
Barrett Armstrong |

Is there a way I could get something likethis without the +2 for cheaper? I could afford it if I sold some of my cooler items and I still might since it's such a great item for me but i don't really need the con and my belt slot is already being used so I'd have to either ditch it or pay extra to have the slot changed
Flawed Scarlet and Green Cabochon. 8000 gp
At this level a -2 penalty is negligible. If it really bugs you all you have to do is figure out a way around sickness.

GM Merchant Zoruugasz |

Annra-127-B6, yes, but do not expect high tech stuff to come cheap on the planar markets. And yes, there are super high tech worlds. Most of them are super dense arcologies, however, so if you go with this expect a cramped world with lots of towering buildings.
Time Thief is allowed.
Magic and Psionics are two separate forces.
TarkXT, Bonded Armor was really good. Basically you took the feat, spent like 8 hours attuning to it, then you can don it as a full round action, ignore spell failure chance, AND receive less of an armor check penalty, if I recall the information correctly. I haven't touched the feat in years.
Garron, gladiators can come from many worlds, so that is a very broad question. Suffice it to say, it may prove useful to you to reserve the language slot.
Tony, Thunderbeard is correct. The Eidolon is all about Law and stasis, so it may serve you well as a Mastery Path.
Gyrfalcon, those are all your feats, yes. You may reassign them as you see fit.
As for your 18 HD, that is your HD now, due to how gestalt works with monster HD levels. You're essentially a freaking tank made of boulders!
Regarding the world lore, I would say the artifact promoted balance. When the Eidolon and Umbra clash, things though impossible before grow and flourish.
Those classes are approved.
Sashin, Two-Headed Creature takes up 2 levels on 1 side of the gestalt.
Cuan, Mesmerist is acceptable. I rather like the Occult Adventures material. Of course, 'you're talking to an old Ravenloft fanboy who thought that the Mesmerist was one of the best things ever back in 3.X.
Wodin, just out of curiosity, does your world just have typical animals, only bigger, or are they something unique to that world?
Powerful build is 1/2 cheaper than a large upgrade, since it doesn't do as much. Psionic Aptitude seems to be a 2 RP ability. So I think you have enough points for those!
Tenro, ah Union! That's what I was thinking the Mercane city was called! Hey, you might have met my alias! :P As for the feats, see my reply to Gyrfalcon.
Anderlorn, with gestalt, assume the higher of the two.
Lucina, not too powerful at all. Gossamer Lords, by their very definition, are things the deities may very well take a personal interest in. While I will not spoil background history, let's just say Lords and Ladies have had major impacts on divine politics before and, as such, the gods often try to court them. So it is perfectly permissible. And the Gwyndolins are approved. Based on the clan names, are they somehow based on Dark Souls?
You ARE allowed to attune to your homeworld, if that is what you so wish. Most do not, but if you do that is fine.
Regarding that spell-storing armor and Vampiric Touch, I would say that works if it was a natural attack.
You would need to roll to see if it crit, despite pretty much being an auto-hit.
The healing would take place first.
Yes, you would be able to store the Mythic version.
Barret is correct about the item.
Campaign-specific traits are allowed, reflavored of course.
Movin, Nightmare Lord would be only on one side of the gestalt, but see my earlier replies in the thread on Leadership so you can see how I will be about your Dream Slaves.
Hotaru, I do believe that is the first time I have seen anyone other than myself use the term 'flora-chromatic' in years! Kudos!
You may make items intelligent for the usual cost.
Barret, I know a crazy 3.X feat that plays on super-high Initiative.
Reckless, out of curiosity, where is her 3rd arm? Is it in the middle of her chest like that 3 armed giant race? Is it on the right or left side?
Raphael, depends on what you want to do.
The Obitu are allowed, though they need boosting.
Evandariel, the thread is still open for a few more days, so feel free to submit a character.

Tenro |

Tenro, there is some coming out in the upcoming Mythic Mania books.
Hmmm, what would you recommend doing regarding my mythic stuff? The mythic psionic stuff isnt out... without that i am not really sure where i would want to go as far as mythic is concerned.
also, as a general question: My character is basically a mage who wants to melee. It's looking like i'll have a base +16 to hit, not counting buffs. With buffs, I could eke out a +23. is that a decent amount? I just don't want to fall behind people with tons of Dragon HD
Also, here is Mineire the Gossamer Merchant. Obviously not complete. I still need to pick feats (open to suggestions), calculate skills, buy equipment. Not to mention fluff, but that ought to take me two or three hours one of these nights.

Wodin Earthbreaker |

Animals are indeed larger on Soyuz than they are on other similar planets. Really, if you just made Earth ~1.2x larger than it is now, and scaled everything that lived there similarly, that's pretty much what Soyuz is like. There are continents, but they're much closer together, and there is less ocean compared to Earth. So when I say the Doman Empire controls ~70% of the landmass of Soyuz, that's big! Hel controls roughly 15%, Kriev manages to cling to roughly 5%, and there are probably a few other small unaligned nations that control the other 10% of the planet's surface.
The Doman Empire is pretty strictly a NG society, so they're not really trying to jam their peace and order down anybody else's throat. It's how they managed to get so big: they allied with lots of countries, and eventually everybody was like "Well, we'll just stick around because this is working out."
As far as the race goes, I'll make those changes now. I've named people of Wodin's race "Soyuzites" because they are the predominant race of the planet, but not the only sentient one. There are elven, dwarven and goblinoid races, too, but obviously larger than their Golarion equivalents.

Aannra-127-B6 |

Found a Great Image of my Aannra-127-B6 IMAGE HERE
What do you think,
Got you with the High tech GM, cool,
Magic and Psionics are two separate forces. cool

GM Merchant Zoruugasz |

Raphael, I will figure out how much RP they are later. Remind me in about 12 hours.
Tenro, I would be willing to let you take a Mythic Path now and change it later, due to the special circumstances regarding your situation. and +23 is definitely not bad as an attack bonus! It is not as high as some of the bonuses I have seen, but it is solid and you still have an edge in versatility as a 'mage'.
Wodin, ah ok, nice!
Aannra, it looks pretty tech to me!

TarkXT |

GM Merchant Zoruugasz wrote:Tenro, there is some coming out in the upcoming Mythic Mania books.Hmmm, what would you recommend doing regarding my mythic stuff? The mythic psionic stuff isnt out... without that i am not really sure where i would want to go as far as mythic is concerned.
also, as a general question: My character is basically a mage who wants to melee. It's looking like i'll have a base +16 to hit, not counting buffs. With buffs, I could eke out a +23. is that a decent amount? I just don't want to fall behind people with tons of Dragon HD
Also, here is Mineire the Gossamer Merchant. Obviously not complete. I still need to pick feats (open to suggestions), calculate skills, buy equipment. Not to mention fluff, but that ought to take me two or three hours one of these nights.
+16-+23 isn't too bad. Not-Benedict is sitting at +18 to around +26 And I'm not using any templates or custom races just a human empowered by more race points.
Not-Benedict is also not going for damage. My goal mechanically is more akin to "GOD OF BATTLEFIELD CONTROL". I figure damage is going to be flying out in such numbers I should just focus on ensuring the enemy is where they need to be to receive said damage.

Sashin |

I've basically altered Sashin's strategy to grappling one or two opponents, then killing them and others.
With the swift breath weapon, the move action maintain grapples, and the two bites as a standard, Sashin will excel at facing two to three enemies at once.
Hopefully I won't step on anyone's toes.

Tenro |

That is a good idea TarkXT. I worry about having to pop off two buffs to get into a good melee "zone" but i definitely wanna keep that versatility.
@ GM: I will probably go Trickster in that case.
@ GM: Going with the Umbra Path Mastery, however my character is Lawful Neutral. Is that going to be a deal-breaker? The way I see it, with his Cryptic abilities, he is seeing the pattern and law behind the nature of reality, and then pulling a thread here and there to break it in a destructive way. I see him also, in terms of trade, being fairly scrupulous. Smuggling only if needed, likely not at all, and following a "master plan" to maximize profits and such.
@ GM: How do you feel about Legendary Item, one that is a transport of sorts? I am thinking like a carriage like Professor Parnassus or something, maybe has a way to transport goods to a shop elsewhere for sale "on the go". just an idea i had.
Mineire will mostly be 4-fist punching things after hulking out. He will have a myriad of other powers, as well, for versatility. He can also grapple, getting some racial bonuses to it but I don't anticipate a lot of feat investiture (not complete yet, though) so he wont be a truly monstrous grappler.
Mineire will also be a knowledge master, have a number of other useful skills, and hopefully i can fit in some decent social skills as well.

GM Merchant Zoruugasz |

Tenro, you are just a master at USING Umbra powers. That doesn't mean you serve it.
I have no problems with Legendary Items. Your idea would be extremely cool if you could somehow summon the carriage from thin air, which would make carrying treasure a LOT easier.
In the planar markets, very little smuggling is actually necessary. Unless you intend to bring a Heart of Winter into the City of Brass or something like that, smuggling is not necessary.

TarkXT |

Last time I did something like this I built a Shaman/Alchemist aztec blood god with his own jungle plane sliced out of his own body using blood money. The imagery of that was great.
He walked around casually as a red dragon because it looked scary. His actual combat form was way more terrifying.
And he too was only human.
So yeah, don't get too hung up on exotic races and big base numbers. Look at synergies and stacking bonuses then build a story from them.

thunderbeard |

Hmmm, what would you recommend doing regarding my mythic stuff? The mythic psionic stuff isnt out... without that i am not really sure where i would want to go as far as mythic is concerned.
also, as a general question: My character is basically a mage who wants to melee. It's looking like i'll have a base +16 to hit, not counting buffs. With buffs, I could eke out a +23. is that a decent amount? I just don't want to fall behind people with tons of Dragon HD
Someone earlier in the thread suggested allowing the archmage path, with "arcane spell" replace by "psionic power" in every instance, and it fit pretty well (at least for the 1st-tier powers, as a temporary workable patch).
My general rule of thumb is that if you can get in the range of 2*level to hit, you'll hit more often than not; and if you can get 10+level to AC, you'll dodge more often than not. At this level, especially with mythic, almost everyone can hit once a round; extra bonus mostly effects iterative attacks.
@TarkXT: You don't grapple enemies to damage them; you grapple them to keep them from casting spells. If you want to stop a hard number of enemies, you hit them hard or trip/disarm them; grapple is a maneuver that specializes in identifying 1-3 "dangerous boss" monsters and keeping them preoccupied while the AOE sweepers clean up, or holding them in place for the strikers to hit more easily. With Rapid Grappler, it can also be an effective instant-kill strategy against anyone whose CMB is less than yours, provided you hit them with the first grapple.
I probably shouldn't clutter up this thread with the age-old melee control vs spell control debate, but believe me I can rant quite well on the subject.

gyrfalcon |

GM, thanks for your answers!
BTW, the final Harbinger has been released! Super flavorful. The one difference I see so far from the beta is that they no longer get to add their INT to Fort and Reflex...which I think is a good design decision.
Anyway crunch is still in progress but let me introduce Oneidros, the Vengeful Hare.
______________________
APPEARANCE & PERSONALITY
Oneidros appears to be a somewhat anthropomorphic jackrabbit, floating inside an orc-sized “body” made of swirling branches and boulders.
For centuries he was merrily content--relishing in mischief, his telekinetic play, his role as a guardian of the Blooming Grove, and of course the splendid romp of battle with the giants and orcs that would occasionally threaten his domain. Since the Massacre his depth of merriment is matched with an equally deep sorrow and loss, leaving him swinging between extremes.
He now is obsessed with finding Jaelandra, vengeance against Belem, and reclaiming the Sapphire Root. He’s slowly regaining his playfulness and sense of wonder but for now one of the few places where he can still experience unmitigated joy is in the heat of battle.
He has a dark blight about him now that wars with his Good nature--inky, clinging shadows and odd reflections of reflections--the mark that the destruction of the Blooming Grove and the loss of Jaelandra has left upon him.
ONCE UPON A TIME
Oneidros was born into the fey realm of the Blooming Grove--where colors are more vivid and time spirals and jumps about rather than flowing a steady pace.
Since before remembering, the heart of the Blooming Grove was the Spring of Fresh Life, and the Queen of the Grove was Jaelandra, a nereid of great psionic powers. The Spring overflowed with Eidolon and Umbra, and Jaelandra used the a mighty artifact known as the Sapphire Root to keep the twin forces in fecund creative balance.
Her guardians were a warren of tiny hare-like telekinetic fey who surround themselves in great bodies of flying wood and stone. The captain of that guard was Oneidros, a merry hare full of joy and mischief. He defended the Blooming Grove with gusto when the occasional band of orcs or ogres would attack.
This chaotic harmony lasted for millennia...until a previously unknown Door opened on the outskirts of the Blooming Grove, and calamity walked in.
THE MASSACRE
A being stepped through, covered head-to-toe in slate grey armor with a flickering green light shining through the cracks in his armor. Behind him came three dozen obsidian giants armed with bonecrushers and gunpowder artillery. All of them dripped chill shadows that stained and corrupted the Grove as they walked through.
Jaelandra sensed him, but his mind was a blank to her. It was only later that Oneidros learned who and what he was: Belem, one of the Dwimmerlaik.
With a practiced ruthlessness, they started to tear apart the grove. It became quickly apparent that they had--somehow--discovered the existence of the Sapphire Root and were attempting to capture it. Oneidros yelled for Jaelandra to flee and then led his band of Battle Hares into battle, but they were horribly outclassed. Cold Iron bullets and bonecrushers shattered his comrades left and right. Oneidros charged straight at Belem but found his blow (which seemed ready to smash the invader’s helmed head) somehow to strike nothing but icy air. Then with a gesture from Belem, Oneidros was frozen in place by some foul magic. He watched helplessly as the Grove was destroyed and the Sapphire Root stolen.
PURSUIT
When the paralysis wore off, Oneidros collapsed. Willing his head up off of the ground, he began to sob. Ancient trees were splintered and a black blight tainted the Spring of Fresh Life. Belem had escaped with the Sapphire Root, and in its absence the very color of the land was leaching to grey. His only consolation was that Jaelandra didn’t appear to be amongst the many corpses around him.
Bloodied and exhausted from his defeat, Oneidros realized he had only one option: to do his best to pursue their assailants and recover the Root. He followed the wide swath of destruction and blight that they had carved through the grove, and saw that it ended by an unremarkable shattered tree trunk.
On careful investigation he found a glimmering “Door”—barely more visible than the warp of looking through intense heat. Taking a deep breath he flew into it, and it wrinkled open onto a grand Stair that seemed to go on endlessly above and below him.
Still sobbing, Oneidros searched fruitlessly for his pursuers. Instead he encountered a dwaven woman in a scholar’s robes. She bid him stop, introduced herself to him, and persuaded him to accept her care. She led him down a side passage and past a half dozen doors before opening one into a vast, dusty hall filled with books rising from floor to vaulted ceiling. She introduced herself as Hilgas, the librarian of Almazaar.
Over the next few weeks she healed Oneidros as best she could...but taint of the attack had changed him as surely as it had destroyed the Blooming Grove. He found he had new powers available to him--powers to manipulate shadow and gossimer, as though he had suddenly discovered that the world which felt so real was just a hall of distorted mirrors reflecting upon each other, endlessly. Seeing the reflections for what they were, he found he was able to strike from multiple directions at once, and to step fifty feet in an instant without crossing the intervening space.
Based on his description of the attack, Hilgas taught him about the Dwimmerlaik and informed him that he was most likely dealing with an incredibly powerful entity named Belem. She invited him to read while he recovered and he did--tearing through book after book after book (often three at a time, floating in front of him telekinetically, pages fluttering by).
He has returned just once to what was formerly the Blooming Grove, searching again for Jaelandra. For now he has no idea if she escaped--and if so to where--or if she was captured or worse by Belem and his troops.
Having learned as many hints and scraps about Belem and the Gossimer Stair as he was able in the library of Amazaar, he has thanked Hilgas for her generosity and has set off to avenge the Blooming Grove, recover the Sapphire Root, and--if she lives--find Jaelandra.
______________________
To say a bit more about him as a character, before the destruction of the Blooming Grove, he was more or less a typical Battle Imp (with no class levels). The taint of the Umbra and his journey into the Stair have transformed him. Much to his chagrin, he finds himself to be a Master of the Umbra. He has some hesitation about wielding the dark powers that have transformed him...but his goals come first and he tells himself that he can use them without being corrupted further by them. The more I read of the Harbinger (and especially the Shattered Mirror discipline) the more I think it's a marvelous fit flavor-wise for this campaign.
Still TBD is his crunch (which is in too early a state to share) and more direct answers to your full set of fluff questions.

GM Merchant Zoruugasz |

Gyrfalcon, I did not know it was officially released yet! Awesome! I love the archetypes of the Harbinger so much. I especially like the Ravenlord, because it brings back fond memories of the first two The Crow movies! I DO like how well Harbinger/Shattered Mirror fits with the idea of being tainted by the Umbra.
TarkXT, understood!

Sashin |

I think it's 3.5 stuff that handles dragon scales, though it might show up somewhere in PF. 3.5 also had a template for "spellbook dragons" who cast as wizards instead of sorcerers, but Arcanist fits much better, as it still taps into their innate draconic magic.
Would you happen to know what/where the feat is?
Definitely interested in that, as it allows me more mobility, not having a spellbook and all.
![]() |

With Trillark, the handedness of the person determines where the extra arm is. If the person is left-handed, the other two arms are on the right. The two-arms share the same shoulder-joint.. a kind of socket-and-ball set up which allows them to work independently. The opposite with right-handed. She is left-handed, so her other two arms are on her right side.

Laird Aitken |

Hello, everyone.
Currently, I am still working on fluff. I already had my character sheet and build done. Again, trying to work on an immersive main character plotline, possible story arcs, and precedence. So many people putting so much effort into developing awesome characters.
Well back to work for me.

Aannra-127-B6 |

Someone earlier in the thread suggested allowing the archmage path, with "arcane spell" replace by "psionic power" in every instance, and it fit pretty well (at least for the 1st-tier powers, as a temporary workable patch).
I did, I'm using it with Aannra, she's all Psionic, just liked the idea of a High Tech Psionic world. Where the tech is based on Psioics

Garron |

I've basically altered Sashin's strategy to grappling one or two opponents, then killing them and others.
With the swift breath weapon, the move action maintain grapples, and the two bites as a standard, Sashin will excel at facing two to three enemies at once.
Hopefully I won't step on anyone's toes.
That's actually almost exactly what I do, however I then proceed to hurl them into orbit.

thunderbeard |

@Garron: I'd argue against using Body Bludgeon + Limitless Range, because it's absurd.
(or, a mechanical argument: range penalties keep accruing over distance; the higher you throw someone, arguably, the higher the range penalty against the AC of targeting a square, which might be something absurdly low like -5; but eventually, you'd hit a maximum height, and then the person would fall back to earth taking some quantity of fall damage)

Hotaru of the Society |

Here's my breakdown of obitu:
Needs a type. None is listed. Undead doesn't fit, though.
Darkvision 60 is 2 rp.
Healthy (poison and disease) is 2 rp.
Static imp init. is 2 rp.
+2 to three skills is 6 rp.
Scaling negative energy resist is worth at least 1, since it starts at five... but given that it's eighteen... don't know. Treating it as 2 rp.
Lesser elven immunities: 1-2 rp. Assume 2 til he gets back to you so you get extra toys later (2rp)
This puts Obitu at a 16. If it were undead, that's sixteen more, but it removes healthy, darkvision, sleep immunity, and the need for negative energy resistance... So you'd be 18.
Half undead replaces darkvision, but also nukes you healing and removes negative energy resist(So you'd be around sixteen rp.)
You could also just swap negative energy resist for full immunity at 4 points, pending DM saying negative energy is cool. (Meaning 17-18 points!) :)
Don't treat it as gospel though, this just sounds right-ish. You may he slightly better or worse off. But you have a starting ground!

Lessah |

@Garron: I'd argue against using Body Bludgeon + Limitless Range, because it's absurd.
(or, a mechanical argument: range penalties keep accruing over distance; the higher you throw someone, arguably, the higher the range penalty against the AC of targeting a square, which might be something absurdly low like -5; but eventually, you'd hit a maximum height, and then the person would fall back to earth taking some quantity of fall damage)
add Warpriest -> Minor Blessing of Air -> Hurl them into the sun (or moon or arbitrary star, depending on local conditions)!
:D
(Note: That combination may constitute as cruel and unusual means of pathfinding and any/all GMs may be required to take action)

Wodin Earthbreaker |

So on a whim, I decided to glance through some templates. Would Holy Creature (CR +1) be an acceptable option? Would it take up one level on one side of the gestalt, or one level on both?
I feel like they may help make it clearer that Wodin's clearly not just a normal Soyuzite anymore, that the faith and goodness that brought Sarenrae to visit him personally has truly empowered him.

Lessah |
3 people marked this as a favorite. |

Hotaru of the Society wrote:Also, I'd argue that air blessing shenanigans stop when there's no air. :)That's still pretty far. If the damage doesn't kill you, being removed the area is really going to suck.
And I even think it is far enough!
The mesosphere (part of Earth's atmosphere) extends ~80km above the surface of the sea and still contain meaningful (some) amount of air.
A ranged attack has no 'travel time' - it simply hits the target within the same turn, a 6 second space of time.
This gives us a speed of (at least) 80km/6s = 40/3 (13.33333 ...) km/s.
The escape velocity of earth (at sea level) is merely ~11.2 km/s!
Thus, when the projectile runs out of air, gravity is not strong enough to pull it back down.
Science! :D