The Spiral Wanderers (Inactive)

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GM Archlich wrote:


@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.

Cool. The Swashbuckler bit might change to something with more skills/level. I was originally going to go Rogue all the way down, but none of the Rogue Talents interested me a ton, and Sneak Attack is difficult with ranged weapons (even with Snap Shot in play).


@Rednal: Nowhere did he say that we had to build "unfocused", or am I missing something?

@GM Archlich: Since you are commenting on concepts now, what do you think of mine? She'll be a free-spirited gnome with heavy ties to the fey world. She loves pranks and games and that's also how she'll fight her enemies, making them see things that aren't there or simply mess with their minds. She uses her connection to the darker fey as well as the lighter ones, drawing on their malice and rage to fuel her power when she comes in pressured stations. She loves to travel and see the world, exploring this plane and the next, always curious what lies around the next bend in the road.

Class 1: Sorcerer 12 (Tattoed Sorcerer) with fey bloodline
Class 2: Bloodrager 5 (Primalist, Metamagic Rager) with fey bloodline / Oracle 1 (Seeker) with heaven's Mystery / Rage Prophet 6
Class 3: Mesmerist 5 / Evangelist 7 (Desna)
Mythic: Archmage 4

I'm not sure about the sorcerer and Oracle archtypes, I might change to nothing and spirit guide respectively.

Mechanically she'll be pretty much exclusively focused on casting, primarily illusions and enchantments, though plenty of other tricks up her sleeve as well. Crowd Control, knock out effects as well as some buffs and debuffs.

@GM Archlich: I find that in pathfinder especially the roles of tank and healer, but maybe others as well does not work very well as the sole focus of a character. The tank needs some way to protect his friends or dish out damage, there isn't much in the way of taunts to simply force the enemies to attack him. Similarly a healer does not do much to end the battle, just prolong your side's survival. That can easily be combined with either elements of control or damage or both.


Holy crap! There's a Rogue archetype that gives 6th level Wizard casting. 0_o

Though it doesn't fix my skills/level issues.

...Wait, durr, I just realized we're Mythic. I don't need Rogue for Dex to damage at all!

That gives me some wiggle room. I was thinking Medium or Occultist would fit my character better, but hate multiclassing on casters and wanted full Fighter levels.


I think I've settled on Relic Channeler Medium. Having a connection to SPECIFIC spirits rather than whatever happens to be around should be neat.


Dotting...I am thinking about a Brawler (Shield Champion)/Paladin/Ranger combination.


DM, I plan on laying out the copy of my sheet that I'll give to you like a monster statblock. Is that ok or would you prefer a different format?


Welcome, Jack Daniels.

@Oyzar: I like that you're following a theme, and the character is definitely fairly strong! The "Mesmerist" is the only part I don't care about. I'd probably go for like a Paladin or Eldritch Scion, I don't know. Plus, I'd add Mad Magic to the mix! The Evangelist of Desna boons are incredible, especially for a caster.

@Aritian: It's okay, just keep it on the profile organized :)


So I have an ability (much like an oracle Revelation) that grants an Armor bonus. Can I apply my Armor Attunement to this ability? Or should I just nab a shield?


I could switch over to paladin, but I actually feel like mesmerist is more fitting thematically. The whole class is built around pranking the opponent (tricks) and messing with their head. As such I feel that it it fits perfectly. While the class might not mention fey anywhere, it feels like it's made for them. Who haven't heard the stories about The neck or the huldra enchanting unwary travelers and tricking them into their domain, or Tomte(also known as barn gnome) playing tricks on humans? Mesmerist offers some extremely thematic options not readily available to other classes.

Thanks for being open though. If you prefer it I'll just switch over to something else. I just thought the mesmerist would be too fitting for the theme by the virtue of it's mechanics to pass up. Paladin would fit somewhat (though it's hard to come close to mesmerist for matching thematically) if I could go for a CG paladin, but I figured that you didn't want to stray from what's possible normally by one hair, as such I didn't go with that.

As for Mad Magic, the character wouldn't actually work without that feat. I'm definitely picking that. You'll get all the feats in the full build ;).

I realize now that it's hard to include theme-musings like this on a character sheet. Well, you have it here instead. Still want me to switch mesmerist for something else?

As a side note, will we be in any kind of terrain more than others? Gnome has some fey themed options requiring specific terrain. Fey can actually be bonded to pretty much anything (urban, forest and water mentioned about, the king under the mountain for dungeons etc). The abilities are fairly minor, but it would be nice to at least get to use them.

Liberty's Edge

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

Ok, so I am working on a halfling fighter(dawnflower dervish)/unchained rogue(knife master/scout)/ Life Mystery Scattered Psyche Oracle (Warsighted) Champion.

Looking at Fragments of Someone Else as my campaign trait, fits in nicely with the Scattered Psyche curse and all....


That's the one I took myself. Mostly because I have 8 other people sharing my head with me.

RPG Superstar 2012 Top 32

Is scattered psyche a new curse from the occult book?


It's from Iron gods actually Shattered Psyche.


@Sundakan: You gotta apply the APB to items.

@Oyzar: Please, follow whatever you feel hits better the character! Mesmerist, even. :) Feel free to include it all on the profile.

-------------

I quite like Shattered Psyche as an Oracle curse, btw. I think it's great for RP'ing!


Sorry to ask this... is the Guided weapon enhancement allowed?


It is. Please keep in mind the Automatic Progression Bonus on weapons and armor. ;)


Sorry, but I've got another one. Can Abyssal Scourge (Cold Iron Warden Inquisitor) be used as a prerequisite to take Channel Smite and Guided Hand?


Sacred Geometry => yay or not in 7 hells?


What's the status of a Furious weapon with ABP?


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Jereru wrote:
Sorry, but I've got another one. Can Abyssal Scourge (Cold Iron Warden Inquisitor) be used as a prerequisite to take Channel Smite and Guided Hand?

Yes.

oyzar wrote:
Sacred Geometry => yay or not in 7 hells?

Yes.

fearcypher wrote:
What's the status of a Furious weapon with ABP?

It costs the same as a +1 enhancement and it requires the weapon to already be +1... So, +1 furious means a +2 weapon (level 9 ABP).


I was wondering because I was going to pick up a furious AOMF but I was wondering if it would fall under the no +-X item rule of ABP.


Scratch that I meant a furyborn weapon


Furyborn is +2, and you'd have to be level 14 to have it.


I was looking at an Amulet Of Mighy Fists. It doesn't require a +1 before adding properties. So I would only need a +2 overall.


For anyone with questions in Gestalt: Gestalt Characters

To calculate saves/BAB, go in each path of the three separately and calculate what would be the saves and BAB. Then, compare the three paths side by side and use the highest for each.

Path 1: BAB +8, Fort +4, Refl +6, Will +2
Path 2: BAB +12, Fort +8, Refl +2, Will +4
Path 3: BAB +10, Fort +6, Refl +4, Will +4

You'd have BAB +12, Fort +8, Refl +6 and Will +4.


You actually still have to buy weapon abilities. Weapon and armour atunement doesn't grant such to your weapons. So you could buy a +0 Furyborn Amulet of Mighty Fists and attune to it just fine but you would get +0 enhancement bonus.


Yeah I understood that HolyWater I was wondering if Furyborn is allowed considering all it does is add enhancemenr bouneses. Because ABP bans normal +-x Weapons

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Thanks for the clarification on that GM!


All my stats besides my mythic powers are done and on this Alias.
-Fearcypher


ABP actually allows ANY weapon to take weapon special abilities without having +1 first. You could have a +0 Flaming Demon Bane weapon if you wanted.


Jereru here. This is going to be my PC, trying to apply for the Trickster.


Where do the Great Old Ones fit into this? Or is that a secret? :)


Here is my fighter/gunslinger/alchemist.

Coming together slowly. Shitload of feats and abilities.

Also, how do mythic feats work? Is it one per tier?


Flint Blackwood wrote:
Also, how do mythic feats work? Is it one per tier?

You get one mythic feat per odd mythic tier. So at Tier 4, you should have 2 mythic feats. You can also trade out a path ability (maybe many?) for mythic feats. You need to have the non-mythic feat to take the mythic feat.


You can trade 1 path ability for a mythic feat every 2 levels.

RPG Superstar 2012 Top 32

is it weird that part of me really wants to do like a human martial master fighter/warpriest (with the racial FCB) with like monk or slayer? at 12th level you'd have 30 feats to choose, plus martial flexibility (and 3 bonus teamwork feats)...

i'm not really going to do that, but it is fun to think about all the options with that many feats...

my family is sick right now so I haven't really had time to work on much but after running a bunch of ideas by the GM I'm probably going to develop an unchained monk/inquisitor/cleric, hierophant.


Alright, I am thinking a Unchained Monk/Unchained Rogue/Kineticist who may or may not be some manner of hidden immortal master.

Alternately, I am really tempted to ask if I could play some kind of terrifying amnesiac cyborg from the Silver Mount (Cyber-Soldier Fighter/Psychic/Techslinger Gunslinger). I find my odds there highly doubtful but I figured asking would not hurt.


Red Velvet Tiger wrote:
Where do the Great Old Ones fit into this? Or is that a secret? :)

Oohhh lore question! To be found in game :)

@nate: take care of your family, man! It's a long recruitment anyway. Don't worry!


Any objection to my Medium spirits (One for each Mythic path) being based on deities/demigods? Particularly some not used in Golarion yet.

Anansi for Trickster, for instance.


Throwing my hat in the ring with a full blooded arcane guy or girl.. Prob Arcanist/Sorcerer/Wizard.. My question is are we allowed to craft stuff after the game has started?

And does the no crafting at all line go for magical tats as well?


You might at least consider pulling classes with different spell lists. Gestalting 3 classes that basically give all the same stuff is kind of a missed opportunity.

I would at least replace Sorcerer with Witch, and maybe Arcanist with Bard, Summoner, or Magus.


Im fine with 3 full blown arcane spellcasters rolled into one.. The power level will be insane..

Her DC's will be in the 30's to start.. Im sure she'll be fine..


It won't, though, is what I mean. You're not pulling from 3 Arcane lists...you're pulling from ONE Arcane list three times.


Ill take a look into, but currently I like the idea of tossing 3 spells a round several times a day..


Because "inferior classes" as you put it offer increased options. Options = power.

Arcane classes rule, yes...in single classed games. There are some things an arcane caster cannot do, or cannot do well. In a normal game, this is kinda whatever. The things you CAN do far outnumber the things you can't, and that any non-arcane caster can as well.

Access to spells you cannot normally cast is and has always been an incredible options boost.

A Cleric/Wizard in a Gestalt game is far more well rounded than a Wizard/Sorcerer, because it has more options.

Doubly so in a TRIstalt game, where anyone can have an Arcane class and then two other classes of their choice, which trumps your tri-arcane set-up in everything but spells/day for a single class.

Even discarding the mechanical advantages of having three different pools of options to choose from, a character that is essentially a single classed character with more X/day bits is simply BORING. It squanders the thing that makes Gestalt and Tristalt so interesting in the first place: Creating characters you normally couldn't make using the normal rules. Using it as a flat numbers booster is just a wasted opportunity IMO, and not generally what GM's look for in applicants in my experience.

WerePox47 wrote:
Ill take a look into, but currently I like the idea of tossing 3 spells a round several times a day..

You changed your post considerably but this makes me kind of curious...how are you tossing 3 spells a round?

The Exchange

@Archlich can you comment to the extent that non combat opportunities will present themselves? Obviously the bulk of PFs system complexity is around navigating "physical" challenges so I want to check in about how often, for instance, there will be social challenges. I have some interesting ideas but I don't want to fail the party or the campaign by having a bunch of social abilities that are rarely used...


I didnt wanna sound like an ass.. Sry if I did.. A few counterpoints though based on this games specifics..

We were asked to narrow our focus and thats what I've done. While having access to cleric spells is indeed nice, getting to use 1 main stat for all 3 classes is very nice as well.. Having access to every arcane spell imaginable that many times a day will make up for it.. And im sure there will be a few divine casters in group to make up for it.

My idea was to basically create the essence of arcane magic manifested into flesh and blood.. A chosen one created from the weave itself.. So while I appreciate the advice I think the fluff with the mechanics will be just fine.. If thats not a cool enough idea to be considered than I guess oh well..

And to answer your question I thought amazing initiave let you cast a 3rd spell, I see now it does not.. Two spells per round a lot of times per day will work I suppose..

I am considering the Kensai Magus though as the +10 to AC would be nice, ntm feats and better BAB, Fort, and Hit Dice.. I dont envision this character as a meleer though..


I didn't think you sounded like an ass, just like you REALLY like arcane casters. =)

I can never remember, does tye Magus' armor training stuff only remove spell failure for Magus spells?

If not, Myrmidarch or Card Caster could be neat.

Even if not, you could grab the super duper Mage Armor Archmage path ability and go completely armor-less while enjoying the AC of of +5 Full Plate.


The Kensai add Int to AC while unarmored or light armor.. So with current stats butt naked she would have a 24 AC.. Buffed with Mythic Mage Armor and a Shield spell AC 34 with Moderate Fortification.. A mild ring of protection and an elemental shape over 40.. Naked.. I dont imagine her wearing very much being a sorta primal being of magic.

I think imma drop Sorcerer for the Magus after consideration.. It ups her survivability quite a bit..

And yes i do like arcane casters. I have a 19th level PFS wizard that I hope someday I can get that last xp for 20th..


GM, when you say characters are Mature, do you mean Middle Age with penalties? Thanks. Almost finished the mechanics of my Shield Champion/Paladin/Inquisitor character. He is going with the Marshal Path.

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