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Three questions regarding the Marshal Path Ability Flexible Confidence. Confidence (Su) (3rd-tier Marshal Path Ability)
Flexible Confidence (Ex) (3rd-tier Marshal Path Ability)
Additional Order (Ex) (1st-tier Marshal Path Ability)
Q1) Does Flexible Confidence allow me to use a 'confidence point' to power my initial Marshal's Order (Advance, Decisive Strike, or Rally)? Q2) Can I use the 'confidence point' to power the Marshal's Order chosen with the Marshal Path Ability Additional Order? Q3) Can I use the 'confidence point' to power a Universal Path Ability? In other words, does the "marshal path ability" in Flexible Confidence refer to those path abilities on the marshal list or any path ability taken by the marshal? Thanks in advance! ![]()
Spoiler: I also took a slightly different path. Obviously, the cryptic poem refers to the Raven's Head, but I also used it as an 'optional' ingredient.
If you note on the final sentence of the Raven's Head entry (page 55 of WotW), it notes that the Raven's Head, a minor artifact, could be destroyed if used as a component to creating a lich. In this manner, Adivion wanted to create a lich AND destroy a minor artifact. My PC's (one being an oracle of Pharasma, thus gaining a circumstantial modifier), through a Knowledge check , made my DC 30 check to learn this property of the artifact. ![]()
There are many times when knowing whether or not a spell's effect is successful is pivotal. I'll propose a few scenarios: 1) A cleric casts command on a baddy. Does the cleric know whether or not the baddy made his save (thus taking him out of battle for one round)? If the baddy failed the save then the cleric can instruct his fellow adventurers to focus their efforts elsewhere. 2) A sorcerer casts fireball on a group. Does she know which, if any, made the save for half damage? To complicate things - the baddies may have Resist or Prot Fire up so a visual is NOT always accurate :) But obviously if the sorcerer KNOWS that two baddies failed the save but are still unharmed then there is some other defense in place. 3) A witch subjects Evil Eye on a baddy. Whether or not the save is made the target succumbs to the effect for one round, but does the witch know whether it will last longer than one round? 4) A wizard casts charm person on a baddy. The baddy makes his spellcraft check to identify the spell and makes his save but makes a bluff check to feign 'charmed'. Does the wizard automatically know that the spell didn't work or can he be bluffed into believing it worked? Just wondering what the thoughts are out there and how you handle these? ![]()
Good points thus far. Obviously, I want the players to feel their characters are mythic but without playing too much rocket tag. Regarding specific mythic feats and path abilities: 1) Require the spending of power to use them? (Mythic Power Attack now requires 1 Power to use? Want that extra damage from Mythic Improved Crit - spend a Power?) 2) Limit uses per day for them? 3) Limit Wild Arcana and Inspired Spell (and other similar) to spell levels = tier? Just more ideas... ![]()
Obviously, it'd be great for any character to know how near death the opposition is. If the baddie is still fresh and invigorated then you may need to use some beef (higher level spell, power attack, better buff). On the flip side, if the character knows the baddie is near death, then those extra resources can be reserved for later (wizard may delay, no need for power attack, hold off on the buff, etc). So my question is:
We have developed a chart that provides rough percentages for any observer: 100% = Full
Just curious how others implement this knowledge? ![]()
Peter Stewart wrote:
Fair enough. Those points seem valid. Couldn't a new sentence added to Amazing Initiative fix this? Something like..."This additional standard action cannot add with another standard action to provide a full-round action." After all, if a caster can't cast a 2nd spell, a melee shouldn't get a full attack? This way, it works more like a haste attack?![]()
Fell free to skip down to the TLDR. The boring background:
I also have a lot of inexperienced gamers at the table:
4 of the 5 will return for the WotR campaign - my daughter will sit out as she's about to get her driver's license and playing games at home on a Friday/Saturday night with a group of 40 year-olds is not necessarily deemed 'cool' :) We may or may not recruit a 5th. As a future GM of WotR, I've been keeping up with these threads, in hopes, to learn ways to limit the PC's power. It appears that the 0.5 level per tier assumption is off and it's more like 1 level. I've seen some options to reduce Mythic escalation, but even that seems to not be working all that well - maybe other options? The nitty gritty:
Here are some options I've learned/found that can be used to tone down the power rise of the Mythic PC's. There may be more. A) Mythic Power
B) Tier abilities
C) Path abilites
TLDR
15 point buy Mythic Abilities
Does this seem a significant enough reduction to keep PC's in check? Any input is appreciated. ![]()
I'm looking for confirmation regarding the specifics to creating an Amulet of Mighty Fists +2. AMULET OF MIGHTY FISTS
Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability. CONSTRUCTION
Base DC = 10 (5 + 5 caster level)
#4 is not applicable? So the DC is either 10, 15, or 20 depending on whether or not the caster:
Seems simple enough. Same process but with an Amulet of Mighty Fists +1 Flaming. Flaming: Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given. Moderate evocation; CL 10th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +1 bonus. Base DC = 15 (5 + 10 caster level per Flaming)
So the DC is either 15, 20, or 25 depending on whether or not the caster AND assumes the caster is 3rd level AND has Craft Arms and Armor:
My primary questions are:
Thanks in advance. |