| River of Sticks |
Well aware, but since Radiant made the comment about Great Mind and manifesting, I wanted to remind everyone that you don't get spellcasting /manifesting via Gestalt or Prestigious.
Ah. I see what you mean. Maybe @ Radiant Mercy can clarify then, but I think any "+1 to existing caster level/manifester level/class level" items would be class features, not spellcasting. I think it is spellcasting if there is a chart advancing spells/day or spells known specific to the prestige class. I also consider SLA's granted by a prestige class to not be spellcasting either; I do not think either of these clarifications would affect me too much, regardless of which way they go. (I am planning to take Great Mind via Prestigious, or just straight out taking it on the Harbinger side - still working that out.)
@ Radiant Mercy: I am not sure how Radiant Breakthrough (from Great Mind) on page 83 functions. Is it one point of temporary essence, and additional genius pool points only increase the duration? Or is it one point of essence per genius pool point, only for 1 minute? Or both duration and number of temporary essence increase?
| Avatar of the Source |
@Rednal: I have an NPC in Hyraeatan that legitimately uses the lore for Sparkle Princess. It was too Planescapey to not add.
@Josh.Ingle: Gonzo is fun that way. I am hoping for a Gonzo 3 at some point.
@Alias ad Tempus: Monks actually do not have to be lawful. There are a few archetypes that change alignment requirements. Clerics also have an archetype that allows them to differ vastly from their deity's normal alignment spectrum.
You can select Horrifically Overpowered Feats, pending my approval of the particular feat, in place of your first Mythic Path Ability. Considering that the next opportunity to do so is not until Mythic Tier 5 and I am not allowing characters to take HOFs normally, the decision on which one to take should be made carefully.
@Monkeygod and River of Sticks: The way I interpret Prestigious is that +X to Existing Class only increases the strength of existing spells/powers and does not grant spell/power levels or uses. As I mentioned in my other reply, it still caps at class level. I made this concession for those who want to dip a few levels for select spells, since it's hard for those spells to stay competitive without that concession.
@Yaksha91: The Nightblade, and all supplemental material from the book it belongs to, is allowed.
@River of Sticks: That is a good question about Radiant Breakthrough. The wording is vague enough to allow for one to look at it in multiple ways. I might check with the authors and see what they say.
| Yaksha91 |
I love you so much right now. I have been wanting to do this for so long.
Ladies and gentlemen, I present to you Yaksha Dokuja. Dapper and every bit the gentleman, up until the very moment you show him an opportunity to swindle you. It's no problem as long as you just remember not to indulge in what's bad for you, right?
I do, in fact, daresay he has friends on the other side. Not hard at all to understand why he'd want to head to a place that he can use to bounce to any plane he likes. It's all about getting fingers in pies, folks.
| Avatar of the Source |
@Yaksha91: Count Ranalc is certainly an interesting choice for a patron. My only request is that you remember the stipulation under alignment. People can be whatever alignment and hold whatever loyalties they wish, but problematic behavior in-game that threatens the campaign will draw the attention of the Ruined One to the player. That warning out of the way, I will confess to liking the character quite a bit.
@Almonihah: It is not too late to work on a character for this game. My starting deadline of April 16th is a whole twelve days away. I would not be adverse to extending it a few days, if necessary, since I was absent for roughly three days during that period.
What do you have in mind?
| Yaksha91 |
I'm well aware of how to play a productive and cooperative character who is either evil or unscrupulous! The most important part is the -temptation-, for me. He may well be the sort to try and put himself in the way of his allies, entering melee against recommendations, so as to prevent them from firing off their strongest evocations. He may even attempt to parry if he feels a character isn't one Ranalc wants to see dead! But he'll never outright draw his blade on the party, or attempt to undermine their overall objectives.
The best way I can describe him is as opportunistic, rather than malicious or aggressive. He'll take opportunities he's given, to do things like rummage through his comrades' personal effects, but he's not interested in killing people. In particular, I chose his build the way I did to capitalize -very- much on his current weakness, that being his subpar will save. Yaksha's god is in and of himself a very troublesome one, and one well-known for behaving in odd or counter-intuitive ways. A wizard needn't even manage to mind control him to turn him into an ally. If Yaksha heard a mysterious voice tell him "don't let that person leave here alive", he'll do everything he can to get rid of them without drawing attention. That itself puts him in a precarious position in and of -himself-, because he's not sure how loyal the god of treason expects his herald to be.
| Yaksha91 |
I know, right? The best campaigns are ones where characters are trying very hard to get along despite some deeply disparate ideals and mindsets! The entire idea is to have some fun with it, letting the other players constantly try to catch him in the act of something unsavory, or oust him as a giant douche, without really disrupting the progression of the story. Yaksha will -always- pick his allies up off the floor if they fall, but they'll always be unsure if he'll try to yank them off the cliff if they help him up off it.
| Almonihah |
@Almonihah: It is not too late to work on a character for this game. My starting deadline of April 16th is a whole twelve days away. I would not be adverse to extending it a few days, if necessary, since I was absent for roughly three days during that period.
What do you have in mind?
Ah, that should be plenty of time to come up with something. As for *what*... well, I'd like to take advantage of the planar setting to play something well outside the bounds of a normal PC. I have a pseudodragon that I've been wanting to play again (his original campaign died far too soon), or I might go for something stranger... I'm thinking on it.
| River of Sticks |
I have a question on the Scout sphere... Here's the text: "As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours;"
Now, does this mean that it is a swift action to use the Perception option, but the regular free action for the appropriate Knowledge check will also work? The text seems to be assuming that Knowledge checks take non-free actions... Has anyone run the Scout sphere before?
| Simeon |
Though I haven’t run the scout sphere before, I am in the process of building a character with it for another game. I believe that it indicates that the Perception or Knowledge will both work to count the target as scouted. I don’t see where it indicates that Knowledge takes non-free actions though.
| Josh.Ingle |
It doesn't.
You still get the usual free Knowledges. Using the Scout ability to roll a knowledge allows you to try again if you failed a Knowledge check. Since it's a class ability and not just a knowledge roll, failing the Knowledge check doesn't lock you out of trying to Scout. But you get less info on a Scout than a Knowledge check.
| Rednal |
I have way too many ideas. XD Still working on the crunch, but... I ended up making Mina, a Dealer/Phantom Thief (both from Gonzo 2). I'd do more, but it's late and I need to get to bed now.
"How do I keep getting into these situations?"
------
Mina is an aasimar who's been in the city for years, though she has a knack for both getting into and out of trouble through what appears to be sheer, dumb luck. On normal days, she spends most of her time working at a dealer in one of the city's upscale casinos - she's good enough at gambling to be an expert by any sense of the term and regularly wins games of skill - though she's staunchly fair when working and never cheats or uses excessive skill for the house. Her incredible diplomatic skills tend to help keep awkward situations in line.
What's less obvious at first glance is the fact that she has a variety of skills and talents that could make her far more terrifying as a gambler if she chose to use them to that effect. As a Dealer, Mina can summon pool cues and shoot a variety of deadly energy balls that crash over her foes... to say nothing of what happens when she just plain stabs someone with the pool cue and channels deadly energy into the strike. That's bad enough, but Mina is also a Phantom Thief who can steal people's speed, appearances, or even their physical or mental talents if she's of a mind to do so. She's also Crazy Prepared and seems to be able to pull out just about anything she needs. Most people who know about that ability are pretty sure she doesn't know the future, she's just near-impossibly lucky.
Mina herself often seems unaware of her luck - she just knows that one way or another, she often winds up in bizarre situations and has to flirt, stab, or cast her way out of them. She's a mid-ranked spherecaster who specializes in illusions, though she also has a bit of life, nature, destructive, and teleportation magic. While not an expert, it's usually enough to get the job done.
What's clear is that when she's involved, things are rarely boring for long.
| River of Sticks |
It doesn't.
You still get the usual free Knowledges. Using the Scout ability to roll a knowledge allows you to try again if you failed a Knowledge check. Since it's a class ability and not just a knowledge roll, failing the Knowledge check doesn't lock you out of trying to Scout. But you get less info on a Scout than a Knowledge check.
Got it, thank you! It didn't say anything explicitly, but the text equates the swift action Perception check with the knowledge check, and I wanted to make sure I wasn't reading too much - or too little - into it.
| Rednal |
All right, I think I'm done with this alternate character idea. XD
@GM: If you like this character idea more, I'll go ahead and post up the crunchy bits. Otherwise, I'll leave it with Eirian so you don't need to spend even more time looking over characters. XD
------
Mina is an aasimar who's been in the city for years, though she has a knack for both getting into and out of trouble through what appears to be sheer, dumb luck. On normal days, she spends most of her time working at a dealer in one of the city's upscale casinos - she's good enough at gambling to be an expert by any sense of the term and regularly wins games of skill - though she's staunchly fair when working and never cheats or uses excessive skill for the house. Her incredible diplomatic skills tend to help keep awkward situations in line.
What's less obvious at first glance is the fact that she has a variety of skills and talents that could make her far more terrifying as a gambler if she chose to use them to that effect. As a Dealer, Mina can summon pool cues and shoot a variety of deadly energy balls that crash over her foes... to say nothing of what happens when she just plain stabs someone with the pool cue and channels deadly energy into the strike. That's bad enough, but Mina is also a Phantom Thief who can steal people's speed, appearances, or even their physical or mental talents if she's of a mind to do so. She's also Crazy Prepared and seems to be able to pull out just about anything she needs. Most people who know about that ability are pretty sure she doesn't know the future, she's just near-impossibly lucky.
Mina herself often seems unaware of her luck - she just knows that one way or another, she often winds up in bizarre situations and has to flirt, stab, or cast her way out of them. She's a mid-ranked spherecaster who specializes in illusions, though she also has a bit of life, divination, and teleportation magic. While not an expert, it's usually enough to get the job done.
What's clear is that when she's involved, things are rarely boring for long.
----
For all of her combat abilities, including the ability to make fearfully accurate strikes with her pool cues and shoot energy balls around the battlefield, Mina genuinely prefers to talk to people and reason with them when she has the opportunity to. To put it another way, while she can knock unruly guests unconscious with ease, she'd rather talk to them and convince them to start enjoying themselves again. Even she doesn't quite realize how good she is at diplomacy and convincing other creatures to listen to her - while not a master linguist, she can make just about any intelligent creature more friendly. This obliviousness extends to her abilities for disabling devices, where she thinks most things are easier than they actually are.
As a casino worker, Mina is an expert gambler and often mixes in acrobatics skills, disguises, and sleight of hand for an audience's entertainment. She's also expert at comedy routines, singing, and dancing - combined with her knowledge of running gambling games, she's quite multi-talented on the casino floor. Mina has a keen eye for detail and noting people's motives, and is quite good at hiding when she wants to. This is before she starts using illusion magic to hide herself, at which point she's all but unnoticeable. That would be better in combat if she had actual rogue training, but as it is, she prefers to simply try and stay out of danger when possible.
Mina occasionally takes part in group excursions for the benefit of the city - her superiors (who have to approve loaning her out) aren't as oblivious as she is and recognize that whether it's luck or talent, she has a habit of ultimately getting things done. Mina herself thinks it's just bad luck that people keep assigning her to the interesting and dangerous jobs, so she's often slightly skittish around battle-hardened warriors and wise sages. She often has a sense of impostor syndrome - the feeling that other people are better than her and she doesn't quite fit in - and hasn't noticed that her achievements really do qualify her.
Given her charm and basically friendly personality, Mina gets along with most people who aren't aggressive and inclined to violence. She has a relatively hard time dealng with the Blackblades, though she still does her job on the rare occasions they visit the casino, and she doesn't like the Temple of Coin too much because its members often cheat to try and win at games.
Mina doesn't talk about her background much, but looks slightly guilty when people bring it up. As far as anyone can tell, she accidentally stumbled into the city one day while wandering around and couldn't find a way home, so she settled down and started working instead. She reacts similarly when the people who know about her phantom thief abilities mention them, suggesting there were some embarassing incidents in her past that she'd rather not talk about. Whether those incidents were a life of crime as a masked vigilante or a childhood obsession she'd rather not admit to remains to be uncovered.
----
The Astral Jewel Casino:
The Astral Jewel Casino is located in the Galleria area of the Pacts District, one of the most opulent areas of the city. Surprising nobody, the casino is basically a den of vice and pleasure, though it's careful to stay on the right side of the law and is regularly patrolled by Constables and Baliffs that help to minimize any chance of genuine trouble. As a casino in a wealthy district, it caters almost exclusively to rich guests who come to experience high-quality, well-run games... often for significant stakes.
The casino is split into many ringed levels that rise up and it's designed to give those on the upper floors a good view of those below, but also make it hard for those below to see what's going on above. The more patrons spend, the higher they're allowed to go (and the bigger the prizes can be), but even the wealthiest players have to earn their way up by playing in games. The casino does this to promote a sense that everyone someone is gambling with has the right to be there. The name of the casino comes from a large, shining gem placed at the very top of the building's interior. It also has an underground zone offering quieter and more discreet games and pleasures, as well as the staff rooms, storage areas, vault, and other secure sections. The casino spares no expense on securing the vault and has a multi-layered system consisting of physical barriers, anti-magic, live guards, and other defenses.
Mina is fluent in many planar tongues - including Celestial, the three infernal languages, Aklo, Sylvan, and the four elemental tongues - which means she can communicate with a majority of the city's residents. She's also capable of understanding all writing - a trait from her Aasimar heritage - which further fuels her ability to run games for a variety of patrons. She often acts as an interpreter for guests who don't speak the same language but are playing together (or against each other) at a game table.
The Casino has a wide mix of employees, including both free employees and slaves of various races (usually purchased elsewhere in the Pacts region). Employees are generally treated well - not because of any special kindness, but because the owners recognize that employees who are healthy, happy, and motivated offer guests a more genuine experience, and that encourages their discerning patrons to come back for more.
Mina lives in a private room within the Astral Jewel, which is partially a mark of her effectiveness on the casino floor and partially a way to have her handy when she's not out on other jobs. She's often asked to help defuse tense situations and is usually capable of doing so without mind-altering magic, so patrons are far less likely to be warded against or offended by what she says.
Her outfit was inspired by clothing from a material plane world and the casino gave it to her as a uniform to help appeal to guests and advertise themselves. After all, most races can appreciate beauty even in members of other species, and Mina is far beyond normal mortal levels of charm.
| Yaksha91 |
I just noticed Yaksha has craft: culinary, and Connor has Profession: Chef.
This shit is about to go full Food Wars up in here. Yaksha is probably going to start holding Connor's recipes hostage.
Need a heal? Better teach me how you bread your porkchops.
I don't know if the party will love or hate having two characters try to one-up one another's dishes, but I hope we get to find out.
| Josh.Ingle |
So, I just had a possibly fun thought fueled by entirely too many hours of Sekiro.
The Clockwork Prosthesis can accept weapon enhancements as long as they could apply to an unarmed strike.
It'd be firmly houserule territory, but it seems reasonable to assume a Technician could integrate some of their gadgets into the Clockwork Prosthesis like they can integrate them into other weapons.
You know, in case anyone wanted to make Sekiro.
If I get bored at work today and tomorrow I might even throw together a sheet for it for fun. Someone else could use it, or maybe he'll just show up at some point, or (most likely) maybe it'll just be a waste of time, but hey, could be fun.
| Clarabibulus Flingflopsparkfizz |
gyrfalcon here, finally ready to share Clarabibulus Flingflopsparkfizz (great-great-great-great-granddaughter of the renowned Umbilicus Flingflopsparkfizz) who's on a quest to re-create the formula for the Ultimate Fizzy Drink.
Here's her 10-Minute Background (including appearance and personality).
Her crunch is in this profile. It's 80% done, but notably:
- Gear, skills, discoveries, and alchemical formulae are still works in progress
- need to do Pulse / Telesma
- I need to paste-in (or improve the Hero Labs generated) descriptions of many abilities
- I want to review calculations...and in particular (as Rednal warned up-thread) the Spheres of Might Hero Labs software is still quite buggy. I'm in the process of finding and fixing errors.
Party roles
- Buff with fizzy drinks (i.e. potions and extracts).
- Ranged strikes--including AoEs and debuffs--with fizzy drinks (i.e. bombs, flashbangs, and spheres-improved alchemical formula)
- TONS of healing with fizzy drinks! (Scholar's medical training lets me heal on average ~72 HP as a Swift or Move--and excess healing becomes THP. Can also heal ability damage, blindness, deafness, paralysis, poison, confusion, curses, or diseases) Who knew fizzy pop could be THIS good for you?!?!
- Scouting (high stealth + invis + not auto-detected special senses) + disabling traps
- Skill monkey (especially with knowledges)
Non-role: Compared to many around these parts, she won't do too well on the front lines.
@DM,
1) How do you feel about Presence of Mind? (I took Improved Initiative, but I'll sub for this if allowed)
2) For extra formulae known (beside those granted by level), shall I buy them all? Or assume some came for free by trading with friends along the way? Or...?
3) DruidicAlchemical Herbalism grants me the ability to create 8 potions / day for free (and more at 1/2 normal crafting cost). Do you have any opinion about how many I've got stocked up?
| Almonihah |
So, here's what I'm thinking of for my little pseudodragon:
*****************
Terexaltherin has always been an exceptional pseudodragon. He was the largest and cleverest of his siblings from the day they hatched, and proved an able hunter as he matured. What was most unusual about him, however, was his curiosity. Even as a wyrmling he loved to wander far from the nest, and when he grew old enough to live on his own he simply expanded the range of his explorations.
His curiosity landed him in trouble frequently, but his cunning and athleticism always managed to get him back out of it. That is, until one day when he curiously investigated a human’s camp. Thinking himself clever enough to sneak in at night when the human was asleep, not knowing said human was a traveling wizard who had set up an alarm spell. Fortunately for the young pseudodragon this wizard was not the vengeful sort, and when she discovered his nighttime visitor was not a threat she was willing to let him go.
But Terex was now more curious about this person than ever, and so he crafted a hesitant telepathic query. Amused, the human told him her name was Petrella, and asked his name in return. The resulting conversation lasted almost an hour, before Petrella laughingly told Terex she was going back to bed and his further questions would have to wait for the morning.
This happened again the next night. And the night after that. In fact, before Terexaltherin really realized what was going on, he’d followed Petrella right out of his home forest and into a human town. Of course, this just meant he had even more questions. It wasn’t really much longer before Terex became Petrella’s permanent companion on her journeys--for she found she enjoyed the company of the curious little pseudodragon.
Terex’s favorite discovery in human lands was writing. Here at last was a way to sate his curiosity without constantly harrying people with questions or try to figure things out himself. Petrella was also something of a bookworm herself, and was quite glad to someone to share and discuss her books with. She was rather surprised to find in him an intellect matching her own, if an untrained one, and so started subtly teaching him with time, as well.
To young Terexaltherin this was an idyllic time, more than a year of learning everything he could with an understanding friend. That just made it hurt worse when it was brought to an abrupt end. Petrella’s alarms went off one night, but before she could muster much of a defense a full pack of gnolls was upon her. Terex tried to fight, tried to save her, but he was too small, to weak, and soon she was dead.
Terex barely escaped with his life.
He mourned his lost friend for days… but in time, his grief turned to rage, and rage grew into a need for vengeance. Purpose now drove his curiosity, and his learning took dark turns as he sought out ways to make himself into a warrior. He read about anatomy and battle, watched fencers sparring, even managed to convince an old adventurer to give him some pointers. It was also at this time that he discovered how to expand his inborn telepathy into something more.
It was years later that he returned and destroyed the gnoll pack. He stealthily watched them in the day, confirming that it was the same pack, with at least some of the same members still alive. He studied them, learning their patterns, seeing them still up to banditry.
Terex struck that night. By morning, not a gnoll still drew breath. But this brought the little pseudodragon no peace, though he had a small sliver of satisfaction in saving the slaves they had captured. But mostly he simply found himself without purpose and alone in the world.
And so he set to wandering. Slowly, his curiosity and his joy in learning returned, though tempered now by grief and experience. It was this experience that led him to keep his mind and body trained, ready to help those in need. And as he explored and learned, Terex did find people to help, whether travelers, villagers, or others. Once he even helped a tiny ‘nation’ of fey, and received a sword (sized for him!) and a title in return.
Eventually Terexaltherin found his way out into the planes--after all, strange portals just beg to be explored. It led him to Hyraeatan, where he found endless wonders… and lots of books. After burying himself in learning for a while, he heard about the Wardens and decided he wanted to do something more. After all, the small people of the city needed champions, too… and who better than a little dragon to champion them?
Not to mention adventuring was always good for buying more books.
*******************************
So, I do need to come up with a pseudodragon race for this. Let's see what I can do:
Type: Dragon (10 RP)
Speed: 15 feet, flight 60 feet (good maneuverability) (9 RP?)
Size: Tiny (4 RP)
Abilities: Standard (+2 Dex, +2 Wis, -2 Str)
Languages: Standard (Common, Draconic)
Defenses: Natural Armor (2 RP)
Greater Spell Resistance (5 RP)
Offenses: Bite X2 (2 RP)
Tail sting (No idea what this would be in RP--it's a tail attack with 5' reach and sleep poison... so 3 RP for the tail, and then I don't know how much for the poison.)
Also telepathy, no idea how much RP that would be.
So... yeah, a lot of RP. Honestly it'd be hard to cut the RP down and still feel like a pseudodragon--what I've done before is just have him have a hit die instead of a level to make up the difference. Thoughts, GM?
| YoricksRequiem |
Type: Dragon (10 RP)
Speed: 15 feet, flight 60 feet (good maneuverability) (9 RP?)
Size: Tiny (4 RP)
Abilities: Standard (+2 Dex, +2 Wis, -2 Str)
Languages: Standard (Common, Draconic)
Defenses: Natural Armor (2 RP)
Greater Spell Resistance (5 RP)
Offenses: Bite X2 (2 RP)
Tail sting (No idea what this would be in RP--it's a tail attack with 5' reach and sleep poison... so 3 RP for the tail, and then I don't know how much for the poison.)
Also telepathy, no idea how much RP that would be.So... yeah, a lot of RP. Honestly it'd be hard to cut the RP down and still feel like a pseudodragon--what I've done before is just have him have a hit die instead of a level to make up the difference. Thoughts, GM?
Not the GM, so both of you feel free to ignore me, but I've made a pseudodragon custom race before, so I just want to try and assist with some things I'm seeing.
1. The Lashunta has limited telepathy of 30 ft with a creature you share a language with, for 3 RP.
2. Based on the Grippli's Toxic Skin and the Vishkanya's Toxic abilities, I'd say that the poison part of the tail attack is probably just 1 RP.
3. Flight 60 (Good) is actually 10 RP. It starts as 30 (Clumsy) for 4 RP and each 2 RP increases it by 10 feet and one step. (So Clumsy, then Poor, Average, Good)
Now, the build as it is is 40 RP, which is quite a lot.
Here are some things that I've done to keep mine down.
1. I took the Fey type over Dragon and gave myself Darkvision as a racial ability. That brought it down to 4 RP instead of 10, and still left me vulnerable to magical sleep / paralysis, which I find more interesting. (-6 RP)
2. I didn't take Spell Resistance. Especially with having the natural armour, it feels a bit too strong for me. But, as above, I also like weakness. (-5 RP).
3. 60 feet is a lot for such a small creature to move. I kept mine at Poor / 40. You still get the +8 racial for having a fly speed, which means even with Poor being -4, you're at a +4 plus any ranks and dexterity. (-4 RP)
Those changes bring it down by 15 points, making it 25 rather than 40, which is arguably still a bit high, but feels more manageable to me. I think it would be hard to reduce lower than that while keeping your vision intact (mine was more of a caster / scholar, so I saved a bunch of points by not taking natural attacks.)
Obviously Avatar of the Source's feelings may differ, but a 40 RP race is quite a bit when everyone else's is likely under 20, so this may or may not help!
| Slyness |
No templates or custom races. My experiences with custom races has been rocky and templates are far too varied in power-to-CR to really account for.
I was thinking of this for myself, but try taninim (specifically allowed) with the feykin alternate racial.
+2 Dexterity, +2 Charisma, -2 Wisdom
Feykin: Some taninim belong to the subspecies they
call Feykin. They develop wings that are iridescent
and gossamer, similar to a butterfly’s, rather than
traditional dragon wings. Feykin are stunted in size
compared to a normal taninim. Their base speed is
reduced to 20 feet, but they gain a fly speed of 60
feet with good maneuverability. Feykin are Tiny
creatures and gain a +2 size bonus to AC, a +2 size
bonus on attack rolls, a -2 penalty to their CMB and
CMD, and a +8 size bonus on Stealth checks. They
have a reach of 0 feet (5 feet with their bite attack),
do not gain their claw attacks, and have the damage
of their bite attack reduced by size.” Whenever
a taninim with this racial trait would increase his
size from the dracomorphosis or great wyrm class
features, he gains a +2 inherent bonus to Dexterity,
a +1 inherent bonus to Charisma and a +1 dodge
bonus to AC instead of dracomorphosis’ normal
abilities and bonuses. This racial trait modifies the
racial ability score modifiers and dexterous claws
racial trait, and replaces the glide, kinslayer, normal
speed, and small racial traits.
| Azuriele |
And here we are with an alias! Most of the crunch is in the alias, though since I am mostly working from Dynalist thats where the better organization and backstory lives. I'll work on getting that organization transferred to the alias. Also had to change the name ever so slightly to get an alias, but ah well.
Note I still need to finalize a few manuvers from Shattered Mirror, and fill out the Great Minds' Profession: Brewer specialty.
Azuriele is definitely front line combat. Her attacks will be many and will hit hard, teleporting around the battle field and providing flanking to any other creatures on the line. She has a lot of abilities that only work, or are improved, in dim light or darkness. She's definitely going to be a skill monkey because of the INT focus that both Vizier and Harbinger have. Azuriele can provide some limited HP healing via Salves, but not much beyond that. She is also going to be a decent party face with veils, and get much better at Mythic Tier 2, using INT instead of CHA to present logical and compelling arguments instead of passionate entreaties.
| Almonihah |
Not the GM, so both of you feel free to ignore me, but I've made a pseudodragon custom race before, so I just want to try and assist with some things I'm seeing.
Yeah, the main things I really want to keep are the telepathy, the tail sting, and the flight. I like keeping the dragon type thematically, but it is just so expensive RP-wise I could probably give it up, too.
Avatar of the Source wrote:No templates or custom races. My experiences with custom races has been rocky and templates are far too varied in power-to-CR to really account for.I was thinking of this for myself, but try taninim (specifically allowed) with the feykin alternate racial.
Huh, I must have missed that line.
I'm aware of the taninim, but as far as I know there's no way to give them a tail stinger and natural telepathy, both of which are important to Terex's concept.
Honestly, if pseudodragon just isn't going to work I have plenty of other ideas I could work on, I was just excited at the idea of being able to recreate Terex.
| Avatar of the Source |
@Yaksha91: That's fine. I just wanted to make sure that was understood beforehand and, since it is, I don't have a problem with it.
I will admit, the idea of someone betraying a god of treachery by being trustworthy to the people who would suffer the most from his betrayal is interesting. It also poses a question: is that act of treachery something that would be smiled or frowned upon?
@Rednal: With these sorts of characters you put forth, I feel you and I are going to get along great!
I like Mina roughly as much as your original submission. They both have a level of complexity and uniqueness that should be well-suited to the campaign.
Agent of Accrual is cleared for use with Prestigious.
@Josh.Ingle: You're a Sekiro fan as well? I know my usual gaming group on Discord has been borderline obsessed with it and I, myself, am quite fond of it.
I wouldn't have too much of a problem with incorporating gadgets into a Clockwork Prosthesis.
@gyrfalcon: Clara is every bit as amazing as I was hoping she would be! I won't even pretend to not be biased towards Gnomes, but she goes above and beyond.
1. Presence of Mind is cleared.
2. Just assume that Clara acquired those when 'talking shop' with others over the years.
3. That is a good question. Let's just say a month's worth of potions? Having 240 potions just laying around seems very gnomish and seems roughly in line with typical party acquisition/expenditure rates with consumables, assuming a years-long timeline, considering that potions do not go bad and there are inevitably some left over.
@Almonihah: Custom races are banned. I do have the old Savage Species book, which has Pseudodragons as a playable race. I could retool that into a 'racial paragon' class and make Pathfinder-appropriate additions and changes to it.
@River of Sticks: That build is quite interesting. Through it, I'm getting a more defined idea of her methodology and her personality in general. Seeing one's preferred tools for handling problems is a good insight into their personality.
| Clarabibulus Flingflopsparkfizz |
Awww, you're making Clara blush!! I'm glad you like her. I'm certainly quite happy with her, and think she'll be great fun to play.
Her crunch has been cleaned up a bunch in the last hour (in her profile), but I still need to finish selecting formula known, extracts prepared, gear (including 240 free potions), and Telesma/Pulse.
One more Q for ya: Would you allow a "Circlet of Insight": like a Circlet of Persuasion, but for INT skills (and if so, what would it cost)? It's not at all important to her build...but if you allow it, I'll get one. ;-)
| Yaksha91 |
Yaksha isn't even a divine caster, or any of those classes with strict alignment or behavior requirements. If Ranalc has a problem with me not being a pants-on-head retarded backstabber, he can send one of his -other- worshipers to come say it to Yaksha's face.
Now I'm -actually- imagining Yaksha telling a demigod in a dream or a vision.
"Say that to my face, f*!~er, not telepathically."
| Rednal |
Here we go! I was waffling for a bit on gear, so ultimately I settled on a variety of travel gear items (food, a decanter of endless water, a tent, a portable bath... extradimensional storage is fun). Hero Lab doesn't display 'em properly when outputting, but I grabbed a set of restoration potions (from Spheres) to help cure a variety of potential ailments. I also had to tinker with feats a bit to get it set up properly for some martial stuff - just like Eirian, that's why she'll look like she has more feats than she really does (there's no adjustment option in my program for combat talents, so I have to be roundabout). I also put 7000 GP into her Commission feature because I didn't know what else to spend it on - that lets her cast up to 2nd-level cleric spells on herself, which I doubt will be a problem. XD
Overall, Mina should be a fairly good travel companion - between what she already has kept in her extradimensional storage, her Crazy Prepared Phantom Thief trick, and her Agent of Accrual ability to Transact Miracles for party members, she's really good at having what people need, especially when she has money. XD Or, in anime lingo, she basically has Hammerspace.
(Between the two characters, I personally like Mina a bit more, just because of her personality. Eirian is a noticeably more offensive character and would bring some reliable damage to the party, while Mina is a trickier and more flexible character.)
Female azata-blooded aasimar (musetouched) dealer 12/phantom thief 12/Trickster 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7)
CG Medium outsider (native)
Init +11; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 33, touch 29, flat-footed 18 (+2 deflection, +7 Dex, +8 dodge, +2 enhancement, +1 natural, +3 shield)
hp 100 (12d10+28)
Fort +9, Ref +18, Will +11
Defensive Abilities evasion, hard to kill, rt: bridge (+3 shield), the sense (nat 1-4 fail), uncanny dodge, uncanny dodge, improved; Resist acid 5, cold 5, electricity 5
Weaknesses personal warp
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Offense
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Speed 30 ft., fly 40 ft. (average)
Melee dagger +12/+7/+2 (1d4/19-20) or
. . +2 pool cue +17/+12/+7 (1d8+5/18-20)
Ranged ranged touch attack +22 (1d6+11)
Special Attacks marvelous strike (+12 or +5d6), mythic power (5/day, surge +1d6), rt: frigid sphere (6d6 cold), rt: immolating sphere (6d6 fire)
Spell-Like Abilities (CL 12th; concentration +20)
. . At will・flare (DC 18), ghost sound (DC 18), light, mage hand, prestidigitation, spark[APG] (DC 18)
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Statistics
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Str 10, Dex 24, Con 14, Int 12, Wis 10, Cha 26
Base Atk +12; CMB +12 (+19 dirty trick, +23 steal); CMD 39 (41 vs. steal)
Feats Basic Magical Training, Combat Reflexes, Extra Combat Talent, Extra Combat Talent, Extra Combat Talent, Extra Combat Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Greater Steal[APG], Improved Flight[M], Improved Initiative, Improved Steal[APG], Lustful, Prestigious
Traits gift for magic, talented
Skills Acrobatics +20, Appraise +10, Bluff +26, Climb +4, Diplomacy +25, Disable Device +24, Disguise +15, Escape Artist +22, Fly +19, Handle Animal +12, Heal +2, Intimidate +9, Knowledge (history) +6, Knowledge (local) +7, Knowledge (nobility) +5, Linguistics +16, Perception +15, Perform (comedy) +15, Perform (dance) +25, Perform (sing) +15, Profession (gambler) +17, Sense Motive +15, Sleight of Hand +25, Spellcraft +5, Stealth +20, Survival +1, Swim +4, Use Magic Device +23 (+33 to activate a scroll or spell trigger item based on Gate); Racial Modifiers +2 Diplomacy, +2 Perform (comedy), +2 Perform (dance), +2 Perform (sing)
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Celestial, Common, Daemonic, Draconic, Elven, Ignan, Infernal, Protean, Sylvan, Terran
SQ agent of accrual (level 3), alter, aoa: commission (7000 gp), aoa: miraculous accounts, aoa: sacrificial deposit, aoa: transact miracles (2nd) (cleric spells), berserking, billiards (+3), bleed air, bloodied strike (4 bleed), brutal strike, casting, challenge -5 (9 rounds), combat training, complex illusion, control chaos, cue ball, cure, divine, effects, endure pain, expert feint, extradimensional storage, fabulous defense, fast draw, fast feint, fatal thrust, focusing feint, illusion, illusionary disguise, illusionary sound, illusionary touch, improved sense, improved thief's acumen, invigorate, invisibility, marked target -4, mass healing, order from chaos, panache, ranged illusion, read magic, restore, revitalize (Fast Healing 1), rounder talents, rt: flashy biliards, rt: parlor tricks, skewer, surprise strike[MA], swift hands, switcheroo, teleport, thief's acumen, trick: crazy prepared (12,000 gp), trick: evasion, trick: parry, trick: steal agility, trick: steal appearance, trick: steal prowess, tricks, unseeing teleport, viewing, warp: extradimensional storage 2 (300 lbs), weapon and armor proficiency
Combat Gear scroll of gate; Other Gear pool cue, dagger, ranged touch attack, - custom magic item - (4), - custom magic item - (5), - custom magic item - (5), - custom magic item - (5), - custom magic item - (5), - custom magic item - (5), - custom magic item - (5), - custom magic item - (5), boots of the elven spirit, cloak of weather protection, decanter of endless water, necklace of adaptation, ring of sustenance, scarf of the suggestive dance, sleeves of many garments[UE], traveler's any-tool[UE], wand key ring[ACG], backpack, bedroll, belt pouch, collapsible bathtub[UE], courtesan's kit[ACG], entertainer's outfit, entertainer's outfit, fishhook (2), flint and steel, gambler's kit[UE], hemp rope (50 ft.), jewelry[UE], masterwork thieves' tools, mug/tankard, pavilion tent[APG], sewing needle, signal whistle, string or twine[APG], thread (50 ft.), tome of epics[ACG], trail rations (101), waterskin, whetstone, 3,687 gp
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Special Abilities
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Agent of Accrual (Level 3) (Ex) Mina gains levels in the Agent of Accrual Prestige Class equal to half her (HD -5), via Prestigious. This does not grant additional casting or class features for other classes.
AoA: Commission (7000 gp) (Su) At 2nd level, the agent of accrual gains a special miraculous account for themselves. They gain 5% of the value of a sacrificial deposit as value added to this account each time it is used. They may use this to transact miracles for themselves as the
AoA: Miraculous Accounts (9/Encounter) (Su) As a full round action, the agent of accrual can create a pool of magical energy linked to a target they touch. They can have a number of these pools equal to their Charisma Modifier + their Agent of Accrual Level. These pools are then tied to those
AoA: Sacrificial Deposit (Ex) The agent of accrual can spend one minute in a ritual to sacrifice any object of greater than 100 gp in the name of one of its accounts. This item must have been in the creature’s possession for at least 1 week and believed by its bearer to be thei
AoA: Transact Miracles (2nd) (Cleric Spells) (Sp) At 1st level the agent of accrual can select one class’ spell list. As a standard action the agent of accrual may “spend” value from a creature’s miraculous account equal to the cost of a scroll for that class and level to create a magical ef
Basic Magical Training (Life) You gain access to one magic sphere
Berserker: Berserking Take -2 penalty to AC to gain 15 temporary HP (both end at start of your next turn)
Berserker: Brutal Strike +24 (Battered 1 rd) Melee attack that inflicts Battered condition on enemies damaged, can benefit from a single (exertion) talent, gains [BAB x2] bonus damage if you expend martial focus
Billiards (+3) (Su) At 2nd level, the dealer’s training with their pool cue allows them to use the weapon more effectively. A dealer can deal bludgeoning or piercing damage with a pool cue and treats the weapon’s base critical range as 18-20 with a x2 critical modif
Casting (CL 9, MSB +0, MSD 11, Concentration +8, DC 22) You can cast sphere effects.
Challenge -5 (9 rounds) Gives a target +2 to hit you, but a penalty to attack anyone other than you
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Training (DC 16) You have training in one or more combat spheres
Control Chaos (Ex) He may spend sense points to adjust a number he rolls on a d20 up by the amount spent. The new result is treated as if he had naturally rolled that number. Thus a dealer who rolls a natural 19 can expend 1 Sense point to improve it to a natural 20. A
Cue Ball (Su) At 1st level, a dealer can use his supernatural talents to manifest a small white “ball” of chaotic energy as a swift action. This ball may be shot with a pool cue and counts as a ranged attack. Cue balls deal force damage and add the dealer’s
Darkvision (60 feet) You can see in the dark (black and white only).
Divination: Divine You can divine magical auras
Divination: Read Magic You can read and decipher magical writing
Divination: Viewing You can divine to view a remote location
Duelist: Bleed Air (Bleed) - Cause target to begin suffocating in 1d4 rds
Duelist: Bloodied Strike (4 bleed) Cause bleed damage when you damage or disarm a creature with an attack action
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Equipment: Fast Draw Draw a weapon as part of action to attack with it; draw hidden weapon as a move action
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fabulous Defense (Ex) When wearing light or no armor and not using a shield, a phantom thief adds 1 point of Charisma bonus (if any) per phantom thief level as a dodge bonus to his Armor Class while he has a point of panache. If a phantom thief is caught flat-footed or ot
Fencing: Expert Feint Feint target loses DEX to AC until beginning of your next turn
Fencing: Fast Feint Feint as a move action, expend martial focus to move after feinting
Fencing: Fatal Thrust +3d6 +3d6 precision dmg vs targets that are flanked, flat-footed, or denied DEX to AC
Fencing: Focusing Feint When you succeed at a feint, regain martial focus as a swift action
Fencing: Skewer Spend martial focus to increase Fatal Thrust damage to 1d6 per odd BAB and allow two (exploit) talents
Fly (40 feet, Average) You can fly!
Greater Steal Foe doesn't realize you've stolen from him until after combat.
Guardian: Endure Pain Damage from delayed damage pool is received as nonlethal (ignores resistance/immunity to nonlethal)
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Illusion: Alter Make minor illusionary changes to an object or creature
Illusion: Complex Illusion Create illusions with multiple, independent components
Illusion: Effects Create illusions that are unconvincing, but can have some utility
Illusion: Illusion (DC 22) Create illusions that may fool observers
Illusion: Illusionary Disguise Disguise creatures with your illusions
Illusion: Illusionary Sound Add sound to your illusions
Illusion: Illusionary Touch Create illusions that feel real to the touch
Illusion: Invisibility (DC 22) You can make creatures or objects vanish from view
Illusion: Ranged Illusion Create illusions and tricks at greater distances
Improved Flight [Mythic] +20 fly speed and improve maneuverability by one category.
Improved Sense (Ex) At 11th level, as a move action, a dealer can boost his connection with the Sense. This boosts the number attacks against him fail on by 3 until the start of his next turn.
Improved Steal You don't provoke attacks of opportunity when stealing.
Improved Thief's Acumen (Ex) At 6th level the phantom thief gains Greater Steal as a bonus feat even if he does not meet the prerequisites. In addition the phantom thief may attempt to steal Items that are closely worn (such as armor, backpacks, boots, clothing, or rings). Creat
Life: Cure 1d8+9 (DC 22) Heal a target
Life: Invigorate (Up to 9 temp HP) Grant up to 9 temporary HP to an injured target
Life: Mass Healing Your cure can affect multiple targets
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Revitalize (Fast Healing 1) Cure can grant the target Fast Healing instead of healing normally
Lustful You can use your sex appeal to relate to any creature with an Int of 2 or higher, allowing you to make Diplomacy checks to change
Marvelous Strike (+12 or +5d6) (Ex) At 3rd level, while he has at least 1 panache point, a phantom thief gains the ability to strike precisely with a light or one-handed weapon, adding his phantom thief level to the damage dealt. To use this ability, a phantom thief cannot attack with
Order From Chaos (Ex) At 9th level, the dealer’s ability to predict chaotic events is able to be made manifest in a very literal and practical way. A number of times per day equal to his Charisma modifier, the dealer may substitute his dealer level for his skill ranks i
Panache (Ex) At 1st level, a phantom thief gains a pool of panache; a fluctuating measure of his ability to pull off daring capers and amazing feats. At the start of each day, a phantom thief gains a number of panache points equal to his Charisma modifier (minimu
Personal Warp You may only teleport yourself
Prestigious You are practically a member of a specific prestige class.
Rounder Talents (Ex) A dealer is an individual who lives or dies by his talents and, as he makes his rounds, he picks up little tricks that allow him to employ his training, his education, and the Sense in unique ways. At 2nd level and every even level thereafter a deale
RT: Bridge (+3 Shield) (Ex) The dealer gains a shield bonus to his AC when wielding a pool cue equal to the damage bonus he is granted by his billiards class feature.
RT: Flashy Biliards (Ex) A dealer can chose to wield pool cues one-handed at no penalty. They may make the choice at the start of each round as a free action. In addition, a dealer gains a +2 competence bonus on combat maneuvers made with a pool cue. For the purpose of Two-W
RT: Frigid Sphere (6d6 cold) (Su) The dealer may conjure a ball that glows with mesmerizing white energy. This ball counts as a cue ball, save that it deals cold damage in place of force damage. Creatures that move within 10 feet of this ball take 1d6 points of cold damage per 2 deal
RT: Immolating Sphere (6d6 fire) (Su) The dealer may conjure a ball that glows with baleful red energy. This ball counts as a cue ball, save that it deals fire damage in place of force damage. Any creature that passes within 5 feet of this sphere takes 1d6 points of fire damage per 2 dea
RT: Parlor Tricks (Ex) A dealer can cast prestidigitation, ghost sound, light, mage hand, spark, and flare at-will, using his dealer as his caster level.
RT: Professional Shark (Ex) A dealer gains the Improved Initiative feat as a bonus feat as well as an insight bonus on all Bluff and Sleight of Hand checks equal to 1/4th his dealer level.
Scoundrel: Marked Target -4 Melee touch attack causes target to become battered and take Perception penalty for 1 rd
Scoundrel: Swift Hands Use DEX and Sleight of Hand ranks in place of STR and BAB for Steal and Dirty Trick maneuvers, also add enhancement from unarmed strikes
Scoundrel: Switcheroo When you steal an item you may also replace it with another item (and set it to immediately explode if applicable)
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
The Sense (Nat 1-4 Fail) (Su) A dealer is superbly skilled at predicting the flow of combat and fights with a flair that is matched only by few. They fight in a manner that taps into the Sense to allow them to avoid damage to themselves. Any attack roll a creature makes against t
Thief's Acumen (Ex) At 1st level the phantom thief gains Improved Steal as a bonus feat, even if he does not meet the prerequisites. He may use his phantom thief level in place of his base attack bonus when calculating his Combat Maneuver Bonus and Combat Maneuver Defen
Trick: Crazy Prepared (12,000 gp) (Ex) The phantom thief may carry unspecified equipment worth up to 100 gp per class level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a full-round action,
Trick: Evasion (Ex) A phantom thief can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only i
Trick: Parry (Ex) When an opponent makes a melee attack against the phantom thief, he can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The phantom thief makes an attack roll as if he were making an attack of oppor
Trick: Steal Agility (Su) The phantom thief may spend a point of panache and make a steal combat maneuver against a DC of 10 + the creature’s HD + the creature’s Dexterity modifier. If he succeeds he reduces his opponent’s move speed by 10 feet for 1 round per phantom t
Trick: Steal Appearance (Sp) The phantom thief may spend a point of panache and make a steal combat maneuver against a DC of 10 + the creature’s HD + the creature’s Charisma modifier. If successful then he takes on the appearance of the creature for a number of hours equal t
Trick: Steal Prowess (Su) The phantom thief may spend a point of panache and make a steal combat maneuver against a DC of 10 + the creature’s HD + one ability score modifier of the phantom thief’s choice. If he succeeds then he may inflict a penalty to that ability score
Tricks (Ex) Starting at 2nd level, a phantom thief gains a single trick. He gains an additional trick for every 2 levels of phantom thief attained after 2nd level. A phantom thief cannot select an individual trick more than once unless otherwise noted in the tri
Uncanny Dodge (Su) At 5th level, a dealer’s connection with the Sense grant him the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He
Uncanny Dodge, Improved (Su) At 7th level and higher, a dealer can no longer be flanked. This defense denies a rogue the ability to sneak attack the dealer by flanking him, unless the attacker has at least 4 more rogue levels than the target has dealer levels.
Warp: Extradimensional Storage You gain a permanent extradimensional space that may hold non-living material
Warp: Extradimensional Storage 2 (300 lbs) (Sp) You may take this talent two times; when taken a second time your extradimensional space may hold an additional 15 pounds per caster level, for a total of 25 pounds per caster level. In addition, you may place or withdraw an object from your extradim
Warp: Teleport You can teleport yourself as a standard action
Warp: Unseeing Teleport Teleport without line of sight
Weapon and Armor Proficiency (Ex) The dealer is proficient with all simple and martial weapons and with all light armor but not proficient with any heavier armor or shields. In addition, a dealer is proficient with any weapon he conjures via a dealer class feature (such as cue balls).
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@gyrfalcon: I would be willing to allow that custom item. The item it would be based on is 4,500 GP and provides that bonus to seven core skills, not counting any 3PP skills that is. That means that it would be roughly 643 GP per skill buffed. There are fifteen core INT skills. That means, if we go by the standard pricing for the item it is based on and extrapolate that with the new item's abilities, it would cost 9,645 GP. I hate numbers like that when purchasing gear, so round it down to 9,600 GP.
@Jereru: Thundercats ho, I know what that is!
@Josh.Ingle: There are a few secret bosses, two of which are considered actual bosses and several of which are more minibosses like Nine Spears and Snake Eyes. I know about all of it. Let me ask, without spoiling too much for others, does it involve flame or monkeys?
@Yaksha91: That would be a metal scene, wouldn't it?
@Rednal: That is quite a diverse character! Trying to decide between a super Gambit girl or the most moe walking nuclear warhead ever is probably going to be difficult.
Ways to break Perform (Dance)? I can think of at least three. One allows a PC to make a check in place of AC. Another adds the check to Sneak Attack damage. And the last allows one to avoid any effect by succeeding at a seemingly-high DC that is, in actuality, fairly easy to hit. You can break the game with almost anything if your book pool is deep enough, in my experience. I'm not too worried about it though, since I don't see the options I mentioned in your statblock.
@Slyness: The Becoming Feats are legal, but you do have to belong to the Covenant and you will need to clear the template with me. I will agree that most Parity-exclusive content is quite good and that's because a PC has to be an actual member to acquire it. Being a member is a two-way street though and Parities often ask their members to undertake various tasks for them.
| Josh.Ingle |
Whereupon you can ready a Boxing counter punch with Heavy Counter to draw your sword and do all of it over again the next time anyone has the temerity to do anything near you.
| Rednal |
I didn't even know those options existed. XD I'm fine as-is, though. 33 AC is comfortably good but not min-maxed for Level 12, and Mina's more support than damage (although she can do quite a lot when skewering people - up to 8d6 precision, plus some real nasty skewering effects, and then the explosive tricks with her cue balls). I don't expect to be competing with anyone who actually focused on damage, but Mina should be able to reasonably contribute with that when I don't have anything else to do. Fire and Cold are real common resistances, though... >.> I might switch to another pair of energy balls.
I raised the Perform checks mostly for fun, though. XD I like characters who have a lot of options both in and out of combat, and part of that includes having actual, non-adventuring skills in some field. A day job, basically, since it sounds like Wardens might not be on missions all the time.
Speaking of Parities, Mina is closest to the House of Heights, but not actually a member. She genuinely thinks of herself as just a good casino worker and is kind of oblivious to her real level of talent - but her bosses aren't, and like everyone else in the city they have a vested interest in keeping the balance. As such, they loan her out for Warden work in return for favorable treatment. Mina's very confused about this, but she likes her casino job, so she doesn't complain too much.
| Slyness |
@Slyness: The Becoming Feats are legal, but you do have to belong to the Covenant and you will need to clear the template with me. I will agree that most Parity-exclusive content is quite good and that's because a PC has to be an actual member to acquire it. Being a member is a two-way street though and Parities often ask their members to undertake various tasks for them.
Indeed, but I really like the Chrysalis Covenant for a couple of my character ideas. The templates I'd like to inquire about (for different ideas) are Animal Lord from Paizo, and Sublime from Rite.
Edit: Another question, for gunslingers in an advanced firearms setting, the gunsmithing feat becomes gun training. If I take it as one of my feats, can I do the same as a non-gunslinger? If not, I'll just dip a level.
Gun Training (Ex) a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.
| Avatar of the Source |
@Josh.Ingle: I know which secret boss you are discussing. My best advice to you is fight against it like an actual Dark Souls boss rather than a Sekiro boss. Dodges and "run dodges" are both vital to surviving that fight. Be aware that each phase adds new stuff to watch out for. Phase two is where it starts to get dangerous because he gets a very fast charge attacks, a long-distance slam that creates a wave of fire that can kill you in seconds, and a volley of fiery souls that can kill you in just a few kits. Most of his attacks can technically be deflected but, since fire damage chunks through guards and deflects, it's a poor idea to do so during the fight.
Did you know that there is a secret boss fight with a rather large simian friend of yours who has trouble keeping his head? Or that there is a rather fishy puzzle "boss" in the Fountainhead Palace? All of the info should be on Fextralife by now in case you want to get all of those done this playthrough.
If you have not done so, I encourage you to look up all the apparition enemies that secretly appear after certain triggers are met, because they carry some good loot. One drops a material used to make a whistle that causes heavy posture damage and a short stun to apparitions and even stuns the secret boss you mentioned up to three times within the fight similar to the Music Box item during the Father Gascoine fight in Bloodborne.
@Rednal: I agree with your design philosophy on characters. I like to build realistic characters, at least in regards to their skills, rather than make a statistical god geared towards dungeon crawling. Granted, my characters usually are powerful, but not because I set out to make them that way. It's a more natural process.
I am really liking the idea of Mina.
@Slyness: Animal Lord is fine so long as you don't select something with extremely high ability scores like the Tyrannosaurus. Sublime is not allowed because it is objectively better than the half-outsider templates by a wide margin.
I don't have an issue with the Gunsmithing feat turning into Gun Training. Take it if you wish. DEX to damage isn't going to break the game considering the ability score cap in place.
| Almonihah |
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Eh, that's fine. Now that I started thinking about this kitsune idea I'm kind of excited about it.
The basic concept is that he's from a world where kitsune are a bit more like the original mythology, being unusually long-lived foxes who grow in magical power and number of tails as they age. Mechanically I'd still be using the standard kitsune race, just with the Superior Shapeshifter trait and saying that his fox form is his natural form. He'd be from a world that had recently gone through some kind of apocalypse that had nearly wiped out its human population--when he found the portal that led to Hyraeatan, he ended up leading his whole clan through it to escape their world.
Since then he's adventured in the city and on the planes, enjoying all the strange wonders he finds, until he decided to 'settle down' and join the Wardens... which isn't really settling down at all. :D
Mechanically he'll be a Spheres of Power Shifter/Spell-less Ranger + Kyubi Paragon, basically a shape-shifting warrior with some magical tricks and a lot of survival skills (initiallly gained from living on his ravaged homeworld). So basically a little eight-tailed fox that might just turn into a massive dragon and eat you. Speaking of which, are the Extreme Transformation and Size Mastery advanced talents for the alteration sphere acceptable?
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@Almonihah: That's a great concept! Have you heard of Zombie Sky Press's 'The Faerie Ring: Along the Twisted Way Player's Guide'? It has an alternate Kitsune that is very much like you describe, only not requiring as much reworking. They have a lot of cool new rules, such as Fox Magic Feats that are exclusive to them and are contingent on their naturally-granted and increasing number of tails, a Star Ball item that can be enchanted as both weapon and armor that can also fuse with them, and Tail Ofuda for divine casters.
Extreme Alteration is allowed. Size Mastery is allowed, but contingent on the character actually being 15th level in addition to having a caster level of fifteen. That means that Size Mastery cannot be taken now, but it will be available in three levels.
| Rednal |
I'm currently working on a combat guide for Mina to show more of how she'll actually play. o wo/ As you've seen, she has a lot of toys to play with. I'm still tinkering with things a bit, and I swapped some of her Phantom Thief tricks around a bit to let her steal things at range. It seemed fitting.
| Almonihah |
@Almonihah: That's a great concept! Have you heard of Zombie Sky Press's 'The Faerie Ring: Along the Twisted Way Player's Guide'? It has an alternate Kitsune that is very much like you describe, only not requiring as much reworking. They have a lot of cool new rules, such as Fox Magic Feats that are exclusive to them and are contingent on their naturally-granted and increasing number of tails, a Star Ball item that can be enchanted as both weapon and armor that can also fuse with them, and Tail Ofuda for divine casters.
Extreme Alteration is allowed. Size Mastery is allowed, but contingent on the character actually being 15th level in addition to having a caster level of fifteen. That means that Size Mastery cannot be taken now, but it will be available in three levels.
Ooo, neat! Another thing to add to my Kitsune library. I'll have to take a look at it!
I did get bit hard enough by the inspiration bug to hammer out most of a background and 10-minute background:
By the time Kichiro was born, the sun had returned and the oceans thawed, but the world was forever changed. As far as the kitsune could tell, humanity was gone. Their once-great cities were now little more than ashes, melted metal, and scorched stone. Ships no longer sailed the seas between islands, leaving the surviving foxes trapped upon their shores. Only a few sheltered pockets of forest still lived, and even the grasses survived only in patches here and there.
Nor were the kitsune themselves unchanged. Kichiro was born a single child, something that would have been unheard-of before the Day of Fire. He was large and strong for a kit, maturing quickly, as if he knew the world was now a hard place. Where once a fox had needed to live a hundred years before it grew its second tail and gained its shapeshifting powers, he changed form before he was ten, and had three tails before his twentieth year. Others of his generation were similarly unusual, though he was the fastest to develop.
Thus did Kichiro grow up in a world made waste, where simple survival consumed most time and effort. Seeking food was hard because of its scarcity, but even harder because strange, dangerous creatures now prowled the wastes. As his powers grew Kichiro started to fight back against these beasts… particularly when he discovered he could change his shape to more than just a humanoid form. Unfortunately the creatures proved inedible, but his strength was still useful in defending against the creatures while searching for something to eat.
Sometime in his thirty-first year, Kichiro found something strange--a portal in the air that led to a place he had never seen before, with a small ribbon with a gem in it (unbeknownst to him, a Telesma) lying on the ground beneath it. Curiously he shifted to his bipedal form and tied the ribbon on one of this tails. It felt oddly warm, and somehow familiar, but he quickly forgot about it when he reached up and climbed through the portal, for what was on the other side was beyond his wildest imaginings.
A city, filled with every sort of creature… and with food! Food of every sort! Food for days, months, years! He wasn’t quite sure what this “money” thing was that one of the creatures near the food started shouting about when he started eating it, but he was sure it’d be fine…
That night, he found out what “money” was, along with “guards” and “jail”.
Fortunately, this being Hyraeatan, his honest explanation that he hadn’t had a clue about having to pay for things got him out with only a few hours of work for the store owner. Having time to talk with said owner (who turned out to not be the bad sort), Kichiro agreed with them to work a few extra hours in return for some extra food.
Food in arms, Kichiro retraced his steps and went back through the strange portal to his home, and went to tell his clan about what he’d found. Were it not for the food he’d brought they likely would not have believed him, but with it… well, hungry bellies make for believing minds, and soon enough the whole clan was ready to follow him through this strange hole in the air.
The Hayashi clan of kitsune have settled into Hyraeatan quite comfortably in the ensuing century, one more group of threads in the massive tapestry making up the metropolis. And a good thing, too, for the portal they’d entered through had closed only a few days after they came through. Over this time Kichiro has been quite active, exploring the city, venturing out into the planes, and generally getting himself into as many interesting situations as he can, both to indulge in his own curiosity (and greed) and to bring glory to himself and his clan.
Kichiro has become something of a leader in his clan in spite of his relative youth, thanks to a combination of his power and his charming manner. This has provoked a certain amount of jealousy from the more conservative of the clan elders.
Kichiro’s move to join the Warders is part wanting to try something new, part glory-seeking, and part a genuine desire to protect his home. After all of the wars and tumults Hyraeatan has been through (largely when he’s been off exploring), he thinks it’s about time to lend a tail and do something about it.
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
*Kichiro is a master shapeshifter and hunter, who has expanded his talents with his innate kitsune magic to unheard-of heights.
*He comes from a wasteland world devastated by some sort of apocalypse
*He’s mostly a free spirit, indulging his curiosity and his taste for mischief freely, but he does have a compassionate streak and he’s loyal to his clan
*Kichiro doesn’t particularly like authority, but he does crave recognition and honor
*He also has a bit of a greedy streak
*He’s usually a pretty friendly guy, who loves meeting new people and seeing new places, but can be savage (almost feral) if provoked
Step 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.
*Kichiro wants to explore, meet new people, learn new things, and generally just always be encountering novelty. He doesn’t really have an ‘end goal’ in this respect--he’d be happy doing this forever.
*He’d also like to do something about his hunger. Being a friendly guy who wants to eat people doesn’t sit well with him, so if given a way to fix that hunger he’d like to take it.
*Personally, I really like shapeshifters. I’d like lots of opportunities to use his shapeshifting powers to solve problems, as well as ways to expand his shapeshifting abilities (possibly beyond even what the Alteration Sphere gives him)
Step 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. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
*Kichiro wants to eat people (where ‘people’ means any sentient being who’s not a kitsune). Specifically their hearts, or maybe their lungs or livers. He has no idea why, and he hates the fact that one of the first thoughts that runs through his mind whenever he meets someone new with at least semi-recognizable anatomy is “your heart would be delicious”, but that’s just how he is. He very strictly avoids giving in to this hunger, however. (basically mixing a bit of kumiho in)
*Kichiro’s Telesma actually originally belonged to a demigoddess associated with violence and death. She lost it in a fight with another demigod--the same battle tore a hole between planes (the portal he and his clan traveled through). While this demigoddess was slain, death has not necessarily stopped her...
-Bearing this Telesma is actually worsening his hunger, unknown to him, due to its continued connection to violent death and so forth.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
*The Clan Elders:
-The Eldest, a nearly 1000-year-old nine-tailed vixen, so old she hardly moves any more, but her mind is still keen and her magic powerful. She is actually fairly supportive of Kichiro, though she won’t hesitate to chew him out if he does something she thinks is stupid.
-Hayashi Haruka, an eight-tailed vixen and a big traditionalist. She spoke against moving from their homeland to Hyraeatan, and is still bitter about being overruled on this by the other elders, not to mention all of the other changes to their traditions that have followed. Largely sees all of this as being Kichiro’s fault.
-Hayashi Saburou, the newest elder, seven-tailed and jealous of his power. Sees Kichiro as a threat to traditional authority and tries to subtly undermine him in the eyes of the clan.
*His parents, Aiko and Yuuto Hayashi. Kichiro is not as close to his parents as might be expected due to the very clan-based society of the kitsune, but is still fond of them. His parents generally support him in turn, though his father Yuuto is wary of the friction between him and the elders.
* Karithsla*ckhthinailiooooui, or whatever it is they’re calling themselves today, a Protean exile (being somewhat inclined to some modicum of order) who shares a mutual fascination with Kichiro. They manage to be friends and trickster rivals simultaneously, laughing together and marveling at each others’ exploits even as they try to one-up each other with harmless practical jokes. (They're an Imentesh Protean that lacks the missionary zeal of their kind)
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
*Kichiro really likes food. As in, “always carries snacks and tries for at least four meals a day” likes food. He’s not picky about what he eats, though he definitely comments on whether or not it’s good food. (This stems from two things--first, growing up in a wasteland ingrained in him the need to eat whenever there’s food because there might not be food tomorrow. Second, surrounded by people he secretly wants to eat, he overindulges in more ordinary foods to try to smother his horrific secret hunger.)
*Due to the above, he’s on the portly side. He’s not carrying enough extra weight to slow him down, particularly given the strength of the muscle beneath his fat, but he definitely stands out amongst a race usually known for their lithe frames.
*He likes to wink a lot. He also sniffs a lot, particularly in human form.
Let me know if there's anything you'd like tweaked--the secrets in particular I'm open to changing, as I'm not quite sure how you're flavoring Telesma and the first one is rather on the dark side.
Now to work on stats.
| Azuriele |
@gyrfalcon: I would be willing to allow that custom item. The item it would be based on is 4,500 GP and provides that bonus to seven core skills, not counting any 3PP skills that is. That means that it would be roughly 643 GP per skill buffed. There are fifteen core INT skills. That means, if we go by the standard pricing for the item it is based on and extrapolate that with the new item's abilities, it would cost 9,645 GP. I hate numbers like that when purchasing gear, so round it down to 9,600 GP.
@ Radiant Mercy Hmm... Would this also apply to the general Int-based checks as the Circlet of Persuasion does Cha-based ones? Concentration, level checks, ability checks, etc? I may have to restrain myself from it, as Azuriele ends up very Int-based. Especially with the Path of the Genius as we get more tiers. If it's skill only, that might not be too power-crazy, especially as many skill bonuses are already competence.
EDIT: I should probably double check that the two custom items I "commissioned" are alright... A custom item of constant Fastidiousness and a custom item of constant Long Arm. Technically the Longarm Bracers already exist as a more expensive and more restrictive item, but they are based on Alter Self, which does not usually allow for gaining a single element (reach) of a larger sized creature, and pre-date the Long Arm spell by several years. EDIT
As for Azuriele's preferred tools, she will always try to approach something with logic and reason first, preferring a vigorous debate to a physical fight. That said, she recognizes that not all debates can be ceded gracefully, and when it comes time to back things up physically, she does not hesitate to do so. Now, if there is some way to sneak past said debaters/fighters leaving them none the wiser, then that's the best of all worlds! Her tools are mostly planning and foresight - she has some typical-magic tricks, but not many and without the ability to really adjust them, so it's more about finding a way to make the situation work with what she knows. That's a big reason for the INT-focus, and the orderly nature of planning for situations, almost programmatically/sequentially by likelihood of occurrence, also fits my idea of a lawful character.
I am traveling for work and will have limited ability to post to the forum this week, as an FYI.