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Switching sorcerer with magus or witch would let you copy spells between all classes. you'd get 6 spells/level that can potentially go under all three classes.


Before I read up on everything in depth, is this still open? .

I saw a comment about this being a 'long recruitment' but I just want to make sure I still have plenty of time in order to submit a character


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

Careful with "casting multiple spells on the same round". There are some exceptions that specifically say they can do so, but overall there's a hard rule (Pathfinder, not mine) making it simply not possible. Amazing Initiative, for instance, is not an exception.

About casting spells with armor and arcane spell failure: spells without somatic components don't fail. This is a mythic game. So... ;)


WerePox47 wrote:

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?

No crafting even after the game starts, and the same apply to magical tattoos.


PirateDevon wrote:
@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...

There's a lot of combats and physical challenges. With that said, there are opportunities for social challenges as well, even if not as frequent. Additionally, this campaign features some large scale battles with custom rules, and certain character builds will have an easier time in such events.


Jack Daniels wrote:
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.

Mature is the age category in Pathfinder without any adjusts. You're not young neither old.


Monkeygod wrote:

Before I read up on everything in depth, is this still open? .

I saw a comment about this being a 'long recruitment' but I just want to make sure I still have plenty of time to make to submit a character

Hi Monkeygod, nice to see you around. It is still open... At least until the end of March. If I decide to advance or delay the dates, I'll post here.


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

Careful with "casting multiple spells on the same round". There are some exceptions that specifically say they can do so, but overall there's a hard rule (Pathfinder, not mine) making it simply not possible. Amazing Initiative, for instance, is not an exception.

About casting spells with armor and arcane spell failure: spells without somatic components don't fail. This is a mythic game. So... ;)

Amazing Initiative + Coupled Arcana + Wild Arcana still works right? Sadly all the "theme-choices" I've gone with makes coupled arcana less than ideal, but I'll still get some use out of it.

(Arcane Surge + Cackle or Bardic Music would let you use your move action to cast as well, add in mythic haste and you are looking at 5 spells per round).

GM Archlich wrote:
WerePox47 wrote:

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?

No crafting even after the game starts, and the same apply to magical tattoos.

Tattooed sorcerer doesn't technically craft, but it does create spell tattoos, will this be useless under your rules?

GM Archlich wrote:
PirateDevon wrote:
@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...
There's a lot of combats and physical challenges. With that said, there are opportunities for social challenges as well, even if not as frequent. Additionally, this campaign features some large scale battles with custom rules, and certain character builds will have an easier time in such events.

Could you enlighten us a bit as to what skills and abilities will be useful for this?


Nowhere in either of the three abilities it states you can cast more than one spell per round with it, so my table rule was always that you can't. You can use these abilities for other types of actions (even SLAs if you have, for example, or witch hexes etc.).

Specific text for quickened spells:
Cast a Quickened Spell
You can cast a quickened spell (see the Quicken Spell feat), or any spell whose casting time is designated as a free or swift action, as a swift action. Only one such spell can be cast in any round, and such spells don't count toward your normal limit of one spell per round. Casting a spell as a swift action doesn't incur an attack of opportunity.

Another exception are the spells cast as immediate actions - I let them go if you still have the immediate action available, and ignore if you already castes a spell on your turn.

About classes and archetypes with some sort of crafting or whatnot - this specific type of ability will, in fact, be useless. Scribe Scroll is an example. The Scarred Witch Doctor mask is another. If a certain class/archetype has this type of resource and you feel your concept won't work without it, then please choose a different class/archetype.


Quote:

Coupled Arcana (Ex)

Whenever you spend a standard action, move action, or swift action to activate an arcane school power, bardic performance, bloodline power, hex, or magus arcana, you can also activate an ability that uses mythic power as a free action. The mythic ability you activate must require the same action type as the other ability you activated or faster (a swift action is faster than a move action, and a move action is faster than a standard action).

If you use for example a hex or a bloodline ability then coupled arcana lets you use an ability that uses mythic power right? Wild Arcana or Arcane Surge is such an ability. I don't see anything that restricts you from using those to cast a spell. Are you adding such a restriction then? Just want to make sure I know how the rules work for your game.


@oyzar: please read my post (especially the spoiler part and the paragraph later). I will always assume a specific rule saying you can't cast more than one spell per round. I house ruled that immediate spells (like Liberating Command) are an exception to this rule, as well as anywhere that clearly states being an exception to the rule (like the quickened metamagic). Other than that, unless stated, these abilities are simply giving you the opportunity to use other actions.


With scribe scroll not working can I swap it for spell focus like pfs does?

Also about multiple spells per round just nomore than one quicked/swift action per round right? Thats the norm, for example casting fireball as a standard and the a quickened version as a swift action.. Also to note this would prohibit you from using an immediate action on your opponents turn as immediates and swift share the same action in any given round.

When I first said you could cast 3 per round I thought Amazing Initiative let you do that.. I see now it does not so dispite have a bizillion spells per day you could only cast 2 per round..

Or one per round if you wish to use an immediate on your opponents turn, such as a counterspell or other immediate actions..


You can't replace Scribe Scroll with Spell Focus - I feel there are enough feats if you want to purchase it. And I don't believe for a second I'm nerfing casters because of it... ;)

About multiple spells per round, the normal limit is one per round. For example, it's not possible to cast a swift action spell (like the litanies) and another regular standard spell. There are exceptions to this rule: quickened spells, for instance, because it clearly states in the text it's an exception to this rule. I (GM) allow another exception: immediate action spells don't count to the limit (so if you didn't use your swift or immediate yet, you can cast them even if you already cast another spell).


Just gotta make that one spell count then :). I'm fine with this restriction.


GM Archlich wrote:
You can't replace Scribe Scroll with Spell Focus - I feel there are enough feats if you want to purchase it. And I don't believe for a second I'm nerfing casters because of it... ;)

I'm guessing werepox was asking if as a wiz could he replace his bonus scribe scroll feat with Spell Focus.

As normally scroll creation is allowed, but you are banning it, allowing a class that gets it as a bonus something else is just fair.

Please note, I'm not trying to convince you for any other reason that pure fairness.

Another example would be several GMs house rule that Weapon Finesse/Power Attack is just something all PCs can do. If such a GM was allowing/requiring the Unchained Rogue like you are, would it not be fair to allow a player of said Rogue a different feat to replace them getting Weapon Finesse as a bonus?


So your saying you cant use Wild Arcana for a swift spell and then cast one as a standard action?

Quickened Spell makes the spell a swift action.. Its the same thing.

Quickened Spell Feat:

Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.

The following paragraphs are from the PHB.

Info:

Swift Actions

A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take. You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items.

Cast a Quickened Spell

You can cast a quickened spell (see the Quicken Spell feat), or any spell whose casting time is designated as a free or swift action, as a swift action. Only one such spell can be cast in any round, and such spells don't count toward your normal limit of one spell per round. Casting a spell as a swift action doesn't incur an attack of opportunity.

Immediate Actions
Much like a swift action, an immediate action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time—even if it's not your turn. Casting feather fall is an immediate action, since the spell can be cast at any time.

Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are flat-footed.

The Exchange

I think Aechlich is making the argument that by being written as it is Quicken Spell is unique in that it not only makes a spell Swift, but makes that Swift spell not count. Wild Arcana might be more useful for say a warrior type who wanted to cast something fast and then have a remaining action to use...


By the rules anyone would have there remaining actions left after using wild arcana.. Its a swift action.. You would still have a standard and a move action remaining. A quickened spell is a swift action the same as wild arcana is, the same smite evil is, the same as inquisitors bane is etc..

I guess my question to the GM is that if he allows standard action spells to be cast and then swift action spells in the same round? If so can immediate actions be cast on an oppenents turn even if you used a swift action on your turn?


*Glances back in*

Uh, Wild Arcana was errata'd awhile ago. It's a Standard Action to use now, unless you're messing around with Quicken Spell.

RPG Superstar 2012 Top 32

Immediate actions use your swift action for your next turn- it doesn't matter what you did on your last turn, you just can't use a swift action on your next turn.


Um.. There is no errata changing Wild Arcana to a standard. All sources state it as a swift..

And yea i know you cant use an immediate if you use a swift on your turn, but the GM said something to the effect that he would allow it is why I asked to clarify..


Besides this, you mean?


Except for this little line:

"The proposed text for these two abilities (pending an official errata of the Mythic Adventures book) is:"

I have seen nothing official, just proposed..

RPG Superstar 2012 Top 32

WerePox47 wrote:
i know you cant use an immediate if you use a swift on your turn...

No, that's the opposite of how it works... It doesn't matter whether or not you used a swift action on your turn... Your immediate action uses up your swift action for your next turn. Unless you've already used an immediate action since your last turn, or have a condition that prevents you from using swift actions, you can take an immediate action regardless of what happened on your turn.

Also, feel free to build assuming you can use wild arcana as a swift action but, based on the GM's pattern of rulings, I'm going to guess he'll use the not-yet-completely-official errata.


Doesnt make much sense to nerf caster but not melee.. I mean that post was done in 2013.. If it was gonna be made official it would have been by now dont yea think.. Every other mythic gets there ability as a swift why punish the casters..


Sundakan wrote:

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.

^I think this got list in the shuffle.


WerePox47 wrote:
Doesnt make much sense to nerf caster but not melee..

???

You said it yourself. Caster (especially arcane casters) are king. What doesn't make sense about nerfing the kings but not the inferior classes?

WerePox47 wrote:
I mean that post was done in 2013.. If it was gonna be made official it would have been by now dont yea think..

No, because Erratas only go out when the book is reprinted. Mythic Adventures has never been reprinted.


Hrm, all of this is making wild arcana look less and less useful to me as a Magus. I had interpreted it as: spend a swift action/mythic power and then you can cast a spell (with it's normal action cost, generally standard) with whatever metamagic you want up to your max spell level without spending any slots. That would imply I can use it during spell combat. The FAQ version is considerably less useful if it doesn't work with spell combat. In favor, it's still a standard action cast time so that fits into Spell Combat's requirement. Per the FAQ text (bold emphasis is mine):

FAQ wrote:
As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot.
Spell Combat wrote:
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).

On the other hand, it's not precisely the same thing as just casting the spell outright. GM Archlich, can you comment on that? I'm fine either way, but it will impact what arcana I choose.

Edit: Also, I'm still fiddling with things. I dropped a feat (Greater Spell Penetration) to pick up another (Empowered Spell) among other possible tweaks.

RPG Superstar 2012 Top 32

WerePox47 wrote:
Every other mythic gets there ability as a swift why punish the casters..

IIRC, arcane surge is a swift action. also, their*

@Theodric- you're better off with arcane surge (imho), in one round you can: arcane surge an attack spell as a swift action and use spellstrike to apply it to a free attack, use spell combat to cast another attack spell and spellstrike to apply it to a (second) free attack, and then still make a full attack. If you have a haste effect going that's 4 attacks at your highest bonus, plus your iterative attacks, plus 2 spells!

@GM- do you have a specific pantheon your using? With the plane traveling, time twisting stuff going on can we pull in other gods (or work with you to create one)?


Sundakan here. Mechanics done, I think.

Now I just need to start on the full story.


@Monkeygod: oh I completely get the argument. I just chose to not compensate for the loss of Scribe Scroll :)

About Wild Arcana: We will follow the errata of it being a standard action, like Rednal well pointed. Welcome back!

@PirateDevon: you're absolutely correct, my friend.

@nate: you're right too. I just made that the spells that consume the immediate action won't count for the "one spell per round" limit.

@sundakan: about the Medium spirits, send me a PM explaining me what you want to do, man ;) Thanks!

About Pantheons, we are in Golarion (as in, your characters are from Golarion) so please follow some logic to this point. The plane traveling will still happen (but didn't yet), and although the time bending already happened, you guys don't understand it fully yet (read the traits to have an idea of what I mean!).

I hope I didn't forget to address anyone! Thanks for the participation, guy. I'm happy to raise so much interest. I hope the selected ones appreciate the game as much as I do.


GM Archlich wrote:
GM Archlich, can you comment on that?
GM Archlich wrote:
I hope I didn't forget to address anyone!

I'm actually not entirely sure if you did or didn't answer my question about Wild Arcana and Spell Combat. Given that you're saying nate is correct, I assume that Wild Arcana and Spell Combat don't play nice together?

nate lange wrote:
@Theodric- you're better off with arcane surge (imho)

It's likely better, it's just that I really like the flexibility of Wild Arcana. If it doesn't work with Spell Combat though, then I'll probably go ahead and do Arcane Surge. Four attacks with two intensified, empowered, dazing (if I used arcane metamastery earlier) shocking grasps (10d6 + 6 damage * 1.5 and dazing for a round targeting will) using only 1 level 3 slot sounds fun. :)


Well, I believe I already commented enough on Wild Arcana and what not :) Not sure what else you want me to say, Theodoric. I believe Wild Arcana still has its utility even for a Magus, although it doesn't "combo" with Spell Combat.


Gm Archlich wrote:
Well, I believe I already commented enough on Wild Arcana and what not :) Not sure what else you want me to say, Theodoric. I believe Wild Arcana still has its utility even for a Magus, although it doesn't "combo" with Spell Combat.

That's fine, I just didn't see you address my question, so I wanted to double check. Thanks for the clarification. :)


Sundakan wrote:

Sundakan here. Mechanics done, I think.

Now I just need to start on the full story.

Man this looks really dumb without me actually posting with the alias.

RPG Superstar 2012 Top 32

Ok, I still have a lot of work to do but Micah Haynes is a handsome (and arguably underdressed) priest of Shelyn with a wide variety of divine magic at his disposal and considerable skills with his glaive.

Hierophant
Unchained monk/inquisitor/cleric
Campaign trait: no rest for old man


1 person marked this as a favorite.

Yea i swapped up to a bloodrager/oracle/sorcerer/dragon disciple instead of my original plan.. To much beatstick to straight caster builds for my liking.. Switching to champion for my submission..


Gah! I keep getting new ideas. First there was the terror Cyborg (Psychic/Cyber-Warrior Fighter/Techslinger) which I doubt will be acceptable but is just fun to build. Then the idea for a slick dagger wielding Phrasman Priest styled after New Orleans funeral traditions (Flying Blade Swashbuckler/Dervish Dancer Bard/Warpriest). Then I made the mistake of watching some One Punch Man and rolled back around to my original idea of Unchained Monk/Unchained Rogue/Kineticist.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Have spent the last few days on a different concept, which is the one I'm submitting.

Jaimikri "Tiller" Ket, Kasatha Bow Nomad Ranger/Speaker for the Past Shaman/Warpriest of Erastil Hierophant

Repeated here for GM perusal.

Jaimikri "Tiller" Ket

Background:

Jaimikri "Tiller" Ket

Born to the Ket Tribe of the Mana Wastes, Jaimikri was taught to value the needs of the community above all else. Life in the Mana Wastes can be perilous at all times, even for a native species. Although the Ket tribe had spent many generations in the Wastes, they were not native to Numeria, nor, indeed, Golarion itself. The Ket tribe were Kasatha, hailing from an arid planet orbiting a red sun.

The tribe's very survival depended upon all of its members fulfilling their given roles. By traditions taught to the ancient Kasatha by the god Rastulur, known on Golarion as Erastil and Old Deadeye, young Jaimikri was instructed in the way of the hunt, as was his father before him.

As a toddler, Jaimikri loved to hear the Tribe's orators speak of the ancient times, and often dreamed of the legendary heroes battling under a red sun. His father put a stop to the stories after his seventh birthday, but the dreams did not end. In fact, it wasn't until almost a decade later when Jaimikri's recollection of a conversation between the Tribe's Chief Orator and his father brought understanding to the lad about his father's insistance. The Orator and his father had spoken in hushed tones, but the curious boy had eavesdropped. The Orator was ispeaking of Jaimikri's dreams revealing the stories of several heroes of Athlath whom the orator insisted Jaimikri had never been told about. His father had refused to listen to "such fanciful nonsense" and forbade the orators from telling Jaimikri any more stories, beginning his hunter's training in earnest that very day.

Jaimikri took to his lessons well, but felt a deep longing to understand the meaning behind the lessons. His father saw him as a dreamer, but could not deny his growing skill, nor his fundamental calm and patience. As time passed, the boy grew into a capable and curious young Kasathan man, his time of "tempering" decided to be upon him at the age of sixteen.

The Kasathan tradition of "tempering" is a rite of passage wherein a young adult Kasatha leaves his tribe to discover the world and realize his place in it, returning to the tribe a year later, to share in whatever bounty of knowledge and wealth he can discover in this time. It was during this time of growth when Jaimikri met (Willing PC), another youth in the midst of discovering himself. They became fast friends, and Jaimikri learned many of the ways of Golarion's natives during their time together. It was this friend who nicknamed Jaimikri "Tiller", a mangling of the common tongue at the heart of the misunderstanding.

As the year of growth ended, Tiller bid a fond farewell to his new friend, promising to bring his lessons to the tribe. His friend asked to make the journey with him and meet his family, and Tiller acquiesced. The return to his homeland brought a unwelcome surprise; Tiller's tribe has mysteriously vanished during the months before his return. (I'm thinking this may have something to do with the time troubles.) Tiller and his friend spent weeks looking for clues, and during these weeks, Tiller began once again to dream of his ancestors.

It was in discussing these dreams with his friend around his tribe's campfire that Tiller realized the truth behind his dreams: his father had been wrong, and the orators had not given him these stories. The spirits of his ancestors had been trying to contact him. They had much to teach him if he would but open his heart and mind to their wisdom.

With no community to call his own, Tiller set off with his friend to further expand his knowledge, Tiller determined to help those they met in accordance to Erastil's will. They joined like-minded companions and had several adventures, Tiller providing the long view of their actions in a calm, centered voice of reason. He continues to frustrate the impatient among his friends, but, in them, he has found a new tribe worth defending.

During their adventures together, he has done what he could to learn, picking up a new trade in each new community they visit, listening to the guidance of his ancestors and building on the foundation of their knowledge with useful tips picked up in his journeys. He finds more joy in moments of discovery than in "heroics", but realizes his skills are an integral part of the team, and satisfies himself by collecting new skills. He has found that he enjoys passing on the knowledge he has gained, and hopes one day to be part of a larger community in retirement.

With the coming awareness of the time fractures, he has become even more reflective, drawing back to get a larger sense of the event unfolding around him, trying to provide a rock to cling to in the uncertainty of his friends as they navigate the event's waves and warbles.

Description:

Tiller is a tall being with an extended cranium, narrow face, and odd mouth. He has the thin, four armed physique common in Kasathas, although with a bit more muscle than his brethren. Tiller dresses in sandstone and marble tones, usually preferring looser-fitting clothes over a tight, woven undercloth. He carries a variety of blades and two finely-crafted magical longbows.

Tiller likes to speak in aphorisms and enjoys telling parables. He generally sticks to his beliefs, but leaves room for others to believe as they may as long as they don't provide a great menace to the common people. He is friendly and outgoing, but realizes his appearance is shocking to most other humanoids. He is very patient, and more than willing to take the slow approach towards problems that do not pose an immediate threat. He is disappointed by impatience, but usually expresses it behind aphorisms such as "Do not build your house without laying the first stone."

Tiller carries a worn-out prayerbook to Rastulur (Erastil), written in Kasatha. This book was a gift from his father, and he treasures it greatly, often flipping through its familiar pages by the campfire while others sleep. He has begun experimenting with writing instructional manuals, but not yet picked up a prose style that quite suits him.

In combat, he tends to operate as artillery and support (buffing/aiding/healing), picking the right moments for any crowd control spells. He prefers to stay towards the back of any frays, giving him more room to operate, but is unafraid to approach the thick of combat when necessary, and his prowess has surprised more than one enemy who thought to flank the party.

He tend to prepare extended buffs so they can be cast well ahead of combat, allowing him greater flexibility when actual battle begins. His faith and the helpful spirits of his ancestors make him a relentless foe once engaged, but he knows the value of a strategic retreat and later re-engagement.

Build Notes and Player Info:

Tiller puts a greater number of skill points into Background Skills than most characters, picking up a craft and/or profession skill almost every level. He spends a great deal of his down time studying new things and their impact upon the societies they are a part of. This is mainly due to his hope to bring this knowledge to whatever community he retires to at the end of his adventuring career. Thanks to Wisdom of the Ages and his high Wisdom, he picks these things up quickly and easily, his ancestral spirits filling in the gaps in his knowledge.

As a Bow Nomad Ranger, Tiller uses two longbows in combat. He has a tremendous amount of feats spent towards this end, but can also be pretty deadly wielding 4 kukris. The way the bow nomad and mutiweapon fighting are written, he has two options; either use the secondary bow as and off hand weapon (putting a -4 penalty on all atacks) or use the secondary bow as his manyshot option, gaining an extra arrow on both his first and second shot without suffering offhand penalties.

As a Shaman/Warpriest/Ranger, he is a full, 3/4s, and 1/4 or somesuch diving caster, and adding Hierophant into the mix gives him some nice flexibility. I focused on abilities which would help him cast under a variety of situations(particularly Divine Metamastery and Faith's Reach), while enhancing his combat ability with Mythic Feats. I chose Sustained by Faith because I see him as the eternal guardian and watchman of his small "family" of adventurers.

I've been around since the Dragon/Dungeon Days, but really started more with the initial "charter" subscription. I've been playing some edition of D&D since the 70's. I'm currently running 2 pbps and playing in 1, with one yet to get off the ground.

Ka-Runch:

Male kasatha gestalt ranger (bow nomad) 12/shaman (speaker for the past) 12/warpriest of Erastil 12/Hierophant 4

LG Medium humanoid (kasatha)

Init +11 (roll 3 take best); Senses Perception +24

--------------------
Defense
--------------------
AC 31, touch 23, flat-footed 21 (+7 armor, +2 deflection, +7 Dex, +2 dodge, +2 luck, +1 natural)

hp 132 (12 HD; 12d10+12)

Fort +12 (+4 vs. hot or cold environments and to resist damage from suffocation), 8 base 1 con 3 res
Ref +18, 8 base 7 dex 3 res
Will +19 (+2 vs. mind-affecting), 8 base 8 wis 3 res

Defensive Abilities evasion, hard to kill, sacred armor (+2, 12 minutes/day); Immune: detect thoughts, discern lies

--------------------
Offense
--------------------
Speed 30/35 ft.; constant feather step

Melee adamantine kukri +20/+15/+10 (1d4+3/18-20) OR
adamantine kukri +18/+13/+8 (1d4+3/18-20), mithral kukri +18/+13/+8 (1d4+7/1-20), mwk cold iron kukri +18/+13/+8 (1d4+3/18-20), mwk cold iron kukri +18/+13/+8 (1d4+3/18-20)

Ranged +1 adaptive sacrosanct greenwood composite longbow +23/+18/+13 (1d10+2/19-20/×3) OR
+1 adaptive sacrosanct greenwood composite longbow +19/+14/+9 (1d10+2/19-20/×3), +1adaptive sacrosanct greenwood composite longbow +19/+14/+9 (1d10+2/19-20/×3)

Special Attacks blessings 9/day, channel positive energy 7/day (DC 24, 4d6), combat style (archery), favored enemies (aberrations +3, chaotic outsiders +5, evil outsiders +5), fervor 14/day (4d6), hexes (disguise, flight, might of the fallen, secret, wisdom of the ages), inspired spell, mythic power (11/day, surge +1d8), quarry, sacred weapon (+3 1d10, 12 rounds/day)

Shaman Spell-Like Abilities (CL 12th; concentration +22)
. . At will—feather fall (self only)

Ranger (Bow Nomad) Spells Prepared (CL 9th; concentration +19)
. . 3rd—3;
. . 2nd—4;
. . 1st—4;

Shaman (Speaker for the Past) Spells Prepared (CL 12th; concentration +22)
. . 6th—3+1; greater heroism[S]
. . 5th—4+1; telekinesis[S]
. . 4th—5+1; spiritual ally[S]
. . 3rd—6+1; heroism[S]
. . 2nd—6+1; spiritual weapon[S]
. . 1st—6+1; unseen servant [S]
. . orisons—4;
S spirit magic spell; Spirit Ancestors Wandering Spirit

Warpriest Spells Prepared (CL 12th; concentration +20)
. . 4th—5;
. . 3rd—6;
. . 2nd—7;
. . 1st—7;
. . orisons—5;

. . M mythic spell
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Statistics
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Str 14, Dex 24, Con 12, Int 13, Wis 26, Cha 12

Base Atk +12; CMB +19; CMD 30

Feats Agile Maneuvers, Clustered Shots, Deadly Aim[+Mythic], Eschew Materials, Extend Spell, Greater Two-weapon Fighting, Improved Precise Shot, Improved Two-weapon Fighting, Jackal Heritage, Manyshot, Multiweapon Fighting, Pinpoint Targeting, Piranha Strike, Point Blank Master, Point-Blank Shot, Precise Shot, Quick Draw, Quicken Spell, Rapid Shot, Silent Spell, Still Spell, Two-weapon Fighting[+Mythic], Weapon Finesse[+Mythic], Weapon Focus (longbow)

Traits fate's favored, focused mind, vanguard on the rearguard

Adventuring Skills 86 of 86 (96-10 sent to Background)
Acrobatics +6, 1 Rank 7 Dex 3 Class -2 ACP
Climb +4, 1 Rank 2 Str 3 Class-2 ACP
Diplomacy +5, 1 Rank 1 Cha 3 Class
Disable Device +6, 1 Rank 7 Dex -2 ACP
Disguise +1, 1 Cha
Escape Artist +6, 1 Rank 7 Dex -2 ACP
Fly +15, 7 Rank 7 Dex 3 Class -2 ACP
Heal +20, 9 Rank 8 Wis 3 Class
Knowledge (arcana) +9, 1 Rank 8 Wis*
Knowledge (dungeoneering) +12, 1 Rank 8 Wis* 3 Class
Knowledge (local) +12, 1 Rank 8 Wis* 3 Class
Knowledge (nature) +19, 8 Rank 8 Wis* 3 Class
Knowledge (planes) +14, 3 Rank 8 Wis* 3 Class
Knowledge (religion) +20, 9 Rank 8 Wis* 3 Class
Perception +24, 12 Rank 8 Wis 3 Class 2 Race 3 Competence -4 FC Lenses
Ride +9, 1 Rank 7 Dex 3 Class -2 ACP
Sense Motive +20, 9 Rank 8 Wis 3 Class
Spellcraft +20, 9 Rank 8 Wis* 3 Class
Stealth +15, 7 Rank 7 Dex 3 Class -2 ACP
Survival +20, 4 Rank 8 Wis 3 Class 5 Competence
Swim +4, 1 Rank 2 Str 3 Class -2 ACP
Use Magic Device +5, 1 Rank 1 Cha 3 Class

Background Skills 34 (24+10 from Adventuring SP)
Appraise +9, 1 Rank 8 Wis
Craft (blacksmith) +12, 1 Rank 8 Wis 3 Class
Craft (bows) +15, 4 Rank 8 Wis 3 Class
Craft (carpentry) +12, 1 Rank 8 Wis 3 Class
Craft (pottery) +12, 1 Rank 8 Wis 3 Class
Craft (stonemasonry) +12, 1 Rank 8 Wis 3 Class
Craft (traps) +12, 1 Rank 8 Wis 3 Class
Craft (woodworking) +12, 1 Rank 8 Wis 3 Class
Handle Animal +5, 1 Rank 1 Cha 3 Class
Knowledge (engineering) +12, 1 Rank 8 Wis* 3 Class
Knowledge (geography) +15, 4 Rank 8 Wis* 3 Class
Knowledge (history) +12, 1 Rank 8 Wis* 3 Class
Knowledge (nobility) +9, 1 Rank 8 Wis*
Linguistics +12, 1 Rank 8 Wis 3 Class
Profession (architect) +12, 1 Rank 8 Wis 3 Class
Profession (butcher) +12, 1 Rank 8 Wis 3 Class
Profession (cook) +12, 1 Rank 8 Wis 3 Class
Profession (farmer) +12, 1 Rank 8 Wis 3 Class
Profession (fisherman) +12, 1 Rank 8 Wis 3 Class
Profession (midwife) +12, 1 Rank 8 Wis 3 Class
Profession (shepherd) +12, 1 Rank 8 Wis 3 Class
Profession (tanner) +12, 1 Rank 8 Wis 3 Class
Profession (teacher) +15, 4 Rank 8 Wis 3 Class
Profession (trapper) +12, 1 Rank 8 Wis 3 Class
Profession (woodcutter) +12, 1 Rank 8 Wis 3 Class

Racial Modifiers +2 Perception (Jackal Heritage)
*Wisdom of the Ages

Languages Abyssal, Celestial, Common, Kasatha

SQ amazing initiative, ancestor's council, ancestral weapon, blessings (community: communal aid, fight as one, law: axiomatic strike, battle companion), desert runner, desert stride, divine metamastery, extra mythic feat, faith's reach, focused fire, hunter's bond (companions), jumper, multi-armed, mythic spellcasting, recuperation, revelations of the past (knowledge of the ages, temporal celerity, time flicker), stalker, swift tracker, track +6, trick shot, trick shot: deflecting arrow, trick shot: hampering strike, twin bows, woodland stride

Combat Gear adamantine durable arrow (50), cold iron durable arrow (50), darkwood durable arrow (50), jingasa of the fortunate soldier, wand of cure light wounds, acid (6), alchemical solvent, alchemist's fire (6); Other Gear celestial armor, adamantine kukri, adaptive sacrosanct greenwood composite longbow, adaptive sacrosanct greenwood composite longbow, mithral kukri, mwk cold iron kukri, mwk cold iron kukri, all tools vest, bracers of falcon's aim, bronze skinning knife, efficient quiver, feather step slippers, fog-cutting lenses, golembane scarab, handy haversack, heavyload belt, hunter's band, ring of mind shielding, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text(Erastil), mess kit, pot, soap, sunrod (6), tindertwig (4), torch (10), trail rations (5), waterskin, wooden holy symbol of Erastil, 25 gp

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Special Abilities
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Axiomatic Strike SU touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it’s treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the axiomatic weapon special ability.
Battle Companion (55 feet) Summon Monster V At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a lawful outsider or an animal with the resolute creature simple template (Bestiary 2 293). This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20 level)
Blessings (9/day) (Su) Pool of power used to activate Blessing abilities.
Channel Positive Energy (SU) DC 24 channel Fervor dice in a 30' radius
Clustered Shots Total damage from full-round ranged attacks before applying DR
Communal Aid (SU) touch to grant enhanced Aid Another (+4) for one minute, activate on self as swift instead
Deadly Aim -3/+9 (Mythic) You can subtract from your attack roll to add to your damage with ranged weapons.
Desert Runner (Ex) +4 to Fort saves & Con checks to avoid fatigue/exhaust or other ill effects from exertion, deprivation, and temp.
Desert Stride (Ex) Not slowed by non-magic difficult terrain in desert environments.
Disguise (12 hours/day) (Su) Can change own appearance, as disguise self but with longer duration.
Divine Metamastery (level adjustment <= 1) (Su) Use 1 power to apply a known metamagic (up to listed level adj) to any spell for 10 rd for free.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Faith's Reach cast divine touch ranged spells with 30' range as ranged touch attack
Fate's Favored increase all Luck bonuses by 1
Favored Enemy (Aberrations +2) (Ex) +2 to rolls vs. Favored Enemy (Aberrations) foes.
Favored Enemy (Chaotic Outsiders +4) (Ex) +4 to rolls vs. Favored Enemy (Chaotic Outsiders) foes.
Favored Enemy (Evil Outsiders +4) (Ex) +4 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Fervor (4d6, 14/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fight as One For 1minute, whenever you make a successful melee or ranged attack against a foe, allies within 10 feet of you gain a +2 insight bonus on attacks of the same type you made against that foe—melee attacks if you made a melee attack, or ranged attacks if you made a ranged attack. If you score a critical hit, this bonus increases to +4 until the start of your next turn.
Focused Fire (Ex) In addition to the normal benefit of Manyshot, the bow nomad can specify the bow in her off hands as the source of the second arrow (precision damage and critical damage are still only added once). The bow nomad takes no two-weapon penalties when using this ability, but she cannot use it and Two-Weapon Fighting in the same round. The nomad can still choose to use Manyshot in the normal manner. At 11th and 16th level, the bow nomad can apply this ability to each of her iterative attacks.
Focused Mind +2 to concentration
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hunting Companions (8 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Jackal Heritage +2 to saves vs. mind-affecting effects.
Jumper (Ex) Always has a running start when using Acrobatics to jump.
Knowledge of the Ages +8 (8/day) (Su) You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma modifier. You can use this abi
Manyshot You can shoot two arrows as the first attack of a full attack action.
Multi-Armed (Ex) Has one primary and 3 off hands.
Multi-Weapon Fighting + Improved Two-Weapon Fighting + Greater Two Weapon Fighting gain three extra attacks with secondary weapons , reduced penalties for off hand attacks
Pinpoint Targeting Standard action (may not move this round): target of your ranged attack loses armor, natural armor and shield bonuses to AC.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Point-Blank Mastery (Longbow) do not provoke AoO when using
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quarry (Ex) +2 to hit and other bonuses vs. designated quarry.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sacred Armor +2 (12 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +3 (12 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spontaneous Casting (Warpriest, Cure) convert uncast spell to cure spell of same level
Stalker (Ex) Perception and Stealth are class skills for kasathas.
Still Spell You can cast a spell with no somatic components. +1 Level.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Temporal Celerity (Su) Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order
Time Flicker (12 minutes/day) (Su) As a standard action, you can flicker in and out of time, gaining concealment (as the blur spell). You can use this ability for 1 minute per oracle level that you possess per day. This duration does not need to be consecutive, but it must be s
Track +6 Add the listed bonus to survival checks made to track.
Trick Shot (13/day) (Ex) As standard action, make trick shot for various effects.
Trick Shot: Deflecting Arrow (Ex) As immediate action, deflect a single ranged attack, as Deflect Arrows.
Trick Shot: Hampering Strike (Ex) Disarm or trip opponent within 30 ft. in place of ranged attack, with -4 penalty.
Twin Bows (Ex) can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren't light weapons, a bow nomad with Two-Weapon Fighting takes a –4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round.
Two-Weapon Fighting [Mythic] As an imm. action, use 1 power to negate all two weapon fighting attack penalties for 4 rds.
Vanguard on the Rearguard 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.
Weapon Finesse use Dex instead of Str for hit mod on light and finesse weapons
Weapon Finesse (Mythic) add Dex instead of Str to damage with finesse weapons
Weapon Focus (Longbow) +1 to hit
Wisdom of the Ages (Su) Use Wisdom modifier instead of Intelligence for Int-based skills.
Woodland Stride (Ex) Move through undergrowth at normal speed


Master Han Del of the Web wrote:
Gah! I keep getting new ideas. First there was the terror Cyborg (Psychic/Cyber-Warrior Fighter/Techslinger) which I doubt will be acceptable but is just fun to build. Then the idea for a slick dagger wielding Phrasman Priest styled after New Orleans funeral traditions (Flying Blade Swashbuckler/Dervish Dancer Bard/Warpriest). Then I made the mistake of watching some One Punch Man and rolled back around to my original idea of Unchained Monk/Unchained Rogue/Kineticist.

Resign yourself to knowing you'll never be as cool as Saitama, and just move on. =)


Submitting Malfurion for inspection. All info under his profile. If you could have a look GM and give me some feedback I would apprciate it. Some of the minor stuff might change a bit, spells etc.. If I need to expand on my backstory/other info let me know.


Dot


Hey guys, I like what I've been seeing so far. We might need to breakdown things like ability scores, feats (when did you get them, why), items (price, etc.), etc., because the sheets are way too complex for me to cross everything.

About the items, just to be clear, we're using Automatic Progression Bonus, but I use a rule similar to regular armors/weapons enchantments: they have to be at least +1 to receive any other enchantment (I follow it even for Amulets of Mighty Fists, even though it wouldn't be required).

I have been considering a small change to the rules to make things a little more interesting: everybody would get Dual Path (Mythic) for free. You'd still have to point me what's your main path, but it basically means everybody would have two paths. I think it'll make the builds easier and more flexible, while still allowing to focus on the strength of filling certain roles.

On the top of your applications, before all the other spoilered sections, please include a spoilered section called Summary.

Race:
Origin:
First Class Path:
Second Class Path:
Third Class Path:
Mythic Path:
Secondary Mythic Path:
Main Role:
Secondary Roles:
Campaign Trait:

If anyone needs more time (especially because of my need of help from you, to breakdown your sheets in more details) please let me know. We barely started the month and there are still like three weeks of recruitment at least, but I wanted to be sure I'm not asking for too much and giving too little time.

Thanks for the interest so far, guys! I won't be providing specific feedback on entire sheets without a much more detailed breakdown of numbers, though. Here's just a quick pass of eyes:

@Reckless/Tiller: I wondered when someone would come with a Kasatha to the party. Pretty solid build. I assume you wanted Shaman there for the hexes and spells (instead of Zen Archer for example), right? Story-wise, it seems the only thing not connecting too well is the deity with the Kasatha culture thing, although I perfectly understand why Erastil mechanically (especially if you had gone for Evangelist of Erastil and a build around Mythic Guided Hand). Either way, very good submission! I wait for more details.

@WerePox/Malfurion: Impressive build. I love Bloodragers and Dragon Disciples. You can't buy things like belts of str/con, headbands or cloaks of resistance in APB. I wonder why you didn't go with a lame-cursed oracle for the rage cycling (considering your build... As good as Shattered Psyche is). Also, make sure to build the sheet without any buffs, even hours/level spells. Not sure how you have things like Power of Giants already on the sheet. Your story, however, is clearly the weakest point of your application, but it has potential. Very good submission, so far, I wait for more details.


Seeing as we're starting off with an adventure already under our belts can we qualify for achievement feats at character creation? I'd like to take Graverisen given the risk that dying presents.


Johnnycat93 wrote:
Seeing as we're starting off with an adventure already under our belts can we qualify for achievement feats at character creation? I'd like to take Graverisen given the risk that dying presents.

No.


Automatic Bonus Progression says:

"In this system, magic weapons, armor, and shields never have enhancement bonuses of their own; those bonuses are granted only through attunement."

You said:

About the items, just to be clear, we're using Automatic Progression Bonus, but I use a rule similar to regular armors/weapons enchantments: they have to be at least +1 to receive any other enchantment (I follow it even for Amulets of Mighty Fists, even though it wouldn't be required).

Does this mean we have to have pay to have the weapon at +1 before adding Enchantments even though that isn't how Automatic Bonus Progression normally works? Does attunement stack with that +1?

Or are you saying that we have to be attuned with the weapon to use its enchantments? Like if you had two weapons one thundering and the other shock. If the thundering weapon is attuned and you switch to shock weapon, you can't use its shock property unless you attune it. Weapons and armor attunement can be changed once a day.


GM Archlich wrote:
Johnnycat93 wrote:
Seeing as we're starting off with an adventure already under our belts can we qualify for achievement feats at character creation? I'd like to take Graverisen given the risk that dying presents.
No.

Alright, I'm working on a Ranger/Monk/(Witch, Warpriest)


GM Archlich wrote:

About the items, just to be clear, we're using Automatic Progression Bonus, but I use a rule similar to regular armors/weapons enchantments: they have to be at least +1 to receive any other enchantment (I follow it even for Amulets of Mighty Fists, even though it wouldn't be required).

So in order to use a Furyborn amulet of mughty fists I would need to have a total attunement of +3? If you're removing one of the primary benefits of the AOMF than would you let it be purchased for the price of a normal weapon? Would it be possible to buy a +1 Furyborn AOMF and be able to use the Furyborn part without using the base +1?


Now THAT I can work with. XD

Summary:
Race: Human
Origin: Andoran, maybe? She's also taken the Dual Talent Alternate Racial Trait.
First Class Path: Fighter
Second Class Path: Occultist
Third Class Path: Psychic
Mythic Path: Archmage (Or the other way around - whatever fits, because she's equally focused on both)
Secondary Mythic Path: Champion
Main Role: Front-liner. Seraphine has very respectable AC and excellent melee damage, though she isn't as capable with ranged attacks.
Secondary Roles: Utility (as an Occultist, Seraphine has many abilities that are useful outside of combat), Support (mostly buffs, as a Psychic). Notably, Seraphine has no somatic or verbal checks, and so can actually cast from the front line if she has to.
Campaign Trait: Undecided. Willing to pick based on what's best for the rest of the party. XD

The Background:
The first thing Seraphine remembered was the fire. An all-consuming blaze, as bright as the sun, eating away at the place she could only assume was her home. Darkness followed, perhaps inevitably, and she knew no more until she woke up far from home.

The next few years were normal - almost surprisingly so, but hey, it wasn't like the world was always in danger. Probably. At least, if it was, nobody had mentioned it to her town. Even from a young age, Seraphine as what most people referred to as 'Sensitive' - she had an uncanny knack for psychic powers, most of which had probably been unlocked by the trauma of the fire. These powers manifested in two main ways.

First, pure psychic power allowed her to generate a wide variety of effects, and she improved it through her focus on self-perfection and mastering both the physical and mental arts. She studied swordplay as part of this pursuit - psychic magic was unhindered by what she held in her hands and what armor she wore, so she often practiced switching between the two as a way of adjusting to different situations.

As time went on, she also figured out how to combine psychic and physical things on another level - this was her first foray into being an occultist, and she soon started uncovering ways of infusing mundane objects with psychic power.

About a year afterwards, Seraphine first heard of some local troubles. Joining up with the people who would soon become her dearest friends was more of an accident than anything else, as she came upon them when they were under attack and promptly joined the fray. (Later discussions would reveal that they hadn't actually NEEDED her help, being quite competent people themselves, but they'd appreciated the distraction she provided and she ultimately wound up staying with them - first out of curiosity and a desire to see the world, then out of genuine loyalty to the rest of the group).

The Character:

Her Physical Appearance

Seraphine is Neutral Good, and for the most part, she likes helping people and doing what she sees as the right thing. She can be a bit stubborn in that regard, and flat-out refuses to leave anyone behind if there's anything she can do about a real problem (and with her skillset, there usually is). She's not above breaking the rules when she thinks it's necessary, though she needs a good reason to do so, and in general she's fairly easy to get along with.

She tends to emphasize holistic development - she's heavily trained both her body and mind, and is as comfortable running around a track as she is researching some obscure bit of historical trivia. This well-rounded mindset helps her adjust to varying situations, which has presumably served the party rather well. XD

The Player:
As you can easily reference by looking at my alias, I'm an active member of Paizo's forum - indeed, MOST of my posts here are GM'ing, and I both run and play in quite a few games. I don't recall running a game with you in it, but I AM quite familiar with mythic tristalt games, since that's the feature of my main game series here...

(I'm also active pretty much every day. When games die, it's not because I was failing to post. XD)

Character Sheet:
Seraphine
Appearance
Female human fighter (two-handed fighter) 12/occultist 12/psychic 12/tristalt 12/Archmage/Champion 4
NG Medium humanoid (human)
Init +17 (5 Dex, 4 Improved Initiative Feat, 4 Amazing Initiative Mythic Ability, 2 Trait, 2 Luck); Senses Senses aura sight, darkvision 60 ft., low-light vision; Perception +24
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Defense
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AC 34, touch 23, flat-footed 28 (+7 armor, +2 deflection, +5 Dex, +1 dodge, +2 luck, +2 natural, +2 shield, +3 Wis)
hp 144 (12d10+24)
Fort +14 (8 Class, 1 Con, 3 Resistance, 2 Luck)
Ref +14 (4 Class, 5 Dex, 3 Resistance, 2 Luck)
Will +16 (8 Class, 3 Wis, 3 Resistance, 2 Luck)
Other Save Modifiers +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities hard to kill
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Offense
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Speed 30 ft.
Melee +2 Legendary adamantine longsword +26/+21/+16 (1d8+19/17-20)
Ranged energy ray +14 touch
Special Attacks backswing, mythic power (11/day, surge +1d8), overhand chop, phrenic amplifications (mindshield[OA], overpowering mind[OA], relentless casting[OA], space-rending spell[OA]), phrenic pool (9 points), physical push (+3, 3/day), piledriver, shattering strike, weapon trainings (heavy blades +4, weapon mastery), wild arcana[MA]
Psychic Spell-Like Abilities (CL 12th; concentration +19)
. . 1/day—detect thoughts (DC 11), telepathic bond
Implement Schools (0 generic focus)
. . Abjuration (Armor, 0 points) Resonant—warding talisman; Focus—mind barrier
. . Divination (Harrow deck, 10 points) Resonant—third eye; Focus—sudden insight
. . Evocation (Gloves, 0 points) Resonant—intense focus; Focus—energy ray
. . Necromancy (Coin, 0 points) Resonant—necromantic focus; Focus—mind fear
. . Transmutation (Boots, 9 points) Resonant—physical enhancement; Focus—legacy weapon
Occultist Spells Known (CL 12th; concentration +19)
. . 4th (4/day)—arcane eye, dismissal (DC 21), planar adaptation[APG], possession[OA] (DC 21), sending
. . 3rd (6/day)—bestow curse (DC 20), invisibility purge, nondetection, retrocognition[OA], shrink item (DC 20)
. . 2nd (7/day)—arcane lock, find traps, lesser object possession[OA], sound burst (DC 19), spider climb
. . 1st (7/day)—alarm, cause fear (DC 18), comprehend languages, feather fall, floating disk
. . 0 (at will)—bleed (DC 17), guidance, purify food and drink (DC 17), resistance, spark[APG] (DC 17)
Psychic Spells Known (CL 12th; concentration +19)
. . 6th (4/day)—greater dispel magic, transformation
. . 5th (6/day)—dominate person (DC 22), echolocation[UM], etheric shards[OA] (DC 22), teleport
. . 4th (7/day)—black tentacles, confusion (DC 21), dimension door, freedom of movement, greater invisibility, thoughtsense
. . 3rd (8/day)—burst of speed[UC], dispel magic, fly, gaseous form, haste, major image (DC 20), slow (DC 20)
. . 2nd (8/day)—bear's endurance, invisibility, minor image (DC 19), mirror image, pyrotechnics (DC 19), resist energy, see invisibility, silence (DC 19)
. . 1st (8/day)—burst of adrenaline[OA], color spray (DC 18), detect thoughts (DC 18), enlarge person (DC 18), expeditious retreat, ill omen[APG], remove fear, sleep (DC 18)
. . 0 (at will)—detect magic, detect psychic significance[OA], ghost sound (DC 17), light, lullaby (DC 17), message, open/close (DC 17), prestidigitation, stabilize
. . Psychic Discipline Self-perfection
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Statistics
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Str 22 (Base 14/5 Point Buy, 4 Physical Prowess, 2 Mythic, 2 Racial)
Dex 20 (Base 14/5 Point Buy, 6 Occultist Attunement Power)
Con 13 (Base 10/0 Point Buy, 3 Level)
Int 24 (Base 16/10 Point Buy, 4 Mental Prowess, 2 Mythic, 2 Racial)
Wis 16 (Base 16/10 Point Buy)
Cha 10 (Base 10/0 Point Buy)
Base Atk +12; CMB +18 (+21 sunder); CMD 39 (43 vs. disarm, 43 vs. sunder)
Feats Combat Reflexes, Combat Stamina, Critical Focus, Cut From The Air, Dazing Spell[APG], Dodge, Dual Path[M], Eclectic[APG], Eschew Materials, Extra Path Ability[M], Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Improved Initiative, Improved Natural Armor, Lost Legacy, Penetrating Strike, Persistent Spell[APG], Power Attack[M], Psychic Sensitivity[OA], Quicken Spell, Smash From The Air, Weapon Focus (longsword), Weapon Specialization (longsword)
Traits fate's favored, reactionary
Skills
Acrobatics +17 (10 Ranks, 5 Dex, +2 Luck)
Appraise +9 (7 Int, 2 Luck)
Bluff +11 (5 Ranks, 3 Class, 2 Luck, 1 Lost Legacy Feat)
Climb +13 (2 Ranks, 3 Class, 6 Str, 2 Luck)
Diplomacy +18 (12 Ranks, 3 Class, 2 Luck, 1 Lost Legacy Feat)
Disable Device +13 (3 Ranks, 3 Class, 5 Dex, 2 Luck)
Disguise +9 (3 Ranks, 3 Class, 2 Luck, 1 Lost Legacy Feat)
Escape Artist +7 (5 Dex, 2 Luck)
Fly +11 (1 Rank, 3 Class, 5 Dex, 2 Luck)
Heal +5 (3 Wis, 2 Luck)
Intimidate +7 (1 Ranks, 3 Class, 2 Luck, 1 Lost Legacy Feat)
Knowledge (arcana) +16 (4 Ranks, 3 Class, 7 Int, 2 Luck)
Knowledge (dungeoneering) +16 (4 Ranks, 3 Class, 7 Int, 2 Luck)
Knowledge (engineering) +14 (2 Ranks, 3 Class, 7 Int, 2 Luck)
Knowledge (geography) +14 (2 Ranks, 3 Class, 7 Int, 2 Luck)
Knowledge (history) +16 (4 Ranks, 3 Class, 7 Int, 2 Luck)
Knowledge (local) +16 (4 Ranks, 3 Class, 7 Int, 2 Luck)
Knowledge (nature) +16 (4 Ranks, 3 Class, 7 Int, 2 Luck)
Knowledge (nobility) +16 (4 Ranks, 3 Class, 7 Int, 2 Luck)
Knowledge (planes) +16 (4 Ranks, 3 Class, 7 Int, 2 Luck)
Knowledge (religion) +16 (4 Ranks, 3 Class, 7 Int, 2 Luck)
Linguistics +24 (12 Ranks, 3 Class, 7 Int, 2 Luck)
Perception +24 (12 Ranks, 3 Class, 7 Int, 2 Luck)
Ride +7 (5 Dex, 2 Luck)
Sense Motive +20 (12 Ranks, 3 Class, 3 Wis, 2 Luck)
Spellcraft +16 (4 Ranks, 3 Class, 7 Int, 2 Luck)
Stealth +7 (5 Dex, 2 Luck)
Survival +13 (5 Ranks, 3 Class, 3 Wis, 2 Luck)
Swim +22 (11 Ranks, 3 Class, 6 Str, 2 Luck)
Use Magic Device +18 (3 Ranks, 3 Class, 2 Luck, 6 Occultist Class Ability)
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Ignan, Infernal, Protean, Sylvan, Terran, Thassilonian
SQ amazing initiative, binding circles, bodily purge (6d8), combat reflexes, critical focus, detect thoughts, dodge, fleet warrior[MA], foe-biting, implements 5, greater weapon focus, greater weapon specialization, improved critical, improved initiative, legendary item[MA] x2, legendary power, legendary surge, magic circles, magic item skill, mental focus (19/day), mirror dodge[MA], mythic bond, object reading, outside contact (2 names, information), penetrating damage[MA], penetrating strike, power attack, recuperation, returning, shift focus, sudden attack[MA], telepathic bond, unstoppable strike, weapon focus, weapon specialization
Combat Gear jingasa of the fortunate soldier[UE], wand of cure light wounds, wand of cure light wounds; Other Gear +2 Legendary adamantine longsword, bag of holding iv, boots of speed, gloves of dueling[APG], handy haversack, ring of force shield, ring of sustenance, stone of good luck (luckstone), backpack, bedroll, belt pouch, flint and steel, harrow deck[UE], hemp rope (50 ft.), mess kit[UE], pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 16,346 gp
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Special Abilities
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Abjuration (Armor) Abjuration implements are objects associated with protection and wards. Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Aegis +3 (Su) 1 focus: Grant armor or shield enh. bonus and special ability.
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).
Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Backswing (Ex) Attacks after the first in a full attack receive 2x STR bonus.
Binding Circles (DC 31 to spot/disarm, DC 23) (Su) Spend 1 point of focus to create binding circle.
Bodily Purge (6d8/day) (Su) You have a pool of dice you can use to heal yourself or remove afflictions.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Critical Focus +4 to confirm critical hits.
Critical Focus [Combat Trick] On a critical confirmation roll of 19 or 20, 2 stamina points to roll an additional critical confirmation to increase critical multiplier by 1.
Cut from the Air AoO: Stop ranged attacks against you or an adjacent target
Danger Sight +6 (Sp) 1 focus, imm act: Insight bonus to AC or save.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Detect Thoughts (Sp) Cast detect thoughts, or expend 1st or higher spell slot to do so.
Divination (Harrow deck) Implements of the divination school grant powers related to foresight and remote viewing. Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Enduring Armor Force Armor of 3 + Mythic Tier.
Energy Shield (60 damage) (Sp) 1 focus, swift action: Summon energy shield absorbs acid, cold, electricity, or fire damage.
Evocation (Gloves) Implements focused on evocation grant the ability to create and direct energy to protect and to destroy. Implements: Gloves, rod, staff, wand.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack.
Foe-Biting When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a confirmed critical, must expend 2 legendary power instead.
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.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Implements (Su) Gain a series of items which grant access to schools and powers.
Improved Critical [Combat Trick] 5 stamina points to roll another confirmation roll for double damage after a failed critical hit.
Improved Initiative [Combat Trick] 10 stamina points to use 20 as the rolled result.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whether they're bonded to it or not.
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Circles (Su) 1 minute and 1 focus to create magic circle of your choosing (but not opp. your alignment).
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (19/day) (Su) You have a pool of points that activate your focus powers.
Mindshield (10 rounds) (Su) 1 or 2 pool per creature: grant creatures +2/+4 to Will saves vs. linked spell.
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Necromancy (Coin) Implements that draw power from necromancy can control undead and harm the living. Implements: Bone, coin, doll, drum, robe, skull.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Outside Contact (2 names, information) (Su) Learn true name of an outsider, and summon it for information or service.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Overpowering Mind (Ex) 2/4 pool: increase Will save DC of linked mind-affecting spell by +1/+2.
Penetrating Strike (Ignore DR 5/Any or DR 0/-) Ignore up to 5 points of DR/?.
Penetrating Strike [Combat Trick] 5 stamina points to allow allies within 30 ft. to ignore 5 points of DR for 1 rd.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Phrenic Pool (9/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Physical Push +3 (3/day) (Su) Add Wis bonus to a Str, Dex, or Con ability or skill check. Recover 1 pool if you succeed.
Piledriver (Ex) Standard action: attack with a two handed weapon, if successful, free bull rush or trip w/o AoO.
Planar Ward (Sp) 2 focus: Non-native creatures are -4 to atk. you, you have +4 vs. their spells & su abilities.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Relentless Casting (Su) 1 pool: roll twice and take better result to overcome SR for linked spell.
Returning (Same Plane) The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function.
Shattering Strike +3 (Ex) +3 Sunder and damage vs. objects.
Shift Focus (Abjuration [Armor], 18 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.
Smash from the Air Cut from the Air can be used against massive ranged weapons and ranged attacks from spells
Space-rending Spell (Su) Spend pool up to linked spell level to teleport 10 ft/point.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +4 bonus and bypass all DR.
Sudden Speed (Sp) 1 focus: As swift action, gain +30 land speed for 1 minute.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Telepathic Bond (Sp) Cast telepathic bond, or expend 4th or higher spell slot to do so.
Transmutation (Boots) Transmutation implements can alter the properties of both objects and creatures. Implements: Belt, boots, sandals, vest, weapon.
Unstoppable Strike This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target h
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
Weapon Mastery (Ex) The fighter gains a weapon mastery feat (see pages 20–23) as a bonus feat, even when not wielding a weapon from the appropriate weapon group. He must meet all of the feat’s prerequisites.
Weapon Specialization [Combat Trick] 2 stamina points to apply Weapon Specialization to another weapon.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem). (Not actually helpful because of the lack of Psychic support in the game... *Coughs* Unless that's houseruled, anyway. I would, simply for fairness' sake.)


If you want an enchantment equivalent to a +1, you'll have to use an enhancement of +2 (+1 Dueling for example).

Furyborn is a +2 enhancement and by your level you still don't have a +3 enhancement to weapons. You can't use it as purely Furyborn.

The Amulet of Mighty Fists has way too many advantages already. For instance, even with your bare fists you could already do two attacks (granted, without IUA they'd provoke and do nonlethal damage, but still) using the same enhancements. So the answer is no, its price is still the same, no changes at all.

@Rednal: Wild Arcana works only with Arcane spells, not psychic. I'm fine with the "lack of support" to psychic currently in the game simply because I think psychic powers are already superior to other casting approaches. ;)

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