The Fallen Sons and Daughters of Heaven Pathfinder Campaign

Game Master Divinitus


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*Gives out lots of Extraordinary buffs instead of magical ones*

o wo~


Rynjin wrote:

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.

Defiant Magic (Ex): Because the spell like and supernatural powers of godlings are powered by internal immortal might, rather than drawn from a pool of magic accessed by some mortal heritage or tapped through skill and training, they can be much harder to dispel or suppress. The godling is considered to have special spell resistance that applies only against dispel and anitmagic effects. The value of the SR is 10 + the godling’s level.

Doesn't really care if it's SU or EX in nature...because all his SU will also work in the Antimagic Field....while your's don't.


MordredofFairy wrote:
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.)

Being adamantine certainly helps.

As does hitting really really hard.

One of my gimmicks is the classic anti-magic field barbarian thing.

That is if I just don't find a way around it.


Honestly though if anti-magic fields are going to be the only real gimmick that the enemy is going to use it's going to be very boring regardless of who can ignore what.


Arkothus The Fallen of Ruin wrote:
...

Nevermind, you are one of them eldritch godlings.

@TarkXT I doubt they are. I just find it funny that GM points out those may be a thing, and a dozen people go run pick up an OP class to ignore them.


I'm pretty sure they'll have lots of other gimmicks. XD That's just a fairly notable one we know about, because the GM mentioned flight not working in them if it's supernatural in nature.

*Intentionally aimed for versatility and being able to function well in practically any environment*


Yeah, I must admit, it was one of the reasons I tried on Psionics. I don't think I chose a single power I can't imagine using at some point, and they can be boosted to keep up with later ones.


MordredofFairy wrote:


@TarkXT I doubt they are. I just find it funny that GM points out those may be a thing, and a dozen people go run pick up an OP class to ignore them.

I hope you understand if all I wanted was to be op as hell I could have done better with less effort.

I had a concept and I put the work in that is all.

I personally don't believe for a moment I'll be able to ignore anything.


JonGarrett wrote:
Yeah, I must admit, it was one of the reasons I tried on Psionics. I don't think I chose a single power I can't imagine using at some point, and they can be boosted to keep up with later ones.

I considered that briefly before I remembered psionics has a real hate boner for playing any support.


I'm not expecting to be able to get through every defense - so I built a character who could get around them instead, trying to exploit whatever weaknesses they have. XD


Rednal wrote:
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.

Yep! And I can literally make people laugh themselves to death by beating them with a rubber chicken. Feels like it would be in poor taste, though.

bigrig107 wrote:
But yeah, illusions are nice, but not for this campaign.

Who says the ONLY enemies will be bosses? Illusions (or almost any spells that would be useless against a Pit Fiend) are great when you're facing down a hundred dretches...

Rynjin wrote:

-Level 13, so 13 caster level

-30 Wis, so +10 attribute modifier.

Err... you don't get the attribute on caster level checks, just on dispel checks. So it doesn't help you with SR or dispel (and you can't cast spells in an AMF, period).

Arkothus The Fallen of Ruin wrote:
One of my gimmicks is the classic anti-magic field barbarian thing.

Wait a second, now. Silenced Tetori is a clear superior choice to AMF Barb.

Arkothus The Fallen of Ruin wrote:
I had a concept and I put the work in that is all.

Just remember that Godlings are very, very, very heavy in flavor in plot (moreso than anything else on the d20pfsrd), and this should be addressed in your character's story, etc.


A thought occurs.

Has anyone simply considered asking the FP cost of things like being able to power through antimagic fields and having a +7 dc to spells?


thunderbeard wrote:


Arkothus The Fallen of Ruin wrote:
One of my gimmicks is the classic anti-magic field barbarian thing.
Wait a second, now. Silenced Tetori is a clear superior choice to AMF Barb.

I'm old school.

thunderbeard wrote:


Arkothus The Fallen of Ruin wrote:
I had a concept and I put the work in that is all.
Just remember that Godlings are very, very, very heavy in flavor in plot (moreso than anything else on the d20pfsrd), and this should be addressed in your character's story, etc.

Already covered. :)

Abadar is the Hank Pym to my Ultron.

I think I'll go ahead and write that tonight while I'm in the mood.


Arkothus The Fallen of Ruin wrote:
MordredofFairy wrote:


@TarkXT I doubt they are. I just find it funny that GM points out those may be a thing, and a dozen people go run pick up an OP class to ignore them.

I hope you understand if all I wanted was to be op as hell I could have done better with less effort.

I had a concept and I put the work in that is all.

I personally don't believe for a moment I'll be able to ignore anything.

I am sorry if you felt adressed on what I stated. I merely exclaimed that a good number of people seemed to pick up the class to either bypass stat requirements for casting, or ignore Antimagic Fields. Both of which is trying to break rules set by GM. If you did it for neither of these reasons, there's no need for you to feel addressed.

It it was your intent to be OP as hell, you could have done better with less effort?
May be totally true. But that does not mean you are not still OP. *shrug* I have not analyzed your build, but the argument by itself is not really convincing.
I also "accidently" have an AC of 60. I could have pushed that up towards 80 if I really tried but that does not mean I have low AC. Catch my drift?

I fully trust you that you will not be able to ignore everything (except electricity, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain) but that was never the point.

Every one of us probably creates something that he or she envisions to be a correct level of power, with enough different facets of usefulness to play a role in this campaign.
None of us will go out of our way to intentionally break the game, invalidating any chance of being picked. Unless, of course, someone is so bored he's making such a character because he or she has nothing better to do with their time.

So neither you nor anybody else should misunderstand things. I expressed a personal opinion regarding the power level of godlings, and I apologize if you felt offended at that. I am biased on the matter, I consciously decided against it, and honestly, would prefer if godspawns would be in one table, and non-godspawns in the other, courtesy of the many ways they can break things.
Not because I believe you, or anybody else specifically went out and tried to break something, but because probability dictates that ONE among you broke something, by intent, even if the others did not.

If I worded that in a way that made it unclear or that could be seen as offensive, let me assure you that this was not my intent.


MordredofFairy wrote:
I also "accidently" have an AC of 60. I could have pushed that up towards 80 if I really tried but that does not mean I have low AC. Catch my drift?

Mordred... if I fought Harlequin, I don't think either of us would be able to hurt the other whatsoever. Might actually be pretty entertaining.

Meanwhile, both our characters have the high touch ACs necessary to destroy Arkothus... but he might be more effective at mowing down armies of NPCs with his chain guns. So there's "OP at everything," which is no fun, but "really good at something non-gamebreaking" is something I have take issue with. (Sure, godlings can cast in AMFs, but they don't get a bonus against anything with spell immunity; just like how my ability to disarm anyone under the son only works against people who rely heavily on their weapons and can't just call them at will like us fallen can)


I think I have to give up the crazy templates in order to get a decent save DC. I only have one level left for templates. That is if I'm allowed to use synthesist. If I'm not allowed to use synthesist I might have to rework things.


By the way, if anyone was curious, Sariel can start by throwing a Devil's Mark as a standard action to increase the DC of everyone's spells by 4, then use Hypnotic Stare (also a no-save ability, though I didn't grab the one that lets it affect mindless and immune-to-mind creatures - I might change that) to add a -3 penalty to their will saves. If the foe's Will is at all realistic, a cumulative difference of 7 points in one round ought to be enough to leave it considerably more vulnerable to stuff hitting Will. ^^

Edit: Actually, I think I'll trade out both Bold Stares. Affecting stuff immune to mind-affecting powers and reducing SR could both be more useful than a small penalty to perception and attack...


Rednal wrote:

By the way, if anyone was curious, Sariel can start by throwing a Devil's Mark as a standard action to increase the DC of everyone's spells by 4, then use Hypnotic Stare (also a no-save ability, though I didn't grab the one that lets it affect mindless and immune-to-mind creatures - I might change that) to add a -3 penalty to their will saves. If the foe's Will is at all realistic, a cumulative difference of 7 points in one round ought to be enough to leave it considerably more vulnerable to stuff hitting Will. ^^

Edit: Actually, I think I'll trade out both Bold Stares. Affecting stuff immune to mind-affecting powers and reducing SR could both be more useful than a small penalty to perception and attack...

Sounds like we could work great together :)

Just curious, but what ability are you using to ignore immunities?


Rednal wrote:
a cumulative difference of 7 points in one round ought to be enough to leave it considerably more vulnerable to stuff hitting Will. ^^

Make that -11, if I throw in a Evil Eye to reduce their saves further ;)


Sadly, Evil Eye specifically doesn't stack with Hypnotic Stare. v.v


Arkothus The Fallen of Ruin wrote:
I considered that briefly before I remembered psionics has a real hate boner for playing any support.

Tactician and vitalist are great at support. Once you have a collective, you can use the Shared Power feat to make any personal power affect others in your collective.


Rednal wrote:
Sadly, Evil Eye specifically doesn't stack with Hypnotic Stare. v.v

a pity, then. -_- could not have known. But I guess thats one of those things to take a look at once groups have been picked. As in, does it make sense to keep those powers as-are? Or revert back to Bold Stares and let other people Stare.

To be perfectly honest, I'm not even sure I will have evil eye at -4 in the final form. Pending some answers from GM, I may slightly shift stuff around.


Here is the submission for Tanner Nielsen. Other than some slight modifications, pending GM approval of fiendish powers, my character is ready.

Balthamel, the Fallen of Lies
LE Inveigler Negative-Energy Charged Dread Ghost

Template 4 / Monk (Unchained) 9
Antipaladin (Warrior of the Unholy Darkness) 13
Wilder 5 / Thrallherd 8

You see a floating mask, roughly the size of a human face and made of purest gold. Closer inspection reveals that the mask is actually two half-masks, one masculine and one feminine, joined at the center. Both sides depict a serene face with closed eyes. Trailing from the mask are numerous tentacles seemingly made of shadow-stuff, and this tenebrous jellyfish appears to ebb in and out of reality.

Background:

The Two Lovers of Heaven
A Song by Telend of Absalom

Among the righteous hosts of Heaven,
clad in noble glory,
is told a tale of tragic love,
a sad, and wistful story.

Of two angels, bright and true,
their hearts to each other's won;
through secret acts and whispered words,
and by jealousy are undone.

Bold Irithel, the Captain,
whose beauty matched her blade,
who raised her banner brave and proud,
and led a heavenly brigade.

Wise Gamaliel, the Sage,
whose scholarship excelled,
he healed the sick and weary heart,
and ignorance dispelled.

As mortal heroes they were wed,
and after death pursued,
each other's spirit in the heavens,
their love once more renewed.

In perfect eons they progressed,
each day and millenium a dream.
Their devotion shone upon the clouds,
As the stars do softly gleam.

Arm in arm they faced the hells,
driving back the wicked tide.
Honor, rank, and fame were their's,
yet in love did their glory abide.

Though their love was perfect,
it would lastly spell their doom,
for in the heart of their dearest friend,
jealousy began to bloom.

Balthamel, alas, Balthamel,
who looked with hungry eyes,
was covetous in his heart of hearts,
and filled his mouth with lies.

His was the honor of messenger,
sworn to speak without guile,
but he desired the love of Irithel
and laid a plan most vile.

"Gamaliel," he spoke,
"you must heed duty's call!
For you have been summoned to stand your watch,
upon the furthest wall."

Gamaliel obeyed with trust,
and took his watch on high.
Dark Balthamel gave the signal,
and then heard the battle cry.

A flock of demons attacked the post,
to slay his purest soul,
and Balthamel watched to wait
for Irithel to console.

But Irithel the Captain,
charged blindly to the fray,
she was not absent as he planned,
and then both dead they lay.

Balthamel's secret was found,
the angel stripped of station.
From his heavenly perch he fell,
into the maw of damnation.

His was the greatest sin,
and struck from the heavenly Host.
Denied the perfect form he was given,
without his body a ghost.

Despite his fall and loss,
one last sin remained.
Breaking their silent, eternal rest,
into their tomb he gained.

He stole their holy death masks,
breaking them both in twain,
and fixing them together as one,
in mockery whole again.

Balthamel, alas, Balthamel,
who eternal hides his face.
Lies are his inheritance,
but no lie can his shame erase.

Silver Crusade

You crazy kids with your crazy builds, my PC has mighty Godling but that was part of the it's background. Hit has thing I wanted in the build but even now I'm not 100% on it, the other root is monk but soon many here have gone monk, to get the saves, AC busts and immunitys


Wow, bold, Balthamel...playing a Ghost.

Out of curiosity, I checked your profile, but could not find it, nor piece it together from the background:
What is the "wrong" that needs to be "righted" to permanently put you to rest? Or do you leave that up to GM?


Not quite... dread ghosts are a little more flexible, since they don't need to haunt a single location.


thunderbeard wrote:
Not quite... dread ghosts are a little more flexible, since they don't need to haunt a single location.

They can roam freely, but by my understanding, they are still "bound" to the world by some injustice, are they not?

As in, their "Rejuvenation" is usually keyed to a plot device and something they actually WANT done.
And after it's achieved, they pass on and are gone.

Or is it different for Dreads and they just perpetually come back with no way to stop them?


MordredofFairy wrote:
thunderbeard wrote:
Not quite... dread ghosts are a little more flexible, since they don't need to haunt a single location.

They can roam freely, but by my understanding, they are still "bound" to the world by some injustice, are they not?

As in, their "Rejuvenation" is usually keyed to a plot device and something they actually WANT done.
And after it's achieved, they pass on and are gone.

Or is it different for Dreads and they just perpetually come back with no way to stop them?

Given we're fallen angels it's entirely possible that the "thing" to be done is nigh impossible.


TarkXT wrote:
Given we're fallen angels it's entirely possible that the "thing" to be done is nigh impossible.

That would be weird, however, because it's effective immortality. Better than the "Eternal" Template since you can still gain levels.

Every other kind of coming back has some bypass...destroy a liches phylactery, overcome regeneration, trap souls, even those like Tarrasque can technically be "shut down", same with the Great Old Ones.

If this really works out to be perpetual Rejuvenation with no catch whatsoever, then we should try and figure out the FP cost of it because we all will want it.

If "nigh impossible" is just "highly unlikely", then it's still a very bold move, because looking over our list of submission, I find it quite likely that several of our opponents may be quite capable of achieving "nigh impossible" things...

Bringing back a dead Angel? Make it so it is in love with him? Undo the very existance of the other angel? Reinstate him in his position? All not utterly impossible with sufficiently powerful magic.(plus we got time travellers, godlings, and more...so the availability of that kind of power should be a given...)

but as said, it's mostly curiosity, wanting to know what his thoughts or intentions were on the matter.


Jeebus. So quick to jump at people.

A quick read of the Dread Ghost template says that Improved Rejuvenation usually has 'lay to rest' clause decided by the GM


MordredofFairy wrote:


Bringing back a dead Angel? Make it so it is in love with him? Undo the very existance of the other angel? Reinstate him in his position? All not utterly impossible with sufficiently powerful magic.(plus we got time travellers, godlings, and more...so the availability of that kind of power should be a given...)

but as said, it's mostly curiosity, wanting to know what his thoughts or intentions were on the matter.

I was thinking along the lines of. "Exterminate the gods." or "Consume the materail plane into Hell."

Go big or get dead I say.


GM where are u ;_;


@Monkey, not jumping at all, I was working under the premise that the template information was accurate.

And if this improved rejuvenation has a "clause" decided by GM, then I think it's a bold move to play one, and was curious what his thoughts on the matter were. Thats all.
Of, alternatively, if he had a suggestion for the GM regarding his clause.

Because if the clause were something like what TarkXT suggests, then it would be a way to eternally come back with no way to stop it whatsoever, which seems unlikely(considering EACH such mechanism has some catch) but not impossible.

Hence, wondering. Really simple.
Because basically it's a template that includes an "off-switch" for your character if someone does his research. And I was not sure if he worked something out with GM(who seems missing again), had not considered it, or had some ingenious idea of how to make it work...which is why I looked but had not found a clause.


In fairness, I took the Soul Safe ability for one of my Legendary items, which lets me respawn in reasonably short order. That's available to everyone, so respawning really isn't that much of a challenge. XD Not quite as perfect as an innate respawn, but... should suffice for most things.


@Rednal...I will also take Soul Safe for my Phylactery(because it's fitting), but that's still dependent on the items...so there exists a way to cancel it. Or, lacking a means of destroying them(minor artifacts and all), placing them in a lethal area, such as the heart of a sun doing 1800d6 primal fire damage bypassing immunities...

An innate respawn with no clause? I'd definitely prefer that.


There has to be an open, safe spot within 30 feet.

On the other hand, enemies shouldn't know that we can use them to revive - ESPECIALLY in Sariel's case, because she is explicitly immune to divination. XD They should simply look like very powerful, very useful items. They are outright impossible to destroy except for a specific method - and I should add the clauses for that...


Where are the rules on legendary items?


Right here.


yep rednal, hence why placing them in a lethal area would shut down the rejuvenation part.

I also wasn't counting so much on divination as on finding it out first-hand.

Technically, I see my phylactery as a "if I die and we win the battle, I'm back"-switch.

If it's plundered instead and I come back alone, in the middle of baddies, I will have to be very lucky to win, or they'll go ahead and figure out the purpose of this item(or before, with applicable checks).

Which then, likely, will lead to it either getting destroyed or placed in a area in which the item cannot safely reconstruct me.
*shrug*
In that case, nobody knowing about it's function may even be detrimental, because even if someone survived, he won't retrieve it. But I'm not certain yet if I will have it hidden, or open...

Maybe I'm just overly pessimistic, but I never saw these kinds of thing as a certain way of returning into action, just as an "insurance policy" of sorts...


With my graveknight armor, I think it needs a specific destruction method, especially with it being a minor artifact.
I was thinking cleaning the acid pool she died in originally (in Abaddon), and submerging it in there for a week.
Sound specific enough?

As for its usefulness, I made it intelligent, am planning on giving it the animate power, giving it a 10 ft. move speed, and spellcasting plus the Teleport 1/day powers.
I die, it teleports as far away as possible, and then hides until I rejuvenate.


Rednal wrote:

There has to be an open, safe spot within 30 feet.

On the other hand, enemies shouldn't know that we can use them to revive - ESPECIALLY in Sariel's case, because she is explicitly immune to divination. XD They should simply look like very powerful, very useful items. They are outright impossible to destroy except for a specific method - and I should add the clauses for that...

He means the ghost rejuvenation. There's no way to kill it in combat, whereas if you kill Sariel, she is at least vulnerable because her armor is there to be destroyed. Obviously not everyone will know of it, but it's possible.

If you kill a ghost, it's just gone for a little while. It's no more vulnerable to death than normal, really. It all depends on the requirement to end rejuvenation - if it's too difficult, it is essentially being invulnerable. It all depends on what the requirement is, really.

I think the thing that would bother me more as a player with that ability, though, is that there's not much connection between your actions and your character's death - your character wants this thing accomplished so it can be at rest, so logically you wouldn't really interfere. So if an NPC ever finds out about it and can accomplish it, you're pretty much destined to have to roll a new character. And once a ghost is put to rest, it's probably never coming back. It essentially boils down to "Does the GM want to destroy my character? Y/N" instead of "I might die if I don't fight this battle well, and choose the right actions."

Kinda takes some of the excitement out of battles, and danger in general.


I like to think that even if death is hard (which, let's be honest, is already the case for most high-level parties), we can still suffer that 'eternal torment' thing for a bad enough failure. Or get sealed away somehow. Or otherwise rendered impotent.

Death is not the only way to beat someone.


You got it, Tamlakos, thats why I was curious to hear the Ghost players own thoughts on it.

Because any threat to the character is basically reduced to plot.
You no longer are at danger because of fighting, but if the GM decides you are a goner, you roll a new char.

Hence, I think it's bold to play one and was curious to learn his intentions/ideas to make it enjoyable to play.


Where is this Soul Safe ability described? I can't find it. Rank 5 means we get 5 such abilities right?

All this talk of immortality reminds me of the immortal guy from Naruto that was chopped to pieces and trapped in a hole.


I think rather than wait for the answers to my questions I'm going to go ahead and spend the last 6fp off my guy, write his backstory and call him done.

Got him fine tuned to the way I'm most satisfied.


Soul Safe is in the Mythic Hero's Handbook.


Which most people don't have. =/

I, poor schmuck me, spent 6 FP on being able to get resurrected ONCE PER YEAR.


In fairness, we're not Mythic yet, so the item abilities are about the only part of the book that has any value at all.

o wo

And I think I mentioned what the options there were. And I'm happy to share if anyone wants to see them.


You mentioned one or two, but it's not quite the same as being able to see the whole book.


I dont have it and I took it anyway based on the text pasted above.

Really I'd like to think everyone grabs it or seomthing similar?

Why?

Your unique beings not necessarily bound by the laws of others.

In fact have you considered that the immortality is not a gift but a curse?

You are Fallen. You are cast out of heaven. Death. Oblivion. Peace are all denied you.

Suffer eternally.

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