The Fallen Sons and Daughters of Heaven Pathfinder Campaign

Game Master Divinitus


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rorek55 wrote:
fnord72 wrote:
Has anyone asked about getting class abilities with FP?
honestly, this is one of those things I would stay away from. Classes to me are a bit sacred.I like to think of class abilities as an example of dedication/time spent on an Ideal/training. Something not even powerful gods/goddesses can give.

I asked for one Oracle Revelation because it fit the concept.

Specifically:
By My Name You Shall Call Me (Su): As a creature attuned to the eldritch corridors of power, the Harlequin can hear it's name spoken aloud, even over great distances. If another creature speaks his name, he may observe it as if he had cast scrying. He may also choose to move to the speaker's location as if through greater teleport. He can detect creatures speaking his name to a range of 100 miles per level/HD.

Cost 2 FP, same as free Greater Teleporting at will.
So I would say Class abilities include a slight upmark of sorts compared to pure monster abilities.

To the person wanting Unearthly Cold, the closest thing i found was
Absolute Cold (Su)
An old or older lunar dragon's breath weapon can affect creatures immune to cold damage. A creature immune to cold damage still takes half damage from the breath weapon (no damage with a successful saving throw). Resistant creatures' cold resistance is treated as 10 less than normal....
but no pricing idea about those...

@immunity to energy=invulnerable: Quite aware it is not so, but usually it diminishes the damage done by about 50%, which is still totally worth it.


Chaos isn't really a must, I do like the fateweaver stuff a lot.

Maybe, Mindchemist//Aegis or psychic warrior// Divination wizard/Eldritch knight.


Hmm, on the update, I'm seeing:

-Starting stats now capped at 30

Not seeing any other changes.


thunderbeard wrote:

Hmm, on the update, I'm seeing:

-Starting stats now capped at 30

Not seeing any other changes.

Before people get confused again, the only thing that changed was in his sentence about using your 30 attribute points to raise your 12 up to 24, now it says 30.

This means that other things like items, and size, are likely still applying just like they were before.

The legendary items/equipment section was also expanded a little bit, since it used to just say legacy item, blah blah


I think I'm going to stick with 24. XD To really get higher, I'd basically have to take away flavorful abilities and items in order to get higher numbers - and I'd much rather have the flavor with this character.


I think you guys have helped me solidify my idea. I think madness isn't the way to go.

But the idea of being insanely smart, and fighting with my mind. Yes please.

Also, metaforge? So cool. So I think, Aegis 9 with four template levels for Psychic creature, and savant. then Soulknife 8 with Metaforge 5// Divination wizard. I like it.

All the plans! I have them!


I agree, Rednal. I specifically evaded the Feat to "unify" Casting Stats, gonna keep my stats spread out too.

May hurt the DC's a bit, but honestly, there's more important considerations(such as flavor).


I do hope we can get a feat or ability or something to change fiendish powers from CHA to WIS/INT though. I'd rather not use that attribute changing feat either, but it's somewhat necessary for me atm. I'm vitally dependent on 5/6 of the stats without it, reducing that to 4/6 means I can actually have OK DCs for abilities.

Silver Crusade

I'm just to lazy to go back and reshuffle things. I might lower int by, like 2. Lol.


oyzar wrote:
It was unearthly cold I was referring to.

I figured that. I just couldn't resist the joke.


All that happened for me is I gained like 3 more craft skills.


Was there any question/decision regarding favored class bonus?


fnord72 wrote:
Was there any question/decision regarding favored class bonus?

Yes, we can take from any race.


Quick question regarding the Intelligent option for legendary items:

When you take it the first time, do you just gain the base mental scores, senses, and speech? And then need to select it again to gain additional abilities such as Animate, Shapechange and Spellcasting?

OR do you gain one of those additional benefits the first time as well?


I second Monkeygod's Question. I was wondering the same thing, and assumed it is not so to be on the safe side, but it could well be interpreted to have one of the additional benefits, too.


My reading of it would be that no, the first time you select intelligent you don't get one of the abilities.

SRD wrote:


Intelligent: A legendary item with this ability becomes an intelligent magic item. [Lots of text that it gains stats, languages, etc]. You can select this ability more than once. Each time you do, you can increase its ability scores (to a maximum of 20 each) and select one of the following special abilities. You can increase all three of its ability scores by 2 points, or one of these ability scores by 4 points and one other ability score by 2 points. The special abilities are listed below.

I take that "each time you do" to apply to the 2nd and beyond point towards intelligence from the preceding sentence, and only here do you select a special ability. My opinion only of course.

The alternate reading would be that selecting intelligent the first time would give you base stats, plus one set of stat increases, plus one ability.


Azisael wrote:
I take that "each time you do" to apply to the 2nd and beyond point towards intelligence from the preceding sentence, and only here do you select a special ability. My opinion only of course.

That's the widely-held assumption I've seen before. The first time you take it it just becomes intelligent.


Yes, I agree. But as said:

"Each time you do" could well mean that it really DOES mean each time you do. As in, including the first time you select this ability. I was unsure because we ARE dealing with legendary items here, after all.

Also, I was looking at the regular intelligent items, specifically the table dealing with Intelligent Item Powers.

Crawl 10 feet, fly, and teleport can each be by themselves there, and their total combined price increase is 30k.

If you want the Legendary Item to gain those same abilities, you have to spend 3 more legendary item abilities on it, AFTER making it intelligent(so 4 total).

Considering what other things those could do:
Eternal Bond+Soulsafe(bring you back without needing a template or purchasing it with Fiendish Points)
Undetectable(make utterly undetectable while invisible)
Weapon: Foe-Biting(spend power to completely double damage done on a hit. Also works with Criticals for 2 points.)/Armor: Legendary Fortification(Completely negate Crits/Sneaks by spending power on being hit)

I know that an intelligent item is a very flavorful choice in some cases, but it seems the "gains" in terms of power they have are not very well balanced against the other legendary abilities(Darkvision anyone?) so it may well be reasonable that even if the "normal" handling is to only select abilities on subsequent pickings, to allow picking even the first time it is selected for this campaign.

Just a suggestion and my 2 cents.


Dude... You can get Limited Wish 3x/day as a spell-like ability by taking legendary item 4 times. That's almost certainly better than Eternal Bond+Soulsafe (and Foe-Biting isn't very good, unless you've got a x4 weapon).

Also: "A legendary item with this ability becomes an intelligent magic item. When this ability is first selected, the legendary item starts with base Intelligence, Wisdom, and Charisma scores of 10. The item gains speech as a supernatural ability." That's it—the rest refers to when you take it again.


thunderbeard wrote:

Dude... You can get Limited Wish 3x/day as a spell-like ability by taking legendary item 4 times. That's almost certainly better than Eternal Bond+Soulsafe (and Foe-Biting isn't very good, unless you've got a x4 weapon).

Also: "A legendary item with this ability becomes an intelligent magic item. When this ability is first selected, the legendary item starts with base Intelligence, Wisdom, and Charisma scores of 10. The item gains speech as a supernatural ability." That's it—the rest refers to when you take it again.

You can also get a Item that has Darkvision out to 120 feet by taking it 4 times.

My point was that the boni do not seem very well balanced. With all due respect, your example does nothing to change my opinion regarding that.

As for foe-biting: It straight out doubles the damage. That means in my understanding it works with stuff like Greater Vital Strike, regardless of Crit. Which means those people getting extra Standard Actions from some source and using enlarged weaponry can put them to good use considering all it costs is a point of power it has spare anyway if you use passive boni.
Also, I am using a Scythe(x4) and can autotrigger a Crit, possibly twice a day. So, depending on build, autocrit+spellstrike profane empowered vampiric touch...could be a nice payout for a single standard action. Honestly, I did not do the math, it just seemed it could be sweet on a proper setup.

@Limited Wish: The suggestion is appreciated, but I'll take my chances with Soulsafe. Considering how many things out there kill on a level that requires Wish or Miracle before you can even get a Resurrection, I'll rather have an automatic way of coming back, rather than work with the chance that the spell MAY be sufficient to get another member of the team back up and running.


Estaviel was a watcher of fate. She would stay hidden near important times and creatures to observe how they interacted. She was to ensure that the patterns that the gods of fate wanted came to pass.

I must digress to explain. Prophecy does not work the way that mortals believe it does with their limited perceptions. there are patterns in the universe. Deep and unseen to most. Many gods can get glimpses of them, but only a few get a deeper view. The patterns of the future are unwritten, but the options are not infinite. One who knows the patterns can see the desired outcome and take actions to achieve what they want. Many of these actions seem unrelated to the outcome. But that is merely a lack of perception.

Estaviel grew weary at those who claimed to work in the best interests of mortals and then followed their own path. The benefits they offered the mortals were not possible. There weren't enough resources to give everybody what they need.

As she grew disenchanted with the nature of her position, she saw a perturbation. She predicted the fall and began to take action to disguise the rebellion. She arranged for actions to ripple and echo, disguising the details and magnitude of this event.

stats:

Estaviel, Fallen of Pattern
Female quickling Fallen psion 13/vitalist 13/Cryptic 11
LE Tiny outsider (native)
Hero Points 3
Init +12; Senses darkvision 60 ft.; Perception +53 (true seeing, greater arcane sight, trace teleport)
--------------------
Defense
--------------------
AC 47, touch 43, flat-footed 26 (+4 armor, +4 deflection, +8 Dex, +13 dodge, +5 insight, +1 luck, +2 size) (+4 vs. ranged touch)
hp 174 (13d6+52); fast healing 3
Fort +20, Ref +23, Will +24; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities arrow deflection; concealment 20%; duck aside; fate aura; hardy; improved evasion; stalwart; SR 24;
Immune acid, disease, electricity, fire, poison
--------------------
Offense
--------------------
Speed 120 ft., fly 240 ft. (perfect)
Ranged disrupt pattern +23 (3d6+18+5d6+5) (30') (+8 vs active type. Default outsider)
. . vs. targets with SR, +1 to hit, +1d6+5 damage
Space 2½ ft.; Reach 0 ft.
Special Attacks quickling casting, rapid actions
Spell-Like Abilities (CL 13th; concentration +23)
. . Constant—nondetection, true seeing, greater arcane sight
. . At-Will-negate aroma, greater teleport (self+ 50lb only)
. . 1/day—faerie fire, obscure object (DC 13), sanctuary (DC 12)
Psion Powers Known (power points 508, ML 13th; concentration +23)
. . 7th—fate of one
. . 6th—disintegration (DC 26), greater precognition, willian's temporal acceleration
. . 5th—clairtangent hand, planar travel, psychic crush (DC 25)
. . 4th—augured answer, mindwipe (DC 24), psychic reformation, telekinetic maneuver
. . 3rd—eradicate invisibility (DC 23), mindhunter, telekinetic force (DC 23)
. . 2nd—clairvoyant sense, concussion blast, inflict pain (DC 22), recall agony (DC 22), sensitivity to psychic impressions
. . 1st—crystal shard, demoralize (DC 21), inevitable strike, defensive precognition, offensive precognition, psychic tracking
. . 0 (at will)—conceal thoughts, detect psionics, missive, unearthly terror (DC 20)
Vitalist Powers Known (power points 508, ML 13th; concentration +22)
. . 7th—
. . 6th—aura alteration, cleanse spirit, heal injuries
. . 5th—adapt body, psionic revivify
. . 4th—empathic feedback (DC 23)
. . 3rd—hostile empathic transfer (DC 22), resist death
. . 2nd—empathic condition relief
. . 1st—collapse (DC 0)
. . 0 (at will)—disruptive touch (DC 19), fatigue (DC 19), sense poison
Cryptic Powers Known (power points 508, ML 13th; concentration +23)
. . 4th—disrupting strikes, energy adaptation
. . 3rd—dispel psionics
. . 2nd—body purification, control sound, detect hostile intent, psionic scent
. . 1st—chameleon, hidden pocket, kinetic legerdemain, vigor
. . 0 (at will)—far hand, psionic repair
Prophecy Domain Spells (Cl 13, Concentration +22) (Kobold Press)
. . 7th—Prying Eyes
. . 6th—Find the Path
. . 5th—Commune
. . 4th—Divination
. . 3rd—Locate Object
. . 2nd—Augury
. . 1st—Deathwatch
--------------------
Statistics
--------------------
Str 8, Dex 26, Con 16, Int 30, Wis 28, Cha 11
Base Atk +6; CMB +13; CMD 44
Feats Dampen Presence, Deep Focus, Dodge, Endowed Mind, Enlarged Collective, Expanded Knowledge, Great Fortitude, Greater Power Penetration, Improved Disruption, Mobility, One Pattern, Overchannel, Persistent Power, Point-blank Shot, Power Penetration, Precise Shot, Psion Weapon Proficiencies, Psionic Body, Psionic Dodge, Psionic Meditation, Quick Draw, Scribe Tattoo, Shared Power, Skill Focus, Skill Focus (Perception), Skill Focus (Stealth), Spring Attack, Steel Soul[APG], Weapon Finesse
Traits clever wordplay (use magic device), psionic knack (cryptic)
Skills Acrobatics +31 (+67 to jump), Appraise +14, Autohypnosis +19, Bluff +4, Diplomacy +4, Disable Device +31, Disguise +4, Fly +28, Heal +13, Intimidate +4, Knowledge (arcana) +30, Knowledge (dungeoneering) +26, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +26, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (nobility) +18, Knowledge (planes) +26, Knowledge (psionics) +26, Knowledge (religion) +26, Linguistics +14, Perception +53, Sense Motive +25, Sleight of Hand +16, Spellcraft +26, Stealth +44, Survival +13, Swim +7, Use Magic Device +26; Racial Modifiers +10 Acrobatics, +12 Perception
Languages Abyssal, Celestial, Common, Cyclops, Draconic, Ghol-gan, Infernal, Senzar, Shae, Sphinx, Sylvan
SQ alter probability, alter the waves, altered defense (absorb, deflect, retaliate), collective, collective healing, discipline (insight [seer]), disrupt pattern, enhanced disruption, health sense, hero points, hide in plain sight, insights (explosive pattern, fast stealth, improved evasion, repair pattern, trap spotter), insightful steps, pattern designs, rapid aging, rapid defense, request aid, soulthief's expertise, soulthief's pulse, soulthief's touch, spirit of many, steal health, swift aid, swift trapper, talents, telepathy, transfer wounds, trapfinding +5, trapmaker, vitalist method (soulthief method)
Incorporated Items jingasa of the fortunate soldier; +4 arrow deflection buckler, boots of readiness, bracers of disruption, cloak of resistance +4, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), eyes of the eagle, goggles of minute seeing, psychoactive skin of proteus, ring of protection +4, torc of power preservation, masterwork thieves' tools, 48,160 gp
--------------------
Special Abilities
--------------------
Aging Vulnerability (Ex) A quickling takes 50% more damage from aging effects, including the number of years aged.
Alter Probability At 8th level, once per day as an immediate action, you may expend your psionic focus to give an enemy false insight, forcing one enemy within Medium range (100 ft. + 10 ft./level) to reroll a single dice roll. The target must take the worse of the
t
Alter the Waves (2/day) (Su) +4 insight bonus, 2/day.
Altered Defense 3 (14 rounds) (Su) A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time.
Altered Defense, Absorb DR 3/- (Su) The cryptic gains DR 3/-
Altered Defense, Deflect +3 (Su) The cryptic gains a +3 dodge bonus to her AC.
Altered Defense, Retaliate +3 (Su) +3 bonus on your attack rolls against any opponent that hit you since your last turn.
Collective (9 members, Same Plane) (Su) You have a collective of up to 9 individuals on the same plane
Collective Healing (Su) Whenever a willing member of the vitalist's collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can tr
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Focus You can psionically focus your subconscious in the same manner in which you gain psionic focus normally.
Disrupt Pattern (Su) As a standard action make a ranged touch attack with a range of 30 feet. Default type: Ousider
Duck Aside (Ex) The creature has a +20% chance to step away from any attack that would otherwise hit it. This stacks with any miss chance due to concealment.
Endowed Mind You can make your powers more difficult to resist.
Enhanced Disruption +5d6 (Su) Deal additional damage with Disrupt Pattern.
Expanded Knowledge (Vitalist, Banish) Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Explosive Pattern (30 Splash) (Su) Your Disrupt Pattern causes splash damage to nearby creatures.
Fast Healing 3 (Ex) Heal damage every round unless you are killed.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Fate Aura (Su) The herald's aura acts as desecrate and grants her a +4 deflection bonus to AC, a +5 insight bonus to AC, and a +4 resistance bonus on saving throws. Any creature striking the herald from within her aura either is blinded or takes 1d6 points of Strength damage (herald's choice, Will DC 26 negates). The save DC is Wisdom-based.
Flight (240 feet, Perfect) (Ex) You can fly!
Forewarned (Su) Your knowledge of the future allows you to anticipate danger. You gain a +1 bonus to Perception checks and a +1 dodge bonus to AC. Theses bonuses increase by +2 at 8th level and every 3 levels thereafter. Prophecy domain (Kobold Press)
Future Sight (Su) At 8th level, once each day you may declare that an action you have just taken did not happen. You may then take a different action. You can do this after the results of your action are known. The mixing of future and present is disorienting. You are shaken for 1d4 rounds after you use this ability. This does not stack with other fear effects, but nothing can remove this condition. Prophecy domain (Kobold Press)
Hardy (Ex) +2 to save vs poison, spells, and spell like abilities.
Health Sense Beginning at 2nd level, a vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken. In addition, the vitalist may make a Heal check as a standard action.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hide in Plain Sight As long as you maintain psionic focus, you can use the Stealth skill to hide, even while being observed.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Insight (Seer) A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.
Insightful Steps Starting at 2nd level, as long as you maintain focus, your insight allows you to know just where to step to keep your footing, allowing you to ignore difficult terrain. You may expend your psionic focus as an immediate action to grant this ability to
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
One Pattern Add damage to Disrupt Pattern when target is chosen creature type
Overchannel Take 1d8 to gain +1 manifester level.
Pattern Designs (Su) Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic’s body in the form of tattoos.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Penetration +4 / +8 vs PR Bonus on ML checks vs PR is +4 when focused and +8 when expend focus.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Psionic Body Bonus HP +22
Psionic Dodge +1 AC when psi-focused, expend focus for +4 vs. one attack
Psionic Knack (Cryptic) You are naturally psionically gifted, even if you dabble in other studies. Pick a class with a manifester level when you gain this trait?your manifester level in that class gains a +2 trait bonus.
Psionic Meditation You can take a move action to become psionically focused.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Quickling Casting (Ex) Spells and spell-like abilities cast with reduced time and either a switch or attack action.
Rapid Actions (Ex) Have one extra attack or move action a round.
Rapid Defense (Su) Use your altered defense ability as a free action by expending your psionic focus.
Repair Pattern (Su) A number of times per day equal to the cryptic’s Intelligence modifier, she can heal one creature touched for a number of hit points equal to her class level plus her Intelligence modifier.
Rapid Aging (Ex) A quickling ages 4 years for every 1 year that passes.
Request Aid (Su) Starting at 5th level, members of a vitalist's collective are able to request aid from the vitalist, should he not realize such aid is needed. As a standard action, any member of the collective can request healing from the vitalist. The vitalist can
Scribe Tattoo You can create psionic tattoos, which store powers within their designs.
Shadow Form (Su) Constant 20% concealment, melee atks have ghost touch, half dam vs. corp foes.
Soulthief Method A soulthief vitalist develops techniques that focus on harnessing the energy of enemies, siphoning it off and using it to heal himself and his allies.
Soulthief's Expertise Upon achieving 11th level, anytime a soulthief manifests hostile empathic transfer, the attack can be made as a ranged touch attack with a range of 30 feet instead of as a melee touch attack. In addition, every additional power point spent aug
Soulthief's Pulse As a free action, a soulthief of 6th level may project a pulse to all members of his collective by spending one power point, which empowers the attacks of the members of the collective for one round. Any successful damaging attack made with an attack
Soulthief's Touch A soulthief vitalist of 2nd level who utilizes transfer wounds can choose to instead deal the amount of damage that transfer wounds would normally heal plus the soulthief's class level to the target, healing himself a number of hit points equal to th
Spell Resistance (24) You have Spell Resistance.
Spirit of Many (Su) A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power's range or would normally be immune to the power. Whe
Spring Attack You can move - attack - move when attacking with a melee weapon.
Steal Health (Su) At 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. As a touch attack, the vitalist may deal a number of hit points in damage to the target equal to his vitalist level +
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Swift Aid (DC 25) A soulthief of 8th level may, as an immediate action and by expending his psionic focus, transfer the wounds of a member of his collective to an enemy within 15 ft. of the ally for an amount of damage equal to the soulthief's transfer wounds ability.
Swift Trapper (Ex) It takes a cryptic half the normal amount of time to create traps.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Telepathy (Su) When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vita
Torc of Power Preservation This item is a band inlaid with precious metal, worn around the neck or upper arm. The wearer of a torc of power preservation manifests all powers by paying power points equal to the standard cost minus 1 (minimum of 1).
Trace Teleport (Ex) A neothelid telepathically and reflexively learns the mental coordinates of the destination, of all creatures that teleport within 60 feet of it, gaining an awareness of the location equivalent to “seen casually.” This knowledge fades and is lost after 1 minute. This power does not grant any environmental information about the conditions of the destination.
Trap Spotter (Ex) Whenever a cryptic with this insight comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Trapmaker A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.
Transfer Wounds (12/day) (Su) All vitalists learn how to transfer wounds with but a touch. As a standard action that does not provoke attacks of opportunity, a vitalist may touch a target and heal it for 1d6 points of damage.
--------------------
Legendary Items
--------------------
Dewomershroud
Silken ceremonial armor +4 spelldodging
legendary fortification
rejuvenating
soul safe
undetectable
upgradable
Accuratus
Mage's Crossbow refigured as Rod +4 seeking
eternal bond
foe biting
powerful
powerful
upgradeable


Mythic is terribly balanced, so I wouldn't worry about it too much.

In some ways, this whole Tristalt 30 RP/10 EP/Super high stats game is more balanced than a simple high level game with a few Mythic Tiers thrown on.


Observe.

Sieg uses Mythic Vital Strike.

1d20 + 46 ⇒ (12) + 46 = 58

Damage: 24d8 + 300 + 2d6 ⇒ (8, 4, 4, 2, 8, 7, 4, 8, 6, 1, 3, 6, 8, 2, 7, 3, 8, 5, 6, 1, 3, 7, 3, 3) + 300 + (2, 2) = 421

Plus an extra 2d6 if everything weren't resistant/immune to lightning.

Well, that's my FIRST Standard...and not including the free Grapple check from having Grab, which then lets me slam jam some poor bastard again because of Master Grappler.

...Sieg is not the highest damage dealer in the party.


Mythic Vital Strike is so broken that it's specifically called out as an issue in the Hero's Handbook. It suggests you "Replace the rules text for the Mythic Vital Strike feat with the following: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by 2 if you are using Vital Strike, by 3 if you are using Improved Vital Strike, or by 4 if you are using Greater Vital Strike."


What's the difference there? All of that damage IS just from stuff that's multiplied on a crit (Str, Power Attack, weapon Enhancement, Mythic IUS, etc.).


Liner multiplication instead of geometric.


Yeah. Again, not seeing the difference.

If I have a static +50 damage, Mythic Vital Strike multiplies that by the number of Vital Strike Feats I have (the number of additional damage dice).

With Greater Vital Strike, that becomes +200 damage, or the equivalent of 4 hits in one. That's how it works in Mythic Adventures, correct? The Hero's Handbook version just seems a wordier version of the same thing.


Mythic Vital Strike is broken, yes—but not more so than the Mythic Unchained Monk, and Mythic Spells.

The "If the attack is a normal attack" clause of foe-biter may or may not work with vital strike, though; and I believe using it might be a swift action.

@Sieg: your 400 damage hit is about what most of the martials in this recruitment do on a full attack (possibly it's a bit less, actually)


Double that plus a single attack at 1d8+something or other for his full round.

You should see the Inquisitor/Paladin. His weapons ARE Foebiting.


Normal mythic vital strike multiplies by the number of dice. So if you are doing 8d6 base damage (not really that hard to do, just start as huge and get primal warrior stance) you multiply by 8, or rather 24 with improved vital strike (since you would normally deal 24d6 damage). Your +50 turns into +1200. Add in seize the opportunity and some AoO shenanigans and you are doing that every round to everyone within 60 feet or so...


0_o

I'm like 90% sure that wasn't intended.

If that were the case, I'd be doing

24d8 + 1800 + 2d6 ⇒ (4, 8, 2, 5, 6, 8, 7, 5, 4, 3, 6, 4, 7, 3, 8, 1, 5, 3, 1, 1, 7, 7, 2, 4) + 1800 + (5, 3) = 1919

Per swing.


That's why people call it broken ;). Didn't he mention that mythic might be introduced at some point?

Anyway, does anyone know if it's possible to increase the 30 max starting stat further through items? Or is that including everything like items, ability increases, size increases and so on?


Rynjin wrote:

0_o

I'm like 90% sure that wasn't intended.

If that were the case, I'd be doing

24d8+1800+2d6

Per swing.

I believe this was FAQ'd. "the number of weapon damage dice you roll for that feat" should read "the number of times you roll weapon damage dice for that feat."

Silver Crusade

The Fallen Herald wrote:
The first thing that I wanted to address Johnny...Panic...

To be honest, right now mate the last thing on my mine its playing anyone's PbP game.


Philo Pharynx wrote:

Estaviel was a watcher of fate. She would stay hidden near important times and creatures to observe how they interacted. She was to ensure that the patterns that the gods of fate wanted came to pass.

I must digress to explain. Prophecy does not work the way that mortals believe it does with their limited perceptions. there are patterns in the universe. Deep and unseen to most. Many gods can get glimpses of them, but only a few get a deeper view. The patterns of the future are unwritten, but the options are not infinite. One who knows the patterns can see the desired outcome and take actions to achieve what they want. Many of these actions seem unrelated to the outcome. But that is merely a lack of perception.

Estaviel grew weary at those who claimed to work in the best interests of mortals and then followed their own path. The benefits they offered the mortals were not possible. There weren't enough resources to give everybody what they need.

As she grew disenchanted with the nature of her position, she saw a perturbation. She predicted the fall and began to take action to disguise the rebellion. She arranged for actions to ripple and echo, disguising the details and magnitude of this event.

Neat! I ended up working a prophecy about my own fall also, but my character wasn't aware the prophecy was about them


Tamlakos wrote:
Neat! I ended up working a prophecy about my own fall also, but my character wasn't aware the prophecy was about them

That's one of the ways that the fate gods manipulate others, by twisting the words of prophecy so that one doesn't understand it until it's over.

Silver Crusade

I had thought about making a character using one or two of the new OA classes, but I've just read them and the task seems... Daunting.


Hehe, my angel didn't see me coming. That is, he didn't expect me to manage to possess him upon destruction of my previous host.
Since I had kind of severed my connection to the horsemen when I bound my essence to a local object, I was mostly an empty shell then. That angels mind...it had plenty of direction, of thought...he was skilled at trickery...I took it's place, became it, absorbed its mind and imprinted it into mine. But I remained what I am, and it is hard to fool the gods. They found out, and they cast me down. Cast him down for what he became. Me for becoming him. Unclear. Still here. Still thrive. New opportunities. Same me.


Unholy cow! I just figured out what my alpha heal is. Assuming that I have at least four living allies on the plane, I can heal 1653 minus 9d8 when I go all out megaheal. This healing is spread out as needed to any of my living allies. Okay, three points of this can go to non-living allies. Oh, and nobody needs to drop SR to get healed.

For non-living allies, I'm more limited. I could do between 135 to 270 per round depending on enemy will saves, which I can make them roll twice on, and occasionally make them roll a third time. Of course, this option requires enemies that aren't immune to mental effects, and damages them equal to the amount I heal.


I've come to the realization, that I generally don't like playing casters that much and I've decided to just go with a dark knight type being fallen of devastation, Going Mounted Fury Barbarian// Titan Fighter// Beast Rider(or antipaladin).... Now the question, who can I ride? Looking at you Arkothus!


Ah the age old question: "What the hell are the rules for riding other PCs"


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That of an uncontrolled mount?


I would generally think that there would be easy caveats. I would like to be a switch hitter, capable of fight on foot if need be. GM would decide if we get dual initiative or act on the same turn, using the higher roll for initiative. Whether or not spell sharing from intelligent mount to rider is a thing etc.

Basically if no one wants to partake in this concept as a duo, then I can just use my class mount and be autonomous. Just threw out the idea as a fun concept for shared background perhaps.


Rednal wrote:
That of an uncontrolled mount?

I've never heard of rules covering this, where are they?

Also I would think that the lower initiative would be used - why would a slow rider or intelligent mount think or react any faster if they have someone above or below them. Or the dual initiative, who knows.
Also, all the mounted feats about ignoring attacks towards your mount, or controlling the movement of your mount, do those still count? Does this mean the mount player essentially gets to move multiple times in a round if the controlling player does a mounted charge? etc etc
Just seems ripe for some game breaking stuff without a healthy dosage of clarifications from the GM.


Rynjin wrote:

0_o

I'm like 90% sure that wasn't intended.

If that were the case, I'd be doing

24d8+1800+2d6

Per swing.

Use Foe-Biting. Make it 48d8+3600+4d6 ^_^

Because, you know, Overkill is the best kill.

Do that with a super-sped vertical charge downwards and we can claim to have nuked them from orbit...(Now, lets see a Gigantean Carnivorous Crystal Ooze with Greater Mythic Vital Strike...I don't think I even WANT to do the theoretical math on that.)


I did punch Cthulhu on top of the noggin with that initial hit by flying above him. His head went *squish* and he seemed really pissed.

I'm probably in trouble next round.


Regarding Legendary Items, if I want say, a +3 armor, does the initial cost come out of my 150k innate items money?


If it's a legendary armor, it is automatically enchanted with +6 of bonuses and does not come out of your innate item treasure.


That's +6 like light fortification and shadow right? Or is that the 6 mythic abilities it gets from being a legendary item? Foe-biting, unyielding etc.


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Enhancement bonuses/abilities. They have FIVE legendary item abilities.

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