
Liliyashanina |

Updating sheet, seems it ate the update where I thought I put them in.
Base AB is 30 (15 from being a gestalted full BAB class, 11 from dex, 4 from ABP), realistic AB is 24 (rapid shot, deadly aim etc.).
CMB is 26 (due to EITR having Agile maneuvers for basically free, need to switch to a finessable weapon to use CMB or its just 17), CMD is 36.
Due to Gestalt and the massive number of feats, I do hit really high numbers there without even trying all that hard.
Including normal buffs AB is closer to 36, due to mythic heroism (+4) and urban ferocity (dex), Liliya is a Skald so Spell kenning can be used to get into Luck boni (divine favor/divine power), has access to haste and moment of greatness can be used to double the ferocity bonus or the mythic heroism bonus.
Peak AB is probably above 40, 36ish when making use of rapishot and deadly aim.

Jereru |

Well, the character in combat mostly does one spell that deals okay damage and inflicts penalties, so attack bonuses etc mean little to him.
Let's see...
Myrwyn would cast a quickened, selective, sickening, concussive Sonicball of around 22d6+88 damage (as a swift) followed by a dazing, selective, empowered Sonicball of about 38d6+152 damage. With the DC being between 30-35, whoever survives has high chances of being stuck with a -2 to -6 to saves, checks, attack rolls and sushi-fu.
So yeah, I thought I would lower his AC a bit.

Sebecloki |

I've decided another element of the setting is going to be the cosmology -- I'm going to include New Phyrexia from the Magic mythos -- so there will be cults of the different Phyrexian Praetors around as potential enemies, and the party may encounter Phyrexian technological foes of various sorts throughout their adventures.

Giant Halfling |

Hmm... looking at some of these numbers I'm wondering if maybe I should have stuck with one of the ideas that seemed like too much... oh well, no time to start over now. I've got all my feats figured out, I think (if I can stop tweaking and adjusting and toying), just need to sort out traits and equipment, and more worldbuilding, and some specific background, and a name and profile, lol.

Giant Halfling |

Is there any chance that we could get a little clarification on wealth, please. I tried writing one question and ended up with like 5… could we maybe get like a little chart that shows how much money we get based on item creation feats and whether or not we developed an organization that we lead/belong to? Maybe something like:
feats: no org/yes org
0: 360,000 gold/???,000 gold
1: ???,000 gold/???,000 gold
2: ???,000 gold/450,000 gold
Or, you know, down to however many feats max it out. I might be the only one confused (and if so I’m sorry) but there’s just so many moving pieces to keep track of.

![]() |

From my understanding it was 350 k normally, if you have a credible income source /company that grants you extra wealth its 450 k. Each item crafting feat according to the earlier linked ruleset increases your stating gold by 25%, implied max 2 crafting feats. So you'd have 562.5 k with company +1 feat and 675k with company + 2 feats.
Again, from my understanding. :')

eriktd |

That is awesome! One of my favorite magic cards of all time is/was the phyrexian plaguelord. Ah, the nostalgia of my first magic deck way back when...
...And the realisation that if I hadn't opened a few booster packs from that era, they'd now be worth hundreds of dollars each.
I feel the same way about Phyrexian Gremlins, remembering how cool it seemed when I first pulled one out of an Antiquities booster-- a ton of flavor but unfortunately a pretty bad card. :)

SmooshieBanana |

From my understanding it was 350 k normally, if you have a credible income source /company that grants you extra wealth its 450 k. Each item crafting feat according to the earlier linked ruleset increases your stating gold by 25%, implied max 2 crafting feats. So you'd have 562.5 k with company +1 feat and 675k with company + 2 feats.
Again, from my understanding. :')
Correct.

SmooshieBanana |

I've decided another element of the setting is going to be the cosmology -- I'm going to include New Phyrexia from the Magic mythos -- so there will be cults of the different Phyrexian Praetors around as potential enemies, and the party may encounter Phyrexian technological foes of various sorts throughout their adventures.
Would these have a large influence, such as a city of cultists, or are their influences rather small, being just random scatterings?

Sebecloki |

Sebecloki wrote:I've decided another element of the setting is going to be the cosmology -- I'm going to include New Phyrexia from the Magic mythos -- so there will be cults of the different Phyrexian Praetors around as potential enemies, and the party may encounter Phyrexian technological foes of various sorts throughout their adventures.Would these have a large influence, such as a city of cultists, or are their influences rather small, being just random scatterings?
New Phyrexia is an outer plane in this cosmology -- there are small cults devoted to the Praetors in different locations; perhaps there will be a nation that follows the White Praetor religion, but I haven't given much thought to it yet.

![]() |

Trevor86- thank you, but that response only makes me feel more like some kind of chart would be really helpful, lol
In that case, to clarify: there are only two possible starting amounts of gold (350 k or 450 k). Depending on if you have one or two crafting feats, you add either 25% or 50%.
350 k (no inworld source of income/company): 1 feat: 437.5 k, 2: 525.5 k.
450 k (you do have one): 1 feat: 562.5 k, 2 feats: 675 k.
Hope that helps!

Monkeygod |

I'm actually discussing this amongst the other PCs in my little crew, trying to figure out what's best.
Right now, the crafting gold does not actually apply to your starting gold. It only allows you to buy stuff you can create on your own. So, if you have craft arms & armor, you could spend the crafting gold on your longsword and chainmail, but not on a ring or amulet.

Philo Pharynx |

Is it too late?
stats: 24d6 ⇒ (4, 4, 1, 2, 4, 2, 6, 2, 3, 3, 2, 2, 1, 2, 6, 2, 6, 2, 1, 6, 3, 2, 3, 2) = 71
stats: 24d6 ⇒ (6, 2, 5, 5, 3, 4, 4, 3, 2, 5, 2, 6, 1, 5, 3, 4, 6, 3, 1, 4, 4, 5, 6, 2) = 91
stats: 24d6 ⇒ (3, 4, 1, 5, 2, 4, 2, 2, 1, 6, 5, 3, 2, 6, 2, 4, 2, 2, 6, 6, 4, 4, 1, 4) = 81
stats: 24d6 ⇒ (1, 2, 3, 3, 5, 4, 6, 6, 3, 2, 3, 5, 4, 2, 1, 4, 2, 2, 4, 4, 3, 5, 6, 6) = 86
stats: 24d6 ⇒ (4, 1, 5, 6, 1, 5, 4, 1, 2, 6, 1, 5, 5, 5, 2, 3, 5, 3, 5, 3, 4, 5, 2, 3) = 86
stats: 24d6 ⇒ (6, 3, 3, 3, 2, 5, 5, 2, 1, 5, 6, 3, 2, 1, 3, 2, 5, 5, 2, 4, 1, 6, 5, 4) = 84
stats: 24d6 ⇒ (3, 3, 4, 3, 4, 1, 1, 4, 4, 6, 3, 2, 4, 3, 3, 3, 6, 5, 2, 5, 4, 2, 5, 6) = 86
stats: 24d6 ⇒ (4, 6, 5, 6, 1, 5, 1, 3, 3, 1, 1, 6, 4, 4, 4, 4, 2, 1, 1, 1, 5, 3, 1, 5) = 77
stats: 24d6 ⇒ (5, 1, 6, 3, 3, 4, 6, 1, 3, 1, 1, 3, 5, 5, 1, 3, 4, 2, 1, 5, 6, 6, 5, 6) = 86
stats: 24d6 ⇒ (3, 1, 2, 2, 1, 5, 5, 6, 6, 4, 6, 2, 5, 3, 3, 1, 3, 2, 6, 1, 2, 3, 5, 3) = 80
stats: 24d6 ⇒ (1, 6, 1, 5, 2, 2, 1, 5, 3, 1, 3, 6, 1, 1, 4, 5, 4, 3, 1, 1, 6, 6, 1, 4) = 73
stats: 24d6 ⇒ (4, 6, 1, 4, 6, 5, 4, 2, 5, 4, 4, 1, 6, 6, 4, 5, 6, 5, 5, 1, 2, 2, 2, 4) = 94
reroll 1's: 3d6 ⇒ (6, 2, 1) = 9
My concept is Rook. His race is a group of crystal constructs descended from wyrwoods. They have isolated themselves to a demiplane for their protection. Through associates on several planes they sell non-sapient constructs of exceptional artistry. A lucrative business.
Rook looks like the chess piece. His crystal armor is sculpted like this and his limbs lock into place so that everything is flush. Since he moves by flight and teleportation, he doesn't need to move a lot.
Rook is neutral and will fit with either the good or evil parties. He's an Aegis/psion. The concept is a heavily defensive blaster. He can deal with traps and has excellent knowledges.
More details to be added if this is actually still open.
Rook
Crystal wyrwood aegis (crystal warrior) 15/psion 15/gestalt 15/Overmind 5 (Ultimate Psionics 28, 49, 262)
Hero Points 1
Init +13; Senses alertness, blindsight 30 ft., darkvision 60 ft., low-light vision; Perception +30
--------------------
Defense
--------------------
AC 36, touch 25, flat-footed 33 (+9 armor, +2 deflection, +1 Dex, +2 dodge, +4 enhancement, +2 natural, +1 size, +5 untyped bonus)
hp 337 (15d10+85); fast healing 2
Fort +19 (If save allows for a reduced or partial effect, then ignore the effect if you successfully save.), Ref +19 (evasion), Will +19 (+4 vs mind reading, If save allows for a reduced or partial effect, then ignore the effect if you successfully save.)
Defensive Abilities evasion, form astral suit, fortification 75%, hard to kill, mythic saving throws; DR 14/—; Immune construct traits, dazzled; Resist acid 32, cold 32, electric 32, fire 32, sonic 32; SR 26
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), fly 30 ft. (average)
Melee hearthhammer +23/+18/+13 (1d6+6/×3)
Ranged +3 ranged touch attack +26 (4d8+3 Energy) or
. . ranged attack +26/+21/+16 (6d8+3 P)
Special Attacks guardian's call (absorb blow), mythic power (13/day, surge +1d8)
Psi-Like Abilities (CL 15th; concentration +15)
. . At will—missive
Aegis (Crystal Warrior) Powers Known (power points 447, ML 15th; concentration +15)
. . 0 (at will)—
Psion Powers Known (power points 447, ML 15th; concentration +15)
. . 8th—greater psychoport (DC 32)
. . 7th—divert teleport (DC 31)
. . 6th—disintegtration (DC 30), trigger power
. . 5th—baleful teleport (DC 29), planar travel, psychoport (DC 29), upheaval (DC 29)
. . 4th—correspond, energy ball (DC 28), fold space (DC 28), telekinetic maneuver, trace psychoport, wrench
. . 3rd—dispel psionics, hostile empathic transfer (DC 27), graft armor, telekinetic force (DC 27), time hop (DC 27)
. . 2nd—concussion blast, detect hostile intent, dimension swap, energy missile (DC 26), inflict pain (DC 26), reconstruction (DC 26)
. . 1st—crystal shard, energy ray, entangling ectoplasm, inevitable strike, mind thrust (DC 25), defensive precognition
. . 0 (at will)—conceal thoughts, detect psionics, far hand, psionic repair, create sound, energy splash, float, telepathic lash, trick shot
--------------------
Statistics
--------------------
Str 16, Dex 22, Con —, Int 39, Wis 16, Cha 10
Base Atk +15; CMB +21; CMD 42
Feats Access Psionic Talent, Agile Maneuvers, Ascendant Power, Combat Expertise, Combat Stamina, Craft Construct, Deadly Aim, Deep Focus, Deep Focus[M], Dodge, Dual Path[M], Ectoplasmic Power, Empower Power, Expanded Knowledge, Expanded Knowledge, Expanded Knowledge, Extra Customization, Fast Step, Fast Step[M], Focused Power, Great Fortitude, Greater Power Penetration, Impenetrable Damage Reduction[M], Master Craftsman, Power Attack, Power Penetration, Protector Of The People[HA], Psicrystal Affinity, Psicrystal Containment, Psionic Body, Psionic Body[M], Psionic Dodge, Psionic Meditation, Split Psionic Ray
Traits clever wordplay, deathtouched, deft dodger, psionic item familiarity, sharp eyes (tundra), trap finder, unscathed
Skills Acrobatics +27 (+23 to jump), Appraise +21, Autohypnosis +23, Bluff +2 (+12 to avoid motives being sensed), Climb +6, Craft (crystal carving) +40, Craft (sculpture) +46, Diplomacy +17, Disable Device +27, Disguise +2, Escape Artist +8, Fly +32, Heal +5, Intimidate +2, Knowledge (arcana) +34, Knowledge (dungeoneering) +34, Knowledge (engineering) +24, Knowledge (geography) +24, Knowledge (history) +24, Knowledge (local) +34, Knowledge (nature) +34, Knowledge (nobility) +24, Knowledge (planes) +34, Knowledge (psionics) +34, Knowledge (religion) +34, Perception +30, Ride +23, Sense Motive +29, Spellcraft +34, Stealth +28, Survival +5, Swim +15, Use Magic Device +35
Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Ignan, Infernal, Necril, Shae, Sylvan, Terran, Undercommon
SQ active energy type, additional discipline, agile maneuvers, amazing initiative, astral juggernaut, augment suit, calibrated customization, combat expertise, deadly aim, deliver touch powers, discipline (jaunting [nomad]), dodge, endless endurance, evacuate, finesse weapon attack attribute, hero points, impervious body[MA], inconstant position, missive, mobility, nomad's step, point-blank shot, power attack, psicrystal shot, reconfigure (6/day), recuperation, share powers, surging psionics, tactical suit, talents, telekinetic hurl, telepathic link
Combat Gear cat burglar's boots, wand of greater make whole (CL 10th, 50 charges); Other Gear ranged touch attack, hearthhammer, Construct modification, make whole gr 3/day, crystal mask of insightful detection, golembane scarab (combined with Torc), greater ring of acid resistance, ioun gauntlet, minor cloak of displacement, pale green prism ioun stone, psionatrix of psychokinesis, psionatrix of psychoportation, stone of good luck (luckstone), third eye (sense), tome of clear thought +5, torc of power preservation, traveler's any-tool[UE], psicrystal, 1,400 gp
--------------------
Special Abilities
--------------------
Active Energy Type (Sonic) Lets you set your psionic active energy type.
Equipment Slots In Use Armor, Ring, Eyes, Feet, Hands, Head, Neck, Shoulders,
Absorb Blow (25 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Access Psionic Talent Gain five talents.
Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Alertness (Ex) While a psicrystal is within arm's reach, its owner gains the Alertness feat.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Ascendant Power You have learned how to emulate mythic manifesting using non-mythic forces.
Astral Juggernaut Half-Plate/Full Plate; Free customizations: fortification, hardy.
Augment Suit (3 PP, 14 rounds) (Su) Spend power points to gain temp customization points.
Blindsight (30 feet) (Ex) Sense things and creatures without seeing them.
Calibrated Customization You gain a number of additional customization points equal to your mythic tier. In addition, you can expend one use of mythic power to reset all of your customization points and choose new customizations. You must have the form astral suit class feat
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Construct Traits (+10 HP) Constructs have many immunities.
Damage Reduction (14/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Deep Focus You can psionically focus your subconscious in the same manner in which you gain psionic focus normally.
Deep Focus [Mythic] Your subconscious mind’s focus is improved.
Deliver Touch Powers (Su)
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Ectoplasmic Power Your psionic powers breach the gulf between dimensions, sending ghostly emanations into the ether.
Empower Power Numeric effects of a power are increased 50%. +2 Power Points.
Endless Endurance (Su) Add half your mythic tier (round down, minimum 1) to your damage reduction gained from your astral suit. In addition, you can expend one use of mythic power to treat all damage you take for one round as nonlethal. You must have the astral suit class
Energy Blast The ranged attack gained from the ranged attack customization becomes imbued with psionic energy. The attack is now treated as a ranged touch attack and instead deals 1d6 points of damage of your active energy type, but requires a standard action to
Energy Resistance, Acid (32) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Extra (Cold) Gain an additional energy type.
Energy Resistance, Extra (Electricity) Gain an additional energy type.
Energy Resistance, Extra (Fire) Gain an additional energy type.
Energy Resistance, Improved 2x your energy ristance.
Energy Resistance, Sonic (32) You have the specified Energy Resistance against Sonic attacks.
Evacuate (Su) At 14th level, once per day, you can teleport anywhere within line of sight as an immediate action. You can bring along up to your Intelligence modifier in creatures touching you.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expanded Knowledge (Psion, Empathic Transfer, Hostile) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Expanded Knowledge (Psion, Graft Armor) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Expanded Knowledge (Psion, Reconstruction) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Extra Customization Your astral suit can have additional customizations.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (30 feet, Average) You can fly!
Form Astral Suit (Su) Form an astral suit around your body.
Fortification 75% You have a chance to negate critical hits on attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hardy (+2 Con) +2 enhancement bonus to Constitution while wearing astral suit.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Dazzled You are immune to the dazzled condition.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Energy Blast Attack 3 targets no 2 of which can not be more than 15ft apart.
Improved Ranged Attack Increase range dmg by +1d8.
Inconstant Position (Su) As an immediate action, cause a 50% miss chance -3/day.
Jaunting (Nomad) Associated Discipline: Psychoportation
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Make Whole, Greater (3/day) (Sp)
Master Craftsman (Craft [sculpture]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Missive (Ps) Gain missive power as a psi-like ability.
Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Nomad's Step (Su) As a standard action, you may teleport 105 feet while maintaining psionic focus.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Power Penetration +4 / +8 vs PR Bonus on ML checks vs PR is +4 when focused and +8 when expend focus.
Protector of the People (Completed) The cost to build any construct that normally costs less than donated golem is reduced by 10%.
Psicrystal Affinity You have created a psicrystal
Psicrystal Containment Your psicrystal has advanced enough that it can hold a psionic focus that you store within it.
Psicrystal Shot At 7th level, when the aegis's psicrystal is consumed by the astral suit, the psicrystal can use its own actions to aid the aegis in combat. The psicrystal can use the attack options from the ranged attack customization, including any customizations
Psionic Body Bonus HP +34
Psionic Body [Mythic] Bonus HP +68
Psionic Dodge +1 AC when psi-focused, expend focus for +4 vs. one attack
Psionic Meditation You can take a move action to become psionically focused.
Psychokinesis (Kineticist) Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy. Unlike other psions, when a kineticist select
Ranged Attack Gain a ranged attack.
Reconfigure (14 customization points, 6/day) Reconfigure up to your Int mod in customization points.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Share Powers (Su) Have any power you manifests on yourself also affect your psicrystal.
Spell Resistance (26) You have Spell Resistance.
Split Psionic Ray You can affect two targets with a single ray.
Stalwart Ignore partial effects when making a Fort/Will save.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surging Psionics As a standard action, you can expend one use of mythic power to manifest any one psionic power without spending any power points. The power must be on your class power list and one of your powers known. When manifesting a power in this way, you treat
Tactical Suit (ML 7, 2/day) (Su) Expend focus to be treated as if under the battlesense power.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Telekinetic Hurl 1d4 (Su) Hurl 5lb object for 1d4 dmg when psi-focus.
Telepathic Link (Su) The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile.
--------------------
morning defaults
ascendant graft armor 13 pp
Conceal thoughts

Philo Pharynx |

Well, my post just got eaten. Re-posting
Is there still a chance to join? I'll put a little here and expand it if I get the okay
My concept is Rook. He's an aegis/psion whose theme is "admantine cannon" - high defenses and a variety of offensive powers. Being neutral, he can adapt to either an evil or good group.
In appearance he looks like the rook chess piece made out of crystal, 3' high. His limbs and items rest in his armor so that everything is flush. He usually moves by flying or teleporting so often he won't move for hours or longer.
He comes from a race of crystal constructs developed from wyrwoods. They reside in a demiplane to keep themselves safe and away from the more annoying organic races. They sell non-sapient constructs of exquite manufacture through proxies on other planes. A lucrative business.
Rook
Crystal wyrwood aegis (crystal warrior) 15/psion 15/gestalt 15/Overmind 5 (Ultimate Psionics 28, 49, 262)
Hero Points 1
Init +13; Senses alertness, blindsight 30 ft., darkvision 60 ft., low-light vision; Perception +30
--------------------
Defense
--------------------
AC 36, touch 25, flat-footed 33 (+9 armor, +2 deflection, +1 Dex, +2 dodge, +4 enhancement, +2 natural, +1 size, +5 untyped bonus)
hp 337 (15d10+85); fast healing 2
Fort +19 (If save allows for a reduced or partial effect, then ignore the effect if you successfully save.), Ref +19 (evasion), Will +19 (+4 vs mind reading, If save allows for a reduced or partial effect, then ignore the effect if you successfully save.)
Defensive Abilities evasion, form astral suit, fortification 75%, hard to kill, mythic saving throws; DR 14/—; Immune construct traits, dazzled; Resist acid 32, cold 32, electric 32, fire 32, sonic 32; SR 26
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), fly 30 ft. (average)
Melee hearthhammer +23/+18/+13 (1d6+6/×3)
Ranged +3 ranged touch attack +26 (4d8+3 Energy) or
. . ranged attack +26/+21/+16 (6d8+3 P)
Special Attacks guardian's call (absorb blow), mythic power (13/day, surge +1d8)
Psi-Like Abilities (CL 15th; concentration +15)
. . At will—missive
Aegis (Crystal Warrior) Powers Known (power points 447, ML 15th; concentration +15)
. . 0 (at will)—
Psion Powers Known (power points 447, ML 15th; concentration +15)
. . 8th—greater psychoport (DC 32)
. . 7th—divert teleport (DC 31)
. . 6th—disintegtration (DC 30), trigger power
. . 5th—baleful teleport (DC 29), planar travel, psychoport (DC 29), upheaval (DC 29)
. . 4th—correspond, energy ball (DC 28), fold space (DC 28), telekinetic maneuver, trace psychoport, wrench
. . 3rd—dispel psionics, hostile empathic transfer (DC 27), graft armor, telekinetic force (DC 27), time hop (DC 27)
. . 2nd—concussion blast, detect hostile intent, dimension swap, energy missile (DC 26), inflict pain (DC 26), reconstruction (DC 26)
. . 1st—crystal shard, energy ray, entangling ectoplasm, inevitable strike, mind thrust (DC 25), defensive precognition
. . 0 (at will)—conceal thoughts, detect psionics, far hand, psionic repair, create sound, energy splash, float, telepathic lash, trick shot
--------------------
Statistics
--------------------
Str 16, Dex 22, Con —, Int 39, Wis 16, Cha 10
Base Atk +15; CMB +21; CMD 42
Feats Access Psionic Talent, Agile Maneuvers, Ascendant Power, Combat Expertise, Combat Stamina, Craft Construct, Deadly Aim, Deep Focus, Deep Focus[M], Dodge, Dual Path[M], Ectoplasmic Power, Empower Power, Expanded Knowledge, Expanded Knowledge, Expanded Knowledge, Extra Customization, Fast Step, Fast Step[M], Focused Power, Great Fortitude, Greater Power Penetration, Impenetrable Damage Reduction[M], Master Craftsman, Power Attack, Power Penetration, Protector Of The People[HA], Psicrystal Affinity, Psicrystal Containment, Psionic Body, Psionic Body[M], Psionic Dodge, Psionic Meditation, Split Psionic Ray
Traits clever wordplay, deathtouched, deft dodger, psionic item familiarity, sharp eyes (tundra), trap finder, unscathed
Skills Acrobatics +27 (+23 to jump), Appraise +21, Autohypnosis +23, Bluff +2 (+12 to avoid motives being sensed), Climb +6, Craft (crystal carving) +40, Craft (sculpture) +46, Diplomacy +17, Disable Device +27, Disguise +2, Escape Artist +8, Fly +32, Heal +5, Intimidate +2, Knowledge (arcana) +34, Knowledge (dungeoneering) +34, Knowledge (engineering) +24, Knowledge (geography) +24, Knowledge (history) +24, Knowledge (local) +34, Knowledge (nature) +34, Knowledge (nobility) +24, Knowledge (planes) +34, Knowledge (psionics) +34, Knowledge (religion) +34, Perception +30, Ride +23, Sense Motive +29, Spellcraft +34, Stealth +28, Survival +5, Swim +15, Use Magic Device +35
Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Ignan, Infernal, Necril, Shae, Sylvan, Terran, Undercommon
SQ active energy type, additional discipline, agile maneuvers, amazing initiative, astral juggernaut, augment suit, calibrated customization, combat expertise, deadly aim, deliver touch powers, discipline (jaunting [nomad]), dodge, endless endurance, evacuate, finesse weapon attack attribute, hero points, impervious body[MA], inconstant position, missive, mobility, nomad's step, point-blank shot, power attack, psicrystal shot, reconfigure (6/day), recuperation, share powers, surging psionics, tactical suit, talents, telekinetic hurl, telepathic link
Combat Gear cat burglar's boots, wand of greater make whole (CL 10th, 50 charges); Other Gear ranged touch attack, hearthhammer, Construct modification, make whole gr 3/day, Construct modification, construct storage, crystal mask of insightful detection, golembane scarab (combined with Torc), greater ring of acid resistance, ioun gauntlet, minor cloak of displacement, pale green prism ioun stone, psionatrix of psychokinesis, psionatrix of psychoportation, stone of good luck (luckstone), third eye (sense), tome of clear thought +5, torc of power preservation, traveler's any-tool[UE], psicrystal, 1,400 gp
--------------------
Special Abilities
--------------------
Active Energy Type (Sonic) Lets you set your psionic active energy type.
Equipment Slots In Use Armor, Ring, Eyes, Feet, Hands, Head, Neck, Shoulders,
Absorb Blow (25 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Access Psionic Talent Gain five talents.
Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Alertness (Ex) While a psicrystal is within arm's reach, its owner gains the Alertness feat.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Ascendant Power You have learned how to emulate mythic manifesting using non-mythic forces.
Astral Juggernaut Half-Plate/Full Plate; Free customizations: fortification, hardy.
Augment Suit (3 PP, 14 rounds) (Su) Spend power points to gain temp customization points.
Blindsight (30 feet) (Ex) Sense things and creatures without seeing them.
Calibrated Customization You gain a number of additional customization points equal to your mythic tier. In addition, you can expend one use of mythic power to reset all of your customization points and choose new customizations. You must have the form astral suit class feat
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Construct Traits (+10 HP) Constructs have many immunities.
Damage Reduction (14/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Deep Focus You can psionically focus your subconscious in the same manner in which you gain psionic focus normally.
Deep Focus [Mythic] Your subconscious mind’s focus is improved.
Deliver Touch Powers (Su)
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Ectoplasmic Power Your psionic powers breach the gulf between dimensions, sending ghostly emanations into the ether.
Empower Power Numeric effects of a power are increased 50%. +2 Power Points.
Endless Endurance (Su) Add half your mythic tier (round down, minimum 1) to your damage reduction gained from your astral suit. In addition, you can expend one use of mythic power to treat all damage you take for one round as nonlethal. You must have the astral suit class
Energy Blast The ranged attack gained from the ranged attack customization becomes imbued with psionic energy. The attack is now treated as a ranged touch attack and instead deals 1d6 points of damage of your active energy type, but requires a standard action to
Energy Resistance, Acid (32) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Extra (Cold) Gain an additional energy type.
Energy Resistance, Extra (Electricity) Gain an additional energy type.
Energy Resistance, Extra (Fire) Gain an additional energy type.
Energy Resistance, Improved 2x your energy ristance.
Energy Resistance, Sonic (32) You have the specified Energy Resistance against Sonic attacks.
Evacuate (Su) At 14th level, once per day, you can teleport anywhere within line of sight as an immediate action. You can bring along up to your Intelligence modifier in creatures touching you.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expanded Knowledge (Psion, Empathic Transfer, Hostile) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Expanded Knowledge (Psion, Graft Armor) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Expanded Knowledge (Psion, Reconstruction) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Extra Customization Your astral suit can have additional customizations.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (30 feet, Average) You can fly!
Form Astral Suit (Su) Form an astral suit around your body.
Fortification 75% You have a chance to negate critical hits on attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hardy (+2 Con) +2 enhancement bonus to Constitution while wearing astral suit.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Dazzled You are immune to the dazzled condition.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Energy Blast Attack 3 targets no 2 of which can not be more than 15ft apart.
Improved Ranged Attack Increase range dmg by +1d8.
Inconstant Position (Su) As an immediate action, cause a 50% miss chance -3/day.
Jaunting (Nomad) Associated Discipline: Psychoportation
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Make Whole, Greater (3/day) (Sp)
Master Craftsman (Craft [sculpture]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Missive (Ps) Gain missive power as a psi-like ability.
Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Nomad's Step (Su) As a standard action, you may teleport 105 feet while maintaining psionic focus.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Power Penetration +4 / +8 vs PR Bonus on ML checks vs PR is +4 when focused and +8 when expend focus.
Protector of the People (Completed) The cost to build any construct that normally costs less than donated golem is reduced by 10%.
Psicrystal Affinity You have created a psicrystal
Psicrystal Containment Your psicrystal has advanced enough that it can hold a psionic focus that you store within it.
Psicrystal Shot At 7th level, when the aegis's psicrystal is consumed by the astral suit, the psicrystal can use its own actions to aid the aegis in combat. The psicrystal can use the attack options from the ranged attack customization, including any customizations
Psionic Body Bonus HP +34
Psionic Body [Mythic] Bonus HP +68
Psionic Dodge +1 AC when psi-focused, expend focus for +4 vs. one attack
Psionic Meditation You can take a move action to become psionically focused.
Psychokinesis (Kineticist) Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy. Unlike other psions, when a kineticist select
Ranged Attack Gain a ranged attack.
Reconfigure (14 customization points, 6/day) Reconfigure up to your Int mod in customization points.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Share Powers (Su) Have any power you manifests on yourself also affect your psicrystal.
Spell Resistance (26) You have Spell Resistance.
Split Psionic Ray You can affect two targets with a single ray.
Stalwart Ignore partial effects when making a Fort/Will save.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surging Psionics As a standard action, you can expend one use of mythic power to manifest any one psionic power without spending any power points. The power must be on your class power list and one of your powers known. When manifesting a power in this way, you treat
Tactical Suit (ML 7, 2/day) (Su) Expend focus to be treated as if under the battlesense power.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Telekinetic Hurl 1d4 (Su) Hurl 5lb object for 1d4 dmg when psi-focus.
Telepathic Link (Su) The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile.
--------------------
morning defaults
Ascendant graft armor 13 pp
Trigger Power - Ascendant Empowered reconstruction when below 75 (every 15 days)
Conceal thoughts

![]() |

Dropping in, I finished the worldbuilding for Krynn and will add this below here in a spoiler, with a link in the profile referring to this post, due to the site character limit. Krynn is currently at 9 posts so I'll post this here with my own profile in case someone would really want me to change his site avatar still or such :)
Since the entire application, studying Tromek elves and writing the background and worldbuilding took a very long time on their own, I was not able to study the other 3rd party cultures/remaining races named in the nearby desert. They're collectively referred to as 'Desertfolk' in the story and should Krynn be selected I'll try and read up on those more. Instead it focuses mostly on Tromek in details and mostly generalizes their ties with outside forces for now. His background currently only assumes that there is a history of raiding the Tromek elves by at least two desert factions, one the Ogre Seanchan faction and one other who can be any. As the Tromek are supposedly rather isolationist and sticking to their own lands, I think it this approach still works reasonably well. They might also simply not have encountered others at all.
Krynn was also written as if he were an NPC from a setting book, with lots of rumors about him and potential plot hooks rather than me filling it in beforehand.
To everyone else, good luck on the selection process!
Krynn is a controversial ‘war hero’ from the last and arguably most devastating Tromek civil war. He is most known for his contributions to the battle of Glymrae on behalf of Cedar the Divine, following the latter’s devastating defeat at Silver Leaf Forest. Despite having only just ascended to a Rhyadhwyr, or Domion Lord, he is said to have taken command of a division of Sithmaran peasant spearmen and consequently routed three enemies divisions of Glaifwyr, Flying cavalry and Desertfolk. Some even say he did this blind, or was blinded during the fighting, though others dispute that this couldn’t possibly be. Others maintain the claim that the role of the other three Dominion Lords fighting along the Divine was understated in this fight and that he only managed this feat by their support.
Regardless, he is also credited for killing the traitor Garwina in single combat at her fortress, effectively ending the war. However, even now, some years after the end of the conflict, much about the conflict remains unclear. Why did the former Shield betray the Divine in such a manner, even leading outsiders through their lands and letting them pillage it? How had she convinced so many Glayfwyr, their lords and peasants, to take up arms against the Divine and therefore go against the venerated Tromek social ladder, where the Divine has always been above the shield? Were it his progressive policies? Rumored ties with the Wyred? A personal lust for power? Personal rgeed and bribes by outsiders? Or is there truth to the speculation that some unseen outside force was involved?
Krynn himself has never spoken of what transpired at the final battle. What is known is that he has since worn a welded-shut gauntlet on a chain on his neck as a pendant of sorts. This ihas been recognized as the Tratior’s right gauntlet, and is said to contain either her severed hand or some other final remaining physical part of her. Often warned that this makes him even more of a target for her followers, and that not destroying all her remains would be a mistake in itself, Krynn remains silent on the topic.
The most overt response ever made was a slight grin in which he claimed that would only save him the trouble of finding them first, though whether that was true remains speculation.
His personal social standing among the Tromek is also controversial. His newly created and appointed title of ‘Sword of the Divine’ is not accepted by all, and if it were, while it would place him almost at the very top, being a Wired who has openly used magic in combat would simultaneously place him at the very bottom. Then there’s his status as a Dominion Lord, where he didn’t take the proper traditional trials, nor were there the proper eleven days of National feasts prior to his appointment (this last part is often heard with a sign by those who support him, as there is wartime precedent for quicker promotions). But even if this breach of protocol is overlooked, this position would then mostly remove him from the social ladder as their duty is to the Realm itself.
It is said Krynn enjoys the confusion his existence brings upon the more rigid branches of Tromek social Hierachry and that, for instance, the depth of his bows to others can either be random or based on his admiration for that person, rather than their position, which some would and have taken as heresy. However, he has never once lost a duel fought over such slights, and has never killed another elf in once since the war, sometimes going to great efforts to restore even severed limbs of his opponents. In cases where he decided to fight his opponent unarmed, some supposedly committed Asenianth afterwards.
His supporters, in turn, claim this is unconfirmed speculative slander forced upon him by remaining Garwina sympathants, and that he instead does his best with his own interpretation of standings, which is always given the worst possible evaluation from those seeking fault with him.
Outside of the Wyred, to which he is an undisputed hero for at least slightly improving the way they’re viewed, he is most liked among the younger Tromek elements and especially the soldiers who fought beside him during wartime. His is particularly supported by house Sithmara for (by fighting alongside their peasant at Glymrae) enforcing the belief that they are strongest warriors in the land.
He is also rumored to have been seen often alongside the Hlae Rhyadhwyr Teniya, one of his former comrades in the war, who is herself also a controversial figure - as is common for the ‘Ice Warriors’ among the Tromek, who often openly show emotion to unseeming and non-Tromek degrees. Some even claim that this goes a step further, and that they have an extremely rare personal relationship based on love rather than a dutiful arranged marriage. This is an idea liked by those secretly unhappy by their family’s fixed matches, even if honor demands they never show it.
Since Krynn’s ascension, there have been no new appointments of other Dominion Lords, even though only five (or six if he is included) remain out of the traditional ten. The official reason given for this is that the events of the recent sivil war still weigh heavily on the Divine, and that he either unable to mentally perform the Rites of Ascension or unwilling to declare the traditional eleven dsays of feasts for each selected warrior.
Among the Wyred, however, hushed whispers speak of a secret group of casters led by Krynn’s former Teacher, Vaelyn, which would be tasked with finding a way to restore the Sovereign Stone, as it supposedly stopped working entirely. One such member would have been overheard in a drunken state, claiming it was a futile effort without some other divine artefact to reignite its spark. That wizard soon disappeared under mysterious circumstances.
Immediately after the war effort, Krynn’s duties as the Sword saw him lead a force of elves name the Retribution into the deserts surrounding the elves. This was to hunt down and destroy any and all remaining hostile tribes, including those suspected of having assisted the invasion one way or another. Yet, these soon fled further and further away, thought to one day return to take revenge, if they could.
Knowing that their isolationist behavior and lack of an intelligence network had played a large part in the losses sustained during conflict, however, the Divine Cedar then decreed that something had to change. If the outsiders were so desperate for the riches of the forests to historically attempt raiding them over and over, they would now offer their goods for a price. Including, even, their unique skills at Tyrhodwyr; terraforming the deserts into forests of their own, in such a way that nature could live alongside the inhabitants in harmony. The idea was to improve relations with those folk open to diplomacy over time.
Of course, while this trade would hopefully lead to a new influx of money to repair some of the damage, an important secondary task was establishing a spy network through these merchant caravans. This would, in turn, require the protection of armed forces, which would in turn require permanent new settlements along the way, which in turn required expanding the forests into the former desertlands.
Krynn’s main task since then has been the protection of this Grand Exploration, which he in part attempts to do by assigning wyred to the caravans capable of Sending messages to him, after which he would try scry said person, then intervene through teleportation and/or flight. He has overseen trading deals, assisted constructions of new Tromek settlements and defended them from those still seeing them as threats rather than potential new business partners. He can appear from nowhere, flying in the sky with his signarture curved sword, and politely ask raiding parties to leave the elves alone. Should there already be Tromek casualties however, then there is a a reason the desertfolk hostile to the elves see him as a literal angel of death. On such encounters, there is always exactly one raider survivor, to act as messenger.
In his private life, he still maintains ties to his Mother and Teacher among the Wyred. It is said that some more adventurous houses, or individual families without broader House consent or support, have approached the Wyred with inquiries for a traditional arranged marriage involving Krynn. Vaelyn, as their apparent spokesperson, has thusfar refused all offers, making no secret of his amusement of being the one *offered* a dowry for once, over someone wanting to willingly marry a Wyred. Some say he is just waiting for a better and better offer before granting consent. Whether Krynn himself would accept one if such a deal was made remains a matter of speculation.
The below can optionally be added, but does touch upon/approach some adult themes.
However, rare rumors among the Wyred surface from time to time claiming Vaelyn, under approval of the Divine, is instead undertaking… ‘experiments’ among the Wyred to see if Krynn as a supposedly more highly infused being can now pass on what remains of the Sovereign Stone’s power to his offspring. Assuming he is still fertile, this would act as a workaround of sorts to no longer having the stone function. Those sources claim Krynn is a willing participant in this, and that he sleeps around much more than any honorable elf should.
In this light, the truth is perhaps worse. He has, to what he thinks is secret to his teacher, *also* approached several families of various social standings himself with a similar proposal – an opportunity to secretly breed outside of the Wyred in return for a favor he could provide. So that if this were true, not all new Dominion Lords would be under the sway of one single faction.
This does conflict with feelings of guilt over it towards his love, Teniya as he enjoys the acts and cannot purely write it off as duty. Is this is just one more effect of arguably becoming more human following the use of the stone, like finding it harder to take emotional distance from things? And now to repress feelings of desire for pleasure? Is he changing into someone else, and what will come next?

Rokan the Ascetic |

My concept is Rook. He's an aegis/psion whose theme is "admantine cannon" - high defenses and a variety of offensive powers. Being neutral, he can adapt to either an evil or good group.
My most favorite gestalt combo ever (which I'm not using here) was a soulknife/aegis. There's a lot of synergy there and you basically have a tank who manifests all of their equipment.

eriktd |

Added new application:
• Aenil Vlos (@Monkeygod), thaythilor crimson dancer/harbinger
• Liliyashanina (@Mightypion), succubus gunslinger//skald
• Jaezred Nasadra (@Diamondust), drow noble oracle//slayer
• Opal Farella (@SmooshieBanana), human taskshaper/evangelist//wizard
• Rani Nakushi Agneyastra Arya (@JonGarrett), changeling heir-apparent//rajah
• Eladithas Starchild (@TheWaskally), elf luckbringer//godling
• Moreo The Windlord (@Yttras), enlightened human aerokineticist//soulknife
- @GiantHalfling noble feyfolk swashbuckler//inquisitor
• Krynn of the Wyred (@Trevor86), stoneblessed elf paladin//oracle
• Logain Arjac (@GrinningJest3r), thaythilor fighter//inquisitor
• Sethris Stilthor (@PaleDim), thaythilor monk//warpriest
- @Daynen
• Ylvahild Mirsdottr (@eriktd) half-giant noble fighter//witch
- @gyrfalcon scholar
• Myrwyn (@Jereru), thaythilor bard//godling
• Zenkichi Inoue (@polyfrequencies), tiefling monk//inquisitor
• Rook (@PhiloPharynx), crystal wyrwood aegis//psion

Philo Pharynx |

Well, the board just acts like that sometimes.
SO here is some expanded info.
My concept is Rook. He's an aegis/psion whose theme is "admantine cannon" - high defenses and a variety of offensive powers. Good mobility, excellent senses, high knowledge skills. He has the advantages and disadvantges of being a construct. Fortunately, he can heal himself. Being neutral, he can adapt to either an evil or good group.
In appearance he looks like the rook chess piece made out of crystal, 3' high. His limbs and items rest in his armor so that everything is flush. He usually moves by flying or teleporting so often he won't move for hours or longer.
He comes from a race of crystal constructs developed from wyrwoods. They reside in a demiplane to keep themselves safe and away from the more annoying organic races. They sell non-sapient constructs of exquite manufacture through proxies on other planes. A lucrative business.
Note: Rook is genderless, but he doesn't care what pronouns people use. Because many languages use male as a default, I'm using that. He will correct people if they speak a language sufficiently advanced to accomodate sapient beings without gender like come of the outsider tongues.
Rook comes from the Commonwealth of Crystal, where he is reknowned for his sculpting abilities, as well as his defense of their realm. He's spent many years as part of a group that follow threats back to ensure that they do not confront the Commonwealth. He's also traveled to protect the trusted factors that they do business with, and to acquire rare components.
Like most of his kind, he takes careful preparations for survival. Not having a soul to bring back and a potential lifespan of centuries will do that to a race. But despite the danger, he enjoys adventuring. Seeing the world and learning about new magic is interesting. That's his purpose in looking for the rod. He is clear that he doesn't expect to end up with the artifact, but he wants to examine it. He has a theory about constructs that can join together to make a larger consrtuct, and examine the rod might give some clues on that.
While organic beings are strange, he gets along with them well enough. Much of what they say can simply be ignored or given a basic acknowlegement. Many of them are motivated by moral or relgious precepts. Obviously this involves modifying his behavior to not cross their moral lines. But he's not completely uncaring. Ensuring that his companions stay alive and functional ensures optimum efficiency.
As a business entity, his home is known as the Construct Consortium. Because reproduction for their species is based on construction, there are lots of constructors. The plane also augments contruction magic and psi, and has a faster timescale. This allows them to produce large orders quicker than other suppliers. They use proxies and don't let it be known that they are behind it.
The Commonwealth has it's own universities and training academies. Most of them never leave and advance slowly over decades. Only a few adventure to build themselves up faster. They often take significant positions in their community
I've also updated my stuff to modify my equipment.
Rook
Crystal wyrwood aegis (crystal warrior) 15/psion 15/gestalt 15/Overmind 5 (Ultimate Psionics 28, 49, 262)
N Small construct
Hero Points 1
Init +13; Senses alertness, arcane sight, blindsight 30 ft., darkvision 60 ft., low-light vision; true seeing; Perception +29
--------------------
Defense
--------------------
AC 36, touch 25, flat-footed 33 (+9 armor, +2 deflection, +1 Dex, +2 dodge, +4 enhancement, +2 natural, +1 size, +5 untyped bonus)
hp 337 (15d10+85); fast healing 2
Fort +19 (If save allows for a reduced or partial effect, then ignore the effect if you successfully save.), Ref +19 (evasion), Will +19 (+4 vs mind reading, If save allows for a reduced or partial effect, then ignore the effect if you successfully save.)
Defensive Abilities all-around vision, evasion, form astral suit, fortification 75%, hard to kill, mythic saving throws; DR 14/—; Immune construct traits, dazzled; Resist acid 32, cold 32, electric 32, fire 32, sonic 32; SR 26
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), fly 30/20 ft. (average)
Melee hearthhammer +23/+18/+13 (1d6+6/×3)
Ranged +3 ranged touch attack +26 (4d6+3 Energy) or
. . ranged attack +26/+21/+16 (4d8+3 P)
Special Attacks guardian's call (absorb blow), mythic power (13/day, surge +1d8)
. . M mythic spell
Psi-Like Abilities (CL 15th; concentration +14)
. . At will—missive
Aegis (Crystal Warrior) Powers Known (power points 431, ML 15th; concentration +14)
. . 0 (at will)—
Psion Powers Known (power points 431, ML 15th; concentration +14)
. . 8th—greater psychoport (DC 31)
. . 7th—divert teleport (DC 30)
. . 6th—disintegration (DC 29), trigger power
. . 5th—baleful teleport (DC 28), planar travel, psychoport (DC 28), upheaval (DC 28)
. . 4th—correspond, energy ball (DC 27), fold space (DC 27), telekinetic maneuver, trace psychoport, wrench
. . 3rd—dispel psionics, hostile empathic transfer (DC 26), graft armor, telekinetic force (DC 26), time hop (DC 26)
. . 2nd—concussion blast, detect hostile intent, dimension swap, energy missile (DC 25), inflict pain (DC 25), reconstruction (DC 25)
. . 1st—crystal shard, energy ray, entangling ectoplasm, inevitable strike, mind thrust (DC 24), defensive precognition
. . 0 (at will)—conceal thoughts, detect psionics, far hand, psionic repair, create sound, energy splash, float, telepathic lash, trick shot
--------------------
Statistics
--------------------
Str 16, Dex 22, Con —, Int 36, Wis 16, Cha 9
Base Atk +15; CMB +21; CMD 42
Feats Access Psionic Talent, Agile Maneuvers, Ascendant Power, Combat Expertise, Combat Stamina, Craft Construct, Deadly Aim, Deep Focus, Deep Focus[M], Dodge, Dual Path[M], Ectoplasmic Power, Empower Power, Expanded Knowledge, Expanded Knowledge, Expanded Knowledge, Extra Customization, Fast Step, Fast Step[M], Focused Power, Great Fortitude, Greater Power Penetration, Impenetrable Damage Reduction[M], Master Craftsman, Power Attack, Power Penetration, Protector Of The People[HA], Psicrystal Affinity, Psicrystal Containment, Psionic Body, Psionic Body[M], Psionic Dodge, Psionic Meditation, Split Psionic Ray
Traits clever wordplay, deathtouched, deft dodger, psionic item familiarity, sharp eyes (tundra), trap finder, unscathed
Skills Acrobatics +27 (+23 to jump), Appraise +20, Autohypnosis +23, Bluff +1 (+11 to avoid motives being sensed), Climb +6, Craft (crystal carving) +39, Craft (sculpture) +45, Diplomacy +16, Disable Device +27, Disguise +1, Escape Artist +8, Fly +32, Heal +5, Intimidate +1, Knowledge (arcana) +30, Knowledge (dungeoneering) +30, Knowledge (engineering) +28, Knowledge (geography) +23, Knowledge (history) +23, Knowledge (local) +30, Knowledge (nature) +30, Knowledge (nobility) +23, Knowledge (planes) +30, Knowledge (psionics) +30, Knowledge (religion) +30, Perception +29, Ride +23, Sense Motive +29, Spellcraft +33, Stealth +28, Survival +5, Swim +14, Use Magic Device +34
Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Necril, Shae, Sylvan, Terran, Undercommon
SQ active energy type, additional discipline, agile maneuvers, amazing initiative, astral juggernaut, augment suit, calibrated customization, combat expertise, deadly aim, deliver touch powers, discipline (jaunting [nomad]), dodge, endless endurance, evacuate, finesse weapon attack attribute, hero points, impervious body[MA], inconstant position, missive, mobility, nomad's step, point-blank shot, power attack, psicrystal shot, reconfigure (6/day), recuperation, share powers, surging psionics, tactical suit, talents, telekinetic hurl, telepathic link
Combat Gear cat burglar's boots, truesight goggles[UE], wand of greater make whole (CL 10th, 50 charges); Other Gear ranged touch attack, hearthhammer, Construct modification - SLA MAKe Whoe, gr 3/day, Construct modification - storage (4 cu ft, 25 lbs), arachnid goggles[UE], crystal mask of insightful detection, gloves of shaping[UE], golembane scarab, greater ring of acid resistance, headband of twisted intellect (only ioun stones), immovable rod (bonded to body), instant fortress, minor cloak of displacement, orange prism ioun stone, pale green prism ioun stone, psionatrix of psychokinesis, psionatrix of psychoportation, soulsight goggles, stone of good luck (luckstone), third eye (concentrate), third eye (penetrate), third eye (sense), torc of power preservation, traveler's any-tool[UE], psicrystal, scope, 1,466 gp, 6 sp, 7 cp
--------------------
Special Abilities
--------------------
Active Energy Type (Sonic) Lets you set your psionic active energy type.
Equipment Slots In Use Armor, Ring, Eyes, Feet, Hands, Head, Neck, Shoulders,
Absorb Blow (25 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Access Psionic Talent Gain five talents.
Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Alertness (Ex) While a psicrystal is within arm's reach, its owner gains the Alertness feat.
All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Ascendant Power You have learned how to emulate mythic manifesting using non-mythic forces.
Astral Juggernaut Half-Plate/Full Plate; Free customizations: fortification, hardy.
Augment Suit (3 PP, 13 rounds) (Su) Spend power points to gain temp customization points.
Blindsight (30 feet) (Ex) Sense things and creatures without seeing them.
Calibrated Customization You gain a number of additional customization points equal to your mythic tier. In addition, you can expend one use of mythic power to reset all of your customization points and choose new customizations.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Construct Traits (+10 HP) Constructs have many immunities.
Damage Reduction (14/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Deep Focus You can psionically focus your subconscious in the same manner in which you gain psionic focus normally.
Deep Focus [Mythic] Your subconscious mind’s focus is improved.
Deliver Touch Powers (Su)
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Ectoplasmic Power Your psionic powers breach the gulf between dimensions, sending ghostly emanations into the ether
Empower Power Numeric effects of a power are increased 50%. +2 Power Points.
Endless Endurance (Su) Add half your mythic tier (round down, minimum 1) to your damage reduction gained from your astral suit. In addition, you can expend one use of mythic power to treat all damage you take for one round as nonlethal.
Energy Blast The ranged attack gained from the ranged attack customization becomes imbued with psionic energy. The attack is now treated as a ranged touch attack and instead deals 1d6 points of damage of your active energy type
Energy Resistance, Acid (32) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Extra (Cold) Gain an additional energy type.
Energy Resistance, Extra (Electricity) Gain an additional energy type.
Energy Resistance, Extra (Fire) Gain an additional energy type.
Energy Resistance, Improved 2x your energy resistance.
Energy Resistance, Sonic (32) You have the specified Energy Resistance against Sonic attacks.
Evacuate (Su) At 14th level, once per day, you can teleport anywhere within line of sight as an immediate action. You can bring along up to your Intelligence modifier in creatures touching you.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expanded Knowledge (Psion, Empathic Transfer, Hostile)
Expanded Knowledge (Psion, Graft Armor)
Expanded Knowledge (Psion, Reconstruction)
Extra Customization Your astral suit can have additional customizations.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (30/20 feet, Average) You can fly!
Form Astral Suit (Su) Form an astral suit around your body.
Fortification 75% You have a chance to negate critical hits on attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hardy (+2 Con) +2 enhancement bonus to Constitution while wearing astral suit.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Dazzled You are immune to the dazzled condition.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Energy Blast Attack 3 targets no 2 of which can not be more than 15ft apart.
Improved Ranged Attack Increase range dmg by +1d8/5 lvl.
Inconstant Position (Su) As an immediate action, cause a 50% miss chance -3/day.
Jaunting (Nomad) Associated Discipline: Psychoportation
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Make Whole, Greater (3/day) (Sp)
Master Craftsman (Craft [sculpture]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Missive (Ps) Gain missive power as a psi-like ability.
Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Nomad's Step (Su) As a standard action, you may teleport 80 feet while maintaining psionic focus.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Power Penetration +4 / +8 vs PR Bonus on ML checks vs PR is +4 when focused and +8 when expend focus.
Protector of the People (Completed) The cost to build any construct that normally costs less than donated golem is reduced by 10%.
Psicrystal Affinity You have created a psicrystal
Psicrystal Containment Your psicrystal has advanced enough that it can hold a psionic focus that you store within it.
Psicrystal Shot The psicrystal can use the attack options from the ranged attack customization, including any customizations
Psionic Body Bonus HP +34
Psionic Body [Mythic] Bonus HP +68
Psionic Dodge +1 AC when psi-focused, expend focus for +4 vs. one attack
Psionic Meditation You can take a move action to become psionically focused.
Psychokinesis (Kineticist)
Ranged Attack Gain a ranged attack.
Reconfigure (13 customization points, 6/day) Reconfigure up to your Int mod in customization points.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Share Powers (Su) Have any power you manifests on yourself also affect your psicrystal.
Spell Resistance (26) You have Spell Resistance.
Split Psionic Ray You can affect two targets with a single ray.
Stalwart Ignore partial effects when making a Fort/Will save.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surging Psionics As a standard action, you can expend one use of mythic power to manifest any one psionic power without spending any power points. ML+2
Tactical Suit (ML 7, 2/day) (Su) Expend focus to be treated as if under the battlesense power.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Telekinetic Hurl 1d4 (Su) Hurl 5lb object for 1d4 dmg when psi-focus.
Telepathic Link (Su) The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile.
--------------------
morning defaults
ascendant graft armor 13 pp
Trigger Power - Ascendant Empowered reconstruction when below 75 (every 15 days)
Conceal thoughts

gyrfalcon |

SmooshieBanana wrote:New Phyrexia is an outer plane in this cosmology -- there are small cults devoted to the Praetors in different locations; perhaps there will be a nation that follows the White Praetor religion, but I haven't given much thought to it yet.Sebecloki wrote:I've decided another element of the setting is going to be the cosmology -- I'm going to include New Phyrexia from the Magic mythos -- so there will be cults of the different Phyrexian Praetors around as potential enemies, and the party may encounter Phyrexian technological foes of various sorts throughout their adventures.Would these have a large influence, such as a city of cultists, or are their influences rather small, being just random scatterings?
Alright, I've been going back and forth but this put me over the edge! ;-)
I'm building a Phyrexian Mutant (where their mutation is empathy for the living, causing them to turn good and rebel against the Phyrexian scourge). Inspiration drawn liberally from Marvel's Warlock.
Will most likely be a Kineticist (technokineticist/machine element) | Shifter(SoP).
Wheeee!

Philo Pharynx |

Philo Pharynx wrote:My concept is Rook. He's an aegis/psion whose theme is "admantine cannon" - high defenses and a variety of offensive powers. Being neutral, he can adapt to either an evil or good group.My most favorite gestalt combo ever (which I'm not using here) was a soulknife/aegis. There's a lot of synergy there and you basically have a tank who manifests all of their equipment.
They do have awesome synergy in a normal game. I once played a jedi by gestalting soulknife with psychic warrior (meditant).
But when you have ABP and a high money value Soulknife is less useful. You still get some stuff, but a big class feature is redundant. With Aegis, it's actually a little better because you don't have to spend customization points on upping the armor bonus.

gyrfalcon |

Hey Seb, when you have time, I'm curious to hear more about Phyrexia in your world. You said they have their own outer plane. Have they come to invited The The Material Plane (or whatever our realm is called)?
I imagine that, in the process of assimilating some of this world's living beings, my character (and maybe some other small minority of the Phyrexians?) has/have learned Love. How established is the Phyrexian invasion in this world?
Thanks!

TarkXT |

1:24d6 ⇒ (5, 6, 1, 3, 3, 3, 6, 3, 1, 4, 3, 6, 3, 3, 6, 3, 4, 6, 5, 4, 5, 5, 4, 6) = 98
2: 24d6 ⇒ (4, 3, 4, 1, 1, 5, 6, 2, 2, 2, 2, 4, 6, 5, 6, 6, 4, 1, 1, 2, 3, 1, 5, 4) = 80
3: 24d6 ⇒ (1, 6, 3, 3, 1, 1, 3, 1, 1, 2, 4, 3, 3, 3, 5, 5, 3, 1, 4, 4, 1, 4, 1, 3) = 66
4: 24d6 ⇒ (5, 3, 3, 4, 5, 4, 4, 2, 6, 3, 5, 1, 1, 6, 1, 4, 5, 3, 6, 2, 2, 2, 3, 2) = 82
5: 24d6 ⇒ (4, 1, 3, 5, 5, 2, 4, 4, 2, 3, 3, 6, 6, 3, 1, 1, 4, 4, 3, 3, 1, 5, 2, 3) = 78
6: 24d6 ⇒ (2, 2, 1, 4, 1, 6, 4, 5, 2, 6, 3, 4, 5, 3, 1, 1, 3, 5, 6, 3, 1, 6, 6, 5) = 85
7: 24d6 ⇒ (6, 5, 3, 6, 1, 4, 5, 3, 2, 1, 1, 5, 6, 4, 6, 6, 4, 5, 2, 3, 2, 2, 2, 5) = 89
8: 24d6 ⇒ (3, 5, 3, 2, 2, 5, 3, 1, 4, 4, 2, 5, 4, 6, 5, 6, 1, 1, 1, 5, 1, 5, 4, 6) = 84
9: 24d6 ⇒ (4, 2, 6, 4, 6, 3, 4, 2, 6, 5, 6, 5, 5, 6, 1, 5, 3, 2, 1, 1, 2, 2, 4, 6) = 91
10: 24d6 ⇒ (2, 2, 6, 6, 3, 2, 4, 1, 3, 4, 3, 3, 3, 4, 1, 4, 5, 5, 5, 5, 1, 3, 1, 1) = 77
11: 24d6 ⇒ (1, 1, 3, 4, 5, 4, 2, 5, 4, 1, 2, 2, 2, 6, 3, 3, 1, 2, 6, 4, 4, 5, 3, 2) = 75
12: 24d6 ⇒ (4, 2, 5, 3, 3, 2, 5, 5, 2, 2, 6, 4, 4, 6, 6, 4, 5, 3, 1, 6, 1, 3, 2, 3) = 87
Working out stats now.
Reroll 1 2d6 ⇒ (6, 3) = 9
Set 1= 566646336346545546
Reroll 9 3d6 ⇒ (1, 1, 6) = 8
Reroll 2 5d6 ⇒ (6, 1, 4, 3, 2) = 16
Looks like im going with set 1

TarkXT |

So while i try to hammer out how to put an analogue of the eternal champion i to this game how would you guys prefer i bring the stormbringer analog into it?
Obviously a party killing soul devouring lord of pure evil and destruction made manifest into one of chaos's most potent of weapons isnt exactly conducive to fun play but given the concept in question something along the same lines and capabilities (literally keeping him strong and able to move) would be nice.

Giant Halfling |

I think tomorrow is the deadline, right? Do we have a specific time? I'm actually off tomorrow but I had a crazy busy weekend so I still have a fair bit to get done.
Oh, also, how does a bonded item work with our crafting rules? Gain the 1 feat bonus but can only spend it on that item? Pay half for that item? Don't worry about it because you get the free legendary item thing?

Sebecloki |

Seb, what are some of the main cities or major settlements in Thaythilor? Can you give us some brief info on them?
Also, can you give us some more details on the Scarlet/Crimson Brotherhood? Who are the leaders/important NPCs?
The 'supreme leader' is the Father of Obedience; he is the head of the monastic orders and temples of the various Sueloise and other terrible divinities known as the 'Blood Gods'; he authorizes candidates for the citizen's senate, which has a arkon elected by the population of the draka/thaythilorians. However, they are ultimately subordinate to the Scarlet Spires mage guilds of the Seven Sins, the Temples of the Blood Gods, and their representatives and servants, such as the Red Mantis Assassins and the Crimson Cloaks, the latter who are the sadaukar of the Temples of the Blood Gods, and are particularly devoted to the Father of Obedience. The Father of Obedience, the heads of the respective Scarlet Spire mage guilds -- which include the zulkirs/runelords, who rule the major province, and the heads of the other organizations are the principle NPCs.
Thaythilor contains all the major cities of Shar in Greyhawk, Thay in Forgotten Realms, the citizen's capital of Arkon, and the capitals of the various Runelord Domains.

Sebecloki |

Hey Seb, when you have time, I'm curious to hear more about Phyrexia in your world. You said they have their own outer plane. Have they come to invited The The Material Plane (or whatever our realm is called)?
I imagine that, in the process of assimilating some of this world's living beings, my character (and maybe some other small minority of the Phyrexians?) has/have learned Love. How established is the Phyrexian invasion in this world?
Thanks!
I'm basically going to keep the idea of New Phyrexia with the different praetors. They have cults that are equivalent to demon cults/underground sects, which respresents their infiltration of the Prime. As I indicated above, there might be a nation that has the White Praetor religion.

Monkeygod |
3 people marked this as a favorite. |

Important update:
To give everyone, myself included, enough time to finish, the deadline is going to be extended to this Friday, Feb 11th.
If there's a couple late applicants, or a few people need an extra few days, they can likely join after game starts if necessary.
However, official cutoff will be the 11th.

TarkXT |

So, I'm going to grab a path of war class because thats the choice i always go for in gestalt as I never get the chance to properly play it.
But, does anyone know of a class that can appropriately catch the sort of magic in moorcock's work? Lass about magic and more about blood, danger, and invoking ancient pacts with great and terrible beings who are best left to their eternal slumber? Such as the terrible wind elementals that snatch your soul right out of your body and carry you eternally screaming upon their raging storm?
Oh hey I found the pact magic.

JonGarrett |

Pact Magic seems like just the thing. The Ravager Archetype for Bloodrager especially has you make a deal with and play host to a nightmare murder being, but the others can do some funky stuff too!

TarkXT |

Quick rundown paragraph for the character as a guide.
Born to an empire ancient when the world was young Telvan was the product of centuries of inbreeding to a people human in shape but utterly cruel and brilliant in manner and deed. True servants of Primordial Chaos this race would conquer worlds and enslave countless. But Chaos is fickle and Time devours all and one would be born among its number to become its doom. Heir to an empire crumbling under the weight of its own decadence and arrogance and heir to ancient pacts to beings ineffable and powerful beyond imagining Telvan was unlike many of his kin. Weak in body and prone to fits of wanderlust he would make a poor emperor as he often left his throne unattended to go off on adventures for one quest or another. Master of magics wielded before elf and dragon imprisoned them in blood and word and a swordsman born of the fires of ancient war Telvan has wandered the centuries unable to die due to an ancient blessing turned curse and bearing a sword that feeds on his immortality and the vitality of its victims until the day it can finally feast on its wielders lifeblood and soul. Only now has he found an opportunity, a glimmer of hope in a millenia of hopelessness to end his suffering and put paid to an eternity of suffering.
@seb lemme know what you think.

Ethulfel Umbrada |

This is Giant Halfling's submission, very much still in progress. I've got all his feats and skills picked out and almost all his traits, but I still need to shop and pick spells known, and do all his math.
I think I saw this addressed in a previous post but I couldn't find it right now skimming through everything- for those of us using new races, can we pick a race trait from another race that makes sense for our race too or do we need to switch out race for another category like equipment or religion?

Nickadeamous |

Well this sounds like fun.
24d6 ⇒ (1, 1, 5, 6, 6, 6, 3, 3, 4, 1, 5, 4, 5, 1, 3, 5, 1, 4, 4, 4, 5, 4, 3, 4) = 88
24d6 ⇒ (1, 1, 1, 5, 4, 4, 3, 5, 5, 2, 5, 2, 2, 3, 5, 3, 6, 1, 5, 5, 5, 5, 1, 6) = 85
24d6 ⇒ (6, 1, 3, 5, 4, 3, 4, 2, 4, 4, 2, 6, 4, 5, 5, 5, 4, 6, 6, 6, 2, 5, 5, 3) = 100
24d6 ⇒ (3, 6, 5, 1, 1, 1, 3, 4, 1, 2, 1, 2, 5, 3, 2, 6, 1, 1, 6, 2, 3, 4, 4, 5) = 72
24d6 ⇒ (5, 4, 2, 4, 2, 4, 2, 3, 2, 5, 3, 5, 1, 1, 6, 3, 1, 4, 4, 6, 1, 5, 3, 2) = 78
24d6 ⇒ (5, 1, 1, 3, 2, 1, 6, 5, 1, 3, 3, 3, 3, 1, 1, 5, 1, 4, 6, 1, 3, 2, 1, 3) = 65
24d6 ⇒ (2, 2, 5, 1, 4, 3, 6, 6, 2, 5, 2, 1, 5, 3, 1, 6, 4, 5, 3, 3, 1, 2, 1, 6) = 79
24d6 ⇒ (3, 6, 6, 3, 6, 3, 4, 1, 6, 1, 4, 1, 4, 6, 6, 6, 3, 4, 3, 1, 2, 3, 2, 2) = 86
24d6 ⇒ (3, 3, 2, 1, 3, 2, 2, 3, 4, 3, 3, 4, 3, 6, 4, 1, 2, 4, 4, 3, 6, 2, 4, 4) = 76
24d6 ⇒ (1, 3, 2, 1, 5, 5, 4, 3, 1, 3, 1, 5, 5, 3, 1, 5, 5, 2, 5, 1, 4, 1, 4, 4) = 74
24d6 ⇒ (3, 1, 2, 5, 6, 4, 5, 4, 6, 3, 3, 6, 5, 3, 3, 5, 4, 1, 4, 3, 1, 4, 1, 4) = 86
24d6 ⇒ (1, 4, 6, 6, 5, 4, 3, 1, 6, 5, 4, 1, 4, 4, 3, 1, 3, 4, 5, 3, 6, 3, 6, 4) = 92
Reroll 1: 1d6 ⇒ 5
6 x 5
5 x 7
4 x 6
3 x 3
2 x 3

Jereru |

Okay, I've decided - for all that's Holy - to not pick this feat: Mythic Spell Perfection. I think that's a bit too much...

TarkXT |

Okay, I've decided - for all that's Holy - to not pick this feat: Mythic Spell Perfection. I think that's a bit too much...
Mythics full of hilarious gamebreaking options like that. Foe biting weapons, amazing initiative infinite mythic power generation, just flat out ignoring encounters, etc. Etc.

TarkXT |

So im definitely going with the pactmaker as pact magic fits the flavor of what im going for perfectly. The idea of him wielding untamed magicks and calling on beings gor power that are more raw concepts and formless powers than anything resembling god or daemon works for the concept well.
@Monkeygod So the only issue im running into with it is that theres no real guideline for characters beyond 1st on how many spirits a pactmaker can know. For now im running off of the idea of 2 per level as I feel thats reasonable enough as there's a lot of potential spirits at each level to grab and four of each really only scratches the bare minimum. If you think this is an issue one way or another lemme know.

Monkeygod |

Mythic Spell Perfection seems really nuts, but I believe it's balanced by the fact that you need a spell slot for all that craziness.
Ie, in the vast majority of games, you're still capped at a total modified spell of 9th level. Unless you're playing in an epic game, you don't have access to 10+ level spell slots, so you're not going to be adding on a ton of metamagic feats to late level spells.
@Tark, let me look over Pact Magic again. I have the updated book for PF, but haven't cracked it open in quite some time.

Giant Halfling |

I think mythic spell perfection was limited to level 9 plus half your tier... so, in this game you could bump it to an 11th level spell?
@Monkeygod- 2 questions about traits. Am I correct in assuming that we can't choose campaign traits from Wrath of the Righteous, or, at least, that if we do we don't get the extra bonuses they provide when you're mythic? And, for those of us using new races, can we pick a race trait from another race that makes sense for our race too or do we need to switch out race for another category like equipment or religion?

Monkeygod |

"As long as the total modified level of the spell does not use a spell slot higher than 9 + 1/2 your mythic tier."
This seems to me like you need to actually have the spell slot available. Ie, you can't apply any metamagic feats to 9th level spells, cuz you don't have 10th level spell slots, unless the game is epic level.
That said, if somebody actually wants to take that feat, I'll check in the LG discord to find out for sure, as I believe it's from one of their books.
Regarding the campaign traits from Wrath, I don't see why you couldn't take them. While several of them apply to demons, we can possibly just re-work that part.
Run the racial trait by me, and I'll let you know, but chances are, if it makes sense, I'll approve it.