mythic immortal (su): how do you come back?


Rules Questions

Liberty's Edge

so in this rule
"At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren't treated as if you had rested, and don't regain the use of abilities that recharge with rest until you next rest. This ability doesn't apply if you're killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact."
it doesn't say Where the person comes back. does it work like resurrection and they just spawn where they died or where their body is taken or something? what if their body is in the bottom of a lava pit? do they spawn in the lava and die again? i am very confused by this plz help


RAW I have to say you come back to life wherever your remains are. So yes, if you die at the bottom of a lava pit you're screwed.

The GM should probably houserule it to work more like this ability:

Immortality (Su): At 20th level, a monk of the four winds no longer ages. He remains in his current age category forever. Even if the monk comes to a violent end, he spontaneously reincarnates (as the spell) 24 hours later in a place of his choosing within 20 miles of the place he died. The monk must have visited the place in which he returns back to life at least once. This ability replaces perfect self.

Except not using reincarnate, of course.

It's not perfect; you're still screwed if there is no livable place within 20 miles that you've visited. But 99.9% of the time you'll be ok.

Hope this helps.


Fuzzy-Wuzzy wrote:
It's not perfect; you're still screwed if there is no livable place within 20 miles that you've visited.

Not entirely! If you're in an area where reincarnating anywhere within range leads to certain death, then you can just go twenty miles closer to safety, and then the next day when you reincarnate, you can appear twenty miles closer, and so on.

You're only doomed until you can get rescue if the place you died is a place you were teleported to (including Plane Shift), since only then would you have no route you could follow to eventual safety.


Your glass is half full!

Liberty's Edge

Saethori wrote:
Fuzzy-Wuzzy wrote:
It's not perfect; you're still screwed if there is no livable place within 20 miles that you've visited.

Not entirely! If you're in an area where reincarnating anywhere within range leads to certain death, then you can just go twenty miles closer to safety, and then the next day when you reincarnate, you can appear twenty miles closer, and so on.

You're only doomed until you can get rescue if the place you died is a place you were teleported to (including Plane Shift), since only then would you have no route you could follow to eventual safety.

yah. its only months of painful death by melting. no big deal at all lol. i think if a player had to do that id make them roll against insanity or something

Liberty's Edge

Fuzzy-Wuzzy wrote:

RAW I have to say you come back to life wherever your remains are. So yes, if you die at the bottom of a lava pit you're screwed.

The GM should probably houserule it to work more like this ability:

Immortality (Su): At 20th level, a monk of the four winds no longer ages. He remains in his current age category forever. Even if the monk comes to a violent end, he spontaneously reincarnates (as the spell) 24 hours later in a place of his choosing within 20 miles of the place he died. The monk must have visited the place in which he returns back to life at least once. This ability replaces perfect self.

Except not using reincarnate, of course.

It's not perfect; you're still screwed if there is no livable place within 20 miles that you've visited. But 99.9% of the time you'll be ok.

Hope this helps.

the raw rule seems fine but ill probably allow them to spawn at a safe location closest to their remains. that is to say not an instant death pit. if they just so happen to have their bodies grabbed by demons who are ready with an epic weapon when they come back then oh well.


I actually think the more troublesome line is:

Quote:
At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.

Since it's an independent statement, a technical reading infers that any damage not delivered by an artifact is incapable of killing a mythic character - meaning a mythic 10 hero could be at -1,020,467 hit points and still not be dead.

In a way, that's kind of appropriate, but I think the intent is for it to say:

At 10th tier, you can be permanently killed only by a coup de grace or critical hit made with an artifact, rather than a weapon capable of bypassing epic damage reduction.

It's also troublesome in that it doesn't specify the number of hit points that you return with - are you at full health, as per resurrection? Are you at 1hp/HD per raise dead? The hit point total you were at prior to taking fatal damage?


Months of knowing only searing fire and pain and an eventual release from this torment if they continue to fight it.

I mean, sure, it sucks, but you can't actually choose not to come back unless you somehow coup de grace yourself (which seems more than a little difficult to make sure you're responsible for your own death and not the lava)

Otherwise, you can keep at it! It's only 6d6 points of damage a round for being completely immersed in lava, by the time you're mythic tier 9 you can easily take this for a couple minutes.

Just keep swimming, just keep swimming...


Make them roll Survival to see if their death moves them 20 miles in the intended direction.


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Fuzzy-Wuzzy wrote:
Make them roll Survival to see if their death moves them 20 miles in the intended direction.

They only need one rank to inherently know what direction "north" is automatically, and by extension any other compass direction.

Also, logically speaking, even if we're talking like an ocean of lava hundreds of miles in all directions, it's relatively unlikely they visited everywhere within a twenty mile radius. There may only be one direction that qualifies for being twenty miles away.

Yes, I'm being unrealistically optimistic for this person who died in the middle of a burning magma hellscape abandoned by all their friends.


I don't think coming back in lava is really going to be a problem of any sort for a mythic 9 or 10 character.

In WotR, my Hellknight literally swam around in a magma pool when we were only level 10/mythic tier 3 and took only minor damage.

Even the most severe environmental effects are still going to give the mythic character a few rounds of actions, which should be more than sufficient to get them out of a tough situation.


Now, now, who says they were abandoned? Maybe the whole party is caught in a resurrection cycle in the ocean of lava.

Saethori wrote:
Also, logically speaking, even if we're talking like an ocean of lava hundreds of miles in all directions, it's relatively unlikely they visited everywhere within a twenty mile radius. There may only be one direction that qualifies for being twenty miles away.

On their first hop, sure. On every subsequent hop there's the possibility of mistakenly going backwards.


Fuzzy-Wuzzy wrote:
On their first hop, sure. On every subsequent hop there's the possibility of mistakenly going backwards.

Odds are eventually going to favor them eventually! Even if they have to travel 1000 miles (and therefore 50 hops), there's a 0.000000000000177635684 percent chance (about one in five hundred and fifty trillion) they'll make it to safety right away, and if they make progress then there is a chance they might be able to make their bearings clearer.

Though at this point they're going to be in there for at least nearly two months, and far more likely to be millenia. Plus they couldn't coordinate directions between them if the party was all in the lava, since it's very hard to suggest a direction while in lava.

Wow, this is getting to be a little bleak.


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That would be a great start to a high-mythic campaign. Millenia ago they were killed in the midst of a great ocean of mythic lava (which re-kills them much faster than normal lava) and they've only just now emerged on shore, relieved and ever so slightly insane. Implicit mission: find out what the world is like now, find those responsible for your lava hell and get revenge.

We'll start by contacting our old buddy Aroden....

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