The Fallen Sons and Daughters of Heaven Pathfinder Campaign

Game Master Divinitus


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That's kinda difficult actually. With the exception of the "disregard antimagic field", all of those things don't usually fall into the category of special qualities. I'm not sure if I can help.


Yeah, i was wondering if maybe some monsters had SLAs that would fall under those areas. When i get a chance im gonna look up some angels, I am sure one of them has something for evidence gathering. Seems like an angelic thing to have.


How do templates and the path of war initiator level interact? Do we get +1/2 of the templates CR to the initiator level or do they just not count for anything.

IE Harbinger 11/Templates +2

Would my initiator level be 11 or 12?

Also, since the Herald of Death does not specify that you can only create one scythe, does that mean if I have 4 arms I can dual wield them?


All right, here's a draft of Sariel's crunch, so anyone who'd like to see it can know where I'm at. Backstory is as posted before, and this does not include Fiendish powers. XD Naturally, most bits are subject to change.

If selected, I'd also be sprucing things up a little (more details on how her stances affect melee attacks, etc.), but this is long enough as it is. XD

Sariel's Crunch Version 1:
Sariel, the Fallen of Temptation
Female fallen mesmerist (cult master) 12/oracle 12/warlord (steelfist commando) 12/gestalt 12 (corrupter, fortune-blessed, psychic (telepath))
LE Medium outsider (evil, fallen)
Init +14; Senses darkvision 60 ft.; Perception +20
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Defense
--------------------
AC 35, touch 32, flat-footed 20 (+5 deflection, +12 Dex, +3 dodge, +2 luck, +3 natural)
hp 144 (12d10+24); fast healing 4
Fort +19, Ref +29, Will +34
Defensive Abilities dodge bonus, informed prediction, outsider traits; Immune false mind, charm, compulsion, fire
--------------------
Offense
--------------------
Speed 40 ft., fly 80 ft. (good)
Melee unarmed strike +24/+19/+14 (2d6+11/19-20)
Special Attacks augmented criticals, lucky strike
Maneuvers Readied: (IL 12th)
6th - endurance of the strong (GL), finishing kick (BB), singing steel strike (BB)
5th - discipline of the pride (GL), roar of battle (GL), 5 shards of steel strike (BB)
4th - iron axe kick (BB)
3rd - flat iron riposte (BB)
2nd - warning roar (GL), bronze knuckle (BB)
1st - pommel bash (BB)
Stances:
3rd - broken blade stance (BB), flat iron riposte (BB), golden commander stance (GL)
1st - body of the night (SS), iron hand stance (BB), pride leader's stance (GL), pugilist stance (BB)
Spell-Like Abilities (CL 13th; concentration +27)
. . At will—atonement, detect thoughts (DC 24), invisibility
. . 9/day—identify
. . 8/day—bless water (DC 24)
. . 7/day—dispel magic
. . 6/day—imbue with spell ability (DC 26)
. . 5/day—cleanse
. . 4/day—antimagic field
. . 3/day—detect good, helping hand, lesser geas (DC 27), major creation, make whole, minor creation, resurrection
. . 1/day—charm person (DC 24), dream, mind blank, phantasmal killer (DC 26), telepathic bond
Oracle Spell-Like Abilities (CL 12th; concentration +26)
. . 1/day—automatic writing
Mesmerist (Cult Master) Spells Known (CL 12th; concentration +26)
. . 4th (6/day)—greater command (DC 27), dominate person (DC 27), forgetful slumber[ARG] (DC 27), modify memory (DC 27)
. . 3rd (7/day)—charm monster (DC 26), deep slumber (DC 26), nixie's lure[ARG] (DC 26), triggered suggestion[ACG] (DC 26)
. . 2nd (8/day)—anonymous interaction[ACG] (DC 25), bestow insight[ARG], confess[APG] (DC 25), qualm[UC] (DC 25), suggestion (DC 25)
. . 1st (8/day)—adoration[UC], charm person (DC 24), demand offering (DC 24), lock gaze[UC] (DC 24), sow thought[ARG] (DC 24), unnatural lust[UM] (DC 24)
. . 0 (at will)—ghost sound (DC 22), lullaby (DC 23), mage hand, message, prestidigitation, unwitting ally[APG] (DC 23)
Oracle Spells Known (CL 12th; concentration +26)
. . 6th (5/day)—mass cure moderate wounds, mass owl's wisdom, mass planar adaptation[APG] (DC 28)
. . 5th (7/day)—contact other plane, mass cure light wounds, greater forbid action[UM] (DC 28), plane shift (DC 27)
. . 4th (9/day)—blessing of fervor[APG] (DC 26), cure critical wounds, freedom of movement, legend lore, restoration
. . 3rd (9/day)—chain of perdition[UC], create food and water, cure serious wounds, deeper darkness, enter image[APG], locate object
. . 2nd (9/day)—align weapon, calm emotions (DC 25), compassionate ally[UM] (DC 25), corrupt item (DC 24), cure moderate wounds, instrument of agony[UC], tongues
. . 1st (9/day)—bless, cure light wounds, identify, obscuring mist, protection from chaos, protection from good, sanctuary (DC 23)
. . 0 (at will)—capture alive (DC 22), create water, detect charm, mending, resistance, stabilize, thicken, thunderclap, toolkit
. . Mystery Lore
--------------------
Statistics
--------------------
Str 13, Dex 26, Con 14, Int 18, Wis 16, Cha 34
Base Atk +12; CMB +15; CMD 42
Feats Combat Reflexes, Deadly Agility, Escape Route, Eschew Materials, Extra Readied Maneuver, Greater Unarmed Strike, Hidden Presence, Improved Initiative, Improved Unarmed Strike, Iron Will, Manipulative Presence, Martial Training I, Martial Training II, Panther Claw[UC], Panther Parry[UC], Panther Style[UC], Piranha Strike, Possess Creature, Possess Object, Weapon Finesse
Traits focused mind, reactionary
Skills Acrobatics +25 (+29 to jump), Appraise +20, Bluff +36, Climb +7, Diplomacy +50, Disguise +29, Escape Artist +10, Fly +25, Heal +15, Intimidate +21, Knowledge (arcana) +27, Knowledge (dungeoneering) +18, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (nobility) +18, Knowledge (planes) +25, Knowledge (religion) +25, Linguistics +11, Perception +20, Perform (sing) +29, Ride +10, Sense Motive +26, Sleight of Hand +17, Spellcraft +20, Stealth +20, Survival +5, Swim +7, Use Magic Device +19; Racial Modifiers +5 Bluff, +5 Diplomacy, +5 Sense Motive, silver tongued
Languages Celestial, Common, Draconic, Dwarven, Elven, Infernal, Protean, Undercommon; telepathy 100 ft.
SQ bonus feats or rogue talents (bonus feat, bonus feat), bold stares (allure, disorientation), change shape, commando prowess , constant spell-like divination, contractual obligation, corruptor's boon, corruptor's skills, corruptor's spell-like abilities, defiant mind, dispelling touch, divine vessel, dual boost, dual tactical presence, false healing (2d8+12 hp), fanatical devotion, fanatical stare, favored, force of personality, gambits (acrobatic gambit, brave gambit, deadeye gambit, unbreakable gambit, victory gambit), glib lie, hypnotic stare (-3, 30 feet), imbue with ability, indomitable presence, interaction bonus, legendary fortification, legendary power, legendary surge, mark of vice, mental potency, mesmerist tricks (220 feet), mesmerist tricks (astounding avoidance, extol, faked death, false flanker, gift of will, shadow splinter, spatial switch), mythic bond, oracle's curse (legalistic), outsider traits, powerful pugilist, psychic foci (telepathy), rallying presence, returning, revelations (automatic writing, focused trance, lore keeper, sidestep secret), see in darkness, tactical assistance, tactical flanker, tactical presence, towering ego +12, turn of fate, unarmed combat, undetectable, victorious presence, vow to self, warleader, warlord's gambit, what do you covet
Other Gear - legendary/dynamic item -, amulet of mighty fists +3, bag of holding vi, handy haversack, 5,000 gp
--------------------
Special Abilities
--------------------
1 Iron Hand Stance (Ex) +2 shield bonus while one hand is free, extra +1 at IL 6, 12, and 18
1 Body of the Night (Ex) Stance - Add your ranks in Heal to your Stealth, bonus to attack against flat-footed foes.
1 Pommel Bash (Readied, 1/Encounter) (Ex) Unarmed attack catches foe flat-footed, does +1d6 damage
1 Pride Leader's Stance (Ex) Stance: Initiator and allies within 20-ft gain a +4 morale bonus to saves vs fear and demoralization effects.
1 Pugilist Stance (Ex) Discipline weapons deal +1d6 damage, extra 1d6 per 8 initiator levels
2 Bronze Knuckle (Readied, 1/Encounter) (Ex) Your unarmed attacks deal +2d6 damage and ignore DR for the turn
2 Warning Roar (Readied, 1/Encounter) (Ex) Counter: Make an opposing Diplomacy check to negate an enemy's attack on a nearby ally.
3 Broken Blade Stance (Ex) +IL to Acro checks to avoid AoOs, extra attack when full-attacking
3 Flat Iron Riposte (Readied, 1/Encounter) Make an opposed attack roll against attacker, if successful, negate the attack and throw opponent 10-ft. in a chosen direction and potentially land prone.
3 Golden Commander Stance (Ex) Stance: All allies within 30ft. of your position may gain flanking if they are adjacent to an ally when engaged in melee.
4 Iron Axe Kick (Readied, 1/Encounter) (Ex) Unarmed attack deals +6d6 damage, can daze foe for 1d4 rounds
5 Discipline of the Pride (Readied, 1/Encounter) (Ex) Boost: Grant all allies within 30 ft. one feat that you possess for three rounds.
5 Roar of Battle (Readied, 1/Encounter) (Ex) Strike: Make an attack that inflicts an additional 6d6 points of damage, all other allies that attack the target inflict an additional 3d6 points of damage on successful attacks.
5 Shards of Steel Strike (Readied, 1/Encounter) (Ex) Succesful attack deals +8d6 damage, 2d4 bleed damage for your initation modifier in rounds
6 Endurance of the Strong (Readied, 1/Encounter) (Ex) Counter: When an ally within 30ft is struck in combat and injured, the disciple may make an immediate shout of inspiration to restore some of the ally's flagging strength, restoring twice the disciple's initiator level in hit points.
6 Finishing Kick (Readied, 1/Encounter) (Ex) After a full attack, make an extra unarmed attack with +6d6 damage
6 Singing Steel Strike (Readied, 1/Encounter) (Ex) Attack deals 8d6 points of damage, target is deaf/mute for 1d4 rounds.
Acrobatic Gambit Risk: The warlord attempts an Acrobatics check to move through an opponent's threatened area.
Allure (Su) Hypnotic stare penalty applies on initiative checks and Perception checks..
Astounding Avoidance (feet) (Su) Subject takes no damage from save for half, or half on failure.
Augmented Criticals (Su) Critical threat ranged of all attacks doubles.
Automatic Writing (Commune, 1/day) (Su) Use Commune as a spell-like ability.
Brave Gambit Risk: The warlord attempts to make a successful charge attack against an opponent (if the character has the ability to make multiple attacks at the end of a charge, the initial first attack must be successful for this gambit’s success).
Change Shape (3/day) (Su) Corruptor creatures can assume any animal or humanoid form three times per day as if using polymorph.
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Commando Prowess +2 (Ex) +2 to hit and damage, +4 to CMB and CMD
Constant Spell-Like Divination (Detect Magic) (Ex) Can use the chosen spell as a Constant ability.
Contractural Obligation (Su) N/A until Level 17
Corruptor's Boon (1/day) (Su) Once per day, a corruptor can grant a touched creature a +4 profane bonus to one ability score for 24 hours. When the duration ends, the creature suffers a –4 profane penalty to the same ability score for the next 24 hours. Another application not
Corruptor's Skills (Ex) The base creature gains a +8 racial bonus on Craft (all), Diplomacy, and Sense Motive checks.
Corruptor's Spell-Like Abilities (Ex) A corruptor with an Int or Wis score of 8 or higher has a cumulative number of spelllike abilities set by its HD. Unless otherwise noted, an ability is usable once per day. All of the creature’s spell-like abilities’ caster levels equal the creat
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Agility Use Dex for damage with light and finesse weapons
Deadeye Gambit Risk: The warlord attempts a successful called shot maneuver on a target opponent.
Defiant Mind At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
Disorientation (Su) Hypnotic stare penalty applies on attack rolls.
Dispelling Touch (2/day) (Sp) At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.
Divine Vessel (6/day) (Su) Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn.
Dodge Bonus +3 (Ex) +3 dodge bonus to your AC.
Dual Boost (2/day) Initiate two boosts with the same swift action
Dual Tactical Presence (Ex) Use two Tactical Presences.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extol (Su) Subject aids another on your Diplomacy check, granting +4 on check.
Extra Readied Maneuver (Warlord Manuevers) Ready an additional martial maneuver from your maneuvers known.
Faked Death (12 rounds) (Su) Subject appears to die from attack, but is instead invisible.
False Flanker (Su) Illusory double of you grants ally flanking for 1 turn
False Healing (2d8+12 hp, 12 hours, 15/day) (Su) Touch creature to grant temporary HP or temporarily remove 1d4 ability damage.
False Mind (Constant) (Su) This ability offers the corruptor the benefits of a mind blank spell. When an attempt is made to detect her alignment or read his thoughts, the corruptor can cause the magic to reveal any alignment or thoughts the corruptor creature chooses, even if
Fanatical Devotion (Ex) Your followers become more devoted.
Fanatical Stare +3 (Su) Target gains comp. bonus on attack and weapon damge, hyp stare Will pen becomes bonus.
Fast Healing 4 (Ex) Heal damage every round unless you are killed.
Favored (Ex) +2 luck bonus on all opposed checks, saves, and +1 luck bonus on attack rolls
Flight (80 feet, Good) You can fly!
Focused Mind +2 to Concentration checks
Focused Trance (+12, 12/day, DC 28) (Ex) Trance state grants +12 vs. gaze or sonic effects, but only allows move actions. After 1d6 rounds, make an INT-based skill check at +20.
Force of Personality (Ex) Add CHA to Will saves
Gift of Will (Su) Subject can use your Will bonus on save, or add your Cha bonus to Sense Mot or Intim check.
Glib Lie (DC 27) (Su) You are protected from truth-telling magic; CL check to compel truth or detect your lies.
Hidden Presence While possess another creature, hide yourself from divination and pass through wards.
Hypnotic Stare (-3, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Imbue with Ability (1/day) (Su) Once per day as a standard action the corrupter creature can grant a creature it touches one of its spells, spell-like abilities, extraordinary abilities or even one of its supernatural abilities in a manner similar to imbue with spell ability (no sa
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Indomitable Presence Allies gain Die Hard feat and add your CHA to some Fort saves
Informed Prediction (Su) Gain bonus to AC and saves vs. creatures that have been subject to detect thoughts{/s} within 24 hrs.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Leadership (Base Score 24) You attract loyal companions and devoted followers.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Legendary Fortification When a critical hit or sneak attack is scored against a creature wearing an item with this ability, the wearer can expend one use of legendary power to negate the critical hit or sneak attack and instead take normal damage.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Saving Throws - All) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Lucky Strike (1/minute) (Su) Once per minute apply true strike to a single attack.
Manipulative Presence Upon completion of your possession, you can alter up to 5 minutes of your host’s memories as you see fit.
Mark of Vice (DC 22) (Ex) This ability works like a mark of justice (Will save DC 10 + 1/2 the corruptor creature’s HD + its Cha modifier) but it is only triggered if the subject attempts to find a redemption to its corruption (subject to GM adjudication). The mark is also
Martial Training I (Broken Blade) You’ve learned the basics in a martial discipline.
Martial Training II You’ve continued to progress your martial studies.
Mental Potency (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmerist Tricks (220 feet, 18/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Outsider Traits Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
Panther Claw Retaliate as a free action instead of as a swift action
Panther Parry Retaliatory attacks are resolved before the attack
Panther Style (3/round) Retaliate against opponents that take attacks of opportunity against you
Piranha Strike -4/+8 Power Attack for Light Weapons. (-Attack Roll, +Damage)
Possess Creature (DC 28) A fiend gains the ability to merge its physical form with another creature’s body, spreading its foul influence from within a living vessel.
Possess Object (DC 34) A fiend gains the power to bind its malign essence to a single object, corrupting it into a relic of undeniable evil.
Powerful Pugilist (Ex) Your unarmed strikes count as one size larger, deal +2d6 damage to flat-footed enemies.
Rallying Presence Allies add your CHA to some Will saves as a morale bonus
Returning (Same Plane) The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Shadow Splinter (15 damage) (Su) Redirect part of damage from attack to another creature in range.
Silver Tongued (Ex) You can shift a creature's attitude by three steps with Diplomacy.
Spatial Switch (Su) Triger on adj. enemy or attack to switch places with subject.
Tactical Assistance (Ex) Use Aid Another action at range
Tactical Flanker (Ex) Use CHA mod for flanking bonus
Tactical Presence (Ex) Grant bonuses to nearby allies
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Towering Ego +12 (Su) Add charisma bonus to Will saves.
Turn of Fate (1/day) (Su) Once a day reroll any failed roll.
Unarmed Combat (Ex) Gain Improved Unarmed Strike and Greater Unarmed Strike
Unbreakable Gambit The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. The effect in question must be a harmless effect on a failed saving throw.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Victorious Presence (24 HP) You and your allies gain temp HP when you kill a foe
Victory Gambit The warlord successfully reduces an opponent to 0 or few hit points with a melee or ranged attack on his turn from either a standard attack or full attack action.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Warleader (15 rounds, 15/day) Gain a bonus teamwork feat; share teamwork feats with allies
Warlord’s Gambit (Ex) Regain maneuvers by taking risky actions
What Do You Covet (1/day) (Su) Once per day as a standard action a corruptor can grant a wish to a nonevil aligned mortal (cannot be an elemental, fey, outsider, or nonliving creature).
--------------------
Abilities:

Str: 0 PB (13 Total)
Dex: 8 PB (26 Total)
Con: 2 PB (14 Total)
Int: 4 PB (18 Total)
Wis: 4 PB (16 Total)
Cha: 12 PB (34 Total)

---

Innate Bonuses:

+6 Cha (36,000 GP)
+6 Dex (36,000 GP)
At-Will Invisibility (20,000 GP)
+3 Mighty Fists (36,000 GP)
Bag of Holding Type VI (15,000 GP)
Handy Haversack (2000 GP)

Domain: Divine
---

Racial Points: 33 - 3 (Outsider Subtype costs 3, but is received free) = 30
Eidolon Evolution Points: 10 (Fast Healing 4 times)

Flight: Winged

---

Templates:
Corruptor Creature (+1)
Fortune Blessed (+1)
Psychic (Telepath) (+1)

Total: +3 levels from Templates, spread evenly, reducing all classes to 12th Level.


Cthulu_Eats wrote:

How do templates and the path of war initiator level interact? Do we get +1/2 of the templates CR to the initiator level or do they just not count for anything.

IE Harbinger 11/Templates +2

Would my initiator level be 11 or 12?

I would assume they dont interact at all, since it specifies levels:

Path of war wrote:


When you gain levels in a class that does not grant martial maneuvers, your understanding of the Path of War still increases. A well-trained, highly skilled fighter has the basic combat training needed to master martial maneuvers. If you are a multiclass martial disciple, and you learn a new maneuver by attaining a new level in a martial disciple class, determine your initiator level by adding together your level in that class + 1/2 your levels in all other classes. Look up the result on the table below to determine the highest- level maneuvers you can take. You still must meet all of a maneuver's prerequisites to learn it.
source

EDIT: although, you do gain those two levels in the other sides of the tristalt... so maybe.


Tenro wrote:
Cthulu_Eats wrote:

How do templates and the path of war initiator level interact? Do we get +1/2 of the templates CR to the initiator level or do they just not count for anything.

IE Harbinger 11/Templates +2

Would my initiator level be 11 or 12?

I would assume they dont interact at all, since it specifies levels:

Path of war wrote:


When you gain levels in a class that does not grant martial maneuvers, your understanding of the Path of War still increases. A well-trained, highly skilled fighter has the basic combat training needed to master martial maneuvers. If you are a multiclass martial disciple, and you learn a new maneuver by attaining a new level in a martial disciple class, determine your initiator level by adding together your level in that class + 1/2 your levels in all other classes. Look up the result on the table below to determine the highest- level maneuvers you can take. You still must meet all of a maneuver's prerequisites to learn it.
source
EDIT: although, you do gain those two levels in the other sides of the tristalt... so maybe.

That's why I was curious :/

Any thoughts to my other question? I was editing my post when you responded heh.


As a technical note, unless the GM rules otherwise, you're not really getting multiple "levels" when you level up in gestalt. You're getting one level that happens to have all the abilities and rewards of 2+ classes of a certain level. This is why, for example, abilities that power up when you have "levels in other classes" aren't affected.


Jadgael's crunch as it stands currently. (Race and Evolutions in profile)

The high level Black Seraph stuff is awesome. Armageddon Lance was too cool sounding to pass up.


Is it just me or does the list of legendary item powers seem super limited? I just finished might and it seems to me that they're aren't that many options. Did I miss something?


Yeah, they're pretty disappointing.

I went with +5, light fortification celestial plate (legendary- intelligent (4) (spellcasting- dimension door/comprehend languages, darkvision, teleport 1/day), unyielding) and +4, arrow deflection mithral light quickdraw shield (legendary- legendary fortification, powerful, returning, unyielding, undetectable).

Wasn't sure where else to go with it, except maybe stacking more SLA on it?
Undetectable is gonna be pretty awesome for my Assassinate slayer talent, though.


No, it's pretty limited. Mythic Mania added a couple, but I'm still hoping for a supplement expanding the options. I even wrote up a few myself, just 'cuz I thought they needed it. XD


Is Mythic Mania on the SRD? I'd be interested in those new abilities, honestly.


Nice stats Rednal. Inspired me to rebuild a bit to drop some things that aren't that needed, and be a bit more flexible. Iteration v4 here we go lol

How I wish Barbarian didn't interfere with so many classes though - I really want the benefits of it, but not being able to use most classes things while raging is kinda a bummer.


Rednal wrote:
As a technical note, unless the GM rules otherwise, you're not really getting three "levels" when you level up in gestalt. You're getting one level that happens to have all the abilities and rewards of 2+ classes of a certain level. This is why, for example, abilities that power up when you have "levels in other classes" aren't affected.

True. I didnt get the impression that this is what Cthulu_eats thought though.

@ Cthulu_eats: I dont have access to Herald of Death (that i know of) so i really cant answer that one for you.


Battlespy wrote:

Nice stats Rednal. Inspired me to rebuild a bit to drop some things that aren't that needed, and be a bit more flexible. Iteration v4 here we go lol

How I wish Barbarian didn't interfere with so many classes though - I really want the benefits of it, but not being able to use most classes things while raging is kinda a bummer.

Do you have a means of rage cycling? That should alleviate some issues and with the rules of this recruitment it is super-easy to get.


Mythic Mania is not on the SRD (it's 3PP stuff - albeit EXCELLENT 3PP stuff, and fixes most of what's wrong with the Mythic system).

It has abilities to make an item beautiful, turn it into a robot servant, split its power between multiple items, eat souls, and turn it into a phylactery. Interesting list, at least. XD


Upgradeable is hella useful as we go. Cost half to make item better.

Seeing some stuff being made here I'm not feeling so bad about having a 340ft charge range(960 ft flying charge). 170ft normal speed AND burrow speed, 480ft(perfect) fly speed. ^_^. Now if only vital strike was allowed on a charge...


I'm not really putting too much effort into speed, as my actual combat speed will be 400 ft. +40 ft./level xD

I think my normal speed is 80 ft. normal, fly 170 ft.
That should be plenty, right?

If I need a burrow, I'll pull out my adamantine door-breakers.


Angel, WIP
Above, is the link to the page that I am currently working on for both my Fallen Taxxon and my Fallen Photon (speed of light? Get it? Either way, I dont care, I finally got names for these guys :p) And I am going to continue to have it up, if anyone wants to look/critique. However, its still in the really early phases :)

I just want to re-emphasize:

The Fallen Herald wrote:
Eidolon Form Stuff: You do not get ANYTHING from the Eidolon block other than what is listed, that being the base form (NOT the stats, just the movement, body shape, and free evolutions).

Meaning that you would JUST get the movement, shape and free evolutions.

@Tenro/Cthulu_Eats:
My understanding of Gestalt is that you generally have 2 (or three) sets of lvls that dont intreact with each other, then jam them together at the end. To qualify for prestige classes you have to qualify solely on one side, things that stack (like sneak attack or animal companions) stack solely on one side (no Rouge 5/xxx 5 on one side and xxx 5/Vivisectionist 5 on the other to get lvl 10 sneak attacks for example).

If the template is on a separate side then the PoW, then you are fine, if its on the same side, it is reduced. Multiclassing does not take into account racial HD, just multiple classes, and templates give neither class lvls or HD, Just an increase in CR.

If the PoW side has the template, then it would remain reduced in regards to Multiclassing. (Ex: harbringer 11, Template 2= Initiator lvl 11)

Did i make that one clear? Over complicate it?

TLDR: Templates do not grant HD or Class Levels, so they do not count for Multiclassing. Multiclassing cannot be used along different lines of gestalt.


Yea. I'm all about pouncing and mauling so after the initial pounce my speed won't be that useful. Not being too maneuverable during combat like you guys with your dimensional feats and at will dimension door. I thought you could only move through the battle field at your speed though?


OH MY GOD!!! 171 NEW POSTS?!!! Awesome!

It will probably take a while to reply to all of these posts, but I just wanted to post something really quick for you all.

All references to RP in my messages about Fiendish Powers should be replaced with FP. Phones like RP for some reason.

Your Fiendish Power Pool is capped at 30, rather than 21. This is due to some initial playtesting.


I think we might be scaring away anyone new by this point... but yeah. XD


Yeah, this game is gonna be freaking awesome.


One power i just thought about. Is there something that stops things from using teleportation abilities if i land a natural attack?


Well, Dimensional Anchor will do that.

Maybe there's something out there that has that on them?


HHW,

There's some Magus Arcana from Monster Summoner's Handbook(which should be on the PFSRD) that allows you to ruin somebody's teleport abilities.


The Fallen Herald wrote:

OH MY GOD!!! 171 NEW POSTS?!!! Awesome!

CHOO CHOO

Quote:
One power i just thought about. Is there something that stops things from using teleportation abilities if i land a natural attack?

I just finished skimming all of the Outsiders on the PFSRD. I remember a power that lets one deny teleport magic in an AoE, but I can't actually remember the name or creature.

Not all that helpful, I know.


The feat Teleport Tactician can be messed up, especially with a Phase Locking weapon and good reach.

There's also the aura from the Oath Against Fiends, which maybe could be adapted as a FP... To check with the GM :)


Very important question:

What, if any, traits does the Fallen Subtype grant? Like many fiends have Telepathy as an inherent trait, would the Fallen get that too? Do we all lack any resistances or immunities period? Do we have any shared traits whatsoever, beyond that of just being an outsider?


@Gobo: my understanding of gestalt and prestigeclassing is basically that they dont need to be constrained within one facet of the 'stalt. I've only seen one recruitment specify that.

@GM: so we dont get Fiendish Points AND ARG Race Points?


Phase locking seems the easiest way to go. A magical amulet (of mighty fists) is going to be one of my legendary items along with a staff.


Ten,

ARG race points are to build our fiendish forms.

Fiendish Points are to pick the badass abilities from various monsters that we'll have access to, on top of our ARG/Evolution stuff.

I think lol


Johnnycat93 wrote:
That's it! I'm commandeering all this AC ya'll seem to have!

Nice try. I'll be staying well away from everyone else, thanks to Betraying Blow...

MordredofFairy wrote:
Noncombatwise: Will be a glorious Angel. I maintain the charade. All attributes go to Mental Stats, Bluff and Diplomacy are through the roof(plus many racial points spend on stuff like at-will SLA's to improve them further), I grant everybody else significant boni while near them, my alignment is masked same as my thoughts...

You joining Rednal and I in the "social skills >40" club? (currently at +39 diplo, +58 bluff, +35 perform, but I'm not done crunching the numbers yet)

Tenro wrote:

I already need to grab the oversized arms from Tiefling, and Powerful Build. I'd like to grab abilities along the following lines:

- Crazy Sense Motive, Intimidate, Diplomacy, Bluff.
- Evidence gathering, keeping in consideration that we are in Hell, so i might have to Plane Shift/Teleport to get evidence. As a Cleric I can speak with dead, but i gotta find that corpse. Something to locate evidence would be good.
- Teleporting someone else, like to a prison cell
- detecting lies, especially if the ability can circumvent things that circumvent zone of truth

There's some mythic magic items that might help with tracking. Spend Eidolon points on skill bonuses, and see if you can hack Teleport Trap as an SLA into there somewhere, with a high DC.


@ Monkeygod: In the first post;

The Fallen Herald wrote:
You also have several powers and limitations as Fallen, but it is up to you to discover those in-game. Benighted Prince spoiled a few of the weaknesses in the interest check, but no more shall be spoiled

Edit: Also, Tenro:

Check out the Divert Teleport Psion power. Someone tries to get away from you, teleport them right into prison XD


Hi everyone, so I'm having some trouble understanding how we're meant to outfit our characters and how the legendary items work. You folks seem to have a pretty solid understanding of it, so hopefully one of you can help me out.
First, and probably the more straightforward of the two questions, I wasn't sure, are we allowed to use our 150,000 gold to purchase weapons/armor, as well as inherent abilities?
So assuming that I'm allowed to do that, I don't really understand how legendary items work at all, so here are a list of questions I have about them.
-How do I know how many uses of Legendary Power the item has?
-If I choose a weapon/armor, can I apply the +5 bonus to magical abilities rather than enhancement bonuses?
-Is it assumed that we already own the base item, regardless of whatever it is? For example, an adamantine weapon or a set of mithral armor.

Thank you guys so much for your help! I'm afraid that I don't really see anything that really ties in with my character in the legendary items, so hopefully I'll get some ideas as I see other submissions come in.


Unfortunately the Legendary Items seems to be one of the less understood part of this :? Still, I will do what I can to answer it ^^

#1: Yes.
I cant find a post stating it explicitly, but there are numerous other people getting weapons, so you are not the first :)
#2: 2, plus 2 more if you get the powerful ability.
#3: I dont understand?
#4: I Believe so, Im pretty sure that is what he intended, but check out the very bottom of my post for further details.

Legendary Items Collaborated!

Quotes from The Fallen Herald wrote:


...you gain TWO Legacy Items, listed under the Mythic rules...
...In addition, you have the powers of 150,000 GP in magic items as INNATE ABILITIES...
...Legendary Item: Your item starts at a baseline of five abilities. When you gain mythic ranks (SPOILER!), it will increase....
...As for Legendary Items, Tier 5 (your mythic rank). You will go beyond tier scaling in this campaign, as far as the items go...
...You can power (them)it by expending 10 HP, representing a portion of your soul that you put into the shot. Once everyone goes Mythic, you can use MP to do so...

...Can I add powers and abilities onto my weapon?...You may add the powers from Oathbow and other stuff, yes. You may do so with your 'innate magic item' pool of gold, since the item is one of your legendary items...

For Legendary Items, I propose that they gain additional powers as you level. For purposes of legendary weapons or armor, assume that they have the equivalent of a +6 bonus already. For other legendary items, drop a line on the thread about what you might be interested in as far as abilities...
...The GP allowance in abilities and the two Legendary Items are two separate things, though you may use the not-GP to enhance the weapons, if you desire. You may also splice abilities into weapons, if you choose weapons...

That leads me to believe;

2 Legendary items, Lvl 5 each, and we count as lvl 5 mythic for them, (And they come pre-paid for. I cant find this quote, ill look again) and they come with the equivalent of a 6+ bonus.
You can fuel them with 10hp/mythic point.
you can spend a portion of your innate gold pool on your mythic item

Found it:

tenro wrote:

Question for GM:

2 weapons, both tier 5, both are +6 for no cost.
150,000gp for each? Or for your total cash?
The Fallen Herald Reply wrote:
Tenro: The GP allowance in abilities and the two Legendary Items are two separate things, though you may use the not-GP to enhance the weapons, if you desire. You may also splice abilities into weapons, if you choose weapons. You may either get Powerful Build as a Fiendish Power or take Monkey Grip as a feat.


Ability Score-boosting items are NOT banned, although they still cannot take you above your inital cap of 24+size modifications.

Your Legendary Items are bound to your very being. You may summon them from your very being or dismiss them back into yourself as a standard action. Also, regarding Legendary Item Abilities, you may message my profile with ideas on what you want them to do. They ARE Minor Artifacts after all! Just don't propose any 'Sphere of Annihilation as a sword' type nonsense and I can probably help you get something close to what you want.

Trust me, I already reign in CHA based autowins. I have had enough players go that route to say 'this creature cannot be swayed by words' or 'this creature is swayed, but still doesn't really like you'.

Remember folks: You may also use levels from any side of the gestalt to acquire templates, with the calculation of (level=CR-1, mimunim of 1). These templates DO NOT grant any ability score bonuses and any DR, SR, AC, or similar bonuses from templates DO NOT STACK, with you only receiving the highest of any particular one that you possess.

Bigrig107: TarkXT is correct on the Vicious weapon versus DR question. Typeless damage is not subject to DR.

Gobo Horde: Have you figured out which concept that you want to play?

Rednal: I like how you plan on going with the tempation route! It's so much better than "Wut u want, bruh? We'z got Wish and we'll give it to you fer yer soul!", which is how SO many evil outsider tempters have been played over the years.

Tenro: PM some ideas to my account regarding the unique abilities that you are asking for. Also, Monkeygod is correct regarding RP/FP differences.

Cthulhu_Eats: No Nem, it does not stack Initiator levels due to the way each side is considered it's own portion.

Dragonflyer1234: You gain two Legendary Items. If they are weapons or armor, they are the equivalent of a +6. They also gain Legendary Abilities. AND you may spend part of your 'innate magic item GP' pool to enhance them instead of yourself, if you so desire. Does that answer your question?


The Fallen Herald wrote:
Gobo Horde: Have you figured out which concept that you want to play?

Nope. Not even close... I am split dead through the center on the two ideas....

Fallen of Gluttony... Fallen of Speed...


Okay, since the questions have died down, I'm about to log off the Paizo messageboards for a while.


The Fallen Herald wrote:

Ability Score-boosting items are NOT banned, although they still cannot take you above your inital cap of 24+size modifications.

Just repeating this, because it's a big nerf (but one I welcome, even if it does mean I have to recalculate the save DCs for 20+ cha-dependent abilities).


I'm about done, save for Fiendish Powers (awaiting further GM PMs) and Legendary Items.

No clue what I want my Legendary Items to be. May just use them to max out my Crystal Hilts to +6 and nab a buncha neat weapon special abilities.

Edit: Hm. He did say custom ideas might be available. I'll think on it tomorrow.


thunderbeard wrote:


MordredofFairy wrote:
Noncombatwise: Will be a glorious Angel. I maintain the charade. All attributes go to Mental Stats, Bluff and Diplomacy are through the roof(plus many racial points spend on stuff like at-will SLA's to improve them further), I grant everybody else significant boni while near them, my alignment is masked same as my thoughts...

You joining Rednal and I in the "social skills >40" club? (currently at +39 diplo, +58 bluff, +35 perform, but I'm not done crunching the numbers yet)

It would seem so. Currently at +39 Diplo with 2 rolls, and +63 bluff, didn't check perform oratory yet, and no diplo-boosting innate items yet.

The thing is that with Inspiring Example (Ex) I'll grant you that +7 morale bonus on checks, so you're at 46/65/42 actually :)

But thats fine, I really have the social skills for fluff reasons mostly. Also, 2 tables so there's no guarantee we end up in the same.
But if things go right, I'll also have AC around 50 to go with Death's Scythe and a paralyzing Touch. So I'm all good if diplomacy fails ^_~


In fairness, I didn't realize we weren't supposed to boost above 24 with innate bonuses, so that's dropping a bit as I edit stuff. +47 Diplomacy is still pretty good, though. XD

As for temptation, mmm... for Sariel, it's less about what she can give - because between the Contract Devil's powers and being a Corrupter Creature, she's basically genie-like in her ability to do the whole Wish thing - and more about why she's giving things to them. Frankly, their souls are basically a nice bonus, and it's the temptation itself that matters. Just causing their hearts to waver, to consider making a deal, is something she considers a victory. XD

Question: Does the ban on buying abilities with racial points extend to the innate ability boosts of races (Picking Advanced, Paragon, Specialized, Standard, etc.), or do we get those points?


Wait, seriously?
The enhancement bonuses can't take us over 24+size?
I just got a lot of wealth back, and need to find more ways to get my strength up.

@Rednal- I think those were replaced by (+2 to everything), since we started out with all 12's?


Possibly - I just wanted to check and be sure. ^^


yep rednal, I asked that earlier.
Our innate distribution is "+2 on all scores", you don't get to pick any of those.

Also, yep, nothing over 24 ability score wise.
On the plus side, since the items are not banned, I can boost all mental stats by 10, then get a +2 item to make all of them 24. Yay ^_^

A question that I may have missed if it was answered:

If we are to take a magical armor as "innate" item, how does that work?
Is it still counted as wearing armor(for those classes where it matters)? Is there ACP or Max Dex? Or could I just wear a innate "+5 stoneplate" as if it was skin?

Secondly: IF we gain item effects as "innate" abilities, are we limited slotwise? Or could we gain, for example, 2 different necklaces "effects" as innate stuff?


Ah, all right - I didn't see an answer to that effect. ^^ Still, 24 is hardly bad - rather, if I can't make that work, then I've failed every lesson of decent character design. XD It also frees up some race points for me!


The Fallen Herald wrote:
Ability Score-boosting items are NOT banned, although they still cannot take you above your inital cap of 24+size modifications.

It's just a few upthread.


@The Fallen Herald: Does this mean that at level 16 when we get our next HD boost for an attribute, we can't put it in our primary, which is likely already at 24? We must put it into a dump stat because we cant exceed 24?

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