Sumisu Fulanke |
Also, I got the opportunity to speak at a conference next week. The conference is at a camp in the back woods, and so I'll be off the internet from the 7th to the 14th. I do apologize, but feel free to have Sumisu do anything logical. He has precise bombs now, so at least he can do that every round. I'll be more regular when I return as I have about 7 hours of teaching time to prepare for.
Ikshvaku "Vak" Charayana |
This post from Fibek--
"Oww! Those have more sparkle than bite, but still!!!"
--has been at the top of the Gameplay thread for a bit, and every time I see it I think, "Like Twilight vampires?"
The_Ninja_DM |
Quick note: Sumisu is dropping out due to RL issues.
That leaves us with:
Braydon (Soulknife/Inquisitor)
Fibek (Ranger/Cleric/Summoner)
Vak (Fighter/Soulknife)
Kayosin (Rogue/Magus)
While that leaves us with no primary arcanist, I think we still have all the main bases covered.
Unless someone wants to go ahead and bring on another player, we can just keep going.
Kayosin |
Hmmm... not sure. We do lack arcane output. Kayosin has some spells, but my intent is to stick pretty closely to some of the more standard magus spells. Meaning we won't have much blasting or arcane control.
But we are pretty powerful as a group already. Our healing just took another hit, though Fibek might be able to sustain us if we can blast through combats as fast as we have been.
Braydon Chem -Hybrid or Rat- |
Darn, now who can I pin the blame on when I commit rat-based atrocities in tow... Oh, this was a PUBLIC post. Uh, please ignore the earlier part of this post. Nothing to see here.
From what I've seen of Magus, between arcane recall and their normal spells/day, they can deliver on the blasting parts of an arcanist's arsenal.
Yeah, I do think we need more powerful foes. We're blowing through this like a porcupine in a balloon store.
The_Ninja_DM |
OK, now that the Mythic rules are out, you can start to make your choices as to which path you want.
Here are the paths:
Archmage: A master of arcane magic, the archmage casts powerful spells with great skill and ease, and shapes reality at whim. The powers of the archmage allow her to alter her spells, penetrate foes’ defenses, and master nearly any subject. While many of the archmage’s abilities are most valuable to a character with a high Intelligence score, those with high Charisma scores will also find a wide variety of powerful options. The path of the archmage is suitable for arcane spellcasters.
Champion: Unparalleled in combat, the champion stands triumphant on the battlefield, surrounded by bruised and broken foes. The abilities of the champion allow him to deliver strikes more accurately, perform astounding combat maneuvers, and move effortlessly around the battlefield. Characters with a high Strength score will find this path extremely useful, as will those with a high Constitution score. The path of the champion is suitable for characters who rely on martial arms and combat maneuvers.
Guardian: None can get past the impervious guardian—those who threaten this devout hero’s charges are doomed to fail. The powers of the guardian allow her to hold her ground, protect her allies, prevent enemies from moving past her, and survive hits that would defeat lesser heroes. Characters that have a high Constitution score and frequently find themselves in the middle of combat gain valuable powers by becoming a guardian. The path of the guardian is suitable for those who routinely sustain massive amounts of damage.
Hierophant: Drawing on power that goes beyond the gods, the hierophant is an inviolate vessel for the divine. The abilities of the hierophant allow him to enhance the power of his spells, heal others with greater potency, and commune with the gods. Most characters that become hierophants have a high Wisdom score, although many also have an above-average Charisma score. The path of the hierophant is suitable for divine spellcasters.
Marshal: Inspiration and courage make the marshal the greatest leader, capable of leading troops to victory over any challenge. The powers of the marshal allow her to inspire others, which grants bonuses and additional opportunities to all of her comrades. Characters with a high Charisma score and an above-average Intelligence score will gain a variety of useful abilities by becoming marshals. The path of the marshal is suitable for those who continually aid others.
Trickster: Skill, training, and savvy make the trickster the master of the impossible—defying unbeatable obstacles and traps, tricking the wise, and hitting otherwise unattainable targets. The trickster’s abilities allow him to change his appearance, manipulate others, and strike with deadly accuracy. Characters with high Dexterity and Charisma scores have a lot to gain from becoming tricksters. The path of the trickster is suitable for those who rely on subterfuge and cunning.
Note: the Dual Path feat still exists as well.
If you don't have/can't manage to get the mythic rules at this time, PM me with your choice and I will PM you in return with details on the path you chose.
Kayosin |
I don't have the new rules (only have access to the playtest material). Given what i had been reading, there were things I liked about Trickster and Champion, with a few goodies from Archmage (though only through the Dual Path direction on this one).
How close to the release material is the playtest?
The_Ninja_DM |
Some changes, and a lot more stuff added.
There's now three tiers of path abilities; those available at 1st tier & above, those you can't that til 3rd tier or above and lastly, those you can't take til 6th tier or above.
All paths have 40+ abilities now.
As far as I can tell so far, those in the playtest made it with very little change.
The one MAJOR change is that Mythic spells are no longer automatically given. You must take either the Universal Path Ability Mythic Spellcasting or the Mythic Feat Mythic Spell Lore. I did post to ask how they interact, as there's no indication that you can't take both.
Just to be safe, I'll PM you with some of the info on those paths.
Meanwhile:
Table: Mythic Tier Progression
Tier Trial Score Feat Base Mythic Abilities
1st* — — 1st Hard to kill, mythic flaw, mythic power, surge (1d6)
2nd 1 1st — Amazing initiative
3rd 2 — 2nd Recuperation
4th 2 2nd — Surge (1d8)
5th 3 — 3rd Mythic saves
6th 3 3rd — Force of will
7th 4 — 4th Surge (1d10)
8th 4 4th — Unstoppable
9th 5 — 5th Immortal
10th 5 5th — Legendary hero, surge (1d12)
(*) The first tier is gained at the moment of ascension
BASE MYTHIC ABILITIES
Every mythic PC gains a number of base abilities common to all mythic characters, in addition to the special abilities granted by each mythic path. These abilities are gained based on the character’s mythic tier.
Ability Score: Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you’ve already increased or a different ability score.
Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.
Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that
are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Mythic Saving Throws (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn’t come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
Force of Will (Ex): At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
Unstoppable (Ex): At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.
Immortal (Su): At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren’t treated as if you had rested, and don’t regain the use of abilities that recharge with rest until you next rest. This ability doesn’t apply if you’re killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.
Legendary Hero (Su): At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.
The_Ninja_DM |
Dual Path (Mythic)
You follow two mythic paths.
Prerequisite: 1st mythic tier.
Benefit: Select a mythic path other than the path you selected at your moment of ascension. You gain that path’s 1st-tier ability (either archmage arcana, champion’s strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path’s list or the list of universal path abilities.
Weapon Finesse (Mythic)
You’re an expert with weapons that rely on your agility.
Prerequisite: Weapon Finesse.
Benefit: When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls. If you carry a shield, its armor check penalty doesn’t apply to either the attack rolls or the damage rolls
Braydon Chem |
I'd pick whichever either: 1) Gives you more HP per tier, since none of them automatically give mythic spells, or 2) Has the 10th tier power you'd like more (if you think we'll get to 10th).
Personally, I'm thinking Heirophant/Archmage, or Heirophant/Champion. Weirdly enough, there's enough in archmage for a non-arcane caster. Such as: Crafting mastery - You can craft *all* magic items as if you had the needed feat; if you also have the feat, you get to roll twice and double the rate of production.
Overall, there's a lot more to choose from over the playtest, and some things moved around. Only 1 thing I've found that got nerfed - To the Death, which used to allow you to fight normally below 0 HP. Now you're staggered, and still lose 1 HP if you take a standard action. Also, it's now a 3rd tier ability.
Braydon Chem |
Decisions, decisions...
The main problem with Hierophant is that most of it's path powers are very specific to clerics (affecting Channel energy) or Druids (affecting Wild shape); having neither, there are only a few that help me, such as Faith's Reach (your touch spells have 30' range, CLW missile, anyone?). Not really worth more than a dip. The Trickster path does provide a 'dipping' power, but it's one-shot.
I've already mentioned archmage, and I think I might choose that, probably added with the Dual Path feat.
Suggestions?
Kayosin |
I was pretty much dead-set on Archmage (Wild Surge is just SO good for Magi)... Ninja, you fine if Braydon and I overlap? Because I was considering dipping into Trickster via Dual Path, but I definitely don't have to.
Out of curiosity, Braydon, what are you hoping to get out of Archmage? I agree that Heirophant doesn't seem to have much for your character. Trickster seems like it would have some options for you, though.
Kayosin |
Question about
You are connected to one of the elemental planes. Select one elemental plane: air, earth, fire, or water. Whenever you cast a spell with a descriptor matching that plane, add your tier to your caster level for that spell. You gain resistance 10 against an energy type associated with your chosen plane—electricity for air, acid for earth, fire for fire, and cold for water. At 6th tier, this resistance increases to 20. At 9th tier, this resistance increases to 30.
Could Kayosin take this power with Shocking Grasp in mind? Technically Shocking Grasp has the Electricity descriptor, but Electricity and Air are always thematically tied together. And the second half of the power specifically says that choosing air gives the Archmage resistance to electricity.
Braydon Chem -Hybrid or Rat- |
Well, it depends on whether or not Ninja considers my psionics to be 'arcane' for purposes of the arch-mage stuff. My build for Soulknife gets a limited supply of psionic buffs and misc. powers, but Mage Strike would put some extra teeth on my offense for a few psi points (equivalent of sacrificing a spell slot).
Also, who doesn't like making magic items at half list price (Crafting mastery)?
Or taking ten on all your knowledge checks, then adding your tier or spending a mythic point to cast a free Divination (Flash of Omniscience)?
Or lastly (and I don't understand why Heirophant does not get this one too), the ability (at 3rd tier) to cast mythic versions of spells without paying the mythic points (Mythic spellpower)?
Sadly, Heirophant doesn't get any of that.
Fibek Entine |
Mythic Path: Heirophant
Mythic Feat: Mythic Spells (Bless to Start)
Mythic Abilty: Mighty summons
Planned Feat (lvl 3) Spell focus (Conjuration)
I am intrigued by a bless that allows all allies a reroll per round.
No level 3 yet. My bad.
Braydon Chem |
Okay, having reviewed the options, I've decided on...
Mythic path: Guardian
Mythic feat: Dual path (Arch-mage)
Mythic ability: Fast healing
Guardian call: Sudden block
Archmage arcana: Mage strike
A little offense, a little defense, some rattusthropic regeneration..
And a lot of further options to play with.
Edit: Character sheet updated!
PS: Fibek, I think you only get 1 reroll per person per casting, but it's still good.
Fibek Entine |
I think we can make a do. We are pretty bada$$.
Kayosin is the one we will have a hard time replacing as a mondo scout.
I have am dual path in archmage now too. Think we are quite up to the challenge as is!!! Full speed ahead.