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Llyarden
2023-05-05, 05:01 AM
Please paste your characters here and pick a speaking colour. The first thing to do will be to sort out any balance issues between the PCs, so once everyone's posted we can make a start on that.

Recruitment Thread Link. (https://forums.giantitp.com/showthread.php?655510-Mx-Tarrasque-s-Hireling-Agency-(Epic-PF1)-(Closed-to-new-interest))
IC Thread Link (https://forums.giantitp.com/showthread.php?656530-Mx-Tarrasque-s-Hireling-Agency-IC)

Ridai
2023-05-05, 06:59 AM
BERNAISE (https://www.myth-weavers.com/sheet.html#id=2778885) sees and shoots the sights!

The feeling when I look at the table, go "there is no way I am getting picked, I barely know what I am doing", and now here I am.

And I think I know a Youtube channel Enceladus likes. :smalltongue:

Important stats
- Enemy regular AC and HP (Only attacks regular AC with her bow, and removes enemies from the fight via HP damage)
- Enemy force resistances or immunities (If an enemy somehow has force resistances or immunities, those cut into her output, or force her to switch to physical arrows)
- Her own AC (she doesn't have massive DR and lacks elemental resistances and immunities, so she has to rely on not getting hit)
- Her own saves (doesn't have elemental resistances or immunities, so save-or-lose are a very real threat)
- Enemy dispels (if enemies can spam targeted dispels at her items, they can ruin her offense and defense to a point where she will absolutely fail her benchmarks)
- Enemy CL (her arrows also function as dispel magic. NOTE: I am open to holding off on the dispels or only using them with situational permission)
- Enemy no save and/or no attack effects (since Bernaise likely can't do anything against those)

Lesser importance
- Enemy invisibility or otherwise eluding senses (Bernaise has 60ft blindsense and doesn't lose her Dex bonus to AC vs invisible enemies, but she only has non-permanent means of detection outside of those)
- Enemy saves (what abilities Bernaise has, between her spells and Nymph abilities, are rarely ever used as a real offense, and more for her amusement. DCs range between high 20s to high 30s)

Immunities (permanent) and adjacent
- being rendered flat-footed (Improved Uncanny Dodge)
- getting flanked (Improved Uncanny Dodge)
- non-magical darkness and invisibility/hiding (120ft darkvision, 60ft blindsense)
- concealment (Uncanny Accuracy)
- cover except full (can circumvent that with Circuitous Shot; Uncanny Accuracy)
- surprise rounds (can be surprised, but always acts in surprise rounds and also gets full set of actions in surprise rounds; Sagittarius' Expert Ambusher)
- enemy DR (energy bow shoots Force damage)
- enemies being far away (can shoot without penalty if Bernaise has line of sight and line of effect)
- wind effects on arrow shots (Sagittarius' Hunter of the Winds)

Resistances
- DR 6/- (Fighter Armor Mastery + Advanced Armor Training: Armored Juggernaut)
- DR 10/cold iron (Nymph)
- Nondetection (CL 21, Mantle of Great Stealth)
- Protection from Evil (CL 20, Armor of the Celestial Battalion)
- barrier spells and effects (can destroy them with Dragonclaws)

Energy bow attack bonus breakdown
23 (BAB)
+ 15 (Dex)
+ 15 (Wis via Sagittarius' Serendipitous Shot)
+ 6 (weapon enhancement)
+ 1 (Weapon Focus: Longbow)
+ 1 (Greater Weapon Focus: Longbow)
= 61
(+5 BAB added to second iterative attack by Prowess via epic levels of Fighter)

Energy bow damage bonus breakdown
9 (Str, bow auto-adjusts to Str)
+ 15 (Wis to damage via Sagittarius' Marksman Technique "Master of Serendipity")
+ 6 (weapon enhancement)
+ 2 (Weapon Specialization: Longbow)
+ 2 (Greater Weapon Specialization: Longbow)
+ 4 (Fighter's Weapon Training: Bows)
+ 3 (Epic weapon bonus from Fighter)
= 41

Crit chance: 19-20/x4 (Base: 20/x3; higher range with Improved Critical, higher modifier due to Fighter's Weapon Mastery, auto-confirms via Fighter's Weapon Mastery)

Base full attack using her +6 Called Distant Shot energy bow. BAB between Prowess and Epic bonus effectively 23/23/13/8. Critical hits auto-confirm (unless target is immune). Range = line of sight at no penalty. Force damage = ignores (most?) DR and hits ethereal targets for full damage without inherent miss chance from being ethereal. Total damage before applying DR to sum. Ignores all concealment (has to target square), ignores all cover except full. Every arrow can also be a CL 25 dispel magic (targeted or area). Greater dispel magic on a critical hit. Every arrow can cause a gust of wind along the flight path. All wind conditions ignored by arrows. Up to 15 luck rerolls for attacks per day. Does not provoke in melee.
(Raw average total = sum of average damage if every attack hits and does full damage. Absolutely not to be confused with realistic damage per round.)

Attacks: +61/+61/+51/+46, 1 arrow each
Damage per arrow: 2d6+41 force damage
Raw average total: 192

Additional attacks/hits
- Greater Manyshot: +1 arrow on every attack (no additional rolls, only apply precision damage once per attack)
- Perfect Manyshot: +2 arrows on every attack (no additional rolls, only apply precision damage once per attack), -2 to attack modifier in that round
- Rapid Shot: +1 attack at highest BAB, -2 to attack modifier in that round
- Haste: +1 attack at highest BAB (when not using Swiftblade's Perpetual Options), +1 untyped to attack modifier
- Warrior: 3/day, add one attack at highest BAB, stacking with extra attacks from haste and such (Warrior also has other separate uses drawing on the same pool of uses)

Other possible modifiers
- Circuitous Shot: Bounce shot around full cover, -2 to attack modifier
- Greater Heroism: +4 morale to attack modifier
- Deadly Aim: -6 to range attack modifier, +12 to ranged damage modifier
- Energy Bow power shot: substract X from attack modifier up to BAB, add X to damage modifier (will not be used in favor of Deadly Aim in the vast majority of cases)
- Swift Surge: +1d6/2d6 damage on all attacks during a round where Bernaise moves at least 10ft/20ft
- Improvisation: Get up to CL/2 as luck bonus to an attack (spends points from pool generated by the spell)
Accessible via changing build to take different Sagittarius Advanced Marksman Techniques:
- Close-Quarters Shot: when adjacent to target, receive circumstance bonus equal to Dexterity modifier (+15) to attack modifier and damage modifier.

Full attacks with bonus attacks/bonus arrows
- Rapid Shot: +59/+59/+59/+49/+44, 1 arrow each, 2d6+41 force damage. Raw average total: 240
- Rapid Shot + Haste: +60/+60/+60/+60/+50/+45, 1 arrow each, 2d6+41 force damage. Raw average total: 288
- Greater Manyshot: +61/+61/+51/+46, 2 arrows each, 2d6+41 force damage. Raw average total: 384
- Perfect Manyshot: +59/+59/+49/+44, 3 arrows each, 2d6+41 force damage. Raw average total: 576
- Rapid Shot + Perfect Manyshot: +57/+57/+57/+47/+42, 3 arrow each, 2d6+41 force damage. Raw average total: 720
- Rapid Shot + Haste + Perfect Manyshot: +58/+58/+58/+58/+48/+43, 3 arrow each, 2d6+41 force damage. Raw average total: 864

Full attacks (see above) with Deadly Aim
- Base full attack: +55/+55/+45/+40, 1 arrow each, 2d6+53 force damage. Raw average total: 240
- Rapid Shot: +53/+53/+53/+43/+38, 1 arrow each, 2d6+53 force damage. Raw average total: 300
- Rapid Shot + Haste: +54/+54/+54/+54/+44/+39, 1 arrow each, 2d6+53 force damage. Raw average total: 360
- Greater Manyshot: +55/+55/+45/+40, 2 arrows each, 2d6+53 force damage. Raw average total: 480
- Perfect Manyshot: +53/+53/+43/+38, 3 arrows each, 2d6+53 force damage. Raw average total: 720
- Rapid Shot + Perfect Manyshot: +51/+51/+51/+41/+36, 3 arrow each, 2d6+53 force damage. Raw average total: 900
- Rapid Shot + Haste + Perfect Manyshot: +52/+52/+52/+52/+42/+37, 3 arrow each, 2d6+53 force damage. Raw average total: 1080

Bonus Round!
- Swarm of Arrows: +61 (+55 with Deadly Aim), 1 arrow, targets every enemy within 30ft, 2d6+41 (+53 with Deadly Aim) force damage. Raw average total: 48 per target (60 per target with Deadly Aim)
- Penetrating Shot: +61 (+55 with Deadly Aim), 1 arrow, targets every enemy in a 60ft line (separate attack roll against each enemy), 2d6+41 (+53 with Deadly Aim) force damage. Raw average total: 48 per target (60 per target with Deadly Aim)

AC breakdown
10
+ 8 armor (also counts against ethereal attacks; Bracers of Armor)
+ 15 Dex
+ 15 dodge (Sagittarius' Elusive Target class feature)
+ 1 dodge (Dodge feat)
+ 2 dodge (Swiftblade's Swift Surge)
+ 16 deflection (equals Cha mod, Nymph's Unearthly Beauty)
+ 5 natural armor (Amulet of Natural Armor)
= 72

Possible AC boosts
- Haste: +1 dodge
- Limited Wish: access to various buff spells

----------

Saves breakdown
Fort: 12 (base) + 2 (epic base) + 13 (Con) + 5 (resistance) + 4 (luck) + 16 (racial, Charisma via Nymph's unearthy grace) = 52
Reflex: 12 (base) + 2 (epic base) + 15 (Dex) + 5 (resistance) + 4 (luck) + 16 (racial, Charisma via Nymph's unearthy grace) = 54
Will: 12 (base) + 2 (epic base) + 15 (Wis) + 5 (resistance) + 4 (luck) + 16 (racial, Charisma via Nymph's unearthy grace) = 54

Possible save boosts and adjacent
- Greater Heroism: +4 morale to all
- Bravery: +6 untyped to Will saves vs fear
- Warrior: 3/day auto-succeed on save, also ignoring partial effects like with Evasion (Warrior also has other, separate uses, drawing on the same pool of uses)
- Improved Elusion: Improved Evasion for Ref and Will saves
- Survivor's Luck: use Luck to reroll a failed save. The immediate action does not count against the 1/round limit due to Fortune's Friend PrC
- Limited Wish: access to various buffs

----------

CMD breakdown:
10
+ 23 (BAB)
+ 9 (Str)
+ 15 (Dex)
+ 16 deflection (Nymph's Unearthly Grace)
+ 15 dodge (Wis via Sagittarius' Elusive Target)
+ 1 dodge (Dodge feat)
+ 2 dodge (Swiftblade's Swift Surge)
+ 4 (while wielding a bow, via Advanced Weapon Training [Combat Maneuver Defense: bows])
= 95

----------

Initiative breakdown
15 (Dex)
+ 16 competence (equals Cha, via Swiftblade's Arcane Reflexes)
+ 4 (Improved Initiative)
+ 4 (weapon training bonus to Initiative, via Fighter's Advanced Weapon Training option Trained Initiative)
+ 2 (Quick Reconnoiter)
= 41

Possible initiative boosts
- Patient Hunter: As a swift action, can increase initiative by Dex mod for the rest of encounter. Stacks with itself. When readying an action or delaying her turn, Bernaise's initiative does not change on future rounds.

----------

Miss chances and concealment
- Blurred Alacrity: 50% concealment while hasted (does not stack with Mantle of Great Stealth, blur, displacement etc.)
- Evasive Celerity: individually targeted spells aimed at Bernaise have a 50% chance to fail while Bernaise is hasted (does not stack with blink and similar)
- Limited Wish: access to various buff spells

---------

Other defensive measures (and adjacent)
- 5 stacked Rings of Elemental Immunity: immune to all elements
- Cloak of Comfort: continuous endure elements for Bernaise and everyone in 30ft
- Armor Mastery: DR 5/- while wearing armor or using a shield (boosted to 6 via Advanced Armor Training: Armored Juggernaut)
- Nymph: DR 10/cold iron
- Expert Ambusher: Always acts in surprise rounds even when surprised, gets full set of actions in surprise rounds
- Improved Uncanny Dodge: Can't be caught flat-footed (can be feinted), can't be flanked, denies sneak attack. Doesn't work while restrained.
- Diligent Rapidity: Freedom of movement while hasted
- Interceptor: As immediate action, ranged attack roll vs enemy ranged attack within 110ft. On success, ranged attack is intercepted and destroyed. Can be used against absolutely any ranged attacks, including siege weapons and magic rays. On a crit, attack is reflected back at the attacker with the same attack bonus.
- Lucky Start: Spend Luck to reroll an initiative check
- Survivor's Luck: As an immediate action, spend Luck to reroll a failed saving throw. Immediate action does not count vs use limit due to Fortune's Friend PrC.
- (Greater) Invisibility/Fleeting Glance: Temporary invisibility (if there are actually any creatures not able to see invisible in the city)
- Eyes of the Dragon: Continuous 120ft darkvision, 60ft blindsight, 4x low-light vision
- True seeing: Temporary true sight
- Dragonclaws: Destroy various barrier spells, including force effects, as standard action
- Ethereal Jaunt: Temporary etherealness
- Angel Rings + Bunny Ears + Run: 150ft land and perfect fly speed, x10 run speed, to skedaddle rapidly
- Greater Teleport: Greater Skedaddle
- Limited Wish: Access to various spells
- Keen-Eared Scout: Gain additional information by beating Perception (listen) checks by enough degrees
- Improved Combat Casting: Does not provoke AoOs through spellcasting
- Patient Hunter: Does not take a Stealth penalty when sniping
- Hellcat Stealth: Hide while observed while in normal and bright light, at -10 penalty
- Darkstalker: able to make Stealth checks against special senses like against normal ones
- Collar of Umbral Metamorphosis: +10 base speed, +6 Stealth, Hide in Plain Sight except in natural daylight, daylight spells etc.

Fate's Favored
All luck bonuses +1 higher (will not be listed separately from here on out)

Acrobatics
+ 30 competence (Bunny Ears)
+ 6 (Skill Focus: Acrobatics)
+ 8 luck (Saggitarius' Concurrence)
+ 5 (Visualization of the Body spell, daily cast)

Perception
+ 8 luck (Saggitarius' Concurrence)
+ 6 (Skill Focus: Perception)

Improvisation
Spend points from spell-generated pool to gain up to CL/2+1 luck bonus to a skill or ability check

Keen-Eared Scout
Gain additional information about creatures by beating the Perception (listen) DC by enough degrees. +5 bonus to discern location of invisible creatures

Quick Reconnoiter
Can make active Perception checks as free action

Concurrence
+8 luck bonus to 7 skills (can be changed each night, can be used up for the day for a one-time luck bonus equal to Sagittarius class level + Wisdom + 1)
See "Concurrences" entry on Bernaise's spell list for which skills they are currently keyed to

Stealth
+ 8 luck (Saggitarius' Concurrence)
+ 6 (Skill Focus: Stealth)
+ 6 (Dark Creature template via Collar of Umbral Metamorphosis)
+ 30 competence (Mantle of Great Stealth)
+ 5 (Visualization of the Body spell, daily cast)
Can hide while observed in bright or dim light with -10 penalty (Hellcat Stealth)
Can hide while observed, except in natural daylight, daylight spells and similar (Dark Creature template via Collar of Umbral Metamorphosis)
Can hide from special senses (Darkstalker)

Survival
+ 8 luck (Saggitarius' Concurrence)
+ 30 to tracking (The Path, epic rod)
Can track across water, under-water, and through the air (Legendary Tracker)

Visualization of the Body
Daily cast 2nd level druid spell, 24 hours duration, untyped +5 bonus to all Dex-based skills

Bernaise has no limit to the number of AoOs she can make in a round due to Improved Combat Reflexes.

Bernaise threatens every square within one range increment of her while she wields a ranged weapon due to Peerless Marksman's Master Marksman. Due to Distant Shot, her range increment is 220ft.
Bernaise gains her (character level - 20) x 5 as bonus damage to AoOs due to Peerless Marksman's Master Marksman.
AoO damage: 2d6+51 (+63 with Deadly Aim)

Enemies threatened by Bernaise provoke AoOs by attempting to cast defensively (Spellcasting Harrier), take +4 DC to cast defensively, and provoke AoOs upon failing to cast defensively (Disruptive, Spellbreaker). Enemies entering or leaving her threatened area via teleportation provoke an AoO, even when casting defensively or using a supernatural ability (Teleport Tactician).

If a threatened enemy does a 5ft step or withdraw, it provokes an AoO that does no damage, but prevents the move action and the target doesn't move.



When needing to find someone responsible for an appointment, simply ask the office plants, and send out underlings for good measure.
Always insult someone before attacking them in a tavern.

Bphill561
2023-05-05, 08:50 AM
Shadowscale (https://www.myth-weavers.com/sheet.html#id=2780741)

Oh wow, I got selected. I don't think that has happened before. I select BLUE.

***Big edit, I am adding the character interests/abilities here in the same format as the other players.

Main Importance
-Casting Shadow Illusions as detailed in Shadowcraft Mage Illusions below
-Protecting Magic Items (Dragon Hoard, see Tricks)

Lesser Importance
-Making Melee attacks from time to time with Warlock Claws
-Being social, more of an RP thing than mechanics
-Animal Companion more for RP, but I made it more beefy and a buff Target

Immunities and Stuff
-Immune to Shadow Descriptor spells and other shadow based abilities (Ex ability from Warlock Feat)
-Fire & Cold Subtype, but no extra damage of opposing type (armor ward enchantments)
-Extraplanar Subtype but cannot be Banished
-Entboot: Regen 5/Fire, fatigue, exhaustion, disease
-Laurel of the Victrious Dead: Subdual Damage/Ability Drain/Energy Drain/Bleed Damage/Death Effects/Damage to physical ability scores
-Cowl of Warding: Mindblank/Freedom of Movement
-Necklace of Adaptation: Always has breathable air
-Rudimentary Eyespots: Cannot be flanked
-Foresight spell: cannot be surprised or caught flat footed.
-Dragon Abilities: Sleep and Paralysis effects
-Robe of Trasmutation: Immunity to transmutation spells without consent
-Dragon Friendship ring: Cannot be attacked by Dragon without provoking first

Things that are Different
-Normal Dragon BAB & Saves (Non-epic progression of BAB and saves into Epic)
-Shadow Spells technically do 10% per spell level. To make things easier for everyone, I will just leave 10+ spells at 100%.


1) Quickened/Improved Heighten/Shadow Illusion (DC 56)
2) Extra Move Action from Accelerate (Time) buff
3) Full round attack or Non-quickened Spell

Warlock Claws
33 (BAB) (See Tricks)
+16 Strength
+2 Enhancement bonus (Living Metal Claws)
+1 Weapon Graft (Illithaid)
+1 Size Small
+1 Luck Bonus (Oerthblood Material Property)
54 = Total

Damage eldritch blast (11d6+2d6 Magic Item) + unarmed damage (1d8) + Living Claws Graft (1d4) = 15d6+20 (Str+2 Enhance+1 Weapon Graft+1 Luck)


AC Breakdown
10
+4 AC (Arcane Robe)
+3 Enhancement (Gnome Twist Armor)
+10 Dex
+1 Dodge (Dodge Feat)
+1 Size (Small)
+42 Deflection (Dragon Natural armor + 7 Grafts, Scintillating scales buff spell NA=> Deflection)
+4 Insight bonus (Tome Dragon)
Total=75

* Note: I did not adjust CMD or FCMD for the Natural Amor => Deflection bonus conversion, just touch AC.

Saves
58 Fort Base 18 Dragon + 15 Con + 5 Resistance + Cha to Saves from Shaman 20
55 Reflex Base 18 Dragon + 10 Dex + 5 Resistance + Cha to Saves from Shaman 20 +2 Insight bonus (Forsight Spell)
61 Will Base 19 Dragon + 19 Wis + 3 Iron Will + Cha to Saves from Shaman 20

Miss Chance
50% miss chance as displacement, Activate as a Standard action Warlock Epic Feat

Other Stuff
DR6/Cold Iron Warlock & DR15/Magic Tome Dragon
Cannot be Flanked (Graft)
Foresight Cannot be surprised or flat-footed
Regen 5/Fire Entboot


Dragons BAB & Saves
-True Dragons in Pathfinder and 3.5 have BAB = HD and normal non-epic save progression
-If that is not acceptable, no problem I will change.
-I left skills capped to level (not HD), so skills requirements for feats and things would not allow early entry.

Illithaid Weapon Grafts/Dragon Hoard Protection (Fiend Folio)
-Grafted weapons are no longer considered Magical, but retain all effects (which I guess would put them in the Ex category)
-I started with a Rending Gauntlets from the Magic Item Compendium, it is a hand slot item and a weapon (Spiked Gauntlets)
-I added Armory Gauntlet (hand slot) from our Epic book using Merging magic item rules
-So I can store 10 objects in extra dimensional spaces as a non-magic ability
-Phylactery Doll from our Epic book is one of them, hidden from Disjunction.

Extraplanar but Not
-Collar of Umbral Metamorphosis grants the Extraplanar Subtype from Plane of Shadows (Tome of Magic p.156)
-Embassy Rod from Savage Species makes you count as if you are on your home plan.
-Merged with another rod that is also a weapon, added the Morphing Weapon property
-Transformed and worn as a Poison Ring weapon (Dragon Compendium)
-Count as being on the Plane of Shadow so I cannot be Banished
-Anti-magic Field remove both effects, still cannot be Banished

Companion Familiar Feat
-Can use a Figurine of Wonderous Power as an Animal Companion
-I selected a Silver Raven
-Took Animal Ally Feat, which makes animal companion Level -3 & stacks with classes that add to animal companion

Spirit Sight and Ethereal Creatures
-Shaman lets me see Ethereal Spirits
-Wraith's Woe Magic Item set (Magic Item Compendium) lets you punch ethereal stuff without a miss change
-Set also allows you to cast Hide from Undead at Will, but undead get no saving throws even if they are Intelligent

Two World Magic Trait
-Adds a cantrip known from another class list
-Races of the Stone has Silent image on the Wizard list as a level 0 spells for gnomes.

Prepared/Spontaneous Casting
-Sorcerer is Spontaneous Arcane
-Shaman is Prepared Divine
-Preferred Spell Feat allows Prepared spells to be converted to Silent Image (Silent Image is on the Shamans list from Illusion Domain)
-Tome Dragon can apply metamagic without increasing casting times on spontaneous spells
-Arcane Preparation allows Sorcerer to prepare arcane spells
-Wyrm Wizard PrC can add spells to arcane class's spell list up to the highest level arcane spell that can be prepared.



The Shadowcraft mage class ability I copied with the Mythic Tradition makes a number of my illusion spells (Silent Image*) work like the spells shadow evocation and shadow conjuration combined. Applying the epic version of Heighten spell to make silent image level 10, I can then copy any 9th level or lower Evocation or Conjuration (summoning or creation) spell on my sorcerer list. These are also 10% real per spell level, so if the illusion is disbelieved it is still 100% of the effect. With Wyrm Wizard I added Miracle to my sorcerer spell list which is Evocation.

So in effect my level 10 silent image spell can emulate:

9th Level Sorcerer Evocation or Conjuration Spells
8th Level Cleric Spells (Miracle Emulation)
7th Level Other spells or Effects* (Miracle Emulation)

Metamagic Adjustment on silent image:
-4 Tome Dragon can Reduce overall adjustment to a spell
-1 Magic Lineage Trait -Silent Image
-1 Metamagic Master Trait - Silent Image
-1 Easy Metamagic Feat - Improved Heighten Spell Only
-1 Practical Metamagic - Improved Heighten Spell Only
-2 Arcane Thesis Feat (Invisible Spell & Tenebrous Spell are +0 adjustments which become -1)
-10 Total Adjustment, enough to push up a Level 0 or level 1 silent image up to level 10 with Improved Heighten spell

Spell Perfection can add another metamagic feat as long as it does not push the slot level over 9, like Enduring Spell or Quicken Spell.
Arcane Thesis also drops Empower Spell to a +1 for further scaling.

Other Stuff:
-Epic Spell Supremacy and Spell Superiority adds lots to Silent Image
- Enduring Spell and Tenacious magic (Epic Feat) can put up permanent effects that don't really go away, especially with the above 2 feats
-Count as being on the Plane of Shadow (See Tricks)
-Silent Image is a domain spell on the Shaman's spell list. The Preferred Spell Feat lets me swap out a prepared spell for silent image.

Caster Level
25 Sorcerer Progression
4 Practiced Spell Caster - Sorcerer
2 Magical Knack Trait - Sorcerer

1 Robe of Arcane Might (+1 Comp bonus to Illusion Spells)
1 Illusion Domain (+1 bonus to Illusion Spells)
1 Ring of Arcane Might (+1 Effective Caster level Arcane only)

4 Arcane Thesis* - Silent Image
4 Spell Specialization* - Silent Image

42 Caster Level Sorcerer (Shaman is 31)
I can Add +4 with a Bead of Karma for 10 minutes a day.

DC For Spell (Base is 10 +1/2 Caster level + Cha, Because of the Spell Superiority Feat)
51 Base DC
2 Spell Focus Illusion*
2 Greater Spell Focus Illusion*
1 Ring of Gnomekind (Illusion only)
56 Total DC

I can Add +2 from Shadow Decanter

*Spell Perfection lets you double bonuses from feats to spells

My original build was pretty Wacky before I saw the Mythic Tradition abilities. I took the half-troll template to count as a giant so I could enter a PrC that made you count as a gnome so I could take levels in Shadowcraft mage which requires gnome. There is an alternative option to be part of a cabal to enter shadowcraft mage. I did not get clarification on this and did not see how I would still be in a cabal having recently left my native plane.


Warlock Spell-like Abilities
Beguiling Influence: +6 Bluff, Diplomacy, Intimidate
Displacement: 50% Miss Chance (Must Activate)
Foresight: +2 Insight Reflex Saves, Cannot lose Dex to AC or be caught Surprised
Otherworldly Whispers: +6 Knowledge (Arcana, Religion, Planes)

Spells
Accelerate (Time): Extra Move Action a Round (Divine Slot)
Cloud Wings (Invisible): +120 Flight speed (Arcane Slot)
Scintillating Scales: Converts Natural Armor to a Deflection Bonus (Divine Slot)

Mythic Marshal Aura
-Charisma Mod to everyone's Caster level checks to overcome spell resistance, 60 feet.

I may add more spells, but it will depend on group scaling.

Beguiling Influence: +6 Bluff, Diplomacy, Intimidate
Otherworldly Whispers: +6 Knowledge (Arcana, Religion, Planes)
Flexible Spine: +4 Acrobatics, +4 Escape Artist
Rudimentary Eye Spots: +4 Spot => +2 Perception
Ring of Readiness: +2 Craft Alchemy
Nature Soul: +4 Know Nature & +4 Survival
The Thrush Trait: +1 Perform Sing

Stealth +22
Umbral Collar of Fell Power: +8 Hide, +6 Move Silently => +7 Stealth
Armor Greater Shadows +15



I will add more later as needed.

Enceladus
2023-05-05, 11:48 AM
You have the right of it Ridai :)

Corvus D. Clemonds (https://www.myth-weavers.com/sheet.html#id=2783076) will take purple

Requested Breakdowns


Immunities:
* Cold Damage
* Electric Damage
* Death Effects
* Mind Effects (charms, compulsions, morale effects, phantasms, patterns)
* Bleed Effects
* Disease and Poison
* Paralysis
* Sleep effects
* Stunning
* Fear effects
* Confusion
* Fortitude Save effects (Unless effect can impact objects or is harmless)
* Ability drain
* Energy drain
* Nonlethal damage
* Effects that damage or penalties to physical ability scores
* Fatigue
* Exhaustion
* Death from Mass Damage

Damage Resistances
* DR 15/bludgeoning and magic
* DR 5/everything else

Spell Resistance = 32

Other Defensive Effects
* 50% Critical Immunity
* Electric damage taken heals HP. 1 HP restored for every 3 points of electric damage. Excess above HP max is treated as temp HP.
* Rejuvenation Ability: Full body regeneration within 1d10 days if phylactery is not destroyed. Body regenerates in location of phylactery. New body does not possess items.
* +4 Channel Resist
* Counter Spell/Greater Counter Spell (Functions as the Arcanist Exploits)
* Will save rolls twice and takes the better ( when under the effect of Necromancer class ability Master of Undeath)
* Automatically makes Fort save for Coup de Grace attempts. Can still die from damage taken.



Weapons:
- Power Staff (Crafter)
* Negative Energy Damage

- Arcane Grimoire (Scholar Exploit)
* Spend point of arcane reserve to grant up to +5 magical enhancement bonus for weapon. Can also be granted the following effects: dancing, distance, flaming, flaming burst, frost, icy burst, shock, shocking burst, and spell storing. Lasts for minutes equal to Int modifier.

- Morrigana Wrappings (Mortal Usher Class Feature)
* Same effect as Arcane Grimoire but has following options: brilliant energy, disruption (this supersedes the normal requirement that a disruption weapon must be a bludgeoning weapon), flaming, flaming burst, frost, holy, icy burst, shock, shocking burst, unholy, or vorpal. Can be changed if used as weapon after 8 hour rest.

- Natural Attack (Lich Template)
* Touch attack based
* Deals 1d8+12 negative energy
* Full round action to use as healing for any undead including self

Other Abilities:
- Fear Aura (Lich Template)
* DC = 10 + ½ HD + CHA modifier
* 60 ft radius
* Mind affecting fear effect
* Creatures of 5 HD or less makes Will save. Fails and is frightened for round equal to HD
* Creatures above 5 HD are shaken instead of frightened
* If same is made, effect does not take hold for 24 hours where save must be made again.

- Paralyzing Touch (Lich Template)
* Takes effect if hit with touch attack
* DC = 10 + ½ HD + CHA modifier
* Fort save or has permanent paralyzed.
* Effect cannot be dispelled but may be removed by magics to remove a curse
* Target appears dead but DC 20 Perception or DC 15 Heal check can confirm alive.

- Reaping Strike (Mortal Usher PRC)
* Takes effect on single target attacks only.
* Adds additional 5d6 positive energy or negative energy. Positive if target is undead, negative for all others.
* Does not effect non living creatures such as constructs.

-Miasma (Necromancer Class)
* keys of Fear Aura
* Fortitude save of same type or target becomes sicken for 1 round
* Animal, fey, and plant creatures become nauseated for 1 round and sicken for 1 minute afterwards
* Save made makes immune for 24 hours

- Gear
* +4 bonus to overcome spell resistance
* Melee and magics impact incorporeal targets normally.




Creations:
- Magical and Epic Arms/Armor
- Magical and Epic Wondrous Items
- Poppets
- Constructs
- Magic scrolls

Creation Note:
- Reduce cost and time needed by 25%

Other:
- Alter Enhancements (Scholar Exploit)
* Change weapon, armor or shield magical enhancements
* Cannot change total enhancement bonuses
* Last for Int modifier minutes

- Cadaver Crafter (Necromancer Talent)
* Special ritual taking 8 hours and 25/HD gold of animated creature
* Able to apply construction points as per building a construct per creature’s size
* Cannot apply metal or stone
* May only have one such undead in this manner.

- Undying Avatar (Dread Emperor PRC)
* 24 hours required to make
* Zombie of 20 HD that looks like Character (DC 30 Perception to identify if fake)
* Mindless but character can control and perceive through senses at all times.
* Commands mentally and can cast non-epic spells through it.
* 1 Avatar per 5 levels after level 25.





Undead (created):
Total HD Limit = 384
* Unending Legions (Dread Emperor PRC) – makes total caster level equal to current caster level + 20 for Animate Dead
* Rod of Undeath Master (Equipment) – doubles amount of HD per caster level for Animate Dead
* Undead Master (Feat) – Count as 4 levels higher with Animate Dead Spell
* Master of Atrocities (Necromancer Talent) – expands animated undead choices to be any undead creature. CR cannot be more than half caster level, had HD up to characters, and counts still to total HD limit.
* Undead Master (Necromancer Class) – Gives created undead +4 STR and DEX. Gains also 2 HP per HD.
* Augment Undead (Necromancer Talent) - +2 STR and 2 HP per HD. Stacks with Undead Master.
* Unending Legions (Dread Emperor PRC)– Undead below character HD do not count towards HD Limit

Undead (Summoned):
* Armed Undead (Necromancer Talent) – Provides the following to summoned undead
- Metal equipment with cost of 200 gold
- Equipment up to 125 lbs total
- Gain +1 enhancement bonus to attack or AC.
* Balanced Undead Summoning – Summon two undead of lower level than Summon Undead spell level.
* Augment Summon (Feat) – Gains +4 STR and CON
* Superior Summon (Feat) – Adds one more creature to summon if doing that version which allows multiples.

Undead (Summoned and Created):
* Overwhelming Swarm – Every 10 attacks Undead make (hit or miss) provide -1 penalty to AC, Damage Reduction (if any), Fast Healing (if any), and regeneration (if any). None of these values can be reduced below 0. This penalty remains until the target has gone for an entire hour without being attacked by undead controlled by the dread emperor.
* Improved Legions (Dread Emperor PRC) – Undead animated/created gain maximum HP per HD and effected as if by Awaken Undead but remain under character control.
* Bolster (Necromancer Class) – Single undead in 30 feat gain the following for 10 rounds
- +4 profane bonus to attack rolls and saving throws
- +2 bonus to turn resistance
- +1 temp HP per HD
* Mass Bolster (Necromancer Talent) – Apply Bolster class feature benefits to number of undead equal to CHA modifier.
* Unlife Healer (Necromancer Class) – abilities and spells used to heal undead gain Empower and Maximize Spell feat effects.
* Death’s Kiss (Necromancer Class) – Undead gain bonus HP equal to half Class level. Gains also bonus of CHA modifier to saving throws for turn, destroy or damage effects.
* Death’s Retribution (Necromancer Class) – Undead killed explode dealing 1d6 negative energy damage. Targets within 10 foot burst take 1d6 per 2 HD. Ref save causes half damage (DC = 10+half creatures HD+CHA modifier).
* Emperor’s Plague – Piercing Effect. Undead natural attacks pass on disease. Fort save of 25+INT modifier needed or target takes 1d6 Con damage. Save is made every hour. If killed, target raises as zombie or skeleton 1d4 hours later. Disease only removed by consecrate or hallow effects. Ability score damage only healed with consecrate or hallow effects.
* Dark Tactician – Full round action to grant undead in line of sight full heal, grant full round actions, or the following for 1 round:
- +10 attack rolls
- +10 saving throws
- +10 AC
* Cadaver Crafter (Necromancer Talent) – Created mindless undead treated as neutral alignment, intelligent undead shares same alignment as character.

Summon Monster Spell:
* Augment Summon (Feat) – Gains +4 STR and CON
* Superior Summon (Feat) – Adds one more creature to summon if doing that version which allows multiples.
* Versatile Summon Monster (Feat) – Can apply the Aqueous or Aerial template
* Perfect Summoner (Scholar class) – Monsters from Conjurer’s Focus class feature last until dismissed
* Summon Neutral Monster (Feat) – Expands Monster list
* Expand Monster List (Feat, Epic) – Adding Phoenix, Yamaraj (Psychopomp), Hamadryd, Vilderavn to monster list as Summon Monster X choices.
* Ring (Equipment) – Expands list to add Angels and Psychopomp creatures

Summon Nature’s Ally Spell:
* Augment Summon (Feat) – Gains +4 STR and CON
* Superior Summon (Feat) – Adds one more creature to summon if doing that version which allows multiples.
* Versatile Summon Nature’s Ally – Apply following templates instead of Augment Summoning bonus: aerial, aqueous, chthonic, fiery, or primordial. Choice is applied to all summons.
* Summon Plant Ally – expands nature’s ally list to include plant creatures.
* Ring (Equipment) – expands list to add Kami and Drake creatures
* Summoner’s Totem (Equipment) – When using spell to summon single animal/creature, can cast another spell of 3rd level or lower on the summoned being. Must have casting time of standard action that is done as a swift action.

Bone Commander and Bone Minions:
* Effects of summon undead apply to the bone commander. Below links are to the various build options of the Commander and Minions.
* Boon Commander – Increases Bone Commander to level 24.

Avatar:
* Avatar Focus (Summoner Talent granted by Cleric archetype) - +1 DC for all saving effects of avatar abilities
* Augment Avatar (Summoner Talent granted by Cleric archetype) – Avatar gains Augment Summon feat bonuses
* Improved Shield Ally (Summoner Talent granted by Cleric archetype) – Shield Ally/Greater effects apply to friendlies within 15 feet
* Increased Avatar Range (Summoner Talent granted by Cleric archetype) – Adds 100 feat to total range of Avatar away from characters
* Boon Companion (Feat)– Increases Avatar to level 24
* Final Summoning (Cleric Class) – For 1 minute, grants +10 to all stats, save, skills checks and all attacks/damage rolls. Explodes and cannot summon new avatar for 24 hours.
* Call (Cleric Class) – Call any avatar known for one turn that performs full rounds worth of actions. Can use when another avatar is summoned but not same option.
* See below links for Avatar options.

All Summon Creatures (Avatar, Undead, Monster, Nature’s Ally, Bone Commander, Bone Minions)
* Tactical Summon – Summoning spell that originate from character’s space can be originated from an empty space within 20 feet.

Familiars
* Improved Familiar – Nosoi selection

Links

Bone Commander - Warrior Version (https://www.myth-weavers.com/sheet.html#id=2790414)
Bone Minion (https://www.myth-weavers.com/sheet.html#id=2790436)
Familiar - Nosoi (https://www.myth-weavers.com/sheet.html#id=2790459)
Familiar - Sprite (https://www.myth-weavers.com/sheet.html#id=2790433)
Familiar - Blink Dog (https://www.myth-weavers.com/sheet.html#id=2790718)
Avatar - Bahamut (https://www.myth-weavers.com/sheet.html#id=2790549)
Avatar- Ifrit (https://www.myth-weavers.com/sheet.html#id=2790529)
Avatar - Ixion (https://www.myth-weavers.com/sheet.html#id=2790534)
Avatar - Shiva (https://www.myth-weavers.com/sheet.html#id=2790540)
Avatar - Valefor (https://www.myth-weavers.com/sheet.html#id=2790526)
Avatar - Yojimbo (https://www.myth-weavers.com/sheet.html#id=2790526)
Personal Guardian (Cohort) (https://www.myth-weavers.com/sheet.html#id=2790751)





Most curative spells are Anti Undead when applied as such. The below are special notes.

*Turn Undead (Channel Positive Energy, Cleric Talent) – DC = 20 + CHA modifier
* Command Undead (Channel Negative Energy, via Versatile Channeling, Cleric Talent) – DC same as Turn Undead
* Undead Killer (Necromancer Talent) – Spells from Necromancer list that deals negative energy (shadow) damage bypass undead abilities to absorb damage type or immunities to it.
* Life Sight (Necromancer Class) – 120 feet, functions as blindsight but only to determine if target is living or undead. Does not work on constructs. Spells that blind have 50% chance to negate this effect.
* Spiritual Marking (Necromancer Talent) – Allows character to see invisible and ethereal undead with Life Sight. 10 rounds per day, may use standard action to mark all invisible/ethereal undead in range to allow other to know location.
* Undead Master (Feat) – Command Undead duration is doubled.
* Enemy of the Undead (Triat) - +2 bonus on saving throws agains undead creature’s spell and abilities.
* Nexian Corpse Hunter (Trait) - +1 bonus on damage rolls from spells against undead.

Channel Positive Energy = 12d6
Channel Negative Energy = 10d6





These are in addition to curing/defense spells. Further, the Spirte Familiar (Scholar Class) and Bone Mender (Necromancer Class) also provide curative/defensive effects. See links for abilities.

* Everflowing Energy (Font of Life PRC) – Cure spells (healing subschool) level 4 or lower have no costs. Can suspend ability for 10 minutes to cast spell of level 5 or higher in same manner.
* Superior Healing (Font of Life PRC) – Once per encounter, cast spell (healing subschool) out of initiative order regardless of casting time. Ignores components and targets any in 100 ft.
* Spell-Woven Cure (Font of Life PRC) – Cast spell (healing subschool) with saving throw to resist. Can cast a second spell (healing subschool) of equal or lower level which is added to first spell. Targets that willing fail saving throw gain effects of second spell, if applicable targets and even if not in spell’s normal range.
* Overcharge (Font of Life PRC) – Excess HP recovered over max is temp HP that last for 10 minutes. For every 10 HP gain this way, target gets +1 morale bonus to attacks, saving throws, and skill checks. Max temp HP is 50.
* Preventative Measures (Font of Life PRC) – Allows casting of spells (healing subschool) to take effect at later time even if targets aren’t legal at time of casting.
* Faith (Cleric Class) – Gain pool of points (10). Can spend to increase spell level or DC by 1.
* Prayer (Cleric Class) – Spend channel energy to grant living/undead temp HP of the channel energy. Last for 1 hour.
* Legion’s Blessing (Cleric Class) – Full round action, grants single target spell effects to allies within 10 feet. Spell must have standard casting time, not cause harm, and range of personal.
* Healing Hands (Cleric Talent) – Adds CHA modifier to amount healed.
* Adloquium (Scholar Class) – Spend point from Arcane Reservoir when casting healing spell. Target receives full effects of the spell and gains temp HP equal to half of HP restored by spell. Temp HP provided this way has no duration. Single target only.
* Succor (Scholar Class) – Same effects as Adloquium but cost two points and effects multiple targets.
* Sacred Soil (Scholar Class) – Spend 2 points from Arcane Reservoir. Makes 30 ft. radius effect to grant all allies and character the following. Effects only apply if better than what allies/character have.
-- Damage reduction = 10
-- Spell Resistance = 20
* Excogitation (Scholar class) – Spend 2 points from Arcane Reservoir. Ally targeted gains effect of character’s best healing spell when HP drops below half. Lasts only for 5 rounds.
* Final Guide (Necromancer Class) – Full round action. Restores target as if casting Arise spell. Cannot gain benefit again for 24 hours.
* Deathly Abeyance (Necromancer Class) – Grants ally within 30 feet second chance to roll to prevent dying if below 0 HP. If roll is below 11, target adds +10 to result though normal determination of living and dying applies. Secondary effect allows the character to take any damage onto themselves if said damage would kill the target if in range.
* Perform Miracle (Cleric Talent) – Functions as a once per day Wish Spell to do the following:
-- Duplicate Cleric spell of 6th level or lower
-- Duplicate other spell of 5th level or lower
-- Remove a harmful effect of spells (DC 11 + caster level) to counter.
-- Petition a deity or some power for a specific request. Requires an offering of 10,000 gold in powdered diamonds.
* Improved Cure (Font of Life PRC) – Healing effects grant additional 20 HP.





* Dismiss (Scholar Class) – Dismiss a spells as swift action instead of standard action. Applies also to spells that normally can’t be dismissed.
* Refine Knowledge (Scholar Class) – Depending on Knowledge skill used to identify a creature, the character rolls twice taking better result. If rank is at 20, rolls thrice and takes best result.
* Lore Master (Scholar Class) – Can take 10 on any Knowledge check even when stressed or in combat. Can use standard action 3x per day to take 20 on knowledge checks.
* Call It Out (Scholar Class) – Once per day as standard action, makes a knowledge check to identify creature’s weaknesses. If successful, character and allies within 30 feet who can hear gain the following”
-- Information about special vulnerabilities and weaknesses
-- Forms of attacks to defeat DR and Regeneration
-- +1 to attack rolls and DC’s of spells or abilities against the target for one minute. If Knowledge skill is 10 or more ranks, bonus becomes +2.
* Advanced Tutorial (Scholar Class) – Touch target and grant benefits of one spell without casting it.
* Arcane Hypothesis (Scholar Class) – Rolls d100 to apply one of the following metamagic feats. Can adjust the results by 30 and also rolls twice. Does not increase MP cost but increases casting time normally.
-- Apocalyptic Spell
-- Extend Spell
-- Empower Spell
-- Maximize Spell
-- Widen Spell
-- Chain Spell
* Arcane Apotheosis (Scholar Class) – Once per day, apply metamagic feat without increasing cost. Can also spend 3 MP to consume one less charge on magic items.
* Spell Lore (Cleric Talent) – Add half cleric level to Spellcraft checks to identify a spell being cast.
* Secrets of the Dead (Necromancer Class) – Add necromancer level to Knowledge or Diplomacy checks involving undead, necromancy magic, places where dead are buried, and ceremonies regarding the dead.





See above sections for skill modifiers that are ability based or apply under special conditions.

Other Special Conditon
* Feet of Water (Item) - +32 on Acrobatic checks to jump. +40 if running.

Permanent:
- Lich Template: +8 to Stealth, Perception, Sense Motive
- Vath Wings (Mortal Usher PRC): +5 Acrobatics
- Skilled In Religious Matters (Cleric Class): +10 Religion





Total = 40
* Robe of the Master Magi (+11 AC)
* Armor of Light (+6 Shield)
* Dex Modifier (8)
* Morrigna Wrappings – Mortal Usher PRC (+5 Natural Armor)
* Lich Template (+5 Natural Armor, conflicts with Morrigna Wrappings but kicks in if Wrappings are removed)

Temporary Modifiers
- Greater Shield Ally (Cleric Class)
* +4 AC when near Avatar





Fotitude:
Total = 34
* Class Base (12)
* Robe of the Master Magi (+6)
* Ability Mod (Charisma) (16)

Reflex:
Total = 29
* Class Base (9)
* Robe of the Master Magi (+6)
* Ability Mod (Dexterity) (8)
* Custome Item – Luck Rabbit’s Foot (+6 Luck)

Will:
Total = 33
* Class Base (12)
* Robe of the Master Magi (+6)
* Ability Mod (Willpower) (15)

Temp Modifiers
- Greater Shield Ally (Cleric Class)
* +2 Saving throws (all) when near Avatar

ICN
2023-05-05, 08:05 PM
Happy to have made it in. Aven (https://www.myth-weavers.com/sheet.html#id=2783797) will speak in green.

Llyarden, if you want any mechanics removed or changed beyond the number tweaking, just let me know. With this many options and amount of cash, I started picking stuff up to fill space pretty much.

Cares:

Enemy AC,
Enemy CMD
Enemy DR
Enemy Critical immunity (his self healing scales some with each enemy in a combat, unless they're immune to critical hits),
Dispels (He's a martial, but he leans heavily on his buffs and items)
Effects that shut down healing on him

Kinda cares:

Saves (Thinking I'll give just powering through a whirl, aiming to get him around a 5 if the party average is a 10 on a 1-20 range)
Conditions

Doesn't care:

AC
Concealment
His save DCs (might pick an ability or two if he'd be in the ballpark as other people, but they'd just be extras)

Immunities:

Sickened
Nauseated
Acid damage
Critical hits and precision damage
Freedom of Movement (https://aonprd.com/SpellDisplay.aspx?ItemName=Freedom%20of%20Movement ) stuff
Effectively immune to fear, confusion, and rage from the Serene Tattoo (http://spheresofpower.wikidot.com/charms#toc48) item (suppresses those conditions).
(Hypervitalize immunities from here) Bleed,
Death effects
Damage from positive energy effects
Disease
Paralysis
Poison
Sleep effects
Aging effects
Stunning
Any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)
Nonlethal damage not caused by his own abilities.
Ability damage/drain
Exhaustion and Fatigue effects


Aven is heavily based around combat maneuvers. He always counts as colossal for them in combat due to Eternal Stancing (http://spheresofpower.wikidot.com/master-of-many-stances#toc9) Giant Physique (http://spheresofpower.wikidot.com/brute#toc14), and ignores any dex bonus to CMD. He specializes in the Brute sphere, for those ones also ignoring size bonus, and uses reposition to trigger Hammer (http://spheresofpower.wikidot.com/brute#toc17) damage by ramming foes into himself, hurting both. Successfully using a Brute maneuver allows him to make a trip or grapple check as an AoO. Scoundrel sphere maneuvers are used for debuffs, like Steal Spells (http://spheresofpower.wikidot.com/scoundrel#toc48), Steal Talent (http://spheresofpower.wikidot.com/scoundrel#toc50), and Devastating Tricks (http://spheresofpower.wikidot.com/scoundrel#toc42) (Steal maneuvers can be made in place of a disarm maneuver). Devastating Tricks is nasty; I went with that over the Dirty Trick Master feat so it would require martial focus, but if that's still too much I can ditch it. Grapple can be tricky to deal with, so I can ditch the talent that allows him to grapple targets under freedom of movement to allow an easy source of immunity.

He mixes improvised weapons and unarmed strikes. Improvised weapons do more damage, but unarmed strikes are better for maneuvers. The best improvised weapon is, of course, Living Weapon (http://spheresofpower.wikidot.com/wrestling#toc35).

He can use Swift Combatant (http://spheresofpower.wikidot.com/mageknight#toc63) for free.

He's got a lot of action economy. A typical round will probably look something like this:
Free action: Swift Combatant
Free action 1/round (Barfighter capstone): Hard Drinker (http://spheresofpower.wikidot.com/barroom#toc1), use Reeling Steps (http://spheresofpower.wikidot.com/barroom#toc32) talent.
Free action 1/round (with a striker art): Inebriated Maneuver (Barfighter (http://spheresofpower.wikidot.com/barfighter) tension technique, use a combat maneuver and roll twice)
Free action 1/round: Break a weapon with Improvised Martial Arts (http://spheresofpower.wikidot.com/barroom#toc16) to make an attack as a free action.
Free action: Drop prone or stand up
Free action 1/round: Regain martial focus after succeeding at a trip maneuver while prone (Rising Leverage (http://spheresofpower.wikidot.com/open-hand#toc27))
Move action: Reposition maneuver, triggering Smash (http://spheresofpower.wikidot.com/brute#toc24) damage and the Perpetual Motion (http://spheresofpower.wikidot.com/brute#toc33) manhandle for another reposition.
Standard action: Dual Attack (http://spheresofpower.wikidot.com/dual-wielding#toc0) Rippling Blow (http://spheresofpower.wikidot.com/open-hand#toc26) Brutal Strike (http://spheresofpower.wikidot.com/berserker#toc1) with Follow-Through (http://spheresofpower.wikidot.com/brute#toc13). The off-hand attack will be used for a steal, trip, or disarm maneuver, while Rippling Blow's AoO will be used for a dirty trick by way of Clever Fox's Heist (http://spheresofpower.wikidot.com/scoundrel#toc4).
Various AoOs: Mythic Muscular Reflexes for infinite AoOs per round. Can Scout a target as part of a successful AoO.
Swift Actions: Defensive stuff or Living Weapon

Using the Mantis God (https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/the-mantis-god/) as a damage reference, since CMD influences damage done, right now it's an average of 831, or 751 after DR. Which... is rather more than I expected. During character creation I was focused on maneuvers, and thought actual attacks would be mostly incidental damage in comparison. Turns out they're rather more significant than that.

He can grow two sizes for a minute with a minute of downtime after that. It's needed to trigger Hammer damage against colossal creatures, but it does make for a pretty big damage boost.

Once per minute he can use the Runesinger's Strength rune (http://spheresofpower.wikidot.com/runesinger#toc13) to bull rush everything. Depending on how you rule it, Llyarden, he might be able to still trigger Hammer damage by using Swift Combatant to run into their path as a free action after bull rushing them.

Successful AoOs after a trip force a reflex save (DC 32) or stagger.

Is the Dispelling Knuckle (http://spheresofpower.wikidot.com/striker#toc12) Striker Art too good for me to take? Attack roll vs. caster level check is guaranteed, and unlike Spell Sunder or Steal Spells which are similar this dispels multiple spells without an action cost.

Aven doesn't dodge, so AC is irrelevant; if someone attacks, they hit him. He's immune to critical hits and precision damage, so that simplifies rolling. To make up for that, he uses self healing. There are four effects that boost this: Robustness (http://spheresofpower.wikidot.com/general-feats#toc41) and upgraded Serendipity (http://spheresofpower.wikidot.com/fate#toc103) each add 25 or the original amount, whichever is less, to magical healing, Soothing Purr (http://spheresofpower.wikidot.com/purring-feats#toc12) boosts all healing by 12, and Go Limp (http://spheresofpower.wikidot.com/barroom#toc47) converts half of all damage to nonlethal, effectively doubling all healing.

Those combined with Resist Elements (Earth) (http://spheresofpower.wikidot.com/nature#toc51) are how he avoids exploding from Hammer damage. Baseline he heals 7, + 7 for Robustness, + 7 for Serendipity, +12 for Soothing Purr. 33, doubled to 66 because it heals an equal amount of nonlethal damage, then the DR bit added on top means that he reduces hammer damage by 73. I fully expect all enemies to bypass that DR and therefore its associated healing as a handwave. He's also got a more regular DR 6/-.

Using Spirit Form (http://spheresofpower.wikidot.com/alteration#toc86), another instance of Resist Elements (Fire) is applied as part of a permanent shapeshift. Using a maximixed Hemothermia (http://spheresofpower.wikidot.com/nature#toc81), he can heal 108 damage per round (counting nonlethal healing. Robustness and Serendipity don't apply to this one, since permanent shapeshifts are instantaneous and no longer magical.).

To apply a bit of scaling, Sanguiphilia (http://spheresofpower.wikidot.com/blood#toc57) and a Wounding (https://aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Wounding) weapon can get 30 healing per target (can apply to bleed immune creatures but not critcal immune ones). With the Strength rune ability he can probably apply bleed to all of the targets in a fight.

He's got a Tattoo of Potion Storing (http://spheresofpower.wikidot.com/marvelous-items#toc72) with a Salve (http://spheresofpower.wikidot.com/alchemy#toc58). Might pick up another depending on what's balanced.

His panic button is the Healing Spirit (http://spheresofpower.wikidot.com/spirit-mender) ability stolen from Spirit Mender. As a swift action, even if unconcious or dead, he can heal himself 250 hit points. He gets 15 spirits per day, but they're also used for other abilities.

He's got Regeneration 4 (acid) while being immune to acid, and once per day if killed comes back by a True Resurrection spell. Aven's used to solving all his problems by rushing in without thinking. The way things are set up, he can get smashed to bits regularly by that approach without throwing a wrench in the works.

How does it all shake out in practice? I don't know, particularly with Enceladus's character focused on healing magic. Guessing some tuning will be needed after the first fight or two. But there are a lot of levers that can be pulled to adjust things.

Outside of that whole deal, he can cure a condition with a Panacea (http://spheresofpower.wikidot.com/alchemy#toc57) as a free action once per round, as a swift action by expending a Spirit Mender spirit, or delay them with Durable (http://spheresofpower.wikidot.com/guardian#toc7) or Steel Heart (http://spheresofpower.wikidot.com/striker#toc29). He can delay a spell for 1 round with Cold Iron Call (http://spheresofpower.wikidot.com/guardian#toc3). He's got SR 42, Hypervitalize (http://spheresofpower.wikidot.com/life#toc48) immunities, and resists dispels with a Mystic Shell (http://spheresofpower.wikidot.com/protection#toc46) aegis. He's got a Serene Tattoo (http://spheresofpower.wikidot.com/charms#toc48), a ring of Freedom of Movement and is also immune to sickened and nauseated. A Clear Gem (http://spheresofpower.wikidot.com/charms#toc11) allows him to benefit from any positive energy healing effect used within 60 ft.
Something that should be addressed is Swift Combatant. Aven can use this without a spell point and doesn't provoke AoOs for movement, so setting some limit per round is probably necessary.

For special senses, he's got true sight, touch sight, scent, and blindsense that can only detect drunk people or booze.

The Ensouled Vision feat deserves a mention. At this level, he'll likely keep detect magic, divine protection, and detect spellcaster going permanently (those plus Study Technique (http://spheresofpower.wikidot.com/scout#toc25) with Observant Oppurrtunist (http://spheresofpower.wikidot.com/practitioner-feats#toc63) are to get the info needed for Steal Spells/Steal Talent). Aven can also see from the location of a spirit, which can move up to 350' away and, as ethereal creatures, can move through solid objects but not force effects.

Aven's got a lot of flex; there's Mystic Adaptation, he stole the Inheritor's martial flexibility, and he's got one moldable magic talent a day. He'll mostly use it for niche combat sphere effects though; his personality is biased towards physical solutions to problems (if your muscles can't solve every problem, you just need bigger muscles).

He gets two swift actions a round due mythic expertising the Incanter time sphere (http://spheresofpower.wikidot.com/incanter#toc51) spec (If he goes unconcious from hit point damage, it's two swift actions to get going again; the spirit mender heal, and restarting purring).

He's got Belated Shift (http://spheresofpower.wikidot.com/alteration#toc39) as part of his permanent transformation, so there's some flex room there.

He can talk to animals, vermin, dead people, objects (sort of), and natural landmarks.

I forgot to put on the sheet that he can earth glide at 130'.

He's got a light load of 3.1 million pounds.

Aven's got +55 to strength checks, +10 for breaking objects, and +21 if they can shatter, so he can walk through walls. After repeating this trick one too many times though, he had to learn how to repair them afterwards.
Aven's got a few proximity based buffs. There's Serendipity (http://spheresofpower.wikidot.com/fate#toc1) with the Living Bastion (http://spheresofpower.wikidot.com/fate#toc103) boost (CL 32) out to 30 ft., which doesn't affect allies with a con score (sorry Zu and possibly Nova), a Serene (http://spheresofpower.wikidot.com/charms#toc48) radiant tattoo out to 20 ft., and the Calming (http://spheresofpower.wikidot.com/purring-feats#toc5), Soothing (http://spheresofpower.wikidot.com/purring-feats#toc12), and Warming (http://spheresofpower.wikidot.com/purring-feats#toc14) purring feats out to 15 ft. with the 4 feat bonus.

He'll cast Hypervitalize (http://spheresofpower.wikidot.com/life#toc48) on everyone.

You can spend notions to gain the breakthrough effects of the Esoteric Avoidance (http://spheresofpower.wikidot.com/study#toc27) talent against one target; I'll call out which target and how many notions are available in combat posts.

If you admire his tattoos for 15 minutes, you can gain the benefits of the Comforting Design (http://spheresofpower.wikidot.com/artifice#toc27) talent.

If Aven knows a motivation of yours (can be something minor, like how Shadowscale loves tea), you can share in a rapport. The benefit of that is boosting Aid Another and allowing skill rerolls sometimes, exact info here (http://spheresofpower.wikidot.com/communication#toc29).

Apologies for the length of all that; epic level tristalt really racks up a bunch of abilities.

One quick question to finish things off, Llyarden: with the Voices of Solid Things (https://aonprd.com/TraitDisplay.aspx?ItemName=Voices%20of%20Solid%20T hings) trait, can I swap every Craft skill to charisma or should I pick one?

Edit: Updated the buffs section.

AlexanderML
2023-05-06, 03:41 AM
Zu (https://www.myth-weavers.com/sheet.html#id=2778990)

I did not expect to be one of the ones chosen. Guess that means I'll be finishing up Zu's item selection and create their current persona's for use sometime within the next 3-4 days. Hopefully I can make up a few good spellcrafted (http://spheresofpower.wikidot.com/spellcrafting) spells to go along with that. (If need be Zu could be played as is now, yet I'd prefer to finish'em)

It would be appropriate for someone like Zu to have a bland color like grey. But their personas could be more colorful if permissible my the table.

I was going to go into how Zu is is a backstory-shifting freak of time and space, but I'll leave the detailed explanation for when it's not 1am where I live. Preferably when my weird work week is over and I can have a relaxing Monday.

It is hard to put such a versatile character's offensive, defensive, or other abilities down with confidence since Zu may decide to cast Reversion Complete on themselves and change these things. Though preferably for my and Zu's sanity they instead more often rely on their moldable talents, well of miracles, and miraculous lore for quick (out of combat at least) gathering of various fun or needed abilities. Despite that I would say that the time investment needed to change talents and my own incompetence with the system could have Zu be an underperformer sometimes (as I saw with Zu's performance against an elder titan (https://www.d20srd.org/srd/epic/monsters/titanElder.htm)).

The main draw for me is less Zu and more the various persona's that they craft for themselves. Able to have six known and two prepared at a time Zu always keeps at least one of each trope among the roster (easy to do when each of the six can hold three tropes). Each persona is registered by magic as separate entities with divinations asking, magic items respond to them as if they are the kind of creature they present themselves as (but also as undead), and with Between Two Worlds they can even be healed by positive energy. They hold different alignments and abilities from one another, giving me some room to play around with character concepts without needing to make entirely new characters. Zu uses Permanent Transformation to set their appearance when changing persona's to fool True Sight.

While I wish I had time I do have to sleep soon, so I'll leave off by saying that Zu's main adaption to the City's limits; in particular the need to sleep, has been to establish a Dreamscape. This is mostly just a place for them to craft or study in while not interrupting the normal schedule, but I like the RP ideas of inviting folks to it.


Immunities:
-Undead immunities
-Incorporeal
--Critical hits
--Precision-based damage (sneak attacks)
--All non-magical forms of attack
--Fall damage
-Iresisistible Creature
--Charms and compulsions
-Equipment:
--All energy based damage (fire, cold, electricity, acid)
--Imprisonment and temporal stasis
--Immune to all mind effects
--Petrification

AC Breakdown
10
+17 Dex
+4 dodge (quickling)
+26 deflection (dread ghost)
+12 luck (paragon)
+12 insight (paragon)
81 total

Saves
Fortitude: 57 - 8 base +23 Cha (undead) +13 resistance +10 insight
Reflex: 53 - 13 + 17 Dex +13 resistance +10 insight
Will: 51 - 12 + 16 Wis + 13 resistance +10 insight
*All saves have +5 when in base persona

Miss Chance
50% incorporeal
20% minor cloak of displacement

Spell Resistance
Paragon: 50 (25 + 25 HD)
Primarcana: +5
Total: 55

Other
-DR 10/epic
-Fast Healing 20
-Freedom of Movement
-Mindblank
-Takes half damage from all corporeal sources
-Corporeal effects that do not deal damage only have a 50% chance to affect Zu.
-Whenever someone within 300ft of Zu gains the benefits of Time Stop Zu gains the benefits as well.
-Aroden's Spellbane (antimagic field, source severance, disjunction, greater teleport, aroden's spellbane)
-Evasion
-Mettle


I feel like I should stress that Zu can shift their means of attack depending on the fight with only a few rounds of preparation, which makes listing something here seem a little pointless; nevertheless, to put a very basic Zu attack down for the record to show the level of attack I'm going for (barring Spell Capacitor overload or unleashing a Permanent Living Nuke). I'll try to give each persona thematically appropriate attacks.

Free: Shift to appropriate persona if readied/need be.
Swift: Maximized empowered searing blast, spending SP to increase damage and penetrating blast, total SP cost 6, deals 200+12d8 points of fire damage. Ignores immunity to fire (technically counts it as fire resistance 40, but Zu can ignore 50 fire resistance).
Move 1: Quickened maximized searing blast, spending SP to increase damage and penetrating blast, total SP cost 8, deals 200 points of fire damage. Ignores immunity to fire (technically counts it as fire resistance 40, but Zu can ignore 50 fire resistance).
Move 2: Quickened maximized searing blast, spending SP to increase damage and penetrating blast, total SP cost 8, deals 200 points of fire damage. Ignores immunity to fire (technically counts it as fire resistance 40, but Zu can ignore 50 fire resistance).
Standard: Stealth check/Spell/or another maximized searing blast.

Attack bonus for the above: +62 against touch (+25 luck +17 dex, +20 BAB)



-Mindblank
-Freedom of Movement
-detect chaos, law, good, evil
-detect charm
-detect magic
-detect poison
-detect scrying
-detect secret doors
-detect snares and pits
-detect thoughts
-detect undead
-discern lies
-discern value
-Aroden's Spellbane (antimagic field, source severance, disjunction, greater teleport, aroden's spellbane)



Mythic Rank: 0
Mythic Power: 5
Drawback: Unfit for Power (each use of mythic power deals 1 damage to Zu)
Boon: Mythic Personas Method Acting

For later. Though I have a few ideas and know the talents I want to mix.

For example, putting disintegrate, calamity, penetrating blast, explosive orb, radiation, and give magic life together you have a big shining nuke exploding a third of a mile and leaving an embodiment of magic behind to explode more. (I don't think this spell would get approval, but it's a fun mental exercise for what a level 25 spellcrafter might do).

On a less insane note, being able to mix curses from the death sphere and aging from time seems like something a persona I have in mind might do.

Changeling: +2 racial bonus to Bluff, Intimidate, and Sense Motive
Irresistible Creature: Diplomacy/Sense Motive become CS and gain ranks equal to HD.
Quickling: +4 racial bonus to Perception and +10 racial bonus to Acrobatics
Dread Ghost: +8 racial bonus to Perception and Stealth
Paragon: +10 competence bonus to all skills
Troubadour: +10 to all knowledge checks and can make knowledge checks untrained. +10 to all Use Magic Device checks
Archwizard: +5 Insight bonus to knowledge (arcana), spellcraft, and Use Magic Device.
Scout Sphere: +25 ranks of Stealth and Perception
Alchemy: +25 ranks of craft (alchemy)
Empathetic: Use Cha for Sense Motive instead of Wis

Later, sadly. Me and my local table came up with a few so far, but I'm still deciding on one. There should be 6 total, each with three tropes, with each trope showing up at least once.

Ridai
2023-05-06, 05:27 AM
So, how do we go about balancing the characters (including Llyarden's PC)? What is the balance point we are going for?

Bernaise seems like the most "stable" and straightforward to adjust of the group, given she relies on bog standard full attacks without any sort of additional maneuvers and such, and most of her stats stay as they are without help from spells. But I can't really tell where most other characters are at, especially if mostly reliant on spells, or plenty of maneuvers and options.

Quick stat table using what stats I can see on the sheets (please forgive not being aware of common temporary buffs):


Character
HP
AC
Saves
Attack


Aven
625
40
~40
~54 (CMB ~90)


Bernaise
565
71
~50
~60


Corvis
620
45
~32
~38


Shadowscale
916
72
~55
~50


Zu
1181
77
~50
~32?



So at least at first glance, it looks like there are two tiers of AC more than a d20 span apart, with Aven and Corvis in the 40s while the rest is in the 70s. Those two tiers are also shared with the saves, though the difference is at least still within about 20 in the worst case (Corvis to Shadowscale). Aven, Bernaise, and Corvis have roughly the same HP, Shadowscale being about x1.5 above them, Zu about x2 above. Bernaise seems to have top accuracy on attacks vs regular AC, with Aven and Shadowscale 5-10 points behind and Corvis and Zu far away (Aven has very high CMB though). I can't even begin to suspect what everyone's offensive output looks like, or what type of AC they are targeting, if any.

Speaking of the Elder Titan, it really shows the different balance points of 3.5 CR 30 vs Pathfinder CR 30, the latter having much less bloated stats. Whereas Bernaise absolutely has to hold back against PF CR 30 to not just splatter them across the arena, her lesser attacks actually can miss the Elder Titan, and it has enough HP that she can pretty comfortably use Perfect Manyshot without it going overboard. In the defense test, she'll get hit by every single attack attack bonus wise, though on average 25% of incoming attacks will miss due to her 50% concealment from being hasted, so she loses on average roundabout 1/4 of her HP.

ICN
2023-05-06, 06:55 AM
Balance is definitely going to be tricky, yeah. The table's a good component; there can only be so much variation in a d20 roll. I'd add save DC and typical damage to it as well, and then we can adjust from there to where Llyarden wants us. Epic level characters have a lot going on beyond the numbers though, so I'm thinking we have everyone include a spoiler with those abilities, something like this:
The categories I think should be included:

Group Buffs: Things that affect the party are weighed differently from ones that only affect the self.
Immunities: Straightforward, but significant enough to be noted.
Special Defenses: Things like Deflect Arrows or concealment that don't show up in AC but have a significant effect.
Recovery: How your character deals with hit point loss or debilitating conditions in combat.
Crowd Control: Any debuffs or wall spells or the like.
Burst: How high you can push things and how often you can do it (1/encounter, 1/day, etc.)
Other: Things that have a potentially significant effect in combat, but don't really fit into another category, like special senses.

Think it's also worth noting the action economy on those abilities, like if casting wall of force means you don't cast fireball, or if you cast dazing fireball to get both crowd control and damage with the same action.
It's a fair bit of writing, but altogether I think it gives a solid enough baseline to make a decent stab at balance before the game begins. Thoughts?

Ridai
2023-05-06, 07:42 AM
My question is what the things are that need to be balanced so Llyarden doesn't go crazy trying to run the game. We are tristalt level 25 characters, and most of this party has literal dozens upon dozens of things they can do, so trying to factor all of them in and somehow math out what needs to be balanced sounds like it won't do us much good, especially since we are talking theoreticals based on no knowledge of what we will actually encounter.

So if Llyarden, say, would like to be able to just put in enemies that attack AC to challenge the group, it's a question of whether we should bring everyone at least into a 10 point span of AC so we don't have some people who always get hit and some people who are never hit. If enemies like to Wraithstrike, do we need to get everyone's touch AC closer together. Do we need a baseline of immunities and/or resistances. If enemies have no trouble piercing various defenses (crazy high AB, ignore concealment and miss chances, ignore immunities etc.), do we need certain amounts of HP and/or healing to endure that offense while we do our thing. Do we need to get everyone closer together in the save modifiers so high level spells don't potentially wreck some and not even inconvenience others?

On the offensive side, we have the benchmarks for damage, but characters probably have stuff that either kills or does nothing. Do we aim for certain DCs, do we do a gentlemen's agreement not to use save-or-die (or things that just automatically take someone out of the fight)?

So we probably need to establish some key figures we actually care about, otherwise there is just an endless amount of things to worry about and try to fix. And we may need to adjust things on the fly too, or handle stuff narratively. And ultimately, Llyarden is the one who knows what may or may not cause headaches running the game.

Enceladus
2023-05-06, 10:45 AM
I think both of you have the right of things but one more thing to start with is just to cover the general aspects of what everyone designed their characters to do. This way it brings a better idea of the build strategy and ultimately what roles each character fills. This way we can see if there are characters doing the same thing, who does what better, and so forth to see about needed changes and scaling.

For instance, comparing Shadowscale and Corvis I can see there is both some spells for curing and summoning (Nature's Ally). Yet in review it seems I have the better over all healing potential (in terms of straight HP restoring) and summoning capability, though Shadowscale beats me out in terms of the Nature's Ally line. Mine only goes to level 6 where Shadowscale has level 9. More so, while I have a lot of pure healing spells, buffs and debuffs, Shadowscale seems to be covering more utility items with other spells like Detect Curse, Tongues, Polymorph, etc. along with other abilities that offer more utility than what I have.

So in addition to what both of you have said, we may want to also keep this in mind.

AlexanderML
2023-05-06, 11:47 AM
So at least at first glance, it looks like there are two tiers of AC more than a d20 span apart, with Aven and Corvis in the 40s while the rest is in the 70s. Those two tiers are also shared with the saves, though the difference is at least still within about 20 in the worst case (Corvis to Shadowscale). Aven, Bernaise, and Corvis have roughly the same HP, Shadowscale being about x1.5 above them, Zu about x2 above. Bernaise seems to have top accuracy on attacks vs regular AC, with Aven and Shadowscale 5-10 points behind and Corvis and Zu far away (Aven has very high CMB though). I can't even begin to suspect what everyone's offensive output looks like, or what type of AC they are targeting, if any.


I'll admit to not thinking about Zu's combat potential too much beyond the elder titan test. In it Zu would target the touch AC of the titan (thus always hitting it), though their own AC was too low to dodge anything without buffs. In a single round using two maximized searing blasts (being a quickling creature makes this possible) the damage comes out to be 400 (if the titan was immune to fire the damage would be reduced to 320). Below the 50% threshold described in the initial post but the thing is tough and Zu only takes ~102 points of damage due to only taking half damage from the hits.

(Granted this is with a very 'basic' Zu who would have arrived completely unprepared and not in a persona for some reason.)


As to the balancing point of the party, I can have Zu fit in where needed. I'd rather have folks take on the roles they want before this jack of all trades tries anything that can step on their toes.

ICN
2023-05-06, 03:25 PM
My question is what the things are that need to be balanced so Llyarden doesn't go crazy trying to run the game. We are tristalt level 25 characters, and most of this party has literal dozens upon dozens of things they can do, so trying to factor all of them in and somehow math out what needs to be balanced sounds like it won't do us much good, especially since we are talking theoreticals based on no knowledge of what we will actually encounter.

So if Llyarden, say, would like to be able to just put in enemies that attack AC to challenge the group, it's a question of whether we should bring everyone at least into a 10 point span of AC so we don't have some people who always get hit and some people who are never hit. If enemies like to Wraithstrike, do we need to get everyone's touch AC closer together. Do we need a baseline of immunities and/or resistances. If enemies have no trouble piercing various defenses (crazy high AB, ignore concealment and miss chances, ignore immunities etc.), do we need certain amounts of HP and/or healing to endure that offense while we do our thing. Do we need to get everyone closer together in the save modifiers so high level spells don't potentially wreck some and not even inconvenience others?

On the offensive side, we have the benchmarks for damage, but characters probably have stuff that either kills or does nothing. Do we aim for certain DCs, do we do a gentleman's agreement not to use save-or-die (or things that just automatically take someone out of the fight)?

So we probably need to establish some key figures we actually care about, otherwise there is just an endless amount of things to worry about and try to fix. And we may need to adjust things on the fly too, or handle stuff narratively. And ultimately, Llyarden is the one who knows what may or may not cause headaches running the game.

Good points. I do think that save DCs are a metric that we should include, as it is possible to run into an issue where to have a chance to save against one character's DC a monster is just completely immune to another. With two casting-centric characters, Zu casting when they feel like it, and potentially Llyarden's character, it's likely to come up.

With the gentleman's agreement thing, I'm good either way for the record. Aven's got a lot of build around being able to bounce back from unwise decisions though (like the relatively low AC; he doesn't dodge attacks as a deliberate character choice), so there's a chance he'd be significantly better than other characters at dealing with no save just suck sort of stuff.


I think both of you have the right of things but one more thing to start with is just to cover the general aspects of what everyone designed their characters to do. This way it brings a better idea of the build strategy and ultimately what roles each character fills. This way we can see if there are characters doing the same thing, who does what better, and so forth to see about needed changes and scaling.

Think this is a good idea as well. Aven's a bruiser type, mixing it up in melee. With combat maneuvers, he's got a pretty good mix of debilitating effects and damage. He can just shrug off a lot of effects, so I'm thinking I might leave some saves deliberately lower than whatever the party settles on to reflect that. He can play the role of healer, but given that he's far better at fixing himself than anyone else, he's more than happy to play emergency backup healer to Corvis.

Bphill561
2023-05-06, 04:14 PM
I will change my color to Blue, the old color was too close in shade to Enceladus.

I would not focus on Shadowscale spell selection too much, he can pretty much can cast anything. That being said, I really don't want to cast everything. Most of the spells I have listed for the Shaman (a prepared caster) are placeholders for silent image conversion (To simplify my sheet, I would love not to list any prepared spells below 8th level if allowed). I really don't like summoning spells, it is just more stuff to keep track of (so it is all yours). Kind of similar with healing spells, I had them on my list so that a selected group that included me would have them. I would consider my character as a healing back up.

The Shadowcraft mage class ability I copied with the Mythic Tradition makes a number of my illusion spells (Silent Image*) work like the spells shadow evocation and shadow conjuration combined. Applying the epic version of Heighten spell to make silent image level 10, I can then copy any 9th level or lower Evocation or Conjuration (summoning or creation) spell on my sorcerer list. These are also 10% real per spell level, so if the illusion is disbelieved it is still 100% of the effect. With Wyrm Wizard I added Miracle to my spell list which is Evocation. Miracle lets me copy any 8th level or lower Cleric spell, or 7th level or lower spell or effect from any list.

So in effect my silent image spell can equal up to:

9th Level Sorcerer Evocation or Conjuration Spells
8th Level Cleric Spells
7th Level Other spells or Effects*

Silent Image is also a domain spell on the Shaman's spell list, and I have preferred spell which lets me swap out a prepared spell for silent image (and can still have metamagic feats applied). Metamagic reducers take out the spell slot adjustment for Heighten spell. Then I have Spell Supremacy and Spell Superiority form the Epic Pathfinder PDF, which makes the spell only get dispel by someone with those feats and selected with Silent Image, dispel magic, or disjunction. I also have Enduring Spell and Tenacious magic, so I can put up permanent effects.

My original build was pretty Wacky before I saw the Mythic Tradition abilities. I took the half-troll template to count as a giant so I could enter a PrC that made you count as a gnome so I could take levels in Shadowcraft mage which requires gnome. There is an alternative option to be part of a cabal to enter shadowcraft mage. I did not get clarification on this and did not see how I would still be in a cabal having recently left my native plane.

Also the Epic Warlock Feat ShadowMaster lets me at will cast Shades.


So it looks like the break down is (but please tell me if I am wrong):


Ridai / Bernaise = Range Arrow Combat
Enceladus / Corvis = Healing/Summons/Combat Buff & Debuff Magic (anti-undead specialty)
ICN / Aven = Melee Combat
Alex / Zu is = Time Manipulating Wildcard
Me / Shadowscale = Illusionary Blasty Magic, Long duration buffs, backup bruiser (or someone to roadblock enemies on the mages)

What do you think. We all have lots of options being tri-stalt, I can shift to different rolls as needed. My main focus is looking Dapper with my Top Hat, which I believe I have already accomplished.

Also I am not opposed to casting Enduring Metamagic Buff spells on people. If these is something you need as a buff to level out with the party and I can illusion cast it, let me know. I don't mind casting it as an enduring spell on you. Also it will not go away for more than 1d4 rounds if someone figures how to remove it or being in an antimagic field.

As for balancing all the characters, do we want to pick target numbers for different metrics? I don't know if every character has to hit the numbers as their role may not want to put much emphasis on all areas.

Also I took a Marshal aura for the mythic aura which adds my Cha modifier to something of my choice, i picked rolls to overcome spell resistance. Now the mythic aura effects everything, so enemies within 60 feet would get this bonus too. I can drop it or have the mod add to something else. It is kind of dangerous to make mythic since it effects everything, but it depends on if anyone has a SR build. My Cha to everyone's initiative and dex checks might be safer. If enemies are close it balances out, if we have initial range then we get the advantage (and checks usually are not made every round).

I need to go look into immunities. In 3.5 and pathfinder, magic immunity meant infinite SR which you could drop for purposes of your own spells. I have immunity to shadow magic, so I think that would work the same way.

Llyarden
2023-05-07, 08:15 AM
Oh, wow, y'all posted a whole bunch while I was away yesterday lol! (Sorry for not posting, family decided that we were all going to meet up to celebrate the coronation.)

So to catch up - you've already started with the balancing discussions, which is great. :smallsmile: Along with that, if you could include in somewhere in your sheets a breakdown of all your various bonuses to things (abilities, saves, AC, skills, etc) including anything that doesn't necessarily apply to the stat itself but has a significant impact (Aven's ability to ignore peoples' Dex bonus to CMD that was mentioned earlier would be a good example) so I can take a look at them. (I know some of you have this already done to greater or lesser extent - if that's the case then less work for you now! :smallbiggrin:)

As far as what would be a headache for me to GM for, my perspective is that I'm going to be building the monsters by finding an interesting looking monster that fits what I want thematically and then just...changing the numbers. So as long as everyone's in the same ballpark for anything they care about, I can just adjust the monsters' numbers to suit. So to continue with Aven as the example, if he's the only one who's going to be using combat maneuvers, I can just look at his CMB and say, like, minor mooks can have CMD 90, notable enemies can have CMD 100 or 105, and super big bosses can have CMD 115 or something. On the other hand if someone else is also planning on using combat maneuvers and only has CMB +60 or so, that's where we need to look at and address the discrepancy.

So, along with the stuff that was mentioned before, I think it would be useful for people to note what they actually need - so for instance, Aven (sorry for repeatedly using you as the example ICN but you were the first one that sprang to mind!) refusing to dodge means he doesn't need AC. If someone else targets touch AC all the time, then they don't need to worry about attack bonus against conventional AC.

With regards to my character, she's...kind of a hodgepodge of weird mechanics and gimmicks because that's what happens when I get let loose on a high-level build while being allowed to use any sources lol! In terms of role, because I didn't know what kind of PCs I'd be ending up with, I made her something of a jack of all trades...although I did get a bit distracted looking at esoteric 3pp and homebrew stuff without thinking about what it would do to her stats after I set up the recruitment thread, so she's a bit too strong at the moment and I need to nerf her lol. :smallredface: (Although not quite as overly strong if we're going to use that elder titan that was posted earlier as the CR30 benchmark.) Her main gimmick is being a super-alchemist, but she can do melee combat, ranged combat, a bit of healing, quite a lot of blasting/area damage stuff, and...sort of casting.

And I guess I'll pick a colour for her as well.

Nova, the last star in the sky.

EDIT: Oh, right. With regards to Voices of Solid Things, I believe it only works for one Craft skill.

Ridai
2023-05-07, 02:15 PM
I edited my initial post with additional breakdowns, and a list of what Bernaise cares about, cares less about, what she ignores, and what she resists. The offense and defense breakdowns were expanded with additional stat breakdowns. There is a new skill bonus breakdown.

Hopefully this is everything.

I cannot say enough how glad I am to not have a million things to keep track off.

ICN
2023-05-07, 04:47 PM
Alright, sounds good. Updated the sheet with various breakdowns in the Other Notes section (probably double covered some stuff in the significant abilities section), and the first post with things Aven cares about.

Made some tweaks and filled in some blank spots. With how we're doing things, it's better to have combat maneuvers at the same CMB than getting the highest possible bonus, so I ditched the Dueling weapon property that was skewing things. Bull rush and reposition are a bit different from other maneuvers though, as their effects depend on how much you beat the check by, so picked up the epic feats for them. Also would be feeling that -4 from Dual Attack/Rippling Blow more now, so picking up the Emperor (http://spheresofpower.wikidot.com/fate#toc32) Motif to reduce that to -1, and swapped Improved Atavism (http://spheresofpower.wikidot.com/practitioner-feats#toc56) to Animal.

Enceladus
2023-05-07, 10:47 PM
Updates made in post. Will have final stuff for pets done in a few days but majority of info is present.

Bphill561
2023-05-08, 12:57 PM
Updates on Character Stuff in the above post.

For ease, I will cap shadow spells at 100% instead of 10% per spell level which can go over 100% at 11+ spell level (Improved Heighten Spell).
I removed the Solid Shadows Feat, which adds an additional 20% reality to those same spells.

I also listed other changes I can make if it is against the feel of the game, need to lower AC, lower Saving throws, etc.

Two questions

I have an Animal Companion. Do I roll for HP or is it Max like the characters?

I bought the Mantle of Great Stealth from the Epic Pathfinder PDF. Can I leave the price the same, but remove the blurry feature? I think it will be hard to talk to people in social situations if I give them a headache (Hate Shaky Cam). I have another Displacement effect that I can activate, so it can run when not talking to people.

Edit* Um applied a spell that converted Natural Armor to Deflection and my CMD shot up. That might be a problem.

Llyarden
2023-05-08, 02:48 PM
I have an Animal Companion. Do I roll for HP or is it Max like the characters?

Max hp.


I bought the Mantle of Great Stealth from the Epic Pathfinder PDF. Can I leave the price the same, but remove the blurry feature?

Sure.


Edit* Um applied a spell that converted Natural Armor to Deflection and my CMD shot up. That might be a problem.

The houserule that says you can reduce your bonus to rolls without affecting anything else should have read that it can also reduce static scores like AC/CMD. So you can just choose to not have your deflection bonus apply to CMD if you want.

---

And a couple general notes just based on what I've seen so far, I'll go through in more detail once people are finished:
- Looking back at the recruitment thread it seems I forgot to mention traits/drawbacks. 2 traits, or 3 traits and a drawback.
- If you have any particular ability that's important enough to note it in the build summaries here, please note the name of the ability as well, not just what it does.
- Please do add the DCs of your abilities, if you're going to be using abilities that require saves as a major component of your build. I forgot to explicitly say so when it got brought up before.

AlexanderML
2023-05-09, 12:22 AM
Updated my first post a bit with more info, took a bit longer than suspected. Oh well, at least I have Zu's items in order for now (I think they are strong enough and can use some spare change for buying/crafting later). I really want to get working on the personas now, though the mythic/spellcrafted stuff also still needs to be worked on.

As to Nova, it's neat to see another jack of all trades sort around.

Llyarden
2023-05-09, 12:39 PM
I forgot to ask with my last post - would people think a Discord would be useful for quick OOC communication and suchlike?

Ridai
2023-05-09, 12:45 PM
I'm okay with a Discord.

I'm also seeing a laundry list of immunities on 3/5 of the party. Should I follow suit?

AlexanderML
2023-05-09, 01:16 PM
I would enjoy having a discord server for OOC stuff.

ICN
2023-05-09, 02:05 PM
A discord server sounds good to me.

Enceladus
2023-05-09, 10:43 PM
Sorry everyone but I'm going to have to bow out on this. Had some things to come up recently and don't have much free time any more. Thanks again for the selection and happy gaming!

Bphill561
2023-05-10, 11:24 AM
I am not sure how much more info I really need on my sheet. I have prices and sources for equipment. I added some for of the short list stuff posted on here to my sheet in various information sections. I got my animal companion buffed up enough it will not instantly die. It has very important ranks in Perform Comedy, so expect to be heckled by the talking Silver Raven.

With Enceladus dropping out, I think most of the characters are on par. Maybe just Aven needs an AC bump. If you want, I can look for a buff spell to put on your character (or if you have one in mind). I might have to swap out the empowered spell feat if it is a personal spell, there is an epic feat that makes personal spells touch.

We also have two people that were backup healers, so I think we got that covered with Enceladus's leave.

I will keep looking for stuff to add to my sheet, but I don't expect any big changes unless I need to lower something.

*Edit: Armor of Darkness when cast by me can grant a nice +21 Deflection bonus. It hides your features, so I don't know if you want to look dark and shadowy all the time. Kind of like my concern to always be blurry from the Mantle of Greater Stealth. Similar effect can be done with Improved Mage Armor, but it is an AC bonus and does not add to touch AC.

Llyarden
2023-05-10, 11:45 AM
Okay, hope things go well Enceladus.

ICN you need to clear your inbox so I can send the Discord invite.

ICN
2023-05-10, 02:06 PM
Hope it's nothing too serious, Enceladus, and good luck. If you want to do some venting with the low stakes of an internet stranger, feel free to hit me up.

No need, Bphill561, Aven doesn't care about AC, but thanks.

And whoops, freed up some space in my inbox now, Llyarden.

ICN
2023-05-20, 04:24 AM
Alright, cleaned up a few errors in my sheet, and here's a summary of the Spheres of Guile stuff/last minute tweaks/stuff I forgot about earlier:
SoG stuff:


Aven can now talk to plants (http://spheresofpower.wikidot.com/communication#toc42), rocks and magical items (http://spheresofpower.wikidot.com/communication#toc46), throw his voice (http://spheresofpower.wikidot.com/performance#toc20), and lip read (http://spheresofpower.wikidot.com/communication#toc4).
He can use Craft: Alchemy in place of other craft skills at a -5 penalty (http://spheresofpower.wikidot.com/artifice#toc56) (hit a +64 to that, let me know if that's too high).
Aid another (http://spheresofpower.wikidot.com/communication#toc29) checks by creatures in his rapport grant a +5 competence bonus if the aiding creature is trained in the skill, and Aven can let them reroll.
Knowledge: Local (http://spheresofpower.wikidot.com/skill-rules#toc35) has a new skill use to identify combat feats (really useful for Steal Talent (http://spheresofpower.wikidot.com/scoundrel#toc50)), so gave Aven Lore: Combat Techniques to do that.
He can remember (http://spheresofpower.wikidot.com/study#toc12) things perfectly, if he can be bothered when it happens.
Can add (http://spheresofpower.wikidot.com/body-control#toc35) the flaming or frost properties to unarmed strikes (and maybe improvised weapons, due to Improvised Martial Arts (http://spheresofpower.wikidot.com/barroom#toc16)), but I'm fine ignoring that part of that talent because I mainly want it for working low-melting point metals with his bare hands, to go along with Gloves of Shaping (https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Gloves%20of%20 Shaping) to work hardness <= 8 materials with his bare hands.
Can identify (http://spheresofpower.wikidot.com/investigation#toc23) a creature's hitpoints and how a wound was caused. I'm fine ignoring the former, because I just want the latter as a reflection of Aven's deep personal familiarity with the many injuries a person can suffer.
Can use his tattoos to trigger the Comforting Design (http://spheresofpower.wikidot.com/artifice#toc27) talent, because I thought it was funny to make a PC stare at Aven's tattoos for 15 minutes to get a buff. He can merge clothing using Shifting Disguise (http://spheresofpower.wikidot.com/alteration#toc83) with Perfect Imitation (http://spheresofpower.wikidot.com/alteration#toc21), and change his tattoos with Shifting Disguise.
Can gain some defences (http://spheresofpower.wikidot.com/study#toc27) against spells from a single caster, which is shared with allies (http://spheresofpower.wikidot.com/study#toc9).


Other stuff:


Lowered the non-brute maneuver CMB by 5 to further increase the gap (so +75/+100). Left sunder at +80 though, since Spell Sunder (http://spheresofpower.wikidot.com/berserker#toc43) goes against CMD + 5 which will be the primary use of that maneuver.
Added the ability to disarm natural attacks (http://spheresofpower.wikidot.com/duelist#toc44) to round out all the combat maneuver stuff.
Can burn the Prescience (http://spheresofpower.wikidot.com/divination#toc59) sense for a +19/+12 insight bonus to one attack/CMB roll, but loses +3 to attack rolls for the rest of combat (CMB has a different insight bonus).
So I thought all my tension would be used on abilities, but looking at things again it looks like some will be available for number boosts. I'm imposing a +3 max limit to the boosts (attack rolls or saving throws) to avoid distorting things.
Didn't end up going with the soft debuffs, but added dirty trick to the potential off hand attack options.
Aven's also got tremorsense.
Picked up a Lyre of Building (https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Lyre%20of%20Bu ilding).
I Will Come (http://spheresofpower.wikidot.com/guardian#toc33) has some fun utility, but requires Defend Other (http://spheresofpower.wikidot.com/guardian#toc5). Given how big an AC boost it is, and that I don't want to step on Nova's toes, I'm thinking I'll just ignore that Aven technically has it.
Has the epic feat that makes dispelled effects return after 1d4 rounds.


If any of that's an issue, just let me know and I'll change it.Apologies for the delay; thought Nova would be posted and then we'd begin, so scrambled a bit when the IC thread started.

Edit: Updated the buffs table in my first post.

AlexanderML
2023-07-06, 09:48 AM
Initiative: [roll0]

Ridai
2023-07-06, 10:21 AM
It's time to roll for [roll0]

ICN
2023-07-06, 11:56 AM
Aven can't beat the furniture's superior initiative, so he'll take his lumps like a proper god.

Bphill561
2023-07-07, 08:34 AM
Initiative Roll
[roll0] or [roll1]

Ring of Anticipation lets you roll twice and take the better result, so whichever one is higher.

Edit: Looks like I go after the furniture.

ICN
2023-07-20, 02:14 PM
Double Prismatic Spray effect: [roll0][roll1]
Saves: Aven doesn't make reflex saves to avoid damage, in keeping with his no dodge mindset. He's immune to sickened, nauseated, and poison inflicted by various effects, which leaves the last prismatic spray effect, which might need fort or will saves.

Fort: [roll2][roll3][roll4][roll5]
Will: [roll6][roll7][roll8][roll9]

Ridai
2023-07-20, 04:51 PM
Rolls for this post (https://forums.giantitp.com/showsinglepost.php?p=25827217&postcount=50)

VS Statue
[roll0] Sickened while in range (see below, averted her eyes)
[roll1] Immune, but also would have fully avoided

VS Chandeliers
Chandelier misses Bernaise

VS Chairs
Chairs miss Bernaise

VS Stools
Small stool misses Bernaise
[roll2] Fully avoided due to Improved Elusion

VS Tables
All tables miss Bernaise, except Table 5 [roll3] Hit, damage reduced to 45 by 10/Cold Iron

Ridai
2023-07-20, 05:20 PM
Averting eyes from statue gaze. Avoid needing to save on a 1 [roll0] Not sickened, averted eyes. Statue has concealment against Bernaise, but Bernaise ignores concealment

AlexanderML
2023-07-21, 04:33 PM
Stealth Roll I Messed Up
[roll0]

ICN
2023-07-21, 07:31 PM
Proper attack/damage rolls for the big stool
Attack: [roll0]
Damage: [roll1]

Bphill561
2023-07-25, 08:31 PM
Okay, my Concentration Defensive casting rolls did not work, try it here again.

[roll0]
[roll1]

Llyarden
2023-08-03, 06:06 AM
Reactions and miscellany:

Since Aven is now in range of the instruments' performances, he needs to make 2 DC55 Will saves. Failing the first one means he is shaken (mind-affecting, fear, emotion); failing the second one deals 1d3 Wisdom Drain. He also takes [roll0] damage from Hammering himself into the Big Stool.

The Chairs have Spellcasting Harrier, so they get an AoO (at +4) for Shadowscale's defensive casting.
Atk: [roll1], Damage: [roll2]
Atk: [roll3], Damage: [roll4]
Obviously if you take damage you will need to roll concentration to successfully cast the spell.

Llyarden
2023-08-03, 06:15 AM
...and I forgot Nova's saves. Good job, me!

Reflex vs DC60 Sonic Boom: [roll0] Full damage
Fort vs DC55 Drunken Gaze: [roll1] Sickened, she'll punt it into her delayed damage pool via Durable as 50 damage.

Will vs DC50 False Reality (Implacable Will to use Fort instead): [roll2] 20% damage
Reflex vs DC50 Persistent Prismatic Spray (Orange): [roll3], [roll4] Evasion.

Bphill561
2023-08-03, 11:18 PM
Concentration check on one hit

[roll0] vs DC 44

ICN
2023-08-03, 11:44 PM
Aven technically would heal 30 hp from the hammer damage. For hammer damage, the exact method by which he avoids exploding himself means that he heals 66 hp and reduces the damage by 7. This leads to a odd situation where he heals more against stronger opponents (can't move them as far, less hammer damage but probably the same amount of healing), so for that and for simplicity's sake I'm willing to just call it effectively DR 73 against hammer damage.

Will saves:
[roll0]
[roll1] Wisdom damage: [roll2]

Llyarden
2023-08-04, 07:11 AM
Extra Prismatic rolls for Aven: [roll0] [roll1]

Ridai
2023-08-04, 11:44 AM
Averting eyes from statue. Don't need to make a save on a 1 [roll0]

Ridai
2023-08-04, 11:45 AM
I really should have just included the save in my previous post. [roll0]

ICN
2023-08-06, 03:41 PM
Saves:
Instrument Saves: DC 48
[roll0]
[roll1]

Persistent Prismatic Spray: DC 43
[roll2][roll3]
[roll4][roll5]

Cask Saves: DC 60
[roll6][roll7]

Aven gained 8 tension last turn:
1 Drunken Momentum
1 Offensive Pressure
2 Defensive Determination with associated striker art to trigger twice
2 Rising Tension
1 Victorious Defense
1 Threatening Taunt

Edit: Oh, and Aven ignores any save to avoid damage, so he doesn't care about the piano one.

Bphill561
2023-08-10, 01:13 PM
I did not seem to be targeted in round 2 of furniture actions. I posted my actions that come after theirs in the main thread.

If anyone wants healing left me know (This included Repair and Harm spells for constructs and undead). Several people have various healing abilities, but feel free to shout out if you are getting low.

Likewise I can buff people if they need something.

Probably most people are good due to the heavy multiclassing/gestalt, or might not be able to handle higher numbers without changing balance on certain things.