New Mythic Flaws


Mythic Adventures Playtest General Discussion


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So, quite a number of new flaws (it started as two, then three, then I came up with a number of factors and how dependency and vulnerability could be flipped and so...), and I need some help and feedback with them.

Some I'm looking for balance. Some simply won't be balanced, but I'm looking for feedback nonetheless. Please identify - politely - which is which to your mind and why. You don't need to comment on all of them, simply which is the most egregious, coolest, or has the most (or least) potential to you. Basically, comment on what you feel like, but please explain yourself when you do, and do all politely. Thanks! :)

Artifact Dependency

Artifact Dependency wrote:

Your powers are dependent upon a singular, special artifact that you must have with you at all times. This could be a magical artifact with great powers, or just a simple coin-on-a-string. It could be the ward of a powerful or even minor kami, it could be possessed by a devil, or it could be an otherwise completely mundane rock. Any such determination is subject entirely to GM decision. This is generally not to be the same item as some other magic item necessary to a class' function, such as a wizard's bonded item, subject to GM discretion. Which item it is, exactly, depends heavily on the character's backstory and what the GM wishes to do.

While the item is not on your person, you immediately lose all mythic powers and abilities and cannot regain them until you reacquire the item again.

This is great for when that "lucky coin" really is! Even if it's otherwise entirely mundane! One other possibility is that he loses his powers if it's beyond a certain range: 5ft per tier, or 10ft per tier, or 20, 30, 40, 50, or even 100 - I'm curious what seems balanced to most.

Personally, I have an idea for a character - a monk in the Jade Regent path - who's life is bound to an old coin that contains the remnant opposing spirits of a kami and oni are bound into, and is the only thing keeping him alive (he's literally a corpse if it's further than 100ft per level from him).

pointless backstory you don't need to know!:
He was a commoner boy who stumbled upon a great and powerful battle between an unleashed oni and a kami whose ward was shattered. The child died in the conflict as collateral, and the kami - unable to completely kill the oni - decided to seal them both into a coin, and re-infuse the child with life, while also making him the guardian of the coin. Thus, he's a monk with no training or monastic background and is bound to the coin, and unable to live without it. The radius gets bigger as his life force gets bigger, and he has a constant discern location[i] effect on the coin at all times, as he's its guardian and it's kind of what's left of his soul.

Since it's likely to be a solo campaign anyway, I thought that'd be a great way to introduce the mythic elements.

Strangulation Vulnerability

Strangulation Vulnerability wrote:

You are exceptionally vulnerable to strangulation, or nooses and rope-like assaults. Attempts to strangle you or use nooses or noose-like objects or attacks gain a +4 bonus on all dice rolls (including attack rolls and CMB checks) and damage inflicted, and you take a -4 penalty on CMD, all saves, and opposed checks. Further, you can only hold your breath for one quarter the normal amount of time (1 round per two points of constitution) against such assaults.

This does not apply to other forms of suffocation.

Bonuses to damage and penalties apply to cursed items like Necklace of Strangulation, traps like Ettercap Noose, and creatures like the Rope Golem or Hanged Man as well, which are harder for you to identify than normal and deal 4 additional damage each time.

This could, instead, possibly be similar to a weapon vulnerability, but perhaps with a new weapon category that includes things like a noose or garrote (also, for the curious), but I'm unsure what else should go on there because being vulnerable to exactly two weapons (one of which isn't statted currently) isn't exactly on par with other mythic flaws.

The reason that this exists is we're in a current game in which the entire plot revolved around a once-hanged undead threatening to choke and hang everyone else unless the adventure was completed. The creature was a legend and considered [i]the reason an entire segment of a large city was abandoned. Character solved the case pretty much single-handedly. So, tying into the theme of potential ascension and becoming legendary (or mythic)... well this idea came up. But it needs a lot of work to function and a critical eye.

Bodypart Vulnerability

Body Vulnerability wrote:

Choose a body part, such as your heel. A part of your body is exceptionally vulnerable to called shots. Any attempts at called shots to that part of your body ignore the normal penalties, regardless of type. Attacks against that location ignore damage reduction and deal an additional +4 damage, and all critical threats against that part automatically confirm. Further, you can be subject to a debilitating blow regardless of how much damage is dealt, so long as it is at least half your hit points. The duration and penalty of any effects is doubled, if applicable.

You cannot choose this flaw if your game does not use Called Shots.

I mean, c'mon, Paizo! You've got the rules and everything! They're, like, right there! Why wouldn't you use them! It's like they other defining vulnerability in myth (aside from material weakness). (NOTE: you guys are still awesome!)

Location Vulnerability

Location Vulnerability wrote:
Choose a particular type of location (subject to GM discretion) such as "holy ground", "cities", or "wilderness" (alternatively, choose a particular terrain type, such as those found in Ranger's favored terrains). You lose all mythic abilities while within such areas and cannot regain them while you are there. Once you leave said areas, your mythic abilities return immediately.

This one is admittedly a little wonky in terms of game balance, but in terms of story potential, this stuff is gold. The opposite, of course (and far more limiting) is:

Location Dependency

Location Dependency wrote:
Choose a particular type of location (subject to GM discretion) such as "holy ground", "cities", or "wilderness" (alternatively, choose a particular terrain type, such as those found in Ranger's favored terrains). You only retain your mythic abilities while within such areas and cannot gain them while you are not. Once you leave said areas, your mythic abilities vanish, but they return immediately upon entering a new one.

Again, balance-wonky, but story-telling gold.

Similarly...

Environmental Dependency

Condition Dependency wrote:
Choose a particular type of environmental condition (subject to GM discretion) such as "dim light", "raining", "night time", or "snowy" (alternatively, the GM may choose). You only retain your mythic abilities while within such conditions and cannot use them or gain any of their benefits while you are not. Once said conditions end, your mythic abilities vanish, but they return immediately upon entering a new one.

Or...

Environmental Dependency
Location Vulnerability

Location Vulnerability wrote:
Choose a particular type of environmental condition (subject to GM discretion) such as "dim light", "raining", "night time", or "snowy" (alternatively, the GM may choose). You lose all mythic abilities while within such conditions and cannot regain them while you they persist or you are within them. Once you leave said areas or conditions, your mythic abilities return immediately.

Then, of course, for the give-and-take style is...

Condition Dependency

Condition Dependency wrote:
Choose a particular detrimental condition (subject to GM discretion) such as "dazed", "charmed", or "shaken" (alternatively, choose a particular descriptor such as [fear] or [compulsion], subject to GM discretion). You only retain your mythic abilities while you are subject to such effects. Once those effects end, your mythic abilities vanish, but they return immediately upon regaining said condition.

The opposite, of course, is condition vulnerability. This is basically the hubris ability, but with slightly different flavor text.


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Artifact Dependency - THOR'S HAMMER!!!!

Bodypart Vulnerability - If you're male...this is kinda already built in :)

Love the ideas though!


Hahah! Thanks!

EDIT: Do you think body part vulnerability should it be called "body vulnerability" or "called shot vulnerability" (which seems a little metagamey for the mythic flavor) or something else instead? Does the name work as it currently stands?

Also, I love the fact that Thor's Hammer is exactly an artifact dependency effect - something I hadn't thought of. As I said, my basic idea is just a modified kami ward that's otherwise a completely normal coin, except the character dies if it gets too far away (they return to life again as normal if it comes back into range, and wish, miracle, or true resurrection can negate the need for the coin, but that's not really likely any time soon).


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I can just say 5 words to fully explain a Mythic Flaw I'd love to see added (and if it isn't I will add it as one of my own!)

THERE CAN BE ONLY ONE!


Hah nicely done Absolute.

As far as the body part vulnerability...unless you are playing with called shots...then it wouldn't really be supported by the base system. ave to think on it awhile.


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AbsolutGrndZer0 wrote:

I can just say 5 words to fully explain a Mythic Flaw I'd love to see added (and if it isn't I will add it as one of my own!)

THERE CAN BE ONLY ONE!

Well...

Bodypart Vulnerability

Body Vulnerability wrote:


Choose a body part, such as your heel. A part of your body is exceptionally vulnerable to called shots. Any attempts at called shots to that part of your body ignore the normal penalties, regardless of type. Attacks against that location ignore damage reduction and deal an additional +4 damage, and all critical threats against that part automatically confirm. Further, you can be subject to a debilitating blow regardless of how much damage is dealt, so long as it is at least half your hit points. The duration and penalty of any effects is doubled, if applicable.

You cannot choose this flaw if your game does not use Called Shots.

... plus...

Trial Dependency

Trial Dependency wrote:
You may only ever increase in mythic tiers by successfully completing a specific trial in addition to any other trials you must complete.

... make...

There Can Be Only One

There Can Be Only One wrote:


You are immortal and completely unable to have children, and you gain the immortality ability early, but otherwise you are within the normal bounds for a mortal creature. You are part of a very limited group of similar creatures who seek your head. You always know when a similar creature is within range (100 feet per tier), and they know when you are within range, but it is impossible to tell where such creatures are.

You may only advance in mythic tiers by defeating and beheading one of the select, limited number of other, similar creatures and adding their power to your own. You only gain a tier from defeating them and beheading them if you are of their tier or lower.

Your neck is your most vulnerable, and is exceptionally vulnerable to called shots. Any attempts at called shots to that part of your body ignore the normal penalties. Attacks against your neck ignore any damage reduction and deal an additional +4 damage, and all critical threats against that part automatically confirm. Further, you can be subject to a debilitating blow regardless of how much damage is dealt, so long as it is at least half your hit points and the duration and penalty of all effects are doubled.

You are exceptionally vulnerable to the vorpal special ability, which applies on a roll of 19-20.

You cannot choose this flaw if your game does not use Called Shots.

Satisfied? (It's terribly balanced and a little silly, but it's also quickly banged out for you to enjoy.)


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Highlander: Pathfinder!


Tacticslion wrote:
As I said, my basic idea is just a modified kami ward that's otherwise a completely normal coin, except the character dies if it gets too far away (they return to life again as normal if it comes back into range, and wish, miracle, or true resurrection can negate the need for the coin, but that's not really likely any time soon).

Just to clarify, wish, miracle, and true resurrection can't negate the Artifact Dependency mythic flaw, it can only negate the character's actual life being tied to the nearby presence of the coin itself.

Also: blaaaaaaaaaaargh to the first post where I messed up on simple formatting tags. I can't believe I didn't remember to the the "/" in the "end italics" function. Whooooooooooooops.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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I was thinking a creature vulnerability, based on the ranger favored enemies list. For creatures of the selected type, they gain a +4 to attack rolls or +2 to the DCs of their spells or special abilities, bypass any DR you have, and your mythic saves don't apply.


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atifact dependancy: Green pwr ring


Nice idea, Joel!

Hahah! Artifact Dependency, at least, keeps growing more awesome! (Although a green power ring also has wood vulnerability and/or may also have the color yellow vulnerability, depending on which Green Lantern you're talking about and at which point in their history.)

Sovereign Court

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Just gonna say, i love all the ideas!


So, for formatting purposes, JoelF847's idea:

Creature Vulnerability

Creature Vulnerability wrote:


You are exceptionally vulnerable to certain creatures. Choose a particular creature type from the list of a Rangers' favored enemies (alternatively, at the GM's discretion, you could choose a broad category such as "arcane spellcasters"). Attacks by those creatures against you gain a +4 bonus to attack and damage rolls; all critical threats against you by such creatures automatically confirm, and critical multipliers with any weapons they deal increase by 1 to a maximum of x4. You take a -2 penalty on all saves made to resist any spells, spell-like abilities, supernatural abilities, or extraordinary abilities they use against you.

Any effects or abilities by those creatures automatically bypass any damage reduction you have, regardless of source, and ignore any energy resistances or immunity you may have, and you may not use your mythic saves against such creatures.

Does that look about right, Joel?

Anyway, a little more on Strangulation Vulnerability:

Strangulation Vulnerability

Strangulation Vulnerability wrote:


You are exceptionally vulnerable to strangulation, or nooses and rope-like assaults. Attempts to strangle you or use nooses or noose-like objects or attacks, and any weapon with the Choke property being used gain a +4 bonus on all dice rolls (including attack rolls and CMB checks) and damage inflicted, and you take a -4 penalty on CMD, all saves, and opposed checks, or on any check used to escape from such situations (such as a Dexterity check or Disable Device check to untie or otherwise escape a noose). Further, you can only hold your breath for one quarter the normal amount of time (1 round per two points of constitution) against such assaults.

This does not apply to other forms of suffocation, such as drowning or slow suffocation.

Bonuses to damage and penalties apply to cursed items like Necklace of Strangulation, traps like Ettercap Noose, as well, which are harder for you to identify than normal and deal 4 additional damage each time. Creatures with the strangulation ability or similar abilities, like the Belier Devil, Choker, Crawling Hand, Executioner's Hood, and Suspiridaemon gain these bonuses while using those abilities.

I updated it to use Pathfinder monsters instead of third party, to make it a little more "official" and to clarify a little bit more.

A besides a spoiler'd monster^, there's not too many creatures that make use of the strangulation ability, and those that do don't often deal damage.

There's also the White Haired Witch, a feat (though it's only for a roper), a non-cursed item called the Hand of Abendego, and (though it pretty much goes directly against the description) Choke Spores and Nightmares could count.

^

SPOILER!:

I also found some third party abilities, such as a feat called Improved Strangle, a magic item called gloves of bloody murder, and class abilities Choke Chain, or (dubiously) Strangle Root, but over-all there just aren't many options.

My main problem, however, is that this really wouldn't work too well in an adventure path. There are plenty of options, however they aren't likely to appear in an adventure path, making this one of the more powerful options available for a vulnerability within APs. I mean, few GMs are going to go out of their way to re-stat a creature just so it has use of the Garrote or completely change monsters around. Some might add the occasional Strangle special ability, but unless you're a caster, that's not the most potent ability in existence (as it doesn't even actually suffocate you).

Anyway, I'd really appreciate more feedback, suggestions, and critiques of this stuff (though I like the consistent superhero powers motif).

EDIT: I mean, there's only so many times you can give creatures the exact same daggum weapon (the Garrote) before it begins to strain credibility, and there's only one other official weapon with the Choke special ability. That's what's really bothering me: it's not the lack of options - there's plenty for the home brew - but the lack of practical, consistent options that make sense within an Adventure Path.

List of Third-Party Monsters

Clockwork Choker

Haunt

Mummy Golem

Strangle Weed

Rope Golem

Hanged Man

Rawbones

(more dubiously)
Apparition (I might let it work, but it's very dubious)

Assassin Vine (a fan conversion that doesn't actually mention similar abilities anywhere)

Brume (only in the flavor text)

Mandragora


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Artifact Dependancy is great flavor wise; though it seems overtly "worse" than the dependancy flaw already availible.

I mean, if you are without your substance for a day or so; you begin to lose your powers over the course of a few days... I think that the same should happen with artifact dependancy to make it on par with normal dependancy rather than a lesser choice since with this you lose all your powers at once.


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How about Combat Maneuver Vulnerability? Take a -2 x mythic tier penalty to all rolls involving that combat maneuver (Offensive & Defensive)?


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How about a Dual Vulnerability. You choose 2 vulnerabilities but only suffer half the negative impact (minimum -1 impact).


Also, gotta point out that Thor was not really dependent on his hammer, he was just way more bad-ass with it. In fact, if anything his hammer was dependent on him for its artifact-ness.


I'm not sure when it stopped, but there was a point in the beginning where if Thor was separated from his hammer for more than 60 seconds he was almost powerless. Anyone "worthy" could pick it up.


Darth Grall, you make a good point.

Do you think it should be a radius (kind of like how Thor or the Green Lanterns can summon their items back to themselves by being close enough in some continuities), or just a slow fade (like the food)? I'm trying to make most things reasonably balanced so that no one would want to immediately grab that weakness and only that weakness or would never, ever, ever want it ("There Can Be Only One" aside).

Randall Rap and Pendin Fust, you guys have some good ideas. I'll see about writing those two up at some point (although combat maneuver vulnerability won't be based on a "times tier" effect, simply because nothing else is, yet).

Reference Thor, it really depends on your continuity.

Original Myth: actually both. The Hammer was so great that only Thor, with his super-belt of uber strength and his bracers of "I'm not vulnerable to my hammer's handle" could enable him to lift the thing enough to throw it.

The rest just depends on comic continuity.


Randall Rapp wrote:
How about Combat Maneuver Vulnerability? Take a -2 x mythic tier penalty to all rolls involving that combat maneuver (Offensive & Defensive)?

Welp! Sounds like I've been called out! (In the good way, I assure you.) :)

Poor Maneuverability (aka "Maneuver Vulnerability")

Poor Maneuverability wrote:

You are exceptionally poor at combat maneuvers and are more vulnerable to those kinds of effects. You take a -4 penalty to all CMB and CMD checks and you take a -4 penalty on all other checks related to combat maneuvers, and you are counted as a creature one size smaller or one size larger than your actual size if that is more advantageous to your foe. The results and penalties of any combat maneuvers used against you are doubled against you, and only against you, where applicable.

Any time combat maneuvers deal damage, they automatically ignore any damage reduction you might have. These penalties and vulnerabilities apply to all of your equipment as well, while it is equipped on you, where applicable.

For example, you could be moved up to twice the distance when a bullrush check is successful against you, penalties from the dirty trick last for two rounds instead of one, you take twice the normal penalties for having the grappled condition (though your foe only takes the normal penalties, when applicable), and your items take additional damage from sunder as if they shared your vulnerability while they are equipped.

Maneuvers like disarm don't have any effects other than removing an item from the character's grasp, and thus have no penalties to "double" as a result of this vulnerability. (Though a GM may rule, at their judgment, that a creature can disarm a two-weapon fighter with one action, or perhaps knock two different held items out of a vulnerable character's hands.)

So, what do you think? Sound good?

The reason I didn't go with the "double your tier penalty" is that there's nothing else like it in the game, and I presume that the designers had accounted for such things. Nonetheless, if you prefer, you can change the penalty to double the mythic tier and pretty much leave everything else the same.

I enabled it to overcome damage reduction because that's a necessary feature when designing combat vulnerabilities and mythic characters, even though damage is somewhat rare for combat maneuvers.

I gave some examples because combat maneuvers can be quite complicated.

While I thought of making it a specific combat maneuver, that seemed rather powerful when compared to other flaws, so I included all of them, even though that seemed rather weak. It may be that there is some reasonable compromise that I am missing, but that's how I see it for now.

Pendin Fust wrote:
How about a Dual Vulnerability. You choose 2 vulnerabilities but only suffer half the negative impact (minimum -1 impact).

Man! Two in a row! Sounds good as a basis. :)

Twice Flawed ("Dual Vulnerability")

Twice Flawed wrote:

Choose any two flaws. You gain both flaws and suffer all the consequences, although you only retain some of the normal penalties for such vulnerabilities.

For example, you could choose to be dependent upon two types of food or drink (requiring both to keep your power), vulnerable to two elements, have both furious rage and hubris, have two material weaknesses, have an aversion to two schools, or have weakness against two weapon groups; or you could have dependency on a type of food or drink and one elemental vulnerability, have both furious rage and a material weakness, have insanity and school aversion, or any other combination of two flaws. However, when you do so, the affects of the flaws change as noted below.

A GM is encouraged to heavily adjucate this ability, as loosening some of the penalties will make some characters inordinately stronger and some that much weaker. It is encouraged that the GM choose both flaws when a player chooses this one, and either choose two flaws that they know will come up frequently enough to pose a danger but terribly often, or choose one that will come up quite frequently and another that will come up rarely. This suggestion is made for game balance sake.

Dependency

Dependency wrote:
Select one specific type of food or drink (other than water). If you do not ingest the selected food or drink at least once ever other day (once per two days), you begin to lose your mythic powers. After the second day of absence, you can no longer regain points of mythic power. After the fourth day, you lose all the powers and abilities granted by your mythic paths. After the sixth day, you lose all of your mythic abilities, with the exception of ability score increases and bonus mythic feats. Your powers and abilities are immediately restored as soon as you consume the selected food or drink.

Elemental Vulnerability

Elemental Vulnerability wrote:
Select either acid, cold, electricity, or fire. You take half again the normal amount (1.5 times the amount) of damage whenever you take damage of the selected type. You can never benefit from immunity to that element and any resistance that you would otherwise gain is halved. Your mythic saves ability does not apply to any saving throw against a spell or effect that deals damage of the selected type when you succeed at your saves.

Furious Rage

Furious Rage wrote:
Whenever you are demoralized by the Intimidate skill or hit by a critical hit, you go into an uncontrollable rage. This functions like the barbarian’s rage class feature, but you do not gain a bonus to your Strength or Constitution score (even if you have the rage class feature). This limits the actions you can perform and gives you a penalty to your Armor Class. The rage lasts for 1d2 rounds plus a number of rounds equal to half of your mythic tier, but you are not fatigued after this duration expires.

Hubris

Hubris wrote:
You receive a +2 morale bonus on saving throws against fear. Whenever you succeed at a saving throw against a effect that would have caused you to gain the shaken, frightened, or panicked condition, you instead gain the staggered condition a duration equal to half the duration of the effect that you saved against, as you spend part of each round bragging about your own abilities. If you fail a saving throw against such an effect, the duration of your hubris is equal to the duration of the length of the effect that would have applied to you.

Insanity

Insanity wrote:
Whenever you are hit by a critical hit or fail a saving throw against a mind-affecting spell or special ability, you also gain the confused condition for 1d2 rounds.

Material Weakness

Material Weakness wrote:
Select cold iron, silver, or wood. Weapons made primarily from the selected material gain a +4 bonus to confirm all critical hits against you and the critical multiplier is increased by 1, to a maximum of ×4. If you ever gain damage reduction, no matter the source, weapons made primarily from the selected material bypass that damage reduction.

School Aversion

School Aversion wrote:
Select one school of magic, except for divination. Whenever you must make a saving throw against a spell or effect of the selected school, you take a –2 penalty on the saving throw. The effects of such spells (if harmful) last half again as long (duration multiplied by 1.5) if you fail your saving throw. In addition, your mythic saves ability does not apply to saving throws made against spells and effects of the selected school when you succeed at the save (though it still applies if you fail the save against a non-mythic source). You can’t benefit from spells and effects from the selected school.

Weapon Weakness

Weapon Weakness wrote:
Select one group of weapons from the list of fighter weapons. Weapons from the selected group gain a +2 bonus on attack and damage rolls against you. If a weapon from the selected group scores a critical hit against you, the critical multiplier is increased by 1, to a maximum of ×4. If you ever gain damage reduction, no matter the source, weapons from the selected group bypass that damage reduction.
Using the above guidelines, all similar Flaws can be made to work relatively well.

So, there you go.

As you can see, I didn't simply halve the effects (as, on occasion, that would actually transform the flaw into a powerful boon), but rather halved the increased effects (those effects over-and-above the norm) where viable. I also decreased some of the "boons" (hubris) to make the effect commensurate with what you're getting for it.

Finally, I left some of the more overt weaknesses in (and left them stacking) because, quite frankly, there wasn't a way to remove them without completely undermining the potency of the flaw. It is highly recommended that a GM take a careful look at certain flaws, and perhaps remove some functions (the "auto-confirm criticals, for example).

A variant of this Double Flaw trait that I thought of (but didn't write up right now) requires that both vulnerabilities must come into place before you take the penalties... but you take triple the penalties! I don't have the time, currently, but it's on my mind for the future, unless someone wants to beat me to it!

Hey, Pendin, your suggestion was a lot more work! Even if it was mostly copy/paste! :P
(Also, Pendin Fust, I hope you don't mind me saying so, but your name is extraordinarily hard to "get right" for a dyslexic man. I keep wanting to write "Pendant Faust" (two words I'm more familiar with) and must correct myself every time! I love the Nick Cage-like monk avatar, though!) :D

Hope you all enjoy. God bless each of you!

I'm really curious to hear if anyone else has any weigh-in on any of these (especially relevant-to-me-now being the Strangulation Vulnerability). I love feedback, and without adequate feedback, I lose steam. I also would highly welcome anyone else's input, and encourage people to take a spin at making their own new flaws, or even making a second take at these and making them more balanced, if possible^.

I am equally interested in feedback in general, however, so don't feel compelled to write a new flaw or rewrite a flaw just to post here.


(Making a new post because the other was large enough as it is.)

^ Note: if you make a new flaw, or rewrite one, I encourage you to link to d20pfsrd.com, by looking up the appropriate page, then typing in brackets like this "[]" (without quotation marks) at the front and back of the word you wish to link, and within the brackets typing "url=" within the front brackets, and "/url" within the back. When typed out, it will look like this:

[ url=d20pfsrd.com ]here are my words that are a link[ /url ]

... although, without the spaces inside the brackets. Without those spaces, it'll look like this:

here are my words that are a link

... so you can get the idea. To link to a specific page, search the d20pfsrd.com for the right page (this can be done by clicking one of the hyperlinks on the right side of the screen, or by using the google search bar at the top left), and instead of "url=d20pfsrd.com" copy/paste the page link, so it'll look like this without the spaces inside the brackets:
[ url=http://www.d20pfsrd.com/gamemastering/combat#TOC-Sunder ]sunder[ /url ]

Without the spaces, it looks like this:

sunder

While this might be obvious to many, I like putting down tutorials like this, just in case you don't know. There are other tags that allow you to do things like out of character ("ooc"), bold ("b"), and italics ("i") that you can use with the "[]" brackets. Information is given below the "New Post" box you type stuff in. It's called "How to format your text" and has a little button you click that says "Show" in order to show you the list of things you can format your text with.

Fair warning. "Properly" tagging stuff this way is slow business, at least for me.

Also, the main reason I suggest this is to help everyone else be on the same page you are, regarding rules, and it does save you time looking up every rule book and finding the exact page numbers (and saves everyone else that time, too).

Even if you don't tag individual things, in general it's probably nice to copy paste this link to the PFSRD, just so people can look at it for themselves.

Thanks!


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I like the write ups so far. Even though some of the character concepts I'd have in mind would be greatly penalized...the RP value would be priceless!

(The name is sort of a play on Pendant Faust actually, the concept came about when I wanted to make a gullible monk who made his devil's deal with a corrupt master and wore said master's hatred of Fey like a pendant for all to see)

I will try and do some more of the work if I can think up some suggestions...instead of baselining it and letting you do it all :)


Pendin! That's... actually a really cool idea. And it's great that your name actually inspires exactly what it's supposed to!

Also, I'd welcome anything you have!

And, even if you don't have suggestions or can only come up with the base idea, that's fine... I'd just also appreciate the other, too!

(I'm not trying to make this, "Tacticslion's Thread Where Everyone Looks At How Cool He Is", I'm trying to make this, "That Thread Where Everyone Can Feel Free To Contribute"!)

And now for some amendments: it really should be named "Location Weakness" or "Environmental Weakness" rather than "~ Vulnerability", to keep the nomenclature similar to the base document.

a slightly-more-empowered (less terribly balanced) version of location dependency:

Genius Loci ("Location Dependency")

Genius Loci wrote:

Choose a particular type of location (subject to GM discretion) such as "holy ground", "cities", or "wilderness" (alternatively, choose a particular terrain type, such as those found in Ranger's favored terrains). You only retain your mythic abilities while within such areas, and cannot gain them while you are not. Once you leave said areas, your mythic abilities slowly vanish.

If you do not rest in your specified location for a full night's sleep (usually eight hours), you begin to lose your mythic powers. After the first day of absence, you can no longer regain points of mythic power. After the second day, you lose all the powers and abilities granted by your mythic paths. After the third day, you lose all of your mythic abilities, with the exception of ability score increases and bonus mythic feats. Your powers and abilities are immediately restored as soon as you rest within a selected kind of locale.

This is a far more balanced (though still quite limiting) version of the first idea I had above. That way it works within stories, and it doesn't needlessly penalize a PC who takes it. On the same note...

Local Affinity ("Environment Dependency")

Local Affinity wrote:

Choose a particular type of environmental condition (subject to GM discretion) such as "dim light", "raining", "night time", or "snowy" (alternatively, the GM may choose). You only retain your mythic abilities while within such conditions and cannot use them or gain any of their benefits while you are not. Once said conditions end, your mythic abilities slowly vanish, but they return immediately upon entering a new one.

If you do experience the environmental condition you require, at least once per day, your mythic abilities fade. After the first day of absence, you can no longer regain points of mythic power. After the second day, you lose all the powers and abilities granted by your mythic paths. After the third day, you lose all of your mythic abilities, with the exception of ability score increases and bonus mythic feats. Your powers and abilities are immediately restored as soon as you experience the environmental conditions you require.

Eh, I'm not sold on the name. Also, some choices from this one will be clearly superior to others. I'm thinking of breaking this ability into several, and making one climate dependency (so, you know, local latitudes are really important), one weather dependency (so Control Weather will be the most popular thing ever... hm, may have to rethink that one), and one situation dependency (thus the "dim light" type of thing might function well). I'm also not sold on any of those three names.

ANYWAY. Nomenclature aside, the Weaknesses actually seem kind of okay to me for now. Feedback!

I'm also planning on making the artifact dependency a bit of both of my previous responses to Darth Grall's suggestions: within a certain radius (100 feet per tier, perhaps?) and a slow fade, like the Dependency flaw is now.


Tacticslion wrote:
(I'm not trying to make this, "Tacticslion's Thread Where Everyone Looks At How Cool He Is", I'm trying to make this, "That Thread Where Everyone Can Feel Free To Contribute"!)

I find it funny that this is literally the last thing posted in this thread. :)

C'mon, people! Surely I couldn't have mined this thing dry!


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mythic weakness: Bizzare material weakness: similiar to the mythic mateiral weakness in function,however it effects the mythic character becomes weak en item of said mateiral is around character and if character is bound with mateiral and becomes paralyzed or worse.
choose material: cold iron, steel, silk, leather, admantium, myythral, other fabrics....

yeah Im warped

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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This suggestion isn't so much a new flaw, but a new way to assign flaws:

instead of having player's picking their flaw (and the disparities that some of the flaws have causing bias, such as dependency being a lot easier to deal with than elemental vulnerability for example), have each mythic character gain a flaw based on the first danger they face or suffer after gaining mythic power.

So, if a mythic PC is first damaged by a sword, then they get weapon weakness large blades. If they first take fire damage, they get elemental vulnerability, if they first fail a save against an enchantment spell, then they get school aversion - enchantment, etc.

If the first encounter after becomming mythic is purposefully designed to have a lot of types of foes (say another group fo class leveled enemies) there would be a good amount of variety that different PCs could get for their mythic flaws.


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Here we go, these are not in the original text and they do wonders. My original feelings about these flaws was, "oh wait, are these that bad?" So, now that some more have become available, they definitely add to the "drama and theater," the book originally speaks toward.

I don't really have an particular one to pick on or praise. They should just all be added to the list. Diversity is the spirit of this game, and none seem to destroy any pre-existing synergies.


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What about Geas like 'Cannot eat dog meat' and 'Cannot refuse food'?


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I hate to bring this one web comic into everything... But I shall anyways.

How about a Mythic flaw where the "Immortal" ability fails if the character's death is judged Heroic or Just? Just being that they deserve death, either through becoming corrupted and being slain by a hero, or else through causing something terrible, And Heroic being they that they fall while opposing a corrupt adversary or through a noble self-sacrifice for the greater good.

I'm sure some other Drawbacks could be fitted in there somewhere.

On the other hand, there's one idea somewhat my own...

Basically, the character is given a task by a deity, either good or bad. If they refuse the task, they not only lose their Mythic abilities, but they begin to rack up penalties over time that could reach the point of killing them from the penalties alone. Essentially meaning that they are the chosen Pawn of the deity, and whether willing or not, must fulfill their will for the rest of their life.

Now imagine that last one where the task is essentially "Destroy everything", and the character is fairly willing to do that...


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Tacticslion: I'm strongly considering the artifact dependency flaw for a key NPC in my PbP. After reading the backstory for your own monk, I'm tempted to go with this:
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Artifact Dependency wrote:

Your powers are dependent upon a singular, special artifact from your backstory. The nature of this item is subject to GM discretion and should generally not to be the same item required of any class features (e.g. arcane bond, divine focus). At all times, you retain a sense of direction to the object as per the spell discern location. Anyone in possession of the artifact gains the ability to discern your location as well.

If you do not have the item in your possession for at least 1 hour day, you begin to lose your mythic powers. After the first day of absence, you can no longer regain points of mythic power. After the second day, you lose all the powers and abilities granted by your mythic paths. After the third day, you lose all of your mythic abilities, with the exception of ability score increases, bonus mythic feats, and the ability to discern its location. Your powers and abilities are immediately restored as soon as you regain possession of the artifact.

An alternate version of what happens when someone else possesses your artifact would be:

The One Ring wrote:
Anyone in possession of the artifact may consider you a familiar target for scrying purposes. In addition, they may wear or use the artifact to gain access to your 1st-tier abilities while suffering a penalty equal to your mythic tier to AC and saving throws versus you and your followers (if any).

Thoughts?


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Niiiiiiiiiiiiiiiiiiiice.

I really, really like that, actually.

I entirely approve!

Believe it or not, I've not really given up on this thread. Although it seems I'm active in other places, that's because, for me, it takes less time and effort to write walls of text than to format new flaws (and/or refine them). Add that to the fact that I've entered RPG Superstar (though I'm giving no details at this time, naturally), and I've been rather busy.

One thing to note, though, you need a "per" in front of "day" as in "one hour per day". But that's just nitpicking. :)

I pretty much love it. Well done!


Thanks for the positive feedback, TL, and good luck in the contest. :)

BTW, I'd normally kick myself over a typo like that, but given the site issues lately, I was just happy the post went thru on attempt #4. ;)


Yeah, I know! So strange and frustrating!

But I'm really glad it seems to - over all - be working, now.

EDIT: And I can't believe I was so rude as to not post this first, but: thanks! I'm really excited and nervous at the same time!

And remember everyone, even though you know absolutely nothing about it, vote for my item! :D

EDIT 2: By the way, End of the World Party! Woohoo!


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Nice flaws!

Good luck to you Tacticslion, I hope my item isn't paired against yours whatever those items are :)

Unbridled Mane

The source of your power is your flowing locks of hair. A razor has never touched your hair, and it never can lest you lose your powers.

You will regain your powers as your hair grows back for at least a week.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Pendin Fust wrote:

Nice flaws!

Good luck to you Tacticslion, I hope my item isn't paired against yours whatever those items are :)

Unbridled Mane

The source of your power is your flowing locks of hair. A razor has never touched your hair, and it never can lest you lose your powers.

You will regain your powers as your hair grows back for at least a week.

This could actually be wrapped into a broader category called Taboo or something, and could include things like never eating meat, drinking alcohol, along the lines of the old Wu Jen taboos and act almost like an anti-dependency.


Exactly, similar to what Skritz suggested - a geasa like the ancient celts had.


The only thing with the weaknesses is that it seems like it should be possible for a nemesis to exploit them somehow. Beyond making a called shot on Samson's hair, throwing a dead body at a monk, or trapping the character in prison and offering them only forbidden foods, as a GM I'd be concerned that a taboo would be a bit too easy to ignore.


I was specifically thinking of Samson, if the character got tied up by BBEG and then got his/her hair cut.

Hmm. Didn't think about the broader category.

I'll keep scratching my head.


I knew what you were referring to.

The trick with such things, generally, would be the difficulty with enforcing them or making them actual weaknesses.

The can't eat dog meat/can't refuse hospitality is a combination geas from one of the Celtic legends that caused the end of one of the great warriors (Curchlain, maybe? I've forgotten right now.). It's a classic archetype as well, much like Samson's hair.

Technically, however, it's worth noting that Samson didn't just have a hair-can't-be-cut vow. He technically had all the vows of the Nazerites, of which, he only ever kept his hair-can't-be-cut (literally his stories describe how, without directly pointing them out with a "this is totally a Naz-vow he failed!", he completely fails in each of his vows).

That... probably doesn't have anything to do with this. Sorry. Tangent. Eheh.

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