
Monkeygod |

You should try PMing me. Practically guaranteed to get an answer that way. Just ask Grig.
My life is in a bit of turmoil right now as I am in the process of selling an inherited 1/4 of my house along with my younger brother to our sister and will be moving soon.
He's also been busy training for a Muay Thai fight tomorrow night, plus he had a big wrestling show last Sat, so we haven't had the chance to sit down and discuss the legendary gifts for our PCs let alone you villains.

![]() |

You should try PMing me. Practically guaranteed to get an answer that way. Just ask Grig.
My life is in a bit of turmoil right now as I am in the process of selling an inherited 1/4 of my house along with my younger brother to our sister and will be moving soon.
He's also been busy training for a Muay Thai fight tomorrow night, plus he had a big wrestling show last Sat, so we haven't had the chance to sit down and discuss the legendary gifts for our PCs let alone you villains.
I hear ya, man. I'm closing on my first house so my life is about as crazy as yours, it sounds.
Adulting is hard.
Illia- |

Illia- being an outsider, seemed rather appropriate for the task of being summoned, yes. You have correctly divined my intent.
Illia- also isn't a character that I would imagine hanging around Seiryu every second of every day. She likes dragons but she's already got one*. So, she's someone that Seiryu gets along with, might invite to a tea party or a bloodbath, and can call in a favor from, but not a "yes, this is my right hand devil that I count on 24/7."
*or possibly uncountable hordes by this point

Monkeygod |

Lol, I mean, your normal cohort can be an outsider too. There's nothing limiting that, RAW or otherwise.
The favored minion thing is just a cool bonus. For us heroes they are kinda background characters right now. Used during big battles or in NPC roles like guarding a key point while us PCs go deal with the real threats.
They are, for both us heroes as well as you villains, capable of being more useful in combat, and will definitely need to be used more by us PCs once I take over running the game.

Illia- |

How would you rule on the intersection of
http://www.d20pfsrd.com/magic-items/rings/ring-of-inner-fortitude
and
http://www.d20pfsrd.com/mythic/mythic-magic/mythic-spells/borrowed-time
?
Seems to me, like, if you forked over for the expensive version, the first 6 constitution damage from borrowed time would still be there, so you wouldn't take the 30 damage, but if you used borrowed time a 7th time, you'd start actually taking the penalties to your Con.

Monkeygod |

Alright, not sure tbh.
I can't tell if the ring negates each specific instance of ability damage, or just the listed amount, period. And then you start taking damage after?
Ie, if you take only 1 damage to Con each round due to Borrowed Time, does the ring negate the damage each turn? Or just 6 damage in total(for the most expensive)? and then on the 7h round, you take the con damage?

Illia- |

I've never been a fan of using one characteristic to offset the penalty of another characteristic.
I've always seen these penalties as power balances. While they sometimes make sense, often it seems they tip the balance too far.
Which may not be an issue in this instance.
There are more overpowered ways to go about what I'm thinking about doing. 5 damage is just chip damage with the health pools we have availability to. If I wanted to break the system, I'd make sure I was immune to ability damage and thus just take 5 damage from the spell each time I use it.
So, everyone ok with the "no penalties for the first six uses, but after that, start taking con damage as normal" interpretation? Effectively, we'd be classifying the ability damage from Borrow Time as stacking into one big penalty.

Illia- |

Well, if I want to spend another mythic point and a standard action in combat, I guess I could do that, but it seems like a poor choice.
Also: "Mythic Spells in Magic Items: Mythic spells can't be crafted into magic items unless the item is an artifact (for example, you can't brew a potion of mythic cure light wounds)."

Monkeygod |

Fnord, just curious, how would you rule on the interaction tween the two?
On the one hand, part of me doesn't care if it gets abused, because of the obviously insanely high power level of this game anyways.
Flip side, it is a pretty strong effect, so I'm not sure if I should let it go or restrict it somehow.

fnord72 |
I often see this with the barbarian rage and the subsequent fatigue.
What i've seen in those cases is abuse of an immunity/ignore fatigue and rage powers that are x/rage.
rage>use ability>end rage>rage>use ability>end rage>rage...
In this case the ability to ignore ability drain is obviously expected to be a defensive measure against enemy action.
To me that falls into the same category as when someone can be healed by taking damage and they repeatedly run into a doorpost to heal up.
It may be RAW, but it is an exploit/loophole and should be considered under RAI.
Mythic Borrowed Time, with a greater ring of inner fortitude, would cost one standard action and allow six extra swift actions, or with one mythic point, six extra move actions, 12 immediate actions, or 12 swift actions, over six rounds. That's pretty powerful. Does the character still suffer the staggered, or has that been overcome as well?
I'd allow that the ability drain worked as intended, against hostile actions.
Alternatively, I might suggest that the ring of inner fortitude would only work once per casting of borrowed time, or that the HP damage still applied.

Illia- |

Well, the thing is, this ability is designed to work with, and has a specific ruling for if you're just blanket immunity to ability damage. Which with our power level, is pathetically easy to get. If I was looking to abuse this ability I'd just take immunity to ability damage, and not need to bother about asking about the interaction. The HP damage is so small as to be utterly inconsequential at our level.

Monkeygod |

Hey guys, just checking in, seeing how every one is doing.
Game wise, we're still quite a ways out from my taking over GMing duties, so still no true hurry.
The sale of our house should be finalized by next week, hopefully.
May and June will likely be rather busy for us, so I don't have any idea how much spare time we'll have to play this game. Thus it could be July or even Aug before I begin running my plot.

Monkeygod |

And, even after you start, the odds of immediately encountering one of the veiled masters is low, unless that's the inciting incident.
Yea, that's kinda my point when I've been talking about how much time you guys have to work on these villains. The heroes definitely won't be discovering the existence of the veiled masters right away, let alone figuring out who they are, and how to take the fight to them. If they even can.

Michael Johnson DM85 |

I have an idea for a simple character that can be played as a legal PC (Even in PFS) but of course at lower levels...leveling them to 35 with 5 mythic tiers will make them insanely broken as a PC but prefect for a boss. 20 levels Oracle Seer Mystery of Time Curse of Tongues, 15 levels Magus (pretty basic at this point). Seer gets some crazy abilities, especially with Mystery of Time... Stop Time, Time Hop, Erase From Time, Aging Touch, Speed/Slow Time, Time Sight, Natural Divination, etc. Then comes the spells and abilities available to this strange mix of classes...especially the Magus...they can increase their armor class above that of similar level fighter, they can cast ranged touch attacks through a successful melee attack, dealing weapon damage and spell damage (Ray of Disintegration...nuff said...) as well a few mythic versions of already amazing spells...a formidable foe indeed. Give me the word and I'll start work on them immediately! (PM me to be sure...) I'll work quickly and get you this amazing PC turned villain with cohorts and followers...as well as a Samsaran version of himself at lower levels as a dude to summon like you said. It will be a fight to remember...be assured! If you end up not using him, I'll be heartbroken, to be honest, but I'll get over it.

Josh.Ingle |

So I've run into an odd problem. With ABP and the fact that I have enough legendary gifts to make my main weapon and 3 backup weapons cap out at +10 and still not come near spending all the points, I have no idea what to spend most of this money on, since most of it would've gone to stat boosting items. I'm even using inscribe magical tattoo because the guy's an ancient Azlanti wizard and he was around for Thassilon and thought they had a good idea, and I still can't figure out what to get. I'm considering getting a bunch of different special materials for my weapons purely because I can and because he's been around long enough to collect the weird stuff, but even that's not gonna dent this.
Anyone have any item suggestions for a Swashbuckler/Rogue | Arcanist/Tattooed Mystic/Pathfinder Savant?

fnord72 |
Do you have a means of travelling? If not, you should consider hiring a wizard to enchant a custom travel item. Unless you took crafting feats, you'd be paying full price for the custom item, but with lots of cash laying around, a 1/day or 2/day greater teleport enchantment on your boots shouldn't be out of the question.
A riding crop that summons a phantom mount at 14th CL would probably do you good too.

Josh.Ingle |

So, the arcanist guy is cool, but I had another idea. I'm going to bounce this off you guys before I flesh it out, but since we're doing epic mythic gestalt supervillains, we're allowed to have epic mythic level goals for them. So. What about someone who hates magic intensely, and is attempting to bring about the extinction of magic in general, while not being able to cast it himself. Working to arrange things in the shadows via social and physical actions but never actually casting a spell towards his goal, attuning to his weapons only through decades of hard work and mastery.
Have him work behind the scenes orchestrating the activities of magical researchers all over Golarion.
Have him slowly leading them down dangerous paths towards the eventual end goal of causing a backlash that either makes people stop trusting magic at all or actually removes people's capability to perform magic.
That'd be a pretty slick villain, I'd think. What do you guys think of it? Not sure what classes he'd be yet, but I feel like it'd be interesting to fight an archvillain who wasn't some sort of arcane demigod. Someone who was just that good at what he did. Probably have to use magic items still, but that doesn't mean he has to like it. He can be pragmatic, I'd think, while still not enjoying having to rely on magic to combat the opposition.
Even better, I can actually see this guy not being Capital E Evil. Just driven. He might have a solid reason for his actions, and be doing what he thinks is best. Morally grey villains, even if they're aligned Lawful Evil, are some of my favorite stories.
Update: Started throwing together a Startoss Throwing Knife specialist and I'm at, with deadly aim on and no magic weapon enhancements of any sort, 8d8+232 to the first target and 2d8+58 damage to secondary targets at +47 to hit using a masterwork dagger. If I opt for dealing only the 2d8+58, I can do it in a line up to my max range with throwing weapons.
Which is forever.
Until something stops it.
Do that with an adamantine dagger.
I might accidentally knife myself in the back.
Mythic is dumb
Someone wanna tell me throwing weapons are weak XD

Austin Bevers |
I recognize that I may have, in fact, missed both the point and the boat here, but for the potential pleasure of the OP:
http://www.myth-weavers.com/sheet.html#id=78665
http://www.myth-weavers.com/sheet.html#id=80863
Why I have a 129HD and 1129HD monstrosity laying around isn't a terribly compelling story, but make use of them if you will.

Austin Bevers |
I'd hesitate to apply the word "creative" because while the question is valid...egh, let's ignore semantics:
The primary features are the Wards of Jandelay (EX) from The Oliphaunt of Jandelay (Mythic Adventures, IIRC) and the Mythic Vital Strike tree. Features like the spell selection for Mythic Contingency might create some interest, but they might be "smart" enough to just be common sense. Otherwise, it's a dragon with a subtype. One I find compelling from a narrative standpoint, but it does, for better or worse, work as a "Here's a list of resistances and immunities" shortcut.
Also, noticing a few 3.5 hold-overs in there....note to self, proofread old sheet before posting. So there's that, if you consider the goof interesting.
Ultimately, I tried to stay away from any homebrew/custom work when I originally designed it, in the interests of "playing fair" with the group I was running for at the time. As a result, there aren't too many super-cool nifty abilities. A piece or two may have slipped in (Really should have noted the sources for the feats)
Anyway, TL;DR
Yes, if you like mechanical crunch and flavor-based decisions within the rules of the d20 system.
If you're looking for individual pieces of content that stand out? You've seen 99% of the bits that go into this on the srd.
It's got a cool hat though ;)