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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Would the Boon of Wealth and Stature count as 'having the Leadership feat' for the purposes of doubling the number of followers benefit from the Ring of the Ecclesiarch ?


Pasha of the Nightsands wrote:
@Fury of the Tempest: What's your companion's theme?

Fast and stealthy dragon.

Currently thinking of going Half-Fiend and Idomitable for 3 CR, then either Quickling or Advanced & Fighter Class.

Half-Fiend gives Fate magic, while Idomitable gives access to the Guardian Sphere for some Patrol capability.

Then Quickling would let them cast as a swift action and gain an extra move action, while the Fighter Class would give me extra feats that would flesh out my Spheres of Might capabilities.

Pros and cons to both. Could always take Quicken Spell, of course, but Quickling means I don't need to spend spell points... and hmmm, well, if I take the extra Combat feats, what would I get? Hindering Projectiles (snipe)? To The Hilt (exploit)? Perfect Shot would be nice to ignore concealment, and maybe a few more Guardian Sphere talents, but otherwise... and I don't need Advance at all, my ability scores are high enough as is.

Okay, I've talked myself into it. Half-Fiend, Indomitable, Quickling it is.


@Dr. Vulpiano Arvanxi, MD: It would not.

@Fury of the Tempest: Looks like you were able to choose before I could reply! Interesting combination.


Couple questions:

1) The Mutant template gives Qeetan the rage class feature as a barbarian, treating her HD as her barbarian level, also mentioning that this stacks with actual barbarian levels to determine the number of rounds per day (4 base + 15 Con + 19x2 = 57 rounds). Now, Qeetan also has barbarian as her VMC, which gives her a number of rounds of rage per day equal to Con + Level (15 Con + 20 = 35). As a base rule, you are never allowed to apply the Constitution bonus twice, but what about the remaining 20 rounds from VMC? Should I add the two together (4 base + 15 Con + 19x2 + 20 = 77) or ignore the rage rounds from VMC?

2) With Legendary Barbarian being mandatory, we now have three distinct versions of the rage ability: Core, Unchained, and Legendary. Which version I should use? To add some context, Qeetan gets no extra benefit between Core and Unchained, since she doesn't use two-handed weapons, with the exception of the change from Con boost to temporary hp, which is a big improvement IMO. For the Legendary version, the rage ability was split between "rage" and "rage form", so if your answer is Legendary I believe I should also be able to choose one rage form.

3) A follow-up from the previous question, if I choose a rage power that has different versions between Core and Unchained, which should I use?

=====

Qeetan is mostly done. To make your revision easier, there are two spoilers that detail all the math involved and all the build choices, level by level. Let me know if you have questions.


Pasha of the Nightsands wrote:
@Fury of the Tempest: Looks like you were able to choose before I could reply! Interesting combination.

Thank you. If you have any questions about my character sheet, please, let me know and I'll do my best to make the sheet easier to read.

I do have two rule questions.

1. Regenerating Companion (form) requires the Natural Aspect (form) (fast healing option) talent to be picked, and turns the fast healing into regeneration.

Suppose my Companion has Fast Healing from another source (like say, a template). Can I count that fast healing as the Natural Aspect (form) talent? Or do I still need that talent to pick up Regeneration Companion?

2. The Spheres Half-Fiend Template says the following:

Quote:
Magic: The half-fiend gains a bonus magic talent plus an additional talent for every 2 Hit Dice it possesses beyond the first. If it does not already possess spellcasting or racial casting, the creature gains a caster level based on their racial Hit Dice (see Table: Racial Caster Level Progression by Creature Type) and may select a casting tradition.

Emphasis mine. Does this include the +2 talents that normally come with a casting tradition?

Edit: Also, just for kicks, but if I'm understanding my mechanics right, my Animal Companion's flight speed is a little over Mach 2.


@Qeetan'Chachol Shaaldanarth: Always assume that the Legendary version of Rage is what you have to work with.

The CON bonus does not stack, but the normal rounds do.

@Fury of the Tempest: Your companion still needs the fast healing form before it can pick up the regeneration option.

When it says to select a Casting Tradition, that implies everything that comes with it, yes.


Huh, I suppose then I would also gain access to a Legendary Barbarian Rage Form, if that's how VMC functions.

Scarab Sages

Pathfinder Starfinder Society Subscriber

GM, as I have access to many long term buffs, do you want me to factor said buffs into my main stat block? Or off to the side?


Well, I'm happy to say that Warden Arcantos is now complete.

He doesn't have the most detailed or elaborate backstory ever, but I believe it does more than enough to flesh out who Arcantos is and what great deeds he has done in the past. If anything, I prefer leaving it open-ended, as it allows me to potentially fill it in the future, during the RP itself if I get selected.

Also, I clearly need to get up to 10 posts so I can put the Google Document on my profile and edit my name, seems I ran right into the character limit...


When Time dictates, A noble needs to die:

All around was war, a battle, brutal and bloody, foot troops clashing hand to hand, sword to shield, and spear to armour. The dead and dying littered the floor. Throw this walks Cronossus, unseen, undetected, and 16' tall ethereal angel striding through a battle that was happening in slow motion around him. He had shifted his time frame to give himself time to get to the one he needed to. Arrows fell down in a wave, hitting the floor, and friend and foe alike, more men fell. And Cronossus kept his pace.

There, there was the form he was looking for, a single rider, now fallen, lyingwith his back to a dead mount. His hands trying to hold in his guts. The sword slash across his midriffad opened him up like a can of sardines. His life,, like his intestines,, waslipping away.

Cronossus seemeded to stand before him, and time stopped. The man looked shocked, seeing arrows stop in midair blood and mud halted in their movement.The frozen faces of men fighting, a still tableauau of death.

Cronossus shrank down to a more elf-like-like size. The man was shocked again now seeing Cronossus before him.

"Areu... are you angel come to collect me?"

Fear on the man's face was fighting with relief that that there was an afterlife.

"Inway, I am here to collect you. Come,, let's go some place less distracting."

Cronossus reached out and touched the man. They were now in a wide open field; it was a sunny day, not like the winter grey they had left. Flowers bloomed where once picket spikes and mud defence embankment had been. The man held on to Cronossus's's hand;; now there was nothing supporting his back. He held on and wondered at the sound of insects and birds where there had been screams and yelling.

"Isis heaven?"

Cronossus knelt and helped the man up.

"Well,n a way, this is the battlefield five years before you fell. Five years,, 3 months, 4 days, 2 hours, 13 minutes and,, on the count,, 45 seconds; count."

Then the man man looked at him,, then down at his body. He was unhurt, med, and unarmoured.. He moved his hands over his body, checking for the wound andand checking his body parts.

"Buy...how,y, how can this be? Their clothes –– they are my old travelling clothes."

He checked his pocket nd pulleded out a letter. He stopped; he knew what it was.

"This Jane's letter, the one here she told me she loved another. And I..."

Cronossus, now anormal 16' tall,, nodded.

"Just after you ran away from the village and joined the king's's army. And look where that got you."

Lost for a moment,, the man looked up at Cronossus, now really puzzled.

"But? Why do this? Why bring me back to feel this all over again? Is this hell?"

Cronossus chuckled.

"Some say the past is hell. But again,, no. This is just your past. A post I am giving you the chance to change." [/b]

Now the man seemed angry.

"Changee past? You can't change the past; you just have to live with it."

His words at the end werespat out.

"Yes,n most cases that is true, but under some very special cases, under very special circumstances, one can; in fact,, one has to or the whole of reality breaks. And this is one such case. You,, my friend,, have been given a second chance."

The man looks around.

"Sayis is real.."

"Which is"

"Sois is real; what now? My true love has said she wants another, and I know how that is. What can I do about it?? He is bigger,, faster, and, and smarter than me, a noble."

"Thetter is a fake.."

"Iuld not evenget close... .. Sorry,, what did you say?"

"Thetter is a fake; he paid someone to fake it. Got it delivered to you by your lover's sister,er, who thought she was giving you a love letter."

The man looked stunned.

"BUTJOINED THE F*^&%() ARMY!!"

Cronossus hought he would help along the penny to drop.

"Sorry,ou weresaying he is bigger, stronger and smarter than you."

"Yes"

The man said through gritted teeth.

Come on, penny drop...

"And what did you do in the 5 years until that battle?"[/b]

"I trained as a soldier..."

And there it dropped.

"I'm going to F(*&^)& KILL HIM!!!"

And the man set off running. Cronossus watches him go. Cronossus bent down and picked up some of the summer flowers,

"These will look very nice on the Hall window."

And then he was gone.


@Saasshaa: Off to the side. Including it in the statblock makes double-checking things harder.

@Arcantos the Storyteller, Warde: Leaving a few open spots in your background is fine with me.


Is this still open? I have a few ideas


Seth86 wrote:
Is this still open? I have a few ideas

As far as I know, yes, but there should be just a couple days left since the GM mentioned he'd be closing it to new submissions/major revisions this weekend.

You'll need to do some magic to finish such complex character in 1-2 days.


Yeah...making this profile took a good chunk of time. It's possible to make one, it'll just be tight.


Well. I have an idea already. But if it's not okay'd I'll give it a skip. Not because it's a make or break idea. Just that I won't be able to come up with an idea to make such a complex character :P


Seth86 wrote:
Well. I have an idea already. But if it's not okay'd I'll give it a skip. Not because it's a make or break idea. Just that I won't be able to come up with an idea to make such a complex character :P

Yeah, trust me, this is a game where your character sheet is best done on a Google Documents sheet where you can lay everything out, and it will likely take a few days just to actively decide how to fill in all the different choices, let alone actually fill out the character sheet.

Sucks to miss this, but good look next time.


I know the backstory I wrote for this character was left somewhat vague, so let me know if there's anything that you want me to expound upon more concerning my character.

Also, if there's anything that doesn't make sense about my numbers or whatever else have you, feel free to let me know.

In the meantime, I made some slight adjustments to my Shield. Apparently, it needed to be a "Quickdraw" Shield if I wanted to be able to throw it and "don" it without spending actions or losing the AC bonus. Since there are only Light Quickdraw Shields, I made the Shield a Light Quickdraw Shield, but gave it the Folding ability, so now it can shift into literally any other shield type (Buckler, Heavy, Tower). For the most part though, it'll just be a Heavy Shield.

I did what I could to minimize the effect of the changes. Switching Barbed for Folding + Bashing, then getting rid of Phase-Locking so I could get Training (for the Versatile Shield talent whose effects were previously given by Barbed) + Feral. Feral is interesting, because it basically makes effects that apply to natural weapons now apply to the shield. I then switched out one of my gestalt discipline talents for Unarmed Training, which lets natural weapons count as unarmed strikes (except for during full attacks, for some reason). So now (assuming my understanding of this is accurate), my shield counts as both a natural weapon, and an unarmed attack, all while being capable of making both melee and ranged (thrown) attacks.

Since I lost Phase-Locking, I also got rid of Teleport Tactician (and the Disruptive + Spellbreaker prereqs for it as well). In it's place, I picked up God Hand, from the Open Hand Sphere. This lets unarmed strikes (i.e. my Shield when not full-attacking) negate fast healing and regeneration. If I use an attack action and reduce a foe to zero, it'll even disintegrate a target.

I'm thinking of adding this to the Shield's lore. Being capable of not just granting life and immortality to it's wearer, but also capable of taking it away from others. Thus making the Shield a weapon that allows mortals to fight on par with Gods.

Feel free to let me know if there are any issues with my character, or my understanding of how things work.


Qeetan is officially finished. Added a small and open-ended background that should allow for plenty of hooks.

She is an incredibly mobile brawler with a huge number of attacks combining sword, unarmed strikes and an occasional shark bite. She is also pretty good at crowd control, with options to deal both with masses of enemies or a single BBEG. She is also a pretty good buffer for those that can remain close to her, which I'm not sure how likely will be.

Her AOOs are absurdly deadly, but I've restrained myself in not having too many triggers for them, otherwise it would be a nightmare to play in PBP (which was a big reason I've switched from Sgrack).

If her numbers are too high I can easily tone her down. I've tried to be as thematic as possible, leaning towards sharks, storms and blood (because of sharks).


@Seth86: I'll leave the thread open until Sunday night EST.

Scarab Sages

Pathfinder Starfinder Society Subscriber

I think I've invested as much time as I am willing to pre- being selected. Thank you for the opportunity and the consideration GM.


Wow, time flow past on this one, I was working on another PC idea, but I will stop and stick with just Cronossus,

GM looking over some of the amazing PC builds, I have to say I think you did the right thing in giving everyone applying a lot of time work out their build, Its something I will take from this, and if ever I try another Epic level game I will do the same. It really dose seemed to have helped everyone.


The demigod feels anxious and excited for the eventual reveal of the chosen party members.
Josten plays some tunes on his lute to burn off some nervous energy.
Perform (string): 1d20 + 56 ⇒ (17) + 56 = 73


perform dance: 1d20 + 17 ⇒ (9) + 17 = 26

Maedyri's eight legs move with the tune, a joyous smile along her face. Bravo, Bravo. This reminds me of my time in the courts of Elysium. Perchance do you follow the Eternal Rose? Shelyn.


Josten's face breaks into a wide smile. "Why yes, spider dancer. Shelyn has been one of many exemplars in my life I follow. But now, I'm trying to forge my own path."


While the thread is officially closed to new interest and major revisions, it's probably going to be a few days, though probably not a full week, before I make my selections.

I still have four more character submissions to review and playtest to get a feel for their capabilities, choices to make, and double-checking with those I am leaning towards to make sure that they're still down for the game. It'll probably be another day to finish the review/playtests, another day to decide who I want and to message them with whatever critiques I have and double-check to make sure they're still interested, and then I'll wait up to two days to hear from them, assuming I don't earlier than that. So it'll probably be around four days max that people will need to hang in there while I wrap things up on my end.

I probably shouldn't have started doing in-depth reviews about a week before the recruitment ending considering how complex the statblocks are, but I knew there was a ton of revisions being done by the day and didn't want to review something only for it to significantly change. Still, that was probably a mistake on my part and I own up to it, so sorry for keeping you all waiting just a bit longer when you're all raring to go.

The Playtest Encounters for Coliseum Morpheuon (Major Spoilers for the Early Game!):
- A seabound encounter with Miraxa the dragon-blooded Corsair-Queen of the Slumbering Sea, her not-so-jolly band of planar pirates that includes stuff like an enigmatic Denizen of Leng navigator and bloodthirsty Wereshark first mate, and her living warship. There's also the possibility of a surprise encounter right in the middle of the brawl with an amphibious skywhale kaiju that goes bananas on both sides or aids one side or the other, depending on how things play out. Yeah, a pretty complex combat to run each character through alongside a few sample characters I made to help playtest.

- An encounter with a turban-clad Balor thuggee and his gang of dream-touched demon assassin-cultists in back alleys of the Tarnished Souk. I'm pretty sure that I don't need to describe how complex any combat with a mythic balor crimelord and his coterie of crazed demon hashashin cultists within a relatively tight (10-ft. wide) alleyway can be, especially when you factor in

- A sorta-friendly formal duel between particularly powerful fey serving under Auberyon the Solstice King and the party, all set within the twilight faerie forests of the Brightlands. The fey duelists include a Master of the Wild Hunt, a Mythic Cold Rider with the Mythic Dullahan template (among other things), a Lunar Ravager converted from 3.5, and a Shadow Fey princess, each built rather heavily with Path of War content and crazy templates.


Just a matter of waiting patiently for the character sheets to be looked over and reviewed. The playtests sound like are fun honestly, are we running through them, or are you taking our characters and chucking them in yourself?

A decent way of getting an understanding of what we can and can't do regardless. Though I am a little concerned if you are running them. Thanks to being a Fey Adpet, an Illusion with the Create Reality ability, a lot of my character's power is going to be linked to creativity and what I can convincingly pull off. He has more direct combat options with all the Kineticist shenigans, but the Illusions are just as important.

Then again, us doing the playtests would just take longer... so yeah, I get it.


@Arcantos the Storyteller, Warde: Oh these are actual encounters in the game I've ripped out and used to test characters and their ability to contribute in various situations. I'm chucking the characters in to test them myself since it would kind of spoil things if players take part in a grand playtest that they will later repeat in the actual game, not to mention it would take a lot longer that way.

I've taken characters with less-defined abilities like yours into account and have tried to use them as intelligently as I can in these tests. There have been a few amusing anecdotes out of that, I will admit, but suffice it to say that this isn't just me testing for numbers, but overall effectiveness.


For the first encounter, if we find ourselves underwater, I believe Arc Zeon can use the Radiant Dawn stance, "Armaments of the Empire" to grant the party access to the "Cyclonic" enhancement on their weapons.

This should allow for the use of unimpeded ranged attacks underwater, for those who solely rely on such. Arc Zeon also has a constant Freedom of Movement effect, from his Juggernaut Epilektoi Implacability. He doesn't need to breathe, thanks to his Everlasting Mythic Shield, and can swim fairly well due to the Swim Package of the Athletics Sphere + the Swift Movement talent.

If the battle takes place in the air instead, then Arc Zeon can use the Fool's Errand stance, "Lesson IV: The Ladder" for unparalleled aerial mobility. Thanks to Swift Movement & the Leap Package, the distance he can cover with each jump is increased, which leads to massively increased distance covered.

That said, he'll generally try to stick close to his allies to help block attacks, unless something crazy is needed of him. A battle in a more enclosed space like an alleyway with a Balor just makes his Combat Patrol that much easier to pull off successfully. Similarly, as long as the team sticks together, he should be helpful in surviving the Wild Hunt, especially with his numerous enhanced senses (Darkvision, Arcane Sight, True Seeing) as well as a pretty decent +60 Perception check. Worst case scenario, and the enemies are all impossible to detect somehow? Well, he's got access to the Harsh Light of Day strike from Radiant Dawn, that gives him some decent leeway on targeting unseen opponents, and should make it easier for others to attack as well.

This is notably not taking into account potentially creative uses of Proof of Victory, like copying "Mirror Demon's Waltz" or "Omniscience Trace." Nor does this account for the ability to pick up a few combat feats (including Extra Combat Talent) over the course of the day with the Legendary Fighter Prowess, Combat Spontaneity.

Long story short, Arc Zeon should be more than capable of contributing to any encounter. Moreover, he should also be able to help others in the party contribute as well.


Just remembered I forgot to grab Goz masks for me and my companion! Quickly added them to the sheet.

Pasha of the Nightsands wrote:
@Arcantos the Storyteller, Warde

You can just call me Arcantos you know, don't need to remind me of my mistake every time you @ me.

Pasha of the Nightsands wrote:
Oh these are actual encounters in the game I've ripped out and used to test characters and their ability to contribute in various situations. I'm chucking the characters in to test them myself since it would kind of spoil things if players take part in a grand playtest that they will later repeat in the actual game, not to mention it would take a lot longer that way.

Yeah, that's fair. Seems like a pretty good array of encounters you picked for the playtesting as well. Really does sound fun and I really do hope I get picked just to get to try them out!

Pasha of the Nightsands wrote:
I've taken characters with less-defined abilities like yours into account and have tried to use them as intelligently as I can in these tests. There have been a few amusing anecdotes out of that, I will admit, but suffice it to say that this isn't just me testing for numbers, but overall effectiveness.

Understood. Any chance to hear those amusing anecdotes post-play testing and selection?

Arc Zeon - Humanity's Zenith! wrote:
Long story short, Arc Zeon should be more than capable of contributing to any encounter. Moreover, he should also be able to help others in the party contribute as well.

Same here, I won't go though how I think Arcantos would act in each fight. Like I said, his powers are very open-ended and creative, so it depends a lot on the context and what he decides to do. But between his Inspire Courage/Thunder Stuck and Challenge, he's able to help the party contribute, while also bringing debuffs and CC to help wrangle the enemies into a more manageable fight.

Scarab Sages

Pathfinder Starfinder Society Subscriber

An amount of my spellcaster is built upon versatility, namely utilizing Psychic Asylum to prepare an empty spell slot with a swift action.


Between Proof of Victory & the ability to flex Combat Feats (including the likes of Extra Combat Talent or Advanced Study), Arc Zeon potentially has access to almost all of Path of War and/or Spheres of Might.

Despite this, I still think it's important to have an immediate plan of what to do when the going gets tough. Especially for a play by post game, where you don't want things to drag on just because you're looking for the perfect silver bullet to "solve" the encounter.

I think it helps the GM to understand how your character works in context of the type of encounter that they might face. Even if the way in which you solve a problem might be open-ended, it probably helps the GM to know what to expect from your character, or what type of adjudications they might have to make later on in the actual game.

Scarab Sages

Pathfinder Starfinder Society Subscriber
Arc Zeon - Humanity's Zenith! wrote:
Especially for a play by post game, where you don't want things to drag on just because you're looking for the perfect silver bullet to "solve" the encounter.

I think I disagree with this...ish. In a play by post, you do have a little bit of time to respond and still not hold the game up. In that time, if you have a versatile character, you can easily find an ideal option.

Sure, you likely have go to's like mythic Haste and schism. Maybe even time stop to buff for the specific fight. But, in some situations, there is a spell that will be more impactful if done at the beginning. Things like a wall of force to immediately divide and conquer, a massive aoe to take out the chaffe to prevent a winning by number of dice rolled, particulate form against an army of rogues/ninjas, teleportation out of a kill box, and other such situations. This is why I built my character the way that I did. Between psychic asylum and the overmind ability of swap power, battlefield control is theoretically quite easy.


I went on the complete opposite direction as I do not want to spend 1h to make a post looking for something, so I've made Qeetan as simple to play as possible.


Qeetan'Chachol Shaaldanarth wrote:
I went on the complete opposite direction as I do not want to spend 1h to make a post looking for something, so I've made Qeetan as simple to play as possible.

Exactly my thought process. With 10,000 options, I'll likely forget 99,000. I'd much rather keep things as simple as possible so I can actually remember what he can and can't do.


Qeetan'Chachol Shaaldanarth wrote:
I went on the complete opposite direction as I do not want to spend 1h to make a post looking for something, so I've made Qeetan as simple to play as possible.
Godwyn Blaecwulf wrote:
Exactly my thought process. With 10,000 options, I'll likely forget 99,000. I'd much rather keep things as simple as possible so I can actually remember what he can and can't do.

Part of the reason why I'm glad I didn't pick up any of the Surreal Feats. Create Reality already gives me a considerable amount of flexibility. Able to pull out any Destruction blast or Alteration traits out of my ass, even manipulate the Weather itself with my Illusions. Adding on the Surreal feats would just make it worse.

Really, when dealing with things like this (such as the old summoning), it's best to have a short list of options that you refer to, and look at the extended list only when you feel it is an emergency.


Reviewing and playtesting submissions is officially done as of a few minutes ago! Now for deliberations and everything that follows. Once I have a tentative party, I'll privately message those I choose to make sure they're still down to play and, if applicable, willing to change whatever errors I found. Once I've done all that and I hear back from everyone, I'll go ahead and make selections official. Not gonna lie, this is going to be tough picking from such awesome characters!

@Arc Zeon: Oh yes, your character is a masterclass in building a flexible martial character that can respond to a variety of options. Arc Zeon held up well in playtesting.

Regarding the Cyclonic enhancement, the text states that it only works on ranged weapons or ammunition. Granted, underwater combat isn't going to be a big focus or even something that's really a thing unless someone either gets knocked in the water, is facing off against a certain opponent I made for the arena arc, or the party decides to pursue a side mission that takes them to the Cerulean Seas setting.

@Arcantos: Fair enough, Arcantos it is!

I'd be down for sharing those amusing anecdotes at some point.


I would certainly be curious to know how The First Flame fared in playtesting, whether or not they get in. I feel like I was a bit undertuned, but I haven't played enough at this kind of power level to have a good intuitive feel for whether or not that's actually right (and I didn't go and try to playtest myself to find out XD).


Pasha of the Nightsands wrote:

@Arcantos: Fair enough, Arcantos it is!

I'd be down for sharing those amusing anecdotes at some point.

Thanks, looking forward to it.

The First Flame wrote:
I would certainly be curious to know how The First Flame fared in playtesting, whether or not they get in. I feel like I was a bit undertuned, but I haven't played enough at this kind of power level to have a good intuitive feel for whether or not that's actually right (and I didn't go and try to playtest myself to find out XD).

Not sure about being undertuned myself, but I have to agree, I haven't had much experience playing at this level. I've done plenty of character building, but actually playing is an entirely different matter entirely.


Looking at the summations talked about , I think my pc is tad underpowered, if played clearly it can keep up, I’m a roll player at heart, and this game may be more a numbers game. More crunch than fluff, as they say. but I always wanted to build and play a pc like this. So it was worth a punt. :)


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Still weighing characters based on how much I like them, how well they performed, and the 'vibes' I get from their creators, corny as the latter might sound. Just wanted to log in really quick and let people know where I'm at with the selections process before I go help a family member with some good old-fashioned manual labor for a few hours. I'll respond a little more in-depth to everyone later on. Thanks for being patient during this last week of trying to get things reviewed, tested, and wrapped up with a bow.


Vibes are important, both for the PCs and the Players behind them.

Take your time Pasha, there's no rush. We might be eager to know the results, but in a game like this, it's only fair that you make your choice carefully.


Two neat facts about my PC:

1) He knows 90 languages! Yes, I know magic can give him 'all languages', but it's kinda awesome he knows that many that can't be taken away in a AMZ or other situation where magic is somehow not applicable/can't be used/is suppressed.

2) He has +88 to Heal, which not allows him a heck ton of healing capabilities through his various class features and feats, but is also the skill he uses in place of Craft(Alchemy) thanks to his martial tradition.


Dr. Vulpiano Arvanxi, MD wrote:

Two neat facts about my PC:

1) He knows 90 languages! Yes, I know magic can give him 'all languages', but it's kinda awesome he knows that many that can't be taken away in a AMZ or other situation where magic is somehow not applicable/can't be used/is suppressed.

2) He has +88 to Heal, which not allows him a heck ton of healing capabilities through his various class features and feats, but is also the skill he uses in place of Craft(Alchemy) thanks to his martial tradition.

That is quite impressive, yes. Arcantos only knows 24 languages (which likely covers most languages we'll run into, let's be honest,) and his max skill bonus is +54.

But, to be fair, I do have a +12 bonus to all skills, so even my Climb/Swimm Skills, which have 1 rank and have a Strength modifier of 1, have a respectable +17 modifier. I certainly took a more 'Jack-of-all-trades' approach when it came to skills, but specialistion certainly has its strength as well.


Hi GM I know this is late in the day but wanted to ask about this.

Looking over the PCs offered, I find that a lot have gone PCs that function on Null Magic/Psionic fields. And this is something I have found problematic runnings High level games IE epic in the past myself.

As a GM you drop a antimagic/Psionic field around PCs its the Nuffs something but not others.

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.

I am not joking but I have spend Days with players at the epic level just working out what can still works and what does not. As some 3PP stuff, says things like "Works even in an antimagic field" or "Can not be turned off" You end up going over rules just to check what is what a lot.

Extraordinary Abilities (Ex) Works in antimagic fields
Spell-Like Abilities (Sp) Don't or are suppressed/limited
Supernatural Abilities (Su) Don't or are suppressed/limited

So if you have Greater Darkvision as a Su not an Ex then your blind in the dark.

Got Fast healing as a Ex not Sp and your good.

Also would it be good to have what abilities fall under which for you.
Ex/Sp/Su

My understanding is unless its states what it is, Things like fast healing form Templates are Ex


Cronossuss Fallen of Time wrote:
My understanding is unless its states what it is, Things like fast healing form Templates are Ex.

Personally, I do not feel this is true. I am the kind of player that takes very care with labeling all my stuff with the appropriate type of ability and I've found out while building Qeetan that MANY abilities of the 3pp stuff (and even some 1pp) have no indication whatsoever about what kind of ability it is, like this archetype I've chosen: Veiled Lord.

According to the CRB, there are 4 types of abilities: Extraordinary (Ex), Natural (-), Spell-Like (Sp) and Supernatural (Su).

In theory, everything that has no descriptor is a natural ability, which is described as such:

CRB page 221 wrote:
Natural Abilities: This category includes abilities a creature has because of its physical nature. Natural abilities are those not otherwise designated as extraordinary, supernatural, or spell-like.

So, unless stated, untyped abilities should be natural abilities.

HOWEVER, this is a bad system imo, because everytime an author forgets to label an ability they've created, it is now, according to the rules, a natural ability, which is non-sensical, since natural abilities should be tied to the creature's physical nature.

As an example, even in the CRB, the rogue's sneak attack and trapfinding have no type, but IMO neither of them should be natural abilities. How something you gain through a class level that represents an ability you've acquired (instead of inherited like a bloodline) could be "because of its physical nature"? Obviously, mechanically this is bogus because natural abilities and extraordinary abilities work exactly the same.

I think the way to go is in a case by case scenario, checking between the player and the GM. Most of the time, yes, an untyped ability will be extraordinary (or natural and work exactly like extraordinary), but in some cases they might have been supernatural and had their type lost in the limbo.


Let me start by answering the questions I didn't yesterday and I'll move on to things that have been posted since then.

@First Flame: Your character performed well in most relevant situations, but had a little difficulty in hitting foes with melee attacks. There was also a problem with your blasts being able to hit foes with a higher touch AC, but those types of enemies aren't quite as common in this campaign. Outside of having issues hitting AC in some cases, your character performed admirably with its other abilities.

@Arcantos: Your character also performed pretty well. Obviously a character built around the heavy use of illusions isn't going to rely as much on the 'normal' combat parameters and one person might utilize those abilities to a greater or lesser degree than another. So that's something to keep in mind when I say that your character performed well. Your other stuff- conjured companion, enhancements, etc- helped your character contribute in situations where illusions were not viable tools.

@Vulpiano: 90 languages is pretty impressive! I don't think there will be a problem with communication.

@Cronossuss: You can't always assume that something is (Ex) unless otherwise stated simply because some authors forget to include a proper designation. A creature that has Fast Healing from an ability that draws in magical energy from the air to knit their wounds, for example, is not something that could be construed as an (Ex) ability. Similarly, a creature with a burning hot aura of flame as a result of a physiological quirk wouldn't have that count as a (Su) ability. Most of it is just common sense, but I'm ready to handle it on a case-by-case basis.


Arcane Strike and Spell Cartridges aren't classified as SLA or Su abilities, but are probably the poster-children for what should be considered magical. I mean... it's in the name, lol.


Cronossuss Fallen of Time wrote:

Looking over the PCs offered, I find that a lot have gone PCs that function on Null Magic/Psionic fields. And this is something I have found problematic runnings High level games IE epic in the past myself.

As a GM you drop a antimagic/Psionic field around PCs its the Nuffs something but not others.

Deep Breath

Yeeeeeeeah... that's... been a bit of a concern for me. As my character is very, very magical. Illusions and Summoned Companion on one side, Kineticist on the other... my main hope is being able to get outside of an AMF, and between my intimidating and escape artisting, I can make sure people don't, you know, grapple me to keep me inside of them.

Pasha of the Nightsands wrote:
@Arcantos: Your character also performed pretty well. Obviously a character built around the heavy use of illusions isn't going to rely as much on the 'normal' combat parameters and one person might utilize those abilities to a greater or lesser degree than another. So that's something to keep in mind when I say that your character performed well. Your other stuff- conjured companion, enhancements, etc- helped your character contribute in situations where illusions were not viable tools.

Oh, perfect! That is honestly great to hear about. I just hope that if I do get picked I get to be creative and effective with my illusions when they are appropriate. But I am glad to hear that my Kineticist side and my Conjured Companion are carrying their weight even when my character isn't able bring their Illusions to bear.


@Arc Zeon: Yep, that's why making the assumption that an ability is (Ex) by default unless otherwise noted is a problem.

@Arcantos: While I'm not afraid of throwing out antimagic fields, one thing to bear in mind is that most of the being players will encounter are ALSO loaded with stuff that would be affected by such a countermeasure. So while I won't say that those things will be completely absent from the game, I will say that you shouldn't expect every encounter to be a magic-nullifying mage killer or anything like that.


Another thing to consider is that our characters do not need to be able to deal with everything and that is a good thing. This isn't a solo campaign. We want to interact and depend on each other. If we all could deal with everything on our own, then this campaign becomes a dick measuring context.

Qeetan is great in combat, but she'll need others for magical stuff, some extraordinary social skills or knowledge, etc. If you are completely shut down by antimagic field, no problem, because a teammate might be able to help you. This is all part of the show.

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