Snail Dragoon |
Hey guys,
I'm in a campaign and the essence of it is let us become gods. We are playing Gestalt and over leveling. One of those levels must always be wizard and my first level is in Slayer. The world is a sandbox and has only core races. The idea is that we will all grow so powerful the only ones who can oppose us are each other. We each have different views on what we want the world to look like. I'm going illusionist and want to control a thriving immortal population from behind the scenes.
VoodistMonk |
Hey guys,
I'm in a campaign and the essence of it is let us become God's. We are playing Gestalt and over leveling. One of those levels must always be wizard and my first level is in Slayer. The world is a sandbox and has only core races. The idea is that we will all grow so powerful the only ones who can oppose us are each other. We each have different views on what we want the world to look like. I'm going illusionist and want to control a thriving immortal population from behind the scenes.
So everyone is half Wizard in their gestalt?
And you are a Slayer/Wizard? Good combination... full BAB, all good saves, 6+Int skills per level, 9th-level spells, and mostly Intelligence-based.
Need to figure out casting in armor, or ditch armor entirely... Sunsilk Ceremonial Armor is probably your best bet.
Disclaimer: I know nothing about Illusions.
I think a Gnome would be excellent for this role, though... they [Gnomes] are all about their Illusions. Gnomes have feats that play off their Illusions, like Effortless Trickery. And, not restricted to Gnomes, there is the Threatening Illusions metamagic feat... which could provide flanking, should you find yourself using your Slayer half.
Any particular archetypes you are interested in?
Dragonchess Player |
Ask if the GM will be using mythic rules at some point. It's a (somewhat) decent way to model "deific" powers (to include being able to grant spells with the Divine Source mythic path ability). It has some balance issues (which may be worse layered on top of gestalt), so the group may need to be careful about how it is implemented.
Note that gaining mythic tiers is completely independent of gaining levels, so it's not hard to tune the characters' mythic abilities to the desired "power."
Snail Dragoon |
Ask if the GM will be using mythic rules at some point. It's a (somewhat) decent way to model "deific" powers (to include being able to grant spells with the Divine Source mythic path ability). It has some balance issues (which may be worse layered on top of gestalt), so the group may need to be careful about how it is implemented.
Note that gaining mythic tiers is completely independent of gaining levels, so it's not hard to tune the characters' mythic abilities to the desired "power."
Will do
Snail Dragoon |
Snail Dragoon, not sure what ideas you're looking for. VoodistMonk offered race and feat suggestions, but I was assuming you were looking for roleplay suggestions. What are you asking about?
Well for now just keeping an update and getting what mechanical suggestions I can. For roleplay my character is Chaotic Good / Lawful Neutral (Sort of a borderline personality disorder.) But basically this world is a sandbox and once we get powerful enough the only people who can appose us are each other. So later on I'm definitely gonna want roleplay suggestions and help with plans and strategies because I figure the more people helping me the higher the chance I have of achieving my goal. My goal is making everyone immortal and a thriving population that I control from behind the scenes.
Here is the description as typed by my GM:
The setting is a dying world. At some point in the distant past there were thriving civilizations that rose and fell, but now it's mostly heat and dust. The land has been farmed too extensively and things don't really grow, the old cities have been abandoned or only have a few thousand living where there used to be hundreds of thousands or millions, the dust storms that bury travelers are dull red with the rust of long-weathered machinery.
But that's not how the setting will stay, over the course of the game
Your characters will become the most powerful things which have ever been in the planet's long history, and will have to decide what to reshape it into. In practice this will largely look like an empty setting, because once you're a high level mythic character there's nothing that can challenge your aims but each other. In a way you'll be the new pantheon of gods breaking soil on a world that you create
The characters will have ideals, though not necessarily ones that we players agree with, and they should be both passionate about them and their ideals should be well formed (as in, robust to a character with 40+ intelligence thinking them over--there can be differences in values but there can't be better ways to do the thing they claim to want (thinking that the strong should rule the weak is fine, for instance, but thinking that everyone will be happy if the strong rule the weak is not--because that's mistaken as a matter of fact, and a character with 40 INT shouldn't be mistaken about matters of fact)). These ideals will eventually bring the party into conflict, and they'll have to decide what they're willing to fight for (and how) and what they're willing to compromise on
The reason why all the characters are Wizards is that they should be on the same level as each other. Able to create undead or constructs or other minions, able to use each other's spells if someone realizes a new trick. This game won't look like a conventional game of Pathfinder at the high levels. Instead the players will be making magical attacks on each other from distant vistas, and creating entire societies shaped by their magic
Snail Dragoon |
Snail Dragoon wrote:Hey guys,
I'm in a campaign and the essence of it is let us become God's. We are playing Gestalt and over leveling. One of those levels must always be wizard and my first level is in Slayer. The world is a sandbox and has only core races. The idea is that we will all grow so powerful the only ones who can oppose us are each other. We each have different views on what we want the world to look like. I'm going illusionist and want to control a thriving immortal population from behind the scenes.
So everyone is half Wizard in their gestalt?
And you are a Slayer/Wizard? Good combination... full BAB, all good saves, 6+Int skills per level, 9th-level spells, and mostly Intelligence-based.
Need to figure out casting in armor, or ditch armor entirely... Sunsilk Ceremonial Armor is probably your best bet.
Disclaimer: I know nothing about Illusions.
I think a Gnome would be excellent for this role, though... they [Gnomes] are all about their Illusions. Gnomes have feats that play off their Illusions, like Effortless Trickery. And, not restricted to Gnomes, there is the Threatening Illusions metamagic feat... which could provide flanking, should you find yourself using your Slayer half.
Any particular archetypes you are interested in?
Yes.
Definitely agree with armor.
I wound up choosing a human for the feat and picked up weapon finesse for the earlier levels, but we haven't officially started so will definitely look at gnome. If I wind up a human (disguise self doesn't let you change race which makes human valuable as they are more common) any suggestions on a better feat?
Snail Dragoon |
My stats are as follows (we are running with a 30 point buy with an 18 as the highest purchasable stat and as human added it to intel.)
Str: 10
Dex: 18
Con: 10
Wis: 10
Int: 20
Cha: 7
I did this as intelligence will quickly become the most important stat in the game and we allowed traits so I picked up student of philosophy to make up for my low charisma.
Snail Dragoon |
My stats are as follows (we are running with a 30 point buy with an 18 as the highest purchasable stat and as human added it to intel.)
Str: 10
Dex: 18
Con: 10
Wis: 10
Int: 20
Cha: 7I did this as intelligence will quickly become the most important stat in the game and we allowed traits so I picked up student of philosophy to make up for my low charisma.
We switched to rolling so now my stats are
str: 11dex:18
Con: 12
Int: 19
Wis: 13
Cha: 11
VoodistMonk |
Better stats, overall.
Still married to Slayer as your other half?
The reason I ask, is because I don't actually think a Slayer will especially help you become god-like. They are great martials, and it's not a bad gestalt with Wizard... but if the idea is to become untouchable, I don't see a Slayer really getting you there. Going past level 20, you would probably want something that offers an untouchable capstone ability, which I do not think the Slayer provides. I could be wrong...
Great BAB/saves/skills... and you could always do the Stealth caster build, make yourself nearly undetectable to anyone except the most dedicated. But I don't know if that will compete with someone that, say, can control time or the Undead. And the Slayer offers no real way to combine your martial half with your spellcasting half.
That said, casting your Illussions from the safety of Invisibility/Stealth could be wildly effective. Hellcat Stealth makes it possible to re-enter Stealth regardless of being observed, so it is something you can do reliably nearly every round. Being a Gnome with Effortless Trickery wouldn't be a bad idea for this, since it frees up actions that would otherwise be spent concentrating on a spell.
What do you actually plan on doing, besides making everyone immortal and into a thriving population that you control from behind the scenes?
Dragonchess Player |
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If you want to mix fighting with wizard casting, you may want to consider occultist//wizard (sword binder) with Trappings of the Warrior (effectively/almost full BAB for most of the character's levels when attacking with the primary weapon) at 2nd level. The Transmutation implement resonant power gives you a long-term +2 enhancement bonus (to Str) at level 1 and the base focus power Legacy Weapon gives a (customizable after a bit) magical weapon bonus for a the length of a fight. The Abjuration base focus power can (effectively) grant temporary hp lasting until the next round as a swift action. Occultist also gains up to 6th-level spells (Int-based casting) that can be cast without somatic and verbal components (psychic casting uses emotion and thought components instead).
Ref saves will not be as good as slayer//wizard and skill points will a bit lower (4 + Int mod for occultist), but with a starting 18 Dex and 19 Int it probably won't be a big issue. If you want to follow the progression in the linked example, starting with a 13 Str and 17 Int (adding the racial +2 to Str instead of Int) isn't a terrible choice.
Snail Dragoon |
Better stats, overall.
Still married to Slayer as your other half?
The reason I ask, is because I don't actually think a Slayer will especially help you become god-like. They are great martials, and it's not a bad gestalt with Wizard... but if the idea is to become untouchable, I don't see a Slayer really getting you there. Going past level 20, you would probably want something that offers an untouchable capstone ability, which I do not think the Slayer provides. I could be wrong...
Great BAB/saves/skills... and you could always do the Stealth caster build, make yourself nearly undetectable to anyone except the most dedicated. But I don't know if that will compete with someone that, say, can control time or the Undead. And the Slayer offers no real way to combine your martial half with your spellcasting half.
That said, casting your Illussions from the safety of Invisibility/Stealth could be wildly effective. Hellcat Stealth makes it possible to re-enter Stealth regardless of being observed, so it is something you can do reliably nearly every round. Being a Gnome with Effortless Trickery wouldn't be a bad idea for this, since it frees up actions that would otherwise be spent concentrating on a spell.
What do you actually plan on doing, besides making everyone immortal and into a thriving population that you control from behind the scenes?
So after some thought i've had a complete overhaul of my character. They are now an elf spirit slayer / wizard with the following stats:
Str: 13Dex: 18
Con: 10
Int: 19
Wis: 11
Cha: 11
Currently use an elven curved blade and am planning to use slayer talents to get ranger combat style of menacing in which I'll take the feats Enforcer, Shatter Defense, and improved critical. Then I'm going to grab merciful on my sword. I want to stick with slayer mainly because its original in the group and also spirit slayer allows me to handle the invisibility of all the other players.
The overall plan is to use wizard to cast anti-magic field on myself and then decimate in short term melee combat.
The other players are doing the following:
Wizard (Necromancer) / Oracle: Wants to kill the entire world and bring them all back as his immortal servants.
Wizard (Divination) / Samurai: Wants to create a strong conquers the weak empire with themselves at the top.
The others won't tell me (the game has already started before the first session.)
Then I am a Wizard (Illusion (could be subject to change)) / Spirit Slayer: Early on has no big aspirations and is just an assassin for hire, want to develop what he want based on how the campaign goes.
Snail Dragoon |
If you want to mix fighting with wizard casting, you may want to consider occultist//wizard (sword binder) with Trappings of the Warrior (effectively/almost full BAB for most of the character's levels when attacking with the primary weapon) at 2nd level. The Transmutation implement resonant power gives you a long-term +2 enhancement bonus (to Str) at level 1 and the base focus power Legacy Weapon gives a (customizable after a bit) magical weapon bonus for a the length of a fight. The Abjuration base focus power can (effectively) grant temporary hp lasting until the next round as a swift action. Occultist also gains up to 6th-level spells (Int-based casting) that can be cast without somatic and verbal components (psychic casting uses emotion and thought components instead).
Ref saves will not be as good as slayer//wizard and skill points will a bit lower (4 + Int mod for occultist), but with a starting 18 Dex and 19 Int it probably won't be a big issue. If you want to follow the progression in the linked example, starting with a 13 Str and 17 Int (adding the racial +2 to Str instead of Int) isn't a terrible choice.
I am going more for a quick assassination's rather than a fight. With other wizards (especially some of the people I'm going up against) id rather take them out with an anti magic field before they can do much. I dont want them to have time for minions, allies, etc. to show up.
Snail Dragoon |
Better stats, overall.
Still married to Slayer as your other half?
The reason I ask, is because I don't actually think a Slayer will especially help you become god-like. They are great martials, and it's not a bad gestalt with Wizard... but if the idea is to become untouchable, I don't see a Slayer really getting you there. Going past level 20, you would probably want something that offers an untouchable capstone ability, which I do not think the Slayer provides. I could be wrong...
Great BAB/saves/skills... and you could always do the Stealth caster build, make yourself nearly undetectable to anyone except the most dedicated. But I don't know if that will compete with someone that, say, can control time or the Undead. And the Slayer offers no real way to combine your martial half with your spellcasting half.
That said, casting your Illussions from the safety of Invisibility/Stealth could be wildly effective. Hellcat Stealth makes it possible to re-enter Stealth regardless of being observed, so it is something you can do reliably nearly every round. Being a Gnome with Effortless Trickery wouldn't be a bad idea for this, since it frees up actions that would otherwise be spent concentrating on a spell.
What do you actually plan on doing, besides making everyone immortal and into a thriving population that you control from behind the scenes?
Additionally the slayer capstone allows me to save or die with one attack that they cant counter spell with a fortitude save dc of 10 + 1/2 the slayer’s level + the slayer’s Intelligence modifier. Keeping in mind we are going up to like 40 int. Also its not only limited to death, it can do any of the following: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds.