| Voice of Awesomeness |
As stated in my interest check thread I would like to make a new attempt at Ambitious Hearts except this time, it will be set in Golarion(I **might** also run a sperate game in the Realms. We'll see). I have stories I wanna tell as both PC and GM set there, and I'm hopeful most people are familiar with that setting due to all the APs and such.
An important note: Please read at least the OP in the above linked Ambitious Hearts post, so you have some idea of what this game will be like. Obviously, the more of the recruitment(and the discussion thread) you read, the better your overall understanding will be.
Character Creation:
Level: 20th level, gestalt, however I’m considering maybe doing partial gestalt, where you pick a main class and get all its features and then only the special features(including casting) of your second class.
Ability Scores: 26 point buy, but if ability scores are too low to represent legendary 20th level heroes, we’ll adjust this.
Species: Species are gonna be a little different, as I’m not allowing monsters or templates(too complicated). Pick your species, and then choose two of the optional racial traits to add for free. These may come from a different species, but only if they make sense for your overall concept.
For example, if you want to make a fey-touched elf, you can take fey thoughts(from elf) and fey-tongued(from gnome) in addition to the standard elf traits.
Classes: All Paizo, Legendary classes, and classes from Orphaned Bookworm, Accession Games, and Rogue Genius. In addition, the In the Company Of series from Rite Publishing is also allowed! Some of their content can be found online, but if you happen to own one of their books and would like to use that material, just let me know. You'll need to put all the relevant info on your character sheet, of course, however, beyond that, you're golden. Other 3pp classes might possibly be allowed. Feel free to ask!
I will not be allowing any Spheres/Path of War/Psionics/Akashic or similar classes and systems at this time. The only way this will change is if there is a dedicated GM who knows them well enough to help run them for me.
Hit Points: Max.
Favored Class Bonuses: You get one for each of your classes. 3pp species FCBs are also allowed.
Traits: One trait from each of the standard categories. Might limit this to 3. We’ll see.
Alignment: Any, so long as you can get along with the other players.
Unlike my normal games, pvp will potentially be allowed, however, all parties must agree upon it beforehand. You must also agree on the outcome, and while death is a possible result, I would either prefer to avoid that or at least allow the dead player to eventually come back.
Starting Wealth: We’ll be using ABP, but you’ll also be getting 1,018,710gp.
You may partake in pre-game crafting(if you possess the feats), but your fellow PCs can
not be the crafter. Ie, you gotta make your own gear. Also, please be reasonable and don’t abuse this.
House Rules: Background Skills, Elephant in the Room, Combat Stamina(Fighters or a close approximation if you’re playing a 3pp class, get it for free, others need to take a feat), Skill Unlocks(Rogues, and similar classes, also get it for free, even if they aren’t unchained. Everybody else needs the feat), all classes get +2 skills(even rogues, and even if you take an archetype that also increases your skills per level. If you take one that reduces your skills per level, the minimum reduction is 4/level), The alternate capstones are allowed as well.
I might add to this, in case there’s anything I forgot.
Background/History/Personality: You don’t need a novel for a background, but at least a paragraph or two explaining how you got to level twenty, and some of your legendary accomplishments.
You should also include some of your big goals. Do you wanna take over a country? Defeat a BBEG/BBGG? Create your own kingdom(possibly on the ashes of one you destroy first?), etc
I’m gonna also strongly suggest each player choose an AP for their character to have successfully completed to help ground the character even more into the setting. The only ones I would prefer to avoid are Iron Gods and Strange Aeons. Maybe a couple of others, but those two for sure.
For example, my PC has completed Curse of the Crimson Throne.
Other Free Player Gifts: Feats every level. Two background feats(ie, non combat, non metamagic feats that helps your concept). Each PC also gets Leadership, and two other Leadership related feats(I’ll include them in a separate post) for free.
Your cohort will also be gestalt, with most of the same build rules. The only thing they don’t get are the special powers listed below. They’re also gonna be limited to standard WBL(in addition to ABP).
Finally, each PC will get to pick one choice from the following list, to represent the unique powers and special abilities that truly help set them apart as legends:
An additional capstone.
Two Horrifically Overpowered Feats(from a specific list, also in a separate post)
A Template(from a specific list, also in a separate post)
Again, may add to this if there’s anything I forgot.
Companions: All class granted companions function as if they were both familiars and animal companions. They also get all the bonuses their master gains via ABP, as well as a free archetype(meaning you don’t give up anything when taking it). Finally, they get a free template, but please run this by me for approval.
I will not go out of my way to kill a companion, since they are class features, and that’s kinda messed up. However, I won’t otherwise pull punches. Should it turn out that the above rules aren’t enough, and your critter is still kinda useless, we’ll revisit them and see about powering them up some more. I don’t wanna penalize a group of classes that way.
Equipment: All non magical equipment is not tracked, but you still need to pay for alchemical items.
Also, masterwork costs are waived.
Party: The original game was intended to open to all who wanted to join, and I think I might do the same for this. If I opt not to, or if the potential players think that’s too much, I’ll make a proper announcement stating otherwise.
Also, I will be playing as well as GMing(since GM duties are quite different for this game than a standard one). However if the other players would prefer me to not take part in any of the big epic events(as I know GMPCs are a touchy subject), I’ll sit them out, and just murder you all…uh, I mean, happily run them for ya, lol
Of course, if I get a co-GM to help with this(either in general or to help run one or more of the above 3pp systems), perhaps they’ll run some events for me to take part in as well.
Post Rate: This is a very different game than normal, as the PCs are gonna be the main driving force of the overall narrative. The original game had 862 posts because we PCs were that engaged.
You’re encouraged to narrate your own stories as you see fit. If ya wanna ‘run’ a combat against a flight of dragons or wrestle a pit fiend and a balor in a 2v1 handicap match, go for it!
The only times I will ‘don the GM hat’ is for when a player wants to do something that may alter the overall setting/story(ie, if you wanna invade a country or cleanse/close the Worldwound) or when I run one some sort of epic event/content.
Applying: I generally prefer a format similar to the official Paizo bestiary ones for character sheets. The most important aspect, however, is to make sure all the different sections are either spoiled or bold(if not both) so it’s easy for me to look up a given stat.
Start Date: Unsure when, but considering how much work is gonna go into these characters, not till at least March 1st.
Major World Events: Only the APs chosen by the players will have been successfully completed, and even then, I reserve the right to still use any of the BBEG or major NPCs. You can still have defeated or even killed them, I just might bring them back(somehow, they returned! LOL).
Also, if some sort of major world changing event is an important part of your backstory/character concept, we’ll discuss that, and work on making it canon.
| Voice of Awesomeness |
Please bear with me as I work on that above mentioned separate post. I'm currently going through four books to put together the HOP feats list(and then I need to format them all properly).
After that, I gotta go through the templates list. Thankfully, the Leadership feats shouldn't take me too terribly long.
| Voice of Awesomeness |
| 3 people marked this as a favorite. |
HooBoy!! This took me **hours** to get formatted properly! Let's hope they all fit within one post! LOL
Army Fighting:
You are adept at holding off massive swarms of
opponents.
Prerequisite: Combat Reflexes.
Benefit: Enemies do not count as flanking you for the purposes of attack bonuses or abilities that affect flanking (such as sneak attack), and do not automatically hit you with an attack roll of a natural 20 with melee or ranged attacks. Instead, they must compare their attack result to your armor class normally. Additionally, enemies cannot use the aid another action to either grant allies bonuses to hit or bonuses to armor class against you.
Channel Brightly:
You can channel energy of an impressive intensity.
Prerequisite: Ability to channel energy, Improved Channel, Selective Channeling.
Benefit: when you channel energy, you may simultaneously heal all creatures you can
heal with the ability, and harm all creatures you could harm with the ability. For example, Xasha is a 16th level cleric that channels positive energy with Alignment Channel (evil), Channel Brightly, Improved Channel, and Selective Channeling. When she channels energy, she can heal living creatures and harm undead and evil outsiders (using the same channeling dice for both), or heal living creatures and evil outsiders and harm undead.
Clear Rage:
You’ve mastered your anger, and it has no control over you.
Prerequisite: Rage class feature.
Benefit: You do not suffer a –2 penalty to Armor Class when raging. Additionally, when raging, you can use any Charisma-, Dexterity-, or Intelligence-based skill or any ability that requires patience or concentration (including spellcasting).
Cleaving Sneak Attack:
You can dish out sneak attacks while cleaving into surprised foes.
Prerequisites: Str 13, Cleave, Great Cleave,
Power Attack, sneak attack +1d6, base attack bonus +4.
Benefit: You deal sneak attack damage against foes hit by the additional attacks you gain from the Great Cleave feat.
Complicated Anecestry:
Similar to the crossblooded archetype, the circumstances of your heritage are… complex.
You can trace ancestry to varied strange beings, are the child of two sorcerers with different
bloodlines, or perhaps were touched by multiple eldritch influences.
Prerequisite: Bloodline class feature.
Benefit: Select a second sorcerer bloodline. You gain this bloodline’s class skill, bonus spells, bloodline arcana, and add the bloodline bonus feats to the list of your available bloodline bonus feats. You gain all bloodline powers of both your original and selected bloodline at the level of sorcerer indicated for the bloodlines.
Compound Special Ability:
You can siphon all of your power into a single deadly attack.
Prerequisite: A class feature with uses per day.
Benefit: You can combine uses of one of your daily use class abilities into a single use of that ability in order to stack its effects as the same action.
This includes but is not limited to bombs, channel energy, and smite evil. You use two of your daily uses of the ability to double the effects (bonuses to hit, damage, etc.) of the ability. This cannot be used to affect class features that use rounds per day (such as bardic performance or rage). You cannot expend more than two uses of the ability in this way at a time.
Critical Skull Rupture:
The sheer force of your critical hits causes the heads of your enemies to explode.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: When you score a critical hit with a bludgeoning weapon, the target must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Strength modifier) or die as their skull shatters in a “gore-iffic” explosion. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads explode. The gore from an exploding head showers all creatures in a 30-foot radius of the
target with blood and brains. All creatures covered in the gore must make a Will save (DC 10 + 1/2 your character level + your Strength modifier) to avoid becoming sickened for 1 minute. You are immune to this sickened effect.
Dandelion Tread:
Your footsteps are so light you can stand on the slightest of structures, even a tiny flower.
Prerequisites: Dex 15, Acrobatic Steps, Nimble Moves.
Benefit: You may move through difficult terrain as if it was not difficult terrain. You
have a climb speed equal to your ground movement, and you can climb (or stand on) structures regardless of their ability to support your weight. As long as some object reaches a point you wish to go, you can run and stand there – even if it’s standing on water, walking across the tops of blades of grass, or walking down the sail of a ship.
Denied:
You can simply refuse to be affected by a specific attack, spell, or ability.
Benefit: Once per day as a free action, you can decide to not be affected by a single attack, combat maneuver, spell, or effect. All its effects on you are immediately negated. This decision must be made as soon as you are aware of the effect you wish to negate. Only a single use of the effect is negated -- if you prevent an ancient red dragon from grappling you, that does not prevent it from making a new grapple check on its next attack. You may use this twice per day at 8th level, and one more time per day for every additional 8 levels you gain, to a maximum of six times per day at 40th level.
Disintigrating Spell:
Whenever you obliterate an opponent with one of your spells, its corporeal form disintegrates
Prerequisites: Caster level 11th.
Benefit: Choose a spell that you can cast that deals hit point damage. Whenever that spell reduces a creature to 0 or fewer hit points, you can choose for the creature to be entirely disintegrated (as the disintegrate spell). You may use this ability a number of times per day equal to your spell-casting modifier.
Special: You can take this feat more than once. Each time you do, select another spell to apply this feat to.
Dwarven Paragon:
You are a legendary dwarf, embodying the most vaunted traits of the race.
Prerequisite: Dwarf.
Benefit: You are immune to poison, and gain spell resistance equal to 11 + your character level or Hit Dice. If you possess or gain spell resistance from any other source, you add +5 to your spell resistance. Additionally, you are immune to bull rush and trip combat maneuvers.
Eidietc Spellcaster:
You possess a knack for being able to learn spells by watching another spellcaster cast.
Prerequisites: Caster level 5th, Spellcraft 5 ranks.
Benefit: Whenever you observe a spellcaster casting a spell, you can attempt to learn it. When attempting a Spellcraft check to identify a spell as it is cast that appears on your spellcasting class spell list, if you succeed on the Spellcraft check by 5 or more you add the spell to your list of spells known (including any familiar or spellbook required
for spell preparation). If the spell does not appear on your class spell list, you must succeed on the Spellcraft check by 10 or more. A spell learned in this manner becomes a spell of a type (arcane or divine) you can cast.
Elven Paragon:
You are a legendary elf, embodying the most vaunted traits of the race.
Prerequisite: Elf.
Benefit: You are immune to all enchantment spells and effects. You can see four times as well as a human in light, and do not suffer penalties to Perception checks based on distance to the source, object, or creature. Additionally, you are essentially immortal. You are immune to aging penalties and magical aging. Aging bonuses still accrue, but you cannot die from old age.
Special: This horrifically overpowered feat is not available to half-elves.
Expanded Smite:
You can smite any enemy of your beliefs, or deal greater damage to those who truly oppose your ideals.
Prerequisite: Smite evil or smite good.
Benefits: If you can smite evil, your smite evil ability affects any chaotic or evil creatures. If the target of smite evil is both chaotic and evil, the bonus to damage on the first successful attack increases to 2 points of damage per paladin level. If the target of smite evil is an outsider with the evil or chaotic subtype, an evil- or chaotic-aligned dragon, or an
undead creature, the bonus to damage on all attacks increases to 2 points of damage per paladin level. Alternately, if you can smite good, your smite good ability affects any lawful or good creatures. If the target of smite evil is both lawful and good, the bonus to damage on the first successful attack increases to 2 points of damage per antipaladin level. If the target
of smite good is an outsider with the good or lawful subtype, a good- or lawful-aligned dragon, or a good or lawful creature with levels of cleric or paladin, the bonus to damage on all attacks increases to 2 points of damage per antipaladin level.
Extra Lives:
You are just hard to kill.
Benefit: Your character can come back from the dead, with no penalty, three times
in its total career. This happens at the end of whatever encounter you died in, unless that
would cause your character to immediately die again (such as if your body was dropped
into a pool of lava). In that case, you return to life at some safe location within a week,
at the GM’s discretion. If you think your character is likely to be raised quickly and
easily, you may choose not to use this ability when you die, in which case it does not count against your three total uses of this feat.
Special: This feat can be taken more than once. (Although, really, you need to
take Toughness if you’re dying that often. Or maybe Dodge. Or just stand closer to the
cleric.) Each time you take it, the number of times your character may freely return from
the dead increases by three.
Fluid Style:
You know the basics of many martial arts styles, and can easily switch between which is the most effective for a given situation.
Prerequisite: Any one style feat.
Benefits: As a standard action, you can enter the stance employed by the fighting style of any style feat. You gain the benefits of the style feat, even if you do not possess the style feat or meet its prerequisites. If you possess a style feat for a given combat style, you may switch to the stance employed by the fighting style as a free action. This may allow you to adopt multiple
fighting styles within the same round, or even between attacks during a full-attack action.
Fringe Dogma:
You break the limits of your religion, acting independently and calling upon powers beyond lesser clergy.
Prerequisite: Blessing or Domain(or similar) class feature.
Benefit: You gain any one blessing or domain(or similar), even if it does not appear on your god’s list of domains. You gain the domain’s bonus spells and any associated domain powers. If the domain does appear on your god’s list of domains, you may instead (if you wish) select any subdomain associated with the domain, even if it does not appear on your god’s list of subdomains. However, if you select an alignment domain (Chaos, Evil, Good, or Law), you or your god must possess an alignment corresponding to the domain chosen.
Special: If you’re a divine caster who doesn’t gain access to domains(like a Paladin or Warpriest) you instead gain the domains of a cleric of half your total hit dice(including the bonus spell per day for domain spells).
Full Casting Action:
You can cast multiple spells as a full-round action, much like a warrior can make multiple attacks if his base attack bonus is high enough.
Prerequisite: Caster level 6.
Benefit: As a full-round action, you can cast two spells that have a casting time of
1 standard action or less. The first spell is cast normally, while the second spell uses a caster level 5 lower than your normal caster level, and the DC of any saving throw it requires is reduced by 2.
Gnome Paragon:
You are a legendary gnome, embodying the most vaunted traits of the race.
Prerequisite: Gnome.
Benefit: You are immune to all illusion spells and effects and may cast any gnome magic spell-like ability at will. While you are immediately aware when witnessing an illusion spell or effect, you can still sense and interact with the illusion if you wish, or automatically disbelieve it with no save necessary. Additionally you may make any Craft or Profession skill check as if you had ranks in the skill equal to your character level or Hit Dice.
Go First:
No one can move before you. No one.
Prerequisite: Improved Initiative.
Benefit: You go first in any initiative order. If there are multiple creatures present that
have feats or abilities that state they each go first in any initiative order, those creatures roll
initiative to see what order they go in, and all other creatures go after them (regardless of
relative initiative check results).
Greater Full Casting Action:
You can cast up to 3 spells as a full-round action, much like a warrior can make multiple
attacks if his base attack bonus is high enough.
Prerequisite: Caster level 11, Full Casting Action.
Benefit: This functions as Full Casting Action, except you can also cast a third spell
with a casting time of 1 standard action or less. The third spell uses a caster level 10 lower
than your normal caster level, and the DC of any saving throw it requires is reduced by 5.
Greater Invulnerability:
Your body becomes resistant to strange energy or unique damage, but you may gain a weakness.
Prerequisites: Invulnerability, Toughness.
Benefit: You take no damage from and are immune to one type of energy damage (acid, cold, electricity, or fire). Alternately, you may choose to be immune to two of the listed energy damage types, but then gain a vulnerability to a third. You take half again as much damage (+50%) from this specific energy type.
Special: You can gain Greater Invulnerability multiple times (of course you can). Each time it grants immunity to a new type of energy damage. If you possess a vulnerability to an energy type, you may not become immune to the energy type you are vulnerable to.
Greater Super Speed:
Your speed improves to lightning-fast levels, giving you an incredible array of superhuman abilities.
Prerequisites: Improved Initiative, Super Speed.
Benefit: You gain the effects of the following permanent constant spell-like abilities: expeditious retreat, phase door, and water walk. These spelllike abilities affect only you. You may cease or resume these spell-like abilities as a free action. Additionally, you may cast whirlwind (as the spell) as a spell-like ability at will. However, the cyclone is always centered on you and requires a move action to maintain each round, but you are immune to its
effects. You use your character level or Hit Dice as your caster level, and the save DC for this whirlwind is equal to 18 + your Dexterity modifier.
Greater Super Strength:
Your strength improves to world-shattering levels, giving you an incredible array of
superhuman abilities.
Prerequisites: Power Attack, Super Strength.
Benefit: You can cast jump, knock, and force punch as at will spell-like abilities. Additionally, you possess telekinesis (as the spell) as a constant spell-like ability that you can cease or resume as a free action. However, you can only use telekinesis on creatures or objects with a range of touch (although creatures or objects might be thrown
further than your reach) and you do not substitute your Intelligence or Charisma modifier in place of your Strength modifier. When using the sustained force or violent thrust versions of telekinesis, you may add your heavy load carrying and lifting capacity weight to the weight of an object moved or hurled. You use your character level or Hit Dice as your caster level. The save DC for this force punch is equal to 13 + your Strength modifier
Halfling Paragon:
You are a legendary halfling, embodying the most vaunted traits of the race.
Prerequisite: Halfling.
Benefit: You are immune to fear. You gain a climb speed equal to your base speed. Additionally, you automatically succeed on any Acrobatics check to move through a threatened area or an enemy’s space when your opponent or opponents are all larger in size than you by at least one category.
Half-Elven Paragon:
You are a legendary half-elf, embodying the most vaunted traits of the race.
Prerequisite: Half-elf.
Benefit: You are immune to all enchantment spells and effects. You can see four times as well as a human in light. In addition, you gain any one nonhorrifically overpowered feat as a bonus feat. You must still meet all prerequisites for this feat. You also gain a second favored class bonus each time you level up. Finally, you may gain one elven and one human racial trait you do not already possess. These may be alternate traits.
Half-Orc Paragon:
You are a legendary half-orc, embodying the most vaunted traits of the race.
Prerequisite: Half-orc.
Benefit: When using the Intimidate skill to demoralize a creature that is already demoralized, you can either extend the duration or create a stronger fear condition (whichever you prefer). You gain the Diehard feat as a bonus feat (even if you do not meet the prerequisites). Additionally, when you are brought to negative hit points below your
Constitution score or otherwise killed, you can fight on for one more round as if disabled. At the end of your next turn, unless you are brought to hit points above your negative Constitution, you immediately die. However, if you are killed by an effect other than hit point damage, you simply die at the end of your next turn.
Harmony:
You can accompany singing with instrument playing, add comedy to music, or otherwise layer
your bardic performances with multiple magical meanings.
Prerequisite: Bardic performance class feature.
Benefit: You may have up to two bardic performances in effect at one time. Starting two
bardic performances at once can be done in the same action required to begin a bardic performance, or you may start a second bardic performance while the first is ongoing. However, each bardic performance must operate based on a separate and different Perform skill check type. You may end or maintain either or both types of bardic performance as a free action each round. Using two bardic performances in a single round only requires using one round of
bardic performance.
Healing Factor:
You have a mutant healing factor.
Benefit: You gain fast healing equal to 1/2 your HD (minimum fast healing 1).
Heroic Grace:
You are destined for greatness, and are thus unlikely to be petrified by a wandering monster.
Benefit: You may add your Int, Wis, or Cha bonus to all your saving throws, in
addition to your normal ability modifier This does not stack with the paladin’s divine
grace class feature, or any other ability that adds your Int, Wis, or Cha to all your
saving throws. (You are still allowed to add your Wisdom bonus to your Will saves, as
normal).
Hex Maven:
Your hexes are much more persistent than most witches’.
Benefit: Your hexes which state they can only affect a specific target once per day, can
instead affect the same target a number of times per day equal to your Int bonus.
Special: If you’re not a Witch, or do not otherwise have access to Hexes, you gain the Hexes(including gaining Major and Grand ones) as if you were a Witch of half your total hit dice.
Human Paragon:
You are a legendary human, embodying the most vaunted traits of the race.
Prerequisite: Human.
Benefit: You gain any one non-horrifically overpowered feat as a bonus feat. You do not need to meet the prerequisites for this feat. After 1 hour of meditation, practice, or training, you may change this feat to any other feat you do not need to meet the prerequisites for. You also gain two more skill ranks per level, and treat all skills as class skills. If a given skill is already a class skill, you get a +3 bonus to that skill.
Special: This horrifically overpowered feat is not available to half-elves or half-orcs.
Impeccable Strike:
Your unarmed strikes are as flawless as your mastery of monk
weapons.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Perfect
Strike, base attack bonus +8.
Benefit: You may use unarmed strikes with the Perfect Strike feat) as
well as with monk weapons. You may attempt more than one perfect attack per round.
Special: A monk may select this horrifically overpowered feat without meeting the ability score or base attack bonus prerequisites.
Imperial Spell:
Your magic can take command of the magic of others.
Benefit: You can cast a dispel magic, greater dispel magic, or disjunction spell as an
Imperial Spell. When you use an imperial spell to counterspell a foe’s spell, you gain control of that spell. On the next round you may cast the spell you counterspelled without expending any spell slots of your own. You make all decisions regarding this spell (area, targets, and so on) and are considered the caster of the spell. If you do not cast the spell by the end of your next
turn, it is lost. An Imperial Spell takes a spell slot five levels higher than the spell’s actual level.
Invulenrability:
Your skin becomes nigh-invulnerable, except to one weakness!
Prerequisite: Toughness.
Benefit: You gain damage reduction that can be penetrated by one of the following damage types: adamantine, bludgeoning, chaotic, cold iron, evil, good, lawful, piercing, silver, or slashing. Your damage reduction is equal to 1/2 your character level or Hit Dice (minimum DR 1, maximum DR 10). This damage reduction does not stack with any existing damage reduction you may have.
Special: You can gain Invulnerability up to three times. The effects do not stack (because… seriously?!). Each time you take this horrifically overpowered feat it adds a new damage type that is also required to penetrate your damage reduction. You may only select one of each damage types: alignment (chaotic, evil, good, or lawful), material (adamantine, cold
iron, or silver), or physical (bludgeoning, piercing, or slashing). So, you could have DR/adamantine, chaotic, and slashing, but not DR/adamantine and cold iron or DR/bludgeoning, good, and evil.
Keep Swinging:
If you swing enough times, you eventually hit—hard.
Benefit: Whenever you miss a target with a melee or ranged attack, you gain a cumulative +2 competence bonus to attack and damage against that target. This bonus increases by +2 with each additional miss, but if you hit the target, the bonus to hit resets to +0 until you miss the target again. This bonus to attack and damage persists for up to one minute per character
level or Hit Die you possess. If you hit a target when you have at least a +6 bonus to attack and damage (after consecutively missing three times), the attack is automatically a critical threat. If you hit a target when you have at least a +12 bonus to attack and damage (after consecutively missing six times), the attack is automatically a confirmed critical hit.
Lucky Equipment:
You possess miraculous luck, perhaps from fey or gods, ensuring you always coincidentally have the right tool for the job.
Benefit: You are assumed to always have on your person any non-magical item that you are capable of easily carrying (usually two or more size categories smaller than you). You cannot have more than one item of a single type in your possession at any one time, or
two items of the same type within the same day. These items may be alchemical, masterwork, or crafted of special materials, but a single item may not have a total price of greater than 50 gp per your character level or Hit Dice (maximum 1,000 gp price). So, for example, while you might just so happen to have a silver bullet or masterwork thieves’ tools on your person, you cannot have two vials of alchemist’s fire in one day unless one of them is purchased normally.
This ability cannot allow you to have specific or unique items, unless you have personally held or possessed the specific item before. The items tend to be lost or disappear when you no longer need them. While you are not assumed to simply have larger items in your bag or stashed away somewhere on your person, you can easily procure or find them. Gaining larger items typically requires 1d4 hours. If there is no convenient, simple reason for you to have easy access to an item, then the reason is only less plausible. For example, you just so happen to have placed a hidden stash nearby a decade ago, run into a convenient traveling trader who
owes you a favor, or maybe just find it out in the middle of nowhere with no ready explanation. However, if you (or anyone else) try to sell any item gained in this way, your luck backfires, and you lose the benefits of this feat until you somehow regain the sold item.
Special You can take this feat more than once. Each time you do, the total price for a single item increases by 50g per character level or Hit Dice(as does the maximum). The per day limits also increase by one. Additionally, if you also have the Well-Prepared feat, the numerical limits for this feat are doubled.
Magic-User:
You’ve picked up a considerable amount of spellcasting above and beyond your
normal training.
Benefit: Select one spellcasting character class. You can cast spells as a member of this
class of a level equal to half your total hit dice. (If you are 1st level, you cast spells as
a 1st level member of the class, but can only cast 0-level spells).
Special: This feat may be selected more than once. (Why not?) Its effects do not
stack. (Get real.) Each time it is selected, you must choose a new spellcasting class in
which you gain spellcasting ability.
Magical Source:
You understand the underpinnings of magic, defying the foolish assumptions of lesser casters.
Prerequisite: Spellcaster 1+.
Benefit: Select any single arcane or divine spellcasting class. You add the spell list of that class to the spell list of any single spellcaster class you possess. If you possess multiple spell lists from different spellcasting classes, then you must choose which of your spellcasting classes gains this benefit. The spell levels of the new spell list are the same as the class they are drawn from. In the event of spells appearing on both your original and selected spell list at different spell levels, you can learn or prepare and cast the lowest level version of the spell.
Special: You can gain Magical Source multiple times (because sure… why not!). Each time you
take this horrifically overpowered feat, it adds a new spell list to one of your current spell lists.
Maneuver Master:
You can seamlessly blend combat maneuvers into your attacks.
Prerequisite: Combat Expertise.
Benefit: As a standard or full-attack action, you may make an attack combined with a combat maneuver You must declare that you are using this ability before making the attack roll. If made as part of a full-attack action, this benefit applies to a single attack. If the attack hits, you may make a free bull rush, dirty trick, disarm, grapple, trip, or sunder combat maneuver. Do
not reroll for the combat maneuver. Simply add your Combat Maneuver Bonus to the die result of your attack roll. This combat maneuver still draws attacks of opportunity if you do not have some ability or feat to prevent it, with the attack of opportunity being resolved prior to the combat maneuver or damage dealt by your attack. If making a combat maneuver as part of
a full-attack action, you may use the combat maneuver with any attack, but must declare you are using this feat prior to making the specific attack and the combat maneuver is resolved prior to any additional attacks. Note that some combat maneuvers (such as bull rush or grapple) might prevent you from making additional attacks depending on specific circumstances.
Master of Domains
You attunement to your deity grants you access to
additional domains.
Prerequisite: Domain class feature.
Benefit: Choose an additional domain from your available domains, along with two subdomains. You now have access to that domain’s spells and granted powers in addition to
any domains you already possess. You also gain the spells and granted powers of the subdomains, without replacing your normal domain spells or granted powers.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different domain, and two more subdomains.
Master of Magic Items:
You can use any magic item to its fullest.
Prerequisites: Use Magic Device as class skill.
Benefit: You can use any magic item, even if you would not normally be able to do so.
Maximize Sneak Attack:
Your sneak attacks are less accurate but brutally devastating.
Prerequisite: Sneak attack +1d6.
Benefit: You can choose to take a –1 penalty to an attack roll that sneak attack applies to in order to maximize one of your sneak attack dice. Use of this horrifically overpowered feat must be declared prior to your attack roll. You may take cumulative penalties up to a maximum of your sneak attack dice to maximize any available sneak attack dice. So if you deal +4d6 sneak attack damage, you could take a –4 penalty to hit to deal 24 sneak attack damage, or a
–2 penalty to hit to deal 2d6+12 sneak attack damage.
Mega-Magic Spell:
You know a few spells you have made horrifically overpowered.
Prerequisites: Two or more metamagic feats.
Benefit: Select one spell you can cast. Its level may not be higher than half the highest level spell you can cast. Select one or more metamagic feats you know. The total level
adjustments of these metamagic feats cannot exceed the level of the spell you have selected.
Whenever you cast the selected spell, you may choose to apply the selected metamagic feats
without changing the spell’s level or casting time. You cannot also add other metamagic
feats when you do this. For example, Davor Runetusk is a 16th level half-orc wizard who knows fireball and has the Enlarge Spell and Maximize Spell feats. He takes Mega-Magic, and selects
those two metamagic feats (with a total level adjustment of +4, half the level of the highest
level spell he can cast – 8th), and fireball, allowing him to cast an Enlarged Maximized
fireball as a 3rd level spell. If he decided to add another metamagic feat to the spell, he could
not also apply the two feats he selected with Megamagic Spell for free (though he could
add them with the normal increase in the fireball’s effective spell level).
Special: If your GM is crazy enough to let you take this feat once, there’s no reason not
to let you take it multiple times. Its effects do not stack, though. Get real. Each time it
is selected, it applies metamagic feats to a different spell known.
Merciliess Assault:
You are a master of deadly blows when a foe is at your mercy.
Prerequisite: Sneak attack +1d6.
Benefit: You may deal sneak attack damage to creatures with the grappled condition, even if they are not flat-footed or denied their Dexterity modifier. When you attack or perform a coup de grace on a helpless creature that is not immune to sneak attack damage, your sneak attack damage is doubled. Roll the dice as normal, but double the damage result as rolled. Additionally, you may sneak attack any creature normally immune to sneak attack damage
if the creature is helpless.
Ominwepaon Mastry:
You can turn anything from wagon wheels to pillows into deadly weapons.
Prerequisite: Martial weapon proficiency.
Benefit: You are proficient in all weapons, including improvised weapons, exotic weapons,
and unarmed strikes. The damage for any weapon or object you wield (including ranged or thrown weapons or objects) uses the following progression based on your character level and size, or the weapon’s base damage, whichever you prefer: Small(2d8), Medium(2d10), Large(4d8).
Oversized Fighting:
You can swing a sword WAY too big for you.
Prerequisites: Str 19, Lunge, base attack bonus +6.
Benefit: You can use weapons one size too large for you without penalty, and those
two sizes two large for you as if they were one size too large. Thus a Medium creature
with this feat can use a Large longsword in one hand without penalty, or a Large two handed sword in two hands, or a Huge longsword as a two-handed weapon with a -2 attack penalty.
Special: While you take no penalties from using oversized weapons, this feat cannot
prevent you from looking ridiculous.
Paragon Wildshaping:
Whenever you wildshape, you transform into a paragon of the species.
Prerequisite: Wild shape class feature.
Benefit: When using wildshape, you may choose either the advanced or the giant creature template and apply its benefits to whatever creature you transform into. Choose which template you wish to apply (if any) when first changing form.
Special: You may take this feat more than once. The second time you take it, you can apply both templates at once. The third time, you may add the Dire template to your form. Each time after the third you take this feat, you may add a template(Subject to GM approval) from the list of simple templates that you may apply to your form.
Perfect Blow:
You can make a perfect attack.
Benefit: Once per day you can choose to make a single attack a perfect strike. Rather
than make an attack roll, you hit any AC equal to 20 + your attack bonus or less. The
attack automatically threatens a critical. The attack hits even if the target has a defense
that would normally cause the attack to be ineffectual or have a chance to be mistargeted,
such as mirror image, displacement, concealment, invisibility, etherealness, or feats that allow an attack to be blocked or dodged. The attack bypasses any DR or other defense of the foe, but can be healed, recovered, or regenerated normally.
Perfect Concentration:
You never lose your focus.
Prerequisite: Combat Casting.
Benefit: You automatically succeed on any concentration check made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. You receive a +4 bonus on all other concentration checks. When you have cast a spell or used a spell-like ability that lasts as long as you continue concentrating, you may continue concentrating each round as a swift action instead of a standard action. You can cast a spell or use a spell-like ability while concentrating on a spell or spell-like ability, but may only be concentrating on one spell or spell-like ability at any given time
Spell-Like Ability:
You tap into a hidden endless well of raw magical
power.
Benefit: You gain a number of spell-like abilities equal to your Cha mod, drawn from the sorcerer/wizard spell list usable 3/day. The maximum spell level of this spell-like ability
is equal to 1/2 your character level or Hit Dice (minimum 1, maximum 9). Your caster level is
equal to your character level or Hit Dice, and any save DCs are equal to 10 + the spell’s level + your Charisma modifier.
Special: You can gain Spell-Like Ability multiple times. Each time you take this horrifically
overpowered feat (not that you should ever in the first place), you gain a number of new SLAs equal your Cha mod, useable 3/day.
Spell Shifting:
You can twist your spells into different spells.
Benefit: You have access to pattern spells. You have a number of pattern spells equal
to your HD, to a maximum of two pattern spells per spell level. When you select a spell as a pattern spell it must be a spell of a class and level you are able to cast, and the
choice cannot normally be changed. You are allowed to swap out one pattern spell for a new choice at every even level. How pattern spells work depends on how you cast spells.
If you are a preparation spellcaster (such as the cleric, druid, and wizard), pattern
spells are spells you can cast in place of a prepared spell of the same level or higher, in
the same way a cleric can replace a prepared spell for a cure spell. Your pattern spells
must be selected from spells you could prepare if you chose to (nearly any class
spell for clerics, but limited to spells in your spellbook for wizards). If you are a spontaneous spellcaster (such as the bard and sorcerer), pattern spells are additional spells known, which you can cast once per day by using a spell slot of the same level or higher. If you ever gain one
of your pattern spells as a spell known, you may replace it with a new pattern spell of the same level.
Stubborn:
You never give up.
Benefit: You ignore any potentially negative effects of failing a skill check. Additionally, you can retry any failed skill check at no penalty, even Bluff or Knowledge checks, although you must wait at least 1 minute before you can retry if the skill normally does not allow you to try again. Whenever you fail a skill check, you gain a cumulative +3 competence bonus on skill checks of that type for 24 hours.
Supernatural Spell Monster:
You’re not really a spellcaster, but you might be mistaken for one.
Benefit : Select one class you have levels in that casts spells. Though you must meet
the casting time and all the prerequisites of those spells to use them, they do not count as spells. For rules purposes, they function as supernatural powers.
Super Speed:
You are faster than everyone around you, like a speedster superhero.
Prerequisite: Improved Initiative.
Benefit: You gain an additional move action each round. This move action can be used for any purpose in addition to the normal move action you possess each round. You may use this move action in addition to a move and standard action, or in addition to a fullround action. You may forgo both of your normal move actions to instead take two standard actions in a single turn. This may allow you to cast multiple spells requiring standard actions or use other abilities
requiring a standard action twice in one turn.
Super Strength:
You are stronger than everyone around you, like a muscle-bound superhero.
Prerequisite: Power Attack.
Benefit: You gain a bonus equal to 1/2 your character level or Hit Dice to all Strength checks and Strength-based skill checks. You cannot be encumbered by weight, and treat your maximum load as a light load. As a full-round action, you can break or burst any unattended object of your size or less in reach as if you had succeeded on a Strength check against its break DC.
Subtype Equality:
You recognize that the differences between creature subtypes are relatively minor, but can still
specialize.
Prerequisite: Favored enemy (any humanoid) or favored enemy (any outsider).
Benefits: You may apply your favored enemy bonuses against a specific humanoid subtype to all creatures with the humanoid type. Likewise, you may apply your favored enemy bonuses against a specific outsider subtype to all creatures with the outsider type. You gain both of these benefits if you possess both an outsider and humanoid subtype as favored
enemies. You must still select subtypes when choosing humanoids or outsiders as your favored enemy, but double your favored enemy bonus to skills, attack, and damage rolls against that subtype specifically.
Ultimate Combat:
You are capable of delivering attacks against which there is no defense.
Prerequisite: Any Horrifically Overpowered feat, 4 or more levels in a class
with a base attack bonus equal to its level.
Benefit: When you make an attack that misses, you may invoke Ultimate Combat as
a free action. The attack hits. You may invoke Ultimate Combat a number of times per day
equal to 1 + your Strength or Dex ability bonus (whichever is higher).
Ultimate Critical:
Your critical hits are so devastating; nobody wants to see the results.
Prerequisites: Critical Focus, Critical Mastery, any two critical feats, 14th-level fighter.
Benefit: You automatically confirm a critical hit on a roll of a natural 20 and do not need to confirm the critical hit. Whenever you confirm a critical hit against any target, you can combine the effects of every critical feat you know.
Ultimate Defense:
You are capable of avoiding attacks that have you dead-to-rights.
Prerequisites: Any Horrifically Overpowered feat, class feature that adds a
bonus to your armor class (such as a monk’s AC bonus or a duelist’s canny defense).
Benefit: When you are hit by an attack roll, you may invoke Ultimate Defense as a
free action. The attack misses you. You may invoke Ultimate Defense a number of times
per day equal to 1 + your Int, Wis, or Cha ability bonus (whichever is highest).
Ultimate Full Casting Action:
You can cast up to 4 spells as a fullround action, much like a warrior can make
multiple attacks if his base attack bonus is high enough.
Prerequisite: Caster level 16, Full Casting Action, Greater Full Casting Action.
Benefit: This functions as Greater Full Casting Action, except you can also cast a
fourth spell with a casting time of 1 standard action or less. The fourth spell uses a caster
level 15 lower than your normal caster level, and the DC of any saving throw it requires
is reduced by 7.
Ultimate Magic:
You can cast spells that bypass all a foe’s defenses.
Prerequisite: Any Horrifically Overpowered feat, 4 or more levels in a class with a spell list that includes 9th level spells.
Benefit: When you cast a spell that has a duration greater than 1 round and a saving throw that negates it, and it is negated by a saving throw, spell resistance, or use of a feat,
you may invoke Ultimate Magic as a free action. The target is still affected by the spell, but only for 1 round. You may invoke Ultimate Magic a number of times per day equal to 1 + your Int, Wis, or Cha bonus (whichever is highest). This has no effect on creatures that ignore the effect of your spell for other reasons (such as not qualifying as a target or having enough energy resistance to avoid damage).
Unflappable:
You are the sort of person who says “I would not be a bit surprised if the dragon is an illusion and we’re actually surrounded by invisible ninjas.” What’s more, you really aren’t a bit surprised when that turns out to be the case.
Prerequisite: Alertness.
Benefit: You are never surprised, and never flat-footed.
Vorpal Critical:
Your critical hits behead things. Even jabberwocks.
Prerequisites: Critical Focus, base attack bonus +19.
Benefit: When you score a critical hit with a slashing weapon, the weapon severs your opponent’s head (if it has one) from its body. Some creatures, such as many aberrations
and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die
when their heads are cut off. Alternatively, if you wish, you may slice off some other extremity when you score a critical hit. Additionally, all your attacks count as vorpal damage for
purposes of bypassing DR (normally only relevant if you are facing a jabberwock, but if your GM lets you take this feat, obviously all bets are off).
| pad300 |
Are there any caps or benchmark limits you want to put on PC's? These things do tend to get a little out of hand...
also,
Ok,
...
Eidietc Spellcaster:
You possess a knack for being able to learn spells by watching another spellcaster cast.
Prerequisites: Caster level 5th, Spellcraft 5 ranks.
Benefit: Whenever you observe a spellcaster casting a spell, you can attempt to learn it. When attempting a Spellcraft check to identify a spell as it is cast that appears on your spellcasting class spell list, if you succeed on the Spellcraft check by 5 or more you add the spell to your list of spells known (including any familiar or spellbook required
for spell preparation). If the spell does not appear on your class spell list, you must succeed on the Spellcraft check by 10 or more. A spell learned in this manner becomes a spell of a type (arcane or divine) you can cast.
...
How does this interact with a spontaneous caster like a sorceror? I mean it's adding to your spells known...
| andreww |
Dotting for interest. A couple of questions about the horrifically empowered feats
1. Eidetic Spellcaster
If a spontaneous caster uses this do they exceed their normal maximum for number of spells known? Can we start having made use of this feature? If so for how many spells?
2. Spell-like Ability
Can you use each SLA 3/day or is it 3/day total?
| andreww |
As both and Andreww and I asked about Eidetic Spellcaster, I figure we might as well pre-emptively ban it...
Also, is the only 3ed party material permitted the expanded class list, or are we considering things (with GM review, of course) like 3ed party feats and magic items?
Probably yes!
Also, for the SLA one, can you choose SLA's which have expensive material components such as wish?
Linked to that, as we are using ABP, can we purchase additional inherent bonuses using wishes, books or class abilities.
| pad300 |
Even without considering spontaneous casters, Eidetic Spellcaster is pretty insane. Consider a druid who has access to all the good bits of the wizard spell-list...
Also, a follow on question. Consider said Druid (with Eidetic Spellcaster). He observes a bard cast Overwhelming Presence. Does he learn it as a 6th level spell (Bard 6), or as a 9th level spell (it's a 9th level spell for all 9 level casters)?
| Voice of Awesomeness |
The entire point of HOP feats are to be horrifically overpowered, so yes, they can add to the spells known of a spontaneous caster. You can have made use of it prior to game start, with a limit of once per level(or 20x). I might also limit how many spells of each level you have known, but maybe I'll just approve or veto your bonus list.
The SLA feat was originally 1 spell per time taken, but I didn't feel that was overly Horrific enough, lol. (There's a few feats I've adjusted to better match them being HOP).
Since we're making demigods(or close enough), I'll say that yes, each spell chosen can be used 3/day. You can also choose spells with expensive material components. *However* if you go about spamming spells like Wish, Miracle, or True Resurrection, you are going to piss off the wrong people(like Pharasma or your chosen deity). You're badass, but they will still squish you like we normal humans step on ants, lol
Feats, magic items, etc from 3pp should more or less all be fine, but just double check with me first. As an aside, content from the banned systems that do not make use of those rules may also be taken, again with my approval.
I'm gonna currently say no to inherent bonuses via wishes/tomes, but let's see what people's ability scores actually end being before I hard rule on that.
Same for benchmark/caps. Obviously, you should be around whatever a 20th level PC should have, but beyond that, I need to see how things end up before I place strict limits on things.
My best suggestion is be reasonable. Yes, we're playing characters who are level 20. Even without crazy build rules, that already makes you a badass. However, it's important to remember that this a narrative, shared game. If you find yourself cackling madly while you make a Wizard(or a Druid) who can do literally everything and thus ruin the fun for your fellow players who are rendered useless, this isn't the game for you. That applies to any other concept too.
Also, bear in mind that a lot this game is *narrative*. You don't need to actually roll dice to defeat the horde of undead attacking the castle, unless you really want to. Just tell a good story about how your PC saves the day.
| Voice of Awesomeness |
Voice of Awesomeness wrote:yoink!HooBoy!! This took me **hours** to get formatted properly! Let's hope they all fit within one post! LOL
** spoiler omitted **...
Should I be worried that my GM for another game is stealing my post on Horrifically Overpowered Feats?!? lolol
From the interest check:
UGH choices keep dogging cown my brain. Gotta pick an Idea and stick too it.
Sooo, as I've already told Almonihah(who I am friends with off boards), here's a little secret about this game:
You can absolutely play more than one character, if you're crazy enough, lol
Alternatively, you can be like me, and have several important, prominent NPCs that more or less function like lesser PCs(cohorts, high level followers, chamberlains/butlers, etc).
**OH!!** that reminds me!
Unless you actively make an attempt to have a sucky one, our Leadership scores will be above the 'cap' of 25. Thus, we'll be using the Epic Leadership chart to determine cohort level and followers. Also, please note there's a small sidebar for sample special epic cohorts. You're allowed something unique, should a standard cohort not make sense for your concept. Discuss it with me, and we'll figure out a way to make it work.
Question if we successfully completed the AP are the Magical Items within at our disposal without cost? How about consumables?
Unsure what you mean here? Do you mean completely for free since you would have gained them via completing the AP? That would depend, as there's some artifacts and other really powerful magic items in some of them.
PCs aren't going to be starting with any artifacts(or mythic items), so you'll need to let me know which items, exactly, you want from whichever AP you're thinking about.
As for campaign traits, you can take one for free(ie, not subject to the normal limit) if you want, but you don't have to if none of them fit your overall concept. Ie, you're not being forced to take one, even for free.
| Ouachitonian |
| 2 people marked this as a favorite. |
I’ve mostly got my character lined out, but I do have in the back of my head an idea of a secondary option: a Druid whose followers and (maybe even his cohort) are all awakened animals of various sorts. Dozens of wolves, big cats, birds of prey, alligators, dinosaurs, maybe an orca or shark, etc. Just don’t ask him if he’s ever had an amorous encounter with a cougar.
Critzible
|
Yeah went back to my Half-Orc Paladin/Sorcerer who is leading a group of people to find a new land to start a kingdom of orcs, half-orcs, and humans. After surviving the Ironfang Invasion. large mobile army with its settlers. Probably heading into Varisia to make a kingdom to avoid the politics and wars of Niramthas and Molthune!
| Melkyzadyk |
This is the character Ouachitonian will be using. Still needs some cleaning up, the background is from a previous recruitment, the stats are copied straight out of HeroLab and need some editing, but this is the gist. Taninim Gestalt Draconic Exemplar 20/Sorcerer 20. So far my spell, feat, and ability score choices are meant to mimic a combination of blue and silver dragon, but I might change a few later (Not sure I care to retain Critical Focus Bite, for instance). I'm a bit behind a Silver Great Wyrm on Wisdom and Con, but my Dex is better. Great Wyrms have like 29 HD, so I can't match their skill ranks or BAB, for example, but I'm pretty close in most areas. I'll probably take the SLA HOP twice to pick up the SLAs the dragons have. Probably.
Melkyzadyk is a colossal dragon, born to a tarnished silver father and a blue mother, who, having defeated Xotani the Firebleeder, makes his lair on the Pale Mountain, and rules a realm carved from northwestern Katapesh, the northeastern Mwangi, and Southwestern Osirion (he and Khemet III have an understanding). Essentially the area where the Barrier Wall and Brazen Peak ranges meet. As a LN dragon, he spends most of his time trying to impose order on the region, beat gnoll tribes into submission, fend off attempts to take his land by Pactmasters or cults of Anghazan or Ydersius out of the Mwangi. While most people in the know are aware of his true nature, he spends most of his time in public shapeshifted into an elf and uses other frontmen to interact with outsiders. And sometimes leaves them in charge while he goes on trips across Golarion and even beyond.
| andreww |
I have been thinking through some of the implications of Supernatural Spell Monster and want to make sure I am not missing anything or reading it wrongly.
You’re not really a spellcaster, but you might be mistaken for one.
Benefit : Select one class you have levels in that casts spells. Though you must meet the casting time and all the prerequisites of those spells to use them, they do not count as spells. For rules purposes, they function as supernatural powers.
If your spells are now SU abilities I think that leads to the following conclusions:
1. As SU abilities using them no longer provokes, meaning you do not need to cast defensively.
2. SU abilities do not have components so you can cast spells while grappled.
3. Taking persistent damage or being violently shaken is now irrelevant. In general, concentration is no longer an issue for you.
4. Spells with expensive material components no longer require them, subject to the GM's comment above about not pissing off the Gods.
5. SU abilities are not subject to SR making spell penetration etc irrelevant and cannot be counter-spelled or dispelled. This makes things like curses particularly dangerous.
The change to SU does also create a couple of questions
1. Can you apply your own metamagic feats or class abilities to your spells?
2. Can you use metamagic rods to improve your spells?
| Voice of Awesomeness |
I was thinking, how much should we plan for our characters to interact with one another? I feel like, as described, our characters will be working independent of one another a lot, without really forming a traditional 'party'.
As I said in the section on alignment, you need to make characters that can at least get along with the other PCs. This doesn't mean you need to actually like or ally with them, but no going out of your way to ruin their fun(I know *you* won't do that, this is just a general statement).
Beyond that, it's entirely up to each player how much or how little they interact with each other. Obviously, characters of this level, legend, and power will at least know of each other.
If you want to make a PC who is bestet buds with Melkyzadyk(and Ouachitonian is cool with it), that's totally okay! If ya wanna make a hermit who only occasionally ventures forth and interacts with the world at large, that's also fine!
I'll do my best to create epic events that tries to get all PCs involved, but I can't force you to do so. That said, I can always try to tailor some things to each PC, depending on who ya and what ya put forth.
Yeah went back to my Half-Orc Paladin/Sorcerer who is leading a group of people to find a new land to start a kingdom of orcs, half-orcs, and humans. After surviving the Ironfang Invasion. large mobile army with its settlers. Probably heading into Varisia to make a kingdom to avoid the politics and wars of Niramthas and Molthune!
Why not take over the Hold of Belkzen? Or at least part of it? It's definitely big enough to carve out your own kingdom within it's borders.
@Voice of Awesomeness, have you put together that list of templates (as an alternative to 2 HOPs)?
Not yet, gonna work on it tonight. Was rather tired after work last night.
The change to SU does also create a couple of questions
1. Can you apply your own metamagic feats or class abilities to your spells?
2. Can you use metamagic rods to improve your spells?
I'm gonna rule that you can't apply anything that would normally apply to spells(feats, class features, magic items, etc) to any that become supernatural powers. Since they're not Spell-Like Abilities, you can't add any sort of SLA metamagic feats to them either.
Also can we take more of those feats if we meet the prerequisites?
No. They will be possibly given out as boons and benefits when we level.
Also, just to be clear: You do have still meet the pre-reqs of any HOP you take as your unique/special power.
| Voice of Awesomeness |
Hey Critizble, you might wanna consider looking at the Champion instead of the Paladin. It's a alternate version of the Paladin/Anti-Paladin that isn't automatically locked behind an alignment, and offers you a lot more freedom in the type of devoted warrior you choose to be.
Also, for those of you who are planning on Sorcerers, you should check out the Legendary version. Paizo's Sorcerer is one of my absolute favorite classes, and LG made it even better! I love that you no longer have delayed spell access, and that you get a variety of bloodline powers to choose from!
**Highly** recommend it!
| Voice of Awesomeness |
Mighty Godlings get a special form of Leadership at level 20. How will that interact with us also gaining the Leadership feat? Do we end up with two cohorts and double followers?
Yeap! Two cohorts and double the followers.
However, if so for some reason, that's too much for ya, you can take an alternate capstone .
You say that only APs chosen by players will be completed successfully. Can we ask that one be failed? My second idea would involve being part of the Glorious Reclamation that are the antagonists of Hell’s Vengeance.
As in, the GR was successful? Hmm, my PC is gonna be a member of House Aravanxi and I have intentions of both rehabilitating that House and transforming Westcrown into something different/better.
However, I also don't wanna flat out say no to you. Let's see if we can come up with some sort of compromise. A big issue is how strict/hardcore the Paladins are(I think they enact a curfew or something, right?). That definitely clashes with my ideas. I also plan on House Arvanxi converting to worship of Nocticula, which might be problematic with the zealous Iomedians.
Also, can we take complicated ancestry with legendary sorcerer? If so do you get an extra set of Bloodline Gifts (equivalent of Paizo bloodline powers which it gives).
Indeed you do!
| Monkeygod |
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Templates are done!! Well, mostly, as there's so heckin many of them, I'm not gonna go through them all.
You may request a template not on this list, but it must adhere to the following guidelines:
1) No undead templates.
2) No templates that grant a +6 or higher to an ability score, and none that grant a bonus to 5 or all six scores.
3) No templates that grant more than three or four bonus feats.
I obviously have the final say, regardless.
Now, a few quick notes about the approved templates:
If any of the ones that have several options of which type of outsider you gained the template from grant a +6 to an ability score, that specific one is banned.
For those same templates, you need to create a unique, named outsider that has granted you the template. You also need to detail exactly how and why you acquired it.
I think I might have had some other things to add or adjust, but I'm quite wiped, and am heading to bed.
Feel free to ask any questions and I'll get to them some time later today!
| Voice of Awesomeness |
Might do two other builds.
@Voice of Awesomeness
Through leadership out cohort is Gesalt too? Same type of build? As I may gice my Half-Orc his First Queen
Quote=Me: Your cohort will also be gestalt, with most of the same build rules. The only thing they don’t get are the special powers listed below. They’re also gonna be limited to standard WBL(in addition to ABP).
| Ouachitonian |
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Now I’m just running through APs in my head and thinking how characters that beat them could be fun in this. Skulls & Shackles, the new Hurricane King leading a pirate armada? The Baron of the Stolen Lands? A Belkzen half-orc who has slain many giants? A Nirmathas ranger who survived Ironfang Invasion? Lots of good ideas. I’ll probably stick to the one I have though.
| Voice of Awesomeness |
Now I’m just running through APs in my head and thinking how characters that beat them could be fun in this. Skulls & Shackles, the new Hurricane King leading a pirate armada? The Baron of the Stolen Lands? A Belkzen half-orc who has slain many giants? A Nirmathas ranger who survived Ironfang Invasion? Lots of good ideas. I’ll probably stick to the one I have though.
THIS ^^ is the main reason I wanted to run/play in this type of game, and why it's set in Golarion! There's so many amazing APs that can lend to countless character ideas! Hence my above suggestion of players being able to make more than one PC(obviously, no need to do so all for the start of the game).
Critzible
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Ouachitonian wrote:Now I’m just running through APs in my head and thinking how characters that beat them could be fun in this. Skulls & Shackles, the new Hurricane King leading a pirate armada? The Baron of the Stolen Lands? A Belkzen half-orc who has slain many giants? A Nirmathas ranger who survived Ironfang Invasion? Lots of good ideas. I’ll probably stick to the one I have though.THIS ^^ is the main reason I wanted to run/play in this type of game, and why it's set in Golarion! There's so many amazing APs that can lend to countless character ideas! Hence my above suggestion of players being able to make more than one PC(obviously, no need to do so all for the start of the game).
Yeah I am starting to do that. Have a second one, that is a Investigator(Gravedigger)10(15) Mortal Usher 19/ Spiritualist Soul Warden 20 Elf who is the last survivor of rhe Tyrants Wrath Campaign.
She is haunted, and seeks to finish off the Whispering Way. Who she suspects aided in his rise.
Not sure what sort of followers they'd have. But would be interesting.
| pad300 |
@VoA
I am contemplating the
Shapemaster prestige class from legendary games.
Would the Legendary Ranger Natural Gift: Shapeshifter qualify for the entry requirement: "Wild shape* or equivalent class feature at druid level 7th"? (Note that despite the name, Shapeshifter doesn't actually change your form, nor is a polymorph effect; the ranger is only "taking on the aspect of a wild creature".)
Or would you prefer an approach through the Skin-changer spell-less ranger variant, which has the Animal Shape ability (which is actual polymorphing).
| Voice of Awesomeness |
| 1 person marked this as a favorite. |
Here's the list of bonus Leadership feats! Just an FYI, you may swap Leadership for replacement versions(like Vile Leadership), and still gain two bonus feats from this list.
For Monstrous Companion, Personal Guardian, and Exceptional Mount, I'm gonna waive the restrictions from them. Ie, Monstrous Companion lets you still have Leadership, but only grants followers. Same with Personal Guardian, while Exceptional Mount may allow you more than one animal companion(including the one granted by Animal Ally). If you want a small zoo following you, who am I to stop you? lol
Finally, if I happened to miss any sort of similar feats(I did my best to get all the ones I knew about), please feel free to ask if they're okay to take!
Oh, one more thing! Unlike the HOP feats, you may take any/all of these feats normally as long as you meet the prerequisites.
In addition to each PC getting Leadership(or variations thereof) for free, each player may take two of the following feats for free as well:
| Voice of Awesomeness |
@VoA
I am contemplating the
Shapemaster prestige class from legendary games.Would the Legendary Ranger Natural Gift: Shapeshifter qualify for the entry requirement: "Wild shape* or equivalent class feature at druid level 7th"? (Note that despite the name, Shapeshifter doesn't actually change your form, nor is a polymorph effect; the ranger is only "taking on the aspect of a wild creature".)
Or would you prefer an approach through the Skin-changer spell-less ranger variant, which has the Animal Shape ability (which is actual polymorphing).
Either is fine, whichever fits your concept better. I'm not sure if the Shapeshifter gift would normally qualify or not, but in this case, I'll allow it.
That said, since you're already considering Legendary classes, have you checked out the Legendary Shifter? It's sooo much better than the Paizo version!
| Fury of the Tempest |
I'm, gonna be dotting this. This seems pretty dang crazy, and its always fun trying to make characters for these games.
Hmmmm... I think I'm going to play Batman. Alchemical Scoundrel gives me all sorts of fun alchemical abilities alongside a solid martial core in Vigilante Talents. Not entirely sure what to Gestalt it with, though I'll need to be entirely Martial.
No magic for this character, just martial skill, intelligence, and alchemy.