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Contract Devil

Sebastian Hirsch's page

Goblin Squad Member. Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 866 posts (1,216 including aliases). 2 reviews. No lists. No wishlists. 2 Pathfinder Society characters. 1 alias.


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Silver Crusade

Pathfinder Adventure Path Subscriber
Victor Zajic wrote:

I little suggestion if price of the books is an issue. You can buy PDF's from Paizo for much less than the books cost(especially the hardcover books), then print out the pages you need that will show your watermark to prove you bought it. It's also a lot less heavy than hauling all your books around everywhere.

Oh course, I've rarely seem anyone check to make sure everyone has all the books they need, even at big conventions. But any GM is well within their rights to call you on it, and say you can't use the ability or even play the character if you can't provide the books they are in.

And if you have an electronic reader (like a kindle), a tablet or a laptop, you can just show the source to the GM on that. But it still has to be a legal pdf source. Alternatively you just have to provide any source, if one of your friends has a physical copy of the product (maybe they are a subscriber) they can lend it to you and use their pdf.

Silver Crusade

Pathfinder Adventure Path Subscriber

Nice Idea, story, but for better understanding, apparently you changed the names of two NPCs Nurah Dendiwhar to Hurah and Aron Kir to Arles.

Silver Crusade

Pathfinder Adventure Path Subscriber

You could introduce another character, that has been used as a guinea pig by the demon alchemists tinkering with their source of mythic power. When I had to remove a character, his mythic potential found a nearby vessel (kinda like in Highlander), this could happen after a mythic enemy dies.

Silver Crusade

Pathfinder Adventure Path Subscriber
Jackalopefox wrote:
Carlos Robledo wrote:
Correct. If it's for purely cosmetic reasons, there is no limit. You can make it look however you want.
but there are magical runes would i be able to but one of those on it

Could you maybe provide a source / link to the runes you want to use ?

Silver Crusade

Pathfinder Adventure Path Subscriber
PSusac wrote:
Not sure why you insist on product ownership at your table, but thanks for the info.

Actually, Pathfinder Society does insist on prodcut ownership, the additional resources and the guide to organised play are pretty damn clear.

Paizo is supporting organized play and this is the way they have chosen, to let the players support them in turn.

Silver Crusade

Pathfinder Adventure Path Subscriber

I played the module in question, and several others on my very first PFS event this weekend (2. German Pathfinder Society Convention), and while I have years of experience with Pathfinder this was quite a pleasant surprise.

Spoiler:

Regarding the adventure in question, I was quite impressed to see my fellow pathfinder players spend their own hard earned gold to ensure that we could save all those unfortunate souls.

And frankly that would have been the end of it, if the doppelgängster hadn’t tried to rob us (and take the slaves to some cruel fate).

Slavery was portrayed as pretty damn evil, but I think the setup made it rather clear, that this was not the time to fight this wrong with violence. Of course this was a Silver Crusade mission, other fractions could have approached the problem differently.

I can really only comment on the Adventure Paths, but Paizo has become more and more inclusionary when it comes to race, sexual preference and many other topics, and I think it is pretty damn amazing.
Considering that my character in the scenario in question was Lem, and the pregen even mentions his history of slavery, well it provided some nice roleplaying opportunities.

To go back to the Hangmans opening questions, I have to admit that I asked myself some of the same questions over that weekend.

After meeting some of the other players at the event my very first scenario was Bonekeep 3, lacking any PFS characters I decided to play Kyra, and frankly I don’t regret that choice all that much.
I was quite surprised by the level of preparation the other players brought to the table, they quickly suggested alchemical aids (like antiplague and antitoxin) and decided to pool their resources for a heroes feast for the group. It was very clear to me that they were very experienced players, and that they had taken the time to prepare their characters and documentation for the game. I assume that time constraints are a very big factor here, but I think it requires a certain amount of system mastery. Of course Pathfinder is a system that tends to reward system mastery.
Adding one inexperienced player with a pregen to a group with “normal” characters should work, but a new player will likely require a lot more time for their turn.

But ok, we finished Bonekeep 3 and while I thought, this could be quite intimidating.

My next scenario was completely different, it involved mostly mystery solving and role playing (Scars of the Third Crusade) and I think it would be ideal for new players. (The adventure was quite confusing for me since I currently run WotR).

The evening slot was filled with the legacy of the Stonelords event, and I have to say that I was pretty damn impressed, it seemed to combine the best elements of MMO raids, while retaining the sense of freedom and agency that one of the key strengths of our hobby.
The difficulty (tier 4) seemed pretty spot on, and it didn’t seem to rely too strongly on specific skills, but rather player creativity.

The next day followed with the Paths we choose (not bad, but I came to the conclusion that some of the pregens don’t have very much to do in many situations, and lack good options to spend their actions - Lem and Kira in particular).

Trial by Machine (got to play my hunter again (finally level 2) ) was a pretty good introduction to some of the new elements (ignoring the debate about the feat) even if hardness seemed proved to be quite a challenge. It had roleplaying opportunities, shining lights and kickass gauntlets (epic high fives^^ ).

The Silver Mount Collection was the last scenario, and playing a level 4 Kyra and I felt pretty damn useless most of the time, but I think this is where group composition comes into play.

If I have taken anything away from this weekend (other than that the organisers and players are awesome people), is that party composition has a huge effect on scenarios (I intentionally chose to play pregens to fill open roles), especially once it comes to knowledge checks and the ability to deal with certain enemies. I heavily suspect that this problem actually gets less relevant once you reach a higher level, since you usually can spend a some money or prestige points to overcome a weakness.

And before I forget, I don’t think that Pathfinder has plenty examples when it comes to the marginalisation of women in their material. Looking back at recent publications (including novels) I really can’t point at specific area without strong female representation. And even the new iconics have plenty of strong female leads (a kickass brawler, swasbuckler, hunter..), so no, I don’t think Paizo products are quite in the same as medieval reenactments where most females end up being maids and housewifes.

Of course it is always a good idea to remind yourself to be inclusive to everybody, since the hobby benefits greatly from a mixed composition of personalities and new points of view.

Silver Crusade

Pathfinder Adventure Path Subscriber
Rogar Valertis wrote:
Sebastian Hirsch wrote:
Well sacred weapon also allows you to improve the weapon quite a bit for a number of rounds per day.
Starting from level 4

Ok at level 1 it might be useless for many builds, but since it allows other to be viable (warpriest of iori ?), it is not really a big deal. At least from my point of view.

Darksol the Painbringer wrote:
Deadmanwalking wrote:
Darksol the Painbringer wrote:

Unless the Warpriest was specializing in Firearms, it wouldn't have been overkill. With 3/4 BAB and full buffs, he's comparable to a Fighter in DPR, which, as we've shown, is actually the 2nd worst in the game by the numbers. (But for Paizo, it's perfect, given their viewpoint on Fighters and Rogues.)

Even with full BAB optimization, they'd compare to an average Barbarian or Paladin in terms of overall power. My level 10 Fighter who gets 3/day Divine Favor with +3 to Hit and Damage per attack is only equal to a hardly-optimized Barbarian of the same level.

Uh...check a DPR thread or three. Fighters are solid at DPR. Their issue as a class is their utter lack of anything else to do. Barbarians probably do have better DPR, and Paladins definitely do when Smiting, but that still puts Fighter right up there as one of the better DPR classes in the game. DPR is pretty much the one thing fighters don't suck at.

And a full BAB class with 6 level Cleric casting has more raw offense than basically anyone, not just more than Fighters. They'd be about on par with Barbarians at 1st (Divine Favor + Weapon Focus + Fate's Favored if they want it) and just get better from there. Plus 6 level prepared casting from an entire spell list.

I highly doubt that a Fighter can pull as much damage as a Barbarian, Inquisitor, Magus, or Paladin can without crippling the others in some fashion. Hell, it's even arguable that they can pull as much DPR as a Monk, and those guys have so much more utility and features in comparison.

The Warpriest, even with Full BAB, would not scale equivalent to a Barbarian in buffs and features alone when it comes to combat, and when it comes to anything Evil, the Paladin makes laps around the Warpriest since he gets a lot of the similar buffs. He actually gets buffs that the Warpriest could only dream of having. Tack on that they get an additional attack, and overall more hits/round, and you're looking at a...

I think the ability to buff as a swift action is very very good. This was one of the major complaints from my clerics players (all abandoned the class and changed characters at some point).

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
magnuskn wrote:

It's only one part of why I want a new edition. Aside from the "too many plates spinning" problem Pathfinder is beginning to have, there is the additional factor of a new edition having a chance to tighten up many of the core design problems this edition of Pathfinder was supposed to fix already, but did not.

High-level gaming remains as daunting as ever (and was one of the things the developers told us they were trying to fix back during the alpha and beta period), magic item creation rules and the whole christmas tree effect are problematic and have actually gotten worse (IMO) with this edition. Some classes need fixes to get viable again (Pathfinder Unchained may take care of that problem, except for the poor Fighter).

Y'know, the stuff the we've been griping about forever on the boards. We know that they won't really fix those things in this edition, since that would mean heavily rewriting the CRB and other splatbooks. So that is another factor why I am not dreading a new edition as much as others do. Hell, some of my players are asking me if we don't want to play something else which does not have all those glaring problems which happen every time we get into the second 50% of an adventure path.

A lot of problems have been there since the beta, and are largely connected with the intention to stay compatible with 3.5. Personally I am not a big fan of some of the old mechanics (like sneak attack - the precise strike ability of the swashbuckler is far better), and pathfinder unchained may just be the way to fix some of these.

And of course a new edition should require quite an extensive playtest (and frankly after mythic adventures, I think the process needs some changes).

Realistically I don't see it happen for quite a long time, as long enough players buy the current edition ( and I know from years of experience that some players just buy every new product, even if they don’t have the time to actually use/read most of it).

Silver Crusade

Pathfinder Adventure Path Subscriber

Well sacred weapon also allows you to improve the weapon quite a bit for a number of rounds per day.

Silver Crusade

Pathfinder Adventure Path Subscriber

Well it is a nice story, but honestly I dont't think anybody cares.

Silver Crusade

Pathfinder Adventure Path Subscriber

I love to play the magus class, and they are very effective as NPCs since they can do a lot in a couple of combat rounds.

Silver Crusade

Pathfinder Adventure Path Subscriber

I could be wrong, but from your writeup, this last sessions seemed more rewarding for you as the GM, and the fact, that the deathless spell and breath of life like effects are an option, killing a character for a turn or two doesn't seem that bad.

Concerning combining fights, yeah I have come to the same conclusion, particularly since my players detest those easy fights. ^^

Silver Crusade

Pathfinder Adventure Path Subscriber
darrenan wrote:

Well, I'll just say this and be done with it. Doing a search for "mythic" over in the house rules forum brings back 10 pages worth of results, so it's a little ingenuous to suggest that this is the only forum that might have interest in your proposals. I don't think every GM using mythic rules is running WotR. At the very least, you might to post a link to this topic over there, because GMs using the mythic rules in other campaigns might be running into the same issues that WotR is having, and would benefit from your ideas. That's all, keep up the good work.

Sorry if I have been a bit harsh, but this damn topic (the AP) is a pretty damn tough nut to crack, and since many of the frequent complainers her are GMs running the adventure... we are reminded frequently about the shortcomings.

Frankly, at this point I am this close to start a pedition for an errata. 2-3 pages of changes (mostly to feats and path abilities) would be sufficient to make the AP playable (or at least just as underpowered as the other APs..)

Silver Crusade

Pathfinder Adventure Path Subscriber

I can recommend from personal experience to take your players aside and give everybody a separate introduction. Speak about why the decided to join the crusade, let them walk about the city for a while, show them some of the sights ( my paladin player go a tour of the museum, and even saw the place were radiance was supposed to be ). Let them do what they want, but don’t bring the group together yet, just let them know that there will be a grand ceremony for new crusaders in a day or two.

Take your time describing the cathedral, the place filled with people, let the mood really set in… and then do as the adventure tells you. I would advise against reading the text completely without giving the players at least the illusion of choice. Saving some innocents, trying to get outside to fight the demons, or other tactics should at least look like the could work (saving an NPC or two from falling debris, or preventing them from getting trampled by the masses). Take your time, but make sure that your players end up in the right place.

And once you are down there, the bugs aren’t the important feature, take your sweet time to introduce the NPCs. If they don’t hate Horgus, well they might be saints ^^

Silver Crusade

Pathfinder Adventure Path Subscriber

Yeah, I agree with Tangent here, before we had the adventure path, plenty of playtesters were worried about the effect of adding the mythic abilities to even moderately competent characters.
Maxtrixdragon and plenty of other playtesters have pointed this out time and time again in the playtest (magnuskn started arguing against rocket tag damage numbers when pathfinder was still in beta).
But of course, without the context of a campaign, all our worries could have been unfounded.

Of course we were wrong, I think at this point, it is pretty clear, that the way adventures are designed (some encounters under party level, some at the level, some higher CR encounters) doesn’t work with mythic characters (stamina among other things isn’t that much of an issue).
The extremely good campaign traits, are another factor that increases overall power.

So this is pretty much the only available context for all things mythic, and new GMs will come here looking for help. At this point I can’t recommend anyone to run the adventure as written. The developers have admitted, that they underestimated mythic characters, it happened now we have to deal with it.

At this point, there are 3 ways to fix this:
- Change all the enemies to provide a proper challenge
- Change the mythic abilities players can access
- Change a number of encounters in the campaign

Well n1 isn’t likely to change this loathsome table at this point in time, to many monster stats have already been published at this point. And while most GMs can improve them with relative ease by using a small number of templates. That trick doesn’t quite work for mythic games.

Nerving some of the glaringly obvious mythic problems would be far easier, and this is pretty much what Tangent started here. Call it intellectual self defense, but you only talk about the problems for a certain amount of time. This is far more useful.

Silver Crusade

Pathfinder Adventure Path Subscriber

It is possible, but I prefer nerving some of the more offensive mythic abilties.

Silver Crusade

Pathfinder Adventure Path Subscriber

Well, the god he venerates doesn't have to have any connection to his divine sire. So you could choose a fitting god, or someone very much opposed to his ideals.

Silver Crusade

Pathfinder Adventure Path Subscriber
magnuskn wrote:
Sebastian Hirsch wrote:
eah, but didn't you post in your thread, that your players use if for offensive means, like a successful dispel check? I think that players should have to consider, to save a couple uses of mythic power, for the time when the excrement hits the windmill.
They also use it for stuff like dispel checks, but often enough too for important saves.
Orthos wrote:

If I had to give a guess, surge in my game gets pulled out for, in order of common appearance:

1. "Can I nudge that attack roll/SR check just a little higher?"
2. "I miiiiiight be able to make this save if I surge."
3. "I absolutely, positively need to ace this skill check."
4. Anything else

I think you could argue, that those are good things, if the players feel the need to use their immediate/shift actions for those things. This should in theory decrease their damage output a bit.

Captain Beaky and his band wrote:

No, with coupled arcana you can do a swift action as listed and then another action using mythic as long as its as fast or faster than the original action.

.

Whenever you spend a standard action, move action, or swift action to activate an arcane school power, bardic performance, bloodline power, hex, or magus arcana, you can also activate an ability that uses mythic power as a free action. The mythic ability you activate must require the same action type as the other ability you activated or faster (a swift action is faster than a move action, and a move action is faster than a standard action).

So when I use, say arcane accuracy which is a swift, I can then use a swift or faster action using mythic as a free - basically 2 swifts.

Example. Arcane Accuracy followed by Fleet Charge.

Yeah a magus pretty much needs coupled arcana, other classes don't need it quite as much.

Silver Crusade

Pathfinder Adventure Path Subscriber

It depends on your GM since that module is ripe with random encounters, but I would say that this choice can be very rewarding. As someone who has GMed the entire path, I can tell you, that the spellcasting enemies are the tricky ones^^

Silver Crusade

Pathfinder Adventure Path Subscriber

Double post:

Actually I was hoping for a mythic power to give a permanent enhancement bonus to a number of stats, this would give the player more freedom when it comes to magic items.

Maybe something like this:

Tier 1 Universal
Natural Enhancement(Su): A character with this ability gains an enhancement bonus equal to his half his mythic tier (at least +1) to a maximum enhancement bonus of +2 to all his ability scores.

Tier 3 Universal:
Improved Natural Enhancement(Su): Your maximum bonus from Natural Enhancement increases to +4.

Tier 6 Universal:
Greater Natural Enhancement(Su): Your maximum bonus from Natural Enhancement increases to +6 (to account for the mythic feat Mythic Paragon) .

Tier 1 Universal:
Resistance(Su): You gain a resistance bonus on saving throws equal to half your tier. In addition whenever you use your surge to add to a saving throw, you can choose to reroll the original saving throw once the surge die is rolled.

Tier 1 Universal:
Deflection(Su): You gain a resistance bonus on saving throws equal to half your tier. As an immediate action, you can expend one use of mythic power to double this bonus until the end of your next turn.

Tier 1 Universal:
Natural Armor(Su): You gain an enhancement bonus to your natural armor equal to half your tier.
As a swift action, you can expend one use of mythic power to add your entire natural armor bonus to your touch AC.

Silver Crusade

Pathfinder Adventure Path Subscriber
captain yesterday wrote:

stat boosters have always been a big part of Pathfinder i don't think anyone has thought of it:)

they are quite helpful if you use regular pathfinder (especially if you use point buy system) but they become unnecessary and unbalancing in Mythic i've noticed.

its a simple fix, however it could be hard to implement as old habits die hard, by that i mean players have gotten so used to having them, it might be like taking the Cell Phone away from the guy that always Twiddles on his phone all day at work.

Actually I was hoping for a mythic power to give a permanent enhancement bonus to a number of stats, this would give the player more freedom when it comes to magic items.

Maybe something like this:

Tier 1 Universal
Natural Enhancement(Su): A character with this ability gains an enhancement bonus equal to his half his mythic tier (at least +1) to a maximum enhancement bonus of +2 to all his ability scores.

Tier 3 Universal:
Improved Natural Enhancement(Su): Your maximum bonus from Natural Enhancement increases to +4.

Tier 6 Universal:
Greater Natural Enhancement(Su): Your maximum bonus from Natural Enhancement increases to +6 (to account for the mythic feat Mythic Paragon) .

Tier 1 Universal:
Resistance(Su): You gain a resistance bonus on saving throws equal to half your tier. In addition whenever you use your surge to add to a saving throw, you can choose to reroll the original saving throw once the surge die is rolled.

Tier 1 Universal:
Deflection(Su): You gain a resistance bonus on saving throws equal to half your tier. As an immediate action, you can expend one use of mythic power to double this bonus until the end of your next turn.

Tier 1 Universal:
Natural Armor(Su): You gain an enhancement bonus to your natural armor equal to half your tier.
As a swift action, you can expend one use of mythic power to add your entire natural armor bonus to your touch AC.

Silver Crusade

Pathfinder Adventure Path Subscriber
magnuskn wrote:
Sebastian Hirsch wrote:
I agree, and suspect, that the makers of the mythic rules set assumed that players would need to use their mythic points to improve their saving throws..... yeah like that currently happens. Most players usually use their swift/immediate actions for offensive abilities.
Surge gets used an awful lot in my campaign, much more than I suspected it would.

Yeah, but didn't you post in your thread, that your players use if for offensive means, like a successful dispel check? I think that players should have to consider, to save a couple uses of mythic power, for the time when the excrement hits the windmill.

Silver Crusade

Pathfinder Adventure Path Subscriber

I really like the story, and the picture is excellent as always ^^

Gorbacz wrote:
*puts his tent out, cleans his flame-thrower and waits for the 'At least I hope the Hunter will be some 90G cup size gal in a harem slave outfit' people*

Now now, let's wait with that one for pathfinder unchained. Seems kinda fitting for a gender swapped valeros unarmored figher variant ^^

Silver Crusade

Pathfinder Adventure Path Subscriber
magnuskn wrote:
Seannoss wrote:

I'd say that fudging of the rules happens all the time while GMing, it comes with the territory and isn't tied to mythic.

As stated WBL for this AP felt about right, although I allowed crafting which won't happen again. Or not without some house rules. But I wouldn't limit stat items.

I am thinking about having a buff limit in all games, like one buff + one per 5 levels.

Also, just raising HPs doesn't work. Most of the enemies wouldn't have been able to hit my PCs either without alterations.

Well, if the spellcasters work at it, they too can do ridiculous amounts of HP damage. At 15th level, you can conceivably have an arcane blaster do 225 HP of damage with a single maximised mythic fireball + channel power, then do it again in the same round, as long as he took the right path abilities. Saves are of course a bit of problem, but I already heard some ridiculous save numbers from one of my two more power-gamey group members.

One guy is going to maximise his AC and the paladin always will be hard to hit, but the rest should stay within doable ranges.

I have a holy shield paladin / guardian in my group, thanks to mythic combat expertise, and some other factors, I expect him to hit AC 50 at the end. However hit points don't scale nearly as much (though the campaign trait for guardians helps him).

Silver Crusade

Pathfinder Adventure Path Subscriber
captain yesterday wrote:

all this talk of WBL has got me thinking, has anyone thought of banning stat boosting magic items, in addition to a limit on how many buff spells you can pile on someone

its too late for Magnuskn obviously but it might help others:) just an idea

Banning them is certainly an option, but characters will compensate by buying other items, which isn't always bad. I think they reduce the magic item versatility quite a bit. You could always just double their price.

Seannoss wrote:

I'd say that fudging of the rules happens all the time while GMing, it comes with the territory and isn't tied to mythic.

Also, just raising HPs doesn't work. Most of the enemies wouldn't have been able to hit my PCs either without alterations.

I agree, and suspect, that the makers of the mythic rules set assumed that players would need to use their mythic points to improve their saving throws..... yeah like that currently happens. Most players usually use their swift/immediate actions for offensive abilities.

Tangent101 wrote:

Here's a solution: Stat increases through Mythic do not stack with magic item buffs. Thus if a stat is increased by +6 through Mythic, that stat will never be boosted further by magic items or spells.

Buff items can still affect other stats, mind you. There's a total of +10 to stats from Mythic (unless you nerf it to +1 per two tiers like I did). The right Belt and Headband could increase all stats by +6 ;)

I would prefer to spread the bonus around a little bit more, increasing your main damage stat is very effective, but CON and WIL deserve some love too. I would be very open to an option (considering how many options we already have for the racial benefits of humans and other races) to instead get a +1 or +2 bonus to a saving throw.

Silver Crusade

Pathfinder Adventure Path Subscriber

@Cat-thulhu: Just checked in Mythic Monsters:Demons and they have something on the subject of mythic demons and possession. I can recommend the product.

Silver Crusade

Pathfinder Adventure Path Subscriber
Old Guy GM wrote:


Here is a good example: The battle with the shadow demon Eustoyriax. I made damn sure the barbarian failed his Will save. He went about, using all of his Champion abilities against the party, while they were fighting the SD and 4 of his SD minions. That is still their favorite encounter, even when they suspected I might have 'fudged'.

My group has a barbarian, and with the encounter comming up, this could very well happen to my group. Of course a mythic barbarian can kill one or two player characters.

Question to everybody, have you considered lowering the monetary rewards of the AP? I plan to give out a couple of mythic items, but I think it would be wise to reduce/limit magic items a bit.

Silver Crusade

Pathfinder Adventure Path Subscriber
Matrix Dragon wrote:
Tangent101 wrote:
Can I ask a question: Why are you even using Mythic? I mean, you might as well not use Mythic at all. It's not like you can't use WotR with standard characters. If you never use any of the Mythic abilities of the enemies (leaving hit points and damage output as-is) then the extra magic items in the module help compensate for the increased difficulty.
Good question. Well, personally I like the mythic abilities that give fancy powers, but I hate the ones that simply increase the numbers (including damage, ability scores, spells per day and such). Basically, I think the numbers in pathfinder are high enough already, and that mythic needs to be more about awesome powers. So, if I run a mythic game I will probably edit the rules to reflect that.

I think the straight upgrades (more AC, more power attack damage...) are too good, so players never really get a choice to try the cool stuff.

Silver Crusade

Pathfinder Adventure Path Subscriber
Tangent101 wrote:

Here's a Defensive Mythic Feat. Thought of it being Tier 3, but it seems a bit overpowered for that low a tier.

Precognitive Defense (Tier 6) - The Mythic character averts all damage taken in a round after it's rolled but in doing so he sacrifices all of his/her next action (including swift, immediate, standard, and move actions) and cannot be affected by the Marshal Advance or Decisive Strike abilities for two rounds.

Really not a fan of blanket immunities like that, not just in this case, but even when it comes to fire resistance.

How about this:( I am terrible with names)

Toughen Up (Tier 1): As an immediate action, you can expend one use of mythic power, to enter state of total defense (see CRB) until the end of your next turn. Until this stance ends, you gain temporary hit points equal to your mythic tier tier x character level (hit die). Taking any other actions (attacks of opportunity, immediate actions) ends the benefits of this effect, but does not allow standard or full round actions in your next turn.

Improved Toughen Up (Tier 3):When you use Toughen Up, allies within 5 feet can benefit form your resilience. Your allies receive the benefits of cover and receive half your temporary hit points. You can extend the effect of Toughen Up for a second round.

Greater Toughen Up: (Tier 6) If your temporary hit points are depleted by an attack, you can opt to end the effects of Toughen Up immediately, and make a melee or ranged attack against your attacker. You can add your tier to the attack and damage rolls of this attack.

Silver Crusade

Pathfinder Adventure Path Subscriber
Orthos wrote:
I'd argue the voice thing, it's something determined by their physical anatomy after all, though someone particularly familiar with the host would notice something off about their speech.

Well it would certainly help with the required disguise checks, but if you have ever heard someone with a really nasty accent ^^ it can be nearly impossible to replicate, and is not a biological issue. I am German, and while I don’t have a particularly strong accent, some of my family members do things to the English language…. ^^

Silver Crusade

Pathfinder Adventure Path Subscriber

Link magic jar..

magic jar wrote:
If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.

So yeah, you could argue that maybe divine grace still works, but I doubt it. Anyways the wielder of radiance is now evil, it is not a paladin, it can’t mimic the characters real voice, it can’t heal, smite and funny thing, but while I would argue that “automatic abilities” could cover toughness, the ability to breath underwater and even something like the endurance feat.

Now if feats like weapon and armor proficiency aren’t retained by the possessed creature, that shadow demon would be quite useless.

Silver Crusade

Pathfinder Adventure Path Subscriber

Honestly I really don’t think that we need a full overhaul of the mythic ruleset, I would argue, that a 2-3 page PDF would be sufficient for the vast majority of players and GMs.

Once you fix things like power attack, vital strike, and some of the other things, the adventure path is much more viable. Of course there is still ample opportunity to add a template here, some class levels there, to compensate for groups that have at least one rules proficient player.

Adding some more viable mythic powers and feats would be welcome, giving players the ability to increase their durability in viable ways (NOT something as weak as toughness) can persuade players to chose defense instead of crushing offense.

Silver Crusade

Pathfinder Adventure Path Subscriber

Well the “problem” for is that shadow demons use a very specific effect to control others. Its not a suggestion, a charm or a dominate spell. The spell does not have the mind-affecting descriptor.

It is a necromancy spell, the language is a bit confusing, since the shadow demon does not use a gemstone to store the soul involved, but while he is possessing somebody, the possessed creature is effectively in a coma.

The rules are entirely unclear, where the shadow demon stores his lifeless shadow body, and where the soul of the victim is stored, but this is not your typical slow corruption business.
Effectively the shadow demon us using the paladin as a fleshy living meat puppet, he rams his claws inside, scoops out the brain and controls it. Of course he has to recast the spell every couple of hours, thus freeing the paladin anyway.

Silver Crusade

Pathfinder Adventure Path Subscriber

I think it applies to the total bonus.

Silver Crusade

Pathfinder Adventure Path Subscriber

I dare say, that I am not the only one who has players that could kill themselves with a full attack. Now changing the enemies/encounter is always an option, but when the confused barbarian kills other characters with single attacks ...

Well that happened in my kingmaker game, in my Wraith game this could kill ..several player characters.

Silver Crusade

Pathfinder Adventure Path Subscriber

I thought it would be useful to have a baseline to gauge PC power compared to some of the adventures in this adventure path. Since the group of Magnuskn is just about to start the fifth adventure, here are 4 of the iconics (based on their writeups in the NPC guide/20pts point buy).

Initially I wanted to post the 4 iconics from the AP, but our iconic cavalier wasn’t cooperative, so Seltyiel got the job. Oh and they have the broken traits from this AP.

Seltyiel:
Setyiel
Male Half-Elf Magus 15/Archmage 7 (Pathfinder RPG Ultimate Magic 9)
LE Medium humanoid (elf, human)
Init +11; Senses low-light vision; Perception +16
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Defense
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AC 35, touch 16, flat-footed 33 (+15 armor, +2 Dex, +4 natural, +4 deflection)
hp 165 (15d8+87)
Fort +18, Ref +12, Will +14; +2 vs. enchantments
Defensive Abilities magus arcana (close range, spell blending [2 spells of lower level], spell shield, wand mastery, wand wielder), fortification 50%, hard to kill, mythic saving throws; Immune sleep
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Offense
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Speed 20 ft.
Melee +3 longsword +20/+15/+10 (1d8+8/17-20)
Special Attacks mythic power (17/day, surge +1d10), spellstrike
Magus Spells Prepared (CL 15th; concentration +26):
. . 5th—cone of cold (DC 24), greater bladed dash, overland flight, telekinesis, teleport
. . 4th—arcana theft{super}UM{/super}, dragon's breath{super}APG{/super} (DC 23), enervation, greater invisibility, greater invisibility, stoneskin
. . 3rd—blink, cloak of winds{super}APG{/super} (DC 22), dispel magic{super}M{/super}, fireball (DC 22), fly{super}M{/super}, haste, heroism{super}M{/super}
. . 2nd—ablative barrier{super}M,UC{/super}, effortless armor{super}UC{/super}, glitterdust (DC 21), mirror image{super}M{/super}, scorching ray, tactical acumen{super}UC{/super}, tactical acumen{super}UC{/super}
. . 1st—enlarge person (DC 20), frostbite{super}UM{/super}, shield, shield, shield, shocking grasp{super}M{/super}, true strike, vanish{super}APG{/super} (DC 20)
. . 0 (at will)—arcane mark, detect magic, light, mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 19, Int 28, Wis 8, Cha 10
Base Atk +11; CMB +16; CMD 32
Feats Arcane Strike, Arcane Strike[M], Combat Casting, Combat Expertise, Combat Expertise[M], Critical Focus, Dual Path[M], Extend Spell, Improved Critical (longsword), Intensified Spell[APG], Lunge, Mythic Paragon[M], Piercing Spell[UM], Skill Focus (Use Magic Device), Weapon Focus (longsword)
Traits riftwarden orphan
Skills Acrobatics +14, Appraise +14, Bluff +15, Climb +6, Escape Artist +14, Fly +17, Heal +0, Intimidate +5, Knowledge (arcana) +27, Knowledge (dungeoneering) +27, Knowledge (planes) +27, Linguistics +11, Perception +16, Ride +4, Sense Motive +0, Spellcraft +27, Swim +6, Use Magic Device +24; Racial Modifiers +2 Perception
Languages Abyssal, Azlanti, Common, Elven, Halfling, Infernal, Jistka, Thassilonian
SQ amazing initiative, arcane pool, elf blood, force of will, spell combat, spell recall, knowledge pool, recuperation
Other Gear +2 fortification (moderate) mithral full plate, +3 longsword, amulet of natural armor +4, belt of physical might +4 (Str, Con), cape of free will +5/+6, headband of vast intelligence +6, ring of protection +4, 150 gp
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TRACKED RESOURCES
--------------------
Amazing Initiative (1/round) (Ex) - 0/1
Arcane Pool (+4, 16/day) (Su) - 0/16
Mythic Power (17/day, Surge +1d10) - 0/17
Riftwarden Orphan (1/day) - 0/1
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Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Pool (+4, 16/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Arcane Strike [Mythic] Arcane strike lasts 1 min. Use 1 power to grant magic weapon special abilities.
Cape of free will +5/+6 Spend 1 power as immediate action to reroll failed Will save.
Channel Power (Su) Use 1 power for +50% dam, 2x duration, ignore SR & -4 to saves (-2 if mythic) on spell.
Class Mimic (90 minutes) (Su) Spend 1 power and touch willing creature to copy one of its class features.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise -3/+5 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Mythic] Use 1 power to eliminate attack penalties of Combat expertise for 1 min.
Coupled Arcana (Ex) When using an arcane ability, also use a mythic ability which is as fast or faster.
Critical Focus +4 to confirm critical hits.
Deadly Dodge (Ex) Spend 1 power for +4 dodge bonus to AC, missed attacks vs. you provoke AoO, or changed target.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+9 bonus, bypass all DR).
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 50% You have a chance to negate critical hits on attacks.
Greater Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mythic Power (17/day, Surge +1d10) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Spell Shield +9 (Su) 1 Arcane Pool: +9 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wand Mastery (Su) Apply your INT modifier instead of the minimum ability modifier when using a wand
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

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Merisiel:
Merisiel
Elf Rogue 15/Trickster 7
CN Medium humanoid (elf)
Init +23; Senses low-light vision; Perception +20
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Defense
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AC 40, touch 25, flat-footed 29 (+12 armor, +3 shield, +10 Dex, +4 deflection, +1 dodge)
hp 189 (15d8+111)
Fort +15, Ref +26 (+5 bonus vs. traps), Will +13; +2 vs. enchantments, +9 bonus vs. mind-affecting effects, +2 trait bonus vs. fear
Defensive Abilities evasion, fortification 50%, hard to kill, improved evasion, improved uncanny dodge, mythic saving throws, trap sense +5; Immune sleep
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Offense
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Speed 30 ft.
Melee +4 mithral rapier +26/+21/+16 (1d6+14/15-20)
Special Attacks mythic power (17/day, surge +1d10), sneak attack +8d6
--------------------
Statistics
--------------------
Str 14, Dex 30, Con 20, Int 10, Wis 11, Cha 12
Base Atk +11; CMB +13; CMD 38
Feats Dodge, Dual Path[M], Improved Critical (rapier), Improved Initiative, Iron Will, Mobility, Mythic Paragon[M], Point-Blank Shot, Power Attack, Power Attack[M], Quick Draw, Weapon Finesse, Weapon Finesse[M], Weapon Focus (rapier)
Traits chance encounter, courageous
Skills Acrobatics +28, Bluff +19, Diplomacy +6, Disable Device +25, Disguise +9, Escape Artist +28, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +20, Sense Motive +16, Sleight of Hand +20, Stealth +38, Swim +8, Use Magic Device +19; Racial Modifiers +2 Perception
Languages Common, Elven
SQ amazing initiative, elven magic, weapon familiarity, force of will, recuperation, rogue talents (bleeding attack, combat trick, fast stealth, improved evasion, offensive defense, surprise attacks, weapon training), trapfinding +7
Other Gear +1 fortification (moderate) shadow, improved leather armor, +2 mithral buckler, +4 mithral rapier, bag of holding iv, belt of physical might +6 (Dex, Con), cape of free will +5/+6, ring of protection +4, 150 gp
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TRACKED RESOURCES
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Amazing Initiative (1/round) (Ex) - 0/1
Chance Encounter (1/day) - 0/1
Mythic Power (17/day, Surge +1d10) - 0/17
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Special Abilities
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Absorb Blow (45 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Adamantine Mind (Ex) +9 to save vs. mind-affecting, and if you succeed the attacker is stunned 1 rd (Will neg).
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Bleeding Attack +8 (Ex) Sneak attacks also deal 8 bleed damage/round.
Cape of free will +5/+6 Spend 1 power as immediate action to reroll failed Will save.
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Class Mimic (90 minutes) (Su) Spend 1 power and touch willing creature to copy one of its class features.
Courageous +2 save vs. fear.
Deadly Dodge (Ex) Spend 1 power for +4 dodge bonus to AC, missed attacks vs. you provoke AoO, or changed target.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enduring Armor +12 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+9 bonus, bypass all DR).
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 50% You have a chance to negate critical hits on attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Uncanny Dodge (Lv >=19) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 19+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mythic Power (17/day, Surge +1d10) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+9 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Precision Critical (Ex) On critical hit, doube extra precision damage dice.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sneak Attack +8d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round.
Trap Sense +5 (Ex) +5 bonus on reflex saves and AC against traps.
Trapfinding +7 Gain a bonus to find or disable traps, including magical ones.
Vanishing Move (Su) Swift action: become invisible until end of turn. 1 power: acts as greater invisibility.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Seelahl:
Seelah
Female Human Paladin 15/Guardian 7
LG Medium humanoid (human)
Init +9; Senses Perception +13
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Defense
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AC 38, touch 13, flat-footed 38 (+16 armor, +6 shield, +3 natural, +3 deflection)
hp 259 (15d10+165)
Fort +23, Ref +15, Will +20; +9 bonus vs. mind-affecting effects
Defensive Abilities fortification 25%, hard to kill, mythic saving throws; Immune charm, disease, fear
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Offense
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Speed 20 ft.
Melee +2 evil outsider-bane holy longsword +25/+20/+15 (1d8+9/17-20 plus 2d6 vs. evil outsider plus 2d6 vs. evil)
Ranged +1 adaptive composite longbow +16/+11/+6 (1d8+8/×3)
Special Attacks aura of faith, mythic power (17/day, surge +1d10), channel positive energy 7/day (DC 22, 8d6), smite evil
Spell-Like Abilities (CL 15th; concentration +20)
. . At will—detect evil
. . 1/day—light
Paladin Spells Prepared (CL 12th; concentration +17):
. . 4th—cure serious wounds{super}M{/super}, eaglesoul
. . 3rd—dispel magic{super}M{/super}, prayer{super}M{/super}, sanctify armor{super}M,APG{/super} (DC 18)
. . 2nd—effortless armor{super}UC{/super}, shield other{super}M{/super}, vestment of the champion{super}UM{/super}
. . 1st—divine favor{super}M{/super}, divine favor{super}M{/super}, know the enemy{super}M,UM{/super}, protection from evil{super}M{/super}, protection from evil{super}M{/super}
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Statistics
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Str 24, Dex 10, Con 20, Int 10, Wis 14, Cha 21
Base Atk +15; CMB +22; CMD 35
Feats Cleave, Dual Path[M], Extra Lay on Hands, Fearless Aura[UM], Improved Critical (longsword), Improved Vital Strike, Mythic Paragon[M], Mythic Spell Lore[M], Power Attack, Power Attack[M], Shield Focus, Vital Strike, Vital Strike[M], Weapon Focus (longsword)
Traits chosen of iomedae, exposed to awfulness
Skills Diplomacy +14, Handle Animal +9, Heal +11, Knowledge (nobility) +6, Knowledge (religion) +8, Perception +13, Ride +6, Sense Motive +13, Sleight of Hand -2, Spellcraft +9, Use Magic Device +12
Languages Common
SQ amazing initiative, aura of courage, aura of good, aura of justice, aura of resolve, divine bonds (weapon [3/day] 3/day), force of will, lay on hands, mercies (mercy [diseased], mercy [fatigued], mercy [paralyzed], mercy [staggered], mercy [stunned]), recuperation
Other Gear +3 fortification (light) mithral full plate, +3 darkwood heavy wooden shield, +1 adaptive composite longbow, +2 evil outsider-bane holy longsword, amulet of natural armor +3, belt of physical might +4 (Str, Con), cloak of quick reflexes +4/+5, headband of aerial agility (cha +4), ring of protection +3, gold holy symbol, paladin's kit, 150 gp
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TRACKED RESOURCES
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Amazing Initiative (1/round) (Ex) - 0/1
Divine Bond (Weapon +4, 15 mins, 3/day) (Sp) - 0/3
Exposed to Awfulness (1/day) - 0/1
Fly (3/day) - 0/3
Lay on Hands (7d6, 14/day) (Su) - 0/14
Light (1/day) - 0/1
Mortal Herald (Iomedae, Good, 1/day) (Sp) - 0/1
Mythic Power (17/day, Surge +1d10) - 0/17
Paladin Channel Positive Energy 8d6 (7/day, DC 22) (Su) - 0/7
Smite Evil (5/day) (Su) - 0/5
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Special Abilities
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Absorb Blow (45 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Adamantine Mind (Ex) +9 to save vs. mind-affecting, and if you succeed the attacker is stunned 1 rd (Will neg).
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Aura of Courage +4 (20' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Faith (10' radius) (Su) Your weapons, and attacks against enemies in aura are considered good-aligned for overcoming DR.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Justice (10' radius) (Su) You may expend two uses of your Smite Evil ability to allow your allies within aura to Smite evil, using your bonuses.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cloak of quick reflexes +4/+5 Spen 1 power as immediate action to reroll failed WIll save.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +4, 15 mins, 3/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+9 bonus, bypass all DR).
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 25% You have a chance to negate critical hits on attacks.
Guardian's Shout +9 (Ex) Spend 1 power to grant allies within 100 ft. bonus to Ref saves vs same effect as you.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Headband of aerial agility (Cha +4) +1 CL for spells/extracts that grant flight.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (7d6, 14/day) (Su) You can heal 7d6 damage, 14/day
Lesson Learned (9 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Mercy (Stunned) (Su) When you use your lay on hands ability, it also removes the stunned condition.
Mortal Herald (Iomedae, Good, 1/day) (Sp) Spend 1 power to cast spell from domain lower than your tier as spell-like ability.
Mythic Power (17/day, Surge +1d10) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Smite (Su) Recover 1 smite w/mythic power, attacks vs. evil creatures bypass DR for rest of turn.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Paladin Channel Positive Energy 8d6 (7/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -4/+12 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Shield Focus +1 Shield AC
Smite Evil (5/day) (Su) +5 to hit, +15 to damage, +5 deflection bonus to AC when used.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Vital Strike Standard action: x2 weapon damage dice.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.

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Seoni:
Seoni
Human (Varisian) Sorcerer 15/Archmage 7
LN Medium humanoid (human)
Init +18; Senses Perception +5
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Defense
--------------------
AC 38, touch 20, flat-footed 32 (+12 armor, +2 shield, +5 Dex, +4 natural, +4 deflection, +1 dodge)
hp 164 (15d6+102)
Fort +16, Ref +15, Will +16
Defensive Abilities hard to kill, mythic saving throws
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 defending dagger +10/+5 (1d4+3/19-20) and
. . quarterstaff +7/+2 (1d6)
Special Attacks bloodline arcana: arcane, mythic power (17/day, surge +1d10)
Sorcerer Spells Known (CL 15th; concentration +27):
. . 7th (5/day)—forcecage (DC 31), greater teleport{super}M{/super}, plane shift{super}M{/super} (DC 25)
. . 6th (7/day)—chain lightning (DC 30), cold ice strike{super}UM{/super} (DC 30), contingency{super}M{/super}, greater dispel magic, true seeing{super}M{/super}
. . 5th (7/day)—cone of cold (DC 29), overland flight{super}M{/super}, permanency, telekinesis{super}M{/super}, wall of force{super}M{/super}
. . 4th (8/day)—charm monster (DC 22), dimension door{super}M{/super}, resilient sphere (DC 28), stoneskin{super}M{/super}, wall of fire
. . 3rd (8/day)—dispel magic{super}M{/super}, displacement, fireball{super}M{/super} (DC 27), haste, heroism{super}M{/super}, lightning bolt{super}M{/super} (DC 27)
. . 2nd (8/day)—darkness, darkvision, glitterdust (DC 20), invisibility{super}M{/super}, scorching ray{super}M{/super}, web (DC 20)
. . 1st (8/day)—burning hands (DC 25), enlarge person{super}M{/super} (DC 19), identify, mage armor{super}M{/super}, magic missile, shield
. . 0 (at will)—acid splash, detect magic, disrupt undead, flare (DC 24), light, mage hand, mending, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 20, Int 10, Wis 14, Cha 27
Base Atk +7; CMB +7; CMD 27
Feats Alertness, Combat Casting, Dodge, Empower Spell, Eschew Materials, Extend Spell, Extra Path Ability[M], Greater Spell Focus (evocation), Greater Spell Penetration, Improved Initiative, Mythic Paragon[M], Mythic Spell Lore[M], Quicken Spell, Spell Focus (evocation), Spell Focus[M], Spell Penetration
Traits focused mind, riftwarden orphan
Skills Bluff +22, Knowledge (arcana) +15, Knowledge (planes) +12, Perception +5, Sense Motive +5, Spellcraft +16, Use Magic Device +24
Languages Common, Varisian
SQ amazing initiative, arcane bonds (arcane bond [familiar]), bloodlines (arcane), force of will, metamagic adept, recuperation
Combat Gear potion of cure serious wounds (3); Other Gear +1 arrow deflection mithral buckler, +3 defending dagger, quarterstaff, ambrosia, amulet of natural armor +4, belt of physical might +4 (Dex, Con), headband of alluring charisma +6, pauldrons of unflinching fortitude +5/+6, ring of protection +4, sorcerer's kit, 150 gp
--------------------
TRACKED RESOURCES
--------------------
+3 defending dagger - 0/1
Amazing Initiative (1/round) (Ex) - 0/1
Ambrosia - 0/1
Metamagic Adept (4/day) (Ex) - 0/4
Mythic Power (17/day, Surge +1d10) - 0/17
Potion of cure serious wounds - 0/3
Riftwarden Orphan (1/day) - 0/1
Scry on Familiar (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Arcane Metamastery (level adjustment <= 2) (Su) Use 1 power to apply a known metamagic (up to listed level adj) to any spell for 10 rd for free.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Channel Power (Su) Use 1 power for +50% dam, 2x duration, ignore SR & -4 to saves (-2 if mythic) on spell.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Component Freedom (1 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enduring Armor +12 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: +3 to Climb checks You gain the Alertness feat while your familiar is within arm's reach.
Focused Mind +2 to Concentration checks
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Metamagic Adept (4/day) (Ex) Apply a metamagic feat 4/day without increasing the casting time.
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Mythic Power (17/day, Surge +1d10) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Pauldrons of unflinching fortitude +5/+6 Spend 1 power as immediate action to reroll failed Fortitude save.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

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And to put that into perspective, some of my monsters players:

Dorn:
Dorn
Male Human (Shoanti) Barbarian 15/Champion 7
CG Medium humanoid (human)
Init +12; Senses Perception +18
--------------------
Defense
--------------------
AC 37, touch 20, flat-footed 31 (+13 armor, +5 Dex, +4 natural, +4 deflection, +1 dodge)
hp 220 (15d12+110)
Fort +21, Ref +15 (+5 bonus vs. traps), Will +14; +2 trait bonus vs. fear, +3 morale vs. fear (+1 stacks with similar)
Defensive Abilities hard to kill, improved uncanny dodge, indomitable will, mythic saving throws, trap sense +5; DR 3/—
--------------------
Offense
--------------------
Speed 40 ft.
Melee +3 courageous furious legendary adamantine dwarven waraxe +29/+29/+29 (1d10+18/19-20/×3) and
. . unarmed strike +25/+25/+25 (1d3+10 nonlethal)
Ranged +1 adaptive composite longbow +21/+21/+21 (1d8+11/×3) and
. . cold iron throwing axe +20 (1d6+10) and
. . masterwork silver throwing axe +21 (1d6+9)
Special Attacks mythic power (17/day, surge +1d10), greater rage (37 rounds/day), rage powers (come and get me, guarded stance +3, reckless abandon, rolling dodge +3, world serpent spirit, world serpent totem, world serpent totem unity)
--------------------
Statistics
--------------------
Str 30, Dex 20, Con 20, Int 10, Wis 12, Cha 10
Base Atk +15; CMB +25 (+27 sunder); CMD 45 (47 vs. sunder)
Feats Blind-Fight, Blind-Fight[M], Combat Reflexes, Dodge, Dual Path[M], Exotic Weapon Proficiency (dwarven waraxe), Extra Path Ability[M], Improved Critical (dwarven waraxe), Improved Sunder, Iron Will, Power Attack, Power Attack[M], Weapon Focus (dwarven waraxe)
Traits courageous, stolen fury
Skills Acrobatics +15, Appraise +1, Bluff +1, Climb +19, Handle Animal +5, Heal +4, Intimidate +15, Knowledge (nature) +6, Knowledge (planes) +1, Knowledge (religion) +1, Perception +18, Ride +12, Sense Motive +7, Stealth +22, Survival +10, Swim +17, Use Magic Device +3
Languages Common, Shoanti
SQ amazing initiative, fast movement, foe-biting, force of will, legendary power, legendary surge, mythic bond, recuperation, rejuvenating, undetectable
Combat Gear cold iron arrows (50), potion of cure light wounds (2), potion of cure moderate wounds, potion of haste, potion of heroism (3), potion of protection from evil (2), wand of cure light wounds, barbarian chew, barbarian chew; Other Gear +4 glamered shadow mithral agile breastplate, masterwork agile breastplate, heavy wooden shield, +1 adaptive composite longbow, +3 courageous furious legendary adamantine dwarven waraxe, cold iron throwing axe, masterwork silver throwing axe, amulet of natural armor +4, bag of holding i, belt of physical perfection +4, cape of free will +4/+5, headband of fortune's favor, ring of protection +4, barbarian's kit, campsite kit, riding kit, heavy horse (combat trained), 150 gp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Blind-Fight Re-roll misses because of concealment, other benefits.
Blind-Fight [Mythic] As a swift action, use 1 power to ignore concealment miss chance for 7 rds.
Cape of free will +4/+5 Spen 1 power as immediate action to reroll failed WIll save.
Class Mimic (70 minutes) (Su) Spend 1 power and touch willing creature to copy one of its class features.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come and Get Me (Ex) Enemies get +4 to hit and damage you, but attacks provoke AoO from you
Courageous +2 save vs. fear.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Deadly Dodge (Ex) Spend 1 power for +4 dodge bonus to AC, missed attacks vs. you provoke AoO, or changed target.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+7 bonus, bypass all DR).
Foe-Biting When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a conf
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Guarded Stance +3 (5 rds) (Ex) Gain a +3 dodge bonus to AC vs. melee attacks while raging.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Headband of fortune's favor Effects granting luck or giving luck bonus gain +1 rd to duration.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Uncanny Dodge (Lv >=19) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 19+.
Indomitable Will (Ex) While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Legendary Power (6/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Mythic Power (17/day, Surge +1d10) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Power Attack -4/+12 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Rage (37 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Rejuvenating (70 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard acti
Rolling Dodge +3 (5 rds) (Ex) Gain a +3 dodge bonus to AC vs. ranged attacks while raging.
Stolen Fury +2 trait bonus to CMB vs. Demons
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Tear Apart (Ex) Sunder check to reduce opponent's armor bonus, natural armor, or shield bonus by half your tier.
Trap Sense +5 (Ex) +5 bonus on reflex saves and AC against traps.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
World Serpent Spirit +3 (Su) While raging, gain a +3 resistance bonus on saving throws against spells and effects that have an alignment descriptor or come from an outsider or aberration.
World Serpent Totem +3 (Su) While raging, gain a +3 insight bonus to AC against outsiders and aberrations.
World Serpent Totem Unity (Su) While raging, double fast movement bonus to speed and cannot be knocked prone. Gain a +6 insight bonus to AC against attack rolls made by an outsider or aberration to confirm a critical hit.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
.

Arconar:
Acon
Male Angel-Blooded Aasimar (Angelkin) Paladin (Sacred Shield) 15/Guardian 7 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Combat 0)
LG Medium outsider (native)
Init +13; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 42, touch 22, flat-footed 38 (+16 armor, +5 shield, +3 Dex, +4 natural, +3 deflection, +1 dodge)
hp 274 (15d10+180)
Fort +26, Ref +19, Will +20; +2 sacred bonus vs. insanity or confusion effects, +9 bonus vs. mind-affecting effects
Defensive Abilities fortification 25%, hard to kill, mythic saving throws; Immune charm, disease, fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee +4 longsword +26/+21/+16 (1d8+11/17-20) and
. . gauntlet (from armor) +22/+17/+12 (1d3+7) and
. . masterwork cold iron longsword +23/+18/+13 (1d8+7/17-20) and
. . unarmed strike +22/+17/+12 (1d3+7 nonlethal)
Special Attacks aura of faith, mythic power (17/day, surge +1d10)
Spell-Like Abilities (CL 15th; concentration +21)
. . At will—detect evil
Paladin (Sacred Shield) Spells Prepared (CL 12th; concentration +18):
. . 4th—eaglesoul, forceful strike (DC 20)
. . 3rd—deadly juggernaut{super}UC{/super}, dispel magic, sanctify armor{super}APG{/super} (DC 19)
. . 2nd—effortless armor{super}UC{/super}, sacred bond{super}APG{/super} (DC 18), shield other, shield other
. . 1st—divine favor, divine favor, serren's swift girding, tactical acumen{super}UC{/super}, tactical acumen{super}UC{/super}
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 20, Int 14, Wis 10, Cha 23
Base Atk +15; CMB +22; CMD 39
Feats Combat Expertise, Combat Expertise[M], Dodge, Dual Path[M], Greater Called Shot, Improved Called Shot, Improved Critical (longsword), Missile Shield[APG], Mythic Paragon[M], Power Attack, Shield Focus, Shield Focus[M]
Traits exposed to awfulness, natural-born leader
Skills Acrobatics +0, Diplomacy +14, Handle Animal +11, Heal +8, Knowledge (nobility) +9, Knowledge (religion) +9, Perception +15, Ride +8, Sense Motive +13, Spellcraft +9, Stealth +0, Survival +1, Swim +4, Use Magic Device +9; Racial Modifiers +2 Heal
Languages Celestial, Common, Draconic, Sylvan
SQ amazing initiative, aura of courage, aura of good, aura of resolve, divine bond, force of will, holy shield, bastion of good, lay on hands, mercies (mercy [exhausted], mercy [fatigued], mercy [paralyzed], mercy [staggered], mercy [stunned]), recuperation
Combat Gear bracers of sworn vengeance, wand of cure light wounds, wand of cure light wounds, wand of cure moderate wounds; Other Gear +3 fortification (light) mithral full plate, +2 heavy steel shield, +4 longsword, masterwork cold iron longsword, amulet of natural armor +4, belt of physical perfection +2, headband of alluring charisma +4, pauldrons of unflinching fortitude +5/+6, righteous medal of agility, righteous medal of clarity, ring of protection +3, gear maintenance kit, grooming kit, paladin's kit, heavy horse, 248 gp
--------------------
Special Abilities
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(4 allies) (Ex) Spend 1 power to direct attention towards location or general direction you choose.
Absorb Blow (45 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Adamantine Mind (Ex) +9 to save vs. mind-affecting, and if you succeed the attacker is stunned 1 rd (Will neg).
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Faith (10' radius) (Su) Your weapons, and attacks against enemies in aura are considered good-aligned for overcoming DR.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Bracers of sworn vengeance (1/day) +1 to attack and +2d6 damage vs. sworn target, -2 versus other enemies.
Clarion Call (9 rds) (Ex) As a swift action, use 1 power temporarily grant allies in 30 ft your active smite/challenge.
Combat Expertise -4/+6 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Mythic] Use 1 power to eliminate attack penalties of Combat expertise for 1 min.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Decisive Strike (Su) As a swift action, use 1 power to grant an ally in 30 ft an att with a +9 bonus that bypasses all DR.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond +4 (15 minutes) (Su) Add bonus or properties to shield.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Exposed to Awfulness (1/day) Vs Death/Incapacitation by demon: Reroll saving throw as free action, keep 2nd result.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 25% You have a chance to negate critical hits on attacks.
Greater Called Shot Multiple called shots per rd (-5 to hit after 1st), 40 Hp for debilitating blow.
Guardian's Shout +9 (Ex) Spend 1 power to grant allies within 100 ft. bonus to Ref saves vs same effect as you.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Shield (10 ft) (Su) Allies in range gain shield bonus to AC equal to the sacred shield's own.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Bastion of Good (20 ft, 5/day) (Su) One foe does ½ dam to allies in aura, full to self, +9 deflect to AC.
Improved Called Shot Replace one attack per rd with a called shot, +2 to hit with called shots.
Lay on Hands (7d6, 13/day) (Su) You can heal 7d6 damage, 13/day
Lesson Learned (9 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Mercy (Stunned) (Su) When you use your lay on hands ability, it also removes the stunned condition.
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Mythic Power (17/day, Surge +1d10) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Pauldrons of unflinching fortitude +5/+6 Spend 1 power as immediate action to reroll failed Fortitude save.
Perfect Aid (Ex) When aiding another, aided ally adds tier to aid anothe bonus, plus surge result if used.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Shield Focus +1 Shield AC
Shield Focus [Mythic] As an immediate action, use 1 power to add shield bonus to Ref or Fort save.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.

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.

Silver Crusade

Pathfinder Adventure Path Subscriber

Nice idea, but your suggested feats would be better as path abilities and need some form of attack roll/DC.

Allowing non-casters access to spellcasting can be a slippery slope, the game as written, already allows access to spellcasting though a variety of ways. Magic items are always an option, and of course a legendary item could provide access to spellcasting.

You could always create specific new path abilities to allow martial characters access to supernatural abilities, but I would advise against making them spells (the interactions are unfavorable).

Adding mythic only spells to the list of mythic spellcasting choices (spells you can only cast with mythic power) could be a nice idea.

Not really a fan of daily limits on feats, but that is very much a personal opinion.

Arrow Storm seems a bit good, especially since it does not allow a saving throw or require an attack roll. It is still way better than Fistful of Daggers (a terrible tier 6 ability), maybe just try to make it into a ranged version of Sweeping Strike (a better tier 6 ability). Not a fan of the ability damage scaling irrelevant of the weapon, especially since the damage

Mighty Blow kinda already exists in the Blowback champion ability.

Stunning attack seems rather circumstantial.

If you look through the options for mythic characters, there are plenty, but the straight damage/ power increases seem just too good.

Silver Crusade

Pathfinder Adventure Path Subscriber

My group has redeemed about 0 people, and I have to remind them, that torture is evil ...

Silver Crusade

Pathfinder Adventure Path Subscriber

I am sorry, but basicly you are allowing a player to play an NPC. I seriously doubt, that you want your player to play this straight, and kill the other players when it is convenient.

It is also worth mentioning, that even if he can manage to hide his evil aura, the paladin still detects as a subject of the magic jar effect. My suggestion would be to end this.

Silver Crusade

Pathfinder Adventure Path Subscriber
stuart haffenden wrote:

Feedback on those has been pretty good but you may need to adjust them depending on your player's system mastery.

I think duel initiative is key because it improves monster action economy.

Yeah, more actions are vital especially for fights where the players are in the majority. The ability to just block an enemy attack ranks a close second in my book.

Seannoss wrote:

Its hard to call Mythic Adventures a good book as it has so many flaws. There are good parts to it but I wouldn't call it good.

I suspect that Scorpion's blocks would be able to easily handle a group of three PCs. Not all of the issues with mythic is the PCs power, the PCs can't take mythic damage either. Just give every creature dual initiative and mythic power attack and you'll see how short fights will be.

Yes, the scaling attack/defense is all over the place, just like pathfinder without mythic.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Crystal Frasier wrote:
Rhatahema wrote:
Robert Jordan wrote:
Yeah it took me reading the comments to understand she was a trans character. It just seemed her parents were living in denial in having another daughter and just shunted her into "son" territory to try and not deal with the issue until she finally hit maturity and they couldn't avoid it anymore. I approve of the character, just did not get that it was a trans character until it was talked about in the comments.

I had the same read. The first paragraph is written so that you need to identify gender primarily as a psychological identification rather than a physical one in order for it to read as the author intended. My opinions about that are neither here nor there, but I imagine the ambiguity of it may have been intentional.

Rules question: How does she handle the -2 penalty on disguise checks to be "Disguised as different gender"? Can I powergame my character's gender identity to optimize disguise? (mostly joking here, though it might come up at some tables)

Mulibrous Tincture

** spoiler omitted **...

Excellent fluff and crunch what a treat. I am very happy about the new iconics and this one absolutely breaks the mold^^, very well done.

Incidentally this might be the first character transgendered character players will come into contact with (well if they read the Paizo blog). And while I really liked Anevia in Wotr, unless the pcs are really interested in the NPCs,(I dropped some hints but..) Anevia and Irabeth are just a normal lesbian couple . One of my temporary players made a stupid remark, but some people are just stupid.

Silver Crusade

Pathfinder Adventure Path Subscriber

I need some more time to commit some things to virtual paper, but I think, that changing the enemies is the solution here. Nerving the players, leaves a bitter taste.

Silver Crusade

Pathfinder Adventure Path Subscriber
stuart haffenden wrote:

Double or triple hit points - done.

There must be thousands of people playing this AP, I'm sure most are very happy with it. It's not perfect but neither are any of the others. You know you're players better than anyone here, roll with it and adjust if needed.
Remember, only a tiny percentage of pathfinder players/DM's even look at this site.

Almost forgot that one, but I would temper that suggestion a bit:

Adventure 1 maximum hit points for enemies once players hit level 3, and once they are mythic scale it from 1.5 maximum hit points to 3-4 time maximum hit points.

Tangent101 wrote:

Here's the thing. Mythic Adventures is a good book! The ability to enhance lower-level characters is great! It gives them some extra survivability and some nice abilities without immediately pushing them to higher levels. And it reduces some of the limitations of lower-level play as well. So if you have Mythic 8th level characters with only one or two tiers? You'll have a challenging and enjoyable game!

But at higher levels things break down faster. Mind you, a number of people have talked about how high-level play tends to be rocket-tag and is broken in any event... but it is especially so once you throw Mythic into play.

(And that might actually be interesting to try - a Mythic campaign (not WotR, mind you) that goes to Tier 10... but only level 10. It might not be nearly as broken at that point... and would be an interesting experiment at the very least.)

From what I've seen it appears that WotR suffers from several faults and one is not the underestimation of the Tiers so much as the underestimation of high level characters themselves. If four optimized non-Mythic 20th level characters could finish the AP successfully then doesn't this suggest the monsters themselves were underpowered? Just food for thought.

I agree wholeheartedly, a few tiers of mythic change the game for the better.

And to be honest, the mythic ruleset seems ideal for a Highlander type game, where powerful creatures and characters roam the land. In the scope of a traditional campaign, it can be hard to justify the existence of enemies capable of threatening the players. Wrath kinda hard waves this problem with the existence of the crystals (kinda like Final Fantasy ^^).

Silver Crusade

Pathfinder Adventure Path Subscriber

Well to make this short, the adventure suffers from every problem every other adventure path has. This means throwaway encounters and a slew of other things (subsystems, and that one thing in book 5, thats about as bad as the Mass Effect 3 Ending...if you believe some people).

What makes this just worse, is that mythic tiers tend to multiply that problem (even if I can see some very good ways for mythic to solve problems).

Reducing the number of players certainly helps, but I would suggest the following changes:

Remove the increased damage on a critical hit from mythic power attack (it makes high crit range weapons even better and creates those damage spikes) and change it, so that expending a point of mythic power only halves the attack penalty.

Limit the additional damage from mythic vital strike to 2 times the normal value, the additional damage is not increased on a critical hit, and you can use vital strike only one per round.

Remove the ability Titans Bane, cut it out of your book and burn it.

Make sure, that the ability Channel Power stacks with nothing, not mythic spells, not the ability to increase the DC by spending more mythic power… nothing.

Add that you can’t allocate two mythic ability increases in a row, to the same stat.

15 point buy or 20 points without stats under 10.

And change the enemies a whole damn lot. Mythic characters are supposed to feel awesome, and they should get to be awesome against “regular” enemies, but truly mythic enemies should pose a credible threat to mythic groups.

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Can a paladin worship an evil deity, yes, but since this breaks his code of conduit he will lose all class abilities except proficiencies.

Silver Crusade

Pathfinder Adventure Path Subscriber

No there should be no problem, excluding corner cases like a sunblade that works like a greatsword and handels like a dagger.

Silver Crusade

Pathfinder Adventure Path Subscriber

I really can’t recommend Kingmaker, it has some nice ideas, but what my players really liked, was almost entirely added by me. The kingdom building system was a real slog (and frankly broken, until fixed in a later hardcover release) and with the sole exception of a single CR4 monster in the first adventure and a daemon in a latter part of the adventure path, it was pretty much a cakewalk for my players. A ranger, a summoner, a cleric, and a ninja destroyed that adventure path, and frankly the summoner wasn’t the broken character.
The main plot is all over the place, and the last adventure is a pretty tough to add to the preceding 5. Foreshadowing (regarding the main plot and the situation in the north) is pretty lackluster, and is one of my major complaints. It certainly has the potential to be great, but I would suggest to remove certain mechanics (exploration, maybe kingdom building), add some diplomatic visits to neighboring countries (the book Guide to the River Kingdoms is an excellent resource).

I am currently running Wrath, but I have to say, that this adventure suffers from the inexperience with the mythic rules, but the core of the problem is, that adventure difficulty is to low across the board. Mythic just multiplies the problem by a factor of 2-4 (depending on the tier and the fact, that mythic characters just have plenty of endurance).
The story is very interesting and I like the fact that it is really inclusive, but be prepared to modify every single encounter (and cut/combine plenty of them).

Jade Regent is very good, but even then, I would suggest to shorten part 3 and to remove a couple of new subsystems (and maybe a companion or two).

Silver Crusade

Pathfinder Adventure Path Subscriber

What a wonderful gesture, I am always in favor inclusivity.

Silver Crusade

Pathfinder Adventure Path Subscriber
NobodysHome wrote:

We just did two marathon sessions to finish Book 2.

OVERALL IMPRESSION: While mythic is beginning to show cracks, the major weaknesses of Book 2 were overall design, rather than mythic itself.

DETAILS:
- As I mentioned upthread, the major mythic issues are the fighter's critical hits (Tangent101's made his suggestion many times now, and some people are using the critical hit deck) and the casters' pool of additional spells allowing them to uber-buff the fighter. There were three fights (Konneshka, Jestak, Janeamine) that were 1-rounded because of mythic crits. Add Foe Biter and other crit enhancements and it really seems like you HAVE to house-rule crits and/or get rid of all the mythic crit abilities to make this campaign playable. On the other hand, Eustoyriax took quite a beating, including several crits, and still lasted a few rounds.

The other weaknesses are more fundamental:

- Too many NPCs during the army march. With 6 "assigned" NPCs (Irabeth, Anevia, Aravashnial, Aron, Sosiel, and Nurah) and a GMNPC, I had no chance to roleplay any of them to any degree. So by the time the party caught the traitor in their midst, they had no connection to that NPC at all and just shipped the traitor back to the queen in a saddlebag.

- We out-and-out discarded the army combats. I think most groups do. The notion, "Oh, you're mythic heroes now, but we're reducing your fights to single die rolls," does not appeal. And what happens if the army loses? Sure, there are rules for the party infiltrating Citadel Drezen anyway, but even if they erect the Sword of Valor there are still hundreds of enemy troops outside. Saying, "Oh, they slaughtered your army of paladins but the Sword of Valor makes them all run away" is a bit far-fetched, to say the least.

- The combat balance downstairs is out-and-out horrible. The PCs are supposed to be level 9, mythic tier 2 when they head down. So you're expecting some CR 9 encounters, right? And then CR 10 and CR 11 encounters towards the end? A CR7 encounter against...

You make some very valid points, I consider those low level encounters a complete waste of time.

Silver Crusade

Pathfinder Adventure Path Subscriber

I have to say, that I don't really value channel energy all that highly. Mythic spellcasting can be very very good, and resource conservation is a different kind of beast once you add the mythic rules.

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