Rogar Valertis Alastoris |
I don't want to sound negative but people need to start posting at least once every 2 days...
Rogar Valertis Alastoris |
I'll be away for 3 days due to work. Here's the relevant info on Rogar and the day job roll. Thanks for the game GM!
Rogar Valertis Alastoris
PFS Identity Card # 100733-1
Faction: Sovereign Court
Day job roll:Profession (soldier): 1d20 + 5 ⇒ (12) + 5 = 17
Rogar Valertis Alastoris |
I'm avaiable for part 3 although I won't be able to post much in the next 3 days.
Edit: Also, Rogar has now reached lvl 3 and I plan some updating (+1 sword, and a wayfinder, I'm considering an investment in a masterwork composite longbow +4 using 2 PPs)
Rogar Valertis Alastoris |
I upgraded Rogar's sword to a +1 weapon (from masterwork).
I'd like to spend 2 PP for a 750gp purchase and get him a Masterwork Darkwood +3 Composite Bow for Rogar (should cost 730 gp. Not enough money left for a wayfinder though. I updated Rogar's character to lvl 3 and got Improved Initiative as a new feat
Rogar Valertis Alastoris |
I recruited two more players, please don't forget to update your characters with the mythic abilities.
Ok, thanks for pointing that out I missed that. I think I'll apply 3 raks of champion or guardian to Rogar instead of taking the standard abilities if allowed but first I need to check out what to do exactly
Rogar Valertis Alastoris |
Mythic Path: Champion
Tier: 03
Mythic power per day:11/day
Bonus Hit Points: 15
Base Mythic abilities: Hard to kill, mythic power, surge +1d6, Amazing initiative, Recuperation
Champion features: Champion's Strike(Sudden Attack)
1st-Tier Universal path ability:(1)Extra Mythic Power
1st-Tier Champion Path Abilities:(2)Flash of Rage
3rd-Tier Champion Path Abilities:(3)Titan's Rage
Augmented ability score:+2 Strength
Mythic Feats: Mythic Dodge, Mythic Weapon Focus
If needed I can write down the meaning of each ability, tomorrow I will write down the complete character sheet for the next scenario.
Also I need a clarification: as I read the chronicle's sheet, legendary items are not legal for play in the next scenario because they appear in chapter 5 of MA but only the first 3 chapters are considered legal. Is this interpretation correct? Thanks for answering
edit: Hi Teric! Welcome aboard!
Teric Cain |
So we get all the benefits of 3 tiers of mythic power, a la Mythic Rogar above? Mythic feats and all?
Almost like building a second character sheet. Teric will obviously be taking the archmage path.
GM Baerlie |
Also I need a clarification: as I read the chronicle's sheet, legendary items are not legal for play in the next scenario because they appear in chapter 5 of MA but only the first 3 chapters are considered legal. Is this interpretation correct? Thanks for answering
Yes, that's correct. Only chapters 1-3 are legal :)
So we get all the benefits of 3 tiers of mythic power, a la Mythic Rogar above? Mythic feats and all?
Unfortunately, if you don't have the Chronicles of part II, you have to use a template:
If a character plays Sanctum of the Sages without having earned these Chronicle sheets, he receives the Sage-Blessed template (see Player Handout #2) for the duration of the adventure.
Player Handout #2:
You received a gift of extraordinary power from one of the Jeweled Sages. See Player Handout #3 for more information about these abilities.
Rebuild Rules: Type gain the mythic subtype; Initiative gain the amazing initiative ability;
HP increase hit points by 15; Defensive Abilities gain the hard to kill and recuperation abilities;
Special Attacks gain the mythic power (11/day), surge, and versatile surge abilities; SQ gain the mythic heroics ability.
Mythic Heroics: Choose two of the following abilities.
Heroic Dodge: You gain a +1 dodge bonus to your AC.
Heroic Resilience: You gain a +1 bonus on saving throws.
Heroic Skills: You gain a +1 bonus on all skill checks and ability checks.
Heroic Speed: Increase your base speed by 10 feet.
Heroic Spellcasting: Increase the saving throw DC of all of your spells by 1.
Heroic Warrior: You gain a +1 bonus on all weapon attack and damage rolls.
Versatile Surge: You can expend one use of mythic power to do any of the following. Except when
noted, using this ability is a free action that you can use once per round.
Mystic Might: Increase the caster level of the next spell you cast before the end of your next turn by 2.
Penetrating Strike: Your attacks deal an additional 3 damage and ignore all damage reduction until the end of your next turn.
Savant: When performing a skill check or ability check, you may roll twice and take the higher result.
Unbeatable: As an immediate action, you can reduce the damage you take from one attack, spell, or special ability by 10.
Player Handout #3:
The following are abilities shared by all characters with three mythic tiers or the sage-blessed simple template.
Amazing Initiative (Ex): You gain a +3 bonus on initiative checks. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell, and you can’t gain an extra action in this way more than once per round.
Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): You can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you have 9 uses of mythic power (those with the sage-blessed simple template receive 11 uses). If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Recuperation (Ex): You are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Rogar Valertis Alastoris |
I completely updated Rogar's sheet with the new info. Ready to go when you are.
Teric Cain |
Right. I have Destiny of the Sands part 2, I was just not sure how the mythic tiers were applied. I'll have Teric updated in a bit.
-Posted with Wayfinder
Teric Cain |
Ok a couple questions on Mythic Abilities:
- Bloodline Intensity (Archmage Path Ability) says "You can also cast each of your bloodline spells once per day without them counting toward the number of spells you can cast per day." Does that mean Teric can cast any bloodline spell even if he can't normally cast it? Wish is on his bloodline list (Marid). Can Teric cast Wish once per day?
- Elemental Bond (Archmage Ability) says "Select one elemental plane: air, earth, fire, or water. Whenever you cast a spell with a descriptor matching that plane, add your tier to your caster level for that spell." Cold normally ties in with the plane of water. Do [Cold] spells trigger this or does it have to be [Water]?
Rogar Valertis Alastoris |
-I guess not, but it is for the GM to clarify. I strongly suspect the meaning of that phrase is just that you can cast any bloodline power you have already at your disposal. It's just badly worded I think.
-Again for the GM to clarify but my money would be on just the water descriptor. Cold although often tied with water is not always connected with it and it is its own descriptor. For example check any of the "water spells" and compare them with spells with water descriptor. Not every cold spell is connected to water. Take "chill metal", there's nothing connected to water on that cold spell.
GM Baerlie |
Ok a couple questions on Mythic Abilities:
- Bloodline Intensity (Archmage Path Ability) says "You can also cast each of your bloodline spells once per day without them counting toward the number of spells you can cast per day." Does that mean Teric can cast any bloodline spell even if he can't normally cast it? Wish is on his bloodline list (Marid). Can Teric cast Wish once per day?- Elemental Bond (Archmage Ability) says "Select one elemental plane: air, earth, fire, or water. Whenever you cast a spell with a descriptor matching that plane, add your tier to your caster level for that spell." Cold normally ties in with the plane of water. Do [Cold] spells trigger this or does it have to be [Water]?
Good questions.
First question: Teric can cast only known spells, he can't cast spells he never learned.
And for the second question: only spells with [water] descriptor, also spells with [cold][water], bu not spells with [cold] only.
Rogar Valertis Alastoris |
Question: is it plausible for us to finish this game before the first of july? There's a game I'd like to join with Rogar but of course it's no problem if this game will take longer, just asking if we are near the end of the module, in the middle of things or still at the beginning.
Rogar Valertis Alastoris |
Profession check(soldier: 1d20 + 6 ⇒ (18) + 6 = 24
Earlier Rogar spent 2 PP to get a MW Darkwood Composite Longbow +3, enchanted is greatsword to +1 (2000 gp) and quite some time ago he bought himself a MW full plate armor.
Rogar Valertis Alastoris |
Thank you all for the game! It was fun and entertaining. Good job everyone!