There was a GenCon boon that sorta gave this. For 3 rounds you become mythic. You auto-stabilize and once during the 3 rounds you get a 1d6 surge.
After several re-reads of the Mythic Boon, I am somewhat disappointed. My barbarian gets a surge once per Rage as long as she has a coupl Rage Points left, which could happen several times in a module. My samurai, through his Resolve-Unstoppable feature, can Auto-Stabilize. I think that there is a feat or trait that can do the same.
I expected more from this boon. The Powers-That-Be may have been afraid of un balancing the PFS mods by allowing too much and I would agree. HOWEVER, with a 1, 2, or 3 round limitation, having a character go full Mythic (Path abilities, feats, etc.) should be enough to give a taste of the Mythic and maybe allow the party to get past one very deadly encounter. 3 rounds is not very long to wipe out a room full of monsters.
Besides which, if a Mythic character were rolling the way I did in Bonekeep Lvl2, he'd be dead real fast. No amount of Mythic overcomes straight up bad luck.
I hope that Mr Compton, rethinks this boon and allows some real Mythic abilities in. # rounds is not much time.
I have 3 stainless steel spinner rings, and unless these are radically different, it just won't work. Spinner rings don't really "spin" so much as rotate. I think it's a cool idea, and if they actually got them to spin properly, kudos. I just don't see this working very well.
a GM at Gencon was using a pair of these rings. He generated around a dozen confirmed crits and several more unconfirmed. Hot streaks happen, I was on a cold streak ... artic cold. However, I was prompted to look online at some images of them. I am planning on getting a couple and testing them. Our GM was clamping his fist to stop the spin. Somehow, I would think that this would lead to a non-random result equivalent to slapping a normal d20 as it rolls on the table to get at the result faster.
Give me old fashioned dice, a cup and a diced tray to keep the rolls truly random.
Three rounds of being 1st mythic tier, auto-stabilizing and being able to use mythic surge once for 1d6 more on top of one roll.
I managed to snag one of these. But I have a ferw questions.
* Do I get ONLY the features listed in the boon?
* do I get to pretend (for 3 rounds only) to have ALL the aspects of a 1st tier Mythic Hero; i.e. choose a a path, have a Mythic feat and features.
I am drooling over the Champion's "Fleet Attack" or "Sudden Attack" (want both, can choose only one:-( )
* Which Mods will have the "Hard Option"
On that note:
As the name suggests, I am guessing that the Hard Option will make the mod more difficult. How will this work in Society play? Will I need to find a table of all Mythic boons in order to have a reasonable chance that most PCs will survive to complete the mission? I see that before starting the mods, the request must be made and ALL players must agree before the Hard option used.
I am still trying to figure all this out. I understand the
SL. X. CL. 750gp formula
For a wand of Mage Armor with a CL of 1 this costs just 750 gp
However, if I am interpreting this thread correctly, a wand with second level spells would cost 4500 gp (2. X. 3. X. 750). Third level wands would cost a minimum of 11,250 gp.
While this makes some sense for an all or nothing type spell, I wonder if it must be true for spells that have affects based on CL. Suppose wizard XYZ comes to a town and needs some cash, so he decides to sell a few wands. There is no market for 1st level wands, however, being a mining community there is a market for Darkvision wands. At 4500 gp for a CL 3 wand, these may be out of reach for most miners. However, since Darkvision has a duration based on CL, could XYZ dumb down the spell to CL 1 and sell the wands for a more affordable 1500 gp
Before saying No, if you must be 5th level to create a wand, you are already dumbing down spells to creat a wand with a CL of 1 or 2 .
I understand that some things must be made illegal for Pathfinder society organised play. Crafting items would slow down play at limited time events, Leadership can make a character too powerful for that character's level. However, some items declared illegal do neither and to track them down is awkward. For example, there are a WHOLE LOT of traits that are illegal. What level of complexity does Adopted add to the game. It simply allows a character to get a racial trait not offered in her race. Or Catfolk and their racial archtypes are illegal when other races from the same section of the Advanced Races Guide are accepted.
I was able to track down a googe doc that lists all the illegal, Races, Archtypes, etc. anmd find that one of my characters has an illegal trait. Now I need to figure out how to rectify the situation. Not easy when I do not have a list of what IS LEGAL.
So back to my original question. Why make so many things illegal if they are not slowing the game or otherwise causing an inbalance?