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Mythic characters are supposed to perform on a different level from those who are not graced with such abilities, but even so I feel that the ability to automatically pass every save forced upon mythic character by a non-mythic source is too powerful an ability.
It turns every encounter from a non-mythic source that relies on spells or abilities into child's play, and I feel like it would put too much stress on the DM in designing encounters unless they were going to place a mythic tier upon everything you face.
There is also no such ability which grants mythic characters a near perfect defense against non-mythic characters in physical combat, so I don't understand why they would be so strong against magic.
I do feel like Mythic characters should be better at resisting spells, I just don't think they should be immune to such a great number of them. I don't yet have an idea for an alternative, but I'd welcome suggestions if anyone has some.


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Mythic weapon finesse allows a player to use dexterity instead of strength for all melee attack and damage roles with finesse weapons. Essentially, it invalidates strength.
I can't imagine that any melee based character in a mythic campaign would focus on strength over dexterity when it's as easy as a couple feats to gain all the damage benefits of strength with the defensive and skill benefits of dexterity. Combined with the mythic champion abilities that remove the dexterity caps on armor, and strength is even less attractive. Personally I have always felt that there is a good balance between the benefits of strength and dexterity, and the idea of a feat that so drastically tips the scales in favor one over the other just seems.. not well thought out.


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My friend was looking over the summer recently and discovered what I hope is a problem that has already been corrected. Though your eidolon has a maximum of 7 "natural" attacks, it seems there is no limit to the attacks they can make with weapons.
If you pair this with the fact that the "limbs" evolution only costs 2 points and allows you to grow a set of arms capable of wielding weapons, it's easy to see how ones eidolon could eventually stack up an insane number of attacks. (calculated the maximum as 152 attacks with speed weapons, not that any party could ever afford 38 speed weapons).
You mix all that with hammer the gap, and you've got a monster that's capable of killing just about anything in one round.
So, I'm curious if there is a maximum number of limbs you can use to attack with weapons, or if I can just go ahead and build myself a Hecatoncheires.


So I'm currently playing in a game and have a 8th level Barbarian. With the release of the official game I find my Barbarian significantly changed, and I am unable to do any of the things I was planning to with it. My DM isn't allowing me to re-level my character with any other class levels so I'm stuck with the bastard at least until he gets killed off, so...
I'm trying to make the best out of a horrible situation, but I'm having a hard time trying to figure out a decent build for him.
What I'd like to do is build him in a way that is unique from a fighter, something that ideally only a Barbarian can do, but I can't actually think of anything that a fighter couldn't do better. The reason I'm specificly asking about a build that wouldn't be more effective as a fighter, is because if I'm forced into that it would just make me bitter as hell that I can't re-level my character, so.. something unique, so I at least don't feel like I've wasted all my levels.

21 Str
16 Dex
16 Con
13 Int
10 Wis
10 Cha

Anything you can think of with those stats.. to make him unique. (stats include bonuses from leveling up to 8)


I'm curious as to what people think of the final version of the Barbarian, compared to the beta version and other final version melee classes?