
Seth86 |

so i made a bit more blast caster. mostly a very annoying one with as much initiative as i could without hurting the build
Magic Missile Mage
Lashunta
Female lashunta arcanist 6/gestalt 6/wizard (exploiter wizard) 6/Archmage 6 (Pathfinder Campaign Setting: Inner Sea Bestiary 25, Pathfinder RPG Advanced Class Guide 8, 133)
NG Medium humanoid (lashunta)
Init +19; Senses Perception +7
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Defense
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AC 26, touch 17, flat-footed 21 (+9 armor, +1 deflection, +5 Dex, +1 enhancement)
hp 84 (6d6+48)
Fort +7, Ref +8, Will +11
Defensive Abilities hard to kill, mythic saving throws
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Offense
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Speed 30 ft., fly 60 ft. (good)
Special Attacks arcane metamastery[MA] (1 spell slots), arcane reservoir (6/18), arcanist exploits (arcane discovery, potent magic[ACG], spell disruption[ACG]), archmage arcana (wild arcana), consume spells, force of will, mythic power (17/day, surge +1d8), wild arcana[MA]
Spell-Like Abilities (CL 6th; concentration +7)
. . At will—daze (DC 11), mage hand
. . 1/day—detect thoughts (DC 13)
Arcanist Spells Prepared (CL 6th; concentration +16)
Wizard (Exploiter Wizard) Spells Prepared (CL 6th; concentration +16)
. . 1st—magic missile[M] (8)
. . 0 (at will)—detect magic, mending, prestidigitation
. . M mythic spell
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Statistics
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Str 10, Dex 20, Con 18, Int 31, Wis 20, Cha 12
Base Atk +3; CMB +13; CMD 29
Feats Alertness, Empower Spell, Extra Mythic Power[M], Extra Path Ability[M], Extra Reservoir[ACG], Improved Initiative, Knowledge Is Power, Mythic Spell Lore[M], Scribe Scroll, Split Slot[UM], Toppling Spell[UM]
Traits magical lineage, wayang spell hunter
Skills Appraise +19, Fly +20, Knowledge (arcana) +21, Knowledge (dungeoneering) +19, Knowledge (engineering) +19, Knowledge (geography) +19, Knowledge (history) +19, Knowledge (local) +19, Knowledge (nature) +19, Knowledge (nobility) +19, Knowledge (planes) +19, Knowledge (religion) +19, Linguistics +19, Perception +7, Sense Motive +7, Spellcraft +19; Racial Modifiers +2 Knowledge (arcana)
Languages Abyssal, Aklo, Catfolk, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, Lashunta, Necril, Orc, Sakvroth, Sylvan, Undercommon; limited telepathy
SQ amazing initiative, competent caster[MA], eldritch flight[MA], enduring armor[MA], mythic spellcasting[MA], perfect preparation[MA], recuperation, sanctum[MA]
Other Gear wizard starting spellbook, 25,000 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Discovery Learn an arcane discovery, as a wizard of half your arcanist level.
Arcane Metamastery (1 spell slots) (Su) Use 1 power to apply a known metamagic (up to listed spell slot adjustment) to any spell for 10 rnds for free.
Arcane Reservoir +2 DC or CL (18/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Competent Caster (Ex) Concentration checks for arcane spells auto succeed (unless highest level castable).
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enduring Armor +9 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Familiar Bonus: +4 to initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fly (60 feet, Good) You can fly!
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Knowledge Is Power (Ex) Add intelligence bonus to CMB, CMD, and to Strength checks to break or lift objects.
Limited Telepathy (30 feet) (Su) A lashunta is able to mentally communicate with any creature within 30 feet with whom she shares a language. Otherwise this ability is identical to the telepathy ability.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Perfect Preparation (Ex) No need for a spellbook or familiar when preparing spells.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sanctum (36 20-ft. cubes, 6 unseen servants) (Su) Gain access to your own personal extradimensional sanctum.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Disruption (1 round, DC 14) (Su) Use 1 reservoir, attempt dispel vs. non-perm spell to suppress on 1 target for 1 rds (Will neg).
Split Slot (3 -> 2 x 1) Once per day when you prepare spells, you may treat any one of your open spell slots as if it were two spell slots that were two spell levels lower. For example, a 9th-level wizard can split a 5th-level slot into two 3rd-level slots, preparing fir
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Toppling Spell Spell with the force descriptor knocks targets prone.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
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Arcane Familiar CR –
Arctic hare (Ultimate Wilderness 191)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +1
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Defense
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AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 42 (1d8-1)
Fort +1, Ref +5, Will +6
Defensive Abilities improved evasion
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Offense
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Speed 50 ft.
Melee bite +1 (1d3-4)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 3, Dex 16, Con 9, Int 8, Wis 12, Cha 5
Base Atk +3; CMB +4; CMD 10 (14 vs. trip)
Feats Run
Skills Acrobatics +3 (+7 to jump with a running start, +11 to jump), Appraise +5, Fly +16, Linguistics +5, Spellcraft +5, Stealth +15 (+19 in snow); Racial Modifiers +4 Stealth in snow
Languages speak with master
SQ empathic link
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Special Abilities
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Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.

Seth86 |

hi Seth86
can i ask, why am I seeing 4x6 levels?
arcanist 6/gestalt 6/wizard (exploiter wizard) 6/Archmage 6you get 6+6 gestalt,
+
6 Mythic,you don't get Mythic on each side of the gestalt.
oh, its herolab thing. gestalt is a "class" that you have to add to get the effect of gestalt
only one mythic
arcanist and exploiter wizard as the two classes

Ouachitonian |

Ouachitonian wrote:This might be a ridiculous question, but we're starting at a high enough tier to grab Beyond Morality, and it's a gestalt game, so I have to ask: Can I gestalt Paladin/Antipaladin? The Knight of Weal and Woe-when he lays his hand upon you, will he heal your wounds or add to them? Does he even know? Kind of a silly idea I had a while back, but it could be fun.Your mythic is its a cool idea, so yes I will let you make that.
They would be the embodyman of Ying and Yang.SO true Neutral
Yep. Now I just have to try and find a way around the Antipaladin’s biggest flaw: Smite Good is basically useless outside of an explicitly Evil campaign. How often do even neutral adventurers fight Good enemies?

AGM Lemming |

Details. Working on this is fun. So far:
Tiefling: I did swap out fiendish sorcery for Prehensile Tail, and he will be a very obvious tiefling. Didn't think it would matter much in Planscape!
Kensai Magus/Diviner Wizard
And of course ArchMage for Mythic.
Question: Can I take the Legendary Item in Mythic, as long as I don't take intelligent or upgradeable?

Almonihah |

Hmmm... it occurs to me that Mthandihle aka Myth the catfolk being warped/corrupted by a Protean could fit this build well...

Fury of the Tempest |

Found another question.
The Achmage has a Path Ability called Speedy Summons, allowing me to Summon Monster as a Standard Action. The Achmage's Wild Arcana allows me to cast spells even if I don't have them prepared or on my list, as long as they take a Standard Action or less to cast.
Would Speedy Summons allow me to Wild Arcana into a Summon Monster spell?

gyrfalcon |

Hey GM, I'm thinking of a Kobold Trapsmith. Scholar on one side. Likely Conscript on the other.
Do you have any concerns with the Spheres Kobold? I believe it's 11 RP (trading out -3 stats for +0 stats, dropping -1 light sensitivity, and adding prehensile tail as a bonus (when normally it's astandard alternative that can be traded for +2 RP armor). All together I think that's 5 RP (Paizo base) +3 +1 +2 = 11 RP.

GM_Panic |

This question seems to have been missed. Retraining being allowed would have a pretty big impact on my build.
Yes I did state that retraining was if you get the same thing from your gestalt classes
Question: Can I take the Legendary Item in Mythic, as long as I don't take intelligent or upgradeable?
Yes thats right

GM_Panic |

Hey GM, I'm thinking of a Kobold Trapsmith. Scholar on one side. Likely Conscript on the other.
Do you have any concerns with the Spheres Kobold? I believe it's 11 RP (trading out -3 stats for +0 stats, dropping -1 light sensitivity, and adding prehensile tail as a bonus (when normally it's astandard alternative that can be traded for +2 RP armor). All together I think that's 5 RP (Paizo base) +3 +1 +2 = 11 RP.
I think thats a reasonable build so I ma find with him.

Fury of the Tempest |

Fury of the Tempest wrote:This question seems to have been missed. Retraining being allowed would have a pretty big impact on my build.Yes I did state that retraining was if you get the same thing from your gestalt classes
Perfect, 1 Mythic Vital Striking Occultist/Arcanist Half-Elf coming right up!

Fury of the Tempest |

How do you get SM IV and not III, Fury?
Honestly, I forgot that the Wild Arcana does restrict you to the spells on your class list when I said that.
I'm honestly stuck. Samsaran's Mythic Past Life would be amazing for my class, allowing me to pick up Summon Monster IV as a third-level spell for my Arcanist class alongside Haste as a 2nd Level spell. The Half-Elf, however, gives me the Occultist FCB of +1/2 Focus Power, and +3 Focus Power is nothing to scoff at, not to mention I can switch Skill Focus for Exotic Weapon Proficiency and grab a Butchering Axe.
I guess I don't know if I want to go all in on the Summoning or make myself able to swing a massive axe while also being a Summoner. Cuz SM IV would really help out the Summons...

Kragdor |

Lizardfolk are not known for being long lived. In Kragdor’s tribe, there was one notable exception to this rule: those born with wings. For these rare Lizardfolk, they were destined to be inducted into the role of a shaman, or more specifically, a servant to a red dragon whose lair was on the tribal lands of the Lizardfolk. He was raised within the lair, and as per their traditions, he did not leave. He trained day and night to master the element of fire, as a way of devotion towards his draconic overlord. He waited hand and foot, watching as his elders grew old and died, slowly rising through the ranks. And through it all he came to an unhappy conclusion: their lord and master was no god. The dragon was flesh and blood like any other, and the dragon? It cared not for them. The prayers he said tasted like ash in his mouth, and as each day wore on he yearned to leave the lair. To see the open sky. To actually use his wings. But he knew that to do so would invite death. So he waited. And he plotted.
The dragon had set a plan in motion many centuries ago. It was a ritual that would ‘ascend’ the dragon. To bring mythical power down upon it, to make it much more akin to the god it pretended to be. But to do so, he needed his priesthood. He needed his shamans. He needed their sacrifice. And the shamans? They were by and large ecstatic, for they were promised paradise in the next life. But Trogdor? He was not so willing. And due to his high position, he knew enough to change the ritual. For the dragon, in its hubris, had never thought of how his worshipers who had spent so many generations venerating it, might prove unfaithful.
The day of the ritual came, and the chanting began. One by one the shamans died, all moisture sucked from their bodies and the withered corpses fell to the ground. This repeated again and again, each shaman dying, until only Torgdor was left. The dragon, confused as to why it did not feel any different, could only look at the last shaman, wondering why it was suddenly so much larger than before…
Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Rnd 1
Ref v Crush: 1d20 + 6 ⇒ (2) + 6 = 8
Crush: 2d8 + 15 ⇒ (3, 2) + 15 = 20
Claw: 1d20 + 19 ⇒ (13) + 19 = 32
Damage: 1d8 + 27 ⇒ (1) + 27 = 28
Fire: 1d6 ⇒ 3
Claw: 1d20 + 19 ⇒ (19) + 19 = 38
Damage: 1d8 + 27 ⇒ (1) + 27 = 28
Fire: 1d6 ⇒ 1
Bite: 1d20 + 19 ⇒ (12) + 19 = 31
Damage: 1d8 + 27 ⇒ (8) + 27 = 35
Fire: 1d6 ⇒ 1
Total Damage and Healing: 28 + 28 + 35 = 91
Rnd 2
bite +25 (2d8+15), 2 claws +25 (2d6+10), 2 wings +23 (1d8+5), tail slap +23 (2d6+15)
Bite: 1d20 + 25 ⇒ (17) + 25 = 42
Damage: 2d8 + 15 ⇒ (5, 4) + 15 = 24
Mythic point spent mirror dodge. Teleporting 15ft away
Claw: 1d20 + 25 ⇒ (7) + 25 = 32
Damage: 2d6 + 10 ⇒ (1, 3) + 10 = 14
Claw: 1d20 + 25 ⇒ (9) + 25 = 34
Damage: 2d6 + 10 ⇒ (6, 4) + 10 = 20
Wing: 1d20 + 25 ⇒ (14) + 25 = 39
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Wing: 1d20 + 25 ⇒ (18) + 25 = 43
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Tail: 1d20 + 23 ⇒ (17) + 23 = 40
Damage: 2d6 + 13 ⇒ (6, 3) + 13 = 22
Claw: 1d20 + 19 ⇒ (16) + 19 = 35
Damage: 1d8 + 27 ⇒ (1) + 27 = 28
Fire: 1d6 ⇒ 1
Total Damage: 91 + 28 = 119
The dragon leapt at the last shaman, expecting the ritual to work upon his death. To his shock all that this brought was pain. With tooth and claw Kragdor attacked his erstwhile lord. Blood liberally flowed, and the dragon turned to bite down upon the Lizardfolk. In what would have been a flurry of attacks that would turn any mortal into a red mist, the shaman suddenly vanished into a cloud of smoke, appearing behind the wyrm.
Breath Weapon: 12d10 - 20 ⇒ (7, 3, 9, 4, 7, 4, 4, 9, 4, 4, 4, 8) - 20 = 47
Claw: 1d20 + 19 ⇒ (1) + 19 = 20
Damage: 1d8 + 27 ⇒ (3) + 27 = 30
Fire: 1d6 ⇒ 4
Claw: 1d20 + 19 ⇒ (11) + 19 = 30
Damage: 1d8 + 27 ⇒ (7) + 27 = 34
Fire: 1d6 ⇒ 3
Bite: 1d20 + 19 ⇒ (6) + 19 = 25
Damage: 1d8 + 27 ⇒ (4) + 27 = 31
Fire: 1d6 ⇒ 1
Kragdor at 13 wounds
Bite: 1d20 + 25 ⇒ (6) + 25 = 31
Damage: 2d8 + 15 ⇒ (1, 7) + 15 = 23
Mythic point spent to teleport away after first hit. Another mythic point for an extra standard action. Warp sphere to teleport in and then full attack
Claw: 1d20 + 19 ⇒ (19) + 19 = 38
Damage: 1d8 + 27 ⇒ (6) + 27 = 33
Fire: 1d6 ⇒ 5
Claw: 1d20 + 19 ⇒ (13) + 19 = 32
Damage: 1d8 + 27 ⇒ (3) + 27 = 30
Fire: 1d6 ⇒ 5
Bite: 1d20 + 19 ⇒ (9) + 19 = 28
Damage: 1d8 + 27 ⇒ (8) + 27 = 35
Fire: 1d6 ⇒ 2
Kragdor fully healed. Dragon at 182
The dragon let loose its breath, filling the lair with flame. Never before had a living creature survived. Fear gripped its heart as it turned to flee, not fully understanding what sort of power it had imbued the shaman with. Kragdor opened his wings and charged after it, chasing after the wyrm.
For the first time in living memory, the Lizardfolk saw their deity directly. Covered in gaping wounds it took to the air, flying away from a single Lizardfolk. One who was winged, unnaturally large, and covered in the blood of a ‘god.’
What came thereafter was anything but stability. Trogdor challenged the chieftain of the tribe and tore him asunder, taking all within the territory for himself. Finally ‘free’ he used his newfound strength to consolidate power, killing or driving out any who dared oppose him. The following territorial conquests were initially successful, until unexpected resistance was met when the gug tribes banded together. While Kragdor was individually unassailable, his subjects were not. He found himself rushing from battle to battle, only for an increasingly diverse coalition to enemies to attack once he was no longer present. All territorial gains were lost and then his territory began to shrink. The lizardfolk started deserting, which in turn led to a full collapse. It was not until the wars had reached their bloody end that Kragdor learned that the Draconic overlord he had failed to finish off had orchestrated his downfall, using its millennia of experience to gain its revenge on the former priest. But vengeance was beyond him, as the wyrm did not wish to repeat Kragdor’s mistake. Driven by a multitude of foes, up to and including members of his own tribe, Kragdor soon found that it was impossible to find even a place to rest. And through it all, the shadow of the dragon loomed high in the sky, never coming down to fight but always remaining ever present. Whenever he flew up to attack it would retreat, but it would always return. Refusing to give up on his home, Kragdor was slowly whittled down. His many, many enemies turned to hit and run tactics, knowing how he could steal the life of others. He, in turn, used what he had learned as a shaman to burn all that they hid in, leaving the core of his kingdom as a burn out wreckage. Days went by with Kragdor unable to sleep, until exhausted, he was finally forced to flee. And then, that was when the dragon struck.
Forced to flee, it became abundantly clear that the skies were not safe, now was the swamp or marshlands. In desperation he dove underwater, seeking to escape his pursuers. He had been a high ranking priest. He had been a king. And soon, it seemed, he would be dead. Diving deep, he went through a knot of roots…and found himself in Sigil. For Sigil is the city of doors, and anything can be a door and anything can be a key. Kragdor had well and truly lost his kingdom. But he was free, in a way that he could only dream of when he was a servant-priest in his lord’s lair. And with that freedom he had to find a way to survive in a truly alien ‘world’ and from there to discover what it truly was that he sought.

Grumbaki |

Might be hard to field a balanced party if everyone is an Archmage. I'm focusing on not needing a meatshield.... Probably still need a skill monkey and bandaide! ;-P
Well to be fair…at lvl 6 that is 8 sphere talents including taking the spheres. So you can get one “Archmage” who does telekineses, a second who does fireballs and a third who is an amazing healer. But you aren’t likely to have multiple “archmages” who do exactly the same thing.

Fury of the Tempest |

Might be hard to field a balanced party if everyone is an Archmage. I'm focusing on not needing a meatshield.... Probably still need a skill monkey and bandaide! ;-P
Well, I'm not sure about needing a skill monkey as we're pest control? As for bandaid... can't we just get Wands of Cure Light Wounds
And Meatshield, well, I am the Meatshield. Who summons more Meatshields! So no issues there!

GM_Panic |

Might be hard to field a balanced party if everyone is an Archmage. I'm focusing on not needing a meatshield.... Probably still need a skill monkey and bandaide! ;-P
O I can work with an unbalanced party, have no fear of that, and sometimes they make for the best games :)
And dont forget your ten min background everyone. :)

Ouachitonian |

I don’t think I’m going to submit. Having a hard time getting any ideas to work, and anyway I’m not sure I could sustain the P6 thing. HeroLab doesn’t seem to accommodate it, and I don’t really want to try and kludge something like that together by hand. Might change my mind, but don’t wait up for me.

Tara Ravenheart |
1 person marked this as a favorite. |

updating the applicant list:
Characters
Grumbaki - Kragdor - Lizardfolk Conscript / Sphere Oracle
Seth86 - Azure the Friendly - Lashunta Arcanist / Wizard (exploiter)
AGM Lemming - Chamak - Tiefling Magus (kensai) / Wizard (diviner)
They Have Ideas
Namo - Knave of Hearts - Elicitor 6 / Arcanist 1 / Prodigy 5
Critzible - Legendary Fighter / Paladin
Fury of the Tempest - Half-Elf Arcanist / Occultist
Gyrfalcon - Kobold Conscript / Scholar
Trawetsz71 - Paladin / Rogue
Almonihah - Catfolk ???
Eriktd - Guardian ??
Expressed Interest
Tara Ravenheart -
Philo Pharynx -
Withdrawn
Ouachitonian - Paladin / Antipaladin

Kragdor |

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
* He is a former high priest of a dragon, turned apostate, a former Lizardfolk king after killing the last one. This ended poorly.
* Generally he is diplomatic and reasonable, preferring to calmly talk through problems.
* However, the threat of violence is always beneath the surface. And he can go from polite conversation to eating someone’s face in the blink of an eye.
* While he understands emotions and the needs of others, he sees other living creatures as good as much as they are people.
* He values his personal freedom above all else. He has slowly come to understand that this has come at a great cost to others, but he doesn’t truly feel guilt over that. This could change in sigil though, given the new environment and people.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
* He wants to figure out what he truly wants. At the moment he is still figuring sigil out and is getting used to the idea of not being tied down by his past.
* Friendship. He’s never had it before. His entire life was spent as part of a cult where he wasn’t seen as an individual, and as a brutal warlord. I’d like to see character growth in that regard.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
* That before gaining his mythic power he was an average Lizardfolk Shaman. Given how much he relies on his strength, he finds this to be a shameful secret.
* His mythic power is predicated upon consuming the souls of dozens of sentient creatures with class levels (Lizardfolk shamans, prisoners of war) and the red dragon’s own eggs. This is similar to Cazador’s ritual in BG3.
* Tying the two together: he knows that it is ‘wrong’ to have done what he did, but his fear of losing his power is greater than his guilt. He’d rationalizes that it is no different than eating a person, even though deep down he knows that it is far worse.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you
* Lars: Meat merchant and butcher of questionable repute. Loud, boisterous, and always happy to take Kragdor’s jink. Introduced him to alcohol.
* Ulcaster: Dustman. Point of contact for selling bodies (ie: food that won’t stay good). Has unsuccessfully tried to convert Kragdor. Is aware of the dragon cult and has theories about his nature and thus has taken an interest in converting him to solve the issue of his existence.
* Barking Wildman gang lord. After Kragdor ate his gang he became obsessed with the idea that if he can eat Kragdor he will gain his strength. This has, thus far, led to a steady source of food for the Lizardfolk. Though he has begun to learn the joys of cooking his food (a welcome change of pace!)
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
* Watching the shaman who raised him (for he was taken at birth from his parents) be eaten by the dragon they worshipped upon his death. This was seen as a great honor, but at the time it felt more traumatic.
* He wears trophies taken from enemies who impress him as a way of honoring them.
* He continues to wear clothing from his tribe. Not because he cares about them, but because other people seem to like how ‘exotic’ he looks and it is good business.

GM_Panic |
1 person marked this as a favorite. |

I’m still working on my Human Guardian Palacle, Alikiya.
That looks a lot of fun cool.
SIDE NOTES:
The settings will be hard, You will be facing Mythic critters and a LOT of them. So I am going to add a wee house rule.
I have band Hero points and all feats powers/spells that work with them BUT!! I will let players use mythic power for HERO POINTs effects at a price.
Act Out of Turn: {Cost 3 mythic power points}
You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
Bonus: {Cost 2 mythic power points}
If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
Extra Action: {Cost 1 mythic power points}
You can spend a hero point on your turn to gain an additional standard or move action this turn.
Inspiration: {Cost 1 mythic power point per player}
If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next.
Recall: {Cost 1 mythic power points}
You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
Reroll: {Cost 1 mythic power points}
You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
Special: {Cost Variable mythic power points}
You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.
Cheat Death: {Cost All the PC mythic power points they have at time of death. This is an Auto effect unless not wanted.}
A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.
What do you think ?

Chamak |

I like it. More flexibility is always good.
Question for GM: Was thinking of changing my character just a bit because of his love for all things magic.... Besides, I like the idea if this is OK?
Reduce the Magus and Wizard levels by 1 each, and add two levels of Bard? It reduces the power level a bit but adds versatility with more cantrips and skills, and a few different spells. And I won't have to UMD a wand of CLW, not that it matters much with my bonus.... Just hate it if/when I'm counting on it and roll a 1! Would also move 2 build points from STR to CHA.
And it lets me use a whip to spellstrike!

Chamak |

PM sent. And true. It's not really that good, but it's the "cool" effect of delivering the touch at 15' range. And the Indiana Jones fun without needing a long feat chain to make it do anything!
So it will be Magus/Kensai 5, Bard 2, Wizard 5, ArchMage 6. It's a lot of little details but I think it will be a more interesting character.

Almonihah |

My plan for Myth is for her to be a Prodigy/Shifter (Apex Shifter), Mythic Gifted. Basically a constantly-shifting (in both form and capabilities) being, skilled enough at combat and versatile thanks to changing forms and being able to grab magic and combat talents. I'm working on her in a spreadsheet, I've got the easy part done and now I need to start picking talents and feats and such. XD
On the Mythic/Hero Points thing, I'd point out the Amazing Initiative already lets characters take an extra action for the cost of a mythic point and the Bonus thing is basically a stronger version of mythic surge, so maybe cut those. (Though admittedly the bonus is more expensive than mythic surge, so there's arguably a place for it)

namo |

My advice would be to not start using Spheres in a gestalt mythic campaign, because the setup is crunchy enough as it is.
However, if you want to give it a spin, you could try a Sphere archetype for a core class - they are listed on the front page
http://spheresofpower.wikidot.com/
and preferably one that interacts with few Spheres.
Taking Shadow Boxer Unchained Monk as an example:
http://spheresofpower.wikidot.com/shadow-boxer
you would only need to read the archetype, the Using Spheres of Power page (mandatory)
http://spheresofpower.wikidot.com/using-spheres-of-power
and the Dark sphere page, with perhaps a gander on the General Feats page. That reduces the complexity quite a bit, but it's still a lot of reading. ;-) At least you don't have to go through all the spheres or look at all the Spheres classes.