
Ynaeve Amryln |

I'll write it up with the recommendations. If it ends up being out of line with everyone else's I don't have an issue with downgrading it later and hand waving the changes.
One thing I did want clarification on.
The original DM said equipment should be pre-mythic. Which would have people spending time to adjust to post-mythic capabilities.
Is there a consensus on updating equipment to post-mythic capabilities?
Specifically, pre-mythic I have to deal with arcane spell chance failure and have bracers of armor. Post mythic I can wear light armor without spell chance failure and could be wearing celestial armor instead of bracers.
I'm not talking about adding/buying any other mythic items.

Ynaeve Amryln |

Here's the revamped staff.
I added a save for the beam, with additional MP for no save).
I added the passive skill to know:arcane and spellcraft.
I left the cloud as is, it only affects areas without magic and can be used once/week.
The spell effect purge has a caster level check for mythic effects.
The 10th lvl ability has been clarified to note that permanent effects are suppressed for 1d4 rounds as dispel magic and mythic effects require a caster check to be absorbed and suppressed.
I added the weapon focus:staff.
I added the DR for 1 MP 10 minutes/mythic lvl.
There are two portions of the staff that are mythic tier 6 and 10. If after starting play, it seems that something is out of line, I would be fine with changing the tier requirement to grow into it.
Staff of the Weaver
Aura strong multiple; CL 13th
Slot none; Price gp; Weight 5 lbs.
Description
This polished ebony staff is inlaid with silver runes along its length, several jewels are inlayed with the runes on the shaft, the head of the staff holds a polished beljuril.
The staff draws on the underlying energy of the area around it. Normally a deep, pleasant, sea water green, they periodically (once per hour) blaze with a sparkling, winking, flashing light. This discharge is pleasantly eye-catching in a candlelit great hall or a lantern-lit dancing grove, but in a dark chamber or the murky night, it is dazzling. When wielded, this burst may be suppressed for up to one hour. As a swift action it may be released as Color Spray, using one staff charge.
As a tool of the weave, the staff enables the user to use silver fire in several ways.
If the staff is held while preparing spells for the day, the user may store one additional spell of a level up to their mythic tier. This spell may be cast without the need for verbal, somatic, or material components.
As a standard action for one MP the user may activate silver fire to flow over the user, purging external magical and psionic compulsions. Mythic magical and psionic effects require a caster level check as break enchantment, the mythic level of the effect and the staff wielder are added to the roll and DC. The user must have possession of the staff to use this ability. The user must have three mythic tiers to use this ability.
As a standard action, the staff may be used to unleash a beam silver fire. This beam is 5 feet wide and can be made to extend up to 70 feet if desired. No magical or physical barrier has been discovered that can stand up against it, and the beam inflicts tremendous damage on all beings struck by it, dealing 4d12 divine damage (Reflex half DC 27 [Base 10, as lightning bolt +3, Int +9, mythic lvl +5]), no spell resistance, for an additional 2 MP, there is no save by non-mythic creatures. Any nonliving object touched by the beam is utterly destroyed. The staff must be wielded and consumes two MPs. This ability may be used once per day. The user must have 5 mythic tiers to use this ability.
An individual also can choose to expel the silver fire in the shape of a cloud that fills a cone-shaped area 5 feet in diameter at its base, up to 70 feet long, and up to 70 feet across at its widest. This silver cloud causes no damage, but banishes dead magic areas forever, instantly restoring such an area's connection with the Goddess of All Magic. This consumes 1 MP and may be used once per week.
Upon reaching 10 mythic tiers, an individual may use 3 MP to generate a Silver Nova. By slamming the butt of the staff into the ground, the user creates a burst of silver fire emanating from the staff and extending for 50’. In this area, all magical effects are absorbed by the staff. This includes magical weapons, armor, and spells. The spell energy is drawn into the staff and blasted out as sacred damage, inflicting 2 points of damage for each spell level (weapons and armor add their total enhancement) to all creatures within range. This is a force effect and bypasses spell resistance. Permanent magical effects are suppressed for 1d4 rounds as dispel magic. Mythic effects are absorbed with a caster level check as dispel magic, adding the mythic level of the user and the effect to the check and DC.
Silver fire that comes into contact with shadow magic risks ripping a rift to the plane of shadow.
The Staff of Weaving is particularly aligned to the working of magic. Your relationship with magic is increased. You cast spells at one caster level higher while wielding the staff. Possession of the staff grants a +5 bonus to Knowledge:Arcane and spellcraft checks and you may take 10 to use these skills even when distracted. While the staff is wielded, it grants weapon focus: staff, and may be used as a masterwork staff. All of the listed abilities are enchanted to one end of the staff. The other end may be enchanted as per a double weapon.
The user may use Spell-trigger items as if the spell is on their spell list. This uses one MP passively. The user must have 2 mythic tiers to use this ability.
The user may expend 1 MP to gain damage reduction 5/chaos or 5/evil for 10 minutes per mythic level. The DR may be switched as a move action. The user must have 4 mythic tiers to use this ability.
Tapping the staff on the ground and expending two MP produces a bass resonance that emanates from the user for 30’. This reduces the damage reduction and spell resistance of extraplanar creatures by 5. This effect lasts for a number of rounds equal to the user’s mythic tier. The user must have six mythic tiers to use this ability.
It allows use of the following spells:
Align Weapon (1 charge)
Break Enchantment (2 charges)
Banishment (2 charges)
Construction Requirements
Craft Staff, Align Weapon (2x13x200), Banishment (7x13x400), Break Enchantment (5x13x300); Cost ,000 gp.
I would also be willing to spend some starting money on buying a portion of the staff as well.

Vuvu |

i do not object, other than I think it should be more tiring to restore magic to the realm. Useful or not it is a world altering ability
For example my harp uses all of its charges to function like the lyre of buildings ability to built very quickly. Not really that useful and very situational, but when it happens it is a big deal.
Anyhow I will bow to the wishes of the other players on that.

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Well, the deities are zapping us with all this mythic power, retrieving all our things and giving us a big item. However, its a new thing for all of us, so I think our non-mythic items, as originally said, were based on our level 15 non-mythic characters. I don't think anyone should be getting more from their god(dess) for more after being revived and given a mythic item.
I'll be sure to provide the characters a chance to buy a good variety of items before the boss.

Teller of Tales |

In general I think it is ok, the tier 10 ability is, well, exploitable.
Load up on lots and lots of +1 shields (in a few level they are so cheap, a few hundredth should be affordable or if it also works on other magic items just use Feather Tokens (anchor), CL 12 for 50 gold) and deal 500+ Damage, no save, no SR, Force effect. I don't think that will be a problem here (as I doubt you want to do it), but I non the less wanted to point it out.
Also there is the problem that it is more or less an "I win" button against a lot of foes since there seems to be not chance to resist the Dispelling of ALL buffs/Magic Items (besides Mythic effects, but even a Tier 10 Mythic Character uses mostly non mythic spells/items and even against Mythic effects, with a +10 bonus that is almost an auto success). You might want to add something like:
To suppress/dispel Spells and Effect caused by a Mythic source or a magic items wielded by Mythic characters you have to succeed on a CL check against the items/effects CL + 1/2 the wielders/creators Mythic Tier. You get a bonus equal to your Mythic Tier on this check.
So against characters of the same tier you still get twice the bonus but it is no longer practically an auto success. And mainly it means that it scales against the enemy and doesn't affect the lowly non-mythic imp as easily as the Tier 10 Balorlord.

GM Nightskies |

I'm thinking Calimport. Leaning toward apocalyptic ruins, a prime example of the depths that the world has fallen. But not all hope is lost, even here...
I'm not sold on that location, what I have for encounter ideas so far are flexible. I'm envisioning that the PCs start here, as it's been long occupied, at one corner of the continent and a good place for the alliance of chosen to make their first move. How's that sound?

Tenro |
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I like the direction of Calimport.
Literature,Cartography,Gylphs,Images,scribes are part of its portfolio,
Domains are good knowledge protection rune
For you, Xaikon, perhaps a lesser ability of your item (as it is highly situational) would be something like the ability to spend a mythic point to not only suffer no ill effects from a spell that has glyphs or symbols involved, but also to basically copy it and remove the original if you choose. stuff like Symbol of Pain, Stasis, etc.
Also i like the idea mentioned earlier about recording events and such with the item.
And for cartography, perhaps an ability to project a map of the surrounding area. That could be useful and cool when we are planning our battle and you pop up a holographic battle map heh.

MiniGM |

For you, Xaikon, perhaps a lesser ability of your item (as it is highly situational) would be something like the ability to spend a mythic point to not only suffer no ill effects from a spell that has glyphs or symbols involved, but also to basically copy it and remove the original if you choose. stuff like Symbol of Pain, Stasis, etc.Also i like the idea mentioned earlier about recording events and such with the item.
And for cartography, perhaps an ability to project a map of the surrounding area. That could be useful and cool when we are planning our battle and you pop up a holographic battle map heh.
I think we could build on that first idea Tenro. Not only do you remove the effect and resist it, but you take the spell into the item and it can be spent later. Kind of like the Trap Stealers Rod ability with traps.
Maybe by spending a mythic point it maps the surrounding, say quarter mile, and you can zoom in on it like an iPad and see what is going on in real time. Maybe that is a once per day ability

GM Nightskies |

Just finished analyzing the party, pre-mythic items. Tarwas, nevermind about the spells, I overlooked the link. VuVu, how do you feel about limited plot spoilers so that we might do some collaborating?
Reviving people might be difficult, and should happen at some point. I'm thinking to give the party some scrolls of raise dead and restoration, or make them available through NPCs in hiding. Thoughts on that?

Ynaeve Amryln |

I recall one item that I had from a GM in Faerun, it was a scroll that when unrolled showed a map of the area, laying another map over it stored that map into the artifact, and we could scroll the map to look at different areas. Add use of an MP or two to get a legend that lists the number of outsiders on the map, more MP gives evil outsiders OR gives a general area they are in.

Tenro |

Yeah i was just spitballing ideas to get the juices flowing.
^ Those are also very cool ideas MiniGM and Ynaeve.
no problem with the resurrection scrolls. especially if we are going for continuity in the case of death, if we dont want PCs making a new character with basically some other god being like "i want in too, heres my champion!"

Barid Naismith |

I did have an idea that's been bouncing around my head about the mythic item: Based on the all of the feedback that everyone posted, along with my psuedo-steampunk ideas, I was thinking that the bracers would have some sort of dial or buttons, with 3 positions, sort of like the rod of lordly might, that could do the following:
Position '1': "Skill" In this setting, the bracers offer a +4 to Dexterity checks and Dex-based skill checks. Three times per day, the wearer can call upon the power of the bracers to gain the benefits of haste for five rounds. For one Mythic Point, the haste effect can be extended to 5 minutes.
Position '2': "Luck" In this position, the bracers provide a +2 luck bonus to any action involving a die roll, whether in combat, or for the GM. For 1 Mythic Point, this benefit becomes a +4 for one minute.
Position '3': "Toolkit" In this position, the bracers act as if they were each a bag of holding, type I, allowing the wearer to pull 1 item per hand on each round. The wearer only needs to think of the item for it to appear in his hand. This is considered a free action. It does not interfere with any mythic powers that allow for extra-dimensional storage of any kind.
Let me know what you guys think. I like that works as a fully functioning kit for the rogue on the hoof, so to speak. I don't have a price structure for it, because 1)some of these powers are not so easily priced, and 2)it was created by my god, she can place any value on it she so chooses. It just happens to be about 50k gp. :)

Lord Manticore |

The more I think of it, I would use buttons, like those on the rod of lordly might. The buttons would also work to keep the bracers on, much like anything else.
I thought about the +1/+2 v. +2/+4. Since it is situational (i.e. I have to take a free action to 'switch' modes, I thought in my mind that it would take the price down a bit. If not, then I have not objection to making it 1/2.

Ynaeve Amryln |

since you can generally only do one action per turn, and it's free to change what 'bonus' you are getting each turn, then there isn't really a x/day situation. The haste effect is the only thing that is a x/day effect.
The difference between position 1 (+4 dex rolls), and position 2 (+2/+4 all rolls) really seems to be minor, why use position 1? Just keep it on 2. And only go to 1 when you don't want to burn an MP for the extra +2 on dex or want the haste effect.
I could see that the haste effect is a button push (move equiv or MP), possibly more MP to extend effect to companions; that the die roll bonus was bumped up with MP as well.
Course if you are going steampunk, another button might turn one glove into a small shield and the other into a stored weapon/item. Or turn each glove into a stored weapon/item, and can't be disarmed.
I can imagine you pushing a button and hearing some miniature gears start clacking as the gloves click and clank into new shapes.

Barid Naismith |

I didn't want to go down that path too far, Ynaeve (you're getting your psuedo-science in my fantasy! My wife gives me that argument all the time), in case anyone else wanted to keep the 'science' aspects to a minimum (tinker gnomes and all...).
I could make button 1 just a haste effect (with 1 MP for extended time, and 2 MP for companions) and leave button 2 as is. The current wording almost gives an effective +2 to all my stats, when you think about it, and that is pretty major (perhaps make 1 MP to extend to companions?). It doesn't sound like there is an issue with button 3, but perhaps, make 'button 4' the aforementioned 'arming' button, turning the bracers into locking gauntlets for that unarming feature.
This is typically why I let the guys in Seattle create all the beautiful toys: I can envision stuff in my head, but making it work effectively within PFS guidelines is a pain, LOL.

GM Nightskies |

Whoops! I only JUST realized that the start date is when I'm GM'ing a game RL thanks to Belsiard's comment and my girlfriend's response when I was talking about how this PbP would start in 3 days. Pushing it back just a bit to Monday.
The gist for the start is that the gods have come to an agreement to have their chosen will work together, and they'll start in Calimport. Calimport is at the southwestern most part of Faerun. It is a very big city that thrived on wealth and magic, where literally half the guards were mages. Now, it is a broken shell of its former self, occupied by demons now running any semblance of a functioning society left. The deities want it freed-- so that the characters might find some of the strongest of magic that mortals offer.
Our heroes will meet upon the small, seemingly living swift vessel, Sherehezade's One Thousand and First. It is a marvel of engineering, its potential shrouded by a lack of understanding of its parts. It is operated solely by a cleric of Gond, an eccentric, self-centered man who goes only by the name Chomos. He will retrieve them one by one and then set for Calimport. Please get your intro sequence with your chosen's revival made, and the order of pick up will be...
Barid
Xaikon
Tarwas
Bariel
Belsiard
Ynaeve