The Arena of Blood

Game Master andreww

This campaign hosts the discussion for the Arena of Blood, an ongoing Level 20|Mythic 10 PF1E arena battle.


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Hello all,

It has been a while since I ran any 1E and I have decided to dive right back in with a bit of silly Mythic arena battles.

The concept is a simple one. A mad God known to all as the Controller dwells in a massive sealed demiplane called the City that Never Sleeps. There he has collected a population of loyal followers, retainers, and crafters, all of them experts in their field from across the multiverse. Such a population however requires entertainment. That is where you come in. The Controller designs and builds arenas across the multiverse and then goes out and kidnaps heroes and villains, gods and demons and makes them battle one another, each time in a new and dangerous locale. Naturally there are rules, hazards, traps, rogue competitors and worse within. Each victor is granted a prize, losers get restored so that they may battle for the entertainment of the masses again and again.

This game will continue with rolling recruitment. Once I have three complete applicants I will run the first arena battle. As we gain more applicants I will add more or larger arena battles. Competitors may seek out temporary alliances to aid them in a fight but at the end of each battle there can be only one victor. There will also be a downtime period between each competition to encourage the use of skills as well as murderous combat. During downtime competitors can engage in research, do some retraining, craft items, spy on potential rivals, try and learn something about the next match or whatever else strikes their fancy.

So, if you are interested here are the character creation rules:

1. Sources

All published Paizo materials with some exceptions (see below).

2. Starting Level

Level 20, lets go crazy!

3. You said Mythic?

I did, each of you begins with 10 Mythic ranks.

4. Starting Stats

25 point buy, you are living legends!

5. Races

Any common, featured or uncommon race with the exception of those that get an excess of stats (mostly Drow Noble and Duergar Tyrant). If in doubt ask.

6. Gold?

Two options:

a) You start with the standard 880,000gp for a level 20 character. If you have any crafting feats the you may craft any gear you start with which qualifies. You must however demonstrate that you can reliably hit any crafting DCs on a Take 10 so make sure to invest in Spellcraft.

b) If you dont want to mess about buying stuff then you can use AUTOMATIC BONUS PROGRESSION. You use the no magic items variant and so count as level 22 for the modifiers (giving you the full 23 points of legendary gifts). You begin with 120,000gp that you can use to purchase potions, scrolls, wands and other charged items. You can never use any permanent magical item of any kind under any circumstances, they simply do not work for you.

You may purchase spellcasting services with a maximum caster level of 20 if, for example, you want to buy permanent spells.

7. Variant rules
The answer to the most common questions on variant rules is pretty much always going to be NO given how many options you already have. So that includes:
No third party
No elephant in the room
No feat tax rules
No Spheres of Power
No variant multiclassing
No Gestalt

8. Houserules
You are Gods amongst men, elves and goblins. As such you do get some extra benefits.

Each competitor can chose one of the following options:

a) The advanced template plus one of celestial, fiendish, resolute, entropic or counterpoised.
b) Half-Celestial, Half-Fiend or Half-Dragon
c) Lich, Psychic Lich, Mummy Lord, Vampire or Graveknight
d) Nightmare Lord or Unknown
e) Commando Construct or Enlightened Construct

You must meet the requirements for the template you take, including alignment (unless you have Beyond Morality).

In addition you gain the following:

a) if you chose regular gear you gain the Divine Source Mythic Path ability once for free using the regular rules.

b) if you chose Automatic Bonus Progression you gain the Divine Source Mythic Path Ability three times for free and you may use each level of SLA 3 times per day. If you are a prepared caster you may prepare the spells on your Domain lists as if they were on your spell list. If you are a spontaneous caster add all spells from your Domain list to your spells known as additional spells to your regular ones.

9. Banned List
The following options are not permitted.
a) Blood Money
b) Simulacrum
c) If you have Wish or Miracle accessible for free (such as via an SLA) it may not be used to increase your stats. You may use it for any of its other options although you must pay the component cost of any duplicated spells.
d) Polymorph spells and effects may not be used to take the form of Unique or extremely powerful entities. No taking the form of Great Old Ones, Green Men or Grendel. Likewise, such entities cannot be summoned or Gated into an arena. If in doubt, ask.
d) Leadership
e) Sacred Geometry
f) You may not take "monster" feats from the Bestiaries unless something lets you do so.

Others may be added to the list over time. The Controller has no interest in putting on a dull show full of "I Win" options as such experiences do not entertain the masses. Note, the threshold for being counted as an “I Win” option is pretty damn high, it largely has to deny people any chance to resist and be unavoidable. So, for example, using Wish or Miracle with Channel Power to ignore SR and Geas people to avoid the long casting time is not permitted. Casting ridiculously high DC save or suck spells or charge pouncing people for 2k damage is totally fine and wholly expected at this level.

10. Companions
The Controller is interested in seeing how the competitors perform and not their menagerie. As such each competitor may arrive in the arena with only a single companion whether that is an animal companion, eidolon, phantom, familiar or planar bound minion. There is no limit on your ability to summon additional aid during the battle.

Character submissions can be made on this thread or by PM to me if you prefer to keep things private and not tip off your opposition. I have a stable of characters ready to throw in who I may add in to spice things up and make up the numbers. Obviously high level characters like this take some time to build so I am not expecting to start immediately.

Arena Rules

Each battle will take place in a different location. The arena can be anywhere in the multiverse and you can expect each location to contain a variety of environmental and other hazards. You should be prepared to deal with more than just your opponents. Arenas may also contain a range of dangerous monsters which might well get in the way. I will be using Roll20 to stage the battles but all dice rolling and discussion will take place here.

The Controller is uninterested in seeing competitors arrive to each battle bristling with precast buffs. As such the following rules apply to each battle:

1. Competitors may enter each arena with spells precast if those spells are permanent or have a duration of 1 day/level or greater.
2. Just prior to entering the arena competitors may cast spells which have a duration of at least 1 hour/level.
3. All other spells or effects on a competitor are dispelled before they enter the arena.

All competitors will be teleported into the arena at the same time. On arrival each competitor will be sealed in a transparent sphere of force which they cannot leave or affect in any way, shape or form. Competitors will roll initiative and all spheres will drop at the beginning of round 2. This gives everyone a single round to prepare and to view the battlefield and ensures that no-one is flat footed once battle begins.

The Controller expects all competitors to actively engage the enemy. The crowds have no interest in watching people stand around buffing themselves before doing anything. If a competitor fails to engage an enemy for two consecutive rounds or for three rounds in total they are disqualified. No playing sneaky druids earth gliding out of sight to cast a bunch of buff spells while their enemies kill each other. Engaging a competitor means that you took some form of hostile action against at least one of them. If you are unable to do so (you are paralysed or cannot perceive any other competitors for example) then provided you do something to try and engage a competitor then that round does not count towards the disqualification timer.

Competitors cannot voluntarily leave the arena under any circumstances. They can be removed by an opponent's ability, for example you can Plane Shift people away or Wish them into the Sun. A competitor who is forcibly ejected from the arena has three rounds to return following which they will be disqualified.

Victory
Victorious competitors receive one point of Legendary Gift. This grants a single point of inherent stat bonus which stacks with any others you have (maximum of +5). They also receive a prize fund of 25,000gp. Defeated competitors receive a 5,000gp participation prize. The Controller will restore all competitors to fighting fitness at the end of any match. All conditions, curses, maladies and other effects are removed. Any competitor who is killed, disintegrated, turned into a ravening undead or similar will be returned to their regular form. The Controller will not restore any expended items, charges, broken gear or dispelled spells, including permanent spells.

If you have any questions please feel free to ask here or to PM me.

The Roll20 table I will be using for Maps can be found HERE


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Definitely interested at a glance. I'll come back to further review the first post when I have more time (currently on break from work) so I can make a more in-depth post later.

Grand Lodge

Oh no, this sounds hilarious..... TIME TO THEORY CRAFT AND DOT!


Checking back in. I've taken the time to read over everything. I'll be working on looking through options to see what I can come up with.

The Exchange

Pathfinder Rulebook Subscriber

Certainly interested. So many options!


Well, this certainly sounds absolutely crazy pants, which I heckin love.

Quick question:

If you chose the ABP option, are you unable to take the Legendary Item universal mythic path ability?


I have also had a couple of enquiries by PM so we have a potential 6 competitors so far.


Monkeygod wrote:

Well, this certainly sounds absolutely crazy pants, which I heckin love.

Quick question:

If you chose the ABP option, are you unable to take the Legendary Item universal mythic path ability?

If you go with ABP you can still chose Legendary Item but you pick a single weapon or armour you have attuned to apply it to.


hmm... lets see if I get inspired.


Wow, this looks nuts, and fun.

Two questions:

How are we handling HP?

Background skills?


Since I just recently found out about this, figured I would ask if Alternative Capstones were allowed?

Scarab Sages

You crazy son of a... I'm in!


The Controller wrote:
The crowds have no interest in watching people stand around buffing themselves before doing anything.

I'd like to be a member of this crowd.

I don't believe this is gonna work as you expect, though, to be honest. There will be competitors with extreme system mastery that will one-shot anything and/or be unkillable. And it's not because their character is just stronger and the dice landed slightly better, but just because they exploited the vast PF1 system.

If the fights turn out to be tense and fair, I'm open to submit a character, too.


HP: Max at 1st level, average rounded up thereafter, same as PFS.

Alternate Capstones: Yes

Background skills: No

System mastery is certainly a significant part of the whole experiment.


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There is certainly enough for that. One alternative option is a cooperative challenge, like, 3 players vs 3 not Nocticula Demon Lords.

Dark Archive

I'd love to throw my hat into the ring on this. About time some one can get in deep with a Necromancer Lich!


Mightypion wrote:
There is certainly enough for that. One alternative option is a cooperative challenge, like, 3 players vs 3 not Nocticula Demon Lords.

Put down the obsession with Nocticula and slowly back away from the game thread :P lol

That said, the above suggestion of sometimes(always?) working together is a good one. The more variation to challenges, the more fun and entertaining the show will be!

Dark Archive

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Does timestop rounds count against rounds not spent attacking the opponent?


Monkeygod wrote:
Mightypion wrote:
There is certainly enough for that. One alternative option is a cooperative challenge, like, 3 players vs 3 not Nocticula Demon Lords.

Put down the obsession with Nocticula and slowly back away from the game thread :P lol

That said, the above suggestion of sometimes(always?) working together is a good one. The more variation to challenges, the more fun and entertaining the show will be!

Nocticula is on a different weightclass compared to other demon lords.

A character that cant make a DC43 fort, followed by a DC43 will, very reliably will get dommed and turned on the party.

Grand Lodge

I like the idea of 3v3, but also, backstabbing might (will) happen, lol.


So, if every contender had a legendary item with

Quote:
Undetectable: This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.

then the battlefield would suddenly be empty :)

If only one of them had it, it would be a very one-sided fight.


Ellioti wrote:

So, if every contender had a legendary item with

Quote:
Undetectable: This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.

then the battlefield would suddenly be empty :)

If only one of them had it, it would be a very one-sided fight.

Stop looking at my character sheet!


Ellioti wrote:

So, if every contender had a legendary item with

Quote:
Undetectable: This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.

then the battlefield would suddenly be empty :)

If only one of them had it, it would be a very one-sided fight.

Invisibility Purge is a level 3 spell with a massive area.


loc wrote:
Does timestop rounds count against rounds not spent attacking the opponent?

They do not.


The Controller wrote:
Ellioti wrote:

So, if every contender had a legendary item with

Quote:
Undetectable: This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.

then the battlefield would suddenly be empty :)

If only one of them had it, it would be a very one-sided fight.
Invisibility Purge is a level 3 spell with a massive area.

Truesight should work, too, should it not?

The Controller wrote:
loc wrote:
Does timestop rounds count against rounds not spent attacking the opponent?
They do not.

Time to get some scrolls!


I'm thinking of making a Graveknight and using the ABP option. Could I spend the 120,000gp on enchanting the GK armor, since that's an essential part of both the creature as well as the process of becoming a GK? (You need to spend at least 25,000 on the armor).


Ellioti wrote:
The Controller wrote:
Ellioti wrote:

So, if every contender had a legendary item with

Quote:
Undetectable: This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.

then the battlefield would suddenly be empty :)

If only one of them had it, it would be a very one-sided fight.
Invisibility Purge is a level 3 spell with a massive area.
Truesight should work, too, should it not?

I think it should if we adopt a relatively strict definition of detect.

One more addition to the Banned List. No one has yet suggested using this but it falls squarely into the dull territory. No using Echean's Excellent Enclosure.


Monkeygod wrote:
I'm thinking of making a Graveknight and using the ABP option. Could I spend the 120,000gp on enchanting the GK armor, since that's an essential part of both the creature as well as the process of becoming a GK? (You need to spend at least 25,000 on the armor).

You may take your armour for free. If you want to enchant it under ABP you must spend your legendary gifts on it.

Likewise, people choosing to be Liches or similar do not need to pay for their Phylactery.


Monkeygod wrote:
I'm thinking of making a Graveknight and using the ABP option. Could I spend the 120,000gp on enchanting the GK armor, since that's an essential part of both the creature as well as the process of becoming a GK? (You need to spend at least 25,000 on the armor).

I’m looking at something similar. I’d considered either taking the Legendary Item mythic abilities and spending them on the armor, or perhaps the With This Sword alternate capstone.


I may have an idea or two of my own, lets see what I can whip up!


Am I allowed to leave my familiar behind?


Kazmanaught wrote:
Am I allowed to leave my familiar behind?

Yes, although then you wont get any of its benefits that require it to be nearby.


can we leave money unspent and restock on consumables between fights?
What about Traits?


Ellioti wrote:
can we leave money unspent and restock on consumables between fights?

Given that victors get $25,000 and losers get $5,000, I would say that you have a chance to spend money. Though if your expected consumables are less than $5,000, I'd spend it all.

Ellioti wrote:
What about Traits?


Ellioti wrote:

can we leave money unspent and restock on consumables between fights?

What about Traits?

You can spend as much or as little of your starting wealth as you want.

You get two traits. No campaign specific traits.


Nearly done! Just have to finish some class features, some mythic features, and some spells, but the hardest parts are finished!


I don't suppose you want to save me a massive headache and ban Arroden's Spellbane?

Spellbane
The damn thing has so many strange edge cases in it, like what happens if there's 3 spellbanes in the same area. Do they all cancel? Do the first two cancel, and then the third person to move in still has theirs? It's so jank.

Otherwise, I'll keep trying to make it work as best I can.


Kazmanaught wrote:

I don't suppose you want to save me a massive headache and ban Arroden's Spellbane?

Spellbane
The damn thing has so many strange edge cases in it, like what happens if there's 3 spellbanes in the same area. Do they all cancel? Do the first two cancel, and then the third person to move in still has theirs? It's so jank.

Otherwise, I'll keep trying to make it work as best I can.

For now we will leave it in. I will deal with any edge cases as they arise.


Sounds good! I'm down to finishing skill points, final spell selections, and then prepping some pre-fight strategy spellcasts! Thanks for your patience!

Grand Lodge

It's been tough building something, but I think I have an idea that is coming through. We shall see how interesting it'll be!


Can I make one character for fun then make a serious one later? I have one concept that's just to fun. I have no problem ending up as cannon fodder for the first one I just want to make it and test it out.


Turin Starfall wrote:
Can I make one character for fun then make a serious one later? I have one concept that's just to fun. I have no problem ending up as cannon fodder for the first one I just want to make it and test it out.

Certainly, feel free.

I have a range of NPC contestants available as well and plenty of them are far from cutting edge optimised.


Just a couple of additional notes.

1. You may not combine items or craft items which do not have a published version. You can use crafting you just cant make your own stuff using the item crafting forumlas.

2. If you are a class that uses extracts such as an Alchemist or Investigator then you can access mythic versions of your extracts by taking Mythic Spell Lore/Mythic Spell Casting.


Due to a laptop crash, I just lost about a third of my notes for the character, my fault entirely for not saving more often, but it is a bit demoralizing. Please start without me, it may take me a little while to work up the energy to redo all of what I lost.

Grand Lodge

I'll have two characters set up for this and should get them posted in the next twelve hours.


How are you handling character sheets?
I might want the others to not know my char sheet. This goes both ways. If I knew them, I could prepare much better.


Ellioti wrote:

How are you handling character sheets?

I might want the others to not know my char sheet. This goes both ways. If I knew them, I could prepare much better.

This seems to be fairly metagaming, no? Unless you actually have an in game way to access the knowledge of the stats on their character sheets, you shouldn't be 'preparing much better' for them.

Ie, a few us mentioned maybe taking an undead template. Without some mechanic to know we were undead before game start, I would expect the others to not load up on anti-undead spells/abilities/feats/etc.


You can post them here if you wish to but then people will be able to see. You can rely on peoples integrity not to look. You may also send them to me by PM.


Monkeygod wrote:
Ellioti wrote:

How are you handling character sheets?

I might want the others to not know my char sheet. This goes both ways. If I knew them, I could prepare much better.

This seems to be fairly metagaming, no? Unless you actually have an in game way to access the knowledge of the stats on their character sheets, you shouldn't be 'preparing much better' for them.

Ie, a few us mentioned maybe taking an undead template. Without some mechanic to know we were undead before game start, I would expect the others to not load up on anti-undead spells/abilities/feats/etc.

Everyone could have anti-undead measures available, since the templates are available. Same with outsiders and dragons. I don't actually, for now.

Yes, it's metagaming, but I do not trust people on the internet enough :D
My character has one big weakness. If people found out, I wouldn't need take part.


Well, I've got other issues going on in my life, so I won't be around for the tournament. But here's what I was working on so that people can steal some of his tricks. Have fun figuring them out!

statblock:

Ghosty McGhostface
Half-fiend gnome ghost oracle 20/Trickster 10 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 144, 171)
CE Small outsider (augmented humanoid, gnome, incorporeal, native)
Init +25; Senses darkvision 60 ft., low-light vision; Perception +45
--------------------
Defense
--------------------
AC 59, touch 47, flat-footed 46 (+12 armor, +22 deflection, +12 Dex, +1 dodge, +1 insight, +1 size)
hp 611 (20d8+508)
Fort +34, Ref +26, Will +30; +2 vs. illusions
Defensive Abilities channel resistance +4, evasion, hard to kill, incorporeal, mythic saving throws, rejuvenation, unstoppable; DR 10/magic; Immune curse effects, morale bonuses, nauseated, negative levels, sickened, undead traits; Resist acid 10, cold 10, electricity 10, fire 10; SR 35
--------------------
Offense
--------------------
Speed fly 40 ft. (perfect)
Melee corrupting touch +34 (29d6) or
. . bite +29 (1d4+11), 2 claws +29 (1d3+11)
Special Attacks corrupting gaze (DC 42), divine surge (inspired spell), draining touch, eldritch breach[MA], enduring blessing[MA], enduring blessing[MA], force of will, inspired spell[MA], malevolence (DC 42), mythic power (25/day, surge +1d12), phantasmagoria, smite good, telekinesis (DC 42), trickster attacks (fleet charge), vorpal touch
Spell-Like Abilities (CL 20th; concentration +42)
. . 3/day—darkness, poison, unholy aura
. . 1/day—blasphemy, contagion, desecrate, destruction, horrid wilting, summon monster ix (fiends only), unhallow, unholy blight
Oracle Spell-Like Abilities (CL 20th; concentration +42)
. . 1/day—astral projection, true seeing
Oracle Spells Known (CL 21st; concentration +43)
. . 9th (10/day)—astral projection, energy drain (DC 41), miracle, winds of vengeance[APG]
. . 8th (10/day)—dimensional lock[M], mass inflict critical wounds (DC 40), maw of chaos, moment of prescience, orb of the void[M,UM] (DC 40)
. . 7th (10/day)—greater bestow curse (DC 39), destruction (DC 39), mass inflict serious wounds (DC 39), maddening oubliette (DC 39), vision
. . 6th (11/day)—blade barrier[M] (DC 38), harm[M] (DC 38), mass inflict moderate wounds (DC 38), project image (DC 38), source severance
. . 5th (11/day)—break enchantment[M], contact other plane, mass inflict light wounds (DC 37), greater sand whirlwind (DC 37), steal power[MA] (DC 37), true seeing
. . 4th (11/day)—black tentacles[M], greater brand[APG] (DC 36), inflict critical wounds[M] (DC 36), mythic severance[MA] (DC 36), scrying (DC 36), spell immunity, spit venom[UM] (DC 36)
. . 3rd (11/day)—clairaudience/clairvoyance, inflict serious wounds (DC 35), invisibility purge, prayer[M], sand whirlwind (DC 35), sebaceous twin
. . 2nd (12/day)—inflict moderate wounds (DC 34), inner focus, pilfering hand[UC], resist energy, shatter (DC 34), silence[M] (DC 34), spectral hand
. . 1st (12/day)—burning disarm (DC 33), divine favor[M], fastidiousness, ill omen[M,APG], infernal healing[ISWG], inflict light wounds (DC 33), stone shield[ARG], true strike[M], unseen servant
. . 0 (at will)—bleed (DC 32), detect magic, guidance, mending, sotto voce (DC 32), spark[APG] (DC 32), stabilize, vigor, virtue
. . Mystery Occult
. . M mythic spell
--------------------
Statistics
--------------------
Str —, Dex 34, Con —, Int 11, Wis 28, Cha 54
Base Atk +15; CMB +27; CMD 60
Feats Alertness, Dodge, Dreamed Secrets, Dual Path[M], Ectoplasmic Spell[APG], Extra Mythic Power[M], Extra Path Ability[M], Fleet (fly Only), Fleet (fly Only), Flyby Attack, Iron Will, Just Out Of Reach, Lunge, Mobility[M], Mythic Paragon[M], Quicken Spell
Traits deft dodger, indomitable faith
Skills Acrobatics +13, Appraise +1, Bluff +46 (+50 to mimic sounds (including accents and speech patterns) listened to for at least 10 minutes), Climb +13, Concentration: Oracle +44, Diplomacy +27, Disguise +23, Escape Artist +13, Fly +23, Heal +14, Intimidate +23, Perception +45, Ride +13, Sense Motive +34, Stealth +62, Survival +10, Swim +13, Use Magic Device +27; Racial Modifiers +8 Perception, +8 Stealth
Languages Common, Gnome, Sylvan
SQ amazing initiative, component freedom[MA], defensive move[MA], final revelation, frightener, ghost trappings, immortal, legendary hero, mirror dodge[MA], mythic spellcasting[MA], oracle's curse (accursed), path dabbling[MA], recuperation, rejuvenating, revelations (automatic writing, brain drain[UM], ectoplasmic armor, shroud of retribution, spectral spells, voice of the grave[APG]), sound mimicry, stalker[HA], subtle magic[MA], supreme trickster, vanishing move[MA], vivacious
Combat Gear strand of prayer beads, unicorn's blackened horn; Other Gear +1 shadow, greater spell dodging silken ceremonial armor[UC], +5 heartseeker bodywrap of mighty strikes[UE], belt of incredible dexterity +6, cloak of quick reflexes +5/+6[MA], dark blue rhomboid ioun stone, darkskull, dusty rose prism ioun stone, fleshcraft graft: grasping tendril[HA], headband of mental prowess +6 (Wis, Cha), ioun spite bracers, manual of quickness of action +5, nail of blood, orange prism ioun stone, pale green prism ioun stone, ring of evasion, ring of x-ray vision, tome of leadership and influence +5, tome of understanding +5, 63,950 gp
--------------------
Special Abilities
--------------------
Equipment Slots In Use Armor, Ring, Belt, Body, Chest, Headband, Shoulders, Wrist,
Accursed Cannot benefit from morale bonuses. Immune to curse effects. Bonus spells.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Automatic Writing (1/day) (Su) With 1 hour of meditation, produce writing as if using commune.
Blasphemy (1/day) (Sp) Granted by Half-Fiend heritage.

Kills, paralyzes, weakens, or dazes nonevil subjects.
Brain Drain (20d4 damage, 22 rounds, 5/day, DC 42) (Su) Foe in 100 ft makes Will save or takes 1d4/lvl and you make knowledge check w/ their modifier
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Component Freedom (1 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed).
Contagion (1/day) (Sp) Granted by Half-Fiend heritage.

Infects subject with chosen disease.
Corrupting Gaze (DC 42) (Su) Gaze attack deals 2d10 HP + 1d4 CHA.
Corrupting Touch (DC 42) (Su) Touch does 29d6 damage from aging, ignoring most resistances (Fort half).
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkness (3/day) (Sp) Granted by Half-Fiend heritage.

20-ft. radius of supernatural shadow.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Move (1 opponents) (Ex) 1/round, designate 1 opponents. No AoO from your movement except through their space.
Desecrate (1/day) (Sp) Granted by Half-Fiend heritage.

Fills area with negative energy, making undead stronger.
Destruction (1/day) (Sp) Granted by Half-Fiend heritage.

Kills subject and destroys remains.
Draining Touch (Su) Touch attack deals 1d4 from a selected ability score and heals 5HP for the ghost.
Dreamed Secrets You can cast chosen spells as divine spells, but risk Wisdom damage.
Ectoplasmic Armor +12 (20 hours/day) (Su) Summon armor made of ectoplasmic force.
Ectoplasmic Spell You can cast a spell that has full effect against incorporeal or ethereal creatures.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Enduring Blessing (1+ minutes) (Su) Single-target spells with duration 1+ minutes cast on willing creatures last 24 hours.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Final Revelation of Occult If you die, rise again 2d4 days later as a ghost.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+12 bonus, bypass all DR).
Fly (40 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Frightener (Su) Gain a number of spell-like abilities.
Ghost Trappings (Su) The ghost can use and benefit from spectral items it carries.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Horrid Wilting (1/day) (Sp) Granted by Half-Fiend heritage.

Deals 1d6/level damage within 30 ft.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Curse Effects You are immune to curse effects.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Morale Bonuses You are immune to morale bonuses.
Immunity to Nauseated You are immune to the nauseated condition.
Immunity to Negative Levels You are immune to negative levels.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sickened You are immune to the sickened condition.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Just out of Reach Gain +4 dodge AC bonus vs. foes attacking more than 5 ft. away with a melee reach weapon.
Legendary Hero (Su) One use of mythic power is regained each hr.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Malevolence (DC 42) (Su) Magic Jar a creature on the material plane.
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Mobility [Mythic, 1/round] When an AoO provoked by your movement misses, move 5 ft as a free action.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Phantasmagoria (22/day, DC 42) (Su) Create an elaborate illusion.
Poison (3/day) (Sp) Granted by Half-Fiend heritage.

Touch deals 1d10 Con damage, repeats in 1 min.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Rejuvenating (120 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard acti
Rejuvenation (Su) Ghosts can return after a few days.
Shroud of Retribution (1d8+10 force damage, 4/day) (Su) As an immediate action, foes who strike you suffer damage until next rd.
Smite Good (1/day) (Su) +22 to hit, +20 to damage, +22 deflection bonus to AC when used.
Sound Mimicry Imitate sounds & voices with opposed Bluff vs Sense Motive check
Spectral Spells (5/day) (Su) Cast a spell with Ectomasic Spell as std action without increasing spell level.
Spell Resistance (35) You have Spell Resistance.
Stalker (1/day) Observe target 10 min, gain +1 to wep att/dam and various skills vs. them for 1 day.
Subtle Magic (Ex) You can conceal what spell you cast or spell trigger or completion item you use with Bluff.
Summon Monster IX (fiends only, 1/day) (Sp) Summons Fiends only. Granted by Half-Fiend heritage.

Calls extraplanar creature to fight for you.
Supreme Trickster (Su) Non-mythic foes are always flat footed vs. you. If roll 20 on opposed skill vs. mythic, gain 1 power.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Telekinesis (DC 42) (Su) Use Telekinesis every 1d4 rounds.
Undead Traits Undead have many immunities.
Unhallow (1/day) (Sp) Granted by Half-Fiend heritage.

Designates location as unholy.
Unholy Aura (3/day) (Sp) Granted by Half-Fiend heritage.

+4 to AC, +4 resistance, and SR 25 against good spells.
Unholy Blight (1/day) (Sp) Granted by Half-Fiend heritage.

Harms and sickens good creatures (1d8 damage/2 levels).
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Vanishing Move (Su) Swift action: become invisible until end of turn. 1 power: acts as greater invisibility.
Vivacious Regain 50% more HP when resting, +1/2 caster's CL from healing spells.
Voice of the Grave (-8 saves, 20 rounds/day) (Su) As speak with dead, with penalty of dead creature to resist effects.
Vorpal Touch (Su) If ghost makes a successful critical hit with his corrupting touch, the target is decapitated and immediately slain (creatures without a head are immune to this effect).

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