yukongil |
2 people marked this as a favorite. |
Our current game is Mythic and in it we've had the opportunity to do some things that seem too much, even for a mythic game. I'd like to hear what else people have done/gotten away with in such games.
Our best two;
1) Air Domain War Priest/Magus, Arcane Archer with Limitless Range (1st Tier Champion Ability). With Phase Arrow, can hit anyone in the world that they know of.
2) Bow of Erastil; using it's Mythic ability on a swarm of fire ants to hit every single ant with it's own arrow (GM allowed it to do normal damage, so really not all that game-breaking, but the visual was funny as hell)
yukongil |
1 person marked this as a favorite. |
yukongil wrote:1) Air Domain War Priest/Magus, Arcane Archer with Limitless Range (1st Tier Champion Ability). With Phase Arrow, can hit anyone in the world that they know of.They still have to have to be able to see the target, right?
Phase Arrow just says they have to be known to him. Which is the whole point I think, to hit targets behind walls and such. It says they have to be within range but with the Air Blessing and Limitless Range, you no longer have a maximum range and don't take any penalties for range increments
Foeclan |
2 people marked this as a favorite. |
1) Air Domain War Priest/Magus, Arcane Archer with Limitless Range (1st Tier Champion Ability). With Phase Arrow, can hit anyone in the world that they know of.
Makes me think of Farslayer, from the Books of Swords by Fred Saberhagen. It could kill anyone, anywhere that you knew of; problem being, it stayed there, so there was nothing stopping someone else from throwing it right back if they knew you did it.
Those seem like just the right amount of Mythic to me.
In my current Pathfinder game (we're Mythic 2), my Small badger person has Blowback and Mythic Paragon. He can hit someone of any size and knock them back 40'. If we keep going with Mythic, I may try to talk my GM into letting it work with Wall Smasher to punch people through walls. :) I just love the image of a 3' badger punching a Huge creature through a wall or ceiling.
Andostre |
1 person marked this as a favorite. |
Phase Arrow just says they have to be known to him.
Well, I don't agree, but I'll drop it since that's not the point of your thread.
My experience with mythic and how it most commonly leads to crazy situations is the way the PCs can make the action economy work for them. It's been very difficult for the enemy to ambush the mythic party I'm in because we have a Marshal with the "Advance" Marshal's Order ability. A free, immediate move action for the entire party has negated more than one attempt to surprise and bottleneck/surround our party.
Perhaps more along the lines of what you're looking for, I've also got a trickster rogue who, after I pick up some essentials, is going to grab the Nimble Glide and the Wall Run path abilities. The first negates ALL falling damage. You could be dropped from orbit and land just fine. Couple that with the ability to run on vertical surfaces, and he should be able to navigate 90% of dungeons with ease.
yukongil |
1 person marked this as a favorite. |
yukongil wrote:Phase Arrow just says they have to be known to him.Well, I don't agree, but I'll drop it since that's not the point of your thread.
tis ok. I don't mind side conversations. But I don't know the purpose of the ability and Seeker Arrow (it's lesser cousin) if not to shoot people you can't see, unless we start getting into the vagueries of what is considered "known". Like are you taking that to mean; knows the person is involved in this combat? Cause I can certainly see that being the case and is most likely what was intended, I mean I don't think the original writers ever considered a scenario where a bow has effectively limitless range with no penalties to hit. But even then, are there limits on that? Given the range of a normal bow, someone can still be a thousand feet away from someone hiding in a barn, completely unseen by the archer and still be a valid target.
Mythic would just break that normally "sane" insane scenario.
Perhaps more along the lines of what you're looking for, I've also got a trickster rogue who, after I pick up some essentials, is going to grab the Nimble Glide and the Wall Run path abilities. The first negates ALL falling damage. You could be dropped from orbit and land just fine. Couple that with the ability to run on vertical surfaces, and he should be able to navigate 90% of dungeons with ease.
HA! Love it!
Kasoh |
1 person marked this as a favorite. |
Out of all the mythic shenanigans that players have, my favorite is an inquisitor with a land speed that averages 150 a move action while hasted, a +70 jump modifier and can just borrow other people's class features.
Out of all the things I expected going into mythic, the sheer physical speed at which characters move is what surprised me the most.
gnoams |
1 person marked this as a favorite. |
My character for wrath of the righteous was a monk of the sacred mountain. I took various options to improve his ability to punch through stuff. We ended the game at level 20, mythic 10. When he punched an object, he would do 42d8+420 damage, ignoring any amount of hardness. Per round that's tearing through 40 inches of stone with his bare hands.
My favorite scene in that game though, was one of the mass battles. My character held one flank by himself, using tiger style to punch the attacking tiefling army back across a bridge.
Mythic gets kind of silly, but that's also kind of the point I think. You're supposed to be able to play Hercules with it. The thing with that AP is that mythic multiplied the gap between player and enemy to the point where my character pretty much stopped fighting in the last book of the game. I didn't have +20 to +30 initiative like most of the rest of the party. Everything would die so quickly that if you weren't in the top 3 people to go, combat never lasted to your turn. Many combats were so wimpy they were wiped out by the first player to act.