OK! Please don't say sorry, it's fine. :) FYI, I asked because the recruitment post said the following:
Quote: I'm more comfortable with the basic classes/feats/etc from the more popular ones (core rulebook of course, PHB II, and the Complete Warrior/Arcane/Divine/Adventurer). all of which are 3.5E books. I had already added a couple of 3.5E spells on my sheet, but they're tagged with the source (e.g. CArc for Complete Arcane) so they're easily identifiable and can be removed if nixed.
Rolling HP: 7d6 ⇒ (4, 4, 3, 2, 1, 4, 6) = 24 Also, couple more questions:
- Magic Item Compendium, Spell Compendium and Complete Champion are common 3.5 books that are not listed as sources so, to confirm, we should avoid drawing from them? That wouldn't be a problem; I'm just checking.
Ah, I need to further clarify: I meant the feats the familiar gains for his base racial HD. For instance, the typical Faerie Dragon has Acrobatics and Dodge as feats, but my PC's familiar, if a faerie dragon (I'm also eyeing a different improved familiar), could hopefully have a different feat set via retraining. Thanks for the explanation regarding what you're looking for: that is balanced and perfectly understandable.
GM West wrote: @namo Why would you need retraining when you're creating a brand new 7th level character? Not sure if I'm understanding the question. For a familiar, to retrain their "fixed" feats (except if you rule that I can choose their feats without retraining). You missed the question about crafting, by the way. GM West wrote:
I've been doing PbP since a long, long, long time, so I totally understand what you mean about people (both players and DM) ghosting. I consider myself one of the reliable ones, but of course to you I'm just a stranger over the Internet, so you can't really know. :) I believe I've shown interest, by asking questions, checking out the existing thread (thanks for the tip about looking for tombs in general rather than Chisisek's - the need for nuance is exactly why I asked you) and posting a work-in-progress sheet. If I commit, I commit.
You'll note that I already had the "typical spells prepared" present on the sheet, so the PC could start the adventure with that right away. Cheers! Added the following (these are 1st versions, they are likely to evolve still):
Description:
Khepri-Nef is a rotund and jovial man with dark skin. He dresses conservatively but cannot quite escape the Osirian love of gold: he sports various assorted amulets, bracelets and other charms made from gold, lapis lazuli and jade. Background: Khepri-Nef is a scholar at heart, and always was, from a young age. Fascinated by papyrus and the written word, he taught himself how to read, and went on to have a brilliant run at the local mage's academy. After that... precisely nothing became of him: he was listless and did not how to put to use the gifts he had honed. After falling in with bad sorts, and accumulating debt, he climbed out of the hole he had himself dub by selling his services to various tourists and expeditions into the desert. Over time, his scholarship and practical talents for dealing with the threats of the great desert and its innumerable tombs became known, and he has had a successful run since then. Until, that is, the gnolls surprised his latest set of employers and him during the night and ignominiously held them captive.
- Do you allow Retraining?
- Are crafting feats allowed and potentially usable (including prior to joining the action, for the new PC), or is the campaign too fast-paced for them to be of interest? - When you say you want PCs "totally complete", would it be OK to wait until after selection to have the full spellbook done? It starts taking quite a bit of time at these levels. In case order of posting sheets matters, I have a rough draft - still missing fluff and some mechanics.
I'll work on an Arcanist, probably specializing in illusions, but also able to provide some battlefield control and knowledge. You didn't specify what you wanted your arcane caster to be able to do (different groups can have different ideas!), so hopefully that fits. If I'm not mistaken, to mesh well with the party's aim, the newcomer could e.g. be a scholar who was looking for Chisisek's Tomb?
@Chamak: no problem at all! And another twist! I wonder whether it's supposed to be an OoC twist, with the players wondering but the PCs ignorant, or whether it will become a thing in-game. In any case, Niloth is a Paladin - with a slightly different code of honour than the core PF paladin, but still pretty restrictive, so... I'll let you finish the deduction. ;-) And the formerly-missing PC Neela appears not be the Traitor since the DM was ready to go on without them, so... we're reducing the field of possibles. ^^ PS: I'm fairly new around here; is the convention to post with the PC's alias in the Discussion thread as well?
For the dyslexia issue, GM, have you tried giving your text to e.g. ChatGPT (or another AI engine) and asking for corrections? I hear it's pretty good at it. Shengo Arashi wrote: If there is still an offer of going through character sheets, I'd appreciate it, I haven't played a lot of gestalt characters and I don't want to miss something I'll try to review the remaining sheets as time allows. (If someone wants to review mine, feel free to. I found some errors just 2 days back, since I had started making tweaks before the maintenance and hadn't completed them.) I also have to hurry finalizing items and traits. The traitor thing I'm not sure I like having sprung on me - I'm not a fan of PvP - but we'll see how it unfolds. Perhaps there isn't even a traitor and it's just a DM's mindgame. (Cue the "this is what the traitor would say" reactions! Lol)
And we are back! Well, I hope so anyway. I had it written down before the downtime, so here it is:
Mechanics:
On the other hand, Weapon Focus Slam + Weapon Focus Claws is just Weapon Focus: Natural Weapons with EitR rules, I think? (didn't double-check) That would save you 1 feat. 2/ Paragon Shifter only grants 3 talents, but presumably you're counting the "virtual" talent that counts only for Improved Transformation. I'd tag it as such, though.
3/ The Personal Fate and Sanctified drawbacks both bar you from having the Open/Close word. 4/ How do you get +4 NA to AC? Transformation gives you +3. I may be missing something. 5/ Eternal Transformation: I think you chose Air Elemental, not Earth ;-)
6/ The Luckstone completely overlaps with your Serendipity permanent consecration => ditch it and save 20k? E.g. buying a +1 implement of Life for 2,000 would increase your healing by 1d8+2 - fairly significant. Comments:
A comment I forgot for Chamak which also applies here:
Sheet review - Chamak
Mechanics:
Comments:
@Ouachitonian
@Fen Wei
GM_Panic wrote: problem for me is if i let one player have it i have to let all players have it. so i need to limit somethngs sorry just to have an even playing feld No worries, I understand! The Prodigy part of the build doesn't really work without Might talents, but I pivoted away from it.
@GM_Panic: I was going to ask - and it's also relevant for @GM_Drake based on his last post -, but possibly some abilities could be allowed to go over the cap? Assuming they are a core part of the PC and require a significant investment. So Drake's Mythic power could work (costing a mythic ability and 1 MP per use is significant), and possibly my Paladin's smite AC bonus could work too (it's vs only 1 opponent at a time, and limited in uses per day). One could also think about Barbarian Rage going over the 26 ability cap (assuming it's not just a 1-level Barb dip just for that).
Separately, I do think the cap on to-hit is not the most important one, since between a PC with +40 to-hit and 20 average damage, and one with +30 to-hit and 200 average damage, the latter is clearly more potent. On the upside, damage is easy to solve for a DM (just increase foes' HP), as long as some PCs don't completely outshine others. I would also like to be able to continue using a Martial Tradition (so, 4 Sphere of Might talents at most).
Funny, I'm also working on a Gathlain - been a long while since I played one. Different flavour and different classes, though.
GM_Panic, I can help with sheet reviews, but I'd wait until after selections - less work this way.
Nice to see this restart! A couple of questions: 1/ I'm not sure what you mean by
2/
Do we get 1 feats per level for each side, plus the 3 Mythic feats "as usual", or 1 normal feat per level + 1 Mythic feat per level?
Musing out loud: would you be open to a Changeling gaining an Aberrant dragonmark?
I'm not sure I'd take this direction, but I thought I'd see what you think.
1/ Starting level isn't mentioned, so I assume it's 1. 2/ Eberron changelings are very different from PF changelings; we'd stick to the former? Do you have a source for PFified Eberron races? (PF races are overall stronger than 3.5E races)
3/ What would the expected posting rate be? 4/ Do you any starting plot in mind, or would it be built with the players? Would it lean towards exploration, investigation, intrigue, combat, ...?
My advice would be to not start using Spheres in a gestalt mythic campaign, because the setup is crunchy enough as it is. However, if you want to give it a spin, you could try a Sphere archetype for a core class - they are listed on the front page
Taking Shadow Boxer Unchained Monk as an example:
GM, I believe you missed those questions:
namo wrote:
I'm currently working on the Knave of Hearts (Eliciter 6 || Arcanist 1/Prodigy 5). He has posters with his face on it, and in big letters "DO NOT TRUST HIM!He will: steal your heart steal your wife steal your life." But of course these are gross exaggerations, and anyway he can shapeshift so the picture is always wrong... (Mechanically he's not really a thief, but this is flavour. He is tricksy, so that's the source of the slander...)
reroll: 1d6 ⇒ 3 1/ Are Mythic Traditions allowed? (with potential veto, of course)
2/ If you're feeling generous, a bonus feat or two would be appreciated. :) It's hard to support 2 sides of gestalt with the normal feat allocation. (You can't fault me for asking, surely? ;-)) 3/ Do we have 1 Favored Class Bonus, or 1 per "side" of the gestalt? I've seen DMs handle it both ways.
GM_Panic wrote:
If I may make a follow-up suggestion :), I'd rather you gave the same amount to everybody; 30k sound good. I'm already 4-5 attribute points behind after a mediocre roll, which is OK, but I'd rather not roll gold and risk getting shafted there too.Additional question:
Stats: 6d6 ⇒ (2, 4, 2, 6, 3, 1) = 18 I really like the premise! Mythic can be a handful, but I've always wanted to try precisely what you're doing, high Mythic at a low-ish level.
If I may make a suggestion, I'd suggest lowering the starting wealth, which seems out of balance with the rest of the setup and risks overshadowing class/mythic abilities. Quote: mythic classes 1/ What are Mythic classes? I've only got a little experience with Mythic. I assume you're not talking about Mythic Paths. 2/ Are we limited to 2 classes total, one on each side, or can we multiclass? Quote: Feats: As Class {each side of Gestalt/race/level} 3/ Does this mean we get a/ standard PF feat progression, orb/ double the standard progression, i.e. 2 feats at level 1, 3, 5...? 4/ Would you allow the Polished Dark sphere? It's an update to the Dark sphere, but since the original publisher doesn't do Spheres content anymore, they can't simply replace the existing one.
My money is on demotivation or mental health issues... but of course speculation won't get us far. I actually kinda expected the game not to work out, since in my experience DMs launching 2 games back to back don't keep up for long (on average), even more so when these games are high-crunch. But one always hopes! And the DM reminds me of another, on another board, who disappeared in similar abrupt fashion (and was also offering a Spheres game). Down to the playtest he likes to make with not-yet-selected PCs, which I haven't seen many DMs do, since it's bound to be very time-intensive. Whether or not they're one and the same, they do offer very enticing campaigns! Still, I don't mind all this since I had fun making Léonie :-D, and I got to dive into the Tinker sphere. I do hope I get to play Zeitgeist some day (*pokes Chris* ;-)).
@crisichild: Given your low CL, the Spell Attack damage is pretty low. I'd recommend either focusing on Brutal Strike (getting a way to recover your focus more easily, to get the extra damage every round) OR upping your Destruction CL (via the Gift for Magic trait and/or the Focused Blast Type Group feat - on the Destruction page) to make the Spell Attack worth it. Lucky for you I freed you a feat! ;) Vital Strike is indeed a good choice with a big weapon like yours. As you may already know, it won't multiply bonus damage like the Spell Attack dice. @Violant: Swashbuckler, Rogue, etc... are fine. Arcanist / Alchemist / Investigator cannot use their vancian extracts / spells and so must use Sphere archetypes or a core archetype that trades away the vancian stuff.
@Crisischild: I think I see a small error regarding gestalt rules.
Also note that Brutal Strike and Spell Attack are both special attack actions, so you can't use both at the same time.
Gearmaster of the Turning Age wrote: @namo: No, you would only gain Gun Training if you get Gunsmithing from a more traditional source, such as class features, talents, feats, etc. Firearm Proficiency is a talent, that also grants Gunsmithing. In retrospect, the talent name is very ambiguous and I should have mentioned "talent" in the text, so that people would not need to click the link to know it wasn't just class proficiency. :) eriktd made me think of another question: are Firearms simple weapons for the PCs and their companions?
(Sorry for the delayed question, I was busy because of a work seminar.) @Fury: companions don't get ABP IIRC, this was answered previously.
Gearmaster of the Turning Age wrote: My ruling on Gunsmithing is that it is NOT replaced by those who would otherwise get it, so you get both Gunsmithing AND Gun Training instead of one or the other. Like I said, I want to rule as advantageous as possible for gun users since they're far more common in this setting, yet it also makes sense for those trained in their use to be able to craft ammo. Coming back to this: does it mean that anyone with Firearm Proficiency get gun training, since it grants Gunsmithing? I assume not but would like confirmation. My PC Léonie may not use a gun at first, but this will help plan for the future.
My PC has taken shape:
- fluff-wise... you'll see, I have to put my notes in order. But one fun tidbit is: she's a human who thinks she's got an Eladrin soul inside her, ever since she visited the Dreaming on the Night of the Mirror Moon 17 years ago and came back changed.
In terms of Character Theme, Technologist is the best fit. Additional questions:
- can I swap feats for a Guile progression even though one of my classes (Rogue) has a blended progression of all 3 types? The Guile text doesn't have the same restrictions as the Might equivalent, but I'd rather check with you to be sure.
Thanks for the answers. Gearmaster of the Turning Age wrote: Could you clarify what you meant about Deft Maneuvers and Improved Feint? I'm fairly sure you're asking if they can both modify the Feint CM, but a few other potential interpretations I could read into it. Just wanting to be sure so I can answer what you're asking and not some other question entirely. From the Feat Tax site: Quote:
Deft Maneuvers purportedly replaces Improved Feint, but seems to only grant +2 to the feint Bluff check (since feinting doesn't provoke AoOs in the first place), when Improved Feint is about feinting as a move action. A/ So does Deft Maneuver allow to feint as a move action? Or does Improved Feint continue to exist separately? (I'm aware the Fencing sphere has a talent for that.)B/ Do companions / mechanoids / ... get maxed HP as well, do they roll, or take average? C/ Is it OK if I use a Myth-Weavers sheet? Though I'll probably have a spreadsheet for Tinker stuff, but the main info would be on MW. D/ Lastly, what do you look for in applications? Background? Personality? Quirks? Made-up NPCs? Secrets? All of the above?
I have some questions as I'm exploring some ideas:
2/ may we use the utilitarian progression optional rule? 3/ How do you want to handle Tinker projects (e.g. mechanoids) in terms of cost? Should we pay for them out of our starting gold, or are they free given that with time one can gather their components for free? 4/ Does Deft Maneuvers (Elephant in the Room feat) include the full effect of Improved Feint? 5/ If I were to use the Faction sphere, would I have to use the RHC as a faction, or could I use something else based on the PC background (e.g. the udnerground if he's a former criminal, the Engineering Institute - just made it up - if she's into Tinkering, etc...) 6/ The Ghost Stepper archetype is an odd duck in that it replaces the Rogue talents at levels 2-8-14, when most archetypes do 2-6-10-... or 4-8-12-...
Very interested in this! I'll have to re-read the Zeitgeist Player Guide, since it's been a while, but I've been wanting to play it for a long time. I'm curious to see your modified Sage? I may not go for it since Tinker and Guile beckon, but since the class is usually banned for its overpoweredness, it could be an occasion to try one version of it. Jo, Lisa has not participated in any online campaigns. |