Silus
2015-05-14, 04:36 PM
Yeah the title is a bit wonky, but I feel it accurately summarizes what I aim to do.
Okay so minor backstory: The setting I'm looking at running *Points to the link in the signature* has been cut off from the rest of the planar cosmology, keeping everything that was already on the world on it, and keeping outsiders out. Problem is, any outsiders that were ALREADY on the world got trapped and pretty much died off. Yadda yadda yadda, short of it is that the biggest and/or baddest of the outsiders (of all stripes) managed to save themselves by essentially turning themselves into a sort of consumable phylactery. It's not that easy to explain, but if you've read Ava's Demon (http://avasdemon.com/), then you'll have an idea of where I'm going with this (sidenote: seriously, read that comic it is beautiful and amazing and I love it so much).
Anyway, the mechanical idea is an artifact level potion that works like a combination of a pact (Power for a favor) and intelligent item that directly upgrades the drinker until said drinker dies or finishes the favor.
Pro: Power based off the outsider type of the potion (Devil resistances for the devil one, angel resistances for the angel one, etc) in addition to a short list of spell-like abilities (1/day, at will, etc.) based off the outsider in question, possible physical transformation as well (natural attacks, special attacks, etc.). Basically fusing a weakened version of the outsider with the drinker.
Cons: Outsiders have their own agenda. Failure to adhere to the agenda may cause a battle of wills resulting in the equivalent of a high level Suggestion spell (or straight up mind control in some cases, these cases being extreme "but we're too close, I won't let you screw this up now" situations). Plus side, the "battle of wills" is essentially the same sort of check you'd have to make for dealing with an intelligent item. Another downside would be the withholding of power in instances of displeasure (for actions that go against the outsider's immediate goals or alignment. An angel wouldn't let its vessel slaughter an orphanage for example and would withhold power and abilities).
The current outsiders planned are:
Archon (LG)
Angel/Agathion (NG)
Azata (CG)
Inevitable (LN)
Psychopomp (N)
Protean (CN)
Devil (LE)
Daemon (NE)
Demon (CE)
Along with elementals and fey.
Here's the problem though: I'm unsure of what sort of stats I ought to use. The idea was that the items mental scores would be based off the mental scores of a chosen outsider (Like an Astral Deva or something), but...yeah. Not sure if I ought to go with the most powerful of outsider on each list or if I should just sort of mix and match or what. Same goes for spells and abilities. Should I just mix and match from the outsider entries or just be like "Balor get X abilities/spells so those are what the players have access to"?
Okay so minor backstory: The setting I'm looking at running *Points to the link in the signature* has been cut off from the rest of the planar cosmology, keeping everything that was already on the world on it, and keeping outsiders out. Problem is, any outsiders that were ALREADY on the world got trapped and pretty much died off. Yadda yadda yadda, short of it is that the biggest and/or baddest of the outsiders (of all stripes) managed to save themselves by essentially turning themselves into a sort of consumable phylactery. It's not that easy to explain, but if you've read Ava's Demon (http://avasdemon.com/), then you'll have an idea of where I'm going with this (sidenote: seriously, read that comic it is beautiful and amazing and I love it so much).
Anyway, the mechanical idea is an artifact level potion that works like a combination of a pact (Power for a favor) and intelligent item that directly upgrades the drinker until said drinker dies or finishes the favor.
Pro: Power based off the outsider type of the potion (Devil resistances for the devil one, angel resistances for the angel one, etc) in addition to a short list of spell-like abilities (1/day, at will, etc.) based off the outsider in question, possible physical transformation as well (natural attacks, special attacks, etc.). Basically fusing a weakened version of the outsider with the drinker.
Cons: Outsiders have their own agenda. Failure to adhere to the agenda may cause a battle of wills resulting in the equivalent of a high level Suggestion spell (or straight up mind control in some cases, these cases being extreme "but we're too close, I won't let you screw this up now" situations). Plus side, the "battle of wills" is essentially the same sort of check you'd have to make for dealing with an intelligent item. Another downside would be the withholding of power in instances of displeasure (for actions that go against the outsider's immediate goals or alignment. An angel wouldn't let its vessel slaughter an orphanage for example and would withhold power and abilities).
The current outsiders planned are:
Archon (LG)
Angel/Agathion (NG)
Azata (CG)
Inevitable (LN)
Psychopomp (N)
Protean (CN)
Devil (LE)
Daemon (NE)
Demon (CE)
Along with elementals and fey.
Here's the problem though: I'm unsure of what sort of stats I ought to use. The idea was that the items mental scores would be based off the mental scores of a chosen outsider (Like an Astral Deva or something), but...yeah. Not sure if I ought to go with the most powerful of outsider on each list or if I should just sort of mix and match or what. Same goes for spells and abilities. Should I just mix and match from the outsider entries or just be like "Balor get X abilities/spells so those are what the players have access to"?