Tulrin Endessell

Belgraen's page

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

I'm going to bow out as well. Good gaming everyone.


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

Sorry guys! I was out for a day or two for my birthday.

My concern is that I'm still not quite sure what I'm supposed to be building (and with gold totals constantly getting shuffled around, need to deal with buying and crunching a whole lot more items). I also feel like everyone had sort of a very different idea of what was supposed to be happening in this game.

I feel the same way. Belgraen is basically done and it was more than a little work to do it. I really don't want to keep having to change small things then all the associated small things. Can we just leave it as is and start the game? The issues all seem to be really small nit picks.


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

Sorry to see you go kryzbyn.

That was 5 per spell level, not caster level. Max of 45 free spells for a full caster with 9 levels of spells.

With 2 free per level a wizard normally gets 40 free spells at 20th level. 45 really isn't a noteworthy bump.


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

I don't have the time to dedicate to this game.

Have fun you guys, I'm officially bowing out.

Aww. That's sad, but I understand. Good gaming.


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

I'm good with whatever number of legendary points you want to allow. I just need to know the exact official number so I can finish out that part of the character.

Would the purchase of extra feats include additional mythic feats?

I already calculated spell book stuff using the 5 free spells per level. I hope that doesn't change because it was a pain to do and I'd have to have to recalculate everything.

Edit: When you say "5 per level" I read that to mean 5 per level of caster as opposed to the standard 2 per level wizards already get. Correct?


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

Well, we were up to 53...

I dunno what that has to do with anything, or why that's a good trade, like, at all.

I wasn't able to actually take advantage of the ABP for weapons due to my class abilities (it would make no sense) but now I'm also losing 13 legendary points just cuz? How does that "balance out" anything?

How about I not take the 800k instead, since I don't need it?

Where did the 53 number come from? The chart only went to 23.


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

**Official Announcement!!**

Due to serious confusion regarding how armor/weapons work under Automatic Bonus Progression, we are dumping that aspect of the system.

We STILL keep the other bonuses, to saves, AC, and stats.

To compensate, we will get 800k extra gold, and to offset, we drop down to 40 Legendary Gifts.

Just to clarify:

I thought we got 23 legendary gifts at level 22, per the chart. Are you saying we have 40 now?

After having removed the armor/weapon items I've spent 18 legendary gift points.

1) Did I do the below correctly?
2) Do I have 5 legendary gifts left to spend or 22?
3) Minus the armor and weapons the only thing that appears to be left to spend points on it stats. Which i'm good with, but wanted to clarify. If you're open to it perhaps we can make suggestions about other legendary gifts to be included. One though: create a GP value per point and let us have abilities identical to magic items without actually having to wear the magic items. Another thought: Maybe we could trade (TBD) points for feats or mythic feats.

Belgraen Auto Progression choices

Deflection +5
Mental Prowess 6/6/6
Physical Progress 6/6/6
Natural Armor +5
Resistance +5
Legendary Gifts (40)- Spent 18
(5)+5 Inherient Int
(5)+5 Wisdom
(3)Legendary mind 1&2
(3)Legendary Body 1&2
(2) +2 Dex


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

"He's a construct, so the aging thing wouldn't be a factor. "

'nough said

It's one thing for the players to get around that, another for cohorts and other followers.

That factor is one of the most significant balancing components of the template.

Ok, so how about alchemically invisible?


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
fnord72 wrote:
no on the quickling for familiars.

May I ask why so I can find a more appropriate template?

Edit:

Here are some alternates i'm looking at.

Alchemically Invisible +2 - Naturally invisible. Will save in combat or be confused
Quickened +1 - +10' speed and a Blur effect if they move more than 10 feet.
Swarm +1 or +0 - Instead of one homunculus it's made up of a small swarm of fine sized Homunculi. It's a little weird, but could be fun.


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

**Official Announcement!!**

Due to serious confusion regarding how armor/weapons work under Automatic Bonus Progression, we are dumping that aspect of the system.

We STILL keep the other bonuses, to saves, AC, and stats.

To compensate, we will get 800k extra gold, and to offset, we drop down to 40 Legendary Gifts.

ALSO! Our signature items do not follow the rules, and cost no gold. Remember as minor artifacts, they can be unique and have abilities beyond the norm, as long as they aren't too crazy.

** spoiler omitted **

Would Quickling be an appropriate template for my familiar? I have it and it would make sense that a homunculus who was made with my blood would have it as well.

He's a construct, so the aging thing wouldn't be a factor. That's why I chose Homunculus because it's a construct and doesn't die of old age.


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

Validk does have a few personal teleport gates to move around Golarion. But he keeps them relatively private.

Now, if Belgraen wanted to build such a network in game...

I'm all for that. It would easily be an entire side plot that had lots of politics/mercantile events with little "kill the BBG".

I have a necklace that allows me to planeshift and teleport without error at will. I personally have no use for such a thing. However, if a good reason to do so is presented I'd consider doing so for some strategic reason.


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

I don't like the Path. It would change too much of how Golarion worked. There's a reason that such path's don't already exist.

You can have one for yourself, but it needs to be private.

Fair enough. I actually really like the idea, but have no idea where I'd even connect it to. For this character though I don't even need it. Consider it gone.


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

On a related note, I might get rid of the path demiplane. I'm just not sure I want to deal with the logistics, including figuring out a guardian.

- The path: network of permanent gates connecting strategic points on Golarian. Timeless plane where magic above 3rd level is restricted unless one possesses the Belgraens arcane mark. Any who behave and pay the toll are free to use The Path. However, The Guardian has several tricks to bar the entrance of any group or individual he chooses. There’s a toll at the entrances that varies according to reason for travel and ability to pay. A peasant visiting a sick relative may be allowed to travel for free wherein a wealthy merchant wishing to move goods across will be charged heavily.


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

STATUS UPDATE

Please respond with:

1) ETA to complete 1st draft of PC crunch
2) ETA to complete 1st draft of cohort crunch
3) Ideas on ties to Golarion
4) Ideas on ties to other PCs

1) Done and I believe reviewed.

2) Draft already posted as Miltoque. Will repost his avatar for ease. Though I'm not sure on all the cohort rules.
3) Bel has a strong tie to Kyonin, including the mansion, ties to the rulership, An elite college of magic (Green Tower), and several members of his extended family (Great X100 Grand children). Plus he's a Pathfinder and in good standing with The Green Faith. Plus his global information network of Simulacra.
4) DT and I are allies. We've worked together on mutually beneficial operations in the past. I've acted as a guide and mentor on matters magical.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
fnord72 wrote:
I didn't see a specific listing for a nondetection potion. However, most 3rd level spells don't have that expensive component.

Oh, I agree with you and have adjusted the character accordingly. I just find the location of a typo amusing because i'm a big nerd.

Potions D20 PFSRD Non-Detect is about 3/4 of the way to the bottom.


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

Gotcha, nondetection should be 8k 7500 for 10 potions of nondetection, +50 times 10 for the material component for the potions.

You have a spoiler tag mismatched as well, after the familiar section.

When potions are made they incorporate the material component. You don't need it after the fact to use the potion.

That being said, you're right that the price should be higher. However, it's listed as 750 in the PRD. Weird. Must have been overlooked. I'll make the adjustment.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
fnord72 wrote:
the homunculus has a cost per HD as well. More like 30+ k

In this case no. Technically it's 1 HD, but it's a familiar. It's effective HD and HP for that matter are dependent on the caster, like any familiar. If I had a toad it'd be 20 HD with the same HP.


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

Legendary Mind 1 & 2 costs 3 legendary gift points.

6 points in Legendary Armor gives a total of 12 enhancement points for armor/shield, not 14.
Homunclusus familiar still has an item cost to account for.

Adjusted Legendary mind and shaved one off of Dex to accommodate.

I reduced the legendary armor bonuses by 2. I'm not using the bonus stuff anyway.

The homunculus base cost is 1050. I'll add it.

I got rid of the arcane cannon focus (5000) to make up for the homunculus and put the excess into loose gold.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
Dark Tempest wrote:
Works for me. Do I have a specific way to get in touch with you?

I've been using the Sending spell. However, if you don't have access to that I'd have given you the name of a contact in my network. Probably a minor scribe at a local library.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
Kryzbyn wrote:
Belgraen wrote:
Dark Tempest wrote:
This one...
You're not out to destroy all things magic/psionic are you? Just those who use their power for evil ends, correct?
Correct.

Gotcha. In that case lets say we're acquainted because we've helped each other a couple of times in the past. Strategic allies for backstory and perhaps more as this game gets going.


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

Except for picking spells and a couple feats, I believe Belgraen is finished.

Feel free to look him over and let me know if you have any questions.

Spells and Feats picked.

I'll work on Miltoque once the final rules for cohorts are confirmed.


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

Except for picking spells and a couple feats, I believe Belgraen is finished.

Feel free to look him over and let me know if you have any questions.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
Dark Tempest wrote:
This one...

You're not out to destroy all things magic/psionic are you? Just those who use their power for evil ends, correct?


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
Kryzbyn wrote:
Belgraen wrote:
Hey Kryzbn, we should talk about the basic nature of our relationship. Are you a reformed drow who seeks to make up for your evil past and races misdeeds? I imagine our initial relationship involved some trust issues on my part. Perhaps less so now, but I'd hold back enough information to make it difficult for you to turn on me. What do you think?
DT isn't a drow. He's an elan.

My bad. What's the correct alias?


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

Hey Kryzbn, we should talk about the basic nature of our relationship. Are you a reformed drow who seeks to make up for your evil past and races misdeeds? I imagine our initial relationship involved some trust issues on my part. Perhaps less so now, but I'd hold back enough information to make it difficult for you to turn on me. What do you think?


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

Just updated my foci and material component cost. Holy crap it's expensive to be a caster. Nearly 100K in random components alone. I didn't even include anything less than 100 GP since I have the False Focus Feat. Also, I'm starting with almost zero diamond dust though I had planned to have more. FYI.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
Monkeygod wrote:
Tiny Coffee Golem wrote:
Monkeygod wrote:
That's still against the spirit of the spell. Its supposed to be a passive spell, triggered in response to somebody else opening/crossing/etc the warded object/area.
Creativity is the mother of invention if a wizard intends to survive. There are many spells that are used different than the creators intention.

I have no problem with this whatsoever, but such inventive creativity still needs to be within the realm of what's possible with a spell as writ.

Personally, I just do not see Glyph of Warding specifically as an offensive spell.

Explosive Runes, Symbols, etc, sure, I have no problem with such. Just not GoW.

We can agree to disagree. It won't matter for this game.

Regardless of the original intent the spell allows for use on a container, but says nothing about size minim or if the object could be moved. Mechanically I haven't seen a reason why it wouldn't work. Again though, I won't be doing it for this game.


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

Alright, I've got the vast majority of Belgraen worked out, including gear and familiar.

I've held back 40K so that I can use that to purchase foci and other spell casting stuff i'll need. However, that will take time to thoroughly go through.

I've also kept a solid 100K in diamond dust for future use.

Any additional changes I make will be minor. Feel free to look over his sheet. I made every effort to be very transparent, but it's a lot of information. if you have questions about anything let me know.


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

If you have a couple of devices around, nothing is likely to happen.

If those couple of devices start short-cutting routine aspects of the adventure, then something might happen.

If you showed up to a boss battle with an arsenal like you have listed, something would likely happen.

This doesn't mean I will automatically punish (but then if you aren't paying ANYTHING for it, the loss of it should not be a concern), only if the use becomes abusive.

Why I really love English.
"And is a conjunction. In this case it's a cause effect statement. This happens and that happens. X happens and creates Y."

I read it as "two things happen, X and Y". Not "because X happens, Y happens". I don't see it as "X [b]and[b] creates Y" either.

The words "and creates" next to each other are what makes it a causality statement.

Alright. I see this is going to be an issue. For the sake of the game I'm going to scrap the entire idea. I will not be making any use of the glyph of warding spell as a handheld device.

I can do something similar with my class abilities anyway.


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

Edit: Removing post after reading other responses to previous questions.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
Monkeygod wrote:
You can't use glyph of warding arrows, as the spell specifically lists out the things that can be protected. While 'and so on' is at the end of the list, arrowheads definitely do not fall in the same category as the rest of things you can ward.

They're not actually arrowheads.

They're small Arrowhead shaped container is fletched to the end of an arrow. These containers are designed to open upon striking a surface or landing in flesh or dirt.

If the "fired from a bow" thing is an issue then a similar thrown device could be configured. The shape isn't the problem.

I just need to know if the house rule that they might randomly explode is going to be implemented.


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

Out of Core alone, I counted roughly 9 abjuration spells a high level arcane caster could be considered to possibly have active at any one time, especially right before a big boss battle.

Add in the other books, as well as perhaps some divine spells(Are there divine abjuration spells? lol), and I could easily see the total closing in on 20.

I think the concern is more about my glyph of warding arrows. I could theoretically have any number of those in close proximity.


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

"the magical fields interfere with each other and create barely visible energy fluctuations"

is not

the magical fields interfere with each other by creating barely visible energy fluctuations

This does not mean that I will do this, it just means that trying to push a reaonable limit may cause something to occur.

If you're going to house rule please just do so and I'll work with it. Your justification statement is incorrect.

And is a conjunction. In this case it's a cause effect statement. This happens and that happens. X happens and creates Y.

Your "by" statement reverses the relationship. It would indicate that the energy fluctuations cause the interference.

Also, I have no way to know what you'd consider "a reasonable limit." 2? 4? 12? 874?

Please simply tell me what you will allow and that's how I'll proceed. The vague threat statements aren't productive or fun. You're the DM. You don't really need justification to blow someone up, but it's not exactly fun either.


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

i see interfere meaning potential for catastrophic mishaps, fizzles, rips in the planar bindings, all sorts of fun stuff can happen.

It's how a GM keep someone from stacking 500 explosive runes on the same rock.

It clearly states the result. "Create barely visible energy fluctuations." There's nothing that indicates catrostropic failure. If you're going to do that I'd like to know about that particular house rule in advance. Or preferably simply ask the player not to carry an explosive runes rocks. Asking is going to cause far fewer issues then randomly exploding your players.


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

Just keep in mind, too many, or too much and I get to have fun with

"If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations."

That's totally fair, but keep in mind it's for abjuration and not just any spell.

Edit: Glyph of warding, however, is abjuration. That means that the arrows would shimmer and be very obviously magic.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
fnord72 wrote:
those ten days aren't game time, this is still preamble, especially since characters are not yet complete.

That's fine, but not the core of the point. It was more of an afterthought.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
Monkeygod wrote:
What's your suggestion TCG? Within reason, of course.

I'm not sure. It's a perfectly RAW spells and I rather like it. It gives wizards the ability to have some cool behind the scenes stuff like permanency effects in the stronghold that will most likely never come into play. However, I get why it might give a DM pause. I think the crux of the concern is a concern about offensive things.

As a compromise how about anything offensive, my Arsenal for example, would have to be done during game time? Currently the characters have ten days between when the letter arrives and the summit.


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

Seconded. It's stupid easy to make stuff for free via blood money if you plan enough in advance. Just let me know what the limit is and I'll adhere to that.


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

What do y'all think about scrapping automatic bonus progression due to the confusion over weapons and armor? There would be a compensation in gold.

====
Also, I'd like others thoughts on wizard spell research. I would like to research a few arcane versions of divine spells. There is some precedent for this already. I propose a limit on the total number of spells, and an imposition that such spells are at least one level higher than their divine version.

====
I don't like the campaign setting chronicles of righteousness as most of it is not on d20pfsrd. This includes the obedience's, boons, etc.

I like auto progression. It saves me from having to buy a bunch of stuff for the sake of necessity. It frees up my time and gp for more interesting stuff. I think we'll clear up any confusion as we go. No biggie.

Id leave researched spells to DM approval. Presently I have one.


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

Spells picked and paid for via scrolls and Blessed books for scribing. I'm mid-process of picking the rest of my gear. Presently I have about 200K left to spend.


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

Can he call you "old Bel", homage to obi wan?

:P

Not if you expect him to respond. :-)


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

I'm sure he probably needed help upping his game at the higher levels.

And yes, you know he mostly goes after cultists, UR priests, evil conjurors, etc. and mages that abuse their power and enslaves others with it.

In that case Bel is definitely an ally and you can feel free to contact him.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
Kryzbyn wrote:
That works. Would you support a relatively young psionic mage hunter?

If you were hunting evil mages, then sure.

Edit: I'd verify your motives then point you toward those who would misuse magic. I'd even give you pointers on how to succeed.


Mythic Power (5/day, Surge +1d6) - 0/5 HP: :AC: 50 :Perc+37
Kryzbyn wrote:
That would be a good way to verify things...

For example if you knew me the you could just send a message and ask, "What the hell is this?"

We'd just need to decide why and how we knew each other.


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

Should we consider who among us might know each other?


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

Just as a note. Simulacra are quasi-real creatures. They live, they age, they die, etc. I know my duplicates wouldn't be immortal, but as elves they'd be long lived enough of my purposes.


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

Validk could have chosen another way to reach out. However...

Belgraen's sheet says "He has taken painstaking measures to prevent discovery." Which includes mindblank himself.
Dark Tempest has barred mind, which is akin to mindblank, and though tactics are not listed, is likely frequently activated since it is a one day duration.
Lord Rook "no longer exists on the Material Plane. When he visits, via plane-shifted astral projection..." and "his paranoia now is mostly focused on protecting his identity and secrets, as he weaves together half a dozen redundant layers of proof against divination spells targeting his person."
I haven't seen Monkeygod's character yet, but it is likely similar.
Validk also keeps a mindblank up.

FYI: Belgraen is also doing the Astral Projection trick also. I'm not sure why any high level caster worth his salt wouldn't.

Validk Ghujod wrote:

====

@Belgraen:
To questions asked:
Simulcra can be used, your character is likely wise enough to know it would be a very bad idea to use a simulcra for the party, this would likely be considered hostile due to the lack of personal risk by having a stand in, and may be considered a serious breach of edicate, not to mention pledges through proxies would not be deemed acceptable.
Simulcra is pretty expensive, each of your doubles will cost you 6000 gold, and not be mythic.

Even with matters of diplomacy aside, I wouldn't use a simulacra stand in as a party member. If nothing else they'd be less than effective given that they're effectively 12 th level.

Validk Ghujod wrote:
What's the range on your telepathic bond? I'm not comfortable with a global range. Unless you can point to another object with such a range.

It's not a class feature. It's the Telepathic Bond spell. "Once the bond is formed, it works over any distance (although not from one plane to another)". So basically you cast it and make it permanent. They target only needs to be present when you cast it.

Validk Ghujod wrote:
How are you making simulcra for free? 6k is pretty hefty. I would not be inclined to allow an item that provides 6k items for free. You wouldn't want to pay the cost I would demand for such an artifact (which is what it would be).

The cost of creating the simulacra, and permanency for that matter, is easily subsumed in the use of Blood Money. I'd have to take 12 strength damage each time I made one so it's not something he would do every day. Perhaps just a couple per year, but over time that's quite a few.

Validk Ghujod wrote:
The simulcra would be lesser versions of yourself, but for the purposes of this spell, not gestalt. Pick one of your 2 classes, give the simulcra 12 levels in it. You may have simulcra's of both classes at the same time, no dips.

That was my plan. I wasn't going to make them Gestalt. I assumed the spell wouldn't have the power to grant that or Mythic. They're fancy puppets more than anything else.

Validk Ghujod wrote:
5 free spells of each spell level for spellbook type characters is fine (cohorts have to pay full costs, though they can copy from their master).

5 free spells per level works for me.

Validk Ghujod wrote:
You would need to list every spell you are buying especially if you plan on using 83% of your available wealth to buy them. I have a feeling that you may find you can't afford all of them. And unless you are neutral/evil, why would you want all of them?

I sincerely doubt I'll use them all. I was simply hoping to reduce my book keeping. No worries though. I'll just pick the ones I want and do the math for them.


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

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.

I'd like to revisit this conversation please. I don't believe there was an official answer, but as I'm going to calculate my spells I kinda need one.

To flat our purchase one scroll of every spell on the PFSRD is 997,150 GP. AKA: Holy F*** expensive. Do-able and possibly worth it, but still. In order to properly calculate I need to subtract my free spells.

If I need to reduce costs I may make lists of spells I don't have. It'd be shorter.


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

I dunno how bright it is to send a guy who's spent his lifetime stopping evil mages something obviously via magic, and then use secrecy to obscure any clue to their identity...

He's not paranoid, but I don't think he'd need to be.

How about a mythic archmage who somehow had a party invitation sent to his private abode on another plane of existence that he himself made and has been putting protections around for the last 4000-ish years? Playing true-to-form Bel's paranoia levels would have been cranked up to 11! However, as a player, I get that it's just a mechanic and don't question it too much in character. Is that metagaming? Perhaps a bit, but as it's for the betterment of the story i'm going to roll with it.

I understand that. But the GM also knows that. Where does "know your audience" stop and "just roll with it" begin?

Help me RP my character AND get the desired outcome, all I ask.

I'm not meaning to be a hard ass here...

It'll be a learning curve for all of us.


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

With DM's permission and approval Belgraen is going to make great use of the Simulacra spell. However, typically not for combat purposes, but instead for utility and being the scenes reasons.

I'm aware that this is one of those spells that could easily get out of hand, but I'm planning on using it more for behind the scenes plot reasons than anything else. Please note that even though it's not technically required (anymore) I always consider needing a piece of the creature to be duplicated necessary. It's a bit old school, but I feel it adds a degree of flavor and helps reduce cheesefactor a bit. Most of the time he'll simply copy himself so that he can have able/loyal assistants. He makes them over time for free using blood money, the same way he has set up his permanent telepathy information network (Time + Strength Damage + restoration. Possessing stronger creatures via magic jar as needed). Also note that each one of them is technically an NPC and I have no problem letting the DM use them as mouthpieces or plot devices. I'm even fine with them "dying" as needed, in singles or in droves. For example if there's a siege on a city I may have them come in order to supplement the city defense. If they die in this then so be it. Better artificial life lost than real. Etc.

However, with the exception of unforeseen need they'll typically be more in the form of keeping updated on world events. He puts at least one simulacra of himself in every major metropolis in the world. These simulacra are all different looking thanks to the sculpt simulacra spell and they adopt various roles in order to blend in. They tend to stick to simple roles in order to maintain a low profile, but they're connected enough that they'll have a good feel for what's actually going on. I plan to have at least one low level librarian in any library of note. That way I can have them research a particular topic and feed me information while I continue adventuring or what not. Mechanically I suppose it'd be a knowledge check with access to an epic library as many assist rolls as you feel appropriate. They generally go about the world and try to make it better by assisting where they can. Think of them as the backbone of a network very similar to the Harpers from Forgotten Realms.

A major limitation to this telepathic network is that it doesn't work across planes and I'm usually not on the material plane.

Anywho, I've ranted a bit, but I wanted to get some feedback.

1) Are you generally ok with this as a concept? I know many DMs have strong feelings about simulacra.

2) If the fact that I can technically make them for free is of concern then i'd be happy to make a compromise in the form of an item that makes them. That way it would still be cost effective for the character, but still limit wealth. Either that or we can call this part of the extra million for holdings. Just let me know what you'd prefer.

3) If you're completely opposed to Simulacra I could simply set up the telepathy network to accomplish something similar with followers. It's not my preference as I think an ancient archmage would prefer copies of himself. Also, if they were simulacra I could standardize them to keep book keeping to a minimum. However, your call.

4) If copying myself do I effectively build a 12th level version of myself? I believe so, but wanted to clarify.

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