| therealthom |
I have the wand as having 11 charges left, but it's CLW. We can use that. Kira is down a few HP, but not many in the big scheme of things.
I had a wand as CMW. I think it started with 11 charges. Sol's been burning through them. I'll look to see if they are the same.
EDIT:
Possibly 2 different wands. Sol's been using this one.
Aubrey the Malformed
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On reflection, I'm not sure it's absolutely necessary for this game (others, maybe). We have a decent mix of characters and the mythic abilities improve durability (since there is no one in the cleric spot). It'll be interesting to see how this party does. The other issue is (and I have this in another game) if you go mythic at a specific point, PCs joining after that point can't really join the party in the same way.
| Jod Eastwind |
I hate to give up on someone, but yeah, if they aren't able to contribute, they aren't able to. It just creates unnecessarily hard feelings between the people waiting for them (or playing for them) and the folks that we all know feel guilty because they aren't available.
I hope there's a way of keeping the door open for them - serving off-stage at Defender's Heart, maybe - but if you think we can proceed with the remaining manpower, let's give it a go.
| Jod Eastwind |
Well, considering how slow I am in making decisions, I guess I should start thinking about what mythic Jod would look like. Are there acceptable sources beyond the Paizo canon? I don't have anything specific in mind, but I won't waste time looking if it's automatically verboten.
Aubrey the Malformed
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Friends, Romans and countrymen, lend me a short span of your attention. As some of you are aware, we have lost a couple of players from the (first) Eberron game and their return isn't looking all that imminent. Currently, as an offer only to those who are playing in the WotR game at the moment (and not in the Eberron game), I'm wondering if any of you would be interested in branching out into Eberron. I'm effectively offering current players first refusal to play in the Eberron game. At the moment the other players in the Eberron game are less interested in recruiting externally, hence the cliquey approach. The discussion thread is here.
Aubrey the Malformed
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I'd prefer people to stick to the Paizo sources for the mythic stuff. Given it's not the most balanced rule-set as it is, I's prefer not to have to deal with too much out-there 3PP stuff. That said, Legendary Games has done the most work in this area as a 3PP - I would consider their stuff if you want to branch out from the purely Paizo stuff.
| Jod Eastwind |
I'd prefer people to stick to the Paizo sources for the mythic stuff. Given it's not the most balanced rule-set as it is, I's prefer not to have to deal with too much out-there 3PP stuff. That said, Legendary Games has done the most work in this area as a 3PP - I would consider their stuff if you want to branch out from the purely Paizo stuff.
The Legendary Games' stuff - or much of it - is among the many resources I have picked up and never gotten a chance to use, but looking through them and looking at Jod, I think I will stick with relatively vanilla choices from the Paizo list.
Enjoy your trip!
ithuriel
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I live. A shift in family scheduling has left me exhausted and stretched too thin, but not gone for good. I got so behind that trying to catch up became another stress that I couldn't handle for a while. I am back over here now, and I think just here. Keeping up with only one game might be about where I am right now so that it doesn't snowball and become too intimidating as the posts mount.
Aubrey the Malformed
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Indeed, nice to see you surface! I knew things were tricky since you'd mentioned a few things. If possible (and it's entirely up to you) it would be good if you could stick with the Eberron game too - mainly because Ez doesn't have a good reason to leave. But if it's too much, don't worry.
ithuriel
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I love that Eberron game. I'll make it work if the door is open, but I didn't want to assume since you were finishing up recruiting and writing out inactive PCs. I hadn't realized until I was looking at the recruitment that I'm the only original player at this point since we've had several as npcs for a while. Are you ok going on with 7 PCs?
Posted a little early because I will be out of town the rest of today and most of tomorrow. Back tomorrow evening.
Aubrey the Malformed
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I love that Eberron game. I'll make it work if the door is open, but I didn't want to assume since you were finishing up recruiting and writing out inactive PCs. I hadn't realized until I was looking at the recruitment that I'm the only original player at this point since we've had several as npcs for a while. Are you ok going on with 7 PCs?
Posted a little early because I will be out of town the rest of today and most of tomorrow. Back tomorrow evening.
You are more than welcome - if any of the players want to return they can, but in the event that people were dropping out on a more permanent basis then I felt I had to recruit before the game faded away completely. I've handled 7 PCs before (in that game, I believe) so it'll be no problem.
| Hannik |
With the mythic paths and the campaign traits we took, is there any disadvantage to not having them match? I took the one keyed to archmage when we started and I could do that, but it took a while to realize the summoner is actually not much of a caster. Even at level 3 I was mostly casting cantrips if I cast at all. As a class its role is not a clear cut choice for one particular path as far as I can tell but several could work.
| Mulluq'Tar Sheptat |
According to (I think JJ), the paths and traits are not required to match, but it reads like they are in the book. I think even HeroLabs only gives you the full benefits of the trait if you take the matching path. For my campaign, I didn't make it so, and fixed it, otherwise the character story options are limited if all Archmages were Riftwarden Orphans.
Aubs may require it though, as I think I initially wanted Touched By Divinty but knew I was going Guardian, and I think he steered me to Exposed to Awfulness.
Aubrey the Malformed
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I think you derive the most benfit from having the traits match, because that is what they are intended to do. The benefits get gradually boosted as the campaign goes along. In Mulluq's case, that boost from Touched by Divinity would have been fairly useless to him as it is about domain spellcasting (in fact, it might not be that useful to Rhok, so it might have needed changing anyway) whereas the Exposed to Awfulness one would have been really useful (even more hit points and a back-from-the-dead ability). That said, I think the summoner works best if it goes for a dual-path anyway - there isn't a clear-cut path that really works well for a summoner (unless I have failed to see deeply enough). What did you have in mind? We may have to consider rejigging the benefits anyway to match the actual player abilities as WotR seems to pre-date stuff like summoners and oracles.
ithuriel
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Probably archmage dual with either guardian or marshal. With fewer spell slots available I feel like focusing on buffs and some utility spells is probably the way to go to get the most use out of them which points to marshal, but most of the lower level abilities are a little ehhh. I haven't looked beyond first tier yet. Guardian actually has one that lets eidolons use mythic surge. I don't see her being up in melee intentionally but that path could definitely make her hard to kill.
Aubrey the Malformed
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A week in the Vosges Mountains followed by a week in the Black Forest which basically face one another across the Rhine.
| Kira Valerious |
Kira is now Mythic on the Marshall path.
Feat: Mythig paragon - Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn't grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.
Mythic Path Ability - When an ally seriously harms a foe, you seize the moment. When an ally within 30 feet confirms a critical hit against a creature you threaten, the target of the critical hit provokes an attack of opportunity from you. If you hit with your attack of opportunity, all of your allies gain a +2 bonus on attack rolls against that creature for 1 round.
Mythic Path Feature - As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier (actually +3 thanks to the feat) as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn't count toward the ally's actions on its turn.
That looks kinda fun ;)
| Mulluq'Tar Sheptat |
Mulluq is of course taking Mythic Guardian
Feat: Mythic Paragon (how can I not?) - Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn't grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.
Mythic Path Feature: Sudden Block (Su) - As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack (3 due to feat). The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.
Mythic Path Ability: Draw Fire (Su) - As an immediate action, when an ally within 30 feet is targeted with a ranged weapon attack, you can have that attack target you instead. If you would normally be out of range for that attack, the attack is able to hit you as if you were at maximum range. You can use this ability without using an immediate action by expending one use of mythic power.
He's not yet updated on the sheet, but will be before too long.
| Hannik |
Feat: Dual Path (Archmage/Guardian) 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.
Archmage Arcana: Wild Arcana (Su) Swift Action, expend 1 use of mythic power, cast any spell on your spell list of a level you could cast. +2 CL for spell effects. Can apply metamagic, but still cannot exceed a spell level you could cast.
Guardian Call: Beast's Fury (Su)As a swift action, you can expend one use of mythic power to imbue your animal companion, cohort, eidolon, familiar, or bonded mount with some of your mythic power. As an immediate action, that creature can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage dealt by this attack bypasses all damage reduction. A creature affected by this ability can take these actions in addition to any others that it takes during its turn.
Universal Path Ability: Extra Mythic Power (Su) You can call upon your mythic power two additional times per day. You can select this ability up to three times.
| Jod Eastwind |
Jod is following the path of the Champion.
Champion's Strike: Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Path Ability: Punishing Blow (Ex): Any opponent you hit with a melee or ranged attack loses the benefits of regeneration and fast healing for 1 round. In addition, if you score a critical hit against the target, it loses the benefit of its damage reduction for 1 round. A creature whose regeneration can't be suppressed or ignored (such as the tarrasque) is immune to this effect.
Mythic Feat: Power Attack (Mythic): When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier.
You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.
Never fear, Nevy, I'll be angling for all the crits I can get. Nullifying DR seems like a pretty sweet side effect.
I will work on updating Jod's character sheet directly.
| Jod Eastwind |
Oh, my goodness. Mythic Power Attack - am I reading this correctly? The bonus damage from a critical is doubled before the critical multiplier is applied. So, for a two-handed weapon (falchion), the bonus damage is +9, doubled because it's a critical (+18), doubled again because the critical multiplier for a falchion is x2, for a grand total of +36 to damage if I confirm the critical? And that's not counting the weapon itself, which delivers 2d4+8 if it's doubled.
Oh, yes, I will be fishing for critical hits.
Nevynxxx
|
Yeah, punishing blow could be devastating for some big foes if a couple of people are attacking.
They really didn't pull any punches with this mythic stuff did they? Makes you wonder what we are going to be facing to need it.....