Pink Eye
Monk
Anything mythic is stupid.Mythic Vital Strike works that way.They should've made it multiply adjusted damage, then it would make more sense (trade-off between one hard hit vs many lighter hits).
Anything mythic is stupid.Mythic Vital Strike works that way.They should've made it multiply adjusted damage, then it would make more sense (trade-off between one hard hit vs many lighter hits).
Anything mythic is stupid.
>Our combat encounters ended at most 2 turns after that point though.Anything mythic is stupid.
I had fair share of fun from it on pnp. A friend in my group suggested our DM to use it. DM felt frisky and we got our fist mythic rank out of blue after a boss fight. Our combat encounters ended at most 2 turns after that point though.
Mythic has some nice stuff for martials that should be in non mythic. It completely drops the ball when it comes to magic.
I wonder how it will play out in Real Time. Devs will probably have to buff enemy HP or AC in order to make it work.
Don't forget the assassin has to say,"You sound upset!"I wonder how it will play out in Real Time. Devs will probably have to buff enemy HP or AC in order to make it work.
First assassin in your room in Prologue will have 120 AC. Crispy will rip off the last hair on his head, yell "I am coming Emma!" and jump out the window.
First assassin in your room in Prologue will have 120 AC. Crispy will rip off the last hair on his head, yell "I am coming Emma!" and jump out the window.
Wild Arcana (Su)
As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class.
You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
At least Owlcat knows what they are doing ...
Haste got the short end of the stick:
"Affected creatures gain an addition move action each round. The movement speed increase changes to 50 feet, to a maximum of three times the creature’s normal speed for that movement type."
https://www.d20pfsrd.com/magic/all-spells/h/haste/
Yes, movement speed! Thanks! It is so fucking bad bros.
I was expecting more from mythic haste, to be honest.Haste got the short end of the stick:
"Affected creatures gain an addition move action each round. The movement speed increase changes to 50 feet, to a maximum of three times the creature’s normal speed for that movement type."
https://www.d20pfsrd.com/magic/all-spells/h/haste/
Yes, movement speed! Thanks! It is so fucking bad bros.
Can you really not see the value of it? It gives extra move action. That means every martial can move to their opponent and full attack. This is extremely strong. Action economy is everything.
I was expecting more from mythic haste, to be honest.
Vital strike is shiiite. I actually thought about making some kind of a Vital Strike build, maybe with Sword Saint and thier arcane points to get full damage/crit thing, but the math never works out for me. Essentially, you get so many attacks per round in Shitmaker (5 with haste for fighters for example), and so much added damage from stats/feats/equipment/buffs, that this per hit damage dwarfs anything you can do with base weapon damage, like with Vital Strike. For example, hardest hitting weapon is like 1-12 let's say, so fully pimped out Vital Strike is 4x, so you'll get something like 4-48 damage. That's an average of 26.
Normal Pathfinder does not have high AC scaling, but Owlcat once produced bug when every reload reapplied AC bonuses and enemies started sporting 100+ in no time.Pnp pathfinder doesn't really have that high AC scaling unless DM decides to inflate it.
And highest base damage weapons in the game are large bastard swords - they deal 2d8 damage. And can be increased in size to deal 6d8 base damage - up to 48 and up to 192 with Greater Vital Strike.
Similar kind of bug reduced my characters constition to 1 thanks to Cloak of Lost Souls.Normal Pathfinder does not have high AC scaling, but Owlcat once produced bug when every reload reapplied AC bonuses and enemies started sporting 100+ in no time.
6d8 is 6-48, which is 27 on average, so 4x would be 108, which is nothing compared to 5 attacks per round of like 60-130 damage each which my 2 handed fighter was getting towards the end.
And highest base damage weapons in the game are large bastard swords - they deal 2d8 damage. And can be increased in size to deal 6d8 base damage - up to 48 and up to 192 with Greater Vital Strike.
6d8 is 6-48, which is 27 on average, so 4x would be 108, which is nothing compared to 5 attacks per round of like 60-130 damage each which my 2 handed fighter was getting towards the end.
Crane Style chain works regardless of your weapon despite the description. You can wield a two handed sword and still enjoy its benefits.
thats a bug and an obvious exploit.
Well, in regard to Wing and Riposte.
Nothing in the description of the "base" Crane Style feat suggests it shouldn't work with both hands busy.
The latter feats of the chain should require a free offhand -> I only use base Crane Style. It costs me 0 additional feats, as I take it as monk bonus on 1st level.
And highest base damage weapons in the game are large bastard swords - they deal 2d8 damage. And can be increased in size to deal 6d8 base damage - up to 48 and up to 192 with Greater Vital Strike.
6d8 is 6-48, which is 27 on average, so 4x would be 108, which is nothing compared to 5 attacks per round of like 60-130 damage each which my 2 handed fighter was getting towards the end.
Under Turn Based mod, he would not get those 5 attacks all the time.
Does the Turn Based Mod improve the combat experience, or slows it down to a crawl?
Quite fun, yet the encounters become ridiculously easy. And as I understand concentration checks no more have sense?For me it greatly improves the experience. YMMV.
You have options to speed up animations, so it's not that much slower in practice.
Plus you can freely switch between turn based and real time, so it's not like you're sacrificing anything.
For example in real time caster starts to cast a full round spell. Somebody attacks caster with the ranged weapon with say two attacks per round and both attacks will trigger concentration checks. In the TB mode caster will simply cast the spell during his turn. Right?Why?
No objections on this.If you attempt to cast near an enemy, you need to succeed at defensive casting or provoke an attack of opportunity.