| Grumbaki |
Spheres isn’t so bad.
Spheres of power: Each talent lets you use a school of magic. After you unlock it you can buy a spell. No spell slots. Instead some spells cost spell points.
Example: Lvl 2 destruction sphere. A simple blast costs nothing. 1d6 damage. Can use a spell point to make it 2d6 damage. Talents can change the blast shape and what type of damage.
Spheres of might. Each talents lets you use a style of fighting. After that you can buy new moves. Make combinations as you like.
Example: Brute gives you shove. Move action touch attack, strength as damage. A second talent can upgrade it so that it gives you a free trip attempt if it hits.
——
The point of spheres of power, in my mind: remove spell levels and cantrips. Mages can be specialists where they are *really* good at one thing. Or generalists where they can do a lot, but not very well.
The point of spheres of might is so that martials usually don’t just full attack. Instead they do interesting things beyond just having more attacks.
I recommend having a concept and going from there. A master of fire? A healer extraordinaire? A master of teleportation? A manipulator of time? Tim the enchanter (who can throw fire around?) Have an idea of what you want to be good at and then delve into one or two spheres and do it.
| Ouachitonian |
Never did figure out how to make that Paladin/Antipaladin idea work. But I hav a different one, for which I need to ask a question regarding this:
mythic: Yes but 1 path only, no mythic Gustal on each side.
Does that mean no Dual Path mythic feat, or just that we don't get it free? The idea I'm working on is for a partially magus-based arcane warrior type, and being able to go Archmage/Champion would be really helpful.
| GM_Panic |
Nope just sleeping, sorry I was on a job,
and it went well over.
So still on but will take a few weeks for me to get back up to speed.
I had a LONG think about this and here is where we are
Starting point.
You are all in SIGIL planescape setting
its up to you where in the city of doors but your there.
A job comes up, A fugitive Devil from the 9 hells, carrying something called the 'Red Crystal Hood' has fled to Sigil to a plane that is known to be highly denagrese, A Death World some say. BUT someone of power in the 9 Hells has offered a very large bounty the Devil and the Item back.
other groups have gone in already looking to get the fugitive but as yet none have come back with eather.
The 6th GATE:
The deal is the gate only works with 6 individuals enter as the same time AND will only open back when there are 6 individuals activate it.
What is on the other side of the 6th gate
A wide uncharted mythic death world thats what.
So if you still up for this, please work on your PC Alt let me know and we can get started.
| GM_Panic |
UPDATED: PC Construction rules.
Gestalt: Yes normal rules, BUT two sides none mythic classes YES
That is 6 Levels on each side.
Mythic: YES
You get 6 Mythic levels but only on one side of your Gestalt.
So pick one side and thats you Mythic side.
CLASS: I will let in ANY class from core to 3ed party, just I have a veto,
Spheres of power: Yes, but of you go this way you have to go the hole way, no mix matching, you have to make your PC with SoP fully.
Psionics: Yes, but same thing, its its own system that works with Pathfinder core. Go this way and you have to go fully this way only Both Sides Gestalt. No Spheres of power or other system Psionics.
Feat-taxes AI Elephant in the Room: Yes, we will be using Combat stamina.
Hero Points: No your mythic
Archetypes: Yes, you can have one on each side of the Gestalt as needed.
Guns: Emerging Guns / For them guns slinger types
Tech: Very very Rare, and I will Veto mechs and such.
Starting gold: 250,000gp No single Item may cost more than 50,000gp
Before start crafting: No, sorry.
States: All start at 10, then ROll once 6d6 which you then add to your level and race, Bonuses for Stats as a 1 to 1 bases.
HP: Max per best side of Gestalt+ mythic etc.
Races: Any race {inc 3pp} that is 14 Race Builder points or less. If the
RB cost is not listed make that race with race builder to max, RB Points of 14. Race builder here If the cost of your race IS listed, no rebuilding it in race builder. I have a Veto.
Traits: 6 = 1 per level
Feats: 12 = 1 per level / on each side of your + Gestalt feats as per Mythic on one side of your Gestalt
Leadership feat: No nope Nada no way no...
Intelligent Items: No see leadership
No of players: 6
Background: Please fill a Ten min Background for your PC, cus as a gm i love hooks players make. 10-minute-background HERE / Your PC can be form any plane, just know that high tech ones may be Vetoed.
Hell Sigil, heavens all good,
| namo |
Nice to see this restart! A couple of questions:
1/ I'm not sure what you mean by
> You get 6 Mythic levels but only on one side of your Gestalt.
> So pick one side and thats you Mythic side.
since Mythic is not tied to specific classes. Could you (or someone else) give an example of what this forbids?
2/
> Feats: 12 = 1 per level / on each side of your + Gestalt feats as per Mythic on one side of your Gestalt
Do we get 1 feats per level for each side, plus the 3 Mythic feats "as usual", or 1 normal feat per level + 1 Mythic feat per level?
Critzible
|
Critzible wrote:Would a Zen Archer Monk/ Gun Slinger (Musket Master?) work togehterNo idea, all I can suggest is build it and lets see.
Was more hoping that my Zen Archer could be more like a Zen Gun, and it uses Gun slinger instead of Monk.
Now feeling a Brawler(Constructed Pugilist) and Maybe a Regular Gunslinger
| GM_Panic |
So, a couple of changes.
Not using automatic bonus progression.
A lot more gold but no item crafting.
6 feats on either side. What about class granted feats? Bonus combat feats for fighters, etc.My build was 5/2/5 levels rather than 6/6. Do I have to change to 6/6? My CS is linked.
yes 6/6 please
| eriktd |
I put together a cute little kobold (Sorcerer//Wizard) who likes to do acid: Neela Greentongue. Still working on the background, but she's a total glass cannon blaster.
| Fury of the Tempest |
When you say Spheres of Power, is it just Spheres of Power, or is Spheres of Might and/or Spheres of Guile allowed?
Furthermore, as Namo asked, how heavy of a focus will we have on the Pillars of Combat/Exploration/Social be?
6d6 ⇒ (2, 2, 3, 4, 2, 5) = 18
Edit: Yeash, no one's, but an average of 3 for a mere 18. Well, I won't be playing my Butching Axe Occultist with rolls like that.
| Fei Wan |
WIP from Grumbaki.
Gathlain elementalist (acid focused) / conscript
Magic is very plant/nature focused.
Fighting style is either throwing out decay (acid) at range, or hitting people with it.
Move action: Feint
Standard action: Attack with blast added to it
Swift action: Free attack with the feint works
------------
eriktd, want to have a joint background for this?
------------
GM how much AC is too much? It can get *really high* with your build rules
| eriktd |
eriktd, want to have a joint background for this?
Sure, that would be awesome! I love elementalists. I built a cold elemontalist (I called him an elemintalist) for an ill-fated game once that I adored playing for as long as it lasted. Let's confer!
| GM_Drake |
Fair bit of character done. but not finished yet.
Half-orc librarian that works/reads at a library in Sigil. Have not decided on the gender of character yet.
Can bring someone who has died within a round of them dying (if the magic healing from his spell/magic items brings them up to above their dead threshold).
Being an oracle with the deaf curse, the library was where he spent a lot of time reading various books to learn about many different things/people/creatures.
He uses his Charisma modifier instead of his Dexterity modifier to determine AC and Reflex saves.
He uses his Charisma modifier instead of his Wisdom modifier to determine his Will saves against mind-affecting spells.He can (and has) spent days reading books in the library (no need to eat, drink or sleep).
His skald spells he casts playing an instrument (with the spells failing about 20% of the time - that was until recently, when he could FINALLY hear the music he was making!).
But recently he gained the ability to finally hear the sounds of the world...so libraries are relatively quiet places from the still fairly new cacophony of the sounds of everything around him.
Alignment: True Neutral (everyone except fanatical 'corner alignments' tend to like dealing with The Librarian than what would be expected. As I typed the previous sentence, I thought of Lorne from Angel. See Divine Countenance hierophant path ability.
Half-orc
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Alternate Racial Traits
Burning Assurance Source Heroes from the Fringe pg. 25, Bastards of Golarion pg. 12
Sandkin lack the chip on their shoulder that many half-orcs acquire as a result of prejudice, and their self-confidence puts others at ease. Desert half-orcs with this racial trait gain a +2 racial bonus on Diplomacy checks. This replaces intimidating.
Dusksight
Source Blood of Shadows pg. 4
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. Elves, gnomes, half-elves, and halflings can take this trait in place of keen senses. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
Favored Class: oracle (Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.)
Ability Score Roll (6d6; reroll lowest): 31All stats start at 10, use the 6d6 for 1 to 1 increases to stats.
Base Stats
Str 10 + 0 = 10
Dex 10 +3 = 13
Con 10 +8 = 18
Int 10 + 4 = 14
Wis 10 +8 = 18
Cha 10 + 8 = 18
Racial Adjustments: +2 Cha
4th level ability increase: +1 Con
Mythic Ability Score Adjustments: +6 Cha
Magic Item Enhancement Adjustments: +6 Cha
Final Stats
Str 10 (+0)
Dex 13 (+1)
Con 19 (+4)
Int 14 (+2)
Wis 18 (+4)
Cha 32 (+11)
Automatic: Common, Orc
Int bonus: Dragon, Giant
6 ranks of Linguistics: Abyssal, Celestial, Infernal, ?, ?, ?
Left side of gestalt: Level 6 oracle
Right side of gestalt: Level 1 skald/Level 5 unchained rogue
Mythic Path: hierophant
Base Mythic Abilities
Tier 1: Hard to Kill, Mythic Power, Surge +1d6, Mythic Feat (Mythic Dodge)
Tier 2: Amazing Initiative, Ability Score Increase (+2 Cha)
Tier 3: Recuperation, Mythic Feat (Mythic Spell Lore)
Tier 4: Surge +1d8, Ability Score Increase (+2 Cha)
Tier 5: Mythic Saves, Mythic Feat (Extra Path Ability --> Relentless Healing)
Tier 6: Force of Will, Ability Score Increase (+2 Cha)
Mythic Spells (1 per mythic tier)
Cure Light Wounds
Cure Moderate Wounds
Cure Serious Wounds
Make Whole
Silence
?
Hierophant Mythic Path Abilities
Tier 1: Divine Surge (Inspire Spell); Path Ability (Divine Countenance)
Tier 2: Path Ability (Divine Guardian) (default divine guardian, using 2 uses of mythic power, is a stone giant)
Tier 3: Path Ability (Alignment Insight)
Tier 4: Path Ability (Mythic Sustenance)
Tier 5: Path Ability (Sleepless)
Tier 6: Path Ability (Overcome Curse)
Alignment Insight (Ex]: You can automatically detect the alignment of any outsider you can see. This ability doesn't function if the creature is magically disguised or has been polymorphed into a different shape. You can automatically detect the alignment of any creature you see casting a divine spell; if that creature worships a deity, you also learn its deity. Spells and effects that mask a creature's alignment prevent the use of this ability. Whenever you cast a spell that affects creatures differently based on their alignment (such as holy smite), you may have the spell treat creatures of one particular alignment as an alignment one step away from that alignment. For example, when casting holy smite, you could treat all lawful neutral creatures as lawful good or lawful evil, all chaotic neutral creatures as chaotic good or chaotic evil, or all neutral creatures as neutral good or neutral evil.
Divine Countenance (Su) (Mythic Adventures pg. 33): Whenever you encounter a creature whose alignment is within one step of yours, treat its attitude as one step better. If the creature's starting attitude is helpful, you can make requests of the creature with a +5 bonus on your Diplomacy or Intimidate skill check.
Divine Guardian (Sp): As a full-round action, you can expend one use of mythic power to summon one extraplanar creature as if using a summon monster or summon nature's ally spell, with the level of the summoning spell equal to half your tier. Your caster level for this ability is equal to your character level. You can have only one creature that has been summoned using this ability at a time; summoning another causes the previous one to disappear. If you expend two uses of mythic power, the level of the summoning spell is equal to your tier instead. For example, if you are a 10th-level druid, 5th-tier hierophant, you can use this ability to summon one creature from the summon monster II or summon nature's ally II list (or a lower level list) for 10 rounds; if you expend two uses, you can instead summon one creature from the summon monster V or summon nature's ally Vlist (or a lower-level list).
Mythic Sustenance (Su): Your mythic power is enough to sustain you. You no longer need to eat, drink, or breathe to live. You're immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake.
Overcome Curse (Su) (Mythic Adventures pg. 37): You are immune to curse effects. For example, bestow curse has no effect on you, and you can handle, carry, or discard a cursed magic item without harm. If a cursed item has useful functions and a cursed effect (such as armor of arrow attraction) or drawback (such as a mace of blood), you are immune to the cursed effect and drawback, and can still use its other abilities. If a cursed item works normally for a period of time before its curse triggers (such as gauntlets of fumbling), the item stops working for you when the curse would normally trigger. If you're an oracle, you can ignore the negative effects of your oracle's curse.
Relentless Healing (Su): You can restore life to the recently dead. If a creature has died within i round, as a free action you can expend one use of mythic power to apply healing magic to that creature. This healing can be from a spell or effect you cause or from a magic item you wield. If this healing brings the creature's hit points above the threshold for death, it comes back to life and stabilizes at its new hit point total (similar to the way breath of life functions); otherwise, it remains dead. Alternatively, you can expend two uses of mythic power on a dead creature that would have the ability to magically heal itself if it were alive (such as a dead cleric with a prepared cure light wounds spell) in order to trigger the most powerful healing magic it knows or has prepared. If this brings the creature's hit points above its death threshold, it returns to life.
Sleepless (Su): You no longer require sleep, don't become fatigued or exhausted from lack of sleep, and are immune to sleep effects. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation.
Mystery: Lore
Curse: Deaf
Spells Known
Level 0 spells (7+3 favored class option bonus)
Create Water (V, S) (12 gallons of water) (standard action, 40' range)
Detect Magic (V, S)
Detect Poison (V, S) (standard action, 40' range)
Light (V, S, DF)
Mending (V, S)
Read Magic (V, S, F (a clear crystal or mineral prism)
Stabilize (V, S)
?
?
?
Level 1 spells (4+Cure Light Wounds+Mystery Spell [Identify+2 favored class option bonus]
?
?
?
?
?
?
Cure Light Wounds (V, S) (mythic version as well)
Identify (V, S, M (wine stirred with an owl's feather)
Level 2 Spells (2+Cure Moderate Wounds+Mystery Spell [Tongues] + 1 favored class option bonus)
Make Whole (V, S)
Silence (V, S) (mythic version as well)
Oracle's Burden (V)
, S) (mythic version as well)
Cure Moderate Wounds ([s]V
Tongues (V, DF)
Level 3 Spells (1+Cure Serious Wounds+Mystery Spell [Locate Object])
Create Food (V)
Cure Serious Wounds (V, S) (mythic version as well)
Locate Object (V, S, DF)
Revelations
1st level: Sidestep Secret
1st level (Extra Revelation feat): Lore Keeper
2nd level (Extra Revelation feat): Focused Trance
3rd level: Think On It
Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a [/b]single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.
Lore Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.
Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity.
Think On It (Ex): Once per day, the oracle of lore can re-attempt any previously failed Knowledge check. On this attempt, add a +10 competence bonus on the check.
Level 1: Extra Revelation (Lore Keeper)
Level 2: Extra Revelation (Focused Trance)
Level 3: Steadfast Personality
Level 4: Iron Will
Level 5: Improved Iron Will
Level 6: Reach Spell
Level 1: Dodge
Level 2: Lightning Reflexes
Level 3: Improved Lightning Reflexes
Level 4: Great Fortitude
Level 5: Improved Great Fortitude
Level 6: Eschew Materials
skill unlock is Spellcraft (full-round action to identy magic items)
+5 light fortification haramaki (36,153 gold) (no max dex cap :)
+5 amulet of natural armor (50,000 gold)
+5 ring of protection (50,000 gold)
+6 headband of alluring charisma (36,000 gold)
helm of telepathy (27,000 gold)staff of healing (29,600 gold)
money spent thus far: 228,753 gold
Skald/unchained rogue side, skills, some spells (including one mythic spell) still to be decided, plus rest of gear, traits, more fleshed-out background.
Does anyone want to have backgrounds intertwined with The Librarian?
| namo |
Funny, I'm also working on a Gathlain - been a long while since I played one. Different flavour and different classes, though.
Picture
He fights like a cross between Spiderman (for the cinematic movement) and a Jedi (he wields a light saber, kinda).
GM_Panic, I can help with sheet reviews, but I'd wait until after selections - less work this way.
Also, there's already significant gap in optimization between several of the builds posted, but hopefully people can tone down as needed, depending on the final party.
| Grumbaki |
Funny, I'm also working on a Gathlain - been a long while since I played one. Different flavour and different classes, though.
Picture
He fights like a cross between Spiderman (for the cinematic movement) and a Jedi (he wields a light saber, kinda).GM_Panic, I can help with sheet reviews, but I'd wait until after selections - less work this way.
Also, there's already significant gap in optimization between several of the builds posted, but hopefully people can tone down as needed, depending on the final party.
I personally think some guidelines would be helpful.
“Please don’t exceed AC…whatever. Don’t have saves beyond xyz. To hit should be about abc. DPS should be about blaba per round.”
It allows creativity, but keeps everyone in line. Otherwise we are making characters with rules that allow wild divergence.
Fei Wan wrote:eriktd, want to have a joint background for this?Sure, that would be awesome! I love elementalists. I built a cold elemontalist (I called him an elemintalist) for an ill-fated game once that I adored playing for as long as it lasted. Let's confer!
:D
Will post some thoughts later…when I have more.
| Fury of the Tempest |
Also, there's already significant gap in optimization between several of the builds posted, but hopefully people can tone down as needed, depending on the final party.
I'm hoping Spheres of Might and Guile are allowed for that exact reason. I have a pretty solid Support build lined up that brings plenty of buffs and crowd control to the table, and while it might have means of dealing damage, it's far and away not the primary focus.
| GM_Panic |
I personally think some guidelines would be helpful.“Please don’t exceed AC…whatever. Don’t have saves beyond xyz. To hit should be about abc. DPS should be about blaba per round.”
It allows creativity, but keeps everyone in line. Otherwise we are making characters with rules that allow wild divergence.
interesting, i hear you
OK to that end we will be using
https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/automati c-bonus-progression/
1st —
2nd —
3rd Resistance +1
4th Armor attunement +1, weapon attunement +1
5th Deflection +1
6th Mental prowess +2
and thats it
With AC max is 30
Stats: No stat over 26 after every thing
TH max is +20
what do you think?
| Grumbaki |
AC 30….
Current
* AC 10 (base) + 10 (Dex) + 9 (Armor) + 6 (Natural Armor) + 3 (Deflection) +1 (Dodge) +1 (Size) = 40
Now…Dex drops from 30 to 26. Deflection drops to +1 and natural armor enhancement lost.
* AC 10 (base) + 8 (Dex) + 9 (Armor) + 3 (Natural Armor) + 1 (Deflection) +1 (Dodge) +1 (Size) = 33
Dropping enduring armor. Left with unarmored training, which with ABP becomes +6 AC.
* AC 10 (base) + 8 (Dex) + 6 (Armor) + 3 (Natural Armor) + 1 (Deflection) +1 (Dodge) +1 (Size) = 30
—-
“ TH max is +20”
What does that mean?