The power of 6 - Abridged P6 Codex - Mythic - Gestalt {recruitment}


Recruitment


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Hi All, I know you all love making Map PCs and I wanted to run another game.
But I have tried in the past to run high powered ones and fail.

So I have had an idea, The Max level Six game or P6

p6codex

But with a twist, you will be level 6 Gestalt and Level 6 Mythic.
Ye I know, Level 6 mythic, hummy.

How will all the rules work, No idea, most of this we as GM and players will have to talk about when we hit a problem.

Setting: again up to us as gm and players, I am open to suggestions.

Game tone: I think a world explorer game, fish out of water in the setting, this lets me add in dangers with out the risk of braking the world. So once we have setting we can look at how you got into it and where.

PC Construction
I will let in Any class from core to 3ed party, just I have a veto,
Spheres of power: Yes but of you go this way you have to go the hole way, no mix matching, you have to make your PC with SoP fully.
Psionics: Yes but same thing, its its own system that works with Pathfinder core. Go this way and you have to go fully this way only. No Spheres of power or other system.
feat-taxes-in-pathfinder or E in the Room: Yes, we will be using Combat stamina.
Hero Points: No your mythic
Gestalt: yes normal rules, two sides none mythic classes YES
Archetypes: Yes, you can have one on each side of the Gestalt as needed.
mythic: Yes but 1 path only, no mythic Gustal on each side.
Guns: Emerging Guns / For them guns slinger types
Tech: Very Rare, and I will Veto mechs and such.
Starting gold: 250,000gp No single Item may cost more than 50,000gp
Before start crafting: Yes but to a max of half starting gold
States: ROll once 6d6 then you may add *12* points at a 1 to 1 rat to a max of 20 before race/Mythic and level adds.
HP: Max per best side of Gestalt+ mythic etc.
Races: Any race {inc 3pp} that is 14 Race Builder points or less. If the RB cost is not listed make that race with race builder to max, RB Points of 14. Race builder here If the cost of your race IS listed, no rebuilding it in race builder. I have a Veto.
Traits: 2 + 1 more with a draw back.
Feats: As Class {each side of Gestalt/race/level}
Leadership feat: No nope Nada no way no...
Intelligent Items: No see leadership
No of players: 7 {cus someone always drops out}
Background: Please fill a Ten min Background for your PC, cus as a gm i love hooks players make.
10-minute-background HERE / Your PC can be form any plane, just know that high tech ones may be Vetoed. Hell Sigil, heavens all good,

GM VETO: I always have a veto, but I will ask you to change your PC not exclude them. I want this to be fun, to work at and build.

PMs: Please no, if do feel you can't post it in the recruitment thread then it's more than likely going to be no from me, And I will most licjly pass that onto here, so let's keep everything open. If you feel you really need to PM me, then do. And we shall see.

Making a list of applicants: If, some players did this, well they will be looked on most favorably. I promise nothing but you will be on my good side :)

Me as a GM:
Have a look here at my DUNE GAME Thats kind of how I play. If you being a am not doing this GMing thing right, as a player tell me and I will always try my best to fix things and give you and the others players a good game.

Time frame: I will be starting this game on the 15 of August, So you have time dear plaicants. On or around the 1st of August I will close recruitment so applicants can finish off PCs

Ok we have time so have at it dear players to be.

GM PANIC


I’m enjoying your Dune game a lot. Not sure on my bandwidth…but going to dot in.

That and to say that I think you can pull this off. Your Dune fights have been done well enough. And I think that having players be lvl6 and staying there will help a lot in this. :)

Edit: almost forgot
Stats: 6d6 ⇒ (1, 6, 4, 4, 3, 5) = 23


Interesting. Never played P6, not familiar with the Spheres stuff, but there’s still a lot of possibilities here.

6d6 ⇒ (6, 2, 6, 2, 4, 2) = 22
To be clear hear, I get 22+12 to add to…what? Stats starting at 10?

Grand Lodge

Stat: 6d6 ⇒ (3, 4, 6, 4, 1, 1) = 19

Let's see what we get


Alright. Let’s try out a thought…constructs don’t work well at higher levels, due to Con being removed and the bonus HP not scaling. But when stuck at lvl 6? Well…suddenly it works!

Total Points: 23+12=35

Str: 20 (8pts)
Dex: 20 (8pts)
Con: X
Int: 20 (10pts)
Wis: 20 (9pts)
Cha: 10

Race: Created
* Subtype: Construct
- No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
- Low-light vision.
- Darkvision 60 feet.
- Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
- Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
- Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. - Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
- Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
- Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
- A construct cannot be raised or resurrected.
- A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
- Constructs do not breathe, eat, or sleep.
- Bonus HP: 20
* Created Traits
- Legs (30ft move speed)
- Powerful (+2 Str, +2 Dex)
- Greater Ears (15ft Blindsense)
- 6th Sense (The created is always considered to be under the effects of a detect magic spell. If using the Spheres of Power system, they are always considered to be under the effects of the basic divine from the Divination sphere. This may be suppressed or regained as a free action.)
* Questionable Anatomy (When a critical hit is confirmed against one of the created or if it takes precision damage, there is a 15% chance that the additional damage is negated. This ability stacks with fortification and other abilities that negate critical hits and precision damage.)

Class 1: Conscript
* Well Equipped (Ex): At 3rd level, a conscript gains a +1 competence bonus to attack and damage rolls with any weapon with which he is proficient.

* Invulnerability (Ex): At 2nd level, you gain DR/— equal to half your conscript level. This damage reduction is doubled against nonlethal damage. This stacks with damage reduction from other conscript specializations.

* Bonus Combat Talents: 3x

Class 2: Elementalist
* Weave Energy
- An elementalist gains the Destruction sphere as a bonus magic talent and uses his class level as his caster level with the Destruction sphere. This stacks normally with caster levels gained from other sources.

* Evasion (Ex)
- At 2nd level an elementalist learns to avoid damage from many area-effect attacks. If an elementalist succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the elementalist is wearing light armor or no armor and carrying no more than a light load. A helpless elementalist does not gain the benefit of evasion.

* Favored Element (Su)
- At 3rd level, the elementalist chooses one blast type group from the Destruction sphere (electricity). When creating a destructive blast from this blast type group, it deals an additional +1/2 damage per elementalist level.

* Combat Feats:
- Lvls 2, 6

* Dodge Bonus
- At 4th level, an elementalist gains a +1 dodge bonus to his AC.

* Elemental Defense (Su)
- At 5th level, an elementalist gains resistance 5 to acid, cold, fire, and electricity.

Magic Spheres (6x)
* Limited Creation Sphere
- Destroy: You deal damage to the object equal to 1d4 + 1/2 your caster level. This bypasses all hardness. An object reduced to less than half its hit points gains the broken condition.
- Repair: You may repair a damaged object, healing it for a number of hit points equal to 1d4 + 1/2 your caster level. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. This ability cannot restore warped or transmuted items, but it can still repair damage done to such items.

* Destruction Sphere
- Blast: 3d6 (6d6 with spell point)
- Electric Blast: You may change the damage type of your destructive blast from bludgeoning to electricity. Targets wearing metal armor or primarily comprised of metal suffer a -3 penalty to AC and to saving throws against an electric blast. An electric blast can ignite combustibles, and melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.
- Energy Strike: As a standard action, you may make a single weapon attack in conjunction with making a destructive blast. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also struck by the destructive blast.

+2 other talents

Martial Tradition: Tattooed Warrior
* Equipment: Unarmed Training, Unarmored Training
* Bonus Feats: Dragon’s Tattoos, Zodiac Tattoos
* Special: Tattooed warriors gain 1 bonus skill point that must be spent on Craft (tattoos) each time they gain a level in any class.

Combat Talents (9x)
* Open Hand
- Axe Kick: When making an attack action, attack of opportunity, or additional attack granted by a class feature or talent with an unarmed strike, you may add 1.5x your Strength bonus on the damage roll rather than just your Strength bonus (this talent does not apply to off-hand attacks or other attacks where a half Strength modifier is specified). On attacks targeting prone creatures, you instead deal 2x your Strength modifier on the damage roll for your unarmed strikes.
- Iron Fist: Your unarmed strikes ignore an amount of hardness equal to 1/2 your base attack bonus (minimum 1) (this stacks with similar effects). You can take this talent a second time, instead allowing your unarmed strikes to ignore an amount of hardness equal to your base attack bonus.
- Mystic Fists: When you have martial focus, your unarmed strikes are treated as though they were magic for the purpose of damage reduction and damaging incorporeal creatures. For every 5 points of base attack bonus you possess, you can select a material or component of your alignment, treating your unarmed strikes as the chosen material or alignment for the purpose of damage reduction. Once chosen, these choices cannot be changed.

Equipment:
- Balanced Defense: While wielding a light or one-handed weapon and nothing in any other hand you possess, you gain a +1 shield bonus to AC. For every 4 points of base attack bonus you possess, this bonus increases by +1.

* Brute
- Shove
- Slapper

3x more

Feats:
Lvl 1: Power Attack
Lvl 2: Furious Focus
Lvl 3:
Lvl 5:
Lvl 6: Vital Strike
—————-

Is something like this allowed?

The concept is a golem given sentience, with the ‘whom’ and ‘why’ TBD by setting. Unarmored and unarmed build (it’s a golem!) which hums with electricity and fires it out as a blast, both at range and with a punch.


Sorry should have added re-roll, 1s when you roll 6d6 and Add 12, to get your stat spend points 1:1

Yes all stats start at 10, no you can not lower them to move points around, they are locked at 10 {Unless race stat bonus lowers them and you do not top up} If race has no con, sorry to say you're losing the, 10 points of con. Mean on construct I know, but I think I am being generous with stats becoes of ABP below.

@Grumbaki thats a great starting build, but sorry I should did not made clear, please would you mind showing me the Pazio or pp race you want to be. Because I offered race builder as a mains to check a race that does not have its RB point count listed. So I can check its 14 or less race build points. Sorry to say not as means to make a new race sorry from scratch. If you can find a race that gives you what you need great.
Have at it.

NOTE: We will be using

automatic-bonus-progression

ABP at Level 6 {altered as you already },
1st —
2nd —
3rd Resistance +1
4th Armor attunement +1, weapon attunement +1
5th Deflection +1
6th House rule removed for Armor attunement +2, weapon attunement +2


Ah…glad I asked. It’s from the spheres website. But construct is 20RP so it’s a no. That’s on me.

I’ll give it some more thought. :)


Stats: 6d6 ⇒ (2, 4, 2, 6, 3, 1) = 18

I really like the premise! Mythic can be a handful, but I've always wanted to try precisely what you're doing, high Mythic at a low-ish level.
Regarding the setting, I looove Eberron (but know it's less popular than others), I'm quite partial to Planescape, and of course Golarion is just fine.

If I may make a suggestion, I'd suggest lowering the starting wealth, which seems out of balance with the rest of the setup and risks overshadowing class/mythic abilities.

Quote:
mythic classes

1/ What are Mythic classes? I've only got a little experience with Mythic. I assume you're not talking about Mythic Paths.

2/ Are we limited to 2 classes total, one on each side, or can we multiclass?

Quote:
Feats: As Class {each side of Gestalt/race/level}

3/ Does this mean we get

a/ standard PF feat progression, or
b/ double the standard progression, i.e. 2 feats at level 1, 3, 5...?

4/ Would you allow the Polished Dark sphere? It's an update to the Dark sphere, but since the original publisher doesn't do Spheres content anymore, they can't simply replace the existing one.


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GM, how do you feel about the taninim from In the Company of Dragons? I’m not sure what their race points are.


namo wrote:


I really like the premise! Mythic can be a handful, but I've always wanted to try precisely what you're doing, high Mythic at a low-ish level.

Great minds as they say. :)

namo wrote:


Regarding the setting, I looove Eberron (but know it's less popular than others), I'm quite partial to Planescape, and of course Golarion is just fine.

I am leaning to Planescape and Sigil so that players have a real fee hand on the PC they can make. But yet to be decided.

namo wrote:


If I may make a suggestion, I'd suggest lowering the starting wealth, which seems out of balance with the rest of the setup and risks overshadowing class/mythic abilities.

This is not a bad call at all,

UPDATED PC MAKING HOUSE RULES
All players start with 3d10 gold X 1000, That Gives a max of 30kgp
Pre game crafting to a max of 1/2 that.
You can now spend the hole lot on a single item if you like, but see crafting rules.

namo wrote:


Quote:
mythic classes YES

1/ What are Mythic classes? I've only got a little experience with Mythic. I assume you're not talking about Mythic Paths.

Core Paizo and the ones listed on this spheresofpower.wikidot.com site

namo wrote:


Quote:
Feats: As Class {each side of Gestalt/race/level}

2/ Does this mean we get

a/ standard PF feat progression, or
b/ double the standard progression, i.e. 2 feats at level 1, 3, 5...?

a/ standard PF feat progression and Any feats you classes Give you from both sides of your Gestalt

I you get the same one from two dif classes you can retrain one.

namo wrote:


3/ Would you allow the Polished Dark sphere? It's an update to the Dark sphere, but since the original publisher doesn't do Spheres content anymore, they can't simply replace the existing one.

Yep banning that one sorry.


Ouachitonian wrote:
GM, how do you feel about the taninim from In the Company of Dragons? I’m not sure what their race points are.

That one is a check with race builder and see if it zooms past 14 race build point limit. Which I very much suspect it will.

The hole race has to = 14 race points is to limit meg races coming into play, See Drow Noble etc, 41 race points.

Darkvision 60 Feet (2 RP)
Low-Light Vision (1 RP)
Specialized (1 RP)
Dexterous Claws: (2 RP)
Dragon Immunities: (2 RP)
Kinslayer (3 RP)
Natural Weapon (1 RP)
Scaled Hide (2 RP)
Gliding Wings (3 RP)
Superior Awareness (3 RP)
Wyrm Lore: (1 RP)
Unfettered Predator:(-1 RP)
Draconic Physiology:(-2 RP)

Thats 18RP sorry.


GM_Panic wrote:

UPDATED PC MAKING HOUSE RULES

All players start with 3d10 gold X 1000, That Gives a max of 30kgp
Pre game crafting to a max of 1/2 that.
You can now spend the hole lot on a single item if you like, but see crafting rules.

If I may make a follow-up suggestion :), I'd rather you gave the same amount to everybody; 30k sound good.

I'm already 4-5 attribute points behind after a mediocre roll, which is OK, but I'd rather not roll gold and risk getting shafted there too.

Additional question:
Are we limited to 2 classes total, one on each side, or can we multiclass?


GM_Panic wrote:
Ouachitonian wrote:
GM, how do you feel about the taninim from In the Company of Dragons? I’m not sure what their race points are.

That one is a check with race builder and see if it zooms past 14 race build point limit. Which I very much suspect it will.

The hole race has to = 14 race points is to limit meg races coming into play, See Drow Noble etc, 41 race points.

Darkvision 60 Feet (2 RP)
Low-Light Vision (1 RP)
Specialized (1 RP)
Dexterous Claws: (2 RP)
Dragon Immunities: (2 RP)
Kinslayer (3 RP)
Natural Weapon (1 RP)
Scaled Hide (2 RP)
Gliding Wings (3 RP)
Superior Awareness (3 RP)
Wyrm Lore: (1 RP)
Unfettered Predator:(-1 RP)
Draconic Physiology:(-2 RP)

Thats 18RP sorry.

Nbd. Plenty of other options.


namo wrote:
GM_Panic wrote:

UPDATED PC MAKING HOUSE RULES

All players start with 3d10 gold X 1000, That Gives a max of 30kgp
Pre game crafting to a max of 1/2 that.
You can now spend the hole lot on a single item if you like, but see crafting rules.

If I may make a follow-up suggestion :), I'd rather you gave the same amount to everybody; 30k sound good.

I'm already 4-5 attribute points behind after a mediocre roll, which is OK, but I'd rather not roll gold and risk getting shafted there too.

Additional question:
Are we limited to 2 classes total, one on each side, or can we multiclass?

Hummm, OK lets go with this you can go with 25k OR roll 3d10 gold X 1000, and risk it.

hehe.

O you can of course multiclass on each side, but not multiclass Mythic unless you take the duel path etc


Saw that 1s get rerolled. Therefore…

Stats: 6d6 ⇒ (1, 6, 4, 4, 3, 5) = 23

1d6 ⇒ 6

Stats: 6d6 ⇒ (6, 6, 4, 4, 3, 5) = 28 + 12 = 40

And I’ve got other character ideas. Will post later when worked up. Right now planning a lizardfolk character as one would be great fun in sigil.

Also sigil and planescape? Great choice for setting.

Also with ABP enhancement bonuses can’t be taken. This means we can’t buy belts and headbands of physical and mental bonuses, right?

Grand Lodge

Stat reroll: 2d6 ⇒ (3, 5) = 8

Money: 3d10 ⇒ (5, 7, 5) = 17

25+12=37

25000


Also with ABP enhancement bonuses can’t be taken. This means we can’t buy belts and headbands of physical and mental bonuses, right?

Yes as the ABP rules say,


Critzible wrote:

[dice=Stat reroll]2d6

[dice=Money]3d10

25+12=37

25000

Its roll and risk your money OR take 25k and not roll for money

to be 100% clear, I will say you took 25k starting cash


MT / +2 State / Mythic Feat / Base Mythic Abilities
1st — 1st Hard to kill, mythic power, surge +1d6
2nd 1st — Amazing initiative
3rd — 2nd Recuperation
4th 2nd — Surge +1d8
5th — 3rd Mythic saves
6th 3rd — force of will

mythic-heroes


I shouldn't....but....
Stats: 6d6 ⇒ (3, 3, 5, 6, 1, 3) = 21 25
Reroll: 1d6 ⇒ 5


Piecing a Lizardfolk together. Basic idea is that he failed in a coup to take over his tribe, and while fleeing from the victorious chieftain he accidentally swam through a portal and ended up in sigil. Initially his goal was to find a way home and to take what he believed was his birthright, but soon found the city of doors to be far more rewarding than the marshlands he came from. He has yet to decide which faction to join, given that belief creates reality in Sigil. The Sensates offer the ability to experience everything the multiverse has to offer. However the Godsmen have an ambition that speaks to him on a deep level. Regardless, as but one face among many his current goal is to earn enough jink to get by.

Conscript/Sphere Oracle. Still getting the crunch worked out.

Grand Lodge

Figured I'd Go Legendary Fighter/Paladin.

Can I add a Template to my base human form, such as Advanced and Maybe Large?


Legendary?

Grand Lodge

3rd party Fighter


This might be a ridiculous question, but we're starting at a high enough tier to grab Beyond Morality, and it's a gestalt game, so I have to ask: Can I gestalt Paladin/Antipaladin? The Knight of Weal and Woe-when he lays his hand upon you, will he heal your wounds or add to them? Does he even know? Kind of a silly idea I had a while back, but it could be fun.


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Critzible wrote:

Figured I'd Go Legendary Fighter/Paladin.

Can I add a Template to my base human form, such as Advanced and Maybe Large?

Going to say no to templates, it can get very silly very fast

legendary classes here


Ouachitonian wrote:
This might be a ridiculous question, but we're starting at a high enough tier to grab Beyond Morality, and it's a gestalt game, so I have to ask: Can I gestalt Paladin/Antipaladin? The Knight of Weal and Woe-when he lays his hand upon you, will he heal your wounds or add to them? Does he even know? Kind of a silly idea I had a while back, but it could be fun.

Your mythic is its a cool idea, so yes I will let you make that.

They would be the embodyman of Ying and Yang.

SO true Neutral


reroll: 1d6 ⇒ 3

1/ Are Mythic Traditions allowed? (with potential veto, of course)
I can't link directly to the page, but it's the 2nd tab here:
http://spheresofpower.wikidot.com/mythic-spheres

2/ If you're feeling generous, a bonus feat or two would be appreciated. :) It's hard to support 2 sides of gestalt with the normal feat allocation. (You can't fault me for asking, surely? ;-))

3/ Do we have 1 Favored Class Bonus, or 1 per "side" of the gestalt? I've seen DMs handle it both ways.


Dotting for now and rolling. Will have a look again tonight

6d6 ⇒ (1, 3, 5, 6, 1, 6) = 22

reroll: 3d6 ⇒ (3, 1, 5) = 9

28+12 = 40

I'm toying with the idea of an artificer/wizard kobold

His wands etc are all in the form of guns

Fireball? A rocket launcher

Or you know. Ikit Klaw in Pathfinder


Nvm. I'm going to make a mind goblin

A Blue Psion/Wizard


Sounds cool


Azure the Friendly:

Azure the Friendly
Female blue psion 6/gestalt 6/enchanter 6/Archmage 6 (Ultimate Psionics 49)
N Small humanoid (goblinoid)
Init +14; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 28, touch 19, flat-footed 22 (+9 armor, +1 deflection, +6 Dex, +1 enhancement, +1 size)
hp 84 (6d6+48)
Fort +8, Ref +9, Will +11; +0 bonus vs. mind-affecting effects., +0 bonus vs. mind-affecting effects.
Defensive Abilities hard to kill, mythic saving throws
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (good)
Special Attacks archmage arcana (wild arcana), force of will, mythic power (15/day, surge +1d8), wild arcana[MA]
Arcane School Spell-Like Abilities (CL 6th; concentration +16)
. . 13/day—dazing touch
Enchanter Spells Prepared (CL 6th; concentration +16)
. . Opposition Schools Evocation, Necromancy
. . M mythic spell
Psion Powers Known (power points 73, ML 6th; concentration +6)
. . 3rd—
. . 2nd—
. . 1st—
. . 0 (at will)—conceal thoughts, detect psionics, distract (DC 20), energy splash
--------------------
Statistics
--------------------
Str 8, Dex 22, Con 20, Int 31, Wis 20, Cha 10
Base Atk +3; CMB +1; CMD 18
Feats Extend Power, Extend Spell, Extra Path Ability[M], Greater Spell Focus (enchantment), Mythic Spell Lore[M], Psionic Talent, Scribe Scroll, Speed Of Thought, Spell Focus[M], Spell Penetration
Traits magical lineage, reactionary
Skills Appraise +19, Autohypnosis +14, Bluff +12 (+12 to feint., 11 vs nongoblinoid humanoids., +13 vs goblins.), Diplomacy +12 (11 vs nongoblinoid humanoids., +13 vs goblins.), Disguise +0 (-1 vs nongoblinoid humanoids., +1 vs goblins.), Fly +23, Intimidate +3 (2 vs nongoblinoid humanoids., +4 vs goblins.), Knowledge (arcana) +19, Knowledge (dungeoneering) +19, Knowledge (history) +19, Knowledge (local) +19, Knowledge (nature) +19, Knowledge (planes) +19, Knowledge (psionics) +19, Linguistics +19, Perception +7, Spellcraft +19; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Custom Language, Custom Language, Custom Language, Custom Language, Draconic, Dwarven, Elven, Gnoll, Gnome, Goblin, Halfling, Infernal, Orc, Sylvan, Undercommon
SQ active energy type, amazing initiative, arcane bond (ring), arcane potency[MA], arcane potency[MA], competent caster[MA], discipline (mindbender [telepath]), eldritch flight[MA], enchanting smile, enduring armor[MA], impose will, pariah, perfect preparation[MA], psionic prodigy, recuperation, sanctum[MA], talents, weapon familiarity
Other Gear arcane bond ring, wizard starting spellbook
--------------------
Special Abilities
--------------------
Active Energy Type (Sonic) Lets you set your psionic active energy type.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Competent Caster (Ex) Concentration checks for arcane spells auto succeed (unless highest level castable).
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Touch (13/day) (Sp) As a standard action, touch dazes foe for 1 rd, if HD <= wizard level.
Enchanting Smile (Su) Gain bonuses to Bluff, Diplomacy and Intimidate. Turn enchantment spells.
Enchantment The enchanter uses magic to control and manipulate the minds of his victims.
Enduring Armor +9 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Extend Power You can manifest powers that last longer than normal.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fly (60 feet, Good) You can fly!
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Impose Will (Su) At 2nd level, as long as you maintain psionic focus you treat your psion level as 1 higher when manifesting Charm or Compulsion powers. In addition, you are treated as if affected by mind link with any creature currently charmed or dominated by you f
Mindbender (Telepath) Associated Discipline: Telepathy
A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the min
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Pariah The appearance of the blue can affect the reactions of those nearby. A blue takes a -1 penalty to Charisma-based skill checks when dealing with nongoblinoid humanoids, but gains a +1 bonus to Charisma-based skill checks while interacting with goblins
Perfect Preparation (Ex) No need for a spellbook or familiar when preparing spells.
Psionic Prodigy It is not uncommon for blues to natively have the ability to manifest powers. Blues with this trait gain the Unlocked Talent* feat as a bonus feat. This trait replaces the Repletion and Stealthy traits.
Psionic Talent Gain 2 or 1 extra power points.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sanctum (36 20-ft. cubes, 6 unseen servants) (Su) Gain access to your own personal extradimensional sanctum.
Speed of Thought When focused speed +10ft or +30ft when you expend focus.
Spell Focus [Mythic, Enchantment] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Weapon Familiarity You treat all weapons with the word "goblin" in its name as a martial weapon.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

This is my little Blue gal for now, hope it works, but changes can still happen

Grand Lodge

GM_Panic wrote:
Critzible wrote:

Figured I'd Go Legendary Fighter/Paladin.

Can I add a Template to my base human form, such as Advanced and Maybe Large?

Going to say no to templates, it can get very silly very fast

legendary classes here

Thought I'd ask. I know a few things I am gonna get then.


Wow! 6th level gestalt and mythic tier 6 too?
7d6 - 1 + 12 ⇒ (3, 6, 5, 1, 6, 6, 3) - 1 + 12 = 41

3d10 averages 16.5 so I'll just go with 25K gold.

I'll get started once I find my copy of which Gestalt classes work together really great!


This sounds like a really dynamic character creation. If your portrayal of Helena so far is an example of the game you might put together, consider me interested.

6d6 - 1 + 1d6 ⇒ (3, 1, 6, 6, 5, 5) - 1 + (3) = 28
28+12 = 40

Time to think about a creative combination...


Figured I would offer my hand at helping to organize a list of applicants.

Characters
Grumbaki - Kragdor - Lizardfolk Conscript / Sphere Oracle
Seth86 - Azure the Friendly - Goblin (blue) Psion / Wizard

They Have Ideas
Ouachitonian - Paladin / Antipaladin
Critzible - Legendary Fighter / Paladin

Expressed Interest
Namo -
Trawetsz71 -
AGM Lemming -
Tara Ravenheart -


Looks good Seth86
would you mind showing how you get to your states, 31 int is impressive :) but just need to check
Thanks Tara


AGM Lemming wrote:

Wow! 6th level gestalt and mythic tier 6 too?

Yes I have tried epic and super high level and its way to hard to deal with rules, my hope is that by limiting everyone and bad guys to Level 6, but mythic we can have more fun and less rules checking.


GM_Panic wrote:

Looks good Seth86

would you mind showing how you get to your states, 31 int is impressive :) but just need to check
Thanks Tara

Int 20 + race 2 + ABP 2 + 6 mythic + 1 ASI level 4 = 31


Hmmm, E6 but Gestalt and Mythic? Sure, I'll give this a shot. Definently feels like it can be fun!

Tempted to try out a summoner build, as while Gestalt and Mythic allow for some crazy stuff, we are in the low-mid levels, so the normal monsters are still going to back a punch.

I'm guessing that because this is E6, we'll get feats instead of level-ups, and they'll be 'capstone' feats that let us get 8th-level class features.

Also, rolling!

6d6 ⇒ (5, 2, 1, 5, 6, 2) = 21

And one reroll: 1d6 ⇒ 2

22+12 = 34. Not bad, not bad.


I have been thinking over the setting and I came up with this,
For fun and a means to place the PCs in some interesting situations.

Planescape setting in Sigil

Your working for a local Exterminator company,
Mrs Willymott's excelanet Exterminator Agency
"No infestation to small or to big"

You job, remove or clean out whatever the client says is an unwanted infestation, be it undead, Swarms of Demonic rats, hill giant squatters.
You handle the stuff other her teams find to hard or to strange to do.

Mrs Willymott is a 18 foot tall Gold Devil who likes to wear slingbacks and a dress in the office.

She never talks about who Mr Willymott may be, but the gossip in the office is, he was the 1st infestation she got rid off.

Her personal assistant is a cross dressing Tiefling Call Just Boddy Who hands out your assignments. And takes great pleasure in giving your team the really C**y ones no other team wants.

This is the tone am after, light hearted fun in the Doom Patrol vain.

You will not be asked to do anything implicitly evil, just hard.
Remember your job is to remove infestations. How is up to you

Mrs Willymott's excelanet Exterminator Agency is located in the
Guild hall ward, in one of the lesser buildings shared with others, Mrs Willymott in on the 5ed floor

We shall start the game with all applicants going for a job interview with Bobby. I will post Bobbys questions here once we have say 5 to 6 applied with PCs built to a point they are happy to test them.


Sounds like a blast. :)


I may need to change my character if it's an extermination thing.... azure is a people person/goblin :P

Starting to think I need something like Blitzø or the gang


I think, for the shenanigans, I'm going to go Occultist 6/Arcanist with the Occultist Archetype 6.

I'll be going Half-Elf. And I have a question for the DM. Trappings of the Warrior Panoply means I need to 'hold' a shield. Do I need to be actively wielding it, or can I hold one without needing to wield it?


I will let you count a force shield as a Held shield, there are a number of magic items and even magic tattoos that will give you a 'Shield' like effect. NOTE: If used as a shield you lose the shield bonus.

https://www.d20pfsrd.com/magic-items/rings/ring-of-force-shield/


Oh great! I can play as a two-handed weapon warrior then, perfect, very fitting for an occultist!

Though... hmmm, feats... Vital Strike is BAB +6 so I can technically get it, but you get feats at odd levels... is retraining allowed?


hmmm...

stats: 7d6 - 1 ⇒ (6, 1, 4, 6, 6, 3, 3) - 1 = 28

28+12=40.

Still thinking of concepts. Got a couple brewing.

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