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.
 
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.

Balerion cannot use the Id Portrait, it only works for intelligent beings since it requires a level of intent INT 1-2 beings can't muster.
 
That is pretty much peak dragon yeah, also peak Corlys Waters :V
I will use this chance to yet again plug the perfect loaded dice:
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.
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.
 
@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?
 
@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?

From my reading of the spell yes to all, he is treated for the duration of the spell as if he gained his first rank in a path. That said for the sake of sanity in bookkeeping each character gets to choose his 'virtual path' on the first casting of the spell and cannot change it afterwards. So if Maelor chooses archmage that is what he then is on every subsequent casting of the spell.
 
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.
:V
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.
 
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.
 
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.
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?
 
It's been a while since I've reread the Yi-Ti showdown prep - how was it preordained, again? Is this because we used the same power-stealing bullshit when we traveled back to wreck the Drowned God? If so, I don't quite follow the logic.
 
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
  1. 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.
  2. Epic Fiendish Resilience (fast healing 25 for 5 minutes)
  3. Lord of All Essences (apply two essences to one shot, +2 DC)
  4. Eldritch Breach (roll twice on CL checks, take highest)
  5. Paragon Visionary (true seeing, can see if people can use high-level magic)
  6. Eldritch Sculptor (increased Eldritch Blast range/area and doubled firing rate, +2 to hit)
  7. Dark Transient (faster fly speed, Greater Teleport at will like a devil)
  8. Beyond Morality (fuck alignment rules)
    • This is mostly a placeholder, honestly
  9. 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.
  10. Morpheme Savant (Power Word spells at-will, increased social skills, Demand at will)
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.
 
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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
  1. 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.
  2. Epic Fiendish Resilience (fast healing 25 for 5 minutes)
  3. Lord of All Essences (apply two essences to one shot, +2 DC)
  4. Eldritch Breach (roll twice on CL checks, take highest)
  5. Paragon Visionary (true seeing, can see if people can use high-level magic)
  6. Eldritch Sculptor (increased Eldritch Blast range/area and doubled firing rate, +2 to hit)
  7. Dark Transient (faster fly speed, Greater Teleport at will like a devil)
  8. Beyond Morality (fuck alignment rules)
    • This is mostly a placeholder, honestly
  9. 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.
  10. Morpheme Savant (Power Word spells at-will, increased social skills, Demand at will)
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.
I'd maybe switch Lord of All Essences and Dark Transient, otherwise, neat.

Edit: Maybe switch Beyond Morality for a reskinned Divine Source that allows him to empower Warlocks.
 
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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.
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.
So it makes sense for him, if he manages to scrounge up that many Mythic ranks, to also share that power with his underlings so that they can do his bidding.

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.
 
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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.
Some of the Trickster abilities do seem like a decent fit. How about taking a few of these?
  • Master Dilettante (Ex) (Mythic Adventures pg. 46): You are passingly familiar with almost every subject and have dabbled in numerous fields and activities. You gain a competence bonus equal to your tier on all untrained skill checks. You can attempt all skill checks untrained, even if the skill normally cannot be used untrained.
    • The idea here is to give him some hope of eventually matching Viserys' ridiculous number of skill points.
  • Subtle Magic (Ex) (Mythic Adventures pg. 46): Whenever you cast a spell or activate a spell trigger or spell completion magic item, you can attempt a Bluff skill check opposed by a Sense Motive check from anyone that can see you. Those who fail the opposed check don't know that you cast a spell or activated an item unless it has an obvious effect that emanates from you. In addition, the magical auras of magical effects on you and magic items you carry (except for artifacts) can't be detected.
  • Mirror Dodge (Su) (Mythic Adventures pg. 48): When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the teleportation target square.
Here are two more which require Mythic Tier 3 or higher:
  • Perfect Lie (Ex) (Mythic Adventures pg. 48): When telling a lie, you can expend one use of mythic power to make the lie indiscernible from the truth by both Sense Motive and magic. Obvious proof of your falsehood still reveals the lie for what it is, but in absence of proof, those who hear your lie believe it.
  • Sardonic Wit (Su) (Mythic Adventures pg. 48): You know exactly when to lighten the mood and help shake off the doldrums. As a move action, you can expend one use of mythic power to remove a single mind-affecting effect from one creature within 30 feet. This ability doesn't work on effects with an instantaneous or permanent duration.
 
I mean, the fluff for Warlock pacts makes perfect sense for Maelor to use. They are individual agreements between someone lusting for power and some entity who expects some favors in return for granting it. It's the kind of 1 on 1 personal relationship that comes up in Feudal systems, mafia-like structures, Fey courts and so on and so forth.

There's quite a difference between that approach and what Viserys does. For him, it's all about "If you serve me faithfully, I will grant you power." For Viserys, there is no deal. No contract. No rights of the recipient. Maelor would be by and large stuck with any agreement he makes, while the power dynamic for Viserys is utterly slanted in his favor, as he acts like a god that can arbitrarily revoke his followers powers.

A Warlock of Maelor could go against him, like many Warlocks who work against their patrons.
A Cleric of Viserys can do as he is told or be turned into a muggle.
 
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