Some have asked for more time, I understand what I am asking is a lot of work, and this may take a wile. So I am keeping this open until 20th of Nov, I think 4 weeks is good. If everyone is done before then, then I'll close it. Some I know will be faster then others, I ask, please be patent not every one works at the same speed and I don't want any one to feel rushed.
Antimagic Field + dispel-magic of the tests last wall: Antimagic Field
CASTING
EFFECT
DESCRIPTION
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration. Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.) A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsider are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field. Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field. Mythic Antimagic Field Select a number of spell schools equal to half your tier. Spells and effects of the chosen schools are unaffected by the antimagic field. + EFFECT Range medium (100 ft. + 10 ft./level)
DESCRIPTION
You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell. Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level 35). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell. For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected. You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself. Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell. Dispel Magic, Greater School abjuration; Level bard 5, cleric/oracle 6, druid 6, inquisitor 6, magus 6, sorcerer/wizard 6, summoner 5, witch 6; Domain liberation 6 EFFECT
DESCRIPTION
You choose to use greater dispel magic in one of three ways: a targeted dispel, area dispel, or a counterspell: Targeted Dispel: This functions as a targeted dispel magic, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells. Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. The DC of this check is equal to the curse's DC. Area Dispel: When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel. For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the dispel check to end the effect, but only within the overlapping area. If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object. You may choose to automatically succeed on dispel checks against any spell that you have cast. Counterspell: This functions as dispel magic, but you receive a +4 bonus on your dispel check to counter the other spellcaster's spell. Mythic Dispel Magic When used as a targeted dispel, this spell can end two spells affecting the target instead of just one. If the targeted dispel successfully dispels at least one spell, you heal 1d4 points of damage for every spell level of the dispelled spell. If you dispel two spells, this healing applies only to the highest-level spell dispelled. If you use this spell to counterspell, roll your dispel check twice and take the higher result.
Next RULE We will be using mass-combat RULES for when Army V Army in some of the Challenges. Amy size
I'm looking to the boons/Special Abilities thing, still trying to see how you build with that. Thinking 1x Special Ability
Commanders Boon Max x3, They also need to take leadership feat. YOUR ARMY Commander is your CoHort or lesser Army member NOT YOU, I have a very good resin for this Game wise. So when you make your Top Army Band Alt, Place into that a brake down of what your over all army will be and do v the mass-combat RULES, In a nut shell if we don't use these rules one combat will be Minon V Minon fights and my life is just to short for that. :)
Ok we have 8 Possible players, most I hope making their 6 Alts Vrog Skyreaver
Player: Fnord
Player: unselected.
Player: ElTacoLibre
Neutral: DM Player: Rorek55
Player: Lord Foul
Player: LordManticore
Player: Cricket
====MAKING ALTs====== All PCs and ALTS have to be made on paizo NO 3ed location sheets. You will need an Alt for. 1: Your PC 2: Any Familiars/Animal companions/Edalons/Mounts/Psicyral/Intelligent Mythic item etc. 3: For your Cohort 4: For each band of your army 1 2 and 3. 5: A Alt of links to your regular summoned things, so I can just look it up. 6: An Alt for your camp, you have 1 Cubed mile on which to encamp, this is your area and no other player can enter it unless you agree to them being in. Once in its up to you to oversee them and get them to go. The area is 50% above ground 50% below. You will have 24 hours in which to make camp. Is a dry barren and hot, wast land.
Lord Foul II wrote:
I think another player may have taken undead, look back see if they have, you dont need magic, just about every one has that LF2 Like this Player:Lord Foul II
Cool Note to LF2 and others, I want to see where states, skill levels and things come from, add links to alts where you can, makes life so much simpler for me. Also if you take a swipe in a challenge at another player or there armys
Make 1 mistake ok make 2 bad make a load LF2 like adding things more then once and NOT following rules you dont like I will be mean, and you dont want the GM to be mean at you, so no
@fnord72 + @jimibones83 The crafting rules are because without them, you can't have a +5 flaming, sonic holy longsword. You also can't have a +1 silver dagger, unless it is listed as a specific weapon at d20pfsrd. You are pretty much stuck with only the specific magic weapons already listed at d20pfsrd. Which really, really sucks at this level when you potentially have many varied opponents to go up against. Yep in a nut shell And if you have ever played a high level character before, you know that you will quickly fill your slots up.So you have a ring of protection and a ring of freefall on. Which are you taking off to put on the freedom of movement ring?Crafting, at its simplest, lets you combine multiple items. You pay a "tax" of 50% of the cheaper items to add their ability to the most expensive item.Casting classes have access to the crafting feats. The crafting feats generally say you spend half the cost to craft an item.GM's are understandably leery of letting a cleric have twice as much gear as the fighter. Many GMs forget that the fighter has a crap-load of combat feats while the cleric has to spend their few feats to buy the cheaper gear. Yep just my point. But now I am worried about non magic user classes.
So generally, if a GM doesn't want to have discounted crafting they won't require the feats. This opens it up to everyone being able to pick the weapon and armor qualities they want, just pay the retail price. Unfortunately, our GM would prefer to have rules that limit crafting so much as to effectively eliminate it as an option. For instance, with the CL 14 rule, no scrolls of spells higher than 7th level. Scrolls are the backbone of a caster, so they're kinda screwed. Well you can 'cheat' by picking a spell from the summoner list that is 6th level instead of 9th on the cleric/wizard list. No crafted item that uses a spell of 7th level or higher (CL 15). No metamagic rods that aren't listed since the base CL is 17 for any metamagic rod.
Humm good points, looking at it like that I am going to UP the CL for Crafted Items Max now is CL20 I think that will allow more Also
That way they can have them but at a price. This should open up more items to every one.
The Dragon thyme is taken sorry LF2 WE have Horde Thymes of Undead Horde
as yet we have not had Demon Horde
etc You get the idea. But remember 8 players max.
also Sorry of I missed a Q from any more, fielding PMS as well as here
Magic items
Stock Items fine as long as they are not artefacts. Crafted items, you pay the crafting price in coin/feats and skills with you and your army making every thing you craft. Max CL for all effects in a crafted item CL14. The 2 tests
The gods that run this game like that very much, alignments
thyme
So could every one whos making a PC + Army now please
NAME:
Nothing more for now just that. Thanks
==============Game note ========= I want 8 players, with 8 army's the reason for this is simple, each player must pick an alignment but True neutral. This will be key to the games. It's 1st come 1st served, and no two pcs can have the same at the start of the game. Each player will represent that alinment in the God games. , ============Game note============
It's a mythic dispell + 1000 miles x 3 volum deep space, that's just above kelvin zero.
Sooo any one made there PC and amy yet, This is no reopen should have said so
EDITED------- Test 2 -------EDITED A Cube Hight 500'x 500'x500'
In layers 1: Hard wood, Living, will attack Range 20', Branches Mythic DMG 30d10 per round.
How would you get to its centre and get the grain of sand?. EDITED--------test 2------------EDITED
Shame but ok, When you make your PC and army I want to know the Theam It's bern talked about here, Mecanical hord
What's the Theam an way do they follow you. O and one classes and domain is band,
Did not get picked!! Never fear, come have a look at The god Games
Level 20th both sides of the Gestalt + 10th Level Mythic with their own Army - 3pp alowed, even godlings and Psionics O mama!!
Make and craft some Epic stuff, WOW Have a free Cohort with your free leadership feat So come have a look see today. The God Games Recruitment thread Play with the big boys.
Race building rules 1: 25 Point Buy 2: Race, that dos not go over the 21 Race Point build in race builder, If you wish to play a monster you must remake it in Race builder Limit RP 21 as well, then go from there. If you take a race that less then RP21 like Human you can Spend the out lacking RP from its built upto RP max of 21 to add stuff on top. 3: Level 20th both sides of the Gestalt + 10th Level Mythic 4: Templates, you can have 1 template by paying for it with levels on one side of your gestalt. 5: Classes, Any on http://www.d20pfsrd.com/ it has to be on there or its out, SO YES to 3PP and YES to Psionics, and YES to Godlings. 6: 5 traits and 2 Drawbacks. [that right 2] 7: You get the Leadership feat free feat and Leadership score is Max'ed at 25 at the start of game. 8: 4,000,000 gp for items/permanency etc on this character and/or your Amry 9: Magic items, See magic item rules
Armys This is your army brake down. Any Core, Featured or Uncommon Race is usable. [No Draw Nobles]
Band 1 - Grunts
Band 2 - NCOs
Band 3 - Officers
Band 4 - Cohort
You get Leadership as a free feat and you score is 25 at start of game. This feat can not be taken any any member of your army. We will be using "Fast" Experience Point leveling HERE Total money you can spend on your Army is now 2,000,000 Gold just like you. You can take money from that pot to add to your 4,000,000 GP or you can give some to your army. So the total coin you have to spend is 6,000,000 no more no less, that is unless you take the Rich Parents trait and then you get 900 more. hehe
OK change of setting RULES with regard to combing and crafting items. 1: To upgread or make Items the player or someone in his Army MUST have the skills/powers/feats to do so. You can do this at cost of making price. NO 3ed party can make bespoke items for you, all items BUT be made/combined by the PC and his/her army. 2: Combining ability's or upgrading items, CHANGE I am dropping the limit of +5 and making it now this, *ALL the Combined Caster levels of an combined or bespoke Item can not be more than CL14. 3:Stock Items can exceed CL14 when they are off http://www.d20pfsrd.com/ and you link to them, 4: Each time you add a new ability to a magic item, the cost is x1.5 the added items cost + the item cost [all all ready in-placed adds] Thats right its going to cost a lot more the more you add. What dos combing mean, in regard to CL
ADD them, now you have CL3 you can keep adding until you get to CL14
I am going to move the 1st two chalinges to game thread. Don't post there just yet, till talk about how you would attempt them. What I would like is a discription of your PC I plan To take at this stage every player who makes a PC and Army. Then there will be two stages, the testes you earn you place in the games and the games.
------- Test 2 ------- A Cube Hight 500'x 500'x500'
In layers 1: Hard wood,
How would you get to its centre and get the grain of sand?. --------test 2------------
@fnord72"]
Q: If I want to enchant the BoPP with the effects of a Belt of Tumbling, I would normally have a retail price of $144,000 + $800*1.5=$1200 for a total of $145,200. BUT, since I have crafted it, I now have to recalc the BoPP from a +6 bonus to a +5 bonus? A: Yep you have gone past the +5 max so NOPE cant have it Q:Similarly, I can buy a +5 vorpal scimitar (a +10 weapon) for $200,315. But if I want to upgrade that sword with a permanent "light" effect (normally would cost $500x1.5=$750 retail price), I have to drop the scimitar to just +5 and loose the vorpal ability? A: Magic items can give off light with out the need of a spell. Q: I'm hoping that you simply meant that weapons and armor could not have more than a +5 enhancement bonus. That magic gear was capped at it's existing maximums, A: Stock Items can be over +5 Combined ones can't.
I am going to allow http://www.d20pfsrd.com/mythic/mythic-magic-items/legendary-items But only when you "Typically this ascension occurs when a character first takes the legendary item universal path ability" You can select this once only, so no Artefacts. "Legendary items are always non-consumable magic items, and are typically magic weapons, magic armor, or magic items that take up an item slot" only Upgradable:
To a max of +5 only
@Theorythmus
Ok edited but oked 1: 25 Point Buy 2: Race, Any this dos not go over the 21 Race Point build in race builder, that go's for monsters as well, you remake it in Race builder then go from there, if you take a core race etc like Human you can Spend the RP to again stuff on top, what ever race you are, RP max of 21. 3: Level 20th both sides of the Gestalt + 10th Level Mythic
4: Templates, you can have 1 template by paying for it with levels on one side of your gestalt. 5: Classes, Any on http://www.d20pfsrd.com/ it has to be on there or its out, SO YES to 3PP and YES to Psionics, and YES to Godlings. 6: 5 traits and 2 Drawbacks. [that right 2] 7: You Leadership as a free feat and Leadership core Max'ed at 25. 8: 4,000,000 gp for items/permanency etc on this character. 9: Magic items, you can make them but you pay full market price, not crafting price. You can also Adding Abilities, but the Max bonus for ALL effects in one item/slot can't be more than +5 for any item you do this to. There are Items that have higher then +5 but they not combining effect/Ability they tend to be just one affect/Ability so I allow them. Cost [url=http://www.d20pfsrd.com/magic-items#TOC-Adding-New-Abilities]Adding New Abilities[/utl] Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place. The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword. If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5. Ill go with is as its simpler.
No worrys LF2, just so you know Lord Foul II wrote:
I was talking of Artefacts on http://www.d20pfsrd.com/ Minor and major Artifacts Crafting is ok BUT you pay full market price, so what's the price for your made Minor Artifact. It would be a Minor Artifact buy the way. Minor (Lesser) Artifacts Minor (or Lesser) artifacts are not necessarily unique items. Even so, they are magic items that no longer can be created, at least by common mortal means but still will likely have a great impact on the adventurers and societies through whose hands they pass. Minor artifacts are typically distinguished as artifact-level treasures of which multiple copies exist. This doesn’t mean minor artifacts actually prove significantly more common or less dangerous than major artifacts, though, or that GMs shouldn’t consider the same issues when choosing to add such potent magic items to their game. So there ya have it :)
Qs Q: Can I combine magic Items effects.
Q: Can I have a load of Magic weapons.
Q: Can I a Magic Item Artefact?
Ok so I am reopening this, But I want to run some test for the Nut jobs that have the time and madness to make a PC. For now don't make a Cohort and Army, I looking into that part. You can if you like make an Alt
Craft-ing to drop costs Nope,
Here is the test. =================TEST CHALLENGE one ================= As you and your Army make its way there way to Gog Gamers site, a Small being with a red Top hat comes to see you. He's a Gnome of some Kind. Bow bows and shows respect and say. "Soon you will come to a giant stone pillar made of a black rock.
Then after an hour you come to it. There reaching a 1/8 a high and some 40' across is a black stone biller. The Pillor 6,000 HP
Post your alt Braking it, 0HP UNDER SPOILER!! How many rounds ==============END TEST CHALLENGED =================
Ok right now I have NO idea what is going on, who is where and what is being done. I am lost here. GM Vrog Skyreaver I am not being funny here but please take a look at GM Wolfs Gming. He is a very respected GM and GMs with tech. http://paizo.com/campaigns/GestaltBorderlands/gameplay&page=last He posts an end of round sum up of who is where and what happened. Brakes Initi down to players/bad guys/players or a combo of. Uses maps and trusts players not to peek under the hood. Right now on that game there is a big old fight and he is keeping it going and every one knowing where they are. I am not at all saying things are bad, but I really respect this guy and have learned a lot myself about PnP GMing from him.
Two basic ways to go I will give the leadership feat for free as part of the game background. a)
or
what do you think. Also any one here who can make Google Doc maps??
Eltacolibre wrote:
Yep this has come up with two PM chats I am having now. Its a real problem with my core idea.So <<<<I AM CALLING A HOLT TO THIS THREAD>>>> As leadership is linked to PC and there is a real kick with any PC with low Cha, its seem that i n game we may have some comming with vast amrys of 100s and others with 10s I am going to rethink the Army part and Leadership part and work out an even playing field. This will take some looking into, I am placing this on hold for a week or two, until I work out what will and will not work or be broken so bad it sinks my game. I may have to comeback with a whole new outline if PC and Army Build, sorry but points being shown to me, show it would be so broken as is. Soooo
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