1. Nothing in the spell description indicates there is a memory gap so any gap would be by GM fiat.
2. Dominate specifically gives a second save if you are commanded to do something you would not normally do. So I believe it is reasonable to assume that you know what is going on you are simply a prisoner in your own head.
The rules state that a that turning 90 degrees is a dc 15 using 5 feet of movement and that this dc and movement penalty increase by 5 for adding another 90 degrees to the turn. So if you are flying through a maize at full speed (or chasing Harry at Hogwarts) I would take the total turns made during the movement and add them up.
Lets say you want to make 270 degrees of turns during your turn but end up facing the same way you started. I would give this a dc25 fly check costing 15 feet of movement. Then if you are trading in your standard action for another move action a seperate dc would be created for the new movement.
I believe this to be RAI.
My 2cp is never cut someone off from shopping. My favorite thing about a RPG is sitting around a table being a geek with friends. My second favorite is getting new stuff be it levels or lewt. Talk to your players and see if there is a better way to go about it but remember shopping may be someones favorite part of the game.
I would suggest buying some stone full plate and the legendary item path ability making your armor your legendary item with the upgradeable ability (allowing very cheap upgrading) and you should be able to get it to have the wild enhancement very early on. If you are in wild shape there is not even a need for heavy armor proficiency.
I am playing a paladin in Rise of the Rune lords. We just leveled to 9 and we have a ridiculous point buy:
Str: 16 (+2 racial,+2 levels, +4 item) 24
Demon spawn Tiefling
I am swinging a +1 Keen Falchion and have a +1 Composite long bow (+6). My favored class bonus has gone entirely into extra healing on LOH.
The party consists of a casting cleric, gunslinger, fighter swinging an ax, a TWF rogue, and a synthesis summoner.
Some thoughts I had were extra lay on hands, Greater Mercy, acrobatic step, or following step.
Your input is greatly appriciated.
I see a couple problems with this build. First, Dekalinder is correct on the damage the attack should do and this can be verified all over the forums with a few searches and just a smidgen of common sense. Second, it looks like your player has three mythic feats at 3rd tier (Mythic power attack, mythic vital strike, and extra path ability mythic). If this character had taken legendary item as a path ability at teir 1 or 2 then this would be doable.
Also there is no need to be tier 4 to have a foe-biting weapon:
Legendary Item (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
Foe-Biting: When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a confirmed critical hit, the bearer must instead expend two uses of legendary power to double the total damage. Damage from weapon special abilities (such as flaming) and precision-based damage are also doubled.
This ability can be applied only to weapons. An item must be a minor or major artifact to have this ability.
A mithral BP is normally a medium piece of armor as you likely know. The important part of the rule you quoted is that medium armor is treated as if it where light armor for the purposes of movement and other limitations. Since we know that light armor does not change a creatures speed then with a mithral BP your speed would be unchanged from the armor but could still be reduced based on encumbrance.
Allow the TPK. Then have a session zero to work together to create characters that will work together to support each other.
If the other players have the system mastery and are choosing to play less effective characters that is one thing. If they are newer and lack the system knowledge then take a few hours with your GM and create something that will be fun for everyone.
Stick with the buff protection spells. A good deal of the fights that you will face are going to include spell resistance. I would however, suggest alignment channel evil to help bypass the SR and take down potential swarms. When you get to tier 1 you will have an option to spend a single mythic power to cast any spell on your list.
The faq entry posted by Roberta clearly states that if a character is tripped even against his will that vicious stop provides an attack of opportunity. Then later in life if he gets combat reflexes and greater trip not only will he get the one attack of opportunity but he will get a second.
However, it appears that this is your game and your player came to you with a question. He wants to use this combo which according to the rules as written and the rules as intended is 100% legit. As the GM this is your world and it can work in any way you choose for it to work. My suggestion would be to advise him that if he focuses on tripping he will be very strong in the beginning but this tactic becomes obsolete very quickly when you start facing lager foes.
It sounds like there are a lot of people making good suggestions on what can help this party survive. The way I learned to survive a campaign was to build what I wanted against the suggestion of others, then my GM killed me horribly. I then made another character disregarding suggestions others gave me which also died horribly. Finally, I realized that if you want your character to survive a game you have two choices 1. Have a GM that will never kill you or 2. Make intelligent decisions when building my characters.
Do not have a link but SKR say you do not get 1.5 dex with an agile amulet as it would be more powerful than the feat intended. Also applying the common sense rule you only get 1.5 str damage and if you take the next feat in the line you get 1.5 str damage on all attacks and never get 2x str. This horse has been beaten to death time after time. Do a quick search and you will find this same answer in several places.