Skeleton

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So the text is clear about how to permanaetly kill a Tier 9 Mythic hero but gives little information about coming back. Plus little mention when they are "not quite dead yet" issues. So here are a few questions I have (text of ability will be at bottom of post)

1. Where do they come back to life at? Where they died or some place random or close to them?

2. Does their old body reform (from whatever's left) or is it a new body?

3. Will they come back to life if not specifically killed? Such as petrification or if they starve to death?

Personally, here's my ideas on replies to my own questions:

1. I assume where they died. Though making it random, say 1d1000 miles from original death location, gives them a chance if they died in a hostile area (such as a volcano).

2. If I go with where they died, then old body reforms (even if dust). If I go with random location, then new body.

3. Petrification, they're stuck that way until at least the statue is destroyed. Though might have to wait until it's turned to flesh. I guess if they die from starvation, they're dead :)

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.


Hello,

I need help creating a villain to challenge and could kill one PC. It's supposed to be his big foe, something on par with him. I want to make something legit without being a killer gm (but he can die, I'm fine with that).

Below is his general abilities, help me counter this.

He's a LN outsider (from Limbo) monk who will be facing another outsider like himself (so ignore race). The monk is focused on Flowing and the qinggong. He's not a high damage monk, but he's usually tripping his foes, intercepting them, and his AC is very high (39, blame a +8 natural armor item dropping, touch 26) that just gets better with multiple foes.

Oh, and has two mythic levels and is level 9.

So if i go with a melee fighter, he needs a high hit bonus and the ability to avoid being tripped. I tried a mythic one before with that ability to counter the trip but he couldn't hit. I'm open to anything, even psionic characters (psionic character would be nice). Just can't be a divine character for story reasons (you know, because the villain is from the astral...hint hint).

I have time to introduce, so feel free to put at any level (though 16th is probably my cap) and more than 2 mythic tiers.

I'm hoping for a one on one battle, but who knows.

Any build suggestions would be nice, and even magic items. I was considering a cavalier for challenge or maybe a magus (but might not have the bonuses to hit).

Thanks for any help. Let's make a PC cry (and hope he doesn't see this thread). :)


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Hello All,

Please review my character build below for a kensai bladebound Magus. I'd love suggestions. I used the Kensai Build guide out there. I'm looking for the most effective use of the character in combat but don't want to sacrifice any RP stuff or lose my racial spells for having less than 12 Cha (i hate being the 7 cha guy :) ).

But please help with possible skill changes, feats and arcana suggestions. Even stat adjustments.

The goal of the character is to go with into melee, use the standard shocking grasp build with touch of fatigue when not doing grasp. Protect fellow players with bodyguard. Basically I'm mixing the basic build with bodyguard. It seems I'm the main melee so far in the group.

Goal is for evasion tank DPS, basically. I went acrobatics to move through threatened zones when possible to backup other melee characters.

And if you have Mystic Past life spell suggestions, let me know. I don't know how up to date this guide is. Some suggest spells for Mystic Past Life are: Cure Critical Wounds (Bard’s list), Inflict Wounds (Witch’s spell list), Contingency, Heroism or Greater Heroism, Permanency, Touch of Fatigue, Touch of idiocy, Juxtaposition, Protection from Energy, False Life, Mage Armor, Dance of a Hundred Cuts, Haste (From the Summoner’s spell list, making it a level 2 spell) and Bestow Curse.

Used this as a guide: https://docs.google.com/document/d/1NzctTRYgBVzNanNnzSpOCdTyifV3elCgpkBeayu a97s/pub

And yes, I'm married to my Wakizashi chioce for my black blade.

Samsaran
Magus (Kensai & Bladebound Archetype)
20 point build
STR: 8
Dex: 16
Con: 10
Int: 18 (Boosted every 4 levels)
Wis: 9
Cha: 12

Samsaran Mystic Past Life (5 spells): Hasted (2nd level Summoner), Touch of Fatigue (0th), Dance of a Hundred Cuts (4th), Mage Armor (1st), Cure Critical Wounds (4th)

Traits: Magical Lineage (Shocking Grasp)
Traits: Rescued (Acrobatics)
Traits: Vetern Jungle Guide (Perception)
Flaw: Overprotective

Kensai Bonus: Weapon Focus (Wakizashi)
L1: Weapon Finesse
L3: Combat Reflexes
L5: Bodyguard
Magus 5: Arcane Strike
L7: Intensified Spell
L9: Elemental Spell
L11: ???
Magus 11: ???
L13: Critical Focus
L15: Staggering Critical
L17: Critical Mastery
Magus 17: Critical Mastery
L19: Extra Arcana: ???

Magus Arcana
L3: Black Blade (replaces choice)
L6: Arcane Accuracy or Wand Wielder (for Truestrike wands)
L9: Whatever wasn't picked at level 6.
L12: Maximized Magic
L15: Quickened Magic
L18: ???

Skills (6 points per level, putting Favored class point into HP)
Acrobatics
Intimidate
Knowedge Arcana
Perception
Spellcraft
Use Magic Device