Myths and Legends(Heroes of Golarion)

Game Master Monkeygod


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M Half-Elf Iroran Mummy Inquisitor 20/Oracle 5//Oracle 15/Fighter 2/Ninja 2/Unchained Monk 6

Crossblooded Bloodrager is more comparable to Crossblooded Sorcerer, except its Will penalty is -4 on a class that already has a bad will save (because a Bloodrager's bloodline powers are arguably better).

Dual-cursed oracles are kinda cheese, but they also lose class skills and some spells which makes them almost impossible to stack with other good archetypes. But if you're going for certain PrCs, some curses can be a strict advantage.


I'm not talking about how minor or significant this change is. The point was made though, this is a slippery slope, and once tread upon, not easily undone.

If one person is allowed to remove an inconvenient aspect of a class ability, others will ask as well. At some point a line will need to be drawn and you can bet someone is going to be on the other side of that line.

While you may be thinking of bloodlines where the impact will be minor, what's to keep me from using this exploit with my cohort and blowing it out of proportion?

I want to drop the minimum 5% arcane spell fail on mithral armor.
Or the swift action for activating arcane armor mastery.

I have no doubt that every player would be able to easily find some seemingly minor item they would like to do without.


What it says on the tin; Caffiene addict 20

I revisited Polgara's mechanics. She's more along the lines of a souped up metamagic rod now with a few other interesting, but not overly powerful abilities.

Notes:

-The possess staff thing is a way for her to sort of have a spell casting ability, but still have it be far more limited than a flesh and blood caster.

- Recorpreate is basically a way to make sure Bel never loses his daughter again. As the story says if her soul moves onto the afterlife she'll be damned for eternity.

- Storage is a little weird to explain. I could use some help on the wording. Basically it's a really big bag of holding, but objects are stored in a manner similar to a glove of storing. Further when stored a person can "wear" objects and benefit from their magic abilities without actually taking them out. Of course one is still limited by standard item slots on the body. I wanted to be able to "die" without having to worry about losing my stuff. Mechanically nothing really changes.

Thoughts?

Polgara (revised mechanics):

Specifics of this story are left intentionally vague so they can be more fully integrated into the plot.

Even in his centuries of live Belgraen has rarely taken a wife and rarer still fathered a child. However, via epic love story it happened several centuries ago. There's a well known legend, though few know it is true and based on Belgraen's life. Polgara is the first and last child Belgraen ever sired, though before her death she had three children. Their families flourished and multiplied over the centuries, but this is not their story.

Through this joyous union Belgraen fathered a daughter. Her name is Polgara. She grew as many children did while her parents doted on her. She grew into a fine young elven lady with a talent for magics that was encouraged by her father. She grew very powerful and skilled.

One day without warning war came in the form of a swift and needlessly destructive opening salvo (Specifics TBD, but maybe something plot related. World wound maybe?). One of the opening salvos killed Belgraen's wife and Polgara's mother. In their fury and haste they vowed together to make the enemy regret causing such sorrow and chaos.

They were an amazing team, but they were rash. In their sorrow and rage they underestimated an enemy and were poorly prepared. Polgara was near death in such a way as her soul would have been forever lost to the void. Even as he wept cradling her broken body she reached a hand to stroke her fathers cheek and telepathically whisper, "It's ok. I love you."

He would not and could not stand such a loss. As a stop-gap measure Belgraen pulled her soul into a gem. He stored the gem for safety. After that the legend says that every tear he wept for his daughter turned into unrepentant fury and horror as he proceeded to call down all manner of horror upon the enemy until there were no more. Only when he was standing in smoke and ash of the decimated ruins of the enemies final fortification did he allow himself the luxury of rest. He surveyed the field then returned to his daughters soul stone to commune and discuss her wishes.

Over the course of many centuries, sessions, and upgrades Belgraen abided his daughters wishes that she be remade so that she might continue to fight with and protect her father and homeland. He also made sure that she would never be lost to him again.

- Polgara - (Intelligent Mythic Staff of the Magi variant)
The below represents the current stat of the staff, though Polgara has been upgraded over a long time to become what she is today.

Int 20, Wis, 20, Cha 20
Ego: TBD, but really high. It's unlikely to come into play as if she dislikes her wielder, other than Belgraen, she'll simply leave. I'll work it out once the abilities are finalized.

All abilities are at CL20
Senses/Abilities: Speech (though she rarely does so), telepathy (touch and Belgraen as Telepathic bond), Blindsense 120'
Polgara has 10 ranks in spell craft
Fly 30' (perfect)
Greater Dispel magic @ will
+2 luck to saves, attack rolls, and skill checks
Staff and Wielder are always under an effect identical to Mind Blank.
True res (Belgraen only) 1/Month

Polgara a pool of 20 charges that renew each day at midnight. These charges can be used in a number of ways as described below.

Metamagic rod- Polgara can function as a greater metamagic rod of the listed types. Using the feats requires one charge per feat used as a normal metamagic rod. Polgara's weilder can combine any number of metamagic feats, but the number of charges required is increased by one per additional feat. For example a silent magic missile uses one charge. A silent still magic missile uses three charges. A silent still reach magic missile uses 6 charges.

Silent, Still, Reach, Thanopic, Consecrate, Disruptive, Enlarge, Empower, Extend, Intensified, Maximize, Merciful, Selective, Toppling, Widen

Alternate forms - In her natural for Polara is a cylindrical hollow rod of adamantine Etched with mithril runes. However, Polgara may change her size and shape into a piece of generally solid jewelry (a cuff, torc, etc) as well as any single hand held non-mechanical weapon, including all forms of bows, but not crossbows or guns. She dislikes any form other than Staff and Bow, however, she sometimes takes other forms in order to blend in. In any form she and her weirder retain all use of her powers and abilities. Further she can change the outward appearance of any such object appearing as different materials or designs. This includes her ability to lengthen up to 10 feet functioning as a ten foot pole or reduce her size to that roughly of a thick coin.

Staff Puppet- Using her alternate form ability Polgara can hinge and change her shape enough to connect to the mid haft of any magic staff. When she does to the staff counts as part of her for the purposes of the alternate form ability. Further, Polgara can "cast" the spells within the staff as a 20th level caster. When doing so she (but not anyone wielding her) has the option of choosing to use either the staff's charges or her personal pool of charges. Furthermore, Polagara (and again, not anyone wielding her) can choose to add appropriate metamagic effects as she possesses with her metamagic rod ability.

Arcane Blast - Polgara grants the weirder the use of the Arcane blast feat. The welder simply aims Polgara and wills stored spell energy through her to be transformed and expelled as destructive arcane energy. Further, a user can use the energy of a 0 level spell to cause the arcane blast effect. In this case the ray does 3d6 points of damage.

Storage- Polgara can store items in an extra dimensional space. The weirder (or Polgara) simply touches the object and wills the item into storage. The item must be one that is worn on the users body or it can weigh no more than 20 pounds and must be able to be held in one hand. When so stored anyone in physical contact with Polgara can access any magical, but not mundane effects of said items within the standard limitations of body slots. The time it takes to switch between any such object is the same as it would normally take were they out of storage. For example the user could store a ring of fire protection and as long as he were touching Polgara he would be protected from fire as if he were wearing the ring. However, he'd only be able to do so for up to two ring as is the standard limit. Polgara has full access to examine objects so stored. Bel has over time stored a massive number of books in Polgara so that she might read at her leisure. If the object is a wand or staff a user can wield access the spell casting ability, but they use charges as normal.

Recharge staff: Like a normal caster Polgara can recharge a staff at the rate of one spell per day of up to 9th level.

Recorpreate - When sundered or otherwise destroyed Polgara's energies are instead scattered to the multiverse. In this state she is unconscious and unaware of any passage of time. Also, when so dispersed Belgraen, and only Belgraen (or the body his soul inhabits) can, as a full round action, will the dispersed energy of Polgara into any mundane roughly staff shaped object. A branch is typically used. When so recuperated Polgara's energy suffuses the object and transforms it back into her rod self, though with zero charges. Additionally if Polgara was merged with any magic staff that staff is utterly destroyed. However, any items she was storing extra dimensionally are unaffected, but inaccessible until she is reformed.

Further, when used as an optional additional focus Polgara changes the function of certain spells as below. This functions if the Polgara "casts" the spell via an attached staff or the user does;

-Polymorph any Object - Spells that user can mimic are changed as follows: alter self, beast shape IV, elemental body IV, form of the dragon III, giant form II, and plant shape III

-Greater Prying Eyes - Polgara can see through 1 eye as as they go about their scouting, switch eyes as a move action, and can telepathically change the instructions to all eyes as a standard action.

- Magic Jar - Polgara can serve as focus allowing the effect to be permanent until dismissed. Further, if the caster wishes and Polgara agrees, Polgara's soul may take the place of the caster, though this can be risky as if she is destroyed her soul is forever lost.

-Freedom - Polgara can cast this on herself and/or wielder even while imprisoned.

-Telepathic bond - When cast Polgara can choose to include herself in the bond and this does not count towards the maximum number allowed by the spell.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37

Alrighty. Still a work in progress, but I've got enough of Bel done that I'll be posting as him from now on.


M Half-Elf Iroran Mummy Inquisitor 20/Oracle 5//Oracle 15/Fighter 2/Ninja 2/Unchained Monk 6

I mean, you can net it out by taking Iron Will with the extra legendary gifts, right? Sorcerers don't tend to use a ton of feats.

EDIT: Belgraen, don't forget to add your +9 Wis and +11 Dex to AC. Also, your staff is still far, far more powerful than a staff of the magi, probably major artifact levels (20 charges that restore each day?)


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
The Invincible Lord Rook wrote:

I mean, you can net it out by taking Iron Will with the extra legendary gifts, right? Sorcerers don't tend to use a ton of feats.

EDIT: Belgraen, don't forget to add your +9 Wis and +11 Dex to AC. Also, your staff is still far, far more powerful than a staff of the magi, probably major artifact levels (20 charges that restore each day?)

Thanks for the reminder. I'll add wis and dex to ac

it's a rod, not a staff anymore. I may have missed some of the editing.

Basically it's a souped up metamagic rod+intelligent magic item. I can reduce the charges though if you think that's an issue. Using multiple metamagic feats gets exorbitantly costly.

Edit: I missed a lot of editing. lol. Working on posting a lesser updated version.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37

Ok, She's a bit less powerful.
I got rid of a couple things because they're weird and hard to explain. Including the discpooreate thing and just let her (and only her) planeshift to Belgraens demiplanes. Also, Got rid of the storage thing. It's too clunky. Further, I reduced the charges to 10.

Does that get it down closer to a reasonable power level?

Polgara New version:

- Polgara - (Intelligent Mythic Metamagic rod
The below represents the current stat of the rod, though Polgara has been upgraded over a long time to become what she is today.
Int 20, Wis, 20, Cha 20
Ego: TBD, but really high. It's unlikely to come into play as if she dislikes her wielder, other than Belgraen, she'll simply leave. I'll work it out once the abilities are finalized.
All abilities are at CL20
Senses/Abilities: Speech (though she rarely does so), telepathy (touch and Belgraen as Telepathic bond), Blindsense 120'
Polgara has 10 ranks in spellcraft
Fly 30' (perfect)
Greater Dispel magic @ will
+2 luck to saves, attack rolls, and skill checks
Staff and Wielder are always under an effect identical to Mind Blank.
True res (Belgraen only) 1/Month
Planeshift @ will (Polgara only) to any demiplane Belgraen created when Polgara was present, which is most of them

Polgara a pool of 10 charges that renew each day at midnight. These charges can be used in a number of ways as described below.
Metamagic rod- Polgara can function as a greater metamagic rod of the listed types. Using the feats requires one charge per feat used as a normal metamagic rod. Polgara's weilder can combine any number of metamagic feats, but the number of charges required is increased by one per additional feat. For example a silent magic missile uses one charge. A silent still magic missile uses three charges. A silent still reach magic missile uses 6 charges.
Silent, Still, Reach, Thanopic, Consecrate, Disruptive, Enlarge, Empower, Extend, Intensified, Maximize, Merciful, Selective, Toppling, Widen

Alternate forms - In her natural for Polara is a cylindrical hollow rod of adamantine Etched with mithril runes. However, Polgara may change her size and shape into a piece of generally solid jewelry (a cuff, torc, etc) as well as any single hand held non-mechanical weapon, including all forms of bows, but not crossbows or guns. She dislikes any form other than Staff and Bow, however, she sometimes takes other forms in order to blend in. In any form she and her weirder retain all use of her powers and abilities. Further she can change the outward appearance of any such object appearing as different materials or designs. This includes her ability to lengthen up to 10 feet functioning as a ten foot pole or reduce her size to that roughly of a thick coin.

Staff Puppet- Using her alternate form ability Polgara can hinge and change her shape enough to connect to the mid haft of any magic staff. When she does to the staff counts as part of her for the purposes of the alternate form ability. Further, Polgara can "cast" the spells within the staff as a 20th level caster. When doing so she (but not anyone wielding her) has the option of choosing to use either the staff's charges or her personal pool of charges. Furthermore, Polagara (and again, not anyone wielding her) can choose to add appropriate metamagic effects as she possesses with her metamagic rod ability.

Arcane Blast - Polgara grants the weirder the use of the Arcane blast feat. The welder simply aims Polgara and wills stored spell energy through her to be transformed and expelled as destructive arcane energy. Further, a user can use the energy of a 0 level spell to cause the arcane blast effect. In this case the ray does 3d6 points of damage.

Recharge staff: Like a normal caster Polgara can recharge a staff at the rate of one spell per day of up to 9th level.

Further, when used as an optional additional focus Polgara changes the function of certain spells as below. This functions if the Polgara "casts" the spell via an attached staff or the user does;
-Polymorph any Object - Spells that user can mimic are changed as follows: alter self, beast shape IV, elemental body IV, form of the dragon III, giant form II, and plant shape III
-Greater Prying Eyes - Polgara can see through 1 eye as as they go about their scouting, switch eyes as a move action, and can telepathically change the instructions to all eyes as a standard action.
- Magic Jar - Polgara can serve as focus allowing the effect to be permanent until dismissed. Further, if the caster wishes and Polgara agrees, Polgara's soul may take the place of the caster, though this can be risky as if she is destroyed her soul is forever lost.
-Freedom - Polgara can cast this on herself and/or wielder even while imprisoned.
-Telepathic bond - When cast Polgara can choose to include herself in the bond and this does not count towards the maximum number allowed by the spell.


umm, wow...

no?...

I'm not keen on intelligent items for character signature items. There will be opportunities where the players will have to make choices that will put them at odds with an intelligent item. Losing your signature item due to an ego issue would be bad. Having the ability to override any ego is potentially OP.

All costs doubled for slotless
15 greater metamagic rods = 3,645,000 gold
Polymorph any object, at will, CL 15, different ability = 720,000 gold (any item shapechange, staff only might get a small reduction)
Intelligent item: Abilities +15 ego, +24,000g; senses +2 ego +6500g; fly with improved maneuver +2 ego, more than +10,000g; skill bonus +2 ego, +10,000g; special purpose ability +2 ego, +80,000g; true res special purpose +2 ego, +200,000g; greater dispell at-will +2 ego, +132,000g; 8th level at-will spell (mindblank) CL 15, $240,000g probably a +2 ego; 9th level at-will spell (freedom) CL 17, 306,000 probably another +2 ego.
What I can calculate gives the intelligence portion of the staff an ego of AT LEAST 31, and a price tag of $1,008,500 gold, plus the cost of the masterwork mithral/adamantine staff.

I can't even begin to calculate her ability to cast as a 20th level caster.

The storage ability is a major artifact by itself, by allowing full use of any item across planar boundary without wielding. Couple that with the shapechange and none of your equipment can ever be stolen, or sundered.

The spell changing effects are likely 5-10k each, at least.

Major artifacts must have a method of destruction, this one does not.

So your super magi staff isn't worth something around the 200,000 of a staff of the magi, it's around the global gross domestic product of all of Golarion for a couple of years, coming in at a low figure of 5.3 million gold.


The stuff you dropped doesn't actually change the costs I noted.

In fact, you added at-will plane shifting, which would cost another 182,000 and another +2 ego.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37

Alrighty. How about just the spell changing stuff and arcane blast? Scratch the rest of it.

it's an optional focus that makes certain spells better.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37

Clearly I'm having trouble balancing this. I'm open to suggestions.

Rod of Belgraen:

Arcane Blast – the Rod grants the weirder the use of the Arcane blast feat. The welder simply aims the rod and wills stored spell energy through it to be transformed and expelled as destructive arcane energy. Further, a user can use the energy of a 0 level spell to cause the arcane blast effect. In this case the ray does 3d6 points of damage.

Further, when used as an optional additional focus the rod changes the function of certain spells as below.

-Polymorph any Object - Spells that user can mimic are changed as follows: alter self, beast shape IV, elemental body IV, form of the dragon III, giant form II, and plant shape III
-Greater Prying Eyes - the rod can see through 1 eye as as they go about their scouting, switch eyes as a move action, and can telepathically change the instructions to all eyes as a standard action.
-Freedom - the rod weilder can cast this on herself and/or wielder even while imprisoned.
-Telepathic bond - When cast the rod weilder can choose to include himself in the bond and this does not count towards the maximum number allowed by the spell.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37

Just for clarity, no intelligent items at all or just not for the signature item?


That part I'm actually pretty alright with, it's for a certain list of spells, certain effects, not game breaking. But, explain the polymorph any. Are you wanting to use one spell (polymorph any object) to effectively give you the benefit of six other spells for free?

The other four spell changing abilities were all tied to the staff being intelligent.

I'd even go with free still spell while wielding the staff.

I did realize that I calculate the rods at double cost twice for the slotless, so the price of the staff drops from 5.3 million by 1.8 million.


Not for the signature item.

While I expect that everyone with an intelligent item will make one that's a good best buddy, some consideration should be taken in the design that if it does have special purposes, they shouldn't be exactly identical to the PC. Otherwise it's just an extension of the PC.

Monleygod,

What do you think of you and I creating the purpose of any player's intelligent item? They can design everything else, provide some suggestions on personality, etc. But you and I will make the persona of any intelligent item.


Male Weremonkey Rogue/Ranger/Trickster

Unsure what Fnord thinks, but I would have no problem with signature items potentially gaining sentience via actual game play.

Totally just a possibility however.


made an edit, look up monkeygod.

I'm okay with developing intelligence in game play.

Though two intelligent items won't hang with the same person.


Male Weremonkey Rogue/Ranger/Trickster

Regarding my own item, I was thinking of having it duplicate some of the special abilities available to each of the celestial subtypes.

And then I saw Azata get none, beyond the same the rest get. Which is lame. Super, uber lame.

Now I'm thinking maybe picking a specific type of celestial of each subtype and picking a cool ability from what they have, but that sounds super cheesy to me. I mean, I wouldn't go crazy and pick Solar, Draconal and the rest of the top beings, but even picking from the lesser ones seems too close to teh cheese for my liking.

Backk to teh drawing board I guess. Maybe I'll go back to the sword, and tone it down, or something else.

Just whining a bit that my cool idea tanked, lol.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
fnord72 wrote:
That part I'm actually pretty alright with, it's for a certain list of spells, certain effects, not game breaking. But, explain the polymorph any. Are you wanting to use one spell (polymorph any object) to effectively give you the benefit of six other spells for free?

Polymorph any object already sort of does that. I was just upgrading the list a bit. It puts it in line with Shapechange (+1 spell level basically)

The standard forms available via poly any object are: beast shape IV, elemental body III, alter self, plant shape II, form of the dragon I. This simply upgrades those.

Via casting Polymorph any object+ Metamorph arcane discovery it effectively lets me take any form available via Polymorph any object indefinitely. I just have to change back to a humanoid within 1 minute of it's expiration. In doing so the duration changes to permanent. Rinse repeat. Of course this only works if I cast it on myself and as I'm not a fighter I'll be using it mostly for travel utility.

fnord72 wrote:


The other four spell changing abilities were all tied to the staff being intelligent.

I'd even go with free still spell while wielding the staff.

Cool. I'll add that.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37

I just liked the idea of "saving" my battle buddy daughter's soul by putting her into an item. So we could fight on and as an added bonus prevent her soul from going to hell.


M Half-Elf Iroran Mummy Inquisitor 20/Oracle 5//Oracle 15/Fighter 2/Ninja 2/Unchained Monk 6

Belgraen: What if it's a repository for her soul, but in a protected plane where she can't really talk/interact with the world? That way it can gain sentience later, slowly.


M Half-Elf Iroran Mummy Inquisitor 20/Oracle 5//Oracle 15/Fighter 2/Ninja 2/Unchained Monk 6

In other news, I'm having way too much fun with my alchemist/bolt ace cohort (though I see him generally not showing up at the same time as my main character, and also his saves are terrible). Here are some highlights:

-Can AoE heal up to 400 damage per character in a single round, FROM 600 FEET AWAY
-Bombs (or regular splash weapons like alchemist's fire) negate invisibility/concealment for all allies for a round
-Pinning fire can literally pin down enemies, up to 9x/round (requires a standard action to clear, auto-succeeds on every hit)
-Can feint with a crossbow (in a way that auto-succeeds and allows all allies to treat them as flat-footed), against up to 9 enemies/round, FROM 1,600 FEET AWAY

Definitely the best chirurgeon ever.


Isn't feint a melee endeavor?


M Half-Elf Iroran Mummy Inquisitor 20/Oracle 5//Oracle 15/Fighter 2/Ninja 2/Unchained Monk 6

Yeah... it's a pseudo-feint (Distracting Shot, a special Bolt Ace deed that's severely underrated).


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
The Invincible Lord Rook wrote:
Belgraen: What if it's a repository for her soul, but in a protected plane where she can't really talk/interact with the world? That way it can gain sentience later, slowly.

That's a good idea. I can have her stored in a gem via a binding effect. Then when the time is right ill combine that gem into an item.


M Half-Elf Iroran Mummy Inquisitor 20/Oracle 5//Oracle 15/Fighter 2/Ninja 2/Unchained Monk 6
Belgraen wrote:
The Invincible Lord Rook wrote:
Belgraen: What if it's a repository for her soul, but in a protected plane where she can't really talk/interact with the world? That way it can gain sentience later, slowly.
That's a good idea. I can have her stored in a gem via a binding effect. Then when the time is right ill combine that gem into an item.

And now I am reminded of DoomedHero's Tarrasque > Trap the Soul > Magic Bullet story. Oh gosh.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
The Invincible Lord Rook wrote:
Belgraen wrote:
The Invincible Lord Rook wrote:
Belgraen: What if it's a repository for her soul, but in a protected plane where she can't really talk/interact with the world? That way it can gain sentience later, slowly.
That's a good idea. I can have her stored in a gem via a binding effect. Then when the time is right ill combine that gem into an item.
And now I am reminded of DoomedHero's Tarrasque > Trap the Soul > Magic Bullet story. Oh gosh.

He fired the tarrasque bullet into a god or something, right?


M Half-Elf Iroran Mummy Inquisitor 20/Oracle 5//Oracle 15/Fighter 2/Ninja 2/Unchained Monk 6

I think so, yeah.

* * *

But Trap the Soul can keep a dead person from going to Hell, and is pretty easy to cast. Actually transferring that soul into a full control of an object, especially when something's fighting you on it, is more difficult.

My suggestion there would be to treat it as a mythic item you can gradually add powers to (at crafting cost if you have the feat for it, otherwise at full cost, but with no chance of failure), through a sufficient quantity of Wish spells, perhaps with a maximum of one wish/day or one wish/week. (At higher mythic tiers, you can make it auto-intelligent for mythic reasons without paying a cost there).


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
The Invincible Lord Rook wrote:

I think so, yeah.

* * *

But Trap the Soul can keep a dead person from going to Hell, and is pretty easy to cast. Actually transferring that soul into a full control of an object, especially when something's fighting you on it, is more difficult.

I'll do something like that. Adding Polgara Gem to my loot

The Invincible Lord Rook wrote:
My suggestion there would be to treat it as a mythic item you can gradually add powers to (at crafting cost if you have the feat for it, otherwise at full cost, but with no chance of failure), through a sufficient quantity of Wish spells, perhaps with a maximum of one wish/day or one wish/week. (At higher mythic tiers, you can make it auto-intelligent for mythic reasons without paying a cost there).

I'm not entirely sure what you mean by this. I get adding powers later at cost. I'm not sure what you mean by the wish spells though. I plan on making X wishes per day item. Did you mean that I could make the future Polgara item have this power?

I have all the crafting feats thanks to myhtic. I imagine most of my gear will be custom made. :-)

Which reminds me: If I can already craft staves via the mythic ability to craft any magic items can that qualify as Craft Staff for the purposes of taking Staff-Like-Wand discovery? I'd rather not have to take craft staff as a prerequisite feat if I don't have to.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37

I severely doubt i'll be using it, but does anyone know how flurry of blows (Flurry of arrows for me) works with multiple classes? You take the flurry BAB and then add the BAB of the other classes, right?

So if my flurry is +1/+1 from my monk levels. My other levels add up to +19. +11 Dex.

Is my flurry +31/+31/+26/+26/+21/+21/+16/+16/+11/+11/+6/+6/+1/+1 ?


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37

Inspired by reign of Winter I added a spell modification to the rod for Project image. Basically, I can send my image anywhere that's not completely sealed up, but of course my body is still blind and deaf if I want to see through it.

Rod of Belgraen:

Auto-still spell – When holding the rod spells are automatically modified as if they were still spells without changing the spell level.

Arcane Blast – the Rod grants the weirder the use of the Arcane blast feat. The welder simply aims the rod and wills stored spell energy through it to be transformed and expelled as destructive arcane energy. Further, a user can use the energy of a 0 level spell to cause the arcane blast effect. In this case the ray does 3d6 points of damage.

Further, when used as an optional additional focus the rod changes the function of certain spells as below.

-Polymorph any Object - Spells that user can mimic are changed as follows: alter self, beast shape IV, elemental body IV, form of the dragon III, giant form II, and plant shape III
-Greater Prying Eyes - the rod can see through 1 eye as as they go about their scouting, switch eyes as a move action, and can telepathically change the instructions to all eyes as a standard action.
-Freedom - the rod weilder can cast this on herself and/or wielder even while imprisoned.
-Telepathic bond - When cast the rod weilder can choose to include himself in the bond and this does not count towards the maximum number allowed by the spell.
- Project Image: Range changes to Unlimited and duration to 1hr/level. However, line of effect must still be maintained. Further the caster can create the image in any location that he is very familiar with (per teleport)


A 20th level monk with FoB, gets 7 attacks, starting at +18, this is his BAB. He's not going to add 4 more attacks from gestalting with fighter. The F0B is it's own attack option, using it's own BAB progression.

You would need specific feats or other characteristics that would stack BaB from multiple classes, even then, you'd be looking at some value less than 1 per level progression.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
fnord72 wrote:

A 20th level monk with FoB, gets 7 attacks, starting at +18, this is his BAB. He's not going to add 4 more attacks from gestalting with fighter. The F0B is it's own attack option, using it's own BAB progression.

You would need specific feats or other characteristics that would stack BaB from multiple classes, even then, you'd be looking at some value less than 1 per level progression.

I think you're partially mistaken. The other class BAB stacks with the flurry. See FAQ below.

So at minimum it's +31/+31. I just don't know how the additional attacks per +5 BAB works in conjunction.

As best I can tell it doesn't, which seems a bit silly. Then again flurry isn't really designed for multi classing.

That means if I flurry with my bow in a round it's +31/+31, but if I just fire with a full round action it's +31/+26/+21/+16/+11/+6/+1. Seems weird, but I can't find anything to clarify otherwise.

It's really mostly a though exercise for me. Most of the time I'll only be firing my bow in conjunction with imbue arrow. Which means one arrow that has a spell effect. Unless I come up with some really nice speciality arrows I don't see how firing multiple arrows is going to be the smart thing for me to do.

Flurry FAQ::

The monk rules for flurry of blows state: "For the purpose of these attacks, the monk's base attack bonus is equal to his monk level." How does this interact with BAB from class levels and racial Hit Dice? Does a multiclassed fighter 19/monk 1 flurry as if his BAB were only +1?

A monk using flurry treats his BAB from monk levels as equal to his monk level. He still adds BAB from other sources (such as other classes or racial Hit Dice) normally to this total.

So a fighter 19/monk 1 has a normal BAB of +19. When he flurries, he treats his monk BAB as +1 (for his 1 level of monk) and still gets BAB +19 from his fighter levels, for a total flurry BAB of +20.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37

Two very minor updates.

- I gave the rod a mild shape changing ability. Unlike last time it can't function as different weapons. It's mostly cosmetic allowing me to switch it's slot and make it look different for various occasions.

-Instant Summons: As opposed to having to cast the spell I just built it into the rod so that I could always call it back should I misplace it.

Rod of Belgraen:

Mildly morphic- The user can will the rod to change It’s basic shape and appearance. It can grow a maximum length of an 8 foot staff or reduce the length to three inches. If used as a weapon in any form it functions as a staff (quarter, long, etc). Additionally the rod can take the basic functionality of small pieces of jewelry such as a torc, necklace, or bracelet and retain it’s abilities. However, such forms use up an item slot as appropriate. Further the wielder can will the rod to make any cosmetic only changes as he could imagine.

Instant Summons: As a full round action Belgraen can concentrate to create an effect identical to the Instant Summons spell to call the rod to himself.

Auto-still spell – When holding the rod spells are automatically modified as if they were still spells without changing the spell level.

Arcane Blast – the Rod grants the weirder the use of the Arcane blast feat. The welder simply aims the rod and wills stored spell energy through it to be transformed and expelled as destructive arcane energy. Further, a user can use the energy of a 0 level spell to cause the arcane blast effect. In this case the ray does 3d6 points of damage.

Further, when used as an optional additional focus the rod changes the function of certain spells as below.

-Polymorph any Object - Spells that user can mimic are changed as follows: alter self, beast shape IV, elemental body IV, form of the dragon III, giant form II, and plant shape III
-Greater Prying Eyes - the rod can see through 1 eye as as they go about their scouting, switch eyes as a move action, and can telepathically change the instructions to all eyes as a standard action.
-Freedom - the rod weilder can cast this on herself and/or wielder even while imprisoned.
-Telepathic bond - When cast the rod weilder can choose to include himself in the bond and this does not count towards the maximum number allowed by the spell.
- Project Image: Range changes to Unlimited and duration to 1hr/level. However, line of effect must still be maintained. Further the caster can create the image in any location that he is very familiar with (per teleport)


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37

Pardon if I'm posting a lot. I finally have enough free time to make some progress and I'm trying to get as much done as I can. I'm trying to keep the questions in separate posts so you can answer them at your leisure.

Regarding Auto-progression and Armor:

Presumably I can key a piece of clothing to get my armor bonus, correct? Similar to casting Magic armor the spell. Basically like my robe as I can't really wear armor or my AC will go down.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37

I need a DM ruling regarding the Robe of Components please.

Does the below item allow you to gather specific material components over time?

Diamond dust, for example. As written I can pull out 50GP worth of diamond dust (suitable only for spell casting) and put it in a non-magic bag on my person. As I have neither removed it from my person nor cast a spell it continues to exist. The next day I can do the same thing and have a total of 100 GP worth of diamond dust on my person.

Effectively it's a way for me to over time use permanency for free without having to use blood money.

Playing devils advocate the largest abuse of this I can see is using fabricate to turn it into real diamond dust and sell it. However, I have uses for the dust myself therefore disinclined to do so for purposes of selling it.

What do you think?

Robe of Components:

Aura moderate conjuration; CL 7th
Slot body; Price 5,000 gp; Weight 1 lb.

DESCRIPTION

The pockets of this simple blue robe always seem to carry just what the wearer needs whenever she casts a spell.

The robe functions as a spell component pouch, providing any spell components or focuses that are necessary for the wearer’s spellcasting. The robe can even produce spell components or focuses with a specific cost, though it provides no more than 50 gp worth of such materials in any single day. The materials supplied by the robe are suitable only for spellcasting, and disappear if they leave the wearer’s person or when the spell requiring them is cast.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, minor creation; Cost 2,500 gp.

Edit: on second thought I'm probably not going to use this myself. I may have a few cohorts with access to fabricate make diamond dust for me though. Assuming the DMs done overrule RAW. Regardless, there are other ways to accomplish the same. This was just a bit neater I think.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37

Pardon if I missed this somewhere in the shuffle, but are we doing max Hit Points?


If the highest a BAB can get is +25, how are you getting another +6?

Assuming you took a PrC that continued monk progression, the monk's base BAB would progress to +18. The FoB BAB would progress to +23.

Since you needed to use all 25 levels of progression to get to +23, the only stacking allowed would be if you took a full progression class on the otherside and got to +25 BAB.

Keep in mind that with gestalt, BAB and saves are best progression, not best choice at level.

You can't alternate two classes to stack saves at each level.

I used to think I could stack BAB by:

Wizard 1 (0) // Fighter 1 (+1)
Wizard 2 (+1) // Rogue 1 (+0) Total BAB +2
Wizard 3 (+0) // Rogue 2 (+1) Total BAB +3
Wizard 4 (+1) // Rogue 3 (+1) Total BAB +4
Wizard 5 (+0) // Rogue 4 (+1) Total BAB +5
Wizard 6 (+1) // Rogue 5 (+0) Total BAB +6

By alternating wizard and rogue, I get BAB every level. Unfortunately, this is not how BAB and saves work in gestalt.
I would be able to (at 6th level shown) take the Wizard's BAB progression of +3, OR The Fighter 1/Rogue 5 progression of +4.

Take a look at my character Validk on page 8 I have his class progression, below that is the breakdown of his BAB's and saves.

My Base attack bonus comes from 17 levels of Rogue, since this is less than 25, I can take 8 levels of wizard stacked on. Rogue 17 gives a BAB of +12, Wizard 8 gives +4, my total BAB at 25th level is +16.

You can also see that I have done the same thing with my saves, taking a class progression, and then stacking another class progression up to 25 levels of progression.

Good saves should not exceed 15, and this is only with the 1st level bonus of one PrC (I won't look kindly at dipping classes jsut to bump P.

What that means for the monk is, that if you are progressing the BAB of monk to 25th level, you have no room to stack from another source. Keep in mind that all class rules, especially about stacking, are based on NOT being gestalt. I can't gestalt two classes with sneak attack damage and end up with 18 dice of sneak attack, I can only 'stack' as if on one side of the gestalt.

You can't exceed 7 attacks with FoB. At 20th level this already incorporates 4 iterative attacks and 3 monk attacks for the 7 shown on the table. Since we are not allowing more than 4 iterative attacks, only the value of those 7 will increase post-20th level.

If you only have 10 levels of monk, then your FoB is 8/8/3/3, if you stacked 15 levels of fighter, your bab would be stacked by +15.

One thing I'm looking at, since the extra attacks for F0B are level depended in Monk, would that monk 1/ fighter 19, have a FoB of +18/+18 or +18/+18/+13/+13/+8/+8/+3?

"When he flurries, he treats his monk BAB as +1 (for his 1 level of monk) and still gets BAB +19 from his fighter levels, for a total flurry BAB of +20." Would seem to indicate that his Flurry would be 18/18.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
fnord72 wrote:
If the highest a BAB can get is +25, how are you getting another +6?

Reexamining this I believe I misspoke and did my math slightly wrong.I was of by 1.

My BAB is only +20 (+15 CLR+1 Mnk+2 Ftr+2 AA).
My ranged attack is +34 (+20BAB +11 Dex)
With a longbow it's +35 due to weapon focus
This is all without a magic item enhancement bonus.

AP = Automatic Progression. That's the resistance bonus we automatically get.

Save breakdowns are as follows:
FORT: +21 (+12 Clr +3 Mnk +1 AA +5 AP)
REF: +21 (+12Clr +3 Mnk +1 AA +5 AP)
Will: +21 (+12 Clr +3 Mnk +1 AA +5 AP)

My classes are pretty straight forward. It makes it pretty simple to calculate saves and BAB by just picking the better per level.

BAB for example:
1-20 Wiz 20 (Teleport) / Clr 20 (Fire/Storm) - Cleric +15
21 Monk (Zen Archer)/Fighter (Archer) - Ftr +1
22 Monk (Zen Archer)/Fighter (Archer) - Ftr +1
23 Monk (Zen Archer)/ Quickling Template - Monk+1 (as quickening doesn't have a BAB)
24 Arcane Archer/ Quickling Template - AA +1
25 Arcane Archer/ Quickling Template - AA +1
- Total +20

Is that how we're doing it or am I misunderstanding something?

Edit: the flurry thing is giving me a headache. Lol. I believe we're in agreement that it's more limited than just firing a weapon at this point. As I never intend to do it I'm just going to forget about it. lol.


At a cost of 2500 gold, the robe will not let you accumulate thousands of dollars in expensive components, it's an empty pocket that can provide spell components as needed.

If you buy components and put them in the pocket, you can store them for later use like a haversack.

Max HP


Male Drow (noble) 14 Ranger

This is why I use spreadsheets :P


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
fnord72 wrote:

At a cost of 2500 gold, the robe will not let you accumulate thousands of dollars in expensive components, it's an empty pocket that can provide spell components as needed.

If you buy components and put them in the pocket, you can store them for later use like a haversack.

Max HP

Fair enough. That was my assumption. I didn't ask, but Much to my surprise my real life DM ruled differently.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
Kryzbyn wrote:
This is why I use spreadsheets :P

I know, right.


How are you getting 3 good saves from cleric?

I see the confusion, you are applying saves and bab at level, not by progression.

Cleric 20 gives +15 BAB
Fighter 2 gives +2 BAB
Monk 1 is BAB of +0 Monk 3 is +2 BAB
AA 2 is BAB +2

So you would only be able to get to 19 bab, from cleric 20/ figther 2/ monk 1/ aa 2; giving you a BAB of +15/+2/+0/+2.


M Half-Elf Iroran Mummy Inquisitor 20/Oracle 5//Oracle 15/Fighter 2/Ninja 2/Unchained Monk 6

How flurry of blows works:

"Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls"

"At 8th level, the monk can make two additional attacks when he uses flurry of blows"

So your is BAB is +19/+14/+9/+4. When you flurry, you count your Monk levels as full BAB, giving you a "flurry BAB" of +20/+15/+10/+5.

Then flurry lets you make an extra attack, at BABs of +18/+18/+13/+8/+3. If you have Haste, it becomes +18/+18/+18/+13/+8/+3. That's it.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
fnord72 wrote:

How are you getting 3 good saves from cleric?

I see the confusion, you are applying saves and bab at level, not by progression.

Cleric 20 gives +15 BAB
Fighter 2 gives +2 BAB
Monk 1 is BAB of +0 Monk 3 is +2 BAB
AA 2 is BAB +2

So you would only be able to get to 19 bab, from cleric 20/ figther 2/ monk 1/ aa 2; giving you a BAB of +15/+2/+0/+2.

You're right. My ref save should be lower. I was in a rush and over looked it.

How's this?

BAB+19 (+15 CLR+1 Mnk+1 Ftr+2 AA).

FORT: +21 (+12 Clr +3 Mnk +1 AA +5 AP)
REF: +15 (+6 Clr +3 Mnk +1 AA +5 AP)
Will: +21 (+12 Clr +3 Mnk +1 AA +5 AP)


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
The Invincible Lord Rook wrote:

How flurry of blows works:

"Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls"

"At 8th level, the monk can make two additional attacks when he uses flurry of blows"

So your is BAB is +19/+14/+9/+4. When you flurry, you count your Monk levels as full BAB, giving you a "flurry BAB" of +20/+15/+10/+5.

Then flurry lets you make an extra attack, at BABs of +18/+18/+13/+8/+3. If you have Haste, it becomes +18/+18/+18/+13/+8/+3. That's it.

That makes sense.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37

This is the first time i've used automatic progression and i find myself really liking it.

I'm starting to browse for gear and I find myself really not needing to use every single magic item slot. it's refreshing.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37

I was wondering how many blessed books it would take to have all the spells on PFSRD. I ran some numbers in Excel to help out and I thought you'd find them interesting as well.
It looks much better in Excel and it's not as pretty to post, but I think you'll be able to make out the important stuff. If you're really curious Message me and I'll send you the file.

Basically all the spells in the PFSRD (1085) you'll need 4,204 pages. 5 Blessed books will net you that with with almost 800 pages to spare, but whatever.

Crafting each book costs 6,250 X 5 = 31,250 GP to scribe every spell in the PFSRD as long as you use blessed books, which significantly reduce the costs

Where do all these spells come from? 4,000+ Years of life and Wild Arcana + Scribe scroll. Basically even if I don't know a spell I can cast it and make a scroll of it. Then scribe that into my book.

Neat, Huh?
-
-
SL- #Ct - Pg/lvl
0- 28- 28
1- 146- 146
2- 208- 416
3- 179- 537
4- 135- 540
5- 121- 605
6- 92- 552
7- 75- 525
8- 54- 432
9- 47- 423
T- 1085- 4204


well your cost is quite a bit higher than that.

And by all the spells, are you just talking for one class? Why would you need the otherS?

You would need to purchase the scrolls for those spells (or pay a caster for access to their spellbook, which we will state costs the same amount), then get the blessed books. This saves you the cost of copying the spells from the scrolls to the blessed book.

So, Validk has 20 wizard levels and 5 prc levels. But, those last five levels don't give him any spells. Assuming he spends his 17-20 levels of free spells on 9th level spells, he would have to buy the other 39. Since he can't craft a scroll he doesn't have the spell for, he needs to pay full price for those spells, 3825 gold each, 149,175 gold. The blessed books saves him the material cost to write the spell to his own spellbook, or for those 39 9th level spells, that's 810 gold per spell for a savings of 31,590 gold.

I had added the wizard spells up a while back, but several books have come out since then. At that time, the scroll cost alone would have been around 400,000 gold.


M Half-Elf Iroran Mummy Inquisitor 20/Oracle 5//Oracle 15/Fighter 2/Ninja 2/Unchained Monk 6

I think Belgraen's right on this one. Wild Arcana, from being mythic, lets him craft a scroll of any Wizard spell.

However, I don't think he's paying the *scroll crafting* costs.

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