Gods Among the Mortals- Planescape Mythic Homebrew Recruitment


Recruitment

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It's Cold ... Or is it? Hard to tell as you wake up, The Room spinning as light folks your eyes, The gentle Creeling of wood and metal filling your ears...

Welcome! this is the Offical Recruitment Thread for my Planescape Mythic Game.
For those of you who didn't read my initial Interest check here are my Rules for character Creation, As well as a few Rules I Also had in mind

Character Creation:

Stats/HP: Max 1st level, Then Take average every level after, and 25pt build, 1 Rank Mythic

Race: Any (Although I Preffer you to be from the prime material plane- I will not say no to you being a Planiar) I will also allow most monsterous Races within reason and with a Compelling enough background or concept and evidence that they are clearly not just for powergaming.

Class/lvl: start at 3, Any Class- Except I limit Summoner to be Unchained only.

Alignment- I will be using special Rules for this(See below)

Background/Traits: 2 Traits with a Third if you take a Drawback.

Other Creation Rules: Background Skills, Hero/Anti-Hero Points, Ultimate Horror Fear rules,

Gun rules: There are Guns of almost every tec level in the Planescape, Although the most common ones are Flintlock weapons, As Most Smith in sigil are at least aware of how to make Bullets for them. Consider the Prices for them to be "Emerging Guns" in sigil but it will vary wildly depending on where you are

Alignment Rules:

In Planescape Alignment is alot more important than in most other settings. Because not only does it help guide your character's motivations and actions- it Influences the entirety big your soul and being. Because of this I'll be stealing a System From NWN and marking your alignment as a Number, or pair of them.

Your alignment is determined by two numbers between 0-100: one for Law/Chaos and one for Good/Evil. 0-35 Is Evil/Chaotic, 36-65 is Neutral, and 66-100 is Good/Lawful.

So When you pick your alignment please mark yourself as somthing like this: Lawful(75)Evil(25)

These Numbers will Change based on your actions in the game, And may even be altered Entirely by outside forces or actions so drastically unattuned with your alignment. However it also prevents things like Instant evil and helps me create a system to help determine when a paladin falls or a monk becomes unlawful, Or a Cleric Becomes too disjointed with their deity.

Other than That I Might be missing something... Let me know if you notice anything missing, But otherwise I do encourage you to do whatever you want.
You want your Sahuagin Druid lady from a Sea world? Go for it! You want your Good Drow from a World where elves and Drow Co-exist? Go for it! You want your space faring Scientist from a World where Technology has allowed for space travel? GO FOR IT!

Of course I will have you be aware that Despite the tec level of your World- Sigil and the Planescape is somewhere In the Renaissance Era with a little Steampunk and Pure Chaos slammed in for good measure.
Of course when it comes to magic you can never Have a Set Tec level

Custom Races:

Due to the nature of the Realms as well as the fact alot didn't get converted to Pathfinder I will allow the creation of some Custom Races as well as point out some Premade I approve of.

Warforged from this Site are approved

Other than that, Please PM me if you have a Custom Race you'd like to Apply- Otherwise Please ask if there is a race that I might be able to make for you

(Some Custom Races I made/Comverted)

Dragonborn(Forgotten Realms):
Dragonborn as seen in the Forgotten Realms

Type: Humanoid(Dragonborn)(0rp): Dragonborn are Humanoids with the Dragonborn subtype

Size: Medium(0rp): Dragonborn are medium and gain no size modifiers

Speed: 30ft(0rp): Dragonborn are normal speed

Ability Modifiers: +2Str +2Cha -2dex(0rp): Dragonborn are physically strong and as naturally charming as dragons, However they lack finesse.

Language: Dragonborn begin speaking Draconic and Common, with high Int they can learn the following languages- Elven, Dwarf, Goblin, Orc, Giant, Aklo, Gnome, Halfling.(0rp)

Draconic Heritage:(2RP)Dragonborn choose a Chomatic or Metalic dragon type at creation. They base all their energy resistance and breath weapon on this type. Additionally Dragonborn are Immune to paralysis and gain a +2 to saves against Enchantments-(Addapted from Elven immunities):Note- this does not count as a Draconic bloodline however Dragonborn must choose the same color if they ever choose a Draconic bloodline in the future

Natural armor:(2rp) Dragonborn. Have hard scales, granting them a +1 natural armor bonus to AC.

Energy Resistance:(1RP) Dragonborn Have 5 Energy resistance based on the dragon type choosen with Draconic Heritage

Breath Weapon:(1+1RP) Dragonborn start the game with a a breath weapon. This breath weapon uses the same shape and energy type as Draconic Heritage. They start with a breath that deals 2d6 damage with a DC of 10+Constitution modifier. This can be used 1+ your con modifier times a day. This can be made stronger through feats(See below)

Claws:(2RP) Dragonborn have 2 claw attacks that deal 1d4 damage each. These count as primary attacks unless used in conjunction with a manufactured weapon.

Low light vision(1RP): Dragonborn can see 2 times as far in dark.

Special Feats:

Improved Breath weapon
Prereq: Dragonborn, lvl 5
Description: your Breath weapon now scales with your level: Treating you as a Sorcerer with the Draconic bloodline -2 levels. The DC to save also becomes 10+ your Con mod+ 1/2 your Hit dice.
This does not stack with breath weapons gained from other sources

Alternative Racial traits:

Replaces breath weapon:
Elemental Assult: you may sheathe your weapons in the energy of your Draconic Bloodline! For 1+your con modifier rounds per day you may apply 1d6 of your choosen element to your weapon. This does. Otherwise stack with energy gained from other sources.


The Kenku(D&D 5e-> Pathfinder):

Kenku, as from D&D 5e.

Type: Humanoid(Kenku): Kenku are humanoids with the Kenku subtype (They can also be a varient on Tnegu for Pathfinder)

Speed: 30 feet base

Size: Medium

Ability score mod:(2RP) +2 Dex, +2 Wiz

Language:(??rp) Mimicry(language): Kenku begin understanding Common- However they can only speak words they've heard before. Kenku Cannot speak unless they have heard something said before- Often times this leads to them making sentences our of many different voices. Kenku with High Int can learn to read and understand any language, However they cannot speak them unless they have had verbally heard them spoken.

Mimicry: Kenku can Mimmic any sound they have heard before, and automatically succeed all disguse checks to make their voice sound like another- so long as they repeat what they've heard. Additionally because of the way they speak, It is hard to read their true intentions and Kenku gain a +4 to bluff.

Ambusher: Kenku are natural ambushers, And gain a +2 Racial bonus to attacks against flat footed foes.

Bite: Kenku have a long hard beak and gain a Bite attack that deals 1d4 damage.


Spellscale(3.5->Pathfinder):

Lore: Spellscale are the Children to Two sorcerer with the Draconic bloodline. Only 1/10 children of two Draconic sorcerer are Spellscales, Making them even rarer than sorcerer themselves. Almost all of them are Sorcerer- and each has an innate knowledge of the magic that flows within them. While most take up the mantle of sorcerer, some delve into the blood that fuels their magic- becoming Draconic exemplar, or devoting themselves to a Draconic deity.

Type: humanoid(Human, Draconic*)
Size:Medium

Ability score:(1RP)+2Cha, +2Int, -2Con- Spellscale are Naturally beautiful and extremely analytical, but their bodies are suited more for magic than battle

Languages:(1rp)Spellscale begin knowing Common and Draconic, and those with high Int can learn any language

Blood Of Dragons:(2RP)Spellscale Have such innate ties to dragons that their Cha score is considered 2 higher when determining the abilites of the Draconic bloodline.

Highly Analytical:(2RP) Spellscale are Naturally tallented with magic, and their innate ability with it gives them an edge: +1 to Spellcraft and Knowledge(arcana)

Sorcerer Prodegy:(~2RP) Spellscales have such innate ability that any Spellscale with Cha 11 or greater have access to the following spell-like abilities 1/day:Identify, Magic Missle

Draconic Resistance:(~2RP)Although not true dragons, Spellscale have a natural resistance to the same magics Dragons do- +2 Saves vs. Sleep and Paralysis

Total RP= ~10

*The Draconic subtype: A creature with the Draconic subtype isn't a dragon, However they are treated as a dragon for the purposes of applying for feats, being targeted by spells, And using magic items only useable by dragons- may apply this to Dragonborn


Dotting


Hard dot.


Actually, thinking along the lines of mythic I don't know what to make at all. . .want to go in a route that optimally benefits from that system.


Kobold Klan, when is the deadline for submissions? Thanks.


Probably The 31st, I'm planning on giving y'all plenty of time(9-10 days seems enough to me) to get your characters made plus my Birthday is this month and it gives me time to do that before I have investments in a game


Okay, that works. Thanks and happy birthday.


Is the Feywild/First World considered a Prime plane?


Nooooo, When it comes to the planes, The Prime material plane, Feywild, and The Shadow plane are all seperate planes, But one can only get to them through the prime material plane, Astral planes, Or Ethereal planes. In the Planescape they are pretty disconnected to the total Planescape as they are more reflections of the Prime than any real plane of existence.

The Fey/shadow planes are to the Prime material plane what the Astral and Ethereal Planes are to the Planescape. They are connected to everything in it but not to each other.

You wanna get somewhere fast in the Planescape? Use the Astral/Ethereal planes. You wanna get somewhere fast on the prime? Use the Shadow/Feywild. Of course a good Gate spell can always Get you anywhere on the prime. In the planes of you are in the Elemental plane of fire and want to get to The nine hells you have to go through the Astral plane first because The Planes are not connected. I have a map somewhere it's pretty complex

And I mean pretty Complex because if you can read this map you have a good idea


I'm probably going to submit a Ashiftah witch. Would Ghostwalk and Fog of War count as hexes for coupled arcana? I see that you allow a number of wierd races, but I'm unsure what would fit better than a human for an additional hex...

The flavor of Ashiftah is tied to Qadira on Golarion. I could just go with that, but any desert setting could probably work. I'm quite familiar with golarion and not so much with other settings though.

We start with normal gold for level 3?


I knew I forgot somthing! I would ask you to start with 1000gp but be aware you are a Prisoner and have all your equipment stripped at the start of the game because they can't have you attacking people now can they?

Liberty's Edge

I'll dot in here it seems quite interesting.


DOTTING!!!


"Ooooh, yeeesssss..."


Man, I miss Planescape so much....

Now, allowing players almost full liberty of choice on character creation... That will make my head explode with all the possibilities.

Or run around Sigil screaming barmy. Not sure if the Lady of Pain will like that :D

EDIT: Off the top of my head, I am getting a good vibe from the possibility of playing a Ranger (or Slayer), going into Horizon Walker - feels like it could make for a good 'Planar Guide' kinda character. Now about races... Gnoll, Githzerai, elf from Athas (Dark Sun)? Thri-Kreen?! :D


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Dotting. I'll get a submission in by Monday (it would be sooner, but I'm in the process of doing final documents to purchase a home and then moving this weekend.


Interested. It has been sometime since I've had the pleasure of playing Planescape.

Here is a rough draft of my prospective character.

Cassie. Oracle of the Dark Tapestry:

CASSIE

Female Changeling oracle 3, CG medium humanoid (changeling)

Init +3; Senses Darkvision (60 ft.), Perception +1,

Languages Aklo, Celestial, Common, Draconic, Tongues,

AC 17, touch 12, flat-footed 15, hp 27 (3HD)

Fort +2, Ref +3, Will +4, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Defensive Abilities Hard to Kill,

Speed 30 ft. (6 squares)

Ranged light crossbow +4 (1d8/19-20), within 30 ft. +5 (1d8+1)
Melee claw +3/+3 (1d4+1)
Melee cold iron dagger +3 (1d4+1/19-20)
Ranged cold iron dagger (thrown) +4 (1d4+2/19-20), within 30 ft. +5 (1d4+2)

Face 5 ft. by 5 ft. Reach 5 ft.

Base Atk +2; CMB +3; CMD 15

Special Actions Inspired Spell, Interstellar Void, Mythic Power (5/day, surge +1d6),

Known Oracle Spells (CL 3rd):
1st (6/day) - cause fear (DC 15) , murderous command (DC 15) , ray of sickening (DC 15) , cure light wounds (DC 15) , entropic shield (DC )
0th (at will) - create water , detect magic , mending (DC 14) , read magic (DC ) , spark (DC 14)

Abilities Str 13, Dex 14, Con 12, Int 12, Wis 12, Cha 18

Special Qualities Claws, Cloak of Darkness, Dark Tapestry Mysteries, Darkvision, Display of Charisma, Green Widow (Green Hag), Hag Racial Trait, Hierophant, Mythic Tier, Natural Armor, Orisons, Surge, Tongues, Tongues ~ Celestial,

Feats Point-Blank Shot, Precise Shot, Rapid Reload (Light Crossbow)

Skills
Bluff +4,
Craft (Untrained) +1,
Diplomacy +9,
Disguise +4,
Heal +7,
Intimidate +4,
Knowledge (Arcana) +7,
Knowledge (History) +6,
Knowledge (Planes) +6,
Perception +1,
Perform (Untrained) +4,
Sense Motive +5,
Spellcraft +6,
Stealth +4.

Possessions traveler's outfit; chain shirt; smoked goggles; Light Crossbow ; Backpack, Masterwork [ Blanket; Grooming Kit; Mess Kit; Soap; Oldlaw Whiskey (Bottle) (x2); Perfume/Cologne; Coffee (Cup); Trail Ration (x4); Honey (Jar); Chocolate (Bar) (x2); ]; Wrist Sheath [ Cold Iron Dagger; ]; Belt Pouch [ Sewing Needle; String (50 ft.); Compass; ]; Canteen ;

Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Claws (Sp) Changelings get two claw attacks.

Cloak of Darkness (Su) You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. You can use this cloak for 3 hours per day. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Dark Tapestry Mysteries You draw upon the divine mystery of the Dark Tapestry to grant your spells and powers.

Darkvision Changelings can see in the dark up to 60 feet.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Display of Charisma (Su) As a free action, you can expend one use of mythic power to attempt a feat of Charisma, gaining a +20 circumstance bonus on one Charisma-based skill check or Charisma ability check.

Green Widow (Green Hag) You gain a +2 racial bonus on Bluff checks against creatures that are sexually attracted to you.
Hag Racial Trait (Ex) Changelings inherits a trait from her mother.

Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Hierophant
Those who draw upon a god's power find themselves becoming closer to the divine. Some aspire to become immortal servants of their gods, and others reach for apotheosis itself. A hierophant could be either of these, channeling divine power directly or indirectly--whether from a deity, the spirit of nature, or the power of life itself--and eventually becoming more like a patron of divine power than a mere devotee.
Role: As a hierophant, your role in the group is to act as a conduit to the divine, healing and helping your allies through the miracles that you bestow. This focus is just as strong if you are instead a servant of nature, using the powers granted to you by this path to protect the wilderness and bring its fury to those who would dare to defile it.
Classes: Members of any class that draws upon divine magic will find the path of the hierophant useful-- particularly clerics, druids, and oracles. Even classes with limited divine spellcasting, such as the inquisitor and paladin, have a number of useful options in this path.
Inspired Spell As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level divine spell you can cast from that spellcasting class.

Interstellar Void (Su) You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action one target within 30 feet is cloaked in the void and takes 3d6 points of cold damage. A successful Fortitude save (DC 15) halves this damage. You can use this ability 1/day.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend 5 mythic power. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Mythic Tier You are a 1st-tier mythic character.

Natural Armor (Ex) Changelings have a +1 natural armor bonus.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Tongues In times of stress or unease, you speak in tongues. Whenever you are in combat, you can only speak and understand one selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent.

Tongues ~ Celestial You gain Celestial as a bonus language.

Cassie has no last name she will admit to.

Cassie doesn't have a drinking problem. You have a drinking problem! Especially if you stop Cassie drinking. That's when the voices start talking in her head.

Following the Dark tapestry has made Cassie familiar with waking up in strange places, with no memory of how she got there?


K Klan, do we need to include getting our mythic rank in our backstory, or is that something we get to experience as a group?


The Kobold Klan wrote:

Nooooo, When it comes to the planes, The Prime material plane, Feywild, and The Shadow plane are all seperate planes, But one can only get to them through the prime material plane, Astral planes, Or Ethereal planes. In the Planescape they are pretty disconnected to the total Planescape as they are more reflections of the Prime than any real plane of existence.

The Fey/shadow planes are to the Prime material plane what the Astral and Ethereal Planes are to the Planescape. They are connected to everything in it but not to each other.

You wanna get somewhere fast in the Planescape? Use the Astral/Ethereal planes. You wanna get somewhere fast on the prime? Use the Shadow/Feywild. Of course a good Gate spell can always Get you anywhere on the prime. In the planes of you are in the Elemental plane of fire and want to get to The nine hells you have to go through the Astral plane first because The Planes are not connected. I have a map somewhere it's pretty complex

And I mean pretty Complex because if you can read this map you have a good idea

Sorry if I’m being a pest about this, I don’t mean to. Just trying to figure out which races are considered non-Prime and therefore disfavored. Would elves and gnomes count as planar in the same way that Genasi would, given their Feywild/First World origins? Likewise fetchlings, wayangs, and shadar-kai (all from some version of Shadow Plane)? I don’t want to bork my chances of getting in accidentally (it’s different if I go in knowing that a Fetchling, for instance, is going to be a tougher sell).


Technically prime vs planar refers to where your character was born- so even an Aasimar who was born on the prime material plane is a prime, and even a human who is born on, say, Mount Celestia or in Sigil is a planar.

So Wayangs born on the plane of shadow are planars, but those born on prime worlds are primes-- you could solve back the issue of being a Genasi or tiefling or whatever by saying you weren't born on the planes and therefore do not start with that kind of knowledge, which I think is the GMs issue with it?


As above, That's How you can tell :P

I mostly just Want y'all to be Some primes that don't know who the lady of pain is and get confused by all the Slang that Sigilites use :P

As well as be unaware of some of the Rules regarding the Cage as you are godlings... And there are some very important rules in sigil about gods.

TheWaskally wrote:


K Klan, do we need to include getting our mythic rank in our backstory, or is that something we get to experience as a group?

I would like you to have gained your first rank before the game, As it is the trigger as to why you are where you are at. The start of the game.


I won't submit Gilly again because of the preference for non-planar characters. Are we green primes or have we had a chance to become top-shelf cutters? If the later are we allowed to join a faction? If we join a thought guild how did you want to handle the abilities that a factioneer usually gets? Your prior game was post-faction war, is this one as well?


Well, Yes because The lore on post faction-war is (And pardon my major Bias) Absolute garbage.

But I won't say no to A Planiar in my game, But as for the powers and factions and such- Due to you being Mythic.... You eventually will get to the point where your closeness to Godhood will not allow you to enter Sigil due to the Lady not liking you. So it would be pretty hard to join a Faction when you can't even enter the Cage.


Ok, since no one has gone the route yet, I am planning to build an Archmage- working on concepts just want to come up with a really cool race to play and I keep hitting a wall of none of them really being better for a wizard than just human or elf or something.


Let me ask again cause I'm getting mixed messages.

You're saying yes to post-faction war because the lore for post-faction war is garbage?

IIRC post-faction war the Godsmen and the Signers merged. My first thought was to play someone close to achieving those faction's stated goals. Ascending as a deity/being the One.


Gilly Geitmenn wrote:

Let me ask again cause I'm getting mixed messages.

You're saying yes to post-faction war because the lore for post-faction war is garbage?

IIRC post-faction war the Godsmen and the Signers merged. My first thought was to play someone close to achieving those faction's stated goals. Ascending as a deity/being the One.

Oh! It's pre faction war, Sorry

I just misunderstood what you where asking, sorry
Like I read it as somthing Diffrent, blame my Dyslexia


Oxnard Kettlebeak wrote:
Ok, since no one has gone the route yet, I am planning to build an Archmage- working on concepts just want to come up with a really cool race to play and I keep hitting a wall of none of them really being better for a wizard than just human or elf or something.

My witch will also be an archmage :)


DM--

You mentioned custom races, so I have to ask- how would you feel about a Boggard Priest King (either modded to gain bonus to Int instead, or just as written with the +4 Wis)?


Speaking of uncommon races... One strand of inspiration that struck me was to make my character a drow desert princess. One of my absolute favorite stories features drow living in the desert and I could draw some inspiration from there. Would drow noble be an ok race for a witch? The class doesn't use the ability scores as well as some others nor will I have great charisma for the offensive SLAs, but all the stuff a drow noble gets might still be too much. What do you think?


I'm considering a Kobold bard, though the idea of a kobold that can out muscle most humans does seem kind of silly. Still, with all the options here, it'll be fun just character building.


The Kobold Klan wrote:
Gilly Geitmenn wrote:

Let me ask again cause I'm getting mixed messages.

You're saying yes to post-faction war because the lore for post-faction war is garbage?

IIRC post-faction war the Godsmen and the Signers merged. My first thought was to play someone close to achieving those faction's stated goals. Ascending as a deity/being the One.

Oh! It's pre faction war, Sorry

I just misunderstood what you where asking, sorry
Like I read it as somthing Diffrent, blame my Dyslexia

Story of my life.

I'm thinking a character from Erfworld now. Leaning towards an eyemancer of some sort, lookamancer or thinkamancer. But I could do a luckimancer easily with a witch and the fortune/misfortune hexes.

Erfworlder race of men are cannonically small compared to humans. So I would use human as a race but be small sized.

Grand Lodge

O M G

I am juiced for a Planescape game (wish it were Gestalt instead of Mythic!)

Lawful = 99

and either / or
Good = 66 ....(right on the line)
Evil = 35 ....(right on the line)

I will almost certainly propose a Sensate, though I'll thumb through some of the other Factions. And, hey, if we're not doing Factions no biggie at all, I'll just have Sensate-like, you know, sensibilities.

Think of me as the PC who LOVES Bluff: intrigue, guile, innuendo -- you know, running gambits and roleplay / storytelling over hack-and-slash.

Think of me as the PC with jacked Knowledge Skills, as gross as I can make 'em and still be reasonably effective in combat.


Okay!

Boggart: I would preffer you Play it as is, If there is a trait that lets you swap that out(like in the case of Kitsune) then sure but if not, Then sorry

Drow Noble: I will 100% pick a Normal drow over a Drow Noble any day in favor of balance. Like if two people made the exact same Character and one just used Drow Noble instead of Drow... I would pick the normal one.
Try not to pick races for powergaming reasons

For the alignment numbers the exact on the line numbers are 33 and 66 but because we can't have numbers like 3.33333... then I have made just rounded it up a little to account for the 0 also being a Number. So there are really 101 numbers with 50 being exact center. Then rather than take the easy route and do 25 and 75 as the break off- I felt that didn't represent it well enough and neutral took up way too much of the scale. So I changed it to 1/3 instead of 1/4 ratio with 1/2 of it being Neutral. It's wonky, But it's mostly for Show. The Numbers just represent how close you are to shifting. I will not really be changing them unless you do something that is worth noting, or are influenced by an outer force.


Fair enough, I'll just go with human then, regular drow is too far behind the curve for a witch (except for the cha based ones) for my tastes.

Sczarni

Have an idea for dwarf two-handed fighter / guardian. Greatsword wielding bastion of Law and Good who was granted mythic power after dealing with an essentially insurmountable raid on his clan.

Completely unawares of planar society and behavior, but polite, well-read, and absolutely ready to murderize anyone who gets within greatsword range.


Alignment Rolls, (Law-Chaos, Good-Evil):

1d100 ⇒ 11
1d100 ⇒ 86

So that's going to be Chaotic Good, I believe.


Dotting. :)

Dark Archive

Tossing in a dot.

Love Planescape, but need to do some brainstorming.


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Hah, yes that indeed is, I suppose Rolling 2d100 for alignment is possible if you can't really decide.

Sovereign Court

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Since no one asked yet, normal feat rules or are you using the Elephant in the Room feat tax changes?


After a second, careful look at the Horizon Walker, and even though I really like it and feel the class concept fits perfectly with Planeswalking, the actual mechanics do not translate it, so I think I am dropping that idea.

Flipping it around instead for an adventurer/explorer/scout, Indiana Jones style - kinda split on how I am going to build him, but I am definitely more inclined to a STR based, melee Investigator/Mythic Trickster build.

Should have something up by tomorrow.


The Kobold Klan wrote:

Hah, yes that indeed is, I suppose Rolling 2d100 for alignment is possible if you can't really decide.

Oh, were we not supposed to roll? My bad. It fits though, as it happens I was thinking CG anyway.


Galahad0430 wrote:
Since no one asked yet, normal feat rules or are you using the Elephant in the Room feat tax changes?

while i agree that feat taxes suck, i am not using those rules mostly because I personally don't wanna have to deal with going through every monster who has improved trip, grapple, ect. and giving them new feats because those ones now don't exist.

and @Ouach: you didn't have to roll for alignment, but i do appreciate the attempt at randomness. I am more using the numbers to help decide when and if any alignment changes happen, as it turns out, you'll probably be dealing with the alignment based planes than the inner planes. and when dealing with planes saturated with your opposing alignment it gets real muddy real fast.


Ok, here is my application:

Big Billy Bull Bugwhump

Background:

Big Billy Bull Bugwhump was raised from birth in the Temple of the Big Croak, eating nothing but the mythical blue dragonflies. He knew all along that he was destined for greatness. When he reached adulthood at the ripe age of 9, Big Billy went into the deep swamp to hunt a dangerous crocodile who had been eating boggards nearby. Slaying the crocodile with his bare hands, Billy was rewarded with a vision of his Mother, the mythical Mother of All Frogs! Now Big Billy Bull Bugwhump knew the truth—why he had been taken and raised in the temple, and fed the special dragonflies—he was meant to ascend to godhood and become a God as the Frog Father!
But Billy’s path did not return to his swamp home, rather the Mother of All Frogs opened a portal and sent the newly ascended godling off into the planes- a place he knew nothing about, to begin his quest for godhood! She presented him with a magic sack to store whatever treasures he might acquire on his way, and turned the young boggard loose onto the Planes!

Male boggard Sorcerer (Wildblooded Empyreal) 2 Unchained Monk 1
Mythic: Archmage Tier 1
Lawful (60) Good (60) Medium humanoid (boggard)
Init +3; Senses Perception +17
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Defense
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AC 23, touch 17, flat-footed 16 (+1 Dex, +6 Wis, +2 Natural, +4 enduring armor)
hp 20 (1d10+2d6+3)
Fort +2, Ref +3, Will +9
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Offense
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Speed 20 ft., Swim 15 ft.
Melee unarmed strike +2 (1d6+1)
Ranged Ray +2 (1d4+1 or 1d3)
Mythic Power: 5/5
Special Attacks Stunning Fist (DC 17, 1/day), Flurry of Blows, Heavenly Fire 9/day
Spell Like Abilities Caster level 3, Concentration +7
1/day— fog cloud, jump, summon swarm
Sorcerer Spells Caster level 2, Concentration +6
0th (5 known)— Acid Splash, Detect Magic, Detect Poison, Light, Ray of Frost
1st (2 Known, 6/day)— Magic Missile, Summon Monster I (used to summon poisonous frogs)
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Statistics
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Str 12, Dex 12, Con 10, Int 12, Wis 22, Cha 10
Base Atk +2; CMB +3; CMD 19
Feats Augment Summoning, Spell Focus (Conjuration), Improved Grapple, Improved Unarmed Strike, Stunning Fist
Mythic Feats
Traits Child of the Temple (+1 Knowledge Nobility & Religion, Know Religion is class skill), Reactionary (+2 Initiative)
Skills Acrobatics +7 (+21 jumping) (CS, 1 DEX +3 ranks), Knowledge (Religion) +7 (1 rank, CS, +1 trait +2 Bloodline Arcana), Spellcraft +4 (CS, 1 rank), Perception +17 (CS, 6 WIS, 3 ranks, 4 racial), Swim +7 (CS, 1 STR, 3 ranks)
Background Skills Handle Animal +3 (3 ranks), Perform (Dance) 3 (3 ranks)
Languages Common, Boggard
SQ Hold Breath, Swamp Stride
Combat Gear ] none
Other Gear minor bag of holding
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Special Abilities
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Unchained Monk Abilities:

AC Bonus (Ex) Add Wis to AC & CMD
Flurry of Blows (Ex) Make one additional attack at highest BaB with unarmed strikes.

Empyreal Bloodline & Sorcerer Abilities:

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.
[i]Heavenly Fire (Sp):
Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
[Spoiler=Boggard Abilities]
Priest-King
Boggards raised on a diet of blue dragonfly pulp sometimes develop into priest-kings. These boggards have only a +2 natural armor bonus but don’t take the common boggard’s –2 racial penalty to Dexterity and Intelligence. In addition, priest-kings receive a +4 racial bonus to Wisdom and gain the following spell-like abilities: 1/day—fog cloud, jump, summon swarm. The caster level for these effects is equal to the boggard’s Hit Dice. This racial trait doesn’t replace any of a boggard’s other features, but it’s extremely rare and available only at the GM’s discretion.
Leaper
Boggards in some regions have legs better suited to explosive movement on land rather than swift propulsion underwater. Boggards with this trait are always considered to have a running start when attempting Acrobatics checks to jump, and their swim speeds are reduced by 15 feet.
Racial Skill ModifiersAcrobatics +14 when jumping, Perception +4, Stealth +8 in Swamps
Hold Breath (Ex) A boggard can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning or suffocating.
Sticky Tongue (Ex) A creature hit by a boggard’s tongue attack cannot move more than 10 feet away from the boggard and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard’s actual hit points). The boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue as a free action. Unlike a giant frog, a boggard cannot pull targets toward it with its tongue.
Swamp Stride (Ex) A boggard can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a boggard normally.
[Spoiler=Mythic Abilities]
Archmage tier 1
Ascension: Godling

Hard to Kill (Ex):[/b\ Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
[b]Surge (Su):
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Enduring Armor (Su): You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier.


Build Notes:
Did not take the +4 STR & CON or the Terrifying Croak ability.

Silver Crusade

Dotting to show interest :)

To ask something beforehand, I understand that characters hailing from the forgotten realms would be allowed, going from the mention of Dragonborn? I had a concept for converting an old character from 4th edition D&D to pathfinder in an attempt to recreate the Warlord class in pathfinder, which only really works with the Mythic rules, so this might be a perfect fit!

In game mechanics, it would probably be an Id bloodrager 1/Evangelist cleric 19 with the Marshall mythic path, possibly duel path to hierophant to shore up some healing alongside it. The goal would be to buff allies and provide them with additional attacks while being a capable main healer.

Before I start building this up for submission(if you have no problem with that premise), I'd like to ask one thing: Is any material allowed from 3rd party content, such as the Mythic Heroes handbook from Dreamscarred press?

I don't need anything from it to build the character, but it's always nice to have more options. This book in particular though does also have some good suggestions for fixing some of the more broken aspects of pathfinder Mythic (Like, all PC's getting +20 initiative on every fight for only 1 MP, action economy problems with immediate actions being more important than the actual resource of Mythic power, etc).


Is retraining allowed? I have a build in mind that needs to take a feat before level 3, but doesn't qualify until level 2.


Just to announce my intent, I plan on making a Nagaji melee type from a dead world. (At least, he believes it's dead.) Not sure of the actual class yet, but leaning towards cavalier. Paladin/fighter/brawler are also options if I come across an archetype that fits my concept. Probably going with the Champion mythic path.


@Trevor: as long as you Use My Custom Version of the dragonborn I have Labeled up in the first post that would work fine, And as for 3rd party Content, I'm gonna have to say No- it's not something I'm familiar with so I would have no idea what adding that content would do and I'd prefer to stick to what I know.

Silver Crusade

The Kobold Klan wrote:
@Trevor: as long as you Use My Custom Version of the dragonborn I have Labeled up in the first post that would work fine, And as for 3rd party Content, I'm gonna have to say No- it's not something I'm familiar with so I would have no idea what adding that content would do and I'd prefer to stick to what I know.

All right, thanks!

I have a few more questions after readhing through the interest topic and the campaign ideas there, if I may. IS there a cap on how 'epic' you want the characters to have been before the start of the story? With an infinite worlds/possibilities setting and the player's waking up somehow having gained a spark of godhood, is it for us to fill in how we got 'there' and how we got that spark? Or are they relative noobs that accidentally got a mythic spark?

To specify, the character background I have in mind has 2 moments which could lead to this perfectly, but both are branches from a character who used to be a fairly powerful hero, who has since lost her power and now has to work her way back and/or redeem herself.

One point is about halfway through her career, where she was sent to recover a small piece of the heart of a god (from the malfunctioning companion sun in Elturel in the forgotten realms), where she managed it but died upon succeeding.

The second branch is at the very end of her career, where there were direct fights with major gods. At the end, the domains of the fallen gods were distributed by Ao, but she failed a test then and was deemed unworthy. He smote her down, and what remains is an amnesiac shadow of her former self. All she knows is that redemption is needed.

Does either of those options go too far and would either interdere with whatever plans you've made? Do you have a preference for either?


Hmmm, Well I actually Tie the motivations of the BBEG based on how the players gain their Mythic status, As that's kinda his entire motivation, but both of those sound like great ideas, Infact a little Diversity like that is exactly what I was hoping for when I have y'all freedom to create your own Background.

Otherwise- I would preffer you don't get too Overpowered. I started y'all at lvl 3 so y'all can have some experience and have some room to flex and give yourself something to have as a background, But not too much so you can't have done something that you'll be missed in your world with... Or maybe you will

Like I do want you to have that freedom, Just try not to Have a Background that would require me to bend too many rules

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