Belkar Bitterleaf

TheRedwolf's page

17 posts. No reviews. No lists. No wishlists.


RSS


One of my players is attempting to have a magic weapon built, and we're in disagreement on some of the technicalities. He wants to have a +3 weapon with +7 in abilities, which is problem one. I've always been told you can only have up to +5 in special abilities, just like enhancements, otherwise you could put +9 total abilities on a +1 weapon, which seems silly and imbalanced. However, I cannot find this stated explicitly anywhere, and would like confirmation on which is correct, as I'm only finding the +5 enhancement limit mentioned specifically.

Secondly, we're in disagreement on how certain abilities work when factoring in special ability enhancement numbers. Certain abilities are placed into the tables with an amount of money rather than an effective +. Do they still count as that amount of +, or can they be added with impunity? The particular ability in question right now is Dueling, which in the +4/5 table, but has a listed base price modifier of 14k gold. If he were to get a Dueling weapon would that influence the + total of his special abilities or can he add it even if he's at his maximum?


There's a lot there to read, so sorry if this was answered in one of the other pages, but if flaws are now optional is there going to be a benefit to having one or is it just an optional rule that DM's can use to balance the power added by mythic?


Both Guardian and Champion help monk really, that's why mine took Dual Path immediately, so I can get things from both paths. The aforementioned precision and Fleet Warrior are great, deflecting rays and spells is cool when you have major dex, as is the path ability my group has dubbed "rocks fall nobody dies", I mean really both paths work great.


See, I'm of the opposite mind, as I like Wild Arcana better. You can use metamagic which you can't when using Arcane Surge, and you can cast any arcane spell from your list, but with Arcane Surge it has to be something you have prepared for the day or for spontaneous casters, something that you know, meaning you have far fewer options as far as spells to choose from. It basically gives you more uses of the ones you already have for the day, whereas Wild Arcana gives you more of any spell. Wild Arcana will also give you a bonus to caster level, which can mean extra damage dice, pumped up saving throws, and a boost to overcoming spell resistance. Arcane Surge completely loses one of the two benefits it gives if your enemy is mythic, and while the spell resistance one is great, there are plenty of ways to pump up your ability to overcome it. I think Wild Arcana is just a lot more useful in a far more situations.


Right, I have ideas for some for the other base classes, I'm probably not going to have time to work on them for another couple weeks or so. I'd really like to see other people's ideas for some, and I'm sure the developers would as well, as Jason seems to have said up there.


Like I said, I wasn't sure exactly what to do for some of them and I know they need to be tweaked, it's just a point to start with.


Alright, finally got the time to do this. Last time I had some for the base classes in addition to the core classes, this time I don't. These are just ideas right now, any ideas people have to modify these would be great. I might have made some of them a bit more powerful than I should have, or less powerful, so let me know and I'll try to tweak them, or if you guys want to tweak them that'd be great too.

Mythic Rager
Prerequisites: Barbarian, Mythic Tier 3
Effect: The rage of a mythic individual is the sort of thing no enemy wishes to see. When raging, the barbarian doubles the bonuses granted to strength, constitution, and will saves, while taking only a -1 penalty to AC. In addition, for one mythic point they may double their move speed bonuses and damage reduction from their class for one minute per mythic tier they possess.

Mythic Music
Prerequisites: Bard, Mythic Tier 3
Effect: While being mythic might be most associated with a physical or mental change, artistic talents may be enhanced as well. A mythic bard with this feat may now use two bardic performances simultaneously, using up the appropriate number of rounds per day while doing so. In addition, they may use a mythic point to affect creatures that might normally be immune to their performance, such as affecting a blind creature with a visual performance, for the duration of the specified performance.

Mythic Channel
Prerequisites: Bard, Mythic Tier 3
Effect: The channeling of a mythic cleric is more potent than that of their non-mythic counterparts. As such, a cleric with this feat is treated as being four levels higher for the purpose of determining the effects of their channeling, and they may spend one mythic point to affect all creatures, both living and undead in the range of their channel. They may also use a mythic point to double the radius of their channel. These abilities may be used in conjunction if both point prices are paid, and each bonus lasts a number of rounds equal to their mythic tier.

Mythic Bond
Prerequisites: Druid, Mythic Tier 3
Effect: Sometimes, when one becomes mythic, it evokes a change not just in them, but in the bonds they hold as well. A druid with this feat treats their class level as four higher for the purpose of determining bonuses and effects related to their Nature Bond ability. This does not include caster level for domain spells, but does include which ones are available. For one mythic point they may treat their animal companion as having a mythic tier equal to half their own for a number of minutes equal to the druid’s mythic tier, granting them any abilities and mythic powers relevant, but no mythic feats.

Mythic Training
Prerequisites: Fighter, Mythic Tier 3
Effect: With an increase in mythic power, comes an increase in abilities both trained and innate. A mythic fighter with this feat increases the benefits of the armor training ability and weapon training abilities by two. In other words, their max dex bonus in armor increases by two, their armor check penalty decreases by two, and for any weapons with which they have weapon training they gain an additional +2 on attack and damage rolls. In addition, for one mythic point they may double the total bonus they receive from these two abilities for a number of rounds equal to their mythic tier.

Mythic Fist
Prerequisites: Monk, Mythic Tier 3
Effect: With the abilities granted by mythic power one whose body is already a weapon becomes more akin to a killing machine. A monk with this feat may make an additional attack with flurry, using a BAB equal to their mythic tier. In addition, they get a boost to DC’s for their stunning fist and quivering palm equal to half their mythic tier. For one mythic point, they may double the insight bonus to AC and increase to movement speed granted by their class for one minute per mythic tier.

Mythic Smite
Prerequisites: Paladin, Mythic Tier 3
Effect: Mythic power enhances all aspects of person, and for some, this ties directly into their faith. When a paladin uses their smite evil ability, they now add their mythic tier to the attack and damage rolls against their targets. In addition, they may also use smite evil against mythic targets regardless of alignment. For one use of mythic power, they may gain additional use of smite evil for the day.

Mythic Hunter
Prerequisites: Ranger, Mythic Tier 3
Effect: Mythic power resonates with the most fundamental part of a person’s nature, and in some cases this means nature itself. A ranger with this feat may treat his ranger level as three higher for the purpose of favored enemy and favored terrain, or treats their level as three levels higher for determining things related to their animal companion, much like a druid. In addition, they may spend one mythic point to gain another favored enemy type at their highest bonus for a number of rounds equal to their mythic tier. This feat may not be chosen twice to gain both effects.

Mythic Sneak
Prerequisites: Rogue, Mythic Tier 3
Effect: Whereas some who live in shadows often become one with them, a mythic character living in shadows becomes the shadows themselves. A rogue with this feat adds their mythic tier to all sleight of hand and stealth checks, as well as gaining partial concealment in dim lighting or lower. By expending one mythic point, if both the rogue and their target are in dim or lower lighting they may make a sneak attack as though the target were flat footed, and deal one additional die worth of damage.

Mythic Blood
Prerequisites: Sorcerer, Mythic Tier 3
Effect: Mythic abilities come from the deepest part of a person, for many it is their faith or their soul, while for sorcerers it is their blood. A sorcerer with this feat treats their level as two higher for the purposes of determining bloodline spells and powers granted. They also increase their caster level on all checks and spells tied to their bloodline. For one mythic point a sorcerer may cast an additional spell while casting a bloodline spell, as long as that spell is of at least one level lower than the bloodline spell being cast.

Mythic School
Prerequisites: Wizard with a specialization, Mythic Tier 3
Effect: Years of study and work give great benefits to those who put in the work, and when those putting in the work are mythic, the benefits are that much greater. A wizard who selects this feat gains the ability to apply metamagic to spells of his specialized school with a lowered penalty. Each day, they may apply an amount of metamagic that increases the total level of their spells by an amount equal to or less than their mythic tier without increasing the spell slot needed to cast it, as long as this spell comes from their school. Only one metamagic can be applied to an individual spell in this way, but more may be added with the normal penalties. In addition, for one mythic point they may increase their effective caster level by four for a single spell being cast from their school.


Crap, I forgot I have a whole bunch of mythic feat ideas I want to type up on here for the individual core and base classes, just been swamped with exams and stuff...I should do that soon.


Yeah, I just don't feel like taking the time to redo it all now, so I'll do it tomorrow. Hopefully I'll remember my idea. Actually, I might even take the time to add in more honestly.


Well crap, I just spent like an hour typing up a bunch of examples of ideas I had for mythic feats for each class and one misclick got rid of all of them before I could submit...looks like I'll have to retype them up tomorrow.


Feat of strength specifically has a section that says you can apply that +20 to your strength for a number of hours equal to your mythic tier but only for the purposes of carrying capacity. It's in the ability description.


Could you use feat of strength's secondary ability to increase your carrying capacity multiple times at once?


Alright, that's what we figured but we just wanted to make sure for the technicality of it. Still though, can you stack them?


Would suggestions for Mythic Feats go here as well? I have a few of those.


A question that has come up in our group is how exactly are we able to apply the Feat of X powers? If you use the strength one to increase carrying capacity are you allowed to use it multiple times? When you use Feat of Dexterity to modify a check could you use in in conjunction with an attack using weapon finesse? If anyone could give some clarification on these it would be much appreciated.


Also other things like maybe removing penalties on an alchemist's mutagens/cognatagens, allowing animal companions to progress in size and abilities a second time, some mythic hexes/rogue tricks/fighter feats, aforementioned changes to wildshape, mythic elements introduced to bloodlines, mythic deeds that allow you to pull of crazy shots and such, things like that. Even though you get really awesome stuff through levelling up already, being able to surpass that using mythic to bolster your class rather than just complementing it would really fit with how it all feels to me. I like how the system is right now with it making you above and beyond a normal mortal, but at the same time it's not like you're above and beyond a normal class. The mythic stuff as it stands feels to me kinda like it has a stronger effect on who you are and how you handle specific situations than it does for the more general things you do as defined by your class. By allowing you to do either one with them it would give more freedom and make them feel more "mythic" in my mind.


1 person marked this as a favorite.

So, we're going to drop the mythic rules into our current campaign and are rather excited so far. However, we seem to have hit a stumbling block with the mythic feats. Considering the vast majority of them require you to already have a basic version of a feat and thereby improve upon it a bit it means that same majority is quite restricting if you use sources for your feats other than the original Player's Guide. It seems like the mythic feats should either allow you to take better versions of others or do other stuff such as gaining feats you normally couldn't qualify for, advancing class features, increasing movement speed or natural armor or something, etc. You know, things that just go out of the box compared to normal characters or people. At the very least we feel that the list should be expanded or guidelines given for doing so at your own table. Granted, this will almost assuredly happen by the time the final product comes out, but why not get the ball rolling now? Just some ones that I've come up with...

Mythic Grapple: You get a +2 bonus on grapple checks and can spend a mythic point to reroll a failed check, suffering no penalties if the reroll is a success.

Mythic Bomber: An alchemist with mythic tiers that takes this feat gains an extra damage die per two mythic tiers.

Mythic Companion: You may be treated as a number of levels higher equal to your mythic tier for purposes of calculating the stats and bonuses of animal companions, familiars, eidolons, etc.

Anyone else have suggestions for ways to handle mythic feats either as stuff from scratch or adapting more existing feats to mythic?