Wrath of the Righteous PF2

Game Master Ira kroll

This is an experiment with homebrewed PF2 Mythic rules of the Wrath of the Righteous AP

Mythic Artifacts | Macros | Area Templates | Slides

Retraining House Rule:

Retraining generally takes a week of downtime. And you have to have found someone to pay to help you retrain. In some Adventure Paths (APs) there is enough downtime to actually make this viable (I'm looking at you, KingMaker, which had months of downtime). I'm not really seeing enough downtime in Wrath of the Righteous (WotR) to make this work.

Here is what I propose:

The PC makes a declaration to the GM/table that they plan to retrain out of X and retrain into Y.

Immediately, they lose X.

After a week of in-game time, they make a skill check (generally the DC of which is the Hard DC for the level of Y):

Critical Success: They can immediately begin using Y with no penalties
Success: They can immediately begin using Y, but with a -2 Retraining penalty related to using Y. This penalty goes away after one week of in-game time.
Failure: You still have lost X, and can immediately start a new week of training into Y
Critical Failure: You still have lost X, and must wait an in-game week before restarting training into Y.

For instance, if Harry the level 8 Rogue wanted to retrain out of a general feat taken at level 3 and replace it with a level 2 feat, then the DC would be 18 (16 for level 2 and +2 for Hard DC). If instead it was being replaced by a level 7 feat, the DC would be 25.

If Harry's feat was a Thievery-related feat, then the applicable skill would be Thievery. But, if the feat was related to something else (let's say Toughness), then the applicable skill would be different (in Toughness' case, it would be Fortitude). Non-obvious applicable skills would have to be discussed with the GM.

Singular magic items (for instance a +1, Holy Arrow):

Single magic arrows can be collected after a combat, unless they did critical damage, in which case they are expended.

Inherent Mythic Boons:

1. At Mythic Rank 1, the PC gets a unique Mythic Item. As the PC progresses in Mythic Ranks, the Mythic Item increases in power.
The player will devise what the Mythic Item will be at Mythic Rank 10.
The GM and the player will work together to devise how the initial Mythic Item will evolve over time.

2. At the attainment of Mythic Rank 1, 4, 7, and 10, the PC will get a free boost to an attribute modifier.
If an attribute modifier is already +4 or higher, it takes two boosts to increase it. If the PC gets a partial boost, the PC must boost that attribute again to increase it by 1.

3. At the attainment of any Mythic Rank, the player will devise a Mythic Feat, Ability, or action that, with the GMs approval the PC will get. The Mythic action will be directly related to a Feat, Ability, or action that the PC already has.

4. At Mythic Rank 10, the PC may have a second Apex Item.

Basically, it allows the PC to become more unique through inherent mythic powers.

So, Let's say at Mythic Rank 1, the Fighter gets a Mythic Breastplate. At MR 10, It is an Intelligent item that doesn't allow the PC to be flanked, and that can cast Dimension Door 3/day. At MR 1, it may only warn the wearer to decrease the Off Guard penalty by 1. Etc.

The same Fighter at MR 1, can have a Mythic Raise Shield that is a free reaction that does a Shield Bash to any foe within melee range, when the Shield Block reaction is done.

A mage at Mythic Rank 1 gets a Mythic Pearl of Power. At MR 10, it acts as a crystal ball, that gives the mage an additional spell slot at every available Spell Rank. 1/day it can maximize the dice on any damage die rolls of a spell (e.g., 6d8 would be 48). At MR 1, it gives the mage an additional spell slot at an available spell Rank.

The same Mage at MR 1, can have a Mythic Spell. For example, a Mythic Fireball would automatically have all its damage dice increased by one step.

So, rather than having all the boons be generic, this will allow each player to devise what they believe an overpowered, nearly godlike PC would be.


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Female Amurrun Gunslinger 5 | AC: 21 | HP: 61/61 | Fort +11 Ref +13 Will +8 | Perc +8

Paizo ate my post again.


Artifacts | Macros | Inv | Slides | Map |

Each of us should discuss the Mythic ability you would like to have and the Mythic Artifact you want to design.

See the "Inherent Mythic Boons" above.

Once everyone is set, we can begin with Book 2.


HP: 51/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 4/4 2nd 4/4|3rd 2/4 Focus pts 1/1 | Hero Points1/1|Arcane Bond 0/1

For Inherent Mythic Boons just spit balling here, I have magical shorthand , so I can learn and copy spells into my spellbook in 10 minute and as long as I roll a success I get a crit success to add them into my spellbook.

I also have the Recognize Spell reaction, which lets me identify spells that are cast. Can I combine the two into my mythic feat that lets me Learn Spells just by watching other spell casters cast them?

Normally to learn a spell I have to have something to copy it into my spellbook with, a scroll or another spellbook or another spellcaster to teach me. I'm purposing my Mythic Feat lets me copy spells into my spellbook later without the template as long as I've identified the spell being cast previously, of course within the Arcane spell list of course.

Did that make sense or did I ramble a little too much?

I'll have to think about mythic item some more, Krakas doesn't really own too many magic items except for his +1 Explorer's Clothes and a Wand of Force Barrage at the moment.


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

Well, that was a quick level. Not that I am complaining.

Regarding the artifacts, I did have some thoughts. Would you prefer a PM or brainstorm here in the thread?


AC 23 (25 w/ shield) |HP 88/88 |F/R/W +15/+13/+13 |Per+11

I think brainstorming will help people think of what they want and calibrate their expectations so that we are all shooting for the same goal.


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

Got it. So since we acquired MR1, we are looking at:

1 - A unique mythic item per player
2 - Each player gets a boost to one attribute
3 - A custom mythic feat or ability feat.

As for number 1, the GM provided us with what I assume is a baseline item to compare to.

Quote:
So, Let's say at Mythic Rank 1, the Fighter gets a Mythic Breastplate. At MR 10, It is an Intelligent item that doesn't allow the PC to be flanked, and that can cast Dimension Door 3/day. At MR 1, it may only warn the wearer to decrease the Off Guard penalty by 1. Etc.

So let's give an example of the scaling.

  • MR1 - Reduce Off-Guard penalties by 1, can step from and into difficult terrain
  • MR4 - Reduce Off-Guard penalties by 1, 3/day (free action) if your next action is a Step action, increase distance of that Step action to 20 ft, can step from and into difficult terrain
  • MR7 - Reduce Off-Guard penalties by 1, 3/day (free action) (free action) if your next action is a Step action, increase distance of Step action to 60 ft, can step from and into difficult terrain
  • MR10 - Wearer is immune to flanked/off-guard conditions, 3/day (free action) Dimension Door, can step from and into difficult terrain

Is that the kind of progression we can agree on, GM? I will give an example item here (not saying I am submitting this item for Tabil, but if someone wants to steal it, feel free to):

Run&Hide Shades - Invested (?)

  • Mythic 1 - Wearer's actions with the attack trait ignore lesser and standard cover
  • Mythic 4 - Wearer's actions with the attack trait ignore all cover
  • Mythic 7 - Wearer's actions with the attack trait ignore all cover, creatures within 60 ft can not be concealed to the wearer
  • Mythic 10 - Wearer's actions with the attack trait ignore all cover, creatures within 100 ft can not be concealed or hidden to the wearer. Creatures within the range can still be Undetected, Unnoticed, and/or Invisible.

Does that sound like the kind of scaling we could agree on? Or do we just drop ideas here, see what sticks?

As for number 3, custom mythic feats - should they be tied to focus points, x/day abilities, passive stuff related to the abilities the character already has? Or again, do we drop suggestions and you tell us what gets an approval for this level?

Example, each player writes down 5 feats. The GM responds with "Feats 1,2, and 4 are fine. I don't want 3 and 5 at this level in the game." The player picks from the 3 approved feats at this level. Could that work?

Sorry if I am being complicated. I just want to devise a system to make this work.


Krakas wrote:

For Inherent Mythic Boons just spit balling here, I have magical shorthand , so I can learn and copy spells into my spellbook in 10 minute and as long as I roll a success I get a crit success to add them into my spellbook.

I also have the Recognize Spell reaction, which lets me identify spells that are cast. Can I combine the two into my mythic feat that lets me Learn Spells just by watching other spell casters cast them?

Normally to learn a spell I have to have something to copy it into my spellbook with, a scroll or another spellbook or another spellcaster to teach me. I'm purposing my Mythic Feat lets me copy spells into my spellbook later without the template as long as I've identified the spell being cast previously, of course within the Arcane spell list of course.

Did that make sense or did I ramble a little too much?

I'll have to think about mythic item some more, Krakas doesn't really own too many magic items except for his +1 Explorer's Clothes and a Wand of Force Barrage at the moment.

I would never have thought of that. I will suggest that Mythical Spell Recording works somewhat like this:

You react by recognizing a spell. On a success, you memorize it so well, that later you can, through Magical Shorthand, learn and copy the spell into your spellbook. On a critical success, you not only get the success, but, can cast the spell the next round as if it were memorized during your daily preparations.

What do you think about that?


Artifacts | Macros | Inv | Slides | Map |
Tabil wrote:

Got it. So since we acquired MR1, we are looking at:

1 - A unique mythic item per player
2 - Each player gets a boost to one attribute
3 - A custom mythic feat or ability feat.

As for number 1, the GM provided us with what I assume is a baseline item to compare to.

Quote:
So, Let's say at Mythic Rank 1, the Fighter gets a Mythic Breastplate. At MR 10, It is an Intelligent item that doesn't allow the PC to be flanked, and that can cast Dimension Door 3/day. At MR 1, it may only warn the wearer to decrease the Off Guard penalty by 1. Etc.

So let's give an example of the scaling.

  • MR1 - Reduce Off-Guard penalties by 1, can step from and into difficult terrain
  • MR4 - Reduce Off-Guard penalties by 1, 3/day (free action) if your next action is a Step action, increase distance of that Step action to 20 ft, can step from and into difficult terrain
  • MR7 - Reduce Off-Guard penalties by 1, 3/day (free action) (free action) if your next action is a Step action, increase distance of Step action to 60 ft, can step from and into difficult terrain
  • MR10 - Wearer is immune to flanked/off-guard conditions, 3/day (free action) Dimension Door, can step from and into difficult terrain

Is that the kind of progression we can agree on, GM? I will give an example item here (not saying I am submitting this item for Tabil, but if someone wants to steal it, feel free to):

Run&Hide Shades - Invested (?)

  • Mythic 1 - Wearer's actions with the attack trait ignore lesser and standard cover
  • Mythic 4 - Wearer's actions with the attack trait ignore all cover
  • Mythic 7 - Wearer's actions with the attack trait ignore all cover, creatures within 60 ft can not be concealed to the wearer
  • Mythic 10 - Wearer's actions with the attack trait ignore all cover, creatures within 100 ft can not be concealed or hidden to the wearer. Creatures within the range can still be Undetected, Unnoticed, and/or Invisible.

Does that sound like the kind of scaling we could agree on? Or do we just...

1) I envision the Mythic Item gaining abilities at each Mythic Rank, rather than just 1/4/7/10.

2) I tend to work from the outside in.

So, Run & Hide Shades:

Mythic Rank 1: The cover bonus of a foe is reduced by 1
MR 10: Ignore all cover within 100 ft. Creatures within 100 ft have their Degree of Detection improved by 1 (Thus, Unnoticed becomes Undetected, Undetected becomes Hidden, and Hidden becomes Observed). You get a +2 vs any effect that would affect sight (like blind or dazzle or a medusa's gaze).

And then begin filling in MR 2 through 8


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

All right. I will mill over some items.

What about the feats?


So, at each Mythic Rank you can get a Mythic Feat.

For instance, if you took a Mythic Shared Strategem, it might affect more than a single ally. It might affect an additional ally for each Mythic Rank you have. Or, rather than just making the foe Off Guard for one strike, it might make them Off Guard until the end of the chosen ally's turn.


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 81/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

This discussion has vastly aided in my own interpretation of the request.

Much appreciated!

I will mull over possibilities over the next few days. I should have some possibilities streaming in over the weekend.


AC 23 (25 w/ shield) |HP 88/88 |F/R/W +15/+13/+13 |Per+11

Here's my idea for my item.

An amulet that improves my hardwood armor - ! get resist physical damage equal to my mythic rank + CON. At MR 1, I can grow my armor so that I am medium and return to my regular size as an action At MR 4 I can grow it up to large (10' reach), At MR 7 up to huge (15' reach), and at MR 10 up to gargantuan (20' reach)


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 81/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

I feel like I may have went with his Shield....lol.

+1 Hardness and +20hp per Mythic level seems doable.

Mythic Feat
Probably something to do with Shield Blocking


HP: 51/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 4/4 2nd 4/4|3rd 2/4 Focus pts 1/1 | Hero Points1/1|Arcane Bond 0/1
TechnoDM wrote:

I would never have thought of that. I will suggest that Mythical Spell Recording works somewhat like this:

You react by recognizing a spell. On a success, you memorize it so well, that later you can, through Magical Shorthand, learn and copy the spell into your spellbook. On a critical success, you not only get the success, but, can cast the spell the next round as if it were memorized during your daily preparations.

What do you think about that?

I like it a lot, lines up perfectly and I appreciate the kicker at the end. Feels like something there would totally be stories about a legendary spellcaster that was able to copy a spellcaster's spells perfectly.

Item I'm struggling a lot more though I did pick up that Fiendish Minotaur's Horn in the previous room, mostly for flavor but I could Krakas's heritage as a Pitborn Tiefling resonate with the Fiendish Minotaur Horn, as much as Krakas tries to turn away from his Demonic Heritage, that part of him still reaches out and resonates with the Evil nature? Maybe that minotaur horn becomes my mythic item.

Maybe something like this:

Minotaur’s Mark (1/day to start):
When Krakas strikes a creature with a spell he may blow the horn as a free action to “brand” that target with a shimmering, abyss-tainted glyph visible only to his allies.

Until the start of Krakas’s next turn, all allies gain a +1 status bonus to attack rolls against that target.

If the marked enemy attempts to move, they must first succeed at a DC 17 Will save (scales with Krakas’s level) or become hindered (lose 10 ft of movement) for that action.


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

Alright, I drafted an item here. Let me know what you think. Before I start, I want to say that no, I never had a stopwatch purchased or mentioned using one, but I think it's much more interesting than using a magnifying glass to burn demons with the concentrated light effects.

Enigmatic Clockwork Timepiece

I envisioned Tabil doing his investigations, and thought of him having to use a stopwatch to track the time needed to walk from place A to B when reenacting the investigated situation, so I kind of started working around a stopwatch and going for a time theme here. When the wardstone shattered, the device got "warped" and somehow imbued in the process, with the following results:

MR1 - Warp Step - At will
MR2 - +5-foot speed (item bonus) - land speed only
MR3 - Borrow Time - Max 1 charge
MR4 - Haste OR Slow - 1/day (vs Class DC)
MR5 - Leap into Future - 1/hour
MR6 - Borrow Time - Max 2 charges
MR7 - +10-foot speed (item bonus) - expanded to burrow, climb, fly, or swim speed if you have the corresponding movement type
MR8 - Heightened Haste OR Heightened Slow - 1/day (vs Class DC)
MR9 - Borrow Time - Max 3 charges
MR10 - Leap into Future - 1/minute

Notes below

Warp Step - as per the spell.

Leap into Future - this is essentially the Unbound Step Psychic heightened version of the already mentioned Warp Step spell (details below).

Unbound Step wrote:

1 action

You warp space more compactly, granting you a +10-foot status to your Speed instead of a +5-foot status bonus when you warp step. You twist space so completely you don't need to travel the interposing distance. You can choose to instead teleport to a space within your line of sight and line of effect with a range equal to your double your Speed (after applying the status bonus from warp step). This grants the spell the teleportation trait.
Borrow Time wrote:

Free action

The timepiece has a pool of 1-3 charges (recharging 1 charge every hour) you can use to temporarily contract time, at a price. When you use Borrow Time, expend a charge to gain 1 action usable in your current turn. Once your turn is over, you gain the stunned condition with a value equal to the number of charges used on your turn, or increase your stunned condition value by a number equal to the number of charges used during said turn.

--------------------------------------------------

I am working on an alternative, in the spirit of being the skill monkey of the party. It would basically be a handy tool bag/satchel/pouch, allowing the user to pull out any level-appropriate tool from the bag (limited per day use, let's say 1-5 based on the MR), and granting a (MR-based scaling) item bonus to the use of that item. Items disappear during the next daily preparations.

For example - a crowbar, a thieves' toolkit, a spyglass, or a map. Something of the sort. In short, items from the adventuring gear list, and potentially talismans.

Let me know your thoughts.


AC 23 (25 w/ shield) |HP 88/88 |F/R/W +15/+13/+13 |Per+11

Tabil, I like the watch.

As for the bag, I'd separate the two.
The tools from the bag apply a bonus of MR/3 (round up) to up to 3 skills per day. Chosen as needed through the day.

The other pouch gives 1d3 consumables of your level or lower MR/2 times per day.


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

Thanks for your input, Avenger. As I said, it is only an alternative for now. I feel like I made a solid, relatively balanced item with this pocket watch. If it is not approved, I will look further into the go-bag idea. We'll see what our GM has to say on the matter first.

As for the feat, I am considering a feat that improves the Keen Recollection feature. Specifically, taking it now at level 6 would give Tabil a special skill at expert level. Let's call it Observational, Informed, Keen Lore, Mythic Recollection... the name does not matter much.

Much like Bardic Lore or Thaumaturge's Esoteric Lore, it could be used only to Recall Knowledge on creatures, history, society, etc.

The feat would improve the proficiency of the skill to master at level 7 and legendary at level 15.

Fluff-wise, it would mean Tabil is a bookworm, always looking up obscure texts to find out more about the world, and is able to recall knowledge (specific lore) on any creature with this.

Mechanically, it is the Additional Lore feat, but casts a much larger net on the topics you can RK with it. And you can not use it during downtime to earn income. Just recall knowledge.


Artifacts | Macros | Inv | Slides | Map |
Avenger of the Green wrote:

Here's my idea for my item.

An amulet that improves my hardwood armor - ! get resist physical damage equal to my mythic rank + CON. At MR 1, I can grow my armor so that I am medium and return to my regular size as an action At MR 4 I can grow it up to large (10' reach), At MR 7 up to huge (15' reach), and at MR 10 up to gargantuan (20' reach)

How about...

Hardness of the Forest Amulet

You gain Hardness = MR + CON, any melee attack deals additional damage = MR

MR 1: ◆ Increase 1 size until the end of your turn (EOT)

MR 2: ◆ Increase 1 size until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 2) 1/day

MR 3: ◆ Increase 1 size until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 2) 2/day

MR 4: ◆ Increase 2 sizes until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 4) 1/day or Rank 2 2/day

MR 5: ◆ Increase 2 sizes until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 4) 2/day or Rank 2 3/day

MR 6: ◆ Increase 2 sizes until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 6) 1/day, (Rank 4) 2/day or Rank 2 4/day

MR 7: ◆ Increase 3 sizes until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 8) 1/day (Rank 6) 2/day, (Rank 4) 3/day or Rank 2 5/day

MR 8: ◆ Increase 3 sizes until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 8) 2/day (Rank 6) 3/day, (Rank 4) 4/day or Rank 2 6/day

MR 9: ◆ Increase 3 sizes until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 10) 1/day, (Rank 8) 2/day (Rank 6) 3/day, (Rank 4) 4/day or Rank 2 5/day

MR 10: You gain Hardness == MR * 2, ◆ Increase 4 sizes until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 10) 1/hour or any other rank 2/hour


Artifacts | Macros | Inv | Slides | Map |
Tabil wrote:

Alright, I drafted an item here. Let me know what you think. Before I start, I want to say that no, I never had a stopwatch purchased or mentioned using one, but I think it's much more interesting than using a magnifying glass to burn demons with the concentrated light effects.

Enigmatic Clockwork Timepiece

I envisioned Tabil doing his investigations, and thought of him having to use a stopwatch to track the time needed to walk from place A to B when reenacting the investigated situation, so I kind of started working around a stopwatch and going for a time theme here. When the wardstone shattered, the device got "warped" and somehow imbued in the process, with the following results:

MR1 - Warp Step - At will
MR2 - +5-foot speed (item bonus) - land speed only
MR3 - Borrow Time - Max 1 charge
MR4 - Haste OR Slow - 1/day (vs Class DC)
MR5 - Leap into Future - 1/hour
MR6 - Borrow Time - Max 2 charges
MR7 - +10-foot speed (item bonus) - expanded to burrow, climb, fly, or swim speed if you have the corresponding movement type
MR8 - Heightened Haste OR Heightened Slow - 1/day (vs Class DC)
MR9 - Borrow Time - Max 3 charges
MR10 - Leap into Future - 1/minute

I like the concept. I'd probably fool around with the order of the benefits, and make some (like speed] be cumulative.

So, for instance:

MR1 +5 speed
MR2 +5 speed, Borrow time 1/day
MR3 +5 speed, Borrow time 1/day, ◆◆ Haste or Slow 1/day
MR4 +10 speed, Borrow time 1/day ◆◆ Haste or Slow 1/day, ◆◆ Leap into Future for 1 minute (but make the increase in speed untyped, so that it is cumulative) 1/day
MR5, +10 speed, Borrow Time 2/day, ◆◆ Haste or Slow 1/day, ◆◆ Leap into Future for 1 minute (but make the increase in speed untyped, so that it is cumulative) 1/12 hours
MR6, +10 speed, Borrow Time 2/day, ◆◆ Haste or Slow 1/day, ◆ Leap into Future for 1 minute (but make the increase in speed untyped, so that it is cumulative) 1/6 hours
MR7, +10 speed, Borrow Time 2/day, ◆◆ Haste or Slow (7th) 1/day, ◆ Leap into Future for 1 minute (but make the increase in speed untyped, so that it is cumulative) 1/3 hours
MR8, +10 speed, Borrow Time 3/day, ◆◆ Haste or Slow (7th) 1/day, ◆ Leap into Future for 1 minute (but make the increase in speed untyped, so that it is cumulative) 1/hour
MR9, +15 speed, Borrow Time 3/day, ◆◆ Haste or Slow (7th) 1/day, ◆ Leap into Future (amped and heightened) for 1 minute (but make the increase in speed untyped, so that it is cumulative) 1/30 minutes
MR10, +15 speed, Borrow Time 3/day, ◆◆ Haste or Slow (7th) 1/day, ◆ Leap into Future (amped and heightened) for 1 minute (but make the increase in speed untyped, so that it is cumulative) 1/10 minutes


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

GM, you kind of lost me here.

Quote:
Leap into Future for 1 minute

Can you elaborate on your vision for this spell having a duration? I'm not sure what you mean here. It's based on this cantrip, and I am curious as of how that would change the item overall.

----------------------

An extra question re:Borrow Time. Do you consider the charges mechanic a problem? I'm essentially mimicking the focus point system here, since the investigator does not have focus points. I would also lioe to point out that I am giving myself the stunned x condition with it, so it's not a free action per hour.

----------------------

I would also like to say that if you think it (the item overall) is overpowered in some way, let me know. We can have a back and forth on adjustments until we find some common ground. The only reason why I gave an upgrade to every level is because you asked to design the items in such a way.

I tried to not use fractions to simplify the overall design, specifically to avoid stuff like 1/12 > 1/6 > 1/3 > 1/1 hourly use. I'm absolutely fine with going for a less frequent use.

I honeslty don't think a 1/hr and 1/min will make much of a difference. How often do you have combats that take 10+ turns for that to have an effect? Unless you are planning on having back to back combat encounters often.

----------------------

Could I also ask for feedback on the proposed feat here? Should I design something else?

Thank you!


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 81/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Merlin Broken crown
Fighter [Marshal] 6

+1 to everything
+12 HP

Mythic level 1
Mythic Item Shield (+1 Hardness+20hp per MR) ?

Mythic Feat
Repositioning Block (or something around this Theme)

Class Feat
Barreling Charge (6th; Fighter)

Skill Feat
Terrifying Resistance (6th; Skill)


AC 23 (25 w/ shield) |HP 88/88 |F/R/W +15/+13/+13 |Per+11
TechoWrath wrote:


How about...

Hardness of the Forest Amulet

You gain Hardness = MR + CON, any melee attack deals additional damage = MR

MR 1: ◆ Increase 1 size until the end of your turn (EOT)

MR 2: ◆ Increase 1 size until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 2) 1/day

MR 3: ◆ Increase 1 size until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 2) 2/day

MR 4: ◆ Increase 2 sizes until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 4) 1/day or Rank 2 2/day

MR 5: ◆ Increase 2 sizes until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 4) 2/day or Rank 2 3/day

MR 6: ◆ Increase 2 sizes until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 6) 1/day, (Rank 4) 2/day or Rank 2 4/day

MR 7: ◆ Increase 3 sizes until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 8) 1/day (Rank 6) 2/day, (Rank 4) 3/day or Rank 2 5/day

MR 8: ◆ Increase 3 sizes until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 8) 2/day (Rank 6) 3/day, (Rank 4) 4/day or Rank 2 6/day

MR 9: ◆ Increase 3 sizes until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 10) 1/day, (Rank 8) 2/day (Rank 6) 3/day, (Rank 4) 4/day or Rank 2 5/day

MR 10: You gain Hardness == MR * 2, ◆ Increase 4 sizes until the end of your turn (EOT) ◆◆ You can cast Avenging Wildwood (Rank 10) 1/hour or any other rank 2/hour

That works for me.

As for my mythic feat,

how about Mythic Hail of Splinters - change the d4's to d6's


Female Tiefling Ranger 6 | HP 80/80 | AC 23 | Fort +12; Ref +14; Will +14 | Perc +14 | +15 Initiative Speed: 25 ft | Ranger DC 21 | Conditions: | Hero Points: 1/3 Striking Longbow +15 2d8 Shadow Bite +12 2d8+3

Perla would probably go more towards using her bow, but I feel somewhat maybe something like holy for say... not a cleric or champion.... but like her belief in Desna is somehow her connection? Maybe the ability to have her arrows strike from different points or directions? What for the Goddess of freedom and Travel makes sense here?


AC 23 (25 w/ shield) |HP 88/88 |F/R/W +15/+13/+13 |Per+11
Perla Hidlkid wrote:
Perla would probably go more towards using her bow, but I feel somewhat maybe something like holy for say... not a cleric or champion.... but like her belief in Desna is somehow her connection? Maybe the ability to have her arrows strike from different points or directions? What for the Goddess of freedom and Travel makes sense here?

Desna also does stars. Maybe the option to do fire damage. Or dazzling/blinding on a critical hit. Or ignoring concealment.


Artifacts | Macros | Inv | Slides | Map |
Tabil wrote:

Thanks for your input, Avenger. As I said, it is only an alternative for now. I feel like I made a solid, relatively balanced item with this pocket watch. If it is not approved, I will look further into the go-bag idea. We'll see what our GM has to say on the matter first.

As for the feat, I am considering a feat that improves the Keen Recollection feature. Specifically, taking it now at level 6 would give Tabil a special skill at expert level. Let's call it Observational, Informed, Keen Lore, Mythic Recollection... the name does not matter much.

Much like Bardic Lore or Thaumaturge's Esoteric Lore, it could be used only to Recall Knowledge on creatures, history, society, etc.

The feat would improve the proficiency of the skill to master at level 7 and legendary at level 15.

Fluff-wise, it would mean Tabil is a bookworm, always looking up obscure texts to find out more about the world, and is able to recall knowledge (specific lore) on any creature with this.

Mechanically, it is the Additional Lore feat, but casts a much larger net on the topics you can RK with it. And you can not use it during downtime to earn income. Just recall knowledge.

This seems good.


Artifacts | Macros | Inv | Slides | Map |
Tabil wrote:

GM, you kind of lost me here.

Quote:
Leap into Future for 1 minute

Can you elaborate on your vision for this spell having a duration? I'm not sure what you mean here. It's based on this cantrip, and I am curious as of how that would change the item overall.

An extra question re:Borrow Time. Do you consider the charges mechanic a problem? I'm essentially mimicking the focus point system here, since the investigator does not have focus points. I would also lioe to point out that I am giving myself the stunned x condition with it, so it's not a free action per hour.

Well, I sort of don't like the focus point system, so I deprecated the charges system.

I've make a spreadsheet incorporating more of your ideas and a bit less than mine.

Take a look at it, and leave comments here (or there)


1 person marked this as a favorite.
Artifacts | Macros | Inv | Slides | Map |
Merlin Brokencrown wrote:

Merlin Broken crown

Fighter [Marshal] 6

<snip>
Mythic Feat
Repositioning Block (or something around this Theme)

<snip.

How about:

Mythic Repositioning

As you absorb a blow from an enemy (not just one you've blocked with a shield), you can use their attack's momentum against them. Attempt to Reposition the creature whose attack you used Shield Block against. You don't need to have a hand free to do so.

You gain an mythic bonus to the Athletics check of your Mythic Rank.

If their strike against you was Critical, you will have a penalty of -2 to your Athletics check.


Artifacts | Macros | Inv | Slides | Map |
Avenger of the Green wrote:


As for my mythic feat,

how about Mythic Hail of Splinters - change the d4's to d6's

Sounds good.


Artifacts | Macros | Inv | Slides | Map |
Perla Hidlkid wrote:
Perla would probably go more towards using her bow, but I feel somewhat maybe something like holy for say... not a cleric or champion.... but like her belief in Desna is somehow her connection? Maybe the ability to have her arrows strike from different points or directions? What for the Goddess of freedom and Travel makes sense here?

I'll look up Desna later...


HP: 51/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 4/4 2nd 4/4|3rd 2/4 Focus pts 1/1 | Hero Points1/1|Arcane Bond 0/1

I've reconsidered the mythic item, the rod of cancellation, had no idea what level item that was in pathfinder. For now, maybe Krakas continues to hold onto the drained rod, realizing it still hums with a small fragment of power after canceling the wardstone's corruption?

maybe something like?

MR1, the wardstone's power still remembers its role in defending against demons and that memory of power can augment my spells?

Effect: 1/day, as a free action, the rod sputters and re-ignites with a pale crystalline light. For 1 round:

- The wielder’s force spells (like Magic Missile/Force Barrage) deal +1 damage per die.

- Evil outsiders damaged by these spells must succeed on a Will save or be outlined in light (as faerie fire) until the end of your next turn.


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor
TechoWrath wrote:

Well, I sort of don't like the focus point system, so I deprecated the charges system.

I've make a spreadsheet incorporating more of your ideas and a bit less than mine.

Take a look at it, and leave comments here (or there)

Thanks for the notes. I looked at it, and it seems powerful. I mean STRONG. That said, I won't say no if you are okay with this item in the game, as it seems to me it's an upgrade from my original proposal. I see heightened haste/slow at will here. I know it's MR10, but still. Are you sure? Maybe we can tie that to the charges as well, or just limit it to 1/day?

I don't see frequency of use with the Leap into Future here. I assume it would be an expended charge from the timepiece to use the feature?

So if I understand it correctly, the item will get 1 charge at MR3, increasing the max charge capacity at MR6 to 2 charges, and at MR8 to 3 charges?

The charges can be used to use Leap info Future (1 charge) and Borrow Time (free action, expend x charges to gain x actions on current turn and gain stunned x after the turn is done)?

I am not sure if I am reading it right.

With the reaction you proposed (which I am a fan of, by the way), the unlimited charges at MR10 just means Tabil will never get negative conditions. Ever. I would suggest nerfing that, or simply removing the unlimited charges limit.


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor
TechoWrath wrote:
Tabil wrote:

Thanks for your input, Avenger. As I said, it is only an alternative for now. I feel like I made a solid, relatively balanced item with this pocket watch. If it is not approved, I will look further into the go-bag idea. We'll see what our GM has to say on the matter first.

As for the feat, I am considering a feat that improves the Keen Recollection feature. Specifically, taking it now at level 6 would give Tabil a special skill at expert level. Let's call it Observational, Informed, Keen Lore, Mythic Recollection... the name does not matter much.

Much like Bardic Lore or Thaumaturge's Esoteric Lore, it could be used only to Recall Knowledge on creatures, history, society, etc.

The feat would improve the proficiency of the skill to master at level 7 and legendary at level 15.

Fluff-wise, it would mean Tabil is a bookworm, always looking up obscure texts to find out more about the world, and is able to recall knowledge (specific lore) on any creature with this.

Mechanically, it is the Additional Lore feat, but casts a much larger net on the topics you can RK with it. And you can not use it during downtime to earn income. Just recall knowledge.

This seems good.

Alright. I will finish the level up tomorrow, and we can continue with the item design.


Female Tiefling Ranger 6 | HP 80/80 | AC 23 | Fort +12; Ref +14; Will +14 | Perc +14 | +15 Initiative Speed: 25 ft | Ranger DC 21 | Conditions: | Hero Points: 1/3 Striking Longbow +15 2d8 Shadow Bite +12 2d8+3

Level up and sheet updated for Shadow and Perla, got that mature animal companion now.

Vigilant Seal

male Dwarf Champion/6 hp 94 ac 24 f14 r8 w13 perc 11 speed20ft class dc 23 melee 16

Would this be okay for the ability?

lay on hands

The range becomes within my champion aura.
the amount healed is 6 per spell rank plus 2*mythic rank.

If I use 2 actions, it doesn't use a focus point, but this can only be done if I still have a mythic point left.


Artifacts | Macros | Inv | Slides | Map |
Krakas wrote:

I've reconsidered the mythic item, the rod of cancellation, had no idea what level item that was in pathfinder. For now, maybe Krakas continues to hold onto the drained rod, realizing it still hums with a small fragment of power after canceling the wardstone's corruption?

maybe something like?

MR1, the wardstone's power still remembers its role in defending against demons and that memory of power can augment my spells?

Effect: 1/day, as a free action, the rod sputters and re-ignites with a pale crystalline light. For 1 round:

- The wielder’s force spells (like Magic Missile/Force Barrage) deal +1 damage per die.

- Evil outsiders damaged by these spells must succeed on a Will save or be outlined in light (as faerie fire) until the end of your next turn.

That's a good start for when you are MR1. At Mythic Rank 10, what would it look like.


Artifacts | Macros | Inv | Slides | Map |
Tabil wrote:
TechoWrath wrote:

Well, I sort of don't like the focus point system, so I deprecated the charges system.

I've make a spreadsheet incorporating more of your ideas and a bit less than mine.

Take a look at it, and leave comments here (or there)

Thanks for the notes. I looked at it, and it seems powerful. I mean STRONG. That said, I won't say no if you are okay with this item in the game, as it seems to me it's an upgrade from my original proposal. I see heightened haste/slow at will here. I know it's MR10, but still. Are you sure? Maybe we can tie that to the charges as well, or just limit it to 1/day?

I don't see frequency of use with the Leap into Future here. I assume it would be an expended charge from the timepiece to use the feature?

So if I understand it correctly, the item will get 1 charge at MR3, increasing the max charge capacity at MR6 to 2 charges, and at MR8 to 3 charges?

The charges can be used to use Leap info Future (1 charge) and Borrow Time (free action, expend x charges to gain x actions on current turn and gain stunned x after the turn is done)?

I am not sure if I am reading it right.

With the reaction you proposed (which I am a fan of, by the way), the unlimited charges at MR10 just means Tabil will never get negative conditions. Ever. I would suggest nerfing that, or simply removing the unlimited charges limit.

I understood Leap into the Future to not use a charge, but, to use two-actions (later one-action) to cast it.

Yeah, the idea that you could receive a killing blow, stop it, to see if anyone could prevent it/save you before you let time continue is sort of the crazy idea.


Artifacts | Macros | Inv | Slides | Map |
Perla Hidlkid wrote:
Perla would probably go more towards using her bow, but I feel somewhat maybe something like holy for say... not a cleric or champion.... but like her belief in Desna is somehow her connection? Maybe the ability to have her arrows strike from different points or directions? What for the Goddess of freedom and Travel makes sense here?

I did a first cut at a Mythic Composite Bow at the Perla Tab on the spreadsheet

Take a look at that. Let me know what you think?


Artifacts | Macros | Inv | Slides | Map |
Jarlgrum wrote:

Would this be okay for the ability?

lay on hands

The range becomes within my champion aura.
the amount healed is 6 per spell rank plus 2*mythic rank.

If I use 2 actions, it doesn't use a focus point, but this can only be done if I still have a mythic point left.

That sounds good.


HP: 51/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 4/4 2nd 4/4|3rd 2/4 Focus pts 1/1 | Hero Points1/1|Arcane Bond 0/1
TechoWrath wrote:
Krakas wrote:

I've reconsidered the mythic item, the rod of cancellation, had no idea what level item that was in pathfinder. For now, maybe Krakas continues to hold onto the drained rod, realizing it still hums with a small fragment of power after canceling the wardstone's corruption?

maybe something like?

MR1, the wardstone's power still remembers its role in defending against demons and that memory of power can augment my spells?

Effect: 1/day, as a free action, the rod sputters and re-ignites with a pale crystalline light. For 1 round:

- The wielder’s force spells (like Magic Missile/Force Barrage) deal +1 damage per die.

- Evil outsiders damaged by these spells must succeed on a Will save or be outlined in light (as faerie fire) until the end of your next turn.

That's a good start for when you are MR1. At Mythic Rank 10, what would it look like.

I have no idea, hadn't thought that far ahead, figured maybe take it one MR at a time. I'd like to continue the theme of it channeling the Wardstone's power, maybe MR 2 could be:

reaction: 1/day when targeted by a melee attack from an evil outsider, The attacker must make a Reflex save or be pushed back 5 ft per MR and take 1d6 per MR of force damage?

so 10 ft and 2d6 force damage on a failed reflex save at MR2, 15/3d6 MR3 etc. .


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor
TechoWrath wrote:

I understood Leap into the Future to not use a charge, but, to use two-actions (later one-action) to cast it.

Yeah, the idea that you could receive a killing blow, stop it, to see if anyone could prevent it/save you before you let time continue is sort of the crazy idea.

With no daily limit on Leap info the Future use? At MR10 that is just an infinite use single person teleport.

To articulate my thoguhts on the reaction you proposed with the charge system limit at MR10 (infinite charges), your proposed reaction states:

Quote:
Reaction: Deplete all charges, delay any negative effects for number of rounds = number of charges depleted.

The way I am reading it, having infinite charges just means ignoring all applied status "negative effects" (I assume we are talking about conditions here) once per round.

However, for clarification, I want to break it down to make sure we're all on the same page. I am pulling these from the spreadsheet you linked. Quoted sections are my interpretations of your table.

----------------------------

Quote:

Charge mechanics

The item has a charge system:

MR3 - max 1 charge
MR6 - max 2 charges
MR8 - max 3 charges
MR10 - infinite charges

When charges are used, they replenish at a rate of 1/hr.

I would personally not remove the charge limit. The charges already replenish at 1/hr. If you want to make it more powerful at MR10, I would suggest increasing the recharge rate to 1/min and maybe increase the maximum to 5. With the way I proposed Borrow Time (see below), it would mean the user can use infinite actions on their turn. Yes, they would become Stunned (infinite) afterwards, but I believe you see what I am getting at.

----------------------------

Quote:

Speed increase

It gives the user a speed increase (item bonus)

MR1 - +5 ft
MR4 - +10 ft
MR7 - +15 ft
MR10 - +25 ft

I think capping this at 15 ft boost at MR10 is fine, but I am a fan of speed, so I won't complain. Would this apply to other movement types as well, or just land speed? Assuming Tabil gains swim, climb, potentially fly at some point.

----------------------------

Quote:

Warp Step

It allows the user to cast the Warp Step cantrip at will. Assuming standard spellcasting limitations here, such as not working in antimagic fields, can be counterspelled, etc.

MR1 - action cost is 2 actions
MR5 - reduce the cast cost to 1 action
MR10 - action cost is free action

Since this is at will, making it a free action means Tabil can stride without using an action. I would limit to 1 action cost minimum.

----------------------------

Quote:

Haste or Slow

MR3 - the user can cast Haste OR Slow 1/day at an action cost of 2 actions vs the class DC
MR7 - the user can cast heightened Haste OR Slow 1/day at an action cost of 2 actions vs the class DC
MR10 - the user can cast heightened Haste OR Slow at will at an action cost of 1 action vs the class DC

I think this part is overpowered and could use some tweaking. Specifically, the at will casting at MR10. I would suggest connecting this to the charge system at MR10 (cast heightened haste or slow at the cost of a charge), so there is a limit. Or just put a flat x/day limitation on it. When you consider the Slow spell being at will, the tactic that makes most sense for really anyone with that capability is to just cast heightened Slow until every opponent critically fails their roll and loses 2 actions each turn for 10 turns.

----------------------------

Quote:

Leap into Future

MR2 - Leap into Future for 2 actions with a +5-foot speed bonus
MR4 - Leap into Future for 2 actions with a +5-foot speed bonus
MR5 - Leap into Future for 1 action with a +5-foot speed bonus
MR6 - Leap into Future for 1 action with a +10-foot speed bonus
MR10 - Leap info Future with a free action with a +10-foot speed bonus

There are cells here that that list "Teleport speed", "Teleport speed * 2", and "Teleport line of sight" under these, so I assume it's linked. I also don't see a daily use limit here. The original proposal was starting at MR5 with 1/hour, and increased at MR10 to 1/minute. Did you have any daily limitations in mind? Again, we can link it to the charge system - ie spend 1 charge to use it.

The originally proposed ability is essentially a 2-action spell that teleports the caster at a maximum distance of their movement speed doubled. The teleport speed suggests you want to shift things around (which I am fine with, just making sure we are on the same page).

----------------------------

Borrow Time

This seems not changed.

----------------------------

Quote:

Reaction

Deplete all charges, delay any negative effects for number of rounds = number of charges depleted.

I like this very much, no comments. Except for the infinite charges at MR10, that could be problematic.

Example - Tabil gets a condition (any, really), depletes all charges (which are immediately topped, because there are infinite charges, and just negates the condition forever.

----------------------------

So those are my thoughts on the matter. I think there are a lot of mmoving parts here that could use some tweaking and simplification.

I will make another post in a bit with my edited proposal.


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

So here is my proposal for the item. The simplification comes in terms of all limited use abilities would be tied to the charge system: expend a charge, use ability. Let me know your thoughts.

Enigmatic Clockwork Timepiece

Traits: Rare, Artifact, Invested, Occult

Usage worn or held in 1 hand; Bulk L

This marvel of miniaturised engineering is a hunter case clockwork pocket watch with the chain and crown mechanism aligned to the number 2 of 12 contained on the face. Since the shattering of the wardstone shard, it shines with a silvery sheen and does not need to be wound up daily. The face shows precise time and clicking the crown once resets all the digits to point to the 12 on the face. Clicking it again starts the stopwatch, and clicking it once again stops it. Holding the crown pressed down for two seconds resets the mechanism to show precise time again.

Movement Speed Bonus
At mythic rank 1, you gain a +5-foot item bonus to your land Speed and to any Burrow, Climb, Fly, or Swim speeds if you have the corresponding movement type.

At 4th rank, and every 3 ranks thereafter, this speed bonus increases by 5, up to +20-foot speed increase at mythic rank 10.

-------------------------------------

Warp Step ◆◆
At mythic rank 1, the watch allows you to cast the Warp Step spell at will.
-------------------------------------

Transient Battery
Upon reaching mythic rank 3, the watch gains a transient charge. At mythic rank 5, and every 2 mythic ranks thereafter, the charge maximum increases by 1. Upon reaching mythic rank 10, the maximum amount of transient charges in the battery increases to 5.

Charges replenish at a rate of one charge per hour. Upon reaching mythic rank 10, charges replenish at a rate of one charge per minute.

Expending a charge is a free action that lets you use the following abilities:
-------------------------------------

Haste or Slow ◆◆
By expending 1 transient charge from the battery, you can use 2 actions to cast the Haste or Slow. Upon reaching mythic rank 7, these spells are heightened when you use a transient charge in this manner.
-------------------------------------

Augment Warp Step ◇
Expend a transient charge before casting Warp Step allows you to augment the spell with the following effects:

You twist space so completely you don't need to travel the interposing distance. You can choose to instead teleport to a space within your line of sight and line of effect with a range equal to your double your Speed (after applying the status bonus from warp step). This grants the spell the teleportation trait.

You warp space more compactly, granting you a +10-foot status to your Speed instead of a +5-foot status bonus when you warp step.

Upon reaching mythic rank 5, space contracts with hardly a thought, letting you cast the spell as a single action. This changes to a free action at mythic rank 10.
-------------------------------------

Borrow Time ◇
Expend 1 or more charges to gain one action usable on your current turn per expended charge. Once your turn is over, you gain the stunned condition with a value equal to the number of charges used to Borrow Time, or increase your stunned condition value by this number.
-------------------------------------

Delay consequence ↺
Trigger: You gain a condition.

You influence time to delay the effects of the triggering condition. Deplete all transient charges from the battery to delay any negative effects for a number of rounds equal to the number of charges depleted.


Female Amurrun Gunslinger 5 | AC: 21 | HP: 61/61 | Fort +11 Ref +13 Will +8 | Perc +8

Hey, real life is hitting me kind of hard right now...

I would like to withdraw Solras from this campaign. I'm trying to minimize how many campaigns I withdraw from, however, so I'll still show up in any other campaigns you guys are in. Please remove her so I don't see this on my campaigns list as active, please?

Sorry about withdrawing right now.


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

Sorry to see you go. Wishing the best.


Artifacts | Macros | Inv | Slides | Map |
Tabil wrote:

I would personally not remove the charge limit. The charges already replenish at 1/hr. If you want to make it more powerful at MR10, I would suggest increasing the recharge rate to 1/min and maybe increase the maximum to 5. With the way I proposed Borrow Time (see below), it would mean the user can use infinite actions on their turn. Yes, they would become Stunned (infinite) afterwards, but I believe you see what I am getting at.

Sure.

On the spreadsheet, I've changed the Maximum charges to 6 at MR10, and accelerated the acquiring of Maximum number of charges.

Also, limit Warp Step to once per turn. That shouldn't affect lower Mythic Ranks, but prevents Spamming at MR10

Same with Leap into the Future.

Hey, you know... Let's just go with what you posted last.


Artifacts | Macros | Inv | Slides | Map |
Solras Pirhatya wrote:

Hey, real life is hitting me kind of hard right now...

I would like to withdraw Solras from this campaign. I'm trying to minimize how many campaigns I withdraw from, however, so I'll still show up in any other campaigns you guys are in. Please remove her so I don't see this on my campaigns list as active, please?

Sorry about withdrawing right now.

No problem. Real life takes precedence, and this Adventure is just gonna get more complicated.


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor
TechoWrath wrote:
Tabil wrote:

I would personally not remove the charge limit. The charges already replenish at 1/hr. If you want to make it more powerful at MR10, I would suggest increasing the recharge rate to 1/min and maybe increase the maximum to 5. With the way I proposed Borrow Time (see below), it would mean the user can use infinite actions on their turn. Yes, they would become Stunned (infinite) afterwards, but I believe you see what I am getting at.

Sure.

On the spreadsheet, I've changed the Maximum charges to 6 at MR10, and accelerated the acquiring of Maximum number of charges.

Also, limit Warp Step to once per turn. That shouldn't affect lower Mythic Ranks, but prevents Spamming at MR10

Same with Leap into the Future.

Hey, you know... Let's just go with what you posted last.

All right. Thanks for the confirmation. Macros, profile, and header are updated.


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

Am I imaginig things? I could swear something knocked Irabeth out by a hold person, choking her out, or something similar. I can not find that post now.

I also faintly recall us seeing a vision of a portal opening when the room was flooded by demons and it suddenly closed.

Am I going crazy?

Oh. It was in discussion.


Human Duskwalker Animist (6) | Mythic Points: 1 |Spirits: 1 | Speed: 30ft | HP 74/74 | AC: 23* | Per: +13 F: +15 R: +13 W: +16 | Spirits: 1/1| Focus 3/3 | Spell DC 23 Acro +12, Med + 12, Nat + 13, Occult +13, Surv +13, Untrained Improvisation | Special: Sense Planar Rifts, Mystic Armor

Dropping in, as I believe I will be joining you guys here soon.

Duskwalker Animist. Still working out all the kinks (and GM introduction/approval). I hope to have him up settled out by the end of the weekend.


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

Oh, hello there.


AC 23 (25 w/ shield) |HP 88/88 |F/R/W +15/+13/+13 |Per+11

More meat for the grinder!

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