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RPG Superstar 6 Season Star Voter, 7 Season Star Voter. 103 posts (114 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Skaldi the Tallest wrote:
Robot_nachos wrote:
Just out of curiosity what AC are you tabulating against?

I'm not. That's just the average on 4d6. Then the average on 4d6 if you count all 1s as 2s. Then the average on 4d6 if you reroll 1s.

The 13.2 is just the second option with a 10% reduction. You have a -2 to attacks when using powerful sneak, which is a 10% reduction in expected damage.

But that makes no sense, you can't know how a penalty to attack rolls effects your average damage unless you know the AC of what you're targeting. You get average damage by taking the result of every roll on the D20 and averaging the ones that hit against the ones that don't. If you had a 50% chance to hit the thing you were aiming at and took a minus 2 on that roll you'd lose about 10% of your damage because two results turn from hits into misses. But if you had a 110% chance to hit (hard capped to 95% due to natural 1s) It wouldn't matter if you took a -2 because any roll you can get on the D20 that isn't a 1 still hits.

Also, I am modeling powerful sneak dice on anydice as 1d5+1 which may be skewing my results.


Cap. Darling wrote:

Unfortunatly you need a free hand to reload a pistol:( And Unfortunatly being invisibel dosent make anybody flat footet but with high dex good stealth and improved initiative getting a surprise round and a full round on who ever you are killing is very likely. My gun ninja was a goblin(Ronal MC Goblin) had at least good chances in that. He also used the Bludgeoner feat to du subdual. I think TWF is a good thing to wait with pehaps a alchemist (vivisectionist) 2 dip would be a good plan to get a extra arm to facilitete the reload.

...

Oh, I'm sorry that's a bit of short hand at my table that's made it's way into my common vernacular. Technically yes they aren't flat footed, you're just invisible. In either case they don't get their dex so gun ninja gets his sneak attack. And If you pick up a glove of storing you can at least mitigate some of those issues with reloading.

Omnitricks wrote:

Also if I'm not mistaken...I heard something about pummeling only being applicable to unarmed strikes. Not sure if Martial Versatility would allow me to bypass that.

I'm positive that it's not rules as intended but rules as written seems pretty cut and dry. you take a feat that only has a benefit with one weapon (unarmed strikes) and applying it to everything in the monk weapon group.

Skaldi the Tallest wrote:

Minor quibble here. Powerful Sneak increases a sneak attack of 4d6 from 14 to 14.67. It would increase to 16 if you were allowed to reroll 1s instead.

((1+2+3+4+5+6)/6)*4 = 14
((2+2+3+4+5+6)/6)*4 = 14.66666666667
((2+3+4+5+6)/5)*4 = 16

Edit to add: Factoring in the loss of accuracy, you're doing 13.2 (10% less) compared to the regular sneak attack. Not accounting for other factors in accuracy which would impact both attacks.

Just out of curiosity what AC are you tabulating against?


Cap. Darling wrote:
Robot_nachos wrote:
Cap. Darling wrote:
Robot_nachos wrote:

...

powerful sneak (rogue talent): take a -2 on attack rolls to treat any ones as 2s is pretty useful but it's even better when you pick up deadly sneak in a few more levels so that you treat any 2s as 3s...
This is not good advice the avarage damage bonus pr sneek dice is 0,16666 so by level 11 this will be one more damage(2 with sap master)

It is towards the bottom for a reason; however, keep in mind that gun ninja works best when he's making as many attacks as the game will let him get away with in a round so all of the ones that he can no longer roll add up. Like, if gun ninja has 4d6 sneak attack, he will, on average deal an extra 14 damage with each attack. Powerful sneak changes that around to 16 damage per attack (I'm not accounting for AC in this because there's no easy way to calculate the average monsters flatfooted touch AC) so that is only a net gain of two damage, on that attack. A fully spec'd gun ninja can make 4 attacks at 7th (5 with haste) so that's 8 extra damage over the round. And this gets better the more die the character rolls. however it really shines when you can pick up deadly sneak and never roll less then average damage.

...

If deadly Aims 4 extra damage pr shot is unamazing how can this stuff shine?

I have made a thread on a gun ninja in here at some time and reload is gonna be problematic if he use TWF just like for every other gun person. Using a double baral pistol is a option but no matter what feats is gonna be in short supply. The need to have the bad guy flatfootet is also gonna be problematic unless you dont go scout and only shoot once pr round. Edit and scout trick wont work before level 8.

Ok so after sitting down an doing the math it turns out that the damage gain from deadly sneak and deadly aim is actually almost identical, powerful sneak is a little ahead until 16th level and then they even out. Reloading's not too much of a problem, rapid reload and alchemical cartridges can get you down to a free action reload. And yes, getting something flat footed is hard for gun ninja until he can get vanishing blade and have greater invisibility as a swift for a ki point, however with the right portieres you can get away with making one attack for a few levels, or you can act before your enemies on the first turn of combat, or you can get gang up (getting into Schrodinger's build territory I'll admit).


Cap. Darling wrote:
Robot_nachos wrote:

...

powerful sneak (rogue talent): take a -2 on attack rolls to treat any ones as 2s is pretty useful but it's even better when you pick up deadly sneak in a few more levels so that you treat any 2s as 3s...
This is not good advice the avarage damage bonus pr sneek dice is 0,16666 so by level 11 this will be one more damage(2 with sap master)

It is towards the bottom for a reason; however, keep in mind that gun ninja works best when he's making as many attacks as the game will let him get away with in a round so all of the ones that he can no longer roll add up. Like, if gun ninja has 4d6 sneak attack, he will, on average deal an extra 14 damage with each attack. Powerful sneak changes that around to 16 damage per attack (I'm not accounting for AC in this because there's no easy way to calculate the average monsters flatfooted touch AC) so that is only a net gain of two damage, on that attack. A fully spec'd gun ninja can make 4 attacks at 7th (5 with haste) so that's 8 extra damage over the round. And this gets better the more die the character rolls. however it really shines when you can pick up deadly sneak and never roll less then average damage.

Cap. Darling wrote:


yes it is a neat trick and the weapon will be cheaper than AoMF and you can make it of special materials. But it will be a character that lags behind on defense unless i miss somthing. The short monk will still get crits quite often(but not every time like your build)

While the brawler does get (basically) a +1/4th level bonus to AC it would be up to Omnitricks to find a way to get that AC up to a level he feels comfortable with, it's not impossible it's just a bit more reliant on items then the monk is in that department (and even then, not by much).


Eh, I think that having a one in three chance to critically hit with all of the attacks that hit in a full attack action is worth losing out on risky striker damage. The Ki options are a fair point but he's asking for absurd damage, not notably above average damage.


Cap. Darling wrote:

If your GM killed killed your PC like you say. Just dont come back.

And if you come back dont do it for revenge. Find out why he killed your PC and agree with him that you wont act like that again, not you and not him.
But if you want to come back. Make a dex based halfling monk. With pummeling style(and charge at level 9) and risky striker you will be amazing in the damage department. With qinggong you can get great AC and with adaptable luck and fates favored you can Press that little extra out.
But a blockbuster wizard or arcanist sounds like what you really need, and should try:)
Edit: Roll the stats so you know what you have to work with.

Expanding on the pummeling style bit; you could play a human brawler instead, take pummeling style and pick up the martial versatility feat. That way you can use pummeling style with everything in the fighters monk weapon group. You'll want to pick up a keen urumi this would allow you to make your entire full attack action with pummeling style and if any of those dice come up 15 or greater (and you can confirm at your highest BAB, not hard) you act as though you had critically hit with every attack in your full attack action. And if you can spare the feats you may want to pick up racial heritage (sylph) So you can eventually pick up Wings of Air so that you can run at the thing 30 feet off the ground and kill the bajeebus out of it.


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First, a word of forewarning: The pathfinder role-playing game has several built in checks and balances to insure that both players and enemies are at a certain level of power at any given point in the game. These balances can be circumvented by players by taking advantage of feats, class features, and/or items that may not have been thought all the way through by the paizo designers before being written into a book. The GM can circumvent these balances by ignoring them. It's that simple. making a character designed to destroy encounters is a great way to get the GM to kill your character again.

Now that that's out of the way, let's talk about ninjas. more specifically ninjas and guns.

The main problem with sneak attack as a class feature is that between the rogue and by extension the ninja, having 3/4 ths BAB and no built in method of gaining a bonus on attack rolls (something that every full BAB class has access to) ninjas and rogues don't hit frequently enough to deal damage on par with damage dealing classes. As guns target touch AC they allow just about anyone to hit anything that isn't exceptionally dodgy, and those things can be dealt with by getting them flat-footed.

With the ninjas main problem of hitting the opponent out of the way you can reliably expect to deal about your weapon's damage die with each attack +4d6. if you use a revolver that's about 18 damage an attack without any feats or magic to increase that result. You can by default as a ninja make 2 attacks if you choose to spend a ki point as part of that full attack action.

That's about 36 damage with a single full attack action that you can get sneak attacks off with. An average monster at your CR might have about twice that many hit points. This is just what you can do as gun ninja out of the box. Some tips to optimize:

Vanishing Trick (ninja trick): not directly related to your DPR but it's a great way to set up for sneak attack, be sure to pick up Invisible Blade when you hit 10th level.

Rapid shot: take a -2 to hitting their flat-footed touch AC and make an extra attack, going from ~36 DPR to ~54 in a round.

Two weapon fighting: reduce the penalty for firing with two weapons in a round from "could conceivably miss" to "I still hit" same results as taking rapid shot, but you can use them both at the same time jumping you up to ~72 DPR a round. be sure to pick up improved two weapon fighting at the next level.

Merciful guns and Sap adept + sap Master:
Guns deal bludgeoning and piercing damage and if you make them merciful they deal nonlethal damage. Which allows them to qualify for sap adept and sap master. Taking your average damage from weapon damage +4d6 to weapon damage + 16 + 8d6 per attack, between that and the 1d6 points of damage that you get from merciful that's about 50 points of damage. per attack. Even if you only take this combo and nothing else you'll wreck average CR encounters.

Sniper goggles: Sneak attacking from more then 30 feet away is cool, gaining a +2 on damage rolls for each sneak attack die you roll is even cooler, works great with sap master and sap adept.

powerful sneak (rogue talent): take a -2 on attack rolls to treat any ones as 2s is pretty useful but it's even better when you pick up deadly sneak in a few more levels so that you treat any 2s as 3s.

deadly aim: This is normally the go to feat for most ranged characters, but gun ninja only gets a +4 bonus on damage rolls out of the deal. Not terrible but not useless either.


Honestly, a lot of this is still relevant, even now (full text here).


It's a bit of a corner case but I believe that taking greater eldritch heritage in the arcane bloodline to gain the arcane sorcerers School Power ability would technically fall under the purview of spell perfection.


Ok, also, if we lose enough experience to lose a level are we "locked in" to the choices we made when we regain that level? for example If I where to take combat casting upon hitting 3rd level and de-leveled to level two, would I need to take combat casting as my third level feat upon re gaining third level?


Does the way death works during the test only apply to PCs or do familiars and animal companions go back to haven if they die?


GM alientude wrote:
As it says in the Campaign Info tab, all crafting feats except for Brew Potion, Scribe Scroll, and Craft Wand are banned.

Oh, my bad, still I can work with that.


Ok I've got a backstory now, I've also changed a few things from my initial draft, Amon is now chaotic neutral and has skill focus knowledge Arcana instead of planes.

In later levels Amon might become an arcane trickster or a pathfinder savant he'll probably also go down the eldritch heritage feat tree for the arcane bloodline stuff (links to other two feats in the tree 2, 3).

I'm also considering grabbing some item creation feats, Normally not the most optimal choice in a dungeon crawl but I think that it can be made to work, at later levels I might do some things to speed up the process like using a familiar (especially one with the cooperative crafting feat) to get the crafting done or the tools of amazing manufacture. Is any of that not cool with you?

Backstory:

Amon Alberich always had a passion for magic, unfortunately he was also incredibly poor, unable to afford the exorbitant tuition at Absalom’s college of mysteries and unable to find a teacher to get him far enough in the basics to obtain a merit based scholarship. So naturally he came to the completely rational conclusion that if he could not get what he wanted playing by their rules, he would simply have to circumvent them. It was difficult at first, but eventually by sneaking into lectures, bribing existing students for materials, and a host of other chicaneries he was eventually able to properly attend college of mysteries.

After graduating his he found his lust for knowledge only grew, so he joined the pathfinder society. After a lifetime of study he hit a wall, certainly he knew awesome magics, he could alter reality, stop time and call fire down from the heavens, but he knew that there had to be more and if godhood was the only way to find that out then godhood was what he would pursue.

Appearance:

Amon Is a half elf with fair skin and shock white hair, He dresses in green robes and has “Don’t Forget” carved into his left arm.

Character Sheet:

Amon Alberich
Half-elf/Arcanist 1
CN
Init+3 Senses;Low Light Vision, Perception+3
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed ,10
hp 8
Fort +1, Ref +1, Will +2
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee: Dagger 1d4 (19-20x2) 10 foot range increment
Ranged: Light Crossbow 1d8 (19-20x2) 80 ft range increment
--------------------
STATISTICS
STR: 10 DEX: 13 CON: 14 INT: 20 WIS: 10 CHA: 14
Base Atk;+0 CMB;+0 CMD+11
melee attack bonus +0 Ranged attack bonus +1
Feats
Skill focus (knowledge: arcana)
Elven Spirit(elven magic race trait)

traits
Reactionary
Spark of Creation

Trained Skills
+8 Spellcraft, +3 Disguise, +2 Stealth, +8 Knowledge (planes), +3 Perception, +9 Linguistics, +11 knowledge (arcana), Diplomacy +3
(Languages: Common, Elven, Infernal, Abyssal, Aklo, Celestial, Terran, Auran)

Medium size.
Base land speed 30 feet.
Senses: low light vision

favored class bonus:
+1 skill

Abilities
Arcane reservoir (1 point)

Arcane Reservoir (Su): An arcanist has an innate pool
of magical energy that she can draw upon to fuel her
arcanist exploits and enhance her spells. The arcanist’s
arcane reservoir can hold an amount of magical energy
equal to twice the arcanist’s level. Each day when
preparing spells, the arcanist’s arcane reservoir fills with
raw magical energy, gaining a number of points equal to
1 + 1/2 her arcanist level (minimum 0). Any points she had
from the previous day are lost. She can also regain these
points through the consume spells class feature and
some arcanist exploits. The arcane reservoir can never
hold more points that the total mentioned above, points
gained in excess of this maximum are lost.
Points from the arcanist reservoir are used to fuel
many of the arcanist’s powers (see arcane exploits). In
addition, the arcanist can expend one point from her
arcane reservoir as a free action whenever she casts an
arcanist spell. If she does, she can choose to increase the
caster level by 1 or increase the DC of the spell by 1. She
can expend no more than one point from her reservoir on
a given spell in this way.

Consume Spells (Su): The arcanist can spend a
standard action to expend an available arcanist spell slot,
making it unavailable for the rest of the day just as if she
had used it to cast a spell. In doing so, she adds a number
of points to her arcane reservoir equal to the level of the
slot consumed. She cannot consume cantrips (0 level
spells) in this way. Points added to the arcane reservoir in
excess of the limit (see arcane reservoir) are lost.
Arcanist exploits

See Magic (Su): The arcanist can see magical auras as if
under the effects of detect magic. If she expends on point
from her arcane reservoir, for 1 minute she instantly
recognizes magic item auras and spell effects. During
this time, she is treated as if she had studied each aura
for 3 rounds and she treats her Knowledge (arcana) skill
check as if she had rolled a 15 on the d20. In addition,
if she touches a magic item during this time, she can
immediately identify its properties using Spellcraft
without needing to spend 3 rounds examining the object.
If an enemy possesses the object, the arcanist must first
succeed at a melee touch attack to identify the item.

spells known
all 0th level spells
Shield
Mage Armor
Grease
Magic Missile
Color Spray
Ray of Enfeeblement
Alarm
Obscuring Mist

spells per day
1-3

gear:
53gp
Wizard’s kit (21gp)
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Light Crossbow (35gp)
Bolts (50) (5gp)
Dagger (1gp)


I've got about a paragraph of back story and I'd like to flesh that out a bit first before posting it, but here's a character sheet.

Character sheet:

Amon Alberich
Half-elf/Arcanist 1
N
Init+3 Senses;Low Light Vision, Perception+3
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed ,10
hp 8
Fort +1, Ref +1, Will +2
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee: Dagger 1d4 (19-20x2) 10 foot range increment
Ranged: Light Crossbow 1d8 (19-20x2) 80 ft range increment
--------------------
STATISTICS
STR: 10 DEX: 13 CON: 14 INT: 20 WIS: 10 CHA: 14
Base Atk;+0 CMB;+0 CMD+11
melee attack bonus +0 Ranged attack bonus +1

Feats
Skill focus (knowledge: planes)
Elven Spirit (elven magic race trait)

traits
Reactionary
Spark of Creation
Trained Skills
+8 Spellcraft, +3 Disguise, +2 Stealth, +11 Knowledge (planes), +3 Perception, +9 Linguistics, +8 knowledge (arcana), Sense Motive +1

(Languages: Common, Elven, Infernal, Abyssal, Aklo, Celestial, Terran, Auran)

Medium size.
Base land speed 30 feet.
Senses: low light vision

favored class bonus:
+1 skill

Abilities
Arcane reservoir (1 point)
Arcane Reservoir (Su): An arcanist has an innate pool
of magical energy that she can draw upon to fuel her
arcanist exploits and enhance her spells. The arcanist’s
arcane reservoir can hold an amount of magical energy
equal to twice the arcanist’s level. Each day when
preparing spells, the arcanist’s arcane reservoir fills with
raw magical energy, gaining a number of points equal to
1 + 1/2 her arcanist level (minimum 0). Any points she had
from the previous day are lost. She can also regain these
points through the consume spells class feature and
some arcanist exploits. The arcane reservoir can never
hold more points that the total mentioned above, points
gained in excess of this maximum are lost.
Points from the arcanist reservoir are used to fuel
many of the arcanist’s powers (see arcane exploits). In
addition, the arcanist can expend one point from her
arcane reservoir as a free action whenever she casts an
arcanist spell. If she does, she can choose to increase the
caster level by 1 or increase the DC of the spell by 1. She
can expend no more than one point from her reservoir on
a given spell in this way.

Consume Spells (Su): The arcanist can spend a
standard action to expend an available arcanist spell slot,
making it unavailable for the rest of the day just as if she
had used it to cast a spell. In doing so, she adds a number
of points to her arcane reservoir equal to the level of the
slot consumed. She cannot consume cantrips (0 level
spells) in this way. Points added to the arcane reservoir in
excess of the limit (see arcane reservoir) are lost.

Arcanist exploits
See Magic (Su): The arcanist can see magical auras as if
under the effects of detect magic. If she expends on point
from her arcane reservoir, for 1 minute she instantly
recognizes magic item auras and spell effects. During
this time, she is treated as if she had studied each aura
for 3 rounds and she treats her Knowledge (arcana) skill
check as if she had rolled a 15 on the d20. In addition,
if she touches a magic item during this time, she can
immediately identify its properties using Spellcraft
without needing to spend 3 rounds examining the object.
If an enemy possesses the object, the arcanist must first
succeed at a melee touch attack to identify the item.

spells known
all 0th level spells
Shield
Mage Armor
Grease
Magic Missile
Color Spray
Ray of Enfeeblement
Alarm
Obscuring Mist

spells per day
1-3

gear:
53gp

Wizard’s kit (21gp)
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

Light Crossbow (35gp)
Bolts (50) (5gp)

Dagger (1gp)


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The spell transformation actually does specify character level, not caster level.


Also of note is that pit fiends get wish 1/year and solars get it 1/day. You need to cast wish spells in immediate succession to gain more then a +1 bonus.

EDIT: And is coincidentally why they don't have all of the permanency spells on themselves.


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I remember back when the APG came out I had a idea similar to FuelDrop's, save that it was a sorcerer with leadership using a bunch of clerics with the arcane subdomain, so it was increasing the save DC. However with this ruling on speed weapons made it clear that that particular combo doesn't work (and made boots of speed much better then the speed property in all but the most intense dungeon crawls). I'm not sure if the grippli ball of doom fails on similar grounds. Now being in a literal sphere of grippli jam packed down to the cubic inch probably blocks line of sight and line of effect, which is kind of important for spellcasters. More importantly I'm a bit fuzzy on the logistics of the accursed bloodline arcana.

accursed bloodline arcana wrote:


Bloodline Arcana: You count as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of another sorcerer with this bloodline or a witch with the coven hex, you can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round.

Aid another requires an attack roll against AC 10, which for a first level sorcerer is kind of difficult, and I'm not even sure who you'd make it against, unless the last sentence in aid another means that other uses of that ability don't have a chance of failure.

Back on point however the shocking, voidfrost, and blazing robes increase the wearer's caster level by 1 for the purpose of spells with the electricity, cold, and fire descriptors respectively.


The exact "locations" (and I'm using that term loosely mind you) of the planes are left slightly vague by design as to allow GMs wiggle room when building plots. However, there happens to be a concrete answer to your question in the gamemastering section.

the shadow plane is a transitive plane so here's the relative bit from that:

transitive planes wrote:


These three planes have one important common characteristic: each is used to get from one place to another. The Astral Plane (although technically an Outer Plane) is a conduit to all other planes, while the Ethereal Plane and the Shadow Plane both serve as means of transportation within the Material Plane, which they're connected to. These planes have the strongest regular interaction with the Material Plane and can be accessed using various spells. They have native inhabitants as well.

TL;DR: Material plane only unless otherwise stated by your GM.


Actually, the core rules do have a solution to "ye old magic shoppe" in the game mastery section. It may not be a perfect system but I've never had problems with it.

game mastery section wrote:


Base Value and Purchase Limit: This section lists the community's base value for available magic items in gp (see Table: Available Magic Items). There is a 75% chance that any item of this value or lower can be found for sale in the community with little effort. If an item is not available, a new check to determine if the item has become available can be made in 1 week. A settlement's purchase limit is the most money a shop in the settlement can spend to purchase any single item from the PCs. If the PCs wish to sell an item worth more than a settlement's purchase limit, they'll either need to settle for a lower price, travel to A larger city, or (with the GM's permission) search for a specific buyer in the city with deeper pockets. A settlement's type sets its purchase limit.

Using your own example, when someone gets 4000 gp they need to go to a small city (loosely defined as more then five thousand people) and even then there is a 25% chance that the item that they're looking to get isn't there. Looking in anything less then that means that you have a pretty abysmal chance of finding it as the total number of magic items above that is randomly generated (I personally roll on the random loot tables when generating these items, but your mileage may vary).


swapped out my story feat for Nemesis, made more sense.


Hwan Yu is done with the exception of some gp and some skill ranks that need to be spent. My two other concepts Faris Al-Fajr and Jun Wan have fluff but no crunch. I'll see if I can compile a list of applicants later tonight.


Ashardalon is a red dragon that ripped out his own heart and replaced it with a balor.


I'm ok taking a story feat even if it's not completed at gamestart.


Ok, I've got a basic character profile up for HwanYu. Let me know if I'm missing anything, (except for skills I need to add those, and the half of my wbl that I'm missing). Does anyone want to have back story adventures with a wandering swordsman putting his wuxia peanut butter in everyone fantasy chocolate?

EDIT: I could go either way on the matter, red velvet tiger, but it largely depends on the story feat. Champion, for example is fun to try and fulfill at any level. Thief of legend, not so much.


Kezra Tern, kobold press has a prophecy domain that isn't too bad.


Ah, must have missed that.


Hey Red Velvet Tiger, I was doing some of the last bits of crunch on one of my characters and I have a few questions about gear related things. You mentioned that characters start with 600,000 gp and that's less then normal but 17th level characters normally only get 410,000 gp. and also do you run item creation feats and wbl like they suggest in ultimate campaign? (one creation feat nets you +25% wealth by level any more then that nets you +50%)


And is that in addition to or as part of our normal feats?


Huh, looked at full round actions in the combat chapter again, and I see why that doesn't work now, makes mythic haste a bit less cool but what eves.


So out of curiosity, mythic haste gives the subject an extra move action and amazing initiative gives a character the ability to take an extra standard action. Does that mean that a mythic character under the effects of mythic haste can take two full attack actions a turn?


I personally think it would be hilarious if everyone took the nemesis feat.


Red velvet tiger, I'm cool with swapping domains if I need to.


Fair enough.


Oh my one of my charters is a synthesis summoner, does that count?


They where in the Magical Marketplace player compendium.


Red Velvet Tiger wrote:
Robot, the only thing that I would not allow from the list is the mecha one. It reminds me too much of Armored Core and Gundam!

Ok I should have some stuff up by the end of tomorrow.


and I wouldn't expect you to tell me about plot stuff in advance either. But still, that's not a bad idea at all, Faris's future self could have come from a future where something horrible happened. and I've seen the time thief and the future born. The former I wasn't too impressed with and the latter isn't quite what I'm going for fluff wise (I will check out that time warden though). I will check out the time warden though. Oh, and was there anything from the 3rd party book list that isn't ok to use?


TarkXT wrote:
The Gamemaster wrote:
TarkXT wrote:

Aaaaannddd now I have a 24 hour duration shapechange effect.

I can only hope my brother embraces the same kind of ridiculous cheese.

I plan on rage bearing fairly constantly.

Why rage bear when you can rage dragon?

Why rage dragon when you can rage huge earth elemental? (probably all of those friggen attacks)


Red Velvet Tiger wrote:


*snip
Robot_nachos, I'm not sure if you have seen the post earlier, but characters will not begin as gods and all of them gain divinity at once through a story event. I wanted to clarify that, as it seems in some of your backgrounds you either use the god stuff as present tense or you speak of apotheosis through some other method.
/snip

Yes, I got that, it's just much easier for me to write in active voice then a passive one. ;) unless something weird happens, those are the gods those characters would become.

Also is the apotheosis through some other method thing that your referring to Faris's apotheosis? Because that doesn't need to be something un-subtile as future Faris walking up and shoving divinity down Faris's throat it can (and probably should) be something more like the typical time travel angle of "why yes I did engineer that whole situation, thank you for noticing."


Ok, got my pitches done, and I've assembled a list of the 3rd party books that I reference in the pitches. also, I've left a lot of ors' in my pitches, this is because I want to know for sure what is and isn't allowed class wise before I commit to anything. Oh and one thing that I'm kind of curious about is how one handles favored class bonuses in gestalt(do we still only have one favored class, do we still only get one of those bonuses at each level or do we get two?).

3pp booklist:

Little red goblin games
Heroes of the east 1,2,&3 (tao class, martialist class, and wudang sword style respectively)
Dragon tiger ox (Shifu prestige class, mythic content)
Primal host (primal host base class)
Tome of tomes (soul bound primal host breed)
War journal 2 (mundane crafting rules)

kobold press
Divine Favor: the Cleric (prophesy domain)

Dreadfox games
The sword master base class

I’m also tempted to add interjection game’s The tinker and Super Mega Ultra Mecha Fighting for You, Me, and All of Our Friends to that list. But there’s already an artificer god that applied; that and giant robots are the sort of thing that either everyone or no one should do (otherwise it’s very silly).

Hwan yu:

Hwan yu portfolio wrote:


Hwan yu; The paragon, the god hand, the shifu
LN male human (martialist 10/shifu 7 or swordmaster 10+ arcanist 17) champion or archmage 3

Hwan yu is a god of glory, prowess, and progress; he cares little about what his disciples do, so long as they are good at it. When asked he will extol the benefits of virtue, an oft quoted line from his chef holy text, on prowess and consequences is: “he who kills a tyrant is as a hero, he who kills a saint is as a monster”. But he will not force any of his disciples to peruse virtuous endeavors. He embodies Gevuruh, bears the left arm of a dead god* and presides over the plane of battle **. His holy symbol is an archimedean spiral and his favored weapon is the jian (heroes of the east 3 – little red goblin games). He grants his followers the magic, war (tactics only), strength, glory, and Ki (dragon tiger ox – little red goblin games) domains. Unlike most deities his divine servitors are all devas (Dark roads and golden hells – kobold press) with varying amounts of class levels.

* Technically not explicitly allowed due to legacy items needing to be magic items, but I think this idea by virtue of being cool and not broken may warrant an exception. As far as abilities go Gevuruh is the hand of judgment IIRC so something to do with that would be cool and it is the arm of a dead god, it doing strange things to the nature of my characters divinity is a cool idea to pursue.

** I've actually got what I think is a cool idea for this involving the casino written down, but I’ll wait to see whether or not I’m accepted into the game to use it.

Hwan yu Backstory wrote:


In all but his tenderest of years Hwan yu most loathed the trait of incompetence, in both others and himself. To remedy this, as soon as he was able he left to study with the order of the third eye, a monastery famed for their mystical prowess. And though he did learn their arcane secrets, he found himself unsatisfied; for all his stupendous power he could not properly fire an arrow. To rectify this, he sought the flower knights, whose tails of elegant sword-play could be recited from heart by any lad old enough to hold a stick. And as before although he learned many powerful swordplay techniques, his skills where a poor substitute to the awe and terror that could be evoked with the arts of magic. And so he labored for seven years to combine the two into one discipline.

With spell and sword acting in harmony Hwan went to test his new found strength against a western blight upon the region. Two score sell-swords went to face the ogre grendel that day. Hwan was the luckiest of their number, only losing his left arm to the beast. After his crushing defeat he retreated to hermitage upon the top of a mountain to purge himself of otherworldly thoughts and hone his skill.

After a year and a day he felt himself approach the limit of his power, and was approached by a child of the mountain, who begged to be his disciple. Hwan agreed and taught the child the art of the sword. And as the child grew in skill so too did Hwan, soon he had more disciples and his skill continued to increase as well, it was then that he was struck by an epiphany: in order to master a skill you must first teach it to others. After another year of this a wicked dragon residing in the forest at the base of the mountain and his foul progeny ascended the mountain, seeking revenge against the sprit of the mountain for some ancient slight. And though the spirit of the mountain did fall that day the dragon and his ilk fell as well. The children of the mountain, in recompense for the skills he had taught them gave unto him their most sacred treasure, a desiccated arm marked with flames of blue. And said unto him “We know not why our father had this, but it should restore what you have lost.” And upon touching the arm to his stump it did rejuvenate, acting as his old arm did. Arm restored and pride bolstered he did descend from the mountain to wander the world to test his skill.

why I would like to play Hwan yu/how he can be ingratiated into the story wrote:


Speaking trope wise, this character is a blood knight, he can mesh well with and may well have previously encountered other martially inclined player characters and/or dueled them in the past (remember this guys idea of a good time is running around the world alternating between beating people up and teaching them kung-fu). And his primary reason for joining a group of plain hopping adventurers would be, again, the blood knight thing; he’s already traveled the world, meeting new people and then beating them up; So why not go to new worlds, meet their people and beat them up? I’d like to play this character in some small part because of the classes I’ve wanted to play an arcanist since the revised ACG came out, and I’ve gotten to play a martialist once before in a game that didn’t last as long as I would have liked. But mainly I just want to play a blood knight type character.

Faris Al-Fajr:

Faris Al-Fajr portfolio wrote:


Faris Al-Fajr; The scion of paradox, the eternal witness, the steward of the infinite library.
LN male human (oracle 17 (time mystery, haunted curse) summoner (Synthesist) 17) hierophant, guardian or champion 3

Faris Al-Fajr is the god of time, he embodies Daat, and achieved godhood thorough paradox; by going back in time and granting himself his mantle of divinity. He acts through his servitors’ the aeons and wields a key that, upon being inserted into a door can open that door to anywhere (or any when). He presides over the plain of history. His holy symbol is an hourglass and his favored weapon is the mace. He grants his followers the law, knowledge (Aeon only), sun, darkness (moon only), and prophecy (Divine Favor: the Cleric - kobold press) domains.

Faris Al-Fajr backstory wrote:


Naran was born to a nomadic tribe of the Baatar people, as a child he lived a life fraught with misfortune. After he was born is mother became infertile, a sign the local soothsayer took as a a surefire indicate of some sort of curse. Things around him would snap, food would spoil more quickly. After seven years Naran’s parents could no longer deal with such a child. Left to wander the deserts for a year and a day Naran finally came upon the city of Adil, after finding his way to the Al-Fajr orphanage (and taking the name Faris of the Al-Fajr) he was able to find out the nature of his curse; he was a summoner; one who binds and makes contracts with outsiders. His eidolon however, remained a mystery. Eidolons are usually hard to identify but in Adil, the binder capital of the world someone should have known something but no, the identity of his eidolon is still a mystery.
Faris Al-Fajr/how he can be integrated into the story wrote:


I’d like to play this character because his thing is that he’s wrapped up in a chain of paradox which I think is kind of cool. This character is a pretty nice guy, he can blend pretty well with just about anybody of not of cartoonishly evil alignment. And his primary reason for joining a group of plain hopping adventures is that he wants to find out more about the eidolon following him around that no one knows anything about. (spoiler alert: his eidolon is himself from the future)

Jun Wan:

Jun-Wan portfolio wrote:


Jun Wan; The fist of righteous harmony, the great unifier, the stalwart
NG Male Samsaran Tao 17 + primal host 17 (soul bound breed) guardian, champion, or hierophant 3

Jun Wan is the god of Unity, balance, and serenity. he embodies Yesod, and teaches his disciples that what one cannot accomplish alone is often easy with the help of others. He wields a mirror that transforms things into their opposites. His Holy symbol is a green and white taijitu (colloquially known as a ying yang symbol), his favored weapon is the bo staff. He grants his followers the law, chaos, nobility, community, and ki (dragon tiger ox – little red goblin games) Domains and is king of the Agathions and the foo creatures, and rules from the plain of bounty.
Jun-Wan backstory wrote:


Jun Wan’s earliest memories are of huddling around a fire with other large-browed humanoids in furs, so he can pretty safely say he was used to this this whole reincarnation thing. So when he got the inscrutable sensation that something was wrong this time around. He chose to ignore the sensation. When that sensation told him to stick his hand in an open flame to see what it would feel like he stopped ignoring it. After many years of trying (and failing) to discover the source of the sensation, he found the answer in old man with an iron crutch named Li. Li explained that although rare, metaphysical parasites do exist and the trip back from the lands of the dead are not without risks. after more begging then Jun Wan would have liked Li began to train him in the spiritual art of the tao to control these urges.
why I'd like to play Jun-Wan wrote:


I’d like to play this character because I want to play a character who’s at war with himself. This character would join a band of plain hopping adventures because his parasite forces him to seek out new experiences, and going plain hopping is a good way to do that.


Just a few questions before I post characters:

1. is there any world lore we need to know about before posting back stories? or do we have free rain to make up places?

2. you mentioned that the reason one of our gestalt classes had to be a full caster was because gods need to be able to cast the spells that they grant. does that mean that the clerics of a hypothetical rouge/wizard god cast wizard spells?

3. pre or post errata crane wing?


The only method that I'm aware of is to take metallic wings as an aasimar.


A horse is a horse of course of course...


Anzyr wrote:
Succubus Simulacrum really are best for Profane Gift for 1 of your stats, but for your best one (and your most important stat) you want a Lilitu to give you +4.

Don't you need a caster level of 34 to do that?


M Human commoner 1

I wouldn't mind.


1 person marked this as a favorite.
Scythia wrote:

It seems pretty metagamey that three times a day a guy can roll sulpher in bat guano and make a huge fireball, but if he does it a fourth time it just doesn't work anymore. I mean, I can jump and gravity will return me to the ground every time.

** spoiler omitted **

Actually when a wizard prepares a spell in the morning he's preforming 99% of a lengthily, complex ritual and leaving that last 1% left undone for when he needs the effect to occur. It's not so much that he doesn't know how to cast that spell again, it's that he isn't prepared to do so.


But why would you have floppy pancakes when you can have crispy waffles?


Static Hamster wrote:

....

The book says it adds to Dexterity.

My App says the Dodge bonus thing that brad 2411 mentions.

and where ever I copy and pasted that rule at the top says another...

Duelist Class

I'm going with that. It agrees with the app and gives me a 38 AC again.

Don't let anybody make you feel too silly about this. Your book says something different because it was printed before the pathfinder devs made that change to canny defense.


You could make the weapon intelligent, that way the item could activate its self.


I've gotta name, how about kill you? Short, concise, descriptive.

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