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![]() On actual topic
To the derailed topic
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![]() This build is kinda interesting. I wouldn't go for a knife master though as it seems to be built more around the whip rather than the blade. Might also think of going for a str based rogue instead of a dex based one, helps cut down on feat requirements. The Thug archetype might be something worth looking at, though I'd discuss how Enforcer and Frightening interact with your GM before playing. Cuts down on arguments at the table. Jimbo Juggins wrote:
You can't make attacks of opportunity with a ranged weapon. ![]()
![]() This doesn't seem in the least bit problematic to me. You have a party with an effective level of 20 (+2 for the 3 party members above the traditional 4) who handily defeated an enemy group who were 1 CR higher than they were. This happens all the time and isn't unique to Mythic. I do agree that saves have to be looked at for mythic, though simply adding on progressions similar to class levels seems to boring and un-mythic. ![]()
![]() Dual focus is a mythic feat that allows you to draw mythic power from two ability scores, so that gets around your Dex vs Str problem, especially if you can't think of feats to use anyway. I have no other suggestions for the character right now as it is too early to think. *Edit - aaaand this has already been suggested. Doesn't say you can't take it more than once... doesn't say you can either though. ![]()
![]() I didn't see one of these here so I thought I'd start a thread for them. Suggestion, the first Rapid reload (Mythic)
Not sure about mythic tier for this one. I'm leaning towards 3rd. ![]()
![]() Generic Villain wrote: Bah, tell that to Scrooge McDuck. He's clearly a Mythic Trickster. That's part of his mythic weakness Generic Villain wrote:
You're supposed to be akin to a demi god. I think "incredibly powerful" is what they're aiming for. ![]()
![]() Diego Rossi wrote:
The selection of spells that can be cast as a swift action is somewhat limited. That being said I see your point. ![]()
![]() Jason Bulmahn wrote:
Amazing Initiative Always count your initiative result as having been a 20, only rolling to determine initiative order against other creatures with this ability/power.You may spend one Mythic power, as a free action, to gain a +10 bonus to your initiative for that round. In addition you may act a second time at your initiative -20 (including the +10 bonus) on the same round you activate this ability/power. ![]()
![]() Azaelas Fayth wrote:
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![]() Sean K Reynolds wrote: Likewise, what sort of mythic upgrade would you add to wile shape that wouldn't just be something you'd get by gaining more levels in the druid class? Access to those mythic templates for monsters, or at least the powers they grant would be a nice boon for wildshape(or any shapeshifter). Instead of transforming into a cheetah, I get to be an agile cheetah. Just a, not very well thought out, suggestion. ![]()
![]() Could always introduce a mythic power that lets you take up to two swift actions a turn. We're already handing out full and move actions, so it's not exactly a game breaking idea.
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![]() Gauss wrote:
I honestly don't think that applies here. Dimension door wrote: You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction. There's nothing there about the space being safe for you. Honestly by RAW, this doesn't seem to be covered. I'd allow it because at the level you'll be doing this you have a multitude of options for closing with an enemy, even when it's flying, so it's not game breaking. Also it's cool. ![]()
![]() Gerty from Moon. NG with Darkness (moon, obviously), Healing (Resurection), Liberation (Freedom), Travel (exploration) and Void (Stars) domains. ![]()
![]() David knott 242 wrote:
Whisk is a touch spell to teleport away another creature, target is creature touched. As a suggestion how about a spell that lets you teleport a single unattended object to your hand, or beside you if your hands are full. If the range and weight was fixed, and low, you could even get away with a cantrip. ![]()
![]() If you do choose to fight at night and, for whatever reason, you end up going into the camp while it's still dark and enemies are still active, consider using spells like obscuring mist or smoke sticks. This will obscure the party and their ally's from the goblinoids darkvision, negating a major enemy advantage, and make ranged attacks against them largely meaningless. Check how soft that ground/moist is after being a goblin camp for so long, that'll have a major effect on your flour bombs(nice idea). I'd avoid poisoning the water as you may need to use this as a fall back point at some stage. It's also close to your city and you may accidentally contaminate your own water supply. That's all I can think of for now. ![]()
![]() Keep in mind the reactions of people to those carrying weapons. If someone walked up to me with a drawn sword in their hand I'd be nervous at best, and most people's reactions would be the same. So when your player walks up to some NPC with his bow in hand have them react as such. Unless of course he actually states he puts his bow, and other weapons, away. then just ask him to have a minimum 12 int/wis to have a character that smart/thoughtful and call it a day. It's not really that big a deal. ![]()
![]() Friendlyfish wrote:
I think the mythic archetypes are going to be broader than that. Also it depends how you play your alchemist. As an example, I play an alchemist that's focused on his mutagen and goes into melee frequently so the champion would fit me perfectly. ![]()
![]() I've never understood the whole stance of, eating sentient is "evil" while eating animals isn't. Sure, if it's unnecessary that'd be evil. But if you have to do it to survive, well it's not really that malicious is it. I mean you're not eating members of your own species or anything. I'm sure antelopes have the same feelings towards lion's. That doesn't make the lion evil, though a lion that specifically caused the suffering of an antelope for entertainment would be evil. gustavo iglesias wrote: Because they purposedly feed on rational beings, yes. Humans, or dwarves, or elves, doesn't matter. While I now I'm being pedantic, I think you mean "sentient" as defined by the game, rather than rational. Though it conjures up some very odd scenarios involving cows dancing in tutu's. ![]()
![]() I was going to say Lycanthropy, but I just checked the bestiary and apparently the forced alignment change was removed. Hooray! I run all mindless creatures as TN with a specific caveat for undead. All undead being controlled count as having the same alignment as the controller for the purpose of spells and other effects that target alignment. I added that last bit after running an evil campaign and the necromancer used his neutral undead to get through a circle of protection from evil that was protecting some NPC's. Ashiel wrote:
I read this in the voice of Lord Bravery. I couldn't think of anything good for the other one. ![]()
![]() The no templates rule seems to be an artifact from 3.5, as a template doesn't effect the use of polymorph and polymorph-like spells the way it would have before. Polymorph (and wildshape) used to function off the target creatures HD and most templates don't grant extra HD, just extra power, so shapeshifting casters could squeeze more power out of the spells they were using. Now the benefits from each polymorph spell are more explicit. Applying a template like giant or young doesn't really change how powerful the spell is as the limitations(such as ability score bonuses) are built in. Something like halfdragon still wouldn't grant you the immunities or special attacks of the creature, just the appearance. So while I agree that the by RAW you are correct, I honestly don't see the harm in letting it happen. As for the giant eagle thing. Aside from it's above average intelligence, it doesn't really have anything special going for it(can't even speak)so I'd allow it, though there are sooo many magical beasts I would flat out refuse, so a specific ruling is a good idea. Edit: Just checked, polymorph (the spell) allows for magical beasts. Though Beast shape doesn't. ![]()
![]() The NPC wrote:
My body odur was once described as Masculine mystique. I think she meant to say miasma, oh how we laughed(once she got down wind). ![]()
![]() Loup Blanc wrote:
I always thought of it as a concept rather than as a feat, so I guess you could make some tricks up?
About Ember FanningStatistics:
Chaotic Neutral Female Sylph Wizard (Fire Elementalist) 1 BAB +0; CMB +2; CMD 16 HP 6 (1d6); Initiative +4; Perception +0; Speed 40' AC 14 Touch 14 Flat-Footed 10 (+4 Dex) (Spells: +4 armor Mage Armor; +4 shield Shield; +2 deflection Protection from Evil) Saves Fort +0; Ref +4; Will +2 SQ Darkvision 60'; Fire Resist 5 Melee Club +2 (1d6+2/x2 bludgeoning); Dagger +2 (1d4+2/19-20/x2 piercing or slashing) Ranged Fire jet 7/day (20' line, 1d6 damage, Ref DC 14 half) Class (Wizard):
Archetype: None
Wizard School: Fire Wizard School Power: Fire Supremacy (fire resistance 5, fire shield) Wizard School Power: Fire Jet (7/day, standard action, 20' line, 1d6+0.5/lvl fire damage, Reflex half, DC 10 + Int mod + 1/2 Wiz lvl, catch fire) Arcane Bond: Item (Amulet) Favored Class Bonus: Skill Points x1 Spells Known/Prepared:
Spellbook Lvl 0: All common cantrips
Spellbook Lvl 1: Burning Hands, Magic Missile, Mage Armor, Shield, Protection from Evil, Endure Elements, Windy Escape Prepared Lvl 0: Detect Magic, Light, Spark
Race (Sylph):
Outsider (native)
Darkvision 60' Feather Fall 1/day Alternate Racial Trait: Like the Wind (+5' Speed, replaces Energy Resistance) Alternate Racial Trait: Breeze-Kissed (+2 AC vs nonmagical ranged attacks, replaces Air Affinity) Automatic Languages: Auran, Taldane/Common Int Bonus Languages: Hallit, Skald, Ignan, Elven Linguistics Languages: Sylvan Traits/Feats:
Trait: Campaign/Adaptive Magic (Use Magic Device +1 and class, Knowledge (arcana) +1)
Trait: Magic/Pragmatic Activator (Use Magic Device uses Intelligence instead of Charisma) Feat Lvl 1: Fleet (+5' Speed) Feat Lvl 3: Undecided Feat Lvl 5: Undecided Feat Lvl 7: Airy Step Feat Lvl 9: Wings of Air Wizard Bonus Feat Lvl 1: Scribe Scroll Wizard Bonus Feat Lvl 5: Craft Wondrous Item Skills:
Acrobatics +4
Appraise +4 Bluff +0 Climb +2 Craft +4 Diplomacy +0 Disable Device +4 Disguise +0 Escape Artist +4 Fly +4 Handle Animal +0 Heal +0 Intimidate +0 Knowledge (arcana) +9 Knowledge (dungeoneering) +4 Knowledge (engineering) +4 Knowledge (geography) +8 Knowledge (history) +4 Knowledge (local) +8 Knowledge (nature) +8 Knowledge (nobility) +4 Knowledge (planes) +8 Knowledge (religion) +4 Linguistics +8 Perception +0 Perform +0 Profession +0 Ride +4 Sense Motive +0 Sleight of Hand +4 Spellcraft +8 Stealth +4 Survival +0 Swim +2 Use Magic Device +5 Background:
Ember was born in the cold northern land of Irrisen. Exhibiting an affinity for magic from a very young age, she was drafted against her will by the ruling winter witches for training as an apprentice and taken away from her family. She was placed under the tutelage of a harsh disciplinarian winter witch who treated Ember as little better than a slave, and subjected her to many sorts of vile abuses -- verbal, physical, and more. During her training, Ember was repeatedly subjected to cold weather, stripped naked and thrown outdoors, dunked into pools of icy water, tied to blocks of ice. As a result, she developed intense cryophobia, an overwhelming panic at the sensation of cold. After years of effectively torture, Ember clashed with her mentor one final time that resulted in being expelled from her training and exiled entirely from the land of Irrisen. Her family took her back in, and escaped Irrisen with her, taking care of the heavily traumatized early teenage girl. Only once Irrisen was far behind, and there was no turning back, did Ember learn that just before she was expelled, her mentor had decided to draft Ember's younger sister instead, and she still remained in Irrisen, now under the power of Ember's monstrous former teacher.
Years passed, and Ember's family, guided by the girl's intense fear of cold, settled in warmer lands to the south. For Ember, however, the pain of her torture never went away, and the agony was only magnified for knowing that her sister was likely undergoing those very same tortures. Over time, Ember's hate and desire for revenge only grew more intense, driving her to study those matters that would hurt the winter witches most -- the secrets of fire magic. When not being tortured, as well as being heavily motivated, she turned out to be an excellent student, and as she is entering adulthood, she is now a first level fire elementalist wizard ready for action. Appearance:
Ember is tall at 6'4" and willowy, her build slight and thin. Her skin color is a pale marble white with just a hint of cerulean blue that could be inherent or make-up. Her hair is stark white as well, with a faint silvery sheen. Taken together, she looks quite cold and frosty, which explains well why the winter witches set their eyes on her. But her mastery of fire magic is hinted at by the color of her eyes, which are a smoldering black-red. Her expression is often serious and severe, lacking humor and joy. Personality:
Ember is Chaotic, which means she's the "I lied" type and not the "my word is my bond" type. She appreciates individuals and individuality over societal order, which makes sense for someone who ended up effectively enslaved and tortured by the societal order in Irrisen. She would rather be an anarchist than bow down to any flag or ruler. She is also Neutral, which means she doesn't go out of her way to hurt anyone else, but doesn't go out of her way to help anyone either. She is largely motivated by whatever benefits her, her family, or her friends. She won't get involved in conflicts unless she can see an angle. Her most fervent desire is revenge, although she is still too afraid to set out on a quest for it. Her greatest fear is cold, snow and ice, which will either send her into a berserk rage or into a near-catatonic state. Inventory:
Spell component pouch (2lbs.)
Club (3lbs.) Dagger (1lbs.) 2 scrolls of Mage Armor 2 scrolls of Shield Cold weather outfit (7lbs.) Total encumbrance: 13lbs.
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