Weird little item that I spot 3 big questions with.
I'm going to assume this is NOT supposed to cause a Schrodinger's Intelligence Boost (the boost disqualifies a creature from benifiting from the boost, which means it stops working, which means they do qualify which means they get the boost which means they don't qualify ect) and that the boost from the collar doesn't shut itself off?
Does the collar, when worn for 24 hours, provide virtual skill points like other int boosters (there's no clause in int boosting items that stops them from giving a whole new skill when an actual increase to int wouldn't give a new skill point)?
Is the Awaken effect exempt from "An awakened animal can't serve as an animal companion, familiar, or special mount." or is the name completely wrong?
Three times per day, on command for 1 round when the wearer makes a 5-foot step, he can move up to 15 feet. This movement does not provoke attacks of opportunity.
So you give up a standard action to enhance a swift to half of what you could have done with the standard action in the first place (withdraw/trade for move action)?
If it was intended to let you blow your swift and standard to move 15 feat without provoking AoOs, there are better ways to write it.
These would be VERY useful as intelligent items but that's GM dependent.
Some of these are noticible gaps in rules, wording oddities, a few minor suggestions, and things I thought were cool. All pretty stream of thought (though I went back if something latter on interacts with it).
The ability to spend Mythic Power to boost a d20 roll should note how it interacts with natural 1/20s
Champion abilities requires lots of swift actions, hurting Paladins who have class features that eat their swift actions already.
Aerial Assault is bonus die and won't be multiplyed by a lance when mounted, so the iconic user is one of the worse things at it.
Legendary Champion says "up to once per round", which is strange. Using "In addition, once per round, you (may) regain one" would be closer to standard wording (it's also a word or two shorter).
Dimensional Grapple should state your gear goes with you.
Not sure if Endless Power was intended to let you use whatever metamagic you want with no cost (Except for Highten, Metamagiced spells retain the same level)
Marshall has a few abilities dependent upon if a ally is mythic or not. Is a companion effected by Mythic Companion "Mythic" (this likely has other implications as well)? (Edit: It matters quite dearly, as it determines if they do Mythic damage or not)
If the target is outside your maximum range, does Deadly Throw still cause missed throw to land next to them?
Whoever wrote Critical Skill seems to have forgotten that skill checks aren't auto successes on a natural 20, so it may take less time, but it will still fail. Particularly notable as Critical Trickster right under it DOES note you Critically Succeed.
I'd rename Improbable Prestidigitation, as Prestidigitation is an existing spell and unrelated.
The intro doesn't seem to mention if the same trial can be used more than once for a tier (may have missed it), but Press On does.
I really dislike the Champion trials, as they favor specific builds to the near total exclusion of others (If you are a ranged crit fishers, volley archer or maneuver focused people, you can do at least one of the trials on demand, but if you are a two handed weapon wielder, you will be entirely dependent upon luck or setup from allies to do even one). At minimum, I'd add a trial of something like "do x% or greater of a mythic enemies total HP in damage in one round" for them, but honestly I'd rewrite the Champion trials entirely.
Boon Giver is stupidly easy (lots of buffs are multi-target) or impossible (you have a small party).
Conversion is a trail I REALLY like, as it is RP based, doesn't force you to do something bizzare and counter intuitive, and is a very common action by heroes.
Swift Victory is good, as it is a goal you would normally try for, but are unlikely to pull off.
Tumble via acrobatics works against deadly dance (not that tumbling works that well anyways, but another topic), which is really weird. Change Deadly Dance to accommodate it. Additionally, it says provoke, but a foe doesn't have to act on a provocation, and indeed, may not be able to (such as spending his one AoO or being unarmed).
+2/+2 are lame even in Mythic
I'd add a "you don't suffer the effects of being blinded aside from being unable to see" or such to Mythic Blindfight, "Blind Swordsmen" really is one the iconic "mythic" archtypes and deserves it.
Marked For Glory's requirement of a feat at first level DRASTICALLY reduces who can qualify for it, and I see no reason why only races that get one of the 3 saving throw feats as bonus feats or people who start in a class that gives it as a bonus feat at first level (which I think is limited to Cleric of the right domain at best, I'd have to check) can be "Marked for Glory"
Mythic Spring Attack's BAB 6 requirement is another kick in the nuts to monks.
Mythic Spring Attack and Vital Strike do what the base feat should have done in the first place...
Mythic Weapon Finese I assume is INTENDED to not require a finesse weapon, which is perfectly fine, but do you add 1.5 times your dex mod for a two handed weapon's damage?
I like how Mythic Dimension Door is an actual visible change to what the spell does over making it hit harder.
Mythic Adventures is supposed to be setting neutral, so shouldn't "Bow of Eerstil" and "Cayden's Cup" have a different names (similar to Fire Goddess's Blade, which I assume is supposed to be Sarenrae)?
Fire Goddess's Blade has a special ability that works "per the Flame Blade spell". Does this mean you lose the benefit of your strength mod?
I skipped Monster and Adventure for now because it is getting late and neither is really needed for immediate thoughts on rules.
Anything to try beyond standard Charge shenanigans multiplying the DD's already doubled bonuses?
Emissary Cavalier 4/Bard 1/Battle Herald 10 (then Bard 9 if the game continues past that)
Non big 6 gear: Horseshoes of the Zypher (no difficult terrain to stop you)
Odd thing to note: Mounted Combat has your mount charge and you take a standard action when it is doing so that gains the bonuses of charge, but isn't actually a charge, so you don't lose out on attacking if you use your move action to start "dancing" (or just shouting catch phrases. Bardic Performances you keep are actually entirely independent from the perform skill)
Order is completely open. I'm thinking Cockatrice (The +2 damage will be multiplied on a charge) or Staff (-2 saves to the target is very nice).
For the Inspiring Command, you wont' be using any in combat, so Shake it Off, Reveille, and Rally (?) seem like the best picks for use after combat.
Spontaneously grabbing a feat is nice, but the need to meet the requirements cuts off a lot of feats and if the feat isn't situational, you are just using it as a limited use bonus feat.
Flanking Foil is the one thing that comes to mind as good for it. What else is good for it?
Halcyon Magic says "(or familiar if she is a witch)." but the class requires spell mastery, a feat that requires Wizard levels.
Was the feat updated anywhere to let witches take it?
Note: This works under the idea Sohei is supposed to keep Monk abilities in armor. All theorycraft.
Starting stats: STR: 16 DEX: 10 CON: 14 INT: 12 WIS: 7* CHA: 15
Gear: +1 Brawling Mithral Chain Shirt (5,100) Ring of Ki Mastery (10,000), Belt of giant strength or Headband of alluring charisma +2 (4,000) Wyroot Whip (1000) or Meditation Crystal/Bronze Gong if the GM rules against it (100).
* Yes, I completely dumped Wisdom in a Monk build. Only thing of importance in Ki Pool for extra smites (1 for each smite with).
How does Magaambyan Arcanist's restriction on [evil] spells work with spells like Planar Binding, where the spell gets an alignment subtype at time of casting?
To prepare a spell with the evil descriptor, she must use two spell slots of that spell level to prepare the spell.
To avoid further derails of this
Of the melee classes, Fighters are one of the few without some inmate method of reaching flying foes short of blowing WBL AND actions on activating flight.
Due to some some changes to the undead templates, the 3.5 answers (Pyrohydra and Fire Giant) aren't entirely valid anymore, but some new options present themselves. Undead are squishier (d8 instead of d12), they lose energy immunities (thanks to being under defensive qualities) and oddly enough, keep fast healing and SLAs (save DCs suck thanks to 10 Charisma though) due to being under HP and SLAs rather than any category the templates remove.
One final change I noticed is Hydra (which effects the "classic" pryohydra) trades pseudo-pounce for actual pounce, which is bad as far as undead go (Pounce is a special attack and lost when made undead unlike pseudo-pounce's special quality that improves natural attacks).
SLAs aren't under special attacks, defensive qualities, special qualities, feats or skills and I don't see a line about them being removed.
I thought they would be impeded by attribute requirements of 10+spell level, but it seems that only applies to actual spellcasters, not SLAs.
DC spells are hurt by 10 charisma, but I don't see anything impeding it otherwise. What did I miss?
1: Is the price of an Alchemical Silver Bastard Sword 90 or 180 GP? Similarly how much Bladeguard does it use.
Note: 2 and 3 may be a problem with the feats, as everything else adds "or a one handed weapon wielded in two hands" when talking about similar stuff.
Blood God Diciple' s Blood Feast and Swallow Whole? BGD and evolutions that can be taken multiple times
1:Can BGD use BF on a creature killed/KOed by the damage of swallow whole? Does it take any actions?
2: Can Blood Feast be used to manifest an evolution that can be taken multiple times in a separate way (such as Minor Magic)? This is particularly important for Synthesist, who get no mileage out of the (legal) combo if you can't.
How does that work?
Normal rules would mean that the spell would be cast on itself, which is generally effectless without sunder attempts involved.
Normally I'd say that's the end, but Anvengen’s Edge (CoT) has Divine Favor. Is Avengen's Edge an exception (as the complete text mentions "on the wielder") or the norm?
It pops up in Monk's AC bonus and Uncanny Dodge, but Sepia Snake Sigil is the only instance of something explicitly making a target "immobilized" (a few monsters have notes that they attempt to immobilize opponents, but the methods range from "drop in a pit" to "render unconscious") and there does not appear to be a definition.
At 8th level, as a free action on your turn, you can designate an adjacent square; your attacks are treated as coming from that square for the purposes of determining whether or not you are flanking (this applies even if that square is occupied by an object or creature). This ends at the start of your next turn or if you move. If you are flanking a creature without using this ability, you may add your Wisdom bonus to your attack roll rather than the normal +2 flanking bonus. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
1: The "square for the purpose of flanking" ability is limited, the wisdom to attack rolls is unlimited.2: The "wisdom to attack rolls" ability is limited, the "square for the purpose of flanking" is unlimited.
3: The "square for the purpose of flanking" and "wisdom to attack roll instead of flanking" BOTH opperate off the same 3+wisdom pool
Is taking "Rogue Talent: Ninja Trick: Pressure Points" a legal use of a Ninja Trick? Does this qualify a Ninja for Extra Rogue Talent?
(Pressure Points is just an example of the final selection)
Ninja doesn't get the Rogue Talent class feature and thus doesn't qualify for Extra Rogue Talent. Is that sequence a valid loophole to allow a Ninja to qualify?
Rogue Talent: The ninja can select a rogue talent in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick. The ninja can select this talent multiple times.
A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving her animal companion.
Does that bonus apply to anyone's animal companion (Cavalier, Life Oracle, Sylvan Sorcerer/the debatable EH Sylvan, Mounted Fury, Scalykind domain possessors and most notable for this, Animal Domain users)
I'd say it is just an oversight with non-core additions, but Animal Domain clerics are core, which means it potentially a copy-paste oversight, as that line is the same as 3.5.
A casual glance says best in show seems to be Big Cat (21/15/17/2/15/10, 40 feet, bite+2 claws+rake, pounce, scent, low light vision) followed by Allosaurus (22/14/14/2/15/10, bite+2 claws+grab, pounce scent low light vision) or Roc (Best strength of the fliers, best dex, best AC, best fly speed). Any other thoughts?
I can't find anywhere in the rules themselves that say "yes" and bonus language says "at the start of the game", but This statement by James Jacobs made me ask
"All bonuses are retroactive when an ability score increases, be they bonuses to damage, to skill ranks, to hit points, to saves, to skill checks... all of them"
I started this, but ran out of ideas for class features
I like the fluff presented by the trait of the same name (furthers Asmodeus's "thing" of being an evil deity with worshipers that are not kill on sight, plus Devils vs Demons is one fluff bit I like seeing) but it had nothing after that. I liked the class combo of Summoner/Ranger, but it had no support or synergy and would be pretty hard to do
Level Progression: 10 levels
Spells per Day/Spells Known: When a new Asmodean Demon Hunter level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Asmodean Demon Hunter, he must decide to which class he adds the new level for purposes of determining spells per day.
Demon Tracking: An Asmodean Demon Hunter may use Knowledge: (Planes) in place of Survival checks to track outsiders with the Chaotic and Evil subtypes. He also applies his favored enemy bonus to these checks.
Fiendish Eidolon: Asmodean Demon Hunter and Summoner levels stack for determining a character's Eidolon(s)’s abilities, Hit Dice, evolution pool, and so on and his Eidolon gains the [lawful] and [evil] subtypes.
Favored Enemy: Asmodean Demon Hunter levels stack with Ranger levels for determining the bonus applied to his Favored Enemy ability. He does not however gain additional favored enemies.
A Metal Elementalist gains Heat Metal as a Wizard spell and is on the metal "school"'s spell list. The problem is that a Metal Elementalist has to take Fire as an opposed "school", and Heat Metal is a [fire] spell, placing it in his opposition "school" as well as his specialty.
How many slots does it take to prepare Heat Metal? 1? 2? 1 if prepared in a bonus slot, two if not? 2, but you can use the bonus slot as the second?
Is there any established fluff for such? A quick read over the nation's fluff seems like it would be relatively easy for a vamp to live in. Holy symbols (and possibly Holy Water) are illegal, and the desert sun is an easy excuse for why you are never out in the sun and your home has no sources of natural light and running water is less of an issue.