Rednal |
Note: Obviously, all abilities are subject to GM approval. XD I believe we are considered 5th Tier for mechanical purposes.
The form your item takes is up to you, though many items are molded into a generally humanoid shape or into a throne or vehicle of some sort. In mighty servant form, the item’s appearance suggests the item at its heart, often in inlay, filigree, or other decoration. A mighty servant can converse with its owner even if the item is not normally capable of speech. In this form, the item’s hardness is increased by an amount equal to twice your mythic tier, and it gains 10 hit points per mythic tier you possess, plus bonus hit points based on its size. If reduced to 0 hit points, it is forced back into its normal form and cannot resume mighty servant form for 24 hours.
The item must be a minor or major artifact with the intelligent legendary item ability, as described in Chapter 5 of Pathfinder Roleplaying Game Mythic Adventures, to take this ability.
When your tier increases, you can add a new mythic power to either piece of the resonant regalia, and such abilities can be used even when only that item is worn or wielded. The items in a resonant regalia are treated as a single item for the purpose of how many daily uses of legendary power they possess, though they gain one additional use per item if worn or wielded together. If separated, their daily uses of legendary power are split between the two items. If you use a legendary surge while wearing or wielding both items, your surge die is increased to 1d8. If you are at least 6th tier, you can add a third legendary item to your resonant regalia, adding this legendary ability and one other legendary ability or equivalent effect as a resonant power that functions only when all three items in the set are worn or wielded together. A set of three items of resonant regalia otherwise function as a set of two items, though if you use a legendary surge while wearing or wielding all three items, your surge die is increased to 1d10.
All items in a set of resonant regalia are considered legendary items, and if any item is considered a major or minor artifact, all items in the set are.
When you slay a creature with this weapon you can expend one use of its legendary power as a swift action (or two uses as a free action) to use rest eternalAPG upon the target (caster level equals twice your mythic tier), as the target’s soul is bound into the weapon. If the weapon gains the broken condition, any rest eternal effects it has created are suppressed until it is repaired. Souls bound to the weapon are gradually devoured, and each day a soul remains bound to it that creature gains one negative level. This has no effect while the creature remains dead (though they become permanent negative levels if the creature is returned from death) unless its total negative levels equal its Hit Dice, in which case its soul is devoured and destroyed and the dead creature cannot be brought back from death by any means short of divine intervention unless a miracle or wish is used to recreate the victim’s soul (this eliminates the negative levels inflicted by the soul drinker), leaving him still dead but able to be brought back through normal means.
An item must be a weapon and must be a minor or major artifact to have this ability.
And yeah, that's it. Sadly, there aren't nearly enough legendary item abilities to choose from. XD;
MordredofFairy |
still thanks a lot for posting them, rednal. Much appreciated.
As for immortality being a curse? A good idea!
But won't work for my concept.
Also, paying thrice over for it. 2 templates grant it, and the legendary item ability soul safe.
Now, the interesting part would be: If I use a Soul-Safe Scythe, and my Phylactery is destroyed, is the Scythe a "backup"?
I'm kind of "omitting" the possess other beings part of Heralds but technically, that would also be rather....immortal, but also have interesting interactions with the others....maybe I'd possess something until my new body is ready?
Curious, really. But alas, we'd need a present GM to learn answers...
Cronossuss Fallen of Time |
O and what do you think of this as an Item power
Time leap (Ex) [Time Gem Item] 1/year
Cronossuss can try and move itself and 50' on the winds a risky business that dos not always work. With the aid of the Time Gem, it can do this once per year, and takes 24 hours of uninterrupted concentration to do so. On a successful DM approved leap Cronossuss retains all knowledge of events it knows of in that past time line if it knows any when doing this. The minimum leap in time is 1 year, to a maximum of level x years.
The DC for a time Leap is pre-mishap years x3 Vs a will roll.
Time leap Mishaps: The time wings always blow and so there is a risk to leaping. On a leap a d6 and a D2 are rolled. The d2 sets diection of leap 1 = forwards 2 = Backwards, with the D6 on a 3 roll the leap is 10x years, a 2 then 100 x years, if a 1 is rolled then the leap is 1000 x years in place of 1 year.
Note: Once a time leap has been committed to the event can not be altered by Cronossuss, it can't be revised by any of his powers other than another risky time leap. All leaps are subject to the GMs approval, some times the time wings are to strong to overcome.
The idea is this is flavor, its hard risky and well not much use in game.
But explains why Cronossuss is from the Future. A mishap Time leap.
Rednal |
Ultimately, everything is the GM's decision. XD Sariel has two Soul Safe items, though, and until we can talk about them, I'm going with "Sariel gets to pick which one she reforms by".
@Cronossuss: Personally, I try to avoid time-travel powers. You could try keeping the "mishap", and say that the faulty jump took away your ability to use the power or something.
Cronossuss Fallen of Time |
could do or say the fall also meant the powers that be took away the recharge. placing it in the hands of the GM.
Just wanted something in game that was a plot device as well.
The GM said
Items
Now, here's the thing: angels do not come strapped with loot. It's just a simple fact. They have very few pieces of equipment, so each piece is quite powerful.
TWO Legacy Items
To reflect this, you gain TWO Legacy Items, listed under the Mythic rules.
Item innate powers 150,000fp worth
In addition, you have the powers of 150,000 GP in magic items as INNATE ABILITIES, MATCHING THE 'ITEMS' THAT YOU SELECT! To give an example, you could spend X amount of gold and get the corresponding Bracers of Armor +Y, which would function identically, but would be an innate power of yours, not some item. Or you could have abilities copying a Robe of Eyes or a Staff of the Magi.
The options are pretty vast really. My only caveat is that items which are consumable be okay'd by me first.
So what is missing or changed from that, Some have said Items have a cap of +6 is that Legacy Items or innate power items?.
thunderbeard |
Note: Obviously, all abilities are subject to GM approval. XD I believe we are considered 5th Tier for mechanical purposes.
I DEFINITELY thought we were considered 0 tier. I don't remember the GM implying anything otherwise.
@Everybody: We've now got almost 1,000 posts for the GM to catch up on. I think it's probably unreasonable to expect him to catch up on all of that, no matter how many more times people post "Where is the GM?"
It sounds like he's still replying to some PMs, but probably overwhelmed by the sheer amount of questions (and people asking about 20 different possible fiendish powers might not be easy for him to work through either).
So, play nice with the guy. A lot of the people posting here are quite active, but some aren't, and that's okay, because this thread has some skewed perceptions of time at this point.
Tenro |
It sounds like he's still replying to some PMs, but probably overwhelmed by the sheer amount of questions (and people asking about 20 different possible fiendish powers might not be easy for him to work through either).
been waiting 7 days on my last question, and have purposefully posted very scarcely in this thread so as not to add to the post bloat.
Balthamel |
Re: Ghost rejuvenation
Very valid concerns! Given the multitude of options available to us, and the incredible power level of this game, it is quite easy to make nigh-impervious characters. A few us of are pretty darn close! I can see how an ability that seemingly makes it impossible for Balthamel to die would be a concern. I'm not out to be some sort of arch-munchkin (writing lengthy sonnets for your background isn't really a munchkin sort of thing to do), so I'm happy to accept some firm limits.
First, his undoing. As mentioned by others, arranging for Balthamel to be "put to rest" would be an enormous undertaking. He would need (a) his angelic body returned to him, (b) his beloved to be resurrected, (c) his beloved's husband not be resurrected, (d) his beloved fall in love with him, and (e) returned to his former station in heaven. Balthamel desperately wants these things, but it is impossible for him to have them. Even with epic-level magic, this is one egg that cannot be unscrambled.
So that leaves the difficulty and cost of rejuvenation.
"Improved Rejuvenation (Su)
In most cases, it's difficult to destroy a dread ghost through simple combat: the “destroyed” spirit restores itself in 1d4 hours. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a dread ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM."
Difficulty: None
Cost: 1d4 hours
I would like to make it more difficult and costly to balance it against other PCs. I used the lich as a benchmark. How about this?
Difficulty: If Balthamel's mask is ever destroyed, he can only reappear in Hell after rejuvenating.
Cost: 1d4 days, and Balthamel loses one level permanently.
TarkXT |
To repeat what I said up thread because I think it got lost.
I honestly think everyone should have a way to come back from death almost at will.
Why?
You're unique beings not necessarily bound by the laws of others.
In fact have you considered that the immortality is not a gift but a curse?
You are Fallen. You are cast out of heaven. Death. Oblivion. Peace are all denied you.
Suffer eternally.
Johnny_Panic |
First, his undoing. As mentioned by others, arranging for Balthamel to be "put to rest" would be an enormous undertaking. He would need (a) his angelic body returned to him, (b) his beloved to be resurrected, (c) his beloved's husband not be resurrected, (d) his beloved fall in love with him, and (e) returned to his former station in heaven. Balthamel desperately wants these things, but it is impossible for him to have them. Even with epic-level magic, this is one egg that cannot be unscrambled.
putting the Ghost to rest
Not at all, if someone was to go back in time and change events, it would be possible. I GM ok for one of the Cronomical angels in full power, like the now Fallen and near time powerless Cronossuss to do so would put him to rest.Where is GM-do
AS for the GM, I have a feeling the GM is
1: Just swamped and is thinking long and hard about running this, you just can't put 1000 post back in the bottle.
2: Jumped to PMs and is concentrating on a core group of players whos PCs they like. Cutting out the work load of reading and dealing with this 1000 + thread. Its what I would do, man 1000 s posts that nuts.
3:Start a new secret thread and just ask those I'm interested in to join
4:Just run away screaming "WHAT WAS I THINKING!!!"
Withdrawing Cronossus the fallen of time
My Time based PC, I always have a rule, would I ask my PC to a game, and in this case the more I think about it the more I think Nope,
So I am withdrawing Cronossus, on the grounds Time mucking about is a 100% game barker. As Dream is now gone, Ill come up with some other idea.
MordredofFairy |
He actually has lost internet recently, on top of all the crazy work s~!%. In fact, I believe he lost his internet pretty much right after he posted work stuff had been resolved.you remember your other friend also had internet problems when he was supposed to get the other crazy campaign underway? Then seemingly resolved them and then never came back?
And your mutual other friend, benighted regent, also seems to have some prolems...
*holds thumbs this time things will work out*
btw, while i was digging around, how did the marriage of your buddy go? You kind of disappeared without a word from the game and never let us know...
Johnny_Panic |
Dream is still available as I couldn't get a concept that I really liked. So have at it!
Cool I'll go with fallen of dream then.
Yep thanks for letting us know Monky God, did you get a PM from the GM saying such, was that in the last 24 hours? In other words dos our nice Gam have internet now do you know,.
MordredofFairy |
Glad to hear. I thought maybe you had internet problems, too. I know there's some Providers/World Areas that are prone to that kind of thing.
As said, here's hoping that history won't repeat itself further and everything turns out fine this time.
Might I inquire, whatever happened to GM Merchant? You did know him in real life, gave him calls and such. Was he fine? Did he just lose interest? Did something happen in real life?
We had Rednal pick it up but I always wondered why the original GM went AWOL. If anybody knows, I suppose it would be you, so...and idea what happened then?
MordredofFairy |
A lot of really bad things all kinda perfect stormed unfortunately.
He's OK, but is having a few others issues, but nothing that can't be dealt with.
Glad to hear that. (the part about being ok and stuff being able to be dealt with).
If he ever wants to pick up the other game, I think several of us would be eager to get back in action. Oneidros had to quit for real-life reasons, but I think Rednal would make a mighty fine replacement there.
Thanks for your answers, much appreciated.
Azisael |
To repeat what I said up thread because I think it got lost.
I honestly think everyone should have a way to come back from death almost at will.
Why?
My whole character background is built around the idea that heaven wants me to die as a martyr, and hell wants me to die as a sacrifice. So if I die in some random battle and get a raise dead/resurrection that's fine, but the idea for me to just come back after either of the two specific circumstances.... I personally have no plans to take any kind of immortality style ability.
thunderbeard |
if I die in some random battle and get a raise dead/resurrection that's fine
Not quite. Outsiders, Undead, and Constructs can't be brought back by Raise Dead/Resurrection. It takes a Limited Wish, Wish, Miracle, or (in the case of outsiders only) True Resurrection spell.
That's why I thought it was neat that a few of our characters are starting with Limited Wish—enough that party resurrection becomes an option.
(Note, of course, that most Demon Lords/Princes of Hell/Great Asuras etc. have ways to resurrect their most loyal followers trivially, usually through Miracle spells)
rorek55 |
Could I perhaps get a cost for these?
Labyrinthine Mindtrap (Su)
Whenever a vilsteth is targeted with a divination or mind-affecting effect, including effects that simply facilitate mental communication, the caster's mind is entrapped within the twisted corridors and pathways of the vilsteth's intellect, causing the caster to become dazed (Will DC 25 negates). Each round on the victim's turn, it can attempt a new saving throw to escape this mind trap, ending its turn, but each failed save deals 1 point of Intelligence, Wisdom, and Charisma drain to the creature. A creature that successfully saves against this effect is immune to the same vilsteth's labyrinthine mindtrap for 24 hours.
Profane Grace (Su)
A lilitu gains a +4 profane bonus to AC and on Initiative checks and Reflex saves.
Compelling Domination (Su)
When a seraptis uses dominate person (as a spell or spell-like ability), its victims do not actively resist the control and do not gain a new saving throw when ordered to take actions against their nature unless those actions are obviously self-destructive, in which case the victim does get a new saving throw with a +2 bonus to escape the effects of the domination.
oyzar |
@Oyzar: If he'd lost interest, I think he would have told Monkeygod to mention that to us. We still have a week or two to go for the original estimated recruitment period anyway - just relax and wait. ^^
Oups, I actually misread what Monkeygod wrote, for some reason I read interest in the first sentence instead of internet... :(
Anyway what someone mentioned about strength based casting earlier gave me an idea. Basically it's taking the barbarian rage power spell sunder one step further. Not only is the character strong enough to sunder spells, but he can also produce similarly powerful effects. Not the traditional big brute that just smashes things, but actually creates magical effects from all his might.. I kind of want to do a Rage Prophet//Eldritch Goodling//Alchemist now. Rage and mutagen allow for a nice strength score along with huge from EP. Does anyone know if huge from EP gives +24 str or only +16(and similar for con)? Not sure how to fix problems with saves/defenses with that build though. As a bonus that'll character will be decent backup melee with such an enormous strength bonus.
I might still stick to the more traditional cha as a caster stat though, or maybe I'll go with con(same as witch-doctor), I'll see when the GM pops up again.
MordredofFairy |
Aye, that we did. In Fact, we kind of ridiculed it. Because the chances of a GM picking that would be so slim that we found the idea amusing that someone would go with a Gigantean-template for Godling Str-based casting.
On a unrelated note, since I have not heared from GM, I was just shifting around stuff myself.
Figured if I use flurry of blows, I cannot use Spell Combat anyway. Which freed up Magus Arcana I had intended to spend on the ability to use Spell Combat with a Scythe.
Now, I did consider the possibility of a familiar.
How does a "Dodo(Figment Archetype)" sound as such for a incarnation of death? I figure an imaginary extinct animal would make for a great familiar(even if they are alive and well in Golarion)...or is that too cheesy? :)
(It could, with a normal intelligence, also provide guidance...in the direction of taking revenge upon all species who wronged it...)
thunderbeard |
My bigger point before was that y'all are asking some questions that the GM might never get a chance to see/reply to, seeing as how buried they are in this thread.
Just saying, if in doubt, try to use your best judgment or ask for advice in the meanwhile.
@Mordred: Truly, there is no creature more terrifying or death-visaged than the horrific dodo bird.
If you're looking for an initiative-booster, scorpions are kind of scary, and the other options (Compsognathus and Rhamphorynchus are extinct, with the latter being a terrifying demon lizard) might also still be more death-like than a fat pigeon with a clown shoe on its face. (In case you can't tell, I'm not a dodo fan).
MordredofFairy |
@Rednal, hence the "Figment Archetype". Doesn't matter if it dies...over and over again. I figured Dodo's are good at that.
@thunderbird: truth be told, I saw the dodo bird as a kind of comedic relief. Mostly for the fact that no "scary" or "realistic" options would ever be more impressive than sitting at the sidelines and dying.
So the idea was more like, the dodo as a representative of all that is weak and extinct, and burning with desire for revenge against all who are not extinct, befriending Death incarnate to give him "advice"...but you're probably right, and it's too cheesy ^_^
Tamlakos |
Could I perhaps get a cost for these?
Labyrinthine Mindtrap (Su)
Whenever a vilsteth is targeted with a divination or mind-affecting effect, including effects that simply facilitate mental communication, the caster's mind is entrapped within the twisted corridors and pathways of the vilsteth's intellect, causing the caster to become dazed (Will DC 25 negates). Each round on the victim's turn, it can attempt a new saving throw to escape this mind trap, ending its turn, but each failed save deals 1 point of Intelligence, Wisdom, and Charisma drain to the creature. A creature that successfully saves against this effect is immune to the same vilsteth's labyrinthine mindtrap for 24 hours.
Profane Grace (Su)
A lilitu gains a +4 profane bonus to AC and on Initiative checks and Reflex saves.
Compelling Domination (Su)
When a seraptis uses dominate person (as a spell or spell-like ability), its victims do not actively resist the control and do not gain a new saving throw when ordered to take actions against their nature unless those actions are obviously self-destructive, in which case the victim does get a new saving throw with a +2 bonus to escape the effects of the domination.
Yup for the most part, either PM questions so he has a record to just work through, or add them to the sheet (also linked in my profile).
Otherwise they are very likely to be lost in the 1000+ posts. Hopefully we can entirely move to the sheet so he doesn't need to read all of our chit chat at all.
Also I like the Canadian pride that's happening on the sheet right now.
Gosk Tereus |
The Dodo of death was also something I was considering, funnily enough. Speaking of which, I just noticed I was missing Da-Mavet's gear, and replies to some of the Fiendish Powers.
Wherever Death goes, the birds of extinction follow.
Just to confirm, we have 2 +6 (or equivalent) legendary artefacts, and then a limit of 150k we can use for items?
I believe it should be fair to have to buy the scrolls for the books, though with Craft Scroll, some people should be able to get them at half price?
Philo Pharynx |
I believe it should be fair to have to buy the scrolls for the books, though with Craft Scroll, some people should be able to get them at half price?
So you want to to craft scrolls so that you can add them to your spellbook? It's simple, you merely need to have a way to send the scrolls backward in time. Because you can't craft them until you know the spell.
Actually, you don't need to worry about scrolls, time displaced or otherwise. In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook