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Does Smite Evil count as a "Physical Spell or Effect" for a Worm that Walks immunity? Also what defines a Physical Spell, anything obviously physical or is it anything not marked with the mind-affecting?


j b 200 wrote:
wegrata wrote:

Is the herald's CR correct? If so it seems kind of low for the party.

Assuming the party is 18/8 when they fight him, their APL would be 22, which would put him 2 CR below the party level.

Is this correct, if so it seems like it will be a really easy fight for the party.

Yes but remember if you didn't kill everyone first, you'll be fighting every named NPC in the dungeon, oh and then you only get a few rounds before Baphomet shows up with his 24 summoned minions.

I remembered about the other named enemies from that area showing up, but that happens a lot if APs, without having a final encounter at APL-2.

Baphoment shows up 1d4 rounds after the herald is defeated, and it is intended for the PCs to flee rather than stay and fight him

I just thought it was odd that the CR was either 2 below APL for the boss, or the mythic ranks weren't calculated into it (if they aren't then the total CR of the herald would be 22, so normal for a final encounter)


Is the herald's CR correct? If so it seems kind of low for the party.

Assuming the party is 18/8 when they fight him, their APL would be 22, which would put him 2 CR below the party level.

Is this correct, if so it seems like it will be a really easy fight for the party.


The one thing I'm curious about is why the elemental bloodline has to wait until lvl 20 to have all of it's attacks augmented with its chosen element and abyssal and draconic get it at lvls 11 and 12 respectively.

I'd also like to see Power of the Elements come in at an earlier level with a lesser effect and scale. As it stands most of your elemental abilities become useless for a pretty big chunk of your adventuring career.


Wouldn't the Demon Lord get both a will save and SR to avoid the transportation? And would the dead magic affect him, the PRD states it behaves in all respects as an antimagic field, which doesn't affect artifacts and deities, not sure if Demon Lords count as deities for this affect though.

Wish -

http://paizo.com/pathfinderRPG/prd/spells/wish.html#_wish

Dead Magic -

http://paizo.com/pathfinderRPG/prd/mastery/planarAdventures.html#_dead-magi c


I wonder if there will be swift action casting spells in the book that can be used by the bloodrager and magus. If there are these may make casting in melee a lot more appealing and in line with what the paladin gets.


Name: Dewey
Race: Human
Classes/levels: Paladin Of iomedae 4
Adventure: The Worldwound Incursion
Location: Graystone Garrison
Catalyst: Derandu
Gory Details: Smite good + full attack + greataxe crit

Name: Kozzii
Race: Human
Classes/levels: Fighter 4
Adventure: The Worldwound Incursion
Location: Graystone Garrison
Catalyst: Jesalyn
Gory Details: Jesalyn started by summoning a dretch, who later cast Stinking Cloud, filling most of the room. The enlarged Kozzii botched the save and became nauseated. 2 rounds later when the cloud dissipated Jesalyn cast hold person on him, which he also failed his save for, and moved behind him and far away from the rest of the slow moving party (speed 20 due to size or armour) and proceeded to CdG him on her next full round action.


Threeshades wrote:

Do we know at around what time the playtest document will go up tomorrow?

I'm kind of having trouble sitting still right now.

wegrata wrote:

I don't Magus is explicitly called out as a hybrid class, while these new ones are. So we'll have 3 categories of 20 level classes

Core Classes
Fighter, Wizard, Sorcerer, etc...

Base Classes
Magus, Inquisitor, Cavalier, ...

Hybrid Classes
Bloodrager, Warpriest, Swashbuckler, ...

While Magus is a conceptual mashup of Fighter and Wizard it doesn't share class features (aside from spell casting, but on it's own spell list) with either class, while these new classes will have class features explicitly taken from other base and core classes, although these features may be renamed and slightly reworked to make the class coherent.

Your first sentence doesn't make any sense to me, I think you missed a couple of words perhaps.

And what i actually wanted to say: If you count hybrids as a category of their own, there should be four categories, Core, Base, Hybrid and Variant (Antipaladin, Samurai, Ninja)

Sorry about that I should have been more clear in my first sentence. All I meant was that, while these new classes are being explicitly classified as Hybrid classes by the devs, the Magus wasn't classified as that in the blog or in Ultimate Magic. So restrictions being placed on multi-classing Hybrid classes wouldn't apply to the Magus. Sorry about the poor phrasing.

I also forgot about Alternate/Variant classes, but you're correct they should be a fourth category.


I don't Magus is explicitly called out as a hybrid class, while these new ones are. So we'll have 3 categories of 20 level classes

Core Classes
Fighter, Wizard, Sorcerer, etc...

Base Classes
Magus, Inquisitor, Cavalier, ...

Hybrid Classes
Bloodrager, Warpriest, Swashbuckler, ...

While Magus is a conceptual mashup of Fighter and Wizard it doesn't share class features (aside from spell casting, but on it's own spell list) with either class, while these new classes will have class features explicitly taken from other base and core classes, although these features may be renamed and slightly reworked to make the class coherent.


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Anyone else hope the Swashbuckler works wiell with this feat


I'd really like to see the Bloodrage focus on rage/bloodline powers as opposed to regular casting. Where each bloodline power would have a normal affect that is always available, and an enhanced version which is only available while raging. This would replace normal Barbarian rage powers. Then have the spell casting mostly for utility/mobility/buffs.


I wonder how this will work with some of the Mythic abilities. Like will mythic hexes work for the Shaman, or will mythic bloodline work for the bloodrager? I'd expect they would, but I'm not sure.


Yeah there was a lot of problems with character builds, and use of mythic abilities in the group of players.

The only one I see being a problem may be the summoner since his eidelon is effectively level -3.


Few thoughts.

Rogues are still screwed against things that are immune to precision damage. Is there something in a mythic path to help with this?

Swordlord deals very little damage. I think the player may have optimized for AC hoping the champion powers would make the damage viable, but it didn't

Battle Oracle with mythic power attack deals massive damage, when buffed.

Amazing initiative make sure the players go first, but the extra round didn't get used by my players. Probably a mistake on their part.

Saving throws need some help. They're low compared to the DCs the PCs have faced so far. Mostly poison from the LiLs a trap on the front door to the dungeon.


Second encounter was against a greater shadow. The swordlord went into the room first without a light source and got surprised by the shadow.

An incorporeal touch attack against a flat footed dex based character hurt. 8 str damage on round one.

First full round, all characters went before the shadow due to amazing initiative. All combat classes closed on the shadow except the oracle, who cast light into the room.

Eidelon missed its attacks.
Swordlord did very little damage (due to the shadow being incorporeal).
Rogue moved into flank and did little damage due to no sneak attack.
Shadow attacked the swordlord and missed thanks to Mythic dodge.

Next round
Swordlord got off 3 attacks all hit.
Eidelon hit with 2 of it's 4 attacks
Rogue hit and killed the shadow.


A big source of damage was the 2 claws with sneak attack for the LiLs. A mythic ability to to essentially have fortification against precision damage would be helpful, but may hurt rogues.


Started a playtest campaign yesterday. Here are the results so far.
Part consisted of 4 lvl 6/mt 3 characters
A battle oracle/hierophant
An Aldori Swordlord/champion
A summoner/Marshal
A rogue/trickster

Encounter 1)
2 Lurker in Light(s)
the LiL started out stealthed in low light. The rogue spotted one with perception and warned the group.
swordlord used aerial assault against the visible one.
oracle closed and attacked
summoner's pet charged with pounce
rogue tried to get into flanking position
LiL1 cast daylight and went invisible and moved
LiL2 Sneak attacked swordlord with his dagger and poisoned him

Combat went on for a while, oracle was dropped to negative hit points swordlord took some ability damage.

Fight was much harder than expected for being 2 CR below APL, but hard to kill was a must or the oracle would have taken a dirt nap. I think the difficulty was due to the monsters abilities and that no one had the correct knowledge skills to identify the enemies and their abilities.

Mythic gave some cool abilities and options during combat, but the party didn't really feel as powerful as a lvl 9 party.


I wonder how perfect strike and spellstrike interact? Does the spell get doubled, since it would normally be doubled on a critical.


James Jacobs said they weren't going to do post lvl 20. For the rules for higher powered games is Mythic Adventures.


A few question on these.

1) Does Mythic Vital Strike interact with Improved/Greater Vital Strike?

2) If yes to 1, how?

3) Can Perfect Strike be with the Vital Strike feats, including Mythic Vital Strike?


I wonder how mythic tiers will interact with level drain type effects? Since if you have a lvl 4 character with 2 mythic tiers fighting an enemy spellcaster with access to enervation is a real possibility, could this spell be instant death on good roll?


JohnF wrote:
wegrata wrote:
I'm thinking of using Mythic tiers as a reward for players who don't try to min/max their PC. Like not awarding Mythic tiers to players that begin the game with no stat lower than a 10.
That sounds like a contradiction. Did you intend to say "...only awarding Mythic tiers ..." ?

Yeah only awarding to characters who don't min/max.


I'm thinking of using Mythic tiers as a reward for players who don't try to min/max their PC. Like not awarding Mythic tiers to players that begin the game with no stat lower than a 10.


I think the tentacles would have to make some kind of check since it says the tentacles grapple with the same strength as the slam attack. I think I'm going to let the tentacle act as a free action during the AP's standard or full attack.


What type of action is required for the aberrant promethean to maintain a grapple with its tentacles and does it get the -20 penalty associated with grab when maintaining the grapple with its tentacles?


I'm starting a new campaign in a couple of weeks and I'm planning on playing a Human Seeker Sorcerer, but I'm unsure of what bloodline to take to best make use of it's ability to reduce the level adjustment of any metamagic feat gained through the bloodline. I'm thinking Fey as it adds quicken which seems to be one of the better metamagic feats.

More notes on the character

I'm planning on playing a controller/debuffer sorcerer and I'm taking Seeker to get get trapfinding and the bonuses to spells gained through the bloodline.

So either the bloodline that grants the best metamagic feat or that grants the best controller spells is what I'm looking for. Also advice on feats would be welcome as well.


The party is is 3/5 power gamers, so they should be able to handle it. Thanks for the advice. On the greatsword I was just having him use one as an excuse to give the party fighter a better one than his current but it can just as easily be in a pile o'loot.


Yes 7 levels of barbarian, and I was planning on using a greatsword with natural attacks as a backup.


I'm working on a troll invulnerable rager NPC and was looking for some help on feat selection and rage powers. I'm looking for it to be CR 12. I was planning on power attack and reckless abandon, but from there I'm unsure on what to take.

Thanks


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