Lynn Warhaven |
what do you want to sell, all that stuff? Plus I updated the loot lists. I really want someone to take that pole arm
I wrote Lynn besides two items I have in my inventory. If by polearm you mean the ranseur: Why?
Tink and Iko can't use it. Don is going for ranged and I'm really tied to my deities favorite weapon. It has some magic ability that looks like a quick stoneskin. Is it so good, that it is worth forsaking a weapon focus and cold iron to use it?
DM Raltus |
IT is regeneration that will heal the broken bone quickly as well as Aravashnial's eyes, The problem is as you say there is no one of high enough level to cast the spell right now.
To the Ranseur: I have never had someone use it and it seems like a cool weapon to have around. I agree about Lynn though that being a Warpriest sucks for being forced to use your dietys favoured weapon.
I will allow the master work transformation to use the MW glaive and the Cold Iron one to combine into a MW cold iron glaive.
Lynn Warhaven |
I'm not forced. I have martial weapon proficiency. But I have weapon focus as a bonus feat and that of course on that weapon. It is mostly for flavor and that +1 bonus. But my ability to enhance the sacred weapon is limited to those I have weapon focus on.
It is just the feeling that this ranseur is an expensive tool with a rather limited usefulness.
Description
A ranseur of the gargoyle appears to have a head crafted of obsidian, but is in fact as hard and resilient as steel. This weapon functions as a +1 ranseur that grants a +4 bonus on disarm checks rather than the typical +2 bonus a ranseur grants. Up to 5 times per day as a swift action, the wielder of a ranseur of the gargoyle can cause its skin to harden for 1 round, gaining a +2 enhancement bonus to its natural armor score.
And it has a price given of 4310gp. If that is correct, then it is nice if you go for disarm. But if you don't, you can use it for 5 rounds to improve your armor by using up the swift action. Which I use for Fervor. and 5 rounds is one fight. If I sell it and buy an amulet of natural armor or a ring of deflection I have half the bonus, but all day.
Lynn Warhaven |
The thing I would like most is my glaive magically enhanced. But I don't think we as a group have the money for that. Much less me alone. It would cost a whopping 4000gold
Also I thought for Aravashnial a remove blindness would suffice.
Lynn Warhaven |
I talked with Tink and even for Steelgate it is too expensive to be useful to get proficiency with the ranseur of the gargoyle (a feat and two evolution points).
After much back and forth we came up with a solution for the problem. One that is shamelessly not according to the rules, but anyway. Here the bold request: Would you let the dwarven smith merge the abilities of that ranseur into my cold iron glaive? The disarm would get lost on that way due to shape, but the rest would be really cool.
Lynn Warhaven |
I'm not asking for fairness with that. I'm asking to bend the rules massively in my favour. Granting that would be an act of benevolence.
That is totally different from bending the one mayor artifact that is game changing and story relevant into something that at least one character can use.
DM Raltus |
SO you want the Swift to get the +2 natural armor bonus and the +1 enhancement bonus from the Ranseur on to your glaive?
I see no problem BUT it will take a few days to do so AND Tink will have to help at night time since it is flavourful for me and it makes sense for the Mad Creator Known as Tink insert cool adjectives here :) to do something like this.
So yes you can add the 5 rds of +2 natural armor and +1 bonus, I almost want to say that once you go Mythic you HAVE to pick Legendary item ability
Lynn Warhaven |
Legendary weapon choice of abilities (3 for first tier):
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.
Foe-Biting: When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a confirmed critical hit, the bearer must instead expend two uses of legendary power to double the total damage. Damage from weapon special abilities (such as flaming) and precision-based damage are also doubled.
Powerful: An item with this ability has two additional uses of legendary power per day. This ability can be taken up to three times. The item must be a minor or major artifact to take this a second time, and a major artifact to take this a third time. This is a persistent ability.
Cool for effect but not too useful as long a I don't lose the weapon:
Returning: The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can be taken a second time, allowing the item to cross planes to return to the bonded creature. The item must be a major artifact to take this ability again.
Not that this would be my preferred way to go. I was looking at some of the Hierophant mythic abilities.
Lynn Warhaven |
Not exactly sure as I have to read through a lot of pages for that.
I was thinking the Hierophant path (which would also match the trait I selected)
That would net me:
- Hard to kill
- Mythic Power 5/day
- Surge (1d6)
- 1 Mythic Feat
For the mythic feat I'm not sure but Mythic Power Attack is not bad.
As divine surge I'd go for
- Inspired Spell (Su)
As path ability I'd say
- Faith's Reach (Su)
But if I go for the legendary weapon instead I'd do a shitload of damage. And once I reach mystic tier three I could ignore armor with that weapon several times a day. That would hurt that BBEG. Decisions decisions.
But let's see what the others come up with.
Lynn Warhaven |
Let me make an educated guess:
You take the archmage path.
- and select Wild Arcana (Su) as Archmage Arcana:
And as your path ability you select:
- Crafting Mastery (Ex): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.
Because it's Tink. What else would he choose?
Mythic feat the same:
Mythic Crafter (Mythic)
You can craft mythic magic items.
Prerequisite: Any item creation feat.
Benefit: You can create any mythic magic item for which you have the appropriate item creation feat. In addition, you gain a +5 bonus on skill checks when creating non-mythic magic items.
Lynn Warhaven |
1 person marked this as a favorite. |
For everyone who has a hard time finding the right stuff in that thick book:
Mythic Guide
Helped me quite a lot to sort stuff out.
DM Raltus |
Bandolier of loading:
This item can automatically load any bolts placed into it into a repeating crossbow. The weapon must still be cranked manually and once the bandolier is out of bolts you must either load in a cartridge or place another Bandolier of loading in the weapon (This is a full round action and Rapid reload cannot lower this time).
Slight conjuration and Transmutation. CL 5th, 2500 gp
I just made that up.
Lynn Warhaven |
Also, who gets the temporary hit points from the vampiric touch? The scorpion?
And it seems that Mr. Faxon already used his action for the next round, as casting vampiric touch was a standard action and the Hex is also one. I'll wait until the others acted again. Maybe I'll get some help soon.