We can just have Lya craft a sword with a CL equal to hers, load up more or less everything we want, and runecraft it. Boom.
And spend literally months of her time on it. The base +10 sword costs 200,000 GP already, which translates into 200 days of crafting.

I do have to question the sanity of that ability by the way, since it's significantly better then Dispelling Burst – d20PFSRD while neither taking up enchantment slots and being priced much cheaper then a strictly worse item of Greater Dispel 3/day.
 
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And spend literally months of her time on it. The base +10 sword costs 200,000 GP already, which translates into 200 days of crafting.
Pretty sure we are crafting faster than that these days. It also already has a decent base to remove the price. We can also add in other crafters.

And we've speed-crafted things before: bags of greed, every arcanum ever. As long as it was thematic.

You want to retcon an ability it's had for more than a year?

Oh, found an update on MiC: Greater Dispelling becomes a +2 property.

Of course, it already does that.
 
Yeah thinking about it Misser's Bane is rather overpowered now that I think of it

In any case before I go to sleep here's what I've been working on for the last hour or so. The idea of the build is to have Koron be nightmare to fight on a ship but more limited off it:

Name: Koron Redmane
Titles: N/A
Age: 83 (Physical age 19)
Alignment: Chaotic Neutral
Race: Human

Level: 9
Class: Fighter (Corsair) 6/Barbarian 3 (Ferocity ACF)
Feats: Battle Jump, Improved Bull Rush, Power Attack(B)​, Improved Sunder(B)​, Cleave(B)​, Combat Brute, Great Cleave (B)​, Cometary Collision
Flaws:
Class Features:

Languages Spoken:
Low Valyrian (Braavosi, Pentoshi, Qohorik, Lyseni, Tyroshi, Myrish, Volantene), Qartheen (poor), Summer Tongue


HP:
66
AC: 10 + 10 (+1 Mwk Segmented Adamantine Full Plate) + 1 (DEX) = 21/23
Initiative: +1 (DEX) +2 (Blooded) = +3
Attack: BAB +9/+3
Weapon Proficiency: Dagger, Handaxe, Greataxe Mace, Pike, Lance,
Immunities: Possession/Mental Control
DR: 10/Admantine

STATS:
16 (+3) Strength
15 (+2) Dexterity
13 (+1) Constitution
13 (+1) Intelligence
9 (-1) Wisdom
12 (+1) Charisma


SAVES (+2 vs Evil):
FORTITUDE: 8 + 1 = 9
REFLEX: 3 +2 = 5
WILL: 3 -1 = 2

SKILLS:
Appraise 11 +1 (INT) = 12
Balance 11 +2 (DEX) = 13
Climb 10 +2 (DEX) = 12
Profession (sailor) 11 +1 (INT) = 12
Swim 11 +3 (STR) = 14

Corsair abilities (Ex):
Swinging Bull Rush: Grabbing a rope and swinging hard, the corsair plants both heels into an opponent, sending him stumbling back. If the corsair can swing from something while making a bull rush attack, she can use the momentum to her benefit. For every 5 feet swung in the attack, add +1 to the opposed Strength check. If the corsair wins the opposed check, she forces the opponent back an additional 5 feet; the corsair does not need to move with the opponent for these 5 feet. This attack still provokes an attack of opportunity unless the corsair has the Improved Bull Rush feat.
Big Breath: The corsair learns to control her need for air. When she must start making Constitution checks to avoid drowning, the corsair only needs to make the check every other round. The check still increases by one each time, but because a check is made every other round, it increases at half the normal rate.

Combat Brute Abilities (Ex):
Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe. For example, if you pushed an orc back 10 (2 squares) feet with a bull rush, you would gain a +2 bonus on attack and damage rolls against that orc on the following round.
Sundering Cleave: To use this maneuver, you must destroy a foe's weapon or shield with a successful sunder attempt (see page 158 of the Player's Handbook). If you do so, you gain an immediate additional melee attack against the foe. The additional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or shield.
Momentum Swing: To use this maneuver, you must charge a foe in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must be -5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty x 1-1/2, or x 3 if you're using a two-handed weapon or a one-handed weapon wielded in two hands. For instance, if you choose to take a -6 penalty on your attack roll, you can deal an extra 9 points of damage, or an extra 18 points if you're using a two-handed weapon or a one-handed weapon wielded in two hands.

Barbarian Abilities(Ex):
Ferocity 1/day: As rage but +4 to DEX and STR

Equipped Magic Items: Ring of Protection from Evil,+1 Mwk Segmented Adamantine Fullplate
 
Yeah thinking about it Misser's Bane is rather overpowered now that I think of it

In any case before I go to sleep here's what I've been working on for the last hour or so. The idea of the build is to have Koron be nightmare to fight on a ship but more limited off it:

Name: Koron Redmane
Titles: N/A
Age: 83 (Physical age 19)
Alignment: Chaotic Neutral
Race: Human

Level: 9
Class: Fighter (Corsair) 6/Barbarian 3 (Ferocity ACF)
Feats: Battle Jump, Improved Bull Rush, Power Attack(B)​, Improved Sunder(B)​, Cleave(B)​, Combat Brute, Great Cleave (B)​, Cometary Collision
Flaws:
Class Features:

Languages Spoken:
Low Valyrian (Braavosi, Pentoshi, Qohorik, Lyseni, Tyroshi, Myrish, Volantene), Qartheen (poor), Summer Tongue


HP:66
AC: 10 + 10 (+1 Mwk Segmented Adamantine Full Plate) + 1 (DEX) = 21/23
Initiative: +1 (DEX) +2 (Blooded) = +3
Attack: BAB +9/+3
Weapon Proficiency: Dagger, Handaxe, Greataxe Mace, Pike, Lance,
Immunities: Possession/Mental Control
DR: 10/Admantine

STATS:
16 (+3) Strength
15 (+2) Dexterity
13 (+1) Constitution
13 (+1) Intelligence
9 (-1) Wisdom
12 (+1) Charisma


SAVES (+2 vs Evil):
FORTITUDE: 8 + 1 = 9
REFLEX: 3 +2 = 5
WILL: 3 -1 = 2

SKILLS:
Appraise 11 +1 (INT) = 12
Balance 11 +2 (DEX) = 13
Climb 10 +2 (DEX) = 12
Profession (sailor) 11 +1 (INT) = 12
Swim 11 +3 (STR) = 14

Corsair abilities (Ex):
Swinging Bull Rush: Grabbing a rope and swinging hard, the corsair plants both heels into an opponent, sending him stumbling back. If the corsair can swing from something while making a bull rush attack, she can use the momentum to her benefit. For every 5 feet swung in the attack, add +1 to the opposed Strength check. If the corsair wins the opposed check, she forces the opponent back an additional 5 feet; the corsair does not need to move with the opponent for these 5 feet. This attack still provokes an attack of opportunity unless the corsair has the Improved Bull Rush feat.
Big Breath: The corsair learns to control her need for air. When she must start making Constitution checks to avoid drowning, the corsair only needs to make the check every other round. The check still increases by one each time, but because a check is made every other round, it increases at half the normal rate.

Combat Brute Abilities (Ex):
Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe. For example, if you pushed an orc back 10 (2 squares) feet with a bull rush, you would gain a +2 bonus on attack and damage rolls against that orc on the following round.
Sundering Cleave: To use this maneuver, you must destroy a foe's weapon or shield with a successful sunder attempt (see page 158 of the Player's Handbook). If you do so, you gain an immediate additional melee attack against the foe. The additional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or shield.
Momentum Swing: To use this maneuver, you must charge a foe in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must be -5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty x 1-1/2, or x 3 if you're using a two-handed weapon or a one-handed weapon wielded in two hands. For instance, if you choose to take a -6 penalty on your attack roll, you can deal an extra 9 points of damage, or an extra 18 points if you're using a two-handed weapon or a one-handed weapon wielded in two hands.

Barbarian Abilities(Ex):
Ferocity 1/day: As rage but +4 to DEX and STR

Equipped Magic Items: Ring of Protection from Evil,+1 Mwk Segmented Adamantine Fullplate

Who the hell is he?
 
@Azel The sword is a blending of at least three divergent magical traditions, enchanted in part by a Mythic crafter, and was catalyzed by the life blood of a True Dragon. It's an Intelligent weapon which has drunk the life blood of dozens of powerful creatures and its becoming an Artifact.

It's earned this.
 
[X] Oathkeeper Upgrade (Currently: +3 Enhancement, +1Searing Flame, w/+1 additional Enhancement bonus due to Valyrian Steel special nature)
-[X] Enhancement Bonus: Increase to +5
-[X] Special Ability: +1 Magebane (stacks with wielder's Magebane, if any), and allows the effect to apply to any magic wielding creature, whether their power is Arcane or Divine in nature.
-[X] Special Ability: +1 Bloodstone (Vampiric Touch exclusive Spell Storing effect, automatically Empowered)
-[X] Special Ability: +1 Fortuitous
-[X] Special Ability: +2 Greater Dispelling (MiC)
-[X] Special Powers: 3/Day
--[X] Miser's Bane: KAPOOF
-
-[X] Life Theft: The weapon gains the Wrathful Healing enchantment for 10 rounds, healing the wielder for half the damage inflicted by Oathkeeper, up to their maximum Hit Points.
--[X] Mage Bane: On landing a critical hit on a creature with spells or spell-like abilities the sword can steal one use of an unused spell or spell-like ability of up to (Wielder's HD/2) level if the foe fails a Will save of (10 + Wielder's HD/2 + Wielder's BAB/2). The sword can either cast the spell on the wielder (including Self-only spells), release it as if was Spell Stored on it (regardless of spell level), or consume it for (spell level/3) more charges.
--[X] Caster Level = Wielder's Base Attack Bonus

There, happy?
 
...Could you guys just stop, please?
It's weird and awkward to see the whole same shebang proposal for Dark Sister was...
Only turned 180 degrees.
:/

Is there a middle ground?
Can we just go a bit back on the proposal, perhaps?
 
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I'm just going to say this bluntly because it's very late, I would really hate to wake up tomorrow to see the thread exploded into arguments over the mechanics of a sword of all things.
 
@DragonParadox, feel free me to overrule me on this, but here is my proposal:

Oathkeeper is considered to have the following effects:
+3 Bonus
+1 Searing Flaming (the extra cost of Searing was paid in Viserys HP)
+5 for all the other abilities, under the stipulation that they will henceforth share the same 3 uses per day instead of each ability having 3/day
Current Total: +9

As Oathkeeper is VS, it can go to a total of +12, though the cost of the upgrade will be the difference between a +9 and a +12 weapon.
 
That is in fact beyond broken. How?
By channeling Greater Dispel on a full attack?
And you do realize that you are pretty much putting DP and me into the position of having to give absolutely everyone you will ever fight similar levels of ludicrous cheese, right?
No, because:
1) Most boogies have their CR without buffs.
2) From the obscure depths of the SRD: All powers function at the direction of the item, although intelligent items generally follow the wishes of their owner. Activating a power or concentrating on an active one is a standard action the item takes.

So Ser Richard can cast a Greater Dispel once a round, if he hits his opponent, at a lower CL than his level.
It's weird and awkward to see the whole same shebang proposal for Dark Sister was...
Don't get me started on that.

Auto-capturing and destroying a soul was fine. A +2 MiC enchantment isn't?
 
[X] Oathkeeper Upgrade (Currently: +3 Enhancement, +1 Flaming, w/+1 additional Enhancement bonus due to Valyrian Steel special nature)
-[X] Enhancement Bonus: Increase to +5
-[X] Special Ability: +1 Magebane (stacks with wielder's Magebane, if any), and allows the effect to apply to any magic wielding creature, whether their power is Arcane or Divine in nature.
-[X] Special Ability: +1 Fortuitous
-[X] Special Ability: +1 Variable Bane (The wielder can select a category of creatures to be affected. The effect persists until changed, which can be done up to 3/Day as a Standard Action or 1/Day as a Swift Action)

I don't care if this one is less efficient, at least there is no balance debate around it.
G'night.
 
+5 for all the other abilities, under the stipulation that they will henceforth share the same 3 uses per day instead of each ability having 3/day
What the fuck?

So Oathkeeper with get to be, say, Keen... three rounds a day?

No dude. Just no. What are you on?

I'd rather craft a fucking generic sword than that shit.

Or just say it doesn't have Miser's Bane anymore, and I won't even try and put Greater Dispelling on it.

But the above is just... no.
 
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Anyone else more concerned by DP "subtle" hit is Plutonium levels of a bad idea than the sword discussion?
I'm - as usual - a bit lost trying to navigate the last 15 pages of discussion. What exactly do you mean?
Only because I have only the barest understanding of what is going on here.

Ah, this is me drawing a parallel. Plutonium-tier is in no way something that can be confirmed.

Fact: VS draws in Ambient Magic, constantly (minute amounts)
Fact: VS releases magic of a different sort, constantly (minute amounts)
Fact: VS is made of the things it is made of (need to edit in a link to the ritual here)
Fact: the absorb/release mechanism was noticed by our purpose built researcher Arcanum, with ALL the buffs, and she did not understand what was going on here

Fact: BeepSmile finds this concerning :p

Edit: if any of my facts are incorrect, please explain why and I'll look into finding sources for them/the actual facts+sources
 
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