[X] Duesal
@Duesal - isn't the dragonsteel too much, given the importance it has? I mean, for Westerosi it's this near mythical thing, and we are dropping it like it's gone out of fashion.
 
[X] Duesal
@Duesal - isn't the dragonsteel too much, given the importance it has? I mean, for Westerosi it's this near mythical thing, and we are dropping it like it's gone out of fashion.
That was actually exactly why I'm giving it to him.

Valyrian Steel, despite the festival prizes, is still that important.

This was with the intention of showing him that yes, we are that serious about the Long Night.
 
@Duesal, no VS without commitment from his side. This stuff isn't candy to throw at everyone we meet. It's for proven fighters and those who have committed themselves to our cause.
 
It's also a huge power play.

"You're just giving me this sword? The legendary steel; like it's a party favor."

"Yes. I can make more."
 
@DragonParadox I've updated the description of Shadow of the Doom to include the new Mythic effects @Azel and I brainstormed. Are they acceptable or does it need further adjustment?

I also made some minor edits to the text of the spell. Nothing mechanically changed, just a bit of wording and grammar.

Shadow of the Doom

Transmutation [Fire]
Level: Sorcerer 8
Components: V, S, M
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft. cube/level
Duration: 1 hour/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No

The area you designate becomes a blistering hot environment, immediately raising the temperature by three temperature bands. For example, if the temperature is Moderate, it raises to Severe Heat. If the new temperature is above the hot band, all surface water is turned to vapor and all earth and stone becomes igneous rock or volcanic soil (caster's choice) to a depth of 10 feet per caster level. Air within the area becomes choked with volcanic ash (cuts visibility in half) while the rapid changes of pressure and heat cause a thunderstorm.

Living creatures caught within the area when the spell is cast instantly turn to stone (as per the Flesh to Stone spell). Creatures normally immune to the spell, such as Undead, are instead treated as if they succeeded on their saving throws and take damage accordingly. If a creature successfully saves, Shadow of the Doom deals 1d6 points of Searing Fire damage per caster level. Creatures entering the area after the spell has been cast are not subject to the Petrification effect or Searing Fire damage. They are, however, subject to the normal effects of the ash fall, heat and the thunderstorm for the duration of the spell.

Objects in the area, including those held by creatures, are instantly covered in a thin layer of ash, making them slippery. When a creature uses such an item (a weapon, lockpicks, a potion, and so on), it must succeed on a DC 10 Dexterity check or it drops the item before it can be used. Fire spells cast within the area gain a +1 bonus to their caster level. Multiple Shadows may be cast in the same area to increase the effects (raising the temperature by an additional 3 bands).

The caster my designate a safe area no larger than a third of the spell's total area which will remain unaffected. Alternatively, he may select up to CL creatures to be immune to the effects if he succeeds on a Concentration check of 22 plus the number of creatures he wishes to isolate from the spell.

Arcane Material Component: A piece of obsidian.

Mythic: Damage increases to 1d8 points per level on a successful saving throw, the temperature raises by 4 bands, and those affected suffer 1d6 points of Strength, Dexterity, and Constitution damage as their flesh partially transforms into obsidian. You cannot, however, designate creatures to be unaffected by a Mythic Shadow of the Doom spell.
  • Augment (3rd Tier): You can expend two uses of Mythic power to increase the damage inflicted to 1d10 per level, raise the temperature by five bands, and the ability damage to 2d4 points.
  • Augment (8th Tier): By expending ten uses of Mythic power, the range of Mythic Shadow of the Doom becomes Line of Sight and its area of effect changes to 1,000 foot radius per caster level plus Mythic tier.
 
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Augment (8th Tier): By expending ten uses of Mythic power, the range of Mythic Shadow of the Doom becomes Line of Sight and its area of effect changes to 1,000 foot radius per caster level plus Mythic tier.

I'd really make this a 9th Tier augment, given the example of other high grade Mythic Augments. Apart from that, looks good.

@DragonParadox did you see the stuff I did homebrewing a weapon for the Praetorians? Just wondering if that statline, given the cost, would be reasonable? Post in question is here, if you missed it. Mechanically, it's a slightly better Fullblade that costs much more, weighs a bit more and requires 19+ Strength to use properly, but can be used single handed via a special trait. Assume we throw an additional amount to be determined into the Praetorian process to embed that trait in their muscle memory/subconscious.
 
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I'd really make this a 9th Tier augment, given the example of other high grade Mythic Augments. Apart from that, looks good.

@DragonParadox did you see the stuff I did homebrewing a weapon for the Praetorians? Just wondering if that statline, given the cost, would be reasonable? Post in question is here, if you missed it. Mechanically, it's a slightly better Fullblade that costs much more, weighs much more, and can be used single handed via a special trait. Assume we throw an additional amount to be determined into the Praetorian process to embed that trait in their muscle memory/subconscious.
Frankly, even a 20 lb. / 10 kg blade would already be exceptionally heavy. The largest real-world Zweihänders clocked in at 7 lb. / 3.5 kg.
 
@DragonParadox I've updated the description of Shadow of the Doom to include the new Mythic effects @Azel and I brainstormed. Are they acceptable or does it need further adjustment?

They look fine.

I'd really make this a 9th Tier augment, given the example of other high grade Mythic Augments. Apart from that, looks good.

@DragonParadox did you see the stuff I did homebrewing a weapon for the Praetorians? Just wondering if that statline, given the cost, would be reasonable? Post in question is here, if you missed it. Mechanically, it's a slightly better Fullblade that costs much more, weighs much more and requires 19+ Strength to use properly, but can be used single handed via a special trait. Assume we throw an additional amount to be determined into the Praetorian process to embed that trait in their muscle memory/subconscious.

I did yes. It looks great.
 
Frankly, even a 20 lb. / 10 kg blade would already be exceptionally heavy. The largest real-world Zweihänders clocked in at 7 lb. / 3.5 kg.

A Fullblade is 23 lbs. Praetorian Blade is 25. It's a weapon that would be a greatsword for an ogre. And the Praetorian are going to wield them one handed. On that note, how much would you ballpark 'injecting' that sort of skill into them as part of the conversion process?
 
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