
GM Archlich |

The Spiral Wanderers - Homebrew Campaign
Before the Eldest and even the First World, the mysteries of actual Creation vary from religion to religion. There are the names even the gods themselves forgot, or were made to forgot, but such names were to be treated as a joke even by the deities.
No Pantheon would dare claim absolute truth in their core, as much as on the outside they'd promote; yet, as the songs of Fey and other being faded, something on the multiverse itself conspired to uncover what could be the hardest truth.
Yet on the corners of existence, by the ages of now, time itself allowed to bend and reveal the forgotten name of Vonn. Whatever that entity actually was, it's told his sole domain was creation. Vonn, beyond alignments or morale, existed only to create; and, in his boredom, created another being like him: Novo.
Novo existed solely to destroy. If Vonn would do, Novo would undo. On their eternal conflict they thrived, and finally collapsed each other and ceased to be. This event created the divine existence as we nowadays know to be; through this event, the eldest deities were born.
Yet, Vonn's and Novo's very essence touched the micro-particles of a quite large quantity of material objects and, as the bent time revealed, such objects became today the Artifacts of Vonn and Artifacts of Novo. Tools of incredible power, such artifacts can only be identified by the gods - otherwise, they look just like indestructible mundane objects.
With the revelation, groups of cultists across the multiverse were formed to revere the two forgotten beings. The true plans of Vonnites and Novites are a mystery. Their scope is beyond a single dimension. Enlightened by the beating essence of Vonn and Novo, these mythic creatures seem to be protected even from the influence of the most powerful deities and entities around. Worse, each and every mythic soul that dies seems to only empower their ranks.
It’s now the imminence of a conflict that could bring unknown terrible consequences. Caught by the events of the time-shaping wave, a group of seasoned mythic adventurers becomes the best hope to find the truth and fight the forces that threaten the multiverse as we know.
Only Paizo material for Pathfinder is allowed. No third parties, no exceptions.
Players: 6
Level: 12, Tri-Gestalt. The main class can't multiclass until it reaches level 20. The other two can, but each extra class you take costs a feat, unless they're prestige classes. Read "Classes" for more info.
Mythic Tier: 4 (each player will have to follow a different path; no dual path is allowed).
Attributes: 30-point buy. No attribute above 18 or under 7 before racial adjustments. Only a single attribute can be under 10.
Races: any Core, Featured, Uncommon without a level adjustment. Aasimars and tieflings are fine, but they don't get to select from the special abilities table to replace their SLAs.
Classes: Follow the regular restrictions (alignment etc.) for each class. You still can't take "Rogue" and "Ninja", for example, even if multiclassing them. Things like Sneak Attack won't stack beyond what a non-multiclass game would allow (so, a level 9 character won't be able to have more than 5 die of sneak attack, for example). Monks can choose to be unchained or not; barbarians, rogues and summoners need to be unchained. Occult classes are fine, firearms are fine. No Words of Power.
Archetypes: Maximum 2 per class. Follow requirements as usual.
Feats: One extra feat every even level. One extra feat at level 1, which must be an upbringing feat or a feat that requires to be taken at level 1. One extra teamwork feat every 4 levels (feel free to keep these teamwork ones open to be combined with the party in case you're selected). Follow requirements as usual. No retraining.
Skills: Normal points as per classes, with Background skills. Follow requirements as usual.
Hero Points: Not in use, and no anti-hero rule.
Alignment: Any non-evil.
Magic Items: No crafting at all, no custom items. Automatic Bonus Progression in play.
Wealth: 96k gold, no item costing more than 32k.
Stamina: Fighters get Stamina for free. Other classes can buy with a feat.
Traits: Two plus a campaign trait (see the list of custom campaign traits - they're way more powerful than your usual traits). No drawbacks. No more than two people with the same trait. Follow requirements as usual.
Templates: No templates.
Age: No special aged characters. Everybody in the Mature category for their races.
Followers: No Leadership feat or anything that would grant you followers other than familiars, animal companions or eidolons.
Post Requirements: Daily during weekdays. We might slow down here and there due to real life reasons, but I always try to keep it to a good frequency. I might have to control certain characters if needed, but I dislike doing so, and more than likely will end up replacing a player if it becomes too frequent.
Background: The first and most important thing is the background. I like and I don't mind reading, and I especially like creative and organic stories. I understand some "jumps" we can make certain mechanics we want in our characters work, but if something start sounding a lot too forced I'll probably dislike it. Make sure the character has real motivations to be with this party and in this campaign. Please notice the characters are already a party and have worked together for the past twelve levels - you all have literally just finished one big campaign together. Once the party is selected, we will put together the last paragraph of each ones stories in which these events will be narrated, so no need to combine anything.
The Character: Start with a brief description of the character, physical and psychological. Now, please include a special section for your character role and mechanics. Here's where you're going to explain me what your character will be doing, especially any routine you plan to explore as cheesy as it is. Don't worry about optimizing a character - I like optimization anyway, and will probably enjoy learning new creative ways of creating characters, assuming (as I mentioned in the background) it's organic and not too forced. Keep in mind this section is here also for me to check what I will or won't accept; there are a number of grey areas or "due to GM interpretation" things and I don't want you to get frustrated if you don't mention something here that is obviously out of the ordinary and that I simply ruled against.
The Player: A small section telling me who you are. I've been playing RPG and PbPs for a long time, so if you're around here in Paizo for a while, there's a good chance we already played together. I never GM'd here, but certainly played (and play) in a lot of games - if we ever been together, let me know. Being experienced isn't a requirement, but a plus.
The Sheet: You can follow the basic template from Hero Lab, but please edit it and breakdown your attributes, saves, feats, skills, attacks, defenses etc. It's a quite complicated game, so please help your GM understand all your fantastic eye popping numbers magic. Very clear and organized sheets will certainly call my attention; I don't want to have to be investigating Hero Lab and the PFSRD to understand why you have a +8 in a certain skill or from where you got your Darkvision. If you have any obvious modifiers or routines (like a barbarian raging, or a wizard near his familiar etc.) please include it on the section itself. I made the recruitment fairly long so people have time to edit these sheets, as I know it's a ton of work to prepare them.
This is a hard-mode game. Many enemies are mythic and tough as nails, with a number of templates. The essence and artifacts of Vonn and Novo bend rules we're used to; it's possible for monsters to have multiple types and subtypes, for instance, or to defy the action economy rules directly. Don't trust the usual immunities. The players are incredibly powerful, but they should expect insane nightmarish enemies. This game is designed to explore the fantastic and is definitely not your usual Pathfinder campaign.
During this campaign, no form of ressurrection other than something fairly immediate (like Breath of Life, for example) will be able to bring a character back - after a certain number of rounds, every soul is consumed by the newly released waves. Keep it in mind.
At certain points of the campaign we will have mass combats. Different than the usual Pathfinder rules, I will explain my own rules when such combats come. Be prepared to fight armies and sequential waves of enemies at certain points.
I wrote this custom campaign and played with my own tabletop group. This is already the third rewriting of such homebrew; this time, it's supposed to go from level 12 Mythic Tier 4 all the way up to level 30 Mythic Tier 10. The leveling is going to be faster than the usual, but it's based on campaign events rather than experience. With that said, this is going to be a long running campaign.
The recruitment will continue until the end of March. I might cut it before if we have too many interesting applications, or extend it if I feel we're poor in any department. After the selections, I expect the following two or three weeks to be spent discussing with the party and preparing their combined background for the beginning of the campaign.
We will use the forum for the entire game. I'll probably go with Google Maps for the maps.
Faith in Question: The words of a different creation myth hit you harder than the others, even if they don't admit it. You question your own beliefs, being them on a religion or the complete lack of one. If you're not Atheist, you become Atheist for any effects, but doesn't lose access to anything your previous beliefs gave you and can continue progressing as if you had kept such beliefs. More than that, choose any domain from any source: if you gain levels beyond level 12 in a class that gives you access to domains, you may choose this new domain. You gain +1 trait bonus in Knowledge (Religion) and Knowledge (Planes).
Fragments of Someone Else: The bending of time itself brought consequences everywhere. For you, it seems memories of another being are slowly appearing in your head. While they don't cause you any harm or make you lose focus, you know there's definitely something new in there. All skills become class skills for you, and you can roll anything, even untrained. You receive a +1 trait bonus on saves versus any effects that try to read your mind or take control of it.
Nature Shall Speak: You feel linked to the First World, and the conversations about different creation myths is unsettling for you. You receive Sylvan as a bonus language, and Knowledge (Nature) becomes a class skill for you. You are under the constant effect of a Sanctuary spell, but only against Fey creatures (the caster level is equal to your HD, and the DC is 15 + your CON modifier). Your unarmed and natural attacks count as made of cold iron.
No Rest for Old Man: You all just returned from the biggest adventure of your lives, and yet it pales compared to the new task at hand. In face of this challenge, you keep your wits and help guide your party. You gain +1 trait bonus to Will saves, Diplomacy and Survival checks, and they become class skills for you.
Spectre of Another Life: Everything is changing, and you aren't an exception. Your metabolism accepts changes well, even if your mind drifts a bit. You gain +2 trait bonus to Fortitude saves and are allowed to reroll such saves every round while under any effect that could last a maximum of 10 minutes.
Vanguard on the Rearguard: You feel you understand more what's happening because you watch it from further. You feel the distance gives you the perfect speed of thoughts and muscles to act and react to the events better than your team, and try to use it to help your party. Your ground speed increases by 5 while you have no adjacent allies. You gain a +1 trait bonus on Reflex saves, and on ranged attacks.

Fury of the Tempest |

So, the fluff as well as the mechanics of the character creation has gotten my interest. However, there is currently one key issue I have. You mentioned that to submit, you need to link a Herolab sheet, which... doesn't that cost money to use?
Do you have to use Herolab, or can we instead use a Mythweavers sheet? Their pretty functional already, and whilst it might not be as spread out as Herolab's might be (I think, never actually seen Herolab before), it can still be used to give a lot of info.

GM Archlich |

Oh, you don't have to use Hero Lab at all. I just wanted to give an example of a sheet template that could be used to start, but would have to be broken down anyway. Mythweavers is fine, but the body of the sheet should be here on Paizo, on the profile of the character, and not in an external link.
Things I forgot to mention:
- We are in Emerging Guns, but no advanced firearms exist.
- The campaign starts in Golarion, in Taldor, but quickly goes to different/custom dimensions.
- It starts about the end of Wrath of the Righteous, time wise. It will become fairly obvious, however, that the exact time isn't exactly relevant and we might even change it a bit after the selections.
- I meant Google Docs, not Google Maps! Lol. If anyone has better suggestions for me to put my crafted maps (which don't look great at all!) I'm all ears.

Sundakan |

I'm always up for making a new character, and this seems neat. And the last "gonzo" game I made a character for seems to be dead twice over.
What's the setting, exactly? Golarion, but with these two forgotten gods? Or something else? Just noticed post #2, disregard.
How much will it impact my chances if the Background section is scarce? Personally, I think the personality is the most important part, who the character IS rather than what they've DONE except where it shapes them as people. I'm fine writing a long backstory, but prefer succinctness if possible.
Edit: Is knowledge of how Wrath of the Righteous goes at all necessary? I've never played it nor read it.

Rikash |

I'm definitely interested and am working on putting together an alias with all the trimmings. My character (whose name/background/etc are still very WIP) is a human noble who is a brilliant arcanist, ferocious swordsman and hero of the people. He'll be a Kensai/Bladebound Magus, School Savant (Admixture) Arcanist, and Swashbuckler following the Archmage path. Further details to follow, but I know for certain I'll be taking Noble Scion of Lore as my first level feat.
Edit: Also, out of curiosity, does anyone know if there's a way to do Trisalt on Herolab? There's the 3rd party pack that does Gestalt, but I don't think I've seen anything for Trisalt.

drbuzzard |

Edit: Also, out of curiosity, does anyone know if there's a way to do Trisalt on Herolab? There's the 3rd party pack that does Gestalt, but I don't think I've seen anything for Trisalt.
I think the best you can do is add in adjustments which makes it pretty tricky (since they don't cover everything). Alternatively if you know the editor, you could create a custom class with all the features. It's one of the reasons I shy away from tri-gestalt games since it removes my Hero Lab crutch.

Master Han Del of the Web |

So, I am thinking up a character and am toying with the idea of being entirely non-magical save for the mythic stuff. Probably going to start with Unchained Monk since that alleviates some of the higher level movement pains. Any suggestions on the other two parts? I'm going to need every scrap of flexibility to remain relevant.

Mefika |

I've been working my way through the Dresden Files series lately as my 'on the way to and from work' books (btw awesome series of light novels, I highly recommend it) and feeling some inspiration for a character that has inherited a mantle of power per something like how the Summer/Winter Knights are created, though adapted based on the campaign background details provided. Will start getting some ideas together, however the base idea I'm currently thinking of is as someone was selected to inherit a station that has existed for eons to ensure that balance is not broken between the First World and the Material World.
Class wise thinking of putting together just three straight classes - Unchained Monk/Empyreal Sorceror/???
Tossing up between going with Inquistor or Slayer perhaps for the tri part of the stalt. Lots of time to think through pros and cons and make a decision there though.

GM Archlich |

Hey guys,
Thanks for the interest so far :) take your time, it's a fairly long recruitment.
@Devon: getting there, my friend! Slowly getting organized.
@Sundakan: size doesn't matter if it's a boring or cliche story either way. I'm fine with succinct if it's fun and original. And no, the story isn't related to Wrath of the Righteous, so knowing it or not makes no difference.
I thought about instead of tristalt making it gestalt with a free secondary class. It isn't as powerful, but at least it's easier to play with in Hero Lab. I ended up going with tristalt to make the characters truly epic. :)
As an additional topic, if you want to build your character towards a certain mythic path but wants to point an alternative path (so you can "compete" in multiple paths, let's say), feel free. It's possible our game doesn't catch full attention because of the complexity of building the characters and the hard mode thing, but just in case a certain path becomes crowded, I don't want to discourage anyone.

GM Archlich |

If you're talking about this Mystic Theurge, I don't see why not. Just remember the general rule of Gestalt that you have to qualify for a prestige class on one of the three paths alone, not combined (other words, for this game, your second or third path alone would have to qualify you for the class. You wouldn't be able to use the "able to cast 2nd level divine spells" from one of the paths and the "able to cast 2nd level arcane spells" from another, which means you'd have to be at least level 7 when getting in the prestige class and have a maximum of 6 levels in it).

Sundakan |

I want to play with the new Weapon Master Handbook stuff, so one of my classes is definitely going to be Fighter. And probably a Thrown weapon user.
Other than that, not sure yet. I've made a Desnan thrower before, so maybe something a little more non-divine? A Witch Doctor sort could be neat. Fighter/Shaman/??? from the Mwangi Expanse.
How do you feel about assuming other Adventure Paths have taken place already? Being one of the characters who stopped the rise of Ydersius could be pretty cool.

GM Archlich |

@High: that's how I always conducted Gestalt in my tabletop games. For an arcane archer, for instance, I imagine he'd multiclass ranger or fighter if he wanted to accelerate his bab (or even via Bloodrager - kind of a cool idea, huh?) - either way, that's how I plan to conduct things here.
@Sundakan: assuming other APs took place is definitely something we can consider once the selections are made. The players are a party who just completed a campaign together, after all, even if they're not on the 16+ level yet.

Sundakan |

Neat! Though not terribly helpful for writing a backstory.
The reason it popped into my head is because even though we're level 12, we ARE CR 16 or 17 (each Mythic Tier is an extra half a CR, and the Tristalt is definitely enough for a 2-3 CR bump just for the increase in available resources per day).

The Archlich |

Arcane archer cannot work with ranger or fighter since they need an arcane class after all. Bloodrager could be interesting perhaps.
That's why I said "multiclass". :) the very same way someone would probably get faster into AA in a nongestalt environment. The bloodrager opens fairly interesting possibilities, though, especially certain archetypes!

GM Archlich |

Neat! Though not terribly helpful for writing a backstory.
The reason it popped into my head is because even though we're level 12, we ARE CR 16 or 17 (each Mythic Tier is an extra half a CR, and the Tristalt is definitely enough for a 2-3 CR bump just for the increase in available resources per day).
Agreed! With all the bumps (feats, attributes, etc.) plus the 6-people party, in top of the tristalt and mythic tiers, this group very likely could have finished a regular AP.

oyzar |

This seems incredibly exciting. I'll go over the build rules in more detail, but I already have some ideas in mind.
I'm thinking to go Bloodrager 4->Oracle 1->Rage prophet. Does picking oracle cost a level? Do I have to qualify the Bab requirement all on this side, or can I get 1 point of bab from somewhere else?
I'll probably try for the archmage slot, though I realize competition there will be fierce. I imagine there will be stiff competition for archmage, you sure you want to stick to your one-off requirement? I imagine archmage will be the most fitting and fun choices for more than it's fair share of characters, both full casters and arcane gishes.

drbuzzard |

Varrus Sextus
Varrus
Male human (Taldan) paladin (oath of vengeance) 12 fighter (lore warden) 12/magus (eldritch archer) 12/gestalt 12/Champion 4 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder Player Companion: Heroes of the Street 11, Pathfinder RPG Ultimate Magic 9)
LG Medium humanoid (human)
Init +14; Senses Perception +20
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Defense
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AC 27, touch 23, flat-footed 19 (+3 armor, +2 deflection, +8 Dex, +1 insight, +2 luck, +1 natural)
hp 120 (12d10+44)
Fort +15, Ref +18, Will +17 (+6 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. death
Defensive Abilities evasion, hard to kill; Immune inhaled poison
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Offense
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Speed 35 ft.
Ranged +2 composite longbow +30/+30/+25 (1d8+14/×3)
Special Attacks arcane pool (+3, 13 points), improved spell combat, improved spell recall, magus arcana (arcane accuracy[UM], close range[UM], distant spellstrike, hasted assault[UM]), mythic power (11/day, surge +1d8), spellstrike, weapon trainings (armed bravery, bows +4)
Magus (Eldritch Archer) Spells Prepared (CL 12th; concentration +16)
. . 4th—dimension door (2), greater invisibility (2)
. . 3rd—haste (2), lightning bolt (DC 17), vampiric touch (2)
. . 2nd—defending bone, glitterdust (DC 16), mirror image (2), scorching ray (2)
. . 1st—corrosive touch[UM], grease, shield, snowball (3, DC 15)
. . 0 (at will)—acid splash, dancing lights, detect magic, prestidigitation, ray of frost
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Statistics
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Str 16, Dex 27, Con 14, Int 18, Wis 10, Cha 14
Base Atk +12; CMB +21 (+25 trip); CMD 45 (49 vs. disarm, 49 vs. sunder, 47 vs. trip)
Feats Arcane Strike[M], Clustered Shots[UC], Combat Casting, Combat Expertise, Combat Reflexes[M], Combat Stamina, Deadly Aim, Fey Foundling[ISWG], Greater Snap Shot[UC], Greater Trip, Greater Weapon Focus (longbow), Greater Weapon Specialization (longbow), Improved Precise Shot, Improved Snap Shot[UC], Improved Trip, Iron Will, Manyshot[M], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Ranged Trip, Rapid Shot[M], Snap Shot[UC], Weapon Focus (longbow), Weapon Specialization (longbow)
Traits fate's favored, reactionary, Vanguard on the Rearguard
Skills Appraise +8, Climb +7, Knowledge (arcana) +19, Knowledge (dungeoneering) +18, Knowledge (engineering) +13, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (nature) +19, Knowledge (nobility) +12, Knowledge (planes) +19, Knowledge (religion) +19, Linguistics +9, Perception +20, Spellcraft +17, Survival +4, Swim +7
Languages Abyssal, Azlanti, Celestial, Common, Thassilonian
SQ amazing initiative, arcane strike, clustered shots, combat expertise, combat reflexes, deadly aim, distant barrage[MA], extra mythic feat[MA], extra mythic feat[MA], fighter training, greater snap shot, greater trip, greater weapon focus, greater weapon specialization, hair's breadth, improved precise shot, improved snap shot, improved trip, know thy enemy, knowledge pool, manyshot, medium armor, mythic sustenance[MA], point-blank master, point-blank shot, precise shot, precision[MA], ranged spell combat, ranged spellstrike, ranged weapon bond, rapid shot, recuperation, snap shot, weapon focus, weapon specialization
Combat Gear jingasa of the fortunate soldier[UE], snapleaf[UE], snapleaf[UE], snapleaf[UE]; Other Gear +2 silken ceremonial armor[UC], +2 composite longbow (+3 Str), dusty rose prism ioun stone, bracers of archery, greater, efficient quiver, eyes of the eagle, gloves of dueling[APG], handy haversack, ring of evasion, talisman of freedom, greater[OA], 2,720 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Accuracy +4 (Su) 1 Arcane Pool: +4 to attack rolls until the end of your turn.
Arcane Pool +3 (13/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike [Combat Trick] Increase duration of Arcane Strike by 1 round per stamina point spent.
Arcane Strike [Mythic] Arcane strike lasts 1 min. Use 1 power to grant magic weapon special abilities.
Armed Bravery (+4/+8) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Clustered Shots [Combat Trick] Spend up to 2 stamina points for each attack hit with Clustered Shots, bonus damage equal stamina spent.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs. foes who already provoked one for moving.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+4 bonus, ignore cover/conceal & bypass all DR).
Distant Spellstrike (Su) Ranged spellstrike range increases to maximum range of weapon if greater.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fey Foundling Magical healing works better on you
Fighter Training (Ex) Add half your Magus level to your Fighter level for the purpose of feats.
Greater Snap Shot Gain bonus on damage and critical confirmation when using ranged weapons
Greater Snap Shot [Combat Trick] 3 stamina points to gain Greater Snap Shot on attack of opportunity.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Greater Trip [Combat Trick] 2 stamina points to deal 1d6 damage after a successful trip.
Greater Weapon Focus [Combat Trick] 2 stamina points to gain Greater Weapon Focus bonus on another weapon until next turn.
Greater Weapon Specialization [Combat Trick] 2 stamina points to gain Greater Weapon Specialization bonus with another weapon until next turn.
Hair's Breadth (Ex) Negate critical hit if Acrobatics check is higher than confirmation roll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hasted Assault (4 rounds) (Su) Sacrifice a prepared slot to gain haste for a number of rounds equal to the spell's level.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Precise Shot [Combat Trick] Bonus for Precise Shot combat trick increases to +4.
Improved Snap Shot You threaten an additional 5 feet with Snap Shot
Improved Snap Shot [Combat Trick] 5 stamina points to increase threatened area with Snap Shot.
Improved Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Improved Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Trip [Combat Trick] Spend stamina points up to Str/Dex, bonus against trip equal to stamina spent.
Know Thy Enemy (Standard Action) (Ex) Knowledge check vs. 1 foe to gain +2 to att & weapon dam for encounter.
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Manyshot [Combat Trick] 5 stamina points to fire two attacks with final iterative attack.
Manyshot [Mythic] When using Manyshot, your second shot also fires 2 arrows.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Point-Blank Master [Combat Trick] 2 stamina points to avoid provoking an AoO with any ranged weapon.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Precise Shot [Combat Trick] 2 stamina points to assist an ally engaged with an enemy (+2 atk, +2 AC).
Ranged Spell Combat (Ex) Must use ranged weapon for spell combat.
Ranged Spellstrike (Su) As a full rd action, ranged spells can be combined with ranged attacks.
Ranged Trip As full-rd act, attempt to trip with ranged wep at -2 penalty.
Ranged Weapon Bond (- Custom / magic weapon - [Str +3]) (Ex) Must have bonded object to cast spells, doesn't interfere with somatic components.
Rapid Shot [Combat Trick] Up to 1 stamina point for each shot taken using Rapid Shot, decrease penalty by 2 for each stamina spent.
Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Snap Shot [Combat Trick] 2 stamina points to increase threatened area to 10 ft.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
Weapon Specialization [Combat Trick] 2 stamina points to apply Weapon Specialization to another weapon.
Weapon Training (Bows) +4 (Ex) +4 Attack, Damage, CMB, CMD with Bows
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (6d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Blinded) (Su) When you use your lay on hands ability, it also removes the blinded condition.
Mercy (Nauseated) (Su) When you use your lay on hands ability, it also removes the nauseated condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Powerful Justice (Su) At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin's bonus to damage, not her smite's attack bonus or ability to bypass DR.
Smite Evil (4/day) (Su) +2 to hit, +12 to damage, +2 deflection bonus to AC when used.
Saves Fort +15, Ref +18, Will +17 combination of stats (+2, +8, +0), resistance from ABP +3, armed bravery +4 for will, and divine grace +2 to all
Attacks:
Ranged +2 composite longbow +30/+30/+25 (1d8+14/×3) this is without any feats active.
+12 BAB, +8 dex, +2 bracers, +4 weapon training, +2 bow (ABP), +1 trait, +4 weapon training (with gloves of dueling), precision from Champion mythic path reduces penalty for iterative attacks by 5.
Damage is +3 str (composite bow) +4 specialization, +4 weapon training, +2 bow, +1 bracers=14
That looks fairly innocuous. Then I apply feats.
with deadly aim, arcane strike, point blank shot, and rapid shot for 3 at -2
Ranged +2 composite longbow +25/+25/+25/+25/+20 (1d8+26/×3)
The first two shots are Manyshot (so 2d8+52 damage).
Damage comes from:
+14 (from before) deadly aim, +8, arcane strike +3, point blank shot +1
If something really need a killin add in smite
Ranged +2 composite longbow +27/+27/+27/+27/+22 (1d8+38/×3)
he first two shots are Manyshot (so 2d8+76 damage).
Oh, and I forgot, there's also one more attack from spellstrike.
But there's more...
He also has greater snap shot, mythic combat reflexes, ranged trip, improved trip, and greater trip. What does this mean? If anyone moves more than 5' within 15' of Varrus it provokes an AOO, which he can render as a trip attack, which if it lands, does standard damage, and then provokes another trip from greater trip (so I get to shoot them twice if they move around). Trip is at +32 (assuming deadly aim, 36 otherwise) CMB. Of course at the levels we're sitting now, this is of less utility since too many things fly or are real hard to trip, but when abel to work will be sick. With mythic Combat Reflexes he gets infinite AOOs.
He is oath of Vengance so he also gets potentially 4 extra smites a day if he trades in lay on hands.
That seems sufficiently broken.

Zayne Iwatani |

For the alchemist side, can we get a bonus to spells known. I assume during our character's adventures they would be able to expand their knowledge of spells. At 12 level I am fairly certain my character would be able to cast more spells than he actually knew using the classes progression.
Also, is path of war available?

Theodoric Redner |

So this is Rikash and the alias I'll be working from for my concept. I've got most of the build together, but it's subject to change as I think about his background. He will be a Kensai/Bladebound Magus, Swashbuckler (no archetypes, which is a change from my old plans), and School Savant Arcanist (Admixturist barring Necromancy and Enchantment, probably).
As far as spell selection goes, I get quite a few from just leveling. IF I want to buy more, should I just be buying scrolls and then paying scribing costs (unless I have a blessed book), or is it assumed I can find someone to pick up spells from at a discount (1/2*cost of scribing the spell is generally the cost suggested, but may seem too cheap)?
Edit: I almost forgot, I found this picture which I rather like as representative of my character.

Zayne Iwatani |

Spells known is easy for an Alchemist: Scribe more into your Formula Book.
Didn't know if we could assume they eventually make the spellcraft check nor if we need to pay for the scroll and the scribing cost or just the scribing cost (which is a lot cheaper than I thought it would be).

GM Archlich |

This seems incredibly exciting. I'll go over the build rules in more detail, but I already have some ideas in mind.
I'm thinking to go Bloodrager 4->Oracle 1->Rage prophet. Does picking oracle cost a level? Do I have to qualify the Bab requirement all on this side, or can I get 1 point of bab from somewhere else?
I'll probably try for the archmage slot, though I realize competition there will be fierce. I imagine there will be stiff competition for archmage, you sure you want to stick to your one-off requirement? I imagine archmage will be the most fitting and fun choices for more than it's fair share of characters, both full casters and arcane gishes.
For prestige classes, you have to qualify completely on the one of the three sides of the Tristalt. Oracle costs 1 level if you want to have 1 level of oracle.
About the Mythic Paths, we're following the rule of one player per path. You can point an alternate path you'd like to fill in case you're not picked in your primary path.

GM Archlich |

Sundakan wrote:Spells known is easy for an Alchemist: Scribe more into your Formula Book.Didn't know if we could assume they eventually make the spellcraft check nor if we need to pay for the scroll and the scribing cost or just the scribing cost (which is a lot cheaper than I thought it would be).
You can pay only the scribing costs (depending of the level of the spell):
0 5 gp
1 10 gp
2 40 gp
3 90 gp
4 160 gp
5 250 gp
6 360 gp
7 490 gp
8 640 gp
9 810 gp

oyzar |

oyzar wrote:This seems incredibly exciting. I'll go over the build rules in more detail, but I already have some ideas in mind.
I'm thinking to go Bloodrager 4->Oracle 1->Rage prophet. Does picking oracle cost a level? Do I have to qualify the Bab requirement all on this side, or can I get 1 point of bab from somewhere else?
I'll probably try for the archmage slot, though I realize competition there will be fierce. I imagine there will be stiff competition for archmage, you sure you want to stick to your one-off requirement? I imagine archmage will be the most fitting and fun choices for more than it's fair share of characters, both full casters and arcane gishes.
For prestige classes, you have to qualify completely on the one of the three sides of the Tristalt. Oracle costs 1 level if you want to have 1 level of oracle.
About the Mythic Paths, we're following the rule of one player per path. You can point an alternate path you'd like to fill in case you're not picked in your primary path.
Now I'm a bit confused. I was under the impression taking a multiclass level would cost a feat, not a level:
Level: 12, Tri-Gestalt. The main class can't multiclass until it reaches level 20. The other two can, but each extra class you take costs a feat, unless they're prestige classes. Read "Classes" for more info.
So Bloodrager 5 -> Oracle 1 -> Rage Prophet would work, as would Bloodrager 4 -> Oracle 2 -> Rage Prophet then.
I'm definitely picking a caster for one of my sides, witch, wizard or sorcerer- I'm unsure what to do with the last side though. Paladin, Mesmerist or Bloodrager (with Barbarian leading up to rage prophet instead) are all attractive alternatives.

GM Archlich |

Sorry I wasn't clearer, Oyzar. Multiclassing costs a feat per each extra class you want, besides the levels themselves. The only exception is Prestige Classes, which you only have to meet the prereqs (on the specific side alone, not combining all three sides of the tristalt).
Think about this feat cost as to "unlock" a certain class. Also, you can't pick the same class in multiple sides of the tristalt (but I guess this part is a little more obvious). :)
As an example:
Path 1: Fighter 12
Path 2: Rogue 8/Wizard 2/Ranger 2
Path 3: Bloodrager 8/Oracle 3/Rage Prophet 1
To do it, you would have to use 3 feats (Unlock Wizard, Unlock Ranger, Unlock Oracle).

oyzar |

Thanks for the clarification :).
You say background is the most important part of a character, while at the same time our characters are supposed to have adventured together for pretty much the entirety of their adventuring career. This part would undoubtedly greatly affect who they are today, including the events that made them mythic. I'm not sure how to work around this conundrum. I could of course make a background pretty much equivalent of a first level character and then add on the rest after selection, but this would hardly capture the epicness possible for such a character. Any thoughts or suggestions on this issue?
If the characters just banded together recently we would have much more creative freedom in crafting their destinies. Some critical event could have gathered heroes from far and wide to deal with it perhaps?
Of course people have already started on their characters, so it might not be the best idea to change this now. Maybe describing the events prior to grouping together as well as how the adventuring has affected them is sufficient.

GM Archlich |

The background I'm expecting is your career until you got in the previous campaign with the rest of the party. While I believe such campaign was epic (since it gave you Mythic Tiers and whatnot), I want this part to be combined just after the party is selected. So, yes - the background I'm expecting is that of a first level character (and I still believe it can be creative and cool - and, why not, maybe already previewing some of the things you now know you already lived?).

Theodoric Redner |

Question: Would you be amenable to allowing me to take Opposition Research as an Arcanist Exploit? Not allowed as the rules are written, but it doesn't seem too bad.

Theodoric Redner |

Unfortunately not. I prefer sticking to the rules and keep it as an arcane discovery only, for 9th level wizards. I actually think it's a fairly potent one! :) For this game, I can only imagine what a primary class Wizard/Archmage would be able to do. *chilly*
No worries, just wanted to know so I can plan my schools. As for the second bit, the more I'm looking at it, the more silly this character is looking. Definitely going to have some scary stuff he can do. I'll probably start putting some stats down in my alias (WIP) tonight cause I can.
I'm definitely picking a caster for one of my sides, witch, wizard or sorcerer- I'm unsure what to do with the last side though. Paladin, Mesmerist or Bloodrager (with Barbarian leading up to rage prophet instead) are all attractive alternatives.
Sadly no Paladin with the barbarian stuff, as there are alignment restrictions in the way.
Side 1: Barbarian 1/Oracle 5/Rage Prophet 6 (or just straight Oracle)
Side 2: Fey Rageshaper/Primalist Bloodrager 12
Side 3: Sylvan Sorcerer 12
Run around with 2 animal companions (Nature Oracle) and change into a beast yourself. You are nature's wrath, incarnate! You've also got a bunch of handy debuffs/illusions which is interesting.
STR 16 DEX 14 CON 15 Int 13 WIS 8 CHA 15
Increases from level go to CON/CHA/INT. Be half-orc with tattoos (too cool to pass up and add Fate's Favored trait for more fun) and stick your increase in STR. Probably spend a mythic feat to get an extra ability boost (3 total with 2 to STR and 1 to CHA). Go up the Stalwart chain (free endurance from your half-orc alternate racial) for lots of DR (as your armor will be useless when polymorphed.

oyzar |

I think I'll make a Gnome with the Fey trait and take fey bloodline for both Bloodrager and Sorcerer (have to chose the same one anyway, but I don't have to chose both classes). Probably mesmerist for the last class, though I'll pick up evangelist (Desna) and then take mesmerist as the aligned class (which loses one level of mesmerist progression, but otherwise get full benefit of all it's features).
Class 1: Sorcerer 12
Class 2: Bloodrager 5 / Oracle 1 / Rage Prophet 6
Class 3: Mesmerist 5 / Evangelist 7
All the classes fit together quite well flavorful. A gnome with strong ties to the first world, quite the mischievous character focusing heavily on trickery and deceit with plenty of illusions and enchantments to throw around. And for the rage stuff, that's just getting in tune with the darker side of fey.
Since we are not using fractional bonuses, what will my base will save be? +9(+11 from 11 levels of sorcerer and +2 from oracle 1)?
I'm also considering Aberrant Bloodrager(into rage prophet) + Void School Wizard, another fitting combination, though then I dunno what the last class nor trait or race would be.
@Theodric: While I love discussing concepts with others, what you propose is not really what I'm going for. My character will be focused on casting (debuffs and knockous), while your suggestion is much more of a melee beast.
Your build is also not legal as a) you have no way to get moment of clarity from the side getting rage prophet and b) It's not actually possible to get two animal companions (the rules for them state "The character's druid level. The druid's class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion's statistics." Which means that you could maximum get one.
Of course we are probably competing for the same slot, seeing as there can only be a single archmage in the party :/.

nate lange RPG Superstar 2012 Top 32 |

wow... so much gonzo...
I've been running an 11th level mythic gestalt game for a few months but that hasn't relieved my desire to play in something like this at all...
i just have so many ideas, i don't know what to pitch... and one/path- i like that but it makes me feel like I should try to focus on ideas for paths that don't have any interest yet... has anyone started a list yet? if we had a list running of pitched ideas, organized by primary path, that would probably be super helpful for us and the GM...
off the top of my head, I have an idea for:
edit: man, and of course as soon as I post even more ideas come flooding in... a cavalier/barbarian/sohei monk that's like the ultimate mounted warrior... a gunslinger/arsenal chaplain warpriest/sohei monk who can flurry with his gun... a paladin/eldritch scion magus/sorcerer going into dragon disciple (most likely magus 8/DD X)

oyzar |

@nate lange: I believe a couple archmages and a champion are the only actually stated paths. I agree that it would make things easier for everyone if people stated their paths, then it would be easier for people who are unsure what to pick to make up their mind.
On second thought, switching the sorcerer to Sylvan might not be such a bad idea. It begs a couple questions though. a) Can I actually do that? Bloodrager states that you need to have the same bloodline as sorcerer. Sylvan is technically not an archtype, not a different bloodline, so is that allowed. b) This is mythic, will having an animal companion be relevant? I think you have to put in quite a bit of effort to make the AC relevant, at which point it might not be worth it anymore?
Another question is how Rage Prophet interacts with Bloodrager.
...and his bloodrager level acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites...
A rage prophet’s class level stacks with barbarian levels for determining the effect of his rage powers, oracle revelations, and his oracle’s curse. This does not grant additional abilities.
It's not a huge deal either way, but it would be nice as it could affect what Rage Power I pick in addition to moment of clarity.