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Thread: Chronicles of Misthaven setting information and rules.

  1. #21
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    And a merry blowjob to you.
    Characters:
    - Executor Divine Katharina Durmond - Rise of the Runelords
    - Freya 'Forcefox' DeVos - Power Corrupts
    - Tycho Boughbreaker - Fall of Melior

    Campaigns:
    - Against the Shadow - Pathfinder Midnight campaign
    - Chronicles of Misthaven - Pathfinder Homebrew campaign

  2. #22
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    Quote Originally Posted by elan View Post
    Losing spellcasting progression at first level, ouch. And at level 6, double ouch. Usually that means gaining two or three universally useful abilities, but instead you gain one specifically useful ability. I would add at least one other generally useful ability. (Description for summon mists is missing). If the spell allows you to surround yourself with mists, then this ability is like plane shift.
    Summon Mists is the replacement for the defunct Plane Shift spells.
    So the question is: is the unique ability to traverse the planes safely worth a caster level?
    No other classes gain acces to this stuff.
    (For those wondering, if Plane Shift is granted as a spell-like ability or granted by domains etc replacements will be provided)


    Sixth level. First, you need ranks in craft skill for this to be useful. Minor and major creation with permanent duration, but you can cast only while inside the mists - depends on what the summon mists spell lets you do. The first way to use this would be to get within mists, create the most expensive mundane item you can think of and keep it. Adamantine heavy armor costs 15000 gp, but you are level 16 and it's as if you got 105 gp instead of 100 gp at first level. The other way is versatility, hopefully you can summon the mists around you and one standard action later you have in your possession just the item you needed (and have enough ranks in craft skill to create).
    Allowing for Knowledge: Planes skill to substitute craft skills?

    At seventh level, you can make one summon monster XI permanent. This should be thought of as a servant rather than combatant, it would die in combat quickly, you're 17th level now and other casters can cast 9th level spells by now (you'll get there, just not yet). Take your pick guided by that. At 10th level (and level 20) you get to brag about your pet. This one can be useful in combat, finally, but be prepared to replace it when it dies.
    I'll reword this based upon the wording as used by the Summoner, taking care to mention character level, rather than class or caster level.

    9th level. You can't use this ability if not within mists (see mist control). If you are within mists, you get to kill creatures that can't navigate the planes. At this point you have about 18 points in your daily pool, so about 6 creatures a day, not bad. Will DC 30 negates, so 25-50% chance enemies resist, decent if you have a round to actually create mists so that you can use this ability. Supernatural abilities already take a srandard action to activate, there is no benefit to spending 4 points to use this ability. Also, it's unclear if SR applies to this ability.
    This will be reworded slightly to accomodate for the points given.

    At 10th level, you get create demiplane and lesser and greater versions. These aren't permanent. Also, you get to destroy planes.
    Apparantly I didn't add the option to expend additional points to change the duration to permanent. This will need to be rectified.
    Also note that saying 'the mistwalker guild do not look kindly upon those who attempt to destroy parts of Misthaven.' would be an understatement bordering on criminal misrepresentation.

    Perhaps only losing 1 level of spellcasting progression AND moving mist pool to level 1 AND giving other conjuration related options to spend them would make a more attractive PrC to make up for the lost level (compare with veiled illusionist, pool at 1st level, no loss of spellcasting progression, very nice generally useful abilities and I'm still hesitant to lose wizard bonus feats or bloodline powers for those). Permanent major creation at level 11 is more useful than at level 16. If in need for ideas, magus, arcanist and veiled illusionist also have pools of points to spend on effects.
    Agreed with the first two. I'll rearrange the abilities. I'll think bout the other options.
    Last edited by Adanedhel; 07-19-2016 at 12:40 PM.

  3. #23
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    Quote Originally Posted by Adanedhel View Post
    Also note that saying 'the mistwalker guild do not look kindly upon those who attempt to destroy parts of Misthaven.' would be an understatement bordering on criminal misrepresentation.
    Hah! Funny.
    If you start doing that the Despot himself is going to start paying attention. Which would be extremely impressive for a extremely short period of time. Because then you'd be gone. Not dead, just gone. :P
    Characters:
    - Executor Divine Katharina Durmond - Rise of the Runelords
    - Freya 'Forcefox' DeVos - Power Corrupts
    - Tycho Boughbreaker - Fall of Melior

    Campaigns:
    - Against the Shadow - Pathfinder Midnight campaign
    - Chronicles of Misthaven - Pathfinder Homebrew campaign

  4. #24
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    Quote Originally Posted by Adanedhel View Post
    Apparantly I didn't add the option to expend additional points to change the duration to permanent. This will need to be rectified.
    Also note that saying 'the mistwalker guild do not look kindly upon those who attempt to destroy parts of Misthaven.' would be an understatement bordering on criminal misrepresentation.
    I thought more along the lines of "topple cathedrals, castles, academies or whole city districts by destroying the foundation, ignore hardness".
    Or "A wall? Please..."
    Or "A fortification with archers and battlemages?" You laugh with your back turned as their meager defenses crumble to dust. Wearing sunglasses. Like a boss.
    Or "Let's create a really, really, really deep pit underneath that army." 400 10' cubes is a pit with the surface of 40 10' squares which is 100' deep.

    So, an impressive capstone ability.





  5. #25
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    Also, spell-like abilities have a casting time of 1 sfandard action unless noted otherwise in ability's or spell's description. Create demiplane spells have a casting time of 2 to 6 hours, I'm not sure if your intention was to make it useful like in the examples above or just for out of combat applications.

    So, clarify if it's a standard action or 2-6 hours casting time for SLA granted by the 10th level ability.





  6. #26
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    Quote Originally Posted by Adanedhel View Post
    Summon Mists is the replacement for the defunct Plane Shift spells.
    So the question is: is the unique ability to traverse the planes safely worth a caster level?
    No other classes gain acces to this stuff.
    (For those wondering, if Plane Shift is granted as a spell-like ability or granted by domains etc replacements will be provided)
    If creatures that can use plane shift are rare, then this becomes more useful. Plane shift spell can actually be used offensively (albeit at touch range), so this is a little weaker. You get access to it two level sooner (plane shift becomes available at level 13), so its a fair downgrade in terms of power and spell level.

    Allowing for Knowledge: Planes skill to substitute craft skills?
    Compare with minor (major) phantom object, spellcraft is used. Knowledge planes also fits thematically.





  7. #27
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    Quote Originally Posted by elan View Post
    I thought more along the lines of "topple cathedrals, castles, academies or whole city districts by destroying the foundation, ignore hardness".
    Or "A wall? Please..."
    Or "A fortification with archers and battlemages?" You laugh with your back turned as their meager defenses crumble to dust. Wearing sunglasses. Like a boss.
    Or "Let's create a really, really, really deep pit underneath that army." 400 10' cubes is a pit with the surface of 40 10' squares which is 100' deep.
    So, an impressive capstone ability.

    /Hides his plans to take Time Hop with his Cerebremancer in a different campaign


    I'll need to think about casting time though.

    About the Creation Spells; knowledge planes works the best there thematically, and every Mistwalker will have at least some proficiency in that skill.
    Solved case.

    It is a downgrade in that it can no longer be used offensively (though please note the Plane Shift is a lvl 5 spell for Clerics), but that is only because of casting time.
    Summoning the mists is still the perfect way to dump enemies in a different plane, unless they choose to stand completely still. A couple of steps and you'll be somewhere just slightly different. For example somewhere where, let's say, your erstwhile best friend is now your greatest enemy.

    Misthaven is a bit like the many-worlds interpretation of quantum mechanics.
    And though every plane is finite, there is an uncountable infinite number of planes.

  8. #28
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    Quote Originally Posted by elan View Post
    Main floor of the citadel

    Attachment 16535

    Large animated iron statue at the entrance hall. No windows at the outer wall. The outer wall is reinforced.

    Fortification (Augmentation)
    This upgrade can be applied to any room, reinforcing walls, improving doors, and treating or replacing flammable materials. Upon buying this upgrade, the room's walls have their hardness increased by +2, the doors are improved to strong wooden doors (hardness 5, hit points 20), and walls and floors gain fire resistance 5. This upgrade doesn't affect items within the room (for example, upgrading a Book Repository affects the structure, not the books within it).

    (applied to all rooms along outside wall)

    XP 1,600
    N Large construct
    Init -1 Senses darkvision 60, low-light vision; Perception -5

    DEFENSE
    AC 16, touch 8, flat-footed 16 (-1 Dex, +8 natural, -1 size)
    hp 52 (4d10+30 size)
    Fort +1, Ref +0, Will -4
    Defensive Abilities hardness 10 Immune Construct Traits

    OFFENSE
    Speed 30 ft.
    Melee slam +9 (4d6+9)

    STATISTICS
    Str 22, Dex 8, Con -, Int -, Wis 1, Cha 1
    Base Atk +4 CMB +11 CMD 20
    SQ 3 construction points

    SPECIAL ABILITIES

    Construction Points

    Large animated objects have 3 construction points.

    Metal (Ex, 2 CP): The object is made of common metal. Its hardness increases to 10, and it gains a +2 increase to its natural armor bonus. (included in the stats above).

    Improved Attack (Ex, 1 CP): All the Animated Object’s melee or ranged attacks do damage as though it were one size category larger. A crafter must purchase Improved Attack separately for melee and ranged attacks.

    Weapon Modification: (Dwarven longaxe) This modification enhances a construct’s physical weaponry. This process includes adding actual weapons (such as blades or spiked chains) to the physical structure of the construct or enhancing existing weapons with additional magical properties. Structural changes alter the construct’s damage only. A construct is automatically considered proficient with any weapon added to its structure as a weapon modification. The cost for adding a weapon is determined by the cost of the weapon or weapon enhancement added. The cost for magical enhancements to these weapons is the same as the cost for creating magic weapons as described on page 468 of the Core Rulebook. Performing a weapon modification also requires the Craft Magical Arms and Armor feat.
    Forgot to add an image with traps and portcullises included, here.

    Citadel 6.jpg





  9. #29
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    From now on this alternative method will be used when casting spells vis a vis saves:
    The caster rolls 1d20+casting ability modifier+spell level+save dc boosting mods for every target under the effect of the spell.
    The target compares the result to his save+10. If the rolled number is higher than the save+10 the save is failed.

    This shifts the responsibility for rolling the saves to the caster and will mesh better with the mechs of pbp.
    Characters:
    - Executor Divine Katharina Durmond - Rise of the Runelords
    - Freya 'Forcefox' DeVos - Power Corrupts
    - Tycho Boughbreaker - Fall of Melior

    Campaigns:
    - Against the Shadow - Pathfinder Midnight campaign
    - Chronicles of Misthaven - Pathfinder Homebrew campaign

  10. #30
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    On the metaphysical reality of souls in the Mysthaven setting:

    First off, not everything has a soul. Not even every sentient thing has a soul. The soul is the mysterious spark that sets apart those with true free will from those shackled by their limitations.
    Creatures with a soul have the choice to do anything they want to do, be anyone they want to be. They are unfettered by their alignment and can change suddenly or slowly. A cruel vicious warlord can choose to give up his ways and become a beacon of altruism and mercy just as the greatest saint has the option to fall to the lowest depths of depravity.

    Who has a soul?
    All humanoids, monstrous humanoids, dragons* and any creature with the (Native) sub-type have souls. The Native sub-type can be applied on any creature type not just Outsiders.
    All others have not (with undead being special cases).
    A Devil (Lawful Evil Outsider) will always be a Devil and in no way can ever change it's alignment to anything other than it is. It can never be anything else than what it is.
    This goes for all Outsiders, Fey, Aberrations, etc. without the (Native) sub-type.
    Unintelligent undead are devoid of souls. They are little more than remains animated by negative energy and as such irredeemably [Evil], no matter how well guarded or instructed or used in charitable manners. Furthermore, the undead state and the infusion of negative energy in their remains severs any link to their souls making it impossible for lesser magics to restore a previous undead being to life.
    Intelligent undead still have their souls, though it is afflicted and corrupted by negative energy. This means it is possible for an intelligent Undead creature to be something else than Evil but it becomes exceedingly hard the longer the undead state is retained. But the possibility never goes away completely.



    * Dragons in the Mysthaven setting are incredibly rare and are not limited by their color/alignment/energy type. Each dragon is a unique creature in and of itself.
    Characters:
    - Executor Divine Katharina Durmond - Rise of the Runelords
    - Freya 'Forcefox' DeVos - Power Corrupts
    - Tycho Boughbreaker - Fall of Melior

    Campaigns:
    - Against the Shadow - Pathfinder Midnight campaign
    - Chronicles of Misthaven - Pathfinder Homebrew campaign

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