That is pretty much peak dragon yeah, also peak Corlys Waters
A 9th level spell actually
So, we have an artifact that spawns temporary duplicates of non Mythic individuals or creatures. We're retraining to be able to make non Mythic individuals temporarily Mythic.
Would something important explode if we spammed Balerions and then made them Mythic, and if not would it be an option worth exploring? Asking for Viserys in the future via a closed time loop.
I will use this chance to yet again plug the perfect loaded dice:
Please do not pay attention to the interaction with Viserys new spell and Glyra getting a Minor Artifact. I assure you, nothing bad will happen to her.Hijinks (Minor Artifact)
This set of seven dice appears completely ordinary and harmless to the observer. Even spells to detect magic, identify items or similar effects will react to them as if they were completely mundane. To notice the magic innate to these dice, a person must carefully study them for 10 minutes and then pass a DC 25 Will Save, followed by a DC 35 Spellcraft check to identify their abilities. The owner of the dice is always aware of their abilities.
The shape, material, texture and other aspects of the dice can be changed by the owner at will and can even mimic coins, though under careful examination, these coins would be identified as exceptionally good forgeries. When rolled or flipped, Hijinks will always land exactly as the owner wants them to, performing even impossible feats such as perfectly balancing on a corner or having a six sided die show a seven.
While in possession of Hijinks, the owner gains the Feat Deceitful as a Bonus Feat. If the owner already has this feat, he instead gains any one feat that has Deceitful as a prerequisite and can change his pick once every seven days. The owner also receives a +10 Bonus on all Bluff checks made to appear innocent, harmless or unimportant.
Lastly, the owner can activate one of the following effects seven times a day:
- Use one of the Feats Conceal Spell, Feign Curse, Intoxicating Flattery, even if you do not fulfill their prerequisites.
- Re-roll any one roll you made as a Swift Action.
- Force an enemy to re-roll a skill check, save or attack roll made against you or to resist an effect you caused as an Immediate Action. A creature can only be affected by this ability once in a seven day period.
- Cast Greater Magic Aura or False Vision as if you were a Bard of your level.
Merely physically possessing Hijinks does not confer true ownership over the dice. As long as the current owner still lives, taking these dice from them invokes a strong curse on the thief. For every full seven hours that a person that is not the owner possesses the dice, they take a penalty of -1 to all dice rolls they make and are hounded by ever worse luck. Once they get rid of the dice, the bad luck ends, but should they retake them, it returns in full force. If no creature is actively keeping the dice on their person, they will disappear from their current location in 1d6 hours and return to their owner in some lucky happenstance after another 1d6 hours have passed.
To become the owner of Hijinks, the dice must be taken from the previous owner by besting them in a game of chance or successfully tricking them in some fashion to hand them over willingly. When the owner is killed, roll 7d6. If the creature dealing the killing blow has equal or more HD then the sum of the rolled dice, then that creature becomes the new owner. If not, the dice disappear and either seek out a new owner on their own or wait for their previous owner to be resurrected and return to them.
@DragonParadox if we cast ascension how would it work?
Like for example I'm assuming if Maelor is affected would it be like 1) Maelor counts as MR 1 for the spell duration, 2) Maelor chooses Archmage, 3) Maelor chooses Wild Arcana.
Would Maelor also get the choice of a single 1st tier Archmage path ability, such as Competent Caster?
Ahahah.
Nah, that's not my cup of tea. If it were up to me, none of our people would have had custom paths. They're all very nice and thematic, or course, but I never really saw the need.Ahahah.
Now watch Goldfish create a custom path for every character the Ascension is cast on.
We've been doing custom paths for almost every character so far, after all.
I think Archmage would still work very well with him, though perhaps with a custom Warlock-oriented Path ability. Maybe something that would allow him to swap his Warlock invocations around?Well, I wasn't in support of unique paths for everyone (Lya could have gone Archmage with Dual Path for the divine power), but in the very specific case of Maelor I support a costum Path.
Simply because there are no Warlocks in Pathfinder, so there is literally nothing in the Mythic rules that supports his primary class.
What about Vee she could need a custom path.I think Archmage would still work very well with him, though perhaps with a custom Warlock-oriented Path ability. Maybe something that would allow him to swap his Warlock invocations around?
No one forgets Vee. She's too awesome for that.What about Vee she could need a custom path.
People always forget about her.
This is too true
I'll try to cook something up, not today anymore though.I think Archmage would still work very well with him, though perhaps with a custom Warlock-oriented Path ability. Maybe something that would allow him to swap his Warlock invocations around?
I'd maybe switch Lord of All Essences and Dark Transient, otherwise, neat.D&D 3.5 created some perfect Mythic Path Abilities for Warlocks: the Warlock-specific Epic Feats, which mostly add a few level 6-8 spells as invocations.
Example progression I whipped up in five minutes:
Custom Mythic Path for Maelor
If you feel like this is too broken (I don't), I'd suggest making him lose a few of his Mythic feats as he progresses.
- Wild Arcana for his spellcasting, and instead of a Mythic feat he gets the ability to spend 1 mythic power to use a non-Epic invocation he doesn't have.
- Epic Fiendish Resilience (fast healing 25 for 5 minutes)
- Lord of All Essences (apply two essences to one shot, +2 DC)
- Eldritch Breach (roll twice on CL checks, take highest)
- Paragon Visionary (true seeing, can see if people can use high-level magic)
- Eldritch Sculptor (increased Eldritch Blast range/area and doubled firing rate, +2 to hit)
- Dark Transient (faster fly speed, Greater Teleport at will like a devil)
- Beyond Morality (fuck alignment rules)
- This is mostly a placeholder, honestly
- Shadowmaster (Displacement and Shades at-will, immunity to shadow)
- Shadowmaster is so late in the table despite how fluffy it is because at-will Shades is amazing.
- Morpheme Savant (Power Word spells at-will, increased social skills, Demand at will)
Does Maelor have that kind of "leader" or "messiah" vibe?Maybe switch Beyond Morality for a reskinned Divine Source that allows him to empower Warlocks.
Not really, no, but DP seems set on developing him into the direction of some kind of ruler, so he still will likely end up in charge of a bunch of minions.Does Maelor have that kind of "leader" or "messiah" vibe?
I don't think so. He's Viserys' apprentice, yes, but he takes it in a very different direction when it comes to leadership.
Some of the Trickster abilities do seem like a decent fit. How about taking a few of these?Edit: To be honest, if I didn't know that @Goldfish would lynch me for seriously suggesting it, I'd see Maelor more in the Rogue Path as the Archmage Path anyway.