. He and Wodin do not generally see eye-to-eye, but work together out of respect for the common good of Soyuzites. Hel has nothing to gain from wanton destruction and death, after all, which means that the two nations, and their Gossamer Lords, are the staunchest of allies when it comes to protecting the world from strife and hate.
If you don't hit preview every 30 minutes, the site loses your post. I always recommend either ctrl-C'ing what you've typed before you hit submit on a long post, or working in a sticky/notepad for recruitment threads and character profiles.
I also strongly encourage this. In fact, that's how I wrote this whole post up!
Sashin |
Got my NPC info and motives up!
Her mentor and adoptive father, Hedan, is the third most important person in her life, after Zon-Kuthon and herself, of course. Hedan is a wizened old cleric, scared and disfigured by his many glorious years in the Pangolais temple. (He also has the Death domain, which explains why Sashin's breath did not affect him).
He raised Sashin from her younger years, and gave her the greater helm of disguise she uses to take on humanoid form. He ventures out onto the Stairs sometimes, where Sashin is waiting in case any creature try to attack him, although he most certainly would be able to take care of himself.
When he does spend time with Sashin, he sleeps in her domain, and they talk for days on end, about the temple, about the world's events, and about old friends. They also perform several rituals sacred to Zon-Kuthon, using the enlightenment the pain gives them to meditate.
These days with Hedan are one of the joys of life Sashin enjoys, alongside hunting down intruders, visiting her neighbors on the stairs in humanoid form, and spending mere minutes on the Shadow Plane.
Ange de la Nuit |
Ok, so I plan on playing a wild mage type character who is a Master of Umbra, so I can turn the relatively harmless effects of wild magic into horrifyingly deadly and whacky effects for my character's enemies! Cloud of butterflies? I'll spend a mythic point and make them FLAMING CARNIVOROUS BUTTERFLIES OF UNDEATH! ^_^ I have spoken with the GM and he will let me draw from the Harrow Deck of Many Things in exchange for 100,000 GP of my starting wealth. If I get bad rolls, who cares? All character's fates are determined by the dice and my character's is no different... he is just having to roll more!
I will let everyone know the results of my rolls I send him via PM!
Sashin |
Ok, so I plan on playing a wild mage type character who is a Master of Umbra, so I can turn the relatively harmless effects of wild magic into horrifyingly deadly and whacky effects for my character's enemies! Cloud of butterflies? I'll spend a mythic point and make them FLAMING CARNIVOROUS BUTTERFLIES OF UNDEATH! ^_^ I have spoken with the GM and he will let me draw from the Harrow Deck of Many Things in exchange for 100,000 GP of my starting wealth. If I get bad rolls, who cares? All character's fates are determined by the dice and my character's is no different... he is just having to roll more!
I will let everyone know the results of my rolls I send him via PM!
Wow, that's a pretty significant percentage of your wealth.
Is it worth the risk?