Yeah, verily yeah. Under most normal circumstances, you are far better off taking one or more levels of Mysterious Stranger Gunslinger than Holy Gun. Even the default Gunslinger with no Archetypes can be superior.
My players at 13/6 right now range in unbuffed ACs from 25 (a Witch) to 36 (Captain +14 Dex Mod the Gunslinger). By the time they reach the Marilith I fully expect everyone but the Witch to exceed AC 40. My players resemble Magnuskn's to a large degree, having 14 something years of 3.X/P experience, not to mention years of earlier systems.
My biggest complaint for this AP is the endless assumptions that NPC X will teleport away at Y HP. Thanks to Legendary Item, both my Bard and Gunslinger have Phase Locking Firearms. Nothing teleports away. Ever. When a stat block reads "teleports away at X HP" you can just substitute "dies, tired, running away from a hail of bullets and flying swordstrokes".
Ok so my group of 3 just did the Ylleshka and Igramalash trap fight. She came really quick the turn after he was released. and then 2 rounds after that the fight was over. Igramalash was taken out by my wizard with a channeled power quicken augmented mythic disintegrate spell (162d6's). He also threw in a horrid wilting for good cause (another 18d6). Ylleshka was facing our cleric that has an AC of 45 so she could not hit her on anything less then a nat 20 and the cleric hit on 4 attacks and one critical also killing her off.
If it continues to go like this Baphomet will be killed in one round.
OK. So, I'm about to display my ignorance.
How can you quicken a Disintegrate? There are no 10th level spells. And quicken has a +4 level increase. Disintegrate is a 6th level spell.
Rod of Quicken Metamagic from Xanthir Vang, perhaps?
As Whovians, our group pronounces Galfrey as ROH-Mah-Nah-De-Vor-Ra-Teh-LOON-Dar IV, Lady President of Gallifrey and Mendev. This tends to confuse her, but it's entirely sincere and respectful, so she's game enough to run with it. They're hardcore like that.
Perception checks have yet to detect K-9 Mark II, but the PCs continue to try.
Mystic Theurge to the rescue! Wiz/Clr/Mystic Theurge
Step -1: Cast Blood Money to avoid the Restoration material costs.
Step 0: Cast Contingency: Restoration - if I suffer any new ability damage after this point.
Step 1: Cast Blood Money - take 52 points of Str damage
Step 1a: Contingency kicks in, immediately and instantly curing all the Str damage
Step 2: Cast Wish for free.
Step 3: Watch as DM suddenly has your deity bless you with no longer having blood, but another substance in your body. Substance functions exactly as blood except is not suitable for Blood Money.
2 people marked this as FAQ candidate.
1 person marked this as a favorite.
I'm looking for some clarification/feedback/validation on Divine Source. One of my Wrath of the Righteous players wants to take this ability, and I want to make sure I'm implementing it properly.
Divine Source (Su) wrote:
(1) You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains.
(2) Select two domains upon taking this ability.
(3) These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral.
(4) You grant access to these domains as if you were a deity.
(5) Creatures that gain spells from you don't receive any spells per day of levels higher than your tier; they lose those spell slots.
(6) In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier.
(7) Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains).
(8) If you're a cleric or you venerate a deity, you may change your spell domains to those you grant others.
(9) At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains to your list each time and adding their spells to the list of those that you can cast.
Based on my reading, I stipulate the following:
1) A LG Oracle must take both Law and Good domains as their first choices, per sentence 3.
2) Said LG Oracle would add the spell lists of their selected domains (up to their tier) to their spells known per sentence 5.
3) In addition to adding the spells to their spell known list, said Oracle can use one Domain spell per spell level (limited by their tier) as a SLA, per sentence 7.
Any disagreements?
Now here come my questions.
4) Does a character get access to the Domain powers of their selected domains? The language stipulates access to spells limited by Tier, but doesn't mention granted powers (or other abilities, for example Travel's +10' of movement). It's sort of odd they could give those powers to others but not have access to it themselves, so I'm inclined to grant them.
5) Per sentence 9, when selecting subdomains, is the character required to already have the Associated Domain? A cleric would not normally be allowed to have both a subdomain and it's associated domain, but it strikes me that the character should do so in this case.
6) Sentence 8 strikes me as a little clunky. Does this imply that divine caster characters who worship a particular deity also get domain slots? My immediate reaction is no - this is intended for Inquisitors, Domain Druids, Sacred Servant Paladins, etc. who have Domains already.
7) For those domains and subdomains that grant Miracle as their 9th level spell, isn't this a license to have a no-material component (SLA) "very powerful request" Miracle each day? If the character is granting their own Miracle, that pretty much blows the "out of line with the deity's (or alignment's) nature is refused" clause out of the water, assuming the player is acting in character. As GM I'm feeling a need to introduce a heretofore undisclosed Overpower to moderate such a thing.
My players have just turned mythic, and I must admit that I am worried about the "mythic hex" ability. The witch of the group is using the slumber hex to great effect. This has not been a problem so far - the monsters have made their saves a couple of times, and other times the player has been able to shine, as he should.
But the mythic hex automatically works against non-mythic enemies in the first round. And so they will fall down for 1 round, with no save. And it can be used 5 times a day. There are many mini-bosses that will be sleeping, let me tell you :). And then AoE'd while standing up again. Or just coup de grace'd.
Ok, I get the concern, but I'm curious - where are you getting the 5 times a day limitation from? Consulting the SRD and the FAQ, I can only see limitations as to once per day for a given target. I have a Witch in my campaign, and we're not using any limitation like that. We'll see 5 Hex attempts of one type or another per encounter, much less per day.
Team Aasimar has completed Book 1, five man band style.
The Hero(ine): Sabiha, the LG Aasimar (Lawbringer) Oracle (Purifier, Battle Mystery) of Iomedae. Touched by Divinity/Hierophant, Inspired Spell, Heathen Slayer: Baphomet, Mythic Power Attack.
The Lancer: Eran, the NG Aasimar (Plumekith) Gunslinger (Musket Master) of Desna. Chance Encounter/Trickster, Surprise Strike, Path Dabbling: Limitless Range, Mythic Deadly Aim
The Big Guy: Dentanis, the LG Aasimar (Angelkin) Paladin (Oath of Vengeance) of Shizuru. Stolen Fury/Champion, Sudden Attack, Impossible Speed, Mythic Vital Strike. Wielder of Radiance, now a Large Katana as he's a houserule Powerful Build type
The Smart Guy: Cernan, the LG Aasimar (Musetouched) Bard (Archaeologist) of Zohls. Child of the Crusade/Marshal, Decisive Strike, Deadly Guidance, Dual Path: Trickster(Surprise Strike)
The Smart Gal or The Pet (don't ever call her The Chick!): Feredessa, the NG Aasimar (Monkey Idyllkin) Witch (Time) of Sarenrae. Riftwarden Orphan/Archmage, Wild Arcana, Mythic Hexes, Mythic Accursed Hex.
** spoiler omitted **...
How did you get them to do the devotion stuff? I can't for the life of me work out how to get my players to do that kind of thing.
Remember that broken Phylactery of Faithfulness the party can find, earlier in the adventure? If you can cast Make Whole, you can fix it. (It's only a CL 1 item). They identified what it had been, and when they did I told them it had "some interesting residual magical properties". They didn't discover anything on repairing it, but when the devotion opportunities arose, the Phylactery gave the impression "someone" was benevolently watching, no more, no less. This led them to ponder what the right thing might be to do, and consult their holy texts for insight (Knowledge: Religion checks).
That particular kind of demi-human is always treacherous. As a player I assume they're always CE, and just wait for the opportunity to hold them accountable for their villany. They rarely disappoint. I tell you, they make the Demons look good by comparison.
With one exception, my players feel the same way. PC #5 will insist they can do no wrong, as they play one normally. PC's 1-4 will have to struggle mightily OOC not to automatically expect treachery. Draw what conclusions you will.
Frankly, I don't expect it to last more than 3 days before being put down like a rabid dog, particularly since per the AP it will live down to their lowest expectations.
A Mythic Champion wants to spend a use of Mythic Power to make a Sudden Attack:
Sudden Attack (Ex) wrote:
As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Prior to their turn, they failed their save against a Misfortune Hex by a Witch:
Misfortune (Su) wrote:
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
How many times should the Champion roll for the attack, and which result do they need to take? Twice? Three times per the multiplying rules? The best? Worst? The average?
My personal inclination would be to allow the Mythic ability to trump the non-Mythic one, but what if they were both Mythic? (E.g. an Archmage Witch with Mythic Accursed Hex or another Mythic modifier)
It hasn't happened yet, but given one of my players is a newly Mythic Witch, I see it happening very soon. Any advice is welcome.
Team Aasimar has completed Book 1, five man band style.
The Hero(ine): Sabiha, the LG Aasimar (Lawbringer) Oracle (Purifier, Battle Mystery) of Iomedae. Touched by Divinity/Hierophant, Inspired Spell, Heathen Slayer: Baphomet, Mythic Power Attack.
The Lancer: Eran, the NG Aasimar (Plumekith) Gunslinger (Musket Master) of Desna. Chance Encounter/Trickster, Surprise Strike, Path Dabbling: Limitless Range, Mythic Deadly Aim
The Big Guy: Dentanis, the LG Aasimar (Angelkin) Paladin (Oath of Vengeance) of Shizuru. Stolen Fury/Champion, Sudden Attack, Impossible Speed, Mythic Vital Strike. Wielder of Radiance, now a Large Katana as he's a houserule Powerful Build type
The Smart Guy: Cernan, the LG Aasimar (Musetouched) Bard (Archaeologist) of Zohls. Child of the Crusade/Marshal, Decisive Strike, Deadly Guidance, Dual Path: Trickster(Surprise Strike)
The Smart Gal or The Pet (don't ever call her The Chick!): Feredessa, the NG Aasimar (Monkey Idyllkin) Witch (Time) of Sarenrae. Riftwarden Orphan/Archmage, Wild Arcana, Mythic Hexes, Mythic Accursed Hex.
Adventure Details:
Team Aasimar diplo-manced all three NPCs, dedicating one high charisma face to each one (poor Dentanis drew Horgus). Thanks to some good RP and rolls, all the NPCs were all Friendly before they reached the ruined chapel, and the Mongrelman were on board.
They proceeded to curb stomp their way up to and through the ruins of Kenabres, knocking all 3 safehouses off before arriving at the Inn.
Then they managed to roll the Gray Garrison in one go. The only speed bump was the Alchemist, and that due to Blur's miss chance. In doing so, they managed to pick up every devotion point except cleaning the Chapel, which they picked up afterwards.
Since there were five, they managed to reach the final fight at only level 4. They were refreshed per the encounter notes, but I "forgot" to give them any of the bonuses, thinking I'd phase them in if necessary. Thanks to the Gunslinger, the Paladin, and a purchased scroll of Haste, there were only 4 Babaus after the first round; they never got their bonuses. In the end, thanks to some good tactics and fairly conspicuous potion consumption, they won.
Based on my reading of their Mythic choices, I may need to give everything in the next module the advanced template. Possibly more than once.