The Forgotten God (Table 1) (Inactive)

Game Master Rednal

Hadran, God of Valor and Knowledge
Burkhardt, God of Pacts, Pledges, and the Spirit of the Law

Deepmar Penal Colony
Dig Sita Caina


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HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Yeah I remember. I know at the beginning I played him more god like and the last bit he has been normal powerful adventurer. My plan was to kick into God mode with Divine Source :) Maybe get back on track of hunting down the worshipers of Moloch as they seemed to know what I was.


Ahh neat - I still probably couldn't pull that many off though. Thanks to my aforementioned ADHD, I'm effectivly incapable of deciding what I'm going to say before I say it, and it applies to text too. I rewrite posts about 30 times before posting them, because I have to "think" in the box to keep it coherent. It's worth it, but it takes a lot of time. :-P

I am aware of Divine Source at Tier 3, and I have purchased the Mythic Hero's Handbook in light of joining this game... but I wouldn't say I have a development plan. I don't really do 'builds,' at least not in the sense of planning my levels/tiers from start to finish. Normally (aka, in my non-mythic games), I play the character for a couple of levels, see what's working and what isn't, and over that first bit of gameplay form a plan for down the road. Even then though, I don't think I'm ever looking past two or three levels unless its "I want this feat someday, what are it's prereqs?"


Well, there's certainly no need to have it all planned out. XD It will help if you have a broad idea for what you want each class to do, though, with an eye towards diversified skills. I'm also fairly generous with retraining in case you find something that doesn't work like you thought it would.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Welcome.


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

;-) Thanks


Incidentally, Burkhardt, consider this something of a 'test' time for your character. Sometimes what you put on a sheet ends up not really working that well in reality, so I'll be fairly open to adjusting your character for a little while. XD


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Yep, not even going to pretend to know what you can do. Look forward to finding out. Hadran was I think my first major gestalt build on here. He is loads of fun and I love his theme but my avenues for problem solving are beat it to submission most of the time. I did charm a few bad guys early on.


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

*thumbs up* Yeah, we will see. It'll help once this particular fight ends and I can bind a spirit, but agreed. As mentioned, I don't do much theory crafting, so we'll see where I sit once we put a little torque on it.

And Hadran, as far as what I can do? Spam spells, bind spirits, punch stuff. :-P I've got healing for days, among other things. Which, it's worth mentioning - keep in mind that I've got spell resistance, so unless I'm taking a standard action to keep that down on my turn, you'll have roll against it (or warn me ahead of time) to hit me with any buff spells or anything. It's not very high mind you, but wasted spells are wasted spells.

I think you'll continue to do most of the hitting, but when it calls for it, Burk's gotya back.


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Rednal, I'm not sure if you want me to RP Erstehund as a general rule. I set up his alias for use in combat, specifically, and I'd figured I'd handle it at least for these first few interactions to give a general sense of what he's supposed to be like. Beyond that, I suppose I'm good with both... though I do find RPing with myself a little immersion breaking when I'm a player. I'd get over it, though. :-P


You don't need to RP him unless you really want to. XD


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Will work on level up today.


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Think I got everything. Glad you're generous about retraining, 'cause I'm still flying a little blind at this point. :-)

Level Up Summary
General
BAB: +1
FCB: +1 Eidolon HP
HP: 1d10*1.5 = 15 + 1 (CON)

Feat (1)
Extra Inflection (Vengeful)

Skill Points (14)

  • Diplomacy: +1
  • Knowledge (Arcana): +4
  • Knowledge (Dungeoneering): +4
  • Knowledge (Planes): +4
  • Sense Motive: +1

..
.
..

Brawler (Occult Bruiser)
Bonus Combat Feat/Binder Secret (1)
Feat: Furious Fist

Gain: Brawler's Strike (magic)

..
.
..

Truenamer (Savant of Heart & Mind)
Recitations (2)
Incendiary Remarks (x2)

Gain:Reciter's Vitality 1

..
.
..

Summoner (Spherecasting)
Magic Talent
Greater Divine

Conjuration Talent
Powerful Companion (Erstehund)

Spell Points: +1


Looks good to me, Burkhardt. o wo/


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Sorry guys. Really busy Monday, then home sick yesterday. Didn't get in front of the computer much. Will get this done today.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

So

Level Up:

General:
BaB +1
FCB: +1HP, +1SP, +1/6 Inspire Courage
Feat: Master Performer (Inspire Courage)

HP: 1d10x1.5= 15 + 7con + 1FCB = 23

Skill Points: (12)

+1 Diplomacy
+1 Perception
+1 Survival
+1 Perform Comedy
+1 Perform Dance
+1 Spell Craft
+1 Linguistics (Auran, Aquan added)
+1 U.M.D
+1 Sense Motive
+3 K. Planes

Bloodrager:
Improved Uncanny Dodge
+1 1st level spell known ( shield )

Oracle:
+1 2nd level spell cast per day
+1 1st level spell known ( Abstemiousness )
+1 2nd level spell known ( Ironskin )

Bard:
Inspire Competence
+1 1st level spell cast per day
+1 Cantrip known ( Sift )
+1 1st level spell known ( Clarion Call )


Er... d'you have something giving all of those classes as favored? Generally speaking, you only get one FCB per character level (even in Gestalt/Tristalt). Otherwise fine.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Bard is FCB: Haven't received it the last 2 levels.: Finding You Kin

For Hadran the NPC is Sarenrae as they were levers he studied her worshipers battle dance ability. The trait provide +1HP/+1SP in addition to normal FCB so Can me +2HP/+1SP or +1HP/+2SP or the +1HP/+1SP/+ racial FCB.


*Imagining Pharasma pulling Hadran and Sarenrae in order to keep the universe functioning as it should*

o wo...

Right-o. Looks good, then.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

stupid fat fingers :)

Will get alias updated today. Only working half day then traveling for the weekend.


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Well, I wasn't planning on radio silence, but one very busy week later. >.>

I guess I am wondering a bit how exactly the 'gaining followers' objective is supposed to go. I know we haven't gotten our [insert name of deific mythic path ability here] yet, but is there going to be some kind of mechanism whereby we get in contact with the people we've met and bonded with to say 'hey, I'm a god now'? For that matter, is it expected that we will be powerful enough such that we can acknowledge our divinity to prospective followers without the legions of heaven and hell coming down on our heads?

Also, how is my RP of the pactmaker working out? I'm trying to play the angle of used-car salesman fast-talk and other tactics, but with the idea that being divine and having honest intentions of keeping his word, it doesn't trigger anyone's 'con-man' sense. Which I think it did for mister horse-salesman in Blackcover.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

I'm back


Hooray! \^^/


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Hmm, been mulling over my level up for a couple days now. Rednal, you're pretty open to retraining, yeah? I haven't been too happy with Erstehund as an eidolon, and I'm finding little cause to use occult flexibility with the brawler (kinda eats up the action economy and I think gets in the Truenamer's way). I think I'd like to retrain my summoner levels to pactmaker, and then brawler to cavalier, and maybe a feat or two as prudent. Thus after level I'd be Cavalier 6//Pactmaker 4/Resolute Template 2//Truenamer 6. I'd be able to interact with pact magic a bit more directly, and Erstehund would then become my animal companion under cavalier - ideally, I'd like to build as RGG's Talented Cavalier for fine-tuning what I get out of the class, but if that's not an option, it'd be Huntmaster archetype with Order of the Scales.

What are your thoughts?


*Counts on fingers* Cavalier's a non-caster, Truenamer's a type of full caster, and Pactmaker is in the middle... that should work with this game's rules. ^^ Let's go for it.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

back from holiday break. I need to finish level up and post on here. SCA meeting tonight. Will finish up this weekend.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Just to be clear, Hadran has to select Law and Good as his first two domains for divine Force right?


Yes - Divine Source requires you to select alignment domains before other domains.

(Think of alignment as the 'base' of your divinity, and your other domains as the 'part' of that alignment you represent.)


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

That is what I thought. Just making sure :)


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Chugging away at the level up/rebuild, I hope to be done soon but it's been a chaotic week. Quick question: divine abilities, such as Quixiotic, are they (Ex), (Sp), (Su) or none of the above?


None of the above. Divine Abilities are outside the area of standard powers a character might have access to, and generally don't interact with them except as they specifically say. They're essentially their own thing in the game.

(And, fundamentally speaking, Divine Abilities beat Mortal Abilities and Natural Phenomenon if there's some kind of conflict. For example, even if a divine ability is basically magical, an Antimagic Field or null magic zone won't do a thing to it. Very little aside from active interference by another divine being can stop them from being used or change their results. This is a game about gods regaining their power, and part of that means having a few abilities that feel worthy of the name. XD They tend to cost Mythic Power for balance reasons, though.)


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

I had guessed as much, but thanks for clarifying. :-)


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

I have finished leveling mostly. Need to spend the mythic feat. I Was thinking Dual Talent as I had from the start, just not sure what. At first I thought Archmage as a God of Knowledge but it doesn't seem that fitting or most of it's abilities are not. Same with Heirophant most abilities are just not fitting to Hadran. Champion seems very fitting but a bit redundant. Trickster has some fitting abilities but the name is not suited to Hadran. Finally Marshal, while it is about leadership and guiding allies, these seem like they could fit well, but perhaps forgotten/ignored, more ignored if they were once part of him. Meaning while he has the ability to lead and make those around him better, he valorously always put himself in harms way to protect those he loved an cherished. As this is the truth to his Valor and the acts he took to protect Sarenrae which is why I chose Guardian for him, but also his valorous acts are what earned him renown allowing his pride to swell. So I'm looking for some help. You guys know what I see, help me in what you see and some advice. Thanks.


Have you considered taking any Mythic Class Abilities? Alternately, the Mythic Hero's Handbook added a TON of other feats, and that's all up on the Spheres of Power Wiki. ^^


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

I will take a look


(For what it's worth, I'd recommend focusing on options that fit in with your theme and let you do something cool, rather than just making you stronger. You're mythic tristalt characters - getting more power is not a problem for you. XD Cinematic stuff, though? That's where it's at.)


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

I'll offer my thoughts on a direction with Hadran tomorrow as I'm 99% done with my rebuild. Though question for Rednal - it cool if I repurpose the mythic mount cavalier ability to apply to the huntmaster's animal companion?

One thing I AM struggling with as time goes on that the more flavorful parts of my build have no mythic support. What are the chances of trying to brew up some mythic support for the truenamer and pactmaker as we approach future mythic ranks?


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

Yeah cool abilities were for sure what I was looking for.


It's true, most 3PP stuff outside of Psionics doesn't have much mythic support (yet). Fortunately, mythic mounts/animal companions are pretty straightforward, and that shouldn't be an issue. XD (Although you do want to be really careful with those, because even with mythic support most companions aren't nearly as good at surviving as you are...)

Creating new mythic abilities is definitely a possibility, though note that I'll definitely be leaning more towards flavor than pure power. For example, "Mythic Truemagic" might be something along the lines of "Twice per day, you can recite a recitation that isn't on your list of recitations known. You must meet the prerequisites of the recitation, including being able to use the Codex it's from."


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

I think I have done what Hadran is in the recent RP, we know he shows mercy in battle he has subdued many and not killed. None of those were his enemy just a man or a creature in the way. What do you guys think?


I think NPCs may not know much of your past behavior, and are going to judge more on what they have seen than what they haven't. XD

Incidentally, it's been rather fun watching this situation unfold. ^^ I'm curious to see where you two take this.


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

Yes, it's been a lot of fun really digging our heels into the roleplay. It also gave us more time to level, so there's that. :-P

BASICS
. . Reflex: Good progression to poor, -2 from 5th level

FEATS
Unarmed Strike (B)
Step Up (B)
Pummeling Style Power Attack
Improved Grapple Vital Strike

TRAITS
Destined Diplomat Scholar of the Analects

CLASSES
Brawler (occult bruiser) 5 Talented Cavalier 6
. . Edges: Challenge (x2), Hunting Pack
. . Talents: Huntmaster, Mobile Wall*, Order of the Scales, Tactician: Ability Share, Takedown, Truer Words
. . Tactician: Ability Share
. . *In The Talented Cavalier, cavalier orders are, without exception, divided into 4 talents: the first for inital abilities granted with the chosen order at 1st level, the second for the ability granted at 2nd level, the third for 8th level, and the fourth for 15th level, unlocking only when previous abilities are taken and the requisite levels reached. Order of the Scales does not appear in The Talented Cavalier or its expansion, but Burkhardt advances the order in strict accordance to these conventions.

Summoner (sphere summoner) 3 Pactmaker 4
. . Bind Spirit*
. . Bind Additional Spirit
. . Constellation Aspects
. . Occult Knowledge +2/+4
. . Pact Augmentation: Reflex
. . Learned Spirit: Verbose, She with Endless Names
. . Binder Secrets: Pact Feat (Furious Strike)*, Occult Weapon*
. . *Was present in Brawler (Occult Bruiser)

Truenamer 5 -> 6
. . Master of Tongues 2 -> 3
. . Inflection: Trailing
. . Reciations: lesser energetic buffer*, lesser stimulate mind

MYTHIC
Genius III
. . Mythic Feat: Mythic Mount Cavalier Class Ability, Improved Grapple [M] Vital Strike [M]
. . Recuperation
. . Path Ability: Divine Force
. . Quixiotic

. .
.
. .

I also retrained a few skill points, but wasn't tracking what went where necessarily, just watching the math. I also retrained all FCB's to skill points, so there's 90. Once given the go ahead on the build, I'll dump the statblock into my profile and work on updating Erstehund.

In regards to Hadran, valor makes me think of "fightin' so good it makes me want to fight better too..." but unfortunately, the dawnflower dervish archetype cuts everyone out of your performances' benefits, so you might get more mileage out of dualpathing Marshal. You might look at taking the oracle's Mythic Mystery: you'd get to add 3 uses/day to Deep Trance and bump your CMD way the hell up with Sidestep Secret, and it'd continue to improve other revelations as you gain them. The other suggestion I'd have is take the mythic version of Noble Scion: +4 to knowledge (nobility) and the ability to always take 10 with that skill, and then a little more boosting to your initiative.

Oh, and depending what spells you take, Mythic Spellcasting is always a thing (at this point, Legendary Games has released mythic versions of all of the spells in Paizo's Core Line through Horror Adventures). The majority of those, if not actually all, are also up on the Spheres of Power wiki, so you ought to peruse those.


HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

That is an aspect of Valor for sure, but to me and Hadran it is having courage to stand in the face of all adversity. Self sacrifice for the betterment of those you love.

I did like some of the mythic oracle stuff. Yeah I had considered some mythic spells as well.

I know npc's don't know what I have done :) Just making sure I'm not coming off the rails too much from past behavior.


@Burkhardt: Looks good. ^^


Cool. FYI, last week and this week, I've been pulling 70 hours a week, so I'm still struggling on posts. Hoping next week will be better.


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

So Rednal, regarding recharge magic, do we opt out of certain spells/spell-like abilities if their recharge limit would actually reduce how many uses we'd receive from it? Looking at my Tree constellation aspects, goodberry has a specific recharge time of 6 hours, but normally I'd get 9 uses/day when selecting it. Given that a day does not contain 54 hours, this reduces my effectiveness with it by over half. Or would you want to improve the recharge time such that this SLA's daily usage is improved over the non-recharge magic version?


*Rubs chin* It could go either way, honestly. It doesn't really address situations where players get a large number of daily SLA's - which, admittedly, is pretty rare to begin with - but I think it'd be fine to reduce the recharge time so it's even throughout the day. That way, you'd still have the chance for full use of non-combat spells.


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

FYI, I'm in the process of finishing my kitchen remodel this last weekend and still now, and I'm working to finish it ASAP because we're the only choice for the after bar of my friends' bachelor/bachelorette party as we're the only wheelchair accessible house that my girlfriend can use. Similarly, I'm in a wedding this coming weekend and so the long and short is I'm not sure how much I'll post this week, if at all. Things will be back to normal come Monday.


Yeah, it's a pretty... active time for a lot of people, it seems. Thanks for the heads-up. ^^


HP: 123/123 | AC/T/FF: 22/14/20 | F/R/W: +11/+11/+12 | CMB: +12, CMD: 27 (29 vs tumble) | DR: 5/chaotic; Resist: acid 10, cold 10, fire 10; SR 11 | Init: +5, Perception: +17
Resources:
Challenge: 2/2 | Mythic Power: 9/9 | Tactician: 2/2
Status Effects:
Abyss: -4 to all Charisma-based checks [ooc]| Spirits: Ubro (with boon), Achaelous (occult weapon)

I only handed him my bag, FYI. The drawings are in my hat, concealed by the illusion. Unless that's some part of nefarious trickery that you whispered to Hadran, they at least SHOULDN'T be in my bag. :-P


Were they? I checked, but I didn't actually see anything about hiding them... I can tweak that, though.

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