The stats are full, the only thing needed is to have specific designs named. Unless you want to give every fighter the full allotment of extras? I don't see much point in giving the contingent of a Moonchaser Planeshift.

And I finally managed to find the picture:

@DragonParadox, that's it.
I thought that was the plan? If they aren't getting the full upgrades, I need to adjust the crafting schedule for next month.

Exactly which upgrades did you want to add?
 
Last edited:
I thought that was the plan? If they aren't getting the full upgrades, I need to adjust the crafting schedule.

Exactly which upgrades did you want to add?
No, no, you misunderstood me. I want the full upgrades for these three, but we will probably later make a few without Planeshift or maybe with different weapon load-outs.

Wyvern is the chassis, but we can make variants.
 
I'm far more interested in looting everything he left behind. I dearly want to plunder Winterfell.

Winterfell will be an interesting experience in terms of lore and magic. Not to mention that they entomb their graves meaning that, if need be, we can talk to some of the more classical Starks. I dearly want to swap notes with Theon and Cregan Stark.
 
Working on the level 9 Mythic Trait for Viserys and I've found it taking an interesting turn.

So, the narrative of the Ascended builds around what Viserys has done, and made of the world around him. His first ability links to the citizenry of the Imperium, the physical life that makes it a nation. His second ability relates to the insitutions and physical creations of the Imperium, those things that are part of it, but do not live. His final ability I want to connect to those allies he's made beyond his world, and the non-physical aspects of life that are part of the Imperium. Part of this is the ability of Viserys Targaryen, Emperor, to just appear on your doorstep. So I'm looking at something involving Teleportation and Plane Shift and perhaps the ability to just punch through non-Mythic wards and defences against it. This isn't the only part of the ability, I want something a bit more grounded, but thoughts would be appreciated.

It also fits the name of the ability right down to the ground: Freedom Upon Twisted Paths

And then we have the capstone, but I've talked about Imperium enough for now, I think.
 
No, no, you misunderstood me. I want the full upgrades for these three, but we will probably later make a few without Planeshift or maybe with different weapon load-outs.

Wyvern is the chassis, but we can make variants.
I really like the picture you found for the Wyverns, but I don't think they fit with what Lya and co. would have designed as a flying ship. Without decades of institutional inertia or a need to develop aerodynamic flight characteristics, I believe they would have chosen to use a more organic design, perhaps something like a manta ray.

I've found some decent pictures, but can't copy/paste them on my phone for some reason. I'll post them when I get home this evening.
 
It's actually very powerful on par with language effects, it brings some of the most skilled and knowledgeable people to our culture centre and allows them to exercise their talent without penalty.
It's undeniably useful, but I'd rather have Sorcerer's Deep protected by Death Ward than have this. If all else fails I want the ultimate ability of the Others to at minimum be blocked in our capital. Not to mention various other things which can permakill.

EDIT: And given the 24 hour duration it's feasible to just make at will statues to be strategically placed around the city instead of sticking it on the tree.
 
Last edited:
Working on the level 9 Mythic Trait for Viserys and I've found it taking an interesting turn.

So, the narrative of the Ascended builds around what Viserys has done, and made of the world around him. His first ability links to the citizenry of the Imperium, the physical life that makes it a nation. His second ability relates to the insitutions and physical creations of the Imperium, those things that are part of it, but do not live. His final ability I want to connect to those allies he's made beyond his world, and the non-physical aspects of life that are part of the Imperium. Part of this is the ability of Viserys Targaryen, Emperor, to just appear on your doorstep. So I'm looking at something involving Teleportation and Plane Shift and perhaps the ability to just punch through non-Mythic wards and defences against it. This isn't the only part of the ability, I want something a bit more grounded, but thoughts would be appreciated.

It also fits the name of the ability right down to the ground: Freedom Upon Twisted Paths

And then we have the capstone, but I've talked about Imperium enough for now, I think.
I would say that Teleport functions like Greater Teleport within the confines of the Imperium (that is, no range limitation and no errors) and that every location within the Imperium is considered as known. So Viserys can pop up literally wherever he likes.

Also, Lay of the Land, Circle Dance as Standard action, Discern Location for a point of Mythic Power.

Being everywhere and finding anyone is a big part of Viserys legend by now.
 
Working on the level 9 Mythic Trait for Viserys and I've found it taking an interesting turn.

So, the narrative of the Ascended builds around what Viserys has done, and made of the world around him. His first ability links to the citizenry of the Imperium, the physical life that makes it a nation. His second ability relates to the insitutions and physical creations of the Imperium, those things that are part of it, but do not live. His final ability I want to connect to those allies he's made beyond his world, and the non-physical aspects of life that are part of the Imperium. Part of this is the ability of Viserys Targaryen, Emperor, to just appear on your doorstep. So I'm looking at something involving Teleportation and Plane Shift and perhaps the ability to just punch through non-Mythic wards and defences against it. This isn't the only part of the ability, I want something a bit more grounded, but thoughts would be appreciated.

It also fits the name of the ability right down to the ground: Freedom Upon Twisted Paths

And then we have the capstone, but I've talked about Imperium enough for now, I think.
Please be careful not to let the fluff factor override good sense. There are a lot of abilities Viserys needs to select with his limited selection of abilities. If you can include a bit of fluff along with some extra flavor-based abilities, that's one thing, but not so much that we don't select mechanically superior abilities.
 
I really like the picture you found for the Wyverns, but I don't think they fit with what Lya and co. would have designed as a flying ship. Without decades of institutional inertia or a need to develop aerodynamic flight characteristics, I believe they would have chosen to use a more organic design, perhaps something like a manta ray.

I've found some decent pictures, but can't copy/paste them on my phone for some reason. I'll post them when I get home this evening.
Big error there. They very much need aerodynamic flight characteristics. That's the point. If you shaped it like a brick, it would fly like a brick. And if you gun the engine and move faster then Mach 1, it would be torn apart like a paper airplane in a blender.
 
It's undeniably useful, but I'd rather have Sorcerer's Deep protected by Death Ward than have this. If all else fails I want the ultimate ability of the Others to at minimum be blocked in our capital. Not to mention various other things which can permakill.

Eh, anyone seriously using those in the heart of our power is probably just going to be rocking the feat @Artemis1992 found that lets them bypass it.

I would much rather have the effects be boons rather than defences, defences do fuck all in times of peace and prosperity or even if the warfront is over yonder while boons work as well in peace and war, and can support a war effort on another plane.
 
Please be careful not to let the fluff factor override good sense. There are a lot of abilities Viserys needs to select with his limited selection of abilities. If you can include a bit of fluff along with some extra flavor-based abilities, that's one thing, but not so much that we don't select mechanically superior abilities.

We are going to be a Level 20 True Dragon Sorcerer with 10 Mythic Ranks and Empire grade equipment. We do not require perfect mechanical design.

If you have suggestions on what to put in at Rank 9 beside this fluff, I'm listening. But what you've written here doesn't help me do anything about the problem you have beyond telling me it exists.
 
@Snowfire, suggestions for Lya's Mythic Path: Archmage! Picking the following abilities, of course:
  1. Arcane Surge (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a creature's spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can't add a metamagic feat to a spell you cast using this ability.
    • Deep Understanding (Ex) (Mythic Adventures pg. 15): You automatically identify any arcane spell cast within 60 feet of you if it's on your class's spell list and you're of a high enough level to cast it. Whenever you attempt to identify a non-artifact magic item using detect magic, you automatically learn its properties and command words in the first round of the spell (no Spellcraft roll needed), but you can't automatically determine whether it's cursed.
  2. Flexible Counterspell (Su) (Mythic Adventures pg. 16): Your mythic power enhances your ability to counter others' spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell or dispel magic, you can instead expend a spell or spell slot of a level equal to or higher than the target spell.
  3. Beyond Morality (Ex) (Mythic Adventures pg. 50): You have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment.
  4. Mythic Spellpower (Sp) (Mythic Adventures pg. 18): You have a pool of magical power you can draw upon for casting mythic spells (see Chapter 3). Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.
  5. Component Freedom (Ex) (Mythic Adventures pg. 18): When you cast an arcane spell, you can ignore one component of the spell: focus, material, somatic, or verbal. You can ignore a focus or material component only if its total value is equal to or less than 100 gp × your tier. You can select this ability more than once; each time you take this ability, the number of components you may ignore for each spell you cast increases by 1. Verbal Component.
  6. Channel Power (Su) (Mythic Adventures pg. 19): You gain the ability to channel raw arcane power into a spell. You can also expend one use of mythic power when casting an arcane spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection.
  7. Mythic Spellpower (Sp) (Mythic Adventures pg. 18): You have a pool of magical power you can draw upon for casting mythic spells (see Chapter 3). Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.
  8. Component Freedom (Ex) (Mythic Adventures pg. 18): When you cast an arcane spell, you can ignore one component of the spell: focus, material, somatic, or verbal. You can ignore a focus or material component only if its total value is equal to or less than 100 gp × your tier. You can select this ability more than once; each time you take this ability, the number of components you may ignore for each spell you cast increases by 1. Somatic Component.
  9. Mythic Spellpower (Sp) (Mythic Adventures pg. 18): You have a pool of magical power you can draw upon for casting mythic spells (see Chapter 3). Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.
  10. True Archmage (Ex): At 10th tier, whenever you cast an arcane spell that targets one or more non-mythic creatures, each of those creatures must roll any saving throws against the spell twice and take the lower result. You gain spell resistance equal to 15 + your highest arcane caster level, but only against arcane spells. Once per round when your spell resistance protects you from a spell cast by an enemy mythic creature, you regain one use of mythic power.
    • Display of Intelligence (Su) (Mythic Adventures pg. 50): As a free action, you can expend one use of mythic power to attempt a feat of Intelligence, gaining a +20 circumstance bonus on one Intelligence-based skill check or Intelligence ability check.
Why Arcane Surge? It's inferior to Wild Arcana, but not much. It also keeps Lya's big flavor: Viserys gets any spell from dreams, but Lya needs to learn them first. That's why I was against Wild Arcana. Of course, while Arcane Surge is less versatile it is also more powerful: it allows her to force opponents to reroll successful saves, and lets her roll twice to beat SR !

Most other abilities here were chosen for fluff over crunch. They're all good, and the basic Mythic chassis is amazing on its own, but they aren't the most broken choice at each level. Still, I think that they all fit her very well!
 
@Snowfire, suggestions for Lya's Mythic Path: Archmage! Picking the following abilities, of course:
  1. Arcane Surge (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a creature's spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can't add a metamagic feat to a spell you cast using this ability.
    • Deep Understanding (Ex) (Mythic Adventures pg. 15): You automatically identify any arcane spell cast within 60 feet of you if it's on your class's spell list and you're of a high enough level to cast it. Whenever you attempt to identify a non-artifact magic item using detect magic, you automatically learn its properties and command words in the first round of the spell (no Spellcraft roll needed), but you can't automatically determine whether it's cursed.
  2. Flexible Counterspell (Su) (Mythic Adventures pg. 16): Your mythic power enhances your ability to counter others' spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell or dispel magic, you can instead expend a spell or spell slot of a level equal to or higher than the target spell.
  3. Beyond Morality (Ex) (Mythic Adventures pg. 50): You have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment.
  4. Mythic Spellpower (Sp) (Mythic Adventures pg. 18): You have a pool of magical power you can draw upon for casting mythic spells (see Chapter 3). Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.
  5. Component Freedom (Ex) (Mythic Adventures pg. 18): When you cast an arcane spell, you can ignore one component of the spell: focus, material, somatic, or verbal. You can ignore a focus or material component only if its total value is equal to or less than 100 gp × your tier. You can select this ability more than once; each time you take this ability, the number of components you may ignore for each spell you cast increases by 1. Verbal Component.
  6. Channel Power (Su) (Mythic Adventures pg. 19): You gain the ability to channel raw arcane power into a spell. You can also expend one use of mythic power when casting an arcane spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection.
  7. Mythic Spellpower (Sp) (Mythic Adventures pg. 18): You have a pool of magical power you can draw upon for casting mythic spells (see Chapter 3). Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.
  8. Component Freedom (Ex) (Mythic Adventures pg. 18): When you cast an arcane spell, you can ignore one component of the spell: focus, material, somatic, or verbal. You can ignore a focus or material component only if its total value is equal to or less than 100 gp × your tier. You can select this ability more than once; each time you take this ability, the number of components you may ignore for each spell you cast increases by 1. Somatic Component.
  9. Mythic Spellpower (Sp) (Mythic Adventures pg. 18): You have a pool of magical power you can draw upon for casting mythic spells (see Chapter 3). Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.
  10. True Archmage (Ex): At 10th tier, whenever you cast an arcane spell that targets one or more non-mythic creatures, each of those creatures must roll any saving throws against the spell twice and take the lower result. You gain spell resistance equal to 15 + your highest arcane caster level, but only against arcane spells. Once per round when your spell resistance protects you from a spell cast by an enemy mythic creature, you regain one use of mythic power.
    • Display of Intelligence (Su) (Mythic Adventures pg. 50): As a free action, you can expend one use of mythic power to attempt a feat of Intelligence, gaining a +20 circumstance bonus on one Intelligence-based skill check or Intelligence ability check.
Why Arcane Surge? It's inferior to Wild Arcana, but not much. It also keeps Lya's big flavor: Viserys gets any spell from dreams, but Lya needs to learn them first. That's why I was against Wild Arcana. Of course, while Arcane Surge is less versatile it is also more powerful: it allows her to force opponents to reroll successful saves, and lets her roll twice to beat SR !

Most other abilities here were chosen for fluff over crunch. They're all good, and the basic Mythic chassis is amazing on its own, but they aren't the most broken choice at each level. Still, I think that they all fit her very well!

Oooh. Thank you. I can work with this, oh yes :evil:
 
Oooh. Thank you. I can work with this, oh yes :evil:
I was hoping not to have to work with it, actually. Can we please use the baseline Archmage chassis? It's perfect for her, after all.
I'm totally open to squabbles over what to take at each level, but I'd prefer not to homebrew even more stuff for her. She's already massively OP as is! Let's got for fluff with this!
 
Eh, anyone seriously using those in the heart of our power is probably just going to be rocking the feat @Artemis1992 found that lets them bypass it.

I would much rather have the effects be boons rather than defences, defences do fuck all in times of peace and prosperity or even if the warfront is over yonder while boons work as well in peace and war, and can support a war effort on another plane.
Yeah, I disagree with this. The powerful servants of the Others can bypass Death Ward anyway, so we shouldn't bother at all?

A guarantee of security to our citizens is a boon of its own, and a far more powerful one at that.
 
Big error there. They very much need aerodynamic flight characteristics. That's the point. If you shaped it like a brick, it would fly like a brick. And if you gun the engine and move faster then Mach 1, it would be torn apart like a paper airplane in a blender.
I meant things like control surfaces. Without needing them, a lot of different shapes become available.
@Snowfire, suggestions for Lya's Mythic Path: Archmage! Picking the following abilities, of course:
  1. Arcane Surge (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a creature's spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can't add a metamagic feat to a spell you cast using this ability.
    • Deep Understanding (Ex) (Mythic Adventures pg. 15): You automatically identify any arcane spell cast within 60 feet of you if it's on your class's spell list and you're of a high enough level to cast it. Whenever you attempt to identify a non-artifact magic item using detect magic, you automatically learn its properties and command words in the first round of the spell (no Spellcraft roll needed), but you can't automatically determine whether it's cursed.
  2. Flexible Counterspell (Su) (Mythic Adventures pg. 16): Your mythic power enhances your ability to counter others' spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell or dispel magic, you can instead expend a spell or spell slot of a level equal to or higher than the target spell.
  3. Beyond Morality (Ex) (Mythic Adventures pg. 50): You have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment.
  4. Mythic Spellpower (Sp) (Mythic Adventures pg. 18): You have a pool of magical power you can draw upon for casting mythic spells (see Chapter 3). Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.
  5. Component Freedom (Ex) (Mythic Adventures pg. 18): When you cast an arcane spell, you can ignore one component of the spell: focus, material, somatic, or verbal. You can ignore a focus or material component only if its total value is equal to or less than 100 gp × your tier. You can select this ability more than once; each time you take this ability, the number of components you may ignore for each spell you cast increases by 1. Verbal Component.
  6. Channel Power (Su) (Mythic Adventures pg. 19): You gain the ability to channel raw arcane power into a spell. You can also expend one use of mythic power when casting an arcane spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection.
  7. Mythic Spellpower (Sp) (Mythic Adventures pg. 18): You have a pool of magical power you can draw upon for casting mythic spells (see Chapter 3). Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.
  8. Component Freedom (Ex) (Mythic Adventures pg. 18): When you cast an arcane spell, you can ignore one component of the spell: focus, material, somatic, or verbal. You can ignore a focus or material component only if its total value is equal to or less than 100 gp × your tier. You can select this ability more than once; each time you take this ability, the number of components you may ignore for each spell you cast increases by 1. Somatic Component.
  9. Mythic Spellpower (Sp) (Mythic Adventures pg. 18): You have a pool of magical power you can draw upon for casting mythic spells (see Chapter 3). Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.
  10. True Archmage (Ex): At 10th tier, whenever you cast an arcane spell that targets one or more non-mythic creatures, each of those creatures must roll any saving throws against the spell twice and take the lower result. You gain spell resistance equal to 15 + your highest arcane caster level, but only against arcane spells. Once per round when your spell resistance protects you from a spell cast by an enemy mythic creature, you regain one use of mythic power.
    • Display of Intelligence (Su) (Mythic Adventures pg. 50): As a free action, you can expend one use of mythic power to attempt a feat of Intelligence, gaining a +20 circumstance bonus on one Intelligence-based skill check or Intelligence ability check.
Why Arcane Surge? It's inferior to Wild Arcana, but not much. It also keeps Lya's big flavor: Viserys gets any spell from dreams, but Lya needs to learn them first. That's why I was against Wild Arcana. Of course, while Arcane Surge is less versatile it is also more powerful: it allows her to force opponents to reroll successful saves, and lets her roll twice to beat SR !

Most other abilities here were chosen for fluff over crunch. They're all good, and the basic Mythic chassis is amazing on its own, but they aren't the most broken choice at each level. Still, I think that they all fit her very well!
Dude, that is legit awful.

Mythic Spellpower is a waste and Arcane Surge sucks.
 
Last edited:
I was hoping not to have to work with it, actually. Can we please use the baseline Archmage chassis? It's perfect for her, after all.
I'm totally open to squabbles over what to take at each level, but I'd prefer not to homebrew even more stuff for her. She's already massively OP as is! Let's got for fluff with this!

What I want to homebrew is basically just more advanced fluff, not power.

Like, let's be real here. What I'm giving Viserys at the special ranks? Probably not optimal. But I'm looking at the story of the character, of their narrative, and I'd like to build on that. Incremental things, that are more about who the character is than what they can do. That's what, I feel, Mythic is all about. It's not just another tool in the chamber, that isn't the point. It's the realisation of the weight of a legend. And in that regard, whilst I've always liked the Mythic system, I've also disliked how general it is.

D&D and games like it are about crafting a story together with your GM, but stories are made more full by the unique aspects of those within them. Generalising...isn't a failing, but it takes away from things when they could be made more. And I think Lya, hell, I think most of our Companions, deserve something a bit more unique.
 
Last edited:
Back
Top