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Ambitious Hearts: Tales from the Forgotten Realms

Game Master Dogbladewarrior

601 to 617 of 617 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

M Humanborn

with kingmaker i might be inspired to make a different character (although i kind of already am). Tialvoron isn't really king material.

Male Archangel of Awesome Paladin of Badassery 20

I think a kingmaker style would be interesting, especially since I was going for something similar with Akor anyways.

Ten, if you're not feeling Tialvoron, and want to remake him, go for it. Its better to do it now, before this particular scene goes much further.

Also, I am sorry this has slowed down. Its been busy at work, and I am also working on some other characters that need to get in games soon.

My cell phone battery being crap isn't helping, as I use that to keep up to speed on my games, but it dies very quickly now, so I gotta use what time I have while at work checking on other games.

Once Tenro figures out his new PC, we'll go on from there.

M Humanborn

hmm ok. i dont want to be the cause of the delay so i will hurry on the next character.

the slow pace of the game doesnt bother me as much as it would in other games, since this is so high level i sort of expect it.


1) are we going with kingmaker? (i havent played it before, all i know is that it involves a player or players becoming kings and ruling a nation at the end)

2) with regard to mythic and HOPFs, would it be possible to suggest "adaptations" to say, mythic archmage and whatnot, to allow for psionics transparency?

3) are we ok with evil or no?

some of my ideas are Necromancer, Pyrokineticist, Archeovitus (3PP)

M Humanborn

I think mostly I'd like to bring Aovar in if I could get archmage mythic path to work with him. Or perhaps hierophant.

Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Regarding evil: We're sort of a "for the greater good" kind of group at the moment. Overt evil would be a problem unless you are under a tight leash like Rosa is. Though now she's lawful and not evil, so it's far less of an issue.

M Humanborn

Yeah I have started to lean away from an evil Necromancer and more towards adapting mythic archmage to work for Aovar

M Humanborn

ok so here is my take at adapting Mythic Archmage to psionics. The following includes choices that i would make (where choices are available, such as path abilities and feats) as pertains to Aovar.

Equivalent spell level is a way to translate psionic powers over to spells. every power has a level, but lower level powers that are augmented become equivalent to higher level spells than the original power. For example, the Inertial Armor power. for 1 PP, it gives +4 Armor (just like Mage Armor). But you can augment it, gaining +1 Armor per 2 PP spent. Each additional 2 PP spent on it makes it a higher level effect, because the PP cost of the power is increasing past the thresholds of higher level powers (2nd lv powers cost 3 PP, 3rd lv powers cost 5 PP, so on). For instance, Competent Manifester allows Aovar to auto-succeed on concentration checks to manifest a power defensively as long as the power is not equal to his highest level of power that he can manifest (8th). So he could manifest Inertial Armor defensively and auto-succeed on the concentration check, but if he augmented it up to 15 PP (equivalent 8th level) then he would have to make the concentration check normally. Similarly for Mage Strike, if he expended 15 PP it would behave as it would for a wizard who expended an 8th level spell.

Tier 4 Mythic Erudite

Base Mythic Abilities

  • Bonus Hit Points: Whenever you gain a Erudite tier, you gain 3 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics.

  • Mythic Power (Su)(1d8)(11/day): Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You can draw upon your mythic power a number of times per day equal to 3 plus 2x your mythic tier. This power is used by a number of different abilities gained by mythic characters.

  • Surge (1d8)(Su): You can call upon your mythic power to overcome difficult challenges. You can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.

  • Ability Score: You gain a permanent +2 bonus to an ability score of your choice upon reaching the 2nd mythic tier. At 4th, 6th, 8th, and 10th mythic tiers you gain a permanent +2 bonus to another ability score or increase one of your existing bonuses by 2. (4 INT)

  • Bonus Mythic Feat: Upon becoming mythic, select one mythic feat as a bonus feat. You must qualify for this feat normally. In addition, you gain another bonus mythic feat upon reaching 3rd mythic tier and every 2 tiers thereafter. You can select an ordinary feat in place of a mythic feat and you must meet the normal prerequisites to take that feat.

  • Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.

  • Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, on your turn, you can expend one use of mythic power as a free action to take an additional standard action during your turn. You cannot use this ability more than once per round.

  • Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest as long as you’re not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour allows you to regain a number of hit points equal to half your full normal hit points (up to a maximum of your full normal hit points) and regain the use of any class features that are limited to a number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as if you had gained 8 hours of sleep for such abilities. This rest does not refresh the use of mythic abilities such as mythic power or other mythic abilities that are limited to a number of times per day.

    Mythic Attacks

  • Erudite Arcana: Mage Strike (Su): You can expend one use of mythic power to make one melee attack as a swift action. In addition, you can expend Power Points equivalent to any one psionic power that you can manifest. You receive an insight bonus on the attack roll equal to twice the equivalent spell level of the power expended, and the attack deals an additional 2d6 points of energy damage per equivalent spell level of the power expended (either acid, cold, electricity, or fire). The damage from this attack bypasses any damage reduction the target might possess, but the additional energy damage is still subject to resistances and immunities.

  • Mythic Manifestation: At 2nd tier, you can select one mythic power (houseruling them) and can expend your mythic power to manifest that power with enhanced results. You must have the normal psionic version of the power on your list of powers known. At 4th tier and every 2 tiers thereafter, you can select another mythic power.

    Mythic Path Abilities

  • Mythic Ability 1: Abundant Manifesting (Ex): Whenever you manifest a power that affects a limited number of targets (but more than one), you may add your mythic tier to the number of targets that you can affect. In addition, you can expend one use of mythic power when manifesting a power that affects only one target. That power instead affects two targets, but the additional target must be a legal target for the purpose of the original power. If the power requires a touch attack, you must hold the charge to make a second attack.

  • Mythic Ability 2: Feat of Intelligence (Su): You can expend one use of mythic power to attempt a feat of Intelligence, gaining a +20 circumstance bonus on any one Intelligence skill check or ability check.

  • Mythic Ability 3: Deep Understanding (Ex): You begin to understand the pattern behind all psionics. You automatically identify any psionic power manifested within 60 feet as long as it is on your spell list and is of a level that you can cast. In addition, whenever you attempt to identify a psionic item using detect psionics or a similar effect, you can take 10 on the check to determine its properties.

  • Mythic Ability 4: Competent Manifester (Ex): You learn to manifest your simple powers with grace and ease, allowing you to maintain focus on the foes around you. Whenever you manifest a psionic power that is at least one equivalent spell level lower than the highest equivalent spell level power you can manifest using that manifesting class, you automatically succeed at the concentration check to manifest that power. You must make a check normally for powers of the highest equivalent spell level you can cast.

    Mythic Feats

  • Mythic Feat 1: Psionic Meditation: You can take a swift action to become psionically focused, and any benefit you gain from expending your focus persists until the beginning of your next turn (unless the effect gained normally persists longer, in which case there is no change in duration).

  • Mythic Feat 3: Vital Strike: Whenever you use Vital Strike, you deal double the normal amount of damage, including your Strength bonus, magic bonuses, and other bonuses that would normally be multiplied on a critical hit. Extra damage from sources that would not normally be multiplied on a critical hit are not doubled by this effect. In addition, you can use Vital Strike when making a charge, although this multiplication does not stack with other sources of multiplication of damage on a charge, such as using a lance.

    Mythic Powers
    Mythic Energy Conversion: As Energy Conversion, but your resistance is equal to (10x mythic tier (if higher than the power grants)) and you may fire up to one ray per mythic tier as a standard action. If you are 6th tier or better, each point of energy stored deals two damage to the target when discharged.

    Mythic Psychic Crush: As Psychic crush, but the target's Will save gains no bonus and if the target succeeds on the save, it takes 6d6 points of damage. If you are at least 6th tier, the target also takes (1d6+mythic tier) ability damage to all mental abilities regardless of the success of the Will save.

  • M Humanborn

    if those changes are approved, then i will apply them to Aovar and consider him submitted for play.

    Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
    Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

    OO nice, Im still here I am going to chance Rosa a small bit, here Drone things seems some what flacky there is a class called a machinesmith chinesmith.

    I just think this class would work a lot lot better for her now.
    It means stripping her of some stuff but I just think its better

    M Humanborn

    machinesmith is pretty fun i think. i have only played it low level, but still.

    Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
    Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

    Yep she was a Cleric of hell, but died in the last fight and her soul was taken by the Godmind of the Axiomites, and placed in a mechanical body, sent to help the fight and back to the prime, thing is Cleric just dod not work now and is way to complcated. So dropping that means I can just make her a Mighty MachineSmith with her own body being her great work. way more simple that 100s of spells and domain stuff + changeling.

    Shes just a huge robot with a sword now that dos tech stuff like magic,
    Kind of tech warlock, simpler

    She hard as hell to kill in a slap down fight, but we need some one like that, Magic is more than covered by others.

    M Humanborn

    yeah i would say as far as greatworks go, i didnt like the mobius weapon. analyzer was pretty powerful compared to the other two, but mechanus was the actual coolest.

    did you look at the Transmechanical Ascendant prestige class?

    Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
    Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

    Doing that now looks cool

    Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
    Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

    its nice but shes 100% none flesh, where as the Transmechanical Ascendant prestige class still has some flesh, cyborg more than robot etc.
    also Rosa uses drones and with pour m-smith she gets a power in pathfinder mechanics to have them

    M Humanborn

    i hope we arent waiting on me.

    Aovar is done as long as the changes to archmage i submitted above are kosher with everyone

    Male Weremonkey Rogue/Ranger/Trickster

    I'm thinking of putting the game on a slight, official hold. The Mythic rules plus a pair of supplements for it, come out in the next few months, which can only aid us. Even if all we do is use them for some much needed inspiration.

    M Humanborn


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