Nikolsi |
Agreed with the prior posters. If you remove CHA the second time from Fort / Reflex, that might be sufficient without tanking your charisma down... Having high saves isn't necessarily bad, even by the table. If you are the one person in the party that won't fail a Will save, great! No TPK solely from a group save or suck. But if everything you can do is equally past the 10th/11th blue marks, maybe tone it down then?
I guess what I'm saying is to look at the overall picture, and not necessarily jump to nerfing one of your primary scores just because one area is high.
Nikolsi |
Question for @VoA, and the group: I realized that spheres can almost entirely replace the Cryptic, so I'm looking at dropping the Cryptic in favor of a full-casting sphere class. Not sure which one yet, but I do not already have a full-casting class so that's fine.
The question is, do I need to give up the Hedgewitch leg of the Tristalt? If not, how does that work - stacking talent access and take the best caster level, or keep everything separate and track caster level by which side of the tristalt took the talent?
Almonihah |
Looks like the Wiki says that
"*Class features that two classes share accrue at the rate of the faster class, except for sphere talents, which the character always gains the full amount of for both classes.
*Spherecasters only get the two bonus talents one time.
*Gestalt characters with more than one Spheres class combine their talents (and spell pools, if applicable) and use the higher of their caster and/or practitioner levels. Note that classes that give access to certain spheres at a higher level (such as the Shifter using their class level, rather than caster level, for the Alteration sphere) still can't get a 'basic' power level with that sphere higher than what a Full Caster could. In other words, a 5th-level Incanter/Shifter would only have CL 5 with the Alteration sphere.
*Multiple increases to a sphere's level from getting it as a class ability do not stack. This is most likely to come up when using archetypes. These abilities never intend to offer more than "full" progression, and gestalt characters should respect that intention."
So the first bullet seems to mean that you get to stack talent access, and the third and fourth bullets mean that you use whichever caster level is higher.
Hercules "Ruler of the Amazons" |
Hey guys sorry work has been busy with the site installation stuff. Got to go back this Friday. Looks like Hercules is too strong based on bench press stuff.
Saves are +25, +21, +25
I think he may just be a bit strong for this level. I'm going to think of a different idea. So he will just leave GP :)
He can also pounce with Dimension Assault with this full attack.
+25/+25/+25/+25/+20/+20 3d8+30 / 3d8+23,
AC 39. DR 10/- Artifact was Nemean Lion skin when worn doubled DR and any energy resistance so that would be DR 20/- Thought about it just adding a flat 10 to DR and Energy resistance as a minor artifact that would still be DR 20/-
So yeah back to the drawing board. Want to be strong but in line with everyone.
Icestormshadow |
Am submitting my new race for my Necro
ASM: +2 Int, +2 Wis, +2 Cha, +4 Dex, -2 Str (Advanced, 4 RP)
Size: Medium (0 RP)
Type: Undead (Skeleton) (16 RP)
SLA (At Will): Animate Dead (6 RP)
Darklight Vision 120 feet (4 RP)
GSLA: Deathless (4 RP)
Language: Linguist (1 RP)
Skeletal Damage Reduction (2 RP)
Static Feat Bonus: Spell Focus (2 RP)
Total 39 RP
Saashaa |
Hercules "Ruler of the Amazons" wrote:So yeah back to the drawing board. Want to be strong but in line with everyone.That's tricky even in normal games. In ones like this keeping everyone near-ish the same power level is insanely difficult.
I would agree however, with the bench press as a guide, it makes it a lot easier.
The harder part I think is for optimizers like myself to choose the non optimized choices.
DeviousDevious |
Nephre, Sekhmet's Wrath wrote:Hercules "Ruler of the Amazons" wrote:So yeah back to the drawing board. Want to be strong but in line with everyone.That's tricky even in normal games. In ones like this keeping everyone near-ish the same power level is insanely difficult.I would agree however, with the bench press as a guide, it makes it a lot easier.
The harder part I think is for optimizers like myself to choose the non optimized choices.
ditto!
Nikolsi |
Yeah.... My first go round was looking at all the different passive bonuses I could stack, leading to whopping high attack bonuses. Even for a 20th level character. I scrapped that one entirely.
On a not entirely unrelated note, I think I've made most of my mechanical choices now. Going with Fighter 10 / Cryptic 10 / Incanter 10, replacing hedgewitch instead of cryptic. Had to drop a few things and switch some stuff up to make the swaps, but I'm happier with it now and not dipping for select abilities anymore, which keeps the character sheet cleaner.
Nikolsi |
Question: when you calculate EDV, do you include precision damage and things like Smite? Or is it base damage only?
Include everything that you can reliably proc. If your precision damage triggers on flanking, and you have a way to "guarantee" flanking (companion, TW feat, spell, etc) that you intend to use, include that precision damage.
Icestormshadow |
Here is Noctia's Artifact, she herself is almost finished, should be up later today, what do you think, too OP?
The Onyx Skull is a large Onyx the size of an Ogre's fist, that has been carved to resemble a human skull, it radiates necrotic energies that boosts the undead wielder of this evil artifact
This artifact counts for 5000 GP of Onyx for the Animate Dead spell, and isn't used up when the spell is used
Commanding Presence: The Artifact allows the owner to cast Command Undead 5 times a day as per the wizard spell, the caster level is equal to the character level
Onyx Rage: Allows undead to rage(if they have levels in a rage granting class), and changes the Con bonus to a Cha, although they take a -2 to all Charisma related skill checks even when not raging, and replacing fatigue is Negative Energy Leakage: After the rage ends, the Undead takes 1d6 damage for every round she raged and radiates this as a negative energy aura with a radius of 5 feet, if she stands in an area for 3 rounds the energy can heal and damage as negative energy would, the damage can't be healed while Negative Energy Leakage is active, she cannot rage the number of rounds she raged x 2 hours
Animating Amplifier: the caster level for amount of undead controlled is 5 caster levels higher
Animating Force: The Artifact can cast Animate Dead once per day at Caster level 20, it can not be modified by feats, or class abilities, or itself, it's owner gains control of the minions
Healing Cracking: Every ten 10 damage by positive energy up to 50, it loses potency, it loses takes a -1 to caster level, Negative Energy Leakage increases a step in damage, but only the max amount in the aura is six, you repair it by healing it with negative energy
Destruction: be immersed into a five foot deep pool of holy water, heal it for 50 damage in 1 round
Saashaa |
A series of facts.
*Dr. Craven travelled to Hyraeatan for the ease at which he could find a multitude of reagents.
*Dr. Craven and Bash are essentially different people that share a body.
*Bash like fight and break things.
*Bash not like people mess with head
*Dr. Craven 'created' their situation when he was researching creating a philosopher's stone. The thing for which he was imprisoned. (Turns out people are a bit sensitive about mass murder for the sake of science.)
*The 'philosopher's stone' (my minor artifact) has replaced their heart. Visible on Dr. Craven, not visible on Bash.
*Dr. Craven knows the Countess, Bash hates her.
Behaves as Pouldrons of the Juggernaut but only when Bash is out and during transformations. Also gives the Bash form unkillable as an 18th level Vigilante.
The stone is destroyed upon either of their deaths.
DeviousDevious |
Rattlebones wrote:I am curious where your giant dodge bonus to AC comes from, Also your AC is 1 highter than Level 17 Blue on bench pressing. I specifically reduced some of my earlier choices to get my AC and saves to where they are at.Done! Here is my character. :)
EDV also looks to be, uh, a bit high. I'm seeing 126 ish unless my math is wrong. That's blue at 15th, and better than green at 20th.
Tenro |
EDV is average damage or max?
my worst attack is +10 melee touch, [7d6 B or 7d4 Sonic]
my medium ideal (taking turns to set up first and getting 1 shot per round) is +23 ranged, 12d6+2 B/P + [7d6 B or 7d4 Sonic] + 1d8 B/S/P
my best attack (using a few turns of no damage to set up and thereafter only 1 shot per round) is +24 ranged, 12d6+3 B/P + [7d6 B or 7d4 Sonic] + 1d8 B/S/P [FB] [[SS] or [SF] or [MB] or [DD]] (those letters are damage and/or condition options)
Mr. Rattlebones |
1 person marked this as a favorite. |
Rattlebones wrote:I am curious where your giant dodge bonus to AC comes from, Also your AC is 1 highter than Level 17 Blue on bench pressing. I specifically reduced some of my earlier choices to get my AC and saves to where they are at.Done! Here is my character. :)
Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type. (+7 dodge)
Unarmored Specialist (Combat): As long as you do not have any armor bonus to AC (such as from wearing armor, or from the spell mage armor) you gain a +2 dodge bonus to AC. At 10th level, this bonus increases to +4. (+4 dodge)
Plus the Dodge feat. (+1 dodge)
"Dodge Bonuses: Dodge bonuses represent actively avoiding blows. Any situation that denies you your Dexterity bonus also denies you dodge bonuses. (Wearing armor, however, does not limit these bonuses the way it limits a Dexterity bonus to AC.) Unlike most sorts of bonuses, dodge bonuses stack with each other."
http://legacy.aonprd.com/coreRuleBook/combat.html#dodge-bonuses
Mr. Rattlebones |
The Crimson Countess wrote:EDV also looks to be, uh, a bit high. I'm seeing 126 ish unless my math is wrong. That's blue at 15th, and better than green at 20th.Rattlebones wrote:I am curious where your giant dodge bonus to AC comes from, Also your AC is 1 highter than Level 17 Blue on bench pressing. I specifically reduced some of my earlier choices to get my AC and saves to where they are at.Done! Here is my character. :)
This is my first time creating a tristalt character, and I'm not very familiar with EDV. Is 126... problematic? Like, I need to make major adjustments problematic?
DeviousDevious |
The EDV is how much damage you're expected to do in a round. The blue/green/orange ratings are based on a typical amount of HP for our CR. Blue is doing half the monster's HP, green 25%, orange is 12.5%.
A typical Monster of our CR should have ~145 HP, so if you're doing 126, that's way overkill. Blue rating should be ~73 EDV.
edit:
tldr: yes, but good job on your character. There's a lot of games that don't cap via bench pressing, in which your child would be very welcome.
Mr. Rattlebones |
The EDV is how much damage you're expected to do in a round. The blue/green/orange ratings are based on a typical amount of HP for our CR. Blue is doing half the monster's HP, green 25%, orange is 12.5%.
A typical Monster of our CR should have ~145 HP, so if you're doing 126, that's way overkill. Blue rating should be ~73 EDV.
So my damage AND armor class are too high? Hmm... let me think this over.
Saashaa |
DeviousDevious wrote:This is my first time creating a tristalt character, and I'm not very familiar with EDV. Is 126... problematic? Like, I need to make major adjustments problematic?The Crimson Countess wrote:EDV also looks to be, uh, a bit high. I'm seeing 126 ish unless my math is wrong. That's blue at 15th, and better than green at 20th.Rattlebones wrote:I am curious where your giant dodge bonus to AC comes from, Also your AC is 1 highter than Level 17 Blue on bench pressing. I specifically reduced some of my earlier choices to get my AC and saves to where they are at.Done! Here is my character. :)
EDV is a statistical representation of how much damage you deal per turn. At 126, you kill creatures of CR 9 or lower in 1 turn and CR 16 or lower in 2 turns. The EDV doesn't factor into the metal ability damage you deal which could incapacitate almost any creature regardless of CR.
Your AC is at a point where rarely anything of appropriate CR will hit you.
In summary,
The character you've built is quite powerful, congratulations. It is so powerful in fact that there is a good chance that you can and would solo encounters. Which is perfect if that was the power level in which you were seeking. It is less perfect if you were desiring to play with other people, who, would probably like to play the game as well.
Disclaimer: This was intended with no malice, merely bluntness.
Mr. Rattlebones |
Mr. Rattlebones wrote:DeviousDevious wrote:This is my first time creating a tristalt character, and I'm not very familiar with EDV. Is 126... problematic? Like, I need to make major adjustments problematic?The Crimson Countess wrote:EDV also looks to be, uh, a bit high. I'm seeing 126 ish unless my math is wrong. That's blue at 15th, and better than green at 20th.Rattlebones wrote:I am curious where your giant dodge bonus to AC comes from, Also your AC is 1 highter than Level 17 Blue on bench pressing. I specifically reduced some of my earlier choices to get my AC and saves to where they are at.Done! Here is my character. :)
EDV is a statistical representation of how much damage you deal per turn. At 126, you kill creatures of CR 9 or lower in 1 turn and CR 16 or lower in 2 turns. The EDV doesn't factor into the metal ability damage you deal which could incapacitate almost any creature regardless of CR.
Your AC is at a point where rarely anything of appropriate CR will hit you.
In summary,
The character you've built is quite powerful, congratulations. It is so powerful in fact that there is a good chance that you can and would solo encounters. Which is perfect if that was the power level in which you were seeking. It is less perfect if you were desiring to play with other people, who, would probably like to play the game as well.
Thank you, everyone, for the feedback. Like I said, this is my first time making a tristalt character, and I probably went a little overboard.
Lehkazeran |
I'm almost tempted to make a new character entirely, as my to hit is yellow, i have two saves below yellow, my AC is yellow, even my spell DCs are below yellow
honestly, you'll probably be fine. blue is bascially "need a 20 to hit me or save vs me" and shouldnt necessarily be anyone's goal in more than one category anyway.
Voice of Awesomeness |
I'm almost tempted to make a new character entirely, as my to hit is yellow, i have two saves below yellow, my AC is yellow, even my spell DCs are below yellow
While you are absolutely allowed to make a brand new character,
Recall that this is a team based game. While all the PCs are 'bad guys' I would expect them to buff their allies, if for no other reason than it's hard to get rewarded/paid, if they fail.
cloakable |
Type: Humanoid(Kitsune, Shapechanger) - 0RP
Size: Medium - 0RP
Speed: Normal - 0RP
Ability Scores: Advanced (-2STR, +4DEX, +2INT/WIS/CHA) - 4RP
Languages: Linguist (Common, Sylvan) - 1RP
Ability Score Modifiers: Advanced Strength*2 (+4STR), Advanced Con (+2CON), Advanced Cha (+2Cha) - 17RP
Adjusted Ability Scores: +2STR/CON/INT/WIS, +4DEX/CHA
Focused Study: Skill Focus(Stealth, Perception, Disguise) - 4RP
Change Shape, Lesser: As Human Guise trait from SoP - 3RP
Magical Tails: Witchmarked (Alteration, Dark) - 2RP
Low-Light Vision - 1RP
32RP
Thinking about rolling with this, alongside a SoP based build - Conscript base, plus Incanter for spellcasting oomph, and the Nocturnal Predator archetype for Shifter to glue the two together into something hopefully terrifying.
Yaksha91 |
Well, time does indeed fly. I just looked back here and realized it's been far longer since I last posted than I thought.
Ah, well. It'd fit my character IC that he'd arrive late as well, so let's go with that. I assume the deadline hasn't passed, if my memory serves? I can get an alias up in the morning if we're still a go for newcomers.