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Character Creation & House Rules


Arklytte

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CHARACTER CREATION


FYI: The Archives of Nethys PathFinder SRD and the Spheres of Power and Might Wiki will be the primary online sources for mechanics information for this game.
 

No other third party sites or material will be allowed as sources.


For those that find navigating it easier, or simply prefer it's design, they may also reference the D20PFSRD. However, be aware that no 3PP material listed on that site is allowed either (Including the material they have for Spheres. Please use the Spheres Wiki.)

Ultimate Spheres of Power: We will be using the USoP materials, as listed on the SoP/M site.

Be sure to check back occasionally. I'll try to keep this thread updated with any major rules changes as things come up during the character creation process.

Now, on to the meat of the thing...
 

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The first post of your application thread should contain the following information:


Name: This should, hopefully, be self explanatory. orcdeb.gif

Race: Players can be any race they wish, including traditional Monster races. However, this will be strictly window dressing.  More information can be found below.

Class: Please list your Classes and Archetypes, including links, for easy reference.

Gender: Does your character have boy parts, or girl parts? Or both? Or neither?

Age: All PC's must be at least Adults of their respective races. You are highly experienced Monster Hunters, and, as such, no kids allowed. You can be older if you wish, for roleplaying purposes, however this will have no mechanical effect on your character's stats (see below for more info).

Physical Description: A paragraph or two is all that's required, unless you really want to get very detailed. A picture is required. In addition to giving us all something to look at, I will be turning your pics into tokens for when we need maps. If you need assistance finding an appropriate pic, let me or your fellow players know. My own Google Fu is strong, as, I'm sure, are several others.

Personality Profile: A paragraph or two that outlines the character's basic personality. Again, you can be more detailed if you like.

Background: A reasonably detailed background for your character. It should be at least 4 or 5 decent sized paragraphs, at a minimum. Again, make it as long and detailed as you wish. I love to read good writing, and if your Muse decides they want you to write a novella, I'll happily read it. orc2.gif

This should include the reason why you joined the Monster Hunter's Guild, as well as at least a brief highlight or two of your long and storied career. Again, it doesn't have to be a novel (unless you want it to be).

Character Sheets: Finally, a link to your Character SheetsYou'll be creating two of them for your character. One magical and one non-magical. See below for more info.. You can use the Pathfinder or Pathfinder (Experimental) sheet, your choice. If you use a custom form for creation, that's fine (and a link would be helpful, but isn't required), but by game start, all relevant info will need to be on a standard MW sheet.

If you have a preferred application template, please feel free to use it. If not, there is a template in the last post of this thread that you can use.  Just copy the Source from that post into the Source of your own post, save it, then you can edit it as you wish.

 

If you'd like to try something a bit snazzier, @bwatford has created some pretty slick templates for applications (among other things). Feel free to use one of his if you wish, though make sure to thank him for his hard work as well.

Or, if you'd rather, you can simply include all of the required information in paragraph form. My primary concern is that the information is available and in a format that makes it easy for me to read.

 

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Character Creation Specifics


Race: As noted, PC's can be any PC or Monster race they choose, as this will be, essentially, fluff, since you will be customizing your characters mechanics. Please see the Racial Options post, below, for more information.

Stats: Rather than use the Standard Pathfinder Point Buy, all characters have a pool of 140 points which can be divided up amongst your stats as you please, on a 1:1 basis. You will not gain any additional points from class, race (Origin), magic items, Oaths, Level Advancement, etc. You cannot go below 10 or above 40 on any single stat. If you have a class feature that increases one or more stats, take a bonus feat for each stat so increased (so if a class gave you a bonus to 'All Physical Stats', you would gain 3 bonus feats).

NOTE: Temporary bonuses to stats (such as from talents like Physical Enhancement, and similar) still work as normal.

(NOTE: This is shamelessly stolen (though slightly modified) from @Zannewmar's L20 game that I'm currently playing in. *Hat Tip, Z! I only steal from the best. 😄*)

Gestalt: Characters will be built as Gestalt using 'standard' PF Gestalt rules, with a few modifications - See below.

Level: Characters will start the game at Level 15. Depending on how things go, I could potentially see the PC's going up 3 to possibly 5 levels. The challenges will be commensurate with this. Level ups will be by milestone, not XP.

Class: All Spheres Classes and Archetypes are available, as are all archetypes for Vanilla classes (unless noted otherwise). Classes (on the main Spheres Wiki page) marked 3PP (Reaper; Necros, etc) are allowed, but Archetypes for base classes that are not allowed (ie the Epoch Walker Soulknife Archetype), are likewise not allowed.

The Trinity Angel and Trinity Knight PrC's are specifically disallowed.

Multiclassing is allowed, but please keep it to no more than 2 classes + 1PrC per Side. For PrC's, all prereqs must be taken on the same side.

Vancian Casting is strictly disallowed. If you choose to play a Vanilla class that has Vancian Casting, you must either choose a Spheres casting archetype, or an archetype that removes Vancian casting altogether. There are no exceptions to this rule.

If you somehow gain a class feature that is Vancian, then you simply retain it and it works as normal. Trying to convert SLA's to Spheres is headache inducing. Orctwitch.gif

 

Advanced & Legendary Talents: Are allowed without restriction, other than those specifically banned or modified in these rules.


Variant Multiclassing: Is Allowed

Custom Martial, Casting, and Unified Traditions: Are all allowed. If you cannot find a Tradition that fits your character, then feel free to create a new one (or tweak and existing one). All Custom traditions will need to be requested/approved in your character thread. Custom Traditions must have a conceptual theme, as well as a small, fluff writeup which fits the character's backstory.

If both sides of your Gestalt would entitle you to a Martial Tradition, instead, take 2 Equipment talents of your choice for the second tradition.

Feats: Characters gain one feat per level.

Teamwork Feats: All characters gain 1 Teamwork Feat for every 4 Character Levels (so 3 at game start).

In addition, members of the Hunter's Guild share an innate connection to one another, thanks to the Guild magic infused into them. Whenever you are within 50' of another Hunter's Guild member, they are considered to have all of the same Teamwork feats as you, for purposes of your use of your Teamwork feats, even if they do not possess those particular Teamwork feats themselves. This applies to ALL Teamwork feats that you possess, not just these bonus feats.

ie: If you have the Back to Back feat, and there are two other Hunter's Guild members adjacent to you, you gain +4 AC to Flanking, even if neither of them has that particular TW Feat.

This is a Supernatural Ability

Cantrip Feat: All Spherecasters gain the Cantrip Feat for free.

Combat Stamina: All characters who have Full BAB receive the Combat Stamina feat for free. Additional Combat Stamina feats may be taken as normal.

Feat Taxes: We WILL be using the Feat Tax rules. If you gain a feat from a class feature that you would get for free through the Feat Tax relief, you may choose another feat of the same type (General for General, Combat for Combat, etc).

NOTE: Improved Unarmed Strike and Improved Grapple are combined into the following, single feat.

Unarmed Combatant

You are skilled at grappling and fighting while unarmed.

Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. You provoke an attack of opportunity when performing a grapple combat maneuver.

 

ADDITIONAL FEAT TAX RULES

Shamelessly stolen from @Llyarden (then slightly modified). Like I said, I only steal from the best. 😉

Agile Maneuvers: Still Gone. However, a character may add their DEX to the CMB if they’re wielding a light or finesse weapon, otherwise they use STR, as normal.

As noted, Improved Unarmed Strike and Improved Grapple are merged into one feat and renamed Improved Unarmed Combatant. Monks, and other characters with special unarmed strikes, do not gain Improved Unarmed Combatant; they retain the benefits of Improved Unarmed Strike (even though that feat no longer exists) and their normal unarmed strike abilities.

Any feat that previously required Improved Trip/Disarm/Dirty Trick/Reposition/Steal can be qualified for using Deft Maneuvers, and any Int requirement for such a feat can be replaced with a Dex requirement of the same value. (Any ability that would let you qualify for combat feats with another ability score instead of Int, or treat your Int as a certain value, still functions normally.)

Any feat that previously required Improved Bull Rush/Sunder/Drag/Overrun can be qualified for using Powerful Maneuvers.

You can qualify for feats using a talent that was associated with a feat that no longer exists, but you can only treat the talent as the original feat, not the merged one (for instance, you could qualify for Kitsune Style or Graceful Steal using the Improved Grifting talent, but not Topple Foe, even though Improved Trip, Improved Steal and Improved Dirty Trick are subsumed into Deft Maneuvers)

If you have a natural attack, you qualify for feats and other abilities as if you had Improved Unarmed Strike (even though that feat no longer exists). If you have a special ability like grab or trip that allows you to make a combat maneuver after an attack without provoking, you qualify for feats and other abilities as if you had the appropriate Improved Grapple/Trip/etc feat (even though they no longer exist.)

If you have a weapon-specific Style feat that you would innately qualify to use with a group of weapons (that is, without the feat tax rules), you count as having an appropriate Weapon Training with those weapons for the purpose of the Weapon Style Mastery feat. (A swashbuckler with swashbuckler weapon training could thus take Weapon Style Mastery for use with Swordplay Style, a 5th-level monk could take Weapon Style Mastery for use with Ascetic Style, etc.)


Skills: We WILL be using the Background Skills rules.

Traits: All characters gain three Traits and may take a fourth by taking a Drawback. Two Traits can be traded for a Feat, if the player so desires, though this can only be done once.

Campaign Traits are NOT allowed, nor are 3PP traits, unless they come from the Spheres wiki.

Favored Class Bonus: See Racial Origin post, below

Hero Points: I am rather fond of Hero Points, encourage their use, and tend to award them often. All PC's will start the game with 3 Hero Points, and can have a maximum of 10 at any given time.  Hero Point feats are likewise allowed.

Spheres: There will some Talents, as well as entire Spheres, that will be changed or disallowed for this game. Please see the post below for additional information.

NOTE: The Leadership, Pilot and Tech Martial Spheres are specifically banned, as is the Leadership feat. Beastmastery is allowed, but you are limited to a One Familiar and One Animal Companion total. The Conjuration Magical Sphere is likewise allowed, but see the restrictions below.

Alignment: Dont like it, dont use it, couldn't care less about it. That said, one of the key themes of the story will likely be characters from wildly different walks of life, with varying moral and ethical frameworks, being thrown together to accomplish a specific task, and who are united by a shared bond as members of the Monster Hunter's Guild. Esprit de Corps and all that.

As such, characters with an explicit Code of Conduct are not recommended, unless it's flexible enough to allow you to help commit acts that would normally transgress your 'alignment' in pursuit of larger goals. Evil characters should be more "Star Wars" or "Moriarty" evil than "deranged cannibal serial killer" evil.

Mechanical speaking, disregard all Alignment based powers and abilities as well. If a talent has an Alignment component, but otherwise has non-alignment related abilities, the Alignment based ones are disregarded but the talent otherwise works as normal. If one of your classes has an alignment restriction (ie Paladin), then I will expect you to create/borrow a Code of Conduct and follow it, but note the caveat above.

Hit Points: Max for all levels.

Guns: No Capes!...err...sorry. No guns. orcdeb.gif

Cash, Moolah, Scratch, Chedder, etc: 50,000 GP. This can all be spent on a single item or on any combination of them. The reason for this being lower than normal WBL is that, as one progresses in the ranks of the Guild, one is infused with Guild magics that enhance one's personal prowess. This is reflected by the Oath Points you'll be given.

 

Pre-Game Crafting: Is NOT allowed.  There will, most likely, be time during the game to craft items.  If Crafting becomes a factor, we will use the Alternate Crafting Rules

 

Mundane Gear: At 15th level, I'm not going to nitpick about your character's having any mundane gear they might need. If a MUNDANE item is 25GP or less, you can have as many of them with/on you as you wish, and not have to pay for them out of your initial 50000 GP.   If you have a reasonable means of carrying it (Extradimensional Storage; Shadow Stash; a mule; or just a really big backpack), and it's not silly (ie no carrying around 5000 10' poles, unless you have a REALLY good explanation 😄), you can simply assume you have it with you, and dont need to record it on your sheet until you actually use it.

Oaths: All PC's will receive free Oath Points that they may spend as they wish. PC's will start the game with 20 Oath Points (5 Plus 1/Character Level). As you level up, you will gain additional points, and may retrain any number of Oath Points whenever you level up.

Additionally, players may take up to 10 additional points worth of Oaths, should they wish. The Oath of Poverty, Oath of Offerings, and Oath of Wardenship are specifically disallowed, as are the Esteemed Leader and Improved Aristeia Oath Boons. Note that, if you do take additional oaths, it will come up during play. After all, a disadvantage that isn't a disadvantage isn't really a disadvantage. orcevil.gif

Oath Boons: The Enhanced Abilities Oath Boon is disallowed.

The following Oath Boons are available for players to choose, in addition to the standard ones.

  • Fated Birth (Ex) (1 point): Some circumstance of your birth held special significance and has influenced your life in subtle ways ever since. Choose one basic (non-advanced) motif from the Fate magical sphere. You are under the effects of that motif permanently as a Supernatural effect, using your character level as your caster level. You cannot discharge this effect. If the chosen motif has an effect that changes or replenishes when cast, consider it to be cast again whenever you rest to regain spell points.

    This Boon may be taken up to three times, representing either astrological, spiritual, or aetherial significance.
    • Snarl The Weave: This General Feat allows you to discharge your Fated Birth motif in the normal manner outlined in the Fate sphere.  Once Discharged, the Fated Birth Motif is inactive until you rest for 8 hours.
  • Incredible Metabolism (1 point): You gain the Endurance feat as a bonus feat. You may add your Endurance bonus to saving throws against poison and disease. You require only half as much food or water as normal for your size, and can be fully rested with only 4 hours of sleep.  This counts as 8 hours of sleep for all purposes requiring 'daily rest'.

    • If you also have the Quick Rest Origin talent, you no longer need to sleep.  However, you must meditate in a quiet, restful environment for 1 hour to regain spell points. However, you are fully aware during this rest period and suffer no Perception penalties.

      • Having both of these abilities (Quick Rest & Incredible Metabolism) allows you to rest to regain SP/other daily effects TWICE in a rolling 24 hour period, rather than once.

  • Keen Senses (1 point): You gain Darkvisioin 60' (or add +30' to existing Darkvision).

    • You quadruple the distance you are able to see in fog, mist, smoke, etc. (usually from 5 ft. to 20 ft.).

    • You gain Perception as a class skill, and if you have 5 or more ranks in it, you gain its skill unlock.

      • If you have at least 10 ranks in Perception, you reduce all range based penalties to Perception by half.  This applies to Range Increment penalties as well.

  • Quick Recovery (2 points): You remove nonlethal damage equal to your character level each round.

    • Whenever you are healed hit points by any spell, magical/alchemical item, or by an application of the Heal skill, you regain additional hit points equal to your character level plus your CAM/PAM (whichever is higher).

      • Note that Fast Healing, and other continuous effects like it, do NOT trigger Quick Recovery. It must be a specific, discrete act of healing, as from a spell/item/skill.

  • You may trade one Feat for two Oath Points. This can be done up to 5 times, for up to an additional 10 Oath Points (this counts towards your additional 10 point maximum). You may not use bonus feats, regardless of source, for this trade. If you do this, you are NOT allowed to take the Bonus Feats Oath Boon.
  • The Bonus Feats Oath Boon is modified, as follows: Note that if you take this Boon, you are NOT allowed to trade any feats (at all) for bonus Oath Points.
    Oath Points Bonus Feats Gained
    1 Oath Point 8th, 16th
    2 Oath Points 6th, 12th, 18th
    3 Oath Points 4th, 8th, 12th, 16th, 20th
    4 Oath Points 3rd, 6th, 9th, 12th, 15th, 18th
    5 Oath Points 2nd, 5th, 7th, 10th, 12th, 15th, 17th, 20th
  • The Bonus Talents Oath Boon is modified, as follows:
    Oath Points Bonus Talents Gained
    1 Oath Point 7th, 14th, 20th
    2 Oath Points 4th, 9th, 14th, 19th
    3 Oath Points 2nd, 6th, 10th, 14th, 18th
    4 Oath Points 2nd, 5th, 8th, 11th, 14th, 17th, 20th
    5 Oath Points

    Every even level.

For purposes of this game, the following Oath Boons are considered to be Supernatural, and WILL BE affected by areas of Anti-Magic (ie a Beholder's central eye).  Note that they will NOT be affected by other anti-magical abilities, such as the Counterspell feat, unless explicitly stated otherwise.

  • Accelerated Healing
  • Energy Resistance
  • Enhanced Armaments
  • Enhanced Defenses
  • Fated Birth
  • Imbued Spell
  • Magical Gleaning
  • Renewal
  • Shielded Form
  • Whisperer to the Lost

 

Edited by Arklytte (see edit history)
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CHARACTER DEATH

 

This topic is important enough that I felt it deserved it's own section.

Given your primary foes, there is a very real possibility of character death during this adventure. You will want to plan accordingly.

As such, Raise Dead/Resurrection/True Resurrection scrolls will be available for purchase. They will cost 5000/10000/15000GP, and will function as though cast by a level 10/15/20 Cleric, respectively. This cost includes the material requirements, which are specifically adjusted for this campaign.

This is a singular, specific exception to the No Vancian Casting rule.

Additionally, as part of the campaign introduction, your characters will be given a special Boon (this will be brought up IC as well, I'm just giving you a heads up so you can deal with any potential costs). This Boon acts similarly to the Renewal Oath Boon, but is given to you at no cost.

Hunter's Renewal

The magic of the Guild infuses the Hunter, bringing them back from the jaws of Death, even if only the smallest part of their body remains.

1d4 rounds after dying, the character will be affected as though they had the True Resurrection spell cast on them. This ability functions once per day and resets when the character rests for 8 hours. This ability is powerful enough to work even in an Anti-Magic zone, or similar, though the time it takes to activate in that case is always the full 4 rounds.

Additional daily 'charges' of this Boon can be bought for 2 Oath Points per use, up to twice more (ie 4 Oath Points total). These additional 'charges' function identically to the base use, and there is no set delay between their uses, other than the 1d4 rounds required for activation.

Edited by Arklytte (see edit history)
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RACIAL ORIGINS
As stated in the Creation Rules, above, we will be using the Spheres of Origin rules to create a custom race for your character.

This system is still mostly new to me, as it probably is to you, but I'm slowly getting a handle on it. If you have any questions, please dont hesitate to ask, and we'll figure out the answers together. orc2.gif

I will link all of tdhe various sections in the Origins information on the Spheres Wiki, for ease of reference.


 
THE BASICS
  • Race: You can choose any of the Pathfinder Races, as well as Monster Races, for your character. However, this is simple window dressing, as your character will be completely custom made. You can still use the base race as inspiration, even recreating some of the races core characteristics. Examples of the Core Races, as filtered through the new Spheres of Origin system, are listed HERE.
  • Baseline: All PC's will use the following Baseline information when creating their character's race.
    This is all pretty basic fare, and hopefully wont cause any confusion.
    • Size: You can be Medium or Small, by default. Small characters gain the appropriate bonuses/penalties, as listed.
    • The size bonuses and penalties gained from Origin Talents will, unlike from all other sources, affect your stats.
      • You may become Large or Tiny at the cost of Three Potent Talents, or Two Phenomenal Potent Talents. You gain all commensurate bonuses and penalties. This change is permanent.
      • You may become Huge or Diminutive at the cost of Five Potent Talents, or Three Phenomenal Potent Talents. You gain all commensurate bonuses and penalties. This change is permanent.
        • You may only take the Minuscule talent if you have already spent the requisite talents to become Diminutive.  This will reduce you permanently to Fine size, again with the commensurate bonuses and penalties.
    • Type: All PC's will choose one Type (most will be Humanoid, but any Type is acceptable). Players may, at their discretion, choose one additional type. This will be in addition to their base Type, and will confer no additional abilities. However, spells, abilities, and effects that affect either Type will affect the PC. Additionally, if they choose a nonhuman Base Race, their SubType will be that Base Race.

      So, in theory, the PC's may be anything from Humanoid to Humanoid/Fey (Elf) to Humanoid/Dragon (Kobold), to a Construct (Golem), or even something like an Ooze or Undead, however they choose. It's all just window dressing. That said, nothing will be assumed based on your Type. If you choose to, say, be an Undead, you will NOT gain any Undead abilities unless you take appropriate Origin Traits and, possibly, even Alteration talents/traits.
    • Speed: All PC's start with a base Land Speed of 30.
    • Limbs: Players start with two arms and two legs, as standard. This may be adjusted using Origin Talents (see below).
    • Languages: All players automatically speak Common, their native language, and a number of additional languages equal to their INT bonus.
    • Cosmetic Elements: This is entirely within the player's purview, though it should, in general, reflect your Base Race. However, the specifics of your interpretation of that base race's look is up to you.
    • Ability Scores: The PC's WILL NOT gain any additional Ability Score bonuses. These are already incorporated into your Ability Score points as outlined in the main Creation Rules post.
  • Origin Talents
    The following Origin Talents can be chosen from any of the three Origin Spheres (Aptitude, Essence, or Form)
    • All PC's gain 3 Potent Origin Talents at 1st level, one additional Potent Talent at 5th level, and one additional Potent Talent every 5 Character Levels after that.
    • All PC's gain 1 Phenomenal Potent Talent at 1st Level, one additional Phenomenal Potent Talent at 7th level, and one additional Phenomenal Potent Talent every 7 Character Levels after that.
    • 1 Phenomenal Potent Talent can be traded for 2 Phenomenal Auxiliary talents OR 2 Phenomenal Utility talents, OR one of each type.
    • 1 Potent Talent can be traded for 2 Auxiliary talents AND 1 Utility talent.
    • Phenomenal Talents can be used to take equivalent standard talents.
    • Players can choose any number of Variations for their character.
  • FCB: Players choose TWO FCB's for their character. They will use one FCB on each 'side' of their Gestalt, and each will advance simultaneously.

    If you have the Multitalented Auxiliary Origin Talent, you may apply your FCB to ALL classes, on both sides of the Gestalt.

    EX: If the character is a Conscript 15 | Incanter 15, with +1/6 Martial Talent and +1/6 Magical Talent, then they will get 2 bonus Martial and 2 bonus Magical talents.
  • Subordinates
    • If the character gains an Animal Companion or Familiar through a class feature, they may use the Custom Animal Companion and Familiar rules, modified as follows.
      • Animal Companions
        • Animal Companions may be increased to Large size (regardless of the animals original size), with all commensurate bonuses and penalties, at the cost of 1 Potent Talent (either the characters or the companions). If the player takes the Improved Familiar feat, they may increase the Companion's size to Huge, instead by spending 1 additional Potent Talent.
        • In addition to the listed Origin Talents, Animal Companions are considered to be Proficient Martial Practitioners (ie they gain 1 Martial talents every Even level). They use Wisdom as their Practitioner Modifier.
          • Animal Companions DO NOT gain a Martial Tradition.
      • Familiar
        • Familiars gain 1 additional Potent talent, or 2 Auxiliary talents for every 4 levels in a Casting class their master has.
        • In addition to the listed abilities, Familiars are considered Low Casters, with the appropriate Caster Level and Magical Talents. They DO NOT gain the 2 additional magical talents that casters typically gain at first level. The player may choose any Mental stat for their familiar's CAM.
        • Familiars gain a Spell Pool equal to their level plus their CAM.
        • Familiars gain the Cantrip Feat for free.
        • Familiars MAY NOT choose a Casting Tradition. However, they are considered to have the Somatic Casting drawback, twice. Familiars that are bound/paralyzed/grappled/otherwise unable to move cannot cast.
        • Familiar, themselves, do not get feats, but characters can take Familiar feats to work in tandem with their familiar. 3PP Familiar feats, such as Familiar Concentration are allowed with pre-approval.
      • Druid levels/Caster levels only count up to a maximum of the PC's Character Level for purposes of increases to Companion/Familiar abilities/talents.
      • Characters may give up to half of their Oath Points to their critter if they so desire, allowing the critter to take Oath Boons. Companions/Familiars may not, themselves, take Oaths for additional Oath Points.
Edited by Arklytte (see edit history)
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Alignment Effects
  • Alignment is not in effect for this game, so any talents that have alignment specific uses are disallowed. If a talent has alignment specific effects AS WELL AS non-alignment specific effects, then the talent works as normal, except that the alignment specific effects are ignored.
Hedgewitch Poppets
  • The Hedgewitch class ability "Poppet" (and similar class abilities) has a range equal to 1 mile per Hedgewitch Class Level.
 
Radiation Damage
 

Spell Ranges

  • While on the Island of Oculus, the maximum range of any spell/ability is now limited to Long Range (400'+40'/Caster Level).  This includes spells with a listed distance of 'Unlimited'.
    • There are no exceptions to this rule, unless a spell or ability is specifically and explicitly listed and detailed on this post.
  • This ALSO includes spells that are designed to work across planar barriers.  Any spell that would normally work across planar barriers WILL NOT FUNCTION while on Oculus.
  • Note that Planar/Unlimited range spells/abilities is not Dispelled while on the island, it is Suppressed, and, once off the island, the ability will return to normal, assuming it is a permanent effect.

 

Summoned Critters
  • There is something inherent to the islandThis will be explained IC during the introduction to the adventure. Your characters are not aware of the specifics yet, but you, as the player, need to be aware of the mechanical effects. that strongly interferes with the ability of a spellcaster to control both Animated and Summoned creatures. As such, a caster may only have ONE summoned/animated creature active at a time (even if they are capable of summoning multiple creature types, or having multiple creatures summoned consecutively under normal circumstances).
  • Additionally, the magical channels that connect Summoner/Animator to their critter are severely degraded, meaning that the summoned/animated creature cannot act independently. The Summoner/Animator must directly control their critter, using their own actions to substitute for it's actions. Summoners/Animators may split their actions in any combination they wish between themselves and their critter.
  • Summoners/Animators are no longer able to control their creations at distances beyond Close. If the critter becomes separated from their creator by more than that distance, they immediately become immobile and insensate until the creator is once more within range, at which time the creator can once again 'puppet' their critter.
  • Summoners/Animators may summon/animate a second critter normally, but upon doing so, the first critter instantly is unsummoned/deanimated.
  • This does not affect Familiars/Animal Companions gained through the Beastmastery sphere or a Class Feature (unless that feature relies on the Conjuration sphere) in any way.
 
Veilweaving
  • The Veilweaving Sphere is allowed, however, Veilweaving Classes are not. The Veilweaving Sphere works as normal, subject to the following restrictions/conditions.
  • Additional Resources
    • Veilweaving Sphere
    • List of available Veils: If you can bind the appropriate slot, you can use any of the appropriate Veils on this list. This does not require prior approval.
    • Enhanced Veils: If you have the appropriate Tradition talent, you gain access to a single Enhanced Veil. You must meet all prerequisites for this Veil. This does not require prior approval.
    • Sphereshaper Veils: If you take the Sphereshaper Talent (or the Sphereshaper Talent Feat), you may, in addition to any other Veils you know, gain access to one Sphereshaper Veil. You must meet all prerequisites of the Sphereshaper Veil to choose/bind it. Each additional time you take the Sphereshaper Talent (or Feat), you can access to one additional Sphereshaper Veil. This does not require prior approval.
    • Akashic Feats: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Feats. Akashic Feats require prior approval.
    • Akashic Traits: If you have taken at least one Talent in the Veilweaving Sphere, you may take Akashic Traits. Akashic Traits require prior approval.
    • These are the only Veilweaving materials allowed. No exceptions...nope, not even that one.
 
Warp Talents
  • Teleportation effects are strongly affected by the the same force on the island that interferes with control of Summoned critters.
  • Max range of Warp effects is limited to Medium range.
  • Planar teleports are completely non-functional while on the island.
  • Extradimensional Storage Spaces will function on the island, but Extradimensional Rooms are completely disrupted and cannot be accessed while on the island.
  • As with all other teleport effects, Warp Beacons are also disrupted, though, due to their somewhat more stable internal matrix, they have a longer effective range than regular Warp effects. For living beings, the range of Warp Beacons is limited to Extremely Long (1000'+100'/Caster Level). For objects, the range is 1 mile per Caster Level. This is an exception to the modified Range limits in place for the Warp Sphere. All other aspects of the power are unchanged.
  • The Plane Manipulator talent works as well, but the additional interference on the island makes it both harder to overcome and to maintain. While maintaining the Plane Manipulator talent through Concentration, the caster is considered Staggered. Spending an SP to allow the talent to continue without concentration reduces the duration to 1 round per level, rather than 1 round per minute. Anyone attempting to overcome the Plane Manipulator talent suffers a -5 to their MSB roll.

 

 

Edited by Arklytte (see edit history)
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Additional House Rules
 
  • Character Death: Characters will die only when they reach negative HP equal to twice their Constitution score. All other effects of negative HP still apply.
  • Leadership Feat: The Leadership feat (and any other feat/ability that mimics it) is not allowed.
  • Cantrip Feat: All Spherecasters gain the Cantrip Feat for free.
  • Multiple Spell Point Pools and/or Ki Pool: As per the Gestalt Rules characters will combine all Spell Point and Ki Point pools into one large, combined pool. These points may be used interchangeably for Spell and Ki effects as the player desires. As normal, each Spell Pool can have a separate Casting Tradition, or, if the player desires, all Spell Pools can have the same Tradition, just count the bonus SP's once for each Pool

    In addition, Ki Pools can also have Casting Traditions applied specifically to them. These will grant additional Ki Points in the same manner as a Tradition grants Spell Points. Note, however, that there are several Drawbacks that can be orders of magnitude more debilitating for Ki Powers than they are for Spell Casting (Extended Casting, is particularly hindering for anything related to physical combat).
  • Combat Stamina: We will be using the Stamina & Combat Tricks optional rules.
    If you have a martial talent that has an associated feat, you may use the combat trick for that feat.
  • Getting Weird Ability Scores to Random Things: If a class feature means you would add a second ability modifier to a save, AC, attack bonus, damage bonus, skill or anything else, you may only add an amount up to the number of levels you have in the class that granted the feature. This overrides whatever rules exist in the various classes that grant the ability, but does not override any other limits in the ability (for instance, if you are a duelist, you still need to be wielding a weapon and no shield to get the benefits of canny defence.) This rule does not apply if you are actually changing what ability score you use for something.
  • Swapping Another Ability to Damage: If you replace your Strength with another ability for the purpose of damage, unless explicitly stated otherwise in the ability, you add 0.5x the ability modifier if you would add 0.5x your Strength, but only the normal ability modifier otherwise, even if you would normally add 1.5x your Strength or more. (Obviously, if you wouldn't add your Strength at all, you can't replace it with another ability). If you're just adding a second ability score to damage, this rule doesn't apply, but the above one does.
  • Enhancement Bonuses: The +10 limit on Enhancement of weapons and armour is lifted. The max To Hit/Damage bonus is now capped at Character Level/3, and maximum Enhancement bonus continues to be calculated as normal for whatever the source of the Enhancement bonus is, ignoring any stated cap.
    • Stacking continues to work as normal.
    • This applies to Implements as well, when calculating Caster Level.
Edited by Arklytte (see edit history)
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EPIC SKILLS
 

This list is mean to represent crazy high-level applications of existing skills. Much of the inspiration is drawn from the old 3.5E Epic Rules, but with some customizations to more appropriately fit this game.

Some of the skills and abilities are similar to various talents. If you have the requisite talent that supercedes one of these skill checks, you would use your existing talent instead.

Note that, as things move forward, I may end up needing to tweak some of the DC's, depending on what sort of skill levels I see. These are meant to be high level challenges, and if everyone can do literally all of them as a walkover...that's kind of no fun.
 
Apologies for the garbage formatting.  This stupid editor and I DO NOT get along.  I will work on making it look better, as I have time, but until then, I just wanted to at least get the info up.
 
 
Acrobatics
Or any surface that cannot support your weight.
Balance on hair-thin surface DC 30
This functions as the Water Walk spell, but you must end your turn on a surface that can support your weight (or make a separate check as above).
Walk on water DC 40
This functions as the Air Walk spell, but you must end your turn on a surface that can support your weight (or make a separate check as above).
Walk on clouds DC 60
Stand from prone as a free action without provoking an attack of opportunity.
Quick stand DC 35
Regardless of height fallen, all damage is reduced to 0 on successful check.
Ignore fall damage DC 80

Appraise
Sense the presence of gold, silver, etc. within Medium range, with your ranks in Appraise determining your effective caster level.
Detect nearby precious metals DC 75
Determine monetary value of a specific item as a free action
Quick Evaluate DC 40
Determine the most expensive object within your visual range as a free action.
Quick Loot DC 40

Bluff
This allows you to use your Bluff check (with a penalty) in place of an ally's for a lie they are telling.
Enhance Ally's Lie -30 penalty
This allows you to fool alignment-detecting magic, including magic that has different results based on your alignment. You may make a Bluff check as a non-action when affected by such magics to spontaneously project a different alignment, but you must choose a specific alignment when you do so.
Project False Alignment DC 30 + CL of spell
This allows you to mask your surface thoughts with whatever thoughts you wish. If you succeed at this check, you may also deliberately fail your Will save against mind-reading magic. If the mind-reader's Sense Motive still exceeds your total Bluff check, they are able to determine the thoughts are false.
Project false surface thoughts DC 70

Climb
Perfectly smooth flat vertical surface DC 30
Perfectly smooth flat ceiling DC 40
You must end your turn on a surface that can support your weight.
Climb on Air DC 60
Climb at full speed -20 penalty

Craft

You can declare that you've been working on any item you could craft in your spare time all along, and that it just needs a few last-minute tweaks to be fully useful. This takes only 1 minute and a successful Craft check based on the item's regular Craft DC; you must still provide an appropriate amount of raw materials and use proper tools. If successful, the item is completed. If the check fails, you were further away from being done than you thought and you can't make another attempt to finish the job until 24 hours have passed. You may not take 10 or 20 on this check.

 

Note that this applies specifically to uses of the Craft skill to make permanent items.  Volatile/One Use items, such as those produced by the Alchemy sphere cannot be created using Finishing Touches, unless one has taken the Create Stable Formulae feat, in which case, Finishing Touches would apply just like for any other regularly Crafted item.

Finishing touches +30 DC
Break any item you could craft down into raw material equal to one-quarter the item's cost in one minute.
Quick Salvage DC 50

Diplomacy
As the Diplomacy option of the Antagonize feat, except for the increased DC. If you possess Antagonize, you may use the DC listed for that feat.
Antagonize DC 30 + target's HD + target's Wis
As the Call Truce feat, except for the increased DC. If you possess Call Truce, the DC is reduced to what is listed for that feat.
Call Truce DC 50 + highest Cha of targets
Avoid suspicion when gathering information DC +20

Disguise

Disable Device
Suppress all magical properties of a magic item for 1d4 rounds, +1 round for every 5 by which the check succeeds.
Disable dweomer DC 35 + item CL
You may use your Disable Device skill in place of your CMB when making a dirty trick, disarm, reposition, sunder, or trip attempt against a construct.
Sabotage construct Construct's CMD +10

Escape Artist
Squeeze through a space smaller than your head but wider than your wrist.
Impossible squeeze DC 50
Move through a Protection sphere barrier ward or any similar object made of force.
Pass through barrier DC 80

Fly
Make a check to treat yourself as one size larger than normal for purposes of being checked or blown away by wind. This check must be made at the start of every round and stacks with other effective size reductions such as from the skill unlock.
Resist Wind DC 30

Handle Animal
Push an animal as a standard action instead of a full-round action. If you have the Rapid Handle talent, this becomes a move action instead.
Quick Push DC 50
Use one action to order two tricks, either from two different animals or two from the same. If two commands are given to the same animal, it will attempt to do both on the same turn if it is able, or if not will do one first then the other, as you command. The tricks can be different from one another and must be ones the animal knows. If used with the Mass Handle talent, this allows you to give all animals handled different tricks with the same action.
Double Trick DC 50

Heal
Reduce any use of the Heal skill by one step along the following path: one hour, one minute, full-round action, standard action, move action, swift action. You may apply this increase multiple times.
Quick Heal DC +20
You may provide long-term care (or any other use of the Heal skill that would normally disallow it) to yourself. This check is made separately from the check to provide care.
Heal Thyself DC 30
With one use of a healing kit and one minute of work, you can remove the fatigued condition from a character.
Treat Fatigue DC 40

Intimidate
As the Intimidate option of the Antagonize feat, except for the increased DC. If you possess Antagonize, you may use the DC listed for that feat.
Antagonize DC 30 + target's HD + target's Wis

Knowledge
With a sufficiently high Knowledge check, you may make a declaration about any aspect of the campaign setting that hasn't been previously established—generally about the existence of a organization, place, or object, or an interesting fact about the same. It cannot be about a specific person unless the person is famous enough for there to have been books written about them. For example, you could confidently declare that ogres love peanut butter, then make a Knowledge (local) check (because ogres are humanoids). If successful, then it turns out this fact was true. If unsuccessful, this fact is incorrect in some way, as determined by the GM. The DC is based on how common the knowledge would be if it were true—the existence of a metropolis would be very well known, while the peanut butter fact probably would not be. The DM has veto power over this use of the successful use of this skill, but if exercised then they must tell the player the "real" facts, and furthermore the expert declaration becomes a well-known rumor or conspiracy theory that the character is aware of. You may not take 10 or 20 on this check.
Expert declaration (common knowledge) DC 50
Expert declaration (obscure fact) DC 65
Expert declaration (secret) DC 90
When using a plane shift effect, you may attempt to make it more accurate with a successful Knowledge (the planes) skill check. Success reduces the distance to 5d20 miles instead of 5d100 miles. For every 10 points by which you beat the check, reduce the die size one step, to a minimum of 5d6 miles. If you are shifting back to your home plane, you may use a Knowledge (geography) check instead.
Precision Planeshift DC 35
You may attempt to perform a deific obedience or similar daily ritual that normally takes one hour to complete in one minute instead by making a Knowledge (religion) check. If you fail the check, you can still spend an additional 59 minutes to complete the ritual normally, but you cannot try to complete it quickly again for 24 hours. You may not take 10 or 20 on this check.
Quick Ritual DC 40
 
Linguistics
Forge document without sample DC +20
Decipher any text in an unfamiliar language in the same time it would take to read it normally.
Quick Decipher +20 DC
You may consult a non-magical text such as a Pathfinder Chronicle that would normally require 1d4 rounds to reference as a move action.
Quick Reference DC 30
Continue a conversation in an unknown language that you have previously succeeded at understanding.
Reply in unknown language DC 60
You may read a text in a language you speak in half the time by making a Linguistics check as if it were another language. Failure may indicate that you draw the wrong meaning as normal, having skimmed over some relevant section. You may further hasten your reading by applying this penalty multiple times, reading it in 1/3 the time, then 1/4th, then 1/5th, etc. You may apply this to a text in an unknown language after first applying the Quick Decipher penalty, above.
Speed Reading DC +10
Understand unknown spoken language DC 40

Perform
You use a performance to improve a target's attitude toward a character other than yourself by talking them up and otherwise promoting them, even if they are not present. This works like a Diplomacy check to improve attitude but the DC is +10 higher and the maximum improvement is to Friendly.
Hype Diplomacy DC +10

Perception
Perform a search for traps, secret doors, etc. as a free action
Quick Search DC +20
This is the DC for a character that is not attempting to use Stealth but is merely invisible, such as when attacking.
Notice active invisible creature DC 20
Or use the target's Stealth check if higher.
Notice unmoving living invisible creature DC 30
Notice inanimate invisible object DC 40
Notice unmoving unliving invisible creature DC 40
This is the DC to notice either an incorporeal creature that is not visible (whether invisible or just out of your field of vision, such as in the next room) or is hiding inside a solid object. A success on this check overrides an incorporeal creature's ability to be perfectly silent. Use the creature's Stealth check if it is higher.
Notice unseen incorporeal creature DC 80

Profession
You can declare that your character has contacts in a given city or other location related to their prior professional life. The contact can be anyone your character could plausibly have done business with, given the Profession skill being used. With a successful check, the contact exists and remembers you—but are not necessarily indisposed to help, starting with an Indifferent attitude. If the check fails, either the person is unavailable (dead, missing, etc.) or genuinely doesn't remember you, as determined by the GM. You may not take 10 or 20 on this check.
Professional contacts DC 40

Ride
You can continue to control your mount even if you can't perform any actions at all. This check must be made every round.
Unconscious control DC 50

Sense Motive
Determine a character's alignment after 1 minute of conversation. This defeats any magic that would be changing their projected alignment because it is based on their actual beliefs and actions as revealed subconsciously. If the character is successfully displaying a false alignment via the Bluff usage above, however, your check must beat theirs.
Discern alignment DC 40
After successfully sensing an enchantment, you may attempt to determine who placed the enchantment by interacting with them. If the enchantment was placed by someone you've never met or even heard of, you might only get a partial result.
Determine master DC 50

Sleight of Hand
Conceal one-handed weapon on body -20 penalty
Conceal two-handed weapon on body -30 penalty
You may reach into your pocket and pull out an item that you don't have written on your character sheet by making a Sleight of Hand check. The item must be either a generic item or a specific item that you have been within reach of during the campaign (you can't have the key to the jail cell unless you were close to the jailor). If it is a generic item, it can't be made of any special material, nor can be innately valuable (gold, gems, etc). The check is modified by the size of the item, as if you were concealing it. If you fail on this check, you can't retry for the same item—it turns out you didn't grab it when you had the chance. You may not take 10 or 20 on this check.
Kleptomania DC 50
Take any worn item, up to and including their armor, from a target. This only determines if you successfully grabbed the item; the target may still notice if their Perception check (with a +20 bonus) is high enough.
Remove worn clothing from target DC 60

Spellcraft
When a sphere effect that you have applied with the Contingency feat would come into effect, you may choose to negate it by making a Spellcraft check. This does not require any action on your part and may even be done if you are incapacitated, because it represents you having been able to fashion your trigger condition subtly enough that it excludes the current situation. If you succeed, the contingency effect remains untriggered.
Negate contingency DC 40
Whenever you successfully identify a spell as it is being cast, you also determine one of the following if your check beats the DC by 20 or more: their caster ability score, one general drawback they possess (not counting ones that make their presence obvious like Center of Power), one casting boon they possess. What information you receive is random.
Identify casting tradition DC +20
You may determine the properties of multiple magic items with the same action. Every 10 points by which you beat the DC of the item with the highest caster level allows you to identify another item. The action required does not change, so normally it would take 3 rounds to examine a group of items.
Mass Identify DC +10
You may identify magic items one step faster along the following path: 3 rounds, 1 round, standard action, swift action, free action. Identification faster than a standard action does not require close examination, though you take the normal penalty you would take to Perception checks for distance. You may apply this modifier more than once to further speed up the process, and you may combine it with the Mass Identify option above to apply it to multiple items at once.
Quick Identify DC +20
Break any magic item down into raw material equal to one-third the item's market cost in one minute. This does not damage the physical structure of the base item, so salvaging a magical sword will leave you with a perfectly usable nonmagical sword plus an amount of raw materials.
Quick Salvage DC 30 + CL

Stealth
Use your Stealth check with this penalty for an adjacent ally instead of their own. They must have concealment even if you are normally able to hide without it. The ally must remain adjacent to you or else they revert to using their own check.
Hide another -30 penalty

Survival
Identify race/kind of creature by tracks DC 30
This tells you the gender, age category, and armor/footwear worn of creatures by examining their tracks.
Identify specific details from tracks DC 50
You may ignore penalties for planar alignment traits for one day by making a Survival check. You may provide this protection to one additional creature for every 10 points by which your check result succeeds.
Planar survival (alignment traits) DC 35
You may avoid getting lost in environments with unusual gravity or geometry (such as the inside of a sphere or torus).
Planar survival (direction) DC 35
Craft a new effigy of hate (if you have that reaper technique) in one minute. If you fail the check, you may finish the trophy by spending the remaining 59 minutes required, or you may try again after 24 hours. You may not take 10 or 20 on this check.
Quick Effigy DC 50
Craft a reaper trophy for a new type of favored enemy in one minute. If you fail the check, you may finish the trophy by spending the remaining 59 minutes required. You may not try again with the remains of the same creature, though you may try again with the remains another creature of the same type that you have slain, if you have access to them. You may not take 10 or 20 on this check.
Quick Trophy DC 40
Track over water DC 30
Track through the air DC 50
This includes any situation where the tracked creature used extradimensional transportation such as teleportation, plane shift, etc. and would allow the tracker to pick up the trail once they arrived at the new plane.
Track across planar boundaries DC 70

Swim
Swim up waterfall DC 50
Swim full speed as move action -20 penalty

Use Magic Device
This allows you to charge a spell engine with 1 spell point that has already been charged once during the same day. You must still provide the spell point. You may continue to charge the spell engine with more points by increasing the DC by 10 each time; it resets 24 hours after the first spell point was added.
Charge spell engine DC 30
If you rolled a 1 attempting to activate a magic item, you can attempt to return the item to functioning status before 24 hours have passed with 1 minute of work and a successful check.
Clear mishap DC 35
After using a spell scroll, you may attempt to prevent it from being expended it by making a successful check. This check is separate from the check to activate the scroll in the first place, if one is needed.
Conserve scroll DC 50 + CL
You may attempt to wear an additional magic item on your body by fooling it into thinking it's the only one in that slot. The check must be made when the extra item is donned, and if unsuccessful cannot be tried again for 24 hours. For each additional magic item you attempt to wear that does not have an empty slot, you must make the check again with +10 DC each time.
Emulate open slot DC 50
If you are an armorist, you may dismiss an existing piece of bound equipment and bind a new one in its place in only 1 hour by making a successful check. The check is made at the end of the hour and if unsuccessful, you may either spend the remaining 7 hours to complete the process or wait 24 hours to try again. You may not take 10 or 20 on this check.
Quick equipment bind DC 45
With a successful check, you may take 1 minute to change one of your Oath boons that normally allows you to change choices made with 1 hour of meditation. The check is made at the end of the minute and if unsuccessful, no changes can be made without the remaining 59 minutes being spent (though you may make another attempt in 24 hours). You may not take 10 or 20 on this check.
Quick enhancement change DC 35

 

Edited by Arklytte (see edit history)
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  • 3 months later...
Mythic Transformation

ScEYEons of Fate

You stand athwart the Loom of Fate, Destined for a Greater Purpose. You have been given a second chance at life. Your destruction at the 'hands' of a tear in the very fabric of Time, Magic, and Fate itself, as well as your subsequent reformation into corporeal form, has imbued you with a hint of the divine, and elevated you above the merely mortal. While this mission might have started out as a (relatively) simple job, events have conspired to make it much, much more.


You have gained one Mythic Gestalt Tier. This will differ from standard Mythic progression, as detailed below.

You gain the Base Mythic abilities, with the following modifications.
  • Ability Bonus: Rather than the normal progression, you will gain a Mythic Ability Bonus every tier. However, if you choose to increase a Physical stat, then you must increase a Mental stat on the next tier, and vice versa.
  • Mythic Feats: You gain one Mythic Feat every tier, rather than every other tier.
  • Mythic Power: Your starting (and maximum) Mythic Power is increased to 3 plus three times your Mythic Tier. Mythic Power is regained any time you would rest to regain Spell Points.
  • Surge: When using the Surge ability, you can expend a second use of Mythic Power to increase the Surge bonus by an amount equal to half the dice rolled, so 1d6 becomes 1d6+3; 1d8 becomes 1d8+4, etc.
  • Amazing Initiative: The bonus Standard Action gained by expending a use of Mythic Power CAN be used to cast spells.
  • Recuperation: The need to rest for 8 hours to regain your full HP is reduced to the amount of time you would need to rest to regain Spell Points. By expending 1 use of Mythic Power, you can reduce the time needed to regain half your HP down to 10 minutes. In addition, this accelerated 10 minute rest will allow you to regain your Character Level's worth of Spell Points as well.

In addition, unlike 'standard' Mythic progression, you will gain two Mythic Paths. You gain the benefits of both the Spheremaster and Gifted Mythic Paths, and gain the full power of both, simultaneously.
  • Spell/Martial Mastery: You gain Master of one Magical Sphere as well as one Martial Sphere. As normal, you are required to have access to the base Sphere of whatever spheres you choose for your Mastery.
  • Path Ability: You will gain two Path Abilities per Tier. You may only choose one Path Ability from the Spheremaster List and one Path Ability from the Gifted list. You may, instead, use one or both Path Abilities to choose up to two from the Universal Path Ability list.
  • True Magic/Martial Mastery: At Mythic Tier Ten (assuming we get that high), you will gain access to both the True Magic ability and the Martial Mastery ability.


All characters gain the following Mythic Tradition.
This Mythic Tradition may not be modified in any way.

Mythic Drawbacks

  • Radiant Power: The power that constantly erupts from you is hard to hide and easy to track, for those who know how. All creatures gain a bonus equal to three times your tier to notice you (such as by using the Perception skill). You also leave lingering trails of magic that others can find and follow for one day per tier. Finally, all creatures you interact with can sense that you are not normal and get a general understanding of your abilities, regardless of any disguises you use.

    This Drawback can be suppressed by making a Concentration check with a DC equal to your Character Level plus your Mythic level. The DC increases by 5, and a new check must be made, for every hour that your Radiance is suppressed in a rolling 24 hour period. Any use of your Mythic Power or Mythic Qualities will automatically break the suppression. If suppression is broken in this manner, you cannot attempt to suppress your power for 1 hour per Mythic Tier.
  • Unfit for Power: Your body is not able to handle the strain of regular use of such unlimited energy, damaging you each time you use your mythic power. Each time you spend a use of mythic power, you suffer damage equal to your mythic tier. This damage cannot be reduced, redirected or healed in any manner until you take an 8 hour rest (or less, if you have the appropriate abilities). This rest does not heal the damage, but does allow it to be healed normally (such as by healing magic or further rest).
 
Mythic Qualities
  • Flowing Power: You may call on your mythic power to boost your abilities to even greater heights, but at a cost to your health. As a free action during your round, you may increase all of your ability scores by up to your mythic tier; this bonus lasts until the start of your next round, when you may choose to either maintain the effect, change the increase, or let the effect end. Each round this ability is active, you take damage equal to the square of the increase, as detailed on the table below. This damage always affects your real hit points, never any temporary hit points. You cannot heal this damage through any means except eight hours of rest, at which point you heal all of the damage. When you regain your daily uses of mythic power, you may expend one use of mythic power to gain the ability to use flowing power for a number of rounds that day equal to half your tier (rounded down, minimum 1) without taking damage; you must use these rounds before those in which you would take damage, and any unused rounds at the end of the day are lost.

    When using the Flowing Power Quality, you increase all stats by twice your Mythic Tier, but take damage per round at the amounts listed for your Tier.

 

Ability Increase Damage Per Round
2 1
4 4
6 9
8 16
10 25
12 36
14 49
16 64
18 81
20 100

 

  • Plucking The Weave (aka Poke Fate in the Eye😞 By focusing your inner eye, you can, for an instant, get a glimpse of the Pattern of the Loom of Fate. However, Mortal flesh was not meant to understand the true nature of the Weave, and peeking under Fate's skirt sears your very soul.

    Twice per day per Mythic Tier you can pluck the weave of Fate in your favor. Expending one use of your Mythic Power allows you to replace the result of any single d20 roll with a Mythic Success. If used for an attack roll, this counts as a Nat 20 AS WELL AS Critical Confirmation. For all other purposes, the roll automatically succeeds, regardless of the situation, negative modifiers, or your current condition. This ability can be used in circumstances where you would otherwise not be able to react (ie you are Stunned, Staggered, Dying, or otherwise Helpless). This ability can be used at any time, including on another's turn, and does not count as any kind of Action.

    Each time you Pluck The Weave, you take 1d2 CON Damage AND 1d2 WIS Damage. This damage can only be healed by 8 hours rest (note that this specifically overrides abilities that would allow you to rest less than 8 hours to recover).

Mythic Boons

  • Mythic Examplar (Mythic Sustenance): While you are powered by mythic energies, you do not need to eat, breathe, or sleep—though you must still rest to recharge your power.

 

 

 

Edited by Arklytte (see edit history)
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