The Fallen Sons and Daughters of Heaven Pathfinder Campaign

Game Master Divinitus


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TarkXT wrote:

Can you get collossal?

Please tell me you can.

This is actually almost trivial.

1. 7 RP or 4 EP to be Large
2. 6 EP to be Huge
3. Expansion as an at-will Psi-like Ability
4. You are now Colossal

Johnnycat93 wrote:
Woof, my attack bonus is only +22. That's pretty terrible given the ACs that have been flying around. Any suggestions?

I've got an attack bonus 25 points lower than my AC. I solve that by keeping enemies tripped or flat-footed, though flanking, sneak attacking with spells vs touch, and teamwork feats won't hurt either.

Johnnycat93 wrote:
Speaking of teamwork, a thought occurs. What do we have so far in the way of applicants with healing capacity? I have a few abilities that can provide major healing, but it's not enough to rely on. Is that also something you're bringing, rednal?

The Lady of Laughter can heal 200 points of damage per day, along with unlimited healing at the rate of 5 per round, and the ability to shrug off any condition or ability damage in under a minute. Unfortunately, all of those abilities are self only.

Johnnycat93 wrote:
would one of the full-caster types be kind enough to show what bonus they have to penetrate spell resistance? I picked up SR 24 and I'm wondering how much mileage I'll get out of it.

I'm at SR 22 through monk, and +15 to penetrate SR (thanks to Allied Spellcaster + Solo Tactics). It might go a little higher if I can set aside a feat for Spell Penetration.

Rednal wrote:
You will, however, have to either hope for the best or lower your SR if you want something like Blessing of Fervor cast on you.

Lowering SR isn't that bad (or just marching into battle with it down, until enemies start casting). If you get an ability like Diamond Soul, it's a standard action to lower but only swift for raise.


Solomon will be able to heal as well, with Channel Evil. It heals based on alignment, and we are all evil. At best, it wont harm the undead. Downside is that it could heal enemies if they're in the burst.


PSA, as people are working through their characters, remember to mark down which abilities are Extraordinary, or supernatural/spell-like.
At this high level, it'll speed things up a lot when antimagic pops up.


Problem is that you have to spend that standard action each round to keep it down :/
It automatically raises itself after 1 round, so that sucks!

I am an undead creature, so I heal based off of negative energy, and I plan on trying to get some sort of at will, low lvl negative energy attack that i can use on myself out of combat to heal up.
Elsewise, I mostly got a boatload of hps and defenses to survive off of. (I wont go down that easily!)


Battlespy wrote:

PSA, as people are working through their characters, remember to mark down which abilities are Extraordinary, or supernatural/spell-like.

At this high level, it'll speed things up a lot when antimagic pops up.

Sp vs. Su is also important, because Spell Resistance

Gobo Horde wrote:

Problem is that you have to spend that standard action each round to keep it down :/

It automatically raises itself after 1 round, so that sucks!

Oh. Whoops!

I know Liches can deal negative energy damage at will, and you're undead anyway...

Silver Crusade

Rednal wrote:
Cronossuss may not like Sariel too much - I just found an "Alter Age" touch ability that can make people older or younger. XD I don't think I can resist trying to give Sariel the ability to give youth back to mortals with just a touch.

I was looking at that as well, and another out of time, would be good to have apposing Evils. But we are meant to be fallen so we could do a tag team. I am looking for a power that places mortals out of time. I am thinking he will have a demi plan with out time he dumps them in. Soul locked in an endless grayness.


@Rynjin: Did you get a Fiendish Point cost for taking Flurry of Blows? The GM said to ask you.

(If anyone's wondering, there's a monster that has it as a class ability.)


Hmmm, I have the opportunity to get a neat ability that's pretty cool thematically, but I'd only get +14 to hit with them against normal ACs. Probably not even worth it.


Battlespy: What ability?


The Fallen Herald wrote:
Battlespy: What ability?

The spines one I asked you about - it's not a problem with the ability, just my stats. It's a ranged touch attack, and when I actually calculated it out, it's at +14 to hit with my low dex and big size and doesn't fall under natural attacks because it's an ability.

It's not a huge deal, I probably shouldn't spend too much on ranged things anyway, I'm going to be pretty bad


So, out of curiosity—what are people's CMDs? For reasons that frighten me, mine's currently sitting at 61 (the highest number on my character sheet) even when I'm small-sized...


Just so i am clear, we have

10 Evolution Points
30 Race Points
30 Fiendish Points

is that correct?


Tenro: That is correct.


Sariel's CMD is currently 37.

I AM trying to keep her fairly reasonable, though. XD


Rednal sets a good standard. I'm going to post the powers I asked about and their respective costs. Save time.

Spoiler:

Bitter Flames (Su) - 2 FP (+2 for fully ignoring fire immunity)
Whenever the harbinger deals fire damage with any attack or effect, half of the damage is fire damage and the other half is untyped damage, similar to a flame strike spell. In addition, creatures that fail a save against any fire effect he creates are sickened for 1 minute. Those damaged by his melee attacks or by fire effects that allow no save are instead sickened for 1 round per attack. This duration stacks.

Incandescent Body (Su) - 2 FP

As a free action, the harbinger can cause his body to erupt into white-hot flame. He sheds light as bright as a daylight spell, and dazzles any creature that does not avert its gaze. Creatures with the fire subtype are immune to this dazzling effect. The harbinger can dim his flames to burning black shadows as a free action, suppressing the dazzling effect and allowing him to use Stealth without penalty.

Soul Ward (Su) - 6 FP

An intangible field of siphoned soul energy protects a ravener from destruction. This ward has a maximum number of hit points equal to twice the ravener’s Hit Dice, but starts at half this amount. Whenever a ravener would be reduced below 1 hit point, all damage in excess of that which would reduce it to 1 hit point is instead dealt to its soul ward. If this damage reduces the soul ward to fewer than 0 hit points, the ravener is destroyed.

Soul Consumption (Su) - 6 FP

When a living creature within 30 feet of a ravener dies, that creature’s soul is torn from its body and pulled into the ravener’s maw if the dying creature fails a Will save (DC equals the save DC of the ravener’s breath weapon). This adds a number of hit points to the ravener’s soul ward equal to the dead creature’s Hit Dice. Creatures that have their souls consumed in this way can only be brought back to life through miracle, true resurrection, or wish.

Perfect Prediction (Su) - 6 FP
A lhaksharut gains an insight bonus to AC equal to its Wisdom bonus.

Body Snatch (Sp) - 8 FP

At 10th level, once per day as an immediate action upon falling unconscious because of dropping below 0 hit points, you can cast your soul from your body and attempt to occupy the body of another creature within 30 feet. This ability otherwise functions identically to magic jar except that your actual body serves as the receptacle and you suppress the consciousness of your target rather than casting it out. Your body continues to bleed as normal unless it is somehow stabilized, and if its hit points drop to a negative number equal to your Constitution score, the magic jar effect prematurely ends and you die as normal.

Dance of Disaster (Su) - 4 FP

Whenever an adhukait hits with a melee attack during a full-attack action, it can move 10 feet before making its next attack. The adhukait's normal speed does not limit this movement—it can move 10 feet after any successful hit among its four attacks, as long as it has another attack to make.


Mines at about 41 as a huge creature. How'd you boost it so much? The ways I know about were all class features whose classes didn't fit that way for the rest of the build.

I didn't boost strength as much as I know I could have, though, so that's at least like 4-5 I could get if I really needed to.


thunderbeard wrote:
So, out of curiosity—what are people's CMDs? For reasons that frighten me, mine's currently sitting at 61 (the highest number on my character sheet) even when I'm small-sized...

I'm counting mine out at 47, but I have a 12 in Dex so take that as you will.


Yeah if it will help others, i'll post the ones I took. Doesn't make as much sense since it's short hand for my build but here they are.

Example Fiendish Powers:

Devour Soul (10)
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/heralds/mother- s-maw
Slay Living DC20 (10+1/2+Cha + Ability Focus) each round to creatures engulfed by Tamlakos. Deals 12d6+13 on failed, and 3d6+13 on success.
Creatures killed by this have their souls trapped, and are fed on by Tamlakos.
Fast Healing 20 for a number of round equal to HD of soul. Soul gains 1 negative level every round. Restored creature may be brought back with only a miracle or wish.
Activates Absorb Dying as well.

Absorb Dying (4)
From Warsworn creature
Tamlakos can consume any dying creature it moves over, immediately killing it and healing hp equal to its CON score.
Absorbed corpses cannot be resurrected except with miracle or wish.

Acid Control (2)
Can turn off and shrink his acid powers at will.

Immune to Magic Control (6)
http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/bhole
Immunity to mind control. Charm, suggestion, dominate, possession.
Confusion style effects still work.

Slime Breath Weapon (6)
http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/bhole
Breath weapon with range of 900' as swift or standard action. DC28 (10+1/2+CON)
Creates a 40' diameter slime area that becomes difficult terrain.
Creatures in the area have to make Fortitude save or be stunned for 1d4 rounds.
Any creature in the area or attempting to enter the area must succeed Reflex save or be entangled.
Lasts 2d6 hours.

All Around Vision (2)
Cannot be flanked.

Silver Crusade

Battlespy wrote:
Hmmm, I have the opportunity to get a neat ability that's pretty cool thematically, but I'd only get +14 to hit with them against normal ACs. Probably not even worth it.

Not at all, I think player with this kind of game will fall in to two camps, the "Look what a massively powerful and hard PC I made, I can take on any one" and the "Look what a massively cool PC I made, It's so in action and look"

The gamers who play form rules will look at cool PC and think, "I could take it with my PC what use is it." But that's in my view missing the whole point of "Roll" playing. If a playing is just looking for a "win" by maxing rules then in my humble view that's more war gaming than roll playing. But if you looking to make something cool to play, something that feels like you want to see what it is like in a game world, regardless of power leveling muckin maxing play around you. Then in my book your a roll player. So I would go with the pretty cool thematically stuff every time.

that's my 2c worth.

Rule of cool


Sure, rule of cool factors in a lot. But a +14 to hit? That's pretty harsh.

I can't speak much to the intentions, since I don't know what Battlespy was going for, but it could hardly be called an exercise in minmaxing if he wanted spines that actually worked.

Quote:
It's a ranged touch attack, and when I actually calculated it out, it's at +14 to hit with my low dex and big size and doesn't fall under natural attacks because it's an ability.

It's a touch attack though, right? +14 isn't so bad I think. My touch AC is only 23.


thunderbeard wrote:
So, out of curiosity—what are people's CMDs? For reasons that frighten me, mine's currently sitting at 61 (the highest number on my character sheet) even when I'm small-sized...

I don't know, I haven't started that one out, but I am a huge monk so it should be high, and don't even think about grappling me! (Also, immune to trip cause no legs :p)

Break Free wrote:

At 5th level, a tetori adds his monk level on combat maneuver or Escape Artist checks made to escape a grapple. If a tetori fails a save against an effect that causes him to become entangled, paralyzed, slowed, or staggered, he may spend 1 point from his ki pool as an immediate action to attempt a new save.

This ability replaces high jump.

Edit: yes, a huge undead ex-angel monk slug... thing... Falling has not been too kind, my friend.


For touch attacks? Yeah, that's not a defense that increases on most enemies. XD +14 should be fine.

In other news, I've been tweaking things, and Sariel is back to having a few innate metamagic rods - extend, persistent, and selective. The fact that she can apply them for free might just be helpful... XD


Rednal wrote:

@Rynjin: Did you get a Fiendish Point cost for taking Flurry of Blows? The GM said to ask you.

(If anyone's wondering, there's a monster that has it as a class ability.)

Nah, I just took the TWfing Feats so I can dual wield mind-Wakizashi.

My Fiendish Powers are:

Spoiler:
See Thoughts (Su): Detect thoughts at-will, Permanent See Invisibility (creatures with Int scores 3+ only), +8 Sense Motive, +4 DC to Detect Thoughts, all info from Detect thoughts gleaned in one round.

Evangelization (Su): Any time I start taking, DC 28 Will save from all non-Devils or they're forced to listen (DC increases by 1 every round). If they're listening, can replicate the following effects calm emotions (DC 21), charm monster (DC 23), command (DC 20), confusion (DC 23), crushing despair (DC 23), deep slumber (DC 22), enthrall (DC 21), modify memory (DC 23), rage (DC 22), or suggestion (DC 22). If they fail, they're unaware of what I've done.

Change Shape (Su): Alter Self into any humanoid at-will, and stay in that form indefinitely.

Dual Wielder (Ex): No penalty from Two-Weapon Fighting.

Mutable Polymorph (Su): Can control the skin tone, the hair color, the general body shape, and even the gender of the creature I transform into, granting me a +20 bonus on Disguise checks instead of the usual +10. This is a free action made as part of the spellcasting.

Divine Spell Perception (Su): I automatically notices divine spellcasting within 60 feet, automatically pinpoint the location of the caster, identify the spell being cast, and know the intended target or area of the spell.

Choose the Slain (Su): I can draw the soul from a newly dead body and store it in my blade for transport to the Outer Planes. This functions as soul bind, but the dead creature must be willing to have its soul taken. If the creature is unwilling, this ability has no effect.

Self-Resurrection (Su): I remain dead for only 1d4 rounds unless my body is completely destroyed by an effect such as disintegrate. Otherwise, I emerge fully healed from the remains 1d4 rounds after death, as if brought back to life via resurrection. I gain 1 permanent negative level when this occurs. I can self-resurrect only once per year. If I die a second time before that year passes, my death is permanent. If I die within the area of a desecrate spell I cannot self-resurrect until the desecrate effect ends, at which point I immediately resurrect. If I am brought back to life by other means I never gain negative levels as a result.

Plus Dimension Door at-will. I'm a Stalker (Judge)/Soulknife (Gifted Blade)/Monk (Sensei/Monk of the Four Winds...because I wanted to toss around three Maneuvers a round every now and then).

The Fiendish Powers I picked up give me so many fun ideas for starting cults and whatnot. I can Evangelize to them, and they HAVE to listen, at which point most peons are under my sway and I can start getting their undying loyalty.

Then I plan to set up a kind of black market soul exchange once I can convince them to submit themselves to my blade for the glory of our Lord and Savior, and draw their soul in my Mind Blade to trade to others later.

AC is sitting at 49, with an attack bonus of +25 (without Judgement and whatnot, but I can't really boost it MUCH higher than that), with a damage per swing of 1d6+25, and a crit range of 14-20/x3, with...a lot of attacks per round which I can do to anyone within 400+40 ft. per level.


Hope some of you all dont mind, but i may be poaching some of the powers you have selected via FP. not all of them, don't wanna be too similar, but some of them fit my theme as well.

How many FP did See Thoughts cost you, Rynjin?


Freedom of Movement is 6 FP. I also grabbed Adaptation - a power that can be reconfigured to one of several boosts, but which will probably be kept permanently on Natural Armor for me - for 2 FP.


Jonny...Panic wrote:
Battlespy wrote:
Hmmm, I have the opportunity to get a neat ability that's pretty cool thematically, but I'd only get +14 to hit with them against normal ACs. Probably not even worth it.

Not at all, I think player with this kind of game will fall in to two camps, the "Look what a massively powerful and hard PC I made, I can take on any one" and the "Look what a massively cool PC I made, It's so in action and look"

The gamers who play form rules will look at cool PC and think, "I could take it with my PC what use is it." But that's in my view missing the whole point of "Roll" playing. If a playing is just looking for a "win" by maxing rules then in my humble view that's more war gaming than roll playing. But if you looking to make something cool to play, something that feels like you want to see what it is like in a game world, regardless of power leveling muckin maxing play around you. Then in my book your a roll player. So I would go with the pretty cool thematically stuff every time.

that's my 2c worth.

Rule of cool

I mean I'm all about that too, but I don't forsee me ever getting to experience that cool. If it were just a subpar option, I'd use it whenever there was a ranged situation and we weren't in too much danger of getting the party killed. But at +14 it's terrible - I'd only have about a 15% chance to hit something that's CR16 (and we're definitely higher than that with all our buffs and this crazy character creation). Wasting rounds on that could get people killed.

Because even if something could be cool, if you don't actually ever get to show off any of it... well then it's not so cool anymore.

So I'm investing in a different thing that I like!
Now I can spit globs of slime 900' and it doesn't require any rolls at all - and I think it's rad as hell.

Edit:
Not a touch attack, I misspoke.


Tenro wrote:

Hope some of you all dont mind, but i may be poaching some of the powers you have selected via FP. not all of them, don't wanna be too similar, but some of them fit my theme as well.

How many FP did See Thoughts cost you, Rynjin?

2 FP.

Silver Crusade

Johnnycat93 wrote:

Sure, rule of cool factors in a lot. But a +14 to hit? That's pretty harsh.

I can't speak much to the intentions, since I don't know what Battlespy was going for, but it could hardly be called an exercise in minmaxing if he wanted spines that actually worked...

Its a fine line, yes that's for sore but if someone is thinking, "Now how can I pump up to hit by 2 more" over "what would fit my PC idea better out of these two options" then I think that's as you put it more an exercise in minmaxing over as I put it A fun pc to play but yep its a fine line I know.


Site is being very slow right now so I can't edit.

It's not a touch attack. It's +14 vs normal AC, and would likely be effected by any other things like deflect arrows and such.


I got constant haste and constant true seeing, for 6 FP each (because I figured it would simplify bookkeeping more than just using shenanigans to get them "most" of the time). 4 FP for grab, 2 FP for Succubus's Profane Gift. Don't think the rest would be interesting to anyone.

Also: GM has confirmed that FP can be used to buy any RP abilities.

Battlespy wrote:
Mines at about 41 as a huge creature. How'd you boost it so much? The ways I know about were all class features whose classes didn't fit that way for the rest of the build.

Looks like I calculated it wrong and it's actually in the 50s.


Alrighty.

Step 1. GEt your concept first.

Even more important than a normal game where you can easily get away with a built character and a concept put on top of it you need to hammer down what you want to be.

Seriously you can make anything. Guy upthread who wanted to be an all consuming demon blender? Totally serious. Robotic death dragon in a state of constant decay and evolution? Totally serious.

Go nuts. Figure out the things you've always wanted to play and start from there. It'll be much more fun to pick out options to fit a theme.

Step 2: Build your Race and body first.

Get your race points, evolution points, and all those bases spent first. It'll inform you of what you need to avoid option wise.

Then figure out how much of your levels you are willing to spend on templates. I went with 3 and picked 3 simple templates.

Step 3: Pick a thematic class.

Before we worry about anythign else grab a class that fits your theme. Making a terrible dark jester? Bard can help. Making a literal chemical fiend? Alchemist and Investigator cna both help. Going techno? MAchinesmith exists. Warden of nature? Druid is always there.

In this case I picked Machinesmith. Techno Dragon needed a tech field and having the ability to drop proximity mines or to craft items out of raw energy were all things I wanted to be able to do. This also granted me other capabilities like the ability to self heal or to throw up an emergency forcefield in case of nuclear attack.

Step 4: Pick a "fundamentals" class.

Alrighty here's where serious numbers are involved.

Naturally you'll want the second class that's relatively simple but can fill in holes you haven't quite hit yet.

Like here are some minimal expectations at the end of creation.

Full BAB
Full Casting.
All 3 Good saves.
Plenty of defensive options (DR, Evasion, resistances in all elements etc.)
High Initiative.

Some of this you probably already have most of.

So pick soemthign simple, not terribly complex that is easy to slap on which can fulfill two or more of the above requirements and doesn't add a whole lot of extra moving parts you need to fiddle with at all times. So classes like Monk, Brawler, Gunslinger, Fighter, Sorcerer, rogue, slayer, marksman etc. all help you fill multiple requirements.

I went with Aegis. It fills in a lot of my defensive requirements and gave me a bit more offense to work with. It's a simple class I rarely have to take a look at since most of the solutions it can grant I either already have or can get through a spell. Incidentally it opens up psionics as an option to me for later

Step 5: Pick a "power" class.

Real talk time.

Now you've got most of your fundamentals dealt with. You have your basic thematic class.

Time to grab something to whip out when things get serious.

So grab soemthign in the T2 or T1 range.

Tier definitions:
Tier 1: Capable of doing absolutely everything, often better than classes that specialize in that thing. Often capable of solving encounters with a single mechanical ability and little thought from the player. Has world changing powers at high levels. These guys, if played well, can break a campaign and can be very hard to challenge without extreme DM fiat, especially if Tier 3s and below are in the party.

Tier 2: Has as much raw power as the Tier 1 classes, but can't pull off nearly as many tricks, and while the class itself is capable of anything, no one build can actually do nearly as much as the Tier 1 classes. Still potencially campaign smashers by using the right abilities, but at the same time are more predictable and can't always have the right tool for the job. If the Tier 1 classes are countries with 10,000 nuclear weapons in their arsenal, these guys are countries with 10 nukes. Still dangerous and world shattering, but not in quite so many ways. Note that the Tier 2 classes are often less flexible than Tier 3 classes... it's just that their incredible potential power overwhelms their lack in flexibility.

So that generally means a full caster if you don't already have one.

The only thing to worry about here is synergy. Obviously if you've built a heavily armored murder titan with arcane spell failure somewhere in the low thousands than being a wizard sin't for you Harry.

If you can fill in all your fundamentals that's great. If you can also keep it thematic that's even better.

If you don't like the idea of grabbing a power class or if you already have one you can skip this step. However I do urge you to consider that ultimately what such a class does is offer you a toolbox for problems that your particular set of gimmicks might otherwise falter against. Nothing can suck worse than having a plethora of options available and having to pick the weakest one. So grab a powerful toolbox and work it into your character.

In my case I grabbed Eldritch Godling. Full casting I can do in armor that offers a number of solid abilities. Overall a power class.

Step 6: Skills, Feats Class Options, and Traits.

Alrighty now you have your essential core all the packages that form the base of your character. Next we have to customize it.

We start with skills since that often forms the prerequisite of a lot of feats and powers a lot of abilities. Go through your classes and pick the essential ones. That's the ones that power abilities and such. Next grab the important ones like Perception, Sense Motive, and what not. Lastly go for flavorful stuff, skills your character would reasonably have, and knowledge stuff.

Next we get into Class options.

Alrighty so we have to ask the question. How does your character fight?

Does he like to swing huge weapons? Cast spells? Is she agile or strong? Do your class features support a mobile style or a more controlled and still style? Do you like doing the fighting or do you prefer to support someoen else? Do you want to end fights with damage or win fights through control? Your classes should also inform you on what the best options will be.

Your feats should mostly cater to that way of fighting with the rest enhancing those class abilities you especially want to use often.

Lastly your traits are there to let you makes some skills better or get some minor passive capability. Avoid stuff you need to activate you'll have enough of that stuff to last you a really long time.

Step the Last: Fiendish Powers and Equipment.

Right For now, I'm just using fiendish powers to get some thematic stuff. There's so much going on and so little knowledge I would not super rely on any fiendish power until you know what's going on in game.

Equipment qise you have a lot of money so rab the best stuff you can especially in temrs of defense like cloaks of resistance rins of protection and what not. Just mind your bonuses and make sure everythin stacks or that you are not losing out on too much if you do have stuff that doesn't stack.

In any case that's a start. I'll point out some useful things to people who are daunted by the number of options. Here's some general stuff.

1. Avoid templates like Half Fiend and Half Dragon. Most of the CR comes from the stat bonuses which you do not benefit from. Instead look for templates like Alacritous, Animal Lord, or Amalgam which offer a nice host of abilities without loads of raw stat bonuses.

I went with Alacritous, Resolute, and Limbjack.

2. In this kind of thing slashing grace, fencing grace and dervish dance are traps that prove Paizo hates dex fighters nice things. Instead grab Deadly Agility. Far better and less jerkish about what weapon you use.

3. Rogue Genuises Godling stuff is wonderful and thematic game wise. If you are at a loss as to what to pick for a third class take a look at those. Their whole deal is that you are a spawn of the divine.

If I can think of anything else I'll add it. But I hope this encourages people a bit.


Yeah, okay. CMD is actually 53 (though immune to trip/disarm/steal). As to how to get it so high: about 15 points of that is from being a regular unchained monk.


Incidentally, my own character creation process was basically like this:

The Making of Sariel:

1) Create the Theme. Did that in the previous thread - I knew I wanted a Fallen of Temptation, so I went with that.

2) Take Templates. This told me what I DIDN'T need to get via Racial Points, and I focused on useful powers. Ultimately, I settled on Fortune-Blessed - luck is always good - then added Corrupter Creature (EXTREMELY good thematic value - arguably the core of her entire build) and Psychic (Telepath) as a support for Corrupter to help her get into people's heads.

3) Take Classes. I started with Mesmerist for mind-manipulating goodness, then grabbed Oracle as a generally powerful Charisma caster. Warlord came last, for martial versatility - my goal was to create a character that could do some of everything, not be stupidly broken at doing one thing. XD

3.5) Take Feats. I took half of them after taking my first two classes, then the other half after I took Warlord, so all of my classes would have decent feat support.

4) Re-Evaluate Racial, Eidolon, and Fiendish points, adjusting as necessary.

Worked out pretty well, I think. ^^


That's basically how Jadgael went down, except remove Step 2. I like class levels better for the most part, though there are some great templates out there.

One of the more fun villains to use in a game I was running until recently (went on hiatus for another game) was just an Arcanist with the Nightmare Creature and Shadow Creature templates (and the upgraded "Lord" versions) who killed people by invading their dreams.


Wierd. I spent RP/EP/FP after doing my classes and feats.


Different people have different ways of building. ^^ There's really no right or wrong here - just do what works for you.


Well, a lot of class features and spells can get you that stuff. Like, if you can cast Bloodhound and have Scent for 12 hours, why spend RP on it?


Yeah I was merely putting down a process for people who are going through this thread and are utterly intimidated.


Here's the two I've picked up and their costs:

Fiendish Powers:

Devour Soul (Demilich) (Cost 18 FP)
Rejuvenation (Lich) (Cost 8 FP)

Rynjin, what did you pay for change shape? I was thinking of grabbing that for when using Daywalker (Nice to have a way to be corporeal when needed, even better if she can create any body she desires).


Yeah, I just like seeing my hand before stacking the deck.

'course, I usually make a ton of mistakes along the way but that's just how it goes sometimes.


TarkXT: Good guide for people who may be intimidated by the character creation process for this campaign!

Silver Crusade

Johnnycat93 wrote:

Yeah, I just like seeing my hand before stacking the deck.

'course, I usually make a ton of mistakes along the way but that's just how it goes sometimes.

Going to be a load with this kind of build, keep finding lots In mine.

But its so fun to make. :)


thunderbeard wrote:


Johnnycat93 wrote:
Speaking of teamwork, a thought occurs. What do we have so far in the way of applicants with healing capacity? I have a few abilities that can provide major healing, but it's not enough to rely on. Is that also something you're bringing, rednal?
The Lady of Laughter can heal 200 points of damage per day, along with unlimited healing at the rate of 5 per round, and the ability to shrug off any condition or ability damage in under a minute. Unfortunately, all of those abilities are self only.

Not only can I heal, I can heal you as long as you are on the same plane. For 12 power points (out of lots and lots), I can heal 330 split among everybody who needs it. When I use a power that does hit point damage (for example, disintegrate), I can heal 50% of the damage I inflict. I can also redirect fast healing or anything that anybody else does to heal. If there's a channeler in the group, I can redirect the healing for people not injured or injured less than the channeling to somebody else.

It doesn't let me change the type of healing, so constructs and negative energy users are out of luck. My powers specify living beings - i.e. has a con score.


Hmm. If you're looking for something that works for everyone, Greater Infernal Healing hits constructs and undead and is useful out of combat.


Even though I have (mostly) finished the design process of Azrielan, that really did help me focus on what I really wanted to do.

Making of Azrielan:
I started out wanting to play a graveknight, as I have never had the chance to.
Next was getting the flavor, which started out as a tortured kyton, but then transformed into a daemon as I found the Herald template.

I actually had the graveknight and herald templates set on before I chose classes, but when I did, I started with slayer as that fit the combat beast I wanted.
I chose tactician to represent her battle-training, even though
Teleportation wizard gave me the inspiration for the Dimensional trick, with the idea of this pile of metal, teleporting around the battlefield, smacking and killing everything.
The two-weapon fighting style joined the club here, to be replaced by the marilith's multiweapon mastery.
Magus was next, as it blended the magic into the combat monster, and helped me cast in medium armor, although that was eventually not needed. But magus had already been fused to slayer and wizard.
What I needed next was a way to move full speed in my "medium" armor, and fighter offered that with Armor Training.
But bravery was useless, so I added Tactician to it, for the +1 init as much as the flavor.

I didn't want to go to 12th in either wizard or magus, as they wouldn't do much, so I added the cool, and superbly flavorful, negative-energy charged and unholy creature.

And that's where I am so far.


Personally, I chose a template somewhat reluctantly. I had a concept, I figured out what kind of celestial I wanted to be, and I flavored a lot of abilities off of that; then I figured out what spells and special abilities I wanted, made a long list of feats and classes that would accomplish some of those things, and crossed them off one by one until I was down to the right number.


No templates for me this time around. We'll see how far that gets me!


Fallen,

For the SLA racial from ARG, are we limited to level 3 still? Seems kinda silly for this game.

Also, I will repeat my above question, with an explanation of why it matters: Traits for the Fallen Subtype, what are they?

I get that apparently we will find out in game, but what I'm wondering is, what happens if we have already bought some of the traits via other means?

For example, if the Fallen grants Fire and Acid immunity, and several us spent 9 RP to buy those already, will we be refunded those points to spent elsewhere, or are we just SOL?


(Alias of Battlespy)

Hopefully I can just paired up with one of you ultra healers! I was originally going to go very durable, but as I built it I'm much more crowd and area control than I am immunities, resistances and autohealing. Those people that put more effort into healing might like my high health cap though haha.

Here's my profile for my character.
I'm going to rewrite my background to reflect some of the changes it's gone through, though. Plus just improve quality of writing.


@Monkeygod: Greater SLA lets you go up to a 4th-level SLA (but not at will). FP can be used to purchase more powerful SLAs, but I don't know if they can be purchased via RP.

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