Sean K Reynolds Designer, RPG Superstar Judge |
Alexander Augunas Contributor |
5 people marked this as a favorite. |
*Reads Kvantum's post*
*Eagerly checks Inbox*
*Sees e-mail from Paizo*
*Clicks in delight without reading subject*
Hey guys, in other news the Guide to Pathfinder Society Organized Play just got updated!
*Goes back to waiting impatiently for Mythic Adventures*
Alexander Augunas Contributor |
This book is so awesome. I have instantly revised my RPG schedule for this school year to include running a mythic game.
Luckily my homebrew game is set in a world that uses the Greek Gods. I have like five or six ways already seeded for my players to become mythic ... now all Paizo needs to do is HELP ME OUT HERE!
Odraude |
So this is the definition of DR/Epic, italicized for emphasis.
So does this mean that a +5 flaming sword could bypass DR/Epic?
Odraude |
Recuperation worries me, as it also refreshes everything that is limited to per day, including spells per day. Although it also includes once-per-day talents and rage, which is nice.
That said, with many abilities costing mythic points and forcing you to choose, as well as you getting a bit less Mythic Points than normal, it may not always be the best choice. Especially with the usefulness of Surges as well as using Mythic Spells
Norgrim Malgus |
Recuperation worries me, as it also refreshes everything that is limited to per day, including spells per day. Although it also includes once-per-day talents and rage, which is nice.
That said, with many abilities costing mythic points and forcing you to choose, as well as you getting a bit less Mythic Points than normal, it may not always be the best choice. Especially with the usefulness of Surges as well as using Mythic Spells
That's the great thing about Mythic though, resource management doesn't go away, but it is a new form of controlled insanity ;)
Alexander Augunas Contributor |
Odraude wrote:That's the great thing about Mythic though, resource management doesn't go away, but it is a new form of controlled insanity ;)Recuperation worries me, as it also refreshes everything that is limited to per day, including spells per day. Although it also includes once-per-day talents and rage, which is nice.
That said, with many abilities costing mythic points and forcing you to choose, as well as you getting a bit less Mythic Points than normal, it may not always be the best choice. Especially with the usefulness of Surges as well as using Mythic Spells
More importantly, something like Recuperation would allow me to assume that you can handle double the normal workload in a single day.
Maybe, for example, plan a super epic dungeon and then force you to use your Recuperate to get your resources back to fight C'thulhu at the end.
Still waiting, but thought I'd chime in.
seanb4life |
So this is the definition of DR/Epic, italicized for emphasis.
** spoiler omitted **
So does this mean that a +5 flaming sword could bypass DR/Epic?
woah woah woah, Bestiary 1? i just checked 1-3 for this and i quote pg.299 Besiary 1 "A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction."
where are you getting your info?
Odraude |
Odraude wrote:So this is the definition of DR/Epic, italicized for emphasis.
** spoiler omitted **
So does this mean that a +5 flaming sword could bypass DR/Epic?
woah woah woah, Bestiary 1? i just checked 1-3 for this and i quote pg.299 Besiary 1 "A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction."
where are you getting your info?
Glossary of the Mythic Adventures book.
Odraude |
Also, the Champion's Clean Blade ability is totally awesome.
magnuskn |
1 person marked this as a favorite. |
Ack! It's NOT Thursday!
Be happy that the shipments are slower due to GenCon and so they started later. Meaning that the PDF will already be available Thursday, when normally suscribers would have gotten access last week and you would have been waiting since then. ^^
Mixed blessing for me. I don't have to wait so long for this PDF, but I regularly should have been reading the new AP volume last week. :p
Odraude |
Art is pretty good actually. I noticed that all the human and elven guys get shirtless when they go mythic. Who needs shirts when you're this awesome!
Only thing I don't like so far is that Mythic Grease can become flammable with two mythic points. I've always run the game as normal grease being flammable, so this is kind of lackluster to me *shrug*
Everything so far is awesome though. For those worried, martials get some really nice things. Imprinting Hand is probably my favorite ability. You make a melee attack and can learn the weaknesses of a monster instantly, as well as its position and direction as long as it stays within a mile of you. How awesome is that?
Alleran |
Does the art include the other Iconics (Damiel, Alahazra, Alain etc.) getting their mythic looks?
And what does the book talk about with regard to demigods, founts of mythic power and so on? Is demigod-hood simply about granting spells to followers, or are there other demigod-like abilities in there?
Also, is the Dual Path feat still around?
What does the book say with regard to the Leadership feat?
And perhaps most importantly, what does mythic wish do?
Enlight_Bystand |
Does the art include the other Iconics (Damiel, Alahazra, Alain etc.) getting their mythic looks?
And what does the book talk about with regard to demigods, founts of mythic power and so on? Is demigod-hood simply about granting spells to followers, or are there other demigod-like abilities in there?
Also, is the Dual Path feat still around?
What does the book say with regard to the Leadership feat?
And perhaps most importantly, what does mythic wish do?
Can only answer the first one - the Mythic Base iconics are going to be in the setting books, either Mythic Origins or Mythic Realms.
Shisumo |
Dual Path is still around, and does pretty much exactly what it did in the playtest.
Leadership comes up a lot. At least two paths grant Leadership or something like it as path abilities, and the marshal path is all be designed to make the most out of your cohort and followers.
Mythic wish mostly just lets you duplicate mythic spells you already have prepped or on your known spell list; duplicating mythic spells you don't know or have prepped takes a second use of mythic power. There are also some upgrades to the standard uses of wish, but the only one that stood out for me is this one:
Alter fate. By expending a second use of mythic power, you can cast mythic wish as an immediate action before a 1d20 roll is attempted and choose what number you want to come up on the die.
Both mythic wish and mythic limited wish have clauses allowing them to be cast as purely mental actions (silent and stilled, but explicitly useable when you're helpless) by spending two uses of mythic power instead of one.
Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8 |
16 people marked this as a favorite. |
Inigo Montoya: I don't suppose you could hurry things up!
Warehouse staff: Look, if you want to be useful you could pack a box or lable postage or something.
Inigo Montoya: I could do that, I have some packing tape here. but I do not think you would accept my help, as I am only waiting around for my downloads.
Warehouse staff: That does put a damper on our relationship.
Inigo Montoya: But I promise I will not download until you send me a shipping mail.
Warehouse Staff: That's very comforting, but I'm afraid you'll just have to wait.
Inigo Montoya: I hate waiting.
Rogue Eidolon |
Hmmm, looks interesting. In terms of maximizing compatibility with using mythic characters against high-level non-mythic opposition, some of the abilities seem quite problematic (Mythic Hexes, for instance, is the most problematic thing I've read so far--it essentially means that a Mythic Tier 1 1st level Witch with a Mythic Tier 1 1st-level Barbarian wielding a scythe who win initiative will nearly auto-win against any non-mythic creature in the game that isn't immune to sleep, even pit fiends and the like; it should probably not work with Slumber, given that 1 round of sleep is as good as 10 rounds with coup de grace). Obviously this isn't a big deal if you just use mythic opposition, but the idea of using mythic tiers to let a smaller-than-normal party play a regular AP or using mythic PCs against higher-level non-mythic threats has become more troublesome than in the playtest.
Matrix Dragon |
Hmmm, looks interesting. In terms of maximizing compatibility with using mythic characters against high-level non-mythic opposition, some of the abilities seem quite problematic (Mythic Hexes, for instance, is the most problematic thing I've read so far--it essentially means that a Mythic Tier 1 1st level Witch with a Mythic Tier 1 1st-level Barbarian wielding a scythe who win initiative will nearly auto-win against any non-mythic creature in the game that isn't immune to sleep, even pit fiends and the like; it should probably not work with Slumber, given that 1 round of sleep is as good as 10 rounds with coup de grace). Obviously this isn't a big deal if you just use mythic opposition, but the idea of using mythic tiers to let a smaller-than-normal party play a regular AP or using mythic PCs against higher-level non-mythic threats has become more troublesome than in the playtest.
Hold on, are you saying that non-mythic targets don't get a save against mythic hexes? That's a bit crazy... a witch with split hex can basically take out two enemies per round. Well, until the mythic power runs out at least.
xevious573 |
2 people marked this as a favorite. |
Rogue Eidolon wrote:Hmmm, looks interesting. In terms of maximizing compatibility with using mythic characters against high-level non-mythic opposition, some of the abilities seem quite problematic (Mythic Hexes, for instance, is the most problematic thing I've read so far--it essentially means that a Mythic Tier 1 1st level Witch with a Mythic Tier 1 1st-level Barbarian wielding a scythe who win initiative will nearly auto-win against any non-mythic creature in the game that isn't immune to sleep, even pit fiends and the like; it should probably not work with Slumber, given that 1 round of sleep is as good as 10 rounds with coup de grace). Obviously this isn't a big deal if you just use mythic opposition, but the idea of using mythic tiers to let a smaller-than-normal party play a regular AP or using mythic PCs against higher-level non-mythic threats has become more troublesome than in the playtest.Hold on, are you saying that non-mythic targets don't get a save against mythic hexes? That's a bit crazy... a witch with split hex can basically take out two enemies per round. Well, until the mythic power runs out at least.
*Reads these posts, blinks, opens up up AP 72*
Uh guys...
Don't mess with Baba Yaga.
Shisumo |
Hold on, are you saying that non-mythic targets don't get a save against mythic hexes? That's a bit crazy... a witch with split hex can basically take out two enemies per round. Well, until the mythic power runs out at least.
Not exactly. Non-mythic targets are automatically affected by a mythic hex for 1 round; they don't save until round 2. RE is just saying that mythic slumber is basically game over for any non-mythic target. That's a bit of an exaggeration... but only a bit of one. That's a ridiculously potent combo, for sure.
Rogue Eidolon |
Rogue Eidolon wrote:Hmmm, looks interesting. In terms of maximizing compatibility with using mythic characters against high-level non-mythic opposition, some of the abilities seem quite problematic (Mythic Hexes, for instance, is the most problematic thing I've read so far--it essentially means that a Mythic Tier 1 1st level Witch with a Mythic Tier 1 1st-level Barbarian wielding a scythe who win initiative will nearly auto-win against any non-mythic creature in the game that isn't immune to sleep, even pit fiends and the like; it should probably not work with Slumber, given that 1 round of sleep is as good as 10 rounds with coup de grace). Obviously this isn't a big deal if you just use mythic opposition, but the idea of using mythic tiers to let a smaller-than-normal party play a regular AP or using mythic PCs against higher-level non-mythic threats has become more troublesome than in the playtest.Hold on, are you saying that non-mythic targets don't get a save against mythic hexes? That's a bit crazy... a witch with split hex can basically take out two enemies per round. Well, until the mythic power runs out at least.
Oh, if it cost a mythic power point, that would be one thing. If you choose the 1st level path ability "Mythic Hexes", then all nonmythic enemies only get to try to save against your hexes one round after you use the hex (it affects them without a save until then). All day, every day, no resources expended.
Rogue Eidolon |
Matrix Dragon wrote:Hold on, are you saying that non-mythic targets don't get a save against mythic hexes? That's a bit crazy... a witch with split hex can basically take out two enemies per round. Well, until the mythic power runs out at least.Not exactly. Non-mythic targets are automatically affected by a mythic hex for 1 round; they don't save until round 2. RE is just saying that mythic slumber is basically game over for any non-mythic target. That's a bit of an exaggeration... but only a bit of one. That's a ridiculously potent combo, for sure.
It actually isn't even an exaggeration with the qualifiers I gave. Granted, to ensure this works, your scythe ally may have to use a mythic point to get an extra action (using it to move next to the enemy, then coup de grace), so in that case, it's limited by your ally. I mean, I expect mythic PCs to be very strong against nonmythic enemies, but a CR 15 monster, say, should be able to defeat (or at least non automatically lose if it loses initiative against) a level 1 tier 1 party.
LazarX |
Alexander Augunas wrote:We do so want and need a meaningful Mythic path for the Intelligence-based Fighter.
On the other hand, I feel Pathfinder still carries a lot of 3.5's baggage on what each Ability Score should be able to do, and I guess I was hoping that Mythic would challenge that somewhat considering that one of Jason's comments was that Mythic allowed you to, "break the rules of the game." I would have liked to see the mental ability scores especially becoming more valuable to martial-type characters aside from "my Will save and Perception goes up!" or "I get more skill points and my Knowledges are a little bit better!"I don't want to say that its impossible to make the mental ability scores do work for martials in Pathfinder (I play a Charisma-focused fighter and have built an Intelligence-focused archer), but your options are very, very limited in that regard and those builds do not typically come together until mid-game.
I'm thinking a dual path Champion/Trickster might be one way to go.
Shisumo |
It actually isn't even an exaggeration with the qualifiers I gave. Granted, to ensure this works, your scythe ally may have to use a mythic point to get an extra action (using it to move next to the enemy, then coup de grace), so in that case, it's limited by your ally.
It's limited by a few other things as well, like there only being one target you and your ally can afford to concentrate on for a round, there being no other enemies nearby who want to take advantage of the AoO provoked by performing a coup, that sort of thing. But still, yeah. It's really ridiculously potent.