| thorin001 |
I will be playing a mythic game some time in the future. I want a custom mythic feat and figured I would run it by you people for a sanity check before asking my GM.
Mythic Purifying Channel:
Prerequisites: Purifying Channel
Benefit:You may increase the number creatures damaged via purifying channel by half your tier (min 1). You can expend one point of mythic power to change half the fire damage to divine damage which is not subject to energy resistance (like flamestrike).
Purifying Channel:
Prerequisites: Cha 15, Selective Channeling, channel energy class feature.
Benefit: When you channel positive energy to heal, one creature that you exclude from your channeling takes an amount of fire damage equal to the die result you roll for healing, and is dazzled for 1 round by the light of these flames. A successful saving throw against your channel energy halves the fire damage and negates the dazzled effect.
Thanks for the feedback.
| Mysterious Stranger |
For a mythic feat is seems underpowered. Feats like mythic power attack or mythic vital strike are a lot more powerful. Channel energy is not that powerful, especially in a mythic game.
Since the amount of fire damage is based on the amount of damage you heal it will not be affected by things that boost up the damage vs undead. For example, the Sun Domain power Sun’s Blessing will not work because you are not channeling positive energy to damage undead. Likewise, the Aasimar FCB of extra damage vs undead and evil outsiders will also not function. That also means other abilities that add effects to channel energy when harming a foe will not work either.
At 20th level tier 10 you will be dealing 10d6 damage to 6 foes within 30 feet of you. If you expend a mythic point 17.5 of that ignores fire resistance. If the targets, make their save they take 8.75 points of damage. Unless you are a life oracle or other CHA based channeler the chances are that any significant target in a mythic campaign will probably make the save. 9 points of fire damage and 9 points that ignores fire resistance is nothing at that level. Your arcane caster at that level will be throwing maximized augmented mythic fireball dealing 200 HP that ignores fire resistance and immunity to all foes within a 40 feet radius.
Belafon
|
I think that's a really well thought out feat.
- Very simple and straightforward.
- Has the potential to significantly increase your damage but isn't a "must-have."
- Makes Purifying Channel a more attractive choice even if it still isn't the best.
- Adds a kicker when you expend Mythic Power, always a good design choice.
- Does not appear to have any potential for unexpected rules interactions.
If I was actually writing it up I'd change the language a tiny bit for clarity, but not change what you are doing.
You may increase the number of creatures damaged via purifying channel by up to half your tier (minimum 1 additional target). You can expend one point of mythic power to alter the damage so that half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks. A successful saving throw still reduces the total damage (both fire and divine) by half and negates the dazzled effect.
As a GM I'd definitely allow it, and encourage the other players to come up with similar-scale ideas.
| thorin001 |
For a mythic feat is seems underpowered. Feats like mythic power attack or mythic vital strike are a lot more powerful. Channel energy is not that powerful, especially in a mythic game.
Since the amount of fire damage is based on the amount of damage you heal it will not be affected by things that boost up the damage vs undead. For example, the Sun Domain power Sun’s Blessing will not work because you are not channeling positive energy to damage undead. Likewise, the Aasimar FCB of extra damage vs undead and evil outsiders will also not function. That also means other abilities that add effects to channel energy when harming a foe will not work either.
At 20th level tier 10 you will be dealing 10d6 damage to 6 foes within 30 feet of you. If you expend a mythic point 17.5 of that ignores fire resistance. If the targets, make their save they take 8.75 points of damage. Unless you are a life oracle or other CHA based channeler the chances are that any significant target in a mythic campaign will probably make the save. 9 points of fire damage and 9 points that ignores fire resistance is nothing at that level. Your arcane caster at that level will be throwing maximized augmented mythic fireball dealing 200 HP that ignores fire resistance and immunity to all foes within a 40 feet radius.
Remember, you are channeling to heal your friends; the damage is just a nice bonus
| Mysterious Stranger |
So, you are blowing a mythic feat and expending a mythic point for a “nice bonus”. Meanwhile the martial with Mythic Vital Strike is doing over 1,000 points without having to spend a mythic point.
High level play has been compared to rocket tag, and mythic to nuclear rocket tag. That description is actually fairly accurate. Other than using mythic rules this feat seems more in keeping with a normal feat, not a mythic feat. If the feat caused all damage to ignore fire resistance without spending a mythic feat that might be worth it, but I would not recommend this feat as is in a mythic campaign.
| Mysterious Stranger |
There are a lot of other mythic feats that are powerful.
Mythic Power Attack gives you the two-handed damage bonus without using the weapon two handed, and the damage bonus is doubled on a critical hit before the critical multiplier is applied. You can also spend a mythic point to ignore the penalties on melee attack rolls, and combat maneuvers for a minute. When using a scimitar or similar weapon that means you have a good chance of gaining a +6 bonus to damage per 4 levels with no penalty to hit.
Mythic Spell Penetration gives you half your tier to your caster level check to overcome spell resistance. And if you have greater spell penetration you add your full tier without having to take another mythic feat. So, at tier 10 2 normal feats and a mythic feat gives you a +14 to your caster level to overcome spell resistance. Several other mythic feats give you a two for one bonus which makes them very efficient.
Mythic Combat Reflexes gives you an unlimited number of AoO. It also allows you to spend a mythic point and make an additional AoO on a character that moves if they provoke again.
| Mysterious Stranger |
A character with only a 13 DEX can easily run out of AoO. A STR based inquisitor that takes outflank and paired opportunist can get a lot of AoO. I built a half orc inquisitor with those feats and had a couple of other party members using high crit range weapons and he ran through his AoO quite often. He used a falchion and another party member was a swashbuckler.
To my knowledge there have been no “patches” for the mythic versions of spell focus, spell penetration, weapon finesse, weapon focus. Mythic Weapon Finesse is another good example of how powerful a mythic feat can be. It not only allows DEX to damage it can be used with two handed that can be used with weapon finesse to get 1.5 DEX to damage.
I will admit that many of the examples I am giving require specific builds, but the point is they can be very powerful. The proposed mythic feat does not have the same power level that most mythic feats have.
| Melkiador |
It may partly rely on how much you value channel. A double-life spirit guide oracle could dish out some significant damage while also making his party nearly immortal.
If I were going to make any tweaks, I’d maybe translate 100% damage to holy instead of just 50% when burning a mythic point. Mythic points are expensive and extra math isn’t usually that fun