Magnus Arcadian's page

28 posts. Alias of Steve Bein.




I just love the mythic adventure rules. Wrath of the Righteous is one of the best APs I've ever played, going all the way back to the red D&D box set in 5th grade. Is there any word on whether Paizo will publish another AP for mythic characters?


Here's the idea for the item: something you can wear (a bracelet or amulet, I figure) that counts as a familiar location for those who want to teleport to you. It provides no teleport effect of its own; you just count as a place your friends have studied carefully, so they can teleport to you.

How do I calculate the cost of such a thing?


I've got a paladin who fights mounted. He can make his saves pretty reliably but when his mount gets dominated, confused, etc., it's a real pain in the keister. Any thoughts about an item he can buy for his horsey to keep it protected?


I'm wondering if a blinking archer can hit targets normally.

Obviously if you shoot him while he's blinking, you have to roll your miss chance. But it's not obvious to me that he has to do the same if he shoots you. Here's why:

Most spells that affect your gear (invisibility, enlarge person, reduce person, righteous might, etc.) stop affecting your projectile weapons as soon as you release them. A loosed arrow returns immediately to its original size, to being visible, etc., so why should it continue to benefit from the blink spell?

One answer: it doesn't. As soon as it leaves you, the spell no longer affects it, just like any other spell. No special exception made for blink, and blinking archers are the ultimate warrior.

The other answer: it stays on whatever plane it was loosed on, so you're stuck with the same miss chance you would have been stuck with if you were attacking in melee. Blink _does_ warrant a special exception from the normal rules about spells and ammo, because those other spells don't actually transport you anywhere.

I think the second answer is the right one. I wonder if any of you have encountered PCs who want the ruling to go the other way.


Can someone tell me how Valiant Vault is useful? The way it's phrased, it seems like every time you spend a mythic point to use it, you can't get the benefit of the mythic point.

According to the feat, "you can expend one use of mythic power to grant your mount a +10 bonus on an Acrobatics check, or a +20 bonus if the check is made to jump." But in the next paragraph, "You make a Ride check or your mount makes an Acrobatics check (whichever is lower) during the charge, using the rules for the leap task under the Ride skill." Therefore:

If you spend the mythic point, you add +20 to the mount's Acrobatics modifier, almost inevitably making it the higher modifier. (Your average horse gets +11 to jumps just for Str and base speed alone. With the mythic point that's +31, which a PC could theoretically outdo, but s/he'd need 20 ranks in Ride plus 28 Dex to do it.) Thus spending the point forces you to use the rider's Ride check, not the mount's Acrobatics check.

In other words, every time you spend the mythic point, the point makes itself obsolete. Seems to me this feat needs to be rephrased to say you can supersede the normal jump rules, and use whichever skill is _higher_.