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I'm planning to go down the Archmage route with my character, for whatever that's worth. Backup path is tricky, but probably trickster purely for path dabbling into Archmage for Coupled Arcana. I would like to be caster focused, so Archmage makes the most sense.

To pitch another idea I like the idea of, if someone is interested:

A holy warrior with deep ties to the land. Generally avoids cities and seeks to serve the general populace as a healer and protector. The warrior is probably a worshipper of Erastil. He serves as a protector for his party, martyring himself that they might better live. He's a ferocious warrior and a protector of his friends and of nature.

Side 1: Warrior of the Shining Light Paladin 12
Side 2: Spirit Guide Life Oracle 12
Side 3: Some variety of Bard (Arcane Duelist?) 12 or Lore Warden Fighter 12 (martial vs support option)

Focus on buffing, healing friends while your lay on hands yourself with life link active, summoning, and locking areas down with a reach weapon.


My only problem with "One path per customer" is that many Path abilities are BUILD DEFINING. A Tank character is naturally going to want to be a Guardian...any tank without it is going to be strictly inferior as a tank to a character that has it.

I suppose it increases party diversity, but at the cost of fun party SYNERGY in some ways.


HighonHolyWater wrote:
Have an idea for a paladin/bard/oracle that I am working on.
Theodoric Redner wrote:

I'm planning to go down the Archmage route with my character, for whatever that's worth. Backup path is tricky, but probably trickster purely for path dabbling into Archmage for Coupled Arcana. I would like to be caster focused, so Archmage makes the most sense.

To pitch another idea I like the idea of, if someone is interested:

A holy warrior with deep ties to the land. Generally avoids cities and seeks to serve the general populace as a healer and protector. The warrior is probably a worshipper of Erastil. He serves as a protector for his party, martyring himself that they might better live. He's a ferocious warrior and a protector of his friends and of nature.

Side 1: Warrior of the Shining Light Paladin 12
Side 2: Spirit Guide Life Oracle 12
Side 3: Some variety of Bard (Arcane Duelist?) 12 or Lore Warden Fighter 12 (martial vs support option)

Focus on buffing, healing friends while your lay on hands yourself with life link active, summoning, and locking areas down with a reach weapon.

While helping out people is nice, suggesting that someone should go down with exactly the same classes and therefore probably be in direct competition with another person who has expressed interest in the thread, will only create problems.

As already stated I will go down the Archmage path. We'll then be in direct competition. A switch to another path would be poor at best (there is no psychic path and I don't have enough oracle for hierophant to be worthwhile).


And some of us would like to go Dual Path... XD

Especially if I could get permission to use Component Freedom with Psychic spells. o wo; Psychic stuff, uh, has very limited mythic support right now...


oyzar wrote:
While helping out people is nice, suggesting that someone should go down with exactly the same classes and therefore probably be in direct competition with another person who has expressed interest in the thread, will only create problems.

My bad, I hadn't notice that HighonHolyWater posted saying he wanted to go down that path. It definitely wasn't my intention to make his life more difficult. I had just had a few interesting thoughts and intended the share them in the same vein as what nate did (in more detail). I like messing around with character ideas and it's an interesting format.

oyzar wrote:
As already stated I will go down the Archmage path. We'll then be in direct competition. A switch to another path would be poor at best (there is no psychic path and I don't have enough oracle for hierophant to be worthwhile).

It's unfortunate, but I'm not sure there's much either of us can do about this. I wish you the best of luck with your character. :)

The Exchange

Im shooting for Trickster...in case anyone cares.

Inquis-UC Rogue/Arcanist/Arcane Trickster-Slayer/Shadowdancer...if I can make that all work the way I think I can...


Haha. Have the same classes as me for all I care. I'll make my character, you make yours and may the GM's favorite be chosen. I'm still figuring out things and may change a class or two, or not. So nothing is in stone anyway.


For what it's worth, my character is a Fighter/Occultist/Psychic. XD Haven't done their Mythic stuff yet - not entirely sure which path to take.


Aaaaand she's MOSTLY done.

@GM: Would you like me to just send you the character's Hero Lab files? XD That way, you could easily see for yourself how things check out.


One last thing. Does anyone know if one can use Monk abilities during a barbarian rage? Is this legal DM?


Zayne Iwatani wrote:
One last thing. Does anyone know if one can use Monk abilities during a barbarian rage? Is this legal DM?

I don't think you can be a barbarian/monk as they have opposing alignment restrictions. Am I forgetting an archetype that fixes this? Maybe a drunken something monk? Doing a little digging on your actual question.

Edit: Martial Artist monks can get around the alignment restriction and get immunity to fatigue, which is cute.

Edit 2: Assuming you do Martial Artist, it seems to me like most of your stuff should work. Exploit weakness is a bit nebulous and if you go Qingqong, I don't think any SLAs you pick up would work. DM obviously will know more, but seems legit to me. :)

The Exchange

Zayne Iwatani wrote:
One last thing. Does anyone know if one can use Monk abilities during a barbarian rage? Is this legal DM?

Alignment is the barrier to entry here...


We're Mythic, Beyond Morality is a thing, as are an Archetype and an Aasimar only Trait.

And I think the other problem is already beginning to show itself: People are becoming afraid of making characters with any sort of overlap because it puts them in direct competition withe each other.

I had planned to roll Trickster, probably (Fighter/Witch/Unchained Rogue), but now I feel obligated to make that Champion because Trickster is "taken" and none of the others really fit, except maybe Archmage which is likewise in FIERCE competition.


@Sundakan: If it makes you feel any better, someone has already submitted a Champion character (drbuzzard). ;)

One thought: What if you allowed dual path with a requirement that you must choose a primary path that will have more path abilities chosen then the 2ndary? If that were allowed, I'd probably have to think harder about my primary (probably Archmage preferred, but could do Champion or Trickster).

GM Archlich wrote:
You can pay only the scribing costs (depending of the level of the spell):

To clarify, is that just the cost to buy the spell (e.g. must pay the same cost again to scribe it to a non-Blessed Book)?


Personally, I'm sort of assuming overlap. XD; I mean, six players in a tristalt game? SOMETHING is gonna get duplicated...


Maybe it would be best if we all made our characters Mythic-less and then picked a Mythic path AFTER selection? That would work out some of the problems anyway, I think. It's not my preferred option, but assuming the GM wants to stick with having one representative of each Path, maybe best to hash it out among 6 people rather than however many?


There is one ting I really like about he all different path, no dual path setup though. The path really does heavily affect the focus of the character. If all characters have a different focus then it'll be much more likely that all will grab somewhat equal parts of the spotlight even if there is overlap.

Picking a path after selection won't work for a lot of characters. As mentioned my character will hardly benefit at all from any other path than archmage.

I'm sorry for starting such a discussion... The GM decides the rules, we shouldn't be question that when he has made up his mind.


Dotted, and will work on something. Probably nothing too much spell related (Inquisitor or Bard at most). Will probably try to fit Investigator in, and try to opt for Tank or DPS.

Edit: Quite sold on a Paladin/Oracle/Anything Guardian, as for now. If I add Skald or Bard, could also be a Marshal.

RPG Superstar 2012 Top 32

Well, it seems like there's definitely enough interest to fill every path, with some competition... So, rather than wait to see what materializes I'm going to stake my claim:

Micah Haynes
Guardian
Paladin 12
Eldritch Scion Magus 8/Dragon Disciple 4
Sorcerer 12
Called the 'hammer of the gods' because of the large hammer (either an earthbreaker or a longhammer) he uses to deal devastating blows. a pretty straight forward 2hander build with the legendary item path ability for his hammer.

@GM- When he novas he'd be able one shot a lot of things... If that's too much let me know and I can switch to another idea; or, if you liked one of my other ideas better let me know and I'll develop that one instead.


SO

MANY

FEATS

AAAAAAAAAAAAAAAAAAAAAAAAAAAAA

BTW what counts as an "Upbringing Feat"? Any Racial Feat? Or only the ones that state stuff like "Because of growing up due to blah blah blah, you bleh the bluh"? I don't know a ton of those ones off the top of my head.

What about stuff like Racial and Eldritch Heritage?


Consider me interested as well. I've been wanting to play a Goliath Druid for ages now. Now to figure out the other two classes.


Sundakan wrote:

SO

MANY

FEATS

You say that, and I would have agreed, but now I want more! There's some cool stuff I would like to be doing but that I lack the feats for. No such thing as enough! :P

Sundakan wrote:
BTW what counts as an "Upbringing Feat"? Any Racial Feat? Or only the ones that state stuff like "Because of growing up due to blah blah blah, you bleh the bluh"? I don't know a ton of those one sof fthe top of my head.

The only things I could find were:

Elven Spirit
Fey Foundling
Fiendish Facade
Hermean Blood [I might actually look at this... this is interesting...]
Human Spirit
Jackal Heritage
Monstrous Mask
Noble Scion (4 feats in total)
Revered Guidance
Unusual Origin (Dhamphir)


Also, do you have any hang-ups about the Mythic Vital Strike Feat's power level?

Particularly when combined with some new Feats like Startoss Comet/Shower that let you Vital Strike multiple times per round (though only against different targets each time)?

I was considering rolling with that because it sounds awesome, but it's always a concern when building that certain corner options like that can be what gets you disqualified.


@nate, Sundanken: There are always bigger fish... He said enemies would be really though, that's certainly possible to accomplish. As an example: in another tristalt game my 4th level character just dealt about 150 damage in a single round. The enemy was still alive afterwards. Of course at level 12 and 4 mythic tiers you'll be able to put out a lot more damage than that, but the enemies will scale as well. I'm just not going to worry about it until I'm told it's too much...

I'm probably picking noble scion (war) for my first level bonus feat. I agree that we won't have any problems using all the feats.


Ok so my paladin/bard/oracle idea is probably going to go the marshal route and take eldritch heritage(arcane) and mythic eldritch heritage and improved familiar for a Harbinger Archon to prove his elevated status and favour from Iomedae.

Backstory that I have for now is that he has become the leader of a branch of the church of Iomedae after the world wound was defeated (or whatever happens at the end of WotR because I have not played or read it). He has defeated many demons and the like. If Leadership is allowed then my followers would be Iomedaens and church agents spread across Golarion with a focus around the worldwound.


The broad strokes of my character (mechanically) are in place in my alias. I'm still working on writing up/brainstorming my background and my alias will probably be changing mechanically (skill points fiddled with, feats fiddled with, etc) as my background is refined.


HighonHolyWater wrote:
Have an idea for a paladin/bard/oracle that I am working on.

Duh, I didn't see this... Ok, changing concept.


Hey guys! I'll be reading all the new posts and replying at some point today. Just to address some quick things:

- Don't worry about the competition... Focus on your character. With such long recruitment, we're bound to have several overlaps, maybe even people with extremely close builds. Just focus on making yours truly interesting and organic.

- We will be following the rules of one character per mythic path and no dual paths. The idea, as some people already figured, is exactly to force a clear focus.

- I see some people already mentioning it here, which is good, but to reinforce - make sure to add your shenanigans to the profile clearly so you don't run into the chance of simply losing a spot because of some mechanic you didn't check with me before.

For instance, my interpretation of the vital strike chain (with Mythic) won't let it go as far in damage as some other loosely interpretations do.

RPG Superstar 2012 Top 32

Could you please explain your interpretation of mythic vital strike for those of us considering building around it? as shown earlier, I have plenty of other ideas I can develop if it looks like this won't work out.

@Sundakan- the startoss feats specifically say that the vital strike damage only applies on the first hit (the additional hits all deal normal damage)


I could kinda try to make my character as a guardian, but it wouldn't work as well. Initially I was trying that to be different, but switched to champion because he really is more offense than defense.

I tend to agree with Oyzar, that it would be pretty hard to take a focused character build and then opt for a different mythic path than you chose when you made the design initially. I suppose you could build to cover enough bases for that, but I know I didn't.


I'm looking at monk/cleric/sorcerer going into hierophant. If not I'll go marshal.


Fearcypher here

This alias has my backstory. Ignore the stats they were for a different game. I'll have my stats written up soon, in the meantime if anyone wants to critique my backstory you're welcome to.


The major "shenanigans" of my character will be Rage Prophet's 7th level ability Ragecaster (though I have to wait until next level to actually get that):
While raging the Rage Prophet adds her constitution modifier to DC of spells she casts while raging.

I'll also be using Awesome Display from Heaven's Oracle to make stuff like Color Spray usable into high level.

If either of those are problematic, it would be nice to know so I can make a different character.


Also I'm fine with taking whatever trait is left over at the end.


Also Is blood money banned?


nate lange wrote:

Could you please explain your interpretation of mythic vital strike for those of us considering building around it? as shown earlier, I have plenty of other ideas I can develop if it looks like this won't work out.

Yes, I'd like to know as well.

Presumably you mean you'll be taking the "common sense" interpretation where the damage is multiplied by the number of Vital Strike Feats you have, rather than the number of DICE you roll?


This is cool.

Thinking of making a Barbarian/Ranger/Warpriest of Gorum


Um...

Speaking from my experience with mythic tristalt games (I'm running four, recruiting for one, and playing in two right now), I don't think trying to focus super-narrow mythic specializations on tristalt characters will work. I can elaborate on this in as much detail as you'd like, but what it basically comes down to is that I feel like I'm simultaneously being told "avoid shenanigans where the character focuses too much on one thing" AND "You're only allowed to have one narrow idea that your character's powers can support". It's... awkward.

Tristalt characters are complicated, and many character ideas involving them can't be truly supported with one mythic path and a requirement for everyone to be completely different. For example, my own idea was "Self Perfection", someone who trained both their body and mind... but I can't support that with their mythic abilities because psychic and martial power are very different things. It's extraordinarily difficult to make a holistic character concept where the classes must be broad but the mythic powers must be narrow. ^^; I strongly encourage reconsidering that. Otherwise - and this will be with massive regret, because I love my character idea and spent most of yesterday working on it - I think I'll have to just bow out.


I really don't know what to do, since it's the first time I hear about tristalt. Never played Mythic, either. So more than a closed combo, I'm looking for a solid character who can contribute to the group doing his role.

What I'm trying, being that we have 3 different classes, is not being too MAD, so I'm looking for things like Monk/Warpriest, Paladin/Oracle, etc, with a strong "I want to play an Investigator" feeling.

About the Mythical specs, the only thing I'm sure of is I don't want to be anything too spelly.

Last thing, GM, what do you have to say about the "Upbringing Feats"?


Rednal wrote:

Um...

Speaking from my experience with mythic tristalt games (I'm running four, recruiting for one, and playing in two right now), I don't think trying to focus super-narrow mythic specializations on tristalt characters will work. I can elaborate on this in as much detail as you'd like, but what it basically comes down to is that I feel like I'm simultaneously being told "avoid shenanigans where the character focuses too much on one thing" AND "You're only allowed to have one narrow idea that your character's powers can support". It's... awkward.

Tristalt characters are complicated, and many character ideas involving them can't be truly supported with one mythic path and a requirement for everyone to be completely different. For example, my own idea was "Self Perfection", someone who trained both their body and mind... but I can't support that with their mythic abilities because psychic and martial power are very different things. It's extraordinarily difficult to make a holistic character concept where the classes must be broad but the mythic powers must be narrow. ^^; I strongly encourage reconsidering that. Otherwise - and this will be with massive regret, because I love my character idea and spent most of yesterday working on it - I think I'll have to just bow out.

I am also concerned about this. I know that gestalt and tristalt have issues with people who like a defined role, but focusing them on a single point gives other problems. One, it's hard to avoid cheese when you are focused on a single role. Two, it means that instead of everybody competing for 6 slots it's six separate competitions. I'm sure that there will likely be some types that are just packed with good ideas and others that you'll have to choose a lesser character because the applications in that role aren't so good.

Of course, that just means I'm going to make more characters to try and compete for more slots.


Wow! So many questions! Thanks for the interest, guys and gals. If I forgot to answer anyone, please bring it up again.

In advance: I apologize to everybody if certain of my rules and preferences aren't making you happy, but more than likely I won't be changing them. The single Mythic Path thing, for instance, won't change at all. If it's not something to your taste, I fear this game might not be to your taste either. You can't always win, right? :)

Everybody:

- Animal companions, eidolons, mounts, etc.: the game is gonna be very tough to anything that is not "trigestalted" mythic. Expect these guys will probably die like flies, and most enemies are fairly intelligent strategy-wise (plus, the environment is also dangerous, and many things work in an "AoE" fashion). Same goes for summoners (not only the class, I mean) - I can advance that some places you'll visit will be dimension locked, so don't depend too much in anything but yourself.

- Size: some parts of the adventure happen in tight spaces. With a party of six, be mindful of this detail; things are already tough enough to have to fight squeezing... :)

- Deities: use Golarion deities as usual.

- Hit Points: Maximum hit points every level.

- Party Roles: Like I mentioned before, the idea of single path etc. is to enforce some clear focus around. I will particularly look for characters that can fill certain roles: tank, healer, buff/debuff, skills, crowd control, damage dealing, etc., but as in any gestalt game, characters will probably be capable of multiple things and that's fine.

- Psychic Stuff and Mythic: I actually like the fact psychic has almost no support at all, mythically speaking. I think the Psychic stuff is currently a little unbalanced either way (as in, you see things like "versus divine spells" or "versus arcane spells", but barely anything specifically targeting Psychic). Anyway, please feel free to go with this kind of power and this won't mean less chances for you to be selected, even if I dislike the related material.

- Upbringing and 1st Level Only Feats: Big Game Hunter, City Born, Country Born, Elven Spirit, Fey Foundling, Fiendish Facade, Fiendish Heritage, Hermean Blood, Human Spirit, Jackal Heritage, Lone Wolf, Monstrous Mask, Noble Scion, Revered Guidance, Shingle Runner, Totem Spirit, Unusual Origin. If there's any other feat you feel that should be in this group, please bring it up to me.

- About Mythic Vital Strike: the damage is multipled by 2, 3 or 4, depending if you have Vital Strike, Improved Vital Strike or Greater Vital Strike. This multiplier can't be higher than the weapon crit multiplier, and the extra damage is not multiplied in case of a critical hit. Mythic Improved Vital Strike is adjusted accordingly as well, and Mythic Greater Vital Strike has an added "only versus non-mythic targets".

- Enemies and Damage Dealing: don't worry if you have any hard-hitting supernova-style attack. Damage isn't everything. Hit points aren't everything. Hitting the enemies too strongly might even be dangerous to the party, but I won't explain why. Go for your build, my friends. Oyzar said it all: "there are always bigger fishes". Crowd-control is actually king on hard-mode games.

- Applications per player: let's please keep it at one application per player. Choose your best one and go for it.

@oyzar: Your saves are the usual for Gestalt. Each level, you check what class is giving you more to any given save, and use that. About the Rage Prophet, it unfortunately doesn't stack with Bloodrager, just Barbarian (I wish they'd fix other things on the class - I think it should give you more rounds of rage too). Either way - we will follow the class as written right now. Ragecasting and Awesome Display are fine, feel free to use them.

@Rednal: Very cool image for the character. Please don't send me, however, your HL file. Make sure to put all the details on the Paizo profile, including the breakdown. I want to avoid keeping multiple sources while the game is going on.

@Zayne: Assuming you're using one of the many ways to go around the alignment restriction: some Monk abilities do work while others don't. SLAs won't, for example, but High Jump would.

@Theodoric: That's the cost to have the spell in your spellbook.

@Aritian: Blood money isn't banned. Any effect that has a cost, however, has to be actually paid to work - so someone with DR will have difficulties using the spell, for example.


When you say that Rage Prophet doesn't work with Bloodrager you mean that the abilities that specifically mentions Barbarian does nothing right? Because the other features should still work fine. Bloodrager counts as rage after all. It's no problem qualifying for the class as Bloodrager (primalist).

About more rounds of rage, the class does allow you to sacrifice spell slots for more rounds, so I should be fine in that regard.


That's correct, Oyzar. And I assumed you were using the archetype that allows you to replace bloodline stuff with rage powers ;)

RPG Superstar 2012 Top 32

@GM- so you're saying that for improved VS you have to be using a weapon with a x3 crit multiplier, and to take greater you would have be using like a pick or Tetsubo?


@nate: no. I'm saying that to take advantage of adding 3 times your strength, power attack etc. when using Improved Vital Strike, you'd have to be using a weapon with a crit modifier of 3x or more (otherwise, the only thing you get 3 times when using improved vital strike is the weapon damage dice, and having mythic vital strike will only net you 2 times the other damage).

RPG Superstar 2012 Top 32

Ok, now I understand. Thanks.

After reading your big recent post I'm feeling less good about my current build... Despite being a guardian his role really would have been damage dealing more than anything else.

Back to the drawing board I guess.


*Sighs and shakes head*

You do want specific roles, you don't want over-emphasis on a role, you're accepting a spread in abilities, but you're restricting support for that spread.

I like the basic idea of the campaign, and love the character I created, but every instinct I've developed from running and playing these kinds of games is screaming that this is not going to work. It might be easier to do on a tabletop with a set group that can build their characters together, but online like this? Limited applications, even?

Naturally, I do hope that I'm wrong, and that the game ends up being a blast for everyone involved. I just... don't do very well when the expectations seem so self-contradictory, and I don't think I could make a character I'd want to play who was simultaneously so focused and yet unfocused.

I think I'll bow out here and focus on my own games. ^^;


Finally settled on Fighter (Weapon Master) 12/Shaman (Lore) 12/Unchained Rogue 3/Swashbuckler (Flying Blade) 9.

Mostly a damage dealer, with a bit of control and a good deal of utility from Shaman. Took stuff like Feral Speech and Tongues for Shaman, and can do fun stuff like share my skill ranks with people. Only wish I could have finagled a higher Int. Between having Dex and Wis as equal primary stats, and Cha as a secondary, my only options were "Dump Str" (which I don't like) or make both 10.

Working story is he was a Shaman of a small Mwangi tribe and was called by the spirits to accomplish "great things". They speak through his Hawk familiar.


@Nate: Feel free to bounce ideas if you so desire, either here or via PM. For physical damage dealing you might want to look more at the champion path, probably.

@Rednal: Like I said, it isn't for everybody. I definitely don't see anything as "contradictory" as you mentioned, but then again, I respect your opinion. Have fun in the other games, then! :) I see you around. Keep us posted if you change your mind.

@Sundakan: So far I like what you described. It seems to be taking an interesting route. Take your time to build your character, though - don't feel pressed to do anything quick, as we still have like 4 weeks to go.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Definitely interested. Going to see what catches my interest most.

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