The Fallen Sons and Daughters of Heaven Pathfinder Campaign

Game Master Divinitus


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Philo Pharynx wrote:
The Archlich wrote:
@Gobo: what about an Eldritch Scion Magus?

Magus wouldn't be useful for a worm. No weapons.

how about a Plague Oracle? With the infested or odious curse? You could focus on buff spells with horrible-sounding fluff. It may not be the most mechanically powerful choice, but just reading it made my skin crawl.

The antipaladin cruelties might also work as nasty infections and such.

I like! And I will :)

I had thought about dread (and dread would probably be more consistently useful) but I really like this idea ^-^

And I am very much the "Be afraid be very afraid for I am Hell made real and now I will eat you soul, Huuuunnngeryyy!!!"

Silver Crusade

Monkeygod wrote:
Seriously? This is akin to the Mighty template. If you can afford Large via EP, there is pretty much ZERO reason to not take.

This is why I'm a roll player not a game player, yes I could get it, but that's not the PC I will be roll playing, rules are there to help roll play in my view not BE roll play, that's just war gaming.

War hammer hate hate hate...


Don't be that guy. Nobody likes that guy.


Crunch is finished. Starting fluff. Awaiting PM.


When is recruitment for this closing? I've been on the fence about making a character for this, but I think I will try...

It says that everything on the srd is allowed. Does that mean 3rd party is allowed? And we'll use playtest versions of PoW?

For fiendish power... I really want the ability to ignore immune to mind affecting effects. Sort of like Nocticula but preferably without any extra effects and without a save. Sorcerer bloodline undead and immpossible already remove it for some creatures, but things would be so much easier if I could just purchase blanket removal.

If you allow that I'll probably go something like a succubi. Maybe with an illusion focus as well. Definately not a melee type. I'm afraid I don't know all that much about all the options we have avilable, so if anyone know of anything that is fitting for a succubi and/or shadow demon (or rather something that has fallen to become one), that might be cool.

Is it possible to get racial favored class bonuses? Or are we just stuck with +1 hp/skillpoint? Maybe we can use the aasimar and/or tiefling ones? For example I would be interested in the kitsune favored class bonus for sorcerer (though I'm not actually sure if I'm going sorcerer yet).

Is it possible to get minor mundane items? Or is it only legendary items or nothing? A few class abilities require weapons in both hands for exmaple. I guess I can pick up improved unarmed strike if I'm looking for that.

Synthesist summoner... Is this ok? Is there an extra restriction on what kind of abilities you can chose here as well? I'm thinking sort of a dual personality/willingly possessed/symbiotic relationship kind of thing. Basically my angel struck a bargain with a devil for what seemed at the time to be for the greater good, then afterwards she got addicted to the power and got more and more subverted to the devils way of thinking until ultimately she fell.

Atm I'm thinking something like: Synthesist//Sorcerer//templates&dips I might switch sorcerer for wizard. Though I kind of want a psionic class and bloodrager as well...

How does rods functions as innate abilities? Just 3/day for the kind of spells they apply to I guess? It's a bit nice you don't have to worry about actually picking them up all the time :).


i'm kind of still on the fence too... i've come up with a few builds that I think could be pretty fun, the problem is every single one of them would easily be overshadowed by a version of themself with more arms or a bigger size but i kind of wanted to avoid the huge 6 armed, tentacled monster thing...


For my concept I wanted large, because angel. Also four arms one set with claws, one with hands. I went bipedal and will be physically blind with blindsight, and gaze attacks. I think I will wear a blindfold for flavor. I have spider climb and I'm pretty fast. So walking around on ceilings will be a past time.


I just picked a type of celestial I wanted to be (Lillend Azata: large, constricting tail, wings, two arms, good at music, some immunities), built that, and that took care of half my variable points. Sticking with the right weapons means extra arms aren't really necessary; they're more fitting with specific types of angel, archon, and devil.


I've got to admit, the large six-armed thing sounded too cool for me to pass up.
I don't have any tentacles, and I'm only really a monster in the sense that I'm undead.
If that counts
Now, I did go bipedal, so no 1 EP pounce for me.
That'd be too much.


bigrig107 wrote:

I've got to admit, the large six-armed thing sounded too cool for me to pass up.

I don't have any tentacles, and I'm only really a monster in the sense that I'm undead.
If that counts
Now, I did go bipedal, so no 1 EP pounce for me.
That'd be too much.

Everyone can get pounce at the cost of two feats (Martial Training I & II for raging hunter pounce). There are a million easier ways to get it through classes as well. I think anyone aiming to be a martial character without having the ability to pounce are nerfing themselves for no good reasons. I'm trying my best to stay away from going for a martial character, but we'll see. It's difficult to sift through all the possible options for casters... I also fear that the DC of my spells and abilities will also be waaaay too low and the monsters will just ignore them.


Well, I've got Pummeling Charge, which I think is an adequate substitute for pounce. ^^ Sariel's real talents aren't in melee, though.

Silver Crusade

The talk was of two weeks until close of recruitment, but the GM had to have some time away Becouse of RL stuff so may push that bake.

Note a lot of players seem to be waiting on PMs not me included to finish PCs so again, until, GM has replied the time frame my be pushed back.

None of is from the GM just what's I think may happen.


I didn't say I didn't have the ability to pounce.
I actually do, for much, much longer range (through dimensional savant).

I just didn't go quadruped six-armed, that's all I was saying.

Though, I may look into taking those two feats, if only to try "new" stuff out.


aye, I think we all pounce one way or another. I'm using alacritous to get my pounce.

And yep, right now, GM seems busy, as we have several people waiting on inquiries and questions.

Quite a lot of submissions are basically done sans those final questions.


Why can't we use "inherent items" to increase ability scores past 24? If I for example start with 12 str 12 dex 12 con 24 int 18 wis 24 cha then ability increasing items are pretty much useless. Obviously I can redistribute the points to get for example 12 12 12 24 24 24 for 12 000 gp but to me this limitation seems kind of weird. Paying 36 000 to increase charisma to 30 would make a lot more sense for the character for example. Do we have to adhere to item slots or can we buy multiple items that take up the same slot?


I think that limit was removed, and we are now permitted to increase abilities with innate bonuses.

I didn't, though - I'm respecting the GM's clear desire to not have us TOTALLY break the system.

Also, I just realized something really, really neat that Sariel can do. XD


That limit definitely has been lifted.

And we're still not sure about multiple items in the same slot; waiting on Fallen Herald to come back and answer that.


How does multiple templates work? Say I have a CR 4 and a CR 2 template, would that cost 4 or 5 levels?


oyzar wrote:
How does multiple templates work? Say I have a CR 4 and a CR 2 template, would that cost 4 or 5 levels?

no, 4. Because it's CR-1 in levels.(minimum 1, even for CR 0 ones.)

So your Dread Wraith Sovereign(CR4) actually only costs 3 levels, and the CR2 one gets reduced to 1 level.

Do remember that things from templates don't stack and you don't get ability score mods from them, though.


@Oyzar—two feats for pounce doesn't seem that great in the context of all this madness (and Raging Hunter Pounce DOESN'T give pounce; it gives pounce a single time per battle).

Personally, I prefer Flying Kick with UMonk 5, as it allows movement between any two attacks in a full attack.


Yeah I know I don't get ability scores and that stuff don't stack. I assume AC doesn't stack even though it normally would due to being different types right? I'm probably taking Alacritous Creature and Quickling for some boost in action economy. Though those two might not be allowed together eh?

There really isn't any reason to take sorcerer when eldritch goodling is allowed eh? (I assume it is allowed since someone else are taking it). Though at casting 4 spells per round maybe the extra number of spells from sorcerer is nice.

This is some crazy crazy powerful stuff here... Allowing 3rd party and templates makes for some insane combos. Now I just need some solid defenses and some way to make the spells hard to resist/immunities. What templates are good for granting a lot of defenses?


oyzar wrote:

Yeah I know I don't get ability scores and that stuff don't stack. I assume AC doesn't stack even though it normally would due to being different types right? I'm probably taking Alacritous Creature and Quickling for some boost in action economy. Though those two might not be allowed together eh?

There really isn't any reason to take sorcerer when eldritch goodling is allowed eh? (I assume it is allowed since someone else are taking it). Though at casting 4 spells per round maybe the extra number of spells from sorcerer is nice.

This is some crazy crazy powerful stuff here... Allowing 3rd party and templates makes for some insane combos. Now I just need some solid defenses and some way to make the spells hard to resist/immunities. What templates are good for granting a lot of defenses?

The problem is rather that our enemies

a.: will probably be as loaded with immunities as we are.
b.: will probably have saves similar to ours.

In effect, with 4 spells a round, you may have a small chance that ONE of them actually gets through, even if you boost Spell DC as high as you can and get the Spell Penetration Feats.

With our builds it's quite easy to get saves to 20-25, or higher. While the maximum for DC's is between 25-30... so do make sure thats really the style you want to "lock in".


MordredofFairy wrote:
oyzar wrote:

Yeah I know I don't get ability scores and that stuff don't stack. I assume AC doesn't stack even though it normally would due to being different types right? I'm probably taking Alacritous Creature and Quickling for some boost in action economy. Though those two might not be allowed together eh?

There really isn't any reason to take sorcerer when eldritch goodling is allowed eh? (I assume it is allowed since someone else are taking it). Though at casting 4 spells per round maybe the extra number of spells from sorcerer is nice.

This is some crazy crazy powerful stuff here... Allowing 3rd party and templates makes for some insane combos. Now I just need some solid defenses and some way to make the spells hard to resist/immunities. What templates are good for granting a lot of defenses?

The problem is rather that our enemies

a.: will probably be as loaded with immunities as we are.
b.: will probably have saves similar to ours.

In effect, with 4 spells a round, you may have a small chance that ONE of them actually gets through, even if you boost Spell DC as high as you can and get the Spell Penetration Feats.

With our builds it's quite easy to get saves to 20-25, or higher. While the maximum for DC's is between 25-30... so do make sure thats really the style you want to "lock in".

I mentioned above that it might be really hard to be relevant with this, but I will try. There are some spells that ignore saves and the like as well as stuff like ill-omen/evil-eye + persistent spell for 4 saves at -4. I probably need to stack as many such effects on top of each other as possible in order to pull this off though.


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@Oyzar: When people say there "isn't any reason" to take a given class in a game like this - and said class is generally considered to be a very powerful choice, especially at higher levels - I worry that they're more focused on epic numbers and being mechanically perfect than they are with building a flavorful, interesting character.

Personally, I'm covering some of everything. I can use my Mesmerist's gaze to weaken certain saves (doesn't stack with Evil Eye, by the way), or take a stance to significantly improve allies' accuracy. I can punch things in the face, sneak up by possessing people, toss Symbol spells like nobody's business, and generally adapt to the situation to take advantage of an enemy's weaknesses, rather than hoping I'm strong enough to overcome their strengths.

Basically... I personally recommend trying to create the most interesting, thematic character you can. Don't worry about the "best" options - just try to build the best flavor. ^^


oyzar wrote:

Yeah I know I don't get ability scores and that stuff don't stack. I assume AC doesn't stack even though it normally would due to being different types right? I'm probably taking Alacritous Creature and Quickling for some boost in action economy. Though those two might not be allowed together eh?

The way I read it, I don't see the action boosts from Alacritous and Quickling as stacking. I'd check with the GM before trying to get both. I also expect he won't stack the movement bonuses.

As for me, I've got several arrows in my quiver. Touch attacks, effects against various saves, a couple of things with no SR, ways to buff or heal allies. We have to expect tough enemies and figure out ways around them.


Rednal wrote:

@Oyzar: When people say there "isn't any reason" to take a given class in a game like this - and said class is generally considered to be a very powerful choice, especially at higher levels - I worry that they're more focused on epic numbers and being mechanically perfect than they are with building a flavorful, interesting character.

Personally, I'm covering some of everything. I can use my Mesmerist's gaze to weaken certain saves (doesn't stack with Evil Eye, by the way), or take a stance to significantly improve allies' accuracy. I can punch things in the face, sneak up by possessing people, toss Symbol spells like nobody's business, and generally adapt to the situation to take advantage of an enemy's weaknesses, rather than hoping I'm strong enough to overcome their defenses.

Basically... I personally recommend trying to create the most interesting, thematic character you can. Don't worry about the "best" options - just try to build the best flavor. ^^

Sure, but as MordredofFairy pointed out actually getting spells (or other abilities requiring saves) to actually go through is going to be REALLY hard. So in order to fulfill the theme of someone possessing/charming/bespelling their enemies I need to put in some work.


*Raises hand* Just to note, my own submission's theme is "Temptation".


I haven't fully decided in what degree I'm going to focus on illusions vs enchatment effects. There will likely be room for both. There will be some overlap though, but hopefully it'll be fine. If they are too close thematically, there are at least multiple tables. It looks like I'm going in a very different direction than you class-wise though.


MordredofFairy wrote:


In effect, with 4 spells a round, you may have a small chance that ONE of them actually gets through, even if you boost Spell DC as high as you can and get the Spell Penetration Feats.

With our builds it's quite easy to get saves to 20-25, or higher. While the maximum for DC's is between 25-30... so do make sure thats really the style you want to "lock in".

That's why you build spellcasters for support, utility, and with a few tools that target neither saves nor SR.

Being able to make 8d6+8 x4 auto critting chain guns is pretty mean at any level.

I'm half tempted while I have time to take levels in stalker for solar wind maneuvers to leverage that superior firepower more.


oyzar wrote:
I haven't fully decided in what degree I'm going to focus on illusions vs enchatment effects. There will likely be room for both.

I would advise against illusion magic...many many Outsiders have True Seeing or some equivalent ability to dick over illusions.


I'm straight-up immune to them, myself (Herald gave it to me).

But yeah, illusions are nice, but not for this campaign.


Yeaaaaah, buffs are probably better than 'offensive' spells. XD Also, it was implied antimagic would be a thing - being prepared for that helps, too. 'S why one of my main party buffs is Extraordinary.


I'm trying to figure Antimagic out as well, which is one of the reasons I'm looking into some PoW stuff. (Yes, Rynjin, I am defeated xD)


I plan to use mainly shadow and patterns from the illusion school, though I'll have the option to use the stuff negated by true seeing if we ever come across enemies that don't have it. As for immunities, that's why I want a way to negate immunity to mind affecting effects though fiendish power.

@bigrig107: Goodling can cast in anti-magic fields.

Hmm, the eidolon will probably disappear in an anti-magic field eh? :S

How does spells with costly material components work? Not at all?


As in, the same spells everyone else can?

Do they actually just get a class feature that says "take away one of the biggest counter to casters"?

Just another reason to go Eldritch Godling, I suppose.

Edit: And, what eidolon?
Your own eidolon points? No, those are actually part of you.


aye, I did not want to discourage the concept, by all means, go for whatever you envisioned.

I merely wanted you to know before going in how things will work out.
Focusing entirely on spellcasting may be shut down quite often in this campaign setup.

So, in effect, what I was trying to say was to make good use of the Tristalt, and make sure you can do more than just cast spells.

Wether you get some ability to buff others, or can do melee or ranged combat yourself, or do battlefield control that is not dependent on saves(e.g. a well-placed prismatic wall)...doesn't matter.

Just don't go with a concept that entirely depends on "rocking the house" with 4 spells a round to work.


oyzar wrote:


@bigrig107: Goodling can cast in anti-magic fields.

With some difficulty yes. A DC23 caster level check probably isnt going to be that hard to beat.


TarkXT wrote:
oyzar wrote:


@bigrig107: Goodling can cast in anti-magic fields.
With some difficulty yes. A DC23 caster level check probably isnt going to be that hard to beat.

*Looks at my own stats, assumes his will be similar*

-Level 13, so 13 caster level
-30 Wis, so +10 attribute modifier.

"Some difficulty" may be overstating it a bit. "No difficulty" would be more accurate.


Ah, okay. It's situational.

I was like "cast off of Strength, and don't worry about antimagic? #broken"

Edit: they don't have to make concentration checks and don't suffer arcane spell failure? What were they thinking when they made this class?!


Rynjin wrote:
TarkXT wrote:
oyzar wrote:


@bigrig107: Goodling can cast in anti-magic fields.
With some difficulty yes. A DC23 caster level check probably isnt going to be that hard to beat.

*Looks at my own stats, assumes his will be similar*

-Level 13, so 13 caster level
-30 Wis, so +10 attribute modifier.

"Some difficulty" may be overstating it a bit. "No difficulty" would be more accurate.

that IS assuming a Godling will even be picked.

Seeing how the GM expressed some clear preferences, and also had mentioned that Antimagic will be a thing, it may not be what he's looking for that members of the party just go ahead and ignore that.

It's available as an option, as is everything else in the SRD. But if you "break" things that should work in his game, I figure the chance to be picked is slim.

my opinion on the matter and why I'll stay far, far away from godling.


It is broken, as are the whole classes. I'm...not a fan of the Godlings. Or their Publisher. ESPECIALLY the Eldritch Godling.

They don't need to worry about Antimagic, they don't need Concentration checks, they don't have Arcane spell failure, even in Heavy Armor.

They can use any stat to cast from any spell list they want, and get a ton of other class features on top of their 9th level casting, with no discernible drawbacks.

While most publishers have a class design process that goes something like this:

1.) "Hey, that sounds cool."
2.) "Let's take that cool thing and refine it so its wording makes sense and cuts off some of the exploitable loopholes."
3.) "Now let's re-balance it, make sure it's not too strong or too weak.".

Repeat steps 2 and 3 until done.

Rogue Genius has a class design process more like this:

1.) "Hey, that sounds cool."


Might not be a bad NPC class, though - nothing quite like seeing someone breaking the rules to remind you that an ally (or an enemy!) shouldn't be underestimated. XD


I think the only 3pp stuff I have is some templates and 2 feats that, collectively, let me use CHA for spellcasting and will saves instead of WIS. Not even add both to will, just replace.
Otherwise, standard cleric/inquisitor/barbarian archetypes.


aye, for NPC's, totally fine.

the problem is rather when players try to optimize with them.
Also by themselves, at least them eldritch godlings have crappy saves(not that they could not shore them up pretty easy)...but using godlings in a gestalt or, like here, a tristalt?

Madness, and not the good kind :)

But who knows, it may be that kind of thing IS the power level the GM actually wants, and I'm stupid for avoiding them like the plague.

I guess we'll find out what the proper course was when recruitment closes.
Speaking of that, did anybody hear anything from our GM since his post stating he would answer some more questions?


I think we have a mix up of the rules. Do you make the caster level vs. the Anti magic or does the caster make it against your spells?


TarkXT wrote:
I think we have a mix up of the rules. Do you make the caster level vs. the Anti magic or does the caster make it against your spells?

How it's worded, looks like you make a CL check vs antimagic.

Edit: Well, sort of. Like I said, they skip the "refine the wording" phase (which is why everything is so damn wordy anyway).

It says you have SR vs Dispel and Antimagic, but also "When spells cast by a godling first interact with an antimagic field (or any similar area), there is a chance the field fails to suppress the godling’s innate spell power. A caster level check must be made for each spell when it first encounters the antimagic field. This SR also applies to any similar effect that does not work against gods and artifacts."

Even if it is "Enemy CL check vs EG's spells", how does that interact with natural antimagic fields?


I don't care all that much about anti-magic fields anyway. I have malevolent mechanical claws.


Arkothus The Fallen of Ruin wrote:
I don't care all that much about anti-magic fields anyway. I have malevolent mechanical claws.

And might I inquire, how do those nonmagical claws of yours intend to overcome his damage reduction in an antimagic field?

(I know there are ways around this, but it's still a thing. Melee weaponry? Not magical, no SU attack riders. Ranged weaponry? Not magical. Spells? Lolnokthxbai.)

because the big abusable part here is casting a antimagic field themselves as a nice protection for them, stripping other people of their buffs, while their own work nicely.


Rynjin wrote:
TarkXT wrote:
I think we have a mix up of the rules. Do you make the caster level vs. the Anti magic or does the caster make it against your spells?
How it's worded, looks like you make a CL check vs antimagic.

Thought it was the other way around.

Which is to say you might be dealing with Stupid high CL's anyway.

So maybe ignoring it less than you realize.


Most DR we're likely to encounter is shut down in an AMF too.

As a general rule, DR/Magic and DR/Alignment is Su in nature, while DR/Special Material can be either (leaning towards Su for stuff like Magic and Silver, or Cold Iron and Good), and DR/- and DR/Weapon Type being Ex.

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