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Pathfinder Starfinder Society Subscriber
![]() Thanks for the run down. I did read it, but not everything stuck. The character concept I'm going to try out is a scary, high damage, shadow. Currently, I think incanter with a focus on dark and warp. Maybe striker for the other side. Edit: Can I use both the shadowed fist and skirmishing scout? ![]()
Pathfinder Starfinder Society Subscriber
![]() There is admittedly a hard to reach space between maintaining concern and releasing control. I have found that the best way to look at it is, as mentioned above, acknowledging that which you can have affect on and that which is out of your control. Acknowledging your lack of control does not have to be a denial of your feelings or passions. Try to make a space for that while also keeping in mind what you can do. Also, also, each of those can easily try and overwhelm the other. Being a human is tough, give yourself patience and understanding in the form of wiggle room. ![]()
Pathfinder Starfinder Society Subscriber
![]() Here's what I have so far... Eremith:
(air•ehm•ith)
Age: 37 Eremith has always been a bit of a recluse. Studying magic immediately appealed to him and he began digging in. He quickly understood aspects of magic to a level that allowed him to make slight alterations in standard spells. He is currently on a tangent that would lead to being able to interweave magic into objects. This fits with his crafting hobbies he engages in between deep dives into study. He is particularly adept at glass blowing/ shaping and the various methods of weaving cloth. Due to the independent nature of study and his hobbies, the shattering event occupy his attention for a bit of time. There are a number of aspects missing due to their unimportance to my character concept. I am happy to make alterations to better fit the story. ![]()
Pathfinder Starfinder Society Subscriber
![]() Elf Wizard (revised): Str 9
Dex 18 Con 11 Int 18 Wis 13 Cha 13 HP: 23 Alt racial trait: overwhelming magic (spell focus) Traits
Feats
School: Evocation (admixture)
Skills (ranks)
Equipment ![]()
Pathfinder Starfinder Society Subscriber
![]() Elf Wizard: Str 9 Dex 18 Con 11 Int 20 Wis 13 Cha 13 HP: 23 Alt racial trait: overwhelming magic (spell focus) Traits
Feats
School: Aether (elemental school) Skills (ranks)
Equipment
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Pathfinder Starfinder Society Subscriber
![]() Deathless:
Deathless
Warpriest/Rogue Str 9
HP 27 AC 18 = 4(dex) + 4(armor) Fort 7 = 3 + 3
BAB +2 Kukri +7 (1d6+4 18-20/x2) Feats
Skills (ranks)
Equipment
Traits
Khel Hightower was abandoned in the woods near where he was born because he was a bastard child of his father, Lord Hightower. If you ask him, luck would have meant that he died in those woods. He, clearly, did not. He was found and taken by some fey. They took care of him, in a general sense, but they were also curious about his mortality. They..explored that aspect. This lead to Khel having a bit of a warped mind. Among the fey, jokes and trickery took many forms. When Khel escaped and began wandering, he found that his experiences toughened him significantly compared to other humans. He also seemed to be blessed by one of those fey the others referred to as 'Eldest'. He became a pretty successful sellsword, though he was not well liked. So, he continued to wander. ![]()
Pathfinder Starfinder Society Subscriber
![]() Yeah, I can understand that, GM. Having played a cleric/ wizard mystic theurge before, the day to day spell preparations were similar, but could also vary significantly with knowledge of what is to come and what might be to come. That plus the previously mentioned psychic asylum and swap power, and and being able to spend a mythic point to cast any spell on any of those 3 lists (or use wish/miracle/etc for almost any spell on other lists) opens the possibilities significantly. Trying to playtest that could be incredibly difficult (or easy if 1 battlefield control spell could just win). ![]()
Pathfinder Starfinder Society Subscriber
![]() Was my submission tested? I understand if it was not viewed as complete enough. As for spell perfection, it is a machanically amazing feat and Mythic feat. However, I'm less enthusiastic because it has a tendency to set your turn to turn to be repetitive. It makes the draw of spellcasting for me made moot. I mean, intensified (mythic)maximized (mythic)chain lightning with a DC around 43 (or around 55 if you can get mythic spell focuses) doing 450 or half on a successful save. Mechanically great, but if you have that at your disposal, are you going to select another option? I guess I'd find it too boring. ![]()
Pathfinder Starfinder Society Subscriber
![]() Arc Zeon - Humanity's Zenith! wrote: Especially for a play by post game, where you don't want things to drag on just because you're looking for the perfect silver bullet to "solve" the encounter. I think I disagree with this...ish. In a play by post, you do have a little bit of time to respond and still not hold the game up. In that time, if you have a versatile character, you can easily find an ideal option. Sure, you likely have go to's like mythic Haste and schism. Maybe even time stop to buff for the specific fight. But, in some situations, there is a spell that will be more impactful if done at the beginning. Things like a wall of force to immediately divide and conquer, a massive aoe to take out the chaffe to prevent a winning by number of dice rolled, particulate form against an army of rogues/ninjas, teleportation out of a kill box, and other such situations. This is why I built my character the way that I did. Between psychic asylum and the overmind ability of swap power, battlefield control is theoretically quite easy. ![]()
Pathfinder Starfinder Society Subscriber
![]() Asipu Asipu does not remember life before coming to floating in the Astral Plane. The only thing they remember is one word, asipu. It had significance to them in some way... Either way, then was then, and now was now. They took some time to gain an awareness of themselves. They were very in tune with magic. They had a magical book that held much arcane knowledge as well as prayers to an entity called Marduk. By the power of their mind, they could influence reality around them. After some more time and experimentation, they traveled. They traveled across time and many planes. They explored a great many places. They ended up coming across a great city. To this place they found a home. They found a purpose for their existence with the powers they possessed. A short time later they found a place among the Circle of Wardens, using their powers to protect, preserve, and even learn more about themselves and the powers they possess. (Insert part about joining either the Forseen or the Bookbinders) In appearance, they have a humanoid shape and seem to be composed of a large, constantly shifting clump of silvery dust and the blackness of space. This dust continuously drifts from their form, dissipating into nothing. Yet as fast as it falls, it is replaced, leaving their size unchanged even after decades or centuries of such evaporation. ![]()
Pathfinder Starfinder Society Subscriber
![]() Pasha of the Nightsands wrote: @Saashaa: It depends on the enemy. Some have saves in the high 20s, others in the low to mid 30s, and a small number for later parts of the game in the 40s. I designed them so that they weren't impossible to affect with DCs, but at the same time, aren't something that will just roll over and get slapped around with save or sucks either if they happen to lack immunities. Thanks for the info. I kinda figured it would be like that. As an über caster, I want to embody as much of the sheer utility of magic as I have access to without losing too much effectiveness. I think what I've achieved is going to be a largely support caster with a big gun or two. ![]()
Pathfinder Starfinder Society Subscriber
![]() Fury of the Tempest wrote:
I'm planning on playing it by ear, though I admit, I'm seeing this as a possible issue as well. Base 10 plus ability 15 puts the DCs of spells at 25 plus spell level. Spell focus, greater spell focus, mythic spell focus, and spell perfection can add 8, bringing the DC to 33 plus spell level (max 42) (though only for a particular spell). Psionics don't play the school game so I am uninterested in investing much that way. ![]()
Pathfinder Starfinder Society Subscriber
![]() Thanks GM, I didn't think so, but I've never actually had the opportunity to play with psionics. It seemed too good to be true. I'm getting close. I've made some changes. I'm no longer a wanderer. Instead, Legend wielder with 2 minors (Automaton Core and Staff of Eldritch Sovereignty). Also, I was going to change my race to human. The name of my super mage: Asipu While, being human left a bad taste in my mouth originally, the backstory that is developing more than makes up for it. ![]()
Pathfinder Starfinder Society Subscriber
![]() Alright. I think I'm about halfway. Classes are the same (leg wiz 3/leg cleric 10/mystic theurge 7| psion 10/cerebremancer 10). Archmage and Overmind mythic paths. Boons are evolution and wanderer. Templates: Simple, Psychoplasmic, Savant, and Sublime. PrC's: 2 Student of War, 7 Elocater, 1 Sleepless Detective. Race is Bloodborn. Stats before spending money: Str 16, Dex 30, Con 32, Int 40, Wis 32, Cha 30. Feats yet to be chosen. Do we start with any mythic feats or abilities? We start with 1 mythic level, right? Skill ranks to be chosen. Amusing things about this character so far: total hp from classes 140, total skill points from classes 60, BAB +13 Any thoughts or suggestions or questions about it so far? ![]()
Pathfinder Starfinder Society Subscriber
![]() Arc: ancestry Human (Versatile) backgroundScholar class;Wizard Level: 1 size M Deity: Nethys Languages: Common ____________________ SENSES Perception: +4 (1 (wis) + 3 (prof) + 0(item)) [T] Special Senses: ____________________ DEFENSES HIT POINTS: 14 ARMOR CLASS
Unarmored: [T], Light: [T], Medium:, Heavy: SAVING THROWS
Class DC: 17 (10 + 4 (int) + 3 (prof) + (item)) [T] Speed: 25ft Movement Types: (e.g. climb, burrow, fly) Melee Strikes
[b]Ranged Strikes
Weapon Proficiencies
Magic Traditions T
Spell Attack Roll: +7 = (4 (int) + 3 (prof)) [T]
Focus Points: 1/1 Spell Slots per Day Cantrips: Scatter Scree, Light, Electric Arc, Ignition, Detect Magic
Acrobatics: +0 = 0 (dex) + 0 (prof) + (item) -0 (armor)
STR 14, DEX 10, CON 10, INT 18, WIS 12, CHA 14
Ancestry Feats and Abilities
Skill Feats
General Feats Class Feats and Abilities
Combat Gear: Scale Mail, Staff
Bulk: # (Encumbered at: ## = 5 + (str); Maximum at: ## = 10 + (str)) Coins: # copper # silver # gold # platinum (or total in
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