long john silver's page

24 posts. No reviews. No lists. No wishlists.


RSS


Samasboy1 wrote:
long john silver wrote:

Yeah, Animal Lords and Lycanthropes do not have the same flavor and thus do not have the same impact on players and the story.

See, but that's a matter of individual perspective.

When I look at the Animal Lord, I just see a uber-lycanthrope.

An Expert 3/Barbarian 1 NPC is CR 3? Not CR 2?


1 person marked this as a favorite.

From HD 19*3.5+6= 72
From Con 120
From Thoughness 20
From G. False Life 31
From Favorite Class 10

Total 253

Ok, don't mind me.


gustavo iglesias wrote:
long john silver wrote:

Is it me or are HP of the Mad Poet off?

He has 253 HP, yet he should only have 222. From HD 20*3.5=70. Con +120. Toughness +20. Greater false life +12. There are 31 HP I'm missing. And that doesn't even count the 80 HP the Necronomicon gives him.

Greater False Life is 2d10+20. Favored class should count for another 20.

That would add up to 261.


Yeah, Animal Lords and Lycanthropes do not have the same flavor and thus do not have the same impact on players and the story.

If I use the Animal Lord template on a creature with less than 10 HD, should I then consider it a +3 to CR instead of +2?


Is it me or are HP of the Mad Poet off?

He has 253 HP, yet he should only have 222. From HD 20*3.5=70. Con +120. Toughness +20. Greater false life +12. There are 31 HP I'm missing. And that doesn't even count the 80 HP the Necronomicon gives him.


The PCs might actually fight him. Depends on interactions. So it is important that his CR is appropriate. So, you would divide the DR in half and the ability bonuses? And he would be a CR +1 until level 10?


I want a human Expert 3/Barbarian 1 to become the Gorilla (CR 2) Lord. He is a NPC.


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!


The alchemist/trickster only had one notable ability? Interesting.


Is it fun just to escape attacks?

At low levels, PCs have few interesting Mythic abilities and feats to chose from. It's not like a level 6 mythic tier 5 fighter could chose Precision multiple times.


1 person marked this as a favorite.

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:

Heroes of Hibernia: 4th-Level Adventures

The following adventures were designed to test 4th-level PCs and 4th-level/2nd-tier PCs against level- and tier-appropriate challenges. Each adventure was run twice, once for non-mythic PCs and then again for mythic versions of the same PCs. The non-mythic PCs faced the lower-ECL version of each listed encounter while the mythic PCs faced the higher-ECL version.
** spoiler omitted **...

Pretty cool.

Any impressions or feedback?


Check out the Pathfinder SRD. You'll find drugs there.

... That sounds weird.


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.


Why not have some mythic feats that let you combine say vital strike and cleave or vital strike and spring attack or spring attack and cleave, etc, etc.

I know this is probably not the sort of playtest feedback they want, but it's not a terrible suggestion.


Maybe also say spells and extracts instead of just spells, so the Alchemist won't be forgotten.


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


Dang. I wonder if some can become free actions usable 1/round.


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
this spell".

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:
long john silver wrote:
-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.

No offense to the fine folks at Super Genius, but... I haven't seen any details yet, but Dreamscarred did tease they are working on a symbiont race for their upcoming Ultimate Psionics hardcover. (I don't know any more about it than that though.)

long john silver wrote:
-Grafts/implants. Plant, aberration, undead, fiendish, what ever. They were cool and their gp value was useful.

Rite does offer #30 Fleshgrafts full of grafts and implants.

long john silver wrote:
-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.

Dreamscarred also has a "suit" class, the aegis, in their Psionics Expanded book (it'll also be in the UltPsi too). It is a class ability though, not just an independent suit or armor.

That said, I'll still love to see Super Genius develop these too, either building on the other publisher's work (and they've worked well with Rite and Dreamscarred before) or as their own independent (and awesome) take.

I know this isn't about SGG, but what are the differences between Psionics Expended and Ultimate Psionics?


2 people marked this as a favorite.

-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.