psionichamster |
First batch of encounters (All CR 7-9) are posted in the Campaign Info section.
Any suggestions on higher level encounters?
I know I would like to run even higher CR stuff, but I would like to see where the Mythic PCs are at before cranking the difficulty up too high.
Lilly Talieb |
I do believe it was mentioned in a blog post somewhere that rules wouldn't hit until the 14th...only an extra day so not that big of a deal. As I said in the recruitment thread Lilly is all built she just needs to get updated and I need my laptop for that so it will be sometime tonight that I get her updated in word and then when I get online tomorrow(sometime between 10:30 and 1:30 CST) I will throw it up on the site.
rashly5 |
Heeey. Glad to see I didn't miss it. My internet connection is unstable at the moment, no clue what's going on with my ISP, but hopefully it'll fix itself soon. Yelling at them didn't help because the people I yelled at didn't have a clue either.
Point of note, I run about Australian time (GMT +8 to be exact) so my time may be at odds with most of you. This won't be a problem during weekends since I'm naturally a night owl but weekdays can get troublesome.
I'll understand if you'll want to replace me if I get too inconvenient to the whole group. I do give full permission to bot my character and such.
In the meantime, eagerly awaiting the Mythic Rules!
P.S. May be fun to run an introductory encounter with the normal expected monsters for our level, just to see how badly we thrash them.
Lilly Talieb |
Hey guys got busy last night so wasn't able to get the updated profile done...will get it up tomorrow though I promise. And now that I have the playtest doc in hand I will throw together the mythic part of her as well.
Psionichamaster is there any specific ways you want us building the mythic part of our characters?
psionichamster |
You Kuonuo |
Oh man, I can take Leadership as a bonus feat and it has some nifty things added on too! Cohooooort! And followers!
That's some added crunching and complexity though, so I'll leave it up to the GM if he'll allow it.
It's so difficult picking out Path Abilities when all of them are so awesome.
My crunch sheet is on my page, but I can post it here too if desired.
Here're the Mythic Choices for my character:
Path: Marshal
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Summary
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Mythic Ability Bonus: Charisma +2
Bonus Hit Points: +8 HP (+4/mythic tier)
Mythic Power: [2+5/day, 1d6]
Hard to Kill
Mythic Flaw - Elemental Vulnerability (Acid)
Amazing Initiative - [+20 initiative]
Marshal's Order - Advance
Additional Order - Decisive Strike
Feat of Charisma
Mythic Feat - Arcane Strike (Mythic)
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Amazing Initiative (Ex): At 2nd tier, you gain a +20 mythic bonus on initiative checks. In addition, you can expend one use of mythic power each round to take an additional turn, treating your initiative for this second turn as your initiative roll without the +20 mythic bonus. Using this ability is a free action that must be decided at the end of your first action during the round. This additional turn allows you to take the full range of actions available to you, but both turns still only count as one round for the purposes of durations and other effects based on rounds.
Bonus Hit Points: Whenever you gain a marshal tier, you gain 4 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics.
Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.
Mythic Flaw - Elemental Vulnerability (Acid): You take double the normal amount of damage whenever you take damage of the selected type. You can never benefit from resistance or immunity to that element and your mythic saves ability does not apply to any saving throw against a spell or effect that deals damage of the selected type.
Mythic Power [Charisma] (Su) : You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic ability score’s bonus. In addition to abilities gained from your mythic path and overall mythic tier, you can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12. [2+5/day, 1d6]
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Advance (Ex): You can expend one use of mythic power as a swift action to order your allies to advance on the field of battle. This allows you and each of your allies within 30 feet to take a move action. Each creature affected by this ability can decide how to use this move action.
Decisive Strike (Su): You can expend one use of mythic power as a swift action to order one ally within 30 feet to make a melee or ranged attack in addition to any other actions or attacks the ally might make on its turn. The target adds your marshal tier as an insight bonus on the attack roll. Any damage dealt by this attack bypasses damage reduction.
Feat of Charisma (Su): You can expend one use of mythic power to attempt a feat of Charisma, gaining a +20 circumstance bonus on any one Charisma skill check or ability check.
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Arcane Strike (Mythic): Whenever you use Arcane Strike to imbue your weapons, they gain an additional +1 bonus to attack and damage. In addition, if you expend one use of mythic power you can also add any one magic weapon special ability with a base price modifier of +1. This base price modifier increases by 1 for every three mythic tiers you possess beyond 1st (+2 at 4th, +3 at 7th, and +4 at 10th). If you expend mythic power in this way, your arcane strike (and the bonus special ability) last for a total of 1 minute.
Monkeygod |
Here is my very brief notes on just the Mythic paths:
Component Power should double the cost each time selected as well.
Reason: Its doubtful one would take this power more than two, perhaps three times, and as such won't be that massive. Even if one took it every time, he would ignore most if not all material components, but that's it.
Deep Understanding should grant a bonus on the your identifying checks, both for spells and magic item properties. Perhaps double your tier?
Fleet Warrior should add a bonus to your AC vs AoO
There should be some sort of mythic Combat Maneuver power
Guardians should get the most bonus HP
Why is there no Archmage familiar enhancer?
Why isn't Mighty Summons also an Archmage ability?
Abilities that allow rerolls should not force you to take the worst result, this is Mythic levels and abilities we're talking about!
Greater Power might grant max bonus instead of 2d8?
Inspiring Deeds should stack with Haste and similar affects as it is based on the Marshall attacking as well.
Rise Up might be allowed to be taken more than once, doubling the range each time, so 2nd time its 60ft, 3rd time 120, etc
Why do only some of the Paths allow an additional first level ability to be taken more than once?
Lilly Talieb |
Just from what I've seen in updating my character the Hierophant could really use a better selection of Divine surge's...not really to impressed with the list they give. But then again it was only 3 possible options and since I don't get a familiar or animal companion only 2 were relivent...
psionichamster |
I don't know about that, Ug.
Check out A Hierophant/Cleric I made earlier for another playtest.
He's essentially a "saint" style character - heal the sick (at will), cure the blind (at will), fly (all the time), bring forth powerful angels (CG outsiders as Standard Action, Level 1-3 at will if desired, with Mythic templates and other add-ons), etc.
Mythic is badass!
You Kuonuo |
I'll get the Loyalty path ability when we get to Level 10. I still need to qualify for the Leadership feat, I think.
Those are good points, Monkeygod. The Combat Maneuver powers too.
I don't quite understand Rise Up myself. Does it mean that any nonmythic ally within 30 feet of you at any time of the day can add a die roll? In that case, increasing the range wouldn't make sense since that would mean it's a constant effect.
On the other hand, is it more of that the Marshal can use it once per day to let people around 'em add a die roll for that day? And in that case, does it mean that those affected have to add a die roll within 30 feet of the Marshal or can they do it anywhere that day once the Marshal has used the ability on them?
Monkeygod |
Rise Up can only be called upon once per day by allies within 30ft.
My suggestion would double the range per time taken, so taken twice, it would allow allies within 60ft, 3rd time allies with 120ft.
Increasing the range would allow it to affect more of an army type group, than just a small unit.
Sol Xue De Ron Ole |
CHAMPION Can Max Dex then take
Weapon Finesse (Mythic)
You are an expert with weapons that rely on your agility.
Prerequisite: Weapon Finesse, 1st mythic tier.
Benef it: You can use your Dexterity score on all melee
attack rolls and damage rolls instead of your Strength
score.
Thats ALL attacks!!
Then take, X3 so you get max dex mod in Full plate.
Armor Master (Ex): You do not suffer any armor check
penalty or arcane spell failure chance when wearing
light armor or using a shield. In addition, the maximum
Dexterity does not apply so long as the armor you wear
is light. This ability can be selected more than once.
The second time it is selected, it also applies to medium
armor. The third time it is selected, it also applies to
heavy armor.
So she can run around in Full plate using a gratesword sHes init will be nuts and Ref rolls will be high, His AC will be high, Dex+ Armor, his H2H and Range will be high, 1 state,
Yikes Im rebiuding with a level of fighter
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Also there is no MYTHIC Ki feat, so they kind of forgot monks.
Sol Xue De Ron Ole |
Ok Shes done and ready for testing, I wanted to see if I could brake some thing and shes a bit nuts.
W-wind attacks with a great sword, With Mythral Brest plate comning in as light amor nice brake so AC 25 with Acrobatics skill of 16.
I kid you not
Lilly Talieb |
Sorry guys I have all the changes listed out for Lilly just haven't had time to get them all into word yet. Here is the stat block from herolab with the mythic choices listed for her so that the dm has something to go by at least. Hopefully i'll finish getting everything into word by monday.
Female Elf Cleric 5
NE Medium Humanoid (elf)
Init +0; Senses low-light vision; Perception +9
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Defense
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AC 17, touch 11, flat-footed 17 (+5 armor, +1 shield, +1 deflection)
hp 28 (5d8)
Fort +4, Ref +1, Will +6
Immune sleep; Resist +2 vs enhantments
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Offense
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Speed 30 ft.
Melee Light Shield Bash +0 (1d3+1/x2) and
. . +1 Silver Longsword +5 (1d8+1/19-20/x2)
Special Attacks bleeding touch 2 rounds (5/day)
Spell-Like Abilities Bleeding Touch 2 rounds (5/day)
Cleric Spells Prepared (CL 5):
3 (1/day) Dispel Magic, Animate Dead
2 (3/day) Death Knell (DC 14), Desecrate, Gentle Repose (DC 14), Undetectable Alignment (DC 14)
1 (4/day) Bane (DC 13), Protection from Good, Cause Fear (DC 13), Detect Undead, Deathwatch
0 (at will) Resistance, Bleed (DC 12), Read Magic, Detect Magic
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Statistics
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Str 12, Dex 11, Con 10, Int 12, Wis 15, Cha 15
Base Atk +3; CMB +4; CMD 15
Feats Channel Smite, Command Undead (DC 14), Selective Channeling
Skills Diplomacy +10, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +9, Sense Motive +6, Spellcraft +9
Languages Abyssal, Common, Elven
SQ aura, cleric channel negative energy 3d6 (5/day) (dc 14), domains (death, magic), elven magic, hand of the acolyte (5/day) (5/day), spontaneous casting
Combat Gear Potion of restoration, lesser; Other Gear +1 Mithral Chain shirt, Masterwork Light steel shield, +1 Silver Longsword, Ring of protection +1, Robe of bones, Backpack (empty), Bedroll, Everburning torch, Flint and steel, Spell component pouch, Urgathoa, Waterskin, 250 GP, 9 SP
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch 2 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Negative Energy 3d6 (5/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Command Undead (DC 14) Channel energy can take control of undead.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Hand of the Acolyte (5/day) (5/day) (Su) Throw the melee weapon you are holding 5/day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
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Ability score increase +2 wis
Hard to kill
Mythic flaw-Insanity
Mythic power-wisdom(d6)
Amazing init
Bonus HP(+8 hp)
Divine Surge-Recalled Blessing
Path Ability-Scared Boons
Path ability- Sustained by Faith
Mythic Spell-Animate Dead
Mythic Feat- Dual focus-charisma