Can you give us some information on how and how often you plan on playing. Will this be interactive or everybody posts once per day? If interactive are you going to use one of the applications to assist play?
Depending on what kind of committment you are looking for, I would be willing to play a magus, bard, or cleric.
I looked at the rules on both last night and while the combination would be a bit unusal I could see someone role playing it. It would take a bit of planning and restraint to pull off. The Sould Forger gets a weapon arcane bounded object at 1st level. The weapon must meet the criteria to be a black blade and the Soul Forger can't enchant it using the arcane bound rules. At 3rd level, the Bladebound kicks in and it is now a sentient black blade. The ability to enchant the weapon would be lost but it can still be used to spontaneously cast a spell known.
From a role playing standpoint I can see a dwarf or a half-elf/orc trying to be more to the community than just a warrior blendng the two paths.
James Jacobs wrote:
Overall, I have not been a fan of the adventure paths but I plan on purchasing this series just to see how to integrate Mythic Adventures into a campaign.
Just got Green Lantern Extended Cut last night. It was a much better movie than the one in the theater. The added scenes showed the parallels in both Hal's and Hector's lives and why it was inevitable they faced off in their final showdown. It is a pity they didn't show it instead of the edited one as the extra material really told the complete story.
My guess would also be no due to the fact a certain percentage of buyers (of which I am one) would always wait for the compilation instead of buying the orginal soft cover book. Example, I would love to see a Races of Golarion book especially if it included all of the errata since the original soft cover book.
Looks like some wonderful stuff. The Paths of Power II looks great. One question will we get Player's Options: Half-Elves and Player's Options: Half-Orcs or will they be rolled into the Player's Options: Elves and Player's Options: Orcs book. I would really prefer a book dedicated to half-elves and half-orcs.
Lord Twitchiopolis wrote:
Can you expand on the magus, having played the class I would have expected it to be a better fit of S&S.
I had to wait until the following payday but I got it. Galliard of Blades is awesome. It is powerful, complex and cunningly balanced for what it does. The fact it uses swift actions to maintain takes arcane strike off the table and since it is using bardic performances no inspire courage to buff you. Unless you preplan and cast Good Hope before you start it, no buffing from that front. I would show this as a way to balance a really powerful option so the buffing does not get our of hand. Well done.
James Jacobs wrote:
Thank you for your reply. Even though I am no longer a GM I will have to pick up Wrath of the Righteous just to see how Paizo integrates it.
James, I am participating in the mythic playtest and I am impressed with the increase in character power even at the lower levels. The power of a wizard 20 archmage 10 is incredible. My question for you is where do these mythic individual fit into the Inner Sea region? I can see a fighter 6 champion 3 quietly living in a small village or town; Achilles that didn't sail to Troy. Someone like the Whispering Tyrant would be a wizard 20 archmage 10.
My impression is the Inner Sea region is composed of mainly low level characters, with very few truely high level characters. Can you give me some insight on how mythic characters integrate into the region?
Thank you for your insights, my own play testing has run into some of these same issues. However, I was not as able to describe them as you. I completely agree these rules are not for the novice or casual players. Mythic rules allows a level tactical combat I have not seen since I dabbled with Iron Heroes (IH). The tokens I acquired for IH have come in handy with mythic rules. For one play test I was playing a magus and had tokens for my arcane pool, mythis power pool, hero points, and spell and feat cards. Even my least favorite classes, fighter and rogue, are more complex and interesting with mythic rules.
For some Bards (Arcane Duelist), dual path Champion and Archmage makes more sense than Marshal. Part of the problem is few of us play a class exactly the same.
Sabastian - Tim the powerful is a beast. I created a similar magus only using a rapier with weapon finese and mythic weapon finese and I would not want to meet him in a dark alley. Using MWF, M arcane stike, black blade strike, and M power attack,my magus can generate 30+ damage bonus before criticals and spell strike.
wait I missed the rules where you can dual path, you can do that or you're just making that up to play with the idea?
There is a mythic feat called Dual Path on page 24.
Dual Path (Mythic)
Both characters are built to be PFS legal with the Mythic tier added on. The playtest environment is World's Largest Dungeon, which is the most plain vanilla environment I have. Both characters are using rapiers as weapons and leather armor. The magus is a dual path Champion/Archmage and the bard is a arcane duelist with Champion. Both have selected weapon finesse as their first feat. The bard has taken path ability, mythic spells, and the magus has taken competant caster. Both have taken the fleet charge from the champion strike and the magus has taken mage strike from archmage arcana. The bard selected weapon finess (mythic) as his mythic feat.
The first thing I noticed about the two characters is how resource intensive they were. Each character has three finite pools of resources; spells, arcane pool/bard performance, and mythic power points. My solution was to use spell cards and pull out my Iron Heroes tokens for the two pools each character had. I expect this aspect to be the same for any class with some kind of uses per day pool.
In fighting the goblem, the lack of BAB became apparent. It was not so bad for the bard; 0 BAB but a +3 from weapon finesse. Spell combat with the magus was a lot of flurry of misses. Bardic performance was a necessity in combat. Fleet charge is absolutely awesome for closing the distance to an opponent. With the magus, the fleet charge followed by a spell combat using ray of frost killed a hobgoblin chief in one round. Not having to make the concentration roll due to competent caster made the magus much more effective. Weapon finesse (mythic) allowed the bard to be more effective in any round the magus did not use spell combat.
Conclusions: At L1/T1 the characters did not appear to be significantly more powerful that a L2 character. The biggest difference was more options in combat. The next mythic feat for the bard will be arcane strike (mythic), which I can see will negate any need for bladethrist. Arcane strike (mythic) is just better both for power and versatility. I can't see using the ability to expend a mythic power point for anything other than bane, something neither the bard nor magus can do naturally.
Mythic rules make the characters more complex and probably not a good addition for casual players. Next playtest I will jump the characters to L6/T3.
I like how dual path mythic characters can synergize well with eldritch knights, mystic theurges, rage prophets, and arcane tricksters.
Dual path is also appplicable to the bard and magus. The only other option for them is mythic spells. With the magus, dual path may be the better option allowing a champion/archmage to select Mage Strike and also Fleet Charge. Both of which enhace the tatical ability of the magus. I can easily see a magus using his swift action to activate fleet charge to get to the opponent and deliver the single attack then finishing the round with a full attack. Next round using a mythic power point to activate Mage Strike and follow up with a full attack. Either or both of the full attacks could involve Spell Combat/Spell Strike. I may be reading too much into fleet strike and mage strike but it seems to be possible for the character to do.
Anyway, I am going to start my playtest tonight going the dual pathed magus champion/archmage and see how it goes.
Blending Pathfinder and Iron Heroes classes will be difficult, the rule sets and design principles are very different. Having said that, I can give you some advise from my experince. Magic using classes from IH will be horribly outclassed by the PF classes. So, if you want to see the IH classes, you may have to prohibit the PF classes. The other classes from IH can compete but they need to prevented from having magical items or they will overly competitive. Example, a 20 level weapon master rolling out of bed and grabbing her favorite weapon can have the equivalent of a 30 AC. Her fighter counterpart can not begin to compete with that. The other problem is difference in PF feats versus IH feats. Just one example, Weapon Finesse 2 allows the weilder to use their dex bonus for both to hit and damage. Armor will also cause you some problems and here I recommend using one system or the other.
I would really like to see a Genius Guide to Paladins, with some advice on how to play them without being a thorn in the side of the party. Mechanically, I would like to see more archetypes, feats, and oaths. Some of the feats I would love to see deals with adding to the list of options available for adding properties using the Divine Bond feature.
Feats of Strenght by Abandoned Arts has a feat, Headlong Charge, which allows the Vital Strike chain to work with a charge action. Something similar could be made for Spring Attack and Shot on the Run. Personally I feel anything that makes mobile combat more attractive is good. The stand and deliver style of combat gets boring after a while.
I was following the Pathfinerization of Iron Heroes last year and one of the things they did was limit everyone to poor BAB to get rid of iterative attacks. All of classes got speical bonuses to hit making up for the loss of BAB. The effort was to force players to use a more mobile fighting style and improve flavor of the game.
I have to agree with Endzeitgeist that Headlong Charge may be problem at higher levels. A 16th level paladin with spirited charge, greater vital strike, and headlong charge is going to do a lot of damage on smite evil on a lance charge. 3*d8 + 3*dmg (spriited charge) + 3*d8 (greater vital strke) and if crits 2*d8 + 2*dmg. I ptiy the poor, ancient red dragon at the receiving end of this charge.
BTW, I begged Jason B for such a fit so I could do the above.