Giant Halfling |
I apologize if my tone seemed patronizing, that wasn’t my intention. Having GMed on the boards in the past and being forced to stop because it’s so much work (and can be terribly stressful), I feel protective (perhaps overly so) of the few GMs who are stepping up (especially for a game at this level which is way more work than a low level one).
andreww |
OK, this character does blow the benchmarks out of the water but, frankly, PF1E is so wildly broken thats very hard not to do.
Name: Shadow Moon
Class 1: Inquisitor (Desna)
Class 2: Oracle (Spirit Guide)
Alignment: Chaotic Good
Init +38 (+22 Cha, +5 [mythic improved init], +4 insight [curse] +2 [trait] +2 [luck] +3 [competence])
Senses darkvision 120’, low-light vision, see invisibility, truesight; Perception +51
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Defense
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AC 75, touch 52, flat-footed 38 [+12 armor, +22 cha, +12 wis, +6 shield, +5 deflection, +5 natural, +2 dodge +1 insight]
hp 327 [20d8+ 160 con +3 FCB +4 Mythic]
Fort +54 [12 base +5 resist, +2 racial +2 luck +8 con +22 cha +2 sacred +1 competence]
Ref +42 [6 base +5 resist, +2 racial +2 luck +22 cha +2 sacred +3 competence]
Will +58 [12 base +5 resist, +2 racial +2 luck +12 wis +22 cha +2 sacred +1 competence]
+1 vs mind affecting
Immunities: fear, divination
Defensive Abilities stalwart, almighty avoidance, improved uncanny dodge, evasion, freedom of movement; SR 31
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Statistics
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Str 14, Dex 8, Con 26, Int 36, Wis 34, Cha 54
Base Atk +15/10/5
CMB +17 [15 BaB +2 Str]
CMD 34 [10 +15 BaB +2 Str -1 Dex +5 Deflection +2 Dodge +1 Insight]
Melee +5 adamantine starknife +45/40/35 (1d4+29/x3)
Ranged +5 adamantine starknife +45/40/35 (1d4+29/x3)
Attack Bonus: +15 BaB +22 Cha +5 enhancement +3 competence
Damage Bonus: +22 Cha +5 enhancement +2 weapon specialisation
Feats
Divine Fighting (Desna), Ascendant Spell, Extend Spell, Quicken Spell, Persistent Spell, Dazing Spell, Spell Perfection (Flame Strike), Spell Focus (Evocation, Enchantment, Transmutation), Greater Spell Focus (Evocation, Enchantment, Transmutation), Spell Penetration, Noble Scion (War), Eldritch Heritage: Arcane (Arcane Bond), Improved Eldritch Heritage (Metamagic Adept 4/day), Greater Eldritch Heritage (School Power: Evocation), Craft Wondrous Items, Quick Draw, Skill Focus (Knowledge: Arcana), Stunning Fist (with any weapon), Dastardly Finish, Escape Moves, Outflank, Improved Spell Sharing, Pack Flanking, Paired Opportunists, Passing Grace, Weapon Specialisation (Starknives), Alertness
Mythic Feats:
Improved Initiative, Spell Focus (Evocation)
Traits:
Reactionary, Fate’s Favored, Magical Lineage (Flame Strike), Beast Bond (Ride), Starchild, Wisdom in the Flesh (Disable Device), Trapfinder
Skills Acrobatics +22, Appraise +27, Bluff +50, Climb +5, Diplomacy +50, Disable Device +43, Disguise +50, Escape Artist +2, Fly +26, Handle Animal +37, Heal +28, Intimidate +40, Knowledge (arcana) +56, Knowledge (all others) +50 [+12 to ID Monsters], Linguistics +37, Perception +51, Perform (any) +27, Ride +26, Sense Motive +46, Sleight of Hand +2, Spellcraft +52, Stealth +5, Survival +39 [+10 to track, +4 to avoid becoming lost], Swim +6, Use Magic Device +37
Languages Common, Samsaran plus many many others.
Mystery: Heavens
Class Skills: All Knowledge Skills
Bonus Spells: Colour Spray Hypnotic Pattern, Daylight, Rainbow Pattern, Overland Flight, Chain Lightning, Prismatic Spray, Sunburst, Meteor Swarm
Revelations: Awesome Display (treat creature HD as reduced by Cha when using pattern spells), Coat of Many Stars (+12AC, DR5/slashing, 20 hours/day), Guiding Star (Add Cha to Wis based checks when the night sky is visible, add empower, extend, silent or still to one spell per night when outdoors).
Final Revelation: Achieve harmony with the universe. Add Cha to all saving throws, automatically stabilise if reduced below 0, immune to fear, automatically confirm all crits, automatically reincarnate 3 days after death.
Spirit Guide:
Spirit: Ancestors
Spirit Abilities: Ancestors Council, Ancestral Weapon
Spirit Spells: Unseen Servant, Spiritual Weapon, Heroism, Spiritual Ally, Telekinesis, Greater Heroism, Ethereal Jaunt, Vision, Astral Projection
Hex (Wisdom of the Ages): Use Cha for Int based skill checks
Curse: Powerless Prophecy
Drawback: Cannot act in surprise rounds. If there is no surprise round then staggered on first turn
Benefits: Uncanny Dodge, Improved Uncanny Dodge, +4 insight bonus to initiative, +4 insight bonus to AC and Saves when surprised or otherwise unaware of an attack
Oracle (Spirit Guide) Spells Known (CL 21st; concentration +43, +5 defensive)
Spell DC: 10 +22 Cha +Spell Level
Modifiers: +2 Transmutation +2 Enchantment +6 Evocation
Spells per day: 12/12/11/11/11/11/10/10/10
Spells Known: 5/5/4/4/4/3/3/3/3
Cure Spells: Add all cure spells to spells known
Favored Class Bonus: +1 spell known (Two 1st-7th, three 8th)
(m) Mystery Spell
(s) Spirit Spell
9th: astral projection (s), mass heal, meteor swarm (m), miracle, polar midnight[UM], shapechange
8th: mass cure critical wounds, divine vessel, fire storm, maw of chaos, nine lives[ARG], greater spell immunity, stormbolts[APG], sunburst (m), vision (s), wall of lava
7th: archon’s trumpet, mass cure serious wounds, destruction, ethereal jaunt (s), holy word, particulate form, prismatic spray (m), word of chaos, sunbeam, greater age resistance
6th: chain lightning (m), chains of light, mass cure moderate wounds, greater dispel magic, heal, greater heroism (s), source severance, greater black tentacles
5th: breath of life, mass cure light wounds, flame strike, life bubble[APG], overland flight (m), plane shift, telekinesis (s), wall of stone, baleful polymorph
.
4th: blessing of fervor[APG], chaos hammer, cure critical wounds, death ward, divine power, dismissal, freedom of movement, holy smite, order's wrath, rainbow pattern (m), spiritual ally[APG] (s), strong jaw
3rd: archon's aura[UM], beacon of luck, cure serious wounds, daylight (m), dispel magic, heroism (s), invisibility purge, magic vestment, paragon surge[ARG], sand whirlwind, shield of darkness
2nd: align weapon,burst of radiance, cleromancy, cure moderate wounds, delay poison, find traps, grace[APG], hypnotic pattern (m), ironskin, light prison, pilfering hand[UC], remove paralysis, resist energy, sound burst, spiritual weapon (s), suppress charms and compulsions, tears to wine
1st: ant haul[APG], barbed chains[HA], bless, burning disarm, color spray (m), command, compel hostility[UC], comprehend languages, cultural adaptation[UI], cure light wounds, deathwatch, divine favor, dream feast, ears of the city, forbid action[UM], hide from undead, liberating command[UC], lucky number, murderous command[UM], obscuring mist, protection from alignment, remove fear, remove sickness[UM], sanctuary, shield of faith, unseen servant (s)
0 (at will: —create water, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, spark[APG]
Rogue Saint (Replaces Domain/Inquisition):
Rather than a domain, the inquisitor chooses an oracle mystery granted by her deity. She gains one revelation from her chosen mystery at 1st level and another at 8th level. She must meet these revelations’ prerequisites, using her legendary inquisitor level as her effective oracle level to determine the revelations’ effects, and she never qualifies for the Extra Revelation feat. In addition, a rogue saint needs not have an alignment within one step of her deity.
Mystery: Lunar
Revelations: Prophetic Armor (use Cha instead of Dex for AC and Reflex, max dex still applies), Primal Companion (level 20 Tiger Companion)
Deity’s Favored Weapon
Proficient with Starknives.
Inquisitor
Aura of Condemnation (replaces Judgment)
An inquisitor’s mere presence is likened to the presence of their god. The legendary inquisitor radiates a constant aura that affects all enemies within 20 feet. This ability functions only while the inquisitor remains conscious, not if she is unconscious or dead. At 1st level, a legendary inquisitor chooses one aura ability from the list below. She gains an additional aura ability at 4th level and every three levels thereafter. While an aura only affects hostile enemies, it does not grant the inquisitor the ability to sense hostile enemies.
Action: Swift
Choose: Three options
Uses: 7/day
Duration: Encounter
Blasting: Enemies take a -8 penalty on saving throws against area effects. Enemies with improved evasion lose it.
Censoring: Enemies take a -8 penalty on saving throws against compulsion and charm effects. Enemies that are normally immune to compulsion and/or charm effects lose that immunity.
Damnation: Enemies take a -4 penalty on all saving throws. This does not stack with other aura abilities.
Debasement: Enemies have their damage reduction reduced by 8. A creature’s damage reduction cannot be lower than 0.
Faltering: Enemies take a -6 penalty on attack rolls.
God-Fearing: Enemies take a -8 penalty on saving throws against fear effects. Enemies that are normally immune to fear lose that immunity.
Punishment: Enemies that are actively threatening the inquisitor or her allies in combat take 8 points of non-lethal damage each round.
Bonus Feats: Stunning Fist (use with any weapon), Dastardly Finish (coup stunned or cowering targets)
Monster Lore:
Add Wis to knowledge checks to identify the weaknesses and abilities of creatures.
Harrowing Touch (replaces Stern Gaze) (SP):
Melee touch attack, the target takes a -10 penalty on all saving throws for 3 rounds. Use Wis+3 times per day.
Defensive Insight (Replaces Cunning initiative):
Add Wis to AC and CMD in addition to Dex
Detect Alignment:
At will, detect Chaos, Evil, Good or Law, one at a time.
Track:
+10 bonus to Survival checks to track.
Solo Tactics:
Count allies as having your teamwork feats. Can change feats. Six bonus teamwork feats.
Discern Lies (SP):
Discern Lies for 20 rounds per day, activate as an immediate action.
Favored Weapon Training (Replaces bane/Greater Bane):
+4 to attack and damage with light blades. Free weapon specialisation with Starknives.
Stalwart:
If a fortitude or will save effect has a partial effect on a save and I make the save it instead has no effect.
Almighty Avoidance (Replaces Exploit Weakness):
Only take half damage on a failed save against a fortitude or will based effect.
Slayer:
Treat character levels as 5 higher for the Punishment judgment (already included).
Unforgiven: Replaced by Perfect Body, Flawless Mind capstone (+8 Cha)
Inquisitor Spells Known (CL 21st; concentration +33, defensive cast +5)
Spell DC: 10 +22 Cha +Spell Level
Modifiers: +2 Transmutation +2 Enchantment +6 Evocation
Spells per day: 11/11/10/10/10/10
6th: greater dispel magic, heal, heroes' feast, seer's bane, unshakable zeal[OA]
5th: greater claim identity, dimensional blade, hunter’s blessing, resounding blow[APG], sacred nimbus[HA]
4th: enchantment foil[ACG], greater invisibility, litany of escape, restoration, shared wrath, spell immunity
3rd: channel vigor, countless eyes[UM], dimensional anchor, heroism, penumbral disguise, protection from energy
2nd: acute senses, focused scrutiny, honeyed tongue, invisibility, see invisibility, tongues
1st: alarm, ear-piercing scream[UM], heightened awareness[ACG], keep watch, true strike, wrath
0 (at will): create water, detect poison, guidance, light, sift[APG], stabilize
Mythic Path: Hierophant
Divine Surge: Inspired Spell (Spend 1MP, cast any one spell from your divine list at +2 caster level that is of a level you an cast. You can add metamagic to it)
Path Ability: Eldritch Breach (Roll twice for checks to dispel, beat SR or otherwise determine if a spell works
Hard to Kill:
Automatically stabilise below 0HP. Die at double negative Con score. If you can act below HP you still lose HP when acting.
Mythic Power (5):
Start each day with 3 +double tier mythic points.
Mythic Surge:
Expend 1MP to add 1d6 to any d20 dice roll as an immediate action after the result of the action is known.
Mythic Feats:
Improved Initiative (bonus), Spell Focus (Evocation)
Bonus Path Ability:
Mythic Spellcasting
Mythic Spells:
Baleful Polymorph
Stats: +4 Int, +2 Wis
Speed: 30
Vision: Low Light
Languages: Samsaran, Common
Mountaineer: Immune to altitude sickness, dont lose dex when climbing or balancing on narrow or slippery surfaces
Samsaran Magic: 1/day Comprehend Languages, Deathwatch, Stabilise
Mystic Past Life: Add 7 divine spells to one divine caster list
RP Bonuses (30):
4: Advanced Stats (+4 Con, -2 Dex, +2 Int, Cha, Wis)
0: Standard languages
4: Advanced Cha (+2)
4: Advanced Int (+2)
4: Advanced Wis (+2)
4: Defensive Training (+2 dodge bonus to AC)
3: Greater SR (SR 11+Level)
4: Greater Lucky (+2 racial bonus to saves)
3: Deep Magic: +2 on dispel and SR checks
Bonus Feats: Life’s Blood, Improved Initiative
Str: 14 [10 +4 ABP]
Dex: 8 [8 -2 RP +2 ABP]
Con: 26 [10 +6 base +4 RP +6 ABP]
Int: 36 [11 +8 base +4 race +2 RP +2 RP +6 ABP +3 Age]
Wis: 34 [11 +8 base +2 race +2 RP +2 RP +6 ABP +3 Age]
Cha: 54 [10 +8 base +2 RP +2 RP +10 Levels +8 Capstone +6 ABP +5 Gifts +3 Age]
Age penalties are negated with Greater Age Resistance.
ABP Bonuses;
Armour Attunement (+5 Buckler)
Weapon Attunement (+5 Starknife)
+5 deflection and natural armour to AC
+5 resistance to saving throws
ABP Legendary Gifts (8):
Legendary Mind 1 (2)
Legendary Mind 2 (1)
Legendary Ability (5): +5 inherent bonus to Cha
Level Up (20)
Divine Fighting (Desna): Use cha for att/dmg with Starknives
Extend Spell: +1 level, double spell duration
Quicken Spell: +4 levels, cast as a swift action
Persistent Spell: +2 levels, force enemies to reroll successful save
Dazing Spell: +3 levels, daze if enemy fails save vs damaging effect
Ascendant Spell: +5 levels, cast the Mythic version of a spell
Spell Perfection: Double numerical bonuses from feats, add one free MM
Spell Focus (Evocation, Enchantment, Transmutation): +1DC
Greater Spell Focus (Evocation, Enchantment, Transmutation): +1DC
Spell Penetration: +2 SR checks
Noble Scion (War): Use Cha for initiative in place of Dex
Eldritch Heritage (Arcane): Gain the Arcane Bond feature
Improved Eldritch Heritage: Gain the Metamagic Adept ability (4/day)
Greater Eldritch Heritage: Gain the School Power (Evocation) ability
Craft Wondrous Items: Make wondrous items
Quick Draw: Draw weapons as a free action
Background Feat
Skill Focus (Knowledge: Arcana): +6 to Knowledge Arcana checks
Inquisitor Bonus Feats:
Stunning Fist (with any weapon): 5/day. 1/round, force an enemy who took damage from an attack to make a DC20+Wis Fort save or be stunned for 1 round
Dastardly Finish: Coup de grace stunned or cowering targets
Inquisitor Teamwork Feats{/b]
Escape Route: Don’t provoke from moving through squares adjacent to or within an allies
Outflank: Flanking bonus is +4, critical hit provokes from ally
Improved Spell Sharing: Split spell duration between self and ally
Pack Flanking: If I and companion both threaten an enemy they are considered to be flanked
Paired Opportunists: +4 bonus to OA’s, if provoke from one provoke from both
Passing Grace: If I heal above maximum, redirect rest to ally (not FH/Regen)
[b]Favored Weapons:
Weapon Specialisation (Starknives): +2 damage
Elephant in the Room (free/removed)
Weapon Finesse, Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack
Companion:
Alertness (Ioun Stone): +4 perception and sense motive
Mythic Feats:
Improved Initiative: Increase the initiative bonus by tier. Spend 1MP to treat your initiative roll as a 20.
Spell Focus (Evocation): Increase the bonus from spell focus and greater spell focus by 1. Spend 1MP to force the targets of an evocation spell to roll their saves twice and take the worse result.
Class Skills: Bluff, Climb, Craft, Diplomacy, Disguise, Heal, Intimidate, Knowledge (All), Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth, Survival, Swim
Skill Points per level: Inquisitor (8) +FCB (1) +Background Skills (2) +Int (13) = 24
20 ranks in each skill except as noted
Skills
+2 luck bonus to all (luckstone plus fate's favored)
+1 competence bonus to all (pale green ioun stone)
+22 Acrobatics Dex
+27 Appraise (0) Cha +3 competence
+50 Bluff Cha +3 competence +3 class
+5 Climb (0) Str
+50 Diplomacy Cha, +3 competence, +3 class
+43 Disable Device, +12 Wis, +3 class, +1 trait, +2 MW tools, +5 competence
+50 Disguise, Cha, +3 competence, +3 class
+2 Escape Artist (0), Dex
+26 Fly (10), Dex, +10 overland flight, +4 Good
+37 Handle Animal (10), Cha, +3 competence
+28 Heal (10), Wis, +3 class
+40 Intimidate (10), Cha, +3 class, +3 competence
+50 Knowledge (all), Cha, +3 class, +3 competence, +Wis [14] to ID, (Arcana +6)
+37 Linguistics (10), Cha, +3 competence
+51 Perception, Wis, +3 class, +10 competence, +4 alertness
+26 Ride, Dex, +3 Class, +1 trait
+46 Sense Motive, Wis, +3 class, +4 alertness, +5 competence
+2 Sleight of Hand (0), Dex
+52 Spellcraft, Cha, +3 class, +5 competence gloves
+5 Stealth (0), Dex, +3 class
+39 Survival, Wis, +3 class, +10 to track, +4 to avoid becoming lost
+6 Swim (0), Str, +3 class
+37 Use Magic Device (10), Cha, +3 competence
Money Available: 1,018,710gp
Crafted Wondrous Items
Ioun Stones:
15000 Pale Green Prism
15000 Orange Prism
2500 Dusty Rose Prism
10000 Stone of Good Luck
2250 Circlet of Persuasion
109750 Robe of Eyes [120000] plus Otherworldly Kimono [67000*1.5] = 219500
3750 Gloves of Elvenkind
2500 Blinkback Belt
75000 Headband of Sealed Thoughts
92400 Truesight lasses
8000 Slotless Goz Mask
5000 Slotless Eyes of Minute Seeing
Pages of Spell Knowledge
1st: 17 17000
2nd: 7 14000
3rd: 1 9000
4th: 3 48000
7th: 2 98000
8th: 1 64000
9th: 1 81000
Full Cost Items
50000 Slotless Ring of Evasion
66000 Greater Ring of Inner Fortitude
100153 +5 Greater Fortification Haramki
25000 Greater Extend Rod
40000 Ring of Freedom of Movement
Companion Equipment
Crafted
50000 Amulet of Mighty Fists
5200 Slotless Vest of Escape
10000 Darklands Goggles
8000 Slotless Goz Mask
5000 Northern Star Ioun Stone
15000 Pale Green Prism IS
10000 Stone of Good Luck
2500 Dusty Rose Prism
2500 Slotless Eyes of the Eagle
6800 Slotless Inquisitors Monocle
Full Price
25400 Slotless Ring of Chameleon Power
Moon CR –
Divine tiger (Pathfinder RPG Mythic Adventures 224, Ultimate Wilderness 187)
Animal Companion [Bodyguard]/Familiar [Protector]
N Large animal
Init +10; Senses darkvision 120 ft., low-light vision, scent; Perception +35
Aura aura of grace (10 ft.)
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Defense
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AC 56, touch 24, flat-footed 47 (+7 armor, +5 deflection, +8 Dex, +1 dodge, +1 insight, +25 natural, -1 size) [+4 versus opportunity attacks]
hp 327
Fort +26, Ref +27, Will +22 (+4 morale bonus vs. enchantment effects); +4 and one size larger to resist effects of wind
Defensive Abilities improved evasion, devotion; SR26
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Offense
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Speed 40 ft., fly 40 ft. (good)
Melee bite +25 (1d8+12 plus grab), 2 claws +25 (1d6+12 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks mythic magic 3/day, pounce, rake (2 claws +25, 1d6+12 plus grab), simple divine spellcasting
Spell-Like Abilities (CL 16th; concentration +18)
. . 2/day—heal
. . 1/day—miracle, plane shift (DC 17)
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Statistics
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Str 34, Dex 26, Con 20, Int 19, Wis 22, Cha 14
Base Atk +12; CMB +26 (+30 grapple, +28 trip); CMD 50 (54 vs. trip)
Feats Deft Maneuvers, Bodyguard[APG], Combat Reflexes, Dodge, Great Fortitude, Greater Trip, In Harm's Way[APG], Iron Will, Quicken SLA (Heal), Weapon Focus (natural attacks), Spell Sponge, Multiattack
Skills Acrobatics +33 (+37 to jump), Appraise +6, Bluff +4, Climb +18, Diplomacy +4, Disguise +4, Escape Artist +31, Fly +41, Heal +8, Intimidate +4, Perception +35, Ride +10, Sense Motive +8, Stealth +34, Survival +24 (+28 to track while underground), Swim +14
Gear +5 neraplast armor, darklands goggles[UE], dusty rose prism ioun stone, slotless eyes of the eagle, slotless goz mask[ISWG], northern star ioun stone, pale green prism ioun stone, slotless ring of chameleon power, stone of good luck (luckstone), slotless vest of escape
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Special Abilities
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Aura of Grace (10 ft) All allies in 10 ft gain a +2 sacred/profane bonus to saves.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself.
Mythic Magic (3/day) (Su) When you cast spells, you can cast the mythic version instead
Protector
Loyal Bodyguard (Ex)
A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker.
Shield Master (Su)
At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other.
Able Defender (Ex)
At 11th level, a protector gains In Harm’s Way as a bonus feat. In addition, the familiar’s hit points are now equal to its master’s total hit points (not including temporary hit points), regardless of its actual Hit Dice.
Bodyguard
Shared Vigilance (Ex)
Both a bodyguard and its master gain Alertness as a bonus feat whenever they are adjacent.
Tenacious Guardian (Ex)
At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master’s class level.
Uncanny Dodge (Ex)
At 9th level, a bodyguard gains uncanny dodge as per the rogue class feature of the same name.
Greater Tenacity (Ex)
At 15th level, a bodyguard with fewer than 0 hit points gains a +4 morale bonus on attack rolls, saving throws, and skill checks; immunity to fear effects; and temporary hit points equal to its master’s class level (maximum 20). It dies only if its hit points reach a negative total equal to twice its Constitution score plus its master’s class level.
Bolvar Gemforged |
While in no way polished, Bolvar's profile is an attempt to keep within the boundaries set while using the rules provided.
Blacksmith + Sphere Cleric. Only took life spheres (quickly threw it together). Character uses one gauntlet to attack and a second gauntlet as a shield, while wearing plate armor.
To Hit Benchmark +34 (Bolvar +36 / +30)
AC Benchmark 43 (Bolvar AC 44)
Saves Benchmark 25 (Bolvar Con 27 / Ref 25 / Will 25)
Example Attack
Shove vs touch: 1d20 + 36 ⇒ (9) + 36 = 45
Shove Damage: 53 = 53
Free action intimidate: 1d20 + 37 ⇒ (19) + 37 = 56
If intimidated, enemy is flat footed against gauntlet attack
If you exceed the DC to demoralize a target by at least 20, it is cowering for 1d4 rounds and panicked thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the cowering and panicked conditions, but the target is still shaken, even if it has the stalwart ability.
Free action trip: 1d20 + 35 ⇒ (7) + 35 = 42
Gauntlet Attack: 1d20 + 30 ⇒ (17) + 30 = 47
Roll twice pick highest: 1d20 + 30 ⇒ (14) + 30 = 44
Damage: 2d8 + 48 ⇒ (3, 4) + 48 = 55
DC 27 will save or confused for x rounds: 1d6 ⇒ 2
So as a lvl 20 Gestalt, "only" about 100 damage per round. But each hit can debuff the enemy (entangle, sicken, confuse or make them incapable of healing) or can dispel beneficial magic.
Anyways...given all of the crazy powerful things available to us, this was my attempt to put together a character that more or less meets the benchmarks while still being thematically able to do what he should do.
Cronossuss Fallen of Time |
1 person marked this as a favorite. |
Have to say Andrew has shown how 3PP stuff is way broken using age and capstone maxed out a pc with Cha 54, then raps the Bonus into AC. Saves to Skills, and so on. I made a Legendary Investigator who is meant to be a master of skills, yet Andrew got ALL Kn skills at +50 and has AC70 for you fighter out there. Like I said, Epic goes WAY out of balance once you have the fav 3pp build you want to show off.
So ye, we have to limit ourselves AND outline rules to make this do-able in my view. Or we will just be showing off our unplayable builts to each other hehe. Well you get the idea.
Grumbaki |
Have to say Andrew has shown how 3PP stuff is way broken using age and capstone maxed out a pc with Cha 54, then raps the Bonus into AC. Saves to Skills, and so on. I made a Legendary Investigator who is meant to be a master of skills, yet Andrew got ALL Kn skills at +50 and has AC70 for you fighter out there. Like I said, Epic goes WAY out of balance once you have the fav 3pp build you want to show off.
So ye, we have to limit ourselves AND outline rules to make this do-able in my view. Or we will just be showing off our unplayable builts to each other hehe. Well you get the idea.
How I feel looking at his character
That said, it is really enjoyable seeing how different people can shatter the game given the right combinations. It's what makes Pathfinder (and the spinoff systems) so much more fun for me than 5e. Using the same build rules, there can be such a vast difference in power.
pad300 |
Have to say Andrew has shown how 3PP stuff is way broken using age and capstone maxed out a pc with Cha 54, then raps the Bonus into AC. Saves to Skills, and so on. I made a Legendary Investigator who is meant to be a master of skills, yet Andrew got ALL Kn skills at +50 and has AC70 for you fighter out there. Like I said, Epic goes WAY out of balance once you have the fav 3pp build you want to show off.
So ye, we have to limit ourselves AND outline rules to make this do-able in my view. Or we will just be showing off our unplayable builts to each other hehe. Well you get the idea.
In all honesty, it's not the 3ed party stuff that makings Andreww's build hum. It's oracle stuff. Anything that gets the 2nd class a mystery would work instead of the inquisitor (which is using a lot of 3ed party stuff from Legendary Inquisitors, I think) - for example, the Ravener Hunter Inquisitor...
The benchmarks were developed for "normal" builds, based on analysis of the bestiaries... Not for builds with gestalt, more than double the amount of feats, and significant extra stats (30 pt buy 1 for 1, +2 every 4 levels instead of +1, 30 race points (and improved race stats) ).
eriktd |
So many of us are making healers! I guess the GM really emphasized how deadly this adventure is? Or maybe it's because it's a useful thing to do after combat so that our characters can focus on dealing more damage during it?
I'm still working on Arykiel with desperate optimism. Fortunately, her numbers aren't too off from the benchmark numbers. Chalk that up to kineticists being kind of lower-tier, I guess.
Cronossuss Fallen of Time |
You want silly pc,
The Sapphire Light
Form one of Voices other games.
Epic Clever Godling{L30} - Psion - Ascendant {L20} - Epic Leader L10 - Mythic Overmind/Champion/Genius T10 [NO ALINMENT]
RACE ELAN Incorporeal(Ex)
A PC with 9 level 26 Cohorts and a Million follower Army, She is God dess with her own faith. That is how silly you can get, with the right set of mad rules.
Voice of Awesomeness |
4 people marked this as a favorite. |
I very much appreciate everybody's willingness to help out, and try to come up with suggestions on how best to work within my guidelines.
Definite changes:
ABP is still allowed, but no legendary gifts.
WBL = 1/2, like normal for ABP. Ie, 440k.
Normal 30 point buy.
Races: All non monstrous(so like before), no doubling of stat, still no penalty. Tentative change: Thoughts on 15 RP to boost the race, but can't spend on ability scores?
Classes: Still gestalt. I would like to keep 3pp, but I realize they can be problematic. My hope is that with the other reductions, they won't be as bad.
Normal ability score increases as you level, including the normal mythic stat bonuses.
I think the natural armor bonus stacking of animal companions is fine. Worst case, you end up having to drop +10(the bonus a familiar gets), which shouldn't require too much of an overall rework.
Let me know what ya'll think of these changes.
Slight spoiler:
You will be told what's going on at the beginning of the adventure, and you'll have a bit of time to prepare.
I also plan on a 'test' encounter or two before the actual game starts. Was gonna do that even before the discussion of changes started.
pad300 |
I very much appreciate everybody's willingness to help out, and try to come up with suggestions on how best to work within my guidelines.
Definite changes:
ABP is still allowed, but no legendary gifts.
WBL = 1/2, like normal for ABP. Ie, 440k.
Normal 30 point buy.
Races: All non monstrous(so like before), no doubling of stat, still no penalty. Tentative change: Thoughts on 15 RP to boost the race, but can't spend on ability scores?
Classes: Still gestalt. I would like to keep 3pp, but I realize they can be problematic. My hope is that with the other reductions, they won't be as bad.
Normal ability score increases as you level, including the normal mythic stat bonuses.
I think the natural armor bonus stacking of animal companions is fine. Worst case, you end up having to drop +10(the bonus a familiar gets), which shouldn't require too much of an overall rework.Let me know what ya'll think of these changes.
Slight spoiler:
You will be told what's going on at the beginning of the adventure, and you'll have a bit of time to prepare.
I also plan on a 'test' encounter or two before the actual game starts. Was gonna do that even before the discussion of changes started.
Are we still keeping
A) 1 feat per levelB) Bonus (mythic) race feats
C) Free "Background Feat"
Also, is that boost current RP (race points) to 15 RP, or spend 15 RP extra? (I would suggest the boost to 15 RP)
pad300 |
Also, with no legendary gifts and ABP, everyone should be aware of the limitations on items that they can use:
A) Either one +5 weapon (including all purchased abilities) or one +4 weapon and one +3 weapon
B) One suit of armor or a shield a +5 enhancement bonus or grant one a +4 enhancement bonus and the other a +3 enhancement bonus.
Also, in general
"Items that only grant bonuses to AC, saving throws, and ability scores don’t exist in this variant, and wish and similar spells never grant inherent bonuses to ability scores. Magic weapons and armor do exist, but grant only special abilities, not enhancement bonuses; calculate their prices with the table in the Magic Weapons and Armor section."
Bolvar Gemforged |
How will this work with ABP?
Smith’s Masterpiece: At 20th level the blacksmith reaches the pinnacle of his craft. Throughout his career, the blacksmith has collected and hoarded special materials, crafting secrets, and scraps of ancient rituals, all in preparation for his ultimate life’s work. The blacksmith crafts a single magic armor, weapon, or shield of his choice, imbuing it with power beyond what any normal piece of equipment can contain. The crafted item has a +5 enhancement bonus, and the smith may choose up to +8 effective enhancement bonus’ worth of special abilities to apply to this piece of equipment; once chosen, these enhancements cannot be changed. This ability supersedes the normal restriction preventing equipment from exceeding a total enhancement bonus of +10 including class abilities. As long as the blacksmith and his masterpiece are on the same plane, the blacksmith can recall the masterpiece to himself with 1 minute of concentration, even if it is currently in another creature’s possession.
Would this allow for one gauntlet with a +5 weapon enchantment (ABP) and a second which is the above class capstone masterpiece?
eriktd |
Sounds good to me. Not a very difficult change, seems like it mostly would affect our ability scores.
Does the benchmark data account for mythic? I doubt it does. We should probably figure out what the numbers would look like for level 21 to account for that first tier if we're balancing based on that.
Sir Longears |
ABP is still allowed, but no legendary gifts.
WBL = 1/2, like normal for ABP. Ie, 440k.
Would you consider just banning the option to boost stats with inherit bonus?
I believe the options to have a +6 to all physical stats as an example, or at least the bonus to armor/shield/weapon(s) are important and might leave us feeling under geared.
---
Another suggestion perhaps would be to get rid of APB altogether. As it stands, martials don't like it because they are getting underleveled gear, while spellcasters don't care for gear, but still have them. No ABP also means less work to balance encounters as I believe the module doesn't use it.
Bolvar Gemforged |
So many of us are making healers! I guess the GM really emphasized how deadly this adventure is? Or maybe it's because it's a useful thing to do after combat so that our characters can focus on dealing more damage during it?
I'm still working on Arykiel with desperate optimism. Fortunately, her numbers aren't too off from the benchmark numbers. Chalk that up to kineticists being kind of lower-tier, I guess.
I agree that there are too many healers. And it really isn't where I wanted to take Bolvar. So I'm switching cleric to Battle Host Occultist. I want his character focus to be on being a Blacksmith. And a cleric casting spells left and right isn't that.
Plus....
Right Gauntlet (for attacking): Masterpiece Capstone.
Left Gauntlet (for defending): Mythic Legendary Item.
Plate Armor: Panoply Bond from Battle Host.
The classes end up working together, in that they are all about arms and armor. It just means that I need to avoid the Transmutation Implement, as ABP means that most of it won't work.
Anyways, no need to worry at least from this end of having too many healers.
TheWaskally |
VoA, if my character could afford The Perfect Golden Lute, how much would it be for my character to own?
Kaouse |
I think 3pp is blamed for a lot of unbalance, but at level 20, the biggest source of unbalance is 1pp 9th level spellcasters. Someone already posted an Oracle build. Ravener Hunter is a 1pp Inquisitor archetype.
At the moment, I was working on a Magus / Swashbuckler build. But I'll have to make some changes with the revised rules etc. Probably best to hold off for a bit until they're finalized.
andreww |
Have to say Andrew has shown how 3PP stuff is way broken using age and capstone maxed out a pc with Cha 54, then raps the Bonus into AC. Saves to Skills, and so on. I made a Legendary Investigator who is meant to be a master of skills, yet Andrew got ALL Kn skills at +50 and has AC70 for you fighter out there. Like I said, Epic goes WAY out of balance once you have the fav 3pp build you want to show off.
So ye, we have to limit ourselves AND outline rules to make this do-able in my view. Or we will just be showing off our unplayable builts to each other hehe. Well you get the idea.
Almost nothing about the characters strength comes from 3PP. 1E paizo stuff is just broken out of the gate and the Oracle is one of the worst offenders due to the ability to Cha stack everything.
Cha to init
Cha to all saves
Cha to AC
Cha for attack and damage
Cha to all Int based skills
All of these came from Paizo produced materials. The only 3PP stuff I used were some of the Legendary Inquisitor materials.
OK, going to build an alternate character option using the new rules. I m going to try and limit myself to mostly core stuff.
pad300 |
I'm having trouble making my concept fit under the benchmarks baseline; not sure if I can make a legendary medium fit...
I mean consider a +25 max save bonus. +12 from 20 levels of good will save, +5 from ABP (resistance) and +6 from a spirit bons = +23... That's without wisdom or any other save boosters or anything from the other side of the gestalt.
I think similar issues will be faced by Barbarians (con>> fort), Rogues (Dex >> reflex) and wisdom based casters (wis >> will)...
Ouachitonian |
I still want to play a Draconic Exemplar Taninim, though I’ll have to duck out shy of 20 to avoid being Colossal*, I guess (or maybe take one of the alternate capstones?), but I might also look into a mage hunter build of some sort Dwarf Barbarian/Inquisitor(Spellbeaker) comes to mind.
*Though casting Giant Form and the like in order to shrink myself enough to fit through tunnels would be absolutely hilarious.
pad300 |
Sounds good to me. Not a very difficult change, seems like it mostly would affect our ability scores.
Does the benchmark data account for mythic? I doubt it does. We should probably figure out what the numbers would look like for level 21 to account for that first tier if we're balancing based on that.
Here you go, expanded out to "Level" 30, just scroll down
Expanded Bench Pressing.I put quotes around the "Level", because really, that's the expected average monster CR, not the character level... Also, this does not account for Mythic, as the base data is the normal monster creation table.
Kaouse |
This is my Level 20 single class Fighter build using only 1pp materials, and he completely decimates the table. Dude was built primarily to take on the Greater Beastmass (including level 30 threats like Cthulu).
His AC is a little subpar, but he can still reach the blue AC benchmark with just Shapechange (whose bonuses are too variable to be included in the sheet) and Fighting Defensively (since he more than has the attack bonus to spare).
As strong as he is, I still consider him massively weaker than my level 19 Mage, an Exploiter Pact Wizard with a dip in Crossblooded Sorcerer.
The Mage has lower numbers than the Fighter, but a vast amount of shenanigans and a set of powerful minions. Originally, the build abused possession shenanigans to keep the minions forever, but this version is actually the slightly nerfed version that doesn't employ that.
Long story short, numbers mean relatively little when you have access to various one-shot ability combos that completely trivialize encounters without exceedingly specific counters to each combo. Quite frankly, 3pp material gives more widespread access to a number of these counters and arguably aids late game balance rather than destroys it.
For example, I could Blood Money and cast Limited Wish to copy Geas/Quest, ignoring it's 10 minute cast time. In an instant, anyone not wearing Mind-Buttressing armor, immune to compulsion, or immune to curses, is automatically taken control over. No Save.
Or I could cast Time Stop, litter the ground next to my opponent with countless Explosive Runes (they literally last forever and have no/trivial cost), and then summon a monster capable of Greater Dispel Magic but with CL too low to beat yours. On a failed area dispel check, all Explosive Runes in the area go off, anyone within 10 ft of the rune gets no save, so unless you have the ability to move as an immediate action... GG.
Alternatively, there's something as simple as casting a Quickened Mass Debilitating Pain, followed by a Polar Midnight. Even if you make your save vs Debilitating Pain, you're still Dazed for one round. And if you don't move from your square while under the effects of Polar Midnight, you automatically become transmuted to ice and die. No Save. So unless you are immune to compulsions or pain effects or Daze, it's pretty much GG.
None of this gives a damn what my numbers are. Hence why Wizards and the like rule high level play. 3pp at least opens up some measure of counterplay, IMHO.
Grumbaki |
1 person marked this as a favorite. |
I think that the rule of thumb here is this:
The GM has given us a baseline. For Martials, try to not go too far above these numbers. That's awesome! It tells us more or less where we should be. And we can go from there is fixing things to make sure that we don't blow past it.
Now, for casters...we really can't do that. Instead, the question becomes "How far should I go to not break things?" And "If the GM is telling fighters that they shouldn't go crazy, and my wizard is by himself better than a fighter power wise, then I should really hold myself back too." IE: "I'm not going to cast quickened mass debilitating pain."
eriktd |
Here you go, expanded out to "Level" 30, just scroll down
Expanded Bench Pressing.I put quotes around the "Level", because really, that's the expected average monster CR, not the character level... Also, this does not account for Mythic, as the base data is the normal monster creation table.
Thanks! :)
I made all the proposed changes to Arykiel, but I feel like since we're using ABP, we should use all of it. The gifts basically just take the place of buying a manual or casting wish to boost stats, and ABP is supposed to remove "must-buy" mechanical things to allow more interesting choices.
Kaouse |
For the purposes of the Magus / Swashbuckler that I'm building, I think replacing Kensai with the Arcane Weaponeer archetype from Spheres of Power will probably be enough to reign my character's AC to Bench Pressing levels.
But, I would prefer if I don't have to adjust the stats, so I will also advocate for use of the Legendary Gifts. Cuz the alternative to that is just... casting the Wish spell, whether by one's self or by Planar Binding genies.
And quite frankly, planar binding and the like is probably the top of the list of things to ban from a caster perspective, if balance is the goal.
Notably though, I don't think Arcane Weaponeer Magus will work with Legendary Magus, and I don't think Cutting Blur Swashbuckler will work with Legendary Swashbuckler. I hope that's not a problem.
Giant Halfling |
I know I was pretty outspoken about just accepting the build rules (and I will, whatever they turn out to be), but it feels worth reiterating what eriktd said- eliminating legendary gifts won’t stop people from getting inherent bonuses, it will just force them to use wishes to get them. If you (GM) are still worried about stats getting too high after all the other changes, you might be better off leaving ABP as is and just giving on benchmark to stay at/under for attributes too?
Voice of Awesomeness |
2 people marked this as a favorite. |
My original intent on not allowing L. Gifts, is that you could still use Wishes/Tomes to get an inherent bonus to stat. **However** you would need to pay 125,000g for 5 wishes or 137,500g, for a tome if you wanted +5. Which is about 1/4th your starting gold.
I'll keep thinking about this and try to get a decision made asap. However, do remember that we're not starting till after the new year, so while I understand ya'll are hype and excited, we still have a bit of time.
Now for some questions/further clarifications:
1) We're gonna ditch free race feats, and their mythic counterparts.
2) Background feat is still allowed. Remember, no combat or metamagic. Anything else should be fine, but I do have final say.
3) The idea of boosting a race by 15 RP would be tempered by not being able to buy further bonuses to ability scores. So, if you're an Elf, you only get +2 Dex, +2 Int.
This is still under consideration.
4) 'Magic items' from class features still function and work normally with ABP.
pad300 |
@VoA
I think you misunderstood my question "is that boost current RP (race points) to 15 RP, or spend 15 RP extra?"
A dwarf is normally 11 RP. If you're PC is a dwarf, under the current system, you get +2 con +2 wis, +0 cha, and the other associated dwarf racial traits. But do you have 4 more RP to play with (15-11), or another 15?
Cronossuss Fallen of Time |
I found a really nice image of FALLEN my pc offering
And she looks like that, no weapons not Armor, just a nobles clothing and a long black coat. No harm at all to anyone.
But then she looks at you, SHE LOOKS AT YOU, and somehow your may not be that sore anymore she is as harmless as she looks. You may want to break eye contact with her, with a possible uneasy feeling something is very very off.
Hehe
wanderer82 |
I very much appreciate everybody's willingness to help out, and try to come up with suggestions on how best to work within my guidelines.
Definite changes:
ABP is still allowed, but no legendary gifts.
WBL = 1/2, like normal for ABP. Ie, 440k.
Normal 30 point buy.
Races: All non monstrous(so like before), no doubling of stat, still no penalty. Tentative change: Thoughts on 15 RP to boost the race, but can't spend on ability scores?
Classes: Still gestalt. I would like to keep 3pp, but I realize they can be problematic. My hope is that with the other reductions, they won't be as bad.
Normal ability score increases as you level, including the normal mythic stat bonuses.
I think the natural armor bonus stacking of animal companions is fine. Worst case, you end up having to drop +10(the bonus a familiar gets), which shouldn't require too much of an overall rework.Let me know what ya'll think of these changes.
I think these seem like all subtle adjustments to still allow for juicy, epic characters but tone down the 'atomic' effect.
I would like to confirm that "Normal 30 point buy" means stepping away from the 1-to-1 you described, and uses the book published point buy?
On the "Races Tentative Change", I agree that removing the purchasing of additional ability score boosts is a problematic spot, and likely makes sense to remove.
As for me, I am still trying to come up with a concept, all the options are a little overwhelming (been diving into the legendary classes).
Bolvar Gemforged |
The changes sound good to me. I really like them. Just waiting to see the ruling on race points (I'm assuming at the moment that every race can be buffed up to 15RP total).
Also, I very much like having the normal point buy, no legendary ABP, but the custom +2 stats per 4 levels and the ability to buy the tomes. In the end, it all seems to just work out.
Sir Longears |
The changes sound good to me. I really like them. Just waiting to see the ruling on race points (I'm assuming at the moment that every race can be buffed up to 15RP total).
Also, I very much like having the normal point buy, no legendary ABP, but the custom +2 stats per 4 levels and the ability to buy the tomes. In the end, it all seems to just work out.
Ability score increase was changed back to the standard of +1 per four levels.
Cronossuss Fallen of Time |
Fallens back story.
Fallen doesn't know how/when they became a Elan, or who/what they were before the moment they work up a long time ago in a whole in the desert. Fallen form above the locals said. Back then the world was much more simpler as it is now. Things change slower, and if they said you fell from the sky, and no one asks more. Fallen found things to do, worked the land, subjugated monsters, was a slave for a time, A cook, an officer, A traveling Merchant, a sailor of the seas, a ruler of land, and many more lives lived. But always Fallen moved on. Over that time Fallen learned what they was capable of, and that they had a dual nature, A light and a dark side, locking it away until it was needed, learned to keep the light side facing the world. Fallen kept away from the limelight, letting others take credit for Fallens Deeds. Learned that fame or fortune had down sides. And kept at being a wanderer. Love interests fade as other grow old and passed, but Fallen knows a few immortals, who act as like Islands of stability and what seems to Fallen an ever faster changing world. But even with wondering and hiding away, Fallen over time gained a title, Cronossuss' they called Fallen when back at a place long ago visited. Later added 'Fallen of Time', A joke on Falens real name that stuck. So that is Fallen now, 'Cronossuss' fallen of time. Who walks the world.
I added in that Fallen would know other Immortals, and come on if your level 20 Legendary, Fallens would have meet you I feel at least once or know you well, over the many years of meetings, may even have stayed with you for a bit, but always Fallen will move on.
Fallens is a oddity, having arrived with the Falling Starts event, that brought the Andorians and Androids etc. But Fallens may be older than that but dose not remember.
Party roll, I have delibility NOT made Fallen a hard hitter, Fallen is all the other stuff, Skills and traps, manipulation of others, PCs at this level tend to be one PC armys who do it all, but I felt I wanted a roll for Fallen
Kaouse |
I've been making some changes to adjust my character's stats to better fit the ABP rules + Bench Pressing table. Still, there are a couple of things I need to know before really finalizing the build.
Namely, what is the Feat situation, again? Are we still doing 1 feat per level, or are we back down to regular feats per level? I certainly wouldn't mind going back down to the regular feat rules (1 feat every other level). The free Background Feat alone should be enough of a bonus, especially if we're still doing Elephant in the Room.
Aside from that, Traits. Exactly how many traits do we have? It's really unclear, and I would strongly prefer not to have to select 1 trait for each category when there are at least 14 categories. Should we just assume the regular 2 free traits?
Personally, I don't think it's a good idea to give too many freebies if you want a balanced game. Especially at this level. The game is remarkably easy to break, even with regular rules, as I hope I've proven with the two 1pp-only characters I posted earlier (The Fighter & The Mage).
Sir Longears |
1 person marked this as a favorite. |
I've been making some changes to adjust my character's stats to better fit the ABP rules + Bench Pressing table. Still, there are a couple of things I need to know before really finalizing the build.
Namely, what is the Feat situation, again? Are we still doing 1 feat per level, or are we back down to regular feats per level? I certainly wouldn't mind going back down to the regular feat rules (1 feat every other level). The free Background Feat alone should be enough of a bonus, especially if we're still doing Elephant in the Room.
Aside from that, Traits. Exactly how many traits do we have? It's really unclear, and I would strongly prefer not to have to select 1 trait for each category when there are at least 14 categories. Should we just assume the regular 2 free traits?
Personally, I don't think it's a good idea to give too many freebies if you want a balanced game. Especially at this level. The game is remarkably easy to break, even with regular rules, as I hope I've proven with the two 1pp-only characters I posted earlier (The Fighter & The Mage).
Still 1 feat per level.
Traits you get one from each of Combat, Faith, Magic, and Social, plus one extra from whatever other category you want, without needing to meet any prerequisites.