Ob1Kn00b |
Sauce987654321 wrote:What do you want to know about it?lorderok wrote:The Wish spell that is mythic in this book.Sauce987654321 wrote:Nothing on Mythic Wish?What do you mean?
I suppose they just mean in general what may be neat about it, like with my questions on the survivability stuff... I'm stuck at a repair shop so I'm double chomping at the bit right now, myself. :p
lorderok |
1 person marked this as a favorite. |
lorderok wrote:Pretty much what it does.Sauce987654321 wrote:What do you want to know about it?lorderok wrote:The Wish spell that is mythic in this book.Sauce987654321 wrote:Nothing on Mythic Wish?What do you mean?
Mythic Adventures pg. 112
WISHWhen using mythic wish to duplicate another spell, you can
duplicate a mythic spell you know (if you’re a spontaneous
caster) or have prepared (if you’re a caster who prepares spells).
If you don’t know or haven’t prepared the mythic spell, you can
expend a second use of mythic power to duplicate the mythic
version of the desired spell.
You can also produce any one of the following effects that modify
or replace effects listed in the non-mythic wish spell description:
• If you use mythic wish to remove injuries and afflictions, you
can expend a number of uses of mythic power to remove that
number of additional afflictions from all affected creatures.
• If you use mythic wish to revive the dead, you can expend
a second use of mythic power to negate the target’s
permanent negative level from the resurrection.
• 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.
Augmented: If you expend two uses of mythic power, you
can cast a silent, stilled mythic wish, even if you’re helpless or
couldn’t otherwise take actions (but not unconscious).
lorderok |
I was wondering if they still had the Feats of (ability score) universal path abilities. I wanted to know if Feat of Strength was there and what it does.
Thanks for letting me know what Mythic Wish does. Alter Fate looks really fun.
I've got to go for a while,but they do still have those, albeit under a different name.
Dennis Baker RPG Superstar 2010 Top 16, Contributor |
Evil Midnight Lurker |
I'm having trouble wrapping my head around this one:
Perfect Preparation (Ex): You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you’re a magus or wizard) or a familiar (if you’re a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.
...Okay, for a witch I can see this -- the familiar is the witch's only spellbook, and this just shifts the mechanic into the witch's own head. But wizards and magi? They could potentially have whole shelves of spellbooks gleaned from various sources, not necessarily all in the same location. How do you determine what spells a book-user has access to?
Ob1Kn00b |
I'm having trouble wrapping my head around this one:
Perfect Preparation (Ex): You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you’re a magus or wizard) or a familiar (if you’re a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.
...Okay, for a witch I can see this -- the familiar is the witch's only spellbook, and this just shifts the mechanic into the witch's own head. But wizards and magi? They could potentially have whole shelves of spellbooks gleaned from various sources, not necessarily all in the same location. How do you determine what spells a book-user has access to?
The answer is all of them. Why wouldn't it be?
Sauce987654321 |
I'm having trouble wrapping my head around this one:
Perfect Preparation (Ex): You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you’re a magus or wizard) or a familiar (if you’re a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.
...Okay, for a witch I can see this -- the familiar is the witch's only spellbook, and this just shifts the mechanic into the witch's own head. But wizards and magi? They could potentially have whole shelves of spellbooks gleaned from various sources, not necessarily all in the same location. How do you determine what spells a book-user has access to?
I think you just cast, learn, and prepare spells exactly the same way you were before, but you're without a spellbook.
Matrix Dragon |
I've been reading my PDF and I'm really looking forward to running my Mythic campaign. Each of the Mythic paths seems like a lot of fun to play. However, I did find some possible problems with the way the Archmage Arcana and Hierophant Divine Surges work, so I've posted a question in the rules forums about them.
Basically, for some reason the Archmages need to spend an extra swift action to use their Arcana, but Hierophants don't need to do the same for their nearly identical Divine Surges.
Some people also believe that the wording on the Arcana lets Archmages cast any spell as a swift action... obviously something needs to be clarified.
Alexander Augunas Contributor |
Alexander Augunas Contributor |
Sauce987654321 |
Sauce987654321 wrote:If anyone could tell me what Feat of Strength does that would be great, since that's the last ability I wanted to know about (I don't know it's new name. It's universal path.)Spend Mythic Power to add a +20 circumstance bonus on one Strength check or Strength-based check.
Does it still mention the carrying capacity part?
Odraude |
1 person marked this as a favorite. |
Also, I got some PMs so here are the answers
To the Death (Ex): You can shrug off wounds that others would find devastating. When below 0 hit points, you don’t fall unconscious, but are instead staggered. You lose 1 hit point at the end of each turn when you take a standard action while staggered in this way.
Sustained by Faith (Su): You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours.
Two-Weapon Fighting (Mythic)
With deft strikes, you gain an advantage over your foes beyond mere damage.
Prerequisite: Two-Weapon Fighting.
Benefit: As an immediate action, you can expend one use of mythic power to negate the penalties on attack rolls for two-weapon fighting for a number of rounds equal to your tier.
Also I like Shatter Spells
Shatter Spells (Su): You can destroy a magical effect (whether it’s on a creature or an independent effect such as a wall of fire) by attacking it with an unarmed strike or natural weapon. You must succeed at a melee touch attack against the creature or effect and expend one use of mythic power. If this attack hits, the creature or effect is subject to targeted greater dispel magic, using double your tier as your caster level. If you dispel an effect, you suffer no harmful effects from touching it. If the effect is on a creature, the creature takes 1 point of damage per spell level of each effect dispelled.
And I love how with a little finaggling, a fighter can cast mythic spells. Divine Source + Mythic Spellcasting :)
Amaranthine Witch |
Shisumo wrote:Let's go back to this for a moment. How does this work?Odraude wrote:So where is the ability to grant spells? Couldn't find it.It's the Tier 3 Universal Path ability Divine Source (yes, your fighter can grant spells), on page 51.
Odraude, could you answer this, please?
Odraude |
2 people marked this as a favorite. |
Gladly
Divine Source (Su): You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don’t receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you’re a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains (see the Advanced Player’s Guide) to your list each time and adding their spells to the list of those that you can cast.
Alexander Augunas Contributor |
Amaranthine Witch |
Gladly
Divine Source (Su): You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don’t receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you’re a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains (see the Advanced Player’s Guide) to your list each time and adding their spells to the list of those that you can cast.
Thanks!
This ability is so cool. The bolded part means that you add the domain spells to your spell list, right?
Benchak the Nightstalker RPG Superstar 2010 Top 8 |
Odraude wrote:Gladly
Divine Source (Su): You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don’t receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you’re a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains (see the Advanced Player’s Guide) to your list each time and adding their spells to the list of those that you can cast.
Thanks!
This ability is so cool. The bolded part means that you add the domain spells to your spell list, right?
I think it's just setting up the text that follows.
Matrix Dragon |
Interesting. Unless I am mistaken, it seems that Paizo removed the mythic ability that reduces the penalty to iterative attacks.
Makes sense. While it simplified combat when maxed out, it also seemed so good that I couldn't imagine anyone who makes attack rolls NOT taking it multiple times. It is nice to keep the choices relatively equal.
Benchak the Nightstalker RPG Superstar 2010 Top 8 |
Interesting. Unless I am mistaken, it seems that Paizo removed the mythic ability that reduces the penalty to iterative attacks.
Makes sense. While it simplified combat when maxed out, it also seemed so good that I couldn't imagine anyone who makes attack rolls NOT taking it multiple times. It is nice to keep the choices relatively equal.
Is it not called Precision, under the 3rd tier Champion abilities?
Alleran |
I'm having trouble wrapping my head around this one:
Perfect Preparation (Ex): You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you’re a magus or wizard) or a familiar (if you’re a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.
...Okay, for a witch I can see this -- the familiar is the witch's only spellbook, and this just shifts the mechanic into the witch's own head. But wizards and magi? They could potentially have whole shelves of spellbooks gleaned from various sources, not necessarily all in the same location. How do you determine what spells a book-user has access to?
All of them.
I hope. Is it only available at a certain tier, or can you have it from the get-go?
Ross Byers RPG Superstar 2008 Top 32 |
Lazaro |
Is there a Mythic Spell Mastery feat? Is it better or worse than Perfect Preparation?
The mystic version of the feat allows you to prepare your selected spells as a full round action.
Cat-thulhu |
???. Not sure I understand that one. Spell mastery lets you prep spells without a book up to INT. Perfect prep means no book. Why would spell mastery mythic allow spells as a full round action to prep - is that a benefit? I rest for 8 hours then prep some of my spells in a round? Or does it cut down the time required to fill an open slot to 1 round instead of 15 mins?
Matrix Dragon |
Matrix Dragon wrote:Is it not called Precision, under the 3rd tier Champion abilities?Interesting. Unless I am mistaken, it seems that Paizo removed the mythic ability that reduces the penalty to iterative attacks.
Makes sense. While it simplified combat when maxed out, it also seemed so good that I couldn't imagine anyone who makes attack rolls NOT taking it multiple times. It is nice to keep the choices relatively equal.
Ahh, I missed that for some reason.
Ross Byers RPG Superstar 2008 Top 32 |
Shisumo |
1 person marked this as a favorite. |
Alexander Augunas wrote:Does it still mention the carrying capacity part?Sauce987654321 wrote:If anyone could tell me what Feat of Strength does that would be great, since that's the last ability I wanted to know about (I don't know it's new name. It's universal path.)Spend Mythic Power to add a +20 circumstance bonus on one Strength check or Strength-based check.
It does.
PathlessBeth |
Can Feat of Str/Dex/Con/Int/Wis/Cha be used to give a +20 bonus on an attack roll/damage roll? What about to increase the save DC of a spell? What about to increase spells per day?
Based on the playtest I would guess yes on attack roll, no on the others (they are not d20 rolls modified by the relevant ability modifier).
Lanitril |
Cat-thulhu wrote:Or does it cut down the time required to fill an open slot to 1 round instead of 15 mins?This. It pretty much means you can prep spells "spontaneously" directly before combat starts, depending on your enemy, or when you need them for some other task.
Is there a required tier you have to be to get this? Because with this, there's almost zero reason to be a spontaneous caster anymore. Sorcerer and Oracle? Why bother? Wizards and Clerics with this will almost definitely outshine them from here on out. Some could say they always did outshine them. The sheer amount of versatility, now only a round away. Granted, that's one less mythic ability to be spent on something else, but this seems to be pretty powerful, even if the prepared casters were always fond of the fifteen minute trick.
Teller of Tales |
I don't actually have the book yet, so no idea about prerequisites. But it doesn't look "that" powerful, considering that there's already an ability like that in the game (Spellbinder Wizard) and that's usually seen as far from overpowered.
Granted, I don't now if the Spell Mastery lets you prepare one spell or as many as you like, but it's still a Full Round Action you spend, while a spontaneous caster would already be casting. And it seem to be limited to your Spell Mastery Spells.
It's for sure weaker than the exploity "Paragon Surge" + "Eldricht Heritage" Combo (or is that one finally fixed by now?) that only spontaneous casters can pull of.
Besides, I think clerics can't take Spell Mastery.
Lanitril |
I don't actually have the book yet, so no idea about prerequisites. But it doesn't look "that" powerful, considering that there's already an ability like that in the game (Spellbinder Wizard) and that's usually seen as far from overpowered.
Granted, I don't now if the Spell Mastery lets you prepare one spell or as many as you like, but it's still a Full Round Action you spend, while a spontaneous caster would already be casting. And it seem to be limited to your Spell Mastery Spells.
It's for sure weaker than the exploity "Paragon Surge" + "Eldricht Heritage" Combo (or is that one finally fixed by now?) that only spontaneous casters can pull of.
Besides, I think clerics can't take Spell Mastery.
Thank you for calming down my irrational self. And very true with Paragon Surge.
Man. I'm waiting for that PDF available link to show up. Hope with me that spontaneous casters get something nice.
Teller of Tales |
Well, they are casters, so they will. :P
Monks on the other hand, I'm worried about.^^
Shatter Spells seems quite nice, but in the end it not only needs you to succeed on a touch attack before the dispel goes of; twice your tier, while in some cases probably completely overpowered, will also often be lower than enemy (and ally) caster level and can't be optimized at all...
Teller of Tales |
Yup, it is nice to have, flavor- and useful utility, but I think it's not THAT great either, especially in combat against full caster.
Touch Attacks might be easy to make against most enemies, but there is still at least a 5% chance of failure and you have to get to melee range first. Also notice that it, in difference to the barbarians spell sunder, does not ignore concealment.
A simple displacement and your chance to waste actions + Mythic Point is already greater 50%.
Btw, the level of the spells has nothing to do with dispel magics effectiveness, the only thing that interests is the caster level. It is actually less likely to dispel low level spells, since it first checks the high level ones. I don't know where many people get that idea (if you meant potion/scroll casted buffs, that's something else).
Odraude |
There;s no chance of failure if you have the path that allows you to roll a 1 without failing automatically :D
But even with a .05% of failing, which is still a low chance, it's a good ability to have. Not to mention, how many wizards and sorcerers do you fight that have displacement on all the time? And even with the 50% chance to miss, there's also a 50% chance to hit ;). All and all, I don't think it's as bad as people make it out to be.