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Its a test, can you get past it, if no that's ok, its just to see if players can brake the unbreakable. You can as other have said walk past it, its not a physical wall. Also Some Classes and object have robustness to AMF and MD. I wanted to know who has that.

Its just a test here to see what limits I need to put in place, what works and what dos not. :) I hope you see where I'm coming from here.

:)


OOooo you kids
20th of Nov 2014

There is NO rush with this, I am this end working on the Game Challenges and events. That's going to take me a wile.


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.


fnord72 wrote:
Do you have somethign against google docs or other linked sheets? Quite simply, they are a LOT easier for characters as complicated as this.

no and yes please read:

Its Not me, its the Chinese government, I live and work in China at a University, Google docs is blocked here.


Antimagic Field + dispel-magic of the tests last wall:

Antimagic Field

Antimagic Field
School abjuration; Level cleric/oracle 8, sorcerer/wizard 6; Domain magic 6, protection 6

CASTING
Casting Time 1 standard action
Components V, S, M/DF (pinch of powdered iron or iron filings)

EFFECT
Range 10 ft.
Area 10-ft.-radius emanation, centered on you
Duration 10 min./level (D)
Saving Throw none; Spell Resistance see text

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

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

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.

+

dispel-magic

EFFECT

Range medium (100 ft. + 10 ft./level)
Target or Area one spellcaster, creature, or object
Duration instantaneous
Saving Throw none; Spell Resistance no

DESCRIPTION
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

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
Target or Area one spellcaster, creature, or object; or a 20-ft.-radius burst

DESCRIPTION
This spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures.

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.


Nohwear wrote:
Contemplating CG Psionic barrage. Basically my entire force will be psionic.

we will be using transparency rules

Also they will have to be CG if you wish that last slot.

Read Above.


Yep only for the things you have

Hi, GM Vrog Skyreave, is combat over :)


Yep its short and for various aliases


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Next RULE

We will be using

mass-combat RULES for when Army V Army in some of the Challenges.

Amy size
Medium 100 CR of individual creature
EXP as stated per Army Band.

I'm looking to the boons/Special Abilities thing, still trying to see how you build with that.

Thinking 1x Special Ability
30 BP for Army Resources as you like.

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
Name: Kathandrax the Wrath
Theme: Dragons
Alignment: LG

Player: Fnord
Name: ???
Theme: Angels
Alignment: NG

Player: unselected.
Name: unselected.
Theme: unselected.
Alignment: CG unselected.

Player: ElTacoLibre
Name: The Great Mogu
Theme: Monkeys?
Alignment: LN

Neutral: DM

Player: Rorek55
Name: Lord Inventor Reldic Emerson
Theme: Steampunk
Alignment: CN

Player: Lord Foul
Name: Ërin Morgoth
Theme: Undead
Alignment: LE

Player: LordManticore
Name: Mordenkainen
Theme: Elf/Drow
Alignment: NE

Player: Cricket
Name: Zarex
Theme: Demons
Alignment: CE


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====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.


Thanks
Hotaru of the Society,
so that's possibly 7 with one more place left, if they all show.

Your in the world wound on an open place some 100 miles across
Think Death valley, its hot in the day and cold at night.
The Odd local wildlife shows up but you can use it as target practice.


List

Player: Cr500cricket
Name: Zarex
Thyme: Demons
Alignment: CE

player: Rorek55
Name: Lord High Inventor Reldic Emerson
Theme: Clockwork steampunk
Alignment: CN

Player:Lord Foul II
Name: Ërin Morgoth,
Theme: Undead
Alignment: LE


Lord Foul II wrote:

Name: Ërin Morgoth,

Theme: magic/undead (in his mind the theme is POWER!)
Alignment: LE

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
Name: Ërin Morgoth,
Theme: Undead PC+Army
Alignment: LE


Yes

IF you make your own [you need the feats and skills] you get them at crafting price. CL20 Max for items

If you buy bespoke [with the +50% tax CL20 Max for items] or stock items, you pay full price.

+5 max on weapons TH enharncement etc still stands


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
they get the right to check your PC/NPCs to know the numbers are right, at this level. I want no fudging LF2, there will be arguments of rules.
SO check you have it right,

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 out and out cheating fudging muummm-ka


IOS8 sucks soooooo bad, why it adds mad words to the Dic is nuts
It decided mid post to add [//ooc] to the Dic, that with the auto speller that changes thing as you post so you Don't know it dos it gerrrr


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@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.
Humm

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.
So really, to figure this out, just open your corebook (or other approved book), turn to the magic items pages, and pick...

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
Non Crafting PC CAN have items made bespoke but they must pay full price not crafting price for each of the combined or made/crafted item.

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
Draconic Horde
Mecanical Horde
Plant Horde

as yet we have not had

Demon Horde
Devil Horde
Angelic Horde
Human Horde
Elf Horde
Halfing Horde
serpent Horde
Vampiric Horde
Shadow Horde
Psinoic Horde
Giants Horde
Sea being Horde
Summoners Horde
Girl Scout Horde

etc You get the idea. But remember 8 players max.
You will represent your Aliment every one in your army must be of that Aliment.

also Sorry of I missed a Q from any more, fielding PMS as well as here
Could I ask that you not send PMS but spoiler stuff here please.
Its a big distraction reading pages v pms I only have so much time.

Magic items
Ok Magic Items why the crafting limit, its because with out one things would brake real fast and every one would be a crafter.

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
They will be in the game, with some small changed, in the god games you will compete with each others in Challenges set buy the god gamers. you HAVE to try them all but that could be walking up to it tapping it and saying nope, it beat me and going back to you camp, tail between you legs all sad and upset. Wile other mock you.

The gods that run this game like that very much,

alignments
You can pick any of 8 LG/NG/CG/LN/CN/LE/LN/CE but not NN, thats for the Refs of the games.

thyme
Claim that thyme, if your the undead army then say so.

So could every one whos making a PC + Army now please
give me

NAME:
Thyme:
Alignment:

Nothing more for now just that.

Thanks


As a single template per NPC, not monster levels
Expand on your question, link the rules things etc.
Cold resistance but not immunity o dear.


==============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.
Say some one has a fly sped is 100" yes it will take a wile, grid it up, and do the math.
you need to be with in 20" do a spot check DC 70 to with dark vision. Of if you have a light source.

Sooo any one made there PC and amy yet,

This is no reopen should have said so


no you can jump thought it just every magic item you have has to make a save


EDITED------- Test 2 -------EDITED

A Cube

Hight 500'x 500'x500'
weight 100,000 tons
Made from blocks 10'x10'x10'

In layers

1: Hard wood, Living, will attack Range 20', Branches Mythic DMG 30d10 per round.
2: Stone [worked] Radiative Fort save DC50 per round as you pass this lay, You have to cut your way in. Hardness 10 HP per 1' 1000
3: Iron molten Liquid DMG 70 per round. fire damage
4: Acid Ice TOXIC fort save DC 60 Acid DMG touch + gas
5: Living Bone spiky, Fast healing 200 per round 1000 HP per 1'
6: Anti Magic/power Blocks DC75 [i]Is this the Caster Level check DC to bypass? Can this area just be walked through?[i] yes BUT You can't skry or plain shift/Teleport pass this layer. Your going to have to pass throw this layer before where it will seek to de-magic your items permanently, SU Mythic, remove perm power/magic DC 45 per effect. Save basted of CL of item.>
7: Deep space Vacuum centre block, vast space, X Dimensions 1000x1000x1000 Miles with a single grain of gold sand in it somewhere. past the Anti Magic Field layer magic works again.

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
Undead army
Elf troop
You get the idea,

What's the Theam an way do they follow you.

O and one classes and domain is band,
Time thief and the time or domain, in other words no messing with the timelines by players, No resetting time, in a game like this would be nuts.


Did not get picked!!

Never fear, come have a look at

The god Games
With all new!

Level 20th both sides of the Gestalt + 10th Level Mythic with their own Army - 3pp alowed, even godlings and Psionics O mama!!
kick the butts of the Level 25s here my chums

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.


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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


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Armys

This is your army brake down.

Any Core, Featured or Uncommon Race is usable. [No Draw Nobles]
templates Yes pay levels.
Race Builder yes RP 11 to build with. [no don't ask for more, bar-humbug]

Band 1 - Grunts
levels 1-2,
You start with 50 1st level grunts
They have 500 XP each. you can give them a zero template of you wish. You can combine 3 to make 1 second level Army MPC.

Band 2 - NCOs
Levels 3-6,
You have 50,000 Xp to spend NPC's in this band.

Band 3 - Officers
Levels 7-12,
You have 250,000 Xp to spend NPC's in this band.

Band 4 - Cohort
Your Cohort is your General, unless you have an officer take the role.
Level 17. You can DROP your CoHorts level and feed the EXP from this into your Army. So a drop from 17 to 16 level Cohort gives you 250,000 XP to spend on any 1 Band of your Army. Do it again down to 15 and you get 175,000 more, cool go on you know you want to. What could be the down side A? hehe

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
It works like this,
THE CL for Belt of Tumbling is 1st, Ring of Swimming +5 is CL 2nd

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.


All ooc in here please, no long posts of blue in the game thread.


The great pyramid of the god gamers has been seen in the word wound. On a blasted plain it stands, you and your army are making your way there but you face entry tests, how will you face the chalinges to enter the God game.


yes you all on your lonesome, No intelligent items, familiar pets, constructor summonsesseses or your hands have to pick that grain of sand.


------- Test 2 -------

A Cube

Hight 500'x 500'x500'
weight 100,000 tons
Made from blocks 10'x10'x10'

In layers

1: Hard wood,
2: Stone [worked]
3: Iron molten DMG 70 per round.
4: Ice TOXIC fort save DC 60
5: Living Bone FOR save +50 Fast healing +50 Per block 1000 HP
5: Anti Magic/power Blocks DC75
6: Deep space Vacuum centre block, vast space, X Dimensions 1000x1000x1000 Miles with a single grain of gold sand in it somewhere.

How would you get to its centre and get the grain of sand?.

--------test 2------------


@fnord72"]
Q:I can buy an off-the shelf Belt of physical perfection +6 for 144,000 gold.
A: Yes

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.


None of you will die, this is a God Game, how ever you may lose and that could be less painful and shameful as one of you will become a god.

:)


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:
"This ability grants the bonded creature the ability to more easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with a higher bonus or greater version (such as a +1longsword, a +2 light steel shield, a cloak of protection +3, an amulet of might fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword. This ritual takes 8 hours. When it's completed, the bonded creature transmutes the item's base version into the desired version. When upgraded in this fashion, the legendary item retains all legendary item abilities it had before the transmutation.:

To a max of +5 only


OK humm, ok make a test one and let me see what it looks like as an item, I need to know if it will brake the game or place any one doing that at such and advantage they would win challenges very time.


@Theorythmus
Time is ok this an intarest and test thread, if I can find a way to make this work. Your going to have to make an Army as well later.

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
Note

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:

One of the mythic powers is to make an item into a "legondary item" (pick it three times and it becomes an artifact)

Are you saying this power is banned?

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 :)


Fowl -
1: Dont PM me what you do, post here.
2: Make you PC then post action
3: Ill tell you then


Qs

Q: Can I combine magic Items effects.
A: Yes 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 they tend to be just one affect so I allow them. And you don't get a discount for Combining. That's right full price on ever thing. That means paying again for stuff, like Armour.

Q: Can I have a load of Magic weapons.
A: Ammunition Yes, Weapons other that are not Natural, 2 Only.

Q: Can I a Magic Item Artefact?
A: No, its that simple.

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
Money for main Alt, 4,000,000 gp no more.

Craft-ing to drop costs Nope,
even if your make it, you pay full price.

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.
You and you alone, must walk ahead of your troops and smash it down.
Once done by you and you alone, you well Get closer to the games.
yu jone is to it an brake it in half, if you do it in the best speed they you will gain access to the next test..'

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
Hardness 20.
AC Zero
Attacks Zero
Size 20' wide by 100' high
Wight 90 tons

Post your alt Braking it, 0HP UNDER SPOILER!!

How many rounds

==============END TEST CHALLENGED =================


I have got sooo much to read from this, your going to have to give me time guys.


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.


GM are we still in Combat rounds???

Don't know if I need to state actions move/attack etc now Skyscales run off.


Two basic ways to go

I will give the leadership feat for free as part of the game background.

a)
Leadership Score = Maxed [May drop leadership]
Cohort Level = 17th {right hand man/woman/thing}
Number of Followers by Level
1st = 135
2nd = 13
3rd = 7
4th = 4
5th = 2
6th = 2

or
b)
[drop leadership]
Cohort Level = 15th {right hand man/woman/thing}
Number of Followers by Level
1st = 60
3ed = 6
6th = 3
12th = 1

what do you think.

Also any one here who can make Google Doc maps??


Ok this game is getting slower and slower by the day, any one know why??


I Fully understand where ya coming form mate, All the best


Hi Kakeru,
Sorry guys lot to read,

I think max leadership for every one may work.

I'm going to read what Vrog has written.
And some Pms, once I have ill post again


Eltacolibre wrote:

The leadership number could be hard to tell or estimate. I mean people going marshal for their mythic path or people using Mythic leadership, charisma based characters etc...I don't even think that I can say reliably what my leadership score would be.

That's without taking into account that people who can build constructs or using spells like simulacrum would most likely do so to add various creatures on the battlefield.

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
Feel free to talk over ideas here, I will be paying note and adding comment wile I do more research :)

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