
Galin Solatar |

Here are the mythic changes as Galin takes his first tier of the Champion path!
+5 hp
Mythic Rapid Shot
Hard to Kill
Mythic Power 5/5
Surge 1d6
Champions Strike(Fleet Charge)
Path Ability(Impossible Speed)

Blink Vala |

+11 HP
BAB +1
+1 Fortitude
+1 Reflex
Slayer Talent - Ranger Combat Style - Two-Handed Style - Power Attack
Arcanist Exploit - Dimensional Slide
Feat - Extra Arcanist Explot - Shadow Veil
Spells - Blur, Create Pit
9 Skill Points
Mythic Path - Trickster
HP +4.
Trickster Attack - Surprise Strike - Costing a use of mythic power, as a swift action add one attack, which counts the enemy as Flatfooted.
Path Ability - Shadow Stealth - Move at full speed in shadows while using Stealth. As a move action and a use of mythic power, teleport to another shadow within 100 feet.
Mythic Feat - Arcane Armour Training - Using Arcane Armour Training no longer uses a Swift Action, and light armour is reduced by 20%.

Samnell |

This is belated because I forgot. But here's a reminder for the old guard and possible news for the new players that I'm doing a little mythic houseruling. These were very much theorycrafted out and subject to revision if things like rocket tag get too bad or if they end up being too restrictive. The idea here is to avoid the game completely breaking down, not to make things more grindy and remove all the fun of mythic. If things change, you will of course have the chance to rearrange your PCs. If something here right now
Mythic Houserules
Mythic power will regenerate at the rate of 1d4 points per day. Completing a mythic trial will grant an immediate additional recovery roll.
Abilities that give you additional actions do not stack with one another. You can only have one extra of action per round. When you can buy an extra action, it will cost you 5 mythic power and at least a swift action, possibly more depending on the ability.
The “cast any spell on your class spell list for free” abilities will cost you a swift action to expend the mythic power. They further cost 1 mythic power per spell level. If compatible with metamagic, the cost is determined by the spell’s adjusted level rather than its base. They also require the normal action necessary to cast the spell. These are over and above any restrictions in the text.
You can get off more than one spell per round by metamagic, or by casting spells which already permit it, but not by use of mythic abilities.
Abilities that bypass energy immunities and damage resistance, except for a paladin's smite, will not do so but will retain any other functions.
Abilities, notably mythic power attack and vital strike, which allow you to multiply your damage modifiers do not do so.
And the old crit rule that everybody forgot about, myself included, but becomes relevant in conjunction with all this:
Oh, crit!
When you confirm a critical hit, you do not roll twice and multiply your non-precision damage modifiers. (Those are things like a STR or weapon bonus.) Instead, a crit translates into an automatic maximum damage roll, to which you add your modifiers as normal. If your crit multiplier is greater than x2, you get 50% more weapon damage per point. So x2 gives the base 100%, x3 brings you to 150%, x4 to 200%, etc.
Feedback welcome, as always.

Blink Vala |

So, just to clarify, if I used my Sudden Strike, which would normally cost 1 use of mythic power and lets me make an additional attack as a swift action, it will cost 5 Mythic Points to use?

Samnell |

So, just to clarify, if I used my Sudden Strike, which would normally cost 1 use of mythic power and lets me make an additional attack as a swift action, it will cost 5 Mythic Points to use?
Yes. You've got 5 to spend now, which makes it a little prohibitive (possibly too much so? it's your full day's mythic fun), but mythic power goes up like this:
Tier>Power
1>5
2>7
3>9
4>11
5>13
6>15
7>17
8>19
9>21
10>23
That would be one sudden strike now, but then two at 4th, and... Yeah that's pretty pitiful. I still think 1 is probably too generous, considering I almost always let the party choose their battles and when to withdraw so there's less reason to save power for later. With the cost at 1 per you basically get the best of haste for the length of a typical battle, which may be the only one you have in the day.
Second thought, let's split the difference here and err just slightly on the side of caution. Extra attack style abilities have a base cost of 3 mythic power. That lets you have one use right now and still have a few points left over for surges.
That sound reasonable to everyone?

Blink Vala |

I'm fine with either - it's your game, after all. Obviously, I prefer the lesser cost, but I suspect I'll be spending most of my points on Teleporting from Shadow to Shadow anyway. I just wanted to make sure I was clear on exactly what I was doing.

Steave Rojerz |

Paladin (Divine Hunter) 5 & Brawler (Shield Champion) 5
* Bonus Brawler feat - Weapon Specialization (Heavy spike shield)
* 5th - Improved Shield Bash
* +1 Perception, +1 Know (dungeoneering), +2 Climb
* Replaced +1 Agile Breastplate with Elven Chain
Have 500 gp to spend
Mythic Champion
* Distant Barrage
* Mythic Weapon Training - Close Weapons
* Mythic Power Attack
BTW. I'm going for Rule of Cool. Captain Andoran can now Flurry throwing his shield with it returning to him. The distant barrage lets him ignore cover and concealment vs a thrown shield as a swift. The damage is relatively low compared to what he could be doing, but it'll be fun to describe combat!
cheers

Ljos |

If you're worried about extra attacks, I think the easiest way to limit them would be keep the cost to 1 Mythic Power per use but make them limited to "tier/day". So at tier 1 it's once/day, at tier 3 it's 3/day. That way you can use an extra attack ability and still play with a few Myhtic toys, especially with the slow recharge rate. Just my thoughts anyway, I'm trying to use mostly passive abilities so I won't have to worry about it.

Yridhrennor Arahaelon |

GAH! i will update Yridhrennor tomorrow. it's starting to thunder and lightning (very very frightening me) here.

Steave Rojerz |

I'm alright with whatever house rules, because mythic level gets a bit disgusting. Please just post all rules on the Info tab, so I can remember.
cheers

Samnell |

This is going up in the campaign info momentarily, but I also want to drop it here to both call attention and invite discussion.
I’ve spent a little bit thinking about this and going back over my initial thoughts on mythic, which could only be prospective. Now the time is upon us and I’ve had four levels to get used to gestalt. I have the strong sense that it’s made you a bit tougher, but mostly on the defense and in versatility. Action economy in particular mitigates against it being a straight doubling of power. All that’s fine, but I wrote my original mythic nerfs with the assumption that it would be far more chunky than it is. As such, I was overly conservative. This replaces the previous capsule version with something more robust.
On Revisions
Of necessity, these modifications are permanent works in progress. None of us can foresee just how things will play out. The rules as experienced always differ from what they look like on paper. I hope that if you feel something is too good, or that I’ve cut it so close to the bone that it’s not worth it at all, you’ll let me know and we can reconsider. Likewise if it emerges that something plays like that despite looking fine in theory. It might be the case that some stuff isn’t recoverable, but I really don’t want to take all your toys away and make this feel like any other vanilla game.
Just from a time and energy standpoint, I don’t think it’s feasible to go through Mythic Adventures and pick everything apart bit by bit. But I will look at the universal mythic stuff up front, and other abilities as they enter the game to at least give a heads-up where things look problematic.
Extra Actions and Defense Overrides
I am still very wary of things that grant piles more actions in combat and/or override fairly regular defensive abilities. Abilities like that should be special and at least a little bit dear. They should also not stack with themselves very often, if at all. These abilities are cool and do make sense as beyond the impossible wahoo befitting legendary heroes, but there’s a balance between that and trying to still have a game that feels fun on both sides of the screens.
Super-Short Summary I de-nerfed some stuff, junked the slow mythic power recovery, and generally made things a bit cheaper to use but not quite as cheap as written.
Base Mythic Abilities
Amazing Initiative This ability grants you an additional move or attack action and does not stack with other mythic abilities that grant extra actions. If you opt for an additional attack, it’s at your highest bonus just like an extra attack from haste would be.
Mythic Saving Throws This ability costs 1 mythic power to use, which you can spend as an immediate action after the result of the failed save is known. At Tier 10, it no longer requires an action or expenditure of mythic power.
Base Path Abilities
The name for these is different for each path. They’re the three options you pick among when you first start a mythic path. Since they’re so core to the path, I’m going to give each option a quick look.
Archmage Arcana
*Arcane Surge: The spell you cast without spending slots or spells/day takes its normal casting time. The abilities to force two rolls and taking the lower for the target’s save and to roll twice to overcome spell resistance each cost an additional point of mythic power. This ability costs 2 mythic power to use.
*Mage Strike: This ability does not bypass damage reduction and does not stack with other mythic abilities that grant extra actions.
*Wild Arcana: This ability costs 2 mythic power to use plus 1 for every two spell levels, metamagic inclusive, rounded down. (So 2 for a 1st level spell, 3 for a 2nd or 3rd, 4 for a 4th or 5th, etc). It also requires the spell’s normal casting time.
Champion’s Strike
*Distant Barrage: The extra attack does not stack with other mythic abilities that grant extra actions and the attack does not ignore damage reduction. This ability costs 2 mythic power.
*Fleet Charge: This ability requires a move action to use, does not stack with other mythic abilities that grant extra actions, and the attack does not ignore damage reduction. This ability costs 3 mythic power.
*Sudden Strike: This ability does not stack with other mythic abilities that grant extra actions and does not bypass damage reduction.
Guardian’s Call
*Absorb Blow: No changes
*Beast’s Fury: This ability functions as does sudden strike, except that it’s applied to an animal companion, bonded mount, cohort, etc.
*Sudden Block: The melee attack granted by this power does not stack with other mythic abilities that grant extra actions and does not bypass damage reduction. This ability costs 2 mythic power.
Divine Surge
*Beast’s Fury: As the Guardian ability.
*Inspired Spell: This ability functions as Wild Arcana
*Recalled Blessing: This ability functions as Arcane Surge
Marshal’s Order
*Advance: This ability costs 1 mythic power per ally granted an extra move action. You can choose which allies within the area are included. Using this ability is a move action for the Marshal.
*Decisive Strike: This ability functions as sudden strike, except that it’s granted to an ally. This ability costs 2 mythic power.
*Rally: No changes.
Trickster Attack
*Deadly Throw: This ability does not stack with other mythic abilities that grant extra actions. This ability costs 2 mythic power.
*Fleet Charge: As the Champion ability
*Surprise Strike: This ability costs 2 mythic power to use, does not stack with other mythic abilities that grant extra actions, and the attack does not bypass damage reduction.
I haven't looked at the individual path abilities you've picked out yet, but will do so as soon as I've got them all to do as a set.

Steave Rojerz |

Sounds good. Let's go.
cheers

Yridhrennor Arahaelon |

Yup
I have a breath of fresh Air, so I'll update Yridhrennor tonight.

Yridhrennor Arahaelon |

My god it's full of STAAAAAAAAAARS!!

Ljos |

I'm curious, did any other named NPCs other than the three the Queen sent and Othirubo (and Jeslyn's corpse, that thing's coming along until it's beyond raising) come with? I've been trying to catch up on the game prior to Ljos and Blink showing up but it's taking a while and I'm not sure who lives... I'm rooting for Anevia though. :)

Samnell |

I'm curious, did any other named NPCs other than the three the Queen sent and Othirubo (and Jeslyn's corpse, that thing's coming along until it's beyond raising) come with? I've been trying to catch up on the game prior to Ljos and Blink showing up but it's taking a while and I'm not sure who lives... I'm rooting for Anevia though. :)
They can come along if you'd like them to. Horgus would take some persuasion and Teofil would need his eyes fixed. Both of these are entirely within Gallfrey's power to order done, and she would oblige. There's not a lot keeping Anevia in Kenabres, or away from Irabeth, so she'd be very easy to talk into it.
Since we're already ahead some, we can handwave the necessary RP.

Samnell |

Can we get a vote on which option we're going with?
1 - Assassinate Enemy Leaders
2 - Fake Assassination to get Enemy to fight among themselves
A vote is fine by me. I just don't want to set things up where I end up deciding for the party because how things are staged or whatever.

Yridhrennor Arahaelon |

I vote fake assassination

Blink Vala |

A couple of hours scouting is likely the best bet. It would be better to know where we're striking.

Blink Vala |

I'm afraid a lack of sleep and some verrrry special antibiotics are leaving me a little hazy - are these the demons we planned to fake assassinate? And if so, do we still want to do so?

Samnell |

I'm afraid a lack of sleep and some verrrry special antibiotics are leaving me a little hazy - are these the demons we planned to fake assassinate? And if so, do we still want to do so?
Ljos is right. These are guilt-free murders that don't mess up any plans. (So far...) It's the NEXT demon who you're supposed to only lightly manhandle while screaming his rival's email address.

Ljos |

Yeah, once these two are dealt with I think a glitterdust blinding and a sword in the guts will make him think we really want his head and convince him to run. Of course, plans and contact with the enemy and all that... it's why we have a plan to charge in anyway if this goes south.

Theran, Clan Silverlight |

Sword in the guts? I thought it was a hammer. My bad.
By the way, after this is done, does anybody want my scale of sacred weaponry? It does align weapon (good or lawful only) 3/day. I don't need it much anymore since raging aligns my attacks.

Ljos |

Sword in the guts? I thought it was a hammer. My bad.
By the way, after this is done, does anybody want my scale of sacred weaponry? It does align weapon (good or lawful only) 3/day. I don't need it much anymore since raging aligns my attacks.
STOP! Hammer Time.
I'll just go to my room for that one...
More seriously, thinking Galin or Blink might be best off with the Scale as me and Steave both can smite or cast bless weapon. Leaning Blink.

Theran, Clan Silverlight |

Well, it looks like we are doubting our commitment to Sparkle Motion.
I'll also go to my room for that one.

Samnell |

Well, it looks like we are doubting our commitment to Sparkle Motion.
I'll also go to my room for that one.
He is wearing that stupid rabbit suit.

Steave Rojerz |

Hi Samnell
I’m not a big fan of this combat style of initiatives. It’s difficult for me to stay engaged when it takes so long between actions. Here is the data of Steave’s actions in the current combat. While this is a small data set, we're averaging over a week per round of combat.
• Round 1 - October 21
• Round 2 - October 29
• Round 3 - November 8
Compare this game speed to the previous combat with the big bad before our characters got all their mythic bells and whistles. The difference is striking.
• Round 1 – August 7
• Round 2 - August 8
• Round 3 - August 10
• Round 4 – August 12
While I of course defer to your preference and that of the consensus of the players, I must say that I tremendously prefer the previous combat style of initiatives.
cheers

Yridhrennor Arahaelon |

Things were faster.
But, I gotta be completely selfish here. A fair chunk of the benefits for rogues and diviners gives them advantages in the initiative order. These are advantages that pretty much nullified by the initiatives of the others in the group. I certainly tried to build my character around these benefits.
However round resolution on a character by character approach is clearly slowing things down.
Perhaps a hybrid would be acceptable? Samnell could roll initiative, but resolve in chunks separated by baddies. Those with high initiatives would still be able to take advantage of their initiatives, but things should speed up nicely.
If that's unacceptable, I'm satisfied with going back to the other way.

Samnell |

I'm sensitive to both your points. It's not fun to have a long delay between posts and it's not fun to be the high init guy that can't be a high init guy.
I could do batches like Y suggests. Say like this:
Fight starts, init rolled. No averaging, just straight init. PCs 1-3 beat the bad guy. I call for their actions all together and resolve them in order, ending out with the bad guy. Then I call for PCs 4-6, plus 1-3 on their next round's actions. From then on it would work as PCs go, bad guy goes, repeat.
In theory this shouldn't be that different, but we clearly moved faster when there were batched declarations that I resolved in a set. So I think this could be a way to make it work for everyone.

Theran, Clan Silverlight |

I agree with batches. I'm also okay with moving a couple people if it makes the batches work better.
------
This week is going to be pretty crazy. Lots of meetings at work, and juggling termite tenting, prep and taking care of the dogs in my off time.
I'm not sure how much time I'll have, so please robot me as needed.