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![]() Glad to see you back! I'm sorry to hear about your troubles, but glad that things seem to be clearing up. -----
Crisischild wrote:
Oh, there's lots of advice on gestalting over the years. And spheres adds it's own twist. In traditional pf1, a dual caster gestalt simply gave you a wider range of spells to cast. You had more flexibility and more endurance, but in each encounter you played much like a single class spellcaster. Dual martial build often stacked features on top of each other. Like adding sneak attack to barbarian rage. But in spheres some talents modify other talents and amplify them. So you could build wide with flexibility or build deep with stacking abilities. And many spheres classes blur the line between martial and caster. One point to note is that you have the same number of actions. Some people choose one class that focuses more on combat options and another that has a lot outside of combat. Think about what your combat rounds will be like. Including when you are not in your optimal place. And think of what you'll do outside of combat in different kinds of situations. We have the advantage of knowing that we're constables. As a party, we need to be good at everything that they do. I expect that over the course of the game we'll do a little of everything. But you should know what benefits your character beings to the RHC. ![]()
![]() I'm getting worried about our GM. What's more, I'm having flashbacks to a game that died mysteriously when the GM disappeared. I found out what happened a couple years later. She had been in a car crash and had severe brain injuries. Extensive enough that she was a significantly different person after recovery. She didn't even remember our game. I seriously hope that our GM is going through less than that. ![]()
![]() EltonJ wrote:
I'm not an Otaku about MHA, but I thought that the majority of the population had quirks. It's just that most people have less powerful quirks that aren't suitable for superheroing. ![]()
![]() Ayreth wrote:
I'm okay with doubling up on Astrology. the characters are different enough that this still works, and it gives a built-in link between the characters. ![]()
![]() Wrong John Silver wrote:
Can it be a floating campus like Sky High? ![]()
![]() Fury of the Tempest wrote:
Of course the cost of stable shadowstuff makes it infeasible for me at the moment. I think Clothborn was a 3pp enchantment. ![]()
![]() Crisischild wrote:
One of the problems is that switching to a new forum would probably break existing games and there are decades of forum posts. They could go to a new system and keep the old one for a few years, but that would be messy. ![]()
![]() I noticed something about Ayreth. I suspect that you took the ring of sustenance for the same reason that Tavius did. When you only need two hours of sleep, it's more time to study the heavens. I think that we can play off of each other well. ----
Yerasol Veteran/Monument of War - a.k.a weaponized PTSD
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![]() Gearmaster of the Turning Age wrote:
Oh, I wasn't implying that you intended this. There are always times when the random number gods decide to gang up one one character. ![]()
![]() Fury of the Tempest wrote:
I hadn't seen that one before, and boy does gestalt change the balance. for those who haven't seen it it starts out with the worst in BAB, saves, and skill points. But you can spend your mutation points to improve any of these. With Gestalt, your other class will be better with some of these, leaving more mutation points for everything else. ![]()
![]() Ana Brunas wrote: That's a lot of incanting. I think Incanter works better in gestalt than on it's own. It reinforces the beats of the first class better than going with a class with a stronger theme. Gearmaster of the Turning Age wrote: @Tavius: Do you honestly believe I'd make the PCs encounter an optimized sniper foe in a fantasy steampunk setting? Because, well... you're kinda right! That's why I'm making sure that people are aware of this. In a less-optimized game, called shots can be overkill. But with the resources we have, most characters should have some way to deal with it. ![]()
![]() Gearmaster of the Turning Age wrote: Well, those are basically your super-powered campaign traits and you get both the associated feat and first level of the associated three-level PrC for free. You also get the remaining two levels of the associated PrC at 7th level (when you would normally qualify for one of the PrCs) and 10th level (the earliest you could max out the PrC). Is this one level on one side of the gestalt? Or is it a sixth non-gestalt level? Or do we just get the class features without the traditional level-based stuff like BAB, HP and saves? My concept is an academic Deva skyseer focusing on divination, light, and a touch of destruction. And of course this lands shortly before I go watch Thunderbolts* ![]()
![]() Zahir ibn Mahmoud ibn Jothan wrote: Pick 2 classes and run with them, right? How would Prestige Classes work, or are they not allowed? In general you can't gestalt into prestige classes that are combinations of two classes like the mystic theurge or eldritch scoundrel. Many GM's also require you to get the class from only one side of the gestalt. ![]()
![]() Hmm... I'm thinking Goblin Rogue/telekineticist. He was likely in jail before the city started coming down. After that, he really doesn't like demons or cultists. He figures that he should help out while things are bad and maybe people will cut him free. stats: Urnk Goblin telekineticist 3/unchained rogue 3/gestalt 3 (Pathfinder RPG Bestiary 156, Pathfinder RPG Occult Adventures 10, Pathfinder Unchained 20) CG Small humanoid (goblinoid) Init +4; Senses darkvision 60 ft.; Perception +7 (+10 to discover traps) -------------------- Defense -------------------- AC 20, touch 16, flat-footed 15 (+3 armor, +4 Dex, +1 dodge, +1 shield, +1 size) hp 32 (3d8+16) Fort +7, Ref +8, Will +5 Defensive Abilities danger sense +1, evasion -------------------- Offense -------------------- Speed 30 ft. Melee dagger +7 (1d3+4/19-20) or . . mwk cold iron dagger +8 (1d3+4/19-20) Special Attacks kinetic blast, sneak attack (unchained) +2d6 Kineticist Wild Talents Known . . Defense—force ward . . Infusions—extended range, kinetic blade . . Blasts—telekinetic blast (2d6+7) . . Utility—basic telekinesis, telekinetic finesse -------------------- Statistics -------------------- Str 8, Dex 18, Con 16, Int 12, Wis 13, Cha 8 Base Atk +2; CMB +5; CMD 15 Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Dodge, Iron Will, Power Attack Traits color thief, kobold's neighbor, orphaned Skills Acrobatics +10, Bluff +3, Diplomacy +5, Disable Device +14, Disguise -6, Escape Artist +8, Knowledge (dungeoneering) +6, Knowledge (engineering) +7, Knowledge (local) +6, Perception +7 (+9 to discover traps), Ride +8, Sense Motive +7, Sleight of Hand +10, Stealth +20, Survival +6; Racial Modifiers +4 Ride, +4 Stealth Languages Common, Goblin SQ burn (1 point/round, max 6), elemental overflow +1, finesse weapon attack attribute, gather power, rogue talent (trap spotter), trapfinding +1 Other Gear mwk studded leather, mwk buckler, dagger, mwk cold iron dagger, bag of holding, minor, cloak of resistance +1, masterwork thieves' tools, 264 gp -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Burn 1/round (3 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Elemental Overflow +1/+2 (Max +1) (Ex) Gain a bonus to hit and damage with your blast when you use burn. Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Extended Range Kinetic blast has range of 120ft. Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls. Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2 Kinetic Blade (Light Weapon) Create a blade of pure energy. Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Telekinetic Blast (Sp) Level 1; Burn 0 Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks. Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. ![]()
![]() Jolene. wrote: There's a bunch of really sneaky/fast talking characters submissions here, should make for some entertaining RP. Oh yes. All the poor little Mitrans who shall be led into temptation. By the way, each of us should say what our characters most significant sin is. Pride, greed, wrath, envy, lust, gluttony, and sloth. Elliaria would be pride. Except that is it really pride when you are literally better than others? ![]()
![]() Okay, I think I've found my hook for ToN. You don't want to see what can't be unseen.:
The two figures stood across from each other in the silent cave. One was a dwarf with pale grey skin. The smaller figure was cloaked in shadow, literally. No details could be seen beyond the shape. "You don't want to see what can't be unseen," said the shadow. "I insist," replied the dwarf. "Five hundred more. In advance." The dwarf nodded and tossed over a pouch, which disappeared into the shadow. Then the figure unwrapped the shroud of shadow and revealed what it had been hiding. The dwarf recoiled in revulsion. "I warned you," said the gnome knowingly. He wrapped himself back up in shadow. "The job will be done as agreed." And he faded into the shadows.
Svirfneblin symbiat(chronomancer)/rogue//mageknight(doomblade)/incanter. In battle will be a stealthy skirmishing type. High mobility, good skills, not a social character. ![]()
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![]() Storyteller Shadow wrote:
I'm so sorry to hear that. I have been there and I know how hard it can be. Spend the time you need to grieve and to be there with your family. We'll still be here when you're ready. ![]()
![]() The ToN setting information does help, as does knowing that it's going to be mixed underdark races. I still prefer WoBS, but I have e better grasp of what we're doing for ToN. With a mixed group for ToN, I take it we're probably going for morally grey? Something where we're not actively sacrificing children to demon goddesses, but we're not going to turn the other cheek either. Oh, and are you going to use elephant in the room? ![]()
![]() That's odd. I can't find enough information about Throne of Night to get me interested. Is there something I'm missing? A player's guide that gives more information on what the campaign is actually about? Both Zeitgeist and WoBS give plenty of details about the world, and I've heard enough to know that there are strange twists and turns. ![]()
![]() Well, my muse has continued to keep me up. So now I have more details about two of my concepts. Yeah for AP's with good player's guides! Zeitgeist - Tavius - Aasimar* hedgewitch/incanter
Spoiler:
Tavius wears a gentleman's suit and amber tinted spectacles. The spectacles are not for his vision, but rather to conceal his golden eyes, a sign of him being cursed with immortality. He doesn't wear weapons or armor. But his fellow constables know that he often dodges a blow before the swing is even begun.
As a detective with the RHC, he's known for his vision, both mundane and metaphysical. He often seems distracted, as if seeing things nobody else sees. Which is usually true, as he has quite a knack for uncovering secrets that others pass by. He claims that his vision and precognition come from being a skyseer and channeling the power of the heavens. Even his offensive magic is fighting with celestial light. While it is known among the department that he is an aasimar, he rarely speaks about this. He generally avoids dealing with the Clergy as much as possible. War of the Burning Sky - Arvaldo - Gnome Fey Adept/Symbiat (operative)
Spoiler:
Arvaldo is a round little gnome with fiery red hair. He wears the kind of flashy garb one would expect of an entertainer, but it has seen a bit more wear than most. Still, he usually seems in good spirits, trying to boost up those around him. From appearance, none would expect him to put up much of a fight. No armor, and his only weapon is a dagger that would only threaten a plump roast chicken.
The Bristlethwaite Family* Troupe originally hails from Sindaire, though has travelled around much of the world in their caravan. A set of wagons that through fine woodworking and a little magic transform into a wondrous theatre. They put on a number of shows that start from traditional standards, but quickly divert into their own special takes. *They are family, though many have been collected along the way. Arvaldo does not perform directly. On the programs, he is listed as "the puppeteer." but this is an inside joke, as he uses his skill with illusions to enhance the performance. Making monsters, changing the sets, and creating all of the magical effects are his doing. The family has a few magical members who contribute, but Arvaldo is the most skilled. They were caught up in the rebellion in Northern Sindaire and fled into Ragesia, toning down the magical parts of their show. When the news of war came, they fled for Gate Pass and made it into the city before it was locked down. Arvaldo managed to get his family out to Shalesti by making a deal with the resistance to help them with his magical talents. As for Throne of Night, I'm still going over this. Some of this will depend on further campaign info. ![]()
![]() Fury of the Tempest wrote: Heh, I tend to wait for the recruitment, see the rules, and use that to help inspire my idea. Though with spheres, I do have a few builds I would like to give a shot sometime. I wish I had that luxury. I try and tell my muse that I can't finish the characters without knowing what the actual build rules are. But does she accept that excuse? No. So I have to do what I can now, and then rebuild them once I have the actual info. Until then, three hours of sleep is more than enough. I just hope that when I know which game is chosen, she will allow me to stop working on the other two ideas. @Pasha - Given the description of aasimars in the Zeitgeist player's guide, could I use samsaran instead? ![]()
![]() Oceanshieldwolf wrote:
PF1 doesn't normally do level adjustment. But when you have races that are much more powerful than others, then you need to balance that or everybody will play the high RP races. Level adjustment is crude, but effective.
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