| Reksew_Trebla |
What I mean is it hastens how soon you die of old age, without actually aging you, by shortening your maximum lifespan. This should mean even the artifact Sun Orchid Elixir won't save you if you keep using the T.A., so is there anyway to get around this?
Would making it where you are immortal (aging wise) make you immune to dying prematurely, or would you still die when your maximum lifespan is equal to or less than your current age? For example, if you wore the artifact Icecrown of Irrisen, putting it on when you are 20 years old, and then decrease your maximum lifespan to 20 or less through the T.A., would you die or not?
If you still die, then is there any way to increase your maximum lifespan, and/or make it so you can't die of old age, preferably without becoming evil, so not being undead if it can be avoided?
| Claxon |
The "easiest" way around it is to use the reincarnation spell.
The item says it's brain degradation that causes the reduced life span, so a new body should fix that right up.
I don't think being immortal is going to stop it because I think the brain damage basically accumulates to a point where you would die at whatever your "current" physical age is.
But honestly, this is something you should work out with your GM. Because that item is broke as hell if you can ignore the penalties.
As a GM I would either not let you have it, or not let you find a way around the penalties. I don't really care what the rules say.
| Reksew_Trebla |
The "easiest" way around it is to use the reincarnation spell.
The item says it's brain degradation that causes the reduced life span, so a new body should fix that right up.
I don't think being immortal is going to stop it because I think the brain damage basically accumulates to a point where you would die at whatever your "current" physical age is.
But honestly, this is something you should work out with your GM. Because that item is broke as hell if you can ignore the penalties.
As a GM I would either not let you have it, or not let you find a way around the penalties. I don't really care what the rules say.
Yeah, I guess reincarnate would work.
I don't have a GM for this. I was just trying to figure out if it would ever be worth it in the long run to ever use one of these, since you only get one life (normally), and due to how Pathfinder's cosmology works, you kind of don't get an afterlife, or at the bare minimum, don't get one as yourself (becoming an Outsider with no ties to your once mortal life), so decreasing your maximum lifespan by 5 whole years each time you use it (or 10 years if you use it more than once per day) just does not seem like a fair trade.
Also, you say it is "broke as hell" without the penalties, but it really isn't. It is a worse version of the Mythic Ability Dual Initiative. The Agile Mythic Simple Template is only MR 1, thus technically only CR +1/2, which rounds up to CR +1, and it gives a few things on top of Dual Initiative, which means D.I. is less than a +1/2 CR increase, and the T.A. is a slightly worse version of D.I. if you are immune to the negatives of it. Meaning, the T.A. without penalties is worth less than a single class level, CR wise.
| Mysterious Stranger |
The mythic rules are broken. Anytime you use a mythic ability to counter the argument it is not broken you just lost that argument. Don’t get me wrong the mythic rules can be a lot of fun. I have run a mythic game and it was a blast, but it raises things up to a whole new level and anything not on that level is left in the dust.
The CR adjustments are really only for assigning XP. Using them for anything else is not useful.
| TxSam88 |
Also, you say it is "broke as hell" without the penalties, but it really isn't. It is a worse version of the Mythic Ability Dual Initiative. The Agile Mythic Simple Template is only MR 1, thus technically only CR +1/2, which rounds up to CR +1, and it gives a few things on top of Dual Initiative, which means D.I. is less than a +1/2 CR increase, and the T.A. is a slightly worse version of D.I. if you are immune to the negatives of it. Meaning, the T.A. without penalties is worth less than a single class level, CR wise.
So Mythic is broke as hell, so if this is anything close to that, then it's broke as hell too.
Your better argument would be to say it's only slightly better than Haste, but then again Haste is basically broken too.
| Reksew_Trebla |
The mythic rules are broken. Anytime you use a mythic ability to counter the argument it is not broken you just lost that argument. Don’t get me wrong the mythic rules can be a lot of fun. I have run a mythic game and it was a blast, but it raises things up to a whole new level and anything not on that level is left in the dust.
The CR adjustments are really only for assigning XP. Using them for anything else is not useful.
Reksew_Trebla wrote:
Also, you say it is "broke as hell" without the penalties, but it really isn't. It is a worse version of the Mythic Ability Dual Initiative. The Agile Mythic Simple Template is only MR 1, thus technically only CR +1/2, which rounds up to CR +1, and it gives a few things on top of Dual Initiative, which means D.I. is less than a +1/2 CR increase, and the T.A. is a slightly worse version of D.I. if you are immune to the negatives of it. Meaning, the T.A. without penalties is worth less than a single class level, CR wise.So Mythic is broke as hell, so if this is anything close to that, then it's broke as hell too.
Your better argument would be to say it's only slightly better than Haste, but then again Haste is basically broken too.
You two do not know what you are talking about, like at all. The Mythic Simple Templates are weaker power upgrades than most normal templates. They are literally called Simple Templates for a reason.
The facts are that Dual Initiative is less than +1/2 CR, and the Temporal Accelerator is weaker than that even if you are immune to the penalties.
But if you want more proof, the T.A. doesn't duplicate things like Fast Healing, or other things that are once per round. This means 1 Creature with Temporal Accelerator is weaker than 2 copies of the same Creature but without the Temporal Accelerator.
And guess what. 2 creatures of the same CR=CR +2. No Mythic involved.
That means even if I was wrong about the Mythic Simple Templates, the T.A. is worth less than 2 class levels at the maximum. If you think a weaker power up than 2 class levels is broke as hell, then you have no business being here.
| Mysterious Stranger |
As I mentioned I have run a mythic campaign, so I think I know what I am talking about. Agile also gives the creature +20 to initiative. That will mean the target creature will be almost certain to attack at least once before the party can act. Dual initiative gives you two rounds of actions in the same round. This allows you to make a very aggressive action before the party can act and then take up a defensive posture for protection. In addition to the extra round, it also boosts all movement by 30 feet. This can allow a creature to be able to attack and still remain out of reach.
The template also benefits a more powerful creature more than it benefits a weaker creature. Slap this on a wolf and it is not a big deal. Slap it on an ancient red dragon and the dragon is a lot tougher. The wolf gets a single extra bite. The dragon can get 6 extra attacks or could cast two extra 7th level spells. Mythic is more of a force multiplier than simply adding power. On something weak it may not seem that bad, but on something powerful it can be overwhelming.
The divination school of wizardry is often cited as one of the most powerful due to the initiative bonus. Dual Initiative is even more powerful than that.
| TxSam88 |
You two do not know what you are talking about, like at all. The Mythic Simple Templates are weaker power upgrades than most normal templates. They are literally called Simple Templates for a reason.The facts are that Dual Initiative is less than +1/2 CR, and the Temporal Accelerator is weaker than that even if you are immune to the penalties.
But if you want more proof, the T.A. doesn't duplicate things like Fast Healing, or other things that are once per round. This means 1 Creature with Temporal Accelerator is weaker than 2 copies of the same Creature but without the Temporal Accelerator.
And guess what. 2 creatures of the same CR=CR +2. No Mythic involved.
That means even if I was wrong about the Mythic Simple...
A single 11th level fighter archer will pretty much always go before any bad guy in an encounter, will fire 5 arrows at 100' range and deal upwards of 100 damage or more, most 11 CR bad guys have 100 hit points or less, so are instantly dead. Add a haste item and now he's dealing over 100 damage with his 6 arrows. if he had a temporal accelerator he can now fire 12 arrows, upwards of 200 damage, which now get him close to being able to kill a CR 20 bad guy in one round, considering he should average 1 crit per round.
yeah, Fighters are broken, Haste is more broken, double your actions per turn is even more broken. Mythic is broken too.