Overlords (Pathfinder Mythic Sandbox)

Started by Zaer Darkwail, June 06, 2017, 01:46:50 PM

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.

Snake

*tremors erupt and dust flies up from the face-palm*

Totally went over your head...

Brine = Salt. XD


Drowdeviant

#352
Quote from: Snake on June 13, 2017, 04:15:25 PM
*tremors erupt and dust flies up from the face-palm*

Totally went over your head...

Brine = Salt. XD

It didn't. I simply was correcting your statement of them having a chaotic alignment. Fool I knew the depths of the depths of their saltiness before you ever knew what a brine dragon was...Also I might be changing my gal's dragon patron to a brine cause they're a bit cooler than Blacks...plus that dessicating and paralyzing ability bite combo yo. :3

Also I misunderstood what you were referring to when you said chaotic. Though you meant the alignment type not an abbreviations of Sky's username. xD
My F-list: https://www.f-list.net/c/wolf%20king%20ii
My A/As: https://elliquiy.com/forums/index.php?topic=223237.0 -My RPs and how many I can do at one time

Snake

His screenname is already affecting us all! OH NOES :p

Knarfy

Quote from: Snake on June 13, 2017, 03:29:52 PM
So it'd be kind of like "only whe you meet the requirement can you use it" but you don't LOSE it. it's just inaccessible.

Perhaps the custom power is "Draco fundamentum" basically

Tier 3: you grow said organ within your body, augmenting any breath weapon to be used at-will but with the ormal 1d4 round lag time before bursts (like a real dragon) but the lag is like 2d4 instead.

Tier: 6: Your breath weapon now ignores resistance (but not immunity) and you can shape it to be either cone or line (like the old 3.5 monster feat 'shape breath") lag time reduced to 1d4+2 rounds

Tier 9: You gain the mythic power of your bloodline. It only comes into play when you're actually IN your dragon form. via the bloodline power/dragon disciple/Oracle powers.

Couldn't post about this during the day, but I figured I could clean it up a bit/make some commentary :)

Quote1st-Tier Universal Path Abilities
Draconis Fundamentum (Su)
A character must have a draconic breath weapon from a class ability or racial trait to take this ability. The breath weapon may be used an unlimited number of times per day, but must wait 2d4 rounds between each use. Their breath weapon may also become more powerful. Instead of using the damage specified by their class or racial ability, the character may choose to have their breath weapon deal damage as a dragon of their heritage with an age category equal to their tier to a maximum of 12. For example, a red half-dragon human normally would do at most 1d6 damage with a breath weapon. If they were mythic tier 3, they could instead choose to do 6d10 fire damage with their breath weapon, as though they were an age category 3 (young) red dragon. Similarly, the character may choose to use 10+mythic tier+constitution modifier in place of the normal formula for determining the save DC of the breath weapon.

Exactly as you described, with some extra stuff to throw a bone to half-dragons or people who have otherwise sucky breath weapons. I also dropped the required tier down to 1st, since mythic path abilities only go 1st, 3rd, 6th.

Quote3rd-Tier Universal Path Abilities
Greater Draconis Fundamentum (Su)
A character must have the Draconis Fundamentum mythic path ability to take this ability. The character now only needs to wait 1d4+1 rounds between uses of their breath weapon. Additionally, each time they use the breath weapon, they may choose to breathe in a line or a cone. If their breath weapon is normally a line, they may breathe a cone with half the length. If their breath weapon is normally a cone, they may breathe a line of double the length. Finally, they may spend 1 mythic power when they use their breath weapon to ignore energy resistance, but not immunity, with their breath weapon damage.

Ignoring resistance isn't to0 crazy for a mythic ability, but that sort of thing usually costs a mythic power. Just being able to swap between line and cone and the reduced refresh is pretty spicy by itself. I also cut down the refresh by one more round, partly so the next ability would have something to add, and also so that you don't go from a minimum wait of 2 rounds to a minimum wait of 3 rounds :P

Quote10th-Tier Universal Path Abilities
True Draconis Fundamentum (Su)
A character must have the Greater Draconis Fundamentum mythic path ability to take this ability. The character now only needs to wait 1d4 rounds between uses of their breath weapon. Additionally, once they achieve mythic tier 10, whenever they are in the form of a dragon, using a Form of the Dragon spell or a similar polymorph effect, they gain the special breath ability of an ancient dragon of their heritage, treating their tier as their age category with a maximum of 12. Characters with the Half-dragon template may use this ability in their natural form.

BlackAcid Pool
BlueStorm Breath
GreenMiasma
RedMelt Stone
WhiteBlizzard

The ancient breath ability should still be limited to tier 10, but it should do something at teir 6 when you can take it. Also threw in a cookie for half-dragons.

Anyway, same idea, more consistent with the existing material. I think so anyway :P
Godbound: Erry day I'm shillin' it
My O/O thread
Why isn't Knarfy posting? - probably because he is lazy
"The most iconic hentai is essentially Lovecraftian, in that it portrays sexual pleasure as beyond human comprehension, to which the only possible response is a descent into hedonistic madness." - Anonymous

Snake

That's pretty awesome Knarfy. I had just put it up as an idea to power up the normally lackluster breath weapon abilities that are so iconic of anything draconic.

Gives them more use and don't fal totally flat against resistant enemies.

Zaer Darkwail

Good work Knarfy on writing that up :).

Knarfy

Glad you approve :D

They may be even better shortly. I'm working on posting up some of the old metabreath spells from the Draconomicon. Gonna be easy since I have a fully OCR'ed copy of the book so it's just copy/paste with some formatting. :)
Godbound: Erry day I'm shillin' it
My O/O thread
Why isn't Knarfy posting? - probably because he is lazy
"The most iconic hentai is essentially Lovecraftian, in that it portrays sexual pleasure as beyond human comprehension, to which the only possible response is a descent into hedonistic madness." - Anonymous

Snake

#358
making anything dragon more viable ;3

I have the hardcover version of the draconomican.

Here's the new character's sheet so far. Can I get thoughts about it? and gear suggestions? I'm not sure what would help most.

https://www.myth-weavers.com/sheet.html#id=1241086

Drowdeviant

Quote from: Knarfy on June 13, 2017, 07:06:57 PM
Couldn't post about this during the day, but I figured I could clean it up a bit/make some commentary :)

Exactly as you described, with some extra stuff to throw a bone to half-dragons or people who have otherwise sucky breath weapons. I also dropped the required tier down to 1st, since mythic path abilities only go 1st, 3rd, 6th.

Ignoring resistance isn't to0 crazy for a mythic ability, but that sort of thing usually costs a mythic power. Just being able to swap between line and cone and the reduced refresh is pretty spicy by itself. I also cut down the refresh by one more round, partly so the next ability would have something to add, and also so that you don't go from a minimum wait of 2 rounds to a minimum wait of 3 rounds :P

The ancient breath ability should still be limited to tier 10, but it should do something at teir 6 when you can take it. Also threw in a cookie for half-dragons.

Anyway, same idea, more consistent with the existing material. I think so anyway :P

HMMMMMMMMMMM this potentially makes me want to power down my gal's class to level ten so she can be both a draconic oracle and a draconic sorcerer for the sake of getting two breath weapons. :3
My F-list: https://www.f-list.net/c/wolf%20king%20ii
My A/As: https://elliquiy.com/forums/index.php?topic=223237.0 -My RPs and how many I can do at one time

Re Z L

#360
Here's what I'm looking at doing with my followers...

Thralls:  (1,080,000g sans equipment)

Raziya Sekh
Human Soulknife (Nimble Blade, Gifted Blade Archetypes) 10/Dark Tempest 10
Champion 5


Cost = 540,000g (sans equipment)








Catfolk Oracle (Spirit Guide Archetype) 20
Hierophant 5



Cost = 540,000g (sans equipment)









Believers:

2x Level 6:  Overseers/Caretakers
Human Vitalist 6
Human Cleric 6

Cost = 24,000g


4x Level 5:  Foremen/Directors
Human Alchemist 5
Human Summoner (Unchained) 5
Dwarf Cleric (Forgemaster) 5
Human Wizard 5

Cost = 40,000g

4x Level 4:  Specialists, the Elemental Quadruplets
Ifrit Sorcerer (Elemental Fire Bloodline) 4
Oread Sorcerer (Elemental Earth Bloodline) 4
Sylph Sorcerer (Elemental Air Bloodline) 4
Undine Sorcerer (Elemental Water Bloodline) 4

Cost = 32,000g

16x level 2:  Guards (All humans)
4x Fighters
4x Rangers
2x Summoners (Unchained)
2x Druids
4x Rogues (Unchained)
4x Psychic Warrior

Cost = 64,000g

50x level 1 Kobolds (taking all kobold specific traits where applicable)
10x Sorcerers
10x Rangers
10x Hunters
10x Alchemists
10x Rogues (Unchained)

Cost = 100,000g

4x Intellect Devourers (CR 7)

Cost = 14,000g

10x Level 2 Alseid
5x Rangers
5x Druids

Cost = 40,000g

2x Calikang (CR 12) Prison Guards

Cost = 48,000g

10x level 1 Lamia Commoners
2x Sorcerers
2x Oracles
2x Skalds
2x Witches
2x Rangers

Cost = 20,000g

More to follow...

Highlighted parts are uncertain at the moment, but what I'm leaning towards.
A&A

Lockepick

Ten Buyra is done!

I haven't added a huge amount of detail to her Cohorts -- since they're just NPCs. I didn't seem them really needing any gear, since I don't plan on putting them into combat situations if possible. They're mostly there as support and base maintenance.

Ten Buyra will be donating 800,000 gp to the Base, but she's also bringing an Army with a value of 1,000,000.
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

firepyre

#362
Anyone know how spell resistance works against ongoing spells when it comes back up after being turned off? Does it roll to resist the effect?

Theorycrafting a ghost character that possesses an armoured "golem"(first blade), along with a tattoo guardian for extra OP XD

EDIT:

Knarfy

#363
Quote from: Drowdeviant on June 13, 2017, 09:14:19 PM
HMMMMMMMMMMM this potentially makes me want to power down my gal's class to level ten so she can be both a draconic oracle and a draconic sorcerer for the sake of getting two breath weapons. :3

But why go through the effort to get two breath weapons, when you can just make one breath weapon do the work of TEN with some of this bizniss:

METABREATH FEATS

Dragons (and other creatures) have developed ways to control their breath weapons to produce varying degrees of effects, from the subtle to the conspicuous. To take a metabreath feat, a creature must have a breath weapon whose time between breaths is expressed in rounds. Therefore, a hell hound (which can breathe once every 2d4 rounds) can take metabreath feats, whereas a behir (breath weapon usable 1/minute) cannot.
  Effects of Metabreath Feats: In all ways, a metabreath weapon operates in its usual fashion unless the feat specifically changes some aspect of the breath weapon. Using a metabreath feat puts stress on a dragon’s mind and body, increasing the time it must wait until the dragon can use its breath weapon again. Normally, a dragon must wait 1d4 rounds between breaths. Using a metabreath weapon increases that wait by 1 round or more. For example, if a dragon uses an enlarged breath weapon, it must wait 1d4+1 rounds before breathing again.
  Multiple Metabreath Feats on a Breath Weapon: A dragon can use multiple metabreath feats on a single breath. All increases to the time the dragon must wait before breathing again are cumulative. For example, if a dragon uses an enlarged and maximized breath weapon, it must wait 1d4+4 rounds before breathing again.

ENLARGE BREATH [METABREATH]
Your breath weapon is larger than normal.
  Prerequisites: Con 13, breath weapon.
  Benefit: The length of your breath weapon increases by 50% (round down to the nearest multiple of 5). For example, an old silver dragon breathing an enlarged cone of cold produces a 75-foot cone instead of a 50-foot cone. Cone-shaped breath weapons get wider when they get longer, but line shaped breath weapons do not.
  When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

HEIGHTEN BREATH [METABREATH]
Your breath weapon is even more deadly than normal.
  Prerequisites: Con 13, breath weapon.
  Benefit: You can increase the save DC of your breath weapon by any number up to a maximum equal to your Constitution bonus.
  For each point by which you increase the save DC, add +1 to the number of rounds you must wait before using your breath weapon again.

MAXIMIZE BREATH [METABREATH]
You can take a full-round action to use your breath weapon to maximum effect.
  Prerequisites: Con 17, breath weapon.
  Benefit: If you use your breath weapon as a full-round action, all variable, numeric effects of the attack are maximized. A maximized breath weapon deals maximum damage, lasts for the maximum time, or the like. For example, an old silver dragon using a maximized cold breath weapon (damage 16d8) deals 128 points of damage. An old silver dragon using a maximized paralysis gas breath weapon (duration 1d6+8 rounds) paralyzes creatures for 14 rounds if they fail their saving throws.
  The DCs for saving throws against your breath weapon are not affected.
When you use this feat, add +3 to the number of rounds you must wait before using your breath weapon again.
  This feat stacks with the effects of breath weapons enhanced with other metabreath feats, but does not maximize them.
  Special: You cannot use this feat and the Quicken Breath feat on the same breath weapon at the same time.

QUICKEN BREATH [METABREATH]
You can loose your breath weapon with but a thought.
  Prerequisites: Con 19, breath weapon.
  Benefit: Using your breath weapon is a swift action.
  When you use this feat, add +4 to the number of rounds you must wait before using your breath weapon again.
  Special: You cannot use this feat and the Maximize Breath feat on the same weapon at the same time.

RECOVER BREATH [METABREATH]
You wait less time before being able to use your breath weapon again.
  Prerequisites: Con 17, breath weapon.
  Benefit: You reduce the interval between uses of your breath weapon. You wait 1 round less than usual before breathing again, but always at least 1 round. The feat stacks with the effects of metabreath feats, reducing the total time you must wait to use your breath weapon again by 1 round.
  Special: If you have multiple heads with breath weapons, all breath weapons use the reduced interval.

SHAPE BREATH [METABREATH]
You can make the area of your breath weapon a cone or a line, as you see fit.
  Prerequisites: Con 13, breath weapon, size Small or larger.
  Benefit: If you have a line-shaped breath weapon, you can opt to shape it into a cone with half the range. Likewise, if you have a cone shaped breath weapon, you can shape it into a line with double the range.
  When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.


METABREATH SPELLS

Similar to the metabreath feats described in the previous section, a large number of spells in this section alter a dragon’s breath weapon. While metabreath feats allow mundane manipulation of a breath weapon’s shape or power, metabreath spells represent significant magical enhancement of the breath weapon. A metabreath spell has a special breath (B) component listed in the spell description. Using the breath weapon is a part of casting the spell, just like making a touch attack is a part of casting a touch spell. Unlike touch spells, a dragon cannot hold the charge on a metabreath spell; it must breathe as part of the spellcasting. Casting a metabreath spell counts as a normal use of a breath weapon, and the dragon must wait the normal length of time before using it again.
  A spellcaster must have a breath weapon to cast a spell with a breath component. Some metabreath spells apply only to breath weapons with a damaging, energy-based effect—so a dragon turtle’s scalding breath (which deals damage with no energy descriptor) or a gorgon’s petrifying breath, for example, could not be animated with animate breath. Either could be enhanced with fire damage using breath weapon admixture or replaced with electricity damage using breath weapon substitution. A character under the effect of an elixir of fire breath can use metabreath spells normally.
Metabreath spells are Sorcerer/Wizard spells. However, any character that gains a draconic breath weapon from a class feature in a class that also grants spellcasting may add metabreath spells to their spell list. Metabreath spells are arcane or divine depending on the spell list they are learned/prepared from. For example, an oracle that took the dragon mystery and gained the breath weapon revelation would treat metabreath spells as divine spells on the Oracle spell list.

1st-Level
  Breath Flare. Your breath weapon dazzles targets.
2nd-Level
  *Wings of Air. Target’s flight maneuverability improves by one step.
3rd-Level
  Blinding Breath. Your breath weapon blinds targets.
4th-Level
  Rebuking Breath. Your breath weapon rebukes undead.
  Breath Weapon Substitution. Your breath weapon deals a different kind of damage than normal.
  Stunning Breath. Your breath weapon also stuns creatures for 1 round.
5th-Level
  Ethereal Breath. Your breath weapon manifests on the Ethereal Plane.
  *Greater Wings of Air. Target’s flight maneuverability improves by two steps.
6th-Level
  Dispelling Breath. Your breath weapon acts as a targeted dispel magic to all creatures in its area.
  Greater Stunning Breath. Your breath weapon also stuns creatures for 2d4 rounds.
8th-Level
  Enervating Breath. Your breath weapon also bestows 2d4 negative levels.
  Breath Weapon Admixture. Your breath weapon also deals a second type of damage.
9th-Level
  Deafening Breath. Your breath weapon also deals sonic damage and deafens.

*Not a metabreath spell. Just added for funsies

Blinding Breath
Transmutation [Light]
Level: Metabreath 3
As breath flare, except that targets that fail their saving throws against your breath weapon are permanently blinded, rather than dazzled.

Breath Flare
Transmutation [Light]
Level: Metabreath 1
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
If your breath weapon uses fire or electricity, it is suffused with bright light. In addition to taking the normal fire or electricity damage, creatures that fail their saving throws against the breath weapon are dazzled for 1 minute per caster level. Sightless creatures are not affected by breath flare. The modification applies only to the breath produced as part of casting.

Breath Weapon Admixture
Transmutation (see text)
Level: Metabreath 8
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
Choose one type of energy other than that normally associated with your breath weapon: acid, cold, electricity, or fire. You can modify your breath weapon to add an equal amount of the energy you choose. For example, a wyrm red dragon whose breath weapon normally deals 22d10 points of fire damage could use this spell to produce a cone dealing 22d10 points of fire damage plus 22d10 points of acid damage. Even opposed types of energy, such as fire and cold, can be combined using this spell. The modification applies only to the breath produced as part of the casting.
  When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type. For example, breath weapon admixture is an acid spell when you cast it to add acid damage to your breath weapon.

Breath Weapon Substitution
Transmutation (see text)
Level: Metabreath 4
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
Choose one type of energy other than that normally associated with your breath weapon: acid, cold, electricity, or fire. You can modify your breath weapon to use the selected energy type instead of its normal energy type. For example, a mature adult red dragon whose breath weapon normally deals 14d10 points of fire damage could use this spell to produce a cone dealing 14d10 points of acid damage instead. The modification applies only to the breath produced as part of the casting.
  When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type. For example, breath weapon substitution is an acid spell when you cast it to change your breath weapon to deal acid damage.

Deafening Breath
Transmutation [Sonic]
Level: Metabreath 9
As breath weapon admixture, but you add sonic energy to your breath weapon. In addition to dealing extra damage, you permanently deafen creatures that fail their saving throws against your breath.
  This spell has no effect within an area of magical silence, such as that created by the silence spell.

Dispelling Breath
Abjuration
Level: Metabreath 6
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
Your breath weapon blasts, rends, and melts magic just as effectively as it does flesh. The modification applies only to the breath produced as part of the casting.
Every creature and object that fails its save against the breath weapon is affected by the area dispel effect of greater dispel magic.
  Ongoing spell effects or areas whose point of origin is within the area of the breath weapon are also affected as per the area dispel effect of greater dispel magic.
  You may choose to automatically succeed on dispel checks against any spell that you have cast.

Enervating Breath
Necromancy
Level: Metabreath 8
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
You can modify your breath weapon so that it is laced with negative energy. In addition to the normal energy damage your breath weapon deals, creatures that fail their saving throws against the breath weapon gain 2d4 negative levels. The modification applies only to the breath produced as part of the casting. Negative levels stack.
  Assuming the subjects survive, they regain lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from enervation don’t last long enough to do so.
  If an undead creature is caught within the breath weapon, it gains 2d4×5 temporary hit points before taking damage from the breath weapon. If not immediately lost, these temporary hit points last for 1 hour.

Ethereal Breath
Transmutation
Level: Metabreath 5
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
You can modify your breath weapon to manifest on the Ethereal Plane instead of on the Material Plane. (You must be on the Material Plane, or on another plane with a coexistent Ethereal Plane, for this spell to function.) Your breath weapon effects ethereal creatures as if they were material, and does not affect material creatures in its area. The modification applies only to the breath produced as part of the casting.

Rebuking Breath
Necromancy
Level: Metabreath 4
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
You imbue your breath weapon with negative energy that rebukes undead in its area. Undead within the area of your breath weapon that fail their saving throws against it are rebuked, and cower as if in awe for 10 rounds. The modification applies only to the breath produced as part of the casting.

Stunning Breath
Transmutation
Level: Metabreath 4
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
You imbue your damaging breath weapon with concussive force that can stun those caught in its area. Creatures that take damage from the breath weapon must make successful Fortitude saves (DC equal to your breath weapon save DC) or be stunned for 1 round. The modification applies only to the breath produced as part of the casting.

Stunning Breath, Greater
Transmutation
Level: Metabreath 7
As stunning breath, but creatures that fail their Fortitude saves are stunned for 2d4 rounds.

Wings of Air
Transmutation
Level: Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Winged creature touched
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
The creature you touch becomes more agile in the air, able to make quicker turns, and more maneuverable when flying. The target must be capable of flight using wings.
  The creature’s maneuverability improves by one step—from clumsy to poor, poor to average, average to good, or good to perfect.
  A single creature cannot benefit from multiple applications of this spell at one time.

Wings of Air, Greater
Transmutation
Level: Sor/Wiz 5
As wings of air, but the creature’s maneuverability improves by two steps—from clumsy to average, poor to good, or average to perfect.


Bonus magic item!

Pectoral of Maneuverability
Aura Faint (ordinary) or moderate (greater) transmutation; CL 3rd (ordinary) or 9th (greater)
Slot chest; Price 24,000 gp (ordinary), 180,000 gp (greater); Weight 5lbs
This metal disk has straps that go over a dragon’s forelimbs to hold the pectoral in place over its chest. A winged creature wearing a pectoral of maneuverability has its flying maneuverability improved by one step. A greater pectoral of maneuverability improves maneuverability by two steps. A humanoid can wear a pectoral as if it were a vest.
Craft Wondrous Item, wings of air (ordinary) or greater wings of air (greater); Cost 12,000 gp (ordinary) or 90,000 (greater);


This is just a small selection of stuff from the 3.5 Draconomicon. It's mostly just copy-paste, but I did update a few things to PF mechanics. Dispelling Breath and Enervating breath got the biggest changes to work more in line with PF enervate and dispel magic. Quicken breath got fixed to a swift action instead of a free... I changed shape breath to adjust the length when you switch between line/cone. (otherwise it's bananas for line breathers and kinda junk for cone breathers)

I also just straight left out some of the more complicated or silly ones. Animate breath is kinda neat, but not worth the complexity.

I certainly don't intend to use all of this stuff, but I would like to use a little. And of course, Zaer, you may reject the whole lot or individual pieces as you see fit. Some of the higher level metabreath spells can get a little nuts (I'm looking at you Admixture o_o), especially when combined with the metabreath feats. I don't think it's too out of hand all things considered. But that's your call. :)
Godbound: Erry day I'm shillin' it
My O/O thread
Why isn't Knarfy posting? - probably because he is lazy
"The most iconic hentai is essentially Lovecraftian, in that it portrays sexual pleasure as beyond human comprehension, to which the only possible response is a descent into hedonistic madness." - Anonymous

Knarfy

Quote from: firepyre on June 13, 2017, 11:21:09 PM
Anyone know how spell resistance works against ongoing spells when it comes back up after being turned off? Does it roll to resist the effect?

Theorycrafting a ghost character that possesses an armoured "golem"(first blade), along with a tattoo guardian for extra OP XD

EDIT:

You will find your answers here:
http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance

To summarize however, yes. If a spell with a non-instantaneous duration is cast on you while your spell resistance is suppressed, the caster will have to roll a penetration check when your SR comes back up, assuming the spell is still on you at that point.

I'm not sure what you're planning on with SR, but it's also worth mentioning that suppressing spell resistance is a standard action each round for as long as you want it suppressed. So that might throw a wrench in your plans :/
Godbound: Erry day I'm shillin' it
My O/O thread
Why isn't Knarfy posting? - probably because he is lazy
"The most iconic hentai is essentially Lovecraftian, in that it portrays sexual pleasure as beyond human comprehension, to which the only possible response is a descent into hedonistic madness." - Anonymous

Drowdeviant

Quote from: Knarfy on June 13, 2017, 11:44:44 PM
But why go through the effort to get two breath weapons, when you can just make one breath weapon do the work of TEN with some of this bizniss:

METABREATH FEATS

Dragons (and other creatures) have developed ways to control their breath weapons to produce varying degrees of effects, from the subtle to the conspicuous. To take a metabreath feat, a creature must have a breath weapon whose time between breaths is expressed in rounds. Therefore, a hell hound (which can breathe once every 2d4 rounds) can take metabreath feats, whereas a behir (breath weapon usable 1/minute) cannot.
  Effects of Metabreath Feats: In all ways, a metabreath weapon operates in its usual fashion unless the feat specifically changes some aspect of the breath weapon. Using a metabreath feat puts stress on a dragon’s mind and body, increasing the time it must wait until the dragon can use its breath weapon again. Normally, a dragon must wait 1d4 rounds between breaths. Using a metabreath weapon increases that wait by 1 round or more. For example, if a dragon uses an enlarged breath weapon, it must wait 1d4+1 rounds before breathing again.
  Multiple Metabreath Feats on a Breath Weapon: A dragon can use multiple metabreath feats on a single breath. All increases to the time the dragon must wait before breathing again are cumulative. For example, if a dragon uses an enlarged and maximized breath weapon, it must wait 1d4+4 rounds before breathing again.

ENLARGE BREATH [METABREATH]
Your breath weapon is larger than normal.
  Prerequisites: Con 13, breath weapon.
  Benefit: The length of your breath weapon increases by 50% (round down to the nearest multiple of 5). For example, an old silver dragon breathing an enlarged cone of cold produces a 75-foot cone instead of a 50-foot cone. Cone-shaped breath weapons get wider when they get longer, but line shaped breath weapons do not.
  When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.

HEIGHTEN BREATH [METABREATH]
Your breath weapon is even more deadly than normal.
  Prerequisites: Con 13, breath weapon.
  Benefit: You can increase the save DC of your breath weapon by any number up to a maximum equal to your Constitution bonus.
  For each point by which you increase the save DC, add +1 to the number of rounds you must wait before using your breath weapon again.

MAXIMIZE BREATH [METABREATH]
You can take a full-round action to use your breath weapon to maximum effect.
  Prerequisites: Con 17, breath weapon.
  Benefit: If you use your breath weapon as a full-round action, all variable, numeric effects of the attack are maximized. A maximized breath weapon deals maximum damage, lasts for the maximum time, or the like. For example, an old silver dragon using a maximized cold breath weapon (damage 16d8) deals 128 points of damage. An old silver dragon using a maximized paralysis gas breath weapon (duration 1d6+8 rounds) paralyzes creatures for 14 rounds if they fail their saving throws.
  The DCs for saving throws against your breath weapon are not affected.
When you use this feat, add +3 to the number of rounds you must wait before using your breath weapon again.
  This feat stacks with the effects of breath weapons enhanced with other metabreath feats, but does not maximize them.
  Special: You cannot use this feat and the Quicken Breath feat on the same breath weapon at the same time.

QUICKEN BREATH [METABREATH]
You can loose your breath weapon with but a thought.
  Prerequisites: Con 19, breath weapon.
  Benefit: Using your breath weapon is a swift action.
  When you use this feat, add +4 to the number of rounds you must wait before using your breath weapon again.
  Special: You cannot use this feat and the Maximize Breath feat on the same weapon at the same time.

RECOVER BREATH [METABREATH]
You wait less time before being able to use your breath weapon again.
  Prerequisites: Con 17, breath weapon.
  Benefit: You reduce the interval between uses of your breath weapon. You wait 1 round less than usual before breathing again, but always at least 1 round. The feat stacks with the effects of metabreath feats, reducing the total time you must wait to use your breath weapon again by 1 round.
  Special: If you have multiple heads with breath weapons, all breath weapons use the reduced interval.

SHAPE BREATH [METABREATH]
You can make the area of your breath weapon a cone or a line, as you see fit.
  Prerequisites: Con 13, breath weapon, size Small or larger.
  Benefit: If you have a line-shaped breath weapon, you can opt to shape it into a cone with half the range. Likewise, if you have a cone shaped breath weapon, you can shape it into a line with double the range.
  When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.


METABREATH SPELLS

Similar to the metabreath feats described in the previous section, a large number of spells in this section alter a dragon’s breath weapon. While metabreath feats allow mundane manipulation of a breath weapon’s shape or power, metabreath spells represent significant magical enhancement of the breath weapon. A metabreath spell has a special breath (B) component listed in the spell description. Using the breath weapon is a part of casting the spell, just like making a touch attack is a part of casting a touch spell. Unlike touch spells, a dragon cannot hold the charge on a metabreath spell; it must breathe as part of the spellcasting. Casting a metabreath spell counts as a normal use of a breath weapon, and the dragon must wait the normal length of time before using it again.
  A spellcaster must have a breath weapon to cast a spell with a breath component. Some metabreath spells apply only to breath weapons with a damaging, energy-based effect—so a dragon turtle’s scalding breath (which deals damage with no energy descriptor) or a gorgon’s petrifying breath, for example, could not be animated with animate breath. Either could be enhanced with fire damage using breath weapon admixture or replaced with electricity damage using breath weapon substitution. A character under the effect of an elixir of fire breath can use metabreath spells normally.
Metabreath spells are Sorcerer/Wizard spells. However, any character that gains a draconic breath weapon from a class feature in a class that also grants spellcasting may add metabreath spells to their spell list. Metabreath spells are arcane or divine depending on the spell list they are learned/prepared from. For example, an oracle that took the dragon mystery and gained the breath weapon revelation would treat metabreath spells as divine spells on the Oracle spell list.

1st-Level
  Breath Flare. Your breath weapon dazzles targets.
2nd-Level
  *Wings of Air. Target’s flight maneuverability improves by one step.
3rd-Level
  Blinding Breath. Your breath weapon blinds targets.
4th-Level
  Dispelling Breath. Your breath weapon acts as a targeted dispel magic to all creatures in its area.
  Rebuking Breath. Your breath weapon rebukes undead.
  Breath Weapon Substitution. Your breath weapon deals a different kind of damage than normal.
  Stunning Breath. Your breath weapon also stuns creatures for 1 round.
5th-Level
  Ethereal Breath. Your breath weapon manifests on the Ethereal Plane.
  *Greater Wings of Air. Target’s flight maneuverability improves by two steps.
6th-Level
  Greater Stunning Breath. Your breath weapon also stuns creatures for 2d4 rounds.
8th-Level
  Enervating Breath. Your breath weapon also bestows 2d4 negative levels.
  Breath Weapon Admixture. Your breath weapon also deals a second type of damage.
9th-Level
  Deafening Breath. Your breath weapon also deals sonic damage and deafens.

*Not a metabreath spell. Just added for funsies

Blinding Breath
Transmutation [Light]
Level: Metabreath 3
As breath flare, except that targets that fail their saving throws against your breath weapon are permanently blinded, rather than dazzled.

Breath Flare
Transmutation [Light]
Level: Metabreath 1
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
If your breath weapon uses fire or electricity, it is suffused with bright light. In addition to taking the normal fire or electricity damage, creatures that fail their saving throws against the breath weapon are dazzled for 1 minute per caster level. Sightless creatures are not affected by breath flare. The modification applies only to the breath produced as part of casting.

Breath Weapon Admixture
Transmutation (see text)
Level: Metabreath 8
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
Choose one type of energy other than that normally associated with your breath weapon: acid, cold, electricity, or fire. You can modify your breath weapon to add an equal amount of the energy you choose. For example, a wyrm red dragon whose breath weapon normally deals 22d10 points of fire damage could use this spell to produce a cone dealing 22d10 points of fire damage plus 22d10 points of acid damage. Even opposed types of energy, such as fire and cold, can be combined using this spell. The modification applies only to the breath produced as part of the casting.
  When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type. For example, breath weapon admixture is an acid spell when you cast it to add acid damage to your breath weapon.

Breath Weapon Substitution
Transmutation (see text)
Level: Metabreath 4
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
Choose one type of energy other than that normally associated with your breath weapon: acid, cold, electricity, or fire. You can modify your breath weapon to use the selected energy type instead of its normal energy type. For example, a mature adult red dragon whose breath weapon normally deals 14d10 points of fire damage could use this spell to produce a cone dealing 14d10 points of acid damage instead. The modification applies only to the breath produced as part of the casting.
  When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type. For example, breath weapon substitution is an acid spell when you cast it to change your breath weapon to deal acid damage.

Deafening Breath
Transmutation [Sonic]
Level: Metabreath 9
As breath weapon admixture, but you add sonic energy to your breath weapon. In addition to dealing extra damage, you permanently deafen creatures that fail their saving throws against your breath.
  This spell has no effect within an area of magical silence, such as that created by the silence spell.

Dispelling Breath
Abjuration
Level: Metabreath 6
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
Your breath weapon blasts, rends, and melts magic just as effectively as it does flesh. The modification applies only to the breath produced as part of the casting.
Every creature and object that fails its save against the breath weapon is affected by the area dispel effect of greater dispel magic.
  Ongoing spell effects or areas whose point of origin is within the area of the breath weapon are also affected as per the area dispel effect of greater dispel magic.
  You may choose to automatically succeed on dispel checks against any spell that you have cast.

Enervating Breath
Necromancy
Level: Metabreath 8
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
You can modify your breath weapon so that it is laced with negative energy. In addition to the normal energy damage your breath weapon deals, creatures that fail their saving throws against the breath weapon gain 2d4 negative levels. The modification applies only to the breath produced as part of the casting. Negative levels stack.
  Assuming the subjects survive, they regain lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from enervation don’t last long enough to do so.
  If an undead creature is caught within the breath weapon, it gains 2d4×5 temporary hit points before taking damage from the breath weapon. If not immediately lost, these temporary hit points last for 1 hour.

Ethereal Breath
Transmutation
Level: Metabreath 5
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
You can modify your breath weapon to manifest on the Ethereal Plane instead of on the Material Plane. (You must be on the Material Plane, or on another plane with a coexistent Ethereal Plane, for this spell to function.) Your breath weapon effects ethereal creatures as if they were material, and does not affect material creatures in its area. The modification applies only to the breath produced as part of the casting.

Rebuking Breath
Necromancy
Level: Metabreath 4
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
You imbue your breath weapon with negative energy that rebukes undead in its area. Undead within the area of your breath weapon that fail their saving throws against it are rebuked, and cower as if in awe for 10 rounds. The modification applies only to the breath produced as part of the casting.

Stunning Breath
Transmutation
Level: Metabreath 4
Components: S, B
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
You imbue your damaging breath weapon with concussive force that can stun those caught in its area. Creatures that take damage from the breath weapon must make successful Fortitude saves (DC equal to your breath weapon save DC) or be stunned for 1 round. The modification applies only to the breath produced as part of the casting.

Stunning Breath, Greater
Transmutation
Level: Metabreath 7
As stunning breath, but creatures that fail their Fortitude saves are stunned for 2d4 rounds.

Wings of Air
Transmutation
Level: Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Winged creature touched
Duration: 1 minute/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
The creature you touch becomes more agile in the air, able to make quicker turns, and more maneuverable when flying. The target must be capable of flight using wings.
  The creature’s maneuverability improves by one step—from clumsy to poor, poor to average, average to good, or good to perfect.
  A single creature cannot benefit from multiple applications of this spell at one time.

Wings of Air, Greater
Transmutation
Level: Sor/Wiz 5
As wings of air, but the creature’s maneuverability improves by two steps—from clumsy to average, poor to good, or average to perfect.


Bonus magic item!

Pectoral of Maneuverability
Aura Faint (ordinary) or moderate (greater) transmutation; CL 3rd (ordinary) or 9th (greater)
Slot chest; Price 24,000 gp (ordinary), 180,000 gp (greater); Weight 5lbs
This metal disk has straps that go over a dragon’s forelimbs to hold the pectoral in place over its chest. A winged creature wearing a pectoral of maneuverability has its flying maneuverability improved by one step. A greater pectoral of maneuverability improves maneuverability by two steps. A humanoid can wear a pectoral as if it were a vest.
Craft Wondrous Item, wings of air (ordinary) or greater wings of air (greater); Cost 12,000 gp (ordinary) or 90,000 (greater);


This is just a small selection of stuff from the 3.5 Draconomicon. It's mostly just copy-paste, but I did update a few things to PF mechanics. Dispelling Breath and Enervating breath got the biggest changes to work more in line with PF enervate and dispel magic. Quicken breath got fixed to a swift action instead of a free... I changed shape breath to adjust the length when you switch between line/cone. (otherwise it's bananas for line breathers and kinda junk for cone breathers)

I also just straight left out some of the more complicated or silly ones. Animate breath is kinda neat, but not worth the complexity.

I certainly don't intend to use all of this stuff, but I would like to use a little. And of course, Zaer, you may reject the whole lot or individual pieces as you see fit. Some of the higher level metabreath spells can get a little nuts (I'm looking at you Admixture o_o), especially when combined with the metabreath feats. I don't think it's too out of hand all things considered. But that's your call. :)

True and I can take a few feats for the sake of my breath weapon. Honestly I might be willing to invest in something that allowed a longer duration on my gal's dragon form and the talons ability if such a thing was made available.  :3
My F-list: https://www.f-list.net/c/wolf%20king%20ii
My A/As: https://elliquiy.com/forums/index.php?topic=223237.0 -My RPs and how many I can do at one time

Snake

So much for getting a bit of advice ;p

Drowdeviant

Quote from: Knarfy on June 13, 2017, 11:50:43 PM
You will find your answers here:
http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance

To summarize however, yes. If a spell with a non-instantaneous duration is cast on you while your spell resistance is suppressed, the caster will have to roll a penetration check when your SR comes back up, assuming the spell is still on you at that point.

I'm not sure what you're planning on with SR, but it's also worth mentioning that suppressing spell resistance is a standard action each round for as long as you want it suppressed. So that might throw a wrench in your plans :/

*hides his gal's 31 spell resistance under the rug*
My F-list: https://www.f-list.net/c/wolf%20king%20ii
My A/As: https://elliquiy.com/forums/index.php?topic=223237.0 -My RPs and how many I can do at one time

Drowdeviant

Quote from: Snake on June 14, 2017, 12:05:03 AM
So much for getting a bit of advice ;p

*shushes Snake* You never know what could be allowed snake. x3
My F-list: https://www.f-list.net/c/wolf%20king%20ii
My A/As: https://elliquiy.com/forums/index.php?topic=223237.0 -My RPs and how many I can do at one time

Zaer Darkwail

Char looks good Snake ;)

Lockepick; char looks okay and ready to go.

Knarfy

Quote from: Snake on June 14, 2017, 12:05:03 AM
So much for getting a bit of advice ;p

Lol, sorry Snake, I did look at it, but I ran out of time last night before I could comment :)

Big things that jump out at me:

1) Your spell save DC's are crazy high. How did you manage that?
2) Your AC feels pretty low. This might just be my perceptions being skewed from looking at dragon stats for a week, but with only a 33, pretty much anything of your level is gonna hit you on 2's. I mean, you hit yourself on 2's. Perhaps get an amulet of natural armor layered onto your necklace of adaptation (the NoA is cheap, adding it onto an amulet of natural armor would only be like 13,500gp). Your also proficient in medium armor. Upgrade to a mithril breastplate. Between that and casting shield, you should be able to get into the mid/low 40's at least. Also consider taking mythic spellcaster for mythic spells. Mythic mage armor wont stack with your armor, but it gives 50% fortification.
3) Your reflex save looks really low. Unfortunately there's not much you can do about that other than taking Lightning reflexes or buying a book of dex.
4) Why nodachi not +5? We have 4 million gp. Treat yourself. If you've got +7 in abilities, put two points back into enhancement. Abilities don't matter unless you hit. Trade impact for enhancement if you need to. It's only adding 1.5 average damage over just having +2 enh, which also adds to hit.

That's all I've got for you at the moment. Gotta go to work xD
Godbound: Erry day I'm shillin' it
My O/O thread
Why isn't Knarfy posting? - probably because he is lazy
"The most iconic hentai is essentially Lovecraftian, in that it portrays sexual pleasure as beyond human comprehension, to which the only possible response is a descent into hedonistic madness." - Anonymous

Lockepick

#371
@GM: Yay! I might still play with a few things, but they'll be minor -- swapping out my last few 'throwaway' feats, playing with gear. I also added a 'Misc Mundane Gear' fund -- with the hope that I could just claim to have mundane stuff as needed in the future without having to micro-manage that. I don't imagine I'm likely to use much anyway, but still.

As a question:
1) Are we actually allowed to go above a +5 Enhancement, or +10 Total Bonuses, on weapons? I wasn't sure if we could go into 'epic' territory, since Pathfinder doesn't really have that. I'm asking both for 'normal' Magic Equipment, and also Greater Artifacts.

I'm similarly worried about Ten's defensive abilities -- first time I've played a high level character without a massive Charisma and Divine Grace. My Saving Throws just look scary low >.>

@Snake: I wasn't entirely sure what you wanted your focus/strength to be, so it was tough to offer advice.
1) For what it's worth -- I listed every magic item slot, and just went through the SRD for each one to see what looked good. What Knarfy said: You can add additional properties to a magic item by paying x1.5 the value of the 'cheaper' item. You can do that as much as you want, though of course, the item should probably have some sort of 'theme'.
  ie: Ring of Protection +5 is 25,000, Ring of Freedom of Movement is 40,000. Combining them would be 77,500 ((25,000 * 1.5) + 40,000).
2) I'd also probably swap out Mythic Toughness for Extra Path Ability. There's got to be something better in your path than +23 HP! Titan's Rage seems fitting for all your Rage stuff! The extra Reach plus Sweeping Strike (hit all targets in reach) sounds like a pretty sweet combo. I might also take a look at if there is any Path Abilities that are greater than Mythic Weapon Focus. +1 to Hit (and 1MP = +5 to hit for a round) is cool, but Precision is a +5 on all Iterative Attacks (beyond the first/highest BAB) without having to spend MP -- just as an example.
3) Maybe I'm reading it wrong, but it seems like your Claws are your best weapons -- but you have no magic enhancements on them? Permanency Greater Magic Fang is a cheap/fragile solution! Mythic Arcane Strike is going to be awesome for you: Brilliant Energy is a +4 ability, which is a great thing to turn on/off at will -- and will go a long way in making your Attack Roll higher than it really is. I'd disagree with Knarfy and say 'fuck the nodachi' and just focus on a single weapon -- especially if it's your claws!
4) Your Rope Dart is a neat idea, but Anchoring specifically only 'locks' a target if they're struck in Melee. Phase Lock/Dimensional Anchor is a good tool to have, but a Wand of Dimensional Anchor would only be 21,000gp (vs 200,000gp for your +10 Weapon) and doesn't require an attack roll. If Dimensional Anchor isn't on your list, a Wondrous Item that casts Dimensional Anchor 5x/day would only be around ~50,000gp.
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

Krys

Race:          Pixie http://www.pathfindercommunity.net/elghinn-lightbringer-s-emporium/new-races-and-racial-archetypes/rare-races/pixie
Class:          Artificer https://sites.google.com/site/eberronpathfinder/conversion-info/classes/artificer
Template:      Half-Celestial http://www.d20pfsrd.com/bestiary/monster-listings/templates/half-celestial/
Mythic Path:   Super Genius
Alignment:      chaotic good
Role:         Enchanter, Supporter, Skill Monkey

Is there any more basic decision I have to make before I can build her?
Disclaimer (WIP)
English isn't my native language. I'm deeply rooted in a culture with significantly different (much more direct) communcation strategies than typical for the extremely polite british or canadian cultures, or the "optimistic" approach often used in the USA. Additionally, I'm not neurotypical in several ways, warping my perception and communication to an even further degree.

But: my english is JUST good enough to lull many readers into a false sense of security. Think of it as the communicative equivalent to "false friends words" which, while extremely similar in outward appearance in two languages, mean something slightly but importantly different. Like "I want to become a steak" makes perfect sense to a german... that still would prefer not to be butchered.

So please, if you perceive my words as rude, my intentions as unemotional or just weird: ask me. I'm not always successful in my attempts to correctly guess the fluff and embellishments needed for successful communication. Not in my native german tongue, much less so in english. Please do not interpret them as bad intent, but feel free to ask for clarifications. I'll try my best to solve such misunderstandings, and learn to prevent them.

Lockepick

Mythic Path: Super Genius? Is that a 3P Path?
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

Zaer Darkwail

Yeah, she PM'ed it to me and read over it and was okay with it. It's sort Sherlock Holmes/Albert Einstein suited path.