As usual, all of these Mysteries build on the powers of the basic Bokor Package – although that is cheap enough that it’s normally well worthwhile.
Kyrie (32 CP + 3 CP Disadvantage / Accursed (Dark Visions). Those who channel Kyrie are prone to fits of prophecy, always foreseeing disasters and tragedies, ranging from the small to the great. Each time Kyrie is summoned there is a small chance that the channeler will be called on to try and stop such a disaster – although the greater the deed requested, the longer it will be before another deed is required).
Abysm isn’t a mythological figure. It’s simply an obscure word for a dark – and thus apparently bottomless – pit. So what we have here is a larger version of Poul Anderson’s “Kyrie” – with the victim no longer being a single powerful, telepathic, alien falling into a black hole, but an entire psychic city, leaving its eternal psychic scream behind to empower others who can tap into that frozen moment. Unfortunately, Abysm made you a very poor psion – so Kyrie will provide some serious upgrades.
- +1 on Knowledge/Psionics (1 CP).
- Improved Occult Talent: Specialized for Increased Effect (L0 slots become L1, L1 slots become L2) and Corrupted for Reduced Cost / the user may only select one power plus one per every two levels above level one from each incidence to use during each summoning (all are available at L15+), using these powers has destructive side effects on the environment as the Fall of Abysm begins to leak into normal reality and may eventually release some of the horrors that destroyed Abysm into the world. Each instance provides 5 L1 and 3 L2 Powers and 14 Power to use them with at a cost of 8 CP. Three instances (24 CP).
- Available Powers for the First Instance:
- L1) Astral Construct, Entangling Ectoplasm, Inertial Armor, Psionic Grease, and Psionic Minor Creation.
- L2) Animal Affinity, Clairvoyant Sense, and Psionic Levitate
- Available Powers for the Second Instance:
- L1) Attraction, Demoralize, Control Light, Crystal Shard, and Mind Thrust,
- L2) Concealing Amorpha, Energy Missile, and Read Thoughts.
- Available Powers for the Third Instance:
- L1) Call Item, Catfall, Channel the Psychic Dragon, Minor Metamorphosis (Pathfinder), and Vigor.
- L2) Compelling Voice (Pathfinder), Feat Leach, and Share Pain.
- Available Powers for the First Instance:
- Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / only for Power, only usable between encounters (4 CP).
- Companion (Witchcraft): Psi-Crystal. +4 Power, Bestows the Persistent Metamagical (Psionic) Theorem and +2 levels of Streamline, Specialized and Corrupted/only for First and Second Level Psionic Powers granted by Abysm, requires a full minute of concentration when a power is used to obtain this benefit. This extends the duration of relevant effects by two steps on the following list: Turns to Minutes, Minutes to Tens of Minutes, Tens of Minutes to Hours, and Hours to a Full Day (the upper limit) (6 CP).
This version of Abysm is quietly effective. Granting a total of 46 power and the ability to recover an average of 52.5 points through the day makes calling on Abysm a reasonable choice even the disciplines it offers are all low level (if numerous) because it’s generic Power, which can be used to fuel abilities granted by other Mysteries – and the extended duration of some of the powers it grants is very handy: Astral Construct goes to ten minutes/level (even if you must create them well before the fight to take advantage of it), Animal Affinity, Channel the Psychic Dragon, Concealing Amorpha, Feat Leach, Minor Metamorphosis, Read Thoughts, and Vigor go to Hours/Level, and Call Item, Share Pain, Inertial Armor, Levitate, and Minor Creation all go to a full day. Given that, you can afford to buff yourself (including using Vigor, sharing it with your Psicrystal, and then using Share Pain on your psicrystal to effectively gain 10 HP/Power spent) at the start of the day and can even repeat it a time or two if someone dispels part of it.
The Dread Wyrm (32 CP + 3 CP Disadvantage / Compulsive (Revenge). Anyone channeling the Dread Wyrm will suffer no slights; those who are rude may suffer a scathing appraisal of their faults and those who have harmed or insulted the channeler are greatly preferred targets; the user suffers a -1 penalty on attacks or the DC of saving against his or her abilities if they attack someone else while such a preferred target is available).
Ashardalon was the big bad dragon of some adventures, but was mostly notable for trying to use his resources to get more magical power instead of just going for “bigger and meaner” like most of the other standard d20 super-genius, major spellcasting, incredibly wealthy, elder dragons who (for some reason known only to lazy writing) usually seem to ignore that possibility entirely.
In other words, he managed to hand somebody else the idiot ball a few times before the end.
Really though, this is extremely generic: you get extra tough, you can find and evaluate treasure, you scare people, and you are quite resistant to fire. Honestly, that could be pretty much any basic dragon from about five hundred different sources couldn’t it? For a penultimate-level Mystery, I think that some improvements are in order.
- Occult Skill Access: Bullet Time (3 CP), with +3 Skill Points to make it a “relevant” skill to start with (+3 CP).
- Augmented Bonus: Add (Cha Mod) to (Int Mod) for Skill Points through L1, Specialized and Corrupted for Triple Effect/points may only be spent on Appraise (yes, this can be used to list off a target’s personal faults), Bullet Time (specialized in buying off damage only, for double effect; reduce the current score by 1/2/3 to buy off 12/20/24 points of damage. This does not count as an action), and Search (Perception in Pathfinder) and must be distributed evenly between them. This provides a (Cha Mod x 4) “racial” bonus on each of those skills (6 CP).
- The Dragon’s Fury/Witchcraft III, Specialized and Corrupted for Triple Effect/each basic ability is limited to a fairly specific, simple effect (rather than allowing dozens), often with additional limitations (6 CP).
- The Dragon-Aura/Glamour: The user may expend 5 Power and a Standard action to generate the effects of a Fear spell (Save DC 16 + Cha Mod). Once used this cannot be used again for 1d4 Rounds.
- Burning Wrath of the Dragon/Hyloka: The user may accelerate his or her metabolism to the point of becoming a being of burning plasma at the cost of 9 Power and an Immediate Action. This is equivalent to the Elemental Body spell, but only allows the use of the Fire Elemental Form. If deactivated, this cannot be activated again for 1d4 rounds.
- Torrent of Flames/Hand of Shadows: While Elemental Body is running – and only then – the user may spend 5 Power and a move action to become a rushing mass of flames, tracing a path up to ninety feet long which may pass through the air. Occupants of the squares moved through suffer (3d6 + User’s Con) fire damage (Fortitude Save DC 16 + Cha Mod for half, affects objects) and the effects of a Gust of Wind spell. The user reappears at the end of the path. If the path collides with a solid barrier, it ends there, with the user and the barrier each suffering the indicated damage. If the path passes through rain, ice storms, or similar difficulties the user suffers 1d6 damage per square of such conditions passed through. If the user passes through water he or she takes 3d6 damage per square passed through.
- Acuity of the Dragon/Witchsight: You may spend 1 Power to gain 60 foot Blindsight for the next hour.
- +4d6 Mana as +6d6 (21) Power, Specialized and Corrupted/only to power the Dragon’s Fury abilities listed above (4 CP).
- Rite of Chi with +4 Bonus Uses, Specialized and Corrupted/only for Power, only to rebuild the power pool for the Dragon’s Fury abilities listed above (4 CP).
- Damage Reduction 4/-, Specialized and Corrupted for Triple Effect / versus physical damage only, bypassed by Cold Iron weapons. Net DR 12/Cold Iron (9 CP).
The Dread Wyrm is actually a pretty balanced Mystery. It lets you absorb quite a lot of damage, gives you some skill bonuses, a fear attack, an elemental transformation, an unusual movement / attack power, blindsight, and decent damage reduction that’s only bypassed by a reasonably uncommon material. Admittedly, none of those add up to particularly awesome power unless you’ve got to wade through an army of mooks – but they’re a nice solid backup for pretty much any other Mystery you want, and at this level a Bokor will be routinely channeling two or more Mysteries. If the other one happens to be highly specialized, The Dread Wyrm is a pretty good choice.
Halphax (32 CP + 3 CP Disadvantage / Compulsive. Halphax demands that his channelers act like true aristocrats – demanding the best of food and drink, wearing fine clothing, claiming some form of title, and showing at least a bit of noblesse oblige).
Halphax (also Halphas, Malthus, Malthas, or Malthous) is another escapee from the Ars Goetia. There he is said to build towers and fill them with weapons and send his subordinates into battle. Wizards of the Coast let him provide some architectural skills, some personal toughness, create walls of iron, and secure shelters – and let him use an “imprisonment” effect that works nothing at all like the Imprisonment spell; it’s basically equivalent to “Time Hop” – a level three effect.
Well, some architecture might be fun. Pathfinder made it much more reasonably priced and you can use Innate Enchantment for mundane gear (even if it’s rarely done) – so why not use it to take along some “rooms” to combine into various structures? Sure, if they get destroyed the damage will persist until the next summoning or until something is done about it – but popping up a few walls and such can be pretty useful in a battle and fortified camps are very nice indeed. So is having a pleasant tavern/inn to stop in every evening, even if it’s not much help in a battle.
- Damage Reduction 4/-, Specialized and Corrupted for Triple Effect / versus physical damage only, bypassed by Adamantine weapons. Net DR 12/Adamantine (9 CP).
- Access to the Ninjaneering Occult Skill (3 CP).
- Augmented Bonus: Add (Cha Mod) to (Int Mod) for Skill Points through L1, Specialized and Corrupted for Triple Effect/points may only be spent on Profession (Siege Engineer), Knowledge / Architecture and Engineering, and Ninjaneering. This effectively provides a bonus of (Cha Mod) x 4 skill points in each those three skills and must be split evenly between them. If the user doesn’t have the skill otherwise the relevant attribute modifier gets added in as well (6 CP).
- Trick / Temporal Throw: You may make a melee touch attack as a standard action to try and throw a target creature one round per level into the future. The target may make a DC (10 + Level/2 + Cha Mod) Fortitude save to negate the effect. Unfortunately, only a single creature may be affected at any one time and if a creature makes its save you may not use this ability for 1d4 rounds (6 CP).
- Imbuement (“Brigadoon” gains a Ward Major), Specialized for Reduced Cost/never improves past the “+4″ equivalent that it starts at (which, coincidentally, covers the cost of an appropriate level four ward, 3 CP). Four Minor Powers:
- Enduring. The eldritch structures have triple their normal hardness and Spell Resistance 30.
- Non-Euclidean. The village has many local portals and can be put into places that are completely unreasonable and far too small. Up to one ton of material can be kept in it with no effective encumbrance.
- Industry: Variant; production is only 5x normal, but anyone working within one of the buildings is presumed to have a relevant set of masterwork tools for the user of their skill(s) and an appropriate workspace.
- Sustenance: Residents need not eat, sleep or breathe while within the village. Those who get tired and hungry outside it will still need to sleep and eat to fix that, but they will not get hungrier or sleepier while they wait.
- Brigadoon: Innate Enchantment, Specialized and Corrupted for Reduced Cost: includes no spells or items, only for “rooms” and “teams” purchased according to Pathfinder’s Downtime System (not much of a limitation since you’re buying specific things anyway, but worth noting), the maximum value that can be used at any one time is equal to the user’s (Knowledge; Architecture and Engineering x 500) GP, once a structure is “brought out” it cannot be dismissed or modified for at least one minute, user must gesture dramatically to produce and place structures within short range, structures must be appropriately placed (no, you cannot drop houses on the wicked witch), creatures that would be within a structure may make a DC (16 + Cha Mod) Reflex save to pick where in the structure they wind up. Sadly, any external items left “inside” when a room is not manifested count against the user’s encumbrance and anything left inside when Halphax is dismissed vanishes – usually to reappear elsewhere, but sometimes lost for good. .
- Armory x4 (1560 GP).
- Bar (250 GP).
- Bedrooms x3 (900 GP).
- Brewery (380 GP).
- Cells x2 (360 GP).
- Ceremonial Room (1180 GP).
- Common Room (300 GP).
- Courtyard x2 (360 GP).
- Crypt (490 GP).
- Defensive Walls (Stone, 20-40 squares, 20′ tall) x2 (1040 GP).
- Defensive Walls (Standard, 10′ Tall, 20-40 squares) x2 (520 GP).
- Dock (with four 20-foot rowboats/sailboats, 520 GP).
- Drawbridge (320 GP).
- Escape Route (360 GP).
- Fortification x4 (Note that the +2 Hardness is tripled by the Ward Major, 1200 GP).
- Furnishings x3 (900 GP).
- Garden (180 GP).
- Gatehouse (Iron Door, Iron Portcullis, Gauntlet, and a Carriage, comes with assorted L1 Experts as minor guards, 2310 GP).
- Gauntlet x2 (320 GP).
- Kitchen (160 GP).
- Labyrinth (370 GP).
- Laundry (120 GP).
- Lavatory x2 (240 GP).
- Lodgings x2 (860 GP).
- Magical Repository (730 GP).
- Office (120 GP).
- Roman Bath (Sauna, Pools, Etc, 350 GP).
- Sitting Room (480 GP).
- Stall x5 (1250 GP).
- Storage x2 (240 GP).
- Summoning Chamber (1040 GP).
- Torture Chamber (330 GP).
- War Room (300 GP).
Total Rooms = 20,040 GP.
- Bureaucrats: A set of five L3 Experts: Lawyer, Scribe, Seneschal, Bookkeeper, and Herald, 200 GP.
- Cavalry: A set of five L3 Warriors with light warhorses, 410 GP. (Note that you can get out the horses on their own if you want to ride or have them pull a carriage or something).
- Cavalry Archers: A set of five L3 Warriors with light warhorses, 470 GP.
- Craftspeople: Three sets of three L4 Experts: Alchemist, Bowyer, Carpenter, Glassblower, Healer, Herbalist/Gardener, Librarian, Smith, and Tanner/Leatherworker, 600 GP.
- Elite Archers: A set of Five L3 Warriors, 380 GP.
- Elite Guards: Two sets of Five L3 Warriors, 340 GP.
- Elite Soldiers: Two sets of Five L3 Warriors, 660 GP.
- Lackeys: Three sets of five L1 Experts: Bartender, Bath Attendant, Butler, Carriage Driver, Cook, Courtesan/Masseur x2 (one male and one female), Innkeeper, Janitor, Maid/Laundress, Mason, Squire, Valet, Waiter, and Weaver/Seamstress, 360 GP.
- Priest: A L3 Cloistered Cleric/Witch (Eclipse-style Witch, Knowledge, Magic, and Witchery domains) or Sacerdos Pastor, 810 GP.
- Robbers: A set of five L3 Rogues, 200 GP.
Total Teams = 4430 GP.
- Thanks to the Ward Major, any skill user effectively has access to masterwork tools appropriate to the skill and a workspace. Thus the Alchemist has an Alchemy Lab, the Librarian has a Library full of reference works giving a bonus on knowledge skills, the Smith a Forge, the Leatherworker a Leatherworking Shop, the Healer an Infirmary, and so on. For Downtime purposes, these are effectively “Workstations” (x30).
Yes, the GM is free to give the “minions” personalities, and have them carry over from one summoning to the next. Even slain minions will, however, be just fine the next time Halphax is summoned – and are well aware of it. If one is TOO irritating though the summoner does have an option; push him or her out of time and dismiss Halphax. Next time he’s summoned… that minion will have been replaced. This process is, however, irreversible.
Grand Total: 24,470 GP, for 25 CP worth of Innate Enchantment – or (8 CP) after being Specialized and Corrupted.
Anyone channeling Halphax is essentially hauling along a village (of about 75 “rooms” and 80-odd employees), and the Pathfinder Downtime system, along. In conjunction with the production increase from the Ward this provides an “Extravagant” lifestyle, 250 GP in spending money per day, and some (paid for) Downtime Capital – 4 Goods, 4 Labor, 4 Influence, and 2 Magic per day. While there will be no special events in the village pocket realm while it’s not manifested, it does have enough of a population to serve as a normal village for other purposes (Purchase Limit 2500 GP, Spellcasting Services of up to L3 are available (but must be paid for – unlike the services of the “teams”, which are free), items of up to 500 GP value are available for purchase, items of up to 2500 GP value may be sold, and 2d4 Minor and 1d4 Medium items with values above that limit will be available, changing each lunar month).
No, that doesn’t make a lot of sense – but Halphax IS a “Mystery”, that’s what the settlement and downtime rules say, and it’s not like most d20 settings or systems of magic make a lot of sense when examined in detail anyway.
A character hosting Halphax will have a fortress to stay in, good food, fine wines, a backrub, people to repair his or her gear, a squire to polish his or her armor, guards for the night, clean clothing, someone to warm his or her bed, mundane supplies, and all the comforts and security of staying in a nicely civilized area every night. That’s certainly convenient. Besides… it’s worth it just to be able to produce a lawyer and a personal herald on cue.
In combat Halphax doesn’t offer a lot in the way of direct abilities – but he allows a channeler to set up a battlefield to suit himself or herself in a way that few spellcasters could match if they tried. Being able to look about, place a few walls, a couple of strongpoints, a few troops, a dimensional shortcut or two, a pit, and a field of caltrops, can be pretty handy. So is extra money, having endless supplies ready to hand, and being able to sleep tight in a dimensional pocket in a dungeon. I’d go for it just for style.
Orthos (32 CP + 3 CP Disadvantage / Compulsive. When a channeler of Orthos encounters slaves or prisoners he or she must make a substantial effort to win their freedom. If he or she does not do so Orthos will not again answer his or her call foe one lunar month).
Orthos (Orthros, Orthrus, Orthus) was a monstrous two-headed dog in greek and roman myths – a sibling of Cerberus, one of the offspring of Typhon and Echidna and the father of the Sphinx and the Nemean Lion. He was Geryon’s herd dog and guarded Geryon’s oxen – and was slain by Hercules as a casual speed bump to his twelve labors. And that’s pretty much all there is about Orthos, which is kind of sad considering that his parents and siblings were more dangerous than most of the gods.
As a forgotten figure, something of a blank slate, and a sibling to Cerberus – guardian of the gates of the underworld – Orthos is actually a pretty appropriate choice as the elder Mystery, the guide and guardian of the paths of spirits that can neither fully live nor fully die. I’ve no idea why he got a wind blast though. Oh well. When you’ve really got nothing to go on, why NOT go with wind? It’s easy enough.
- Tornado Blast: Weathermonger, Specialized and Corrupted for Increased Effect (The user may spend a Standard Action and 3 Power to generate a 60′ cone of wind that does 1d6 damage per level you possess (Reflex DC 19 + Cha Mod for half) and those affected must also make a Fortitude save at the same DC or be knocked prone and moved 1d4x10 feet away or to the limits of the area of effect) / The user may not sense the weather, gain bonuses to saves against weather and wind effects, summon mists, constant, or lesser winds, produce rain, steer lightning, generate or banish storms, etc, etc, etc (6 CP).
- The Winds from Beyond: Witchcraft III, Specialized and Corrupted for Triple Effect/each basic ability is limited to a fairly specific, simple effect (rather than allowing dozens), often with additional limitations, taken twice for eight powers and (12 CP).
- Read the Winds / Witchsight: You gain blindsight out to 30 feet. This is a continuous effect with no cost.
- Gyre Mirage / Shadoweave: You may spend 2 Power and a Standard Action to generate a personal Displacement effect lasting up to one hour per level. It affects you, your equipment, and any steed you happen to be riding. During its duration you may suppress or resume the effect as a free action.
- Voice of the Wind / Glamour: You may spend 2 Power and a Standard Action to invoke a Sending effect – with the additional option to send it to a location and announce it’s message on cue, similar to the effect of a Magic Mouth.
- Winds of Alchemy / Witchfire. You may spend 2 Power and a Standard Action to turn a potion, drug, poison, or suitable (liquid or gaseous) alchemical item into a 60′ line, 30′ come, or 15′ radius with a center up to thirty feet away, applying normally to those within the area.
- Harness the Wind / Hand of Shadows. You may spend 2 Power and an Immediate Action to animate a chunk of the air to serve you as a Phantom Steed – although it’s hit points are equal to your own.
- Bind the Vortex / Hand of Shadows. You may spend 5 Power and a Standard Action to animate and bind a mass of air to your will, creating the equivalent of a Huge Air Elemental. It will serve you for up to one minute per level or until dispersed.
- Cyclonic Barrier / Hand of Shadows. Once per round, on or off action, you may spend five Power to harden the air into a momentary force barrier capable of blocking up to sixty points of damage from any one attack – and negating any special effects (poison, energy drain, or whatever) that it might have if that blocks all damage. If it does not, it still provides a +6 Circumstance Bonus on any required saving throw.
- Eye of the Hurricane / Hand of Shadows. As a standard action you may spend 3 Power to create a Wall Of Force effect.
- Voice of Winds: +4d6 Mana as +12d6 (42) Power, Specialized and Corrupted/only to power the Winds from Beyond powers listed above (8 CP).
- Rite of Chi with +12 Bonus Uses, Specialized and Corrupted/only for Power, only to rebuild the power pool for the Winds from Beyond Powers, above (8 CP).
- Speak Language (Auran) (1 CP).
Orthos really only has one trick – air control – but is surprisingly versatile with it. Admittedly, direct-damage blasting is far from the best shtick out there, and Orthos lacks the metamagical / metapsionic boosts to really compete with optimized blasters – but he’s reasonably effective at it for the rather small investment of one Mystery slot. He also has the interesting option of making potions and alchemy potentially relevant again at fairly high levels and some decent defensive and utility abilities.
Vierdan Sanguine, the Bloody General (Bonus Mystery) (32 CP + 3 CP Disadvantage / Insane: Gods too fall before the blade, and the Iron Lord has seen a myriad pass while he endures. Their priests and servants may wield a power they call “divine”, but they will fall before the blade as easily).
Under a thousand names, across ten thousand realms, the bloody general has led men into battle – overthrowing nations, replacing rulers, and even slaying gods – caring for nothing save war itself and the clash of arms. Even the most chaotic of war gods reject him, for he sees them only as yet another challenge to his skills. He has embraced the existence of a Mystery, since only thus can he lead men into battle forever more.
Vierdan Sanguine grants…
- The complete Strategos Package (30 CP). The user may call upon a variety of “auras” that grant him or her, and his or her allies, substantial bonuses.
- Augmented Bonus: Add (Cha Mod) to (Int Mod) for Skill Points through L1, Specialized for Double Effect and Corrupted for Reduced Cost/points may only be spent on Knowledge / Military (battles, tactics, military engineering and vehicles, etc) and Profession / Military Commander – effectively providing a “racial bonus” of +(Cha Mod x 4) to each. If the user does not have either skill already, add the relevant attribute modifiers (Int and Wis) to determine the effective skill level (4 CP).
- Specific Knowledge: The many historical battles he has commanded (1 CP).
Vierdan Sanguine offers access to a selection of a dozen (very, VERY) powerful party-enhancing auras and allows the use of three of them at a time. Admittedly some of them are level-dependent – but a Bokor needs to be fairly high level to channel Vierdan anyway. Just using the first three at level fifteen where Vierdan normally becomes available grants an entire party a +10 Luck Bonus to AC, Saves, Attacks and Damage and a +4 Morale bonus to Checks, Attacks, and Saves.
Admittedly the Strategos package is completely over-the-top optimized, but you’ve got to expect some of that for a penultimate level Mystery. Just as importantly, Vierdan Sanguine provides no active abilities whatsoever. He provides plenty of numerical bonuses, resistances, and heightened movement – but if you want active powers you’re just going to have to channel another Mystery.
Thanks to various problems posting here has been seriously delayed for a bit – so I’m going to backdate this and the next few posts just to keep things together a bit.