Mythic 6 - Tar-Baphon's final trap and the world left untouched.

Game Master Davachido

Initiative:
Initiative order: Amelia, Dreyyn, Demons, Nethan, Elise, Elves

Current Map


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Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

According to M6 rules or GM Radiance, the GM assigns us Ritual Magic Spells we can cast which I don't mind mixing Sphere casting with Ritual Casting, it would give us flexibility to cast both level authorized spheres and ritual magic.


M Humanborn

Spherecasting has Rituals though i'm not sure how relevant they might be or if the GM wants them in. They also seem a little time consuming and we are in a time sensitive stage at present, i believe.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Looks like it works similar to M6.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

@GM: I know Vital Strike and Spring Attack cannot work together, however the Mobile Striker talent from the Athletics Sphere is worded such that it should work with Vital Strike. Would you allow Vital Strike to work with that talent? I assume your answer will be no (and to be honest, I am at a stage where I don't even know if i can fit it into my character), however I figured I might as well ask and see.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

Also can we get the advanced color magic stuff thrown in the campaign tab?

aaaaand can you let me know how many times is allowed to take the feat to get an extra talent? Athletics is really costing me a lot of talents hahaha


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

even more questions! last ones for the night and I will just combine all i have said above into 1 post:

1.) Can you put Advanced color magic in the Campaign tab? It is missing that info and I have to use Paizo's crappy search function.

2.) How many times am I allowed to take Extra Combat Talent?

3.) I assume this is a yes, but are Legendary Talents OK?

4.) Vital Strike (PF feat) + Mobile Striker (Athletics Sphere talent) = OK or not OK?

5.) Is Vital Strike OK to take with one of my MG bonus feats? I am also kinda thinking about Giantslayer unless that is not recommended. I figure we face a fair amount of enemies larger than us.

6. As part of the rebuild, can I change my temple sword to a kekheret spear? My sword is +1/+1 so if i could make the sword a +2 that would be cool. If not that, perhaps a +1 kekheret spear and a +1 yellow conduit that way i have a backup.


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I take it both casters would like to look to moving to spheres then? Okay I'll have a look on how mythic conversion can be done more smoothly.

At basic stuff like arcane surge/mage strike/wild arcana. Need not change much from the base. So Arcane surge would let you cast a sphere spell you know without expending any points.

Mage strike would be double the points used.

Wild arcana can likely just stay the same as it is now. (though I guess you'd need to choose a spell list to go with it.)

With the max spell points spent on a single ability requiring spell slots being 3, as that's the maximum spell level you could have at this level.

The major loss would be mythic augments to spells. Since none of them really have them. Perhaps we can incorporate some of the advanced talents using mythic points instead? I'll have a look.

@Dreyyn

1) I'll go dig it up again and do that with the rest of the updates to the campaign tag.

2) I'm thinking at a cursory glance this should be okay with it as written. Since I don't think any of the talents grow huge in numbers just because you've taken more talents.

3) As long as you meet the prereqs they're fine. A lot are locked behind quite a bit so it should be fine.

4) I think the intent of the ability is to allow it to combine with spring attack. Likely to buff vital strike or something like that. As mobility itself has also been buffed in a similar manner if you look at the talent just below it. Other places I have seen seem to say similar. I don't think it will be too bad, a smart enemy can ready to hit you as you come in. Since I'm guess you want to combine this with running really fast.

5) what do you mean by MG? (as for enemies there is always a varied mix unless you are going to somewhere specific. In the spire you fought 50/50 larger/same size)

6) if you mean the mythic item from your path, that's fine yea.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

I will post my updates and see if you are OK with them. Essentially I wanted a character who could use a little of everything but I think this new path is a better fit for his background. Also with this new method, Nethan can still be effective without Mythic/Spell Points.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

5) woops i meant M6. On my new sheet i will have the two feats we have gotten for earning XP past level 6 as M6.1 and M6.2, and if we earn another in the future then M6.3. I had been working for hours on the rebuild so i was tired and typed G instead of 6


M Humanborn

What is our gold value, if any, for loot?


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

It would be easier just to transfer your current gear.


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

true but a majority of it is invalid to me currently


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Actually I'd prefer not to use Spheres. I'm rather keen on the idea it'll help to distinguish Nethan's raw power from Al's millenia of tricks.

In fact I am interested in changing the archetype to Spell Sage.

This should push Al's flexibility even further. I think it is a good fit.

Nethan: are you planning to do the fire side of destruction? I would like Al to have Fire (given Ethnui's themed items) but I'm happ to steer clear of the other elements. Keen also to see your build.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

@Dreyyn - True and it is probably better to have GM Radiance assign the number.

@Al - the New build is actually a little Psionic, a little Wizard, and a little Incanter if GM Radiance approves. Go with the fire, Nethan will only deal with Stone to bypass magic defenses. Maybe Force and Sonic in the future.

Also, I am feeling under the weather and maybe traveling so there will be delays in posting.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Here are most of my changes. Does everyone approve include GM Radiance:

This most of the main stuff but there is more to add like Wand of Valor, the complete description of the Legendary Quarterstaff, and a few other small details. Also changing from Black/Yellow Colour Magic to Black/White.

Nethan Ryon Akerman
Human Wizard (Psychic Mage) 1/ Incanter 1 / Bokor 4 / Archmage 4
CG Medium humanoid (human)
Init +10; Senses Perception +7
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Defense
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AC 23, Touch 23, Flat-Footed 19 (+9 Force Armor, +4 Dex)
HP 54 (Roll: 6, 4, 4, 4, 4, 4, +6CN, +4FC, +18MT)
Fort +2, Ref +5, Will +7
Defensive Abilities Hard to Kill
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Offense
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Speed 30 ft.
Melee (STR) +2
Melee (Weapon Finesse) +6
Melee - Single Strike Destruction +6 (3d6/6d6 varies damage, Magic, Special)
Melee - Single Strike Merciful
. . Single Strike +1 Unlinked Merciful Legendary Quarterstaff +7 (1d6+7 nonlethal plus 1d6 non-lethal BL damage) or
. . Single Strike +3 Linked Merciful Legendary Quarterstaff +9 (1d6+9 nonlethal plus 3d6 non-lethal BL damage) or
. . Single Strike +3 Linked Merciful Legendary Quarterstaff w\ Cat's Grace +11 (1d6+11 plus 3d6 non-lethal BL damage) or
. . Single Strike +3 Linked Merciful Legendary Quarterstaff w\ Cat's Grace + Melee Blaster +11 (1d6+11 plus 3d6 non-lethal BL dam + 3d6/6d6 varies dam, special) or
Melee - Single Strike Lethal
. . Single Strike +1 Unlinked Lethal Legendary Quarterstaff +7 (1d6+7 BL damage) or
. . Single Strike +3 Linked Lethal Legendary Quarterstaff +9 (1d6+9 plus 2d6 BL damage) or
. . Single Strike +3 Linked Lethal Legendary Quarterstaff w\ Cat's Grace +11 (1d6+11 plus 2d6 BL damage) or
. . Single Strike +3 Linked Lethal Legendary Quarterstaff w\ Cat's Grace + Melee Blaster +11 (1d6+11 plus 2d6 BL damage + 3d6/6d6 varies dam, special) or
Melee - Double Strike Merciful
. . Double Strike +1 Unlinked Merciful Legendary Quarterstaff +5/+5 (1d6+5/1d6+3 nonlethal plus 3d6/3d6 non-lethal) or
. . Double Strike +3 Linked Merciful Legendary Quarterstaff +7/+7 (1d6+7/1d6+5 plus 3d6/3d6 non-lethal) or
. . Double Strike +3 Linked Merciful Legendary Quarterstaff w\ Cat's Grace + Melee Blaster +9/+9 (1d6+9/1d6+7 plus 3d6 + 3d6/6d6 varies dam, special non-lethal/3d6 non-lethal) or
Melee - Double Strike Lethal
. . Double Strike +1 Unlinked Lethal Legendary Quarterstaff +5/+5 (1d6+5/1d6+3 plus 2d6/2d6 damage) or
. . Double Strike +3 Linked Lethal Legendary Quarterstaff +7/+7 (1d6+7/1d6+5 plus 2d6/2d6 damage) or
. . Double Strike +3 Linked Lethal Legendary Quarterstaff w\ Cat's Grace+ Melee Blaster +9/+9 (1d6+9/1d6+7 plus 2d6 + 3d6/6d6 varies dam, special/2d6 damage)
Ranged +6
. . Ranged Touch - Destructive Blast +6 (3d6/6d6 Varies Damage, Magic, up to 150' Special: Bypass magical defenses)
. . Ranged Touch - Spells +6 (Additional modifiers and damage varies)
b]Special Attacks [/b]
. . Double Weapon Finesse (Quarterstaff)
. . Energy Blade (Add your destructive blast to a weapon attack)
. . Melee Blaster (As part of a melee attack or melee touch attack, your destructive blast does not provoke AoO),
. . Mythic Power (11/day, Surge +1d8),
. . Weapon Finesse (M6 adds Dex to Atk/Dam)
. . Wild Arcana
Wizard Spells Prepared (3/3 Power Points, CL/ML 6th; Concentration +11/+15)
. . 3rd—(DC:18)—1x/PP: Touchsight (Feel Surroundings, 60', 6 mins), 1x: Mythic Fireball [BOH] (up to 1200', 6d10[60]+Catches Fire (2d6/rd), 20' radius, [BOH Surge: 1d4x6]) - ("GARMTH IXEN!")
. . 2nd—(DC:17)—1x/PP: Concealing Amorphia (Similar to Blur, 20% miss chance), 1x: Cat's Grace (+4 Dex [+2 AC/AT/DAM/Skills]) - ("INGOWIL CALTI"), 1x: Scorching Ray (1 Ray, 4d6 fire damage, 40'/(1 MP) 1 Ray, 6d6 fire damage, 40', bypass fire resist/immunity) - ("NIARHAANIN IBAFARSHAN")
. . 1st—(DC:16)—1x/PP: Inertial Armor (+4 AC + Augmented), 2x: Magic Missile [M/A](160, 1d4+1, 3x/(1 MP) 160', 2d4+1, 3x, Non-M SH/(2 MP) LoS, 2d4+1, 6x, bypasses Non-M SH/SR/SI) - ("NIL'GNOS ARCANISS!"), 1x: Shield - ("FETHOS!")
. . 0 (at will)—(DC:15)—Detect Magic, Read Magic
. . Arcane Bond Quarterstaff
. . Opposition Schools Divination, Illusion
. . M Mythic Spell
. . A Augmented Mythic Spell
. . Dissolve Spell - 2nd Level - Sacrifice 1st or 2nd level spells to cast sphere at +1/+2 Caster Level.)
. . Spherespell (Su) - 2nd Level - (1) Spell point to recall casted 1st or 2nd Level spell)
Sphere Casting(Spell Points: 10/10, CL 6, MSB +6, MSD 17, Concentration +11/+15, DC 18)
. . Destructive Blast 3d6 - Ranged or melee touch attack deals 3d6 damage for (0) Mythic/Spell Point(s),
. . Destructive Blast 6d6 - Ranged or melee touch attack deals 6d6 damage for (1) Mythic/Spell Point(s),
. . Destruction Energy Blade - Add your destructive blast to a weapon attack for (0) Mythic/Spell Point(s),
. . Destruction Extended Range - Increase the range of your destructive blast (Medium: 160') for (0) Mythic/Spell Point(s)
. . Destructive Stone Blast - Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses for (0) Mythic/Spell Point(s).
. . Life Cure 1d8+12 (DC 17) - Heal a target for 1d8+12 hit points for (1) Mythic/Spell Point(s),
. . Greater Healing (1) - Your cure heals 1 additional HP per caster level for (0) Mythic/Spell Point(s),
. . Life Invigorate (Up to 6 temp HP) - Grant up to 5 temporary HP to an injured target for (1) Mythic/Spell Point(s),
. . Mass Healing - Cure up to (4 Targets) within range for (1) Mythic/Spell Point(s),
. . Ranged Healing - Your cure, invigorate, and restore abilities have a range of (Close: 40') rather than Touch for (0) Mythic/Spell Point(s),
. . Life Restore - Heal a target's ability damage and remove negative conditions for (1) Mythic/Spell Point(s).
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Statistics
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Str 11(+0), Dex 18(+4), Con 12(+1), Int 20(+5), Wis 13(+1), Cha 10(+0)
Base Atk +2; CMB +2; CMD 18
Feats Combat Casting, Double Weapon Finesse, Mythic Paragon, Mythic Spell Lore, Scribe Scroll/Power Stone, Skill Focus (Spellcraft), Two-weapon Fighting, Weapon Finesse, Wild Talent
Traits Magical Knack, Spellgifted
Skills Autohypnosis +7, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +9, Knowledge (Engineering) +9, Knowledge (Geography) +9, Knowledge (History) +10, Knowledge (Local) +10, Knowledge (Nature) +9, Knowledge (Nobility) +9, Knowledge (Planes) +12, Knowledge (Psionics) +12, Knowledge (Religion) +10, Perception +7, Sense Motive +5, Spellcraft +18
Languages Aklo, Azlanti, Celestial, Common, Draconic, Elven
SQ Amazing Initiative, Arcane Bond (+2 Legendary Quarterstaff), Enduring Armor, Foe-Biting, Legendary Item, Legendary Power, Legendary Surge, Mythic Bond, Perfect Preparation, Recuperation, Rejuvenating, Sphere Casting, Unstoppable Strike.
Other Gear +1/+1 Legendary Quarterstaff (Arcane Bond, Merciful, Linked Striking), Wizard Spellbook (If needed, can be used to imprint spells permanently into memory),
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Special Abilities
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Amazing Initiative (1/round) (Ex): As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Bond (+1/+1 legendary quarterstaff) (1/day) (Sp): Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Power: Every time the psychic mage takes a psionic feat, his power point pool increases by 1.
Armor Proficiency: None
Born Healer (Religion): Your cure ability heals an additional 1d8 hit points.
Breath of Mastery: Any weapon you hold becomes a conduit to a colour you know. The traits you choose with the conduit may be changed as a swift action. In addition, any conduit you wield now has two traits instead of one.
Colour Magic: Able to cast both Black and Yellow Colour Magic, and able to move on to Intermediate Colour Magic when next possible.
Combat Casting: +4 to Concentration checks to cast while on the defensive.
Dissolve Spell (Su) - 2nd Level - A bokor may sacrifice a spell as a swift action, turning it into energy to empower a sphere ability. The bokor gains an enhancement bonus equal to the spell’s level to his caster level with the next sphere effect he uses by the end of his turn. He may do this with 1st level spells when he gains his second bokor level. At every even bokor level gained beyond the first, he may use this ability with spells 1 level higher, up to 5th level spells at his 10th bokor level.
Double Weapon Finesse: You have mastered ways to take a double weapon and turn it into a spinning majesty of deadly grace. Each side of a double weapon becomes light.
Enduring Armor +9 (Su): Armor of force grants armor bonus equal to 3 + your tier.
Foe-Biting: When this item deals damage, its user can use Legendary/Mythic Power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of Legendary or Mythic Power to double the total amount of damage. On M6 criticals, (2) Legendary/Mythic must be expended to quadruple the total amount of damage.
Formulaic Powers: A psychic mage can scribe a psionic power into his spell book at first level and when he gains a new level instead of a spell. The power is chosen from the psion/wilder power list. He may also scribe powers from power stones as a wizard does from scrolls. He can also learn them from a psionic character that has that power. The time and cost is identical to adding spells to his spell book.
Hard to Kill (Ex): Automatically stabilize when dying, and only die at neg Con x 2.
Legendary Power (4/day): All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Concentration Checks): All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
M6 Natural Healing: Nethan currently recovers 18 hit points a day unassisted, and 36 points if he is able to rest 24 hours. (+3/6) hit points healed per character level. (Basically replaced by Mythic Recuperation)
Magical Knack (Magic Trait): Your Incanter caster level gains a +2 trait bonus but not above your current Hit Dice.
Mythic Bond: A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Mythic Spell Lore [Mythic]: Gain mythic spells equal to your mythic tier.
Opposition Schools: You must spend 2 slots to cast spells from the Divination and Illusion schools, -1 Caster Level
Perfect Preparation (Ex): No need for a spellbook or familiar when preparing spells. Only needed to mem
Psionic Infusion: The psychic mage chooses two opposition schools, but gains no additional spell slots. He instead gains Wild Talent as a bonus feat. This ability replaces arcane school.
Psychic Mage (Wizard) Bonus Feats: The psychic mage can select Expanded Knowledge, Extra Power Known, or a metapsionic feat when selecting one of his bonus feats from gaining levels.
Recuperation (Ex): Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Rejuvenating (60 HP): The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard acti
Spellgifted (Training Trait): +1 Caster Level within School, -1 CL other opposition schools.
Spherespell (Su) - 2nd Level - A bokor can use his spell points to replace spells he has previously cast. At 1st level, the bokor can spend a spell point as a free action to recall a spell he had previously cast that day, returning it to memory so that it may be recast. If he has levels in a class that casts spells spontaneously, he may spend a spell point to cast a spell without using one of his spells per day. He may do this with 1st level spells when he gains his first bokor level. At every odd bokor level gained beyond the first, he may use this ability with spells 1 level higher, up to 5th level spells at his 9th bokor level.
Surge (1d8) (Su): Use 1 power to increase any d20 roll by the listed amount.
Unstoppable Strike: This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target has.
Weapon Proficiency: Simple and Wizard Proficiencies
Wild Arcana (Su): Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Wild Talent: Gain 2 or 1 extra power points.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Bokor's a high level prestige class. M6 doesn't allow prestige classes, does it?


M Humanborn
Alþórel wrote:
Bokor's a high level prestige class. M6 doesn't allow prestige classes, does it?

M6 aside, it requires 10 ranks in two skills, and a minimum of 7 levels of a spherecasting class and 3rd level spells of another sort


Sorry for delays, started doing jquery/javascripting staying up long nights fixing parts of a front end app. Didn't know any jquery before I started so that's been long nights of getting tired of finding where this is. For those that know the language you know what I mean, speaking of which anyone know any good learning resources for it?

Back to game stuff, @Dreyyn yes you can take vital strike as one of the feats. Remember feats you gain from M6 are just feats, with the added option of going into the M6 stuff too. I will create some M6 feats for whatever classes people change into too. I have more time this weekend so I will find the amount of money that people should have in total, and as long as your stuff on you equals to that it'll be fine for equipment.

@Al: Spellsage is fine.

@Nethan: Look at the two posts above me for the thing I think we've all spotted, you don't meet the pre-reqs for it unless I have mistaken something? M6 aside, I don't think any prestige classes in spheres you can get into at level 6. Might I suggest taking a specialization for the incater to replicate part of the Bokor? Unless you need those feats for something. You could take a look at thamaturge as well as at 3rd level they gain abilities to help melee out for your psionic blade.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Oh never mind, I see the rule now in M6 banning Prestige Classes. I did a search but since I did not have the exact words, it did not pick it up. In a traditional game, I think a Bokor would match exactly what I want do with Nethan.

No thank you for Thaumaturge.

I will look at a few more things but may just change arcane power to wild aracana to give Nethan greater flexibility, and some other minor things.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

I didn't find anything I liked so I stayed with Nethan but changed a few things to match what I am thinking he should be without the Bokor and since I learned a few more things about Mythic since creation or wasn't available in Hero Lab.

1. From Arcane Power to Wild Arcana
2. From STR Based fighting to Finesse Fighting, added Nimble Blade Archetype
3. Traded in Perfect Preparation for Extra Mythic Feat - Mythic Paragon
4. Had to trade in Weapon Focus - Mind Blade for Weapon Finesse and Mind Blade Finesse, therefore from +10 to Hit to +9 w/o Cat's Grace.
5. M6, Weapon Finesse automatically allows Dex based Damage instead of Str Based damage.
6. The rest is standard Tier 4/6 (Unaffected/Affected Mythic Paragon) Changes.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

@Nethan: seems like we're going to collide again.
There are a few niches we seem to be running into each other.
I've walked back from Sword Mage and Damage Mage.
Now I have Toolkit (mostly through Wild Arcana).
Also, we were careful with colout magics to make sure Nethan and Al didn't overlap when Al went White.
I'm happy to try to give you space, but can you summarise, in a couple of words, the trope (I'd normally saying mythic archetype, but that's get confusing in M6) that Nethan fills.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

Not angry - despite what the post might look like. I'm happy to be flexible in niche - but I do want to make sure Al and Nethan are differentiated.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Alþórel, I wanted Nethan to be basically a Psionic/Wizard Gish. He is basically a M6 version of a traditional/Gestalt build I wanted to make. If I continue this path, I want the above changes because of things I learned about Mythic rules since day 1. I will give up Book of Harms since that is built into your background.

GM Radiance, any way to make the Khekeret spear a weapon finesse weapon?

Also, does Wild Arcana allow access to any Sphere/Magic Talent similar to what it allows for Wizard/Sorcerer spells?


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

I'm afraid I don't know Psionic that well. It is good to know; I thought you were trying to build an M6 version of Nethys!

Can I suggest some things I was looking at.
(A) Mythic greater magic weapon. This lets you make your weapon Keen. At 5th tier (Mythic Paragon doesn't count) it lets you make it Holy
(B) Mythic Arcane Strike. In addition to the +2 damage, you can add +2 worth of advantages (like Holy). Next tier (with mythic paragon) it becomes +3/
(C) Mage Strike. Spend an MP for a free attack. Burn a spell for bonus attack and damage AND it ignores DR.
(D) I was going to use Bonded Item to get a half price enhancement bonus on the sword. I'm guessing Soulknife is as good?
The trick here is the flexibility. +3 of flexible enhancement is great. Next tier it is +5. So if we fight an undead you spend one round preparing and get a Keen Holy weapon. Next tier you'd get a Keen Holy Bane (Undead) weapon. Situationally useful - for the situation.
I also had some stuff to give you pretty much guaranteed +2d6 sneak attack.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Ok, here is Nethan Incanter. Also, like to change Yellow Colour magic from Black/Yellow to Black/White to match this new build better.

Nethan Ryon Akerman:

Human incanter 6/Archmage 4
CG Medium humanoid (human)
Init +11; Senses Perception +11
--------------------
Defense
--------------------
AC 24, touch 24, Flat-footed 19 (+9 force armor, +5 Dex)
hp 62 (6d6+36)
Fort +4, Ref +7, Will +6
Defensive Abilities hard to kill, Mirror Dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee Destructive Blast + Melee Blaster+8 touch (3d6/8d6 Special)
MERCIFUL (Nonlethal)
. . Unlinked Merciful Dagger of Nethys +10 (1d4+7 nonlethal/19-20 plus 1d6 non-lethal) or
. . Linked Merciful Dagger of Neythus +12 (1d4+9 nonlethal/19-20 plus 3d6 non-lethal) or
LETHAL
. . Unlinked Dagger of nethys +10 (1d4+7/19-20) or
. . Linked Dagger of Neythus +12 (1d4+9+2d6/19-20) or
. . Linked Dagger of Neythus + Energy Blade + Melee Blaster +12 (1d4+9+2d6/19-20 plus 3d6/8d6 Special) or
Ranged destructive blast +8 touch (3d6)
Special Attacks
. . Melee Blaster,
. . Mythic power (11/day, surge +1d8),
. . Wild Arcana[MA]
Sphere Casting (CL 6, MSB +6, MSD 17, Concentration +11/+15, DC 18)
. . 1 Mythic Point Wild Arcana = 1 Spell Point, CL 8, MSB +8, MSD 19, Concentration +13/+17, DC 19, +Range Increase)
. . Destruction: Destructive Blast 3d6 Ranged or melee touch attack deals 3d6 damage for (0) Spell Points,
. . Destruction: Increased Destructive Blast 6d6 Ranged or melee touch attack deals 6d6 damage for . . . (1) Spell Points,
. . Destruction: Mythic Increased Destructive Blast 8d6 Ranged or melee touch attack deals 8d6 damage for (1) Mythic Points,
. . Destruction: Energy Blade Add your destructive blast to a weapon attack for (0) Spell Points,
. . Destruction: Explosive Orb (Radius 15 ft. DC:18/19) Deal destructive blast damage in a radius for (1) Spell Points,
. . Destruction: Extended Range (x2) Increase the range of your destructive blast for (0) Mythic/Spell Points (Range Increased up to 640'/720'),
. . Destruction: Force Blast (DC:18/19) Your destructive blast deals force damage and can knock targets prone for (0) Mythic/Spell Points,
. . Destruction: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses for (0) Mythic/Spell Points,
. . Divination: Blindfolded Oracle
. . You can gain Blindsense 30' for (1) Mythic/Spell Point,
. . or Blindsight 30' for an additional (1) Spell Point,
. . Divination: Divine You can divine magical auras, or special for (1) Mythic/Spell Points,
. . Divination: Read Magic You can read and decipher magical writing for (1) Mythic/Spell Points,
. . Life: Cure 2d8+30/2d8+40 (DC 18/19) Heal a target for (2d8+30/2d8+40) hit points for (1) Mythic/Spell Points,
. . Life: Greater Healing (4) Your cure heals (4) additional HP per caster level for (1) Mythic/Spell Points,
. . Life: Invigorate (Up to 6/8 temp HP) Grant up to 6/8 temporary HP to an injured target for (1) Mythic/Spell Points,
. . Life: Mass Healing Your cure can affect multiple targets (4/5) for an additional (1) Spell Point,
. . Life: Ranged Healing Your cure, invigorate, and restore abilities have a range of Close (40'/45') rather than Touch for (0) Mythic/Spell Points,
. . Life: Restore Heal a target's ability damage and remove negative conditions for (1) Mythic/Spell Points.
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 20, Wis 12, Cha 10
Base Atk +3; CMB +3; CMD 18
Feats Melee Blaster, Combat Casting, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Mythic Paragon[M], Skill Focus (Spellcraft), Weapon Finesse (M6 Deadly Agility).
Traits Born Healer (+1d8 to Cure), Seeker
Skills Acrobatics +11, Knowledge (arcana) +12, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +12, Knowledge (psionics) +12, Knowledge (religion) +10, Perception +11, Spellcraft +18, Stealth +11
Languages Aklo, Azlanti, Celestial, Common, Draconic, Elven
SQ amazing initiative, blindfolded oracle (w/o ill effects), casting, cure, destructive blast, divine, enduring armor[MA], energy blade, explosive orb, extended range, extended range, foe-biting, force blast, greater healing, invigorate, legendary item[MA], legendary item[MA], legendary power, legendary surge, mass healing, mirror dodge[MA], mythic bond, ranged healing, read magic, recuperation, rejuvenating, restore, stone blast, unstoppable strike
Other Gear dagger of nethys
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Enduring Armor +9 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Dagger of Nethys - Foe-Biting When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a conf
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Dagger of Nethys - Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Dagger of Nethys - Legendary Surge (+1d6 to Attack Rolls - All, Concentration Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Dagger of Nethys - Mythic/Eternal Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Dagger of Nethys - Rejuvenating (60 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard acti
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Dagger of Nethys - Unstoppable Strike This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target h
M6 Weapon Finesse + Deadly Agility Use Dex for attack/damage with light and finesse weapons
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com

I also made an armorist blaster but I think we are good in fighting.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

@ Alþórel

A. Current Nethan already has Keen, the two-handed sword is toggleable between Keen for Lethal and Merciful for non-lethal.

B. I don't currently have Arcane Strike and was waiting until we had Ritual Magic until I did anything else. I think we will still be able to do ritual magic even if Nethan becomes an Incanter.

C. Current Nethan already had Fleet Charge

D. Through a Legendary Crystalline Hilt, it was Arcane Bonded and the legendary was upgradeable.

E. Sneak Attack was going to come from a Twilight Knife but since most of the nasties we fight are undead, Sneak Attack really does not come in handy.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Nethan Armorist Sample - AKA TANK w\ BFG:

Keep Black and Yellow Colour Magic

Unnamed Hero
Human armorist 6/Champion 4
CG Medium humanoid (human)
Init +11; Senses Perception +10
--------------------
Defense
--------------------
AC 27, Touch 24, Flat-Footed 22 (+9 force armor, +5 Dex, +3 shield)
hp 88 (6d10+48)
Fort +7, Ref +7, Will +7
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft.
Melee and Ranged
MERCIFUL (NONLETHAL)
. . Melee and up to 30', +1 ATK/DAM
. . Nethys Arm Cannon +14/+7 (4d6+2 Varies nonlethal/×2 plus 1d6 non-lethal/Magic/600')
. . Nethys Arm Cannon (Rapid Fire) +12/+12/+7 (4d6+2 Varies nonlethal/×2 plus 1d6 non-lethal/Magic/600')
. . Nethys Arm Cannon (Linked Rapid Fire) +14/+14/+9 (4d6+4 nonlethal/×2 plus 3d6 non-lethal/Magic/600')
LETHAL
. . Melee and up to 30', +1 ATK/DAM
. . Nethys Arm Cannon +14/+7 (4d6+2 Varies/×2/Magic/600')
. . Nethys Arm Cannon (Rapid Fire) +12/+12/+7 (4d6+2 Varies/×2/Magic/600')
. . Nethys Arm Cannon (Linked Rapid Fire) +14/+14/+9 (4d6+4+2d6 Varies/×2/Magic/600')
Special Attacks
. . Point-Blank Shot
. . Precise Shot (No Penalty firing into Melee)
. . Melee Blaster (No AoO when engaged in Melee)
. . Combat Casting
. . Arsenal Trick - Cannon Shield (Acts as Buckler +2 w/ No penalties)
. . Mythic power (11/day, Surge +1d8),
. . Wild Arcana[MA]
. . Fleet Charge (Spend 1 MP = Bonus attack anytime during movement w/+16 to ATK, 5d6+2 damage bypasses all DR, Use to establish Link)
Sphere Casting (CL 5, MSB +6, MSD 17, Concentration +10/+14, DC 17)
. . Gift for Magic +2 CL (Normal CL 3 + Gift for Magic = CL 5)
. . 1 Wild Arcana Mythic Point = (CL 7, Concentration +12/+16, DC:18)
. . Destruction: Destructive Blast 4d6 Ranged or melee touch attack deals 5d6/4d6 damage for (0) Mythic/Spell Points
. . Destruction: Destructive Blast 5d6 Ranged or melee touch attack deals 5d6/4d6 damage for (1) Mythic/Spell Points
. . Destruction: Extended Range x2 Increase the range of your destructive blast for (0) Mythic/Spell Points
. . Destruction: Force Blast (DC 18/17) Your destructive blast deals force damage and can knock targets prone for (0) Mythic/Spell Points
. . Destruction: Greater Blast +1d6 Increase Damage by 1d6 per 5 CLs and Talent for (0) Mythic/Spell Points
. . Destruction: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses for (0) Mythic/Spell Points
. . Destruction: Thunder Blast (DC 12) Your destructive blast deals sonic damage and can deafen target for (0) Mythic/Spell Points
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 12, Wis 20, Cha 10
Base Atk +6; CMB +6; CMD 21
Feats Melee Blaster, Combat Casting, Dual Path[M], Mythic Paragon[M], Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Spellcraft), Weapon Focus (Arm Cannon)
Traits Gift for Magic (Destructive +2 CL), Seeker (Perception Class Skill +1)
Skills Climb +4, Knowledge (arcana) +10, Spellcraft +17, Swim +4, Use Magic Device +6, Perception +10
Languages Common, Elven
SQ Greater Blast, amazing initiative, armor training 1, arsenal trick (cannon shield, combat feat - Point-Blank Shot, weapon focus), bound equipment, bound equipment abilities, casting, destructive blast, enduring armor[MA], extended range, extended range, extra mythic feat[MA], fleet charge[MA], foe-biting, force blast, legendary item[MA], legendary item[MA], legendary power, legendary surge, mythic bond, recuperation, rejuvenating, soul safe, stone blast, thunder blast
Other Gear legendary linked striking arm cannon, bag of holding i
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bound Equipment +2 (2 items) (Su) Chosen item can be summoned at no cost and is stronger than other summoned gear, Chain Shirt +2 (No Longer Needed), Arm Cannon
Combat Casting +4 to Concentration checks to cast while on the defensive.
Enduring Armor +9 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+6 bonus, bypass all DR).
Foe-Biting When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a conf
Gift for Magic (Magic) Destruction - You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your HD.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Concentration Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Rejuvenating (60 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard acti
Soul Safe Your item carries a part of your immortal spark within it, and unless the item is destroyed you cannot be permanently slain. If you are killed, your body reforms 24 hours later in the nearest open space within 30 feet of the item. If you are affected
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

A. Keen was an example +1 power.
B. Sure - but we've got permission to do a rebuild. I plan on dropping it so I'm not tempted to sword up.
E. Undead are not immune to sneak attack.


M Humanborn

@Nethan what about Doomblade Mageknight?


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Hmm, maybe the undead, besides incorporeal, I saw said it was immune to critical hits, therefore sneak attack. Maybe it was a powerful undead or a house rule that gave me the idea that all undead were immune to sneak attack?

http://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Sneak-Attack

@Tenro - I'll take a look but I didn't like Mageknight as a class in general just like Thaumaturge?

EDIT: The Doomblade Mageknight is good but I like the range and benefits of the Arm Cannon from the Armorist even if the primary damage was knocked back down to 2d6+X or 2d6+X+2d6 for Linked per shot to keep GM Radiance or us sane ... :-)


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Ok so what does everyone prefer?

1. Revamped Current State Nethan - Changed to Dex and Wild Arcana for more utility any Gish should have.
2. Incanter Nethan The Shank (No one wants to get hit by his linked foe-biting dagger). Good healing for the good guys. No, I didn't delve into the majority of healing because A) We are Mythic, and B)I don't one to be an one trick pony ... LOL
3. Nethan the Tank w\ Big Bug Squasher (the least from Nethan I had envisioned but still fun to play.)

Off topic - An Elan, Gestalt 20/20/Tier 10 Dual Path Mythic Overmind/Champion Awakened Blade (Warder-Dervish Defender/Psychic Warrior - Mindknight Path) Psychokinetic Psion is completely nasty. I labeled him Jedi Sentinel Grand Master.


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Undead used to be immune to sneak attacks back in 3.5 but Paizo changed that in the big 'oh let's see if we can actually help the rogue do anything' update in the pathfinder beta/alpha IIRC.

No opinion on Nethans build at this moment : )


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Elise, is that all builds including Nethan Incanter (Destruction/Divination/Life Spheres) and Nethan The Tank w\ BFG (Huge Damage Dealing)?

EDIT: I made some minor changes to the above builds. I traded in Legendary Weapon Special Ability Powerful for Soul Safe.

As for The Tank, traded in Extended Range 2 and Thunder Blast for Divination Sphere/Blindfolded Oracle No Ill-Effect Talent. The range has been reduced to 150'(No Points)/170'(1 MP)


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

Oh I just meant "I haven't actually looked or thought about any of those yet". So yeah : )

I should have some time tomorrow though, if you are looking for more input.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

GM Radiance, what was Colour Magic Black's advance spell?

Thanks!

I am changing to Nethan Incanter:

Human Incanter 6/Archmage 4
CG Medium humanoid (human)
Init +11; Senses Perception +11
--------------------
Defense
--------------------
AC 24, touch 24, Flat-footed 19 (+9 armor, +5 Dex)
hp 62 (Roll: 6, 4, 4, 4, 4, 4, +12 Con, +6 FC, +18 MPT)
Fort +4, Ref +7, Will +6
Defensive Abilities Hard to Kill, Mirror Dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee Destructive Blast + Melee Blaster+8 touch (3d6/8d6 Special)
NONLETHAL
. . Unlinked Dagger of Nethys +10 (1d4+7 nonlethal/17-20) or
. . Linked Dagger of Nethys +12 (1d4+9+2d6 nonlethal/17-20) or
LETHAL
. . Unlinked Dagger of Nethys +10 (1d4+7/17-20) or
. . Linked Dagger of Nethys +12 (1d4+9+2d6/17-20) or
. . Linked Dagger of Nethys + Energy Blade + Melee Blaster +12 (1d4+9+2d6/17-20 plus 3d6/8d6 Special) or
Ranged Destructive blast +8 touch (3d6/6d6/8d6 Varies, 640'/720')
Special Attacks
. . Combat Casting (+4 to Concentration while Casting Defensively);
. . Melee Blaster (No AoO using Destructive Blast in melee);
. . Legendary Power (Equals 4/4);
. . Foe-Biting ((1) Legendary/Mythic power to double normal damage, or (2) Legendary/Mythic power to double confirmed critical damage);
. . Legendary Surge ((1) Legendary/Mythic Point to add 1d6 to Attack Rolls, or Concentration Checks);
. . Rejuvenating ((1) Legendary/Mythic Point to cure either Mythic Tier Paragon in health, (60) Hit Points, or remove a condition);
. . Soul Safe (If Nethan is killed, he reforms w/in 24 hours w/in 30' of the item in an open space large enough to reform, or may expend (1) Legendary/Mythic Point as an immediate action to repel the effects of death effect/energy drain. Pay double if it is a Mythic source, and triple if Mythic source is greater than yours.);
. . Unstoppable Strike (This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary/mythic power, the weapon also bypasses any deflection bonus to AC the target has);
. . Mythic power (11/day, Surge +1d8);
. . Wild Arcana (Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).)
. . Weapon Finesse + Deadly Agility (M6) Use Dex for attack/damage with light and finesse weapons
Sphere Casting (11/11 Spellpoints, CL 6, MSB +6, MSD 17, Concentration +11/+15, DC 18)
. . (1) Mythic Point Wild Arcana = 1 Spell Point, CL 8, MSB +8, MSD 19, Concentration +13/+17, DC 19, +Range Increase)
. . Destruction: Destructive Blast 3d6 Ranged or melee touch attack deals 3d6 damage for (0) Spell Points,
. . Destruction: Increased Destructive Blast 6d6 Ranged or melee touch attack deals 6d6 damage for . . . (1) Spell Points,
. . Destruction: Mythic Increased Destructive Blast 8d6 Ranged or melee touch attack deals 8d6 damage for (1) Mythic Points,
. . Destruction: Energy Blade Add your destructive blast to a weapon attack for (0) Spell Points,
. . Destruction: Explosive Orb (Radius 15 ft. DC:18/19) Deal destructive blast damage in a radius for an additional (1) Spell Points,
. . Destruction: Extended Range (x2) Increase the range of your destructive blast for (0) Mythic/Spell Points (Range Increased up to 640'/720'),
. . Destruction: Force Blast (DC:18/19) Your destructive blast deals force damage and can knock targets prone for (0) Mythic/Spell Points,
. . Destruction: Stone Blast Your destructive blast deals slashing/piercing/bludgeoning damage and ignores anti-magic defenses for (0) Mythic/Spell Points,
. . Divination: Divine You can divine magical auras, or special for (1) Mythic/Spell Points,
. . Divination: Read Magic You can read and decipher magical writing for (1) Mythic/Spell Points,
. . Divination: Blindfolded Oracle
. . You can gain Blindsense 30' for (1) Mythic/Spell Point,
. . or Blindsight 30' for an additional (1) Spell Point,
. . Life: Cure 2d8+30/2d8+40 (DC 18/19) Heal a target for (2d8+30/2d8+40) hit points for (1) Mythic/Spell Points,
. . Life: Greater Healing (4) Your cure heals (4) additional HP per caster level for (0) Mythic/Spell Points,
. . Life: Invigorate (Up to 6/8 temp HP) Grant up to 6/8 temporary HP to an injured target for (1) Mythic/Spell Points,
. . Life: Mass Healing Your cure can affect multiple targets (4/5) for an additional (1) Spell Point,
. . Life: Ranged Healing Your cure, invigorate, and restore abilities have a range of Close (40'/45') rather than Touch for (0) Mythic/Spell Points,
. . Life: Restore Heal a target's ability damage and remove negative conditions for (1) Mythic/Spell Points.
--------------------
Colour Magic
--------------------

Either changing to Black/White Colour Magic or going to advance Black Magic?

Black Pool 3/3
. . Blind Spot (Black Magic): You summon the shadows of a creature to blind the creature to your presence. Make a ranged touch attack against a creature within close range. If you succeed you gain concealment against that creature for rounds equal to half your level. You may spend a spell point when making a single melee or ranged attack to change that attack into a touch attack while also gaining the benefits of the spell if you hit.
. . Shadow Siphon (Black Magic): You draw upon the shadows to protect you. While at least partially in shadow or darkness you count as being in cover until you leave the shadow. If you spend a spell point you use your own shadow as cover and gain fast healing 1, this lasts for rounds equal to your level.
Colour Magic Virtues
. . Breath of Mastery: Any weapon you hold becomes a conduit to a colour you know. The traits you choose with the conduit may be changed as a swift action. In addition, any conduit you wield now has two traits instead of one.
Conduit Weapon Traits
. . Black: Transference, Hidden, Non-lethal (b)
Conduit Weapon Groups
. . Black: Light blades
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 20, Wis 12, Cha 10
Base Atk +3; CMB +3; CMD 18
Feats Melee Blaster, Combat Casting, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Extra Magic Talent, Mythic Paragon[M], Skill Focus (Spellcraft), Weapon Finesse (M6 Deadly Agility).
Traits Born Healer (+1d8 to Cure)
Skills Acrobatics +10, Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +12, Knowledge (psionics) +12, Knowledge (religion) +10, Spellcraft +18, Stealth +10
Languages Aklo, Azlanti, Celestial, Common, Draconic, Elven
SQ amazing initiative, blindfolded oracle (w/o ill effects), casting, cure, destructive blast, divine, enduring armor[MA], energy blade, explosive orb, extended range, extended range, foe-biting, force blast, greater healing, invigorate, legendary item[MA], legendary item[MA], legendary power, legendary surge, mass healing, mirror dodge[MA], mythic bond, ranged healing, read magic, recuperation, rejuvenating, restore, stone blast, unstoppable strike
Dagger of Nethys +2 (1d4+2/19-20)
Looks like a normal high quality with full tang made from crimson red metal and the handle is made from unusually strong gold.
. . Linked Striking - Weapons with this special ability gain no benefit the first time they strike an enemy, but establish a link that on subsequent hits treats the weapon’s enhancement bonus as 2 higher and deals an additional +2d6 points of damage. Striking another creature resets this link;
. . Colour Magic Weapon Conduit (Transference - Spell Originate from other Black Colour Magic Users, Non-Lethal, Hidden (Weapon Invisible)),
. . Keen Double weapon critical threat
. . Foe-Biting - (1) Legendary/Mythic power to double normal damage, or (2) Legendary/Mythic power to double confirmed critical damage;
. . Current Legendary Power equals 4/4;
. . Legendary Surge - (1) Legendary/Mythic Point to add 1d6 to Attack Rolls, or Concentration Checks.
. . Mythic/Eternal Bond (Bond to Nethan Only);
. . Rejuvenating - (1) Legendary/Mythic Point to cure either Mythic Tier Paragon in health, (60) Hit Points, or remove a condition;
. . Soul Safe - If Nethan is killed, he reforms w/in 24 hours w/in 30' of the item in an open space large enough to reform, or may expend (1) Legendary/Mythic Point as an immediate action to repel the effects of death effect/energy drain. Pay double if it is a Mythic source, and triple if Mythic source is greater than yours.;
. . Unstoppable Strike - This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary/mythic power, the weapon also bypasses any deflection bonus to AC the target has;
. . Upgradeable - Continue to upgrade the magical item like normal;
Other Gear
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Enduring Armor +9 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Skill Focus +3 to Spell Craft
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Weapon Finesse + Deadly Agility (M6) Use Dex for attack/damage with light and finesse weapons
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

I made a change to the Life Sphere, traded in two Greater Healing for Break Enchantment to remove enchantments, transmutations, curses, and cursed equipment. I also took Restore Health which can remove disease and poison, changing the heal to 3d8+18 using a spell point and 3d8+24 when using a Mythic Point. Every other condition should be able to be removed at Tier 8 and other means.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Dreyyn, you know we will be going on to Tier 4 soon.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

I am switching from Dagger to Cestus. GM Radiance, you don't mind if I add a blade to the Cestus for slashing damage too, no extra damage, just (3) Damage types (B/P/S) 1d4/19-20, wt 2 lbs? Incanters can use all simple weapons.


Sorry for the delays, will post tomorrow morning with as much as I can fit in with the questions at least! Tomorrow evening I'll to the campaign update posts, that's almost done! Just have to copy paste it once everything has been compiled.


@Elise and Amelia: I take it you two don't want to change anything? Since you've both been fairly quiet through the process.

@Nethan: Trying to go from top to bottom with the posts:

We were considering changing the spear to light, so it would qualify for finesse yes.
It would allow you to use any sphere at thier basic effect. We'll see how that goes to start.
I'll put the spells into campaign info once I've done the final compilation which should be soon, hopefully tonight.
If you are using a conduit to summon the weapon just place a cestus and small blade in there. They can take two weapons. Shift them out depending on the fight.

If I missed a question from somebody. Please post a reminder for me!


Female Human (Ulfen) | Status: | Hp 99/99 [117/117] | AC 18, Touch 11 [9], FF 17 | CMD 21 [23] | Fort +12 [+15], Ref +4 [+5], Will +3 [+5] +2 vs enchantment, sleep | Resist Fire 10 | Improved Uncanny Dodge | Per +9 | Init +5 [+7]

I'm not sure what I would switch to and still be Elise so yeah I think I'm staying. I do enjoy this combination of fire-breathing and clawing : )


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

GM Radiance,

1. Should I change my weapon to spear?
2. Cool
3. Thank you
4. Can the Conduit be made Legendary and therefore effect weapons that are called from the Conduit?

Extra Questions,

1. Could I drop Yellow Colour Magic for Black Advance Colour Magic? I am not saying I am just looking at options.

Thanks!

@Elise, I think you are good to go and don't need to change unless you want to? Nethan's changes are due to learning new things, things that were not offer the first time, and things we need more of like a dedicated healer and use the Wand of Valour as a back-up.


Inactive

I'm also good - Amelia's pretty much a one-trick pony (actually two tricks thanks to Purple magic), so there's not much to change. If we're retooling gear, I might do something with that, but nothing else.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

I agree Amelia is good to go.


Right, so:

Major plot beats added to the list.
Important plot info post saved on the campaign page.
Intermediate colour magic added to the document.

I hope I haven't missed anything.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Is the Khekeret Spear going to become a weapon finesse weapon and remain martial or changed to simple like other spears?


current map HP 48/60 | AC 21, Touch 15, FF 18 | Fort +8, Ref +8, Will +3 | Per +9 | Init +4 Slayer 6 / Mythic Champion Tier 2

i was looking for the approximate wealth level we should be at.


AC 13(17). F+2 R+5 W+5. Per +5 Init +9. HP 44/44 MP 2/9 Pre 3/5 WCM 5/6 AR 3/9 BoH 1/1 1st 3/6 2nd 4/6 3rd 3/4

With permission, I'll drop Arcane Strike and the glove of striking from Al.

I think I might actually go Arcanist to help differentiate him from Nethan. Spell Sage gave Al healing, and Nethan seems to have that well in hand now.


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

Can the conduit be made Legendary and will that effect every weapon manifested from it?


Human Male Adult Incanter Archmage, L6/T4, HP:62/62, AC:24/T:24/FF:19, F:+4/R:+7/W:+6, Am.Init:+11, Prcptn:+11, CMB:+3, CMD:18, Speed:30', MPPs:10/11, LPPs:2/2, SPs:10/11, CMPs(BLK):6/6, Wand:35
SKILLS:
Acro:+10, Know(All,Exc:Martial)/(PL/Psi/Arc):+10/+12, SpellCraft:+18, Stealth:+10

To add, thanks Gm Radiance for adding this!

Major plot beats added to the list.
Important plot info post saved on the campaign page.
Intermediate colour magic added to the document.

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