Quote: Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus. To clarify since I'm trying to make a character super late at night, it's talking about the Black Blade's Intelligence modifier right? So it will cap at a pool of 5 points, 1 + 4 modifier from 19 INT, right?
Would Psychic spells such as Mind Thrust and Synaptic Overload count interacting directly with a Great Old One's thoughts for the Great Old One extraordinary ability Insanity? Great Old One subtype wrote: Insanity (Ex) Any creature that attempts to interact directly with a Great Old One's thoughts (such as via detect thoughts or telepathy) must succeed at a Will save or be driven permanently insane. The save DC is equal to 10 + 1/2 the Great Old One's Hit Dice + the Great Old One's Charisma modifier. This duplicates the effect of the insanity spell, or the insanity rules (in which case the save DC is also the ongoing insanity DC). A Great Old One using its telepathy to communicate doesn't activate this ability unless it spends a standard action to focus its mind on one opponent. This is a mind-affecting effect. If yes, I might have a very unhappy Psychic player towards the end of Book 5.
The Vorpal Scimitar saved the day more than once in this adventure. During the Tricorne quest there were 3 decapitations (including the captain after 2/3 of the party were down), decapitated one of the nightmare maenads, and one of the final bosses. There were others, but those were the most notable ones I can remember. We also had the transmuter wizard threaten to Detonate himself (while transformed into a Fire Elemental) while holding the Necklace of Fireballs to force the Night Hag to hand over her item. It was hilarious. We had a lot of fun with this book.
So to be clear, because I was slightly confused when reading this, the players keep none of the gear acquired in Part 2 or Part 3? So is the only permanent reward in the Dreamlands the +2 bonus to stats? I have 3 players in my game instead of 4, to balance the reward for the party should I make the rewarded bonus a +3 instead?
Graeme Lewis wrote: Only if you combine it with Covet Charge + Signature Deed. That, of course, would allow you to fire a completely drained timeworn firearm you've chosen Technic Training for whenever the heck you felt like it. Oh yeah, Covet Charge + Signature Deed is a much easier way of doing it than Charge Recycling + Signature Deed. Thanks for pointing that out. I don't think you can use both with Signature Deed though, the feat says nothing about allowing you to take it multiple times. Still Covet Charge + Signature Deed it is! You can fire almost every tech weapon for free! =D
Assuming my players don't want to
Spoiler: haul around a 50 pound Power Relay on the off chance they could find a generator to link it to... what could they do with it? Will it be useful in a future book?
How does one go about selling a Technological Artifact and what might it be worth to the right person?
I'm playing a Sylph in an upcoming game and I was wondering how the Wings of Air racial feat might interact with the Expeditious Retreat spell. Wings of Air gives the Sylph PC a supernatural flight speed equal to their Base Speed. Expeditious Retreat increases a character's Base Speed by 30ft, but specifically mentions not effecting other means of movement (such as flight). But, since Wings of Air is based off the land speed this restriction seems to be a bit fuzzy. So my question: since the Sylph's Wings of Air supernatural flight speed is based directly off their base land speed does that mean it can receive the +30ft boost from Expeditious Retreat even though it normally wouldn't?
UllarWarlord wrote:
If it makes you feel better... Spoiler: her stats in Dragons Revisited (page 51) do have Feather Fall. I look forward to the potential rematch between her and the Storm King.
In Wrath of the Righteous, would transforming the fully upgraded Holy Avenger Radiance into a Sacred Avenger (from Mythic Adventures) be too powerful? One of my players asked if Radiance had anymore upgrades after the fourth book and I was considering a Sacred Avenger upgrade if the party were able to defeat Baphomet in book 5.
Matthew Morris wrote:
I tend to always look to Michael Carpenter or Sanya when I think of "what would my Paladin do?" but I also feel like they're closer to a Sarenrite Paladin than an Iomedaen Paladin in terms of how the Knights of the Cross conduct themselves.
I'm still reading through City of Locusts, but I was pleasantly surprised by the inclusion of... Spoiler:
Pyralisia, the Rain of Embers! I was actually going to include her between book 3 and book 4 as a kind of bonus boss. I guess I'll rethink those plans. Aponavicius is also a bit different than I expected. Spoiler: Sword of Valor stated that she ingested one of the Nahyndrian Elixirs, but she's not a Mythic creature.
Is there somewhere I can read about Nocticula in depth like the Baphomet article in Herald of the Ivory Labyrinth or the coming Deskari article in City of Locusts? I have Book of the Damned 2: Lords of Chaos but I want to know more! Nocticula just seems like such an interesting Demon Lord and I want to learn more about her.
How difficult would it be to force or trick a creature to swallow something? I don't even know what kind of check that would be. I thought of a creative use for the Talisman of Pure Good and was wondering how feasible it would be to pull off... I wanna force feed the Talisman of Pure Good to Baphomet which, assuming a Demon Lord counts as an evil divine spellcaster, would caused 8d6 points of damage per round to him.
I'm trying to figure out what sort of Path Abilities Arueshalae should take as she advances through the Trickster path and was hoping you could give some suggestions? Considering her incredible Bluff skill, I was thinking that Combat Trickery is probably a good choice. I'm also considering making her the Mortal Herald of Desna (from the Mythic Origins book) with the Liberation domain.
You could introduce other Mendevian Crusaders/allies of the crusade who had mythic potential who were in different cities who were close to their wardstones when they went off. Queen Galfrey could have them teleported to the party or something as backup. I've seen others suggest that the mythic power could flow out of the deceased character and go into another nearby person of mythic potential. As for resurrecting the party... Perhaps Iomedae sends her Herald to resurrect the party member who dies? It might be a good way to introduce him to the party in books 1-4. You can also find several healing items throughout the books. Towards the end of Book 2 the party is able to find an Oil of Life which acts as True Resurrection. Book 3 has two Scrolls of Resurrection. In Book 4, Cleric NPC Sosiel will be a high enough level to cast Raise Dead spells. Also in Book 4 is a Scroll of True Resurrection. In Book 5, if Sosiel is still around he can get the party access to two more Scrolls of True Resurrection and will be of high enough level to cast Resurrection spells.
magnuskn wrote: 3080 gp is supposed to be "expensive"? ^^ I think the downtime system is kinda silly if you can get gigantic castles built so cheaply. I meant to note that was the cost of the upgrades to the gatehouses, I ran out of time to edit. >.> The total cost of the Citadel is much more. The bigger cost is probably the time it would take to build/repair.
I've attempted to stat out the citadel and it's huge. And expensive. Spoiler:
Citadel Drezen
Create: 277 Goods, 53 Influence, 249 Labor, 18 Magic; 3,080 gp
Two Altars and Common Rooms for the chapels, five Armories and three Bunks for the garrisons, two Ceremonial Rooms for areas F4 and F17, one Courtyard for the area around Drezen between the four Defensive Walls, 1 Forge (with the Furnishings improvement) for the Corruption/Purity Forge, 2 Gatehouses for the inner and outer defenses (the gatehouse and sally port), 2 Lodgings based on the description of multiple rooms that can be used regular quarters and the officers' quarters, 2 Secret Rooms for the false vault and vault, 1 Sitting Room for the dining room, 1 Summoning Chamber based off the summoning circle that's mentioned, and 1 War Room. One Dojo, Infirmary, Kitchen, Laundry, Lavatory, two Storages, and three Bedrooms based off the Castle and Garrison builds. There are five armories because you need one to arm each Bunk and each Gatehouse. The repair cost/time is assuming everything is broken, but it's probably cheaper than that. Most of the Citadel seems intact and just needs to be cleaned up. The two Ceremonial Rooms need to be repaired based on all the rubble, probably both Gatehouses, the ruined Garrison (bunk/armory combo), and the Summoning Chamber. Am I overestimating or underestimating the value/rooms in the Citadel? Should I allow Citadel Drezen to produce Capital?
Should Citadel Drezen be considered a building for the Downtime rules? If it is what Rooms does it have? I imagine it would be a combination of a Castle and a Garrison with some religious elements (it has two chapels after all) and maybe even a Caster's Tower for the Seneschal's Tower? I imagine after the siege the entire building has the broken condition which will require repairing it.
Thank you! I overlooked Commune With Power, I'm not as familiar with the Universe Path Abilities. >.> Another Arueshalae question: Should she complete mythic trials / gain tiers if she's with the party when they complete trials? Will the future books give level up suggestions for her like Midnight Isles gives the rest of the allied NPCs?
I was wondering what sort of benefits to Drezen could be appropriate for some of the redeemable characters from Book 2. Spoiler: Assuming we can redeem Nurah Dendiwhar, Arles Jhestander the ex-Paladin, Jestak the barbarian, and Joran Vhane what sort of boons could they provide to Drezen? Could Arueshalae provide a boon to Drezen after her rescue?
havoc xiii wrote:
That was exactly the inspiration. The next upgrade (if he needs one) after that will be Good Samaritan inspired. The one after that would probably be based off That Gun (Blade Runner / Fallout). Just swapping gun abilities and increasing the number of projectiles the gun can hold. =p
Later I'm gonna throw our gunslinger a triple-barreled pistol with dog motifs (e.g. Cerberus) named Warden. It'll be a +1 Flaming Burst firearm. The end of the second adventure/beginning of the third adventure is a good place to throw in "relics of former Crusaders." It could be one of the things waiting in the queue for the Corruption Forge (now the Redemption Forge).
Mythic Power Attack and Mythic Furious Focus confuse me a bit. With some Mythic power into Power Attack I think you ignore Power Attack penalties for 1 minute whereas with Mythic Furious Focus only ignores it for just one round. It seems like the two feat descriptions got mixed up. I can't see why you would want to take Furious Focus or it's Mythic version while Mythic Power Attack exists.
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