Myths and Legends(Heroes of Golarion)

Game Master Monkeygod


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

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.

Correct.

That's going to take longer to calculate properly and I was heading out to a holiday party. I'll have to deduct my free spells from leveling. 40+ whatever my starting allotment was. Generally it'll be 4 of each level. That's how it would work out if the spells were chosen organically as one was leveled.

Then figure out the scroll costs and such.

My number was purely scribing cost.

Building a proper 25th level mythic theurge type is a lot of work, but it's a labor of love.

Edit: just getting my spells is going to be a healthy chunk of my gold expenditure, but as a wizard that is how is should be. Gotta catch em all!!


Male Weremonkey Rogue/Ranger/Trickster

With games starting at higher level , be it 10, 14, 20+, I like to give spellbook casters some bonus free spells in their books to illustrate them picking up spells while adventuring.

I usually like to go with 5 extra spells per level. These are bonus ones the casters get to add to get their 'books' for free just like the ones for leveling.


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

With games starting at higher level , be it 10, 14, 20+, I like to give spellbook casters some bonus free spells in their books to illustrate them picking up spells while adventuring.

I usually like to go with 5 extra spells per level. These are bonus ones the casters get to add to get their 'books' for free just like the ones for leveling.

I'm fine with that. Just let me know what's the official word.


Male Weremonkey Rogue/Ranger/Trickster

I want Fnord's feedback as well as our other players first.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
Monkeygod wrote:
I want Fnord's feedback as well as our other players first.

No worries. I'll hold off my calculations until this is decided.

Personally I'm pro something like this. Through admittedly it's for completely serial reasons.


I'm waffling. It's personally nice. My concern is the fighter that wants a free sword that he picked up on his travels.

I feel better about getting rid of the prepared casters don't get two free spells per level in a PrC than jsut handing out free spells.


Male Weremonkey Rogue/Ranger/Trickster

Its to represent finding or borrowing spellbooks. At 25 level, it would be 125 spells. Which, I can totally understand is a lot to just hand out for free. However, since he still needs to prepare them, he's not really getting as much millage as say a sorcerer who got 125 bonus spells known.

That being said, I propose the following compromises, which we can use either or both:

1) The 125 spells cost half as much to add to your spellbook.

2) You get 125 spell levels for free, which could be 13 9th level spells, 125 1st level spells, or whatever combination suits you.

As a non book based caster, nor even having a cohort who uses one, this is totally something I am doing to try and help those of you who do have spellbooks. The extra spells is something a lot of other GMs have used/allowed, so its not like I am making this up wholesale just for this game.

Finally, and this goes for any of these sorts of discussions,

Which of our players is going to want to argue for a 'free sword'? And don't we all technically get 'free' weapons via ABP anyways? Pretty sure even a normal 20th level character could afford all the masterwork weapons he could ever want.

And really, if you don't want to track base item price, at this level it hardly matters. I certainly have zero intention of making TCG pay for normal arrows, even if he wants 200 quarrels of masterwork ones.

Alchemical/Magic, sure, bit different, since many of those are bought per arrow. But even paying for masterwork is just silly at our level.


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

If balancing for prepared casters is a concern you could let them pick an equivelant number of pages of spell knowledge.


I'd like to hear the opinion of the other two.

Monkeygod, can you open the game play thread. I'd like to make an intro post and let the players get something up so the game shows up on their feed.


Male Weremonkey Rogue/Ranger/Trickster

Abracadabra!


Male Drow (noble) 14 Ranger
fnord72 wrote:

I'd like to hear the opinion of the other two.

Monkeygod, can you open the game play thread. I'd like to make an intro post and let the players get something up so the game shows up on their feed.

I don't care. It's another rule I can't benefit from, having a set powers known by level, but I won't begrudge the others the chance to take advantage of it. I'd go with spell levels vs spells, though.


Male Drow (noble) 14 Ranger

You should put all of the creation rules and caveats in the campaign info tab, so we have a place to reference things.


I will be adding a link to the google doc that has all of those rules.


I have an intro post up that everyone may respond to.


Meet Milani. Master chef and Begraens cohort. All other details TBD. I'm thinking alchemist of some kind, but uses food and accoutrement instead of classic vials and such. Cooking is basically chemistry after all. :-)


Male Weremonkey Rogue/Ranger/Trickster

Just curious, who actually plans on making their weapon a +5, and would also want to possibly gain a +6? I know we all would all might like such a thing, but does anybody have a character who would almost require it?

Davin would, were it not for his class features that help him do so. Anybody else who feels a potential +6 is basically essential to their build?


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

Just curious, who actually plans on making their weapon a +5, and would also want to possibly gain a +6? I know we all would all might like such a thing, but does anybody have a character who would almost require it?

Davin would, were it not for his class features that help him do so. Anybody else who feels a potential +6 is basically essential to their build?

My keyed weapon is a bow. The bonus helps me place spells properly, but otherwise doesn't much matter for me.


Male Weremonkey Rogue/Ranger/Trickster

Um, TCG, one teeny problem with your cohort...

Milani is a Golarion deity, of hope, devotion and uprisings.


Male Elan hybrid 20 Nimble Blade (Soulknife) 5 Dark Tempest || 20 Psi warrior 5 Dark Tempest

Explain why it's required, I guess?


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

@Belgraen: Remember that your cohort is probably themselves teetering on the edge of mythicdom. For instance, my cohort is level 23, and will gain mythic ranks pretty soon; he's not just an Alchemist/doctor, he's the best damn Alchemist/doctor on half a continent.

If your cohort is a cook, he's not just a simple cook; he's also got magical knowledge and combat prowess exceeding that of most divine heralds and approaching that of one of the weaker Empyreal Lords.


Male Weremonkey Rogue/Ranger/Trickster
Dark Tempest wrote:
Explain why it's required, I guess?

If this is in regards to my above question, its not. I was wondering if I should bother trying to come up with a reasonable way for us to get +6 on a weapon via the legendary gifts system, but if nobody is gonna really bother taking it, why waste the effort?


What it says on the tin; Caffiene addict 20
Monkeygod wrote:

Um, TCG, one teeny problem with your cohort...

Milani is a Golarion deity, of hope, devotion and uprisings.

I got the name from a book I'm reading. Lol. No worries. I'll change the name.


What it says on the tin; Caffiene addict 20
The Invincible Lord Rook wrote:

@Belgraen: Remember that your cohort is probably themselves teetering on the edge of mythicdom. For instance, my cohort is level 23, and will gain mythic ranks pretty soon; he's not just an Alchemist/doctor, he's the best damn Alchemist/doctor on half a continent.

If your cohort is a cook, he's not just a simple cook; he's also got magical knowledge and combat prowess exceeding that of most divine heralds and approaching that of one of the weaker Empyreal Lords.

Understood and correct. The inspiration for this character is himself a god.

Also, he's not a cook. He's a Chef. :-)


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

Well, is he like... the actual avatar of one of the Empyreal lords, who enjoys food so much he's taken human form to appreciate it better? Because that might actually be a decent explanation, etc.


What it says on the tin; Caffiene addict 20
The Invincible Lord Rook wrote:
Well, is he like... the actual avatar of one of the Empyreal lords, who enjoys food so much he's taken human form to appreciate it better? Because that might actually be a decent explanation, etc.

That would work with his concept quite well actually. If the DM's want to go that route I'm completely open to it.


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

Hmmm... looks like Solars can take human form for a long time in a row, or something like a Draconal Agathion could also take a similar role while effectively acting like a human. (If the "deity avatar" thing doesn't make sense).


What it says on the tin; Caffiene addict 20
The Invincible Lord Rook wrote:
Hmmm... looks like Solars can take human form for a long time in a row, or something like a Draconal Agathion could also take a similar role while effectively acting like a human. (If the "deity avatar" thing doesn't make sense).

Diety limited by his frail human form actually makes sense to me. That way I could make him a standard character, but still have him withhold reason to be mythic.


Changed his name.


Male Drow (noble) 14 Ranger
Monkeygod wrote:
Dark Tempest wrote:
Explain why it's required, I guess?
If this is in regards to my above question, its not. I was wondering if I should bother trying to come up with a reasonable way for us to get +6 on a weapon via the legendary gifts system, but if nobody is gonna really bother taking it, why waste the effort?

Oh, I see. Naw I won't be using it. I thought you meant your build required it, I was trying to figure out why ;)


What it says on the tin; Caffiene addict 20
Tiny Coffee Golem wrote:
The Invincible Lord Rook wrote:
Hmmm... looks like Solars can take human form for a long time in a row, or something like a Draconal Agathion could also take a similar role while effectively acting like a human. (If the "deity avatar" thing doesn't make sense).
Diety limited by his frail human form actually makes sense to me. That way I could make him a standard character, but still have him withhold reason to be mythic.

I think weather or not this is approved by the DM's Miltoque is going to believe it to be true. :-)


delusions make for great stories.


What it says on the tin; Caffiene addict 20
fnord72 wrote:
delusions make for great stories.

Right. Whatever the truth may be Miltoque will attribute his abilities to his divine spark.

Also for clarity, he's going to be amusing to play, but I don't intend for him to be a joke. Sure, he'll have some level of comic relief, but he's also going to be a certified badass in his own right.


One thing that really hasn't been discussed is the nature of the campaign.

I'd like to know what kinds of situations you would like to experience, and any you are dead set against.

For example:
Stay on Golarion
--dealing with issues like worldwound
--developing and guiding global organizations
--homebrew stuff on Golarion

Explore the plane
--dealing with issues of interplanar conflict
--exploring the Golarion solar system
--exploring other planes
--dealing with threats to Golarion from the planes

And, what is your comfort level with genre mixing?
While DM's will frequently borrow some aspects (like monsters) from other genre's to what degree are you comfortable with potentially dealing with a multiverse? (like finding yourselves in France, 1916)


Male Drow (noble) 14 Ranger

As long as it's not cheesy or campy, I'm down for whatever.
I don't much care for scooby doo celebrity episodes (hey lets go to Faerun and meet Drizzt!).
I do not mind mixing of genres...I used to play Rifts ALOT. So I'm more than ok getting tech mixed into my fantasy, and vice versa.


What it says on the tin; Caffiene addict 20

I agree with Kryzbyn. Mix and match is fine as long as it's fun, but beware crossing the line into just ridiculous even for fantasy.

At this level it's hard to not plane hop at least some. Which I'm fine with, btw.

On that note I plan to have an amulet of the planes. That'll help facilitate our planar travel.


Male Drow (noble) 14 Ranger

I don't mind shifting from Golarion to homebrew worlds either. If there's something truly epic someone wants to run and not jack up Golarion in the process I'm up for it.


Male Drow (noble) 14 Ranger

I should say, normally I'm ok with a little silly or campy, but not when I put this much work into a character...


Okay, I have had a mind to do some plane hopping to other universes, along a Sliders variant. Sometimes this might be due to plane-shift mishaps, other times in search of a piece of the legendary rod of many parts which is recorded in the annals of history to be able to induce the great Rovagug back into slumber.

Mostly I see this as an exercise in how the characters would handle situations like:

Appearing in a mountain meadow, that also happens to be a firing range for the Air Force.

Appearing in Central Park on Halloween.

Appearing in an ice cave on Hoth, hours before (or after) a major engagement takes place.

A trip to Faerun to track down Elminster, who is already known to have traveled between genre's and learn from him where the next piece of the legendary rod of many parts...

In table top, these are infrequent and only occur once in a while, in a pbp, it could take some time to work through that campaign segment.


Male Drow (noble) 14 Ranger

Aww, does it have to be Elminster?


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M Half-Elf Iroran Mummy Inquisitor 20/Oracle 5//Oracle 15/Fighter 2/Ninja 2/Unchained Monk 6
fnord72 wrote:
While DM's will frequently borrow some aspects (like monsters) from other genre's to what degree are you comfortable with potentially dealing with a multiverse? (like finding yourselves in France, 1916)

No, that's preposterous. 1916 France is DEFINITELY not part of the Pathfinder universe.

...you're thinking of 1918 Russia. o.O


Male Drow (noble) 14 Ranger

What part of the build process we on? Are we working on cohorts now? backgrounds?


What it says on the tin; Caffiene addict 20
Kryzbyn wrote:
What part of the build process we on? Are we working on cohorts now? backgrounds?

I believe we're still generally mid-process. Belgraen is mostly done, but I need to work on gear, familiar, and holdings.

My cohort is a concept and blank avatar at this point. Though he should be much quicker to build usung herolab. However, that'll have to wait until I'm at home Friday.


Recapping:

Monkeygod, what do you think about DM design of intelligent item purpose/personality?

Quoted from Monkeygod::

Which of our players is going to want to argue for a 'free sword'? And don't we all technically get 'free' weapons via ABP anyways? Pretty sure even a normal 20th level character could afford all the masterwork weapons he could ever want.

And really, if you don't want to track base item price, at this level it hardly matters. I certainly have zero intention of making TCG pay for normal arrows, even if he wants 200 quarrels of masterwork ones.

Alchemical/Magic, sure, bit different, since many of those are bought per arrow. But even paying for masterwork is just silly at our level.

Keep in mind you still have to buy the special properties. So a +1 holy bane longsword is turned into a holy bane longsword and has its price reduced by 2000 gold. To USE the sword, you need to spend 3 enhancement points for the holy and bane, any remaining enhancement points can be used to increase the enhancement bonus.

For instance, Validk has a Defending, Impervious Keen Spell Stealing Wakizashi. I need to buy at least one legendary gift point to wield this as a +1 weapon (the other five covering those special abilities). Since I actually bought a couple of legendary enhancement points I can wield it as a +5 weapon. Said sword still cost me 151,835 gold (+10 weapon less the cost of a +5 weapon, halved because I got craft skilz).


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

I'm giving my cohort an arbitrary amount of alchemist's fire and holy water, since I figure my estate can produce that faster than he uses it.

I think the big thing with intelligent items is just to keep them on scale with existing pre-written ones, and not try to game the system.

* * *

Also, I'm working on my cohort but mostly done; I just need to assign him skills and story.


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

I've never used the auto progression before and based on what Fnord said I think I'm doing it wrong.

I've got a couple such items, but for purposes of demonstration I'd like to concentrate on the bow. I have +10 to this via AP.

+5 Longbow (+5 via AP)(Seeking +1 AP)(Phase Locking +2 AP) (Endless Ammo +2 AP)

If I pick up a mundane bow and attune it then It's effectively a +5 bow.

If I pick up a Seeking bow I have to "pay" +1 of my AP bonus to take advantage of the seeking feature. Similarly, if I pick up a seeking, Phase locking, endless ammo bow I have to pay my whole +5 ability bonus to use those features.

All that means that I have to pay out of pocket for any and all features, but not the +5 enhancement bonus.

Do I understand all that correctly now?

Previously I thought that you could pick up a standard bow and "pay" with the extra ability bonus it would become a +5 Seeking, phase locking, endless ammo bow. I believe this to be incorrect now.


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

I'm giving my cohort an arbitrary amount of alchemist's fire and holy water, since I figure my estate can produce that faster than he uses it.

I think the big thing with intelligent items is just to keep them on scale with existing pre-written ones, and not try to game the system.

* * *

Also, I'm working on my cohort but mostly done; I just need to assign him skills and story.

Is an intelligent ring of Telekinesis in line or gaming the system?

Basically Bel would have designed it to act as a second set of "eyes" to help watch his back in dangerous situations.


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

Intelligent Ring of Telekinesis is alright—gaming the system would be if you gave it 20 in every mental stat and let it use its own telekinesis power.

* * *

Meanwhile, check out this sweet ride I found.


What it says on the tin; Caffiene addict 20
The Invincible Lord Rook wrote:

Intelligent Ring of Telekinesis is alright—gaming the system would be if you gave it 20 in every mental stat and let it use its own telekinesis power.

* * *

Um, Intelligent items by their very nature can activate their own powers.

PRD third paragraph.

Unlike most magic items, intelligent items can activate their own powers without waiting for a command word from their owner. Intelligent items act during their owner's turn in the initiative order.


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

Intelligent Ring of Telekinesis is alright—gaming the system would be if you gave it 20 in every mental stat and let it use its own telekinesis power.

* * *

Meanwhile, check out this sweet ride I found.

That's cute. ;-)


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

Oh. Then it seems a bit powerful, hmm.

Also, the point of the carriage is to look cool, not be useful. And my cohort has a LOT of crafted wealth to spare.

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