|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
The desolation has ended. The DRAGONS have arrived. Get your copy of Path of Dragons today! Now available exclusively at the Legendary Games webstore, and available next week here at Paizo!
In case you're wondering what in the world a Path of Dragons is...
Dragons are amazing creatures, with an epic legacy throughout myth, legend, and RPGs, but when heroes rise to the heights of mythic power sometimes the dragons in your campaign are the ones running for cover. The mythic rules for the Pathfinder Roleplaying Game offer an amazing toolkit for building exciting and amazing monsters, but the balance of power is still decidedly pro-PC. NO MORE!
Path of Dragons from Legendary Games brings you nearly 70 new mythic abilities specially tailored for the scaly suzerains of monsterdom, including a host of abilities suitable for every kind of dragon, from clinging breath to impenetrable scales and from winged tempest to strafing breath. In addition to this array of abilities both offensive and defensive, Path of Dragons also brings you rules for new Dragon Paths: focused clusters of special abilities built around key themes of dragonhood, from a miser dragon's fool's gold, hoard crawlers, and jeweled coat to a tyrant dragon's mythic minion, imperious glare, and cult of the dragon! These Dragon Paths work in concert with existing mythic abilities and can be applied to any mythic dragon of any age, color, or species, because you just might need an cunning green dragon sibilant, a hulking white dragon titan, a brilliant blue dragon arcanius, a stoic silver dragon watcher, or a soaring brass dragon skylord. Good or evil, chromatic or metallic or something else, every dragon in your campaign will find something to smile about in Path of Dragons. Mythic dragons are great, but now it's time to Make Your Dragons Legendary!
The Mythic Path series from Legendary Games looks to fill in the niches that are not quite served by the existing mythic paths, providing exciting new options for your mythic heroes and diabolical dirty tricks for your mythic villains, made by the same creative minds that helped build the mythic rules. Whether for heroes or villains, the abilities in these Mythic Paths offer a host of great new options for your mythic game, bringing fabulous flavor and imaginative mechanics with the standard of excellence in design that you've come to expect from Legendary Games. Pick up this 28-page supplement for today and Make Your Game Legendary!
We are working on some redesign concepts for our covers and we would be happy to have your feedback. Check out the latest update on our website and give us your feedback. We'll be selecting one respondent at random to get a free copy of Mythic Monsters: Aliens when it comes out!
Sound off, Legendary fans. We want to hear from you!
A sample stat block and final illustration for the sea witch Miriel is up now as our NEW PREVIEW!
The next preview is something I guarantee you've never seen before. We'll see what you think, and you can help decide what we do with it!
And something decidedly more horrible than the mythic flumph. The latest SUMMER PREVIEW brings you someTHING straight out of a nightmare!
Dr. Blair: You see, what we're talkin' about here is an organism that imitates other life-forms, and it imitates 'em perfectly. When this thing attacked our dogs it tried to digest them... absorb them, and in the process shape its own cells to imitate them. This for instance. That's not dog. It's imitation. We got to it before it had time to finish.
Vance Norris: Finish what?
Maybe waiting to FINISH BECOMING LEGENDARY!
Lord Snow wrote:
For what it's worth, Cars was probably the biggest personal passion project that John Lasseter ever did for Pixar. As a boomer kid, he's actually deeply nostalgic for the kitsch of American road culture, the cars of the 50s and 60s, and the whole Route 66 road trip through the west. You can argue with the results and the NASCAR side of the plot, and with the sequels and spinoffs, because those did come about because while Cars was only solid hit with good reviews (instead of an absolute home run), it sold a METRIC CRAPTON of merchandise. The spinoffs were done to capitalize on that market; I mean, seriously, who expected not only a Planes movie but a near-immediate Planes sequel.
But the first Cars movie? Absolutely a labor of love for Lasseter.
Nope, you've got it right. Mythic Monsters: Dragons contains stat blocks for 13 mythic dragons ranging from the CR 1 mythic pseudodragon to the CR 27 great wyrm red, with new mythic abilities for all of the creatures, a brand-new mythic dragon in the fell drake, and a half-dozen or so mythic feats to make your dragons devastating. It's a small bestiary of 13 monsters plus bonus material.
Path of Dragons will be more of a toolbox of special abilities and themed path groups that you can apply to any dragon you wish, including ones that are statted out in our product or in the Mythic Adventures hardback but also any dragon you create for yourself or find in an existing adventure.
That's my recollection of the intended meaning as well.
Thanks for picking it up and glad you enjoyed it. Thanks also for the feedback. We are not so arrogant to imagine we could not do things better, and as we prepare the final text for the Mythic Spell Compendium over the next months we may revise some spells we'll likely take customer feedback into account in reconsidering a few things.
Sounds like great fun. A pirate campaign is really an ideal spot for adventure plug-ins because they're so versatile and easy to drop in either as-is or with tweaking to fit the particular vision you have for your campaign, and that shows in how you've weaved all of those together.
I will also note that Islands of Plunder: Raid on the Emperor's Hand is coming out in early August, so you may have one more adventure to weave into your narrative plan. That is, if your PCs like plundering ships that have run aground in a dangerous spot, with a race against time to get their first and claim it for their own! Is that the Dominator on the horizon? I HATE THOSE GUYS!!!
The product you're contemplating is Mythic Magic: Core Spells, also available here at the Paizo store which has all 418 spells from the core rulebook that are not in the Mythic Adventures book, with authors that worked on the spells in the official book. Check the reviews - three five-star marks including from Endzeitgeist (and one person who did not like it a bit).
We did complete a Kickstarter earlier this year to produce three mythic hardbacks, including a Mythic Spell Compendium that will include mythic versions of all the spells in the other core books and more, but for people not involved with the Kickstarter (or who just don't want to wait), we will also be producing several new Mythic Magic supplements to cover the other core rulebooks.
As a side note, in addition to the mythic spells themselves, Mythic Magic: Core Spells also includes comprehensive spell lists with bookmarked references for cleric domains and sorcerer bloodlines, as well as several mythic feats and path abilities that help you get more mythic spells!
Sure, and if an idea has merit for the purpose we want to use it, then by all means let's use it. Edition wars are so 2008. :)
One oddity it creates is what happens when someone with this ability ends combat at, say, exactly half max. Now, it is in that character's interest to take a single point of possibly self-inflicted damage before the next combat, gaining between 10 and 100 hp from the fast healing. This isn't necessarily an issue, since by the time this would come up out-of-combat healing is extremely cheap, but some people might find gaining an advantage from taking damage strange. If you only intend for this ability to be used by NPCs, you could eliminate that possibility by giving it a daily limit. A daily limit would, however, make it a rather poor option for a PC without further changes.
The entire book is a GM resource for the villains in the campaign, regardless of whether those villains are mustachio-twirling bad guys or crusading do-gooders in an evil game. The relevant point is that they are antagonists to the PCs and this product is designed to help them not get rolled over. The GM never needs to worry about min-maxing against him/herself. :)
Whatever your critical multiplier is, by whatever means it gets there; that's what it does.
As an aside, the items marked with asterisks above are the items that deal with guns or gunpowder in some way. That is, enough to give them a nice bit of attention but not so much that people who would rather exclude such things from their Pathfinder game can't easily ignore them in favor of the great majority of other items out there.