Isekai / reincarnation pathfinder game (with mythic cheats)


Recruitment

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Hey everyone, since my recruitment thread seemed to garner a good deal of interest, allow me to share with you a full more in depth premise and build guidelines:

You were living a normal life when a freak accident suddenly and unexpectedly took your life. Before your soul departs to the afterlife, you were randomly picked up by a strange figure who offered you a chance to be reborn with some new powers beyond your wildest dreams. Why? You were taken before your time after all, it was only fair. It is up to you to decide what you wish to do with your new found powers

Build guidelines:
ability score generation roll 4d6, keep all dice

Races allowed All except overly powerful races like drow noble*

classes Any Paizo classes, level 1, mythic tier 10

Special powers you can choose two of the following:
Any official paizo template of up to a cumulative CR +2(No undead and no cheesing with CR -X templates)

An alternate capstone(restriction is you can’t select perfect body flawless mind twice)

A class ability from a class you did not take(as long as they gain it at level ten or less)

One class ability from your base classes scaled to lvl 20(it can’t be spellcasting)(as an example say you took the slumber hex at 1st level, if you take this special power, you count as a level 20 witch for its DC)

3 feats

*you can trade one of these to start as a high RP race

Wealth: you get 30k to purchase magic items but you can’t craft anything

Backstory: Just a short one on how you died, you goals and your personality will do

Bonus: if you give me a ten minute background, you may select one more thing from special power.

The Mythic powers need not be fully filled in. Say you want mythic spellcasting but you don’t have 30 spells in mind just yet, just indicate in your sheet you took mythic spellcasting 3 times, you can fill in the spells as you level up.

The idea is that you have cheats but at the start you still are limited by your low level(low base stats and spellcasting). Progression might be fast or slow depending on how the balance flow


Ok to answer questions from previous threads:
1. I am allowing a choice on where you want to be an adventurer who died and reincarnated or an ordinary person from another world who gets isekaied

2.you could already know each other since your souls were plucked at around the same time so your deaths happened close together

3. I am fine with running either a rp heavy or a combat heavy campaign. It’s up to you all to decide which you’d prefer

4. Personally I don’t want to set a requirement for post frequency but try to post consistently

5. Your mythic choices and special powers are fixed and have to be selected at the start. You can select abilities you don’t qualify for but you should make sure your build eventually can qualify for the ability. IE, you can take mythic witch Knife even if you don’t have witch knife but if you don’t take the feat as you level up, the mythic ability is wasted


ability score gen: 4d6 ⇒ (3, 3, 2, 1) = 9
ability score gen: 4d6 ⇒ (5, 6, 5, 5) = 21
ability score gen: 4d6 ⇒ (1, 2, 5, 6) = 14
ability score gen: 4d6 ⇒ (5, 4, 3, 4) = 16
ability score gen: 4d6 ⇒ (1, 4, 5, 1) = 11
ability score gen: 4d6 ⇒ (2, 4, 3, 1) = 10

race: TBD
Class: TBD
Mythic Path: TBD
Mythic Feats: TBD
Mythic Path Abilities: TBD
Mythic Ability Increases: TBD
1st special power: wild shape
2nd special power: capstone ability to use wild shape at-will

Wealth: 30,000 gold to spend

Backstory: Will let the special powers above character idea seeds blossom throughout the day today.

10-minute backstory: Please provide a link to the 10 minute background questionnaire you prefer us to use.

Bonus special power for 10-minute background: solo tactics

Question for GM:

It is clear we can have 'waiting to qualify' mythic feats and mythic spells in our mythic choices. Do we start with everything the 10 tiers of mythic gives us, including the 5 mythic ability score boosts?

1st level feat(s) will include Escape Route.


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4d6 ⇒ (2, 1, 6, 3) = 12
4d6 ⇒ (4, 1, 3, 3) = 11
4d6 ⇒ (2, 6, 5, 1) = 14
4d6 ⇒ (4, 4, 4, 5) = 17
4d6 ⇒ (2, 1, 3, 4) = 10
4d6 ⇒ (6, 3, 3, 6) = 18

Race: Dwarf
Class: Barbarian of some sort
Templates: Advanced and Runescarred
More to come…


Occultist, I'll fill in the details once I read up on mythic.

in general, normal antiquarian that always imagined his artifacts in the shop had legendary powers...he is incredulous now, but he's living his dream

Stats1: 4d6 ⇒ (2, 4, 6, 2) = 14
Stats2: 4d6 ⇒ (6, 5, 2, 5) = 18
Stats3: 4d6 ⇒ (5, 2, 3, 1) = 11
Stats4: 4d6 ⇒ (2, 6, 1, 1) = 10
Stats5: 4d6 ⇒ (3, 4, 6, 2) = 15
Stats6: 4d6 ⇒ (6, 1, 1, 1) = 9

edit:similar to how my 9d10 fighter ended with 34 hp :)


"DICE GODS! I INVOKE THY POWAAAR!!!"

4d6: 4d6 ⇒ (2, 2, 4, 2) = 10
4d6: 4d6 ⇒ (5, 2, 1, 3) = 11
4d6: 4d6 ⇒ (5, 4, 2, 4) = 15
4d6: 4d6 ⇒ (2, 5, 4, 3) = 14
4d6: 4d6 ⇒ (5, 6, 3, 1) = 15
4d6: 4d6 ⇒ (2, 4, 2, 1) = 9

Race: Aasimar
Class: Bard

Character will be a ordinary guy from Earth who became is isekaied.


4d6 ⇒ (6, 1, 4, 5) = 16
4d6 ⇒ (1, 6, 3, 1) = 11
4d6 ⇒ (4, 1, 2, 6) = 13
4d6 ⇒ (6, 3, 2, 5) = 16
4d6 ⇒ (1, 5, 2, 6) = 14
4d6 ⇒ (6, 6, 5, 3) = 20


What’s interesting about this…is that mythic 10 gives mythic feats. But they require having the underlying feat. Well, except for ones like extra mythic path ability.

Is it correct that this needs to be worked around? If so, it makes being a human (bonus feat) and a fighter (bonus feat) more attractive.


4d6 ⇒ (1, 6, 6, 3) = 16
4d6 ⇒ (6, 6, 4, 1) = 17
4d6 ⇒ (1, 1, 3, 4) = 9
4d6 ⇒ (3, 3, 4, 1) = 11
4d6 ⇒ (6, 4, 3, 6) = 19
4d6 ⇒ (3, 4, 5, 1) = 13

Well. That’s a bit underwhelming. Still workable, though, especially with mythic bonuses.


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Alrighty then:
Drake, yes you start with the 5 ability boosts. As for which questionnaire, this should work

And Drake you can’t combine the special powers that way: the two class related special powers are supposed to be distinct. One gives you a feature from a class you didn’t take and the other boosts a feature from the class you did take.

And the specialisation has to be a feature you already unlocked from your base class. Wildshape is only unlocked at level 4 for normal druids. The feature from the class you didn’t take, you gain the feature at its lowest level and it levels up with you.

Grumbaki: as I said in the original post you can have mythic feats in reserve(IE select them first and they come online when you acquire the prerequisite feats as you level). You may also have noticed I placed 3 feats on the same level as a template, because I anticipate some of you might want to have a more front loaded build. So yes, in a way you are meant to work around it


4d6 ⇒ (5, 3, 4, 4) = 16
4d6 ⇒ (4, 5, 2, 6) = 17
4d6 ⇒ (2, 2, 1, 5) = 10
4d6 ⇒ (6, 5, 5, 6) = 22
4d6 ⇒ (1, 4, 3, 5) = 13
4d6 ⇒ (2, 3, 5, 6) = 16

What world will we be getting reincarnated into?


DaisL mmm well I will be basing it off a couple anime so you might see a few reference here and there but otherwise it’s a fair typical fantasy world.


I think I will give some examples for the two class feature related special powers. The idea here is specialisation vs versatility.

For the class feature of a class you didn’t take: you gain the feature at its lowest level and it levels up with you.

Say you are a level 1 wizard and you want wildshape. Druids gain wildshape at level 4 so you can now wildshape as a level 4th Druid. Once you hit level 5 for wizard, you can wildshape as a level 5 Druid.

For your the class feature you are boosting up to max level: it has to be one you already unlocked and have access to.

Say you are an arcanist and you want to boost your arcane reservoir to max level. You now count as a level 20 arcanist for the amount of arcane reservoirs point you have. But you still only count as a 1st level arcanist for the purposes of your exploit selection lists, DCs etc.


@GM:

Would the follow race (10 race points) I created this morning be allowed?

Skavenger (custom 10 RP race):

Skavengers are small humanoids that tend to live in sewers or outskirts of cities, eking out an existence by feasting on the remains of animals that predators have slain. Physically they look like like halfling-sized anorexic humans, which has led to 'surface folk' who have come across skavengers feeding on the corpses of animals (in the sewers or outskirts of cities) mistaking them for ghouls, which has led to families and small communities of skavengers being 'exterminated' by zealous townsfolk thinking they are destroying undead when they are slaying the innocent (and typically pacifist-minded) skavenger survivalists. Adding to the probabality of townsfolk thinking of skavengers as 'monsters' is that the violence that the townsfolk commit in attempting to kill skavengers sometimes brings out the 'fight' instead of 'flight' of a skavenger's survival instincts.

Racial Qualities (Total of 0 RP)

Type: Humanoid (0 RP)

Subtype(s): Skavenger

Size: Small (0 RP): Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.

Base Speed: Normal Speed (0 RP): The race has a base speed of 30 feet.

Ability Score Modifiers: Standard (0 RP): Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score. ==> +2 Dex, +2 Wis, -2 Cha. Skavengers are nimble and have learned it is better to remain in the shadows to survive, and have learned that other civilized peope tend to be uncivilized in the way they treat skavengers. This has also resulted in skavengers having less experience with successful neighborly discourse with other races.

Languages: Standard (0 RP): Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages. ==> Automatic Languages ==> Racial Language (Skavenger), Common; Bonus Languages ==> Undercommon, common languages of the city/area they live in/under/nearby (such as human ethnicity languages)

Racial Traits

Ability Score Racial Traits

Defense Racial Traits (total of 7 RP):

Bond to the Land (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger’s list of favored terrains. This choice is made at character creation, and cannot be changed. ==> specific terrain type: urban

Cat’s Luck (1 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw.

Cornered Fury (4 RP): Prerequisites: None; Benefit: Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.

Feat and Skill Racial Traits

Magical Racial Traits

Movement Racial Traits (Total of 1 RP)

Terrain Stride (1 RP): Prerequisite: Normal speed; Benefit: Choose a ranger favored terrain type. Members of this race can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally. Chosen terrain type ==> urban

Offense Racial Traits

Senses Racial Traits (Total of 4 RP)

Carrion Sense (1 RP): Prerequisites: None; Benefit: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

Darkvision 120 Feet (3 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 120 feet.

Weakness Racial Traits (Total of -2 RP)

Light Blindness (–2 RP): Prerequisite:Darkvision or see in darkness trait; Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Other Racial Traits

Thanks for the clarification regarding the special abilities.

For the character concept my seeds started to sprout, without looking at archetypes that might change how I create it, looking towards:

base class shifter, another class with archetype that grants wildshape or a druid with at least one archetype.

1st special ability: capstone ability (Final Aspect/wildshape)

2nd special ability: inquisitor's solo tactics

3rd special ability: inquisitor's bonus teamwork feats.


Do you have some deities made up for cleric and the like or should we make up our own? Just choose whatever domains we want?


Grumbaki wrote:

What’s interesting about this…is that mythic 10 gives mythic feats. But they require having the underlying feat. Well, except for ones like extra mythic path ability.

Is it correct that this needs to be worked around? If so, it makes being a human (bonus feat) and a fighter (bonus feat) more attractive.

You can select the mythic feats and powers, but you don't get to use them until you "fill out" the underlying prerequisite...that is how I understood the second post with Q&A


Drake: I will allow the race. For anyone else if you want to create a race using race builder I will allow it but keep it under 15RP. And nothing absurd like giving yourself a lot of extra feats or ability scores

Firstly, you only get one class, in this case shifter(your base class). This is not a gestalt game.

Secondly, your capstone has to be one your base class qualifies for or an alternate capstone. If you are a shifter, it has to be a generic alternate capstone or final aspect. You can’t take the Druidic wildshaping capstone because you aren’t a Druid

Shifters don’t get wildshape till level 4 either so you would have to spend a special power slot to gain the Druidic wildshape as a 4th level Druid. Also, you don’t actually need to be so reliant on capstones to gain wildshape at will. Take a look at some of the mythic abilities. You are mythic 10 after all


DaisL wrote:
Do you have some deities made up for cleric and the like or should we make up our own? Just choose whatever domains we want?

Use the pathfinder Gods. I will likely still be using them in this world


Some clarification:

I was not listing it as a gestalted classes, but rather as 'or this or this' use of the commas and the word 'or' to indicate I was working with only selecting one of the class options I listed. (slashes could have been better to represent that though).

Thanks - I did not even think of the mythic power-up of wild shape - that would make my choice of mythic path easily if I recall correctly.


* _ Drake _ * wrote:

Some clarification:

I was not listing it as a gestalted classes, but rather as 'or this or this' use of the commas and the word 'or' to indicate I was working with only selecting one of the class options I listed. (slashes could have been better to represent that though).

Thanks - I did not even think of the mythic power-up of wild shape - that would make my choice of mythic path easily if I recall correctly.

Alright I just wanted to clarify

Yeah guys don’t forget this is a Mythic 10 game. The alternate capstones and powers are just the cherry on top. Your main power should come from your mythic abilities. Don’t forget about them


I'll be reusing this alias, but possibly changing up from Sorcerer (and either way, not the Legendary Games version).

Will give some thought as to full concept and roll my dice once I'm home from work(omw there now).


One final thing before I log off till tomorrow, you don’t have to necessarily run in a single party. Some of you can split off into pairs or groups of 3 if you wish. I should be able to handle that easily since this is a play by post. In fact with play by post handling a larger party should be doable

Leveling might resemble a more milestone like system where I give you levels if you accomplish a set goal or if you defeat something I think should be a challenge for you.


4d6 ⇒ (6, 6, 5, 4) = 21
4d6 ⇒ (1, 4, 4, 1) = 10
4d6 ⇒ (1, 1, 4, 6) = 12
4d6 ⇒ (3, 6, 6, 2) = 17
4d6 ⇒ (4, 4, 4, 6) = 18
4d6 ⇒ (1, 3, 2, 3) = 9

Thinking on some concepts! Likely a party buffer of sorts like a bard.


Hey GM I noticed this campaign and I am interested to join. Unsure of my build at the moment but will roll for stats first:
4d6 ⇒ (6, 1, 3, 2) = 12
4d6 ⇒ (5, 5, 3, 6) = 19
4d6 ⇒ (5, 3, 4, 3) = 15
4d6 ⇒ (3, 6, 6, 6) = 21
4d6 ⇒ (2, 4, 1, 4) = 11
4d6 ⇒ (5, 6, 5, 6) = 22


WIP from Grumbaki. Venomfist Constructed Fist Brawler, used one special ability to be a Duegar Tyrant (for scaling telekinesis abilities). Went all out on making his fist as legendary as possible. Still playing around with templates.

These build rules are a lot of fun :D

Edit: Maniacwyrm hit the lottery on stat rolls!


You see, you see, I got nothing over 18 and a 9...and then these 22, 21, 19...

TheWaskally, Grumbaki and I hold the balance ;(

:D Don't worry, I'm not asking for a re-roll - it would probably be worse. That's just in general how the bot works, sometimes there is a series of high rolls, then you cannot do anything for a time...it would be interesting to actually track it site-wide to see how random it is...

Grand Lodge

Interesting might go Ratking build

Grand Lodge

Would a were touched shifters wild shape be applicable to the 20th level progression?

Grand Lodge

Stat: 4d6 ⇒ (4, 4, 5, 3) = 16
stat: 4d6 ⇒ (5, 3, 5, 6) = 19
stat: 4d6 ⇒ (5, 4, 1, 4) = 14
stat: 4d5 ⇒ (1, 2, 2, 5) = 10
Stat: 4d6 ⇒ (2, 1, 4, 5) = 12
Stat: 4d6 ⇒ (1, 2, 2, 4) = 9

Lets see rhe stats


Couple of questions:

Are we allowed to select class features/capstones from archetypes? Obviously, the capstone would need to come from our actual class, but a lot of them give a different ability at level 20.

For the 'scaling class ability' your example is 'slumber hex' but could you not take 'hexes' and gain all the hexes(including major/grand) of a 20th level witch?

Still at work, but on break/my phone, so will roll dice once home, as it's easier to format.


Two questions about the special powers:

Can we choose the same one twice? I’m looking at the class templates (Paladin Creature, Wizard Creature) etc, and most go up to +3. So could I take the template one twice (the idea being that in his past life he was, say, a wizard, but in this life he’s found religion and come back as a cleric, or whatever)? I know that those increase with level, they’d start at +1 and not reach +3 until level 10 IIRC, but I’m trying to plan ahead. What I’m thinking would be to take Template power twice, pick one of those +1-+3 ones, and one other +1 for a total +4 (eventually).

For the alternate capstone one, are we starting with a capstone already? Or would that choice just be held in reserve until we reach 20, some years from now?


4d6 ⇒ (6, 2, 2, 1) = 11

4d6 ⇒ (5, 3, 4, 4) = 16

4d6 ⇒ (6, 5, 1, 1) = 13

4d6 ⇒ (3, 4, 1, 1) = 9

4d6 ⇒ (6, 6, 6, 6) = 24

4d6 ⇒ (6, 6, 6, 2) = 20

Uhhh. I think these stats will do, LOL


Damn! Wow! Congrats!

GM: Perhaps…one of three powers could be a reroll of stats? Then choose either original or new one? It gives people who rolled low a chance to be on somewhat equal footing. Though it would have a cost.

Grand Lodge

Gonna go Gunslinger 3 feats and Advanced Template


"Good day, Ladies and Gentle Sirs! For tonight's entertainment, I shall play a selection of music you likely haven't heard. And who is this young savant to boasts so greatly? I am Oswald 'Ozsy' Overton, TheWaskally's submission to Elioa's Isekai / Reincarnation Pathfinder Campaign! Sing along if you know the words!!"

Special Power (1): Advanced template

Special Power (2): Inspiration (Ex) from Investigator class.

10-Minute Background/Special Power (3): Sleuth’s Luck (Ex)/Deeds from Investigator archetype, Sleuth


Gazul Ironfist wrote:

Damn! Wow! Congrats!

GM: Perhaps…one of three powers could be a reroll of stats? Then choose either original or new one? It gives people who rolled low a chance to be on somewhat equal footing. Though it would have a cost.

As a reminder, you're allowed any race, aside from overly powerful ones like Drow Noble(unless you trade one of your special powers for it), along with a possible template, and five +2 stat increases from mythic tier 10. In addition to 30k gold.

Assuming you don't go with an overly MAD build, you should still wind up with fairly solid stats, even if you rolled not so great starting ability scores.


I am working on a Aetherkieticist who is a knockoff lantern archon.

And Monkeygod's stat array also had a 9 and 11, so it does have some weak spots. Though with the possible boosts, even a MAD character can work pretty well.


Ok lots of questions:

Critizible: as I told Drake, the feature you advanced to level 20 has to be one you unlock at level 1 of your base class. Were touched shifters only get lycanthropic wildshape at level 4. So you can’t use the special power to advance it to level 20 as you don’t have the ability yet

Monkey God: I am going to say no, alternate capstones or base capstones only. Also you have to already be able to use it. So if you are a Druid and you gain the Druidic capstone of wildshape at will, it does nothing for you unless you can already wildshape. So no grand hexes(unlocked at level 18) or similar abilities. The only exception is if you are taking that archetype as part of your class. So if you want the BFT capstone, you have to be a BFT

As for the scaling class abilities, you could take hexes in general but that would mean your hexes hit as a level 20 witch(DCs), not that you gain hexes of a level 20 witch. It only modifies class features you already have.

Same for stuff like exploits, spell schools or similar features. So for instance, your exploit DC is now calculated as a level 20 arcanist but you still only have the exploits of a level 1 arcanist

Ouachiton: Oh yeah thanks for reminding me, no class templates. Also the template power isn’t stackable this way. You can’t “save” it and get a +3 and +1 template. Reason for no class templates is its too similar to gestalt

As I said to monkeygod, you start with it but it only works if it’s a completely new ability or if it improves an ability you already have. And it has to be one your character qualifies for(no choosing the capstone of another class)

Grum: I am ok with that. You can reroll your stats if you want as a special power

Basically the advance to 20 special power is meant to be a boost in potency to existing class features. Meaning stuff like DCs and times per day. If it’s stuff like exploits, hexes etc, you still only have those you selected at level 1 but you use them as if you were level 20


Oswald Overton wrote:

"Good day, Ladies and Gentle Sirs! For tonight's entertainment, I shall play a selection of music you likely haven't heard. And who is this young savant to boasts so greatly? I am Oswald 'Ozsy' Overton, TheWaskally's submission to Elioa's Isekai / Reincarnation Pathfinder Campaign! Sing along if you know the words!!"

Special Power (1): Advanced template

Special Power (2): Inspiration (Ex) from Investigator class.

10-Minute Background/Special Power (3): Sleuth’s Luck (Ex)/Deeds from Investigator archetype, Sleuth

Yes this is fine, you can select another +1 template of you want. Just keep in mind both features start at level 1 and level with you


In case you don’t want to read through word salads, here are some new rules:
1. You can reroll your stats as a special power

2. No class templates since I didn’t run this as a gestalt for a reason

3. Your alternate capstone comes online at first level but you can only pick options that are available to your class and archetype and if it relies or modifies a feature you don’t possess yet, it doesn’t work(Druid capstone gives wildshape at will but Druids only gain wildshape at level 4 so till then, it does nothing)

4. The advance a feature to 20 special power only boosts potency. So stuff like DCs and Times per day/etc.

If you are a witch, you can select hexes to boost to 20 but that means your hexes hit as a level 20 witch(DCs). You still have to unlock more hexes and stuff like Major and Grand Hexes at the correct levels. Same with exploits and school powers. For wizards, if you boost the spell school, you gain the 2 1st level abilities as if you were a 20th level wizard, but not the 8th level ability(you unlock that at level 8).


Fortune favors the bold…reroll!

4d6 ⇒ (6, 1, 4, 5) = 16
4d6 ⇒ (2, 6, 3, 5) = 16
4d6 ⇒ (3, 6, 6, 5) = 20
4d6 ⇒ (2, 3, 1, 1) = 7
4d6 ⇒ (6, 3, 4, 3) = 16
4d6 ⇒ (5, 1, 5, 3) = 14


Elioa wrote:

Ouachiton: Oh yeah thanks for reminding me, no class templates. Also the template power isn’t stackable this way. You can’t “save” it and get a +3 and +1 template. Reason for no class templates is its too similar to gestalt

As I said to monkeygod, you start with it but it only works if it’s a completely new ability or if it improves an ability you already have. And it has to be one your character qualifies for(no choosing the capstone of another class)

Ok, that makes sense.

One more, on how a capstone and a mythic ability work together:

Capstone:
With This Sword (Ex): At 20th level, the character’s blade has become as well-known as the character herself. The character selects one item she has—preferably something iconic and significant, such as a weapon or arcane bond. The item becomes a minor artifact and gains 100,000 gp worth of new powers. The player and the GM should work together to select the new powers, with an eye towards making something memorable yet campaign-appropriate. Characters of any class can select this ability.

Mythic Path Ability:
Legendary Item (Ex) (Mythic Adventures pg. 50): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.

Can I use both of these together and start with a sword that’s worth more than everything else I own (several times over)? Thinking, like, a Paladin entrusted with a legendary holy sword type of thing. Or maybe he’s even chosen by the sword, since Intelligence is one of the Legendary Item abilities.


Ouachitonian wrote:
Elioa wrote:

Ouachiton: Oh yeah thanks for reminding me, no class templates. Also the template power isn’t stackable this way. You can’t “save” it and get a +3 and +1 template. Reason for no class templates is its too similar to gestalt

As I said to monkeygod, you start with it but it only works if it’s a completely new ability or if it improves an ability you already have. And it has to be one your character qualifies for(no choosing the capstone of another class)

Ok, that makes sense.

One more, on how a capstone and a mythic ability work together:

Capstone:
With This Sword (Ex): At 20th level, the character’s blade has become as well-known as the character herself. The character selects one item she has—preferably something iconic and significant, such as a weapon or arcane bond. The item becomes a minor artifact and gains 100,000 gp worth of new powers. The player and the GM should work together to select the new powers, with an eye towards making something memorable yet campaign-appropriate. Characters of any class can select this ability.

Mythic Path Ability:
Legendary Item (Ex) (Mythic Adventures pg. 50): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.

Can I use both of these together and start with a sword that’s worth more than everything else I own (several times over)? Thinking, like, a Paladin entrusted with a legendary holy sword type of thing. Or maybe he’s even chosen by the sword, since Intelligence is one of the Legendary Item abilities.

Yes this was one of the interactions I wanted to see played with in this game. Just make sure to explain it well through backstory


If that's the case with the scaling abilities, that means in a lot of cases, it only adds +10 (half of 20) to the DC. Which, does not seem like comparable vs some of the other options.

What about things like sneak attack, a fighter's bonus feats, or the brawler's martial flexibility? If you get 10d6 sneak attack, 10 bonus combat feats, or the ability to swap any number of feats via martial flexibility, that's a huge power boost vs +10 to one ability's DC...


Monkeygod wrote:

If that's the case with the scaling abilities, that means in a lot of cases, it only adds +10 (half of 20) to the DC. Which, does not seem like comparable vs some of the other options.

What about things like sneak attack, a fighter's bonus feats, or the brawler's martial flexibility? If you get 10d6 sneak attack, 10 bonus combat feats, or the ability to swap any number of feats via martial flexibility, that's a huge power boost vs +10 to one ability's DC...

Sneak attack I will allow as well as brawler’s flexibility. You cannot advance the bonus feats ability of any classes this way.

It is but the classes that are only gaining a +X to DC or use tend to be casters. That alone should make up for the power differential eventually. Also it’s not to 1 ability. You could take extra [blank] to gain more of those powers at level 1 or wait to gain those abilities slowly over time

I am trying to mirror the tropes of Isekai anime. So protags are super strong at the start and keep ahead of their opponents while other have only a slight advantage at the start that grows exponentially over time.

Plus are you really saying gaining a +10 to DC is all that bad?

Also one more thing. If you advance a class feature like this, compared to other builds with say the versatility special powers, at level 20 you are considerably weaker unless you build well.


Some of the mythic path abilities reference either having a specific class feature or being a member of specific class.

What about classes that are similar, but were published *after* Mythic Adventures was? Ie, if an ability requires you to be a Wizard(or other prepared arcane caster), could an Arcanist take it? Same for Bloodline/Bardic Performace and Bloodragers/Skalds?

Would you be willing to allow any of the Mythic Options from Legendary Games? They add tons of new path features/mythic class abilities, expanded mythic feats and spells, and some new mythic paths.

Finally, can we buy mythic magic items? There's not too many we can buy with 30k gold, but there's a decent amount.


Monkeygod wrote:

Some of the mythic path abilities reference either having a specific class feature or being a member of specific class.

What about classes that are similar, but were published *after* Mythic Adventures was? Ie, if an ability requires you to be a Wizard(or other prepared arcane caster), could an Arcanist take it? Same for Bloodline/Bardic Performace and Bloodragers/Skalds?

Would you be willing to allow any of the Mythic Options from Legendary Games? They add tons of new path features/mythic class abilities, expanded mythic feats and spells, and some new mythic paths.

Finally, can we buy mythic magic items? There's not too many we can buy with 30k gold, but there's a decent amount.

Ummm sure if you are a similar enough class I don’t see why not

. Just be reasonable and don’t exploit this

No I don’t really want to look through a whole new list of of options and I also don’t know how spheres of power works so I won’t allow it

Yes you can buy mythic items


@GM:

Working with the race concept in mind, and spending another 4 RP to get it up 14 RP, are the following racial traits approved?

racial traits:

RP for racial qualities: 0 RP

Standard race: maximum of 3 racial traits per category

Ability Score racial traits: none (0 RP)

Defense racial traits: three traits (total of 7 RP)

- Bond to the Land (2 RP)
- Cat's Luck (1 RP)
- Cornered Fury (4 RP)

Feat and Skill racial traits: one trait (total of 1 RP)

(new) Skill Training (1 RP): Prerequisites: None; Benefit: Pick up to two skills. These skills are always considered class skills for members of this race. ==> Stealth and Survival are class skills for skavengers.

Magical racial traits: none (0 RP)

Movement racial traits: two traits (total of 2 RP)

(new) Sprinter (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

- Terrain Stride (1 RP)

Offense racial traits: one trait (total of 1 RP)

(new) Bite (1 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.

Senses racial traits: three traits (total of 5 RP)

- Carrion Sense (1 RP)
- Darkvision 120 Feet (3 RP)

(new) Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.

Weakness racial Traits: one trait (-2 RP)

- Light Blindness (-2 RP)

Other racial traits: none (0 RP)


Sorry for so many questions, I have a lot of different ideas for my character, and I'm tryin to narrow down my options:

Are abilities that grant Leadership okay? If so, would our cohort be level 1 or 0(an NPC class, till we level to 3?)

*Edit*

Never mind that above question. I've figured out my concept. However, I do have some new questions based on it:

For the alternate capstone special power, are you allowed to take the other one from your class(the ones from the Chronicles of Legends book), assuming you otherwise qualify for it?

Should we reach level 20, would we also gain the normal capstone, if we took the alternate one?

I am thinking of making an uber skill monkey/infiltrator type, and am wondering if I can take Masterful Talent as my alt capstone(I'll be playin a rogue). Idk if we'll ever get to 20, but if we did, would I also gain Master's Strike ?

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