How Broken? An interest check / recruitment (short term, Mythic P6)


Recruitment

51 to 100 of 100 << first < prev | 1 | 2 | next > last >>

I could get a few 1st level spells, sure. Did you have any in particular in mind?


Which crafting feats? I'm assuming Craft MA and A is the big one you want atm. I'm happy to work Master Craftsman or some other crafting feats in :)

So far you guys have an Archmage Wizard, a Guardian ??? and a Champion(?) fighter?

Probably either a Paladin with Champion/Heirophant stuff or something rogue-like going into trickster.


We have two very front line types. There's room for a trickster who isn't on the front line all the time, especially a bard or similar. Still, if the goal is to see what 10th mythic tiers can ROFL-stomp, a third goon does that.


Looks interesting. No idea yet what I would build :)
I do have a question on your intents for this.
Do you want Uber-munchkiny builds designed to utterly stretch the realm of possibility? Or do you want a character somewhere closer to the "normal" expected range? Or do you want really flavorful characters that might not necessarily be that strong?

You say that you are playtesting for a future game, do you have any idea of the relative system mastery and munchkenness of your future players? Or are the players undecided and you have no idea?

I would rather I build towards your expected power level if I can.

So, thinking of some ideas...
A Wizard/Archmage with the Arcane Metamastery ability and the Echoing Spell feat could literally double all his spells available to cast. Tack on Arcane Potency for even more. Or use it with Persistent Spell for some really nasty spells. then add in Channel Power used at the same time would make for a really powerful spells...
Or do that to Maximized spells for a ton of damage...

Or build something like a Barbarian with the Furious Finish and Mythic Vital Strike for some SERIOUS damage. Tack on Mythic Power Attack for even more.

However, as for me? I think I would like to try and create some sort of grappler using these rules. See if I can :)
I'll have to see what I can come up with!

PS Everyone! If you desire, you can take the Crafting Mastery Archmage Ability and basically gain ALL the crafting feats, thereby allowing you to get whatever item you want at a reduced price. Not an Archmage? Not a problem! Take the Dual Path feat and now you can :3
Actually, all it requires is SOMEONE on the team to take it, but it does cover everything.


Found something interesting. The Champions Path ability, Fleet Charge.

Fleet Charge wrote:
As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Can I count this as part of a charge?

I am looking at ways of combining a charge and a grapple. Sadly, I cant seem to gain the Grab ability at 6th level :( Tetori Monk gets it at 8th.

However, I can understand if you rule no, a charge attack as a swift action is probably more powerful then the ability was intended for.
Still, worth asking!


Charge and grapple? A wildshaping druid could get grab, or a constable archetyped cavalier gets that at first level (at second they get a serious bonus to tying up their victim), or if you can spare all the prereq feats Stag Horns will do it.

Noted the Crafting Mastery thing, but there are so many cool things on the archmage path abilities and I wanted more than the ten I could get.

With 315 000 gp and 3rd level spells max, buy your way to having many spells (via pearls of power, consumables etc.) rather than paying path abilities.

You can see the 3 characters created so far upthread if you're interested.


Constable is from Heroes of the Street and Stag Style is from Heroes of the Wild, so I will not be able to use them, sadly :( Good ideas for another time maybe.

Ya I hear you on having too many path abilities to choose from! ^_^
I am currently looking at a dual-pathed Champion/Guardian who is focused on grappling.
A basic strategy I intend on using is to first charge with Aerial Assault (allows me to make a jump charge (100+range!), then grapple at the end) then use Cage Enemy to hold them in place for a round, no escaping >:)
However, if I could get the grab ability (like an 8th lvl monk does) then I could use Fleet charge to get beside a target, attack them, free action grapple them, and then use my actions to deal damage or pin or whatnot. Without it, I swift-action strike, then I have to move-action initiate, then move-action damage. (So I can still do it, just once, not twice)
Also note, I plan on taking the Uncanny Grappler ability, which is fun and stupid. I can swing people around like a giant hammer, or I can deal 10d6 damage on a grapple check >_>
I am not too worried about dealing damage, but I am worried about surviving!
Another plan, since I am using unarmed strikes, is to use the Shatter Spells Champion ability. Make an unarmed touch attack to target the person with a 20th CL Greater Dispel Magic. I'm suuure I'll find some use for that...
Elsewise, still deciding, but the idea of becoming really massive has crossed my mind, and maybe include some AoOs in there too.

Btw AoOs get some crazy love in Mythic... +20 to hit and damage, unlimited AoOs and +15 reach barehanded is nothing to scoff at... Make it a tripping build and you have something SCARRY.

I did read the above characters and got some ideas from them. I am worried that my grappler will be too similar to them, but we shall see.


I'm going to put together a Trickster for you all.

Quick question - would Unchained Rogue be permitted? It's just so much better than the base rogue that it should basically replace it entirely... shouldn't make too much build difference but the damage potential on an unchained rogue would be quite a bit higher.

Also I was going to be nice and bendy with Fate's Favoured and a 1-level dip in Archaeologist - but its in Ultimate Combat :(

Bit more detail:

Halfling Archmage/Trickster.
Mythic Ability scores all go into Dex. (+10! :))

Path Abilities
1. Enduring Armor
2. Crafting Mastery
3. Titan's Bane
4. Eldritch Flight
5. Mirror Dodge
6. Fickle Attack (1s)
7. Bloody Streak
8. Slayer's Cyclone
9. Fickle Attack (2s)
10. Vanishing Move

Basically all about getting into the opponent's squares and ripping them apart with sneak attack. Anything large or larger will take a lot of punishment! :D Also picked up the crafting feats we wanted.

Do let me know what you guys think - the chassis will be classic halfling rogue with as much SA as I can arrange in 6 levels...


Nikolaus de'Shade wrote:

I'm going to put together a Trickster for you all.

Quick question - would Unchained Rogue be permitted? It's just so much better than the base rogue that it should basically replace it entirely... shouldn't make too much build difference but the damage potential on an unchained rogue would be quite a bit higher.

Also I was going to be nice and bendy with Fate's Favoured and a 1-level dip in Archaeologist - but its in Ultimate Combat :(

Bit more detail:

Halfling Archmage/Trickster.
Mythic Ability scores all go into Dex. (+10! :))

Path Abilities
1. Enduring Armor
2. Crafting Mastery
3. Titan's Bane
4. Eldritch Flight
5. Mirror Dodge
6. Fickle Attack (1s)
7. Bloody Streak
8. Slayer's Cyclone
9. Fickle Attack (2s)
10. Vanishing Move

Basically all about getting into the opponent's squares and ripping them apart with sneak attack. Anything large or larger will take a lot of punishment! :D Also picked up the crafting feats we wanted.

Do let me know what you guys think - the chassis will be classic halfling rogue with as much SA as I can arrange in 6 levels...

Heres a few thoughts for you to consider :)

*: Are you planning on taking the Fleet Charge trick or the Sudden Strike trick? (The Archmage trick does not matter as you probably cannot cast spells) Fleet Charge is great as it will allow you to swift-action enter combat (with a bonus attack!!), which then allows you to full-attack. Whereas Sudden Strike does not grant you the bonus movement, so that requires you to either move into range (and lose out on full-attacking) or start the turn within melee range. Its benefit is that you get to apply sneak attack!
A very big note on the deciding factor here, is if you can get a sneak attack on the extra attack anyways, such as through Titan's Bane, then Swift Strike is strictly better.

*: Enduring Armor will be a good choice, as someone in the thick of things the extra 13 AC will be HUGE to keep you alive.

*: I noticed that you decided to be a small halfling and take the Titans Bane ability. Why not take it a step further? Get a Permancied Reduce Person for 2,500gp? This will make you tiny, and therefore Titans Bane works on medium sized creatures. It also means that you have to enter the targets square (0ft reach) but it does mean anyone sized medium and up are flat-footed to your attacks, and therefore you get sneak attacks against them. It also does not reduce your speed. It does reduce your weapon damage, but more importantly, it does not reduce your sneak attack, so you don't care.

*: You have access to Path Dabbling, any ideas on cherry picked abilities? You can even take 6th lvl path abilities if you want :)
Some ideas, from the Champion might be Impossible Speed (Used with Slayers Cyclone) or Fleet Warrior (Pounce means constant full attacks, or retreat after full attacking). or the Marshals Directed Assault (Lots of attacks means increased chance for a crit. If you crit, you can expend MP to make everyone elses attacks a crit)

*: Slayers Cyclones 2 main limitations are the number of enemies and how fast you can move. It seems that you don't have any movement boosting abilities so it will be capped at 60ft, which is nice, but still limited.
Have you thought about taking the Path Dabbling ability to get the Champions Impossible Speed ability? it gives you +30ft ms, which is nice, but you can also spend 1MP to increase your speed to 160ft! When used with Cyclone, you can sneak attack EVERYONE within a 320ft radius, which is huge aoe damage!
The movement does provoke, so you will need some way to mitigate that damage. Mythic Mobility+Enduring Armor might be valuable.

*: You have on-demand invisibility, have you thought of taking the Legendary Item ability to nab Undetectable? Doing so will prevent your invisibility from being foiled by other means.

*: You have not stated which feats or Mythic feats you intend on getting, but I assume they will include TWF?
Also, if you can, try and get Arcane Strike (and Mythic). If you intend on dealing lots of attacks, the ability to add any +4 ability to BOTH of your weapons might be extremely valuable :) Grant both of your weapons the Speed property for instance. Or on the fly Bane choices. You Might be able to give them the Dancing property, release them, draw 2 more weapons and attack with 4 weapons at once, all getting sneak attack. Could be LOLZ. You would have to ask the GM if that works tho :)

--------

Also keep in mind, Mythic is notoriously swift-action intensive, and you have a fair few abilities that just can't be used together, so you will have to pick which one(s) you will use at a time. Versatility is good but it sucks to not be able to use all your abilities. (This really applies to everybody, cuz Mythic, but I'm iterating it for you ^_^. Everyone should do a Swift/Immediate action breakdown to make sure their ideas work)
So what can you do that requires Mythic? Well;
Fleet Charge/Swift Strike uses a Swift to get you into melee, or gain an extra attack.
Quick note; Slayers Cyclone requires you be in melee range to use, and uses a full-round action.
Bloody Streak uses a Swift to increase your sneak attacks, based on you dealing damage each round.
Vanishing Move is a Swift to make you invisible for 20 rounds (Very nice!).
Surging uses an Immediate to add 1d12 to a d20 roll.
Force of Will uses an Immediate to re-roll a d20.
Mirror Dodge uses an Immediate to eliminate an attack as a defensive action.

So with all of this, what can you do? Well, if you start combat by using Vanishing Move to go invisible, you cannot do any of the others that round. You can still move in and attack, however.
Round 2 or later, if you use Fleet Charge to enter combat with a target, you cannot use Bloody Streak that turn.
Round 3 or later, you can (and probably will) use Bloody Streak every chance you can.
That means you will probably never have the opportunity (in combat) to use your Surge ability, your Force of Will or your Mirror Dodge, as you will almost ALWAYS have something else you want to spend that action on. Mirror Dodge, being reactive, and therefore used second, will probably NEVER get used, so keep that in mind :(
Adding in more feats or Rogue Talents into this may make it even worse.


@Rekless:

You say the intent of this is to playtest and stresstest what happens when you combine the E6 system and implement Mythic after that.
Going through the different scenarios in my head and I have come up with some preliminary findings that you might be interested to read.

Early Observations:

Mythic Tier 10 specifically the 10th Tier. Normally everything is capped by what a 6th level character can get, for a Wizard that is 3rd lvl spells, for a Fighter that is BAB +6, for an Oracle that is 2 Revelations, ect.
However, having a Mythic Tier that is significantly higher then your normal character level is creating some weirdly powerful options, and these options are very arbitrary. If the ability has the right wording, it is very powerful. If it does not, it is averagely powerful.
For example, the Archmage ability: Arcane Potency is capped by your available spell levels, for a Wizard here, that is 3 with a CL of +6.
But the Trickster ability: Vanishing Move gives you a 4th level spell with a CL of 20, because it is connected to your Tier level, not your Character level.
Similarly the Champion ability: Shatter Spells is the 6th level Greater Dispel Magic spell with a CL of 20 (That a fighter can get!)
Basically some options are mediocre, but if you chose an option that is specifically chosen to take advantage of the high Tier level then you an get something significantly more powerful.
This will be noticed most greatly if a party starts from low levels and works its way up.
If everyone builds 6th lvl, 10th Tier at the start, then everyone will chose the powerful options, but some of those options might be useless until you get to a certain level, so if someone has to build up to that, they will not make those choices.
Conclusion; the higher the Tier gets, you will start to notice some DRASTIC variance in power levels.

Ability Boosts you get +2 to any ability score every 2 tiers, and you can take the Enhanced Ability to gain an additional +2, for +12 total. For a Wizard, this is obviously +12 Int, but for a melee Fighter, you might have to spread it out between Str, Con and maybe Dex. SAD characters will notice a huge increase in their powers while a MAD character will notice a medium/strong boost in a wider area. This will create more variance in power levels between the classes, the DCs of a Wizard will increase massively, but the To Hit of a Fighter will increase less so. This will most notably be seen when you have 2 abilities that each require a specific DC save (Wizard spell vs Cleric Domain)
Conclusion; more variance in power levels, specifically abilities and spells that have a save DC. Mythic feats such as Spell Focus and abilities like Arcane Metamastery will exaggerate this more.
Additionally, encounters will be hard to plan. Do you give them saves that have a chance of surviving a Wizard spell? If you do,, nothing else can touch it. Or do you base it off of another character? If you do the Wizard will ALWAYS hit.

Damage Boosts the 10th Tier will allow damaging abilities based off of your tier to be exceptionally strong.
Abilities like the Guardians Ever Ready and Retributive Reach can grant your AoOs +20 to hit and +20 damage, which is huge, and largely outshadows most other things you could do. Similarly, a full attacking Champion with Mythic Power Attack and Weapon Specialization, you can deal +16 damage, attacking 3x per round. There are many other boosts, like free Maximized spells that will greatly increase the lethality of the game.
As for defenses, there are significantly fewer useful abilities and they do not grant nearly as large boosts (few exceptions, like +13 Armor from Enduring Armor, or DR 25/Epic from Enduring Body/Toughness, ect), so for the most part, Lethality will greatly outpace survivablity. Even moreso since most champions that are focusing on damage will have little left over for defenses.
Conclusion; The game will get lethal, with extreme Rocket Tag. The Immortal ability will be used OFTEN and if you put any kind of challenge to the party other then a Cosmic Turtle, characters will die.

DC Saves Touched upon above, but being expounded here. Avr's character hits on a very good point. DCs will vary MASSIVELY. If one character goes to the height of power (Maybe he feels he has to, to stay relevant) then he could very easily 40ish Int, Mythic/Greater Spell/Elemental Focus, Arcane Metamastery, Channel Power, ect to have INCREDIBLY powerful spells, like DC 30ish Maximized spells.
Anyone else uses SIGNIFICANTLY weaker abilities, and that will make designing encounters very difficult.
Conclusion; DCs will vary tremendously between different characters, either someone saves everything or someone gets hit by everything.

Player Saves As a general, player saves will be lagging behind by a lot, making them easily susceptible to enemy abilities. As a general, unless a player takes something like Mythic Iron Will, their saves will stay around the +5 to +10 range (boosted by Cloak of Resistance to around +10 to +15), while their Spell/Ability DCs can continue to rise. A 6th lvl fighter only has a +2 base Ref and Will save!
Mythic Saving Throws will provide some protection, but it will not help your initially low numbers.
Conclusion; as encounters continue to scale up with the party, their ability DCs will most likely have to be scaled down to account for E6 no longer increasing a characters saves.

Complexity some of these characters can get complex! with many different moving parts all at once. Add in a party of 4?-5? and you may find combats being a form of rocket tag with snail rockets. Combat will probably move very slowly.


Note; I am not trying to target or bash anyone or their build :(
The whole point of this thing is to test some of this stuff out, and I simply aim to add some observations and data to the project, to further enhance it :)

TLDR; Lethality will skyrocket, Player defenses will lag behind significantly, character variability and power levels will be immense.
Be wary of Spell/Ability DCs, they might be hard design around.
Either the party will have a cakewalk, or the Immortal ability will be used often ;)


Gobo Horde wrote:


Btw AoOs get some crazy love in Mythic... +20 to hit and damage, unlimited AoOs and +15 reach barehanded is nothing to scoff at... Make it a tripping build and you have something SCARRY.

How do you get a +20?


Not sure we really needed a grappler. I was thinking a support character might be more usefull.

I am interested in how your grappler will turn out


Guardian gets Ever Ready and Retributive Reach.

Ever Ready wrote:
Whenever you make an attack of opportunity, you gain a bonus on the attack and damage rolls equal to your mythic tier. You can make attacks of opportunity while flat-footed, even if you don’t have the Combat Reflexes feat. At 3rd, 6th, and 9th tier, the number of attacks of opportunity you can make each round increases by one.
Retributive Reach wrote:
Treat your reach as 5 feet greater than normal for the purpose of determining whether or not you can make an attack of opportunity. If a creature provokes an attack of opportunity within this area of increased reach, you can expend one use of mythic power to gain a bonus equal to your tier on the attack roll and damage roll of the attack of opportunity.

Together makes +20/+20. Its not always on and it does cost MP, but you can get some pretty nasty attacks with that, and anything else you stack on it, like M power attack.

Edit: Didnt see the reach limitation. That might reign it in a bit. Still, its a lot.


@Gobo: Thanks for the ideas. To deal with many points in order.

Im thinking 5 Rogue/1 Spellcaster so the archmage ability will be mage strike, and might get a tiny bit of utility! Re. Reduced Person - Yes! I'm planing on that! :D

Im thinking of dropping Slayer's Cyclone for Precision Critical - the cyclone will only work with a lot of enemies and this guy wll do much better getting into one persons space and stabify-ing them to death.

Good point with Mirror Dodge - will lose it for Fleet Charge I think...

So: new plan.
Halfling Scout 5/Sorceror 1.
Feats - Wp Fin, TWF, Arcane Strike (maybe 1 more with combat trick)
Mythic Feats - Dual Path, Myth WF, Myth Arc Strike, Potent Surge?
Path Abilities: Enduring Armor, Craft Mastery, Titans Bane, Eldritch Flight, Path Dabbling -> Fleet Charge, Fickle Attack x2, Blood Streak, Precision Critical, Vanishing Trick.
Path Abilities: Sudden Strike, Mages Strike
Gear: Permanent Reduce Person, 2x Keen Kukris, other stuff.


Slightly changed. Again, looking for advice/help with my build

Hopeful with celestial plate armor:

Race: Nagaji
Class: Paladin 2/Fighter (Phalanx Soldier) 3/Oracle (Nature Mystery) 1
Mythic Tier: Guardian 10
Init: +?; Senses: Perception +11; Low-Light Vision, Blindsense 30ft

Defense
AC: 44 =10 +16 Armor, +7 Charisma, +2 Dodge, +1 Natural, +8 Shield
Touch: 27 =10 +7 Charisma, +2 Dodge, +8 Shield
Flat-Footed: 35 =10 +16 Armor, +1 Natural, +8 Shield

HP: 156 (5d10 +1d8 +48 Constitution +50 Mythic)
MP: 23
LP: 8

CMD: 30 [ooc]=10 +5 BAB, +8 Strength, +7 Charisma
+1 vs. Bull Rush, Drag, Overrun, and Trip attempts.

Fortitude: +26 =+6 Base, +8 Constitution, +7 Charisma, +5 Resistance
Reflex: +14 =+1 Base, +1 Dexterity, +7 Charisma, +5 Resistance
Will: +18 =+6 Base, +0 Wisdom, +7 Charisma, +5 Resistance
Other: +2 on saves vs. Poison and mind-affecting effects

Offense
Speed:
30 ft. (20 in Armor)

CMB: +13 =+5 BAB, +8 Strength

BAB: +5
Melee: Attack: +8 Strength, +5 BAB, +5 Enhancement; Damage: +8 Strength, +5 Enhancement +5 Guisarme of Ghost Touch (2d4, x3, S; 12lbs; Reach, Trip):
Standard: +18 (2d4+13)
Hasted: +19/+19 (2d4+13)
AOO: +28 (2d4+23)

Celestial Armor: Fly 1/day

Class Features:
Tongues Curse: In combat you can only speak Celestial
Divine Grace: A paladin gains a bonus equal to her Charisma bonus on all saving throws.
Lay on Hands: a paladin can heal wounds by touch. 8/day. With one use of this ability, a paladin can heal 1d6 hit points. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 damage. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Smite Evil:
Aura of Good: The power of a paladin's aura of good is equal to her paladin level.
Phalanx Fighting:
Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Natures Whispers: You may add your Charisma modifier to your AC and CMD.

Legendary:
Everlasting: When touching my shield, I don’t need to breathe, eat or drink. I also don’t suffer ill effects from extreme heat or cold.
Unyielding: Double hardness and triple hit points. Immunity to sundering from non-mythic creatures.
Powerful: +6 LP. (Included above)
Rejuvenating: Standard Action: Spend 1 LP to heal 100 HP; Spend 2 LP to remove any one affliction.
Upgradable: Half Price Upgrades
Returning: Spend 1 LP to teleport the shield to your hand as if using teleport object.
Legendary Fortification: Spend 1 LP to negate a Critical Hit or sneak attack.

Mythic:
Hard to Kill (Ex): Stabilise Automatically. Only die when below 2x Constitution Score
Mythic Power (Su): Have 23 MP
Surge (Su): Spend 1 MP to roll a d12 and add it to a die roll after the result (of said die) is revealed
Amazing Initiative (Ex): +10 on initiative (included). 1 MP to gain a standard action 1/turn.
Recuperation (Ex): Full HP after 8 hours of rest; 1 MP & a hour of rest heals ½ of HP and restores any limited use abilities
Mythic Saving Throws (Ex): Take no damage on a succeeded saving throw from a non-mythic source.
Force of Will (Ex): 1 MP to reroll any die roll; 1 MP to force a non-mythic creature to reroll
Unstoppable (Ex) 1 MP to end one of bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned.
Immortal (Su): If you are killed you come back to life in 24 hours unless you are killed by a coup de grace by or critical hit by a mythic creature or a coup de grace or critical hit made by a artefact.
Legendary Hero (Su): You regain Mythic Power 1/hour in addition to regaining all 1/day.
Legendary Item (Ex): Gain a greater Artifact.
Armoured Might (Ex): Your armour bonus is 50% higher.
Lesson Learned (Ex): Whenever you fail a saving throw against a supernatural or spell-like ability, you gain a +5 bonus on all further saving throws against that ability, including subsequent saves against an ongoing effect, or against the same effect produced by a different source or creature.
Sacrificial Shield (Ex): 1/round you can block a weapon attack with your shield. Subtract the shields hardness & HP from the weapons damage. You can choose to apply this effect after the damage is rolled.
Ever Ready (Ex): You gain a +10 to Attack and Damage on Aoo’s.
Mythic Sight (Sp): You gain Blindsense 30ft
Retributive Reach (Ex): +5 ft range for the purpose of determining Aoo’s. If a creature provokes you can spend 1 MP to add +10 to the Attack and Damage rolls.
Cage Enemy (Ex): Spend 1 MP as a immediate action to activate. When this ability is active any creature leaving one of your threatened squares (Even by a means that would not normally provoke) provokes. If the attack hits the creature ends his movement in their current square; Alternatively you may spend 1 MP as part of a charge if it hits the creature cannot move from their square until the beginning of their next turn.
Draw Fire (Su): As a immediate Action when a creature within 30 feat gets attacked by a ranged attack you can Spend 1 MP and have the attack target you instead. If you would normally be out of range the attack is able to hit you as if you were at maximum range.
Absorb Blow: As a immediate Action when you take HP damage you can spend 1 MP to reduce the damage by 50. This damage reduction is applied first. For every 10 points of damage blocked gain DR 1/Epic and energy resist 5. This stacks with any other you may have.
True Defender: The final damage from non-mythic melee or ranged attacks is halved. 1/round when a creature critical hits you, regain 1 MP.

Feats:
Mythic Missile Shield: You can use Missile Shield 5 extra times/round. Spend 1MP as a immediate action to deflect a ray attack.
Missile Shield: You may deflect a arrow attack that you are aware of 1/round.
Dodge: Gain a +1 Dodge Bonus to AC
Mythic Dodge: Gain another Dodge bonus to AC. As an immediate action, you can spend 1 MP to grant yourself an additional +10 dodge bonus to AC against one attack.
Shield Focus: +1 Shield bonus to AC when using a shield
Combat Reflexes: You can make attacks of Opportunity while Flat-Footed
Mythic Combat Reflexes: You can make infinite AOO’s per round. As a swift action, you can expend 1 MP to, until the start of your next turn, make AOO’s against foes you’ve already made AOO’s against this round if they provoke a AOO from you by moving.
Extra Mythic Path Ability: Gain Retributive Reach
Mythic Shield Focus: Add your shields bonus to AC against Touch AC

Statistics
Strength 26 (14, +2 Race, +4 Mythic, +6 Enhancement)
Dexterity 13
Constitution 26 (15, +4 Mythic, +6 Enhancement, +1 Level)
Intelligence 8 (10, -2 Race)
Wisdom 10
Charisma 24 (14, +2 Mythic, +2 Race, +6 Enhancement)

Traits:
Trait:
Dangerously Curious: +1 on UMD, UMD is a class skill

Feats:
1 [Character]:
1 [Fighter]: Dodge
3 [Fighter]: Shield Focus
3 [Character]: Missile Shield
5 [Character]: Combat Reflexes
[Mythic 1]: Mythic Missile Shield
[Mythic 3]: Mythic Combat Reflexes
[Mythic 5]: Mythic Dodge
[Mythic 7]: Extra Mythic Path Ability
[Mythic 9]: Mythic Shield Focus

Skills:
14 = 4 (Class), 6 (Class), 4 (Class)
+8 Perception 6 Skill Ranks, +0 Wisdom, +2 Racial
+12 Climb 1 Skill Rank, +8 Strength, +3 Class Skill
+12 Swim 1 Skill Rank, +8 Strength, +3 Class Skill
+5 Ride 1 Skill Rank, +1 Dexterity, +3 Class Skill
+11 Handle Animal 1 Skill Rank, +7 Strength, +3 Class Skill
+13 vs. Reptiles 1 Skill Rank, +7 Strength, +3 Class Skill, +2 Racial
+4 Sense Motive 1 Skill Ranks, +0 Wisdom, +3 Class Skill
+14 Use Magic Device 3 Skill Ranks, +7 Charisma, +1 Trait, +3 Class Skill
Languages: Common, Draconic, Celestial

Racial Features:
1 Natural Armor
+2 racial saving throw bonus against mind-affecting effects and poison.
+2 racial bonus on Handle Animal checks against reptiles
+2 racial bonus on Perception checks.
Low-Light Vision

Class Features:[\b]
1 [Fighter]: Bonus Feat
2 [Paladin]: Aura of Good, Detect Evil, Smite Evil 1/Day
3 [Fighter]: Bonus Feat, Stand Firm
4 [Oracle]: Curse (Tongues), Mystery (Nature), Revelation (Natures Whispers), Orisons, Spellcasting
5 [Paladin]: Divine Grace, Lay on Hands (1d6)
6 [Fighter]: Phalanx fighting

[b]Mythic Features:
1 [mythic]: Hard to kill, mythic power, surge +1d6, mythic feat
2 [mythic]: Amazing initiative, ability score
3 [mythic]: Recuperation, mythic feat
4 [mythic]: Surge +1d8, ability score
5 [mythic]: Mythic saves, mythic feat
6 [mythic]: Force of will, ability score
7 [mythic]: Surge +1d10, mythic feat
8 [mythic]: Unstoppable, ability score
9 [mythic]: Immortal, mythic feat
10 [mythic]: Legendary hero, surge +1d12, ability score

Path Features:
1 [mythic]: Guardians Call, path ability
2-9 [mythic]: Path ability
10 [mythic]: True Defender, path ability

Mythic Abilities:
Guardians Call – Absorb Blow

1 – Legendary Item
2 – Armoured Might
3 – Legendary Item
4 – Draw Fire
5 – Lesson Learned
6 – Legendary Item
7 - Mythic Sight
8 – Cage Enemy
9 – Sacrificial Shield
10 - Everready
Feat – Retributive Reach

90 000: Belt of Physical Might (Constitution, Strength) +6
36 000: Headband of Alluring Charisma +6
34 000: Mithral Celestial Full Plate Armor (0 ACP, DEX +8, Arcane Spell Failure 10%, 12.5lbs)
12 500:+5 Shield
27 000: Ring of Freedom of Movement
11 500: Gauntlet of Rust
72 000: +5 Guisarme of Ghost Touch
25 000: Cloak of resistance +5
2 500: Golembane Scarab
10: Locked Gauntlet
2250: 3 Wands of CLW
Total:310 260


One thing you will note, that may be a potential hindrance is how you get to your target. Because you will have 0 reach, you must enter the targets square. In game mechanic terms, that mean you mus leave the square adjacent to the target in order to enter his square, which provokes an AoO. Provoking an AoO every time you try to attack someone sucks :( Invisibility will help you hugely with this!!! However, the Tricktster ability: Defensive Move will not (as you move through his space). However, for those times where Invisibility does not help (such as extraordinary senses), then you can simply use Acrobatics to enter.

So, one more suggestion >:)
Instead of taking Potent Surge (Surging also requires using a Swift action, and you want to be using those on Bloody Streak), why not take the Finesse Rogue Talent to gain Weapon Finesse, and use the free feat to pick up the Acrobatic feat, then take the Mythic Acrobatic feat instead of Potent Surge.
+4 to Acrobatics is nice, but that way if you need to get next to someone, you can essentially autopass the roll :)

@Ancient Dragon Master:
I also am not really sure how the Grappler will turn out. Its niche is probably unneeded but I think it would be fun to try and build. See what I can do :)

As for your character, I can take a closer, detailed look here in a while if you like :)


@Gobo Horde Yes i would like you to take a more detailed look.

Sidenote: 1 level of Brawler (Snakebite striker, Strangler) gets 1d6 senak attcak, 2d6 when grappling. A second level gets Practiced strangler which is a really useful ability for any grappler, and a additional 1d6 sneak damage when grappling (for a total of 3d6 sneak when grappling).

Practiced Strangler (Ex) wrote:


At 2nd level, when a strangler has the grappled condition, she does not take a -4 penalty to dexterity and does not lose her dexterity bonus to AC.

Although i didn’t think the grappled condition made you lose dex to AC

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Ancient Dragon Master wrote:
Could you allow Celestial Plate Armor? I know it’s outside of the books you allowed, but it would be really helpful.

My normal response to “will you allow something outside the specified sources” would be no, but this is just a basic upgrade to celestial armor, so I’ll say yes.

Gobo Horde wrote:

Looks interesting. No idea yet what I would build :)

I do have a question on your intents for this.
Do you want Uber-munchkiny builds designed to utterly stretch the realm of possibility? Or do you want a character somewhere closer to the "normal" expected range? Or do you want really flavorful characters that might not necessarily be that strong?

You say that you are playtesting for a future game, do you have any idea of the relative system mastery and munchkenness of your future players? Or are the players undecided and you have no idea?

I would rather I build towards your expected power level if I can.

I don’t have a handle on who will be playing in the future game, no, and the purpose of this playtest is to see how broken people can get, so I guess Munchin is more what I’m looking for.

Gobo Horde wrote:


Fleet Charge wrote:
As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Can I count this as part of a charge?

Nope.

Nikolaus de'Shade wrote:


Quick question - would Unchained Rogue be permitted?

Nope.

Gobo Horde wrote:

@Rekless:

You say the intent of this is to playtest and stresstest what happens when you combine the E6 system and implement Mythic after that.
Going through the different scenarios in my head and I have come up with some preliminary findings that you might be interested to read.

** spoiler omitted **...

Thank you, this is all useful info/analysis.


Just looking at your character again ADM - with that 4000-odd gp you have left, you might get your guisarme made out of adamantine, and/or get some sort of consumables to use via UMD. It seems a little odd that you've taken the skill, got a trait for more, and then have nothing to actually use it on.

With no feat to boost it now your init bonus should be +11. You're obviously missing a feat at the mo, possibly power attack, bodyguard, step up, or lightning reflexes.


avr wrote:

Just looking at your character again ADM - with that 4000-odd gp you have left, you might get your guisarme made out of adamantine, and/or get some sort of consumables to use via UMD. It seems a little odd that you've taken the skill, got a trait for more, and then have nothing to actually use it on.

With no feat to boost it now your init bonus should be +11. You're obviously missing a feat at the mo, possibly power attack, bodyguard, step up, or lightning reflexes.

I was looking at items for UMD, and i should find some shortly. My missing feat is because i had to drop noble scion so i am looking for a replacement. Bodyguard seems like a interesting feat.


Reckless wrote:
Ancient Dragon Master wrote:
Could you allow Celestial Plate Armor? I know it’s outside of the books you allowed, but it would be really helpful.

My normal response to “will you allow something outside the specified sources” would be no, but this is just a basic upgrade to celestial armor, so I’ll say yes.

Thank you.


I have a couple of clerics and a monk that could work


I have this character I started who might work for your parties trap monkey and trickster!

The game fell apart and we weren't able to finish the campaign but I would love to flesh her out more


Any suggestions for good scrolls/Wands to use?


Hey Reckless, looks like you'll have enough applicants to make choices about who to take. That seemed unlikely for a while there.

Ancient Dragon Master wrote:
Any suggestions for good scrolls/Wands to use?

They need to be things you'd use out of combat I think. With a guisarme and a heavy shield it'd be difficult to do in combat. At least 1 min/level, preferably 10 min/level for buffs. Feather Step & Touch of the Sea might be useful, Enlarge Person might last just long enough to help in combat, Lesser Restoration is one you won't actually need to roll UMD for.


Ancient Dragon Master wrote:
@Gobo Horde Yes i would like you to take a more detailed look.

Sure! :)

It will be a bit long winded but I can take a look.
It took me a lot longer to go through then I anticipated, but thats because I went through very throurally...
Also note, I think its a really neat build :) The combination of using Absorb Blow, Saving Shield and Mythic Deflect Arrows should make you very resistant! Even without relying on raw hps to do so.
You also have some ability to support the people around you, allowing them to shine. Cage Enemy and Draw Fire will make someone happy (looking at you, mage >_>)
I do like the build a lot, even if the below seems quite negitive it is because most of the stuff I don't mention is good.

TL DR:
TL DR, you do varying damage based on distance, and that might be a pain to crunch out mid-game. Your actual, non-AoO attacks are very weak, and you cannot force AoOs very easily. A big problem is that aside from 1 weak attack, you have nothing to do with most of your actions during your turn. You have many options using your swift/immediate actions that may make choosing which ones to use difficult, and some of them are redundant and cannot be used together so eliminating some of those might free up some abilities/feats for other options. Adamantine shield might be a nice idea?
Specifically, give a second thought to Mythic Dodge and Mythic Combat Reflexes.

--------------------------

To start with, I am looking at your build, from what I can tell, you are aiming for a defensive juggernaut that uses Cha to boost as much as possible and fights with a 2-handed reach weapon and an Artifact shield.
But I do notice that you have equal Str, Con and Cha stats, why not try and put more points into your Cha, considering most of your defenses are keyed off of it?
Also, you are a paladin, so you do have smite, which is pretty good (especially with a boosted Cha), but! You can only do it 1/day :(
From what I can tell, smite will be your main offensive tool, so if you took Dual Path: Champion and grabbed Mythic Smite then you can covert MP into Smites for free, granting you basically as many as you need.

(Fun, mostly flavorful trick: You have the Legendary Item ability. One of the options you can take is to make it Intelligent, and then grant it Spellcasting. Give it the infernal Healing SLA 3/day. Now, you can cast Infernal Healing on your target, making him count as an evil cleric for 10 rounds. Now you can Smite him all you want!!! (The ethics of Good Paladin forcing the Evil Alignment on a creature so he can have just cause to smack him notwithstanding...)

I also note that you have a lot invested in AoOs but you can only really take them when the opponent moves, or does something that normally provokes, like spellcasting. You have no way of forcing the opponent to provoke (like Greater Trip). You might not have much control over your own damage.
Another idea/option is to look at the Bodyguard, In Harms Way, Mythic Saving Shield feats and the Benevolent Weapon/Benevolent Armor enchantment (2 separate abilities) for possible ways to support allies? AoOs to grant them +7 AC, Saving Shield grants +3 (and potentially provokes AoOs), Benevolent would allow you to use your standard action to grant an ally +7 to hit, and you could do this twice a round thanks to Amazing Initiative.

A few more points;

Your Shield:
As far as I can tell, you have a steel shield with a +5 Enhancement bonus and the Shield Focus feat, correct? (granting you +8)
If you plan on using the Saving Shield ability, then you will need to know its hps.
Also note: Saving Shield is not a sunder attack, Unyielding only grants immunity to sunders, so Saving Shield will still damage the shield, if you do not spend MP.

A steel shield has a base hardness of 10 and 20hps.
Each +1 Enhancement bonus adds +2 hardness and +10hp. So a +5 Enhancement grants +10 hardness and +50hps.
The Unyielding Legendary property doubles the hardness and triples the hps so at this point you have 40 hardness and 210hps.
Thix means that, once a round you can just ignore a hit of 40 damage or less, or spend 1MP to reduce an attack by 210!!! damage.
Considering your total hps are about 140, this is a lot :)
But you can increase this :)
Why not add on the Impervious +1 enchantment? It adds double the Enhancement bonus to hardness and hps, so 30/120, when you add in Unyielding that becomes 60 hardness and 360hps, which is a lot to reduce. nm, Impervious is from Ultimate Equipment :(
Or make it of Adamantine? It should cost about 2,850gp extra but it would have an end hardness of 60 and 228hp.

Absorbing Blow and Saving Shield is a good combo :) Saving Shield reduces damage by 40(60) damage, or 210(228) damage for 1MP.
You will find you can use Absorbing Shield rarely, but when you do, you can block 2 attacks a round, or 1 massive 278 damage attack :)

Quick note on cost I have not checked how you have done it, but here is its breakdown:
Upgradable only works on items you can actually upgrade, so you need to actually buy the +1 shield before you can upgrade it. You can't use it on a Mwk Longsword :(
Also note, I am assuming that the GMs houserule of 75% crafting costs superseeds Upgradables normal 50%.
Finally, if someone in the party can craft it for you, then this is moot and lucky you :)
+1 Shield = 1,170 (20gp shield+150gp mwk+1,000gp +1 enchantment)
+1 Adamantine Shield = 4,020 (20gp shield+3,000gp Adamantine (mwk included)+1,000gp +1 enchantment)
+5 Upgraded Shield = 19,170 ( (+5 Enchantment - +1 Enchantment * 75%)=( (25,000-1,000)*.75)=18,00+1,170)
+5 Upgraded A Shield = 22,020 (same as above, except with 4,020 base instead of 1,170)
or
+5 Party Crafted Shield =18,877.5 (25,170*.75)
+5 A Party Crafted Shield =21,015 (28,020*.75)

Swift Actions:
Lay on Hands is a Swift to heal yourself for 1d6. 8/day.
Shield a swift to increase your saves by 1d12.
Force of Will is an immediate action to force somone to reroll.
Draw Fire is an immediate to redirect a ranged attack to you. Spend MP to make it a free action.
Absorb Blow immediate to reduce an attack by up to 50. Gain DR and Energy Resist.
Mythic Missile Shield immediate to negate 1 ray spell/attack.
Mythic Dodge immediate for +10 dodge for 1 attack.

Smite Evil is a swift to gain Cha (7) to hit and deal +2 damage to 1 target. Also +Cha (7) to AC against that target. 1/day.
Surge is an immediate that grants you +1d12 to a d20 roll (to hit, save, ac, ect).
Cage Enemy is an immediate action to take AoOs against people who move the next turn. If no one moves then the swift is wasted :(
Mythic Combat Reflexes swift to gain additional AoOs on a target.

Swift Action Usage

Spoiler:
You have a LOT of swift actions, and that does mean you have options, which is good, but you may find that you simply never use some of them. A big point to consider is that you have many defensive options that requre immediate actions, and that will mean you often will not actually use an offensive swift action simply because you MIGHT need that defensive immediate action, so keep that in mind.

Now assume a combat for a second. You get 6 free arrows deflected and 1 form of damage absorbed (Saving Shield) a round. Now you can do one of the following;
Reduce the damage by 50
+10 dodge
Deflect 1 ray spell/attack
Divert a ranged attack to you
Increase your saves by 1d12
Surge for 1d12 to a roll
Force a re-roll on yourself or your attacker

But only one of the above.
Now, if you choose to use your swift action, then you cannot do any of the above during that round. Your main Swift actions would be;
Surge for +1d12 (to hit, ect)
Smite (+7 to hit, +2 damage, +7 AC)
Cage enemy
Get multiple AoOs on a target.

So ask yourself this question; is setting up additional AoOs, or possibly preventing someone from moving worth the potential loss of most of your defensive abilities?
Will you ever have a time where you could justify setting up smite over something like redirecting an attack from an ally to yourself?
Chances are your offensive uses will not be used very often.

I would also like to bring up Mythic Dodge. If you don't spend MP, then Mythic Dodge is only worth 1 AC, which isn't much.
If you ARE going to spend MP, then which is better? +10 AC or -50 damage? You can only do one or the other, and Absorb Blow is free whereas Mythic Dodge costs 1/5ths of your mythic feats. It might be worth trading that out for something else.

Another one is Mythic Combat Reflexes. Without it you can make currently make 5 AoOs which is a fair bit, but less then infinite.
This feats ability to spend a swift/MP simply means the target provokes for each square he moves through, rather then once for the whole movement. (So if he is 10ft away but within reach, he provokes by moving 5ft towards you an then again for moving 5ft left)
The thing is, you cannot combine it with Cage Enemy because that also requires a swift to activate :(
So which is better? spend a swift to potentially get multiple AoOs off of a single movement, or spend a swift to force a creature to stand still for a round, if you hit him with an AoO? Remember, if you DO do this, you cannot use a lot of your defensive abilities that round as well.
Also ask yourself, is 5 AoOs enough? Do you need more?
It may be more beneficial to simply get more Dex somehow and get something else.

TL DR you have many different defensive actions that all demand your swift action. You have a few offensive abilities, but if you use them you cannot use most of your defensive ones, so you probably wont :(
You also have a few overlapping abilities. Mythic Dodge cannot be used at the same time as Absorb Blow, so it might be redundant. Mythic Combat Reflexes might be overkill? Possibly useful somewhere else?

Your Combat Attacks:
Looking at your character, I am noticing some wonky interactions when it comes to actually attacking :(
You get one attack a round (ignoring hasted for now)
Assume you base attack is +18, dealing 2d4+13.
You only get 1 attack (+5 BAB), using 1 weapon.
You have a reach weapon and the Retributive Reach ability, so 15ft reach.
You get +10 or +20 to AoOs.
What does this mean? Well here is 2 scenarios
With AoOs
Enemy is 20ft away. You deal zero damage. (out of reach)
Enemy is 15ft away, you get an AoO, +38 to hit, 2d4+33 damage, spending 1 MP.
Enemy is 10ft away, you get an AoO, +28 to hit, 2d4+13 damage.
Enemy is 5ft away, you cannot attack, you deal zero damage.

With Regular Attack
Enemy is 20ft away. You deal zero damage. (out of reach)
Enemy is 15ft away, you attack, +18 to hit, 2d4+13 damage.
Enemy is 10ft away, you attack, +18 to hit, 2d4+13 damage.
Enemy is 5ft away, you cannot attack, you deal zero damage. (unless you 5ft step back)

So, if you are using an AoO, you deal varying damage based on how far away the target is, down to zero damage.
If you are the one actually attacking then you deal extremely low damage, about 17. If you were attacking yourself, and every attack hit, and there was no DR or other reductions, it would take you around 9 turns just to bring yourself down. And you only have a +18 to hit modifier :(
To make matters worse, the kind of enemies we would be facing will have boosted ACs and hps because they have to survive a party of Mythic players for at least 1 turn.
Maybe look at shield spikes? (I dunno)
Or look to take the Mythic Saving Shield feat to force AoOs? It also uses an Immediate action so that sucks :(

You may find that your AoOs are more respectable and may even be effective, but what are you planning on doing during your turn?
AoOs and swift/immediate actions aside, what are you going to use your actual Standard actions and Full-Round actions doing?
Maybe look into grabbing Dual Path and dip into the Marshal to see if you can find something there that might be non-swift/immediate support?


The above was very long winded, and rather focused on the negative, sorry about that :/
Probably moreso then I intended. I just want to note, that being perfectly optimized is not necessary, rather pick and choose what you want to listen too, and flavor over optimization is always acceptable!! ^_^

Ancient Dragon Master wrote:

Sidenote: 1 level of Brawler (Snakebite striker, Strangler) gets 1d6 senak attcak, 2d6 when grappling. A second level gets Practiced strangler which is a really useful ability for any grappler, and a additional 1d6 sneak damage when grappling (for a total of 3d6 sneak when grappling).

Practiced Strangler (Ex) wrote:


At 2nd level, when a strangler has the grappled condition, she does not take a -4 penalty to dexterity and does not lose her dexterity bonus to AC.

Although i didn’t think the grappled condition made you lose dex to AC

Well, normally it doesn't, but it does if your are pinned. Maybe they got it mixed up?

As for grappling, often the question is: "I have successfully grappled the target! ... Now what?"
One obvious thing to do is simply deal damage.
Another is pin and tie up.
Or you can deal sneak attack.
Or attempt to apply Stunning Fist.

A rogue or Brawler/Snakebiter will often try to do deal sneak attacks.
A Tetori Monk will often try to Stun the carp of the the target using Stunning Pin.
A Cavalier with the Order of the Penitent will just simply attempt to tie up the target (He gets to skip a step, so he can do it faster) and render them helpless.

I intend on going for a Grappler Monk who focuses more on Stunning the target with Mythic Stunning Fists, and then having a wide range of Combat Maneuvers that he can pull off with the Champion Ability: Maneuver Expert, granting me the Imp/Greater versions of any maneuver I desire.

As for the Grappled condition, it is actually pretty brutal :)
-4 Dex means -2 to CMD, so harder to escape, and -2 AC.
Spells have a chance of failing.
-2 to hit, cannot use a two-handed weapon and cannot take AoOs.
Then theres there conditions I can impose once I have grappled a target.
If I pin them, they lose their Dex to AC (Allowing others to Sneak Attack them) and lose an additional -4 AC. And spellcasting becomes even harder.
Add in Stunning Fist and they take an additional -2 AC and cant take any actions XD

Basically, I Charge-and-Grapple a target, then hold it in place. Then any allies can just wail on it with impunity as I keep it held down.

As for being grappled myself, a Tetori Monk suffers no penalties and can make AoOs, so, if I have 1 target grappled, I can still take AoOs against other targets as well.
Hopefully I will be able to lock down 1 target, and then still AoO or use maneuvers against other targets as necessary.

Rekless wrote:
Gobo Horde wrote:

@Rekless:

You say the intent of this is to playtest and stresstest what happens when you combine the E6 system and implement Mythic after that.
Going through the different scenarios in my head and I have come up with some preliminary findings that you might be interested to read.
** spoiler omitted **...
Thank you, this is all useful info/analysis.

Glad to be of help :)

Its a fun exercise in optimization.


Some quick musings.

Ancient Dragon Master, one thing I am realizing is that I might have the ability to force a lot of AoOs, so if we stood near each other you could get a lot of use out of that.

Also found an item you might like, the Bracers of the Avenging Knight boosts your Smite attacks a lot and grants you a second use.


Name Unknown:

Race: Halfling
Class: Rogue 5/Sorceror 1
Mythic Tier: Archmage/Trickster 10
Init: +14; Senses: Perception +12;

Defense
AC: 51 (=10 +13 Armor, +9 Dex, +5 Deflection, +5 NA, +4 Shield, +2 Dodge, +2 size, +1 Insight)
Touch: 29 (=10 +9 Dex, +2 Dodge, +5 Deflection, +2 size, +1 Insight)
Flat-Footed: 40 (=10 +13 Armor, +5 Natural, +5 deflection, +4 shield, +2 size, +1 Insight)
HP: 98 (5d8 +1d6 +12 Constitution +40 Mythic)
MP: 23

CMD: 23 =10 +4 BAB, -2 Strength, +13 Dex, -2 size

Fortitude: +10 =+1 Base, +2 Constitution, +5 Resistance, +2 luck
Reflex: +24 =+4 Base, +13 Dexterity, +5 Resistance, +2 luck
Will: +12 =+3 Base, +2 Wisdom, +5 Resistance, +2 luck
Other: +2 on saves vs. fear

Offense
Speed:
30 ft.
CMB: +0 =+4 BAB, -2 Strength, -2 size
BAB: +4 (3.75 Rogue, 0.5 Sorceror)

Melee:
+3 Keen, Ghost Touch Kukri:
Standard: +24 (d4+3d6+17, 15-20x2, S)
TWF: +22/+22 (d4+3d6+17, 15-20x2, S)
Hasted: +25/+25 (d4+3d6+17, 15-20x2, S)
Hasted TWF: +23/+23/+23 (d4+3d6+17, 15-20x2, S)

SPELLS (CL3)
Lvl 0 (∞/day): Detect Magic, Message, Mage Hand, Prestidigitation
Lvl 1 (4/day): Shield, Protection from Evil

Class Features:
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
A rogue cannot choose a ninja trick with the same name as a rogue talent.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Salamander Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

Mythic:
Hard to Kill (Ex): Stabilise Automatically. Only die when below 2x Constitution Score
Mythic Power (Su): Have 23 MP
Surge (Su): Spend 1 MP to roll a d12 and add it to a die roll after the result (of said die) is revealed
Amazing Initiative (Ex): +10 on initiative (included). 1 MP to gain a standard action 1/turn.
Recuperation (Ex): Full HP after 8 hours of rest; 1 MP & a hour of rest heals ½ of HP and restores any limited use abilities
Mythic Saving Throws (Ex): Take no damage on a succeeded saving throw from a non-mythic source.
Force of Will (Ex): 1 MP to reroll any die roll; 1 MP to force a non-mythic creature to reroll
Unstoppable (Ex) 1 MP to end one of bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned.
Immortal (Su): If you are killed you come back to life in 24 hours unless you are killed by a coup de grace by or critical hit by a mythic creature or a coup de grace or critical hit made by a artefact.
Legendary Hero (Su): You regain Mythic Power 1/hour in addition to regaining all 1/day.
Enduring Armour: You are protected by armour made of force. This armour grants you an armour bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. If this armour is dispelled or otherwise ended, you can reactivate it as a swift action.
Crafting Mastery: You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you’re crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost or any other requirements.
Titan’s Bane: You can move through the space of any creature two or more size categories larger than you without provoking attacks of opportunity, and you can share such a creature’s space. When sharing a larger opponent’s space, you gain cover against all melee and ranged attacks it makes, and it is considered flat-footed for the purposes of any melee or ranged attacks you make against it.
Eldritch Flight
Path Dabbling: Fleet Charge Select one path ability from another mythic path. You must meet any other requirements that path ability has, including a minimum tier restriction.
Fickle Attack x2: Whenever you roll damage for a melee or ranged attack with a weapon or alchemical item, you can treat any natural 1s on the damage dice as if they were the highest possible number on those dice. You can select this ability up to three times. The second time you select it, treat 1s and 2s as the highest value. The third time, treat 1s, 2s, and 3s as the highest value.
Vanishing Trick: When you wish to not be seen, you aren’t. As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.
Bloody Streak: Whenever you successfully deal sneak attack damage to a creature, you can expend one use of mythic power as a swift action to heighten your bloodshed. Thereafter, every consecutive round that you deal sneak attack damage, add a cumulative +1d6 bonus on your sneak attack damage roll. The targets of these sneak attacks don’t need to be the same. You can gain a maximum number of bonus d6s on your sneak attack damage in this way equal to your tier. As soon as you fail to deal sneak attack damage to a creature in a round, this effect ends and you no longer gain the bonus on sneak attack damage until you use this ability again.
Precision Critical: Whenever you score a critical hit, double any extra precision damage dice, such as sneak attack damage. These dice are only doubled, not multiplied by the weapon’s critical modifier.
Supreme Trickster: At 10th tier, whenever you make an attack roll against a non-mythic foe, that foe is treated as flat-footed, even if it has abilities that prevent it from being flat-footed. Once per round when you roll a natural 20 on an opposed skill check against a mythic foe, you regain one use of mythic power.

Feats:
Weapon Finesse: You can use dexterity to hit instead of strength with appropriate weapons.
Two Weapon Fighting: -2 penalty if two weapon fighting with light weapons.
Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Dodge: Gain a +1 Dodge Bonus to AC
Weapon Focus (Kukri): Gain a +1 bonus to hit with kukris.
Dual Path: Select a mythic path other than the path you selected at your moment of ascension. You gain that path’s 1st-tier ability (either archmage arcana, champion’s strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path’s list or the list of universal path abilities.
Mythic Weapon Finesse: When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls. If you carry a shield, its armor check penalty doesn’t apply to either the attack rolls or the damage rolls.
Mythic Arcane Strike: Whenever you use Arcane Strike to enhance your weapons, the effect lasts for 1 minute instead of 1 round. If you expend one use of mythic power when using Arcane Strike, you can also add any one magic weapon special ability with a base price modifier of +1 to your weapons. This base price modifier increases to +2 at 4th tier, +3 at 7th tier, and +4 at 10th tier.
Mythic Dodge: Gain another Dodge bonus to AC. As an immediate action, you can spend 1 MP to grant yourself an additional +10 dodge bonus to AC against one attack.
Mythic Weapon Focus: Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. As a swift action, you can expend one use of mythic power to gain a bonus on attack rolls with your selected weapon equal to half your tier until the end of your turn.

Statistics
Strength 6 (10, -2 Race, -2 size)
Dexterity 38 (17, +2 race, +1 level, +10 Mythic, +6 enhancement, +2 size)
Constitution 14
Intelligence 12
Wisdom 14
Charisma 12 (10, +2 Race)

Traits:
Fates Favoured: +1 on all luck bonuses
Magical Knack: +2 Sorcerer CL.

Feats:
1 [Character]: Weapon finesse
2 [Rogue Trick]: Dodge
3 [Character]: Arcane Strike
5 [Character]: Two Weapon Fighting
[Mythic 1]: Dual Path
[Mythic 3]: Mythic Weapon Finesse
[Mythic 5]: Mythic Dodge
[Mythic 7]: Mythic Arcane Strike
[Mythic 9]: Mythic Two Weapon Fighting

Skills:
56 = [5x (8+1+1) + (4+1+1)
Acrobatics: +24 (6 ranks, +14 dex, +3 class)
Stealth: +28 (6 ranks, +14 dex, +3 class, +4 size)
Perception +12 (5 ranks, +3 class, +2 Wis, +2 racial)
Disable Device +26 (6 ranks, +14 dex, +3 class, +2 tools)
Spellcraft +10 (6 ranks, +1 Int, +3 class)
Knowledge Arcana +9 (5 ranks, +1 Int, +3 class)
Sleight of Hand +24 (6 ranks, +14 dex, +3 class)
Escape Artist +24 (6 ranks, +14 dex, +3 class)
UMD +9 (5 ranks, +1 Cha, +3 class)
Bluff +9 (5 ranks, +1 Cha, +3 class)

Languages: Common, Halfling, Elven

Racial Features:
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Class Features:
1 [Rogue]: Sneak attack +1d6, trapfinding
2 [Rogue]: Evasion, rogue talent
3 [Sorceror]: Bloodline power, cantrips, eschew materials, Ember - At 1st level, when making a Craft check involving metal, you can expend any number of uses of this ability (up to half your sorcerer level, minimum one use) to gain a circumstance bonus on the check equal to twice the number of uses expended. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
4 [Rogue]: Sneak attack +2d6, trap sense +1
5 [Rogue]: Befuddling Strike - When the rogue deals sneak attack damage against an opponent, that opponent takes a –2 penalty on attack rolls against the rogue for 1d4 rounds. Scouts Charge - At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.
6 [Rogue]: Sneak attack +3d6

Mythic Features:
1 [mythic]: Hard to kill, mythic power, surge +1d6, mythic feat
2 [mythic]: Amazing initiative, ability score
3 [mythic]: Recuperation, mythic feat
4 [mythic]: Surge +1d8, ability score
5 [mythic]: Mythic saves, mythic feat
6 [mythic]: Force of will, ability score
7 [mythic]: Surge +1d10, mythic feat
8 [mythic]: Unstoppable, ability score
9 [mythic]: Immortal, mythic feat
10 [mythic]: Legendary hero, surge +1d12, ability score

Path Features:
1 [mythic]: Archmage Arcana, Trickster Attack, path ability
2-9 [mythic]: Path ability
10 [mythic]: Supreme Trickster, path ability

Mythic Abilities:
Archmage Arcana: Mage Strike, Trickster Attack: Surprise Strike,
1 – Enduring Armour
2 – Crafting Mastery
3 – Titan’s Bane
4 – Eldritch Flight
5 – Path Dabbling: Fleet Charge
6 – Fickle Attack
7 – Vanishing Trick
8 – Bloody Streak
9 – Precision Critical
10 – Fickle Attack

2,500 Permenant Reduce Person.
*27,000: Belt of Dexterity +6
*37,500: Amulet of Nat Am +5
*37,500 Ring of Protection +5
40 000: Ring of Freedom of Movement
25 000: Cloak of resistance +5
2 500: Golembane Scarab
*37,500 2x +3 Ghost Touch, Keen Kukri
3000 Lesser Extend Metamagic Rod
12,000 Boots of Speed
24,600 Crown of Conquest
5000 Dusky Rose Ioun Stone (+1 Insight to AC)
*22,500 Pale Green Prism Ioun Stone (+1 competence bonus on attack rolls, saves, skill checks, and ability checks)

Total:314,100

I'd be happy to get a Gobo Horde Optimising (TM) :)


While I'm sure the GHO is coming, until then here's my look over it.

Your dex bonus varies across the character sheet. There are instances of +9, +13 and +14. I think +14 is correct.

Your feats disagree on what they are between the long descriptions and the short list. Basically you have either weapon focus / Mythic WF or TWF / Mythic TWF. Though if you have TWF then I'd suggest Potent Surge, Maximise Surge or even Extra Mythic Power instead because Mythic TWF is terrible.

With the mythic ability Amazing Initiative which we all have your initiative should be +24 I think.

From the OP: 'crafters may use feats to have crafted for anyone in the party (but you must have all prerequisites for each item.)' - you've got the feat prereqs via Crating Mastery but mostly not the spell or other prereqs.
e.g. for the ioun stone, Construction Requirements Craft Wondrous Item, creator must be 12th level - we aren't.
for the kukris you need plane shift & keen edge, which none of us have (or even can have in the case of plane shift).
etc.

A Crown of Conquest comes from sources outside those listed (either UE or ARG).

Having some means of flight of your own, even if it's a single scroll of Fly, seems like a good idea.

BTW why are golembane scarabs popular? There's two people have them now and golems aren't that common IME, and they can be beaten without the scarab.


Lol I seem to be in high demand :)
However, my next big project for this would be to get my own submission built up and finalized.
I need to have something of my own to show for this effort ^_^

As for the Golembane Scarab, I would imagine that is because golem DR is significant and the scarab makes that particular threat a non-issue, and for a cheap 2,500.
However, some of us get built in ways of ignoring DR due to Mythic so for us it might be a moot point.

avr wrote:

From the OP: 'crafters may use feats to have crafted for anyone in the party (but you must have all prerequisites for each item.)' - you've got the feat prereqs via Crating Mastery but mostly not the spell or other prereqs.

e.g. for the ioun stone, Construction Requirements Craft Wondrous Item, creator must be 12th level - we aren't.
for the kukris you need plane shift & keen edge, which none of us have (or even can have in the case of plane shift).
etc.

Good call. I had misread that, or rather simply did not put enough thought into that :/

I will have to keep that in mind.
I wounder if buying the relevant spell as a scroll would be allowed and cheaper. Wild Arcana also exists.


avr wrote:
Your dex bonus varies across the character sheet. There are instances of +9, +13 and +14. I think +14 is correct.

I'll take another look - thanks for the spot.

avr wrote:
Your feats disagree on what they are between the long descriptions and the short list. Basically you have either weapon focus / Mythic WF or TWF / Mythic TWF. Though if you have TWF then I'd suggest Potent Surge, Maximise Surge or even Extra Mythic Power instead because Mythic TWF is terrible.

With the number of times I changed my mind - I'm not surprised!

avr wrote:
With the mythic ability Amazing Initiative which we all have your initiative should be +24 I think.

Cool!

avr wrote:

From the OP: 'crafters may use feats to have crafted for anyone in the party (but you must have all prerequisites for each item.)' - you've got the feat prereqs via Crating Mastery but mostly not the spell or other prereqs.

e.g. for the ioun stone, Construction Requirements Craft Wondrous Item, creator must be 12th level - we aren't.
for the kukris you need plane shift & keen edge, which none of us have (or even can have in the case of plane shift).
avr wrote:
A Crown of Conquest comes from sources outside those listed (either UE or ARG).

Oh God... spending the money was hard enough already!

avr wrote:
Having some means of flight of your own, even if it's a single scroll of Fly, seems like a good idea.

Eldritch Flight covers that :)

avr wrote:
BTW why are golembane scarabs popular? There's two people have them now and golems aren't that common IME, and they can be beaten without the scarab.

I'd hate the DR - my max damage per strike would be 36 and Golem DR would eat between 1/4 and 1/2 of that each time...

@GH: Even with Wild Arcana I think I'd have trouble meeting the pre-reqs for crafting... honestly though, after all the trouble I went through trying to find useful items in the first place I'm not sure I can bring myself to go and try find some more...

Grand Lodge

Dotting this. Seems fun.

One thing that eludes me. If we are playing spellcasters, does mythic tier adds to our caster level or does it remains at 6?


Caster Level remains at 6. Your max spell level also remains fixed at whatever level your 6th lvl caster could cast (so a wizard is capped at 3rd lvl spells).

Note that there are specific Mythic path abilities that use your Mythic Tier to set your CL, not your Class Level.
An example is the Tricksters Vanishing Move;

Vanishing Move wrote:
When you wish to not be seen, you aren’t. As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.

You may find that because our Tier is so much higher then our Level that certain abilities get wacky, or extremely strong :/


@Gobo Horde

General:

Gobo Horde wrote:


It will be a bit long winded but I can take a look.
It took me a lot longer to go through then I anticipated, but thats because I went through very thoroughly...
Also note, I think its a really neat build :) The combination of using Absorb Blow, Saving Shield and Mythic Deflect Arrows should make you very resistant! Even without relying on raw hps to do so.
You also have some ability to support the people around you, allowing them to shine. Cage Enemy and Draw Fire will make someone happy (looking at you, mage >_>)
I do like the build a lot, even if the below seems quite negative it is because most of the stuff I don't mention is good.

Thank you, I put a lot of time into this build

Gobo Horde wrote:


You do varying damage based on distance, and that might be a pain to crunch out mid-game. Your actual, non-AoO attacks are very weak, and you cannot force AoOs very easily. A big problem is that aside from 1 weak attack, you have nothing to do with most of your actions during your turn.

I was concerned about this. Suggestions on how to fix it?

Gobo Horde wrote:


You have many options using your swift/immediate actions that may make choosing which ones to use difficult, and some of them are redundant and cannot be used together so eliminating some of those might free up some abilities/feats for other options. Adamantine shield might be a nice idea?
Specifically, give a second thought to Mythic Dodge and Mythic Combat Reflexes.

I really don’t give much thought to action economy when building characters. Probably a huge failing.

Gobo Horde wrote:


I would also like to bring up Mythic Dodge. If you don't spend MP, then Mythic Dodge is only worth 1 AC, which isn't much.
If you ARE going to spend MP, then which is better? +10 AC or -50 damage? You can only do one or the other, and Absorb Blow is free whereas Mythic Dodge costs 1/5ths of your mythic feats. It might be worth trading that out for something else.

I never thought of it that way. I will probably ditch mythic dodge for one of your other suggested feats.

Gobo Horde wrote:


Another one is Mythic Combat Reflexes. Without it you can make currently make 5 AoOs which is a fair bit, but less then infinite.
This feats ability to spend a swift/MP simply means the target provokes for each square he moves through, rather then once for the whole movement. (So if he is 10ft away but within reach, he provokes by moving 5ft towards you an then again for moving 5ft left)
The thing is, you cannot combine it with Cage Enemy because that also requires a swift to activate :(
So which is better? spend a swift to potentially get multiple AoOs off of a single movement, or spend a swift to force a creature to stand still for a round, if you hit him with an AoO? Remember, if you DO do this, you cannot use a lot of your defensive abilities that round as well.
Also ask yourself, is 5 AoOs enough? Do you need more?
It may be more beneficial to simply get more Dex somehow and get something else.

I Probably don’t need more. Again, going to switch the feat

Concerning my shield:

Gobo Horde wrote:


As far as I can tell, you have a steel shield with a +5 Enhancement bonus and the Shield Focus feat, correct? (granting you +8)

Correct.

Gobo Horde wrote:


If you plan on using the Saving Shield ability, then you will need to know its hps.
Also note: Saving Shield is not a sunder attack, Unyielding only grants immunity to sunders, so Saving Shield will still damage the shield, if you do not spend MP.
A steel shield has a base hardness of 10 and 20hps.
Each +1 Enhancement bonus adds +2 hardness and +10hp. So a +5 Enhancement grants +10 hardness and +50hps.
The Unyielding Legendary property doubles the hardness and triples the hps so at this point you have 40 hardness and 210hps.
This means that, once a round you can just ignore a hit of 40 damage or less, or spend 1MP to reduce an attack by 210!!!damage.
Considering your total hps are about 140, this is a lot :)
But you can increase this :)
Or make it of Adamantine? It should cost about 2,850gp extra but it would have an end hardness of 60 and 228hp.
Absorbing Blow and Saving Shield is a good combo :) Saving Shield reduces damage by 40(60) damage, or 210(228)damage for 1MP.
You will find you can use Absorbing Shield rarely, but when you do, you can block 2 attacks a round, or 1 massive 278 damage attack :)

I thought about this. Two things I notice about what you typed.

1. The shield is a greater artifact. Greater artifacts are immune to the broken condition and cannot be destroyed except for a specific condition.
2. The Sacrificial Shield ability does not require me to spend 1 MP to block with both hardness and Hitpoints
My original plan was to make it adamantine but it seems I never got around to doing that.


Ancient Dragon Master wrote:
Gobo Horde wrote:
You do varying damage based on distance, and that might be a pain to crunch out mid-game. Your actual, non-AoO attacks are very weak, and you cannot force AoOs very easily. A big problem is that aside from 1 weak attack, you have nothing to do with most of your actions during your turn.
I was concerned about this. Suggestions on how to fix it?

I had a few ideas but none of them seemed to fit :(

Actually I found a great idea :)
Take the Drive Back Guardian ability to shove anyone who is adjacent to you backwards. If you use your Immediate action, you can use your Surge ability to gain +1d12 to the Combat Maneuver roll. Or, even better, you can use this with the Cage Enemy ability to great effect!
Activate Cage Enemy, then Bull Rush everyone in your range, each enemy would then provoke!
This would allow you some more control over your own AoOs but your Bull Rushes are rather weak tho, so you would need to see about buffing them.
Bull Rush ideas:

Imp Bull Rush is +2, Mythic Bull Rush is +5, Gauntlets of the Skilled Maneuver would grant you +2.
1/minute Titanic armor grants ~+4-+5.
Permanent Enlarge Person would add +1 Size Bonus (And +5 reach!).
Pauldrons of the Bull lets you roll Bull Rush attempts twice, which is very nice!
The Impact Weapon Enchantment adds your Enhancement bonus to your Bull Rushes, so thats +5 right there if you can afford it.
Thorny Ioun Stones grant +2 bonus.
Belt of Thunderous Charging also grants +2 bonus, and more damage if you charge.
The Leveraging weapon Enhancement adds double(!!) your Enhancement bonus to Bull Rushes.

Theres some ideas, anyways.

As for your AoOs, I now realize it is not quite as bad as I stated, you get the bonus to attack and damage to your AoOs regardless of its range, so your AoOs do the full damage out to the limit of your reach, except the 5ft area around you. Which will make crunching it out in combat simpler, just 2 different numbers and ranges depending on if you normal attack or AoO, with you being unable to attack adjacent targets.
As for adjacent targets, I had some ideas, but a simple 5ft-step backwards might be good enough in 80-90% of the time.
Or Armor/Shield spikes. Even a +3 or +4 Spikes doesn't cost tooooo much and will at least give you something :/
Thought of Shield Master but that is significantly higher level requirements then I remembered...

As for what to do during your turn, heres a few ideas.
Bull Rush, as above
Aid Another, with the Benevolent Armor/Benevolent Weapon Enhancements, its a standard action to add +7 to the targets AC or To Hit, which is pretty good, and you can do it twice a round with the Amazing Initiative Mythic ability. Your extra range will also help.
Get a Ring of Tactical Precision (or two!!) and the Exceptional Aid Teamwork feat. Imbue the ring with the Exceptional Aid feat and give it to someone. Now when you use Aid Another on them, you grant them a +10 to hit/AC, which is huge! (+2 Aid Another, +5 Benevolent, +2 Exceptional Aid, +1 Ring)
If you add in the Bodyguard feat, then allies beside you can be significantly difficult to hit...
Or grant them the Harrying Partners Teamwork feat with the ring, now the bonuses last an entire round instead of only 1 attack Edit: Nm, needs +6 BAB, you only have +5 :(
Or the Paired Opportunists teamwork feat to get more potent AoOs more often.

Or, you can go Mythic Persuasive feat to demoralize foes. Spending MP to count the roll as a Natural 20 should make for a really high roll and easy intimidate. The Antagonize feat would allow you to "tank" some hits by forcing people to target you.
Enforcer or Cornugon Smash can add Intimidate chances to your attacks.
Dazzling Display, Mythic Dazzling Display and possibly Mythic Persuasive can be pretty potent against anything not immune to fear. Making all creatures in an AoE Frightened for even a few rounds is potent.

Well, theres a few ideas anyways, you obviously cant do them all, but it might give you some ideas of whats available.
I'll see if I can think of some more.

Ancient Dragon Master wrote:
Gobo Horde wrote:

You have many options using your swift/immediate actions that may make choosing which ones to use difficult, and some of them are redundant and cannot be used together so eliminating some of those might free up some abilities/feats for other options. Adamantine shield might be a nice idea?

Specifically, give a second thought to Mythic Dodge and Mythic Combat Reflexes.
I really don’t give much thought to action economy when building characters. Probably a huge failing.

I am a natural power gamer ^_^ Its actually not as great as it seems >_> It is too easy to get lost in all the options and combos, and often leaves you with 2 unfortunate mindsets.

1: This ability/combo is cool! But its not as powerful as this other-overpowered-but-bland-combo so I cant justify taking it.
2: I have researched this idea into exhaustion and now i am no longer interested in it D:

Honestly, its easier to just be happy with the neat things you do find, without getting all caught up in making it "Efficient" and "Powerful", and so I actually kinda envy you :)
The negative word for this is Obsessive-Compulsive Disorder... :(

Ancient Dragon Master wrote:

Considering My Shield

I thought about this. Two things I notice about what you typed.

1. The shield is a greater artifact. Greater artifacts are immune to the broken condition and cannot be destroyed except for a specific condition.
2. The Sacrificial Shield ability does not require me to spend 1 MP to block with both hardness and Hitpoints
My original plan was to make it adamantine but it seems I never got around to doing that.

I hadn't thought of that. Interesting. I see that now. I guess it would work that way! No need to spend any MP then :)

Oh ya, final neat trick you can do, if you want :)
You can wear a Spiked Gauntlet on each hand and still use that had to wield your weapon/shield. Same with a pair of Rope Gauntlets (even if you are not proficent). You can similarly wear a Dwarven Boulder Helm which counts as a weapon without occupying your hands, proficency doesn't matter. Or simply use Armor/Shield Spikes.
Anyways, enchant 1 or more of the above as a +2 Defending or Guardian weapon.
Then convert all of its bonus to your AC/Saves all the time for a cheap 18,00gp +2 to them that stacks with everything else.
Simply wear 2 gauntlets and you get +4 to all saves that stacks with your +5 Cloak of Resistance, ect :)


If that's all OCD does to you Gobo, consider yourself lucky. It can be downright crippling.

Cornugon Smash BTW is one more thing outside the list of allowed sources. The same with rope gauntlets and dwarven boulder helms. Gauntlets & spiked gauntlets are fine of course.


Gobo Horde wrote:

I am a natural power gamer ^_^ Its actually not as great as it seems >_> It is too easy to get lost in all the options and combos, and often leaves you with 2 unfortunate mindsets.

1: This ability/combo is cool! But its not as powerful as this other-overpowered-but-bland-combo so I cant justify taking it.

I don’t have enough experience with pathfinder to really have that overpowerd but bland thing in the back of my mind. I still can’t bring myself to take feats that are clearly sub-optimal for the purpose of flavor.

I have a friend in my gaming group that never takes anything for the mechanical value when he could take something that is clearly more flavorful. As a result he ends up a power level below APL (even the iconics took useful feats). I don’t think he has ever taken weapon focus in his life.


Ya, I definitely don't have OCD, I probably do have ADHD tho, and its more of a hyper focus from that that can be difficult to disengage from.
I DO have a different mood disorder that can be physically crippling so I am well aware of the potential one of those can have on hijacking someones life. :(

Pathfinder can be a great escape for someone with an overtly hyperactive mind while also being constrained to a chair. It gives me rules and structure to design and create any of the different ideas that may pop into my head, so that's fun.
And sometimes, occasionally, I get to do something grand with it >:)
Current project I am working on is to convert as much knowledge about the Starwars Universes Droids as I can to Pathfinder and set up a working system to stat out all of them, as needed >:)
Current WiP is Here where I have designed a "Droid" type, and wrote up a section on Droid command structure, the different modes of movement, Droid Armor, and I am currently starting to create the different Droids as subtypes, basically your Astromechs, Protocol Droids, Battle Droids, Droideka and more, and I am doing so by using the Race Builder rules. Then I giving them a "Class Designation", a type of Racial Archetype that will give them racial abilities based on their designation, such as the R-series Astromechs getting a different ability depending on if they were from the R1 to R5 series.
Its still in early development so it will take a significantly longer period of time to finish.

So basically its an overtly large project that should keep me busy for quite a while and add nicely to my Homebrew Reprevoir :)


Gobo Horde wrote:


Or, you can go Mythic Persuasive feat to demoralize foes. Spending MP to count the roll as a Natural 20 should make for a really high roll and easy intimidate. The Antagonize feat would allow you to "tank" some hits by forcing people to target you.
Enforcer or Cornugon Smash can add Intimidate chances to your attacks.
Dazzling Display, Mythic Dazzling Display and possibly Mythic Persuasive can be pretty potent against anything not immune to fear. Making all creatures in an AoE Frightened for even a few rounds is potent.

Fear is a mind-affecting affect. At this level immunity to mind-affecting effects is common.

Grand Lodge

Blaster (Wip):

Race: Human
Class: Sorcerer
Mythic Tier: Trickster/Archmage 10 (Dual Path)
Init: +22; Senses: Perception +16; Low-Light Vision, Blindsense 30ft, True Seeing

Defense

AC: 40 = 10 + 13 Armor + 10 Dexterity + 5 Deflection + 1 Insight
Touch: 26 = 10 + 10 Dexterity + 5 Deflection + 1 Insight
Flat-Footed: 28 = 10 + 13 Armor +5 Deflection

HP: 123 (6d6 + 3 Favored Bonus + 42 Constitution + 40 Mythic)
MP: 23
LP: 2

CMD: 29 = 10 + 3 BAB + 10 Dexterity + 5 Deflection + 1 Insight

Fortitude: +14 = 2 Base + 7 Constitution + 5 Resistance
Reflex: +17 = 2 Base + 10 Dexterity + 5 Resistance
Will: +15 = 5 Base + 5 Wisdom + 5 Resistance

Offense

Speed: 30 Land Speed (60 Fly, Good Maneuverability)

CMB: +2 = 3 BAB - 1 Strength

BAB: +3

Melee Attack: +11 (1d3)

Feats

[HB] Weapon Finesse
[1] Maximize Spell
[3] Spell Focus (Evocation)
[5] Spell Specialization (Magic Missile)
[Mythic 1]: Dual Path (Archmage)
[Mythic 3]: Mythic Maximize Spell
[Mythic 5]: Mythic Lore (Magic Missile, Scorching Ray, Fireball or Blink, False Life)
[Mythic 7]: Extra Path (Legendary Item; Undetectable & Upgradable)
[Mythic 9]: Extra Path (Path Dabbling; Spell Shatter)

Statistics

Strength 10
Dexterity 30 (15 Base + 2 Race + 1 Level + 6 Mythic + 6 Enhancement)
Constitution 24 (16 Base + 4 Mythic + 6 Enhancement)
Intelligence 13
Wisdom 20 (14 Base + 6 Enhancement)
Charisma 13 (12 Base + 1 Inherent)

Traits

Gifted Adept (+1 CL on Magic Missile)
Reactionary (+2 to Initiative)

Skills

Perception +16 (6 ranks + 5 ability + 5 item)
Stealth +16 (6 ranks + 10 ability)
Fly +19 (6 ranks +3 bonus + 10 ability)

Languages: Common, Draconic

Racial Features

Human Bonus Feat

+1 Skill Points per level

Class Features

Elemental [Primal] Bloodline (Fire; +1 damage per dice)

Elemental Ray: 4/day 1d6+3 Fire damage

Fire Resistance 10

Spells Known (7/4/2/1)

0th (Unlimited) - Acid Splash, Ray of Fatigue, Ray of Frost, Read Magic, Detect Magic, Sift, Ghost Sound
1st (13/day) - Magic Missile, Snowball, Long Arm, Shield, Burning Hands (Bonus Spell), Vanish (Bonus Spell), Obscuring Mist (Bonus Spell)
2nd (6/day) - Scorching Ray, Mirror Image, Resist Energy
3rd (4/day) - Blink or Fireball

Mythic Features

Trick: Fleet Charge; Spend 1 MP to move up to speed & make one ranged/melee that bypass DR

Archmage Arcana: Wild Arcana; Spend 1 MP to cast spell without using a slot at +2 CL

Legendary trickster: Roll Nat 20 on opposed skill, regain 1 MP

1 [mythic]: Hard to kill, mythic power, surge +1d6, mythic feat
2 [mythic]: Amazing initiative, ability score
3 [mythic]: Recuperation, mythic feat
4 [mythic]: Surge +1d8, ability score
5 [mythic]: Mythic saves, mythic feat
6 [mythic]: Force of will, ability score
7 [mythic]: Surge +1d10, mythic feat
8 [mythic]: Unstoppable, ability score
9 [mythic]: Immortal, mythic feat
10 [mythic]: Legendary hero, surge +1d12, ability score

Mythic Path

1 – Deeper Understanding
2 – Enduring Armor
3 – Eldritch Flight
4 – Arcane Metamastery
5 – Arcane Metamastery
6 – Supreme Stealth (Blindsight)
7 - Mythic Sight
8 – Mythic Sight
9 – Channel Power
10 - Resilience Arcana or Enhance Magic Item

Gear

50 000: Belt of Physical Might (Dexterity, Constitution) +6
36 000: Headband of Inspired Wisdom +6
40 000: Ring of Freedom of Movement
50 000: Ring of Protection +5
43 000: Cloak of resistance +5
20 000: Ring of Wizardry I
5 000: Dusty Rose Prism Ioun Stone
8 000: Hand of Glory
8 301: +1 Ghost Touch Whip
27 500: +1 Tome of Leadership & Influence
2 500: Eye of the Eagle

Total:???

It's a fun exercise. Can't say that I settled on this yet. I still have multiple concepts floating in my head; archer monk or bard marshal. But we shall see...


Extra Path Ability doesn't say you can take it more than once; for a feat that means you can't. Mythic Spell Lore gives you 10 mythic spells at 10th tier, not just 5. You do need to have the non-mythic version in your spells known though. Mythic Maximize Spell comes from outside the list of sources.

A blaster sorcerer without a weird bloodline and with a charisma of 13 seems really, really wrong to me.

Its interesting how similar and how different it is to my archmage though.


avr wrote:


A blaster sorcerer without a weird bloodline and with a charisma of 13 seems really, really wrong to me.

Agreed. For a utility/buff sorcerer you could get away with a charisma of 13 but blasting relies on save DC’s.


Ancient Dragon Master wrote:
avr wrote:


A blaster sorcerer without a weird bloodline and with a charisma of 13 seems really, really wrong to me.
Agreed. For a utility/buff sorcerer you could get away with a charisma of 13 but blasting relies on save DC’s.

I think the idea is to blast away with Super Powered Mythic Magic Missiles all day.

Those don't grant a save, so they don't need Cha. They also auto-hit, so they don't need Dex either...


Gobo Horde wrote:
Ancient Dragon Master wrote:
avr wrote:


A blaster sorcerer without a weird bloodline and with a charisma of 13 seems really, really wrong to me.
Agreed. For a utility/buff sorcerer you could get away with a charisma of 13 but blasting relies on save DC’s.

I think the idea is to blast away with Super Powered Mythic Magic Missiles all day.

Those don't grant a save, so they don't need Cha. They also auto-hit, so they don't need Dex either...

It’s still only 6 missiles (with a 1 level boost and augmented) for 12d4+6/round for 13 rounds/day.

24d4+12 w/quickened up to 6.5 rounds/day


With mythic maximize spell, if it came from an allowed source (it's actually from a book a pathfinder dev wrote as Rogue Genius Games), that'd be a flat 81 force damage as a second level spell costing 3 uses of mythic power or 48 as a first level spell costing 5 uses of mythic power. How to burn thru those 23 uses fast I guess. All day may be an overstatement.

Grand Lodge

Blasting away with Mythic Magic Missile? Not really. It is more of a pocket pick. Multiple reasons for huge dex on top of huge AC/Ref bonus.

(1) Ray/Ranged Touch focused
(2) Weapon Finesse w/ whip for shatter spell ability
(3) Not going for spells that require saves (e.g fireball)
(4) Supreme stealth/Undetectable combo (hello, PF darkstalker feat in path format)

I don't need too much charisma for this route. Invest heavily and get what in return? Like 2 extra spells. Think ring of wizardry compensate that for a better return. MP Efficiency and consistent damage is another of the pros of this build. I can spam maximized mythic scorching ray w/ channel power for half the amount of MP that would normally use to get off a maximized mythic fireball/magic missile w/ channel power. It also give you safety net vs heavily buffed enemies and something to do if you ran out of MP and spells. Overall, this is more of a play safe build.

Of course, I could ditch dex for charisma and go normal fireball/magic missile sorcerer build that trumps this build damage wise.


You do have snowball, burning hands and 'Blink or Fireball' listed. The first two and fireball have saves. Though snowball is one more thing outside the list of sources.


So. Browsing Reckless's campaigns and there hasn't been any activity in about 2 weeks.
Pinging Reckless! Hello? Is this still on?


Looks like no?

51 to 100 of 100 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / How Broken? An interest check / recruitment (short term, Mythic P6) All Messageboards

Want to post a reply? Sign in.