Fernando Henry's page

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First of all, great guide Prototype! I found your guide randomly a few days ago and ever since I've been using all my spare time thinking on making a CoI. Very inspiring!!!

I have a few suggestions. First and foremost, you ask feedback on your guide and there is now contact mean on it, maybe a link to this topic is a good idea!

About the attribute, some suggestions for allocating in 15, 20 and 25 point-buy may be very useful. Still on the attribute topic I think you should make it more explicit the MAD problem and how to avoid it. My suggestion is the following:
1- Strength: Belt of str and orc bloodline gives 18 points of str, making the guided hand feat redundant;
2- Dexterity: UMD with a ring of mystery (Lore/Sidestep secret);
3- Intelligence: UMD with a ring of mystery (Lore/Mental Acuity) hopefully the same ring using the magic enchantment of equipment, I think this is FPS illegal if you don’t have the appropriate craft feat;

All in all, I think the last consideration makes the two builds you suggest rather antiquate.

How to make a low level character. Probably from first to seventh level you are going to have some difficulties, how to overcome them? I Still don't know...

Skill guide. You need 10 ranks to classify to the PrC, if you are nor human and dump int to 7 you'll only have 11 ranks in skill. If you pretend to get some style feat then you'll have some problems.

I don't think you are taking full advantage of the martial artist class feature. If you chose an archetype that loses the FoB you'll get it back. Furthermore when flurrying “For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level”. Pure gold!

Pursuit of Knowledge is very good, just combine it with some Lore secrets via a mystery ring!

Valiant Stand is AWESOME it's a bonus from 2 to 5 in AC and to hit, both of them are some serious CoI problems until very high levels, ok it is a 9th level ability...

Skill Mastery is uber blue, with it you can take 10 on UMD wile sleeping, making the int bonus from ring of mystery (Lore/Mental Acuity) a permanent thing. That is, you can use it to get more skill points!!!

Whirlwind Smite is very nice to say the least. With it, and a good wisdom, you can spend only one smite for a crowd. Depending on the case, freeing you from the cleric level and bronze gong.

Perfect opening and your AoA combo is probably wrong, I think. You only get one AoA per action. It doesn’t maters, if on the same action your adversary provoked it 20 time in the same action you only get one. An example of it is moving with the same action around you, you only get one!

For what I said before, I believe that the MoMS is very blue archetype!!

Hospitaler kicks in very late in the game to justify it, and you lose one SE (from the Silver Smite Bracers).

Regards
Fernando


Wow,
Thanks a lot guys, specially StreamOfTheSky, I've never considered haste.

Probably I need to do some extra effort to writing it properly. I'm gonna institute the changes and give some feedback.


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Hi,

I'm kind of new in here and by poking around a little bit I've come to agree that TWF is not a really good option.

Currently one of the players in my table (rise of the runelords anniversary edition) is playing a TWF ranger and he has, by a fair amount, the lowest DPR of the table. Problem is that they are having a really hard time with the battles.

So I've been thinking on a way to make TWF on the same league as tow handed or sword and shield.

I have a few ideas but maybe they are over power and was wandering if anybody could give a hand. Okey so far I've got:

1. Decrease in 2 the dex requirement for the whole chain of TWF feats;
2. Decrease in 1 the penalty for fighting with two weapons when reaching improved two weapon fighting;
3. Decrease in another 1 the penalty for fighting with two weapons when reaching greater two weapon fighting;
4. Improved two weapon fighting would also give the option as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally (as the two-weapon warrior fighter archetype);
5. Greater two weapon fighting would change it all, now at any given situation where he would make a attack he can, by taking the two weapon fighting penalty, make a equal number of attacks with his off hand weapon using the same BAB as the main hand.

For instances, a 11th level fighter with greater two weapon fighting, wielding a longsword on his main hand and a shortsword on his off hand making a full-attack would get 3 attacks with his longsword (+11/+6/+1 and any other bonus, no two weapon penalty) and another 3 with his shortsword (+11/+6/+1 and any other bonus, no two weapon penalty). If the same hypothetical fighter were using spring attack he would have one attack with the long sword and another with the shortsword, the same thing for vital strike, cleave, whirlwind attack, charge, opportunity attack and so forth.

Is it still under power, or maybe over power? I am planing in letting the ranger use these for two weapon fighting for testing...

Thanks


Unfortunately I only read the Mythic Adventures Playtest.pdf yesterday and tested. However I would like to somehow express, somewhere what I think still miss working, I hope it helps something and arrives on a second printing.

I apologizes for my English, or if I may sound cocky, that was never my intention, but I'm untrained in diplomacy and linguistics...

I know that many things have already been addressed before, but I think I have a slightly different view of the solution than the one that was discussed. Before going into the bad, I would like to express that, from what I seen, the guys at Paizo did some really wonderful work with Mythic Adventures. But unfortunately, you can't please everyone...

I will address three meta points, first that mythical decisions are influenced by the ordinary ones, not the opposite, the second that the mythical powers are also, and finally the third is that some ordinary things should be scaled to mythical levels to continue to function.

I will now address some mythic path stuff, before extrapolating to a conclusion. I hope to show that it is well motivated and natural.

The mythical magic of the Archmage, as well as the Hierophant, do not relate to how you chose to cast spells. The number of spells you'll have mythic versions should be different to a wizard than those of a sorcerrer, plus it should be a number for each spell level, the closer your maximum spell level you should know less spells mythical.

Metamastery is basically an improved version of Metamagic Mastery therefore Metamastery should have different effects depending on whether or not you have the Metamagic Mastery.

Furthermore, there is no ability that improves the sorcerer's bloodline or the wizard's school specialization (or generalization).

The champion is the only path that have offensive martial prowess, making almost any character indulged to multi path into him.

Several of his path ability give epic versions of fighter class ability. They should improve those fighter class abilities, instead of just giving them, furthermore they should behave differently if have or not the ability in question, or even if your fighter archetype will ever grant you access to the class ability.

Most of the guardian's path abilities should be made accessible to any martial path, a path that focus only on the defense is rather dull, and none of my friends wanted to play as a guardian...

Some abilities of the hierophant are clearly clerical in nature and should not be made available to the druid, and vice versa. No improvement on wild shape, or mysteries.

Okey, one can see were I'm going...

There should have at least one path for each class, that is, for you to take tiers on that path you'll need levels in the class in question. Further it's path abilities would be mainly concerned with improving the class abilities of it's ordinary counterpart. Even more, it should take into account your archetype and it's effect on each and every class ability. Furthermore there should be on "meta" path for every "class representative", i.e., arcane, divine, martial and skill, and the character ordinary classes would give different degree of access to each meta path. For example, the wizard should have full access to his class path, that is concerned about arcane school, metamagic and every thing that makes a wizard different from a sorcerer or witch. Furthermore he should also have full access to the arcane meta path that gives abilities bolstering his magic. In another example, the bard should have full access to his class path, and to a limited degree the martial and arcane paths.

Incurring the risk of being redundant, the class path gives the abilities that only that class does, and the meta path focus around "generic" abilities that every representative of that class should have and the different "rates" measures on "how much" that class can act as a representative.

The spells are REALLY awesome, I only have two fears. First, as I already mentioned, the amount of mythical versions of spells one know should depend A LOT on if one cast or not spells spontaneously. Second every spell should have a mythical version, preferentially a greater mythical as well, the ordinary choices should not depend on the mythical ones, but the other way around. Finally it would be cool if the sorcerer gained the mythical version of the bloodline spells, the oracle of the mystery spells, the witch of the patron spells, cleric the cure spells, druid the natures allies spells, and so on.

Feats like acrobatics, alertness and the like are really good ordinary feats, but their mythical version just don't cut it. Mythical feats are really awesome, and very more scarce, these two are very plain.

The ordinary combat expertise is a VERY tactical feat, and one has to be very cleaver to use it properly. It's mythical version on the other hand is a superb feat, one that every one that goes into melee is going to pick. On the other hand, the mythical version of power attack, seams to make power attack, effective in the mythical game.

The mythical version of a feat should be a more awesome version of the ordinary, but with the same non rule description. Feats that require e recalculation to be as useful in mythical play as in ordinary, should simple receive such adaptation, such as power attack and mythic crafter.

The mythical weapon finesse completely changes the game balance between sword and shield, two handed weapon and two weapon, making the later a far better choice than the others.

The playtest did not address it in full, but it appears that a player of character level CL with a mythical tier of MT and wealth of a level (CL+MT) is equivalent in power and CR to a character of level (CL+MT) with a wealth of level (CL+MT). If that is so, a simple experience suggestion, to keep the progression of experience and wealth in pace fast, medium or slow chosen in the ordinary rules is to: after beating a trap/monster/etc.. of CR award the player the exp of a CR-MT and the wealth of CR.

[]'s
Fernando