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![]() Coriat wrote: I wonder how substance dependency would work if the PC wasn't aware of what they were dependent on. A player in my campaign drinks a *lot* of alcohol. If he became mythic it would be very easy for him to never figure it out. ...at least, not until he entered the holy city where alcohol is outlawed. ![]()
![]() yeti1069 wrote: If you read a fantasy novel, or watch a film, different races tend to have different combat styles, which is simulated a little bit in D&D (Pathfinder) by starting inclinations (an elf is more likely to grab Weapon Finesse, while a dwarf is more likely to wear heavy armor), but then it kind of ends. 1. Not really. If you take Weapon Finesse, that is going to define your character for the entirety of the campaign. If you wear heavy armor, your dex is forever going to be low because you only started out with 12 at most. Yeah, if you start play at level 10 or 15 you might not make these choices, but that doesn't happen in the "real world". Characters start out a certain way, and will usually continue to organically build on their initial skills. 2. PCs aren't supposed to be exemplars of their race. If they were, they probably wouldn't abandon their home to wander around with three or four people of completely different backgrounds. They would instead be leaders of their people. Plus, since the PCs *do* abandon their home to wander around with three or four people of completely different backgrounds, it's natural for them to experience a merging of cultures until they eventually identify more with the party and "adventurer" as a concept than with their race. This process is slow - at early levels their race is a big part of who they are, but years later when they reach level 20 and have been through Hell and back, it shouldn't really matter that they started out in a forest and have pointy ears. Basically, 1. the problem doesn't exist, and 2. even if it did exist, it wouldn't actually be a problem. ![]()
![]() I'm not sure what's going on with the Fire elemental. Is it bigger now or something? If I can shoot it I'll do so, otherwise I'll shoot the pudding I guess. Embok isn't in the greatest shape after the hit from the elemental. He mutters to himself "Better fire than acid" before shooting a bolt at something. Attack: 1d20 + 5 ⇒ (9) + 5 = 14
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![]() 10 isn't that high an ability boost. +3 from character creation
It's only 2/3rds of what you could pretty easily get at that point. If you max the ability out and toss in a point of mythic power to boost your roll, there's a good chance you'll reach him. That you *need* to do so in order to succeed does imply there's a problem though yeah. ![]()
![]() I've actually been making sure I save up my mythic points so the claim that I'm using them every round is fairly amusing. I've only used two in this 'day', once to let me attack while still using total defence, and once to let me attack while taking an extra move action instead of a standard action. With that said, in this next encounter you can totally expect me to spam my remaining four mythic points. ![]()
![]() James Jacobs wrote: First off) The errors in the Advanced Race Guide has not yet been released, I believe. The errors I mention in particular are that tieflings and aasimars should have lifespans and aging thresholds and starting ages equal to those of humans. ...welp. A lot of my setting revolves around the birth of the only aasimar 75 years ago. Oh well, far too late to change that now. Though this means I can let tieflings exist in the setting so that's cool. Does the same apply to the four elemental races? ![]()
![]() I assume you dropped bolts too, in which case Embok uses his move actions to move, grab the crossbow and bolts, and load up a shot. Unless I have to pick them up separately in which case I don't have a fourth move action with which to load. Assuming I can do all of the above, Embok uses a swift action to surprise strike the robed creature. Attack: 1d20 + 2 ⇒ (10) + 2 = 12 vs. Flat-Footed AC
Note that as far as I can tell you never specified what kind of crossbow it is. If it's not a light crossbow then you can roll the damage for me rather than wait. If I can't load, I'll just pick the items up and wait for next round. If she didn't drop bolts, I'll have to redo my move entirely since I don't have any of my own. ![]()
![]() Sebastian Hirsch wrote:
...I'm not sure how what you're saying is a response to my post. ![]()
![]() Just to note, Surprise Strike + Total Defense meant I could maintain 20 AC for 6 rounds (since I have Dodge and Extra Mythic Power) while still getting sneak attack damage in. Between the casting of Sleep and it actually taking effect, the two wolves tried to attack me again but both missed - despite one rolling an 18. ![]()
![]() I feel it should go the other way. You can choose not to have a mythic flaw, but then you lose some of the general mythic abilities. Immortality is obviously gone no matter what if you don't have a flaw, but then you also have to choose between either mythic power being reduced to 1d4-1d10 or lose the initiative boost from improved initiative (though keep whatever extra turn option there is) Being able to not have a mythic flaw is actually a fairly big deal. I don't think just giving flawed characters a single extra mythic point will compensate for it. ...plus really, who is to say those characters all didn't have flaws that simply never came up? ![]()
![]() Hi again. James Jacobs wrote: No Adventure Path is canon except with respect to itself. (The only exception being Shattered Star, which assumes Rise of the Runelords, Curse of the Crimson Throne, and Second Darkness have all taken place.) Could this be problematic if I were to run Shattered Star? The Rise of the Runelords campaign I'm playing in isn't very far in yet. (Also, could it affect my ability to play in Curse of the Crimson Throne or Second Darkness in the future?) ![]()
![]() Time to get cheesy. Embok expends a mythic point to let out a swift surprise strike at the wolf directly in front of him. Attack: 1d20 + 6 ⇒ (17) + 6 = 23 vs. flat-footed.
He then gets ready to defend himself from their attacks, using total defense. 20 AC until my next turn. ![]()
![]() Pharmalade wrote: Got your nose!: You can steal senses. Perform a steal combat maneuver and choose nose, ears, or eyes. If successful, you steal that from the target and it appears on your person, denying that creature that sense and allowing you to use it within your natural reach for 1 round plus 1 round for each 5 you beat the CMD. If you beat the CMD by 5 or more, you can steal blindsense or tremorsense and reduce the duration by 1 round. If you beat it by 10 or more you can steal blindsight and reduce the duration by 2 rounds. You must be Xth level to select this power. Other than losing the sense, the target takes no other penalty and can breathe normally. Time to steal the ears of every elf I ever encounter. ![]()
![]() Huh? They absolutely can die. They just need to take the damage from mythic creatures or characters. Which isn't a big deal because by the time you get the ability you'll pretty much only be fighting mythic enemies anyway. Mythic Flaws can also be taken advantage of to get around it. I see nothing wrong with Nameless One tactics either. They tend to be pretty cool, and mythic villains can do them just as easily. ![]()
![]() I'm not sure exactly where I saw the tailed creature, and I don't know exactly where I can hide behind, so I'll just say what I want to do and you can put me wherever is appropriate. Embok assumes the werewolf just heard Charles or some of the others, and that he's still safely hidden. He tries to sneak closer to where he saw something moving, and will stop if he gets sight of it. Don't know if you want me to roll stealth/perception again or if I just use the same values, so feel free to ignore this if it's not necessary. Rolls: Perception: 1d20 + 8 ⇒ (19) + 8 = 27 Stealth: 1d20 + 8 ⇒ (20) + 8 = 28
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