Herald of the Ivory Labyrinth (GM Reference)


Wrath of the Righteous

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Grand Lodge

magnuskn wrote:

Surprisingly to me, this module is noticeably below WBL for a four player character party. Excluding artifacts (because you can't price them), each player would get something around 72k gold less than what normal WBL between levels 15-18 would be. Not that ir is a huge loss, since the WBL in modules 2-4 was so grossly oversized that the party still is 200k over WBL per character. ^^

I'll have to put some loot into the module, though, to keep my six player party on the up and up.

Both my groups are oversized for the AP as well (6 and 7 players), so I've been modifying the hell out of everything. I've recently begun to hand out custom special items to the non-paladins as well, partially so that everyone has some cool toys, and partially to preemptively adjust for loot variances from the larger parties. This way I don't have to worry about giving out as much new gear, and just keep the coins flowing. I'm hoping this won't swing things too far towards the Monty Haul end of things.

Silver Crusade

Alleran wrote:
Sebastian Hirsch wrote:
Alleran wrote:
Anorak wrote:


Exactly! I mean how do you misplace your Herald? I'd be like thanks but not thanks. Good luck on finding a new schmuck!

She was probably down in the local god-bar bragging about the new minions she's got doing what she wants in the Worldwound, when she got an unfortunate prayer call about a missing Herald. After being laughed out of the bar by the other gods for the third time this sort of thing has happened to her ("Fool me once, fool me twice, fool me three times...") she retreated to her cathedral to sulk, smash things, generally throw a tantrum, and then decided that she was going to get her minions to get her Herald back. Or kill him and she'll have one of them instead.
This explains so much, but now I just imagine her on a couch, in a corner of her cathedral. Sitting in her pyjamas, ice cream in one hand, a glass of wine on the other, she sits crying and watching the heroes fight her fallen herold.
Listening to this, maybe?

Pretty much, but I was thinking about something slightly more emo ^^


Modest Mouse can be pretty dark and trippy :)
thats what i would listen to in that example


Sebastian Hirsch wrote:
Alleran wrote:
Anorak wrote:
Lochar wrote:
Anorak wrote:


Then much like what happened to Arazni, the Hand is corrupted to the side of evil.

So yeah Iomedae is bad luck on Heralds.

So you're saying the PCs shouldn't take on the duties of Iomedae's Herald at the end of this book then, right? :D

Exactly! I mean how do you misplace your Herald? I'd be like thanks but not thanks. Good luck on finding a new schmuck!

She was probably down in the local god-bar bragging about the new minions she's got doing what she wants in the Worldwound, when she got an unfortunate prayer call about a missing Herald. After being laughed out of the bar by the other gods for the third time this sort of thing has happened to her ("Fool me once, fool me twice, fool me three times...") she retreated to her cathedral to sulk, smash things, generally throw a tantrum, and then decided that she was going to get her minions to get her Herald back. Or kill him and she'll have one of them instead.

This explains so much, but now I just imagine her on a couch, in a corner of her cathedral. Sitting in her pyjamas, ice cream in one hand, a glass of wine on the other, she sits crying and watching the heroes fight her fallen herold.

This scenario either ends with her jumping of up and high fiving everyone in the cathedral… or Iomedae trying to bury her guilt and sadness until the PCs either kill or drive away Baphomet.

Once that is done, and the PCs have returned, a drunk (with joy, wine, and ice cream) Iomedae (still in her pyjamas) hugs the PCs and wants to make them all herolds^^

This is so hilariously out of character. I love it. <3


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When I was tailoring Wake of the Watcher, from the Carrion Crown AP, for my group I read something on here by someone that resonated, and I hung onto the idea.

I apologise to the person who came up with the original idea of ley-lines and how Tar-Baphon's imprisonment is linked to them because I can't remember who it was! But what I ended up going with, in terms of mythology, was tied in with the Outer Gods and Great Old Ones.

Essentially, the reason the gods don't directly interfere with Golarion isn't anything to do with an agreement...it's that the awesome power of a god wandering around outside his or her own plane will run a grave risk of disrupting the ley-lines criss-crossing Golarion...and these ley-lines are the thing which stops the return of the Outer Gods.

Nobody...nobody wants, say, Azathoth wandering around the world (except Rovagug, who couldn't care less, which is why all the others united to stop him).

Sooo...bringing this rambling thing back on topic, I think I will have Iomedae explain to the characters precisely why she can't just go get her herald. A god, manifesting in its true form on the Prime Material Plane - or any plane other than her own - is likely to have Yog-Sothoth breathing down its neck in short order...opening the portal to the Outer Gods will make the Worldwound look like a girl-scout convention.

That's why gods use heralds, and avatars, and intermediaries (and wish and miracle spells, for that matter). Her herald is gone. It takes time to manifest an avatar (and an avatar isn't actually all that much more powerful than the PCs anyway) and as far as intermediaries go...well...the PCs are it. Iomedae is essentially asking them to become representatives of her on Golarion.

I won't be having sonic attacks or petulant divine temper-tantrums. Just a worried, saddened goddess asking for help from these heroes who have proved their courage, skill and devotion to good time and time again. There are none more worthy, and she hates to ask them, but if Baphomet keeps her herald evil, well, it'll be like the whole Darth Vader thing, y'know? :)

Plus, as was mentioned upthread, the power she has invested in the creation of a herald is actually being utilised by Baphomet...he is draining a portion of her own power for his own benefit.


magnuskn wrote:

Surprisingly to me, this module is noticeably below WBL for a four player character party. Excluding artifacts (because you can't price them), each player would get something around 72k gold less than what normal WBL between levels 15-18 would be. Not that ir is a huge loss, since the WBL in modules 2-4 was so grossly oversized that the party still is 200k over WBL per character. ^^

I'll have to put some loot into the module, though, to keep my six player party on the up and up.

Hmm don't have the last one yet, still working on book 4 but I wonder if the drop off in WBL is deliberate while wandering around the material plane they were bumped up to compensate for the shortage here and will be even lower (correct level) after the next one?

Scarab Sages

Considering if the players manage it right, Drezen can quickly overpower the group. Downtime magic points spent directly into crafting magical items.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Well, I got the last modules PDF just today, so I'll be checking the WBL level of it out in the next days. I'll get back to you when that is done.


magnuskn wrote:
Well, I got the last modules PDF just today, so I'll be checking the WBL level of it out in the next days. I'll get back to you when that is done.

Appreciate it, I know my test character just entering part 4 has hit it when she wasn't crafting items with Drezden downtime points (wonder how much extra that would give really since theoretically some of that would best be put into helping Drezden recover?). Instant fortress (55k) + 2 * Blessed Books (25k) + Celestial Armour (21k) + assorted gems and currency (she likes collecting shiny stones and has given up a cut of the gold to get them as her share 21K) + Carpet of flying (20k) = 142k and that's not all. Of course she's had good luck on her rolls and in an actual game I'd probably have given some of these items up in favour of fairness to other players (decanter of endless water when she has mythic sustenance), bag of holding III etc.


Quick update scratch the instant fortress it was used to bribe someone. Still wealthy though.


Just finished working through book 4 in my prep and I have another question at the end of the confrontation it says . . .

Baphomet shrieks again, but then his form shrinks away and vanishes as he chooses instead to flee from Nocticula's presence.

Yet in this one he's described as having been killed by her is this just a typo and he's meant to be ripped to shreads?


He tried to flee. She shanked him anyway. He was in her domain, after all.


Tangent101 wrote:
He tried to flee. She shanked him anyway. He was in her domain, after all.

So just bad wording then substitue attempts to flee for chooses to flee thanks.

Update on wealth my test group gave a 5th of the treasure gained to the fulsome queen for her aid including the 40k scepter of gold and emeralds I had my own eye on (which I doubt an actual group would, I swear their my NPC's testing this out why are they giving away things I want?). She also as I said got a 5th of the gold and gems as well as a bag of holding 2, a wand of dismissal, shield of faith and some other items. Her treasure pile just went up considerably as well as her getting her home back. Still feel a bit sorry for the dragon though may have to run her as willing to take a bribe from the party to relocate (so long as they don't steal her treasure) wont be the first one to offer that path.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Liam Warner wrote:
magnuskn wrote:
Well, I got the last modules PDF just today, so I'll be checking the WBL level of it out in the next days. I'll get back to you when that is done.
Appreciate it, I know my test character just entering part 4 has hit it when she wasn't crafting items with Drezden downtime points (wonder how much extra that would give really since theoretically some of that would best be put into helping Drezden recover?). Instant fortress (55k) + 2 * Blessed Books (25k) + Celestial Armour (21k) + assorted gems and currency (she likes collecting shiny stones and has given up a cut of the gold to get them as her share 21K) + Carpet of flying (20k) = 142k and that's not all. Of course she's had good luck on her rolls and in an actual game I'd probably have given some of these items up in favour of fairness to other players (decanter of endless water when she has mythic sustenance), bag of holding III etc.

Well, here I am with the results. In fact, I'll give WBL levels for all adventures of the AP, since I have them here right before me. My methodology was to take every piece of gear which is sellable with a price at 50% of market price, jewelry, gold and art at 100% and not count artifacts at all.

Here goes:

Spoiler:
The Wardstone Legacy Level 1-6

Total Treasure: 73.945 GP (77.945 if Horgus friendly) (WBL 16.000/Character)
-> 73,945 normal, i.e. 18.500 GP/Character -> 2.500-3.500 over WBL per Character

Sword of Valor Level 6-9

Total Treasure: 241.199 GP (WBL 30.000/Character)
-> i.e 60.300 GP/Character -> 30.300 GP over WBL per Character

Demon’s Heresy Level 9-12

Total Treasure: 810.520 GP (WBL 62.000/Character)
-> i.e 202.630 GP/Character -> 140.000 GP over WBL per Character

The Midnight Isles Level 12-15

Total Treasure: 910.262 GP (WBL 122.000/Character)
-> i.e 227.565 GP/Character -> 105.565 GP over WBL per Character

Herald of the Ivory Labyrinth Level 15-18
Total Treasure: 870.202 GP (WBL 290.000/Character)
-> i.e 217.550 GP/Character -> 72.449 GP under WBL per Character

City of Locusts Level 18-20

Total Treasure: 3.675.002 GP (WBL 350.000/Character)
-> i.e 918.750 GP/Character -> 568.750 GP over WBL per Character

It's of course not accurate to the last gold piece, I surely miscalculated some things a bit and in the last adventure I didn't bother to look up the piddly prices of the base weapons and dropped some 0,5 GP here and there. I hope those numbers help some GM's, though.


Interesting a sort of wave value going up and down and it doesn't account for down time crafting. Of course it also doesn't account for people like the cleric in my test group of NPC's who's guilted me into also giving the fulsome queen the crown of major blasting to go with the gold and emerald sceptre. Still I wonder if the large amount of money is a deliberate design choice as they're mythic beings and are expected to be above the ordinary in their gear as well as their abilities?

It might be interesting to compare an actual party who played through this with downtime rules to a party from kingmaker and see which one comes out ahead on the funds given that AP give you an entire kingdoms resources to draw on, a fairly large kingdom by the end of it and years to work on things between events rather than a few weeks/months.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Well, crafting can be very fast in WotR, with mythic crafting you can build items at x4 speed (i.e. 4000 GP per day). So I presume that a lot of crafting will be done.


Pathfinder Adventure Path Subscriber

To confirm, those numbers are with respect to the change in WBL, correct?

If so, that means that in the end-game, the characters can be expected to be 772,166 gp over WBL. Which means they will almost be double the WBL for a normal, non-mythic PC without counting any artifacts, the vendor trash, crafting, or items saved (like from recharging wands). Yikes . . .

I am a bit fearful about what this means for my party. There only 3 people, so by my calculations (and assuming you used a 4-person party in your calculations), they will be 1,322,888 gp above WBL by the end, without counting artifacts. The witch in the party is already planning of having a crafting focus. With that wealth advantage, I guess I won't have to worry too much about adjusting encounters down for them.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Well, I used the new crafting limits from Ultimate Campaign, meaning that the crafters can craft up to 25% over their normal WBL (or 50% if they have more than one crafting feat). That should put some limits on them upping their WBL even more.


Question for you magnuskn - characters with the archmage related campaign trait can recharge wands at will. Did you include the full value of the wands that are found in loot, or did you only price them based on the percentage of charges left (e.g. a wand with 5 charges is only worth 10% of the value of a new want with 50.)?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Only the percentage with which they are charged. It's pretty easy to calculate in my head, once I know the base price of wands by memory. Just divide that by 100, then multiply by the number of charges left, i.e. 7,5 x charges for level 1, 45 x charges for level 2 and so on.

They did make up a miniscule part of the loot for module six, I can tell you that. ^^

Dark Archive

Scaevola77 wrote:

To confirm, those numbers are with respect to the change in WBL, correct?

If so, that means that in the end-game, the characters can be expected to be 772,166 gp over WBL. Which means they will almost be double the WBL for a normal, non-mythic PC without counting any artifacts, the vendor trash, crafting, or items saved (like from recharging wands). Yikes . . .

I am a bit fearful about what this means for my party. There only 3 people, so by my calculations (and assuming you used a 4-person party in your calculations), they will be 1,322,888 gp above WBL by the end, without counting artifacts. The witch in the party is already planning of having a crafting focus. With that wealth advantage, I guess I won't have to worry too much about adjusting encounters down for them.

Yeah with a 3 person party the treasure is pretty insane all of our characters have in the 900,000gp range for wealth and one of them trashed 125,000gp for 5 wishes.


brad2411 wrote:
Scaevola77 wrote:

To confirm, those numbers are with respect to the change in WBL, correct?

If so, that means that in the end-game, the characters can be expected to be 772,166 gp over WBL. Which means they will almost be double the WBL for a normal, non-mythic PC without counting any artifacts, the vendor trash, crafting, or items saved (like from recharging wands). Yikes . . .

I am a bit fearful about what this means for my party. There only 3 people, so by my calculations (and assuming you used a 4-person party in your calculations), they will be 1,322,888 gp above WBL by the end, without counting artifacts. The witch in the party is already planning of having a crafting focus. With that wealth advantage, I guess I won't have to worry too much about adjusting encounters down for them.

Yeah with a 3 person party the treasure is pretty insane all of our characters have in the 900,000gp range for wealth and one of them trashed 125,000gp for 5 wishes.

Have them reward NPCS like the fulsome queen with a fair share of treasure and everyon take leadership and fully equip their cohorts, and familiars/animal companions.


magnuskn wrote:

Only the percentage with which they are charged. It's pretty easy to calculate in my head, once I know the base price of wands by memory. Just divide that by 100, then multiply by the number of charges left, i.e. 7,5 x charges for level 1, 45 x charges for level 2 and so on.

They did make up a miniscule part of the loot for module six, I can tell you that. ^^

I ask because the party wizard is refilling all the wands they come across before selling. With wands of CLW it won't change much (1d10+tier)*7.5 gp is fairly low. But with level 4 spells it's (1d10+tier)*210 gp, and even more if the wand in question has an expensive material component (e.g. stoneskin - a relatively common wand) and that can definitely upset an attempt at delicate balancing. I forget if the ability to recharge is limited to 1/day or 1/item/day. In the later case, characters will exploit all left over mythical power uses at the end of the day for a significant cash edge. In either case, it makes a bit of difference at our table for WBL, since there are a number of wands out there with a level 4 spell and like 1d4 charges.

That same trait ability has the chance to create other issues - one character passed the hat through the party's MAD characters to scrounge up the diamonds needed to craft a staff that casts wish in exchange for 3 charges (thus keeping down the material component costs). Using mythic power to reduce the number of charges per activation and then recharging the staff with mythic power as well yields a +5 inherent bonus to an attribute of choice each day. 24 days later, the entire party has maxed out their inherent bonuses.


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I thought you couldn't refill wands...

EDIT: As a matter of fact, you cannot:

Quote:

The standard rules don't allow item creation feats to recharge charged items such as wands. This is because wands are the most cost-effective form of expendable spellcasting in the game (the minimum price is 15 gp per charge, as compared to a minimum price of 25 gp per use for a scroll or 50 gp per use for a potion). Allowing wand recharging devalues scrolls and potions in the game, especially as using a wand does not provoke attacks of opportunity. A wand's lower price increment would also mean that partially recharging the wand is easily done with a short downtime period (10 charges per day for a 2nd-level wand, 4 per day for a 3rd-level wand, and 2 per day for a 4th-level wand), making the wand even more useful and cost-effective.

A GM who wants to allow wand recharging can require a minimum of 25 charges added to the item to help offset this advantage, as it forces you to spend a larger amount of gold at once instead of smaller amounts more frequently.

Source: Recharging Charged Magic Items


Odraude wrote:

I thought you couldn't refill wands...

EDIT: As a matter of fact, you cannot:

Quote:

The standard rules don't allow item creation feats to recharge charged items such as wands. This is because wands are the most cost-effective form of expendable spellcasting in the game (the minimum price is 15 gp per charge, as compared to a minimum price of 25 gp per use for a scroll or 50 gp per use for a potion). Allowing wand recharging devalues scrolls and potions in the game, especially as using a wand does not provoke attacks of opportunity. A wand's lower price increment would also mean that partially recharging the wand is easily done with a short downtime period (10 charges per day for a 2nd-level wand, 4 per day for a 3rd-level wand, and 2 per day for a 4th-level wand), making the wand even more useful and cost-effective.

A GM who wants to allow wand recharging can require a minimum of 25 charges added to the item to help offset this advantage, as it forces you to spend a larger amount of gold at once instead of smaller amounts more frequently.

Source: Recharging Charged Magic Items

There is an upgrade to one of the mythic traits (riftwarden orphan I believe) that allows you to recharge a charge-using magic item with 1d10+tier charges per day.


Ah gotcha. Never mind, carry on.


Caius wrote:
Odraude wrote:

I thought you couldn't refill wands...

EDIT: As a matter of fact, you cannot:

Quote:

The standard rules don't allow item creation feats to recharge charged items such as wands. This is because wands are the most cost-effective form of expendable spellcasting in the game (the minimum price is 15 gp per charge, as compared to a minimum price of 25 gp per use for a scroll or 50 gp per use for a potion). Allowing wand recharging devalues scrolls and potions in the game, especially as using a wand does not provoke attacks of opportunity. A wand's lower price increment would also mean that partially recharging the wand is easily done with a short downtime period (10 charges per day for a 2nd-level wand, 4 per day for a 3rd-level wand, and 2 per day for a 4th-level wand), making the wand even more useful and cost-effective.

A GM who wants to allow wand recharging can require a minimum of 25 charges added to the item to help offset this advantage, as it forces you to spend a larger amount of gold at once instead of smaller amounts more frequently.

Source: Recharging Charged Magic Items
There is an upgrade to one of the mythic traits (riftwarden orphan I believe) that allows you to recharge a charge-using magic item with 1d10+tier charges per day.

Blast I missed that I've been selling duplicate wands off at the price of their reduced charges, ah well i'll remember it then, also like the wish staff idea. I may need to steel that to bump up my int/dex/con/cha/wis althoguh I like having 13 strength and a character whos no stronger than a fit girl slaughtering enemies through her extreme dexterity to place the blows for maximum damage (mythic finesse).

Silver Crusade

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I would not allow a staff of wish, even without mythic rules, the ability to recharge a charge per day is enough.

Grand Lodge

I'd let my players make the staff of wish. But I'd add a x100 surcharge (at least) to the cost of creation...

As for using the Riftwarden trait to abuse wish items, I think I'd just uplift the anti-wish inevitable from 3.5. (And add the advanced template a few times, and some mythic ranks.)

Or, you know, just disallow the use of that part of the trait.

RPG Superstar 2012 Top 16

Meh.

A Staff of Wish is base 400x 17 x 9, or 61,200 gp. +1,250,000 gp in material component costs, for 1,311,300 gp

By using 2 charges at a time, total cost is barely affected. Raising charges affects only the base price of 61,200 gp, not the material components cost, which is always 50 uses regardless.

So 2 charges at a time reduces the cost to 1,280,100 gp.

And the only way you can exploit it is to be a Mythic character who can convert mythic power directly into spells, or be a sorcerer with arcane apotheseos.

The characters are going to get inherent bonuses to all stats ANYWAYS. Instead of 1.125 million gp being enough to raise 10 Stats by +5, it's now enough to raise all their stats by +5.

And that's pretty much it for out of character abuse.

Given the sheer amount of money necessary to pull this off, and the time required to make such a thing, it's not going to upset the campaign all that much. Wishes are still subject to DM adjudication if they start getting fancy, and such a mighty staff usable by other mythic characters will be on the wish list of every mythic thief alive.

==Aelryinth

Scarab Sages

Staff crafting rules wrote:
must provide any focus the spells require as well as material component costs sufficient to activate the spell 50 times (divide this amount by the number of charges one use of the spell expends).

So three charges would divide the component cost by 3.

RPG Superstar 2012 Top 16

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no. Look at the construction rules.

The divisor comes after you determine base cost. Material component cost is then figured AFTER charge divisor. The cheaper charges doesn't affect it. You still have to supply for fifty charges even if the device uses two at once.

Which is kind of weird, but it's how its written.

==Aelryinth


Honestly I doubt I'd allow it ingame either but given this particular group is a bung of NPCs I'm using to familiarize myself with the module/special rules why not.

Although if I do go with +5 inherent bonus to all stats I may need to develop a special necklace that gives non-detection, proof against disease/posion/petrification and -5 to all stats for those times when.they just want to be a "normal" person and put aside all that magical power for a time so they don't need to worry about building a home that's solid enough a giant won't accidentally break the door knobs.

Silver Crusade

Aelryinth wrote:

Meh.

A Staff of Wish is base 400x 17 x 9, or 61,200 gp. +1,250,000 gp in material component costs, for 1,311,300 gp

By using 2 charges at a time, total cost is barely affected. Raising charges affects only the base price of 61,200 gp, not the material components cost, which is always 50 uses regardless.

So 2 charges at a time reduces the cost to 1,280,100 gp.

And the only way you can exploit it is to be a Mythic character who can convert mythic power directly into spells, or be a sorcerer with arcane apotheseos.

The characters are going to get inherent bonuses to all stats ANYWAYS. Instead of 1.125 million gp being enough to raise 10 Stats by +5, it's now enough to raise all their stats by +5.

And that's pretty much it for out of character abuse.

Given the sheer amount of money necessary to pull this off, and the time required to make such a thing, it's not going to upset the campaign all that much. Wishes are still subject to DM adjudication if they start getting fancy, and such a mighty staff usable by other mythic characters will be on the wish list of every mythic thief alive.

==Aelryinth

Nice calculation.


Aelryinth wrote:

no. Look at the construction rules.

The divisor comes after you determine base cost. Material component cost is then figured AFTER charge divisor. The cheaper charges doesn't affect it. You still have to supply for fifty charges even if the device uses two at once.

Which is kind of weird, but it's how its written.

==Aelryinth

I am looking at the rules...

Pathfinder SRD wrote:

The creator must have prepared the spells to be stored (or must know the spells, in the case of a sorcerer or bard) and must provide any focus the spells require as well as material component costs sufficient to activate the spell 50 times (divide this amount by the number of charges one use of the spell expends).

I'm not sure how open that text is to the reading you're giving. The second clause in parentheses sounds pretty clear to me that using multiple charges per activation would in fact reduce the material component cost.

RPG Superstar 2012 Top 16

Hmm, I'll concur on that. I were in error and thank you for the correction.

Revised calculation!

So, using 2 charges from a Staff for Wish will cut the price from 1,311,300 gp down to a mere:

655,650 gp.

Or 95% of the Wealth by Level of a level 19 character! Talk about putting all your eggs in one basket...

===Aelryinth

Silver Crusade

Aelryinth wrote:

Hmm, I'll concur on that. I were in error and thank you for the correction.

Revised calculation!

So, using 2 charges from a Staff for Wish will cut the price from 1,311,300 gp down to a mere:

655,650 gp.

Or 95% of the Wealth by Level of a level 19 character! Talk about putting all your eggs in one basket...

===Aelryinth

Yeah, but once you spread that cost over the entire group, it becomes oddly affordable, even without the mythic rules this item would be troublesome.

Requiring other spells in the staff could be a good way to make it more expensive, to keep the theme intact:

Staff of unalluring investment
CL 17

This opaque crystalline staff seems to be made entirely from compressed diamond dust, and can be used as a +5 defending quarterstaff.

This staff allows use of the following spells:

- Wish (2 charges)
- Limited wish (1 charge)

RPG Superstar 2012 Top 16

300x7x13 is 27300 gp for the limited wish. Add in 75k for material components, for an extra 122300 gp.

+5 Defender is +6 to make it an Epic weapon, +72k if you're only enchanting one end.

Total, + another 194300 gp to the 655,550, or 849,850 gp.

==Aelryinth


If you've got the 1st tier Archmage path ability "Enhance Magic Items" in here though, you can make the wish staff a little cheaper.

By using 1 use of mythic power, you can avoid using a charge off the item. That allows a staff built with a cost of 3 charges/casting and still put out 5 wishes when fully charged (and 1d10+tier will leave the item fully charged each day).

Cost on that staff is 1,311,300/3 = 437100gp. 82% of WBL for an 18th level character, and this is an adventure path with a bit more than standard wealth by level. If 4 characters spread the cost between themselves, as the ones in our party did, you're looking at just under 108k per character - WBL has a character gain that much just going from 17th level to 18th level.

To max the party out the staff will be casting 120 wishes. Even at only one attribute/character, it would be doing 20 wishes. With the cost of the item being roughly 17.5 wishes, even if everyone only wishes up one attribute, the party still comes out wealth ahead (because face it, characters at this power level are already going to do at least one attribute). Then buffing all the other attributes is just gravy, and some very nice gravy that comes with lots of extra hit points, skill points, armor class, saving throws, etc.

GM'ing something like this and attempting to say "yes but" rather than "no", make sure that the wizard is keeping track of which day those uses of mythic power come from. He'd be using 6 uses/day for 23 days. He'll be able to make some of this happen on down time, but between the other party members wanting their wishes now rather than later and a sense of urgency, he'll end up in some combats wishing (pun intended) that he had some more uses of mythic power that day.

My group of players gets a lot of enjoyment out of these exploits. They would get less enjoyment from the game if the laws of the universe were to somehow warp to keep them from gaining certain advantages. And we're in this game for the enjoyment, all of us, so I'm not about to shut down RAW just to keep their attributes a few points lower. In the meantime, the encounters coming just got a little bit nastier and everything should work out fine.

RPG Superstar 2012 Top 16

mm, so if you get the full service staff, you can expend as many wishes per day as you have uses of Mythic Power.

1 Mythic Power = 9th level spell. Impressive.

==Aelryinth


Strangely enough after thinking about this unless I could make an amulet or something that gave me -5 to every stat I wouldn't do it since my character likes only have 13 strength (when not boosted) or the normal strength for a fit woman of her build as opposed to the inhuman snapping door handles she would be running with (currently her gear raises her to 17) and with +5 inherent that's 22 strength. Annoyingly herolab doesn't let me make an item that reduces stats by -5 without editing grumble grumble.

EDIT
Also . ..

We killed Baphomet and all I got was this lousy T-shirt
Finally finished book 5 with my test group of NPC's by the time they got to Baphomet they were about halfway through level 19 (lots of random encounters I need to tone those down I think) and his entry states he only gives enough XP to take you to 40k short of level 19.

So I've decided the heck with it I'm just taking the lot so my party's now 90k or 900k (can't remember which) short of level 21. I'm thinking arcanist to bump that up to level 19 then 20 (more spells of 9th level) but maybe I'll take psionicist for my 21'st level we'll see. Probably should go back and give myself some more mythic trials but I only did 1 or 2 after hitting level 9 and really redeeming the so and so is a better trial than seeing the such and such. Wonder what level they'll be by the end of book 6?

RPG Superstar 2012 Top 16

There is no level 21, FYI.

==Aelryinth


Well technically there isn't, but it's relatively easy to extrapolate what that XP cost for level 21 would be, and most everything has a predictable pattern for increasing. There would be no new abilities to gain but theoretically one could advance to level 21 in their current class. That said, it's also pretty easy to start taking other class levels to supplement your abilities.


There's also the fact that I'm a level 1 ranger, level 10 eldritch knight and level 9 arcanist so its really easy for me to take another level of eldritch knight and add things on as if I'd gone from a level 18 arcanist to a level 19 one for terms of spells, saves etc. If I start taking levels in psionicist its even easier just take on the first level psion abilities as if multiclassing normally. This isn't a 21st level in a straight class either way.

RPG Superstar 2012 Top 16

True, but what you're allowing your characters to do is get all the benefits of single class characters, while single class characters get no additional benefits. In short, there's no 'early power, late sacrifice' trade-off.

I'd allow them to retrain their levels if they really want a capstone, assuming they qualify, and I'd allow them to do the E6 rules and start acquiring feats, but I'd not allow them to just keep leveling.

Keep in mind that Paizo really isn't balanced above level 20. Epic level play had some serious problems.

==Aelryinth


Aelryinth wrote:

True, but what you're allowing your characters to do is get all the benefits of single class characters, while single class characters get no additional benefits. In short, there's no 'early power, late sacrifice' trade-off.

I'd allow them to retrain their levels if they really want a capstone, assuming they qualify, and I'd allow them to do the E6 rules and start acquiring feats, but I'd not allow them to just keep leveling.

Keep in mind that Paizo really isn't balanced above level 20. Epic level play had some serious problems.

==Aelryinth

Let's be honest here. Paizo isn't really balanced above level 9. The things you can do with 15-20 levels in most classes are absurd.

RPG Superstar 2012 Top 16

That's true. but the capstone abilities are the reward for staying the course with a single class. I happen to LIKE the idea that multi-classers minmaxing the early levels for survivability cannot get those capstones.

==Aelryinth


Aelryinth wrote:

That's true. but the capstone abilities are the reward for staying the course with a single class. I happen to LIKE the idea that multi-classers minmaxing the early levels for survivability cannot get those capstones.

==Aelryinth

It also hurts those who are playing to a concept e.g. my batle mage, 1 level ranger to qualify for 10 levels eldritch knight = effectively an 18th level arcanist who's still 11 levels away from a capstone ability in the arcanist class.


You do realize that the Prestige classes have their own Capstone abilities, right?


Tangent101 wrote:
You do realize that the Prestige classes have their own Capstone abilities, right?

Yes although I've only looked at eldritch knight and it seems a fair bit less useful.

10th level spell critical
Whenever you confirm a critical hit you may immediately make cast a spell as a swift action but it must include the being crited as part if its target.

So you need to roll a critical (weapon or ray and then hit its AC again to confirm) and you have to use an attack spell as opposed to dimension door.

Compare that to the magus's first level ability to cast as an offhand "weapon" -2 to full attack and a concentration check to cast any spell they want.

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