The other thought that crossed my poor, weak eggshell mind that this build, at best wouldn't have any melee potential or even much ranged potency as I'll have to plunder both Int and Wis for that 18 in Cha and some kind of non-laughable constitution (albeit having mirror image as a reliable defense strategy ) it seems unlikely that I'll have points left over to have a decent Dex to open up bow usage although ranged touch attacks could be an realistic option,and less feat sapping.
I love Bards, and noticed the two new archies in the ACG,in particular the Flame Dancer (FD) as it adds non-class spells to your spell list, unfortunately not until level 8 where you gain burning hands, flaming sphere & fireball as 1st, 2nd & 3rd level spells.
Firstly you really need to Max out you Cha to 18 (Samsarans gain +2 to Int & Wis, and -2 to Con) which give us a pool of 5 (class ability grants mental stat +1) to buy in 5 spells that can be added to any level regardless of whether you can cast them yet or not.
Should I just pick the highest rated non-bard wiz/sorc spells each level (and what the hell are those??? ) or go with a more utility approach, or even a super highly specialized buffer to rule them all baring in mind at 8th level I can metamagic the 3 freebies from FD and practically never need another blast spell again (also depending of metamagic option taken)
I think for groups that steamroll the adventures due to system knowledge could be held back somewhat if they weren't allowed free roll to buy whatever they can afford. Although as a player I may well find that I bit tedious it would work quite well.
Ultimately the DM has control over how easy/hard PC progression is and a firmer hand might make things more of a challenge. The way they're meant to be!
Magic shops should be more like Argus, you get a catalogue and and fill out a request form for what you want.
Use a mithral chain shirt instead of taking/needing light armour proficiency - the penalties are reduced to zero - this saves a feat.
No manufactured weapons needed - everything goes through your hair. With the WHW levels and the PH hex you'll have it on permanently.
The thing with this build is the hexes you take are passive. Hair/Flight/Wand Wielder(if SR is an issue-cast everything through a piercing or merciful rod for INT to SR checks).
What you do is attack without worrying about AoO(reach) using bab(which is only 1 behind) + 2*INT(maxed out) + pool + buffs = never miss. You hit twice, grab twice, constrict twice (without being grappled yourself) plus spell damage twice. If, and it usually is if, they are still standing, they are shaken/entangled/fatigued/grappled and if you want tripped too! You're a wrecking ball of death and debuffing!
1, In my experience you almost never want to hex on round one. Casing shield or mirror image etc is far more likely
2, Half Elf will gain an extra arcana every 6 levels - worth way more than a feat
3, INT! Arcane Accuracy is awesome. As an added reason 2 levels of White Haired Witch is awesome for a Hexcrafter. With enlarge person you have 15ft reach, can use INT for attack and damage and grab (and by extension constrict). Massive increase in chance to hit (with AA you'll never miss) and damage plus you'll do that damage twice with constrict! Take Prehensile Hair and you'll set. Power Attack is gravy. This will also double your 1st level spells and witch gives you Ill Omen which fits your build perfectly. Bludgeoner may be of use if you're fighting lots of Demons (cold resist).
We're clearly not ever going to get another mythic 1-20 AP but that was never the point of mythic.
I've already run a mythic adventure - Red Hand of Doom and it was awesome.
I've removed quite a few players over the years.
Poor attendance / lack of commitment did it for 3.
I'd like to recommend rings of inner fortitude for this AP, seems to be they would be a better than usual investment.
The stat block monsters look terrifying after just a cursory skim through. I'm a player and I don't know if my DM will use these adjusted monsters so I'm not going to study anything.
OK, story is amazing - no issues there.
Yes you can run mythicless and there are suggestions within the modules regarding this.
If I were to run this without mythic I would give the players a 25pt buy. The wealth gained via treasure etc is pretty high so that will help too but there is a gap between levels 5 and 9 where the players will not be able to spend/buy anything but as I said you'll get well over wealth per level in drops during that period.
No, with coupled arcana you can do a swift action as listed and then another action using mythic as long as its as fast or faster than the original action.
So when I use, say arcane accuracy which is a swift, I can then use a swift or faster action using mythic as a free - basically 2 swifts.
Example. Arcane Accuracy followed by Fleet Charge.
You could either make the stat boosts enhancement bonuses so they don't stack with magic items,
Limiting the number of buffs to half hit dice plus half mythic tier or something like that could also help.
Snacks for thought!
Old Guy GM wrote:
I did say it wasn't personal, and I meant that.