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Mythic Spellpower only works when casting mythic spells, which requires another feat/path ability to be able to cast in the first place. It's not like in the play test when they got a few mythic spells for free. Even then, a character (usually) is limited to knowing one mythic spell per tier. So, Mythic Spellpower is restricted to a very small number of spells, requires other abilities/feats to be of any use, requires 3rd tier, is only available to Archmage, and gives two uses of it's ability (same as Extra Mythic Power, which is a universal, first tier ability, with no restrictions on use.) Personally, I don't see the issue. I can't imagine paizo would make an ability with so many requirements that provides an lesser benefit than a first tier universal path ability. ![]()
Which ability of Mythic Spellpower vs Extra Mythic Power is better depends solely on your build. Even without Wild Arcana, if I cast a mythic augmented fireball it costs 3 mp to do so. The Mythic Spellpower ability turns those 3 points into one use of it's pool. In the case of an Archmage who will focus on casting Mythic Augmented Fireballs, it's no question that Mythic Spellpower is better. Now, a magus, or an Archmage who doesn't care about augmented mythic spells, Extra Mythic Power is usually going to be better. And, if I'm reading it right, and it does work with Wild Arcana, then it's a no-brainer that Mythic Spellpower is the stronger option for my build. Edit: Also, just for extra cheese, the Channel Power path ability gives the option of expending one use of mythic power for it's benefits. RAW, my initial question should apply to this ability as well. ![]()
Okay, this might be overkill, but I've gotta ask it. Wild Arcana says to expend a use of mythic power to cast a spell. Mythic Spellpower says you can use one of it's uses to cast a mythic spell without spending any mythic power. So, normally I'd spend one mp one Wild Arcana to cast a fireball, and another mp to make it mythic, and another 3 to augment it. I already know that Mythic Spellpower saves me the 1 mp for mythic and the 3 mp for augment, but would it also save me the 1 mp from Wild Arcana? RAW would seem to imply it, just not sure what the RAI are. ![]()
Harrigan looks like Kratos from the God of War series, so that's his voice
The pcs killed too many pirates by the Man's Promise, so I added a few Rahadoumi sailors, and managed decent Indian accents for them My players were pretty happy with the fact I did so many voices for the crew. They always knew who was talking with them :) ![]()
I took it to mean that Pegsworthy heard from Harrigan that Harrigan himself stole the ship, and was probably in a nearby port getting supplies and selling the Man's Promise's loot and raising his own infamy by boasting about it. Pegsworthy could have overheard it in a tavern, left the city the next day, came upon the Strix the following day, then Rickety's a few days later. As for Harrigan finding out about the PCs, Caulky can tell him if she gets away in book three. He could also just naturally hear tales of the PC's actions as their infamy grows, realize Plugg never reached Port Peril, and that he used to have some crew matching the names of these new upstarts. ![]()
Yeah, he was missed, but the search didn't turn up anything. The other remains were tossed overboard with the rest of the kitchen trash, which was done as bloody hour was preparing. The PCs just covered their bases, though the officers are suspicious, there's nothing for them to pin on anybody. Oh, and the Oracle Witch Doctor now has his skull, and wants to use his speak with dead :) Our sessions were 3-6 hours. We all meet up at a local game store, and play after hours some days. ![]()
Wow, either some of you have extremely long sessions, or my players just go into a lot more detail with their daily grinds. I dunno about others, but I make my players rp out all the influence rolls, and also occasionally go into detail on their crew tasks, too, especially if they fail. I'm three sessions in, and only on day 10 now, the last thing to have happened being the storm. Owlbear had gotten soundly beaten my the party's monk, not even getting a chance to swing the club he was thrown, and since all the pcs put money on the fight, Owlbear was beaten into unconsciousness. The part about my players that upset me most had to be with Conchobhar. I really looked forward to playing that guy as an npc for longer.. On the first night, our beefy, yet uncharismatic magus thought that the gnome was cool, flashy, and someone who would make a good friend. After rolling a total of -1 on his diplomacy (7 cha, btw) Conchobhar made a comment relating the magus's physical build to that of a pregnant cat, and the magus sulked away with nearby crew laughing at him. For the next two days, the magus began to plot the gnome's murder. He got 2 of the other 3 pc's in on it, and when it was time for their plan to begin, he was found in the crow's nest with the last pc (a female, who wasn't on crows nest duty, if you know what I mean ;p ) The PC who was runner that day told Conchobhar that the cook wanted him in the galley. Kroop was drunk that day, and hard asleep in his cabin. The monk, who was cook's mate said hello when Conchobhar entered, and the magus, who was Rat Catching and had managed to clear that deck, slammed the door closed, and proceeded to stick his sword through the gnome. The fight was over in less than a round, and the cook's mate, who failed his checks that day to get meat for the food suddenly had a way out... The pc's then agreed that gnomes do, in fact, taste like chicken... ![]()
It's a great set, and I love putting faces to names, especially with such a large crew for the players' initial setting. Only one little thing I'd like to point out. In the AP it says that Krine has a peg leg from a catapult shot, and her image in this set shows two good feet. Otherwise, great work, and I look forward to getting the other sets when my players get a bit further down the storyline. |