OmniChaos wrote:
Chelish? That's racist. I'm going to be next to a pair of Glazebru.But yeah, kind-of Chelish. It's hard to be a fiend summoner without a few echoes of them. Sort of like it's hard to be a technomancer without some shades of Numeria. In any case, I doubt we'll be 'blending in' very much if some of the brainstorms come to pass. Ghosts, necromancers reanimating fallen crew, soul harvests.... We will not by typical pirates by any stretch of the imagination. Besides, my description was a bit... exaggerated. He looks much more like a half-elf if he takes the time to hide his tail, wings, and (small) horns. But that's all speculation until we find out the GM's decision.
OmniChaos wrote:
Oh, outlandish is the goal. Just imagine, as the pirates are closing in on your ship, you see a red-skinned figure, with giant horns and a darting tail, wearing red and gold silk robes, flanked by a pair of fiends. I'm not about to waste a Cha of 16, after all. He is going to be intimidating, but still a silky smooth talker. Oh, he has vestigial wings as well (though they are usually covered by his clothing).
Basically my concern. Tieflings have, by far, very bad options. A few highlights:
...yeah.
I got pretty much the ultimate for a wizard: +2 INT. The only ones that really compare on the Tiefling table are 100; 'roll twice more, taking both,' 72; telepathic communication for evil creatures withing 50 feet, 67; the See in Darkness special ability, 41; SR equal to 10+1/2 my level, and maybe 6 and two, which give self-only at-will levitate and all-around vision, respectively. The DR and stat boosters were nice, but (other than the INT one) were just that.
Ring_of_Gyges wrote:
I remember reading somewhere something similar to this, except that instead of changing species completely, a redeemed Chromatic would find their scales starting to shine and gleam, and a fallen Metallic would start to lose all luster and fade until they just became a dull color (gray for silver, brown for copper, yellow for gold, and so on). Still preserves the "It's scales weren't all shiny" color-coding, but allowing for true variation within the breeds.
Firebug wrote: It's not a specific rule for any subschool of illusion. Not figments, glamers, patterns, phantasms, or shadow spells, in fact applies to all of them. It sounds a lot like a general rule for Illusions to me. It's actually a general rule for the Will (disbelief) save type. This is where what that is defined. Otherwise, you could go around disbelieving invisibility (or simulacrum) and the whole system would fall apart.
OmniChaos- Ah, right. After looking it up, I see the Create Soul Gem spell is only level 3. Sweet. A 25 gp material component to trap souls? Awesome. What I really need to do is have my Imp companion (once I go into Diabolist) carry the wand and use it regularly. dickie- Well, isn't that why all casters should keep fly, levitate or water walk going when they're on a boat? Besides, those are the dangers of casting while sailing.
OmniChaos wrote:
I was thinking about binding a cacodaemon, myself. Especially multiple.
Just a note on the 'Duration,' there are clear examples of bound outsiders being forced into service for much longer than 1 day/level. It's just open-ended tasks that have their duration cut short. Things like "Serve as my bodyguard until you have killed 512 legitimate assailants" or "Bring me *Insert arbitrary magic item*!" could get an outsider to have to serve for years, if not more. It's kind of like geas, in that regard.
I'm pretty typical arcane support, your standard do-it-all wizard, but once I hit 9th level, my build will really take off, with lesser planar binding giving all kinds of niche roles that might need to be filled. Best of all, since evil outsiders tend to prefer payment in souls, we don't have to worry about lots of gold being funneled into the bindings- we just use captured sailors and slaves, then reanimate the corpse.
Shakaro Jun wrote:
Psst.... Power Attack requires a +1 BAB. Oh, I'm still here in case anyone doubted. I'm in a few campaigns with waz up? (including one with him DMing) and I can confirm that he loves crazy, yet cool submissions, so don't count yourself out just because you have a strange character.
Ah, right. Well, if your allies can make a DC 15 Fort save against Addlemind, they have no real penalty. Interestingly, it doesn't say how saves work, or when the spell takes effect. Still, I know what my next alchemist will be. A helpful experimenter whose potions have some... unfortunate side effects. Should prove fun. And 36.5 gp/potion is even better, especially when you can have multiple ingested in the same action and CL and spell level both don't matter.
The most common answers are Mithral for armor and Adamantine for weapons. Lowered ACP and higher Dex bonuses are huge, and the ability to mostly ignore hardness (while simultaneously being very hard to sunder) are great. Horacalcum (while very expensive) does provide some valuable advantages, but is absurdly costly (+6,000 for weapons, +10,000 for light armor, +30,000 for medium armor, and +60,000 gp for heavy armor) for its bonuses of +1 attack or +1/2/3 initiative.
Personally, I would use Red Tears. 1d6 points of damage, costs 50 gp, just slap a CSW on there and you heal more damage than you take, and can throw on extra buffs for 25 gp each. Sure, it's an injury poison, but if you have whip proficiency and poison use, you can spend your time buffing via whip up to 15 ft away. Alternatively, instead of Invigorating Poison, slap a lesser restoration on there to take care of the ability damage.
Trinam wrote:
I was kind of kidding, we have almost no proper arcane support (one wizard, one sorcerer, three alchemists, and a bard). Divine we have a few more of (two oracles, a cleric and a Druid). Really, though, make what you want to play. We're lacking on both, I just like being one of the few Arcane submissions.
Check the spreadsheet for a more in depth answer, but basically we're pretty short on proper Casters. I would advise going for a divine caster of some sort. Not that I'm biased or anything, being one of two full arcane casters, thus having a better chance of being accepted.
Tom Kalbfus wrote: ... and all you need to survive in space is a breathe mask. This is... actually kind of true. Of course, it's not sustainable over a long period of time, but in a pinch, as the biggest threat from space is the lack of air in a vacuum, which can cause your eyes to evaporate, the blood vessels in your lungs to vaporize, and an insane amount of decompression on your chest. With a properly-designed space mask that covered your eyes and provided oxygen (think Star-Lord's mask), you could easily survive short trips into the void. (Freezing is actually less of a concern because space serves as a surprisingly good insulator- not much convection going on.) Anyway, carry on. Just a note from the scientist in me.
I'm going to drop out, actually. While I appreciate how awesome I could make a blaster here, I'm just.... having trouble getting him to be good at anything else. I can barely get enough skills and it's about as MAD as they come, with wisdom, despite still being needed to counteract Crossblooded, is the closest thing I come to as a dump stat. I'm just not getting it to mesh. Thanks for the consideration.
GM Loup Blanc wrote:
1: Sounds good, a lot of the potential uses for this would be (for example) casting a spell of acid that left its targets writhing in pain, a healing spell that left its targets invigorated, or an ice storm that left victims slowed down. 2: Sounds excellent. This will help my versatility.3: What this would do is it would allow me to play a blaster that isn't shut down the second you run into an enemy that's immune to your energy. While a normal sorcerer might take fireball for specialization, if I could instead take, say, a low-level ice spell and combine it with a fire-damage Word, I wouldn't lose almost all of my casting power the moment we run into a white dragon. It would help enhance the strengths or WoP while also helping to make up for the sub-optimal nature of blasting. 4: Okay, cool. That helps. 5: Fair enough. It was a stretch.
David knott 242 wrote:
That would only increase your INT score by 1, as it wouldn't stack with your Wished stats. Still enough to bump your modifier, though.
ulgulanoth wrote: Well if the character could wish to have a template added, why not The Savant Well, its 3rd party to start, but were also not wishing ourselves any templates. It's not supported by the rules. On the other hand, thereare rules to get the half-fiend, devilbound, and vampire/lich templates. In any case, using Wish to gain templates is clearly beyond its stated power.
OmniChaos wrote: A few people dropped out, did you take those into account? Also I noticed that I did not use background skills in my build when they were allowed. I think the same happened for some others. I'll be reposting my updated sheet in a while. All the ones I spotted. If I saw a post where they said they dropped out, I just deleted their row.
A couple things I noticed while going through the submissions, Lord Foul II/The Yellow Boxes/Wade Willhelm, is your submission... Wade? I don't quite understand... Peet, you need at least a +1 BAB to take Power Attack. These are the dangers of scaling down a high level character, I suppose. But the spreadsheet is done! Or, as much as I could at least.
OmniChaos wrote:
Like I said, it's a work in progress. I'm working my way through the submissions, one by one. It'll take some time, but I posted the link before it was done in case anyone wanted to put themselves in before I got to them. Also, I fixed the editing privileges. You should be able to change it now if you try.
Vrog Skyreaver wrote: I'm a tiny sized melee monster. What's so hard about that? Sure, you're pretty easy, but I'm the only real 'arcane' submission. The others are a psychic antibard, three alchemists, and a waterbending fey creature. Also, be sure to make sure I got you right, everyone. I'm working my way down the list, but it's tricky sometimes, and I'm not always sure what score to give to everybody's strengths.
Lord Foul II wrote:
Really? What does Flame Oracle get? Though I'm thinking about going with Cold instead of fire (silver dragon/orc crossblooded), as it has some pretty awesome rider effects in WoP. Combine with the bloodline mutations, and I already have +3-4 (if I can stack bloodline mutations) damage per dice on my [cold] spells, which is almost all of my blast spells if I use WoP.
Because of how varied the submissions are, I'm creating a spreadsheet (work in progress) that shows each person's role, type of villany, strengths (on a 1-10 scale), and so on. Please edit as needed if your character's role is misrepresented- I did my best based off of the stat blocks, but they can sometimes be hard to figure out.
So, I'm considering my options, and I'm thinking I might go for a master blaster caster. This would be something like a sorcerer//bloodrager, going into Dragon Disciple//something (maybe Oracle or Paladin). I'm going to optimize the inoptimal to an insane degree only possible with Gestalt. That being said, I do have a few questions: 1: I'm interested in using Words of Power. If I use a spell with duration 'instantaneous,' does that apply to the 'shortest duration' clause of WoP? As in, could I throw a fireball that, after it deals damage, leaves a fog cloud for a few rounds? Or would the fog cloud dissipate immediately because the duration is 'instantaneous?' 2: Does the Human FCB for sorcerers (extra spell known) grant me an extra spell known or an extra word? 3: How does spell specialization (and similar) apply to WoP? Can I take spell specialization (wrack) and get the bonus to wrack+fog bank? 4: I'm interested in Crossblooded. Can I switch the 1st level bloodline power from either bloodline to a bloodline mutation? 5: Can I switch my 1st level Sorcerer bloodline power and my 4th level Bloodrager bloodline power both for the bloodline mutation and have the effects stack? There might be more, but that's all I can think of right now.
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