Intense Variant Rules Gestalt Mythic Rise of the Runelords Anniversary Edition (Inactive)

Game Master Sebecloki

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A Ynja story P3:

The two young men where sitting at a small table, two plates with cold meats and bread where on the table, with a battle of good wine. Between the plates sat a small pouch.

Neric was hanging up his armor while his lover, Willton was pouring the wine.

"Well my sweet, that was an easy nights work. Do you think she has noticed yet."

Willton said.

"I doubt it my love, she was four sheets the wind."

Neric replied as he took his seat, his love sat as well.

Willton took his glass.

"To our benefactor who ever she was."

His lover joined the tost, their glasses clinked and they went to drink when there was another Clink, and another. They both stopped and looked at where they new clink sounds where coming from.
The Pouch on the table, which was now moving. Slowly from its opening came a glass like leg, spider like.
Then another and another and finally out came its body. A small crystal thing like a spider.

"What in the hells is that?"

Willton said looking worried.

"I don't know but a smack with my club will end it."

Then another voice in the room said.

"I would not do that if I was you, It may not like it"

Two heads shot round to see, Ynja sitting on the single bed in the room. There had been no sound, no indication she was just there.

The both went to bolt but Ynja put up a hand.

"Before you grab your pointy sticks to kill me, I want to tell you, That you can keep the gold in the pouch."

This made them holt, mid bolt.

"Why?"

Asked Neric,

"Because you earned it. That was well done, I did not even feel it, very nice dab."

She stood and went to the table carful to show her hands where empty.

"May I?"

She asked nodding at the wine.

Willton nodded.

Ynja reached down her hand to the wine bottle, the other now held a glass of her own, one form the bar. She poured the wine and putting the battle back in the table close to the crystal spider. which moved to her hand and then climbed up it and on past it to her arm and finally shoulder.
She lifted the glass and took a drink.

"So is that it, we get paid for stealing form..."

Ynja held up the hand with the spider on it for him wait, while she down the drink in one.
putting the glass back down she smiled at them both.

"Nope, I want to offer you work. I want you to keep doing what your doing, as well as coin, I want you to take paper."

Now they looked puzzled.

"Paper? what kind of paper?"

she went back to the bed and sat.

"Well then..."

the night was spent talking and in the morning she left by the back door. Happy with a good nights work.


Here is dwilhelmi's character, Morgan Vestalis, a martial mageknight resizer / incanter. To be honest, I really took to the theory crafter challenge of this recruitment, and enjoyed it thoroughly :D.

I started with a question - how big can I get a single melee attack to be? First I went with a third party feat Lighten Weapon that lets me wield a Large sized Lucerne Hammer for 3d6 damage die at a -2 to-hit penalty. Then, from the Resizer ability, I can grow to Large size, changing it to 4d6 damage die. Finally, I use the Light sphere Encompassing Light ability to have the reach/damage die of an additional size higher, for 6d6 damage die at a 30ft reach. On top of that, the adamantine hammer is also my magical focus, which I can enhance for free with the enhancement sphere, giving it a +2 enhancement bonus and flaming, for a grand total of 7d6+14 damage. 3 times per round. Hitting at least two people, if not everyone, in my 30ft range due to Mythic Cleave.

I do have a general light/fire theme to him - the dude is glowing with a bright light when fighting, can fire light-based ranged destructive blasts, and has a flaming weapon. I figure I can very easily tie that into a reincarnated hero, a warrior of light, that sort of thing. However, I wanted to get the crunch out there for review first, as I had to learn several new rulesets for this and I wanted to make sure I didn't miss anything. Let me know if you see any issues with the build.


Alrighty. I still need to put together the full crunch write up, but it's looking like my character will be a Tactician (Battle Medic) 3 / Legendary Swashbuckler 3 (Gestalt). Path of the Overmind / Trickster. Will be using the Horrific feats Mental Paragon (so 25 point buy on physical stats) and Gestalt (Harbinger). The trickster Path ability will be Path Dabbling with the Lost Spheres (3PP) Super Genius' Speed of Though, Clever Thinking, which allows me to use INT in place of DEX for any mechanical calculations, and vice versa.

Race will be Tiefling with Pass for Human.


River of Sticks wrote:

Sebecloki, if a class has a "weapon training" class feature that is basically identical to the fighters, could they use one of the fighter progression bonus feats you are allowing in character generation to pick up Advanced Weapon Training? Either that, or with the swashbuckler bonus feats (swashbuckler levels count explicitly as fighter levels for those bonus feats)?

I've seen some back and forth about whether this is RAW, and the FAQ seems to be that if you have Fighter Weapon Training but it's called "Something Else" Weapon Training they aren't the same thing; figured I would check with you before looking too hard at it. Minimum level would be 6th, so it won't come into play for a while yet.

I'd have to look at it, but if that's the FAQ, then I'd go with that ruling.


Morgan Vestalis wrote:
Here is dwilhelmi's character, Morgan Vestalis, a martial mageknight resizer / incanter.

Just wanted to point this out,

Morgan, Has for feats

Level-Class Feats
Cleave, Lighten Weapon, Magical Focus, Muscular Reflexes, Physical Paragon [Horribly over powered feat], Power Attack

Mythic Feats
Cleave, Physical Paragon
Is that Mythic Cleave, as for Physical Paragon [Horribly over powered feat], that may be a typo, so you may have a spear Mythic feat to take


Ynja Eva Ragnavold wrote:
Morgan Vestalis wrote:
Here is dwilhelmi's character, Morgan Vestalis, a martial mageknight resizer / incanter.

Just wanted to point this out,

Morgan, Has for feats

Level-Class Feats
Cleave, Lighten Weapon, Magical Focus, Muscular Reflexes, Physical Paragon [Horribly over powered feat], Power Attack

Mythic Feats
Cleave, Physical Paragon
Is that Mythic Cleave, as for Physical Paragon [Horribly over powered feat], that may be a typo, so you may have a spear Mythic feat to take

Don't we only have one mythic feat?


Seb,

I am considering using the Runesmith, and the Logos domain and some of the spells from Lore of the First Language. Also would possibly like to use the Runic Might feats from Runic Might and Runic Might II

I will of course include rules in my profile, if they are approved.


River of Sticks wrote:
Don't we only have one mythic feat?

From what the GM has said we get one per Mythic path, so 2 mythic Feats -> But they can't be [Horribly over powered feat]

You only get 1 [Horribly over powered feat] per level, So three Max, from Level / Class / Race
[See notes on fighters]


Monkeygod wrote:

Seb,

I am considering using the Runesmith, and the Logos domain and some of the spells from Lore of the First Language. Also would possibly like to use the Runic Might feats from Runic Might and Runic Might II

I will of course include rules in my profile, if they are approved.

3rd party is totally fine.


My concept is going to be a follower of ancient Lissala, before she became corrupted by the Runelords.

As I said above, my initial build was for a cleric/sorcerer, with the rune and logos domains, and the True Speaker bloodline Owen Stephens posted in the discussion for the First Language book.

However, I can't wrap my head around Words of Power, so standard casting is out.

My current thinking is some sort of monk and possibly the runesmith, after I read the whole thing over. I'll probably take the Gestalt HOP feat for Cleric, so I can still have the domains.


GM_Panic, I think the feat allocation is like this:

  • Normal Feats: 1 every level (1-20)
  • Bonus Feats as Fighter: 1 @ first, then every even level (2,4,6, etc)
  • Mythic feats: 1 every tier. There is a universal Path ability that allows taking more feats, but Gestalt Mythic / Dual Path does not affect that
  • Horrifically Overpowered Feats: These are not bonus feats, just open for taking with regular or mythic feats. You still have to comply with the maximum number of HO feats; 1 max at 1st, 2 max at 3rd, 3 max at 6th, 4 max at 9th, up to 7 max at 18th. EDIT: HO Feats can also only be taken with level feats; no bonus feats can select an HO feat.

I am still unsure if the fighter bonus feat progression is locked to combat feats, and if we count as fighters of our level for those bonus feats.


As River said, with one exception - we also get a Fighter-type progression with Mythic feats, in addition to the one per tier. So we get two mythic feats at first tier, two more at second tier, one more at third tier, two more at fourth, and so on.

Ynja, that is not a typo - the feats listed under Mythic Feats on my sheet are the Mythic versions of those feats, so Mythic Cleave and Mythic Physical Paragon. Mythic Physical Paragon is my second Horrifically Overpowered Feat. It gives you an untyped bonus to Str, Con, and Dex equal to your mythic tier.

EDIT: Also, for those interested, this article has the text of most of the Horrifically Overpowered Feats, along with general ratings: https://projects.inklesspen.com/fatal-and-friends/libertad/the-genius-guide -to-horrifically-overpowered-feats/


Ok, somewhat confused on feats.

If I'm understanding the above correctly, we should get :

1) One feat per level, no matter what.
2) One extra feat at 1st level, and one extra feat at second level, and every other level after that (2, 4, 6, etc).

So, at level 3, assuming we are not human and not fighters, we would have 5 feats? And then duplicate that for Mythic?

And, we are allowed to take 'horribly overpowered feats' which appears to be soemthing from the link Dwilhelmi gave us?

Ok, I will need to tweak Shi'Vatha again.


Seb, pair of important questions:

1) Would you be okay with adding the Logos domain to Lissala? I can post the info about it for ya if you'd like.

2) How long have we been alive for? You said we are reincarnated, correct? Have we just come back to life, or have we lived full lives up to the start of the AP??


Shi'Vatha wrote:

Ok, somewhat confused on feats.

If I'm understanding the above correctly, we should get :

1) One feat per level, no matter what.
2) One extra feat at 1st level, and one extra feat at second level, and every other level after that (2, 4, 6, etc).

So, at level 3, assuming we are not human and not fighters, we would have 5 feats? And then duplicate that for Mythic?

Yes, treat a Mythic Tier like a level

And, we are allowed to take 'horribly overpowered feats' which appears to be soemthing from the link Dwilhelmi gave us?

Ok, I will need to tweak Shi'Vatha again.


Monkeygod wrote:

Seb, pair of important questions:

1) Would you be okay with adding the Logos domain to Lissala? I can post the info about it for ya if you'd like.

2) How long have we been alive for? You said we are reincarnated, correct? Have we just come back to life, or have we lived full lives up to the start of the AP??

Where is that domain from? It didn't come up in google (or my google fu is failing me?)

You're ordinary, young adult or whatever. You just have the soul of someone from ancient Thassilon. It's like in Buddhism and other religions with reincarnation.


The Logos domain is from the above linked Lore of the First Language. Here's the info for it. There's also domain spells(obviously) but since you need a second HOP for casting, I'm not including them atm.

Logos Domain:

The Logos Domain

Closely related to the domain of Runes and the
subdomain of Language, the Logos domain
specifically draws on the nearly lost First Language,
drawing upon the primal forces of the original words
used to define and describe thought.

Granted Powers: You learn the power of the First
Language. You gain bonus languages known equal
to your wisdom bonus, in addition to those gained
from your Int bonus. You may choose any languages
as your bonus languages.

Voice of Power (Su): By focusing all your mystic
power into a single, short utterance you can use
a power word spell as a swift action. This takes all
your mystic power, making it impossible to do on the
same round you cast any other spell or use a spell-like
ability. You can do this once per day at 1st level, plus
an additional time per day at 6th, 12th, and 18th level.

Power Word of Command (Sp): At 8th level you
can give commands in the first language. This acts
as the command spell, except it has a range of close
and rather than grant a saving throw, the command
automatically affects a target with current hit points
equal to your cleric level x5 or less. You may do this
once per day at 8th level, and an additional time per
day for every four levels beyond 8th.

Lissala is closely tied to runes as well as magic and knowledge, so I feel her having the Logos domain makes sense.


Revamped Shi'Vatha sheet

I added one HOF at first level, Mental Paragon. Then halved the point buy (25) for the three physical stats.


You know what's fun? There is nothing restricting the use of both Physical Paragon and Mental Paragon. All 18s, across the board, would be very interesting. Didn't take that route myself, but just thought that was fun.


dwilhelmi wrote:
You know what's fun? There is nothing restricting the use of both Physical Paragon and Mental Paragon. All 18s, across the board, would be very interesting. Didn't take that route myself, but just thought that was fun.

yeah, but are the bonuses from that better than the other options? I think there's actually a pretty low impact to that, considering the other things HOP feats can do.


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Monkeygod wrote:

The Logos domain is from the above linked Lore of the First Language. Here's the info for it. There's also domain spells(obviously) but since you need a second HOP for casting, I'm not including them atm.

** spoiler omitted **

Lissala is closely tied to runes as well as magic and knowledge, so I feel her having the Logos domain makes sense.

that's fine then if it's 3rd party, that means there's no deity it's actually assigned to in Golarion, I just wanted to make sure you weren't changing around stuff from the core rules.


Sebecloki wrote:
dwilhelmi wrote:
You know what's fun? There is nothing restricting the use of both Physical Paragon and Mental Paragon. All 18s, across the board, would be very interesting. Didn't take that route myself, but just thought that was fun.
yeah, but are the bonuses from that better than the other options? I think there's actually a pretty low impact to that, considering the other things HOP feats can do.

Yeah, probably not. Maybe if this was a one or two player game, and we were trying to wear many hats, but on the whole not so much.


dwilhelmi wrote:
Sebecloki wrote:
dwilhelmi wrote:
You know what's fun? There is nothing restricting the use of both Physical Paragon and Mental Paragon. All 18s, across the board, would be very interesting. Didn't take that route myself, but just thought that was fun.
yeah, but are the bonuses from that better than the other options? I think there's actually a pretty low impact to that, considering the other things HOP feats can do.
Yeah, probably not. Maybe if this was a one or two player game, and we were trying to wear many hats, but on the whole not so much.

Errmm..

I did this, Why? well you lost the 50 point buy but get an equivalent 108 buy in its place.
Also having +4s across the build is kind of fun and fells right for a made being like a Mythic Elan.

So Adding race and item, Ynja has

18str/18dex/18con/22int/18wis/18Cha


I've had an idea come to me that i have to try.

The Thassalonian hero was reincarnated into a drow noble's body. This difficulty of a good soul living in an evil civilisation soon saw him exiled, luckily not executed because of the gift given him from the family's demonic patron. He was stuck between 2 worlds, confused as to why he was born in such a place and sought out his homeland of Thassilon, not knowing how much time has passed. He finally finds the surface and journeys to Varisia, learning to disguise his dark skin and light aversion, but finds things are much different now, many years later. He is a being of two worlds, his Godling class given to him by the demon lord his Drow family worshipped when he was the center of a dark and gruesome ritual soon after he was born, and his Harbinger(path of war) class based on his Thassalonian past and the conflict of the Runelord he served becoming evil, which he resisted and consequently met an unfortunate death.

The demon lord he ran from and the runelord he rebelled against are both associated with the same sin but I haven't chosen which one yet.

If this idea is good enough to make the drow noble 'fit' the setting then I'll write a proper backstory for him and a character sheet. If not let me know and I'll try something else.


Not saying you can't have it Diamondust, but the GM kind of said no Drow and other none human looking races at the start. Think it's why we are all going for human like races. Drow noble is very attractive as a race for SR and other cool stuff I must say.


dwilhelmi wrote:
You know what's fun? There is nothing restricting the use of both Physical Paragon and Mental Paragon. All 18s, across the board, would be very interesting. Didn't take that route myself, but just thought that was fun.
Character Creation Rules wrote:


You may have one Horrifically Overpowered feat per level.

Both Mental and Physical Paragon state they are taken at 1st level.


Shi'Vatha wrote:
dwilhelmi wrote:
You know what's fun? There is nothing restricting the use of both Physical Paragon and Mental Paragon. All 18s, across the board, would be very interesting. Didn't take that route myself, but just thought that was fun.
Character Creation Rules wrote:


You may have one Horrifically Overpowered feat per level.

Both Mental and Physical Paragon state they are taken at 1st level.

Nope! Both have specific conditions that happen if they are taken at first level, but it doesn't specify that they must. In fact, the fact that they both have that conditional "If you take this feat at first level" itself implies that it can be taken at later levels.


Diamondust wrote:
...learning to disguise his dark skin and light aversion...

Just so you know, if I'm in the game, my character is routinely going to be a Large sized (by 5th level Huge sized) source of Bright Light, with Encompassing Light being on in most battles. Might be tricky to disguise light aversion in that situation. Obviously, you do you if you can get the GM to go along with it, but just wanted to give that heads up. Assuming we both get in, that would put you blinded for the first round of every combat, and dazzled for all of all combats, unless you have a way to counter that.


As dwilhelmi said, Shi'Vatha,

I do like the idea of her being crafted with a soul locked inside, She is a forced reincarnate.
Also took the feast healing [1] feat, yes there are better more over powered feats but it fits her better.
As something made. Really wish I could find a way to give her Telepathy at 3ed level.


River of Sticks wrote:

Sebecloki, if a class has a "weapon training" class feature that is basically identical to the fighters, could they use one of the fighter progression bonus feats you are allowing in character generation to pick up Advanced Weapon Training? Either that, or with the swashbuckler bonus feats (swashbuckler levels count explicitly as fighter levels for those bonus feats)?

I've seen some back and forth about whether this is RAW, and the FAQ seems to be that if you have Fighter Weapon Training but it's called "Something Else" Weapon Training they aren't the same thing; figured I would check with you before looking too hard at it. Minimum level would be 6th, so it won't come into play for a while yet.

I was mostly looking for the purpose of qualifying for weapon mastery feats

cut from the air is kinda essential to the build
but there's another way to qualify for that anyway


Races:

*Needs to make sense for setting. Drow Noble probably doesn't... 3rd party is fine. Should be mostly humans.

Emphasis mine.

Considering how Sebecloki is generally more concerned with RP and story than mechanics and crunch, I think Diamondond has put forth an interesting submission.

Not saying they'll be approved to run the Drow Noble, but I do believe they shouldn't be discouraged from at least trying.

Also Panic, if you were paying attention, you would realize that Elan are not human, nor do they make any sense for the setting.


Hi Monkeygod.
I agree, no idea should be discounted and my post eluded to that I hope.
We have a Edalon after all.

Now for the benefit of everyone, me and Monkeygod have a healthy interplay of ideas.
We are not getting at each other, but we like to argue our points [but never rudely].
I have the utmost respect for MG and his near epic levels of Knowledge around PF as well as the
time he selflessly puts into helping others. In any game he is always and asset and a good player.

So why I picked Elan as a race, from my view point.
Well looking at the main idea of reincarnated hero souls I liked the idea of an Elan.
Working with the idea that Elans are made from take a soul which has its body reformed.
This I feel fits reincarnated very well. They human and can even pass or such.
But they are old souls in a new body, where most of the mind has been wiped.
But and this is what I liked most, They can still get flash backs of their old life.
That is what really attracted me. The idea she would get them in game.
Also the idea she feels odd in her own body, that she was made, crafted, designed.
Not in a nice way but for war, to harm and hurt. Of her knows she is a weapon, not having
a feeling deep down this is wrong.

That complexity really attracted me and is the root I took in making her.
I just feel she would be a very interesting PC to play.


Just to add,
If the GM wants me to chance her race to Human, I am happy to do so. :0)


I'd like to hear a little more about how the Drow fit itself into Sandpoint society before I make a ruling about it.


Ok no problem I'll work on a proper backstory for him and I'll give you a quick version now.

When he got to where Thassilon should have been he felt lost. For a while he wandered scavenging off the land, chased out of many places he came to until he learned to disguise himself as a regular elf. He was skilled in alchemy from his previous life as well as his drow upbringing and so worked in an alchemist's shop in a quiet part of the quiet town of Sandpoint.


My primary issue is how/why the humans in Sandpoint accepted him. DM-Panic's character can pass for human, so that's not a fluff issue there, but a drow is going to get in an instantaneous negative reaction -- if you can explain that issue a bit more I'm open to your character idea.

Shadow Lodge

I just realized that having power word casting only means no mythic spells
Huh
Was that on purpose? Is that why you want us to use them?

Other note: how do word spells work with spellstrike/spell cpmbat


He doesn't get to Sandpoint until the end of his journey. His travels took him across Varisia, to Riddleport, where he was the least persecuted of all, also to Magnimar and other sites of ancient Thassalonian ruins to see if there was anything left of his ancient homeland. Finally he gives up, realising his old Thassilon is dead and he must make his way in this new Varisia. Unfortunately his new body is troublesome to most and he must disguise himself as a regular elf to get by. After all this time he has also learned Common. He decides it is best to go somewhere quiet and new to avoid trouble and decides on Sandpoint. He was always good at alchemy so using that crafting skill he settles down, a new 'elven' immigrant to everyone there, and opens an apothecary/alchemist shop. To the people of Sandpoint he is just a regular elf with a strange accent who doesn't much talk about his unpleasant and tragic past.


River of Sticks here. I need to roll Vigor, and still need to finalize my maneuver selections / disciplines. Wanted to get the mostly complete profile up.

Also need to finish typing the backstory up on the profile page.


There's a lot I'm still reading through, but got a question as I was considering feats and mythic:

Could we take a mythic Horrifically Overpowered feat as mythic feat? Yes, there is in fact at least one mythic HOP PDF lol.

Also,

Would I be able to to play an Azlanti Human? It's the same as a regular human, except they have a +2 to all stats, as if they had the advanced template. However, it's an actual race from Inner Sea World Guide.


o there is a few more then 1.

have a look see at the end

If we can tale the Horrifically Overpowered, Mythic feats, I so want to talk in place of fast healing.

Extra Lives:

Extra Lives
[Horrifically Overpowered]
You are just hard to kill.
Benefit: Your character can come back from the dead, with no penalty, three times in its total career. This happens at the end of whatever encounter you died in, unless that would cause your character to immediately die again (such as if your body was dropped into a pool of lava). In that case, you return to life at some safe location within a week, at the GM’s discretion. If you think your character is likely to be raised quickly and easily, you may choose not to use this ability when you die, in which case it does not count against your three total uses of this feat.
Special: This feat can be taken more than once. (Although, really, you need to take Toughness if you’re dying that often. Or maybe Dodge. Or just stand closer to the cleric.) Each time you take it, the number of times your character may freely return from the dead increases by three.

Extra Lives (Horrifically Overpowered, Mythic)
You are nearly impossible to kill.
Prerequisite: Extra Lives (Horrifically Overpowered).
Benefit: As long as you have at least one use of the Extra Lives feat available, you can expend three uses of mythic power to use your Extra Lives feat without it counting against the maximum number of times you can use the feat.

If you expend two points of mythic power, you may grant another dead character one of your uses of the Extra Lives feat. You can’t do both of these at once.

That's right should you die she can bring you back from the dead.


Monkeygod wrote:

There's a lot I'm still reading through, but got a question as I was considering feats and mythic:

Could we take a mythic Horrifically Overpowered feat as mythic feat? Yes, there is in fact at least one mythic HOP PDF lol.

Also,

Would I be able to to play an Azlanti Human? It's the same as a regular human, except they have a +2 to all stats, as if they had the advanced template. However, it's an actual race from Inner Sea World Guide.

azlanti is fine

the same rules will apply to mythic tiers as to levels for mythic feats in terms of how many you can take. Consider them 2 'bins' of potential HOP feats


Lord Foul II wrote:

I just realized that having power word casting only means no mythic spells

Huh
Was that on purpose? Is that why you want us to use them?

Other note: how do word spells work with spellstrike/spell cpmbat

In WOP some of the bonus spells work like the Core system -- you can take mythic versions of those.

There is also the possibility of using Spheres of Power for mythic spellcasting.


Sebecloki wrote:
Monkeygod wrote:

There's a lot I'm still reading through, but got a question as I was considering feats and mythic:

Could we take a mythic Horrifically Overpowered feat as mythic feat? Yes, there is in fact at least one mythic HOP PDF lol.

Also,

Would I be able to to play an Azlanti Human? It's the same as a regular human, except they have a +2 to all stats, as if they had the advanced template. However, it's an actual race from Inner Sea World Guide.

azlanti is fine

the same rules will apply to mythic tiers as to levels for mythic feats in terms of how many you can take. Consider them 2 'bins' of potential HOP feats

Wait, do you mean that the limit of 1 at 1st level, 2 at 3rd, and 1 every three levels after does not count the Mythic HOF? So we could have one Mythic HOF at Tier 1, 2 at Tier 3, 3 at Tier 6, and 4 at Tier 9 in addition to the 1-7 normal ones allowed with the normal HOF feats?


yea, they're two different 'bins' of the HOP class/category of feats. Apply the progression outlined separately for the 1-20 base class and the 1-10 mythic tiers. You can only choose mythic HOP for mythic tier HOP feats, and non-mythic HOPs for the 1-20 progression.


swashbuckler/magus version, :

Swashbuckler (inspired blade) 3/ magus (hexcrafter/black blade)
Str 18
Dex 20
Con 16
Int 19
Wis 14
Cha 15

HP
Defense
AC 20 (ff 14 t16w)
Saves
Fort +6 reflex +8 will +5'

Offense
To hit with rapier +10 damage 1d6+3+4+1+1
Spells pending question regarding how they interact with spellcombat/spellstrike

Skills (4+4+2)x3=30
Perception +10
Know (arcana) +10
Know (history) +10
Know (local)+ 10
Know (engineering) +10
Acrobatics +11
Craft (alchemy) +10
Handle animal +8
Bluff +8
Diplomacy +8

Panache 7 points.
Arcana: black blade

Feats
Level up
1 physical paragon (horrifically overpowered)
2 vanguard style
3 arcane strike

"Fighter" bonus
1 combat stamina, combat reflexes
2 bodyguard

Class bonus
1 weapon finesse, weapon focus (rapier)

Magus arcana
3: Black blade

Class features

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Charmed Life (Ex)

At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Magus
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Mythic path 1
Guardian
Absorb Blow (Su)

As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.

Retributive Reach (Ex)

Treat your reach as 5 feet greater than normal for the purpose of determining whether or not you can make an attack of opportunity. If a creature provokes an attack of opportunity within this area of increased reach, you can expend one use of mythic power to gain a bonus equal to your tier on the attack roll and damage roll of the attack of opportunity.

Mythic path 2
Archmage
Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Flexible Counterspell (Su) (Mythic Adventures pg. 16): Your mythic power enhances your ability to counter others’ spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell or dispel magic, you can instead expend a spell or spell slot of a level equal to or higher than the target spell

Mythic feat
1 mythic arcane strike

I am considering swapping magus for winter witch so that I don't waste the spellstrike class feature by needing to cast with wordspells


Born in the Darkland city of Zirnakaynin, Rylmyr of house Sardavic—followers of Socothbenoth, Demon Lord of Pride—, known in another life as Eliud son of Avidan, servant of the Runelord of Pride, Xanderghul, is now known only as the elf Jereliss Entulúmë in the present day in the small town of Sandpoint.

3 names, 2 bodies, 1 soul:

Avidan had left Azlant with his wife, following Xul and eventually settling in the state of Cyrusian in the settlement of Corveilles and here started their new life and family. Avidan named his first born son Eliud and taught him to work hard and enjoy the success, to feel a heathy pride in his accomplishments. The boy learned fast and became skilled in many things and his life help much promise. He grew up and wished to serve Thassilon and First King Xin with his father's urging. Eventually he found his calling and became a knight serving the Runelord of pride, Xanderghul, and helping the education of the Varisians and Shoanti. He saw the oncoming corruption of the 7 virtues with the withdrawal of Xin from ruling to pursue research. It prompted him to petition Old Xin and warn him but his audience was never granted and his warning was never given. Instead Eliud took matters into his own hands, joining a group of like-minded others who wished to turn around the corruption and opression of the people of Thassilon and all those that called the empire home. Unfortunately they were far outmatched by the power of those that served Xanderghul and the Peacock Spirit and were imprisoned and then hanged for treason. After watching the death of their son, Eliud's parents and his other siblings fled the empire, fearing for their lives.

Over 11,000 years later in the capital city of the Drow, Zirnakaynin, a dark ritual was underway. A newborn had been chosen to be blessed by their demonic patrons. Around the infant Rylmyr, 7 others were sacrificed and their blood poured over him. With the conclusion of the ritual, the blessing had been given, and a dark destiny lay in wait. Unknown to the other Drow present, the ritual had been hijacked by a mysterious power and the days old newborn had received 2 'blessings' instead of 1. The good soul formerly known as Eliud fought the dark gift and the influence of his upbringing in drow society as part of house Sardavic, one of the most powerful houses, and fervent worshippers of Soccothbenoth, the demon lord associated with the sin of Pride. He did many things that felt wrong to him but were expected of him. Having no true allies to confide in, Rylmyr looked for any chance to escape his dark home and found it while conferring with Drow allies outside the city. While they were preoccupied, he killed the commander in cold blood with a blade through the neck and slew the other 3 in combat. His wounds were great but he survived. He destroyed and burnt the bodies, hoping that whoever found them would think him dead also, then took the agent captive and forced it to take him out of the darklands to the surface. When they finally made it he stumbled out from the darkness into the blinding light and while he was incapacited, the agent fled back underground before Rylmyr could kill him.

He found himself in a strange land that saw him as an enemy, and for good reason. He had been taught to hate those that lived on the surface, especially his distant cousins the elves and he quickly found that not that many people liked him either. The Drow life in the darklands had marked him and left blood on his hands and though he could never take back his actions he could start anew. He did not know where he should go but was drawn to the ancient places of his old world. He decided to search them out and find out what remained if anything did. Travel was difficult, the sun hurt his eyes and many that say him up close took a disliking to him. He decided to travel at night and wear a cloak to make it harder for others to identify him. Though almost no one had ever seen a drow before, something about the way he talked or his dark skin they didn't like. It was almost like he had green skin and fangs like an orc.

With difficulty he searched for remains of the former Thassilon but almost no one knew the name. With some luck or perhaps a bit of Fate to help him he came across an old, blind researcher, living his last days in solitude who had explored many Thassalonian ruins. Ignoring the old man's warning, Rylmyr went after the ruins, to see if he could find something himself. He travelled to Varisia and searched out all the places he could locate, including Korvosa which is old Xin-Eurythnia, Magnimar which is build near the Irespan, Rivenrake Island which hosts the ruins of Xin-Bakrakhan and many more. He encountered elven agents that sought to kill him and he sought safety in the lawless city of Riddleport where he could hide and at least stand out a bit less that normal. He decided to give up the search for more answers even as the Cyphergate stood directly in front of him. The same thing that led to the creation of the Drow destroyed Thassilon and all that remained were ghosts. He did not wish to be a ghost or a Drow anymore. It was time to begin a new life.

With a carefully crafted disguise and a new name, the elf Jereliss Entulúmë came to Sandpoint almost a month ago now and set himself up as a small alchemist. Shadows still in the back of his mind made him restless as they whispered to him, calling him to greatness of some sort though he did not know what. Completely unknown to him, the force that had him reincarnated had used his bloodline to make the connection between soul and body stronger than usual. Eliud's family had fled Thassilon and in the thousands of years before Earthfall someone had married an elf and at the time of Earthfall, those elven descendents decided to stay on Golarion and hide underground instead of leaving. Thousands more years later, the body he now has is from his own dna, a descendant of one of his long-dead brothers.

Jereliss Entulúmë is a Drow Noble Harbinger/Mighty Godling using disguise, craft(alchemy) and profession(herbalist) to appear as an elven alchemist immigrant. I may build him to have some magical means of disguise as well. If his backstory is acceptable for a submission I will work on the character sheet next.


"build him to have some magical means of disguise as well."

This is my crucial issue -- the fluff for Drow on Golarion, from what I understand, makes them both more mysterious and more one-sidedly sadist/terrible culturally than the Forgotten Realms variety -- which makes me think a small rural town of humans wouldn't be super welcoming.

I can see it being more likely if he can pass as a normal elf.


Alright, I've updated Morgan here with an appearance description and a 10-minute background. I've also updated his crunch quite a bit, in particular by taking the Gestalt feat, both normal and mythic versions, so I could add all the class features of a level 3 Blacksmith. I think that'll add a lot of fun options.

One question I've come up with - are you OK with pre-game crafting? With the blacksmith class, I have a ton of crafting options, wondering if I can make use of them for my starting gear.


Question about Arcanists: Words of Power or standard? There are no lists for the class, and I am not sure how to deal with the prepared vs spontaneous aspect of the class... Stick with the standard spell progression?

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