![]() ![]()
gustavo iglesias wrote:
That would add up to 261. ![]()
Hello. I'm curious to know what would happen if I applied the Animal Lord template on an humanoid that has less than 10 HD. Would it be too powerful or is it just a flavor thing? I suspect I would need to cut DR to 5/silver instead of 10/silver and maybe ajust the ability modifiers. But aside from that, I'm not sure I can't apply the template to say a 3rd level barbarian. Thanks. ![]()
I was reading the construct armor rules and wondered how the AC of someone in a construct is calculated. Obviously, a +6 armor bonus and a maximum of +3 from Dex. Do I add natural armor (racial or from an amulet), deflection from a ring or any other bonus? Are there feats that reduced arcane spell failure from wearing armor? Maybe a magical property? Does the wearer use the construct's Strenght? What about dextery? Does the wearer have access to the construct spell-like or supernatural abilities? The magic immunities of golems? It looks like a great idea, but they need more work. Final question, is there a section where I can ask questions about the OGL? Thank you! ![]()
Mythic abilities for Tricksters should be more like "As as a swift action, roll a DC 30 Stealth check and become invisible for 1 round. Take this ability a second time and roll for a skill check DC 40 and get Greater Invisibility for 1 round." Or "As an immidiate action, roll an Acrobatic skill check with a DC of 15 + the damage delt to take half damage from a melee attack". A spring attack + vital strike would be interesting, so would a spring attack that gives you two attacks instead of one, or a dimension door and move action and then a dimension door attack and move action, would be interesting. I think designers relly a lot on Path Dabbling as the ability of choice for Tricksters. ![]()
Epic Meepo wrote:
Pretty cool. Any impressions or feedback? ![]()
I'm just paraphrasing Jason Bulmahn. Put simply, the mythic rules allow characters (and monsters) to break some of the fundamental rules of the game. But I'm also guessing that if Mythic Addventures is popular enough we might see this sort of feat in books called Might Combat and Mythic Magic. Which I have no objection too. ![]()
If you play with those rules you start with 1 point. After that you earn them. You also gain 1 point when levelling. I guess a DM could say you also get 1 point when gaining a mythic tier. Max is still 3. Hero points ![]()
We are playing a gestalt game (yeah yeah, judge our overpowered taste :-P) and we would like to play with the newly released Mythic rules. The Monk/Ninja in the group depends a lot on swift actions and is worried the mythic abilities that demand the use of swift actions will affect his play. Are there any items, feats, spells or what ever, that affect swift actions? That could give him more or make swift actions into free actions. Any info is welcomed. Thank you. ![]()
A lot of mythic spells with the greater option say this: "you can expend two additional uses of mythic power when casting
Circle of Death greater version says this: "you can expend two uses of your mythic power when casting this spell". Are they just different or is one correct and the other an error? So greater mythic spells need 3 mythic power to be spent, 2 mythic power to be spent or it varies? ![]()
The Id Portrait is an interesting minor artifact that I would like to use in a campaign. Basically, the BBEG is in the Portrait and uses the alter egos to further various plans and the PCs have to deal with those without knowing all these people are controlled by one individual. I'm guessing the vilain is expelled after X days equal to his HD-1 when all the alter egos die, but he can just get back in the Portrait and a fresh batch of alter egos are created. If well done, dead alter egos are hidden or destroyed, this can go on for years. Should the vilain age when in the Portrait? He will mad from the fracturing of his mind, so he won't be aware of the existence of all of his alter egos, which opens up interesting avenues. Any advice, observations or modifications to suggest? ![]()
Ambrosia Slaad wrote:
I know this isn't about SGG, but what are the differences between Psionics Expended and Ultimate Psionics? ![]()
-Symbionts. Perfect for a Mythic Menagerie. Just their stats for combat/encounter, how to join with them and more importantly their gp value cause they are items down the end. -Grafts/implants. Plant, aberration, undead, fiendish, what ever. They were cool and their gp value was useful. -Artifact spells. Like in Secrets of Xen'drik. Unique super spells. What was missing was the fluff and originality. Places where each of these spells can be found, their history, and use beyond combat. -Magical locations. Locations as treasure, like in 3.5's DMG 2. Maybe call them eldritch sites? But they were a neat idea that could have been expended a pund. -Battle suits. Not necessareely mechas that require their own rules, just suits that give certain abilities. An armor forr fighters, an organic three for druids, shadow stuff for rogues, a ice suit for wizards, etc. Thanks. |