The City of Seven Seraphs

Game Master Radiant Mercy


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River of Sticks wrote:
@ Radiant Mercy Would Pact Magic from Radiance House be acceptable? It is on the Spheres wiki. I know you are traveling, so no rush! I might prefer that one over the fighter...

Strike this. I finally looked at Akashic systems and got Co7S... Amazing book and I really like the Akashic, so I am going with a Judow Harbinger/Vizier. Description and background in the works to be posted soon.


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Hah. XD This is rapidly becoming one of my favored settings, so I get that feeling.


River of Sticks wrote:


Strike this. I finally looked at Akashic systems and got Co7S... Amazing book and I really like the Akashic, so I am going with a Judow Harbinger/Vizier. Description and background in the works to be posted soon.

Whoo, it would be nice to have someone else also doing Veil Weaving (even if the Rajah's version is not very traditional).


Alright, alright, I've come up with something. Let me know if there's something wrong, incomplete, or whatever. While I do the crunch, I will probably polish some elements, as I will do when I have access to more material (cough, cough, Rednal, cough).

Background:

TEN MINUTE BACKGROUND

1-Write 5 background and concept elements that you feel are important to your image of the character.
-Gabriel is native to Molthune, where he joined the militant cult of Iomedae.
-Once in the cult, he opened his eyes to what his country’s goals really were, and withdrew from the military.
-During his wandering through Nirmathas, Varisia and other countries, he met a middle aged woman, Nioku, who he thought was the personification of might and power. He decided to follow her and learn from her, and in the end they both became very close.
-Gabriel has always felt a strong link with the sun. He has always enjoyed being under its light, and has felt uncomfortable underground. After Nioku’s death, Gabriel suffered an apotheosis and transformed into a half-shaped angel, growing wings and acquiring some new powers related to his ancestry.
-Gabriel started researching, and he finally came to some conclusions. When he finally discovered some bits of truth about Hyraeatan, he was addressed by some inhabitants of the city and offered a visit and later a citizenship.
-Gabriel had a hard time accepting that balance was a requirement, and that he would have to work together with the Dark Parities. He has come to understand that there are “greater evils” out there to be fought, but still he tries not to sniff too much over other Parities’ business, lest he finds something he regrets finding.

2-List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
-Character Goal: Gabriel desires to feel like what he does is important. More than ascending in the hierarchy, what he longs for is starring a deed that immortalises him, so people milennia in the future still go “Yeah, and Gabriel saved us all” or something. This runs dangerously along hubris, but you know, all heroes have a glimpse of the shadows nearby.
-I would love to see a reunion of Gabriel with his actual father, the Solar that engendered him. Could be a nice scene and who knows, maybe they go to a baseball game together. Or to conquer the Plane of Shadows.

3-List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
-Gabriel always suspected there was strange blood in the family, and that was confirmed by his apotheosis. However, one night in Hyraeatan when he was near the Tower of Jewels, he was thinking about the past with nostalgy when a vision assaulted his mind. He saw his parents’ wedding, and noticed his mother was already pregnant. That made him put two and two together, but he never talked to anyone about having that sudden insight, thinking it had only been a side effect of the Tower’s strange powers.
-Gabriel doesn’t suspect that Nioku was indeed his father impersonated. The Solar wanted to direct his descendant’s path to Hyraeatan, but had his own reasons to stay anonymous. He faked his Nioku persona’s death and sowed the seed in young Gabriel to investigate further.

4-Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
-Nioku, a warrior woman near retirement who took Gabriel under tutelage when he left Molthune. Nioku died in battle, and her dying words were for Gabriel, telling him to “search for Hyraeatan”.
-Zachiel, a low ranked officer in the Dawning’s army, responsible for recruiting Gabriel (and many others, to fill the ranks after all the casualties during the Lightbringer Incursion). Zachiel has acted as Gabriel’s host in Hyraeatan, and the young solar-blooded feels obliged for all the kindness and patience.
-During the times with Nioku, Gabriel visited many places in Golarion and fought many evils. Once, in Garund, they managed to dismantle an evil cult led by someone named Lombragh. Gabriel had long forgotten about him, but to his surprise Lombragh is part of one of the Dark Parities here in Hyraeatan. They haven’t had a word yet, and it seems neither is willing to, but sometimes Gabriel wonders if the man - if he’s even a man - still bears ill feelings.

5-Describe three memories, mannerisms, or quirks that your character has.
-Due to his “shiny” nature, Gabriel is useless when it comes to subterfuge. Actively and directly lying is beyond his capabilities, and stealthy moves are something he knows he’ll never be good at and, honestly, he doesn’t give a damn. In battle, he’ll fly to you and burn you or shoot an arrow at you. Out of it, he’ll tell you straight what he thinks. Kindly, but frankly.
-Gabriel remembers how he spent quite some time figuring out about Nioku’s last words, and how at the beginning he thought Hyraeatan was a person he had to talk to.
-Back in Molthune, life was hard. As a child, he drilled constantly, for it was mandatory, and he remembers how he would use to think life was like Hell. It amuses him how life has changed, and the irony of having ended up drilling and fighting harder than ever in another plane - even if not an evil one.
-Gabriel has never been with a girl. During his teens in Molthune he had no time between drilling and attending religious matters, and his life hasn’t improved afterwards. He felt something for Nioku for a while, but quickly realised she had been more a cool aunt than anything else. Sometimes he thinks what could it be like, though he knows that, given his situation, it’s not something that’s likely to happen.

Appearance
Gabriel doesn’t look too outlandish, but his eyes reflect the fire of his soul, specially when he’s fighting the good fight. His fiery red hair is usually tied in a ponytail, and wouldn’t also rise much suspicion. Only those who know might use these features to put together what’s otherwise evident by the pair of angelic wings sprouting from Gabriel’s back. Other than that, he looks like a human in steroids - strong and agile, smart and cool, you know, almost an angel.

Personality
Same as the Sun, Gabriel can be warm and cosy, but he can quickly turn into a relentless destructive force. Luckily, he reserves the latter for his true enemies, those who threat the wellbeing of his peers. When he’s relaxed, he’s a joking guy, usually nice and cheerful, and his fits of bad temper are usually short and harmless.


Me, once more. Yeah, I know.

I have some doubts on how to apply some talents to some effects granted by an archetype (I'm talking SoP). Where or who should I ask about it/look for it? I wouldn't want to clog this thread.


@ElegantlyWasted: The link is broke, but I will allow the trait.

Radiant Mercy is just a screen name of my own making. I do realize that it can mean many things to many people, but that's more of a retroactive realization than anything I had planned.

@Josh.Ingle: I have indeed had the problem of switching concepts mid-recruitment. In one Discord game, I even switched characters mid-game through some work with a GM involving my character giving in to the corruption of his demonic sword and his young apprentice, who was terrible with swords, slaying him with her recently-awakened magic.

@Slyness: A telesma and familiar cannot be the same creature. You might have your telesma embedded into your familiar, but they cannot be the same.

@River of Sticks: Pact Magic would be allowed.

@Jereru: Depends on what Advanced Talents you are talking about. That is, unfortunately, a very commonly-used name for mechanics in everything between Spheres, class abilities, alternate rules, and what have you.

I am planning on adding a small write-up of each of the Parities in the campaign information tab.


Oh, sorry. I meant Advanced Talents from SoP. Admittedly, I hadn't looked them up before asking. Now that I have (the Light Sphere Advanced Talents, which is what the character is about), none of them are vital to the built, so it really doesn't matter. If they're allowed, I might take one of them in the future, but if they aren't, it's ok.

About altering the Martial Tradition, I guess it's okay? I would be altering the Canny Hunter tradition, which gives the Scout Sphere and a choice of a Scout Talent, to instead give the Athletics Sphere and a choice of an Athletics Talent.


...I just realized that instead of Precise Shot, I might be able to get the Sniper Sphere and throw on a snipe talent for my nuclear blasts. XD Gimme a bit to tinker with this, and then I'll probably post my revised sheet.

Though, I need to figure out if rays I shoot as a standard action are sufficiently weapon-like to qualify... >.>


Hmm... question! Is a class that grants training in all armor weights sufficiently martial enough to trade proficiencies for a martial tradition in Spheres of Might? Atomic Adepts, while mostly a type of caster, are explicitly described as able to stand on the front-line (with ranged and potentially melee offense), which suggests the kind of combat-focused background that martial traditions recommend when determining whether or not a trade is appropriate.


Yeah, Barrage+Sniper is usually better than Point Blank Shot+Precise Shot.


It is objectively always better. XD They count as prerequisites and provide extra stuff you can do.

Nooooooot that I think very many ranged talents will actually apply to my Nuclear Strikes, but I thought a martial trick to do with the Sword of the Atom would be neat to try and work in.


I'm almost finished my mutant warrior priest and I must say, I'm a little sickened by what I created. Should be fun regardless.


When I came to realise, I had spent one of the halves of the Gestalt trying to recreate the "sun" powers (via Sun Warrior), which I'll probably never use. But they're so cool! xD


As someone playing a class that makes nuclear explosions, this amuses me.


Phantom Thief and Striker turned out to be way too rough on the action economy. Instead, I have a question: does Hamatulatsu make your unarmed strikes count as a light piercing weapon for things like the Duelist PRC?


Another query to throw out there for my third idea; if you use Dark Elementalist and break alignment, it says you can't use any Dark Elementalist class features except Dark Studies. Does that mean Soul Power reverts to base Burn, Overflow, and Internal Buffer? I'm still toying with the idea even if the answer is "No, you just lose Internal Buffer and Overflow and can't willingly take Burn", since I don't like taking burn anyways, and it fits the theme I'm going for; a reformed assassin type character.


@Avatar of the Source: I've taken psicrystal affinity and with dreamscarred press' psicrystal augmented book took superior psicrystal to make it an implanted psicrystal. Could I make my telesmae my psicrystal?


I am still reading through Co7S, but not familiar enough to really try to work it into the backstory. I've made the Black Seraph Discipline Black Thorn Knights a major component of Azuriel's story.

Azuriel:
Azuriel has a quiet intensity about her. She is not overly loud or brash, but has a penetrating personality that makes itself felt nonetheless. Her alignment tends towards Lawful Neutral; she does feel that there is a proper way of doing things, and that orderly conduct is important. She also has a curiosity about the planes and wondrous secrets spread around them; this contrary feeling has sent her out into the world. Azuriel is tall for a Judow, almost 6' 6" in height, and she has learned to use her height and weight to push through a crowd when needed, though she would prefer to move around the edges instead. Like many Judow, she has a mask of Artai that she wears to protect her eyes. It is a pleasantly smooth form, with orderly and geometric ornamentation.

Azuriel is a strong believer in proving oneself individually; she might trust one man but not his brother, for example. She does trust in the concept of order and rule of law, as structures; but does not necessarily feel that the actual application of those concepts in reality has been perfectly formed. Azuriel would much rather trust in the law itself than the individual empowered by the law; but even the law is not always correct, evidenced by the many interpretations and conflicts over it. Her personal code is simple: protect herself and her friends, behave honorably within her interpretation of the law, and bring those who would take advantage of weaker beings to justice - her own, or the laws'.

10 Minute Background:
1. Azuriel is very intense, and direct. She knows how to be discreet, and prefers to stay in the shadows; but she ensures there is no misunderstanding about her purposes or positions. She believes that if one truly supports a belief or action, then they must be up front about it. She would rather stay at a cheap inn with good, law-abiding patrons than have a free night at the fanciest palace filled with corruption and back-stabbing politics.
2. Goals: Azuriel is trying to find information on the higher ranking Black Thorn Knights, which would either educate her about their decisions so that she would agree they were necessary, or provide sufficient evidence of betrayal of spirit, if not the letter, of their oaths to have them removed. She also wishes to see a greater harmony between planes, in the interest of diffusing Chaos.
3. Secrets: Azuriel knows that many of the Judow are a concern for others, because of their proclivity to winnow out secrets. She has discovered that a group of higher ranking members of the Black Thorn Knights had secretly created a conflict between two nations in the interests of weakening their defenses for a third nation to assimilate them both, all in the interest of removing future points of Chaos; Azuriel disagreed with the methods, seeing it as a betrayal of the people even if it was in the pursuit of fighting Chaos. What she does not know is that her decision to physically leave the Black Thorn Knights (She is still a Knight) brought her to the attention of a high-level devil, Molochar, partnering with the Knights, and he has plans to use Azuriel as a pawn in a power play within the plane of Hell
4. Azuriel's father, Esurion, is mid ranking judge, who has decided that his position gives him the best balance of fairly upholding the law, while being close enough to the everyday life of the people under the law to accurately apply the spirit, not just the letter of the law. Azuriel also had a teacher growing up; an exiled sorcerers named Abigail who, though Azuriel had little arcane talent, was able to teach her knowledge and open her eyes (figuratively speaking) to the different types of magic in the world. Achevik is a male Tiefling, another Black Thorn Knight. Unfortunately, he seems to delight in proving the stereotypes about Tieflings, and (ab)used his position with the Knights to increase his own power. When Azuriel brought his doings to light, Achevik was discharged from the Knights, and he holds the grudge over that still.
5. Azuriel remembers her training with the Black Thorn Knights, and how "right" everything felt - there was order and purpose there, and a definite place in the Universe for every being. Her faith of purpose was shaken when she faced the realities of the methods the Knights were willing to employ. In her early travels, she frequently worked for her stay, from physical labor to dishwashing. At one inn, she was given a meal by a kind old woman who did not care about the mask Azuriel wore, only that she was hungry and could not afford the meal. That act of kindness, without expectation of repayment, has stayed with Azuriel. Though she can now afford to eat freely, and does not hold a particular "Good" or "Evil" view of the world, she does endeavor to share similar kindness. Azuriel was frequently disparaged in her early travels; because of the mask, and the infrequency with which Judow were seen in many areas she went looking for purpose in, she learned of the hatred and contempt unfamiliarity can bring. Nowadays few people are disrespectful where they think she can hear, but those people still talk and she has better senses than many suspect.

Dark Archive

Just popping by to say that I'm still working on my character, but the 10 minute background always takes me like ten hours to do. Hope to have him ready soon, though!


Seranov wrote:
Just popping by to say that I'm still working on my character, but the 10 minute background always takes me like ten hours to do. Hope to have him ready soon, though!

Same here! I have most of it done, just want to get some finishing touches on it.


This sounds like fun! I am working on a character, a kineticist/mageknight(resizer) gathlain that likes to hang out all Diminutive sized and flying around and make use of the Guardian sphere to be a tiny little tank that runs around challenging all the big things it encounters.

Wondering about something - can my telesmae be flavored as an ioun stone floating around my head? I wanted to make my character somewhat more chaotic neutral, and have my telesmae be more lawful and/or good, and have it act as a sort of morality reminder. Ideally with the ability to thump me on the head when I misbehave.


YoricksRequiem wrote:
Seranov wrote:
Just popping by to say that I'm still working on my character, but the 10 minute background always takes me like ten hours to do. Hope to have him ready soon, though!
Same here! I have most of it done, just want to get some finishing touches on it.

I've done everything but history and the stupid sheet is about 15 pages long (or 5000 words or so). This is far and away the longest sheet I've ever done, thanks to the unholy number of special abilities the two classes I picked have.

...fun though.


Yeah being an Oracle with strange revelation, things got a little wild plus I need to mark down all the Aegis customizations. The 10 minute backstory is a lie, by far the longest part.


Have you guys tried to link from your alias to the srd? Saves tons of space and the end result is way cleaner.

Dark Archive

I actually ended up just plugging all of my special abilities into a Google document that I link in my sheet. Doing the same with the 10-minute background, and gonna add a little blurb in the character sheet. Saves TONS of space.


Alright, I think I'm ready to post my application. Took a lot of thinking and building on the character he was in previous games, but he should be ready to go.

Mechanically, he's going to be a stupidly sturdy frontliner with good mobility and the ability to make it harder for enemies to attack his companions.

Tarov Boulderfist:
Physical Description: Tarov is a tall, heavily-muscled dwarven man of great strength. He is broad and stout, even more so than most of his kin, but is surprisingly agile for his size. He has red-brown hair and grey eyes. His beard is well-kept. but simple and unadorned. He prefers comfortable, heavy clothing in oranges and greys. Around his neck hangs a strange, teardrop-shaped orange-red gemstone on a simple golden chain, which he never seems to take off.

Portrait of Tarov.

Personality: Though Tarov comes across as gruff and unfriendly, he is actually just a dwarf who is dedicated to what he does. If he is told to do something, he will get it done, and heavens help any who try to stop or distract him. However, he can celebrate a job well done with the best of them, and he is quite jovial and friendly at such times. Regardless, Boulderfist is constantly concerned with the well-being of his companions, even when they might think otherwise.

Single-minded in every sense of the word when he is set on something, Tarov is not particularly charismatic. While he is a splendid strategist, his solutions to problems tend to be overly simplistic. 'Keep it simple, stupid' is a favorite phrase of this dwarven man.

10 Minute Background


How does Smash From the Air interact with increased reach, such as Improved Snap Shot? Can I still only counter ranged attacks on adjacent targets, or can I set up a massive zone of area denial with Combat Patrol and Mythic Combat Reflexes?


@Jereru: Advanced Talents are allowed for Spheres, but some abilities may work differently because a minor handful have some power level issues.

@Rednal: You can take certain weapon feats for rays, so I would be fine with ruling that sniping works with Nuclear Blasts. In fact, unless I am mistaken, there is a precedent with sniping working with Kinetic Blasts and those are even less weapon-like, if only slightly.

I would rule that Atomic Adepts are able to trade in proficiencies for a martial tradition.

@Teiidae: A mutant warrior-priest, you say? Are we talking Fallout mutants, HP Lovecraft squidface mutants, or something else entirely? Interested in seeing what way the theme flows.

One may have their Telesma and Psicrystal count as one being because, honestly, they are very close in theme and execution and it makes sense.

@Josh.Ingle: I would rule that Hamatulatsu's piercing damage alteration does allow one to qualify for things that rely on it.

Dark Elementalist outright replaces those powers, so an ex-Dark Elementalist would not regain them, as they never had them in the first place. I imagine that is to prevent people changing alignments to fundamentally change how their character works on a whim. I might be willing to consider a gentleman's agreement that rules it does give you replacements in exchange for your word on not swapping constantly to "game the system".

Smash From the Air makes no special inclusion for increased reach to my knowledge, even in the errata, so I am ruling there is no interaction with increased reach.

@River of Sticks: Azuriel looks quite interesting. I look forward to seeing more about her.

@Seranov: I know how that is with character backgrounds taking on a life of their own. My last pet concept which, sadly, went unused had a huge background around ten pages in Microsoft Word. And that's not even counting how long her statblock was, which was a few more pages given that she was 11th level tristalt.

I'm not even going to lie, I really like Tarov Boulderfist. The no-nonsense Dwarf is one of my favorite fantasy archetypes and he seems to uphold most of it while being unique enough to stand as his own character.

@Dwilhelmi: I don't see too big on an issue with flavoring your Telesma as floating on your person. It won't actually count as an Ioun Stone though, because a Telesma is more powerful than all but the Mother Stone, the first Ioun Stone whose existence within the game I will not confirm or deny.

@JonGarrett: The statblock is fifteen pages?! If so, then you have actually beat my record of eleven and that is no small feat.


Okay, so I've been talkin to Radiant via PM, and I've settled on what amounts to a Sorin/Nicol Bolas inspired/themed character. So basically a vampiric dragon god, lol


Damn, guys, I see some super cool concepts around here. I'm afraid in comparison mine will be a bit unsalty xD


I could have sworn I saw something about being able to trade the mythic tier of a horrifically overpowered feat, but I'll be damned if I can find that now :(

Course, it's entirely possible that was for a completely different game, lol.


@Jereru: Don't sell yourself short! Your idea may be the most bomb idea since a Goblin decided to light himself on fire after taking a dry bath in that smelly black powder once you get it written up.

@Monkeygod: You may have heard that from Paladin. I can't seem to find it on here, but I remember it in my notes and thought I had posted it. You can trade a single Mythic Path Ability for a Horrifically Overpowered Feat. I can flat deny anything that is too overpowered though, which is only about 1/4 to 1/3 of the Horrifically Overpowered Feats out there, oddly enough.

Dark Archive

Avatar of the Source wrote:

@Seranov: I know how that is with character backgrounds taking on a life of their own. My last pet concept which, sadly, went unused had a huge background around ten pages in Microsoft Word. And that's not even counting how long her statblock was, which was a few more pages given that she was 11th level tristalt.

I'm not even going to lie, I really like Tarov Boulderfist. The no-nonsense Dwarf is one of my favorite fantasy archetypes and he seems to uphold most of it while being unique enough to stand as his own character.

He's one of my favorite characters I've ever played, so when I saw the chance to bring him back, new and improved, I jumped at it!

I actually used to play him in Rednal's WotR game, but school ended up making me drop out of the games I had been playing. Now that I've graduated and am gainfully employed, I should be around for the long haul.


Can we choose the personality of our Telesma?


Oh, well, actually: 1d20 ⇒ 5

Let's see what destiny brings me!


@Avatar of the Source: I'm running with a mutant Sahuagin, so more like a HP Lovecraft deep one . Although I managed to get a shapeshifting ability, so there is a little Nyarlathotep too.

As for combining my Psicrystal and Telesma, Should I use the base stats of the pscrystal with the free archetype and add Telesma abilities and ego?


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Teiidae wrote:
@Avatar of the Source: I'm running with a mutant Sahuagin, so more like a HP Lovecraft deep one . Although I managed to get a shapeshifting ability, so there is a little Nyarlathotep too.

Hi I love this idea.


Gabriel, Sol Invictus


Here's the improved version of Eirian. I adjusted her tricks somewhat. The Hero Lab files for Spheres of Might aren't quite perfect yet, so I had to manually adjust things for trading in feats for martial progression and a martial tradition - that's why she has a weirdly high number of Extra Combat Talent feats. I also traded a mythic path ability for Combat Vigilance, which helps with avoiding AoO's. This is proooobably my final version, but I may yet have more inspiration. XD

Eirian v2:
Eirian
Female human incanter 12/Genius 1
CG Medium humanoid (human)
Init +7; Senses Perception +18
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Defense
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AC 30, touch 26, flat-footed 25 (+6 armor, +3 deflection, +5 Dex, +2 enhancement, +1 natural, +3 shield)
hp 147 (12d8+51)
Fort +15, Ref +12, Will +9
Defensive Abilities hard to kill; Immune poison
Weaknesses magical signs, protected soul
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Offense
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Speed 30 ft.
Melee touch attack +14 (1d8+6 negative)
Ranged +2 ranged touch attack +16 (12d6 radiation)
Special Attacks mythic power (7/day, surge +1d6)
Spell-Like Abilities (CL 12th; concentration +13)
. . At will・absorb radiation (l3), arcane delay (l3), atomic fire (l4), atomic immolation (l2), cherenkov radiation (l1), confusion (DC 15), corrosive touch[UM], daylight, hazard shield (l3), radiation golem (l4), radiation magnet (l2), radiation sponge (l4), stinking cloud (DC 14), summon slag (l2), transfer radiation (l3), wall of nausea[ACG]
. . 19/day・nuclear strike (12d6 radiation/170 ft)
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Statistics
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Str 14, Dex 20, Con 18, Int 24, Wis 14, Cha 12
Base Atk +9; CMB +14; CMD 29
Feats Agile Maneuvers, Cantrips, Combat Casting, Combat Expertise, Combat Vigilance, Deadly Aim, Deny The Reaper, Elemental Spell[APG], Extra Combat Talent, Extra Combat Talent, Extra Combat Talent, Extra Combat Talent, Extra Combat Talent, Extra Combat Talent, Extra Combat Talent, Extra Combat Talent, Extra Combat Talent, Extra Combat Talent, Extra Combat Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Mythic Power[M], Maximize Spell, Piercing Spell[UM], Power Attack, Quicken Spell, Spell Focus (necromancy), Thanatopic Spell[UM], Treat Injury
Traits reactionary, seeker
Skills Acrobatics +10, Appraise +14, Bluff +3, Climb +10, Craft (bookbinding) +18, Diplomacy +7, Disable Device +14, Escape Artist +10, Fly +10, Handle Animal +3, Heal +12, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (engineering) +15, Knowledge (geography) +15, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +15, Knowledge (planes) +15, Knowledge (religion) +16, Linguistics +19, Perception +18, Ride +6, Sense Motive +10, Sleight of Hand +6, Spellcraft +18, Stealth +30 (+50 when immobile), Survival +10, Swim +5, Use Magic Device +5
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Gnome, Halfling, Ignan, Infernal, Protean, Sylvan, Terran
SQ armored magic, atomic talent: atomic tinkering (+3), atomic talent: enriched spell, atomic talent: enrichment, atomic talent: plutonium vent, atomic talent: sword of the atom (1d8+6), atomic talent: tactical nuclear strike, atomic talents, barrier, bouncing shot (3 bounces), break enchantment, breathless, casting, combat training, control weather, create, critical genius, cure, deadly shot +3d10, deflection, destroy, divided mind, divine, expanded materials (classic substances), extradimensional storage, finesse weapon attack attribute, focusing breath, focusing finale, forge, gamma radiation, greater healing, greater restore, group teleport, impale, invigorate, mass healing, perfect shot, perfect solution, plane manipulator, pulse, radiation, radiation damage, ranged healing, read magic, repair, repel evil/good/law/chaos, restore, restore soul, resuscitate, revitalize (Fast Healing 4), seer (pulse), self-renewal, severe weather, spells, staggering tear, sweep, telekinesis, teleport, tinker supplies, unarmored training +6, unblockable, unseeing teleport, weapon and armor proficiency
Other Gear ranged touch attack, touch attack, bag of holding iii, dragon's tattoos, periapt of proof against poison, masterwork bookbinding tools, masterwork tattooing tools, masterwork thieves' tools, scholar's outfit, telesma crystal, 19,390 gp
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Special Abilities
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Absorb Radiation (L3, At will) (Ex)
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Delay (L3, At will) (Ex)
Atomic Fire (L4, At will) (Ex)
Atomic Immolation (L2, At will) (Ex)
Atomic Talent: Atomic Tinkering (+3) (Su) The atomic adept may, as a swift action, spend 1 use of his nuclear blast class feature (or suffer an amount of rads equal to his level if he has no uses of this class feature remaining) to add a magic weapon special ability to the blade conjured by
Atomic Talent: Enriched Spell (Su) The atomic adept gains a metamagic feat that he meets the prerequisites for as a bonus feat. He may apply any one metamagic feat he knows to his nuclear strike class feature by expending one additional use of his nuclear strike class feature (or by s
Atomic Talent: Enrichment (Sp) The atomic adept’s nuclear blast deals 1d6 points of damage per level, instead of 1d6 per 2 levels. Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine glowing dust that emits 1
Atomic Talent: Plutonium Vent (Ex) The atomic adept may spend an additional use of his nuclear strike class feature (or suffer an additional amount of rads equal to twice his level if he has no uses of this ability left) to fire his nuclear strike as a 30ft cone instead of a ray. This
Atomic Talent: Sword of the Atom (1d8+6) (Sp) The atomic adept can, as a move action conjure a beam of white-hot atomic energy, which lasts for 1 minute per atomic adept level. Attacks with the blade are melee touch attacks. The blade deals 1d8 points of negative energy damage that does not heal
Atomic Talent: Tactical Nuclear Strike (Sp) The range of the atomic adepts nuclear blast class feature doubles. In addition he may spend 1 additional use of his nuclear blast class feature to outline foes struck with his blast as if by a faerie fire spell, using his atomic adept level as his c
Atomic Talents (Ex) Starting at 2nd level and every even level thereafter, the atomic adept gains an atomic talent.
Cantrips You can create a variety of small magical effects
Casting (CL 12, MSB +12, MSD 23, Concentration +19, DC 23) You can cast sphere effects.
Cherenkov Radiation (L1, At will) (Ex)
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Training (DC 16) You have training in one or more combat spheres
Combat Vigilance (1/round) You never let your guard down.
Creation: Create You can create objects
Creation: Destroy 1d4+6 Damage an object for 1d4 +6 hit points
Creation: Expanded Materials (Classic Substances) You can create or alter more materials
Creation: Forge You can reshape an object
Creation: Repair 1d4+6 Repair a damaged object for 1d4 +6 hit points
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deny the Reaper First aid as move action, no pen to treat deadly wounds without Healer Kit.
Divination: Divine You can divine magical auras
Divination: Read Magic You can read and decipher magical writing
Elemental Spell (Electricity) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Equipment: Critical Genius (Ranged Touch Attack) Chosen weapon crits at 19-20/x2 (18-20/x2 at BAB +10), and adds your BAB to damage on crit
Equipment: Unarmored Training +6 While unarmored and unencumbered, gain an armor bonus to AC and touch AC
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Gamma Radiation (Ex) At 9th level, the atomic adept’s radiation pierces through thicker armor. Only a combined armor and shield bonus of 9 or greater or a natural armor bonus of 10 or greater reduce rads by half if cast by an atomic adept of 9th level or higher. This a
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hazard Shield (L3, At will) (Ex)
Immunity to Poison You are immune to poison.
Lancer: Focusing Finale Whenever you remove your weapon from an impaled creature, you may regain your martial focus.
Lancer: Impale Melee attack at -2 can impale target, causing it to be battered and preventing it from moving
Lancer: Staggering Tear Whenever you remove a weapon impaling a creature, that creature must make a successful Fortitude save or be staggered for 1 round.
Life: Break Enchantment Remove magical effects with your restore ability
Life: Cure 2d8+48 (DC 23) Heal a target
Life: Greater Healing (3) Your cure heals 1 additional HP per caster level
Life: Greater Restore Restore heals ability damage and removes some conditions that it would otherwise lessen
Life: Invigorate (Up to 12 temp HP) Grant up to 12 temporary HP to an injured target
Life: Mass Healing Your cure can affect multiple targets
Life: Ranged Healing Your cure, invigorate, and restore abilities have a range of Close rather than Touch.
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Restore Soul Cure heals +1d8 HP, and restore cures ability drain and negative levels
Life: Resuscitate Cure or invigorate creatures who died within the last round
Life: Revitalize (Fast Healing 4) Cure can grant the target Fast Healing instead of healing normally
Life: Self-Renewal You can cure or restore yourself as a swift action
Magical Signs Your use of magic is obvious to all observers
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Nuclear Strike (12d6 radiation/170 ft, 19/day) (Sp) As a standard action an atomic adept can let loose a ray of atomic energy to vaporize a target within 30 feet (+ 5 feet per atomic adept level after 1st level). A nuclear strike inflicts 1d6 radiation damage at 1st level - this damage increases by an
Open Hand: Focusing Breath As a move action, you may regain your martial focus and end the battered condition, if you have it.
Open Hand: Sweep Trip as a move action, no AoO (-2 penalty, cannot use manufactured weapon)
Perfect Solution (Ex) 1 MP: ally ally to reroll a save using your Int mod instead of normal mod for the save.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Protected Soul You cannot target other creatures with your aegis, only yourself.
Protection: Armored Magic (+5 armor or +3 shield) You can put an aegis on a target that grants them an armor or shield bonus to AC
Protection: Barrier You can create a ward that absorbs damage
Protection: Breathless You may create an aegis that allows a creature to survive without air
Protection: Deflection +3 You can put an aegis on a creature to grant it a deflection bonus to AC
Protection: Repel Evil/Good/Law/Chaos (DC 23) You may create a ward that repels creatures of one end of the alignment spectrum
Pulse (11/day) (Ex) Pulse, also called the Source of All Things, is everywhere and in everyone. Suzerain introduces a new type of feat, called a Pulse feat, that uses this life force to function. Only demigods have access to a Pulse pool - they are the sole beings in po
Quicken Spell Cast a spell as a swift action. +4 Levels.
Radiation (Ex) The atomic adept uses a new mechanic known as radiation. Whenever they cast a spell or use a class feature that causes radiation damage it inflicts “rads” on both the target of the ability and the caster, although typically the caster receives a
Radiation Damage (Ex) Attacks that deal damage due to radiation deal negative energy damage that does not heal undead. It may be referred to as radiation damage, though this is simply shorthand to state that it is negative energy damage with those specific qualities. For
Radiation Golem (L4, At will) (Ex)
Radiation Magnet (L2, At will) (Ex)
Radiation Sponge (L4, At will) (Ex)
Seer (Pulse) (Ex) You can see outlines of ethereal and incorporeal creatures, thereby negating any associated miss chance. By spending 1 Pulse, you can treat a natural 1 as a roll of 2.
Sniper: Bouncing Shot (3 bounces) Snipe - Richochet a shot off of one or more surfaces, enabling attacks from new angles
Sniper: Deadly Shot +3d10 Add a (snipe) talent to a ranged attack action; may spend martial focus to add additional damage
Sniper: Perfect Shot While martially focused, roll twice and use better result on miss chance from concealment, and a roll of 1 is not an auto-miss on ranged attacks
Sniper: Unblockable Abilities and effects that would block your ranged attack must pass CL or CMB check vs your attack roll or fail to block the attack
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spells (Ex) An atomic adept casts arcane spells drawn from the atomic adept’s spell list. An atomic adept can cast any spell he knows without preparing it ahead of time and he knows all spells an atomic adept of his level has access to.

An atomic adept can ca
Summon Slag (L2, At will) (Ex)
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Telekinesis: Divided Mind (13 targets) Lift multiple objects at once
Telekinesis: Telekinesis (Large, Speed 30 ft, DC 23) You can move objects and creatures with your mind, with several applications
Thanatopic Spell Spell pierces protection from death effects & can affect undead. +2 Level.
Tinker Supplies Certain path abilities require having technological and mechanical parts on hand.
Transfer Radiation (L3, At will) (Ex)
Treat Injury When you treat deadly wounds, you may spend 1 SP to remove a condition
Warp: Extradimensional Storage You gain a permanent extradimensional space that may hold non-living material
Warp: Group Teleport (6 extra targets) Teleport multiple creatures
Warp: Plane Manipulator (DC 23) Block teleportation and interplanar travel within an area, or banish an extraplanar creature
Warp: Teleport You can teleport yourself as a standard action
Warp: Unseeing Teleport Teleport without line of sight
Weapon and Armor Proficiency (Ex) The atomic adept is proficient with all simple weapons and with all armor (heavy, light, and medium) but not with any shields. An atomic adept does not suffer arcane spell failure chance in light armor. Proficiency was traded for a martial tradition.

An incanter is proficient with all simple weapons.
Weather: Control Weather (Severity 4) You can change the temperature, precipitation, and wind in an area
Weather: Severe Weather You can increase your control weather severity for an additional spell point
--------------------
"She's a good girl, but careful about standing too close whenever she's casting her solar magic. Sometimes she explodes."

----

Eirian is a scholar of the Bookbinders parity and an occasional Warden, well-studied in nearly every subject and with an intellect well into the genius range. While not a member of the organization's leadership, she's certainly well-known to the group and can often be found spending time in their hidden archives. Rather than being aloof, however, she's fairly friendly and personable as long as people aren't causing too much trouble for others. That said, her love of books (and willingness to be a tutor for some of the city's privileged elite) disguises a girl who's rather more complex than she appears at first glance.

Socially, she's one of the best linguists in the Bookbinders, though the prevalence of translation magic means this isn't as amazing as it sounds like at first. That said, she's fluent in many planar languages and as such can communicate with a huge majority of the city's residents. Since she has no need for translation magic most of the time, she often participates in meetings that want a generally-neutral interpreter.

Eirian's magical powers are split into two major categories. As an Atomic Adept, she is frighteningly proficient at hurling destructive bolts of energy at targets or transforming it into a blade. She also has a variety of dangerous radioactive powers that can poison foes when she puts her mind to it..... and the dangerous nature of her atomic spells is not mere hyperbole. There's always a chance that she will quite literally explode when using these powers, hurting herself instead of her enemies. This seems to be the tradeoff for the way she can use her spells more often than many other casters. That said, her two weapon forms - ranged nuclear strikes and the sword of the atom - don't have the same risk of detonation, and she's quite proficient with both of them. The radiation damage of her attacks is similar enough to negative energy that most creatures treat it the same, but it harms undead rather than healing them.

Eirian also possesses some more regular magic, learned from the spherecasting traditions as an Incanter. These help make her an excellent healer, a not-terrible diviner, a protector, and a teleporter. She also has a few other useful traits, including minor telekinesis and the ability to see the outlines of ethereal and incorporeal entities. To some extent, she prefers this magic because it doesn't have a small chance of exploding her. Despite her best efforts, all of her spherecasting spells are somewhat shiny when being cast - a lingering effect from her more innate nuclear powers.

On Warden missions, Eirian is usually chosen for her offensive and restorative abilities. Notably, she's capable of curing most ailments people can suffer (and quite capable of healing an entire team of Wardens at once), which helps to ensure that they survive their mission. She also hurls her (noticeably accurate) nuclear blasts for offense, occasionally augmenting them with metamagic to help overcome an enemy's defenses. She often uses Thanatopic Spell when fighting undead to help bypass any negative energy resistance, or uses Elemental Spell to completely convert her spell into electricity damage when Thanatopic Spell isn't enough. Most of her metamagic goes onto her Nuclear Strike (her main attack), which is uniquely capable of using Metamagic thanks to her Enriched Spell Atomic Talent. She generally avoids using it on her other atomic spells because that significantly increases the chance of exploding (always a bad thing), and often avoids using metamagic on her spherecasting because it's pretty expensive and she prefers to save spells for healing.

Eirian prefers to use ranged blasts, but she knows how to perform a variety of combat tricks and techniques, including sniping with her blasts (with tricks like bouncing it off other things to hit foes behind cover) or, when using her Sword of the Atom, impaling foes and tearing the blade out to weaken them. She's no master of martial techniques, but she does have a few tricks up her sleeve.

Eirian does not wear armor, preferring to remain light and mobile while allowing her magic and skill to protect her. She generally relies on others to provide things like food and bedding for excursions, but she's willing to use her Extradimensional Storage and Bag of Holding to help carry things.


Avatar of the Source wrote:
@Monkeygod: You may have heard that from Paladin. I can't seem to find it on here, but I remember it in my notes and thought I had posted it. You can trade a single Mythic Path Ability for a Horrifically Overpowered Feat. I can flat deny anything that is too overpowered though, which is only about 1/4 to 1/3 of the Horrifically Overpowered Feats out there, oddly enough.

I definitely missed this if it was posted earlier! Would the Gestalt, Heroic Grace, Prestigious, or Favored HO feats be overkill? Additionally, are the Mythic HO feats available?


Omg, it's so big xD


It's a sad day when your Psicrystal has more health than you, is as smart as you and almost has the same AC as you.

Edit: It's smarter.


Ah, so we trade a path ability, not the whole tier?

I was looking at magic-user, to get 6th level sorcerer spellcasting.


Uh, those feats... I guess if you all guys decide to pick one of those, I'll have to rethink some options and done redoing might be needed.


I just went for something to help avoid provoking AoO's. XD


Also curious if Prestigious and also healing factor HOF are okay.


Oh, I don't plan on alignment swapping at all, I just want my Kineticist to be INT based, so I can mix it with Operative or Vector Symbiat or Duelist. Unsure which as of yet.

Also, finding out that Horrific feats are a thing makes point buy so much easier. Physical Paragon is nice.


Also would like to know if Go First or Unflappable HOF are ok


@Jereru: You can choose the personality of your Telesma.

Gabriel looks nice at first glance and not just in the literal way. Seems quite solid so far.

@Teiidae: Interesting. I'm quite enamored with things derived from Lovecraft's work, so this should prove a good read.

For combining Psicrystal and Telesma, use the higher stat when it comes to ability scores, give it both sets of abilities, and it gets the free archetype.

Don't feel bad, my old Paladin was barely literate and his celestial rhinoceros mount was smarter than him. Thumper tried to not flaunt it too much to poor Sir Daveros.

Healing Factor is allowed as a HOF. Prestigious is allowed, albeit contingent on the prestige class you are taking with it. Things like the Mystic Theurge are not allowed and some ultra high-powered prestige classes with huge lists of requirements are not allowed either. Ask first if you go with Prestigious.

@River of Sticks: Gestalt is banned as a HOF, as is Heroic Grace. Favored is allowed. Prestigious is allowed, albeit contingent on the prestige class you are taking with it. Things like the Mystic Theurge are not allowed and some ultra high-powered prestige classes with huge lists of requirements are not allowed either. Ask first if you go with Prestigious.

Mythic Horrifically Overpowered Feats are not allowed until Mythic Tier 5. At that point, you can select one that is subject to approval as a replacement for your 5th tier Path Ability. That isn't going to be until later down the road though.

@Monkeygod: You are correct.

Magic User is not allowed for the same reasons Gestalt is banned since spells are the primary class feature of most fullcasters and constitute probably 75-90% of the class's utility and overall power.

@Josh.Ingle: Then consider the houserule on Dark Elementalist to be in place for your character.

Physical Paragon is one of the valid HOF.

@dwilhelmi: Go First is okay as a HOF. Unflappable is okay as a HOF, but it does not protect against being made Flat-Footed by a character with a Sneak Attack of a higher Mythic Tier.


Aww, that's a bummer. I was hoping that gestalt/magic user functioning at half your HD(6 in our case currently) would balance them out enough.

I'm considering using the Scion of High Sorcery path from Lost Spheres. Would be able to detail out several family members as many of the powers rely on what blood relations you have?

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