Mythic Adventures Playtest (Inactive)

Game Master psionichamster

A series of encounters test Mythic rules at various levels


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Sczarni

Hello all.

As you may be aware, the Mythic Adventures Playtest is likely going to begin around November 12th.

Or so.

My thoughts on the topic:

Why not run a few encounters right here where the log and details are public for all and sundry. Especially the Paizo Dev-Team, who really need to know.

So, my intentions were for a group of four adventurers to hit up some of the more iconic "Mythic Monsters."

For example, Treerazer, CR 25, The Jabberwock, CR 23, Rune Giants, CR 17 each, and the like.

Perhaps with some of the more nasty AP encounters (Xanesha, Mockmurian, and possibly the "Can't Win This Fight, But You Can Run Away" encounter from Skull & Shackles book 2 or 3 (I forget the title, but its the encounter where you have to sabotage a ship and flee, or die at the hands of some hundred or so guards/officer/sailors.)

So, what does everyone think?

I was thinking 15 pt buy, standard gold, RAW as much as possible for all character builds. Once Mythic Rules come out, we can slap the template on the characters and have at it. Reasonable?


but remember that Mythic can be of any level of play, so it would be best not to limit yourself to the high cr monsters


True,

I would suggest 5th, 10th and 15th level would be good. I would also say a few encounters per level as well. This way there less chance luck or tactics factor in.

Either way, I am definitely in!!


I am sure everyone will go nuts with mythic, I know I will. That being said, I call Archmage, oh the sweetness. x3

Sense it works in tier's you could work it a number of ways. Not sure if the tier's are related to lvl. So you could go off both levels and tier's. Try levels 1, 5, 10, and 15 with each tier to see how much of an impact they have. That way you can adjust with the type of gameplay you like, for example a level 5 game with tier 3 mythic abilities for mid to high mythicness. Just some thoughts, cant say all that much until the playtest comes out really.

Sczarni

Ok cool.

Anyone who wants to be involved, why don't we work up a character for 1, 5, 10, 15, & 20.

Hopefully we can try out a bunch of the new abilities and really give them a shakedown.

Dark Archive

I like it.


Here's what I would suggest:

Start the game at level one, with six PCs, one for each path. Since this isn't an actual campaign, it shouldn't be too difficult to manage.

We each make one PC, run us through a few encounters, so we can try stuff out and really give the rules a good testing.

After that, we "level" to 5, rinse and repeat at 10, 15 and 20.

Its much better than creating five different PCs, quicker and less annoying.

I totally call dibs on Trickster.


Would love to do it have a paladin i'd like to try with these rules


Me to looks fun love mad level things, love to play a Monk gold-dragon-great-wyrm or my fave LE Cleric + Duke of hell


I'll help, and I will make whatever class is needed really. I wouldn't mind playing a ranger or a cavalier.


Oh, hellooooo. I didn't hear about the mythic until now but it looks way awesome. I'd be more than willing to help test this out if the time we're meeting on fits my schedule. I'm assuming some sort of tabletop simulator or a fast text-based medium? (Not really familiar with the software.)

I'll be more than willing to take up Archmage or Hierophant, but Marshal looks waaaay awesome too. Trickster intriguing. I'm most familiar with magic-heavy classes (which I include Alchemist and Bard for) and those are the paths that I could test out fully.

Sczarni

Was thinking standard PBP setup, but like monkeygod suggested.

Pick a character you like, pick a Mythic Path, advance as we go.

I think starting at 5th or so should be best. This way we can get the maximum "combat stress test" as suggested in the Ask James Jacobs Anything thread.


Oh, sounds excellent. Would you prefer mostly combat-oriented? I'm hesitant about making a purely combat-oriented character since there will probably be mythic rules that are non-combat. Basically non-combat things that a character will be able to do that they're not supposed to be able to, like summoning a demon and being able to bind it at a low level, or have a constant Detect active, or having crazy skill checks or completely ignoring the rules for non-combat skills such as Handle Animal, Survival, Diplomacy, or Sleight of Hand.

That would make sense if we're going to purely playtest combat but sessions would still most likely involve non-combat challenges. Some of the mythic paths also seem less combat-oriented (Marshal and Trickster for one seem to have a lot of out-of-combat use). So basically playtesting how these rules would affect the whole game (like a mythic character being able to just skip all the challenges where a non-mythic one would be running around trying to succeed).

I'd ask about using the common builds, but people are probably gonna do that anyway and a stress test calls for optimizing the heck out of the mythic rules.

Sczarni

I would suggest making a character that you would want to play at the standard table.

The actual play-test I am proposing will deal with combat, but creative players will probably be able to use Skills, non-combat spells, and other abilities to achieve their goals (kill monster/survive/get loot).

I am not concerned about the "demon-binding" and similar exploits to the system. Assume you cannot get infinite wishes, or anything else that would ordinarily derail a game in progress.

Although I typically use Hero Points and a few other house rules at my tables, (like Vital Strike being usable whenever one makes a Standard Action Attack) I will be striving to stick right with RAW as closely as possible to hopefully assist with the baseline for the playtest.

The best part is: since everything is logged here on Paizo.com, I don't need to write up AAR's or anything. The playing is the documentation!


I'm interested in giving this a go. Is there somewhere I can find a list of the mythic paths?


Oh, that is excellent.

And here's a link to the blog post of their summary: <Mythic Adventure>

The playtest will be released sometime the week of November 12th, I think? Plenty of time to get a character running.

I'll be tentatively making a Bard/Marshal.


Sounds like fun - I'd be interested. I'd be interested in trying to break some of my favorite classes - i'm thinking monk warden or bard archmage (or marshal?!?!). I saw monkeygod flag trickster, or I'd be all over gnome rogue/illusionist/arcane trickster...

<doh!> ninja'd by rashly on bard marshal


Hey, s'cool. I was also thinking Cleric/Hierophant or Druid/Hierophant if yer gonna swing that way.

Edit: Whoops. Ninja'd someone again. Maybe I should look into Ninja/Champion. XD


I call cleric/Hierophant. I already have the 20th level character built. The alias I'm posting this will is what I came up with. Take a look at her awsomeness...


Another suggestion,

For at least the first group of encounters, at level 5, I would suggest CRB only. Not even APG.

This way, we can make basic characters, without too much extra thrown in to complicate things.

However, once we run Mythic through a few encounters at level 5, and "level" for 10th, then open up the doors to all the other books, since by then we should have a solid grasp of the Mythic mechanics.

Sczarni

Monkeygod wrote:

Another suggestion,

For at least the first group of encounters, at level 5, I would suggest CRB only. Not even APG.

This way, we can make basic characters, without too much extra thrown in to complicate things.

However, once we run Mythic through a few encounters at level 5, and "level" for 10th, then open up the doors to all the other books, since by then we should have a solid grasp of the Mythic mechanics.

I second this motion.

I'd like to see as wide a sample as possible. More results is better than less.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I think I might have an unarmed fighter/Warden idea or two I would be interested in tossing in.


Can we get an official posting of character creation rules all in one spot, just to make it easy.

I'm gonna go with a halfling Rogue. Maybe later tack on Shadowdancer.

Oh,
yet another suggestion:

Keep this to the stuff in the normal PFsrd, from Paizo. aka, no Golarion specific stuff. It just adds more stuff for a DM to keep track of and right now Mythic rules is most important.


alternatively - Pathfinder Society legal characters.


Still like to be a paladin of Shelyn

Sczarni

Character Creation Rules:

Make a 5th level Core Rulebook Character.
15pt buy, No traits.
Standard Wealth By Level (10,500 gp)
Standard Races
Archetypes of CRB classes OK


Awesomeness am getting to work on my character now!!


Is all the other books available for equipment feats, magic items etc.

Sczarni

For now, stick with the Core.

We'll branch out as we progress.


As a posted Im going with Monk Elf Champion looking to make a Half dragon Full Dragon later.

Just love the idea of a Monk Dragon add Champion and full of WIN.

I call Monk + Champion. (Dragon)

Champion: Unequalled in his skill with weapons and styles of fighting. The champion can call upon his mythic power to make devastating attacks, quickly move across any battlefield, and strike many foes with a single swing.


Heres the Alt For my Monk + Champion. GM Spuglyfuglet


Spugly,

Core races only. I also don't think adding crazy templates or such at later levels is necessary.

This isn't a game for super whacky high level stuff. Its a play test for the mythic rules. Thus, what your character can do without the mythic rules doesn't really matter.


Were are the Mythic rules, is there a download yet? and I was more asking for like basic non magic gear like the fishing kit or a falcata? stuff like that


K - well, that leaves out my champion character (but I like how you think Spugly, my preferred champion is a magus/dragon disciple...).

Initially, I think I'll be submitting a leveled-up and slightly vanilla-ized Aesantiel as a Monk Warden. It'd be very interesting to see some overlap in base classes with different mythic templates, I think.

I've got two others on the backburner... a gnome illusionist/rogue -> arcane trickster (in development, easier with clear rules), and a less clearly defined bard marshal. I'd love to find a good concept for Archmage, but all i'm coming up with so far is boilerplate mage :\

Oh - and I'm assuming no traits, since we're looking at Core, yes?


yep changed it to Elf Monk Champion as the test alt. Simple and core.
Just to see how that works. I was joking about the Dragon should have made that clear.

gnome - trickster got to be fun to play that,

I think the core thing is here playing to type for the test and then later mixing it up v levels. As there are Paths seeing where milti-class moves things to.


Keep in mind that at 10th level, once we've gotten a handle on the rules, we'll open up characters to other rulebooks.

Again, we're really testing the mythic rules, so what else a character can do is secondary.

However, I would strongly suggest if you really want run this with a non core class, to make your character as close as you can with a core base, and then just add in the extra class features later on.

Sczarni

Agreed.

The closer to baseline assumptions we can make this test, the better I think.

CRB gives you 11 classes and 7 races to choose from. That is a lot of options.

Correct, no traits.

Don't get too tied up if we have some overlap. I believe we have:

Spuglyfuglet; elf monk/champion
Monkeygod; gnome rogue/trickster
Zaldane; paladin
Rashley; bard/marshal
Tallieb; cleric/hierophant

Who'd I miss?


I got my character done and All i have to do is skills and than compile it


Hey, this is rashly5. Finished most of the character crunch. Just need equipment and fluff now.

For HP, take max HP at first level then average HP for every level after first?

And I'm assuming regional languages aren't in effect since they aren't CRB? Important for me because a lot of things a Bard does is language-dependent.


Two submissions -

Sorn; gnome rogue/illusionist trickster:

Sorn_myth_05
Gnome Rogue 3 Wizard 2
CN Small Humanoid (gnome)
Init +3; Senses Low-Light Vision; Perception +10
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 size, +1 natural, +1 deflection)
hp 31 (3d8+2d6+5)
Fort +2, Ref +6 (+1 vs. traps), Will +4; +2 vs. illusions
Defensive Abilities Defensive Training, Evasion, Trap Sense
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Dagger +6 (1d3+1/19-20/x2) and
. . +1 Shortsword +6 (1d4+1/19-20/x2) and
. . Dagger +7 (1d3/19-20/x2)
Special Attacks Sneak Attack +2d6
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Wizard Spells Prepared (CL 2, 4 melee touch, 7 ranged touch):
1 (3/day) Silent Image (DC 14), Color Spray (DC 14), Magic Missile, Mage Armor (DC 13)
0 (at will) Acid Splash, Prestidigitation (DC 12), Detect Magic, Ray of Frost
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 12
Base Atk +3; CMB +2; CMD 16
Feats Eschew Materials, Quick Draw, Rogue Weapon Proficiencies, Scribe Scroll, Two-weapon Fighting, Weapon Finesse, Wizard Weapon Proficiencies
Skills Acrobatics +11 (+7 jump), Craft (gemcutting) +0, Craft (sculpture) +6, Disable Device +9, Escape Artist +10, Fly +5, Knowledge (arcana) +10, Knowledge (engineering) +7, Knowledge (planes) +6, Perception +10 (+11 to locate traps), Perform (wind instruments) +5, Sense Motive +4, Sleight of Hand +8, Spellcraft +10, Stealth +15
Languages Common, Draconic, Elven, Gnome, Sylvan
SQ Blinding Ray (5/day), Bonded Object (Amulet of natural armor +1) (1/day), Extended Illusions (+1 rds), Hatred +1, Illusion, Illusion Resistance, Necromancy, Transmutation, Trapfinding +1
Combat Gear +1 Dagger, +1 Shortsword, Dagger (8); Other Gear Amulet of natural armor +1, Oil of darkness (2), Oil of keen edge, Ring of protection +1, Smokestick (6), Spell component pouch, Spellbook, Tanglefoot bag (2), Thieves' tools, masterwork
--------------------
Special Abilities
--------------------
Blinding Ray (5/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Bonded Object (Amulet of natural armor +1) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 +1 to find or disable traps.

~~~~

Aesantiel; elf monk warden:

Aesantiel
Female Elf Monk 5
LN Medium Humanoid (elf)
Init +7; Senses Low-Light Vision; Perception +12
--------------------
Defense
--------------------
AC 20, touch 17, flat-footed 16 (+2 armor, +3 Dex, +1 natural, +1 dodge)
hp 34 (5d8+5)
Fort +5, Ref +7, Will +6; +2 vs. enchantments, +2 vs. enchantment
Defensive Abilities Evasion; Immune sleep, disease; Resist Elven Immunities
--------------------
Offense
--------------------
Speed 40 ft.
Melee Quarterstaff +5 (1d6+3/x2) and
. . Spear +5 (1d8+3/x3) and
. . Unarmed strike +5 (1d8+2/x2)
Ranged Longbow +6 (1d8/x3)
Special Attacks Flurry of Blows +3/+3, Ki Strike, Magic
--------------------
Statistics
--------------------
Str 14, Dex 14/16, Con 12, Int 10, Wis 15, Cha 10
Base Atk +3; CMB +7 (+9 Grappling); CMD 22 (24 vs. Grapple)
Feats Dodge, Elven Weapon Proficiencies, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Monk Weapon Proficiencies, Scorpion Style (DC 14), Self-sufficient, Stunning Fist (5/day) (DC 14)
Skills Acrobatics +11 (+15 jump, +16 to jump), Diplomacy +3, Heal +8, Perception +12, Profession (hunter) +6, Sense Motive +10, Survival +5
Languages Common, Elven
SQ AC Bonus +3, Elven Magic, Fast Movement (+10'), High Jump (+5/+25 with Ki point), Ki Defense, Ki Pool, Maneuver Training, Purity of Body, Slow Fall 20', Still Mind, Stunning Fist (Stun, Fatigue), Unarmed Strike (1d8)
Combat Gear Arrows (20), Longbow, Quarterstaff, Spear; Other Gear Amulet of natural armor +1, Backpack (5 @ 12 lbs), Bedroll, Belt of incredible dexterity +2, Bracers of armor +2, Canvas (sq. yd.), Flint and steel, Grappling hook, Monk's outfit, Silk rope, Stunstone, Waterskin
--------------------
Special Abilities
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +3/+3 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+5/+25 with Ki point) (Ex) +5 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Scorpion Style (DC 14) Standard action: Unarmed strike also reduces target's land speed to 5'
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stunning Fist (5/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
--------------------
Aesantiel is from the deep wastes of the Rahadum desert - east of Shepherd's Rock. She embodies her people's periodic desire to reconnect with the broader world. She was recruited to the Pathfinder Society soon after walking out of the desert at Manaket.

Aesantiel's tribe of deep-desert elves has a view of time, and life, and relationships that is almost naively minimalist - all of the complexity and nuance boiled off by the unrelenting sun. Aesantiel reveres a diverse set of divine beings. Most of these entities are concerned with Soveryian, rather than Golarian. This pantheon extends to Golarian Eldest and the Elemental Lords. Aesantiel finds herself most aligned with Magdh and The Lost Prince.


Spuglyfuglet; Female LN elf monk/champion
Monkeygod; gnome rogue/trickster
Zaldane; paladin
Rashley; bard/marshal
Tallieb; cleric/hierophant

utopia27; gnome rogue/illusionist trickster & Female LN elf monk warden.

Ouch! someones stepping on my toes, Monkeygod can you feel it to? :).

But could be fun if we where sisters hehe

Note my Alt is up and posted. Sol Xue De Ron Ole Female LN elf monk champion.


heh :) not without warning though.

and Aesantiel is intended to be a warden monk, not a champion monk (tank not striker). I'm down with sisters (or at least half-sisters...) though.

and, well, TRICKSTER! how can anyone NOT? (apologies to monkeygod - though in fairness, monkeygod posted a halfling rogue -> shadowdancer. I didn't snitch that concept. nope, wasn't me. And you can't prove it.)


Can't decide between Hierophant or Champion


Okay I should get a restated character up sometime tomorrow guys :)


All done and all Core

DM Spuglyfuglet


Okay was wondering if archtypes are allowed i might change my Paladin to a dwarven stonelord paladin of torag, if you are okay with that?


Thinking he would be a Warden type

Sczarni

Yes, archetypes of the core 11 classes are ok.


awesome making him now


Wait! Stop the presses! I've got an archmage brewing. I don't have the crunch completely assembled yet, but the basis is:

Flienkae half-elf universalist wizard archmage:

Flienkae
Female Half-Elf Wizard 5
CG Medium Humanoid (elf, human)
Init +2; Senses Low-Light Vision; Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 30 (5d6+5)
Fort +2, Ref +3, Will +3; +2 vs. enchantments
Immune sleep; Resist Elven Immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Dagger +3 (1d4/19-20/x2)
Wizard Spells Prepared (CL 5, 2 melee touch, 4 ranged touch):
3 (2/day) Slow (DC 17), Firestream (DC 16)
2 (3/day) Scorching Ray (x2), Bull's Strength (DC 16)
1 (4/day) Animate Rope, Ray of Sickening (DC 14)
0 (at will) Prestidigitation (DC 13), Mage Hand, Ray of Frost
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 17, Wis 9, Cha 12
Base Atk +2; CMB +2; CMD 14
Feats Empower Spell, Point Blank Shot, Scribe Scroll, Skill Focus (Spellcraft) (Adaptability), Spell Focus (Transmutation), Weapon Focus (Ray), Wizard Weapon Proficiencies
Skills Appraise +9, Bluff +2, Diplomacy +2, Disguise +3, Knowledge (arcana) +11, Knowledge (history) +8, Linguistics +7, Perception +4, Sense Motive +3, Spellcraft +14
Languages Azlanti, Common, Draconic, Elven, Tien, Varisian
SQ Elf Blood, Hand of the Apprentice (6/day)
Combat Gear Masterwork Dagger;
--------------------
Special Abilities
--------------------
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Hand of the Apprentice (6/day) (Su) Throw the melee weapon you are holding 6/day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.

This is the initial version - in the target version, Flienkae is a Tengu with a 'long-nose' form... she can 'pass'. And she's a nest-featherer, a hoarder, distractable with 'the shiny'.

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