This is for future use, a head start on the next time through the tower. Changes are based on observations during previous iterations of the tower. Feel free to provide suggestions or corrections.
Character creation
Character creation follows standard 1st edition Pathfinder 25pt buy rules with the following exceptions:
- Characters use a "best of" gestalt progression with fractional advancement
- Select from any 20 level class listed in WotC 3.5 or Paizo PF supplements (magazines not accepted, though the Dragon Compendium is fair game). Class substitution levels (for 3.5 classes) and archetypes (for PF classes) are allowed from all WotC and Paizo sources (including web content). Content from D&D 3.0 that was not revised in 3.5 is technically grandfathered in as part of the 3.5 system, but requires GM approval prior to use.
- In cases where classes are updated in pathfinder, previous versions of those classes may not be taken. The same is true of 3.0 classes updated in 3.5. Feats use their most up-to-date version as well, and prior versions may not be selected.
- Alternate class features and substitution levels from 3.5 may not be applied to pathfinder versions of a class.
- May take 2 traits (3 if a drawback is selected) following standard pathfinder rules, one of which may be a campaign trait
- May take 1 flaw (as per Unearthed Arcana) to gain a bonus feat
- May select feats from any 3.5 or PF core book, player's guide, "complete" book, or "ultimate" book. The Bo9S and select Unearthed Arcana (UA) and Dreamscarred Press (DP) content is allowed (DP content subject to GM approval)
- Characters may select a single setting book that they can freely access for character features, representing their home plane (e.g. inner sea gods, player's guide to faerun). Characters selecting 20 level classes from books not listed above must select that book as their "setting book" (e.g. vestige binders must select the Tome of Magic)
- Spells may be selected from the D20PFSRD
- Powers may be selected from DP's Ultimate Psionics or Complete Psionics
- Maneuvers may be selected from the Bo9S; some DP maneuvers may be allowed contingent upon GM approval
- Vestiges may be selected from the Tome of Magic and WotC web content
Character advancement
Advancement follows standard 1st edition Pathfinder rules (including retraining) with the following exceptions:
- Players may only advance a single prestige class at any given level
- Characters may only advance a class feature (e.g. caster level, sneak attack) to a maximum of their character level in the appropriate class, and excess levels may not be "banked" for later advancement (e.g. a lost caster level may NOT be replaced by an extra caster level gained earlier in the progression), BUT characters may advance a class feature at the same level to make up for a lost level (e.g. sorcerer + archmage at the same level both advance caster level, to a maximum of character level)
- Players may select character options (except prestige classes) for advancement found in any of the books listed in the Character Creation section, but access to other sources must be purchased using Tower Points (TP's)
- Prestige classes found in the 3.5 DMG, 3.5 unearthed arcana, the PF core rulebook, the PF APG, and those found in a character's setting book, are all freely accessible. Feats from the list of books found in the character creation section are also freely accessible. Accessing other prestige classes or feats requires either spending TP's per character option, or dedicated training from another character that has the desired prestige class or feat. Costs for access:Prestige Class access (tower) - 5TP/class, instant
Feat access (Tower) - 1TP/feat, instantPrestige class access (trained) - 3000-5000GP/class level taught, 1 week/level (GP costs waived and time halved for guild specialties)
Feat access (trained) - 1000-5000GP/feat taught, 3 days/feat (GP costs waived and time halved for guild specialties)
- Spell access (and powers, etc) from other sources may be purchased at the cost of 1 TP per 3 levels of the spell, or purchased for the cost of a scroll of the appropriate level multiplied by market factors (e.g. rarity, desirability)
- Alternatively, characters may purchase access to the contents of an entire book at the cost of 10 TP's.
- Prestige class thematic requirements (e.g. alignment, creature type, elemental focus, etc.) may be shifted to a different theme at the cost of 2TP with GM approval
- Prestige classes that provide access to new domains are assumed to add those domains to a 20 level progression class (e.g. cleric) and stack with levels in that class for determining effective cleric level for all domains granted by or added to that class
- In the event that mythic ranks are acquired during the course of play, the all Paizo mythic content and the Mythic Heroes Handbook are available resources. Please note that some mythic rules have been altered to create a more enjoyable game dynamic.
Temples
Scattered throughout the tower are "temples" devoted to the spiritual development of characters. These temples allow for parallel reincarnation, wherein the characters live an entire life focused around concepts chosen in the temple. Characters may choose… (more goes here)
Mirror - Story feats, accomplishment feats; 1 spell
Void - Void feats; 1 spell
Domain - 1/2 of a domain (or a subdomain, changed abilities only)
Deity - Deific feat, story feat, or granted power; 1 spell
*only 1 sla per day per level, can spend mythic power to add more uses?
Banlist
The following spells/abilities are banned from future games due to their impact on gameplay:
Celerity (including alternate versions such as anticipatory strike)
Arcane Fusion
Deathless
Spellbane
Any spell or effect that makes one completely undetectable
Watchlist
The following spells/abilities are in danger of banning:
Arcane Spellsurge
Embrace the Dark Chaos
Timeless Body (mythic)
Borrowed Time
Favor of the Martyr
Abundant Casting (path ability)
Moderator: adam
Updated Tower Rules Thread
Threading the Gerbil since 1982
Re: Updated Tower Rules Thread
[picture of chart goes here... steven want to make that happen? Refer to txt msg until then]
New Stuff
Mythic Path: You have access to a primary path and a secondary path. You may not select basic abilities from your secondary path (e.g. no archmage arcana), and may only take a path ability from your secondary path every other level (unless using the extra path ability feat or the path dabbler path ability)
Mythic Flaw: The scars and quirks associated with your path to ascension. At the point of ascension these various flaws should be consolidated and smoothed out to form a cohesive set of defining flaws for the character. Characters may also choose a mythic flaw to incorporate in place of 1-2 of their derangements that have not yet been determined: https://www.d20pfsrd.com/mythic/running ... thic_Flaws
Removed from game: Base mythic abilities - Amazing Initiative, Mythic Saves;
Some base mythic abilities are now universal path abilities: Hard to Kill (3rd Tier), Recuperation (6th Tier), Force of Will (6th Tier), Unstoppable (9th Tier)
Ascension Abilities: Gained during mythic apotheosis, this is a mythic path ability that defines your journey to mythic power. See next post for specifics.
Bonus Universal Path Abilities: Gained at levels 1, 3, 6, these abilities replace some of the "automatic" mythic abilities that were removed from the progression. Assigned by GM based on character choices.
Attributes: you only get 3, but with the temple bonuses this actually gives you +5 more attribute points than you normally get out of mythic. Your 3rd tier bonus universal ability also is a stat bump, so this should be fine.
Unchanged: Bonus HP, path ability and feat progression
Changes in functionality:
MYTHIC SPELLS
Any spell may be selected as a mythic spell. Spells are augmented with any two of the following features, and may be further augmented by an additional selection at tier 3 for an additional mythic point (augment choices selected at the time the mythic option is gained and do not change):
• Increase damage die type by one step
• Half of damage dealt is untyped
• DC increases by 4 against non-mythic targets
• Number of targets increases by 1 or by 1/2 tier (as per abundant casting archmage path ability)
• Apply a metamagic feat from the core rule book to the spell without altering its casting time or spell level (e.g. still spell, extend spell)
Recuperation: must expend 10 mythic power to refresh class features
Force of Will: costs 2 mythic power
Unstoppable: At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, dazzled, deafened, entangled, fascinated, fatigued, frightened, shaken, sickened, or staggered. You can expend two uses of mythic power to immediately end one of the following conditions: blind, confused, cowering, dazed, exhausted, nauseated, panicked, paralyzed, or stunned. You must spend one additional use of mythic power to end the effect if the effect you wish to end was caused by a mythic effect. If the effect is permanent, you must spend twice as many uses of mythic power as normal to end the effect. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.
Mythic Power Attack: Functions as Mythic Deadly Aim except replace “ranged” with “melee”
Legendary Item: requires approval, foe biting and undetectable have adjusted rules.
Immunity and DR: DR X/- is not negated by powers/class features that reduce DR. Powers/features that strip resistances function as normal. Powers/features that strip immunity instead replace immunity with resistance 30 (or a high save bonus for non-damage based immunities) unless there is a compelling rationalle for stripping the immunity entirely (e.g. converts all damage to divine power rather than being a particularly intense energy blast).
Other changes: invariably there will be further rules issues, and I reserve the right to correct other mythic abilities as needed for balance and, more importantly, for a fun gaming experience.
New Stuff
Mythic Path: You have access to a primary path and a secondary path. You may not select basic abilities from your secondary path (e.g. no archmage arcana), and may only take a path ability from your secondary path every other level (unless using the extra path ability feat or the path dabbler path ability)
Mythic Flaw: The scars and quirks associated with your path to ascension. At the point of ascension these various flaws should be consolidated and smoothed out to form a cohesive set of defining flaws for the character. Characters may also choose a mythic flaw to incorporate in place of 1-2 of their derangements that have not yet been determined: https://www.d20pfsrd.com/mythic/running ... thic_Flaws
Removed from game: Base mythic abilities - Amazing Initiative, Mythic Saves;
Some base mythic abilities are now universal path abilities: Hard to Kill (3rd Tier), Recuperation (6th Tier), Force of Will (6th Tier), Unstoppable (9th Tier)
Ascension Abilities: Gained during mythic apotheosis, this is a mythic path ability that defines your journey to mythic power. See next post for specifics.
Bonus Universal Path Abilities: Gained at levels 1, 3, 6, these abilities replace some of the "automatic" mythic abilities that were removed from the progression. Assigned by GM based on character choices.
Attributes: you only get 3, but with the temple bonuses this actually gives you +5 more attribute points than you normally get out of mythic. Your 3rd tier bonus universal ability also is a stat bump, so this should be fine.
Unchanged: Bonus HP, path ability and feat progression
Changes in functionality:
MYTHIC SPELLS
Any spell may be selected as a mythic spell. Spells are augmented with any two of the following features, and may be further augmented by an additional selection at tier 3 for an additional mythic point (augment choices selected at the time the mythic option is gained and do not change):
• Increase damage die type by one step
• Half of damage dealt is untyped
• DC increases by 4 against non-mythic targets
• Number of targets increases by 1 or by 1/2 tier (as per abundant casting archmage path ability)
• Apply a metamagic feat from the core rule book to the spell without altering its casting time or spell level (e.g. still spell, extend spell)
Recuperation: must expend 10 mythic power to refresh class features
Force of Will: costs 2 mythic power
Unstoppable: At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, dazzled, deafened, entangled, fascinated, fatigued, frightened, shaken, sickened, or staggered. You can expend two uses of mythic power to immediately end one of the following conditions: blind, confused, cowering, dazed, exhausted, nauseated, panicked, paralyzed, or stunned. You must spend one additional use of mythic power to end the effect if the effect you wish to end was caused by a mythic effect. If the effect is permanent, you must spend twice as many uses of mythic power as normal to end the effect. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.
Mythic Power Attack: Functions as Mythic Deadly Aim except replace “ranged” with “melee”
Legendary Item: requires approval, foe biting and undetectable have adjusted rules.
Immunity and DR: DR X/- is not negated by powers/class features that reduce DR. Powers/features that strip resistances function as normal. Powers/features that strip immunity instead replace immunity with resistance 30 (or a high save bonus for non-damage based immunities) unless there is a compelling rationalle for stripping the immunity entirely (e.g. converts all damage to divine power rather than being a particularly intense energy blast).
Other changes: invariably there will be further rules issues, and I reserve the right to correct other mythic abilities as needed for balance and, more importantly, for a fun gaming experience.
Threading the Gerbil since 1982
Re: Updated Tower Rules Thread
EPIC
• Use pathfinder base rules for levels past 20
○ Normal numeric progression to saves, attacks (max = 1 base + 3 iterative attacks), bardic music increases, etc.
○ Caster level increases and new spell slots (see rules for details https://www.d20pfsrd.com/classes/charac ... 20th_Level
• Classes may progress past 20, but only bonuses and class abilities that have a set, increasing rate will continue to advance (no bonus epic feats as mentioned in the epic handbook)
• Epic feats may be taken every odd level in place of a standard feat (which is also the only way to obtain such feats)
• Epic feats that state they may be taken multiple times may only be taken a single time every 10 levels
• Use pathfinder base rules for levels past 20
○ Normal numeric progression to saves, attacks (max = 1 base + 3 iterative attacks), bardic music increases, etc.
○ Caster level increases and new spell slots (see rules for details https://www.d20pfsrd.com/classes/charac ... 20th_Level
• Classes may progress past 20, but only bonuses and class abilities that have a set, increasing rate will continue to advance (no bonus epic feats as mentioned in the epic handbook)
• Epic feats may be taken every odd level in place of a standard feat (which is also the only way to obtain such feats)
• Epic feats that state they may be taken multiple times may only be taken a single time every 10 levels
Threading the Gerbil since 1982
Re: Updated Tower Rules Thread
House/Spot Rules
Characters are limited to N active "buff" spells. [Unlimited buff spells contribute to caster/warrior disparity, increase overhead dramatically, bog down gameplay and strategizing, and overcomplicate combat by forcing dispelling/disjunction at high levels of play]
Chain spell does not work with Wish, and may have difficulty working with anything that has a spell components with a significant cost associated. [warps the nature of play, reduces diversity in character selection]
Extra full actions per initiative cycle are limited to N actions (e.g. white raven tactics and time stands still refreshes with RKV) [boring, potentially game breaking]
The celerity spell line does not exist [eliminates initiative, fundamentally destabilizing the game; leads to confusing play and creates character imbalances]
Crusaders must ready their full complement of readied maneuvers [long standing house rule, RAI, and also reduces infinite combo issues]
Infinite combos enter you into a singularity of sorts, and the infinite loop itself is negated. The lore (appropriate knowledge check) states that many never return from these singularities, and those that do are often changed in odd ways. Explore at your own peril. [Infinite loops break the game in generally unfun ways, but they do exist and are conceptually interesting; this provides a new area of exploration without breaking the primary game]
Average damage values are used for actions or sequences of actions involving large numbers of rolled damage dice (rolls for checks, saves, to hit, etc. are unchanged). Exceptions made on case-by-case basis (e.g. popping 6's, complicated re-roll options). [Damage involving large numbers of dice are increasingly less subject to wide swings in values, calculating dmg even using a roller app takes valuable play time, watching others do math is unfun, and in a game where damage is only one step in a multi-step process toward defeating a foe, the variance is superfluous]
Characters are limited to N active "buff" spells. [Unlimited buff spells contribute to caster/warrior disparity, increase overhead dramatically, bog down gameplay and strategizing, and overcomplicate combat by forcing dispelling/disjunction at high levels of play]
Chain spell does not work with Wish, and may have difficulty working with anything that has a spell components with a significant cost associated. [warps the nature of play, reduces diversity in character selection]
Extra full actions per initiative cycle are limited to N actions (e.g. white raven tactics and time stands still refreshes with RKV) [boring, potentially game breaking]
The celerity spell line does not exist [eliminates initiative, fundamentally destabilizing the game; leads to confusing play and creates character imbalances]
Crusaders must ready their full complement of readied maneuvers [long standing house rule, RAI, and also reduces infinite combo issues]
Infinite combos enter you into a singularity of sorts, and the infinite loop itself is negated. The lore (appropriate knowledge check) states that many never return from these singularities, and those that do are often changed in odd ways. Explore at your own peril. [Infinite loops break the game in generally unfun ways, but they do exist and are conceptually interesting; this provides a new area of exploration without breaking the primary game]
Average damage values are used for actions or sequences of actions involving large numbers of rolled damage dice (rolls for checks, saves, to hit, etc. are unchanged). Exceptions made on case-by-case basis (e.g. popping 6's, complicated re-roll options). [Damage involving large numbers of dice are increasingly less subject to wide swings in values, calculating dmg even using a roller app takes valuable play time, watching others do math is unfun, and in a game where damage is only one step in a multi-step process toward defeating a foe, the variance is superfluous]
Threading the Gerbil since 1982
Re: Updated Tower Rules Thread
New stuff added to the thread:
EPIC
• Use pathfinder base rules for levels past 20
○ Normal numeric progression to saves, attacks (max = 1 base + 3 iterative attacks), bardic music increases, etc.
○ Caster level increases and new spell slots (see rules for details https://www.d20pfsrd.com/classes/charac ... 20th_Level
• Classes may progress past 20, but only bonuses and class abilities that have a set, increasing rate will continue to advance (no bonus epic feats as mentioned in the epic handbook)
• Epic feats may be taken every odd level in place of a standard feat (which is also the only way to obtain such feats)
• Epic feats that state they may be taken multiple times may only be taken a single time every 10 levels
MYTHIC SPELLS
Any spell may be selected as a mythic spell. Spells are augmented with any two of the following features, and may be further augmented by an additional selection at tier 3 for an additional mythic point (augment choices selected at the time the mythic option is gained and do not change):
• Increase damage die type by one step
• Half of damage dealt is untyped
• DC increases by 4 against non-mythic targets
• Number of targets increases by 1 or by 1/2 tier (as per abundant casting archmage path ability)
• Apply the effects of a 1 lvl adjust metamagic feat from the core rule book to the spell without altering its casting time or spell level (e.g. still spell, extend spell)
Spot/House Rules
Chain spell does not work with Wish, and may have difficulty working with anything that has a spell components with a significant cost associated. [warps the nature of play, reduces diversity in character selection]
Extra full actions per initiative cycle are limited to x actions (e.g. white raven tactics and time stands still refreshes with RKV) [boring, potentially game breaking]
The celerity spell line does not exist [eliminates initiative, fundamentally destabilizing the game; leads to confusing play and creates character imbalances]
Crusaders must ready their full complement of readied maneuvers [long standing house rule, RAI, and also reduces infinite combo issues]
Infinite combos enter you into a singularity of sorts, and the infinite loop itself is negated. The lore (appropriate knowledge check) states that many never return from these singularities, and those that do are often changed in odd ways. Explore at your own peril. [Infinite loops break the game in generally unfun ways, but they do exist and are conceptually interesting; this provides a new area of exploration without breaking the primary game]
Average damage values are used for actions or sequences of actions involving large numbers of rolled damage dice (rolls for checks, saves, to hit, etc. are unchanged). Exceptions made on case-by-case basis (e.g. popping 6's, complicated re-roll options). [Damage involving large numbers of dice are increasingly less subject to wide swings in values, calculating dmg even using a roller app takes valuable play time, watching others do math is unfun, and in a game where damage is only one step in a multi-step process toward defeating a foe, the variance is superfluous]
EPIC
• Use pathfinder base rules for levels past 20
○ Normal numeric progression to saves, attacks (max = 1 base + 3 iterative attacks), bardic music increases, etc.
○ Caster level increases and new spell slots (see rules for details https://www.d20pfsrd.com/classes/charac ... 20th_Level
• Classes may progress past 20, but only bonuses and class abilities that have a set, increasing rate will continue to advance (no bonus epic feats as mentioned in the epic handbook)
• Epic feats may be taken every odd level in place of a standard feat (which is also the only way to obtain such feats)
• Epic feats that state they may be taken multiple times may only be taken a single time every 10 levels
MYTHIC SPELLS
Any spell may be selected as a mythic spell. Spells are augmented with any two of the following features, and may be further augmented by an additional selection at tier 3 for an additional mythic point (augment choices selected at the time the mythic option is gained and do not change):
• Increase damage die type by one step
• Half of damage dealt is untyped
• DC increases by 4 against non-mythic targets
• Number of targets increases by 1 or by 1/2 tier (as per abundant casting archmage path ability)
• Apply the effects of a 1 lvl adjust metamagic feat from the core rule book to the spell without altering its casting time or spell level (e.g. still spell, extend spell)
Spot/House Rules
Chain spell does not work with Wish, and may have difficulty working with anything that has a spell components with a significant cost associated. [warps the nature of play, reduces diversity in character selection]
Extra full actions per initiative cycle are limited to x actions (e.g. white raven tactics and time stands still refreshes with RKV) [boring, potentially game breaking]
The celerity spell line does not exist [eliminates initiative, fundamentally destabilizing the game; leads to confusing play and creates character imbalances]
Crusaders must ready their full complement of readied maneuvers [long standing house rule, RAI, and also reduces infinite combo issues]
Infinite combos enter you into a singularity of sorts, and the infinite loop itself is negated. The lore (appropriate knowledge check) states that many never return from these singularities, and those that do are often changed in odd ways. Explore at your own peril. [Infinite loops break the game in generally unfun ways, but they do exist and are conceptually interesting; this provides a new area of exploration without breaking the primary game]
Average damage values are used for actions or sequences of actions involving large numbers of rolled damage dice (rolls for checks, saves, to hit, etc. are unchanged). Exceptions made on case-by-case basis (e.g. popping 6's, complicated re-roll options). [Damage involving large numbers of dice are increasingly less subject to wide swings in values, calculating dmg even using a roller app takes valuable play time, watching others do math is unfun, and in a game where damage is only one step in a multi-step process toward defeating a foe, the variance is superfluous]
Threading the Gerbil since 1982