long john silver's page

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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.


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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.


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-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.