Scattered Worlds by DM Forgedawn (Inactive)

Game Master XanaverForgedawn

An artifact hunting campaign, where the PCs hop dimensions.


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Scaling templates? Please explain.


Sorry, realized both were third party. So no to both.

Eglian: A scaling template is a template is a template that changes CR based on hit dice.


I figured. I just didn't know what you meant by "outruled." They are still allowed, right? Otherwise, I'm going to have some major changes....


If you already applied them, you can keep them, but you can't get more later.


Oh. Well, I'm glad I got them when I did, then. Guess I won't throw on half-fiendish later, I suppose. (That would be kind of hilarious. Half-fiend, half-celestial vampire.)


mmm. makes total sense.

Redeemed succubus?


Nah, just contaminated from his connection to planar quintessence. Remember, my fluff for him becoming a summoner was him attempting to fuse himself to pure planestuff. It corrupts, after all. Was also considering throwing on Entropic, just to be funny. (As he's already Resolute) But does that mean that those who aren't mythic can't become so later? The way the application of the mythic subtype as a template works, it does scale (by CR, admittedly, but it still scales).

Dark Archive

Male Minos Ranger/1

Like can I use this template Mythical Animal
or this one [/url]

Dark Archive

Male Minos Ranger/1

one*


My guess is no, more due to the 3rd party bit than anything (and the fact you need to be an animal to take the template)


Also,

DM Forgedawn wrote:
Sorry, realized both were third party. So no to both.


Nope, no third party except that which I listed.

Everyone will get mythic ranks later, you've just already taken the first step.

Dark Archive

Male Minos Ranger/1

alright


Oh, now that's fun. Oh, the OPness....


Yup, kind of the point.


Well, okay then.

So, how long should I wait before completely and utterly destroying WBL?

Dark Archive

Male Minos Ranger/1

I have 3 things of darkvison 60 ft, can I get better darkvision because of this


Well, different dimensions may have different currencies, so that may be an issue.


Darkvision will stack.

Dark Archive

Male Minos Ranger/1

sweet


Well, when I can gain an infinite number of alchemical items given enough time... (at-will full pouch. I love that spell) Most people can appreciate alchemist's fire, or gold, or thunderstones, or a temporary Homunculus... Besides, I can always travel to a plane that does accept gold, and buy my stuff in the City of Brass. The multiverse is infinite, after all.


Darkvision stacks? Okay then.... Let me see here how much that will be....

EDIT: 300 feet. Huh. That's a lot.


Before I came to see I was accepted, I have made a mythic version. Is it okay if I do this. I lose a caster level for some defense and utility.

Stats:

IxivixI
Mythic young drunk faerie dragon alter ego incanter 2/symbiat (synapse) 1/sphere sorcerer 1 (Pathfinder Campaign Setting: Occult Bestiary 6, Pathfinder RPG Bestiary 295, Pathfinder RPG Bestiary 3 91, Pathfinder RPG Mythic Adventures)
N Diminutive construct (mythic)
Init +28/+8, dual initiative; Senses darkvision 60 ft., low-light vision, undeniable perception; Perception +18
--------------------
Defense
--------------------
AC 33, touch 31, flat-footed 22 (+10 Dex, +1 dodge, +2 natural, +4 size, +6 untyped bonus) When flying +2 vs AoO +2 per size category
hp 68 (7 HD; 3d6+4d8+33); fast healing 5
Fort +3, Ref +13, Will +9
Defensive Abilities aerobatics, hard to kill, hardness 10; DR 10/epic; Immune construct traits; SR 20
Weaknesses magical signs, personal warp
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee touch destructive blast +8 (4d6+4) or
. . bite +8 (1d2-1), slam +8 (1)
Ranged destructive blast +17 touch (4d6+4)
Space 1 ft.; Reach 0 ft.
Special Attacks breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 11 negates, usable every 1d4 rounds), mythic power (2/day, surge +1d6)
Spell-Like Abilities (CL 3rd; concentration +12)
. . 3/day—greater invisibility (self only)
Bloodline Spell-Like Abilities (CL 4th; concentration +13)
. . 12/day—entangling ectoplasm
--------------------
Statistics
--------------------
Str 12, Dex 30, Con —, Int 22, Wis 20, Cha 28
Base Atk +5.25; CMB +9; CMD 29 (33 vs. trip)
Feats Acrobatic, Cantrips, Dodge, Extra Magic Talent, Extra Magic Talent, Hardened Construct[M], Telekinetic Exoskeleton, Toughness
[b]Traits
resilient, unshackled
Skills Acrobatics +16 (+8 to jump), Appraise +4, Bluff +16, Climb +8, Diplomacy +16, Disguise +7, Escape Artist +19, Fly +30, Heal +4, Intimidate +11, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +18, Perform (dance) +9 (+11 if tattoo is visible.), Perform (sing) +9, Ride +8, Sense Motive +13, Sleight of Hand +15, Spellcraft +10, Stealth +30, Survival +3, Swim +19, Use Magic Device +17; Racial Modifiers
[b]Languages
Catfolk, Celestial, Common, Draconic, Elven, Lashunta, Sylvan; mind link, telepathy 100 ft., teleporting fury
SQ battlefield relay, bloodline arcana: ectoplasm, casting, charm, crystal blast (blast type), destructive blast, emergency teleport, explosive orb (blast shape), extended range, extradimensional storage (space), focused blast, greater blast, magic skill bonus, magic skill defense, psionics, replicated gear, sorcerous blood, static blast (blast type), suggestion (charm), suggestion (greater) (charm), suggestion (lesser) (charm), telekinesis, teleport
Combat Gear hypnotic tattoo, wand of obscuring mist (50 charges); Other Gear eyes of the eagle, headband of alluring charisma +2, pauldrons of unflinching fortitude +1/+2[MA], 350 gp
--------------------
Special Abilities
--------------------
Aerobatics (Ex) Gain +2 dodge bonus to AC vs. AoO due to flying. +2 per size category bigger attacker is.
Battlefield Relay +2 (DC 16) (Su) Read an enemy's mind to grant combat bonuses to allies within 60'
Bloodline Arcana: Ectoplasm Incorporeal creatures take 75% damage from your damaging spells and must save twice against the others
Breath Weapon (Su) 5 ft. cone, euphoria for 1d6 rds., Fortitude DC 11 negates, usable every 1d4 rounds
Cantrips You can create a variety of small magical effects
Casting (CL 6, Charisma, DC 22) You can cast sphere effects.
Construct Traits (+0 HP) Constructs have many immunities.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Darkvision (60 feet) You can see in the dark (black and white only).
Destruction: Crystal Blast Destructive Blast deals piercing damage (d4's) and can entangle target. Reflex DC 22
Destruction: Destructive Blast 4d6+4 Ranged or melee touch attack deals 4d6+4 damage
Destruction: Explosive Orb (Radius 15 ft.) Deal destructive blast damage in a radius
Destruction: Extended Range Increase the range of your destructive blast
Destruction: Focused Blast Your destructive blasts deal +1 dmg/die when unaltered by a blast shape talent
Destruction: Greater Blast +1 damage die to your destructive blast
Destruction: Static Blast (Disarm +15/+19) Destructive Blast deals electric damage and can disarm the target
Drunk (Ex) Permanently has the sickened condition.
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Ectoplasm Your family has a connection with the ethereal substance known as ectoplasm, whether from communing with the spirits or battling the spiritual undead. The power of the Ethereal Plane thrums in your mind and pulls at your flesh.
Entangling Ectoplasm (12/day) (Sp) Hurl ectoplasm as a tanglefoot bag
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fly (60 feet, Perfect) You can fly!
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hardness 10 Subtract Hardness from damage done. Energy damage halved before hardness.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Signs Your use of magic is obvious to all observers
Mind Link (Su) Enable allies within 60' to communicate telepathically
Mind: Charm You may place charms on creatures.
Mind: Suggestion You may plant thoughts into a target’s mind.
Mind: Suggestion (Greater) As lesser Suggestion, but stronger
Mind: Suggestion (Lesser) Plant a suggestion into the target's mind
MSB +7 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 21 Use when defending against an MSB check
Personal Warp You may only teleport yourself
Psionics (10 rounds/day) (Su) You can create psionic effects
Replicated Gear (Su) You have copies of your progentior's equipment that disolve 1 rd. after leaving your poessession.
Sorcerous Blood You gain 1 extra spell point per sorcerer level
Spell Points 21
Spell Resistance (20) You have Spell Resistance.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swim (30 feet) You have a Swim speed.
Telekinesis: Telekinesis (Small, Speed 25 ft) You can move objects and creatures with your mind, with several applications
Telekinetic Exoskeleton (Dampening Field) Gain the benefit of one of three telekinetic enhancements
Tactile Telekinesis: You add your casting ability modifier as a bonus to Strength checks, and Climb and Swim checks.
Dampening Field: You gain temporary hit points equal to your casting ability modifier. They do not stack with themselves or other temporary hit points.
Propelling Force: You gain a +10 ft enhancement bonus to all of your movement speeds.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Teleporting Fury (20% miss chance) (Su) Using teleport lets you attack from your starting or ending square, and attacking from teleport grants a miss chance
Undeniable Perception (Ex) See with constant true seeing effect that cannot be dispelled. Cannot be blinded, dazzled, deafened. See through natural mist/fog/smoke.
Warp: Emergency Teleport Teleport as an immediate action, at the cost of range
Warp: Extradimensional Storage You gain a permanent extradimensional space that may hold non-living material
Warp: Teleport You can teleport yourself as a standard action

Dark Archive

Male Minos Ranger/1

Also, check out how weapons actually scale with size here.


Hey guys! Dotting here. Thanks for the opportunity. The profile will be ready this Monday, if that's okay :) this will be fun.


I think it should be DR 10/adamantine and epic
I'm impressed you managed to get 7 HD already. Kudos to you.


AC 68/47/52 (20% concealment); Saves F7 R23 W19; Init +35/+15; Perc +34 (True Seeing, blindsight 60, aura sight, arcane sight, speechreader's sight, greensight') HP 60/60; Temp HP 31/31; SP 60/65
Eglian 代 wrote:

I think it should be DR 10/adamantine and epic

I'm impressed you managed to get 7 HD already. Kudos to you.

I had 8 HD before going mythic. I actually changed it to just list DR Epic. If a weapon is +6, then it already bypasses adamantine.

How do you have 20th level casting?!?


A couple of very shaky interactions with the monster-creation rules. I did it more to try- just try- to find Forgedawn's limits. I never really expected it would actually be allowed. That being said, I actually held back a little.

But yeah. It's kind of OP.

Actually, it's all completely RAW. Even a little RAI. I just took it to the extreme, and ignored the common sense that is normally advised with monster creation.

Dark Archive

Male Minos Ranger/1
Eglian 代 wrote wrote:

A couple of very shaky interactions with the monster-creation rules. I did it more to try- just try- to find Forgedawn's limits. I never really expected it would actually be allowed. That being said, I actually held back a little.

But yeah. It's kind of OP.

Actually, it's all completely RAW. Even a little RAI. I just took it to the extreme, and ignored the common sense that is normally advised with monster creation.

Dude, I know Forgedawn IRL and he enjoys this, he loves optimizing. He does it naturally. He does even have to try, it's actually kinda scary. Our DM constantly has to stop from it. He once did a kasatha magus and tried to get the bladed brush feat, the DM did not like it


AC 68/47/52 (20% concealment); Saves F7 R23 W19; Init +35/+15; Perc +34 (True Seeing, blindsight 60, aura sight, arcane sight, speechreader's sight, greensight') HP 60/60; Temp HP 31/31; SP 60/65
Eglian 代 wrote:

A couple of very shaky interactions with the monster-creation rules. I did it more to try- just try- to find Forgedawn's limits. I never really expected it would actually be allowed. That being said, I actually held back a little.

But yeah. It's kind of OP.

Actually, it's all completely RAW. Even a little RAI. I just took it to the extreme, and ignored the common sense that is normally advised with monster creation.

And how did you do it?


AC 68/47/52 (20% concealment); Saves F7 R23 W19; Init +35/+15; Perc +34 (True Seeing, blindsight 60, aura sight, arcane sight, speechreader's sight, greensight') HP 60/60; Temp HP 31/31; SP 60/65

If this high a caster level flies, then I have a version of Ixi that has caster level 16. Still not at your level, but very fun.

Stats:

IxivixI Mythic #2
Mythic young drunk faerie dragon alter ego incanter 2/symbiat (synapse) 1/sphere sorcerer 1
N Diminutive construct (mythic)
Init +28/+8, dual initiative; Senses darkvision 60 ft., low-light vision, undeniable perception; Perception +18
--------------------
Defense
--------------------
AC 33, touch 31, flat-footed 22 (+10 Dex, +1 dodge, +2 natural, +4 size, +6 untyped bonus)
hp 68 (7 HD; 3d6+4d8+33); fast healing 5
Fort +3, Ref +13, Will +9
Defensive Abilities hard to kill, hardness 10; DR 10/epic; Immune construct traits; SR 20
Weaknesses magical signs, personal warp
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee touch destructive blast +8 (10d6+10) or
. . bite +8 (1d2-1), slam +8 (1)
Ranged destructive blast +17 touch (10d6+10)
Space 1 ft.; Reach 0 ft. (10' for touch spells)
Special Attacks breath weapon (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 11 negates, usable every 1d4 rounds), mythic power (2/day, surge +1d6)
Spell-Like Abilities (CL 3rd; concentration +12)
. . 3/day—greater invisibility (self only)
Bloodline Spell-Like Abilities (CL 14th; concentration +23)
. . 12/day—entangling ectoplasm
. . 16/day—ectoplasmic form
. . 16/day—malevolent ectoplasm
--------------------
Statistics
--------------------
Str 12, Dex 30, Con —, Int 22, Wis 20, Cha 28
Base Atk +5.25; CMB +9; CMD 29 (33 vs. trip)
Feats Acrobatic, Cantrips, Dodge, Extra Magic Talent, Extra Magic Talent, Hardened Construct[M], Telekinetic Exoskeleton, Toughness
[b]Traits
resilient, unshackled
Skills Acrobatics +16 (+8 to jump), Appraise +4, Bluff +16, Climb +8, Diplomacy +16, Disguise +7 (+11 to appear as its progenitor), Escape Artist +19, Fly +30, Heal +4, Intimidate +11, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +18, Perform (dance) +9 (+11 if tattoo is visible.), Perform (sing) +9, Ride +8, Sense Motive +13, Sleight of Hand +15, Spellcraft +10, Stealth +30, Survival +3, Swim +19, Use Magic Device +17; Racial Modifiers +4 Disguise to appear as its progenitor
Languages Catfolk, Celestial, Common, Draconic, Elven, Lashunta, Sylvan; mind link, telepathy 100 ft., teleporting fury
SQ battlefield relay, bloodline arcana: ectoplasm, casting, charm, crystal blast (blast type), destructive blast, disintegrate (blast type), distant teleport, divided mind, ectoplasmic reach (5 feet), emergency teleport, explosive orb (blast shape), extended range, extradimensional storage (space), finesse, focused blast, greater blast, greater blast, greater speed, increased range, magic skill bonus, magic skill defense, psionics, replicated gear, selective blast, sorcerous blood, sorcerous origin, static blast (blast type), suggestion (charm), suggestion (greater) (charm), suggestion (lesser) (charm), telekinesis, telekinetic maneuver, teleport, unseeing teleport
Combat Gear hypnotic tattoo, wand of obscuring mist (50 charges); Other Gear eyes of the eagle, headband of alluring charisma +2, pauldrons of unflinching fortitude +1/+2[MA], 350 gp
--------------------
Special Abilities
--------------------
Battlefield Relay +2 (DC 16) (Su) Read an enemy's mind to grant combat bonuses to allies within 60'
Bloodline Arcana: Ectoplasm Incorporeal creatures take 75% damage from your damaging spells and must save twice against the others
Breath Weapon (Su) 5 ft. cone, euphoria for 1d6 rds., Fortitude DC 11 negates, usable every 1d4 rounds
Cantrips You can create a variety of small magical effects
Casting (CL 16, Charisma, DC 19) You can cast sphere effects.
Construct Traits (+0 HP) Constructs have many immunities.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Darkvision (60 feet) You can see in the dark (black and white only).
Destruction: Crystal Blast Destructive Blast deals piercing damage (d4's) and can entangle target. Reflex DC 27
Destruction: Destructive Blast 10d6+10 Ranged or melee touch attack deals 10d6+10 damage
Destruction: Disintegrate Destructive Blast deals untyped damage and destroys the bodies of slain creatures
Destruction: Explosive Orb (Radius 25 ft.) Deal destructive blast damage in a radius. Reflex DC 27
Destruction: Extended Range Increase the range of your destructive blast
Destruction: Focused Blast Your destructive blasts deal +1 dmg/die when unaltered by a blast shape talent
Destruction: Greater Blast +1 damage die to your destructive blast
Destruction: Greater Blast +1 damage die to your destructive blast
Destruction: Selective Blast (2 creatures) Exclude 1 (+1 per 10 CL) creatures from the area of your destructive blasts
Destruction: Static Blast (Disarm +25/+29) Destructive Blast deals electric damage and can disarm the target
Drunk (Ex) Permanently has the sickened condition.
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Ectoplasm Your family has a connection with the ethereal substance known as ectoplasm, whether from communing with the spirits or battling the spiritual undead. The power of the Ethereal Plane thrums in your mind and pulls at your flesh.
Ectoplasmic Reach (10 feet) (Su) Your reach for melee touch attacks is 10 ft.
Ectoplasmic form (16 min/day) (Sp) As gaseous form, speed 60, carry small objects
Entangling Ectoplasm (12/day) (Sp) Hurl ectoplasm as a tanglefoot bag
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fly (60 feet, Perfect) You can fly!
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hardness 10 Subtract Hardness from damage done. Energy damage halved before hardness.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Signs Your use of magic is obvious to all observers
Malevolent Ectoplasm (16 rd/day) As black teneacles centered on me. Does not affect me, but does affect incorporeal or ethereal. CMB +21,
Mind Link (Su) Enable allies within 60' to communicate telepathically
Mind: Charm You may place charms on creatures.
Mind: Suggestion You may plant thoughts into a target’s mind.
Mind: Suggestion (Greater) As lesser Suggestion, but stronger
Mind: Suggestion (Lesser) Plant a suggestion into the target's mind
MSB +16 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 35 Use when defending against an MSB check
Personal Warp You may only teleport yourself
Psionics (10 rounds/day) (Su) You can create psionic effects
Replicated Gear (Su) You have copies of your progentior's equipment that disolve 1 rd. after leaving your poessession.
Sorcerous Blood You gain 1 extra spell point per sorcerer level
Sorcerous Origin (Ex) Cast spells as a 10th level sorcerer including bloodline spells and abilities.
Spell Resistance (20) You have Spell Resistance.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swim (30 feet) You have a Swim speed.
Telekinesis: Divided Mind (17 targets) Lift multiple objects at once
Telekinesis: Finesse You may use telekinesis to perform fine manipulations
Telekinesis: Greater Speed Move lifted objects more quickly
Telekinesis: Increased Range Use telekinesis at longer range
Telekinesis: Telekinesis (Huge, Speed 85 ft) You can move objects and creatures with your mind, with several applications
Telekinesis: Telekinetic Maneuver (CMB +20) You can perform combat maneuvers with telekinesis
Telekinetic Exoskeleton (Dampening Field) Gain the benefit of one of three telekinetic enhancements
Tactile Telekinesis: You add your casting ability modifier as a bonus to Strength checks, and Climb and Swim checks.
Dampening Field: You gain temporary hit points equal to your casting ability modifier. They do not stack with themselves or other temporary hit points.
Propelling Force: You gain a +10 ft enhancement bonus to all of your movement speeds.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Teleporting Fury (20% miss chance) (Su) Using teleport lets you attack from your starting or ending square, and attacking from teleport grants a miss chance
Undeniable Perception (Ex) See with constant true seeing effect that cannot be dispelled.
Warp: Distant Teleport Teleport at longer range
Warp: Emergency Teleport Teleport as an immediate action, at the cost of range
Warp: Extradimensional Storage You gain a permanent extradimensional space that may hold non-living material
Warp: Teleport You can teleport yourself as a standard action
Warp: Unseeing Teleport Teleport without line of sight


Hmm... Something to note, DR/Epic and Adamantine actually requires a weapon to be both adamantine and epic to overcome... I guess that, in that case, you would need a +6 adamantine weapon for that DR.
Also, if you want to further boost your power, take the magical knack trait instead of one of your current ones. With SoP and racial hit dice, that's +2 CL for practically nothing.

As for how I got 20th level casting.... Well....

PRD Mythic Monsters wrote:
In place of a mythic ability, the monster may gain a universal monster ability, such as rend or pounce, either from an existing Bestiary or from this section.
From there, I went over to Bestiary 4, which has,
PRD Universal Monster Abilities wrote:
Spells: The creature is able to cast magical spells like a member of a spellcasting class. The creature counts as a member of that class for any effect or ability relating to casting spells as that class. For example, it can use spell completion and spell trigger items usable by that class or use magic items that affect that class's spellcasting (such as incense of meditation or a pearl of power). If the creature has any other abilities relating to that class (such as cleric domains or a sorcerer bloodline), this is explained in its entry. If the creature gains levels in that spellcasting class, these abilities stack (for example, a spirit naga that gains 3 sorcerer levels casts spells as a 10th-level sorcerer). Some creatures may have unusual abilities unavailable to spellcasters of that class (such as a spirit naga's ability to learn cleric spells with her sorcerer spells known).

From examples given, we know that caster level is not always equal to Hit Dice. Now, normally, this is because the caster level is lower than its HD (a young red dragon, while 11 HD, has level 1 spellcasting). However, there's no rule saying caster level is capped by hit dice, so from there it's a simple matter of writing down that I can cast spells as a 20th level sorcerer that is also capable of casting cleric spells.

This was me flexing my rule-breaking side a little. I think I'm like Forgedawn in that. I don't even have to try (which is kind of strange, because I'm relatively new to PF). But sometime I just... can't
help myself. I still deliberately reigned in, however, since I couldn't, in good conscience, go all-out, regardless of the "no limits" policy.

How'd you pull of CL 16? That's not half bad.

Dark Archive

Male Minos Ranger/1

I feel underpowered


Don't feel bad. You have 40 str.


I mean, I have 34 Dex, get it to damage, and, via Change Shape, can get 9 natural attacks, each with energy drain, and get two full turns each round.... (Without even counting my eidolon, or my massive numbers of homonucli, spellcasting, and more)
But yeah, 40 Str is absolutely comparable....


He wasn't born into optimizing. My friends get a little mad when my builds actually pan out well, while their barely function.


There's a livid number of roleplayers.
Those who play as they know, following certain unspoken assumptions about the game.
Those who try to maximize, to see if they can.
Those who accidentally maximize, because it's so natural for them.
And those who realize that I didn't say 'livid,' but instead said LIVID, roman numerals for 445.

To paraphrase, "Oh, you think the optimizing is your ally, you merely adopted the optimization. I was born in it, molded by it. I didn’t see the non-optimized until I was already a man; by then, it was nothing to me but weak! The powers betray you, because they belong to me."


AC 68/47/52 (20% concealment); Saves F7 R23 W19; Init +35/+15; Perc +34 (True Seeing, blindsight 60, aura sight, arcane sight, speechreader's sight, greensight') HP 60/60; Temp HP 31/31; SP 60/65

Well, I would call cheese on that because spellcasting far in advance of your level would raise your CR.

But since I'm not running, I'll use it. New stats when I get the chance to update it. 26th level spherecaster baby!

Oh, and now my DR is epic, adamantine, slashing


By RAW, Eglian, you gain the spell casting but you don't gain the caster level, and it is capped by the HD - point me a creature with higher CL than its HD without using magic items or another special ability clearly stating it. I don't want to go and review everybody's builds because I lack the time and patience (plus, I believe anything the GM wants to allow should work), but even for optimizing you have to stick to the rules.


I'm not sure about this, but does he actually need a higher CL to cast higher level spells, if he already has a spellcasting ability?


Oh, it's 100% cheese. It's also 100% RAW. But it's not 100% effort. You don't want to see that, trust me. Heck, I could break the game even without templates, Mythic, or custom races (though they all help). This just makes it easier.

Is it? I'd be happy to tone down a little if it's not RAW. Like I said, I didn't think I'd actually get away with it. Let's see if I can find any pertinent rules....

...Huh. I really thought I would find something this time. For monsters, there's no text I can find that CL is capped by hit dice. If anyone else spots something, please let me know. I want Eglian to be 100% within RAW- with the guidelines given, at least.

And I'm not sure if I actually need a minimum CL to cast spells if I have access to them. There's precedent against it (such as with SLAs), but not much for it beyond the standard spellcasting progression of classes.


Even SLAs have caster level - and almost always using the character's HD. There are exceptions - but these are clearly named as exceptions. Like I said, easiest way is to point a monster with this same ability (spell casting) using spells beyond its HD. Plus yes, you need CL.


As an optimizer, my favorite words are "almost, advise, usually, example, and exceptions." :P

As a human being with built in sensibilities, yes, what I am doing is absolutely ridiculous. As I've said, I never expected to be allowed to do this.

Also, yes. I do have CL. It just so happens to be completely disconnected from my HD. The only question is whether spells have a minimum CL requirement to cast, should they be obtained somehow.

It could almost be considered RAI to let a low-HD monster use higher-level spells, but the GM is advised to keep things sane.

But Forgedawn asked me to break the game. You do that through the weak points.

My goal in creating Eglian was to get people to say, "How did you do that? That should not be possible." when I managed it without breaking RAW. My dream is to get Forgedawn say, "Yes, I understand how you did that, and it falls within the guidelines, but that's too powerful, so change it." Because that would mean I can munchkin beyond an optimizer's wildest dreams.
I want to out-munchkin Milo Amastacia-Liadon.


AC 68/47/52 (20% concealment); Saves F7 R23 W19; Init +35/+15; Perc +34 (True Seeing, blindsight 60, aura sight, arcane sight, speechreader's sight, greensight') HP 60/60; Temp HP 31/31; SP 60/65

Okay, I'm updated.


Now all we are waiting for is The Chess.

Dark Archive

Male Minos Ranger/1

I have decided to rebuild, does SR Stack?

Dark Archive

Male Minos Ranger/1

Same question with elemental resistance.


Both stack.

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