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First the links:
Eldritch Reciprocation

The text of Eldritch Reciprocation (Su):
Eldritch Reciprocation (Su)
You can choose to take extra damage from an arcane spell to replenish mythic power. When you are hit by or fail a saving throw against an arcane spell that deals hit point damage, as an immediate action you can choose to take damage as if that spell were affected by the Maximize Spell feat. If the spell’s damage can’t be increased by the Maximize Spell feat or is already under the effect of the Maximize Spell feat, you instead take double damage from it. The spell’s damage ignores your spell resistance, energy resistance, energy immunities, and other protections against damage.

If you take at least 25 points of damage from the spell, you regain one use of mythic power.


True Archmage
The text of True Archmage (Ex):
True Archmage (Ex)
At 10th tier, whenever you cast an arcane spell that targets one or more non-mythic creatures, each of those creatures must roll any saving throws against the spell twice and take the lower result.

You gain spell resistance equal to 15 + your highest arcane caster level, but only against arcane spells. Once per round when your spell resistance protects you from a spell cast by an enemy mythic creature, you regain one use of mythic power.


Divine Vessel
The text of Divine Vessel (Ex):
Divine Vessel (Ex)
At 10th tier, whenever you cast a spell that targets one or more non-mythic creatures, those creatures must roll twice for any saving throws associated with the spell and take the lower result. Whenever you are healed of hit point damage by a spell or effect, you are healed for the maximum possible amount. You also gain DR 10/epic. Once per round when you take more than 20 points of damage (after damage reduction is applied), you regain one use of mythic power.

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Question 1) Can the character cause injury to themselves, or have a companion do so, in order to make use of the powers?^1

Question 2) In the case of Eldritch Reciprocation, does the recipient of damage know how much damage they are going to take, before activating the power? (How much it would result in)^2

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^1 - The possible abuse: a T6 or T10 Archmage or T10 Hierophant can recover all Mythic Points out of combat (via Snowball (CL 5+ for Eldritch Reciprocation, CL 1 for True Archmage), someone in the party hitting the Hierophant for 20+ damage.)

^2 - In order to choose whether or not to use the power, would the Archmage know the difference between a normal CL 1 Magic Missile spell (taking 4-10 damage) and a Mythic, Augmented, Maximized, Intensified, Arcane Channeled Magic Missile ((Max(2d4+1))*((5 Missiles+2)*2)*1.5=9*14*1.5= 378 damage!) Feel free to address those Metamagic and Mythic abilities on a case by case basis.


Big Yeti Cane wrote:

... Why does an attacker who is making a melee touch attack utilize her strength modifier as part of the attack roll?

... the attacking character shouldn't have to take Weapon Finesse in order to use her dexterity modifier on the roll instead.
What part of trying to touch an opponent involves utilizing a character's physical strength? You don't need to be able to shove someone in order to lay a finger on them. IMO this is silliness that fell through the cracks again when PF was released.

I like this idea. I'm going to try allowing "touchers" to use their dex if they want. I'll add it to my crib sheet of house rules and let the players know. If we end up not liking it, we'll change it.


I'll take a shot at this one.

So, from the Equipment section: http://paizo.com/pathfinderRPG/prd/equipment.html Weapon -> Weapon Size, third paragraph:

Quote:
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.

Given that paragraph, when you adjust the text of both crossbows one size larger, they become normally unwieldable by a medium sized creature, but could be fired by using two hands. In other words, you can fire a Large Heavy Crossbow (at -2, deals 2d8) or a Large (not Huge) Light Crossbow (at -2, deals 2d6) using both hands, but you need to be a large sized creature to (re)load them.

Note, in my mind, a "Light Crossbow" is not the same type of weapon as a Dagger, Sickle, or Handaxe (light weapons). I interpret "Light" in this case to mean that this two handed weapon does less damage, and requires less effort to reload than its burlier cousin, the Heavy Crossbow. Increasing its size two times (to huge) would make it so that a Medium creature could not wield it at all.


Duskblade wrote:
If we interpret the rules of spell storing that way (in that you must declare the use of stored spell BEFORE attack), what happens if the weapon misses? Is the stored spell simply discharged with no effect (which basically equates to a wasted spell)? Does it 'hold the charge' of the spell until a successful attack is made?

Yes, in my interpretation, I would see a missed attack as holding the charge, similar to a touch attack. (This is why I like the idea of the spell being additionally cast-able in that gray area AC between touch and normal. The effect doesn't describe this, but I'd want to try it and see how it plays. Potentially, storing a spell to be released this way could be very powerful, but the effect is limited to third level spells and lower, so I don't think it would be too bad.)


A highly regarded expert wrote:
Spell Storing: A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it.

I find the part in bold to be written in an ambiguous manner, and so would fall back on the intent of the action and probable intent of the writer. Meaning, before the magus or wielder of the weapon rolls to hit, they declare if they want the weapon to cast its stored spell. I believe this is how the writer meant for the act of desire to work. The rest of that sentence is describing the requirements for the weapon to cast the spell, mainly, for the creature to have sustained damage from it (any DR was bypassed/exceeded).

From a game balance perspective, I think that the requirement of the weapon needing to deal damage is to offset the wielder being able to cast spells with one stored.

Personally, I would have liked to have seen it where, once the desire is declared, roll the attack as normal. If the attack hits touch AC, the spell is cast, however, the weapon only deals damage (or bounces off of DR, etc.) if the actual AC is hit.

Always try to have an eye for what makes sense/is balanced/fun to play.