DM Mathpro |
Hey everyone please start getting your aliases together. I understand that with mythic being new combined with this being a 17th level module that it might take some time to get everything together so I am not starting this until this weekend. Unfortunatly I won't be online until Friday but please post your questions here and I will try and answer them when I get online.
Character Creation rules can be found in the spoiler below.
*Level 17 characters. Max HP at level 1 and then either roll hp or half+1 for other levels which ever is higher.
*Core Races only
*Core, APG, Ultimate Combat, Ultimate Magic, and Ultimate Equipment are all available for your use as well as Paths of Prestige. Any other paizo product is pretty much fair game(except the Advanced Race Guide) but if you are using non-core things please let me know what source they're coming from.
*Either roll 2d6+6 for stats or do a 20 point build, again which ever is faster.
*Standard wealth by level for starting gold. No more than 25% of your wealth can be spent on a particular item.
Brandr Silver-Blood |
Greetings and salutations.
For clarification, as of this time you have not introduced the Mythic rules into character creation yet, correct? I'll update my character with HeroLab shortly since I have been selected. Thank you.
To avoid confusion I just kept a seperate, non-mythic statblock in my alias in case I need it. EDIT: Confusion ninja-dispelled. That was quick!
Thanks for selecting me too!
Brandr Silver-Blood |
Just getting my house in order. And traits? Ooh, traits.
Wand of fireball (CL 5th) 2d20 + 10 ⇒ (1, 3) + 10 = 14
Wand of lesser restoration (CL 3rd) 2d20 + 10 ⇒ (6, 2) + 10 = 18
Wand of endure elements (CL 1st) 2d20 + 10 ⇒ (5, 2) + 10 = 17
Wand of identify (CL 1st) 2d20 + 10 ⇒ (19, 4) + 10 = 33
Wand of ventriloquism (CL 1st) 2d20 + 10 ⇒ (12, 13) + 10 = 35
Wand of fly (CL 5th) 2d20 + 10 ⇒ (3, 9) + 10 = 22
Three wands of cure light wounds (CL 1st) 6d20 + 10 ⇒ (9, 5, 11, 11, 19, 18) + 10 = 83
Big OM |
How do we handle skill points as the number changes with stat increases. I know is retrospective, but I don't think skill points are. I guess I'm asking when did we ascend and when did we increase in tiers?
Do you want the crunch explained e.g.
Diplomacy +10 (+3 favoured class, +2 Charisma + 5 skillpoints)
Feats: Power atttack (Human), Furious focus (1st)
psionichamster |
Neat.
Character should be pretty much buttoned up.
I'll include some traits tomorrow & get an alias put up.
Will also include his typical summoned creatures.
Just fyi: mythic characters have much greater power & utility than non-mythic. My playtests suggest even with CR=APL+2 they're trouncing the opposition.
Tenro |
How do we handle skill points as the number changes with stat increases. I know is retrospective, but I don't think skill points are. I guess I'm asking when did we ascend and when did we increase in tiers?
Do you want the crunch explained e.g.
Diplomacy +10 (+3 favoured class, +2 Charisma + 5 skillpoints)Feats: Power atttack (Human), Furious focus (1st)
In the PFSRD under Intelligence there is a reference to a post by James Jacobs regarding retroactive increase in skill ranks by virtue of base (non-magically-modified) INT modifier:
"All bonuses are retroactive when an ability score increases, be they bonuses to damage, to skill ranks, to hit points, to saves, to skill checks... all of them. Skill ranks not being retroactive are a 3.5 convention we specifically removed from the game because it was a weird exception to the rule, and since now there are no exceptions to this rule, there's no need to specifically state that skill ranks are retroactively granted if your Intelligence goes up."
Brandr Silver-Blood |
Yeah this is going to be crazy.
My character has a higher bluff than everything in the entire bestiary, except for a CR 20 Akvan Div.
I have one less bluff than him... until I use mythic power to add 1d12, or to roll twice and add +8, or both. He only has +30 to Sense Motive.
My character has a higher sense motive than everything in the entire bestiary. The only thing close is the Mu Spore, who has +40. And then I can add mythic power, roll twice...
And if I don't like the result, I can roll one of those skills again.
Yeah, completely insane. I'm so ready.
Brandr Silver-Blood |
These levl 17 characters with mythic takes some time to make, I'm working on it, spell selection took some time. Just to be sure healing and restoration are covered?
Americo can cast lesser restoration, remove disease and remove curse at-will pretty much, and if he's too messed up to, Brandr can use a scroll to resurrect him OR spend a mythic point to off-the-cuff cast remove curse or break enchantment on him. And if he's dominated I can off-the-cuff summon 1d4+1 hound archons to give him 1d4+1 magic circle against evil saves to suppress.
We're way covered. But both of us have hit points which means we can be killed, so, keep that in mind. When both of us are dead, what do you do? :P
Big OM |
When both of us are dead, what do you do? :P
Flee or resurrect I haven't decided yet.
Could you give this a quick look and point out any bloopers
I'm still missing 2 mythic feats and I can't find any more I qualify for.
Female Human (Ulfen) Witch (Winter Witch) 17 – Archmage 8
N Medium Human
Init +31; Senses Perception +17
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DEFENSE
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AC 25, touch 20, flat-footed 20 (+5 Dex, +5 Deflection, +5 Natural)
hp 213 (6+16x4+17x5+17x2+8x3)
Fort +10, Ref +10, Will +15
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OFFENSE
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Spd 30 ft.
Melee Dagger +8 (1d4/19-20/x2)
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STATISTICS
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Str 10, Dex 14(20), Con 14(20), Int 30(36), Wis 10, Cha 10
Base Atk +8/+3; CMB +8; CMD 30
Feats Accursed Hex, Defensive combat training, Extra hex (Slumber), Greater spell focus (Necromancy), Improved initiative, Rime spell, Spell focus (Necromancy), Split Hex, Spell penetration, Toughness
Mythic Feats Mythic paragon, Toughness (-2)
Traits Magical lineage (Cone of cold), Reactionary
Skills Fly +25, Intimidate +20, Knowledge (Arcana) +33, Knowledge (History) +33, Knowledge (Nature) +33, Knowledge (the Planes) +33, Perception +17, Ride +22, Sense Motive +17, Spellcraft +33, Stealth +22, Survival +17, Use magic device +20
Languages Aquan, Auran, Common, Elven, Giant, Skald
Combat Gear Amulet of natural armour +5, Cloak of resistance +5, Ring of protection +5
Other Gear Belt of physical might (Dex/Con)+6, Diamont dust 10000 gp, Handy Haversack, Headband of vast intellect +6, Metamagic rod of quicken (normal), Metamagic rod of selection (normal), Rod of Absorption,
10500 gp
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SPECIAL ABILITIES
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Spells
Spells pr. day
.. 0 – 4
.. 1st – 4+4: Command, Comprehend languages, Enlarge person, Hex ward, Identify, Mage armour, Mount, Unprepared combatant, Unseen servant
.. 2nd – 4+3: Invisibility, Blindness/deafness, Glitterdust x2, Steal voice, Web x2
.. 3rd – 4+3: Blink x3, Fly x2, Sleet storm x2,
.. 4th – 4+3: Confusion x2, Black tentacles, Crushing despair, Dimension door x2, Spite
.. 5th – 4+3: Baleful polymorph x2, Feeblemind, Hold monster x2, Major curse x2
.. 6th – 4+2: Cloak of dreams, Cone of cold with rime spell x2, Dispel magic (greater) x2, True seeing
.. 7th – 3+2: Arcane sight (greater), Teleport (greater), Wave of exhaustion x3
.. 8th – 2+2: Maze, Moment of prescience, Prediction of failure x2
.. 9th – 1+2: Summon monster IX, Maze x2
Spells known:
.. 0: Ray of frost
.. 1st: Ventriloquism, Command, Comprehend languages, Enlarge person, Hex ward, Identify, Mage armour, Mount, Unprepared combatant, Unseen servant
.. 2nd: Invisibility, Blindness/deafness, Glitterdust, Steal voice, Web
.. 3rd: Blink, Bestow curse, Fly, Sleet storm, Vampiric touch
.. 4th: Confusion, Black tentacles, Crushing despair, Dimension door, Spite
.. 5th: Passwall, Baleful polymorph, Feeblemind, Hold monster, Major curse
.. 6th: Programmed Image, Cloak of dreams, Cone of cold, Dispel magic (greater), True seeing
.. 7th: Invisibility (mass), Arcane sight (greater), Heal, Teleport (greater), Wave of exhaustion
.. 8th: Scintillating pattern, Horrid Wilting, Maze, Moment of prescience, Prediction of failure
.. 9th: Astral Projection, Summon monster IX
Patron – Deception
Cantrips
Hexes
Agony, Crackle, Evil eye, Flight, Fortune, Ice tomb, Misfortune, Retribution, Slumber
Ice magic – +1 DC to spells with cold descriptor
Cold flesh – Immunity: cold
Mythic abilities
.. Mythic Power – 17
.. Hard to kill
.. Mythic flaw – Elemental vulnerability (Fire)
.. Mythic power – 1d10
.. Amazing initiative
.. Recuperation
.. Mythic saves
.. Force of will
.. Unstoppable
Archmage
.. Mythic spells – Dimension door, Maze, Mage armour, (-1)
.. Archmage arcana – Wild arcana
.. Path abilities – Abundant casting, Channel power, Competent caster, Component power (3), Endless power (2),
Brandr Silver-Blood |
From an honest standpoint: What spells are you trying to get around with Component Power that you need to take it three times? I couldn't find a single spell you have with a 2,400~gp component. If you're not sure what you're using it for, then take another Endless Power to free up your 3rd level slots.
You prepped two of glitterdust and web, even though when you cast it you do not use up that spell slot-- I see why. That's depressing. I would honestly advise you to drop the rod of absorption or something else and to buy 50,000 or otherwise gold worth of scrolls to add to your spell list at lower levels (for 50k you can buy 4 spells of every spell level but 9, which you can buy 3 of) so you can have a lot more spell variety, if only to take advantage of endless power on 2nd level spells. Right now you have to use mythic power a lot.
Why did you take a 9th level spell you're not going to prep? I'm confused by that. Astral Proj is kind of fringe-- I don't know if we're going to need to travel randomly to other planes, and if we do you can mythic power it. (Maybe Power word: Kill? That mazes them permanently. In the aferlife.)
If you drop your amulet to +4, you can buy +4 bracers of armor and get a net +3 AC bonus.
Your saves are incorrect. +5 +5 +10 with +5 makes it +10 +10 +15, stats makes it +15 +15 +15.
CMD should be 10 + 17 + 5 + 5 for 37. You forgot the ring of protection adds to CMD.
I'd include DCs in the block as well As a side note-- DC23 for 0th level spells. Wow. That's amazing.
HP is just confusing to me, but I noticed it was really high.
You have an extra language, unless we get Skald for free?
As an aside, you might as well drop +8 into your fly, since you can only fly with fly the spell and the flight hex, and both give you half your caster level in bonus to the skill.
There's my powergamer-advice-look-over.
Hege Vargsdóttir |
Thanks for the help Brandr.
I took component power 3 times to ignore v,s and material component in spell casting and I think I only ignore 1000gp worth of components, it's based of mythic tier which I get a +2 bonus to from mythic paragon.
I agree with you on the spell part, I was annoyed by the fact that I had so few spells, but are the rest needed? But a full spellbook/familiar is always nice, I'll properly buy the spells.
I like astral projection, but it might not be that needed, I was never a fan of powerword X but perhaps I should select a different spell.
I am getting +6 armour from mythic mage armour. Forgot to include that in the crunch presentation.
God spot on the save I felt they were low, but just couldn't see it.
I never new other types of bonuses were added to CMD, I learn something new with this system every time I play.
I'll add DC's
I calculated hp with the following 230hp:
1st level=6, 2-17nd level=16x4, Con bonus 1-17=17x5, Mythic toughness=17x2, Archmage tier 1-8=8x3, Favoured class 17
Ulfens get Skald for free
I missed that detail on flight.
And alias is live
Brandr Silver-Blood |
Thanks for the help Brandr.
I took component power 3 times to ignore v,s and material component in spell casting and I think I only ignore 1000gp worth of components, it's based of mythic tier which I get a +2 bonus to from mythic paragon.
I think you can ignore 3,000gp of material components as well. I actually only saw the gp component portion of the trait and wondered why you were drawn to it. Being able to cast spells with no components is _amazing_.
I agree with you on the spell part, I was annoyed by the fact that I had so few spells, but are the rest needed? But a full spellbook/familiar is always nice, I'll properly buy the spells.
The strength of a prep caster is that you have a tool for everything. With wild arcana, we have tools for everything. Now it's just about prepping a variety of spells so you don't have to blow tons of mythic points, imo.
I calculated hp with the following 230hp:
1st level=6, 2-17nd level=16x4, Con bonus 1-17=17x5, Mythic toughness=17x2, Archmage tier 1-8=8x3, Favoured class 17
I keep forgetting the mythic hp boost.
Huzzah!
Bariel |
All the way done now. The AC is slightly better if i play it smart and use combat expertise/fighting defensively/etc.
Damage is good, saves are kinda "eh" and attack rolls will be "eh" when i am focusing on AC or good when I am not
Brandr Silver-Blood |
Brandr I gave the spell lists another look and didn't find that many spell I wanted. I discovered just how many utility spell the wizard have over the witch. Would you have any suggestions on spells, It could be different debuffs.
4th - Death ward is very important. It protects against a lot of instant death effects, many of which are in high levels.
5th - Pain strike mass is good. Telepathic bond is very good-- it lets the party communicate without letting enemies hear, which is fantastic for intelligent opponents. Mindfog, cloud kill, overland flight.
6th - Dispel magic greater, true seeing, unwilling shield. You want and need dispel to be a debuffer. True seeing to see people through illusions/invis and then remove it and all of their magic buffs. Unwilling shield gives you a good damage buffer by splitting damage between you and an unfortunate creature.
7th - Plane shift, chain lightning, harm. Plane shift to remove creatures when maze is too high level to cast on them and you don't care where they go.
8th - Destruction, storm bolts, symbol of death, power word stun, mind blank. Storm bolts is great-- a radius from you aoe that doesn't harm allies or the surroundings. Mind blank protects you versus a bunch of things.
9th - Wail of the banshee, suffocation mass. Spells to cast when you want the fight to be over before it can even start.
3rd - Tongues, dispel magic. Dispel for counterspells or to just remove things you don't like.
2nd - False life, see invisibility. Staple spells.
Tenro |
yeah it seems quite powerful so far.
i think it will turn out to be one of those things that a few DMs will allow lower tiers of in particularly high power games where they want to throw crazy challenges at their party, but i don't foresee many folks getting up to tiers 7+
but i could be wrong, of course.
DM Mathpro |
I also agree that this seems over powered...but I also think thats kind of the point.
I think the generally accepted 2 levels/tier makes this a little powerful and doesn't really solve the problem of playing past 20th level, which is what some people want this rule set to do.
I know if I were to use this at the table I probably wouldn't let people get anything above tier one until about...6-8th level. The +20 init that comes with the second tier is a big boost. Not sure how I would further advance things but if I were to use this with AP's(and since most AP's have been ending around 12-15th level) I don't see myself letting my players have more than 3 or 4 tiers of mythic by the end of an AP.
Eámanë Helyanwë |
I think for an Adevnture Path, like Rise of the Runelords which I'm starting Sunday afternoon, it would work well. Given I only have four players and one player will be busy until January fo to his Bengals season tickets, a few ranks will power up the group and make them viable in given situations. So far I have a Ranger, Druid, Void Wizard and Stonelord Paladin and the dwarf is the one who will be gone a portion of the time. Personally, I don't think Amazing Initiative should be a 2nd Tier option. It should be turned into Improved Initiative (Mythic) personally.
Americo the Wandering Cleric |
I'm starting to agree with the Amazing Initiative issues, myself.
2 full turns is quite the powerful ability. Perhaps the Tier 2 section could be "Mythic Improved Initiative: Add you Mythic Tier to your Initiative Score" and then progress up the order of actions.
Just a thought.
Sorin Markof |
So, I have a quick question, I'm looking at some of the style feats and just wanted a clarification. On Dragon Style it says "Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round." Under normal circumstances, this would not be an issue but I have an amulet of the mighty fist with the guided property (Use wisdom instead of Strength on attack and damage rolls). So my question is this, would I just use the dragon style with strength replaced by wisdom, use the 1/2 strength on top of the wisdom, or have to choose between using strength or wisdom on the attack? Aside from this and posting my skills, I'm done as well.