David Lamberty's page

No posts. Alias of Darkon Slayer.




The new mythic book does not go into this and I have some Monster NPC's with class levels I was looking at adding some Mythic tiers too.

My Question is should I use the mythic tiers as per character classes(ie, archmage, champion, etc)or the mythic monster ranks.


Scimitar: A scimitar is a sword with a curved blade.

Cutlass: A cutlass is a short, curved sword with a single sharp edge. Pirates favor cutlasses because the blade is sharp enough to cut through rigging (and enemy sailors) but is short enough to use in crowded shipboard melees.

Both weapons are one handed martial and have a the same stats.

Any GMs/DMs have any problems with it sharing Feats, the only reason not to is their name.


1 person marked this as a favorite.

I did the points for the Fey'ri using the Advance Race Guide Playtest, and came up with some interesting results.

Fey’ri Racial Traits: Outsider (Native)
2 RP

+2 Dexterity, +2 Intelligence, -2 Constitution
0 RP

Normal Speed: 30 feet and Fly 40 ft. (poor)
6 RP

Darkvision: Fey’ri can see in the dark up to 60 feet.
- RP

Low-light vision: Fey’ri can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination.
1 RP

Elven Immunities: Fey’ri are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
2 RP

Keen Senses: Fey’ri receive a +2 racial bonus on Perception checks.
2 RP

Skilled: Fey’ri get a +2 bonus to Bluff and Stealth checks.
4 RP

Elf Blood: A fey’ri can use and create elf weapons and magic items that are specifically geared towards elves.
1 RP

Change Shape: Fey’ri can use alter self at will to assume any humanoid form and can remain in that form indefinitely.
6 RP

Demonic Abilities: Every fey’ri has four special abilities drawn from the following list:
charm person (1/day) 1RP,
clairaudience/clairvoyance (1/day) 3RP,
damage reduction 5/cold iron* 3RP,
darkness (1/day) 2RP,
detect thoughts (1/day) 2RP,
dimension door (1/day)* 4RP,
enervation (1/day)* 4RP,
fire resistance 10 2RP,
suggestion (1/day) 3RP,
+2 save vs. electricity 1RP or a
+2 save vs. poisons 1RP.
Only one ability, that has an asterisked may be chosen. All spell like abilities use the Fey’ri’s level for purposes of caster level and are Charisma based in for the purposes of DC save.
5 to 12 RP

Languages: Fey’ri start play with Abyssal, Regional dialect and Elven. Fey’ri with a high enough Intelligence score can choose any of the following bonus languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
1 RP

Total: 28 to 37 RP

I know that the Fey'ri are Wizards of the coast IP, but I just figured I try and see how many points they would cost using this.


Anyone with the Ultimate Combat pdf notice how the Kensai and the Myrmidarch get fighter training at 7th level and it is class level -3 instead of the magus normal fighter training at 10th level. But they don't replace the 10th level ability. I didn't want to say anything at first about the Kensai version since it had a stipulation that you can only use those feats with the Kensai's favorite weapon, so the second armor training could be use for other weapons, but then I read the Myrmidarch and it doesn't have that stipulation.

Any guess as to possible over site? or was it intentional!


I was looking at the Bestiary and came across an interesting question,

Do creatures with multiple primary attacks make all their attacks at full attack bonus during a full round action?


I'm not sure if this is in the right section but I just need to know if anyone can help me with this.

I know a lot of people think celerity from the PHB2 is broken.

I was playing a character that used celerity to counterspell an
spellcasting npc.

my interpretation is that since celerity allows you to act as though you readied, I should be able to counter a spell, an not change my initiative count.

the DM ruled that it did change my initiative count.

the main reason I'm asking this is based on initiative I was the second to last person to go that round, using the celerity allowed me to acted during the beginning of the initiative count, knowing that when my initiative came up, I would be dazed. but since the DM moved my initiative based on the ready action rule,
technically I wouldn't be able to do anything?