Mythic 6 - Tar-Baphon's final trap and the world left untouched.

Game Master Davachido

Initiative:
Initiative order: Amelia, Dreyyn, Demons, Nethan, Elise, Elves

Current Map


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Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Overmind is the Psionic Equivalent of Archmage or I may take a Psionic Path Feat from the other classes. Nope, only normal restrictions apply ...

Path Dabbling (Su)

Select one path ability from another mythic path. You must meet any other requirements that path ability has, including a minimum tier restriction.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Sure, but Path Dabbling itself can only be taken once, because that is the default rule. That's why things like "Extra Mythic Power" have "You can select this ability up to three times."
I mean, there are some path abilities that are obviously broken if that is not true.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

I didn't see that or misunderstood it before, I will take Champion instead. One path dabbling isn't going to be worth me taking it.

I made another mistake with my Legendary Item which I will fix and refine it for Tier 3.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Quick heads-up: I'm going away for an ~48h trip and I don't think I'll have internet there. Just so you know : )


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

GM Radiance,

For Tier 3

I am going to be making some changes to my Legendary Item since I now understand the rules more from my other character builds and Hero Lab. Currently it is built incorrectly. I think you will like my new and correctly made build? Nethan will also be dismissing his Psicrystal and Arcane Bonding with his Crystalline Focus Mind Blade Hilt.

New Legendary Item Build:

1. Eliminate the current Circlet
2. The Crystalline Focus Mind Blade Hilt becomes the Legendary Item (perhaps the Circlet melds itself into the Hilt?)
3. The Hilt will keep its current powers but add Extra Power (+2 Legendary Item Power Points = 4/4 per day).
4. I will take the Universal Mythic Feat - Legendary Item Tier 3-6 to make Rejuvenation legal since it was illegal because the Legendary Item was not a minor artifact or greater at the time but it will be when I take the Mythic Feat.
5. Instead of the normal Legendary Item Surge of Bonus to Attack and CMB, I will make it Bonus to Concentration Checks and Caster Level checks. This is legal to do but of course requires GM approval.
6. Then it will also become Nethan's Arcane Bond.

The Tier 3 Path Ability will be Dual Path - Champion so I will have access to Champion Path Feats and Take Fleet Charge.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

GM Radiance,

Given the above regarding Arcane Bond. Normal E6 rules do not permit Item Creation feats does this rule extend to adding powers to Arcane Bonds?

Thanks!


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

You're right Nethan - he only just put two and two together. Somewhat belatedly, he's realising that if Ethnui is still alive, maaaaaybe he should stop putting his name out there.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

I personally missed your post so I role played that Nethan was focused on something else since he is still a late teenager, and wasn't totally focused on the now especially something as important as this. I notated it so I wouldn't forget.


I shall check through how things work soon. The reasoning behind no item making is because during E6 you usually don't have enough time to do it and often the money caps out so you aren't wielding level 10 items or something at level 6. Sorry for slow replies guy, I'm in the process of specializing my career and it was going slow for a while then suddenly tons of stuff appear out of nowhere!


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

No problem, real life first.

But your above answer already changed some of my plans.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

No worries here on the pacing : )

@Rin's answer - I/Elise expected him to be like 'oh no I didn't see any of you until lately when things started go wrong. Hmm maybe it makes sense that the world is breaking and strange people are leaking in!'.

But instead we learned that the necromancers, without pointy ears so humans, were probably here before things turned terribly wrong ... Hmm...

Also I shuffled Elise a bit forward on the map!


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Gm, for when you are ready to tackle this:

will there be any color-magic related mythic stuff?

Specifically, I'd like to either make my yellow magic flying spear thing a double weapon, or retrain all into vital strike and stuff so i can cross over to it as a weapon. Initially, I pictured Dreyyn as a blender, but I tend to like to focus on some homebrewed aspect when they're available, as i wont get to play that anywhere else, so i figured color magic stuff and weapons would be a good way to go that route.

also maybe a cool item would be some sand armor that can shift around and stuff and could provide some same for my abilities a few times a day or something.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Do you guys have a Tier 1 - 10 plan?

Here is my tentative plan:

Tier 1:

Mythic Path - Archmage - Arcane Surge
Mythic Feat - Mythic Spell Lore
Path Ability - (Universal) Legendary Item Tier 1 (Legendary)
Legendary Item Ability - Upgradeable

Tier 2:

Attribute Bonus - +2 Strength (Add Skill/Attribute/Combat bonuses)
Mythic Path Ability - (Archmage) Enduring Armor (+3 + Tier Level to AC)
Legendary Item Ability - Rejuvenation (Cure 10 hps x Tier Level) - Yes, I know this is incorrect but fixed in T3. I just didn't know back then.

Tier 3:

Mythic Feat - Dual Path (Champion-Fleet Charge)
Path Ability - (Universal) Legendary Item Tier 3 (Legendary Item becomes a Minor Artifact - making Rejuvenation legal)
Legendary Item Ability - Powerful 1x (4/4 Legendary Item Points, Mythic Power Points can also be used but not vice versa)

Tier 4:

Attribute Bonus - +2 Intelligence (Add Skill/Attribute bonuses)
Path Ability - (Archmage) Arcane Potency (Su) - 4 extra 1st Level Spells
Legendary Item Ability - Unstoppable (Attacks bypass armor, use Touch AC)

Tier 5:

Mythic Feat - Extra Path Feat - (Champion) Always a Chance (rolling a 1 no longer means instant miss w/ weapon - Unstoppable + Always a Chance + Low Touch AC = A hit)
Path Ability - (Archmage) Arcane Potency (Su) - 4 extra 2nd Level Spells
Legendary Item - Powerful 2x (6/6 Legendary Item Points + Mythic Power Points Reserve)

Tier 6:

Attribute Bonus - +2 Strength (Add Skill/Attribute/Combat bonuses)
Path Ability - (Universal) Legendary Item Tier 6 (Major Artifact)
Legendary Item - Eternal Bond (Belongs to Nethan and Only he can use it if he stays alive)

Tier 7:

Mythic Feat - Mythic Weapon Focus (x2 Weapon Focus = +2, Mythic Point = an exta 1/2 Tier bonus to hit)
Path Ability - (Archmage) Arcane Potency - 4 extra 3rd Level Spells
Legendary Item Ability - Foe-biting (1 MP = Double Normal Weapon Damage, 2 MP + CRIT = Double All Damage including Special Damage or )

Tier 8:

Attribute Bonus - +2 Intelligence (Add Skill/Attribute bonuses)
Path Ability - (Undecided)
Legendary Item Ability - Returning on Same Plane (If Item and Nethan are on the same plane, Nethan can order the Legendary Item to return to him)

Tier 9:

Mythic Feat - Mythic Psionic Body - +6 hps per Psionic Feat (Currently 4+, one maybe being removed because of changes)
Path Ability - (Undecided)
Legendary Item Ability - Returning Across Planes (Item can be order into Nethan's hand on and across planes)

Tier 10:

Attribute Bonus - +2 Intelligence (Add Skill/Attribute bonuses)
Path Ability - (Undecided)
Legendary Item Ability - Powerful 3x (8/8 Legendary Item Points + Mythic Power Points Reserve)

The Last 3 will be any of the following 3 and I may change out another above, I have not decided yet.

1. Archmage Path - Energy Conversion (Su) - 1 MP = convert original energy to other energy forms in ability.
3. " " - Rapid Preparation = 1 minute to prepare open slot, or 1 MP = instant preparation.
5. " " - Star Walker = Less dependent on other forms or Plane Shifting.
7. Champ Path - Mythic Blade Storm - Expend 1 MP and attack all foes in a 30' cone with one attack.
8. Champ Path - Elemental Fury - 1 MP = Energy Immunity of choice + 1d6 Energy type Damage, 3d6 crit.
9. Champ Path - Sweeping Strike (Su) - 1 MP = Hit each opponent within reach w/ 1 roll, Crits = pick the first hit.
10. Champ Path - Maximize Critical (Max all Normal Weapon Critical Damage, 2 L/MP = Foe-Biting + Max Crit = OUCH or 24+16(20)+12=52(56) Damage with one Crit Hit!)
11. Universal Path - Sleepless (Su) - No Sleep Necessary, 1 hour to recover spells.
12. Universal Path - Mythic Sustenance - No Eat, No Drink, No Breathe, Immune to Gas
13. Universal Path - Mythic Sight - Bindsense, True Seeing.


There will be colour magic mythic stuff indeed. Soon, a lot of stuff is coming at the end of this arc, which is nearing its conclusion.

@Nethan: Did you mostly need an answer to your question 5 or did that change?


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

I still have questions but I think it is better to build what I aiming for first and then ask questions about it.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Only vaguely in terms of tiers.
Originally I was planning to max out fireball. I liked the path ability that let him do extra metamagic for free. Worked eventually drop a 200+(20d3) fireball with an 80 ft radius. I was also looking at maxing out Arcane Strike.

Now I think I'll try and go more of the trickster route. Start with either the command constructs or the cast undetectably abilities. I do like the "display of" feats that add +20. The occasional ability to drop +20 on a dex roll, for instance, would be pretty awesome.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

I am planning to get Mythic Haste as my next Mythic Spell.
Everyone gets a free movement. Speed jumps by 50. If Augmented speed jumps by 70 and you can do a flash and run across water.
Oh, everyone remember: for every 10ft above 30ft movement you get +4 to jump checks.
Haste takes you from 30 to 60 (or 20 to 40 with armour), and a consequent +12 to jump checks.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Mythic Haste is delicious : )

But no, I don't have much planned out yet except a few 'hmm this would be nice!' things.

I found that personally planning too far in a pbp just feels odd, since it can frequently take a very long time to reach the end of that planning! (For example, I made an EK and started browsing his level 15 capabilities; at the current pace of that game I don't think he'll reach 15 within five years, if ever :P)


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Nethan needs to copy some spells from Alþórel or research them including Psionics levels 1 - 3. Then once Nethan picks up Arcane Potency, Nethan can toss a few more spell options around including another Mythic Haste and/or make sure Al and I have different spells available for different encounters.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

I was thinking of getting this but I usually chuck spells first and by then all the martial types would be in the cone.

Mind Blade Storm (Su): You launch an impossibly dense storm of mind blades. You can expend one use of mythic power to make a single mind blade attack
roll and apply the results to every creature in a 30 ft. cone. You must be able to form a mind blade to select this power.

The bold word is the issue, too bad it wasn't written as, every foe/opponent. Looks like I may have to settle on straight Champion Version or Universal Path Ability ...

Mythic Mind Blade: You can greatly enhance the power of your mind blade. You can expend one use of mythic power to double the effective enhancement
bonus of your mind blade (to +4) for a number of rounds equal to your mythic tier at the time it is taken (7+ rounds).


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

GM Radiance, here is my revamped and legal Legendary Magic Item ...

Legendary Item - Focus of the Nethys Magi:

Arcane Bonded: Yes

Arcane Bonded Abilities (No more than 23,499 gps of upgrades active at one time. This limit is separate from Upgradeable Legendary Item)

1. Nethan can cast any one spell from his spell book 1x/day.
2. Can be modified as a Wondrous Item or Wand.

Arcane Bonded Penalties:

If Nethan attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.

Type: Legendary (T1 - T2), Minor Artifact (T3 - T5), Major Artifact (T6 - T10)

Form: Crystalline Focus - Mind Blade (Counts as a Weapon/Wondrous Item/Wand)

Legendary Surge: Concentration and Caster Level Checks,

Legendary Power Points: (2/2 + Mythic Power Points substitute but not vice versa)

Legendary Abilities:

Active

T1: Difficult to Destroy, Mythic Bond, Upgradeable (Mundane Abilities can be updated)
T2: Rejuvenation (1 Legendary/Mythic Power = Cures 10 points per Tier (10 - 100) per use)

Inactive

T3: Powerful 1 (add +2 Legendary Power = 4/4 + Mythic Power Substitute)
T4: Unstoppable (1 LM Power = Touch Weapon, 2 LM Power = Also bypasses Deflection AC)
T5: Foe-Biting (1 LM Power = Double Normal Melee Damage, Crit spend 2 LM Power = Double All Damage)
T6: Eternal Bond (Officially Belongs Only to Nethan and renamed, "Focus of the Heir of Nethys")
T7: Powerful 2 (add +2 Legendary Power = 6/6 + Mythic Power Substitute)
T8: Returning on Same Plane (1 LM Power = Teleports into Nethan's hand only on the same plane)
T9: Returning Across Planes (1 LM Power = Teleports into Nethan's hand across planes)
T10: Powerful 3 (add +2 Legendary Power = 8/8 + Mythic Power Substitute)

Mundane Weapon Abilities (No more than 23,499 gps of melee weapon upgrades active at one time):

1. +1 Attack/Damage.
2. Toggle off/on - Merciful (converts all damage to non-lethal).
3. Keen (increase critical threat from 19-20 to 17-20).

QUESTIONS for GM Radiance

1. How does the revamp look?

2. Since the Legendary Item is an Arcane Bond, a Legendary Item, and Mind Blade Focus, is it considered (3) different items in one item?

3. If that is the case, can it by upgraded to a max of 23,499 gps for Arcane Bond and 23,499 gps for Legendary Item each? The others will originate from Class Features such as +1 to atk/dam and +1d6 acid damage.

4. Since we will never get to the levels of 11 and above, can the Arcane Bond part be used as a Wondrous Item and/or Wand? In other words, add Wand/Wondrous-like powers to the Arcane Bond? The Upgradeable Legendary Item will of course remain Craft Weapon or a vendor adds it which was such the case with Merciful?

5. Normally for a Weapon, your Legendary Item Surge is towards combat and and CMB, however I made it towards Concentration and Caster level Checks, is this acceptable? The rules state I need your permission.

There are more questions but let's start with these.


Inactive

I definitely don't have any hard and fast plans. My latest is to get Mirror Dodge, at least. After getting nearly obliterated by Captain Moretti, I think I need some sort of defensive trick.

@GM Radiance - my interpretation of Vanishing Move is that if I spend a mythic point, I get Greater Invisibility that lasts for Tier x2 rounds and doesn't go away if I attack. Does that sound right, or would you apply some of the same limitations as if I didn't spend a mythic point? Still thinking about whether to take Extra Path Ability to grab this.

Vanishing Move wrote:
When you wish to not be seen, you aren't. As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

@Al, i certainly won't balk at MORE speed. Every ten feet above 30ft gives +4 acrobatics. that is +20-28 acrobatics! Heh heh heh, I'll jump back to Golarion!


I shall update thread tomorrow after UK time. Going through 12 hours of train in 24 hours, updating the paizo site on a train is proving to be difficult!


@Amelia: Ah I see your point, it goes to minutes/level for a mythic. So 6 minutes at MR 3?

Is it alright if I limit you to only using the mythic point variant in combat? I mean the main worry I have is utility outside of combat as opposed to in. Out of combat, I can comprise by making it become round/level so you can use it still to rush invisible quickly at the cost of some resources. Does that sound alright?

@Nethan: The Revamp looks alright as far as I am understanding the rules. You'll have to take legendary item twice if you want it to be a minor artifact though (Which I'm guessing you'll do at Tier 4?)

2. A legendary item as far as I'm aware is an upgrade to a previous item so at the very least it'll be a legendary psicrystal. Though I need to understand this right, your mind blade focus for soulknife is your psicrystal which is thus also your legendary item? So isn't it all effectively 1 item?

3. I'm a little confused here, I thought a psicrystal was effectively a familiar? Though I would say no pre-emptively because it's like your asking me if taking this feature allows you to get double the upgrades? Correct me if I'm wrong.

4. Hmm, I just need to clarify a few things mention above, but I mean, it seems okay? The arcane bonded item usually can gain things if it is crafted.

5. That seems fine to me.

Basically, main thing I need to understand about the combination of things right now. Your arcane bond is the crystalline focus or it a psicrystal? That might clarify a few things in my head right now, as I didn't think you could upgrade a psicrystal?


Inactive
GM_Radiance wrote:

@Amelia: Ah I see your point, it goes to minutes/level for a mythic. So 6 minutes at MR 3?

Is it alright if I limit you to only using the mythic point variant in combat? I mean the main worry I have is utility outside of combat as opposed to in. Out of combat, I can comprise by making it become round/level so you can use it still to rush invisible quickly at the cost of some resources. Does that sound alright?

I think Greater Invisibility is just 2x-tier rounds per level always (in or out of combat). It's shorter duration than regular invisibility. So if you're worried about out of combat shenanigans, it doesn't last too long at all. But if you're still worried, I'm fine with not using the mythic point version out of combat - out of combat, Amelia is mostly using stealth anyway, and would just use the regular invisibility to zip across small gaps in ninja-like manner.


Ah you're right, I was reading the normal invisibility duration line. Rounds per level even out of combat don't seem all that bad to me. Considering at most it'll be 20 per point at MR10.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

For Tier 3, Nethan plans to dismiss his Psicrystal to exchange it for an Arcane Bond with Crystalline Focus. If he does this, does he lose the free Psicrystal feat?


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Ablative Barrier should turn 5 of that damage into nonlethal: won't stop him going down, but might help with whether he is dead.


@Nethan: So you want to change the focus from your psicrystal to the focus at tier 3, have I got that right?

@Al: Um.. 8 damage and 5 non-lethal is going to kill you from full, or do you mean if you take more damage later? XD


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10
GM Radiance wrote:
@Nethan: So you want to change the focus from your psicrystal to the focus at tier 3, have I got that right?

Yes sir because I feel the Crystalline Focus now fits Nethan better than a Psicrystal especially since the Crystalline Focus is also his Legendary Item. Once he dispatches his Psicrystal, he plans to form Arcane Bond with his Crystalline Focus Hilt - Mind Blade since you can have both an Arcane Bond and a familiar.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Later!


@Nethan: Cool, makes a bit more sense in my head now. Thought for a bit you were someone attaching item properties to a familiar. xD

I guess I understand the questions a bit more now Reading arcane bond you basically select an item to become the bond, even existing magical items like you are doing here, a legendary item is a modifier to an item which is the Crystalline Focus hilt. So in essence as far as I can tell it is still just one item (Crystalline Focus hilt) except it gains legendary abilities and is an arcane focus which allows you to cast an additional spell through it.

I am fine that the skills are a little different and adding wand enchantments to it, though, I still think it's just one item instead of 3 though.

To your question in the gameplay thread, yes that is a stairwell down.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Ok, I am cool with it being one item but it can be upgraded as a Weapon/Wand/Wondrous Item and of course a Mythic Legendary Item up to CL6 for the misc magic and Tier 10 for the Legendary Item.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

A bit out of commission today. Will try and get a post up tomorrow instead, sorry!


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Sorry for the delay, it'll be just a little more!


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Elise thoughts: Kizutena probably passed right trough here. And it doesn't really look like she had to fight her way trough...

She might not be as friendly or cooperative as Atenzuki, which could throw spanners in our gears.

(Or she could simply be captured and turned into a mech-zombie already!)


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

I was so tempted to spend a mythic point to try to get that roll to 40...


Will post tomorrow, moving is tiring.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10
Alþórel wrote:
I was so tempted to spend a mythic point to try to get that roll to 40...

Lol, but glad you didn't ... :-)


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

It seems as this one is somewhat deranged!

You wanna try anything sneaky Amelia or should the less discreet of us simply barrel in :)?


Inactive

Time to charge in!


So is the plan going to charge in and subdue her?


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

It sounds like that yes!

And the hour is getting sorta late here so I'll try to get an IC post up tomorrow.


Inactive

Yep, that was obviously my vote!


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Elise has now subtly opened the door. I suspect the time now comes for the rolling of the initiative :P


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Heads up: I'm going away for four days tomorrow (back on sunday!). There should be wifi and my laptop is sorta working at the moment so I should still be able to post - but if I don't you know why : )


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

I'm back with a nice new cold in tow. I'm currently trying to catch up on my games. But as you may have noticed, my actions on any level above "smack foe/loot boxes" might be a bit lacking at the moment :P


Sorry more life stuff going on, finalize your mythic rank up now with the 2nd bloodstone following you out. I will try to post sometime in the afternoon tomorrow.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

OH YEAH!

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