Liliyashanina |
I don't want to keep track of regular ammo as a player, you won't be made to do what I wouldn't want to as a player.
Would be a power boost for me if it applies to bullets, so:
Ill probably only use normal and Cold Iron bullets to cut down on managment/tracking.
I can skill craft to craft them catridges, and i can have a gunsmiths kit, but i think that would just bog things down (substracting gold etc. I would frequently need to figure out how much money I actually have).
My preference is that I "buy" a non RAW magazine of infinite Mosin Nagant ammunition (non RAW iirc because replenish ammunition cannot into permanency), pay a one time lump sum for it (GM says how much) and save everyone, but particularly me a hassle.
My Cold Iron ammunition I can track just fine.
Bizan Ashura |
Belltrap wrote:Two questions:
Will we be expected to keep track of nonmagical ammunition not made of special materials?
I'm a little confused on how enhancement bonuses to armor and weapons are going to work. For example, if I wanted to buy, let's say, a vorpal longsword, do I buy it for 50,000 gp? Or will I be buying it for 72,000 gp as a +1 vorpal longsword, to which I then add my attunement bonus for a total of +4? Could I even get a plain +2 longsword and using attunement boost it up to +5?
I don't want to keep track of regular ammo as a player, you won't be made to do what I wouldn't want to as a player.
You'd spend the 50,000 GP to get it Vorpal.
I got an endless ammunition bow just for that purpose. Don't see myself hauling tons of arrows through the Abyss.
Draco Victores |
Brolof wrote:I got an endless ammunition bow just for that purpose. Don't see myself hauling tons of arrows through the Abyss.Belltrap wrote:Two questions:
Will we be expected to keep track of nonmagical ammunition not made of special materials?
I'm a little confused on how enhancement bonuses to armor and weapons are going to work. For example, if I wanted to buy, let's say, a vorpal longsword, do I buy it for 50,000 gp? Or will I be buying it for 72,000 gp as a +1 vorpal longsword, to which I then add my attunement bonus for a total of +4? Could I even get a plain +2 longsword and using attunement boost it up to +5?
I don't want to keep track of regular ammo as a player, you won't be made to do what I wouldn't want to as a player.
You'd spend the 50,000 GP to get it Vorpal.
This is my last little debate. I could haul a bunch of arrows.... but I can shoot like 8 arrows in a full round or something like that. So I'd need like 1000.
Maybe more. LOL
Monkeygod |
The Jotunblood template adds 10 racial HD, is that okay?
Also, since I'm only going to end up with 3 CR left after, I think I'm going to add Graveknight as well, using the 'variant' of actively transforming into one, ala a lich.
Will probably take 1 level of Antpaladin, with the Iron Tyrant archtype. Would it be okay to do away with the CE alignment requirement, and be LE instead?
Eliana Carlova |
The Jotunblood template adds 10 racial HD, is that okay?
Also, since I'm only going to end up with 3 CR left after, I think I'm going to add Graveknight as well, using the 'variant' of actively transforming into one, ala a lich.
Will probably take 1 level of Antpaladin, with the Iron Tyrant archtype. Would it be okay to do away with the CE alignment requirement, and be LE instead?
How many hit dice would that total out to be?
Grumbaki |
So, having mostly finished my char, here is some dumb stuff that could have been done. Not saying that any of that would actually be a good idea.
Feeling much more confident in actually looking through the bestiary after I did my char, option paralysis go away :).** spoiler omitted **
Quite enjoy the dumb stuff! One thing I noticed is that there is a psychic vampire monster. It is CR8 but has 7 levels of slayer. So in retrospect I could have had a lvl13 slayer, effectively getting a free +1 CR. But…it wasn’t the character and felt pointlessly cheesy.
I really like your Akatas find! Though I agree that it would likely cause rage from all involved. Until huge AOE blasts start hitting.
Bizan Ashura |
Bizan Ashura wrote:Brolof wrote:I got an endless ammunition bow just for that purpose. Don't see myself hauling tons of arrows through the Abyss.Belltrap wrote:Two questions:
Will we be expected to keep track of nonmagical ammunition not made of special materials?
I'm a little confused on how enhancement bonuses to armor and weapons are going to work. For example, if I wanted to buy, let's say, a vorpal longsword, do I buy it for 50,000 gp? Or will I be buying it for 72,000 gp as a +1 vorpal longsword, to which I then add my attunement bonus for a total of +4? Could I even get a plain +2 longsword and using attunement boost it up to +5?
I don't want to keep track of regular ammo as a player, you won't be made to do what I wouldn't want to as a player.
You'd spend the 50,000 GP to get it Vorpal.
This is my last little debate. I could haul a bunch of arrows.... but I can shoot like 8 arrows in a full round or something like that. So I'd need like 1000.
Maybe more. LOL
Yeah 8 attacks is nice.
Rapid Shot and Manyshot don't stack with Zen Archers flurry, so i only have 5-6 attacks, but those at full BAB and doing 6d8 damage from being a monk :PAbundant ammunition spell is of course always a solution too.
Monkeygod |
Monkeygod wrote:How many hit dice would that total out to be?The Jotunblood template adds 10 racial HD, is that okay?
Also, since I'm only going to end up with 3 CR left after, I think I'm going to add Graveknight as well, using the 'variant' of actively transforming into one, ala a lich.
Will probably take 1 level of Antpaladin, with the Iron Tyrant archtype. Would it be okay to do away with the CE alignment requirement, and be LE instead?
Normally, 20, but with the ruling that you get HD = to your CR for a monster, it only works out to 15 as the Cyclops is CR 5.
Draco Victores |
Yeah 8 attacks is nice.
Rapid Shot and Manyshot don't stack with Zen Archers flurry, so i only have 5-6 attacks, but those at full BAB and doing 6d8 damage from being a monk :PAbundant ammunition spell is of course always a solution too
I took the mythic feats for all 3 arrow things so it's "6" attacks in Bloodrage but "8" arrows. It's a whole meme.
Abundant ammunition... Damn. Hoped it was a bloodrager spell- it is definitely not.
Meh. Lord forbid I work with a teammate for help with something if I'm picked :P
Perfect example- IF we have a bard, I'd totally kill the +1 to have endless ammunition. 100% worth it then <3
Draco Victores |
Still working on my submission. Trying to figure out which direction I want to take my character, personality for a champion of such power as this is hard.
I love helping people figure out character stories. Whole reason I've probably gm'd 10x more than I've been a player and!
My name :P
Not saying it has to be me- but I bet you just gotta talk it out with a few people and let it run. Get outta your own head type of deal.
Ouachitonian |
Still working on my submission. Trying to figure out which direction I want to take my character, personality for a champion of such power as this is hard.
My character doesn't even really realize how much power he has. I man, when you're a dragon born to two deities, it's easy to think you're not that special.
As for my mythic path abilities, they were pretty simple:
Enduring Armor: No ASF, no worrying about dex, acp, sleeping in it, etc, and besides, money's tight and do you know how much armor for a dragon costs? Plus I don't have to buy new armor when I get bigger.
Mythic Smite: As a celestial, I only get smite 1/day. We're going into the Abyss to fight evil outsiders. I want more than one smite per day.
Divine Source: My parents can do this, so I figured I should too. (also, I'm short on casting so a pile of SLAs is handy.)
Fleet Warrior: Pseudo-pounce. Who doesn't want pounce? Especially when that lets me smite with the entirety of my bite/claw/claw/wing/wing/tail slap/gore (yes, gore. I bought an item) routine immediately.
Mythic Weapon Training (Natural Attacks): So that Weapon Focus and Improved Critical applies to the entire routine above.
Divine Source: More SLAs! One of these days I'll take Leadership and get my own cult. (also need to grab the Crusader path ability to bump up my cult's numbers. But that's more of a fluff thing for later when I'm famous for more than just being mom's Errand Boy Special Envoy.
Grumbaki |
Question:
Dual path Archmage.
“ Arcane Surge (Su)
As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you’re a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result.”
Can I use this for psychic spells gained via templates?
This would lean more into psychic flavor. Looking over this character when he was a PC, and it would be nice to use mythic as a way of recreating his old psychic spells.
SmooshieBanana |
Abundant ammunition... Damn. Hoped it was a bloodrager spell- it is definitely not.
Meh. Lord forbid I work with a teammate for help with something if I'm picked :P
Perfect example- IF we have a bard, I'd totally kill the +1 to have endless ammunition. 100% worth it then <3
Yeah, it's not murderous enough for a BR spell. I think as long as you spare 1000gp for a pearl of power, or buy a wand of endless ammunition, no caster or even rogue with UMD will have a problem putting it on you. Some might just do it out the kindness of their hearts.
Brolof |
Eliana Carlova wrote:Normally, 20, but with the ruling that you get HD = to your CR for a monster, it only works out to 15 as the Cyclops is CR 5.Monkeygod wrote:How many hit dice would that total out to be?The Jotunblood template adds 10 racial HD, is that okay?
Also, since I'm only going to end up with 3 CR left after, I think I'm going to add Graveknight as well, using the 'variant' of actively transforming into one, ala a lich.
Will probably take 1 level of Antpaladin, with the Iron Tyrant archtype. Would it be okay to do away with the CE alignment requirement, and be LE instead?
That's fine then, as well as the alignment change.
Brolof |
1 person marked this as a favorite. |
Question:
Dual path Archmage.
“ Arcane Surge (Su)
As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you’re a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result.”
Can I use this for psychic spells gained via templates?
This would lean more into psychic flavor. Looking over this character when he was a PC, and it would be nice to use mythic as a way of recreating his old psychic spells.
If you feel like using Mythic Power on it, then sure, I'll allow it.
Monkeygod |
Thinking it over, I'm going to switch things up a bit:
Instead of the cyclops+jotunblood combo, I'm going to go with a Noble Drow with the half-fiend and graveknight templates, and then the Iron Tyrant.
The Tyrant gets bonded armor at 5th level, which obviously combos nicely with the graveknight, which is unliving armor.
Base concept is still the same, an ambassador of Hell, who is looking to possibly carve out a piece of the Abyss for the Infernal realms, destroy as many demons, qlippoth, and other CE creatures as possible, and try and secure souls for Hell over the Abyss.
Some more questions:
1) What's the CR for a Noble Drow? I think the PFSRD has them at CR 3, but I thought I saw something different in here.
2) Can I switch out some of the SLAs the Noble Drow get, for spells of equivalent level? There's a line in their write up that says that's possible.
3) Should I pay the 25k for the graveknight's ritual, or is it subsumed in the CR cost?
Brolof |
Thinking it over, I'm going to switch things up a bit:
Instead of the cyclops+jotunblood combo, I'm going to go with a Noble Drow with the half-fiend and graveknight templates, and then the Iron Tyrant.
The Tyrant gets bonded armor at 5th level, which obviously combos nicely with the graveknight, which is unliving armor.
Base concept is still the same, an ambassador of Hell, who is looking to possibly carve out a piece of the Abyss for the Infernal realms, destroy as many demons, qlippoth, and other CE creatures as possible, and try and secure souls for Hell over the Abyss.
Some more questions:
1) What's the CR for a Noble Drow? I think the PFSRD has them at CR 3, but I thought I saw something different in here.
2) Can I switch out some of the SLAs the Noble Drow get, for spells of equivalent level? There's a line in their write up that says that's possible.
3) Should I pay the 25k for the graveknight's ritual, or is it subsumed in the CR cost?
1) They've got actual racial stats on AoN, they costs a level to pick because of the high amount of Race Points.
2) I suppose so, but I'd like to review the spells in question.
3) I'll say you don't have to pay the 25k. Since other people don't gotta pay massive amounts of gold for their templates.
Edward Sobel |
Thinking it over, I'm going to switch things up a bit:
Instead of the cyclops+jotunblood combo, I'm going to go with a Noble Drow with the half-fiend and graveknight templates, and then the Iron Tyrant.
The Tyrant gets bonded armor at 5th level, which obviously combos nicely with the graveknight, which is unliving armor.
Base concept is still the same, an ambassador of Hell, who is looking to possibly carve out a piece of the Abyss for the Infernal realms, destroy as many demons, qlippoth, and other CE creatures as possible, and try and secure souls for Hell over the Abyss.
Some more questions:
1) What's the CR for a Noble Drow? I think the PFSRD has them at CR 3, but I thought I saw something different in here.
2) Can I switch out some of the SLAs the Noble Drow get, for spells of equivalent level? There's a line in their write up that says that's possible.
3) Should I pay the 25k for the graveknight's ritual, or is it subsumed in the CR cost?
Reading through the graveknight... well if I do get in with you, I may have make a different character. Graveknight"s abilities will nullify my paladins ability to help the party unless everyone in undead. In which case there would be no point in playing a paladin.
That 30 ft aura is really nasty. As long as you are within 30 feet of me, no healing for anyone.
Storm Dragon |
Can I assume there's a Mythic version of Fey Form with at least the basic benefits?
Maybe just have it mimic Monstrous Physique (which does this):
Monstrous Physique (All)
Source UM Each mythic monstrous physique spell must be learned individually, and you must know the respective non-mythic monstrous physique spell to learn its mythic version. You don’t have to learn them in order, and aren’t required to know a lower-level mythic monstrous physique spell before you learn a higher-level one (for example, you can learn mythic monstrous physique II if you know monstrous physique II, even if you don’t know mythic monstrous physique I). Each mythic monstrous physique spell adds the following benefits to its respective non-mythic version.The spell’s bonuses to ability scores increase by 2 each, the natural armor bonus increases by 1, and the ability score penalties decrease by 2 each (minimum penalty of 0).
Alternatively, you can cast this spell on another willing creature, changing the range to touch and the target to one creature.
Augmented (4th): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. Additionally, you can cast this spell on other willing creatures, changing the range to touch and the target to one creature per tier.
Liliyashanina |
So, damage output:
This is what I think I would do on average, full round.
Using mythic rapid shot (one source of extra attack for 2 additional ones), and normal deady aim:
+20/+20/+20/+15/+10
1D10+11 (8 deadly aim, 3 from enachntment)
or, if expending grit for CHA to damage: 1D10+23.
Thats probably less albeit more accurate ouch then what the other ranged attackers bring to the table. I am also expending grit to be somewhat competetive.
Average damage on dead shot (gunslinger pseudo vital strike) while expending Grit, assuming I hit with everything: 96ish, Mosin Nagant ix X4, and I explicitly get to add the +12 from CHA to each roll.
Average damage on dead shot crit 400-500 depending on wether or not I take mythic improved crit (Mosin Nagant) or not.
Maximum DPS per turn (high rolls, greater magic weapon on my ammo, eagles splendor on me)is at 600ish I think. I have explicitly not taken foe biter because even with the well deserved nerf that would just get silly.
Chances for a Crit are quite high, 5 tries to roll a 19-20. But fortification, which I have no way of circumventing, keeps this in line.
So, DPS wise, I think I outdo the other ranged attackers in damage vs hard single targets, particularly if they have low touch AC, but the other ranged attackers are much better vs many targets.
If I dont have a full round action, I do pinpricks (1D10+11 or 1D10+23). Reloading is a swift action (rapid reload), if I dont have a full round, I may actually be better of making something flatfooted with startling shot.
Math may be considerably wrong if I cant combine dead shot with mythic rapid shot.
TLDR: Compared the the more machine gun like other ranged attack submissions, I am more of an Anti Tank gun.
Jereru |
Just a bit of backstory, I'll let you all know something which is stated in Johann Sebastian Mastropiero's biography:
"When he wrote pieces in others' behalf or under a patron's demand, his works were all dull and of poor quality. On the other hand, when he worked under his own inspiration, he never got to write a single note."
Extract from a Les Luthiers show.
Lokhir the Reborn |
Thanks for the ruling. I’m quite happy with him now. When alive in the last campaign. Lokhir’s most common psychic spells were used to dispel, fly and protect himself in melee. Thanks to dual path champion/Archmage, he now has just that. It feels, to me at least, that the same character has been made into a monster. Different classes, but similar psychic tools. So thank you. :)
Also, I have to say…even for non full casters, Archmage has some *amazing* abilities!
* Enduring Armor = So…Damn…Good. Had to take it!
* Telekinetic Master = Didn’t take it. But being able to telekinetically move up to 35lbs at will is useful
* Eldritch Flight = Tier 6 fly speed? Yes. Just yes.
* Mirror Dodge = Haven’t taken it yet. But wow. A melee best friend.
* Sanctum (Su) = A lvl 7 arcane spell. For a non caster, it’s a great find.
* Many Forms = At-will alter self? Mythic point for polymorph. That is insanely useful. And at Tier 6 it is polymorph is at 60 minute duration. From a RP perspective this is impossible to beat. And practically? Be the best spy. Have fly/swim/climb/water breathing/other immunities on demand.
For a martial, Archmage can easily be a close second to Champion
—-
Also, for this PC I switched Antipaladin to Insinuator. It’s a downgrade for his fear…but it suits him better. Because it makes for the perfect assassin in the abyss. Commune with outsiders, and regardless of his employer become empowered to kill their enemies. It just fit too well not to take!
Galahad0430 |
Since Lokhir posted a synopsis, I will as well as my base stats don't give a real idea of my actual fighting style:
Combat
* +22 Initiative.
* My crits auto-confirm, even vs Mythic and my crit multiplier is 17-20/x3
* Base weapon attacks (without PA, Mythic ability, or extra attacks) is +31/+26/+21 for 1d8+16
* After I hit an opponent, I can use Sense Motive (+28 vs DC of 10+their BAB) to gain either a +2 to hit or AC.
* I also make shaken opponents FF with a hit.
* When I use disarm, I also get regular damage with my weapon (minus my Dex mod), and my Disarm CMB is +41 (normal without any ability use).
*Legendary weapon with 6 power points. Most importantly, I can expend 1 PP to make all of my sword attacks Touch attacks for the round.
*Can use Dazzling Display as a move action +35 Intimidate. And anyone that I cause shaken to gets double the penalties vs me (i.e. -4 to hit and to saves vs my abilities). I can use normal Demoralize as a swift action.
*Any shaken opponent I hit, or any opponent (shaken or not) that I crit or succeed on a Combat Man against, has all moral bonuses suppressed for 5 rounds.
-damage is somewhat low, even with PA it is only +24, but I will hit often and cause debuffs.
Defenses
* SR only 22
* Standing in my shorts AC 35. However, once I start fighting, I use fighting defensively and CE which gives me a total of -1 to hit and a +16 dodge bonus to AC making my normal combat AC 51, almost all of which is Touch AC (44). Btw, that is with only a +3 armor bonus, so any bracers, spells etc. for armor above that will bump that up.
* Saves are decent with lots of situational modifiers.
* I also have the cool ability that if I save against an enchantment spell effect, I get to know the effect and the source. The caster believes the spell was successful and must act accordingly as long as I act like the spell worked. And Detect Magic will show that I am under the specific spell effect as well.
Weaknesses
* No flight
* Very little, if any ranged potential
Brolof |
Can I assume there's a Mythic version of Fey Form with at least the basic benefits?
Maybe just have it mimic Monstrous Physique (which does this):
Quote:Monstrous Physique (All)
Source UM Each mythic monstrous physique spell must be learned individually, and you must know the respective non-mythic monstrous physique spell to learn its mythic version. You don’t have to learn them in order, and aren’t required to know a lower-level mythic monstrous physique spell before you learn a higher-level one (for example, you can learn mythic monstrous physique II if you know monstrous physique II, even if you don’t know mythic monstrous physique I). Each mythic monstrous physique spell adds the following benefits to its respective non-mythic version.The spell’s bonuses to ability scores increase by 2 each, the natural armor bonus increases by 1, and the ability score penalties decrease by 2 each (minimum penalty of 0).
Alternatively, you can cast this spell on another willing creature, changing the range to touch and the target to one creature.
Augmented (4th): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. Additionally, you can cast this spell on other willing creatures, changing the range to touch and the target to one creature per tier.
There isn't that I've seen, but feel free to use the Monstrous Physique as a Mythic Fey Form. Just swapping out the "Monstrous Humanoid" for "Fey.
Jereru |
Ok, my character should look a bit like this:
-No attacks worth mention, other than firing his bow maintains his performance (Tuned Bowstring).
-Struggling to reach the 30s in AC.
-Saves between +15 and +18.
-No SR - at least not for now.
-Buuuuuut... he's totally undetectable when invisible. And he's got a lot of spell slots to spend on Invisibility.
-And yes, he can perform. Spending a Surge, he can boost his Inspire Courage to grant around +12 to attacks, damage and all saves.
-We already know he's good at Knowledges. Nothing new here.
Basically, a coward rat. But a useful rat.
Liliyashanina |
1 person marked this as a favorite. |
* I also have the cool ability that if I save against an enchantment spell effect, I get to know the effect and the source. The caster believes the spell was successful and must act accordingly as long as I act like the spell worked. And Detect Magic will show that I am under the specific spell effect as well.
You good Sir have the same taste in wrist adornments as I have :).
Galahad0430 |
1 person marked this as a favorite. |
Galahad0430 wrote:You good Sir have the same taste in wrist adornments as I have :).
* I also have the cool ability that if I save against an enchantment spell effect, I get to know the effect and the source. The caster believes the spell was successful and must act accordingly as long as I act like the spell worked. And Detect Magic will show that I am under the specific spell effect as well.
Lol, I love those bracers...
Monkeygod |
Pretty much the same, but slightly different Mythic Faerie Form
Also, this of course needs to be approved by Brolof, but the Path of the Mystic exists for psychic magic users.
Just a note, Legendary Games was basically formed initially by a group of the people who worked on Mythic Adventures for Paizo, so that they could expand mythic content. As MA was pretty much a PHB, DMG, and MM all rolled into one, Paizo was severely limited in just how much they could put in there.
Draco Victores |
Ok, my character should look a bit like this:
-No attacks worth mention, other than firing his bow maintains his performance (Tuned Bowstring).
-Struggling to reach the 30s in AC.
-Saves between +15 and +18.
-No SR - at least not for now.
-Buuuuuut... he's totally undetectable when invisible. And he's got a lot of spell slots to spend on Invisibility.
-And yes, he can perform. Spending a Surge, he can boost his Inspire Courage to grant around +12 to attacks, damage and all saves.
-We already know he's good at Knowledges. Nothing new here.
Basically, a coward rat. But a useful rat.
+12 to all saves? S%+% +12 to all attacks in another 48 or more damage a round.
If we're both picked, I'm sticking close to you LOL
Ouachitonian |
Jereru wrote:Ok, my character should look a bit like this:
-No attacks worth mention, other than firing his bow maintains his performance (Tuned Bowstring).
-Struggling to reach the 30s in AC.
-Saves between +15 and +18.
-No SR - at least not for now.
-Buuuuuut... he's totally undetectable when invisible. And he's got a lot of spell slots to spend on Invisibility.
-And yes, he can perform. Spending a Surge, he can boost his Inspire Courage to grant around +12 to attacks, damage and all saves.
-We already know he's good at Knowledges. Nothing new here.
Basically, a coward rat. But a useful rat.
+12 to all saves? S+!@ +12 to all attacks in another 48 or more damage a round.
If we're both picked, I'm sticking close to you LOL
Like you need another +12! I was already wondering how you got yours so high.
Draco Victores |
Like you need another +12! I was already wondering how you got yours so high.
Hey man. I'm just a superstitious solo play half-orc. Certainly comes at a cost- A bard and myself without extremely costly and meta rage cycling will be the only way I buff myself, as my saves will almost certainly beat an allies spell DC without a 1.
Without rage I believe those all go down by about 10 or so.
To follow the Lantern blindly required sacrifice, dedication, a great desire to get hit in the face everytime I shoot an arrow, and of course the Lantern King's favorite-
A dose of madness.
I originally geared up for him to be a mortal herald, but the Lantern doesn't swing that way and he's snowflake enough lol.
Draco Victores |
Probably from being a paladin and fate's favored
Honestly fates favored only adds two. It became neat flavor instead of burning a feat.
Superstition and Unholy Resilience packed into a half-orc makes up +13- it's a good boy combo courtesy primalist.
Edit: I did provide a crunch sheet for his FINAL FORM as well, hopefully that works lol.
Belltrap |
Alright, he's not 100% done, still need to flesh out my mythic abilities and I still have a few spare skill points laying around, but here's my entry so far. Feedback welcome!
Hadrhune, Shabti Ranger/Horizon Walker • Champion
No one, least of all Hadrhune himself, is entirely sure quite how long he struggled to survive in the deadly environs of the Abyss before he was discovered by psychopomp agents of Pharasma. By then a seasoned survivor of one of the most deadly planes in the multiverse, having both enduring suffering for several mortal lifetimes and achieved more triumphs than all but the most accomplished mortals could achieve in their spans in the living world, he could have settled for a well-earned existence of tranquility. But upon realizing that he was not alone in the multiverse, that there were others like him out there condemned to misery through no fault of their own, never given knowledge of why they were consigned to an existence of eternal suffering, Hadrhune knew that, cruel as the universe was, he had the skills to find and help those like him, to save other shabti and other souls that might be suffering in the Lower Planes unjustly – and he had the skills to find those like his own creator who had escaped the judgement of Pharasma, and drag them back to the Boneyard where the fates they deserved awaited them.
Throughout the Lower Planes, Hadrhune has become something of a folk hero among the oppressed, and while most of those he has saved choose quieter existences within the Boneyard as functionaries of Pharasma's vast psychopomp bureaucracy, others have been inspired by his example and have founded a guild of like-minded shabti. For his part, Hadrhune is most familiar with and best equipped to deal with the denizens of the Abyss, though he also has gained a particular antipathy for sahkils and their predations.
Nevertheless, he has also gained a taste for succubi lovers in his travels, his nature as a shabti making him uniquely resilient when it comes to surviving amorous encounters with comely fiends.
While he has yet to discover the man responsible for his existence, whose sins he was created to pay for, but while the planes are vast, shabti are immortal, and he won't be able to hide from his creation forever.
Shabti ranger (guide, spell-less ranger) 6/horizon walker 8 | champion 6
NG Medium outsider (native)
Init +19 (+32 in the abyss); Senses blindsense 30 ft., darkvision 60 ft; Perception +21 (+34 in the Abyss)
AC 32, touch 27, flat-footed 23 (+4 armor, +2 deflection, +9 Dex, +1 insight, +3 natural, +3 shield); 36 vs evil outsiders
hp 198 (14d10+58)
Fort +17, Ref +23, Will +15 (reroll failed save vs charm, compulsion, or fear 1/day with +2 racial bonus)
Defensive Abilities hard to kill, immune to undeath, mythic saving throws, pharaonic will, resist level drain
Speed 30 ft. (40 ft in the Abyss)
Melee agile duelling fiendbane glamered merciful cold iron cestus +24/+19/+14 (1d4+9/19-20); +39/+24/+29 (1d4+25+2d6/19-20) vs evil outsiders native to the Abyss; or skeleton key +18/+13/+8 (2d6+4/19-20)
Ranged fiendbane merciful composite longbow of speed +27/+27/+22/+17 (1d8+6/x3); +42/+42/+37/+32 (1d8+22+2d6/x3) vs evil outsiders native to the Abyss
Special attacks ranger's focus +4 (2/day), stealth attack 2d6
Horizon Walker Spell-like Abilities (CL 14th; concentration +14)
7/day - dimension door
Str 14 (16), Dex 24 (28), Con 14, Int 12 (14), Wis 14 (18), Cha 11
Base Atk +14; CMB +17 (+19 to disarm or feint); CMD 39 (41 vs disarm)
Feats Clustered Shots, Dual Path (trickster), Endurance (b), Healer's Hands, Improved Precise Shot (b), Manyshot (mythic), Point Blank Master (b), Point Blank Shot, Precise Shot, Rapid Shot (mythic) (b), Signature Skill (Heal), Weapon Finesse
Skills Acrobatics +18, Climb +7, Diplomacy +17, Disable Device +12, Heal +21, Intimidate +17, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Knowledge (planes) +19, Perception +21, Sense Motive +8, Stealth +31, Survival +21 (+24 to follow or identify tracks), Swim +7
Background Skills Craft (arrows) +13, Handle Animal +4, Knowledge (geography) +19, Linguistics +10
Languages Abyssal, Ancient Osirion, Celestial, Common, Infernal, Osirion
SQ amazing initiative, favored terrain (Abaddon +2, Abyss +13, Astral +2, Hell +2, Xibalba +2), immortal, nature's healing, past-life knowledge, shattered soul, terrain dominance (Abyss, Astral), terrain mastery (Abyss, Astral, Hell, Xibalba), track +3, wild empathy +6
Gear agile duelling fiendbane glamered merciful cold iron cestus, fiendbane merciful composite longbow of speed, skeleton key (adamantine greatsword), adamantine thieves tools, boots of friendly terrain (Abyss), defiant buckler (evil outsiders), defiant catskin leather (evil outsiders), dusty rose ioun stone, dusty rose cracked ioun stone, hat of disguise, pale green cracked ioun stone (attack), pale green cracked ioun stone (saves), pathfinder's kit, swarmbane clasp, 11,075 gp
Monkeygod |
I know it was ruled that ABP for those with monster levels/templates is calculated at 14 for weapons, but is it also 14 for armor? Being a tank build, kinda hope so.
Also, do we wanna start at first level for ABP, as opposed to 3rd? So that we get an extra 2 levels worth of bonuses? That would be another good way to further represent how powerful our PCs are.
Liliyashanina |
Uh, I just thought we might need a trap disabler... Is it ok to pick the Trapfinder trait?
I have fairly high perception anyway (+8 racial). Which adds up to 32 after competence bonus from an item.
If I remove the pretty useful "+2 to most will saves while carrying a firearm" and replace it with trapfinder, I would probably also grab the trickster path ability "this may just work" and seriously become a skill monkey.
Rahlmaat |
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I'm currently debating if I want to swap one of my feats for Natural Spell, or if it would even be necessary. On the one hand, Rahlmaat did also go for the nice Many Forms Archmage path ability, both because I wanted her to be able to assume a humanoid form indefinitely in case she needed to spend an extended amount of time in places being Huge would be awkward and because being able to play "What am I really?" games with people seems in-character for her, so she may be spending a fair amount of time in shapes she can't spellcast in normally. On the other hand, she has Eschew Materials and Component Freedom, so... I'm not sure how many forms she actually wouldn't be able to cast spells in without Natural Spell anyway.
Oh, and Many Forms is technically not Wild Shape so she technically doesn't qualify for the feat.
A bigger question for the GM--do you mind if we haven't finished out things like purchasing equipment and picking spells known before you make the final cut? I kind of don't want to go through the effort of deciding on a ton of spells just to find out Rahlmaat didn't make the cut.
The Sorting Hat GM |
Jereru wrote:Uh, I just thought we might need a trap disabler... Is it ok to pick the Trapfinder trait?I have fairly high perception anyway (+8 racial). Which adds up to 32 after competence bonus from an item.
If I remove the pretty useful "+2 to most will saves while carrying a firearm" and replace it with trapfinder, I would probably also grab the trickster path ability "this may just work" and seriously become a skill monkey.
Saves against dire "partial" effects from traps that can't be disabled without trap finding, depending on GM style, won't do much.
For example if I were to double up on glyphs of fatigue in a hallway, we may all be forcibly exhausted in seconds.
Marcos Mundstock |
Speaking of which, I realised I might not be finishing on time, since tomorrow is a hard day at job. So I decided to present what I've got, and see if I can find some spare time to finish it before or after the selection.
So Jereru presents Marcos Mundstock, the scholar bard, a work in progress (though much advanced).
A quick link to the real Marcos Mundstock. It's in spanish, but you get the thing I guess.