| Rehil Ecraish |
I'll go Trickster, leaning toward the combat trickster or unseen blade themes. In any event, the Deadly Dodge ability looks like too much fun to pass up even if it will delay rounds. There are too many feats. Profoundly uninspired, I think I'll settle on mythic Dodge.
Are we stacking Action Points with mythic surge?
Legendary Item makes my head hurt.
Legendary Item (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
Does this mean that when you select this 1 ability, you get three, albeit at the risk of someday losing the item? I could see this breeding bad blood between DMs and players.
| Ashshar |
I decided upon being the Mighty Scaled Champion:
-Champion Path
-+5 Hit Points
-Champion Strike: Sudden Attack
-Mythic Feat: Mythic Rapid Shot
-Path Ability... here I have four choices for which I'd appreciate input.
First option is Climbing Master because I love the versatility it gives. Second is Limitless Range. And the third one is Imprinting Hand, which I think is flavourful and really usefull pkus makes Ashshar look like a true avatar of The Hunt.
And then there's always the option of picking Legendary Item, but for now I can't picture a real good item for Ashshar unless it is a "blessed" bow or something like that
| Tal'Va'Nocht |
You get 3 legendary item abilities, not path abilities. I wish they'd quit using the same term for multiple things.
| Wultram Denka |
@Ashshar: Since you asked for feedback. I seriously doubt climbing master is worth it. Just a bit too niche. Out of the ones you mentioned limitless range is probably the best but a bit boring and not sure how often it would come into play since bows have pretty nifty range to start off with. Imprinting hand ain't bad since as lizardfolk you got natural attacks. I would suggest looking at snipers riposte, if you are looking to focus on ranged.(I recall you having pretty good stealth score.)
| Cole. |
Rehil Ecraish wrote:Glad you mentioned that. With Mythic Surge, I am retiring Action Points as you don't need two mechanisms to fiddle dice rolls.Are we stacking Action Points with mythic surge.
Glad I didn't take Raging Luck, then. :D
Also, should I go ahead and update Cole's character sheet with the Mythic stuff? (and remove Action Points?)
| Tal'Va'Nocht |
That limitless range isn't just for bows.
Multiply the range increment on all of your ranged and thrown weapons by 5 feet, and these weapons no longer have a maximum range increment for you. You can throw any melee weapon as if it had a range increment of 20 feet—this increment isn't multiplied by 5, but the weapon doesn't have a maximum range increment.
This is an AWESOME ability for an alchemist, and decent for anyone who wants to be a sniper. Note this is for any thrown weapon, nets, daggers, sling stones, alchemical weapons... And a 5ft square is pretty easy to hit, even at extremely long range at higher levels.
Imagine if you could have thrown alchemist fire at those ballista that were firing on you earlier?
I have a bloodrager with this ability that keeps 10 standard chakra on him at all times to throw when some jerk is flying away or running away on horse back. Has stopped some people from getting away by taking the horse out from under them.
Aubrey the Malformed
|
As for Nalverren, i had another idea. Mythic Genius (if i remember correctly, though i'm away from books). But that would require DM approval (i'll get you a link to source or copy abilities, GM, once i get home).
If that doesnt work, i guess trickster. Nothing goes well with artificer unless the mage path has stuff about activating magic items, since i dont actually cast spells. If i go trickster, i dont know what flavors you speak of. I'm not actually a huge fan of mythic so i havent spent much time with it though i have played and do play in a handful of mythic games.
I've had a look, that seems fine to me.
| Nalverren |
1. Flash of Omniscience is a favorite ability of mine. However, Nalverren doesnt technically have an arcane caster level. Would you allow him to use his Artificer level vice arcane caster level? If not, or if you think the ability problematic, no big deal. There are already more abilities that i want than the number of abilities we are likely to gain.
Flash of OmniscienceA (Ex): Your ability to recall information
is astounding. When you take 10 on any Intelligence-based skill
check, add your tier to the result. As a free action, you can expend
one use of mythic power to ask one question as if using divination.
The base chance for a correct answer is 70% + your highest arcane
caster level + your tier (maximum 100%). The answer doesn’t come
from a divine agent, but from your own native understanding;
therefore, the answer is never cryptic. If you don’t get a correct
answer, it’s like failing a Knowledge check, and you can’t use this
ability on this question again.
2. Though I am obviously an Artificer and as such have the ability to more realistically craft-on-the-go, supplies are definitely an issue. We aren't getting much (or anything) in the way of loot. Is that likely to continue? I am wondering about taking some more craft-related abilities, but I worry that they might be wasted if i can never afford to use them.
| Nalverren |
I'd like to take Mythic Craft Wand as my feat. However, it requires Caster Level 5 as the normal pathfinder feat Craft Wand requires Caster Level 5.
However, as an artificer, I get Craft Wand a level early. Would you allow me to take the mythic version of the feat since i already have Craft Wand?
| Rehil Ecraish |
** spoiler omitted **
Who are you and what have you done with the real Nalverren?
| Nalverren |
changed the ol' profile pic, since i am mythic now. also i didnt really like the old avatar face, and they've added a lot of new ones since i made the character.
| Vaard |
Aubrey,
It's not in the core Mythic Adventures book, but would you allow Mythic Pack Attack?
Pack Attack (Combat, Mythic, Teamwork)
You circle around your foes and bring them down.
Prerequisites: Pack Attack UC .
Benefit: When you are adjacent to an ally with this feat, the
first time you attack an opponent you can take a 5-foot step
as a free action even if you have already moved this round. In
addition, any time an ally with this feat attacks a target you also
threaten, you can take a 5-foot step as an immediate action (or
as a free action if you expend one use of your mythic power).
Normal: You can only take a 5-foot step if you have not
otherwise moved in the same round.
I'm thinking of taking either that or Mythic Paragon as Vaard's first mythic feat.
| Vaard |
Well, there's the Warleader class feature:
The warlord excels in the theater of war because he knows how best to work with his allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus feat (he must meet the prerequisites for this feat to select it). As a standard action that the warlord performs, the warlord and allies within 30- ft. of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one of his own (with all allies within 30-ft. of him) or an ally's (in which case only the warlord receives the ability to use the teamwork feat he does not possess). The warlord and allies retain the use of this feat for 3 + the warlord's Charisma modifier in rounds. The character may use this ability 1 + Charisma modifier times per day at 3rd level (minimum of 1), and one additional time per day for every four warlord levels the character possesses.
(Emphasis mine). The question then becomes whether I can share Mythic Pack Attack with teammates who don't have regular Pack Attack (since the non-mythic version is a prerequisite). I.e., can I share teamwork feats with others who don't meet the prerequisite for that feat? If not, the Warleader class feature becomes a lot less useful.
| Tal'Va'Nocht |
I believe the mythic version would work for you if you shared the non-mythic version with someone else. But they wouldn't get the non-mythic benefit.
I do question if it's worth a mythic feat though, seems a bit weak as an option. Then again, teamwork feats in general seem to be weak to me, given they require multiple people to get them.
| Vaard |
Sean K Reynolds says that teamwork feats were only ever meant to be used by classes like Cavalier (and Warlord) that can share their teamwork feats with those that don't have it. Problem is, most teamwork feats would be bad even if they didn't have that limitation.
I agree that Mythic Pack Attack is fairly weak. Problem is, none of the other feats I already have have worthwile myhtic-izations, and I do need to spend my mythic feat on something. The other potential option is Mythic Multiattack
This creature’s natural weapon attacks possess an
unearthly grace and ferocity.
Prerequisite: Multiattack.
Benefit: The creature’s secondary attacks with natural
weapons are treated as primary attacks. Additionally, if
the creature successfully strikes the same opponent with
all of its natural weapon attacks in the same round, it can
expend two uses of mythic power as part of the attack to
rend its opponent for an additional 1d4 points of damage
for each mythic rank the attacking creature possesses.
Normal: Without this mythic feat, the creature’s
secondary attacks with natural weapons take a –2 penalty.
Which I could take if Aubrey is okay with it. But ultimately, it's just a number boosting feat, which I typically avoid if I can.
| Tal'Va'Nocht |
Other options :
Dual Path : pick from two paths, seriously considering taking this myself.
Legendary Teamwork : Requires two teamwork feats, but if you have them, then this lets you increase their numerical boosts.
Potent Surge : Add +1 to all surge rolls
| Nalverren |
there is nothing in there that says they must qualify for the feat.
| Tal'Va'Nocht |
Having looked at it, I think I'm going with the following, thoughts?
Mythic Feat : Dual Pathed (must be taken at 1st tier) : 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.
Heirophant/Champion
Heirophant Ability :
Champion Ability : Fleet Charge (Ex): 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.
Path Ability : Sustained by Faith (Su): You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours.
Heirophant Ability : Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
My Logic : You have to do Dual Path at 1st tier if you are going to. Tal is a martial/caster (Paladin/Sorcerer), so both paths work for him. Fleet charge lets him get into position more easily, and also get an attack in while doing so. Sustained by Faith means he can be on watch 23 hours a day, and restore his spells/etc with 1 hour of meditation. Inspired spell means he can use his MP at the end of the day to convert them into cure spells, then meditate, and get his MP back.
I think his next ability will be Incredible Speed at Tier 2. That will double his ground speed, letting him get around the battlefield and do heals as needed. He can also be the rear guard, self healing as others escape, and then run super fast to catch up.
Aubrey the Malformed
|
Aubrey,
It's not in the core Mythic Adventures book, but would you allow Mythic Pack Attack?
Mythic Heroes Handbook, pg 206 wrote:I'm thinking of taking either that or Mythic Paragon as Vaard's first mythic feat.Pack Attack (Combat, Mythic, Teamwork)
You circle around your foes and bring them down.
Prerequisites: Pack Attack UC .
Benefit: When you are adjacent to an ally with this feat, the
first time you attack an opponent you can take a 5-foot step
as a free action even if you have already moved this round. In
addition, any time an ally with this feat attacks a target you also
threaten, you can take a 5-foot step as an immediate action (or
as a free action if you expend one use of your mythic power).
Normal: You can only take a 5-foot step if you have not
otherwise moved in the same round.
This is fine. I'd probably add the caveat that only mythic characters get the benefit of the mythic teamwork feat but that should not be a drag on the party. That said, while feats just impacting numbers might feel boring, as a champion Vaard's job is basically to kick the s!+~ out of enemies. That means hitting lots in combat and doing lots of damage, and those number boosts come in handy for that so don't dismiss them out of hand.
| therealthom |
Well, there's the Warleader class feature:
Warlord class wrote:The warlord excels in the theater of war because he knows how best to work with his allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus feat (he must meet the prerequisites for this feat to select it). As a standard action that the warlord performs, the warlord and allies within 30- ft. of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one of his own (with all allies within 30-ft. of him) or an ally's (in which case only the warlord receives the ability to use the teamwork feat he does not possess). The warlord and allies retain the use of this feat for 3 + the warlord's Charisma modifier in rounds. The character may use this ability 1 + Charisma modifier times per day at 3rd level (minimum of 1), and one additional time per day for every four warlord levels the character possesses.(Emphasis mine). The question then becomes whether I can share Mythic Pack Attack with teammates who don't have regular Pack Attack (since the non-mythic version is a prerequisite). I.e., can I share teamwork feats with others who don't meet the prerequisite for that feat? If not, the Warleader class feature becomes a lot less useful.
I was blindingly ignorant of that feature of warlord. The sharing ability is very cool.
| Wultram Denka |
@Aubrey:
XP 13,447
6th level XP is 15k
Required: 1553
Also I think you missed my question before about approval for Necromantic might since not core mythic.
@Tal: Dual path is always nice, at least as long you can avoid the "too many things I want"-issue. Nothing wrong with those things you mentioned, just figured a few things worth mentioning. Cole as warforged does not need rest at all, neither does Wultrams Karnathi Skeleton, and once animate dead comes into play that is even more eyes on guard duty, like I said something to know before using up path ability for it. Then regarding your mention of the speed boost ability, I had that myself in the other game it is really nice to have, however since you mentioned the healing thing as one of the reasons you might want to look at "faiths reach", I do not know what degree of focus you have between melee and casting so don't know if it is a good choice or not.
Aubrey the Malformed
|
@Aubrey:
XP 13,447
6th level XP is 15k
Required: 1553Also I think you missed my question before about approval for Necromantic might since not core mythic.
@Tal: Dual path is always nice, at least as long you can avoid the "too many things I want"-issue. Nothing wrong with those things you mentioned, just figured a few things worth mentioning. Cole as warforged does not need rest at all, neither does Wultrams Karnathi Skeleton, and once animate dead comes into play that is even more eyes on guard duty, like I said something to know before using up path ability for it. Then regarding your mention of the speed boost ability, I had that myself in the other game it is really nice to have, however since you mentioned the healing thing as one of the reasons you might want to look at "faiths reach", I do not know what degree of focus you have between melee and casting so don't know if it is a good choice or not.
Ta for the heads up on the xp total.
NEWS COMING IN: EVERYONE GETS ANOTHER 1,600XP. It's not everyday you get to speak to a mysterious primal force in the universe, and so you get come xp for that. So everyone should now be at the very beginning of 6th level. And before you thank me, consider why I might be anxious for you to be a level higher...
The Necromancy thing looks OK - I didn't realize you were asking permission, and I was fine with it (although it's not in the Mythic Adventures book - I assume in the handbook?).
I did wonder if Wultram might consider a bit of dual path, in that there are some Guardian (or possibly Hierophant) abilities that might go well with his skeletal friend. Obviously, based on your comments above, you may not wish to lose focus, but I thought I would mention it.
| Tal'Va'Nocht |
Tal can already heal at range, so Faith's Touch isn't as big an issue for him.
Just a note on Necromancy, Tal's a Paladin, and he's going to seriously have major issues with Necromancy.
| Ashshar |
About Necromancy and such, I don't know what's the Eberron's opinion on necromancy but I'll take a wild guess and say it's probably a matter of what do you use your necromancy for.
I mean, if he isn't cackling while raising an army of undeaths to bring a new Age of Darkness all should be fine.
| Tal'Va'Nocht |
HP, 6th level: 1d10 ⇒ 8
Should I up Tal's equipment to 6th level, since he's just started, or leave it at 5th level and increase it in game?
Aubrey the Malformed
|
I mean, if he isn't cackling while raising an army of undeaths to bring a new Age of Darkness all should be fine.
Well, not yet....
The concern over necromancy is nevertheless valid, and it was a problem earlier with the previous religious types (and look what happened to them - you think that was a coincidence?). Tal is Sovereign Host, which covers quite a broad church, so there could be a degree of flexibility around that. If he was actually Silver Flame it would be quite difficult. At a certain level, Tal may have to roll with it (and maybe understand the cultural changes where undead are, in some places, not remarkable) but on the other hand plenty of people also consider undead to be an abomination. So Wultram will need to be reasonably discreet. At the least, I would expect some learned religious debate between and Tal and Wultram if necromancy (especially animating dead) is the answer to the problem. And he might not just have to worry about Tal.
| Wultram Denka |
Mythic Realms book. That is why I asked, but yeah with the influx of messages no wonder something slipped by.
Dual path seems little out of place for Wultram, also doesn't seem that worth it for just one class ability.
Also Level up Woooo-hooo.
So let's get started then.
Level 6:
+1 2nd level spell per day
+3 3rd level spell per day(and getting access to them in the first place)
+4 skill points: , K arcana, K religion, Spellcraft
+1 BAB
+1 To all saves
-Dreadsight
- Advanced Learning: Accursed Glare
-HP HD+1con+1FCB: 1d6 + 2 ⇒ (3) + 2 = 5
Skellie:
+1 BAB
+1 To all saves
+3 Skill points: Intimidate, Perception, Stealth
Mythic:
-Hard to kill
-Mythic power 5/day
-Surge 1d6
-Mythic Feat: Mythic Spell lore (animate dead)
-Mythic Path: Archmage
-Archmage Arcana: Wild Arcana
-Path ability: Necromantic might
+3HP
Soo as I was writing that the necromancy came up again.
Well as noted Eberron has slightly different attitude towards necromancy than standard. And Wultram is from Karnath, though given Tals history as far as i have understood that would not mean anything to him. That being said Wultram does consider the moral aspect of necromancy and chooses his targets acordingly. So he is more likely to go to the butchers shop than the local graveyard for raw materials. That being said anyone that attacked him is perfectly fair game to him.
| therealthom |
...
Ta for the heads up on the xp total.
NEWS COMING IN: EVERYONE GETS ANOTHER 1,600XP. It's not everyday you get to speak to a mysterious primal force in the universe, and so you get come xp for that. So everyone should now be at the very beginning of 6th level. And before you thank me, consider why I might be anxious for you to be a level higher...
...
Oooo! Shiny! Grabs candy without even looking at the face of the nice man in the overcoat.
Ashshar wrote:I mean, if he isn't cackling while raising an army of undeaths to bring a new Age of Darkness all should be fine.Well, not yet....
The concern over necromancy is nevertheless valid, and it was a problem earlier with the previous religious types (and look what happened to them - you think that was a coincidence?). Tal is Sovereign Host, which covers quite a broad church, so there could be a degree of flexibility around that. If he was actually Silver Flame it would be quite difficult. At a certain level, Tal may have to roll with it (and maybe understand the cultural changes where undead are, in some places, not remarkable) but on the other hand plenty of people also consider undead to be an abomination. So Wultram will need to be reasonably discreet. At the least, I would expect some learned religious debate between and Tal and Wultram if necromancy (especially animating dead) is the answer to the problem. And he might not just have to worry about Tal.
Wultram walks around with an animated skeleton for a best friend. How discreet is that?
MDT, one thing to remember is that the skeleton is fated to save the world. We're just the delivery system.
More seriously, on the undead in Eberron debate -- I think it depends largely where you are. As a nation, Karnath obviously has no problem with necromancy.
| Wultram Denka |
Wultram walks around with an animated skeleton for a best friend. How discreet is that?
I did not put that skill rank in disguise for nothing. Joking aside I do need to do some preparations if we get among more civilized places. Lizardfolk are nicely pragmatic people so they aren't too big of an issue.
| Nalverren |
Re: undead, there's a whole nation that worships their ancestors who walk among them as positive-energy-aligned undead. There are also good-aligned or neutral-aligned undead (not as a rule of a species but as stand-outs among their race. In case you haven't read it in the books, for instance, in eberron chromatic dragons aren't always evil and metallic not always good.
| Ashshar |
| 2 people marked this as a favorite. |
therealthom wrote:I did not put that skill rank in disguise for nothing. Joking aside I do need to do some preparations if we get among more civilized places. Lizardfolk are nicely pragmatic people so they aren't too big of an issue.
Wultram walks around with an animated skeleton for a best friend. How discreet is that?
Do I get to wear a hat and rock a fake moustache too? Complete with tuxedo?
"Hellooo fellow pink human, I am Sssir Not-A-Lizzard. I am ssscaly becaussse Grandpa Dragon loved Granny. Do you want to chat asss othersss humansss alwaysss do? How about war? We humansss like war."
Aubrey the Malformed
|
The only place in Khorvaire where it might be a legal problem for Wultram to be followed around by a skeleton would be Thrane. The Sharn book talks about Brelish law and intelligent undead are effectively persons under the law, IIRC. So long as you don't go around drinking blood and such other antisocial activities, they don't mind. (Funnily enough, casting Charm Person on someone is quite a serious crime, on the other hand.) Thrane, of course, is the home of the Church of the Silver Flame and they would take a very dim view (as they do of Karrnath in general). And, of course individuals may react in different ways. In the less civilized places it probably depends on their beliefs and superstitions. I don't think the lizardfolk are too crazy about undead wandering around, but since they don't mind the PCs they will choose to treat it as a relatively harmless eccentricity.
| Cole. |
I could use some group thoughts. Given how we don't do a lot of group buffing in general (especially not now with the loss of Otto), and Cole is on a track to help with his own healing and what-not ... what are folks's thoughts on Cole picking up the Superstitious chain of Rage Powers?
A 'forged (who very well might go into the Warforged Juggernaut prestige class) seems like a really good fit thematically for a character who would want to shrug off any and all spells.
What am I not considering? Has anyone gone this route before? Any helpful insights or warnings?
And from a flavor perspective, are there any stigmas to this that I should be aware of? Based off the Prestige Class's description, I see the possible connection to the Lord of Blades (who would throw off all "weaknesses"), but that could be as interesting as it is challenging. :)
Aubrey the Malformed
|
The conversion for the 3e Warforged Juggernaut PrC to PF is here. It looks quite brutal. Of course, these are amateur conversions and the power level might be a bit skewed. I can't quite remember the ECS version but this looks quite different. I'll compare tonight and let you know.
| Tal'Va'Nocht |
Ashshar wrote:I mean, if he isn't cackling while raising an army of undeaths to bring a new Age of Darkness all should be fine.Well, not yet....
The concern over necromancy is nevertheless valid, and it was a problem earlier with the previous religious types (and look what happened to them - you think that was a coincidence?). Tal is Sovereign Host, which covers quite a broad church, so there could be a degree of flexibility around that. If he was actually Silver Flame it would be quite difficult. At a certain level, Tal may have to roll with it (and maybe understand the cultural changes where undead are, in some places, not remarkable) but on the other hand plenty of people also consider undead to be an abomination. So Wultram will need to be reasonably discreet. At the least, I would expect some learned religious debate between and Tal and Wultram if necromancy (especially animating dead) is the answer to the problem. And he might not just have to worry about Tal.
Actually, he's not really Sovereign Host. He's from before the Silver Flame. Never even heard of it before. So, he's literally a Priest of Dol Arrah. That causes a bit of a problem with undead.
The Sovereign HostWithin the Sovereign Host, persecution of the undead is the dominion of Dol Arrah, the Sovereign of Sun and Sacrifice. When the Shadow and the Keeper unleash their horrors against the living, it is the light of Dol Arrah that drives them back. Because the Sovereign Host is a pantheistic religion, most clerics of the Host are invoking Dol Arrah when they turn undead; those with the Sun domain have studied her rituals more closely and are thus able to perform greater turnings.
Generalist priests of the Sovereign Host are not expected to battle undead on a regular basis, so they have no access to the specialized abilities of Libris Mortis. There are, however, a number of orders dedicated to Dol Arrah that draw on these specialized tools. The Blades of the Sun is a line of paladins -- when properly sanctified, its members may take the Divine Accuracy or Sacred Vengeance feats and gain access to the undead bane weapon spell. A number of Dol Arrah's priests have formed ties with the Deathguard and learned their techniques; these priests often offer shelter and support to elves operating far from Aerenal.
Followers of Dol Arrah may take the Radiant Servant of Pelor prestige class presented in Complete Divine. A few have learned the path of the Sacred Purifier from the Deathguard, but this has yet to come into common use. A player character who wishes to take Purifier levels will most likely need to turn to Aerenal.