Belkar Bitterleaf

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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?


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.


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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?