Updated. Feel free to correct me if I missed you or got something wrong.
Here is a list of submissions in no certain order. Feel free to correct me if I missed you or got something wrong.
I think you misunderstood, your stat mods should be -8 Str, +4 Dex, +0 Con, -8 Int, +2 Wis, -6 Cha. You start at 10 for every stat and use a 15 point buy like normal, then you apply the above mods to the result to get your final stats. As well as add +2 on two abilities of your choice for being a basic familiar. If I'm wrong, please correct me. x)
My guy is a improved familiar with decent starting stats, Cha is his highest stat from the start. Then I dumped a lot of points into Cha and used my ability point from leveling on it as well. To make his illusions harder to disbelieve, sense that's sort of his bread and butter. Can't have a weak DC if I want to keep him from being completely useless to the party.
You know the size mod's are already included in the stats for monsters. You should not be adding or subtracting anything if you didn't change it to begin with. Unless your changing sizes for some reason then I guess you adjust.
The way I read it, unless the DM states it. We don't have anything from our familiar advancement. He said we get alertness and evasion.
Here he is again, for some reason my post was eaten. T.T
Male Atomie Fey Adapt 5
CN Diminutive Fey
Init +9; Senses Darkvision 60 ft., Low-light Vision; Perception +16
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 Size)
hp 50 (7 HD, 2d6+5d8+14)
Fort +4, Ref +6, Will +8
DR 2/Cold Iron
Speed 20 ft., Fly 50 ft. (Good)
Special Attacks Sneak Attack +1d6, Shadowmark (3d8, -1), Illusions (DC 20)
Spell-Like Abilities (CL 5th)
Constant— speak with animals
At will— dancing lights, reduce person
3/day— invisibility (self only)
1/day— shrink item
Str 6, Dex 19, Con 14, Int 14, Wis 16, Cha 24
Base Atk +2; CMB -4; CMD 10
Traits Quick Learner
Feats Alertness, Improved Familiar, Tactile Illusion, Greater Shadowmark, Extra Magic Talent, Improved Initiative
Skills Bluff +17, Fly +21*, Knowledge (Arcana) +12, Knowledge (Nature) +12, Perception +16, Sense Motive +16, Stealth +27, Use Magic Device +18
Languages Common, Sylvan, Aklo, Draconic; speak with animals
Spell Pool 12
Caster Level 5th (6th Illusions)
Spheres Illusion (Complex Illusions, Illusionary Odor, Illusionary Sound, Illusionary Touch x2, Ranged Illusion), Telekinesis (Finesse)
Drawbacks Somatic Casting x2,
Boons Easy Focus
Improved Evasion, Fey Magic, Master Illusionist (2), Shadowstuff (9), Shadowmark (3d8, -1), Darkvision, Truesight (1/day),
Explorer's Outfit, Staff of Illusion +1, Pathfinder Sack (Pouch), Cloak of Resistance +1, Wand of Cure Light Wounds, Cracked Dark Blue Rhomboid, Cracked Dusty Rose Prism, Cracked Pale Ruby Trillian, Cracked Pink and Green Sphere (UMD), Western Star, 1450 gp
Azur is a animal speaking fey adapt who does not fight in the traditional sense, arguably at all. He is a tricky little guy, still tricks can help and hurt.
Yep, he has brothers that go full frontal or wear a hat too. Hard to keep track sometimes. ^.^
What I have against base familiars is the overlap potential. How many people are going to pick similar things. Not to mention the more out there concepts can't be done. A cat rogue is fine, a winged cat rogue is better, and a cat shaped air elemental rogue is best. But that's just my simple opinion. ;)
P.S. I always enjoy the sight of a tiny mouse man, back handing something 10 times his size and sending it flying like a boss. Blame cartoons for that. xD
Could you instead put a revision on added style feats in particular, that their prerequisites have to be met even as a bonus feat? Or restrict it to one "style line" instead?
A number of style feats, I have not read them all, have a "monk clause". Listing a monk level or class feature in their prerequisites which can be met instead. That should maintain balance and not give access to certain styles at level 1 that are meant for higher levels and such. Which seems like most. :)
P.S. Thank you Sharaya and Zanbabe for the list.
Aasimar's lack a pointed weakness but tieflings have more options that can be exploited or synergized. That's the reason why Pass for Human has those caveats, sense Aasimar don't have those same options. Basically Pass for Human is the same as Scion of Humanity, with extra text to make it clear you can't use their options on top. In exchange you get access to the human options, this way a tiefling's pool of options can't be stacked to a certain degree.
Still the tiefling makes out pretty good. Only loses access to 7 options while gaining access to 20+ options.
Btw you could always go with Fiendish Facade, but it will cost you a feat.
Yeah that would have to be a very well written backstory to make sense, in my opinion. As anyone of note would have equally noteworthy enemies to take advantage and if your not of note then how are you not dead by being drained below 1st level. As for stasis, that's more time passing then actual aging, wouldn't be the first time in the realms.
Just a reminder but we start out at level 0 making us all teenagers of our respective races. Humans start at 15 or 16. Elves at 113, 115, and 119 respectively based on class. Dwarves at 42, 44, and 46. The half elves at 20, 21, and 22. To name a few examples, we will all be full of angst and shenanigans galore. ;P
Updated, let me know if anything needs to be added or changed.
If I remember right, Halaster got his insanity cured a little bit by Mystra herself. In exchange for trying to go into hell to save Elminster. Seeing as a goddess was unable to fully cure his magical madness and asked him personally to go into hell, I still say their is a very good reason why the twisted rune did not mess with him sooner and regretted it ever after. ;P
Also if I remember right, the Blackstaff helped Halaster get some revenge on one of the two members of the twisted rune that kidnapped him. That lich's soul box and him ended up in his tender hands, to their horror. Love it when a mortal has the stuff to make an undead monster wet themselves. xD
Oh man, I felt Halaster's death was so anticlimactic considering who he was and his mastery of magic. Even insane he was a genius of massive cunning and ability, makes you shudder to think of him being sane. They only managed to catch him after all with wish magic and paid for it in more ways then one. Anyways seeing as magic was loopy during ToT I doubt the twisted rune was in better shape then anyone else. Makes sense for them to be somewhat ready before trying anything on him.
It happens to everyone Storyteller Shadow.
Can we just change the name to Grandmage or something?
Pathfinder's mythic class and the 3e class share the same name but that does not make them the same class or share the same abilities. Much like in 3e their are classes of the same name but a normal version and epic version. I am no expert on mythic, only played it in one game and as a champion, but generally mythic is far and away superior to any prestige class in pathfinder or 3e. At least concerning melee in my experience. It is a high prestige class at that, can only be taken at high levels due to requirements. In this case 14th at the earliest which really only makes it usable for games going to 20th level as it's not worth the investment otherwise in my opinion.
I would disagree. I can think of two evil gods right off the top of my head that gambled with their faithful in a bid to gain more power. One lost and the other won. To me it's more like they have a new weakness that needs tending. I can also think of a god that was destroyed because their worshipers were tricked into no longer worshiping them. Didn't even need to wipe them out, taking advantage of that weakness.
A number of gods didn't change how they operated. In part I think because that was their purpose. Ironically I think the quasi powers made out the best in that deal. Their powers are their own so faith means nothing to them until they push into godhood. Then they only have to worry about amassing enough faith to keep moving up while at worst they fall back on to their original quasi power status. But I could be wrong, as far as I know their are no rules on it or anything.
Cyric didn't become a god until the end of the time of troubles. Basically it was over when he rose up into godhood. If we are starting the year before the time of troubles that's going to be the longest 1st level ever. We can wait for the DM to clarify or dug through the post. But pretty sure he meant that someone was going to play a cleric of cyric when he came around. Not going to dug through the post myself at the moment. x)
Shadow has a few PMs, from me included. He will get to them, he is good about that, so we just have to wait. I'll take some blame, I sent him a big one. x3
We are the bad guys remember. If your not going to collect a few minions or saps to do your bidding along the way, then your not doing it right. xP
I am sure Storyteller Shadow is not the type to completely hamstring a class. If clerics lose their spells for a time, maybe they can find a divine shard or artifact that let's them cast normally once obtained. Or they get the servant of the fallen feat for a while with a whole different meaning due to their exceptional faith. Who knows?
The DM that's who, evil little bugger! ;)
Sorry I missed you Gramork.
Teiidae let me know when you finalize your idea and I'll make the adjustments if needed.
From my understanding, I could be wrong as my memory is not fool proof. During the time of troubles, magic works. Without the goddess of magic regulating it of course. She put a lid on magic after old Karsus put his hand in the cookie jar after all. During the time of troubles was when dead and wild magic zones first appeared as well because she was no longer tending to the weave. As for divine magic, during the time of troubles their magic did not work. Unless they were with in 1 mile of their god's avatar. So find your god and stick with them during the hard times, unless your a druid in which case. Nature rules and gods drool. ;)
Let me know if I missed anyone or got anything wrong.
Figures the boards start working and a bunch of post are made, then work goes to hell and I can't post.
O.- I see you goblins, I will have my VENGEANCE!
Anyways, with what storyteller said I am tempted to change my kit to diversify my PC. But I think my first choice is the best choice. He is a born mage, no tricks besides the original one. Magic and constantly being underestimated. ;)
P.S. He was born in the Year of the Gate, sometimes canon just helps with your concept without you realizing til after the fact. x3
Edit- Anyone want to do a quick count of subs and kits?
Posting questions again just in case they may have gotten lost in the site insanity.
Do we get bonus equipment from our region? In the player's guide it says if you don't want the bonus equipment for your region you get a 100 gp instead. Sense some of the equipment may be useless to your class. What do I need armor for after all. :)
Also I don't know about anyone else but I followed the automatic and bonus language rules for your region as well. Don't know if your enforcing that or not. May effect language buffs the most I figure, which I am one of due to that pesky intelligence.
Also a little lore and stuff for anyone interested on a few things concerning Zhentil Keep. Spoiler warning!, don't open them if you rather not know. Anyways I am sure the DM will change/ignore as he will. ;)
Clerics and Cyric in Zhentil Keep:
The year that the DM is starting us at. Cyric is not a god you can worship yet. Bane is Zhentil Keep's god of choice, yet not the only one. Bane's high priest/chosen in Zhentil Keep will switch over to Cyric, then Iyachtu Xvim, and finally back to Bane. I will not go into details about him or this. Not stepping on DM toes. :)
Clerics are not stuck with the first god they choose. Depending on the faith they may not hold it against you for converting. How they react should you return after converting to another faith depends on the faith as well.
Power Groups in Zhentil Keep:
The Chruch of Bane: Fzoul's faction of the church of Bane, believing that the proper worship of the god of tyranny is to support a tyrant, has allied itself with the Zhentarim, which is headed by the most efficient tyrant around, Manshoon. It also participates in numerous ventures in Zhentil Keep, to bring wealth and power to not only the church, but those individuals who serve the Black Lord. Individual priests aid the Zhentilar, the Council of Lords, and the Zhentarim on various missions, providing many kinds of tactical support through the capabilities of different priest spells.
The Handful of Coins: The struggling merchants of Zhentil Keep who are not lords have organized in the last few years to form a secret and informal support network for each other. These folks help each other with smuggling and tax evasion, and by quickly raising funds for bribes for the lord magistrate or to pay off debts and fines. This cooperative effort helps them to avoid being shut down by the richer and unscrupulous lords. The Coins also exert a united front of pressure on the Council to try and get trade standards passed and firm rules in place so that fear of the Zhentarim does not drive away ail foreign trade, or so that certain lords cannot create trade monopolies on specific goods by using arson, blades in dark alleys, and similar means.
The Naug-adar: The naug-adar, or devil dogs, are the ever-watchful minor mages of the Zhentarim. These low ranking or inexperienced mages are given certain spying and eavesdropping tasks that the Zhentarim deem important and that require the magical capabilities endowed by the ability to use wizard spells.
The Naug-orls: Also known as the devil worms, the naug-orls are loosely the thieves' guild of Zhentil Keep, although they are so closely tied to the ruling lords and the Zhentarim that they ought to simply be counted as the scouting and reconnaissance arm of the powers that be in Zhentil Keep.
Orthodox Banites: The power of the orthodox following of Bane in Zhentil Keep, guided by the authority of the High Imperceptor in Mulmaster, has waned rapidly since the inception of the Zhentarim in the Year of Bright Dreams (1261 DR). During their heyday, orthodox priests of Bane were the confidants of the lords of Zhentil Keep, using their power and influence to help the lords in their business transactions and to enrich themselves and their church through the services they offered. The lords, in turn, supported the worship of the Black Lord, allowing the Banites unprecedented freedom of worship. This enabled the Banites to bring more worshipers into the Black Lordís fold than ever before. The Orthodox Banites lost much of their secular power within Zhentil Keep with the Imperceptorís initial (trumped up) discreditment in the Year of the Tressym (1263 DR), when Fzoul took over the church of Bane in Zhentil Keep.
Press Gangs: During the night-time hours, the dreaded press gangs roam the streets of Zhentil Keep in force. The press gangs are sometimes led or incited by naug-adar mages or depraved priests of Bane looking to test their skill or prove their worth to the Black Network or the church of the Black Lord. The press gangs are supposed to (forcibly) recruit able-bodied people into the ranks of the enlisted Zhentilar, These collections of brutal thugs are theoretically details from certain units of the Zhentilar that have suddenly had massive casualties and need to be reinforced quickly.