| GM Nightskies |
Characters have already been submitted, though we may have a slot open now. See the original thread for creation rules. We are turning it into a rotating GM game.
Discussion thread going up.
| Barid Naismith |
Barid do you TWF with 2 rapiers at once?
Perhaps the mythic item should have something to do with lessoning the penalty for doing that.
maybe gloves that allow it to count as a light weapon, and spend a mythic point to remove all penalties and do something else. that is a start
Barid's main goal in life is to be a rogue for Tymora, like both of his parents before him. As such, he is typically as cool as a cucumber when it comes to the various aspects of thievery (i.e. second story jobs, trap popping, locks, etc.). If he has to deal with someone in a combat situation, it means that the mission he is on is in jeopardy (typically, he has done some dungeon crawling over the years), he is all about sneaking in and sneaking out without getting caught. When he does fight, he fights fast and hard, taking out his target as quickly as possible, even if it means giving up sneak attack to do so. He is anything but subtle in combat (i.e. no points in Bluff for feinting). That's why he has feats like Vital and Improved Vital Strike.
As to your other question, yes, Barid has TWF, ITWF, and GTWF, along with ITW Feint, Hunter's Surprise, and Confounding Blade's (voids Dex, all attacks add sneak on one target, and denies AoO on said target, respectively), for those times when he can sneak attack. If I understand it correctly, I shouldn't have any other penalties for my off-hand, other than the -5 each for second and third attack. If there was a way to get rid of that, I'd be most happy. Also, rapiers are considered light weapons, so there's no penalty for that.
| Barid Naismith |
Well TWF allows for a single action, I believe, so he could hit once each with his rapiers. Also, before he became 'Mythic,' he would not always be able to pull out a second sword (or dagger) in the first round of combat. He might not have that option here. Doing 3d6+4, plus whatever else he can bring to the table in that first attack, for him, is sometimes enough to take down a single enemy. As long as he can get away without being caught, that's his m.o.
| Vuvu |
TWF only gives you a second attack on a full attack, you cannot use vital strike with it.
The text of vital strike reads
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage.
Pretty cut and dry there. Now I would be game to have the mythic gloves allow for a second attack by expending a mythic point or something like that, though of course you would get the usual -4 on both attacks
| Lord Manticore |
I don't disagree with that. On the rare occasion that Barid could bring his other sword to bear, it would never be to the strength and leverage that his first attack would take. Besides, Barid's m.o. is that, if he doesn't have to swing a second time, then all to the good. If he has to wield both his rapiers in battle, the battle has gone on too long already.
I would be okay with using a pair of gloves, or perhaps a pair of bracers. I don't believe I have anything in either slot at this point. Do you want me to build a pair from scratch or use an existing item as a base?
| Vuvu |
I say go for making gloves or bracers!, if you see something you want to build from go for it.
Also you might want to make the two rapiers different instead of +2 keen on both, maybe make another one +1 Wounding, or +1 Keen, Evil Outsider Bane, then if you are only using one attack you have a choice.
| Llaelian |
Hi every one, I've been trying to track down every character/player/class/god/fighting style/mythic item.
Here is the list. As it turns out, eight of us have posted. Even with the rotating DM, that would mean 7 players. In my opinion, it is too much. As such, I will retire from the game and stay as an alternate in case a player defects. Good luck to all.
Barid Naismith, player Lord Manticore, Rogue (sanctified), god Tymora, melee (twf), Item ND (gloves ?)
Bariel, player Tenro, Ninja, god Kelemvor, melee(mobility), Item Nightgoogles
Belsiard the Wanderer, player Vuvu, Bard, god Finder Wyvernspur, Whip, Item Finder's Harp
Drizzt, player Nightskies, Ranger, Mielikki, Melee (twf), Item ND (circlet of Protection from evil?)
Sarith, player Llaelian, Inquisitor, Hoar, Ranged, Item ND
Tarwas, E’Sum Tel Myth Drannor, player Finkmilkana, Magus, god Corellon Larethian, Item ND
Xaikon of Clan Iron Beak, player Critzible, Monk(empty hand), god Deneir, melee (empty hand), Item ND
Ynaeve Amryln, player DM Fnord, Wizard (), god Mystra, Item staff (built)
| Ynaeve Amryln |
That was a plug for the hobbit. it would certainly be a very minor divination ability.
@Drizzt I'd suggest making the circlet of Protection from Evil and changing the bonuses to sacred. easier to cost out, stacks with other armor or resistance bonuses too. (Ring of protection and cloak of resistance would then stack)
| Vuvu |
Below are options for mythic level spells for Belsiard, since there are only a few that are actually on the bard list. I have taken Ear Piercing Scream. These were originally recomended by Nabu, and have since been approved by Nightskies, but wanted to make sure no one objects
Ear Piercing Scream
A dazed condition typically lasts one round. Damage bumped to 1d10s, Dazed effect bumped to Stunned for 1 round.
Hideous Laughter
This shouldn't damage an opponent, only make him laugh maniacally. Instead, the opponent is denied a new saving throw if the first one is failed, and must succeed at a second saving throw after 1 round if the first one was a success (because he gets it later).
Gallant Inspiration
The retroactive competence bonus is tied to your Mythic Power and is twice what you'd get off your own Mythic Power. Since you roll 1d10 for your Mythic Power (thanks to Greater Power), you get to add 2d10 using Mythic Gallant Inspiration.
| Lord Manticore |
I'm looking for some feedback on this mythic item before I add it to my character, so let me know what you all think of it:
Bracers of Hidden Grace
Aura: moderate transmutation; CL 10th
Slot: Wrist; Cost: 10,000gp; Weight: 1/2 lb.
These leather bracers depict a pair of cheetahs in mid-stride, so that they appear to be in flight. Each bracer has a hidden spring loading mechanism that can hold a small item in place, roughly the size of a dagger or a wand. A Perception check, DC 20, is needed to spot the hidden device. These bracers grant the wearer a +4 on Dexterity checks and Dexterity skill checks. Three times per day, the wearer can call upon the power of the bracers to gain the benefits of haste for five rounds. Finally, the wearer can expend one use of his mythic power to treat any Dexterity-based check as if he rolled a natural 20 on the die.
Requirements: Craft Wondrous Item, Mythic Crafter, cat's grace, haste; Cost: 5,000gp
| Vuvu |
not sure that it is proced right, but i dont really care about that.
I think you can add to it. Remember the original idea was the items should be about 50,000gp, and given to you by your god. Perhaps add some kind of luck bonus to it. Some other abilities as well, lets give it a bump (I am still a fan of giving you a way to either get a second attack with vital strike or mitigating the -4's for TWF with rapiers)
Perhaps you can release the items inside them as a free action (usually it is a swift for wrist sheets)
| Lord Manticore |
Ah, I had not remembered that. Also, I created this on the fly while at my office. I'll give it a good once over and see what I can come up with. The Duelist's vambraces reduce the remaining -2 penalty for using an off-hand weapon with TWF once per round, but it only adds 4k gp to the crafting cost.
I'll see what I can create with this one.
| GM Nightskies |
I've been running through everyone's sheet so that I have a good idea of our capabilities, still on schedule. About it, though, Ynaeve's is taking a while... darn mages...
So 'bout Drizzt's item? I like that suggestion about a protection circlet, so how about this...
- This amulet grants a +2 sacred bonus to AC and saves (10,000+8,000).
- Expending a mythic point grants allies within 30 feet excluding the wearer the effect of Sanctuary and increases the Sacred bonuses to +5. The DC of this effect is 13 + Mythic attribute + Mythic tier.
- Against mind-affecting spells, spell-like abilities , and supernatural abilities, this increases the sacred bonus to +4(4,000). If the wearer fails a save to avoid becoming dominated or confused and has at least 1 mythic point remaining, the amulet immediately grants the wearer a second saving throw to resist the effect. If this second save is successful, it costs a mythic point (1,500).
- The effects persist for 1 day if the amulet is removed against the wear's will.
Total: ( 10k + 8k + 9k? ) + ( 4k + 1.5k ) * 1.5 = 35,250 gp.
This is essentially a mythic Mind Sentinel Medallion with an added sacred bonus to AC and Saves, and a sort of indirect taunt. Kind of simple- but simple is good.
| Teller of Tales |
Well, you should add Duration/Caster-level to the active effect.
And since Vuvu posted his given Mythic spells here are mine:
Mythic Shocking Grasp: It deals d10s instead of d6s and the target must make a successful fortitude save against the spell or be dazed for 1 round.
Mythic Vampiric Touch: It deals d8s instead of d6s and the target is also fatigued (or exhausted if already fatigued) for one round (no save). Greater: If you are at least a 4th-tier mythic character, you can expend one additional use of Mythic Power when using this spell. In addition to the changes above, this changes the spells target to "one creature" and increases the fatigued to exhausted. In case of an nonliving target the damage is reduced to d6s and you don't gain any temporary hit points.