Astoroth, The Endless Fount |
Brawler 4
HP +18 (1d10 * 1.5 + 3 CON)
Fort Save +1
AC Bonus +1
Knockout 1/day (Fort DC 17)
Unarmed Strike damage increase to 1d8
Empricist 4
BAB +1
Reflex Save +1
Will Save +1
Unfailing Logic +2
Studied Combat +2 (move action)
Studied Strike +1d6
Can use Level Two extracts (learned alchemical allocation)
Incanter 5
Caster Level +1
Magic Talents +2 (Divination: logos; Destruction: crafted blast)
Skill Ranks (6 + 8 INT + 1 favored class)
*Acrobatics, *Diplomacy, *Disable Device, *Escape Artist, *Knowledge(dungeoneering, local x2, nature, planes, religion), *Perception, *Sense Motive, *Spellcraft, *Stealth, *UMD
Gain Feat: Telekinetic Exoskeleton (Telekinetic Handbook pg 12)
Astoroth, The Endless Fount |
I could use some assistance with designing a custom item. I'd like to turn the broken rod from the Infernal Engine into a detection device. Essentially, I want something that lets me utilize the alternate divine abilities as a Standard or Full-Round action. That way, I can quickly check for magic, living creatures, traps, etc - especially when the Diviner's Handbook comes out. Crunch-wise, it's probably best suited as a Rod, but I'm not sure how to stat it out. I'm pretty sure it'll end up being fairly complex (and expensive) due to adding multiple effects, and I'm fine with that. It's something I'll be building on as Astoroth levels.
GM Rednal |
*Checks watch* The Diviner's Handbook should be pretty soon, I think. And I can't say no to wanting to make an awesome, growing item... XD
Fortunately, we do have our handy guide to creating new items, and there are specific rules for crafting Sphere-based Rods. XD Start with that as your base and see what you can come up with?
Astoroth, The Endless Fount |
I got confused trying to figure out the pricing guidelines. :-(
Crafting cost is 1000gp x complexity x CL.
Divine: Close range; Concentration; functions as base ability (complexity 1)
Not sure of the activation time (10min, 1min, etc). Because I'm crafting the ability at CL 1, the total complexity is reduced by 1 (min 1). Changing the ability to a variant divine increases the complexity by 1.
The goal is to build something to detect magic, creatures, and a host of other things (plus serve as a flashlight once I pick up the Light Sphere). One effect at a time, of course. :-) I'm not sure if the Multiple Effects variable would apply right now, as I'm just adding variant divination stuff. If it does, I get to price each possible effect separately with the 1.5x multiplier.
So, basically, my two questions are as follows.
1) How long does the rod take to activate, and does making it a Standard or Full Round action increase its complexity? If so, how much?
2) Do I price out each variant divination separately?
Astoroth, The Endless Fount |
*doublechecks section*
Found it! I'd overlooked two important sentences. Unfortunately, it means I'll have to postpone the detection device for a while. :-(
Rods have a minimum CL of 9.
GM Rednal |
*Coughs* Well, on the bright side, the time needed to keep leveling means more time for the relevant Handbooks to be out. ^^ And you can always start crafting it now. Even if you can't finish until you're Level 9, you could do most of the work and then just polish off the details with the last day of work.
Astoroth, The Endless Fount |
Gives me time to save up more money, too. detect magic alone would cost 9000gp to craft. I'll be paying over 100,000gp by the time everything's added.
Astoroth, The Endless Fount |
Saving Throw Math
Fortitude
+7 levels
+3 CON
+1 resistance
+1 luck
+4 divine
+1 from book
Reflex
+5 levels
+5 DEX
+1 resistance
+1 luck
+4 divine
Will
+5 levels
+3 WIS
+1 resistance
+1 luck
+4 divine
Astoroth, The Endless Fount |
Brawler 5
HP +18 (1d10 * 1.5 + 3 CON)
BAB +1
Brawler's Strike (magic)
Close Weapon Mastery (does this affect improvised weapons in any way?)
Bonus Combat Feat (Combat Expertise)
Empiricist 5
+1 2nd-level Extract (cure moderate wounds)
+1 1st/2nd-level extract per day
Investigator Talent - Sapping Offensive
Incanter 6
Fort/Ref/Will +1
CL +1
New Talent - unlock Alteration Sphere
Drawback: Lycanthropic (can only target myself)
Bonus Talent: Elemental Transformation
Skill Ranks (6 + 8 INT + 1 favored class)
*Acrobatics, *Diplomacy, *Disable Device, *Escape Artist, *Knowledge(dungeoneering, local x2, nature, planes, religion), *Perception, *Sense Motive, *Spellcraft, *Stealth, *UMD
GM Rednal |
So, you know what we said about notifications not popping up if a thread hadn't been used in awhile? Yeah.
Close Weapon Mastery applies only to weapons that are part of the 'Close' weapon group (as detailed in the Fighter's Weapon Training ability). Unless your improvised weapons count as one of those, the power'll have no effect.
Other than that, it all looks good to me. ^^
Astoroth, The Endless Fount |
I figured as much but wanted to confirm. ;-)
Astoroth, The Endless Fount |
Oooh. XD Lots of stuff to sort through. I'll have the Mythic stuff done this evening, but the levelup will likely wait until tomorrow. Any suggestions for appropriate domains? Knowledge is a given, but I don't think subdomains are an option until Tier 6. Makes it tricky, as the Exploration, Hubris, and Self-determination subdomains seem fitting.
GM Rednal |
Actually, go ahead and pick subdomains now if you want to. ^^ That's not going to seriously hurt anything, and what matters for this game is picking thematically-appropriate options.
For example, it's appropriate for Iris to have the "Divine" Magic subdomain (which I totally plan to take myself, alongside the required Good domain), but it wouldn't be appropriate for her to have the normal Magic domain. You're not becoming a new deity so much as regaining your old power, after all. XD
The caveat is that your choices should only come from the five you would offer as a deity. For example, Iris has Divine, Good, Liberation, Sun, and Travel - so I won't be picking from outside those.
Astoroth, The Endless Fount |
Mythic Feat: Extra Path Ability
Initiative +1
Mythic Power +2
Path Abilities: Analytical Eye (path of the genius), Divine Source, That Trick Doesn't Work on Me Anymore (path of the genius)
Recuperation
--------------------------------------------
Still needing some help figuring out appropriate domains. Knowledge is a given, and I'm leaning toward Travel(exploration) for the second, but I'll eventually need to select three more domains. Here's everything I could find that's at least a little fitting. I also know that deities occasionally have modified portfolios if it's thematically appropriate (like Pharasma replacing the undeath stuff from her granted Death domain), so we could maybe do something with that. Any suggestions? This is something I've been struggling with for a while, since Astoroth has the very narrow focus of "I want to learn all the things and don't care about anything else."
------------------------------------
Domains
Artifice, Glory(hubris), Liberation(self-realization), Magic, Magic(spell) 3pp, Protection(defense), Rune(language), Time(3pp)
Inquisitions
Persistence, Secrets, Truth
Astoroth, The Endless Fount |
I'm taking "Extra Path Ability" as my Mythic Feat. XD
Astoroth's not much of a people person, so I didn't bother looking at the Community domain (I've mentally associated it with Erastil). I'll check that subdomain out.
GM Rednal |
Aaaaah, yes. XD Missed that. You sure? The feats are in short supply compared to path abilities (although I suppose you could always buy it back later, since I'm pretty sure Extra Mythic Feat is a thing...).
And if nothing else, I feel like Astoroth would appreciate the existence of universities and other places where learning can be done. XD It seemed like a decent option.
Astoroth, The Endless Fount |
Brawler 6
BAB +1
HP +21 (1d10*1.5 + 3 con + 3 mythic)
Martial Flexibility +1 use/day
Martial Flexibility activation changes (swift action for 1 feat; move action for 2 feats)
Saves +1
Incanter 7
CL +1
Feat: Precogniscient Smie
Sphere Talent x2 (Life: restore mind, Telekinesis: flight)
Investigator 6
Second-level Extract (resist energy)
Studied Combat increases to +3
Studied Strike increases to 2d6
Trapfinding bonus increase by +1
Trap Sense increases to +2
Skill Ranks (6 + 8 INT + 1 favored class)
*Acrobatics, *Diplomacy, *Disable Device, *Escape Artist, *Knowledge(dungeoneering, local x2, nature, planes, religion), *Perception, *Sense Motive, *Spellcraft, *Stealth, *UMD
Domains Chosen: Knowledge, Travel(exploration)
Astoroth, The Endless Fount |
Just to clarify, Divine Source essentially gives me three 1/day SLAs. As I'm third tier, I get the Level One/Two/Three spells from either the Knowledge or Travel domain (or a combination of the two). None of the domain powers. I'll gain additional domain SLAs as I gain Mythic tiers and will eventually have more options to choose from when I take Divine Source again. By the end of the campaign, I'll basically have nine 1/day SLAs that I select from four Domains and four subdomains. Is that correct?
Astoroth, The Endless Fount |
That component of Divine Source will be rather interesting, methinks. Astoroth's never been one to care much as to whether or not he's worshiped. He'll grant spells and occasionally give people a way to access information they've been seeking, but overall, he's more interested in whatever he's currently trying to learn. Definitely a pretty hands-off deity. :-)
Astoroth, The Endless Fount |
Regarding Nia:
After doing some digging, I've concluded that Nia is most likely either a veiled master or a qlippoth lord. Both of those possibilities are rather horrifying. XD I'm leaning toward the veiled master option, as the main thing against it is the apparent alignment discrepancy. Of greater concern, however, is the fact that she apparently knows who I am - something that I was under the impression was literally impossible barring a very specific circumstance. If so, using know secrets was probably a spectacularly bad idea. ;-) Regardless, I think I know what Astoroth will be doing once the current questline is resolved.
GM Rednal |
*Rubs chin*
Question - I've been working on improving the Recharge Sphere Magic rules (over on the wiki), and do you think it would be more appropriate if a recharge only prevented you from using other talents from that sphere that require spell points, rather than cutting out everything but the base power?
Astoroth, The Endless Fount |
I think that would simplify things. Otherwise you'll run into the issue of your cure healing less (because restore mind is on cooldown), your telekinesis becoming weaker (because casting anything requiring a spell point shuts down the Powerful Telekinesis talent), your "Frozen"-themed blaster regularly being unable to use frost blast, all kinds of confusion regarding the Conjuration sphere, etc. IMHO, talents that either permanently modify base abilities and/or don't require a spell point should be "always-on."
Astoroth, The Endless Fount |
*putting down some possible items for future reference*
Tunic of Careful Casting (body, 5k)
Treasure Hunter's Goggles (eyes, 6400gp)
Lenses of Figment Piercing (eyes, 12k)
Veil of Fleeting Glances (9k)
Periapt of Health (7500gp)
Necklace of Adaptation (neck, 9k)
Ring of Mind Shielding (ring, 8k)
Bookmark of Deception (1,500gp)
Scabbard of Stanching (5k)
Gravewalkers (undead don't see you as a threat; feet; 2k)
Slippers of Secrecy (can't be tracked via footprints or scent; feet; 2500gp)
Thieves' Strap (attached item is invisible as per obscure object; 2k)
Ring of Spellguard (superior) (absorbs 10 spell levels/day up to 4th level; ring; 11,200gp)
Astoroth, The Endless Fount |
bracers of armor +3 (sell for 4500gp)
feather token (swan boat) x4 (sell for 900gp)
mudstone minion (sell for 4175gp)
ring of counterspells (sell for 2,000gp)
Potions – mage armor x2, reduce person (sell for 75gp)
Scrolls – bless, divination, elemental speech, ghostbane dirge (sell for 1,200gp)
Ahn’Selota jade (sell for 3,000gp)
Ahn’Selota war medals (sell for 500gp)
Gold bars (sell for 10,000gp)
First foray into spherecrafting a custom item. Does this look right?
Revealer of the Hidden
Sphere Wand (CL 6; spell points: 2)
Crafting Cost: 4,500gp
Spellcraft DC 31 to craft (Normally DC 16, but Astoroth doesn't have the three necessary talents)
Divine (magic, dark, loyalties, illusions)
Detect Secrets (divine talent)
See Hazard (sense talent)
Drawback (shaped divination: cone)
If I buy a MW Spellcraft tool, I can take10 to make this in five days.
GM Rednal |
I feel like the Alternate Divinations do weird things to the crafting system. XD They're technically obtained for free once you have Divination and whatever other Base Spheres are there. I could see the base Divination Sphere also providing the Alternate Divinations for anything else someone knew - creating items that specifically provide those alternates without requiring the user to know the associated Spheres is a genuine boost, though.
I think I'd like to collectively treat those three alternates as one additional talent when determining the necessary level and complexity of the item. +2 for semi-free effects is a bit too much, but I don't think they should be totally free, either - otherwise you might as well just give yourself ALL the alternates, y'know? XD 3 choices per "talent" seems appropriate to me, given their relatively minor nature.
Of course, that might put the item at Caster Level 8, which you can't craft yet... maybe also add the Limited Penetration Drawback to bring it back down a little? And I'd be quite willing to let you craft the drawback out once your Caster Level is high enough (pricing it as the equivalent of adding one more talent, which is the net gain you'd be getting).
Astoroth, The Endless Fount |
That was my thinking, actually. I just forgot to put in that last edit when I was playing around with the various combinations. I'm actually CL 8 where the Divination sphere is concerned, so I should still be able to craft it without adding another drawback (increasing the crafting cost to 8,000gp). Alternately, if you rule situational CL increases don't count, I could reduce the stored spell points to 1. It's only needed for the one sense talent, and 6hrs is still a good amount of time.
Revised
Revealer of the Hidden
Sphere Wand (CL 8; spell points: 2) (OR CL 6; spell points: 1)
Crafting Cost: 8,000gp (4,500gp if CL 6)
Spellcraft DC 31 to craft (Normally DC 16, but Astoroth doesn't have the three necessary talents)
Divine (magic, dark, loyalties, illusions)
Detect Secrets (divine talent)
Expanded Divinations (divine talent) (free due to the drawback)
See Hazard (sense talent)
Drawback (shaped divination: cone)
GM Rednal |
It's not so much that I'd rule it as it's explicitly spelled out. Specifically, "Temporary increases in caster level (such as a Thaumaturge’s forbidden lore class feature, certain casting traditions, or the Circle Casting feat) cannot be used to create an item at a higher caster level."
I'd go for reducing the spell points, then. As you said, six hours is usually enough anyway. XD And worst-case scenario, you've still got Wild Arcana. Given that, I think we'll be good.
Astoroth, The Endless Fount |
Sounds like a plan. :-) I'll work on improving the item as my CL increases over time, then. It's much more attainable (and cheaper) than using Craft Rod to make my uber "flashlight of detecting things."
I'll have a final purchasing tally up by the end of tonight as I figure out what else to spend my gold on.
Astoroth, The Endless Fount |
Completely forgot about that. XD Looks like I have three 'A' abilities to choose. Let's go with knock 1/day, resist energy 1/day, and skill enhancement (spellcraft) +5.
-------------------------------
More improvements/purchases to come.
Astoroth, The Endless Fount |
None of them really jumped out at me. I'm particularly excited about the D/E/F abilities, but they're still a few levels away. Grabbing a few minor thematic tricks is more useful to me right now. Come level 11ish, though, Book will probably become a fully sentient Intelligent Item.
Astoroth, The Endless Fount |
Crafting
Revealer of the Hidden (4,500gp)
Upgrades to the Book of Truths
Clear Spindle Ioun Stone (knowledge alone sustains me) (4,000gp)
Periapt of Health (Spellcraft DC 20; 3750gp to craft)
Bookmark of Deception (to hide its value from those who would abuse it) (Spellcraft DC 25; 750gp to craft)
Increase INT bonus to +4 (Spellcraft DC 23; 8000gp to craft)
Other Purchases
Ring of Mind Shielding (8,000gp)
Remaining Wealth
8,495gp
Astoroth, The Endless Fount |
Whoops! Thanks for catching that. I messed up the INT increase as well (since I'm upgrading from +2 to +4, it would only cost 6k). Here's the revised costs.
Upgrades to the Book of Truths
Clear Spindle Ioun Stone (6,000gp)
Periapt of Health (5,625gp)
Bookmark of Deception (1,125gp)
Increase INT bonus to +4 (6,000gp)
Remaining Wealth
6,245gp
GM Rednal |
In fairness, most people reflexively think "Crafting = 50%". XD I've always been surprised at how rarely I hear people mentioning crafting additional effects, even when it would really help a character (like using an Amulet of Mighty Fists and an Amulet of Natural Armor for a Monk-type character).
Anyway, it looks good now. ^^
Astoroth, The Endless Fount |
Using the Church of Abadar as neutral intermediaries is a great idea. Very sensible. XD
Astoroth, The Endless Fount |
A good bit of material from the various Words can be included, in all honesty. They'd make good Mythic abilities/Divine powers. XD
Also, I should mention that there's a supplement available on OBS. Sixteen Sorrows is a collection of plot hooks with advice on how to make them challenging for a party of Godbound. It's pretty good.
GM Rednal |
Yeah, I'm definitely considering at least some of the powers as options for players to take - carefully moderated, of course. One of the key points of this game is that you're a deity regaining your power, but you do not have full, unlimited use of it because, frankly, your mortal form can't handle it. That's why they tend to be either very costly (2+ mythic points per-use), low-powered (bonus Domains), or carefully selected rule changes (Recharge Magic). I mean, for that last one... how often were either of us running out of Spell Points to begin with, y'know? XD
I do like the ability to manifest before your followers, though, and perhaps give them blessings/curses depending on their behavior. *Grins* As Hadran (at the other table) found out, I'm completely serious when I say I want your character to feel like a deity instead of just an overpowered adventurer, which is why there were things up to and including expending power to affect players in other games with a blessing when it was needed the most. What's more deific than literal divine intervention when people need it? XD
Right now, I'm hammering on the idea of an adjusted version of the Apotheosis word. The current idea is that its effects are linked to Mythic Tiers, but require Divine Source before it starts functioning. Gimme a little bit and I'll have a properly-written version up for consideration. o wo/
Astoroth, The Endless Fount |
Wait ... one of your players was affecting other tables? Tell me more.... I haven't been following any of your other games, so this is news to me.
GM Rednal |
Yeah, the players in my Jade Regent game were having a really hard time against the boss of the first book, thanks in no small part to an abnormally long series of low rolls. XD; It ended up being preeeeeetty nasty for them, so I decided to let Hadran (the God of Valor) have the chance to intercede. He spent two mythic power and they got a group heal of 15 HP each and an automatic crit confirm the next time anyone threatened one against the boss (that I don't think any of them actually used - they beat the enemy before it could come up).
You might have the opportunity to do this yourself at some point - probably if someone is facing a really weird foe and could use some extra bit of knowledge to find a way out of the situation. It's not something that's gonna happen every time a group is in trouble or anything - that kinda cheapens it - but your character is a deity, and ought to occasionally have the chance to act like it. XD Time and space don't mean as much to you as they do to others.
As a Forgotten God begins to regain their power, they have the opportunity to re-establish a church, starting with just one follower but expanding into a full-fledged faith in their own right. The ability to form a church is inextricably tied to the Divine Source mythic ability, which allows the deity to start blessing their followers with power. No matter how many people believe in and support them, their church is inherently hollow until they have that ability - and, further, these effects only appear for the Forgotten Gods. Other mythic entities with Divine Source do not get these benefits. Once they've obtained the base ability, however, the Forgotten God obtains the following benefits at the listed tiers:
3rd Tier: Sanctify Shrine
Gained at third tier, the Forgotten God's worshipers can now sanctify temples and shrines to their deity. When properly consecrated, the Godbound can choose to perceive anything going on within their precincts, though they must intentionally choose to watch. They can target a power they possess at any person (except themselves) within the sacred grounds. Such a marvel is free the first time the Forgotten God so acts in a day, but each successive wonder requires the Forgotten God to pay the normal price for the ability. Powers that require mythic power to use always incur their cost. Properly sanctifying a shrine requires rites and components costing 250 GP times the Forgotten God's Tier. If the shrine is desecrated, it must be reconsecrated at the full cost.
3rd Tier: Smite the Apostate
Also at third level, the Forgotten God can instantly kill an offending worshiper or afflict them with some debilitating suffering appropriate to their divine theme (as their choice of Bestow Curse at 3rd Tier, Geas/Quest at 5th Tier, and Greater Bestow Curse at 6th Tier with no saving throw permitted - the Forgotten God may raise or lessen the severity of the curse anytime they desire, but may not exceed the limits of these spells, nor change the base kind of suffering once it's decided). This torment lasts as long as the Forgotten God desires. If another god accepts the worshiper as a follower, the curse is lifted - mortal methods, however, are unable to affect a divine curse.
4th Tier: Hear Prayer
At fourth tier, the Forgotten God is capable of properly hearing the prayers of their faithful. These usually are a subconscious susurrus of petitions, but they can specifically “listen” for particular topics or people if they wish, becoming alerted when those topics arise or those people address them. The Forgotten God can communicate with their faithful during their prayers, though this inward voice is subtle and does not compel obedience.
5th Tier: Perceive the Petitioner
At fifth tier, the Forgotten God can see a particular worshiper and their surroundings with a full-round action, knowing everything about their immediate situation that the worshiper knows. This doesn’t grant deep or subtle knowledge of the situation, but it’s enough to make their current circumstances clear.
6th Tier: Mark of the Prophet
At sixth tier, the Forgotten God can consecrate specific worshipers as favored disciples or high priests. One disciple may be chosen for each tier of the Forgotten God, but only one high priest can be chosen. Disciples acquire half the Forgotten God's level in the Cleric class, while the High Priest acquires the Forgotten God's level in the Cleric class. This is in addition to any classes they already possess. Both usually make choices reflective of their patron's divine theme. This consecrating process takes only a moment, but the consecration cannot be taken from the acolyte until they are dead, even if they later leave their god's service. The Forgotten God cannot select more than their mythic tier in disciples and high priests - these are the elites of the church, a step above the ordinary faithful.
7th Tier: Attend the Faithful
At seventh tier, the Forgotten God can manifest before a praying worshiper, instantly appearing before them no matter how far away the divinity may be, even from a distant realm or on another plane. This manifestation lasts no longer than a single story scene, however, before the Forgotten God returns to their original location. This ability can only be used once per day.
8th Tier: Behold my Chosen
At eighth tier, the Forgotten God can select a character to be their Chosen. A High Priest can be turned into a Chosen, but ceases to be the High Priest (and another can be promoted to fill the vacancy). A Chosen immediately advances in class levels to match the Forgotten God's level (and becomes a gestalt character if they were not already), acquires a thematically appropriate template selected by the GM, and gains half the Forgotten God's mythic tiers (rounded down), which overrides and does not stack with any Mythic Tiers they already possessed. A Chosen can never select the Divine Source ability.
A Chosen is the personal champion of the Forgotten God, granted authority over their faith second only to the Forgotten God themselves. They are typically dispatched on missions away from their god, but are frequently the subject of Attend the Faithful, where the deity and their Chosen can discuss matters in detail.