Pasha's Epic-Level Coliseum Morpheuon Campaign

Game Master Pasha of the Nightsands

A thrilling, epic-level romp through the Dreamlands and across the planes inspired by old-school Planescape and Rite Publishing's Coliseum Morpheuon and Faces of the Tarnished Souk books.


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Hello again netizens of Paizo! Some of you may remember me from the interest check that I posted a few days ago, but allow me to reintroduce myself for those who do not. My chosen nom de guerre here on Paizo is Pasha of the Nightsands, but please just call me Pasha for short. I'm a long-time GM who has been around since the 1.0 core rulebook dropped for Pathfinder and was a 3.X DM for quite some time before even that. I have been craving the chance to run a game that's truly exotic and spicy, but my recently adopted local group is newer to the system and enjoys more grounded games.

That brings me to why I'm here plinking away at my keyboard: I'm looking for players who are tired of being forced to play as low-level John Pathfinders in games that refuse to provide challenge or allow for innovation, optimization, and third-party content. If what I just said resonates with you, know that this game was built from the ground-up with folks like yourself in mind. I put a lot of work into designing this campaign to push the boundaries of the system, provide a challenging and engaging experience to players with more system knowledge, and make use of things that other GMs overlook or actively snub like third-party.

So let's talk about the setting and campaign before we get into the meat and potatoes of the mechanics. I'm putting everything under a spoiler so that finding specific information is not a herculean task.

Setting and Campaign Miscellany:
First things first: this is a planar game in the style of old-school Planescape and uses the City of Seven Seraphs / Lost Spheres multiverse. Don't sweat it if you have no idea what that is because there's only a few things that you really need to know. The City of Seven Seraphs that the setting is named for is a planar metropolis known as Hyraeatan and it is governed by fourteen factions of planar philosophies known as the Parities, home to risen gods known as Eternals, and at the center of a incomprehensibly large network of planar portals and 'roadways' known as the Shadow Lattice. The city's unique position has made it the target of many dangerous planar entities over the eons- the arcane hivemind of arachnid mages known as the Runeweb, the Kyton Overlords of the Vile Geometries, shapeshifting agents of the mirror world Sarros, the Great Old One Nyarlathotep, and the vengeful archfey Eternal known as Hyandil the Flowering Queen, just to name a few- but each crisis was resolved by Hyraeatan's Circle of Wardens, whose members have always been drawn from members of the fourteen Parities.

The PCs are all members of the Circle of Wardens. The Wardens were originally founded eons ago to aid in the city's defense, but have since taken on many tasks: defending the City of Seven Seraphs, enforcing peace between the Parities, exploring new planes to link to the Shadow Lattice via magical keystones, and serving as planar troubleshooters on the side. Membership in one of Hyraeatan's fourteen Parities is a requirement and almost every given Circle is has an enforced balance between those dedicated to ideals aligned with the Radia and Occlusion. The party belongs to the (in)famous Broken Circle whose history is steeped in triumphs and tragedy alike and has seen many beings from countless planes fill its seats.

Now that you've got some idea of the setting, let elaborate a little on the campaign itself. I went into a good amount of detail about this in the interest check, so I'll just copy and paste some of it here.

The idea I have in mind is my own revamped take on Rite Publishing's Coliseum Morpheuon campaign module which, contrary to both the name and the fact that it has an arena arc, doesn't completely focus on gladiatorial stuff and instead goes deep with the planar weirdness and has a plotline that will have the characters squaring off against a nigh-on god by the end of it. I have done a LOT of work on expanding the game and bringing it up to my standards and that's something I want to elaborate on.

First things first, I've completely re-written almost every NPC and encounter to suit my spicy tastes and this game's increased power levels. Just how much did I alter it? Well, let's use one canon NPC as an example. This certain NPC in the original was a sentient psionic robot who believed in a concept called the Universal Pattern and was represented as a Lifespark Psi-Killer Construct Cleric of Law (can't remember the exact class level offhand). I took that NPC and, in trying to keep with its themes, ended up turning it into an Insane AI (a scaling third-party mythic template for those not in the know) Psimech Lifespark Psi-Killer Construct Cryptic20/Dread Juggernaut2 / Machinesmith12/Ioun Angel10 gestalt with several of the Artificial Intelligence deific universal spheres talents from the spheres wiki. THAT is the level of work I've put into changing NPCs to better suit my tastes, the veteran players I hope to attract, and the greatly evolved Pathfinder landscape that has changed so much in the years since the original module was written.

Speaking of NPCs, I've added dozens of them to the game. Probably the most notable of the bunch are the NPCs from the Faces of the Tarnished Souk supplements that were meant as canon additions to Coliseum Morpheuon. All of those NPCs have also been revised and organically incorporated into the game. I've also added many NPCs that are entirely of my own making such as a mysterious wooden karakuri ronin in search of treasures that flow both gold and red, a risen succubus songstress whose heart-wrenchingly beautiful music taps into the primordial magic of the Dreamlands, and the self-proclaimed "King of All Leshies" whose quixotic ideals of royal chivalry are backed up by quirky charm and a panoply of tiny floating soul blades.

I've also taken the liberty of adding in a LOT of extra content in both the main plotline and the many optional side plots of the game. Some of these will take the PCs beyond the Dreamlands to exotic places such as the City of Brass, the Heaven's Reach Mountains in the third-party Lands of the Jade Oath's Xianguong region, the Brightlands that are home to the fey, Valhalla, and the Fields of Asphodel in Hell's first layer, just to name a few.

There's one last thing I need to mention before we wrap this section up: the plot hook. The party are all members of the Circle of Wardens- and by extension, members of one of the Parities that run parallel to Planescape's Factions- in the planar metropolis of Hyraeatan. They are all visited in their dreams by a mysterious woman who claims to represent the Oneirobound Lords of Dingue and extends an invitation to the party on their behalf to visit the Dreamlands and meet with them. She assures them that the matter is of great importance to both parties, one that could have far-reaching implications for not just the Dreamlands, but many other planes as well. They are each gifted a single key of glowing, opalescent energy that the woman claims will allow them to travel bodily to Alliala the City at the End of the Dream. When the PCs awaken, they find that they are still clutching those keys.

Now that I've hopefully given you a better view of the campaign and setting, there's one more set of things I need to talk about before getting into mechanics and those are expectations you should have going into the game.

Expectations:
The biggest expectation you need to have going into this is that I designed this game for people with a bit of experience under their belt. Combat is going to be far more challenging than anything you have experienced in an AP and only people who at least moderately optimize are going to have a good time against some of the absolute units I have built for this game. If you're not as familiar with Pathfinder or you don't like at least a little challenge, this probably isn't the game for you.

This is a game where one side of your gestalt must be 100% third-party and I use a crapton of the stuff in almost every encounter. If the idea of interacting with third-party makes you break out in hives, that's definitely going to be a problem later down the road.

Any characters that are built to exploit mechanics in ways that break the game- unlimited attacks, infinite saveless save-or-suck effects, etc- will be written off completely if it becomes clear to me that's what the player is going for. It's better to ask first if something looks like an exploit or some Reddit-level cheese.

There's a decent split between combat and roleplay sections with a few puzzles sprinkled in here and there. If you're here only for one, I just want to let you know there's about an equal amount of the other.

I plan for this game to go into epic levels and potential players need to be fine with exploring that territory. We won't be using any special rules beyond a few level increases, additional mythic tiers up to 10th, and new epic level items and artifacts being seeded into the game, so you won't have to learn a new system or anything.

Planar games- particularly those with Planescape DNA like this one- are full of NPCs and monsters that are out of the ordinary. Most are simply exotic or outside the norms, but others go WAY out there with their concepts and designs. Make sure that you go into this game with the full knowledge that there will be a lot of weird and exotic NPCs you will encounter.

Despite the game being set in the City of Seven Seraphs / Lost Spheres multiverse, your character can be from basically anywhere in the D&D or Pathfinder universes and that includes third-party regions. Feel free to write your character as having been from Golarion, Midgard, the City of Brass, or whatever. I'm fine with you making up something on the spot if you really want to. That said, I don't really want any characters from established comic book, movie, or video game settings. It breaks my immersion hard when I imagine a Jedi prancing around or a Justice League apprentice slumming it in an extraplanar dive bar. Those things have their place, but that place is not in this game.

This is a game where players should expect to have their power fantasies indulged, but there are limits. I would prefer that lore for characters not screw with canon too much. You can be the ruler of the Stolen Lands, one of the mightiest heroes of your world, or something like that, but committing mass deicide and becoming God Emperor of the Golarionverse and leading your genetically-cloned, power armored goblin army into the Dark Tapestry to exterminate the xenos is a few steps too far outside the bounds of believability, good taste, and your power level.

Characters belong to the Circle of Wardens and therefore need to be the type of characters who would join the organization. Lone wolves, Joker-level psychopaths, and people with serious commitments elsewhere that require their full attention are probably not great characters for this game. This also means that players will need to belong to one of the Parities by virtue of being a Warden, so you'll need to select one of those; you can find information for these on the publisher's (Lost Spheres) blog and under the City of Seven Seraphs section on the Spheres Wiki (be warned: some have different names on the latter).

One final thing to round out this section: I really, REALLY like exotic and innovative characters. This game was designed for people who want something different and the further a thing is from bog-standard fantasy staples, the more likely I am to like it. Stuff like an infernal thunderscout biker, militaristic elan soulknife assassin, gentle fey ice princess, or dwarven henshin hero whose armor and shield are made out of pure gemstones is more likely to catch my interest. That doesn't mean that I won't consider more grounded, Tolkienesque characters, but they'll definitely have a lot harder time grabbing my attention.

It's finally time to move on to what some of the optimizers out there have been dying to dig into. I know that I type WAY too dang much and that it'd probably be a pain having to go back through things later, so I'm putting every individual rule under a spoiler to make it less of a pain to scroll through for a single piece of information.

Levels, Gestalt, and Mythic:
Let's start with the big stuff first: how we're handling class levels, gestalt, and mythic.

First things first: everyone is a 20th-level gestalt character, but with a few caveats.

One side of the gestalt is 100% limited to third-party classes only. That means no half-hearted one level dip or slapping a third-party archetype onto a first-party class will suffice. That also means that you cannot take a Paizo prestige class on this side.

If you want to know what classes are allowed, there's a spoiler down below detailing the roughly 200 classes I'm cool with- many, but not all, of which can be found on the popular SRDs- in alphabetical order. Some of these have nerfs that may be instituted. One last thing on that: I'm only moderately experienced with Spheres of Guile stuff, so I may scrutinize characters that use those harder than I would the other Spheres varieties.

Additionally, the non-dedicated side of the gestalt can only be mixed and matched with levels drawn from any of the following things: Legendary Class versions of Paizo classes, Paizo classes that have no legendary version, third-party classes, and prestige classes (of either Paizo or third-party origin).

Everyone also has a single mythic tier in a gestalted mythic path. How this works is that you choose two mythic paths and gain the new features of each of them every time you gain a tier unless doing so would grant you two instances of the same ability. I'm imposing no third-party restrictions here, but you're free to use third-party mythic paths if they suits your fancy.

Everyone gains the following mythic ability for free: "I Will Survive (Ex): When the actions taken by a creature during its turn would reduce you below 0 hit points, you can expend one or more uses of mythic power as a swift action to survive with 10% of your CURRENT hit points (before that creature began its turn) for each use of mythic power you spend. All damage dealt as part of a full attack action is considered a single effect for this purpose."

Definitive Third-Party Gestalt Side Class List:
Adept Godling (Genius Guide to Mystic Godlings)
Aegis (Ultimate Psionics)
Aethernaut (City of Seven Seraphs)
Agent (Spheres of Guile)
Angakkuq (Cerulean Seas: Indigo Ice)
Angelic Paragon (In the Company of Angels)
Angler (Cerulean Seas: The Azure Abyss)
Arbiter (Thunderscape the World of Aden Campaign Setting)
Archivist (Path of Iron)
Armiger (Genius Guide to the Armiger)
Armiger (Spheres of Might)
Armorist (Spheres of Power)
Artisan (The Artisan)
Aquanaut (Cerulean Seas: Waves of Thought)
Atomic Adept (Gonzo 2)
Battle Butler (Gonzo 2)
Battle Scion (New Paths Compendium)
Blacksmith (Spheres of Might)
Blood Skald (Rhune Dawn of Twilight Campaign Setting)
Bravo (Spheres of Champions)
Calculator (Alternate Paths: Martial Characters 2 Fight Smarter)
Chaplain (Pure Steam Campaign Setting)
Clever Godling (Genius Guide to the Godling)
Clockwork Adept (Rhune Dawn of Twilight Campaign Setting)
Commander (Spheres of Might)
Conscript (Spheres of Might)
Courser (Spheres of Guile)
Crimson Dancer (The Crimson Dancer)
Croupier (Gonzo 2)
Cruorchemist (Genius Guide to the Cruorchemist)
Cryptic (Ultimate Psionics)
Daevic (Akashic Mysteries)
Davatti (Gonzo 2)
Death Knight (Genius Guide to the Death Knight)
Deductionist (The Deductionist)
Demon Hunter (Heroes of the Jade Oath)
Disciple (Shadows Over Vathak Player's Guide)
Dissident (Spheres of Champions)
Draconic Exemplar (In the Company of Dragons / In the Company of Dragons Expanded)
Dread (Ultimate Psionics)
Dynamancer (Gonzo 2)
Death Mage (Genius Guide to the Death Mage)
Dragonrider (Genius Guide to the Dragonrider)
Dragoon (Lost Champions: Dragoon)
Echo (City of Seven Seraphs)
Eclipse (City of Seven Seraphs)
Eldritch Godling (Genius Guide to Mystic Godlings)
Elementalist (Spheres of Power)
Eliciter (Spheres of Power)
Elven Archer (New Paths Compendium)
Engineer (Four Horsemen Present Base Class: Engineer)
Enlightened Scholar (Heroes of the Jade Oath)
Entomancer (Thunderscape the World of Aden Campaign Setting)
Envoy (Spheres of Guile)
Epilektoi (Akasha Reshaped: Path of Enlightenment)
Face-Changer (Alternate Paths: Martial Characters 2 Fight Smarter)
Fallen (Thunderscape the World of Aden Campaign Setting)
Fey Adept (Spheres of Power)
Feybinder (The Feybinder)
Fiendish Exemplar (In the Company of Fiends)
First Folk Paragon (In the Company of Fey)
Fisherking (The Fisherking)
Fortune-Teller (Shadows Over Vathak Player's Guide)
Fury (Four Horsement Present Base Class: Fury)
Gearhead (Pure Steam Campaign Setting)
Genesis (Psionics+)
Genius (Spheres of Guile)
Gjallarhorn (Rhune Dawn of Twilight Campaign Setting)
Godaikishi (Cerulean Seas: Celadon Shores)
Golemoid (Thunderscape the World of Aden Campaign Setting)
Gladiator (The Ultimate Gladiator)
Guide (Gonzo 2)
Gun Priest (Rhune Dawn of Twilight Campaign Setting)
Guru (Akashic Mysteries)
Harbinger (Path of War Expanded)
Hedgewitch (Spheres of Power)
Helmsman (Arcforge: Technology Evolved)
Henshin Hero (Gonzo 2)
Highlord (Psionics Augmented: Highlord)
Huay (Akasha Reshaped Huay)
Incanter (Spheres of Power)
Jann Paragon (In the Company of Genies)
Jotun Paragon (In the Company of Monsters)
Kahuna (Cerulean Seas: Undersea Campaign Setting)
Kheshig (Akashic Classes: Kheshig)
Kinetic Shinobi (Legendary Hybrids: Kinetic Shinobi)
Kusa (Heroes of the Jade Oath)
La Rosa (Alternate Paths: Divine Characters)
Lantern (Alternate Paths: Divine Characters)
Legendary Kineticist (Legendary Kineticist)
Luckbringer (The Secrets of Adventuring)
Lurker (Hybrid Class: Lurker)
Machinesmith (Classes of NeoExodus: The Machinesmith)
Mageknight (Spheres of Power)
Magical Girl (Gonzo 2)
Malefactor (The Malefactor)
Mariner (Cerulean Seas: Undersea Campaign Setting)
Marksman (Ultimate Psionics)
Marshal (Pure Steam: Westbound)
Mastermind (Spheres of Guile)
Mechmage (Thunderscape the World of Aden Campaign Setting)
Medic (Divergent Paths: Medic)
Medusa Paragon (In the Company of the Medusa)
Mighty Godling (Genius Guide to the Godling)
Monster Cowboy (Gonzo 2)
Monster Trainer (Mystical Kingdom of Monsters Anniversary Edition)
Moon Child (It Came From the Stars Campaign Guide)
Mosaic Mage (Genius Guide to the Mosaic Mage)
Mountebank (Lost Champions: Mountebank)
Mystic (Path of War Expanded)
Necros (Lost Champions: Necros)
Nexus (City of Seven Seraphs)
Nightblade (Path of Shadows)
Pactmaker (Pact Magic: Grimoire of Lost Souls)
Parasite (Codex of Blood: Parasites)
Phantom Thief (Gonzo 2)
Primal Host (Primal Host)
Prodigy (Spheres of Champions)
Professional (Spheres of Guile)
Promethean (Eldritch Essences: Promethean)
Protean Scribe (Classes of NeoExodus: The Protean Scribe)
Psion (Ultimate Psionics)
Psychic Warrior (Ultimate Psionics)
Radiant (City of Seven Seraphs)
Rajah (Divergent Paths: Rajah)
Rakshasa Paragon (In the Company of the Rakshasa)
Raveler (Akashic Spheres: Unwoven Magic)
Reanimator (Shadows Over Vathak Player's Guide)
Reaper (Lost Champions: Reaper Apocrypha)
Rog-kalem Paragon (In the Company of Monsters)
Royal (Playground Adventures: Royal Class)
Saboteur (Path of Iron)
Sacred Necromancer (Mysteries of the Dead Side: Sacred Necromancer)
Sage (Spheres of Champions)
Savant (New Paths Compendium)
Savant (Spheres of Might)
Scholar (Spheres of Might)
Seer (Thunderscape the World of Aden Campaign Setting)
Sentinel (Spheres of Might)
Shadow Assassin (Genius Guide to the Shadow Assassin)
Shadow Weaver (City of Seven Seraphs)
Shapeshifter (Paranormal Adventures)
Shifter (Spheres of Power)
Shifu (Four Horsemen Present: Hybrid Class Shifu)
Silvermane Exemplar (In the Company of Unicorns)
Siren (Cerulean Seas: Undersea Campaign Setting)
Skipper (Psionics+)
Soldier (Shadows Over Vathak Player's Guide)
Soulforge (The Soulforge: Spirit of a Hero)
Soulknife (Ultimate Psionics)
Soulweaver (Spheres of Power)
Spell-less Ranger (New Paths Compendium)
Spellweaver (Classes of the Lost Spheres: Spellweaver)
Stalker (Path of War)
Starseed (It Came From the Stars Campaign Guide)
Steamwright (Thunderscape the World of Aden Campaign Setting)
Stonewarden Paragon (In the Company of Monsters)
Stormbound (Stormbound: Renewed Focus)
Striker (Spheres of Might)
Symbiat (Spheres of Power)
Tactician (Ultimate Psionics)
Tao (Heroes of the East)
Taskshaper (The Secrets of Adventuring)
Tech Savant (Pure Steam: Westbound)
Technician (Spheres of Might)
Tecnopath (CLASSifieds: The Technopath)
Thaumaturge (Spheres of Power)
Thaumaturge (Thunderscape the World of Aden Campaign Setting)
Theorist (Spheres of Champions)
Theurge (City of Seven Seraphs)
Thug (Akasha Reshaped: Psionic Essence)
Thunderscout (Thunderscape the World of Aden Campaign Setting)
Time Thief (Genius Guide to the Time Thief)
Time Warden (Genius Guide to the Time Warden)
Transcendent (Akashic Classes: Transcendent)
Troubadour (Spheres of Champions)
True Wight (In the Company of Wights)
Untouchable (It Came From the Stars Extras)
Valkyrie Paragon (In the Company of Valkyries)
Vanguard (Path of Iron)
Vessel (Paranormal Adventures)
Vitalist (Ultimate Psionics)
Vizier (Akashic Mysteries)
Voltaic (Lost Paths: Voltaic)
Volur (Akashic Classes: Volur)
Voyager (Psionics Augmented: Voyager)
Wandering Artist (The Wandering Artist)
Warden (Spheres of Champions)
Warder (Path of War)
Warlord (Path of War)
Warpmind (Psionics+)
Weald Warrior (In the Company of Treants)
White Necromancer (New Paths Compendium)
Wilder (Ultimate Psionics)
Wokou (Cerulean Seas: Celadon Shores)
Wraith (The Wraith)
Yakuza (Legendary Hybrids: Yakuza)
Yohunga (Freebooter's Guide to the Razor Coast)
Zealot (Path of War Expanded)
Zodiac (Classes of the Lost Spheres: Zodiac)

Races:
Players have the entire Paizo spread of races that they can choose from and can request third-party races with the expectation that almost everything is cool with me unless the idea of it just irks me for whatever reason.

I'm going to clearly state right now that all of Dreamscarred Press's psionic and akashic races are 100% allowed, as are races from Lost Spheres Publishing's City of Seven Seraphs and Rite Publishing's In the Company of Monsters series.

I will not allow custom races whatsoever and I'm standing firm on that.

Ability Score Generation and Caps:
Generate your ability scores using a 35 point buy first.

Next, add in ability score increases as if you were using the Automatic Bonus Progression system.

Finally, you have an extra seven one-point ability score increases that you can distribute as you see fit. This replaces the normal ability score increases from leveling.

Ability scores currently have a hard cap of 40. Temporary boosts can bring them over that limit, but your actual score should not be higher than that.

Automatic Bonus Progression-Lite:
You gain all the benefits of Automatic Bonus Progression except for the following: Armor Attunement, Legendary Gifts, and Weapon Attunement.

Gear, Gold, and Crafting:
You have access to 650,000 GP to spend as you please.

You may precraft up to three-quarters of your GP, but only for yourself. You may only precraft a total amount of mythic items totaling 300,000 GP or less. You may not purchase or craft epic-level items at this point.

You may not under any circumstances purchase or craft magic items like the ability score boosters, tomes, rings of protection, cloaks of resistance, etc. The ABP-lite system we're using was intended to cover those.

If you gain a cohort through one of the exceptional means listed elsewhere in this thread, any gear of theirs must be purchased out of pocket by your character.

Feats, Skills, and Traits:
Everyone gains three extra skill points every level and these can be spent on either regular skills of background skills.

Feats are changed so that you gain one every level instead of the norm.

Everyone also receives two mythic feats for free.

Finally, everyone can pick up to three traits. Not interested in including drawbacks, so there's no need to ask about those.

HP:
You get full HP every HD and a static, one-time +10 bonus HP.

Houserules:
Elephant in the Room
High Psionics
Psionic Transparency
Guns Everywhere
Custom Martial/Casting Spheres Traditions
Combat Stamina and Skill Unlocks are free for everyone just to spice things up.

Fixes for Mythic and Other Things:
Amazing Initiative: You only gain the initiative bonus of this ability, not the extra feature.

Swift actions path features such as Champion's Strike, Divine Surge, etc: All path features of this type are standard actions when used at a cost of 1 use of mythic power, with the option to expend 2 uses of mythic power to use the ability as a move action or 3 uses of mythic power to use it as a swift action. If the ability involves making an attack, expending 1 use of mythic power allows it to be used in place of an attack, including as part of an attack action, charge, or as part of a full attack action.

Titan's Bane: If you enter the space of a mythic creature with this ability, it is considered flat-footed only against the first attack you make against it.

Mythic Power usage: You can only activate abilities that require mythic power expenditure up to twice per round. This applies to everything: mythic feats, mythic spells, mythic path abilities, etc. This limitation does not apply to legendary items.

Mythic Surges: These can only be used before a roll and, therefore, cannot be used after a roll's success or failure has been determined.

Foe-Biting Legendary Item Ability: Instead of the usual rules, use the following: "You can expend one use of the item’s legendary power after striking an opponent with the weapon to add the bane property against that specific creature (regardless of its type and subtype) for 1 minute. If the item is already a bane weapon against that creature’s type (and subtype, if applicable), using the foe-biting property increases the effect of bane to a +3 enhancement bonus and +3d6 damage, or to +4 and +4d6 if the wielder is a mythic character and expends one use of mythic power as a swift action when expending the item’s legendary power to increase its bane effect."

Mythic Power Attack: The following text is removed, "In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier."

Mythic Vital Strike: The following text replaces the normal rules, "Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by 2 if you are using Vital Strike, by 3 if you are using Improved Vital Strike, or by 4 if you are using Greater Vital Strike."

'Display of' universal path abilities and the Adroit legendary item ability: These grant a bonus of 2x your mythic tier to relevant checks instead of a flat +20.

Unstoppable base mythic ability: Replace the normal rules text with the following, "At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, dazzled, deafened, entangled, fascinated, fatigued, frightened, shaken, sickened, or staggered.

You can expend two uses of mythic power to immediately end one of the following conditions: blind, confused, cowering, dazed, exhausted, nauseated, panicked, paralyzed, or stunned.

You must spend one additional use of mythic power to end the effect if the effect you wish to end was caused by a mythic effect. If the effect is permanent, you must spend twice as many uses of mythic power as normal to end the effect. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting."

Effects that ignore spell resistance: An effect that allows you to ignore spell resistance (when it would normally apply) only adds your mythic tier on caster level checks if the foe is also mythic. You apply an additional +2 circumstance bonus if you are casting a mythic spell.

Effects that ignore immunity to negative conditions: Creatures with a mythic tier higher than you are immune to any attempts to remove or bypass their immunity to negative conditions such as mind-affecting effects, death effects, petrification, etc.

Wild Arcana: Remember that this ability has been officially retconned as a standard action instead of a swift action.

Wish/Miracle/etc: These spells do not allow you to bypass the long cast times of certain spells like Geas, although they can still be cast through them. One more thing people need to know is that using the less-defined "wish-making" options (for lack of a better term) is something you need to reserve for the most dire situations because I absolutely will make the monkey's paw curl if you overreach with what you wish for.

Bans:
Leadership lets you play a second character and it's banned for that reason alone. This applies to similar feats and archetypes that grant cohorts as well. Certain class features that grant cohorts are not restricted like this, but I can implement any restrictions on character building options for those cohorts as I see fit.

Sacred Geometry has a calculator for it out there on the internet and that means it gets thrown into the trash bin where it belongs as well.

Animal Companions, Eidolons, Familiars, Mounts, Phantoms, etc:
I'm throwing a bone to those who get these so that the poor companions can actually do something.

Every one of the companion creatures gets a Mythic Simple Template off the rip.

They ALSO get the 'Automatic Bonus Progression-Lite' I detailed earlier for players.

Epic Boons:
Everyone gets their choice of two epic boons from the following list.

Boon of Wealth and Stature: You are the leader of a nation or organization. Access to their coffers grants you an additional million GP. Your position also comes with added bonus of having people under you, represented mechanically as followers gained as if you possessed the Leadership feat (you do not gain a cohort). This comes with the additional perk of owning land important to your nation or organization, as determined by you and the GM. Taking this boon twice grants you an additional million GP, doubles your followers, and grants you a cohort as Leadership, which the GM can choose to restrict at their discretion.

Boon of the Legend-Wielder: At some point in your life, you came into contact with an storied item of great power and history. You start with either one major artifacts or two minor artifacts in your possession. Your GM may veto certain artifacts at their discretion, such as a Sphere of Annihilation. Taking this boon allows you to choose an additional major artifact or two minor artifacts.

Boon of the Well-Traveled Wanderer: You have occupied many roles during your life and picked up many abilities and tricks during this time that would fall outside of a normal adventurer's purview as a result. This is represented by you gaining the class features of ten prestige class levels. These effective 'levels' worth of abilities can be mixed and matched as you see fit and you do not need to meet most qualifications unless they require continued devotion to a deity, one of the Parities, or a particular alignment. Note that this boon only grants the class features and none of the other things a normal prestige class could grant: HD, BAB, saves, skill points, spell/power progression, etc. Taking this boon twice grants you an additional ten levels of prestige class features.

Boon of the Apex Entity: You were either born as an apex being of your kind or became such somewhere along the way. This grants you the one of the basic Universal Deific Spheres suited to your character's themes and two talents that from that sphere. Taking this boon twice grants you three additional talents from that sphere. The GM can veto or alter any talents that do not suit the game as-written.

Boon of the Evolution's Chosen: Some circumstance in life has altered your very being in a fundamental way that sets you apart from normal beings of your species. As a result, you or a companion you gain from a class feature gain a number of templates of your choice less than or equal to a total CR value of +6. These must be cleared with the GM, who has the right to deny or alter any that they feel do not suit the game. You may take this boon more than once, but this new set of templates cannot be added to the same being.

Boon of the Storied Monster: This boon can only be taken by a character belonging to one of the races featured in Rite Publishing's In the Company of Monsters series. You were born as a monster and grew as one alongside developing other skills. As a result, you gain ten free levels worth of class features from the racial paragon class tied to your race. Taking this epic boon twice increases that by an additional ten levels for a grand total of twenty. Any levels in the racial paragon class that you already possess stack with this boon for the purposes of gaining new features.

One final thing before I close this out and take a well-deserved break for the night. A lot of work was put into this the last few days, so much so that forgetting to add one small piece of information or another is almost a foregone conclusion. Let me know if I've missed some crucial piece of information that you might need to work on your character.


Going with, Elan Psion
Cronossuss Fallen of Time [The Mythic Elan]

Fallen IMAGE [CG]

Cronossuss Fallen is a being out of time, she has no idea how she got where is is not, nor dose she have any memory before being here. what she dose have a a mind and body beyond the normal. She learns information at and incredible rate. And makes leaps of deduction others find astounding. Power of reality comes from this mind, able to shape and alter matter and Energy. Who made her, why she is as she is, she doesn't know. So she has set out to find out.

Legendary Investigator L20 + Ascendant-Psion - L20 Mythic-Overmind T1 MarshalT1

BOONS Ascendant
Boon of the Well-Traveled Wanderer: You have occupied many roles during your life and picked up many abilities and tricks during this time that would fall outside of a normal adventurer's purview as a result. This is represented by you gaining the class features of ten prestige class levels. These effective 'levels' worth of abilities can be mixed and matched as you see fit and you do not need to meet most qualifications unless they require continued devotion to a deity, one of the Parities, or a particular alignment. Note that this boon only grants the class features and none of the other things a normal prestige class could grant: HD, BAB, saves, skill points, spell/power progression, etc. Taking this boon twice grants you an additional ten levels of prestige class features.

Boon of the Apex Entity: {Artificial Intelligence}
You were either born as an apex being of your kind or became such somewhere along the way. This grants you the one of the basic Universal Deific Spheres suited to your character's themes and two talents that from that sphere. Taking this boon twice grants you three additional talents from that sphere. The GM can veto or alter any talents that do not suit the game as-written.

Artificial Intelligence:

Artificial Intelligence
Basic Power: You are an incredibly intelligent artificial intelligence. Your base Intelligence becomes 19 (or increases by +4 if your base Intelligence is already 19 or higher). All Intelligence-based skills are always Class Skills for you, and you gain an additional +3 untyped bonus to those skills the first time you invest a skill point in them.

When you first gain a Deific AI Talent, choose an AI Origin that represents the way you were made. This may be Divine, Magical, Technological, or a Hybrid. This choice will affect many of your Deific AI Talents because you are not necessarily compatible with other types of powers.

As a move action, you can wirelessly transport yourself into a new body capable of housing your mind as long as that body is within sight. The GM determines what sort of body can house your mind. In general, however, you can possess any body similar to your previous form and that it makes sense for you to inhabit. For example, a technological AI can usually inhabit computers, while a magical AI can often inhabit golem bodies or anything powered by an elemental. Divine AIs can always inhabit holy symbols of the deity that created them, and usually possess construct bodies marked with that symbol. Divine AIs may also be allowed to inhabit holy symbols of deities friendly to theirs. (Good deities are typically friendly enough and willing to help each other.)

Backup Body: You may create a backup body capable of housing your mind in no more than 24 hours of work. This body must be appropriate for your AI Origin. At any time, you may transfer to your backup body as an immediate action if you have a physical connection, but it takes 5 minutes if you're doing it remotely. Backup bodies are created with systems specifically attuned to you, allowing you to pinpoint them from any location (even on other planes). You may only have one Backup Body at a time.

Control The Network
Any device visible to you that's compatible with your AI Origin is susceptible to your commands, and you may control it as a Move Action as if you were physically next to it. For example, a Technological AI can remotely interface with computers, while a Divine AI can interact with a holy ward.

Data Gathering
As a standard action, you may answer any question that can be answered by careful study of a database you currently have access to that matches your AI Origin. For example, a Divine AI may search a repository of knowledge in a temple, while a Technological AI may scan a central bank of information on a space station. You can access this information regardless of the security on the information.

Flawless Computing
As a standard action, you may spend a spell point or expend your martial focus and predict an event that will occur within the current encounter. If the event is not wholly implausible, it will happen more-or-less as you predict (though minor details may differ). If the event includes the involvement of people with equal to or more hit dice than you, they get a Will Save to negate it. You may only perform this calculation once per encounter.

Pulse Of The Network
You have constant access to all systems appropriate for your AI Origin within 100 miles, and can instinctively locate each system. Your communication speed is so fast that you are treated as physically connected to all of these places.

Targeting Plan
You have a deep understanding of your origin. Attacks you make against enemies matching your AI Origin (such as fiendish outsiders for a Divine AI associated with a good deity or an enemy android for a Technological AI) who have fewer hit dice than you always hit. You may still roll a d20 when attacking to see if your attack is a critical hit. If the relevant enemy has equal to or more hit dice than you, you gain a +4 bonus to your attack rolls.

Upgraded Body
You've learned how to upgrade your physical form. You gain a permanent flight speed (magical if your AI Origin is Divine or Magical, mundane if your AI Origin is Technological) with perfect maneuverability equal to your normal land speed, a highly advanced toolkit that you can turn into any tool required for a skill check as a move action, and a +4 bonus to a physical abiltiy score.

War Machine
Your body is built for conflict. You gain a +5 bonus to your Natural Armor, DR/Epic equal to your Character Level, and halve all Energy Damage caused by non-environmental sources.

We Are The Legion
As a standard action, you may spend a spell point or expend your martial focus to splinter your awareness into thousands of subsidiary foci, monitoring separate locations and inhabiting any body you currently have a way to access. For example, a Magical AI could inhabit an army of golem bodies, while a Technological AI may inhabit every computer on a space station. You cannot inhabit bodies that have not been compromised by your previous presence or set up to be accessed by you. Specifically controlling any given body requires a full-round action, though it's often possible for one command to direct large numbers of automated effects. While this power is active, your mind cannot be read and you are immune to mind-affecting effects.


Change of plan Ascendant is not a Archetype, so going with.

Boon of the Evolution's Chosen: Some circumstance in life has altered your very being in a fundamental way that sets you apart from normal beings of your species. As a result, you or a companion you gain from a class feature gain a number of templates of your choice less than or equal to a total CR value of +6. These must be cleared with the GM, who has the right to deny or alter any that they feel do not suit the game. You may take this boon more than once, but this new set of templates cannot be added to the same being.

Question GM: Dose these CR templates take 6 levels from one side of the Gestalt?

The idea is she is an AI placed in an Elan body, both of which are manufactured. Weather in the far past or far future. And now lives in Sigil

As she is a Dreamscarred Psionic Elan {Ascendant} Psion and Legendary Investigator, working with Psionics/Magic transparency I think she will work well and with High Psionics should be a few with the same powers.

Question GM:
Is Age and 20th level Capstones allowed?
Also I will not need it but I bet some one will ask about race builder.


Quick question on access to stuff, is Blood Money permitted? It does enable all kinds of cheese.


This is…a lot to take in. But I’m definitely going to look at some possibilities. Decent chance of something Dreamscarred Psionic, but maybe In the Company Of also. Decisions, decisions….


For the purposes of Boon of the Well-Traveled Wanderer, do Combat Talents count as class features (and thus would be gained) or progression (and thus wouldn't be gained)?

I'm specifically looking at Veiled Soldier.


This looks ridiculous…in a very fun way. As someone who loves making characters with ridiculous and fun build rules, I’ll need to make something.

grigori paragon

With such rules I’ll make an angel. If nothing else I’ve never made such a character before so it should be a lot of fun!

Probably gestalt Incanter to use spheres. And as boon will take celestial templates

GM: Would you accept…

this and this for the angel character as the epic boon?


And just realized that grigori is allowed as a race, but the paragon class isn’t listed. If it isn’t allowed I’ll go Godling instead for the angelic feel.


Grumbaki wrote:
And just realized that grigori is allowed as a race, but the paragon class isn’t listed. If it isn’t allowed I’ll go Godling instead for the angelic feel.

Angelic Paragon is listed. That's what I was going to make.


So it is! Thank you. I was looking under G. Anyways, make whatever you want. It’s all fun and games (literally). Dibs don’t exist just because I posted a concept first. :)


I've been wanting to give 3rd Party Products more of a go. I'm picking up the In The Company of Doppelgangers PDF now to take a look at it.


Thanks, but I might make something different. I was going to combine that with the Priest. But that didn't make the cut so...

Maybe I will coupling it with Legendary Cleric


Grumbaki Angel WIP


@Cronossus Fallen of Time: Players can use age categories on characters that they're relevant for, mostly humanoids and monstrous humanoids. Probably not on stuff like Wyrwoods, Jann, Grigori, etc though since it wouldn't make a lot of sense.

Part of being 20th-level means having access to capstones, so having those should be a given.

I already banned the race builder indirectly when I banned custom races as a whole.

@andreww: PCs have enough money at this level that they can outright buy most of the materials they would need and the more expensive materials are going to be personally pricey for the caster.

@Ouachitonian: Oh trust me, I know it's a lot to take in! That's why I decided to divide things up into spoilers so that people wouldn't lose their minds trying to find a specific piece of information. But yeah, just take your time. I'm probably leaving this open for around a month so that people have time to properly build characters, so there's no rush.

You could just make a monster/psionic character and have the best of both worlds if that suits your fancy! Completely up to you.

@ChrisAsmadi: I'd rule that's fine. Sphere talents aren't quite the same as spellcasting progression and spheres prestige classes usually lack a little oomph with their other abilities to keep the focus on spheres anyway. My spellcasting rule was to prevent level-dipping and ending up with, according to my calculations, up to 6 classes worth of full 9th-level spell progression if people REALLY tried to cheese it with the double Boon of the Well-Traveled Wanderer, careful feat and level selection, etc.

@Grumbaki: Sometimes the most ridiculous things are the most fun! I like to think so anyway.

All of the In the Company of Monsters races and classes are allowed. Every book changes the nomenclature for the classes- Paragon, Rog'Kalem Paragon, Draconic Exemplar, etc- and that's why I didn't just lump them in together.

The Angelic Paragon class has a few abilities that need tweaks. Nothing major that will fundamentally change the way it plays, just a few things to fix it. I'll post those later after I finish up everything on my agenda today.

@"The Lucky Halfling": A doppelganger could be a blast to play in a game with such an exotic range of NPCs to masquerade as.

@Angoldil Luithoriel: Going for the Paragon/Legendary Cleric route?


This sounds both very amazing and very wild. I am intrigued to try making something if only for the fun character building excercise. The setting also sounds great.

One thing I wanted to ask; my experience with most high-level mythic games is that they usually last only a few weeks of posts. Everyone has so many powerful abilities that it is very hard for the GM to take everything into account. And on the player side it takes ages to make a post that takes all your character abilities into account. My experiences with such is that there tends to be a lot of retconning and the story/posting slowing and stalling very quickly. Do you share this concern? If so, do you think this campaign will be different?


Holy heckin jeebus oh myy!! These are some truly awesome and truly epic character creation rules!!

I've got a bunch of different ideas, but also some questions that could inform what I choose to work on:

1) Are mythic templates allowed??

2) Since you mentioned we could be from anywhere, would you allow PFerized versions of 3.5 setting PrCs? Specifically the Blade or Orien from Eberron? Along with the updated Dragonmarked feats?

3) Are the Alacritous and Dread Vampire approved templates??

4) How much of our backstory is gonna matter once game begins? Especially since one of the epic boons gives us followers and land. Obviously, I don't expect to take an army of level 1 commoners adventuring around the planes with me, but will there be any form of downtime where such things can be useful? Likewise, will it actually be at all beneficial if we have a detailed background where we accomplished x, y, and z and befriended(or become enemies with) named and canonical NPCs??

5) For any prepared casters who require a spellbook or similar item, how should they add extra spells? Do you want them to pay for the scrolls out of their starting gold? Give them extra free spells per level? Something different?

As an example, to add 10 9th level spells to a spellbook(which isn't that many, but should be possible at 20th level), it would cost 38,250g. Which, isn't a whole lot, but that's just 9th level spells, and obviously any 20th level caster is gonna have/want a bunch of other spells at lower levels too.


Monkeygod wrote:


5) For any prepared casters who require a spellbook or similar item, how should they add extra spells? Do you want them to pay for the scrolls out of their starting gold? Give them extra free spells per level? Something different?

As an example, to add 10 9th level spells to a spellbook(which isn't that many, but should be possible at 20th level), it would cost 38,250g. Which, isn't a whole lot, but that's just 9th level spells, and obviously any 20th level caster is gonna have/want a bunch of other spells at lower levels too.

You could use the Epic boon to get a minor artifact and get a Sihedron Tome if your an arcane caster. The only spells you'll be short on are evocation and necromancy.


On Templates any objection to the combination of Nightmare Lord (+4) and Graveknight (+2)?

Despite the templates he will still be a team player.


On stats, do the 7 bonus points also replace the stat bumps granted by Mythic tier 1?


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@Grumbaki: I see that I overlooked the archetypes you mentioned. Sorry about that! Both of those templates are fine.

@Kyrnn of the Wyred: It's not as much of a concern on my end of things because I have a lot of experience running high level games with my old group and Discord friends. A lot of the problems with GMs at this level is that they're used to ending a campaign right when PCs get access to 9th-level spells and that leaves them fumbling to figure out how to handle 9th-level magic as the norm, capstones, encounter design, etc. My experience with high levels means that I know a few neat tricks to keep the challenge up: the BBEG template, Horrifically Overpowered Feats, Deific Spheres Talents, breaking the normal 'no foe with a higher CR than party level +4' rule that's only useful for weaker parties, careful use of templates like Hero-Killer or Daikaiju, etc. Not every GM likes the challenge of building things to suit an optimized high-level party, but I'm a tinkerer at heart and like to fiddle around with the rules and see what I can come up with.

As for players having decision paralysis, that's part of the reason why I mentioned several times in the recruitment that I'm looking for players with a little more experience under their belt. Those with middling Pathfinder experience are a lot more likely to fall prey to that than someone with more experience. Could it still happen? Absolutely, but you never know until you try. Nothing ventured, nothing gained! We'll cross that bridge if we come to it.

Combat's probably going to be a lot less of a drag in this game since both the party and the foes will be high-powered, I'm keeping trash mob type enemies to a bare minimum, and foes will have unique tactics. That SHOULD keep people engaged.

Example of Enemy Tactical Design (Yapfest Warning!):
Let's use the psionic robot I mentioned in both this and the recruitment thread. This bad boy makes most AP BBEGs look like simpletons by comparison and he's not even the most complex build out of the bunch.

His ioun stones are evenly split between what I call 'attack mode' and 'defense mode', with some orbiting his body to provide buffs thanks to the Ioun Angel PrC and others being remotely controlled as 'drones' that can collectively fire multiple 5d6 force-laced lasers a round thanks to his Artificial Intelligence deific talents, Split Consciousness ability, Tech Sphere, and a few other feats drawn from about a half-dozen books. If the party decides to destroy the ones in 'attack mode', he will de-synch some of the ones orbiting his body that provide him with buffs and switch them to 'attack mode' to keep up the pressure on foes. That is both something that fits his personality and a reward for the party playing tactically against him and not just trying to beat their head against the wall hoping that they'll knock it down eventually.

The Machinesmith class's "spells" allow him to do things like deploying multiple autonymous drones that act on their own initiative and target foes with their own attacks, which he will almost certainly direct to target healers or tricksy casters.

While his ioun stones and drones are doing their own thing buffing him and harassing foes, he's debuffing the party with his Cryptic powers before wading into combat with a large psisteel Earthbreaker that has several premium enhancements, including Conductive and Magic-Sundering. That weapon is ALSO his Moebius Weapon per the Machinesmith, so that comes with benefits of its own. Some of his feat choices and bonus spheres talents effectively give him AoE melee attacks which, combined with his ability to channel his powers though his weapon, means he can mass debuff the party while also dealing loads of damage to multiple PCs.

Oh and if PCs have some cheeky ace up their sleeve? He can negate a single effect once per round thanks to a Horrifically Overpowered Feat.

And that's not even getting into all the neat tricks he gets from the Insane AI mythic template and some of the other stuff he has access to. I'm keeping those to myself though because I've got to keep SOME tricks up my sleeve!

So yeah, that's the kind of complex and just plain cool stuff that players can expect me to throw at them.

@Monkeygod: No mythic templates. Those are more my toys to play around with and they don't always translate well on PCs anyway.

The only things I'm considering from 3.5 are races like aellar elves, warforged, thri-kreen, and illumiens that aren't represented in Pathfinder and even then I'd probably go with a Pathfinder conversions of those if they have one out in the wild somewhere.

Alacritous is fine. Dread Vampire isn't, but I'm cool with the normal Vampire template if you want to use that one.

How much of your backstory matters is going to depend on the details. The plan is to keep things centered in the planes as much as possible and any significant downtime should probably be spent there. Accomplishing certain things MIGHT have some impact down the line depending on what it is. Having your character be one of the heroes who put down Jhavul in Legacy of Fire might make the trip to the City of Brass a lot more interesting and a post-Kingmaker ruler of the Stolen Lands who married Nyrissa might draw some commentary from the archfey known as Auberyon the Solstice King. Being an apprentice of Szass Tam or meeting with the dragons of Argonessen, on the other hand, wouldn't really be all that relevant without some work on my end. If people want to throw some ideas on the dartboard and get feedback on how likely their background is to come up in the game, I'd be more than happy to explore that. I'm one of those weirdo GMs that loves connecting dots like that and making the game feel more immersive.

Prepared casters should pay for the extra spells as normal. Casters already have less expenses than a martial character, so it shouldn't impact their ability to buy gear too much as long as they don't go crazy with it. If they DO go crazy buying extra known spells, that's no different than a martial buying up a ton of different weapons to 'fit the situation'.

@andreww: Graveknight isn't a problem, so take that one if you want. Nightmare Lord might not be the best choice considering a major foe's sovereignty over nightmares though. I might allow the template anyway, but just know it's going to be a huge detriment to you later on if you take it.

I forgot about mentioning mythic ability score boosts. Those are not part of the other things I mentioned, so add them as normal.


I have a question for folks in the thread: should I spoiler my individual replies? Just looking at the walls of text I've been posting makes me think that putting replies under labeled spoilers will probably make reading my replies a lot more tolerable. Yay or nay?


I don't mind the way you are simply denoting who you are answering. I think it will be fine either way though.

I'm definitely digging into the In The Company of Doppelgangers book today. Not sure if I want to look at taking it as my 3rd party class or Boon of the Storied Monster.

Would the Tarnhelm be an acceptable Major Artifact choice?


Spoilers are always appreciated. Especially if the campaign gets Super Spicy! ;P


This looks very cool!

What would the expected posting rate be?

In terms of setting, how unusual is mythic power/gestalt? Are most NPCs going to be mythic and gestalt? How common are characters of our level? How common are characters of higher level?

Sort of as an extension of the above, as we would each be members of the Parities and the Wardens, I would be curious as to our stature within our organizations relative to the Leaders of the Parities/members of the Parity Council/Unar Command?

I wasn't able to find anything in my copy of Co7S regarding the Broken Circle, is there a specific page for it or is it part of the homebrew and more information on their history be given to players selected for the game?


Thanks for that, how about Worm that Walks.


Also, I cannot locate a free source for the Legendary Sorcerer. Does anyone know if its available on an SRD anywhere? Its not on d20pfsrd.


Additionally, in terms of 3rd party sources, would you consider archetypes from the Owlcat adaptations of Kingmaker and Wrath of the Righteous as available? Specifically, I'm looking at Rowdy Rogue for a build I've played around with but never really expected to find a table it would be welcome at.


The Library of Metzofitz has the L. Sorcerer, along with *many* other 3pp classes!

Grand Lodge

Okay Spiritualist/White Necromancer will be my build.


@"The Lucky Halfling": The Tarnhelm is actually being used by an NPC in this game, so it's not a viable choice. You can expect to get it as treasure later on though!

@Belltrap: I'd say a minimum of 5/week is a good post rate. That should give some wiggle room in case people have family weekends, holidays, or whatever going on. I'd like more, but I'm fine with making concessions just to get the chance to run this game!

In established non-planar settings within the multiverse- Eberron, Golarion, and what have you- mythic is VERY rare and gestalt is uncommon. In the planes, however, gestalt is common enough since a lot of outsiders and immortals live long enough to diversify their skills and mythic is somewhat rare. Hyraeatan canonically has an inordinately high number of mythic characters due to the Loci and it being a planar hub city, but it's still fairly rare elsewhere. This game is going to largely use gestalt mythic foes though.

To answer your question about everyone's standing within the Parities, I've decided to leave it up to player interpretation. There is one caveat, however: they cannot be the leader of a Parity. I like the Parity leaders a lot and want to keep them as they are, just with the extra power boosts I gave them.

The Broken Circle is an invention completely of my own making and I had two reasons for making it. The first is so that I can justify the PCs being Wardens and not having a party of the canon size. The second is because I'm tying the 'missing seat' into a plot twist later on.

I'd consider some of the archetypes from Owlcat. Rowdy Rogue is fine. Just remember how the special gestalt rules work though.

@andreww: A Worm That Walks should be fine. Just remember that the automatic damage from a grapple check using Squirming Embrace counts as swarm damage and that means it doesn't qualify for certain things that would modify grapple damage in case you decide to build that way.

@Critzible: Going full-on necro? I can respect that! Necromancers are super fun.


Voicing interest

Hmm... a little too many moving parts for me to think about a Collective Wraith (one day I will find a home for my dream of playing as the Replica from F.E.A.R.). I'll have to do some thinking.


Below is my current crunch on my character submission. He's naked; no gear.

Josten is a survivor from another gestalt planewalking campaign, so luckily there was so much work to edit to Pasha's measurements.
Josten Cailean is the offspring from Cayden Cailean, Golarion God of Ale, Bravery, Freedom, and Wine; and Shelyn, Golarion Goddess of Art, Beauty, Love and Music.

Josten Cailean:
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Senses: Perception +33, Darkvision 120ft.
-------
AC 24 (18 Touch, 14 FF)(+8 Armor, +6 Dex, +2 Natural, +2 Luck), DR 5/good
HP 710/710 (1d12 (max) + 9 Con + 13 Cha + 1 Toughness/level + Static 10),
Fast Healing 13
Fort +27 (+12 Class, +13 Cha, +2 Luck)
Ref +27 (+12 Class, +13 Cha, +2 Luck)
Will +27 (+12 Class, +13 Cha) +2 Luck
Immune magic aging, disease, positive energy damage; Resist Negative Energy 10, Acid 5, Cold 15, and Electricity 15.
-------
Ability Scores
Mod | Final | (Starting, Race, Sublime, Holy, Automatic Bonus, Extra 7, age)
+6 | Str 23 | (14, +0, +2, +2, +4, +1, +0)
+6 | Dex 23 | (14, +0, +2, +2, +4, +1, +0)
+9 | Con 29 | (14, +0, +8, +4, +2, +1, +0)
+6 | Int 23 | (14, +0, +4, +0, +4, +1, +0)
+6 | Wis 23 | (14, +2, +0, +4, +2, +1, +0)
+14 | Cha 36 | (16, +2, +8, +4, +4, +2, +0)
-------
Speed 70 ft (30 ft Base, +10 ft. Travel Domain, +10 ft. Sublime, +10 ft. Holy, +10ft. Scion of the North Wind (Ex))
Melee
Ranged
Special Attacks 10d6 Channel Energy (Su) (Will 39 DC for 1/2 dmg., 21/21x/day)
BAB +20/+15/+10/+5 CMB +26, CMD 48 (+4 Battle Lord I (Ex))
-------
╬Bard Spells╬
0-level spells known (DC 31) - summon instrument, ghost sounds, create water, read magic, know direction, prestidigitation.
1st-level spells known (DC 32) - enhance water, identify, implant urge, heightened awareness, cure light wounds. (9/9x/day)
2nd-level spells known (DC 33) - heroism, tongues, mirror image, eagle's splendor, cure moderate wounds, calm emotions (9/9x/day)
3rd-level spells known (DC 34) - charm monster, cure serious wounds, bit of luck, dispel magic, haste, remove curse (8x/8/day)
4th-level spells known (DC 35) - cure critical wounds, hold monster, truespeak, song of healing, invisibility, greater, see invisible (8/8x/day)
5th-level spells known (DC 36) - bard's escape, inveigle monster, wall of silver, persistent image, music of the spheres (8/8x/day)
6th-level spells known (DC 37) - charm monster, mass, find the path, waves of ecstasy, heroes' feast, irresistible dance (7/7x/day)
-------
Epic Boons:
Boon of the Evolution's Chosen
Some circumstance in life has altered your very being in a fundamental way that sets you apart from normal beings of your species. As a result, you or a companion you gain from a class feature gain a number of templates of your choice less than or equal to a total CR value of +6. These must be cleared with the GM, who has the right to deny or alter any that they feel do not suit the game. You may take this boon more than once, but this new set of templates cannot be added to the same being.
Sublime Creature (CR +2)
Fortune-Blessed Creature (CR +1)
Holy Creature (CR +1)

Boon of Wealth and Stature
You are the leader of a nation or organization. Access to their coffers grants you an additional million GP. Your position also comes with added bonus of having people under you, represented mechanically as followers gained as if you possessed the Leadership feat (you do not gain a cohort). This comes with the additional perk of owning land important to your nation or organization, as determined by you and the GM. Taking this boon twice grants you an additional million GP, doubles your followers, and grants you a cohort as Leadership, which the GM can choose to restrict at their discretion.


Feats:
(1) Emergent Divinity Divine Portfolio I: Heavens (Lure of the Heavens), (b) Toughness, (2) Skill Focus Perform (string), (3) Persuasive, (4) Improved Unarmed Strike, (5) Weapon Focus (bastard sword), (6) Emergent Divinity Battle Lord I (Ex), (7) Dazzling Display, (8) Extra Talent Scion of the North Wind (Ex), (9) Gory Finish, (10) Emergent Divinity Battle Lord II (Ex), (11) Quick Draw, (12) Shatter Defenses, (b) Combat Reflexes, (13) Extra Talent Divine Weapon (Su), (14) Alignment Channel, (15) Emergent Divinity Battle Lord III (Ex), (16) Selective Channel, (17) Extra Talent Light Conduit (Sp), (18) Channel Revival, (19) Emergent Divinity Paramortal II, (20) Spell Penetration
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Skills:
6 + 4 Int + 2 Bonus + 3 Background/level
A fortune-blessed creature gains a +2 luck bonus on all skills. This bonus stacks with the luck bonus it gains on opposed checks (see favored).

Acrobatics +43 (Versatile Performance [dance], 10 Physical Avatar (Ex))
Appraise +29 (20 Rank, 3 Class, 6 Int)
Bluff +43 (Versatile Performance [string])
[b]Climb +20
(1 Rank, 3 Class, 6 Str, 10 Physical Avatar (Ex))
Craft +6 (0 Rank, 0 Class, 6 Int)
Diplomacy +57, +58 Charming (Versatile Performance [string], 10 Legendary Beauty, 4 Racial)
Disguise +17 (1 Rank, 3 Class, 13 Cha)
Escape Artist +14 (5 Rank, 3 Class, 6 Dex)
Fly +43 (Versatile Performance [dance], 10 Physical Avatar (Ex))
Handle Animal +17 (1 Rank, 3 Class, 13 Cha)
Intimidate +35 (Versatile Performance [keyboard], 2 Persuasive)
[b]Knowledge (arcana) +39
(20 Rank, 3 Class, 6 Int, 10 Bardic Knowledge)
Knowledge (dungeoneering) +26 (7 Rank, 3 Class, 6 Int, 10 Bardic Knowledge)
Knowledge (engineering) +27 (8 Rank, 3 Class, 6 Int, 10 Bardic Knowledge)
Knowledge (geography) +27 (8 Rank, 3 Class, 6 Int, 10 Bardic Knowledge)
Knowledge (history) +27 (8 Rank, 3 Class, 6 Int, 10 Bardic Knowledge)
Knowledge (local) +25 (6 Rank, 3 Class, 6 Int, 10 Bardic Knowledge)
Knowledge (nature) +26 (7 Rank, 3 Class, 6 Int, 10 Bardic Knowledge)
Knowledge (nobility) +25 (6 Rank, 3 Class, 6 Int, 10 Bardic Knowledge)
Knowledge (planes) +43 (20 Rank, 3 Class, 6 Int, 2, Heavenborn, 10 Bardic Knowledge)
Knowledge (religion) +39 (20 Rank, 3 Class, 6 Int, 10 Bardic Knowledge)
Linguistics +15 (6 Rank, 3 Class, 6 Int)
Perception +33 (20 Rank, 3 Class, 6 Wis, 4 Sacred)
Perform (comedy) +36 (20 Rank, 3 Class, 13 Cha)
Perform (dance) +36 (20 Rank, 3 Class, 13 Cha)
Perform (keyboard) +36 (20 Rank, 3 Class, 13 Cha)
Perform (sing) +36 (20 Rank, 3 Class, 13 Cha)
Perform (string) +43 (20 Rank, 3 Class, 13 Cha, 1 Divine Artist, 6 Skill Focus)
Profession +1 (0 Rank, 0 Class, 1 Wis)
Ride +20 (1 Rank, 3 Class, 6 Dex, 10 Physical Avatar (Ex))
Sense Motive +40 (Versatile Performance [sing], 4 Sacred)
Sleight of Hand +29 (20 Rank, 3 Class, 6 Dex)
Spellcraft +29 (20 Rank, 3 Class, 6 Dex)
Stealth +26 (7 Rank, 3 Class, 6 Dex, 10 Physical Avatar (Ex))
Survival +16 (7 Rank, 3 Class, 6 Wis)
Swim +20 (1 Rank, 3 Class, 6 Str, 10 Physical Avatar (Ex))
Use Magic Device +136 (20 Rank, 3 Class, 13 Cha)

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Special Abilities:
Ageless
Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.
Channel Positive Energy
The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.
Positive Energy Affinity
The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
Strong Life-force
In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.
Augmented Criticals (Su)
The critical threat range of each of a fortune-blessed creature’s attacks doubles. The doubling follows the standard rules for doubling critical ranges and does not stack with other doubling effects, such as keen edge or the Improved Critical feat.
Lucky Strike (Su)
As a swift action, once per minute, a fortune-blessed creature can apply a true strike effect to a single attack.
Favored (Ex)
A fortune-blessed creature gains a +2 luck bonus on all saves and opposed checks, and a +1 luck bonus on all attack rolls.
Turn of Fate (Su)
Once per day, a fortune-blessed creature can reroll any failed roll it has just made. It must accept the results of the second roll.
Grace (Su)
Every nongood creature within 30 ft. of a holy creature automatically takes a –1 penalty on all attack rolls, checks, and saves. Grace is a mind-affecting effect.
Negative Energy Resistance (Su)
When a holy creature is struck by an attack using negative energy, energy drain, ability damage or drain, or hit point damage such as that from an inflict spell, the holy creature may make a level check (1d20 + total HD) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds,the negative energy attack is canceled out in a bright flash. If the negative energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of damage.
Protection from Evil (Su)
A holy creature gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks by evil creatures. Furthermore, it is immune to any attempt by an evil creature to possess, charm, or influence it.
Holy Spellcasting (Su)
A holy creature’s effective caster level for spells and spell-like abilities with from the healing subschool and those with the good or light descriptor increases by +1 over that of the base creature. This benefit stacks with itself, so the holy creature’s effective caster level for a spell with both good and light descriptors is higher by +2 than that of the base creature.
Sacredness (Su)
Each of a holy creature’s melee attacks with a natural or manufactured weapon deals +1d6 points of holy damage against creatures of evil alignment. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.
Holy Body (Su)
A holy creature gains double the normal amount of healing from positive energy. Thus, if a cure light wounds spell would normally restore 7 hit points, the holy creature would instead regain 14 hit points.
Godling (mighty) Class Features:

Weapon and Armor Proficiency
A mighty godling is proficient with all simple and martial weapons; with light, medium, and heavy armor; and with all shields (other than tower shields). A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields).
Lineage Domain Good, Healing, and Travel
As a result of their divine bloodline, mighty godlings gain access to the powers (though not spells) of a cleric domain. The mighty godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the mighty godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A mighty godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers.
A multiclass cleric/godling who has the same domain from both classes adds the two classes together when determining what granted powers the character has and their effectiveness, but uses only the character’s cleric level to determine what domain spells are gained.
Touch of Good (Sp)
You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su)
At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Rebuke Death (Sp)
You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer’s Blessing (Su)
At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Agile Feet (Su)
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp)
At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Divine Traits
Divine traits are special powers a mighty godling gains through his divine heritage. Players may select any divine traits for his character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait he possesses (though in some cases higher degrees make lower degrees superfluous).
A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Each time a godling gains divine trait ranks, he may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III).
A godling may save unspent ranks if he wishes, but can only spend them when he gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
Legendary Beauty I (Ex)
Diplomacy and Perform skills are always class skills. The godling gains a bonus equal to half his class level to Diplomacy checks made to make a request of a creature that is at least indifferent toward him (see the Diplomacy skill).
Additionally, once per day he may make a Diplomacy check to make a request of a creature that is unfriendly or hostile toward him (though he does not gain the benefit of this trait on such checks, as the targets are not at least indifferent). Each time he uses this ability on a specific creature, it becomes immune to this ability until the godling gains a level.
Legendary Beauty II (Ex)
The godling’s presence lifts spirits and inspires artists. Creatures within 60 feet of the godling that can hear or see him gain a circumstance bonus to Perform checks equal to the godling’s Charisma modifier.
Additionally, creatures within 60 feet of him that can hear or see him who gain a morale bonus (from any source) act as if that bonus were 1 higher. Additionally, so inspired are those who work to assist the godling that if a character takes an aid another action to help him, the godling gains double the normal bonus.
Legendary Beauty III (Su)
The godling can focus his resplendent appearance on a single creature, and overwhelm it with his divine demeanor. This counts as a charm monster spell, using the godling’s level as the caster level and with a saving throw of (10 +1/2 level + Con or Cha modifier – whichever is higher). He may use this ability once per day, but may never have more than one creature under the thrall of his beauty at a time. If he focuses his immortal magnificence on a new creature to charm it while a previous charm from this divine trait is still in effect, the previous charm immediately ends.
Legendary Beauty IV (Su)
The godling’s loveliness is so great, creatures are loathe to harm him and risk marring his appearance even if they hate him. The godling may add his Constitution or Charisma modifier (whichever is higher) as a bonus to his armor class and saving throws against attacks and effects made by creatures with an Intelligence score who can see him. This has no effect on attacks and effects from mindless sources (such as traps and constructs) or foes who cannot see the godling.
Paramortal I
The godling does not need to eat or drink. While the godling may partake if she desires, she suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The godling ages only 1 year for every 2 years that pass.
Scion Talents
As a mighty godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a mighty godling gains one scion talent. A mighty godling cannot select an individual talent more than once unless the talent states otherwise.
Force of Personality (Su)
Your deific heritage manifests in the form of an amazingly strong presence, which allows you to accomplish things through sheer ego rather than physical ability or natural talent. This presence also powers a barrier of divine defense which helps protect you from harm. You may add your Cha mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Cha mod for Fort saves, your Dex mod with your Cha mod for Ref saves, and your Wis mod with your Cha mod for Will saves).
Physical Avatar (Ex)
The godling adds half his level to all ability checks and skill checks based on Strength, Dexterity, or Constitution.
Retribution (Su)
When foes dare to strike your person, which is a vessel for the divine energies that make you a godling, you can call upon those divine energies to strike down the heathens who dare defile your physical perfection. When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker.
Smite Rival (Su)
Once per day, a godling can call focus his internal divine power to strike down those who dare oppose him. As a swift action, the godling chooses one target within sight to smite. If this target has dealt damage to the godling within the past 24 hours, the godling adds his Constitution bonus (if any) to his attack rolls and adds his godling level to all damage rolls made against the target of his smite. The smite rival effect remains until the target of the smite is dead or the next time the godling rests and regains his use of this ability.
Bonus Feat
At 4th level, and again at 12th, a mighty godling receives a bonus feat. The godling must meet all prerequisites for these feats. For a mighty godling, the feats must be Combat Feats.
Improved Initiative, Combat Reflexes
Greater Scion Talents
At 11th level a mighty godling may gain a scion talent or one of the following greater scion talents. Every two levels thereafter, a godling gains another scion talent or greater scion talent.
Impressive (Ex): Once per round as a free action, the godling can make an Intimidate check to demoralize a foe who has just been struck for damage by the godling
Channel Energy (Su): You may channel energy as a cleric does, using your godling level as your cleric level. You may do this a number of times per day equal to 1 + 1/2 the modifier of one ability score of your choice.
Skill Mastery (Ex): The godling becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Wisdom modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so.
Rupture Magic (Su): When you strike a foe or object with a successful weapon attack, as a swift action you may attempt to break magic effects on the target. This acts as a targeted dispel from a dispel magic spell, except the check is 1d20 + your base attack bonus. You may use this ability a number of times per day equal to your highest ability score modifier (minimum 1/day).
Divine Power: The godling gains the Godling Spell feat. The godling must meet all the feat’s prerequisites.
Demigod (Ex)
You elevate from the ranks of deifically-blooded heroes to the lower ranks to true divinity. This has several effects, including changing your type to outsider (native).
You gain a cult of worshipers. This functions as the Leadership feat, except that all your followers are adepts, clerics, druids, or other classes that gain access to divine spells, and your cohort is your high priest. You may use sending (as the spell) a number of times per day equal to 1 + your Wisdom bonus (minimum 1) to contact any of your followers or cohort. Clerics that worship you may access the three domains associated with your lineage domain ability.
You become much harder to kill. You add your level to the negative hit point value you must reach before dying. If you are ever dropped to negative hit points, you automatically stabilize. Any time an event would normally cause your death (including taking hp damage that exceeds a sufficiently low negative value), you make a DC 20 Constitution or Wisdom check (your choice). If the check is successful you do not die, instead your hp total resets to a negative value one point shy of dying, and stabilizes. You can plane shift once per day. This functions as the spell, but you may only use it to access the native plane of your divine parent or the material plane.

Bard Class Features:
Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields).
Spells
A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
List of Bardic Performances:
Countersong (Su)
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su)
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su)
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su)
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence (Su)
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Suggestion (Sp)
A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su)
A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su)
A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.
Frightening Tune (Sp)
A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard’s performance. Frightening tune relies on audible components.
Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Mass Suggestion (Sp)
This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.
Adoring Fan (Su)
At 20th level, the bard can use his performance to convert even the toughest audience. To be affected, a target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target can attempt a Will save (DC = 10 + half the bard’s level + the bard’s Charisma modifier) to negate the effect. If a creature succeeds at the saving throw, the bard cannot use this ability on that creature again for 24 hours. On a failure, the creature is dominated (as dominate monster) for as long as the bard keeps playing and is charmed (as charm monster) for 1d4 hours thereafter.

Adoring fan is a mind-affecting, compulsion effect that relies on audible and visual components.
Cantrips (Sp)
Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Lore Master (Ex) 1/day
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Jack of All Trades (Ex)
At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Racial Traits +2 Str, +2 Cha, -2 Wis; Outsider (chaotic, good), Medium, Normal Speed, Celestial Resistances (acid 5|cold 15|electricity 15|negative energy 10), Heavenborn (replaces Skilled & Spell-Like Ability), Darkvision 120ft., Languages.
Traits(Social) Charming, (Religion) Inner Beauty and (Regional) Planar Negatiator.
Items
Wealth
Carrying Capacity
Light (101 lbs or less); Medium (102-202 lbs.); Heavy (203-303 lbs.)
Current Load:
Height 6'6", Weight 220 lbs, Eyes Sapphire Blue, Hair Crimson Red
==============================================
Questions for Pasha:
Please take a look at Josten's Epic Boons for your approval. Also, I would like your permission for Josten to have the create water orision, as a gift from his father, Cayden Cailean.


Important question that I didn't see covered in the initial rules:

How are you handling favored class bonuses? Do we get them for both classes, or do we still need to pick just one? Also, what should players do for unusual race/class combos?


Gotcha!

I'm digging through classes. I'm pretty sure I'll wind up with Daevic as one class.

Aethernaut looks cool too! Be cool to have piloting abilities and plane traveling abilities.


Hi GM I think you missed my questions

Question GM: Dose these CR templates take 6 levels from one side of the Gestalt?
Question GM:Is Age and 20th level Capstones allowed?
Question GM:Also I will not need it but I bet some one will ask about race builder.
Is that allowed?
Question GM: Last of all, I have a PC build of Fallen with a Million followers, I am not joking, would that be allowed?

im happy with @name


Just seen the leadership ban so forget that last one.


Cronossuss Fallen of Time wrote:
Question GM:Also I will not need it but I bet some one will ask about race builder.

Custom races are excluded in the OP.


"I will not allow custom races whatsoever and I'm standing firm on that."

Thanks Andrew missed that.


Have to say that this is proving to be very enjoyable in making this character. Godwyn is slowly taking shape...

Race: Grigori Angel
Class 1: Champion of the Cause Paladin
Class 2: Incanter
Boon of the Storied Monster x2: Grigori Paragon

Still have to work out some of the details. But he's mostly there. Brute+Open Hand Sphere, with huge focus on life sphere. He's turned out to be an amazingly effective healer.


Jotun and Taninim paragons can get up to Colossal. Will that be a problem?


@Master Han Del of the Web: Let me know if you have any questions or need feedback on anything.

@TheWaskally: All of the templates are fine.

I'll allow Create Water as an orison.

@Monkeygod: I knew that I forgot something! FCBs are handled in the following ways: you gain one for each of your two classes and there are no race limits on what FCBs you can take.

What do you mean by unusual race/class combos? If you're talking about with FCBs, they're decoupled from race so that people can take what they want.

@"The Lucky Halfling": Both of those classes are an absolute blast to play.

@Cronussus Fallen of Time: I already answered your questions upthread in my first reply.

@Godwyn Blaecwulf: That's a lot of progress in just two days! Very nice.

@Ouachitonian: It can be problematic in some circumstances. I'd recommend investing in an item or ability that can at least shrink you down to large on demand in case you need to enter a smaller building or something to that effect. It's definitely not going to be as big of an issue as it would be in other games though.


Anybody know if this is online somewhere?

Shapeshifter (Paranormal Adventures)


I've thought about it for a bit and I think it'd be nice to provide a list off the top of my head of what planes and locales the party might visit at some point in the game. Some of these are mandatory jaunts that will happen as part of the story and others are visited during side quests, patron quests during the arena arc, etc. They're going under a spoiler so that only the people who want to engage with the information will see it. There's probably a few things missing here since I don't have the full list I made in front of me, but hopefully this gives you all some idea of what I meant when I said that there would be planehopping.

Planar locales the party may visit:
The Dreamlands (combines Co7S and CM versions): Allalia the City at the End of the Dream, the Slumbering Sea, the Leng Plateau, Sarnath, and Qaṣr al-Kawābīs (a more fitting name I made for the City of the Coliseum ruled by the Khan of Nightmares)

The Elemental Plane of Fire/The True Flame (Co7S version): The City of Brass, the Molten Sea

The Brightlands (Co7S): Twilight Palace of the Solstice Court, Domain of the Wild Hunt

The Lands of the Jade Oath (3rd-party setting): The Heaven's Reach Mountains in Xianguo

The Vile Geometries (Co7S kyton home world): The layer of Quantus

Valhalla (Co7S version): The Fields of Honor, Yggdrassil

The Grand Machine (Co7S plane of law): Crystal Hall of the Universal Pattern

The Nine Hells (Co7S version: The Fields of Asphodel in Hell's first layer, the city of Dis in Hell's second layer

Akhamet (3rd-party setting): Pyramid of the Black Sands

Alluria (3rd-party setting): Lands of the Mahrog

Phyllia (Co7S good plane akin to Elysium): The layer of Inglia

Hyraeatan the City of Seven Seraphs (obviously from Co7S)


Pasha of the Nightsands wrote:
@Master Han Del of the Web: Let me know if you have any questions or need feedback on anything.

Out of curiosity, did you mean to functionally ban inherent bonuses to ability scores? With ABP-lite removing the legendary gifts and a ban on crafting or buying the tomes and manuals, there's precious few ways to get inherent bonuses outside of specific classes.


For the Boon of the Well-Traveled Wanderer, can I use the 3.5 Archwizard as the prestige class?


Seems my Dyslexia is getting the better of me again, Sorry GM, I keep missing things.

Grand Lodge

Hmmm I may switch it up. Especially with the Wanderer path...


On crafting, can we craft slotless items by doubling the cost or craft combined items by paying 50% extra for the most expensive?


I am still working on the crunch but I thought I would post some of the background here.

Name: Candraphon, The Eater of Worlds, The Worm Within and Without, The Corruption, The End of Hope, The Master of Death, The Warlord

Race: Human (barely any more)
Classes: Mystic Godling 20|Legendary Sorcerer 20
Templates: Advanced (+1), Nightmare (+1), Graveknight (+2), Worm that Walks (+2)
Alignment: Lawful Neutral (with twinges of Evil)

Background

Candraphon has known many names in the long aeons of his life. His past is shrouded in mystery but the most learned sages believe that he came from the ancient past of a little known Prime Material planet called Earth. His mother was the Goddess Hel, Queen of Air and Darkness, Goddess of Death, the Underworld and Suffering. His father was the mortal arch sorcerer Merlin. Hel ensnared Merlin and became pregnant by him, wiping his memory of all that had happened after she allowed him to escape from the Underworld.

Heavily pregnant, she gave birth to her offspring on an ancient, blood soaked battlefield, deep within the the Realm of Nightmare. On his birth she buried him in the earth and scattered it with her flesh eating death worms. For a year and a day the infant sought to stave off the monstrous crawling things and integrate them into his own being. Eventually he exploded out of the ground, a mad, ravening monstrosity which fled his mother into the world of men.

For an age he rampaged through many worlds, in some he struck directly, destroying randomly but as he grew and learned cunning he began more subtle corruptions. Some civilisations he corrupted from within, others he struck with plagues, waves of terrifying monsters or cataclysmic weather events. Always he fled, fearing his mother would find him and compel his servitude.

In time he learned of the planar metropolis of Hyraeatan. Here was a place he could be safe from his manipulative mother for ever and so he determined to capture the city. He raised an army of orcs, demons, dragons, things from beyond the stars and worse and ripped open a dozen portals to the city. However, this time he bit off far more than he could chew and his army was thrown back, the portals closed and he was bound.

Taken before the Council he begged for his life, claiming he was but a pawn of his mother and begging that they spare his life. He was lying of course and while the Council accepted his claims they were no fools. He was wrapped in Mythic Wish and Geas spells and set as a new Guardian of the city. For a thousand years he has watched over the portals and protected the inhabitants. In that time he has slipped out of the many magical bindings he was subjected to but the passage of time has caused a most unusual change.

Time has given him the chance to reflect and reappraise his life. The madness has subsided and he can see that his past has ever been controlled by his mother. Each world he delivered death and destruction to was one where she was strong and his actions fuelled her planar armies. Even the attack on Hyraeatan was secretly inspired by her, a distraction for some more nefarious plot that has yet to come into the open. Likewise, long contact with the other Guardians of the city has changed his outlook. Now he is determined to finally be free of his mother's influence and find a place he can belong.

He recently approached the Council, revealed that he had defeated their wards and bindings and applied for full membership of the Circle of Wardens. That has been granted, albeit on a probationary basis only. He still has a long way to go before he is actually trusted. One of his greatest concerns however is that his mother retains possession of his Graveknight armour and so he will do almost anything to avoid being destroyed and falling into her clutches.


Godwyn Blaecwulf wrote:

Have to say that this is proving to be very enjoyable in making this character. Godwyn is slowly taking shape...

Race: Grigori Angel
Class 1: Champion of the Cause Paladin
Class 2: Incanter
Boon of the Storied Monster x2: Grigori Paragon

Still have to work out some of the details. But he's mostly there. Brute+Open Hand Sphere, with huge focus on life sphere. He's turned out to be an amazingly effective healer.

Looks like you are 2 points over the stat cap on Strength. Looks really interesting.

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