RPGObjects.com http://www.rpgobjects.com/forum/ |
|
(Full) Pathfinder Monday Nights 7:30pm EST http://www.rpgobjects.com/forum/viewtopic.php?f=5&t=4683 |
Page 12 of 14 |
Author: | PhillyG [ Mon Nov 19, 2012 11:01 pm ] |
Post subject: | Re: (Full) Pathfinder Monday Nights 7:30pm EST |
Kodi wrote: Well happy birthday! Enjoy your night out! What Kodi said! (again) |
Author: | Kodi [ Tue Nov 20, 2012 12:45 pm ] |
Post subject: | Re: (Full) Pathfinder Monday Nights 7:30pm EST |
Do we retain the abilities we gained on Hadragan from the Lens, or did those vanish when we exited that plane? |
Author: | Reckless [ Tue Nov 20, 2012 1:54 pm ] |
Post subject: | Re: (Full) Pathfinder Monday Nights 7:30pm EST |
Kodi wrote: Do we retain the abilities we gained on Hadragan from the Lens, or did those vanish when we exited that plane? Nope, you lost them when Hadragan collapsed. |
Author: | Kodi [ Tue Nov 20, 2012 2:31 pm ] |
Post subject: | Re: (Full) Pathfinder Monday Nights 7:30pm EST |
Okay. But now we're mythic, which has to be cooler! I do hope our favorite dragon will continue to make appearances from time to time. |
Author: | PhillyG [ Wed Nov 21, 2012 9:26 am ] |
Post subject: | Mythic Alithsar |
Below is what I have decided so far. I thought of taking Mythic Spells as my 3rd tier feat; I could not come up with 4 spells. A better selection of spells is needed. Mythic Paragon is another choice I considered. In Alithsar's case, it does not apply to very much. It would be much more useful if it applied to regular feats and regular spells. I have tentatively selected the path abilities: Itemcraft and Metamastery. The problem is Alithsar doesn't have the types of items that might benefit from Itemcraft; also, he only knows one metamagic. Alternative path abilities include Feat of Dexterity and Feat of Intelligence. Too bad Path Dabbling is not universal - I can understand why; still.... {sigh} Also nice would be an Additional Arcana path ability, corresponding to the Additional Trick ability. UPDATE 3: I don't like circular reasoning, it can cause me headaches. Itemcraft offers a +2 to caster level on potions, scrolls, staves, and wands. Question: having taken wild arcana, why would I even want a scroll, staff, or wand. Answer: to get the +2 caster level bonus from Itemcraft! I don't think so!!! I have decided to pass on itemcraft. ALSO: Whereas Feat of Wisdom can be used for Perception and Sense Motive (and Survival); Feat of Charisma could be used for Bluff, Diplomacy, and Use Magic Device (and Disguise, Handle Animal, and Intimidate). Feat of Charisma is tempting, but I rather let other team members do that stuff. Use Magic Device though..... {sigh} UPDATE 2: Nevermind Update 1 !!! I have to agree with everyone else that Absorb Blow is too sweet to pass up. So, Alithsar will take Dual Path (Guardian) as his feat, and Absorb Blow as his Guardian's Call. Actually, this choice excludes neither the option to take the component power path ability, nor the mythic mage armor spell. Update1 is still in play; it's just that raising Alithsar's AC from 21 to 23 seems less urgent now. Hmmm... The guardian path offers Alithsar the option to choose Mythic Companion as a path ability. While this seems like something Alithsar would do, it does not actually improve Vorel very much. IF Vorel could gain the mythic subtype or the mythic arcane template....{sigh} UPDATE: I just realized that the component power path ability would let Alithsar wear armor, because he could then ignore the somatic component of spells he casts. The trick is to balance that against mage armor.
I will update this post when I make my final selections. Mythic - Alithsar 4th Tier Mythic Power (Su) Based off INT Ability Score: Increase INT twice for +4 Bonus Mythic Feats 1st tier: Dual Focus (DEX) 3rd tier: Dual Path (Guardian)-> Guardian's Call: Absorb Blow Hard to Kill (Ex) Mythic Flaw (Ex): fey like material vulnerability - cold iron Amazing Initiative (Ex) Recuperation (Ex) Mythic Path - Archmage Mythic Spells (2 spells): 1) Magic Missile 2) Suggestion Archmage Arcana: Wild Arcana (Su) Bonus Hit Points (Vigor Points?): 3*4 = 12 Path Abilities: 1) {Universal} Feat of Wisdom (Su) 2) Extra Mythic Power (Su) 3) Extra Mythic Power (Su) 4) Extra Mythic Power (Su) |
Author: | Kodi [ Fri Nov 23, 2012 8:17 am ] |
Post subject: | Re: (Full) Pathfinder Monday Nights 7:30pm EST |
Nice choices so far, Alithsar! Here are my choices: Mythic Path: Hierophant Mythic Flaw (Ex): Silver weapons automatically confirm critical hits and the critical multiplier is increased by 1. They also bypass any DR. My choice among the list of first-tier abilities: Inspired Spell (Su): Expend 1 MP to spontaneously cast any spell on the divine spell list without using a spell slot. The caster level of such spells is increased by 2.. 2 mythic spells: Bless and Cure Serious Wounds 2 mythic feats: Dual Path (Guardian) and Dual Focus (Charisma) 4 path abilities: (1) Faith’s Reach (Su): Touch-range divine spells increase to 30-foot range. (2) Extra Mythic Power (Su): Two addition uses of MP. (3) Extra Mythic Power (Su): Two addition uses of MP. (4) Extra Mythic Power (Su): Two addition uses of MP. Gained via the Dual Path feat: Guardian->Absorb Blow: Spend one MP as an immediate action whenever you take damage from a single source. You take "10 times Tier" fewer points of damage. Also, for every 10 points of damage prevented, you gain DR 1/epic and 5 points of energy resistance against all energy types for 1 minute (these stack with other sources). NOTES:
Character sheet: http://www.myth-weavers.com/sheetview.p ... tid=393527 This has been a fun introduction to Mythic Adventures. It will be interesting to see how it plays out. |
Author: | Reckless [ Fri Nov 23, 2012 10:24 pm ] |
Post subject: | Re: (Full) Pathfinder Monday Nights 7:30pm EST |
For anyone using HeroLab, there is a community sponsored pack for Mythic Adventures Playtest for HL here. |
Author: | Flamester [ Mon Nov 26, 2012 7:14 pm ] |
Post subject: | Re: (Full) Pathfinder Monday Nights 7:30pm EST |
Mythic - Sodel 4th Tier Mythic Power (Su) Based off CON Ability Score: Increase STR for +2, Increase CON for +2 Bonus Mythic Feats 1st tier: Mythic Crafter 3rd tier: Dual Path (Champion) Hard to Kill (Ex) Mythic Flaw (Ex): Weapon Weakness- Seige Weapons (+4 bonus on attack and damage rolls, Crit multiplier +1, Bypass all DR) Amazing Initiative (Ex) Recuperation (Ex) Mythic Path - Guardian/Champion Guardian's Call: Absorb Blow (Su) Bonus Hit Points (Vigor Points?): 5*4 = 20 Path Abilities: 1) {G}Catch Hazard (SU) 2) {C}To The Death (Su) 3) {G}Epic DR /5 (Su) 4) {U} Mythic Craft (Su) Soldel Character Sheet Hope you don't mind if I copied your layout. |
Author: | Reckless [ Mon Nov 26, 2012 10:38 pm ] |
Post subject: | Re: (Full) Pathfinder Monday Nights 7:30pm EST |
Yes, the Bonus points will add to Vigor points. Hard to Kill will have the following effect: Add your Constitution score to your Wound Points and Wound Threshold. When you are below your Wound Threshold, you become wounded and gain the staggered condition. You must still make the DC 10 Constitution check to remain conscious, however, your remaining wound points are not reduced by 1 on a failed save. Example: Mythic George has a Con of 18. Mythic George's WP are 54 and his Wound Threshold is 36. Normal: Wound Points Typically a creature has a number of wound points equal to twice its Constitution score. It also has a wound threshold equal to its Constitution score. Wound points represent the amount of physical punishment a creature can take before it dies. When a creature's wound points drop to or below its wound threshold, that creature becomes wounded. When a creature is wounded, it gains the staggered condition until it is no longer wounded. Furthermore, when a creature is wounded, if that creature takes any standard or move action on its turn, its remaining wound points are reduced by 1 and it must make a DC 10 Constitution check. If the creature fails that check, it falls unconscious. When a creature reaches 0 or fewer wound points, it is dead. ------- Recuperation re-write: Recuperation (Ex): At 3rd tier, you are restored to full wound points (as well as vigor points) after 8 hours of rest as long as you’re not dead. This ability does not restore wound points lost to mythic damage (see page 35), but it does restore Vigor Points lost to mythic damage. In addition, expending one use of mythic power and resting for 1 hour allows you to regain a number of wound points equal to half your full normal wound points (up to a maximum of your full normal wound points), regain all of your vigor points, and regain the use of any class features that are limited to a number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as if you had gained 8 hours of sleep for such abilities. This rest does not refresh the use of mythic abilities such as mythic power or other mythic abilities that are limited to a number of times per day. |
Author: | Kodi [ Tue Nov 27, 2012 5:49 am ] |
Post subject: | Re: (Full) Pathfinder Monday Nights 7:30pm EST |
I think that giant actually damaged me more than I accounted for because his critical was probably confirmed: Reckless: Power Attack vs. Dwarf [1d20+22-3+2] => [19,22,-3,2] = (40) for [3d6+26+2] => [3,5,5,26,2] = (41) Reckless: Possible crit! Reckless: Power Attack vs. Dwarf [1d20+22-3+2] => [15,22,-3,2] = (36) for [3d6+26+2] => [6,1,3,26,2] = (38) Even with my dwarven dodge bonus vs. giants, my AC was only 34; so that crit was confirmed. Absorb Blow would have absorbed only the first 40 points, leaving me with 1+38 additional damage from the crit. On top of that I would take the 2 WP of damage due to the 2x critical multiplier. The damage was so huge that at first I was in denial, thinking your first roll included the critical hit damage. But no! But at least I'm still conscious for the time being, with 21 of 60 VP remaining. |
Page 12 of 14 | All times are UTC |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |