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| [x]Demir Hierophant; Arcane Sage/Priest | |
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| Tweet Topic Started: Wed Jun 22, 2016 3:43 pm (191 Views) | |
| Hearne | Wed Jun 22, 2016 3:43 pm Post #1 |
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Prerequisites Checklist:
Why should you accept this custom PrC concept? Hearne is developing to the point where he's getting some abilities that would require a lot of awkward fusions, pick-and-choosing other PrC abilities, etc. This PrC will allow him to become the sort of Wizard Sage I'm starting to make him into. He needs to be able to have unique abilities to change the way magic around him works, and this addresses some of those aspects such as channeling a new type of power from his father and unique abilities gained through a deep, instinctual, and academic understanding of magic. This PrC is all about gaining new magical knowledge and protecting it. Demir Hierophant Hierophant is the highest level a follower of the Demir Mochain can accomplish. Hierophants of Mochain are granted the ability to channel his own eldritch fires, charged with travelling Chaon to collect, study, and protect theories of magic. Abilities in Demir Hierophant are magical in nature Prerequisites
<This is where your pricing table will go.> Level One
Level Two
Level Three
Level Four
Level Five
So I took a few of these abilities from other circle-shaped PrCs I was trying to shove into Hearne's square-shaped slot. They make sense for the character concept with the new flavor. I think one of the closest existing abilities is Arcane Replication, which I tried to adapt from Melodic Muse's Nightingale ability Draw Inspiration. I've been in love with the idea of recreating and borrowing enchantments since reading it, but Hearne isn't any sort of singer and the ability could make sense for a cPrC revolving around mages who study the use of magic in unusual ways. I already tacked on some limits (sorry) in an effort to figure out what level of power I want the abilities to have. Edited by Hearne, Sat Jun 25, 2016 4:14 am.
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| Leyanni[Adm] | Mon Jun 27, 2016 4:45 pm Post #2 |
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Who is Mochain? The prereq as it is probably cannot stand otherwise it makes it very difficult for other characters to use this CPrC. Please remove the "Demir Channeling/Secrets of Magic" headings as neither are defined anywhere within the PrC. Elderfire - This is maybe fine, but I'm a bit worried because I initially rejected a plan to gain immunity piercing on both your spell-types. Spellflesh - Passive physical damage resistance nearing immunity and slow regeneration is way too much. Ritual Invocation - This ability is extremely strong, and the requirement to have expert concentration does nothing to mitigate the fact it offers free spells. Mochain's Mantle - Elderfire's restrictions are lifted by this ability entirely and with a duration of a minute, this ability can be active for a full fight. Arcane Replication - I'm having trouble figuring out how the enchantments function. The restrictions need to be more clear, I'm not sure what "Enchantments borrowed from weapons and shields apply at the same rate it would take to move their replicated counterparts" this actually does. If it limits, say, an enchantment that lights the weapon on fire then would it only burst into flames during a potential sword slash? This over-complicates the ability pretty severely. It should be simplified down to "enchantments affect your person" or something like that. As it is right now it seems to have a bevvy of arcane restrictions and it certainly isn't as powerful as Mochain's Mantle. I'm not entirely sure what this CPrC is about. I read your explanations after glancing through the abilities, and the majority of the abilities seem to revolve around a flat enhancement to all of Hearne's abilities. Only really Arcane Replication follows with the theme of magical secrets. Ritual Invocation is a maybe, but I honestly don't know what the Demir is and neither would anyone else reading the CPrC. A CPrC needs to be something with a unifying theme that could reasonably be taken by other characters with that same theme. A CPrC cannot be so specific that only one character could reasonably want to use it. I've gone and grabbed someone who has a character that kinda fits toward this theme for a secondary review, but my initial feelings are on the doubtful side. |
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| Hearne | Mon Jun 27, 2016 6:50 pm Post #3 |
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Mochain is one of the Demir, an old pantheon of demonic spirits who used to be worshiped a long time ago. Now they're little more than powerful spiritual beings like Celestials and other Demons. Mochain is the Demir patron of mages and the preservation of knowledge.Demir Channeling: These spells come from energies granted to the Hierophant in exchange for their devotion to the preservation of magic and protection of the people. A method of arming the Hierophant against his enemies to protect gained knowledge more effectively. Secrets of the Arcane: In the Hierophant's studies of acquired magic, they discover new and interesting theories of magic such as the construction of matter. Thinking over this cPrC after posting it up, I'm happy to cut out a lot of the directly offensive abilities in favor of the secrets of magic. This is meant to be a religiously flavored cPrC and the Demir are the sort-of Pantheon, but I can understand if it needs to lean on that part less. The focus of this cPrC is the followers of a spirit of magic who gather and study arcane knowledge. I mixed in the offensive abilities Elderfire - I'm happy to knock this down from a straight immunity-piercing ability. As far as this goes, I can already use an ability from Soul of the Sidhe to be able to harm those who are normally immune for two elements instead of just Fire, which I could get from Abyss Bound as well for direct resistance. The two branches I was looking at for Abyss Bound have abilities I want from further up both branches, so I instead tried to tie those abilities to one cPrC instead of grabbing both branches with all the bonuses of both. Bypassing spell immunity was a part of buying Unaligned for both, but Hearne isn't meant to be an evil character at all and is largely benevolent. Keeping an alignment restriction for him would mean losing all of the class abilities at almost every turn. If the immunities are too much, I can discard this and keep Hearne's Elderfire as a reflavored mishmash of abilities. Elderfire is meant to be a unique source of energy without a normal elemental signature. As an offensive spell, it enhances the destructive capabilities of raw magic (fire spells), and applied to other spells allows a more fine-tuned ability to work magic, allowing you to create lasting constructs (that expire without being attached to a spirit/elemental), replicate existing enchantments without prior study, and other potential uses. Spellflesh - Physical damage resistance nearing immunity can be acquired from the Astroth branch of Abyss Bound at one of the levels, without the weakness to anti-magic. And that only applies to unenchanted weapons, anything magical can still cause harm. And in a PvP setting, which I think was the focus of a lot of the judging, most characters have access to a magical weapon or ability of some kind. I could knock down the near-immunity to a moderate resilience. Regeneration I can happily take off, since spellwork probably wouldn't automatically knit itself back together without help. I intended Spellflesh to be a big part of Hearne's fixing his demonblighted and planescarred state while building a foundation for later Hierophant abilities. Intended to be able to turn this into learning to craft temporary constructs with magic and granting spellflesh to pets like Necro Lord's ability to turn pets undead. Ritual Invocation - I can understand how this is overpowered. It's meant to be an out-of-combat ability with a time factor involved. If I lean away from the religious aspect, I could maybe make it the character is drawing magic from local leylines and sources of power? This won't do much outside of a combat setting, since enough time typically passes out of combat for the cost of spells to be recovered, and the non-combat part is stated. Mochain's Mantle - I can toss this aside in favor of an ability I cut that focuses on building on Spellflesh's ability to create tangible matter, like giving Spellflesh to familiars and creating tools/weapons/objects out of it temporarily. Arcane Replication - It's kind of complicated, I was working off the Draw Inspiration ability to try to keep the balance and change it enough that it works for a mage instead of a bardic character. And I was trying to condense the original from a wall of text. Here's the ability description for the original: [/right]
So in Arcane Replication for example, If the character replicated the enchantment from a shield or breastplate with the Barrier enchantment, there would be a magical barrier that protected from Brilliant Energy weapons and resisted magic, but wouldn't stop an unenchanted sword or arrow. How it works with replicated weapons might be difficult. In the original, there would be an intangible weapon or shield with the enchantment existing around it that floated in front of you and activated as often as a person could swing a sword or shield. Effectively you're borrowing enchantments and using them without actually using the item itself, just copying the magic around a point in space. I think it's an interesting ability to have, though having to keep in constant contact makes it sort of pointless. Could be improved by removing the requirement of keeping in contact or maybe even copying the enchantment to another item. Edited by Leyanni, Mon Jun 27, 2016 9:08 pm.
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| Hearne | Fri Jul 1, 2016 5:32 am Post #4 |
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Please cancel this submission for the time being, I'll try to reapproach this at a later date when I can get the focus and new abilities worked out. Thanks for the thoughts, Ley!I'll be sure to keep them in mind while I work on it. |
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| Leyanni[Adm] | Fri Jul 1, 2016 3:45 pm Post #5 |
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I'm sorry it didn't work out, but I'm certain you'll develop something you'll like even more in the future! Custom PrC canceled. |
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6:43 AM Jul 13

