Just over a week ago, at Gen Con, we announced the Pathfinder Roleplaying Game hardcover book due to come out next August: Mythic Adventures. Since then, there has been a fury of speculation and excitement about this book, so I thought I would give a recap of what we’ve said so far about this new addition to the game.
What is mythic?
The mythic rules offer a new way to play Pathfinder. It uses all the rules that you are familiar with, but it adds a new layer to the game. Mythic adventurers are elevated above their non-mythic counterparts, gaining powers and abilities beyond their reach that allow them to take on tougher foes and more daunting challenges. A mythic character takes on the agents of deities, rushes headlong into the abyss, and strives to build a legend, all while facing off against a wide variety of foes, from common monsters to other mythic characters. If Elric, Fafhrd, Gray Mouser, Hercules, or King Arthur were created in Pathfinder, they would be mythic characters.
Is this a replacement for epic rules?
Mythic is not epic. You can use the mythic rules with 1st-level characters just as easily as you can with 20th-level characters. You can even use the mythic rules to continue to grow in power once your PCs reach 20th level, taking on some of the toughest adversaries in the game, from ancient dragons to demon lords. Meanwhile a low-level mythic character might take on monsters that you are already familiar with, at a level where non-mythic characters would face certain doom.
So, how does mythic work?
Each mythic character must select a mythic path, which defines some of the powers and abilities he gains, in addition to a few features gained by all mythic characters. As a character advances, his mythic tier might increase. Starting at 1st tier, a mythic character is quite a bit more resilient and can draw upon his mythic power to accomplish incredible deeds. Once he reaches 10th tier (the upper limit of mythic power), he is an unstoppable force, akin to a demigod in some respects.
Mythic tiers are not gained by accumulating experience points. Instead, a mythic character has to accomplish a specific number of deeds to achieve the next tier of mythic power. Using this system, your mythic tier is not tied to your character level. You still gain XP as normal, still gain levels as normal, but occasionally you might increase your mythic tier as well, adding a few new mythic abilities and powers to your character.
It is important to note that while mythic rules add to the game, they do not necessarily make the game more complex.
What are the mythic paths?
The rules currently include six paths for a mythic character to choose from. Each path offers a unique set of abilities to choose from, as well as some abilities that appear in more than one path. The paths you can choose from are as follows:
Archmage: Master of arcane magic, able to call upon his mythic power to cast extra spells, penetrate defenses, and even cast greater versions of existing spells.
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.
Hierophant: In tune with the gods, be they deities or the spirits of the natural world, the hierophant is the master of divine magic. The hierophant can heal even the most deadly wounds, bring back allies from the dead, and wield the power of the gods.
Marshal: A leader of unparalleled vision, the marshal elevates those around him, granting powerful abilities and bonuses to his allies, even if they are not mythic themselves. Entire armies flock to his banner, and his close friends find his council invaluable.
Trickster: The master of many deceptions, the trickster can influence the world around him in both subtle ways (with a smile) and more direct ways (with a dagger in the back).
Warden: Few can withstand the sort of punishment that the warden takes regularly. No foe frightens this warrior, because he knows that no blow could possibly lay him low. The warden uses his resiliency to protect his allies, the people around him, and the lands he calls home.
What else will be in Mythic Adventures?
In short, everything you need to add mythic rules to your game. The book will contain the mythic paths, deeds, feats, spells, magic items, artifacts, monsters, and a short sample adventure to get you started. In addition, Mythic Adventures will include plenty of tips and advice for playing a mythic character and running a mythic campaign. It will also feature ways that you can add mythic rules to your existing campaign, even if it’s only for an adventure or two.
Mythic monsters?
Oh yes. There will be mythic monsters. This book will include a selection of monsters, from upgrades of existing beasts, such as the mythic minotaur and medusa, to entirely new creations. In addition, there will be a number of simple templates and rules to allow a GM to make any monster mythic. There are also going to be a number of other toys to go in the GMs toolbox to help make a game that can challenge such powerful characters.
Can I have it NOW?
Not quite yet. Mythic Adventures will be released at Gen Con 2013, but you’ll get a chance to play with the rules well before that. We will be releasing a select portion of the rules set, to give you a chance to play with the rules, tell us what works and what needs work. This playtest will hopefully get underway by the end of September, but we will make sure to give you a firm date as soon as we have one. Until then, I want to leave you with this one little mythic rule for you to chew on.
Amazing Initiative (Ex): At 2nd tier, a mythic character gains a +20 mythic bonus on his initiative checks. In addition, he can spend one use of his mythic power each round to take an additional turn, treating his initiative for this second turn as his initiative roll without the +20 mythic bonus. Using this ability is a free action that must be decided at the end of his first action during the round.
"Is it much longer Papa Smurf?"
"Not long now."
"Is it much longer Papa Smurf?"
"Not long now."
"Is it much longer Papa Smurf?"
"YES IT IS, NOW SMURF UP!"
You know what? I think I'd rather have Mythic Next month. Clearly Paizo should have all the time in the world to polish it before they give it to us. Don't you all agree? I mean, a little more waiting won't kill us.
You know what? I think I'd rather have Mythic Next month. Clearly Paizo should have all the time in the world to polish it before they give it to us. Don't you all agree? I mean, a little more waiting won't kill us.
Probably.
Bind and gag this heathen! We show sacrifice him to the cruel god Paizore so that we might get this book soon!
Rolled organically, though the values came up pretty favorably for a cleric. In accordance with what Jim and Cheapy have been saying above, I made him 16th level rather than 5th, and put all of his ability score bonuses into Wisdom. Naturally, he's badly in need of a headband...
Here's Joran Benmoir, at 5th level/2nd Tier Marshall.
I didn't equip the little bugger yet. But so far loving the Mythic rules.
Joran Benmoir Statblock:
Joran Benmoir
Male dwarf rogue 5 (survivalist, scout); mythic tier 2 (marshal)
NG medium humanoid (dwarf)
Init +24; Senses darkvision 60 ft., stonecunning, Perception +9 (+2 stonework)
-----DEFENSES-----
AC
hp 45 (5d6+25+8 mythic), dying -1, dead -32
Fort +4, Ref +7, Will +2 (+2 vs. poison, spells, and spell-like abilities)
-----OFFENSE-----
Speed 20 ft.
Melee
Special Attacks scout's charge, sneak attack +3d6, 6/day mythic power (1d8)
-----STATISTICS-----
Str 14, Dex 19, Con 16, Int 13, Wis 12, Cha 10
Base Atk +3, CMB +5, CMD 17 (+4 vs bull rush and trip)
Skills Acrobatics +12, Climb +10, Disable Device +12, Escape Artist +12, Heal +11, Knowledge (dungeoneering) +9, Perception +9 (+2 stonework), Sense Motive +9, Stealth +12, Survival +11
Feats Endurance, Self-Sufficient, Toughness, Toughness (Mythic)
Languages Common, Dwarven, Goblin
-----FEATS AND SPECIAL ABILITIES-----
Ancient Enmity (Racial) Joran has +1 racial bonus to attack rolls against humanoid creatures of the elf subtype.
Amazing Initiative (Ex) Joran has a +20 mythic bonus on intiative checks. Each round, as a free action he can expend one use of mythic power to take an additional turn, treating initiative for the second turn as normal initiative without the +20 bonus.
Bonus Hit Points (Mythic) Joran gains a bonus 4 hit points every time he gains a marshal tier.
Defensive Training (Racial) Joran has a +4 racial bonus to AC vs. giants.
Endurance (Feat) Joran has a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. Joran may sleep in light or medium armor without becoming fatigued.
Endure Elements (Sp) Joran is constantly enchanted by endure elements.
Evasion (Ex) If Joran makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Fast Stealth (Ex) Joran can move at full speed while using stealth skill without penalty.
Greater Power (Su) Joran's mythic power rolls are increased to the next larger die.
Hard to Kill (Su) Whenever he is below 0 hit points, Joran automatically stabilizes. He also does not die until his total number of negative hitpoints is equal to or greater than 32.
Hardy (Ex) Joran can go twice the number of days without water and triple the number of days without food before feeling the effects of thirst or starvation.
Hardy (Racial) Joran has a +2 bonus on saving throws vs poison, spells, and spell-like abilities.
Lorekeeper (Racial) Joran has a +2 racial bonus to Knowledge (history) checks that pertain to dwarves or their enemies, and may make such checks untrained.
Mythic Flaw (Ex) Weapons made of wood automatically confirm all critical hits against Joran, and the critical multiplier is increased by +1, to a maximum of x4. Weapons made of wood bypass damage reduction if Joran ever has DR.
Mythic Power (Su) Six times a day, Joran can call upon his mythic power as an immediate action and roll 1d8 to add to the results of a d20 roll. (advanced by Greater Power).
Rally (Su) Joran can expend one of his mythic power uses as a swift action to rally his allies. He and each of his allies within 30 feet may call upon his courage once in the next round, and reroll any one d20 roll after the roll is made. The result of the reroll must be taken, even if it is worse.
Rise Up (Su) Nonmythic allies within 30 feet can call upon Joran's mythic power once per day, adding 1d8 to a single d20 roll per day.
Scout's Charge (Ex) When Joran makes a charge, his attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
Self-Sufficient (Feat) Joran has +2 bonus to Heal and Survival skill checks.
Slow and Steady (Racial) Joran has a base speed of 20 ft, but his speed is never modified by armor or encumbrance.
Stability (Racial) Joran has a +4 racial bonus to CMD against bull rush or trip attempts while standing on the ground.
Stonecunning (Racial) Joran has a +2 bonus to Perception to notice unusual stonework, traps and hidden doors in stone, and receives a check to notice such features whenever he passes within 10 feet of them, whether or not he is actively looking.
Survivalist (Rogue Talent) Joran has Heal and Survival as class skills.
Toughness (Feat) Joran has an additional 3 hitpoints, and an additional hitpoint for each level past 3rd.
Toughness (Mythic Feat) Joran's toughness bonus is doubled. When he is below 0 hit points, he has DR 10/epic.
Weapon Familiarity (Racial) Joran is proficient with battleaxes, heavy picks, and warhammers and treats any weapon with the word dwarven as a martial weapon.
A quick amusing note. If my math is right, a high level caster firing off a Greater Mythic Meteor Swarm has a chance of one shotting the Tarrasque. It does 64d10 fire and bludgeoning damage that ignores fire immunity if you aim the meteors slightly behind the thing so it gets hit by both the meteor lines and the explosion. If the caster rolls max damage and the thing fails its reflex save that's 640 damage vs the Tarrasque's 525 hit points.
...buahahahahah.
Or are creatures in the meteor explosion not included in the lines? That would decrease the damage a bit.
Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Modules Subscriber
Ah okay. Np.
Please take your time with the materials - no rush on my end. I've got plenty of Pathfinder goodness to keep me and the players busy.
Instead of my weekly L6 campaign, or my monthly L11 campaign.... I would be happy to revive the last campaign that ended at L15. My guess is that might make a better high level play test for James.
Again, no rush, take your time. No worries. Pathfinder rocks.
I have a very interesting question to ask, I don't if it really were a question about this or missed that, but there be any kind of Mythic Sheet? Since most of the Character Sheets I found have enough space to write your feats, class abilities and traits, but there will not be enough for Mythic feats, abilities etc. I think it would be nice to have some kind of Mythic Sheet to easy keep track of your abilities and mythic powers.
There's a supplementary character sheet in Mythic Adventures that provides a place to explain how you became a mythic character, track improvements to your character (such as the ability score bonuses for being mythic) as you gain mythic tiers, your mythic feats, the mythic spells you know, describing the mythic trials you've completed, and so on.