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Contract Devil

Sebastian Hirsch's page

Goblin Squad Member. Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 818 posts (1,168 including aliases). 2 reviews. No lists. No wishlists. 1 alias.


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Silver Crusade

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My suggestion would be to wait until the whole adventure path is out. Take the time to read them from cover to cover, and only then try a serious pitch to your group.

Silver Crusade

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Pathfinder Adventure Path Subscriber

Well I think this should be enough to kill the ranger, and destroy the body.

Silver Crusade

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Pathfinder Adventure Path Subscriber

After my extensive research on twilight (not reading the books, not seeing the movies -> but seeing that terrible twilight spoof movie) I can safely comment about this.

The shadow demon being a follower of a demon lord (SPOILER) to the adventure (?), does not make sense to me. But I can’t go into detail without massive spoilers, so assume that the GM is changing things - quite a certainty, since no Paizo published adventure would ever, ever, ever, ever include a forced “mindrape”, and forced impregnation to a player character.

That is a pretty big no no, even if the character was a former player character. And while I already killed two former player characters in my group, since the players no longer attend the games ….. it was a pretty big deus ex machina (getting killed by a 20/10 npc.. in the second adventure) some areas should out of the game.

I can’t argue, that the twilight inclusion is or isn’t terrible, but the group could always kill the baby and/or the former player, thus “euthanize” this part of the plot. If that isn’t an option, just just something like calcific touch, flesh to stone or another spell, to stop this plot indefinitely.

If the group is unwilling to deal with the situation, just call church of Iomedae and wait for the appearance of the inquisition (like the cable company, their arrival is always quite surprising).

Now if you excuse me, I have to rewatch one of my favourite Hellsing (the anime) videos, and while it doesn’t contain spoilers of any kind (well except that fictional anime nazis seem like like war, a lot^^) I like to watch it before I GM, it tends to bring me into the right mindset for this AP. You know the one with all those evil bastards, demons, torture….. (Did I mention that I am German?).

the Majors Speech.

Silver Crusade

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Matt Thomason wrote:
I find the easiest way to deal with balance issues in APs is to go the no-XP route, and also to ignore the recommended level-up points. Just level up the party when they start to struggle, and suddenly the entire AP becomes a near-perfectly-balanced challenge no matter how good or bad the party is.

Yes quite a number of the GMs don’t use XP these days, in my Kingmaker campaign I intentionally kept them 1 or 2 levels below the suggestions, it didn’t really stop them (Kingmaker 4-5 was quite easy for my group with the exception of one combat against a daemon), but almost resulted in a TPK when I dominated the archer.

James Jacobs wrote:


-Matt
Isn't the simple answer to that "Look at the iconics"? Yes. That's a much more elegant way to put it, in fact.

I actually really like the iconics in the NPC guide, but I would love to see the iconics from the other books.

And again, even the inconic get a serious power boost out of the rules from mythic adventures. Maybe if I find the motivation I will stat my version of some of them, as some sort of benchmark for other GMs.

James Jacobs wrote:


Since the warnings we would need to give each GM would vary every time... that's not really an option, I'm afraid. What you're asking for is a different product entirely—a "Guide to Running Published Adventures" or something like that. Which would be a cool product, I think... but it's not really one that fits well into our line of books at this time. And one that I doubt would be as quick to offer advice as everyone sharing their experiences here on these boards already does.

To a certain extent the entire Core...

While these boards are a superb resource (particularly because of the friendly and constructive atmosphere and various paizo customers and employees ready to help new players/GMs), a reasonably short product (not hidden within the pages of the Complete Koblods Guide to Game Design or the Pathinder GMG ) could have a pretty large effect, for some reason a printed product carries quite a bit of weight for some GMs. But it would be hard to find a book to delay, so yeah, unlikely. But maybe a short article on the Paizo blog would be nice, at least if would give us something comprehensive to link to new GMs^^

Mattastrophic wrote:
thejeff wrote:
How would you want them to describe the expected level of optimization?

To start, from above:

-How can I know whether my character is too far outside of that guideline?
-Which classes are included in that guideline?
-Which classes are too far outside of it?
-Does the baseline assume crafting magic items?
-What about wealth expectations?
-Which feats, spells, magic items, archetypes, etc. fall within Paizo's baseline?

-How can I look at my players' sheets and know whether their characters are too far outside? What are the warning signs?
-How can I know whether my own PC is too far outside without having to replicate an iconic?

To add:

-How high of an attack bonus will cause problems?
-At what point does a characters' save DCs become problematic?
-If crafting is expected, how much of a character's wealth is expected to be devoted to crafting?
-If my play group has more than four players in it, what can I do as a GM?

The less we know about the answers to these sorts of questions going in, the more headaches we have later when we go in with the wrong expectations.

-Matt

MY opinions:

You can created devastating combinations with pretty much anything.

Once a character is disruptive to your game, or outshines all other characters all the time you might have to do something.

All classes should be possible, but it is well within your rights as a GM to ban classes, and archetypes, that will be disruptive to your game (or things you can’t deal with). Examples some GMs ban are summoners (the class and other classes that summon a lot) since they can eat up a lot of time.

The suggested wealth per level guidelines are in the core rulebook, and please not the percentages that players are supposed to have in each area e.g. a player is not supposed to invest 90 % of his wealth into his weapon.
Ultimate campaign has excellent guidelines when it comes to crafting magic items, and how it should interact with wealth per level.

To give you some guidelines:

-Usually a character that can do other things than fighting (cleric, rogue) should have to roll a 14 or higher on his attack roll to hit an enemy of his CR, it is reasonable for fighters and barbarians (and similar characters) to hit on a 8-10. Buffs tend to push those numbers, but you should be a bit worried when players hit an an attack roll of 5 or below (or only miss on a natural one).
These numbers exclude the use of power attack, combat expertise and other feats.

If your group has more than 4 players, consider increasing the number of enemies first, and the power secondary. The CR system is anything but an exact science, and depending on your group composition, a 5th or 6th character can increase their power by up to 25 -75 %. in rare optimized cases even more.
But consider that increasing enemy damage might not be the optimal solution, as this tends to reduce players to a red mist.

Also learn to cheat, it is well within your purview to change a roll or two to normalize a streak or crits/misses.

Mattastrophic wrote:
James Jacobs wrote:
But neither do we want to create an impression that you have to "Pay to Play" our games. If we explicitly said "We assume your players use ALL the options for ALL of our products in order to survive our adventures," that's basically the same as saying "We require all of your players to buy every book we publish." That type of stance would not work well for us.

It is not unreasonable to assume that a play group has access to the material that is given away for free on this very site. By maintaining the PRD, Paizo is able to set it as the expectation. There is no need for Paizo to confine itself to the Core Rulebook.

Also... it's worth noting that Pathfinder Society can, and arguably should, mirror the APs when it comes to expectations. Why is it that Pathfinder Society expects six-person tables with 20-point characters, while the APs continue to only expect four-person groups with 15-point characters? Shouldn't these two sets of expectations have converged?

The reason I bring this up is because both of my AP groups so far have used the 20-point option... because that is what were taught by PFS and what we grew comfortable with within PFS. We did not know what we were getting ourselves into. My Jade Regent GM has elected to toss out every single stat block in Books 4-6 and build his own from scratch, and we are having a great time. However, would the AP not have been a more useful product if he did not have to make that choice? What is a GM to do if he does not have the time to make such extensive adjustments, or crawl through the forums for suggestions which may or may not even work and are incredibly difficult to compile into a useable form?

-Matt

Sorry, but while I find it admirable that Paizo products are essentially open source (d20pfsrd makes my life sooo much easier, even with hero lab and pdfs), it is unreasonable for a GM/player to have the time to familiarize himself with all the available rules.

And access on the gaming table is really not guaranteed, it is fine for the adventure to feature nonstandard enemies and spells (the GM can prepare that ahead of time) but using a monster from bestiary 3 is not the same as a complex inquisitor with feats and spells from 7 different books.
You as the GM can use all those sources, but they have to consider, that a lot of players still prefer to use the physical books.
And you kinda have to consider new players/GMs, the CRB is a heavy book and if the APs required knowledge of all those books…. well our hobby is already far less accessible than World of Warcraft - which frankly offers a very good beginners experience.

It is quite possible the find 6 players to do something together for 4-6 hours, finding the same number of people willing and capable to find the time in their schedules to play an AP for months at a time….. not that easy ^^
And I think 4 players might very well be the average.

If your read the boards, you will find that GMs have to change stat blocks all the time, it is pretty hard to avoid, and frankly some GMs like it. Now I would love to have the statblocks preloaded into hero lab, but that is another topic.
And even if he has to remake the NPCs the stat blocks and tactics are still usefull.

20 pts point buy aren’t the problem, I would argue that it could reduce stat dumping.

Mattastrophic wrote:
Matt Thomason wrote:
Getting into the realms of "It's out there, lets just assume everyone is using it" could set a bad precedent.

On the other hand, it's worth noting that Pathfinder Society, the "gateway to the APs," assumes that every GM has access to the material that is given away on the PRD.

-Matt

Yes, but Pathfinder Society adventures are only offered as pdf, and rather short, so the amount of research isn’t that big.

And of course society play does ban quite a number of options.

Silver Crusade

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@everyone talking about point buy.

The problem isn’t really based on the stats, it is based on other factors, low stats just make certain builds very very hard - to the point where you have to take those dump stats.

(And to be honest my group uses 20 pts point buy, no stats below 10, and pretty much all enemies gain the advanced or another +1 or +2 templates to compensate, or I just increase the hp)

While it is true that the mythic stat increases can be more powerful for certain abilities like divine grace, they are frankly necessary. Otherwise, a mythic which would have no way to increase the DC of their hexes, or any mythic character would be quite limited in their options to increase their health (HP, fort save..).

I finally found what I forgot in my initial post:

Enemies lack protection against certain tactics

This may overlap a bit with my previous posts, but I feel it is worth mentioning. Certain tactics are extremely useful at most or all levels of the game, and enemies are often utterly unable to respond. A clever GM can and should allow enemies to counter all or some of these tactics, since published adventures can anticipate only so much.

So here are some rather effective tactics:

Ranged Combat:
Usually archery, since thrown weapons and crossbows have some distinct disadvantages. Archers have the distinct advantage, that they do not have to be close to the enemy to make a full attack, and since rapid shot and manyshot (which stack :( ) are very good choices, full attacks are much more devastating.
It requires a number of feats, and archers have to try to get some sort of bonus damage (bane, smite evil, favored enemy..) but they are incredibly effective combatants. That is core rulebook only, once you allow access to all paizo published feats, they can pretty much ignore DR (clustered shots) or shot in melee without getting an attack of opportunity.

They are good, and most enemies have no defense against their attacks and powers that punish melee attacks like unholy aura have no effect on them. While there are some effects, that can help against those enemies, giving every enemy a protective spell against ranged attacks tends to get old really fast.

Surprisingly this is one of the areas, where WotR is actually better than any previous AP. With abilities like fleet charge, melee characters have it easier than ever to get full attacks, and with the insane mythic power attack (especially considering mythic furious focus) their damage output quickly reduces enemies to mince.

I admit, that some of the more effective ways to stop or weaken ranged combatants involve areas of concealment (fog, darkness), strong wind, very good cover or very limited spaces - and that is very constraining to adventure design.

To reiterate another point, AC is not a sufficient defense against those characters, miss chance, concealment and combats with against a greater number of enemies can sufficient.

Scry and Die:

The tactic is old, but pretty hard to beat as a GM, the players just use magic to locate the creature, then use a teleportation effect to surprise it and kill it before it can react.

There are ways to discourage this tactic, but most of them are magical (like permanent teleportation cages) and thus not available to certain enemies.

I guess this is one of those tactics, where players only stop one it has proved disastrous one to many times.

Buff, Buff then Buff some more:

This “tactic” is a hard one, I think that players should be rewarded for appropriate preparations, like casting protection from cold before engaging a white dragon. Casting spells that are pretty much like class abilities (mage armor for the wizard, magic fang for the druid) seems reasonable too.

The problem arises, when you consider that buffs tend to represent a nonlinear increase in power, in other words, when it comes to buffs 1+1 does not result in 2.

Some mythic examples: mythic heroism gives +4 to attack rolls, saves and other things, for 10 minutes per level, that spell can last for hours (extend spell) and thus would be available for several encounters every day.

Add to that a +4 courageous weapon and that bonus rises to +6.

Now let’s add haste (or augment the heroism) and/or magic weapon or maybe bull strength and the bonus to attack rolls can easily reach +10 or higher - of course depending on the level of the group.
With this level of support (and we are only talking about 2-3 buffs) character usually have little trouble to hit the AC of their enemies. And even with a low ( i.e. your GM hates you 10 pts. point buy) you will have little trouble to deal with most enemies.

I do appreciate, that WotR features a lot of enemies with greater dispel magic, but nothing prevents players from buffing the group with lots of low level spells to soak up dispelling.

Enemies could use Antimagic field, but that spell makes it very easy to create a TPK, and might not even be effective (depending on the non-magical defensive abilities of the user).
Instead enemies could use the tactic themselves, I am a huge fan of spells like tactical acumen and ablative barrier.

Sufficiently buffed, even lower level enemies have a reasonable chance to hit and deal a little damage (just rolling to see if you roll nat 20s is a bit unrewarding IMO).

Invisible Sneak:

Invisibility is a good spell, it can be very useful for scouting, or on the party healer so she can heal in combat while protected. greater invisibility however is a beast, cast on a rogue, ninja, slayer… pretty much everyone with a precision based ability like sneak attack and it will destroy the vast majority of encounters between level 9-14, after that quite a number of enemies gain some ability to detect them.

It is worth mentioning that a lot of classes can access this spell by level 7, and only a select few enemies can cope with that.

I could be wrong, but I don’t think that this AP is any more effective against this tactic than any other, arguably less, since players can become invisible with a mythic power.

Carry:

If you don’t know what a “carry” is, it is a term from MOBA games like league of legends. It refers to a character that starts weak, but with enough magic items, buffs and enough levels she becomes extremely effective.

For example, I am sure, that I am not the only GM who had players, who were tempted by the impressive theoretical damage of a rogue/ninja fighting with two weapons. Of course this often results, in fewer damage, since the rogue is already cursed with a less than stellar attack bonus.

Of course once you add good group tactics, that seemingly bad choice can become very effective, without necessarily requiring the other characters to make sacrifices.

Battle against a large demon:
- The witch uses her evil eye hex on the enemy, to lower his saves against her own effects and to help the group.
- The cleric cast blessing of fervor on the group to help the group
- The magus casts slow on the enemy and moves to set up a flanking opportunity for the rogue.

Best case scenario, the rogue now has a much higher chance to hit, can deal sneak attack damage and has more attacks than a rogue with 1h weapon and shield or a two handed weapon.

This is a case where a “weaker” choice can be leveraged to be very powerful, this is another argument against single enemy fights, they are more vulnerable to debuffs, flanking and other tactics.

Of course adventure design, can make use of these tactics, but it usually takes up more space in the adventure. I encourage GMs to toy with the stat blocks and and tactics, so that they are on par, or even better than the player tactics (learning a useful tactic from a previous encounter can be quite entertaining - watch literally any anime, they do this all the time).

For examples, you could add a couple of low level casters to the Storm King fight, to hit him and the group with electricity based attacks.

--------------------------------------------------------------------------- -------------------------------------------------

Of course some powers and tactics are just not very fair for anybody, and I would actually suggest a gentlemans agreement with your players not to use them.
Expecting a published adventure to prevent them seems unreasonable, just like giving every enemy see invisible, fortification, spell like glitterdust ….

--------------------------------------------------------------------------- -------------------------------------------------

And to repeat myself: Most or all of the problems are rooted deeply in the CRB, expecting additional rules like Mythic Adventures, spat book like UM and UC, or adventures to fix them seems unreasonable.
At this point in the game, Paizo can add new material but a lot of the problems with pathfinder will not be touched until we get a new edition. Until that day comes we will just have to houserule and adapt, and even with another edition, unless we solve the problem with limited word count completely (maybe by using some kind of ebook format) some GMs will always have to make changes for their players.

And while the GM doesn’t have an easy job, having a GM is one of the greatest advantages and resources this hobby has.

Silver Crusade

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Tangent101 wrote:

I first got into Paizo's APs because I didn't want to create a campaign from scratch. Runelords was premade and all in one book, so it was easy for me to use. Hero Labs allowed me to modify it further and have fun with it.

My suspicion is that with programs like Hero Labs, GMs are much more likely to modify the campaigns to suit their needs. The AP is a foundation from which we can build on. So yes, we use the APs to save time. But modifying something that is already built is not that difficult, especially as computers become integrated into roleplaying record keeping. It was one thing a decade ago when computers might be used for character sheet generation, but wasn't integrated into the game itself. Nowadays more and more GMs are using computers to run many aspects of the game.

Think of it as a GM-controlled computer game. We can use online map programs and spreadsheet programs to keep all the data functioning smoothly. But the GM is the one still doing the storytelling and the players are interacting with one another. In many ways it's the best of both worlds - the creativity of tabletop and the versatility of computer games.

These days it would require an intervention to keep me away from my hero lab, my pdfs and d20pfsrd.com.

Silver Crusade

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magnuskn wrote:

After reading this again, I come to the conclusion that I cannot add that much to it. It's really that comprehensive. :)

Oh, there is one thing: As I did for the finale of my Carrion Crown campaign, maybe other GM's can crib a bit from MMO design and introduce non-standard encounter mechanics which are necessary to kill a boss enemy. I.e. that enemy is only susceptible to X type of damage in his sanctum and even then only takes Y amount of damage per round. Or have the boss have multiple forms, which are unlocked when he takes a certain amount of damage or other types of conditions are met.

Of course that would mean rewriting extensively, which many of GM's who run AP's would like to avoid in the first place. ^^

Yeah, I may add a little bit more later, but I fear, that this talk about the published adventures will bleed over in the general area of GM advice.

Adding nonstandard tactics on the fly is a GM skill I am trying to hone myself. I got the idea from the complete Kobold guide to game design (A book I can, and have suggested to everybody My review ), trying to say Yes (rather than No) when my players want to attempt something outside the options outlined in the adventure. It doesn’t always work, but my players tend to find it quite rewarding.

Scripted boss battles like the ones world of warcraft uses, can be rewarding and entertaining, but the players will need some ways to learn these mechanics (knowledge skills seem like the way to go).

For example here is a version of the fight against the Storm King:

As written in the adventure, but when the players come outside to confront him, they seem him killing one of this subordinates (a demon that is covered in glowing runes)by touching him his bare hands (looks like lightning grasp) seconds later, he explodes in a shower of spark and guts (as detonate reflex DC 25, 20d8 electricity damage).
Damage from this ability doesn’t just heal him, but gives him temporary hit points equal to the damage dealt.

Throughout the fight whenever his hit points fall below 50% he calls for new minions and becomes protected by a powerful mythic sanctuary effect (DC 30). 2d6 CR 10-15 demons (marked with the same glowing runes) fly up from the nearby rift and try to come close enough to the Storm King to detonate them.

--------------------------------------------------------------------------- ------------------------------------------------

MMO design these days likes to play with stacks and debuffs and you could use the same tactic here:

Enemies hit by the Storm Kings melee attacks and electricity based spells must succeed at a fortitude save (DC 27) or receive a static charge. Creatures with 1-5 static charges, suffer a -2 penalty on all saving throws against lightning effects, creatures with more than 5 charges receive double damage from electricity.
Static charges remain for up to 1 minute, or until the target fail against a saving throw against an electricity based attack. Receiving further charges resets the duration.

And of course something to discourage attacks from extreme range:

The Storm King is surrounded by a permanent cloak of winds, as a full round action he can strengthen this effect so the penalty on ranged attack rolls doubles and the creatures up to large size have to succeed at at fortitude save (DC 25) to touch or attack him in melee.
This increased effect lasts for 3 rounds.

--------------------------------------------------------------------------- ---------------------------------------------

There is certainly room for combats like these, but even in this case I would give him 50% fortification and a lot more hit points (but remove the vorpal blade).

Silver Crusade

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Messing with a perfectly good adventure - my campaign and other calamities (Spoiler)

Spoilers are pretty much impossible to avoid

I apologize for the length.

Disclaimer:
Every group is different, and while the access to material and GM style vary greatly, this post assumes the use most paizo created pathfinder resources. However I will try to use core material for my examples.

And while I have made changes to loot distribution and random encounters, this post is based on the core assumptions.

Hello everyone,

this topic has been on my mind for quite some time, and while posters like the esteemed magnuskn and various others have highlighted the problems with high level play and adventure paths, I want to talk about WotR.

While this AP does share some of its problems with other adventure paths, it introduces new or worsens existing problems.

Enemy variety:

While it is not unusual or indeed negative, for a campaign to have a theme, it tends to lower the enemy variety significantly. While I am not a huge fan of the favoured enemy mechanic, whether it is used on a class or feat base (ranger/demon hunter feats) or come in the form of magic items (bane weapons, arrows of slaying) I recognize its potential. After all if a player is properly prepared, he/she should get rewarded for it.
It shouldn’t surprise my fellow GMs, that it can be hard to hit that sweet spot, where a player can make use of all his class features, so it doesn’t seem to be a wasted investment, but on the same time it should not be the answer to absolutely everything. Class abilities like sneak attack, smite evil and channel energy are good examples for this.

Since the vast majority of enemies in this adventure path are evil, a paladin with smite evil (or similar ability) will find ample opportunities and a holy should be a good investment.

After reading the entire AP, I can say, that they actually tried to increase the enemy variety, particularly in the earlier adventures, but most of the significant threats are still mostly evil outsiders.

Of course this also means that DR is far less useful, it isn’t really unlikely that pcs are prepared to faces the hordes of the abyss, after all that is what this AP is about. This along with other abilities tends to devalue material based DR.

When it comes to the area of spellcasting, the limited enemy variety, makes a number of spells very good. The demon hunters handbook recently introduced protection from outsiders, which is frankly amazing. While outside of the Abyss demons are quite vulnerable to dismissal, holy word and similar effects.

A lot of the “important” and challenging enemies will be mythic creatures and most of them will also be demons. A +2 mythic bane evil outsider bane weapon will be a investment, that is very hard to beat, and it can overcome DR/Epic.
Of course magic armor has similar options, the defiant armor enhancement(like bane but +2 to AC) and the champion enhancement (+2 sacred bonus to ac against targets of smite evil) are more than effective here.

The issues mentioned above affect every AP ( excluding mythic bane), but Mythic Adventures gives the PCs other shiny toys.

Arcane Strike (Mythic) is quite potent in every mythic campaign, but in this case it should allow the player to ignore DR completely and add a significant attack bonus.

Beyond Mortality, while removing alignment and allowing combinations like paladin/assassin, the ability to ignore unholy/anarchic weapons (possible encounter at the end of book 5) , defensive abilities like unholy aura (fight in book 6 among others) , offensive spells like unholy blight and blasphemy, class abilities like smite good and various other creature abilities that only penalize creatures of the opposing alignment.
It is a very very good offensive and defensive ability, that seems far more useful in this AP than any other (Cot might be a close second).

Ignoring DR, resistances, immunities and SR: Various powers and abilities allow players to ignore DR and resistances either on a limited basis, or permanently.
Those are some of the greatest defensive abilities demons (and frankly most high level threats) have, and frankly even if you can’t just ignore them the damage output of mythic characters is so high, that 10, 15 or even 30 points of DR or resistances provide a significant obstacle.
------------------------------------------------------------------------
Enemies are not prepared

One of the disadvantages of published adventures is, that either due to limited word count (and/or the authors sanity) it is impossible to provide answers for every possible scenario or player tactic.

Demons have a very broad set of abilities, but some or all of them can be countered by prepared players. This is a good thing.

However since mythic spellcasters can access their entire spell list quite easily, the players can still benefit from good preparation, without actually preparing (preparing the right spells, buying the right magic item) and can respond to challenges with the perfect answer.

Using mythic spellcasting, players can access very efficient long term buffs (mythic mage armor, mythic heroism, mythic magic vestment) and devastating combat spells.

Other mythic choices allow characters to increase their strengths or reduce their weaknesses, but few allow devastating combinations like class mimic.

What I am saying, is that the various slight power increases tend to combine and multiply, this is hardly limited to mythic play, but the players have a lot more options.
The enemies, quite often don’t have the same advantages.

Most of the time, the mythic rules tend to enhance existing abilities, or give similar thematic powers, there aren’t usually a lot of ways to adapt the enemies.

It is reasonable to expect GMs to adapt the NPC tactics to the realities of battle, but that rarely gives them more options.

Fortunately Mythic Adventures provides us with a number of additional templates, to solve these problems. While this puts more strain on the GM, I think it could be a worthwhile idea to provide the GM with some options like: “At the start of the encounter, the Storm King can get the benefit two of the following templates : agile, arcane, invincible ;alternatively, instead of a template the Storm King, is subject to a mythic contingency, that releases an intensified detonate that deals 15d8 electricity damage”

Abilities like limited wish, give the GM a way to adapt the opponents on the fly, and while giving everyone limited wish seems unrealistic, something like “the creature can cast up two 3 ranger spells per day, usually the following spells” could be an option. Again, I love templates, but it can add more work for the GM, but since many GMs will “have” to do this anyway, suggestions are appreciated.

TLDR:Players have access to a diverse number of options, enemies don’t.

-------------------------------------------------------------------
Player damage output

Players can deal a lot of damage, and their ability to deal damage soon outstrips their ability to survive it.

This poses two distinct problems:

-Enemies tend to die very very quickly, and that tends to be a bit anticlimactic, remember that a round takes 6 seconds.
Damage reduction and resistances don’t seem to be very effective at reducing incoming damage/ increasing effective health, miss chances ( mirror image, blur, displacement), concealment (various spells and effects) and cover seem much more effective, but were used quite rarely in the AP.
Enemies could use more hitpoints (about 200 % or 300 % more) and/or DR/-, miss chances and concealment. Mythic adventures includes a the mythic ability fortification (50 % chance to ignore a critical hit or sneak attack) and while it is used only on a select few opponents, I think it is one of the few effective defensive abilities available (block attacks from the invincible template is also quite interesting) .

I think, that as far as mythic play is concerned, Table 6-8 Monster Statistics by CR does not provide the monsters with enough hit points. A melee character with mythic power attack can deal substantially more damage, especially if she is crit based.

Possible solutions include the ability to redirect attacks, like the excellent

Deadly Dodge wrote:


Deadly Dodge (Ex)
As a swift action, you can expend one use of mythic power to gain a +4 dodge bonus to your AC until the start of your next turn. During this time, whenever a creature misses on a melee attack against you, it provokes an attack of opportunity from you. You can choose to either take this attack of opportunity or force that creature to reroll the attack and change the target to a creature of your choice that is adjacent to you and within the attacker's reach. This reroll uses the same modifiers as the initial attack roll.

or the

Mirroring Belt wrote:

Mirroring Belt

Price 36,000 gp; Slot belt; CL 6th; Weight 2 lbs.; Aura moderate illusion
DESCRIPTION
This broad belt is constructed of steel plates polished to a gleaming finish. The belt grants its wearer a +2 enhancement bonus to Dexterity.
Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Three times per day, the wearer can use mirror image to bring forth illusory duplicates that persist for 6 minutes or until destroyed. These function as normal images from that spell, except any ranged attack (including ranged touch spells) that strikes and destroys an image rebounds onto the attacker, using the attacker's original result to determine whether the attack hits.
If the wearer expends one use of mythic power to activate the belt, the mirror images replenish when the wearer is hit.
This functions as above, except each time an attack hits the wearer instead of an image, the belt creates a new image, up to the spell's limit of eight images. Unlike mirror image, the effect doesn't end when the images are gone. If there are no more images, the belt continues to create new images for the effect's full duration.

but those two can quite easily kill player characters.

Increasing the number of enemies and increasing the hit points of important enemies should provide the players with a suitable challenge and satisfying experience.

- Players can kill other players

The ability to redirect, attacks is quite rare, but confused or dominated players can pose a serious danger to their own group, and while there are quite a number of ways to increase AC, increasing your hit points is surprisingly ineffective.
This usually affects melee characters or if you are really unlucky archers, but spellcasters are far from save. With access to mythic spells, and abilities like channel power, spell turning can be instant death for the caster.

Mythic Adventures includes abilities, that allow a healer to heal a dead creature back to life and I suspect that this is one of the reasons for the inclusion ofdeathless, particularly in the mythic version.
-----------------------------------------------------------------------
Players don’t run out of class abilities

Once recuperation becomes available, it is quite unlikely that players will run out of limited class abilities (spells, rage, bardic music, arcane pool) this makes attrition tactics - a long string of attacks/challenges - far less effective, and I would argue that encounters have to be challenging enough to force the players to spend mythic points.

Mythic power quickly becomes the most valuable resource, since it can be used for recuperation, spellcasting (including giving access to spellcasting via mortal herald), extra actions, activating mythic feats….

While there are some ways to refill your mythic power ambrosia is quite cheap in the grand scale of things.

This fact puts quite a bit of strain on the adventure design, since encounters/challenges, have to be so frequent/challenging that the group has to expend suitable resources, but not so frequent that the PCs get overpowered.

For my 2 cents, if the players are smart and use buffs efficiently, encounters will be over quicker and they won’t be forced to spend mythic power in combat to reverse/prevent negative effects.

As written the AP gives the players quite a bit of freedom, and while the a time limit is heavily implied (even in part 5, that is plenty of time) the PCs should have the ability to retreat after a short number of encounters.
However adventure design can only do so much here, outside of trapping the players in a teleportation proof labyrinth, players have a number of ways to evade or postpone challenges.

Maybe this is more of a feature than a bug, but it requires quite challenging encounters, you won’t be able to impress the players with lots of encounters.

TLDR Mythic adventure design is even harder than regular adventure design, and while some of the encounters and challenges might be a bit easy, it is a good first try.

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Enemies only react in a limited fashion

Obviously the players won’t become publish enemy number one at the start of the first adventure, but considering their actions on the first and second adventures, they should be a known threat to the demon army.

Since the demons are a pretty chaotic lot, it seems reasonable (and the adventure depends on this fact) that they won’t make a coordinated attempt to kill or corrupt the player characters.
What worries me, is that the monsters don’t seem to be willing or able to scout and change their tactics based on observed facts.

Again this might be due to the limited word count, but I feel that GMs should modify the enemies to respond to the players, if news reaches them, that they favor various tactics.
And of course sometimes the enemies act just plain stupid (Baphomet), some of these enemies are very intelligent, and I think their tactics should reflect that.
If a creature has wings and ranged offensive capabilities, there is little reason for it to fly too close to the party of greatsword wielding paladins.

To reiterate my previous point, giving the enemies some options (various templates chosen by the GM, limited wish, simple arcane/divine spellcasting) should allow them to adapt. And another crucial point, GMs should be willing to incorporate material from all sources that the players have access to. Paizo tends to use spells from the core rulebook, and in some cases adding spells from other sources (like APG spells for a ranger NPC) can make them far more effective.

Of course at this point the GM has to find a good sweet spot, between rewarding the players from being good at the game (some GMs forget that fact) and providing a sufficient and rewarding challenge.
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Conclusion

With current rules let’s say CRG, APG, UM and MA, characters with the ability to spend resources (everyone other than fighter and rogue) have a distinct advantage.

The mythic rules allow characters the break rules in small ways (like feats but with greater effect), and while this gives characters unprecedented freedom to build their characters, it makes it very tough to write adventures.
GMs have to be willing to adapt, the adventure to their group.

Mythic characters are usually very good at overcoming straightforward combat encounters, so adding a number of nonstandard challenges and customized encounters should provide an acceptable challenge.

Always remember, that the assumption for adventure paths are based on 15 pts. point buy, 4 characters, purchase limit based on city size, wealth per level guidelines (including the suggested values for weapons, armors and one shot items), proper use of knowledge skills to determine enemy weaknesses…..

Pretty much everyone, doesn’t rigidly enforce each and every rule in Pathfinder, so you should always feel confident to make any changes, that you think, make the experience better for your group.

It is highly unlikely that James Jacobs, will come to your home game and shout at you for doing it wrong (highly unlikely, yeah never underestimate a bloody T-Rex)

I hope that once they have a moment, the designers will take a second look at the mythic rules to make some of the abilities a bit more reasonable (like

titans bane:
itan's Bane (Ex)
You can move through the space of any creature two or more size categories larger than you without provoking attacks of opportunity, and you can share such a creature's space. When sharing a larger opponent's space, you gain cover against all melee and ranged attacks made by the creature, and it is considered flat-footed for the purposes of any melee or ranged attacks you make against it.
.

Surprisingly effective for small rogues or ninjas.

Silver Crusade

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Pathfinder Adventure Path Subscriber

Titan's Bane is one of those abilities that tends to surprise you, and I don’t know how to deal with that. Precision Critical and Class minic are obvious and pretty much insane abilities.

Regarding Storm King:

The Storm King seems tough, but he needs some way to discourage such a beatdown.

I consider adding the following abilities::

Static Charge (Su) Khorramzadeh´s body is filled with tremendous amounts of electricity, and on successful attacks with a melee weapon, a portion of that energy tries to earth itself into the attacker. The attacker can prevent this effect by succeeding on a DC 38 Fortitude save. On a failed save, the attacker takes 10d6 electricity damage and gains a Static Charge. For each Static Charge, the character increases his electricity damage taken by 100 %. A character can have up to 10 Static Charges.
The charges are removed once Khorramzadeh dies, or after 1 hour whichever happens first.

Boiling Blood Khorramzadeh´s blood can interact with his flaming body to shield him from further attacks. When the Storm King suffers a critical hit, sneak attack, or other precision based attack his spilling blood is vaporised by the electricity and fire that covers his body. This envelops him in a shroud of burning blood, that protects him like a maximized empowered fire shield (warm shield, 1d6 +21 fire damage) and acid fog that deals electricity damage centered on him.

Thank you for the Ninja statblock, it is very interesting, the buffs you mentioned should be expected, especially since mythic heroism/i] is so very good, especially with a courageous weapon (even if I still try to convince the good makers of hero lab, that it works this way).

I never had a reason to look at the pathfinder version of [i]mind blank/i], it is pretty damn good on an invisible ninja. That said, the legendary item ability does pretty much the same :( .

Yeah, if you somehow managed to to squeeze Beyond Mortality in there, even the unholy aura would be no threat.

Now as a little thank you let me thank you with sharing a couple of monsters of my own:

Death by disintegrate magus:

Teris Alderis
Male Human (Chelaxian) Magus (Hexcrafter) 19/Monk 1/Archmage 10
LNNone Medium humanoid (human)
Init +22; Senses Perception +33
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Defense
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AC 42, touch 18, flat-footed 39 (+19 armor, +3 Dex, +5 natural, +5 deflection)
hp 233 (20d8+130)
Fort +29, Ref +28, Will +28
Defensive Abilities hex arcana (close range, disruptive, ice tomb [dc 34], life giver [1/day], retribution [dc 34], spell shield +15, spellbreaker), fortification 75%, hard to kill, mythic saving throws, unstoppable; DR 5/lethal; Immune fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee arcane pool enhanced kukri +33/+28/+23 (1d4+11/15-20/×2+2d6 vs. evil outsider+2d6 vs. mythic subtype) and
. . gauntlet (from armor) +28/+23/+18 (1d3+6/×2) and
. . unarmed strike +28/+23/+18 (1d6+6/×2)
Special Attacks counterstrike, flurry of blows, hexes (evil eye [dc 34]), mythic power (23/day, surge +1d12), spellstrike, stunning fist (5/day, DC 24)
Magus (Hexcrafter) Spells Prepared (CL 20th; concentration +37):
6th (7/day)—[i]antimagic field [M], disintegrate (x2) [M] (DC 39), disintegrate [M] (DC 39), flesh to stone (DC 35), true seeing, greater dispel magic

5th (8/day)—dismissal (DC 30), fabricate, teleport, wall of force, telekinesis (x2) [M], greater bladed dash, monstrous physique iii
4th (8/day)—greater invisibility, bestow curse (DC 29), arcana theft, calcific touch (DC 33), forceful strike (DC 29), greater false life, lend path (x2)
3rd (9/day)—haste (x2), arcane sight, heroism (x2) [M], vampiric touch, slow [M] (DC 32), force punch (DC 28), versatile weapon (DC 32)
2nd (9/day)—frigid touch, mirror image (x2) [M], ablative barrier [M], bladed dash, bullet shield (x2), flurry of snowballs (DC 27), tactical acumen
1st (9/day)—shocking grasp, shocking grasp, protection from evil, protection from evil (x2), shield (x2), mage armor [M], mage armor [M]
0 (at will)—detect magic, arcane mark, read magic, prestidigitation (DC 25), light
--------------------
Statistics
--------------------
Str 23, Dex 27, Con 20, Int 40, Wis 19, Cha 19
Base Atk +14; CMB +26 (+28 disarm); CMD 38 (40 vs. disarm)
Feats Arcane Strike, Arcane Strike [M], Combat Casting, Combat Expertise, Combat Expertise [M], Critical Focus, Deflect Arrows, Disruptive, Dual Path [M], Extra Arcana, Greater Spell Focus (transmutation), Heighten Spell, Improved Critical (kukri), Improved Unarmed Strike, Intensified Spell, Maximize Spell, Spell Focus (transmutation), Spell Focus [M], Spell Penetration, Spell Penetration [M], Spell Perfection, Spellbreaker, Stunning Fist, Weapon Finesse
Traits magical knack, riftwarden orphan
Skills Acrobatics +34 (+30 jump), Appraise +41, Bluff +22 (+24 to Feint), Climb +19, Craft (weapons) +24, Diplomacy +30, Disable Device +18, Disguise +19, Escape Artist +26, Fly +26, Handle Animal +17, Heal +24, Intimidate +28, Knowledge (arcana) +44, Knowledge (dungeoneering) +33, Knowledge (history) +34, Knowledge (planes) +37, Knowledge (religion) +34, Linguistics +31, Perception +33, Perform (dance) +15, Perform (oratory) +15, Profession (scribe) +16, Profession (soldier) +16, Profession (soothsayer) +17, Ride +24, Sense Motive +33, Sleight of Hand +26, Spellcraft +44, Stealth +29, Survival +18, Swim +20, Use Magic Device +33
Languages Abyssal, Aquan, Auran, Catfolk, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Halfling, Ignan, Infernal, Jandelayan, Orc, Osiriani, Osiriani, Ancient, Polyglot, Protean, Undercommon, Varisian, Vudrani
SQ amazing initiative, arcane pool, bane, compassionate, courageous, force of will, glamered, greater spell access, spell combat, hex arcana, hex magus, immortal, impervious, knowledge pool, legendary hero, mythic bane, recuperation, spell storing, stunning fist (stun), true archmage, unarmed strike
Other Gear +5 Fortification (heavy), Glamered Mithral Full pl, Arcane Pool enhanced Kukri, Amulet of natural armor +5, Belt of physical perfection +6, Cloak of quick reflexes +5/+6, Headband of mental superiority +6 (Appraise, Perce, Manual of quickness of action +5, Ring of protection +5, Tome of clear thought +5, 150 GP
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Special Abilities
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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 (+5) (24/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.
Bane (evil outsider) +2 & +2d6 damage vs chosen type
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Channel Power (Su) Use 1 power for +50% dam, 2x duration, ignore SR & -4 to saves (-2 if mythic) on spell.
Class Mimic (100 minutes) (Su) Spend 1 power and touch willing creature to copy one of its class features.
Cloak of quick reflexes +5/+6 Spend 1 power as immediate action to reroll failed Reflex save.
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 -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.
Compassionate Auto-stabilize foes brought to -1 Hp or below.
Component Freedom (1 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed).
Counterstrike (Ex) Gain an AoO against any spell cast defensively within your threatened area.
Coupled Arcana (Ex) When using an arcane ability, also use a mythic ability which is as fast or faster.
Courageous +5 morale bonus to save vs fear, +2 added to bonuses from similar abilities.
Crafting Mastery (Ex) Can craft any magic item. If you also have the feat, 2x speed & roll all checks twice.
Critical Focus +4 to confirm critical hits.
Damage Reduction (5/lethal) You have Damage Reduction against non-lethal damage
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Disruptive +4 DC to cast defensively for those you threaten.
Evil Eye -4 (18 round(s)) (DC 34) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+10 bonus, bypass all DR).
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 75% You have a chance to negate critical hits on attacks.
Glamered Weapon is cloaked in illusion and doesn't radiate magic. Suppressed 1 min after attack.
Greater Spell Access (Su) Add 2 wizard spells of each spell level to magus spell list. Can ignore somatic components.
Greater Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Greater Spell Focus (Transmutation) +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.
Heighten Spell Increases spell level to effective level desired.
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Ice Tomb (DC 34) (Su) A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit po
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immunity to Fear (Ex) You are immune to all fear effects.
Impervious Double enhancement bonus to hardness, Hp, break DC. Immune to rust/rot.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
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.
Legendary Hero (Su) One use of mythic power is regained each hr.
Life Giver (1/day) (Su) Touch a corpse to use resurrection, but without needing components.
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Magical Knack (Magus [Hexcrafter]) +2 CL for a specific class, to a max of your HD.
Mythic Bane +2 & +2d6 damage vs mythic subtype
Mythic Power (23/day, Surge +1d12) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
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.
Retribution (15 round(s)) (DC 34) (Su) Foe in 60 ft suffers half the melee damage it deals, ignoring resist, for duration (Will neg).
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) [Mythic] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Perfection (Disintegrate) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spell Shield +15 (Su) 1 Arcane Pool: +15 to AC until the end of your next turn.
Spell Storing Store a spell of up to 3rd level in weapon.
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.
Spellbreaker (Ex) The magus gains Spellbreaker as a bonus feat. The magus must be at least 9th level before selecting this arcana.
Spellscarred (SR 41) (Su) Call upon your mythic power to gain spell resistance, spending 1 power if it protects you.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Stunning Fist (5/day) (DC 24) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
True Archmage (SR 0 vs. Arcane spells) (Ex) Non-mythic foes save vs your spells twice. Gain SR, if it blocks a spell, regain 1 power.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

This is a variant of an NPC for my campaign (I am doing a crazy metaplot with lots of mythic characters )

Hisdisintegrate is frankly insane, without spending a point of mythic power the dc to avoid massive damage is a fort DC 39 to avoid, 40d6 damage.
As a mythic spell thats 60d6, augmented 2x60d6, with channel power 2x60d6+50%; maximized thanks to spell perfection 720+2x30d6. Channel power increases the dc/lower the save, to 41, make it a potent mythic spell and thats a DC 43 fort save.

That is pretty mental, I would argue that at least channel power should not be combined with potent mythic spells.

Dorn Barbarian/Champion:

Dorn
Male Human (Shoanti) Barbarian 18/Champion 9
CGNone Medium humanoid (human)
Init +16; Senses Perception +22
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Defense
--------------------
AC 39, touch 13, flat-footed 33 (+16 armor, +5 Dex, +10 natural, +4 deflection, +1 dodge)
hp 348 (18d12+217)
Fort +27, Ref +16 (+6 bonus vs. traps), Will +18 (+4 vs. enchantments); +2 trait bonus vs. fear, +3 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration
Defensive Abilities fortification 25%, hard to kill, uncanny dodge, indomitable will, mythic saving throws, trap sense, unstoppable; DR 4/—
--------------------
Offense
--------------------
Speed 50 ft.
Melee heavy shield bash +38/+38/+38/+33 (1d4+30/×2) and
. . cold iron throwing axe +38/+38/+38/+33 (1d6+30/×2) and
. . legendary +5 bane (outsider (evil)), courageous, defending, furious, mythic bane, transformative adamantine axe +46/+46/+46/+41 (1d10+51/19-20/×3+2d6 vs. Outsider (evil)+2d6 vs. mythic subtype) and
. . masterwork silver throwing axe +39/+39/+39/+34 (1d6+29/×2) and
. . unarmed strike +38/+38/+38/+33 (1d3+30/×2)
Ranged +1 adaptive, bane composite longbow +29/+29/+29/+24 (1d8+16/×3+2d6 vs. )
Special Attacks mythic power (21/day, surge +1d10), rage, rage powers (come and get me, deathless frenzy, guarded stance +4 [9 rds], reckless abandon [+/-5], reflexive dodge +4, rolling dodge +4 [9 rds], world serpent spirit +3, world serpent totem +3, world serpent totem unity)
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Statistics
--------------------
Str 40, Dex 21, Con 28, Int 10, Wis 12, Cha 10
Base Atk +18; CMB +38 (+42 sunder); CMD 46 (48 vs. sunder)
Feats Blind-Fight, Blind-Fight [M], Combat Reflexes, Dodge, Dual Path [M], Exotic Weapon Proficiency (dwarven waraxe), Extra Path Ability [M], Greater Sunder, Improved Critical (dwarven waraxe), Improved Sunder, Iron Will, Mythic Paragon [M], Power Attack, Power Attack [M], Weapon Focus (dwarven waraxe)
Traits courageous, stolen fury
Skills Acrobatics +17 (+25 jump), Appraise +1, Bluff +1, Climb +29, Handle Animal +6, Heal +5, Intimidate +17, Knowledge (nature) +6, Knowledge (planes) +2, Knowledge (religion) +1, Linguistics +2, Perception +22, Ride +12, Sense Motive +7, Stealth +25, Survival +11, Swim +26, Use Magic Device +3
Languages Abyssal, Celestial, Common, Shoanti
SQ amazing initiative, bane, courageous, defending, fast movement, foe-biting, force of will, immortal, legendary power, legendary surge, mythic bane, mythic bond, recuperation, rejuvenating, undetectable
Combat Gear 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 +5 Fortification (light), Glamered, Shadow Mithral, Masterwork Agile breastplate, +2 Animated Heavy steel shield, +1 Adaptive, Bane Composite longbow (Str +0), Legendary +5 Bane (Outsider (evil)), Courageous, D, Cold Iron Arrows (50), Cold Iron Throwing axe, Masterwork Silver Throwing axe, Ambrosia, Amulet of natural armor +4, Bag of holding I (empty), Bandages of rapid recovery (2), Belt of physical perfection +4, Boots of speed (10 rounds/day), Bracers of might (3/day), Cape of free will +4/+5, Gauntlet of the weaponmaster (empty), Headband of fortune's favor, Ring of protection +4, Barbarian's kit, Campsite kit, Riding kit, 150 GP
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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).
Bandages of rapid recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.

Construction
Requirements Craft Wondrous Item, cure light wounds, lesser restoration, stabilize; Cost 100 gp
Bane (Outsider (evil)) +2 & +2d6 damage vs chosen type
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
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 11 rds.
Boots of speed (10 rounds/day) Affected by haste
Bracers of might (3/day) Swift action for +4 sacred bonus to strength. Spend 1 power for nat 20 on Str-based roll.
Cape of free will +4/+5 Spen 1 power as immediate action to reroll failed WIll save.
Class Mimic (110 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 +7 morale bonus to save vs fear, +3 added to bonuses from similar abilities.
Courageous +2 save vs. fear.
Damage Reduction (4/-) 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.
Deathless Frenzy When raging, you can ignore the effects of being at 0 or fewer HP for1 round.
Defending Transfer weapon enhancement bonus to AC.
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 (+11 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.
Fortification 25% You have a chance to negate critical hits on attacks.
Gauntlet of the weaponmaster (empty) Store weapons in gauntlets, and switch with current weapons as swift action.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Guarded Stance +4 (9 rds) (Ex) Gain a +4 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.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Uncanny Dodge (Lv >=22) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 22+.
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 Bane +2 & +2d6 damage vs mythic subtype
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 (21/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 -0/+15 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 (44 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-5) (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.
Reflexive Dodge +4 (Ex) While using rolling dodge, gain a +4 bonus to Reflex saving throws.
Rejuvenating (110 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 +4 (9 rds) (Ex) Gain a +4 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.
Transfer Magic (Su) Spend 1 power and make melee touch attack to transfer magic effect from creature to you.
Trap Sense +6 (Ex) +6 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.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
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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While he is raging, using mythic power attack (spend on point of mythic power to ignore penalties), reckless abandon, and not benefiting from haste:

legendary +5 bane (outsider (evil)), courageous, defending, furious, mythic bane, transformative adamantine axe +46/+46/+46/+41 (1d10+51/19-20/×3+2d6 vs. Outsider (evil)+2d6 vs. mythic subtype

Against a demon:

legendary +5 bane (outsider (evil)), courageous, defending, furious, mythic bane, transformative adamantine axe +48/+48/+48/+43 (1d10+53/19-20/×3+2d6 vs. Outsider (evil)

Of course a single confirmed critical hit would result in 2d10+165+2d6 damage.

And he is not using some of his better abilities like class mimic.

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I have some suggestions:

- let smite overcome the alignment part of the damage reduction, that way it stays useful.
- your summon monster house rule is a sensible idea
- your evasion house rule is a bit unusual, but hardly game breaking
- really not a fan of the critical hit house rule, as written this allows a low level character to crit against an archdemon
- greater teleport as a move action - and I assume this is intended to make demons more dangerous - allows them to attack at least once, I like this change.

Some of my own house rules:

-20 pts. point buy, no stat under 10 (this is pretty close to the “official” 15pts point buy, but avoids things like untasteful stat dumping)
- no evil characters
- no crafting (with an exception for the upgradeable legendary ability), but enforcing the WBL guidelines from ultimate champaign is a good alternative
- different loot, this isn’t really a house rule, but rather me modding the loot the eliminate all those +1 handaxes (pretty much all those magic items, that end up as “vendor trash”)
- a lesser number of battles, but harder ones

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I would not allow a staff of wish, even without mythic rules, the ability to recharge a charge per day is enough.

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Midnight_Angel wrote:
LordOfThreshold wrote:
Honestly, I think this whole debate comes from New School players unable to play through an Old School scenario. People who are whining about a Goddess not treating them the way they think they should be treated are just the entitled types of adventurers she would not rely on and would pass for better bringers of her will and might.

^This^

Seems that some players will start to whine the very second they are confronted with the existence of someone who is higher up on the food chain than their precious precious characters.

I don't think that is the case (most of the time), most GMs and some players are unhappy about the kind of questions and answers she expects.

Getting punished for not answering exactly like the adventure wants, result in damage. Let's just say, there is room for improvement.

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magnuskn wrote:
Sebastian Hirsch wrote:

Combining a number of encounters into one can be quite rewarding. I use the tactic quite a lot, especially since I really dislike encounters where the the enemies have no real chance to do significant damage (or even hit) the players.

If your players make extensive use of area of effect attacks, and/or the full number of enemies might overwhelm the group, let them enter combat after a number of rounds.

If you come to the conclusion, that this makes it too easy for your group, remember that it is certainly within your purview to make changes to the dungeon. Adding secret doors, pits, arrow slits and other terrain advantages for the defenders can very effective - and “punish” groups that forget to scout properly.

Thanks, good advice, although I already use about all of it. After GM'ing for a decade now, and GM'ing 3.x at that, balancing at these still low levels is pretty automatic. It's the high levels which are still a challenge to get right, since the system breaks so much there.

Yeah, I suspected that you knew those tactics, but good advice is usually worth reiterating, it might be of benefit to someone reading this.

Regarding higher levels, I tend to cheat as much as I find necessary. To be honest since I tend to tweak the NPCs a bit, to make them a viable challenge (nothing I could not justify in game, like a couple of buffs like mage armor, ablative barrier, and resist energy) I sometimes have to weaken my NPCs or let them use suboptimal tactics.

I feel justified as long, as my players have fun, feel challenged and get the satisfaction of beating certain challenges with their own creativity.

Of course that requires some degree of verisimilitude but it has worked so far^^.

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Tangent101 wrote:
magnuskn wrote:
TOZ wrote:
Tangent101 wrote:
You know, something constructive.
On a messageboard?
Yes. Your attitude is what leads to boards like the Den.
It's why I like the Megatokyo forum boards - at least, the two parts of it I keep an eye on (Story Discussions and SD Fanworks). Even when we disagree, things remain interesting and enjoyable. Most of the time! ^^;;

To be fair this current topic included the words: alignment, lawfull good, paladin, torture and kidnapping. The fact that most of us managed to remain relatively civil is a very impressive thing indeed.

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Chuckg wrote:
Sebastian Hirsch wrote:
And while I sometimes have to get my group back on track - actually we all decided that we wanted to reduce distractions while we play, to improve the RP - that is the nature of the beast.
And? In your experience, did slamming a player's character with an invincible grudge monster actually improve their focus on the game?

Actually these days I just talk to my players, if things get unruly, no reason to smite them with meteors. I have seen it done, when I played with other GMs,and it is a pretty useless tool. All it really does, is to create that damn “the GM is our enemy” feeling, and that is utterly useless for all participants.

Chuckg wrote:

Quote:
What I meant, is that if a player decides to want his character to go forth, stand before a goddess and fart in her face
At this point you are discussing something entirely other than what we were objecting to. I'm gonna ignore this part and move on, because there is no point in discussing it. If you persist in trivializing all opposition to this encounter's writing as 'people who just want to fart in a goddess' face', then rational discussion will become impossible.

No I fear you misunderstand me, the draconian measures seem only intended to prevent/punish that kind of idiotic behavior. The really stupid borderline insane kind. Unfortunately apparently aren’t written clearly enough to differentiate between a well founded complaint (not unreasonable, after a god calls you to his presence, you might have been busy) and the crazy stuff.

The SHOULD allow for a degree of civilized conversation, but as written (and understand by the majority) it is akin to breaking out the fire axt every time you have to extinguish any kind of flame in the house (like a candle).

So yeah the rules kindo throw out the baby with the bathwater here, but it wasn’t my intention to trivialize you complaints like that.

Quote:
I think, they could be better phrased, but in essence she just wants to know a bit about the characters.

... she is a freaking deity. If she wants to know something about the characters, she has an almost literal infinity of options for finding out, none of which require stealing the gag of that Japanese game show parody from that one "Supernatural" episode. You know, the one where the Trickster forced Sam & Dean to play a silly quiz show, and every time they got an answer wrong they were punched in the balls? 'Nutcracker', I think it was called?

I wrote an entire post on the silliness of the idea that Iomedae would need to 'test' the player characters at all. They've already been through four books' worth of tests at this point.

Actually, now that I think about it, her whole shpiel of 'Are you ready to face the temptations of a demon lord?' makes Iomedae look like an idiot. Ma'am, you're already a chapter late asking this question! We just got through the whole prior adventure with having to deal with Nocticula! Y'know what? If I've just walked out of a face-to-face with the freaking Succubus Queen and still retained my good...

Yes, it is written in the form of an encounter, or test if you will. There are rewards if you are victorious, but there are consequences for failure. That seems to be the core problem, the PCs are forced into a trial by fire, at a point in time, and in a way to conflicts with their previous acts and self image.

If you remove the encounter (and I guess) trial aspect, most offenses could be avoided.

I was only trying to ascertain what the reasoning behind it all of this has been. At this point it is pretty clear that the end result is disappointing to a lot of GMs, and that this is viewed as a (rare) drop in quality when it comes to the adventure paths.

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Chuckg wrote:
Sebastian Hirsch wrote:
Iomedae blasting rude or disrespectful npcs: This section seems intended to preserve a certain sense of authority or maybe dignity is the better word.

As multiple people have pointed out in this thread, the one thing a DM cannot compel by force is the player's emotions. If the players really want to clown around and ruin the game, there is literally nothing in-game that can be done to stop this. The most an author can do is write a sidebar reprising the relevant section of the Core Rules re: 'dealing with problem players'... a section that ISTR is more about 'ask them politely out-of-game to moderate their behavior, and remove them from your play environment if they are incorrigible' than it is about 'have an invincible NPC beat their PC up until they do what you want'.

So, I reject all lines of reasoning based on 'This was necessary to preserve the dignity of the game session'. The dignity level of a game session is a problem that exists at the meta level, not the in-story level.

Well if they players are having a good time, making jokes and clowning around, that is all fine and dandy. But that does not always translate into the game, a player might make an in character joke just because it is funny to him and the other players, but thats usually all out of character. So it wasn’t really said/done in the game. At least that is how I tend to play this, years ago we had a pretty strict “you say you do it, you have done it” rule at the table. I don’t really want to go back to that time, it didn’t work out very well.

And while I sometimes have to get my group back on track - actually we all decided that we wanted to reduce distractions while we play, to improve the RP - that is the nature of the beast.

What I meant, is that if a player decides to want his character to go forth, stand before a goddess and fart in her face, there should be consequences.

It has been stated by others, and rather more eloquent, that the biggest problem with this encounter is, that it is an encounter.
I can see players try to talk Horgus Gwern into cooperating with the group and playing nice with others, that is a similar encounter based on decent role playing ( I tend to ignore the dice if the player has a decent bonus and does a good job). Redeeming evil NPCs falls pretty much into the same area, if a dedicated empathic player (character) puts in the work, this can very much succeed.
There are a number of things wrong with the scene and while they have been mentioned already I think they bear repeating, if only to allow me to add some suggestions:

- The timing: While the PCs have not literally gone through hell, the abyss (even if you go to a “nice place” ) isn’t a very welcoming area for the player characters. But they survived and returned. I understand that Iomedae feels, that she has to test the PCs before she can dare to send them on their mission (see below) at this in point in time, the heroes certainly think that they have proven themselves. And depending on the events of the individual campaign, might have proven some or all of the qualities Iomedae wants to test in them.

I honestly don’t know where to transplant the players encountering her, maybe before they venture the first time into the abyss, but you can’t really mention the herald situation yet, otherwise the players would try to rescue him right now.
Of course you could always split the tests and the rewards+quest into two separate events. You could even theme the tests, so Iomedae can warrant giving those specific rewards to the PCs.

- The approach: Iomedae takes the PCs to her domain and tests them without prior warning or request. Again, this could work for heroes who still have to prove themselves, but at this point the players have another opinion of themselves.

Now, this might sound like another excuse, but I would not be surprised if Iomedae is a bit lacking in the area of empathy for the social sensibilities of others. She is a warrior goddess and may lack the social grace to “court” the players properly. Don’t get me wrong, she is not Gorum - I fully expect him to give the players a weapon and test them in combat (to find out if they are the metal or the meat [sorry for the Pratchett reference]] - but neither is she Sarenrae.

- The goals: Iomedae wants the PCs to succeed in either saving or killing her herald. But she has to consider that the player characters are among her (or to be more exact her crusades)
strongest forces, and losing them would a disaster.

But the death or “her” mortal champions is hardly the worst case scenario. The crusade might survive their loss, but what if the enemy manages to capture and corrupt them?

Iomedae would not want to lose them, if she came to the conclusion, that they aren’t ready to storm the domain of an openly hostile demon lord, invade his prison and steal some of his most valuable prisoners…. sending them would be wasting their potential. And interesting enough, if the players do fail her test, the adventure suggest another quest to prove their worth (kill a dragon).

So yeah, while she desperately wants to players to succeed, she is afraid to lose them. I kinda like this part, makes her character a bit flawed, and that is appealing even (and especially) for a god.

- Punishing unruly players:

Yeah, it has been discussed to death, I think you could have ended his the same or similar suggestions without any trouble. Just add something “ Iomedae can and will tolerate a certain level of disrespectful behaviour, but does not take abuse. Repeated offenses carry larger penalties, but consider giving your other player (characters) the chance to intervene before Iomedae has to do so.”

This should cover most situations, and maybe add:

“If a character is particularly disruptive, Iomedae makes him seem to disappear, assuring the characters that the group will be reunited shortly. The player is effective undetectable by anyone other than the goddess to the other players, but otherwise still with the party. This way the player can still participate with the “tests” and communicate with Iomedae. Once the PC and Iomedau have settled their gievances the can rejoin the group.You can treat this “time out” as apparent time (like a time stop) so the other characters might not even notice. “

Yeah it is not perfect, but this solution allows everybody to save face, and give the players a chance to voice their well voiced grievances with the persona in charge.

- The tests:

Surprisingly I don’t have that many problems with the questions, sure the DC for the first question is very high (but easy for mythic characters) considering that the subject matter is pretty well known amongst the crusaders.

I think, they could be better phrased, but in essence she just wants to know a bit about the characters. She just wants to come to the conclusion, that the are well rounded enough, willing to cooperate, to consider the weight of their actions and to outsmart a pretty clever demon lord.

In my own (not that humble ;P ) opinion, as long as the players are willing to face the question and answer in a way that suggest, that they have actually thought about the question.

The punishment for failure seems to antagonize players a bit too much, but you could change it to something a little bit more subtle:

“Your answer doesn’t seem to satisfy the goddess, and while she seems unwilling to into particulars, you can’t shake the feeling, that you are somehow unworthy in her eyes. Proving yourself in the eyes of the goddess should help to alleviate this unease, but until that is done you are plagued by indecision: -2 to initiative checks and - 1 to will saves (future alternative results: players grow depressed and can’t benefit from moral boni)

Maybe even that is too strong and cheapens the disapproval of a goddess but giving it stats, but it could work.

If I have the time I will post my remake of the encounter, and at least that would be useful to others…

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At this point, I don't expect or need another ELH, the mythic stuff has one great advantage over epic, you can use it at lower levels.

Plenty of people think that the game starts to fall apart after level 15 so you are limiting your audience to a point where it seem a really bad idea to produce content for it.

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James Jacobs wrote:
Sebastian Hirsch wrote:
Alleran wrote:
Sebastian Hirsch wrote:
Baphomet however is not a god...

Technically, a demigod is a god.

Just not a godgod. So to speak.

But yes, archdevils, demon lords and their ilk can pose a threat to "full" gods. Part of Pazuzu's schtick is that he does this, IIRC.

I don't think Baphomet is even a demigod, and while I cherish the fact that Paizo doesn't go near words like "divine rank", it is a bit confusing.

The fact, that a herald is usually a CR 15 outsider, does indicated that he isn’t supposed to be a deities champion. Of course some heralds are quite often summoned to join and decide large battles - the description of Gorums herald was quite interesting.

Baphomet is a demigod. By our definition of what constitutes a demigod, in fact.

Whether or not any one group can or can't take him down with ease or not is more an issue of home-game power level than the stats.

And heralds are usually CR 15 outsiders with 18 HD because their in-game purpose is to supply worshipers of deities a thematic and strong choice for creature to conjure when casting greater planar ally. The gods ABSOLUTELY have more powerful minions than their heralds—but those need gate spells to conjure... if indeed mortals can conjure them at all.

There are times when a deity's herald can become more powerful than CR 15, but those are very rare times and when that happens, that robs the faith of their top-tier greater planar ally so those instances are not long-lived.

In the case of Baphomet corrupting a herald, that's one of those super-rare exceptions to a lot of rules—such as the fact that demigods generally don't have heralds at all, or that heralds are always CR 15.

Thank your for the confirmation, that gods indeed to have more powerful servants. I guess players and GMs just have way more contact with the evil part of the bestiary.

I had not considered, that the heralds were limited to allow greater planar ally to call them, my players have yet to touch the spell (they are quite unwilling to pay for services like this).

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Alleran wrote:
Anorak wrote:
Lochar wrote:
Anorak wrote:


Then much like what happened to Arazni, the Hand is corrupted to the side of evil.

So yeah Iomedae is bad luck on Heralds.

So you're saying the PCs shouldn't take on the duties of Iomedae's Herald at the end of this book then, right? :D

Exactly! I mean how do you misplace your Herald? I'd be like thanks but not thanks. Good luck on finding a new schmuck!

She was probably down in the local god-bar bragging about the new minions she's got doing what she wants in the Worldwound, when she got an unfortunate prayer call about a missing Herald. After being laughed out of the bar by the other gods for the third time this sort of thing has happened to her ("Fool me once, fool me twice, fool me three times...") she retreated to her cathedral to sulk, smash things, generally throw a tantrum, and then decided that she was going to get her minions to get her Herald back. Or kill him and she'll have one of them instead.

This explains so much, but now I just imagine her on a couch, in a corner of her cathedral. Sitting in her pyjamas, ice cream in one hand, a glass of wine on the other, she sits crying and watching the heroes fight her fallen herold.

This scenario either ends with her jumping of up and high fiving everyone in the cathedral… or Iomedae trying to bury her guilt and sadness until the PCs either kill or drive away Baphomet.

Once that is done, and the PCs have returned, a drunk (with joy, wine, and ice cream) Iomedae (still in her pyjamas) hugs the PCs and wants to make them all herolds^^

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theshoveller wrote:

Now, I've only played into Book 2 (as a Magus) but I've found that I have more ways of dealing with DR than I know what to do with. I've never felt I struggled for the lack of a Smite.

Put simply, Mythic changes everything.

Mythic arcane strike, is sooooo good, you can pretty much kill demon lords with a spoon.

One of my players does indeed play a sacred shield paladin of Iomedae. It is pretty effective. He does not intend to do very much damage, he is very contend to be the party tank. The smite evil replacement ability is quite effective and I actually worry, that it will become too good once he boosts his Charisma.

He is a Guardian (the campaign trait is pretty awesome for Guardians) with dual path Marshal, I am currently busy to post about my campaign in another thread, and will post their current characters (Level 6 Tier 1) and my projections soon. But since that is a giant spoiler, here are some of my player characters:

Mythic sacred shield:

Acon
Male Angel-Blooded Aasimar (Angelkin) Paladin (Sacred Shield) 6/Guardian 1
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 24, touch 11, flat-footed 23 (+9 armor, +4 shield, +1 Dex)
hp 87 (6d10+47)
Fort +13, Ref +7, Will +9
Defensive Abilities hard to kill; Immune disease, fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +11/+6 (1d4+5/×2) and
. . +1 cold iron longsword +12/+7 (1d8+6/19-20/×2) and
. . gauntlet (from armor) +11/+6 (1d3+5/×2) and
. . radiance +12/+7 (1d8+6/19-20/×2) and
. . unarmed strike +11/+6 (1d3+5/×2)
Special Attacks mythic power (5/day, surge +1d6)
Spell-Like Abilities
. . At will—detect evil
Paladin (Sacred Shield) Spells Prepared (CL 3rd; concentration +6):
1st (2/day)— divine favor, challenge evil (DC 14),
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 16, Int 14, Wis 10, Cha 16
Base Atk +6; CMB +11; CMD 22
Feats Combat Expertise, Dual Path [M], Saving Shield, Shield Focus
Traits exposed to awfulness, natural-born leader
Skills Acrobatics -5 (-9 jump), Appraise +3, Bluff +4, Diplomacy +10, Handle Animal +7, Heal +7, Knowledge (nobility) +6, Knowledge (religion) +7, Perception +2, Ride -1, Sense Motive +6, Spellcraft +7, Stealth -5, Use Magic Device +4; Racial Modifiers +2 Heal
Languages Celestial, Common, Draconic, Sylvan
SQ aura of courage, aura of good, bastion of good, divine bond, holy shield, lay on hands, mercies (mercy [fatigued], mercy [staggered])
Other Gear Armor of the pious (1/day), Full plate, +1 Heavy steel shield, +1 Cold Iron Longsword, Radiance, Pauldrons of unflinching fortitude +1/+2, Righteous medal of valor, Righteous medal of vigor, Gear maintenance kit, Grooming kit, Paladin's kit, 248 GP
--------------------
Special Abilities
--------------------
Absorb Blow (5 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
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 Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Bastion of Good (10 ft) (2/day) (Su) One foe does ½ dam to allies in aura, full to self, +4 deflect to AC.
Clarion Call (1 rds) (Ex) As a swift action, use 1 power temporarily grant allies in 30 ft your active smite/challenge.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
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 +1 bonus that bypasses all DR.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond +1 (6 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.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Shield (Adjacent) (Su) Allies in range gain shield bonus to AC equal to the sacred shield's own.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6) (6/day) (Su) You can heal 3d6 damage, 6/day
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued 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.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
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 +1/+2 Spend 1 power as immediate action to reroll failed Fortitude save.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally&apos;s AC.
Shield Focus +1 Shield AC
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

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This will contain quite a lot of spoilers, so be warned this is pretty much for GMs only.

I am starting this thread, after my group has just started the second adventure, with the intention to benefit others. While some of the changes and reactions are quite unique to my own players, their abilities easy to replicate, so their success should be informative.

Before I start writing about the adventure, let´s look at specific changes for this campaign and the player characters.

My players are quite experienced with other RPGs, particularly “The Dark Eye” (a rather popular german RPG) but their knowledge of the Pathfinder RPG is a bit limited.

They expressed some wishes after the last Pathfinder campaign, the following “houserules” are my attempt to rectify some of those grievances:

- 20 pts. point buy, but before racial adjustments, no ability can be below 10 (I think, this is pretty close to the standard 15 points )

- 1 campaign trait and one other trait for each player character

- no crafting feats ( unchecked use of these feats, has seriously unbalanced the last campaign, and while the suggestions from ultimate campaign are good, I decided against them)

- I will change the loot and other adventure rewards to give my players specific rewards/upgrades that fit their character mechanics and style. (My players voiced some dissatisfaction about finding a lot of magical items, that were sold pretty much immediately)

- At level 1 the player characters were equipped for about 2000 gold, no magic items, except some healing potions. This resulted in a number of very well armored player characters, but I compensated for that in the first encounters. (This was intended to allow the characters to describe and equip their characters to their satisfaction)

I think, that the changes to loot will have the greatest impact on the campaign, but since I have control over that ( and they still find a limited amount of monetary rewards) it should not unbalance things overly much.

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Set wrote:

Artifacts & Legends, p. 6, has Seoni cosplaying as Valeros, and it's kind of awesome.

It is pretty damn awesome, and I think we should demand Valeros cosplaying as Seoni, just for the proper balance of things.

That said I have love the artwork of the iconics before Pathfinder was a real thing. Back in the “OMG Dragon magazine will not longer appear in print” stage. While Seonis artwork is great, I have to admit, that sometimes I just want give her a long fluffy shawl to keep her warm. Of course once you assume, that she uses mage armor for protection and endure elements (first level spell, 24 hours duration seems reasonable) her attire really is a matter or personal choice.
As far as the game rules are concerned a sorcerer can wear pretty much everything like a huge ball gown or nothing at all (you know going commando, like a dragon ^^).

Actually cheesecake in fantasy illustrations does bother me more than it used to, but that is pretty much based on impractical armor and high heels (in plate mail :( ), but I think that Paizo has avoided this very well.
I really have no problem with beefcake, (well this impractical armor thing bothers me there too) and I would be pretty upset if someone tried to take my mythic iconics away (especially mythic Sethyiel ).

Silver Crusade

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Pathfinder Adventure Path Subscriber

Not a fan of an ignore funtion, I fear that would make it even harder to follow some kind of conversation in a thread

Silver Crusade

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Pathfinder Adventure Path Subscriber

Now it is time for our lovely iconic barbarian. Since her sword is featured in her backstory and artwork, I decided to make it a legendary item.

Amiri Barbarian 5 / Guardian 1:

Amiri
Human Barbarian 6/Guardian 1
CN Medium Humanoid (human)
Init +2; Senses Perception +10
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Defense
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AC 20, touch 13, flat-footed 18 (+6 armor, +2 Dex, +1 natural, +1 deflection)
hp 70 (6d12+23)
Fort +7, Ref +4 (+2 bonus vs. traps), Will +3
Defensive Abilities improved uncanny dodge (lv >=10), trap sense
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Offense
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Speed 30 ft.
Melee (L) Legendary +1 Bastard sword +10/+5 (2d8+7/19-20/x2)
Ranged +1 Adaptive Composite longbow (Str +0) +9/+4 (1d8+5/x3)
Special Attacks rage (16 rounds/day), rage powers (guarded stance +2 [2 rds], reckless abandon [+/-2], rolling dodge +2 [2 rds])
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Statistics
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Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 23
Feats Exotic Weapon Proficiency (Bastard sword), Power Attack -2/+6, Power Attack [Mythic], Vital Strike, Weapon Focus (Bastard sword)
Skills Acrobatics -1, Climb +9, Escape Artist -1, Fly -1, Handle Animal +8, Intimidate +9, Perception +10, Ride -1, Stealth -1, Survival +9, Swim +7
Languages Common
SQ fast movement +10, hard to kill, legendary power (4/day), legendary surge (+1d6 to attack rolls - all, comba, mythic bond, surge
Combat Gear Potion of cure light wounds (3), Potion of cure serious wounds, Potion of enlarge person (2), Potion of fly, Alchemist's fire, Caltrops; Other Gear +2 Hide armor, +1 Adaptive Composite longbow (Str +0), Legendary +1 Bastard sword, Cold Iron Arrows (50), Silver Arrows (50), Amulet of natural armor +1, Ring of protection +1, Backpack (empty), Bedroll, Flint and steel, Rope (2), Shovel, Torch (5), Trail rations (4), Waterskin, Weapon cord, Whetstone, 150 GP
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Special Abilities
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Absorb Blow (5 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Guarded Stance +2 (2 rds) (Ex) Gain a +2 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.
Improved Uncanny Dodge (Lv >=10) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 10+.
Legendary Power (4/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
Power Attack -2/+6 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 (16 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Rolling Dodge +2 (2 rds) (Ex) Gain a +2 dodge bonus to AC vs. ranged attacks while raging.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Vital Strike Standard action: x2 weapon damage dice.
Weapon cord Attached weapon can be recovered as a swift action.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Amiri Barbarian 9 / Guardian 3:

Amiri
Human Barbarian 9/Guardian 3
CN Medium Humanoid (human)
Init +5; Senses Perception +13
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Defense
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AC 23, touch 13, flat-footed 21 (+7 armor, +2 Dex, +3 natural, +1 deflection)
hp 110 (9d12+42)
Fort +8, Ref +5 (+3 bonus vs. traps), Will +4; +3 bonus vs. mind-affecting effects
Defensive Abilities fortification 25%, improved uncanny dodge (lv >=13), trap sense; DR 1/—
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Offense
--------------------
Speed 30 ft.
Melee (L) Legendary +2 Courageous Bastard sword +16/+11 (2d8+11/17-20/x2)
Ranged +1 Adaptive Composite longbow (Str +0) +12/+7 (1d8+7/x3)
Special Attacks rage (22 rounds/day), rage powers (guarded stance +2 [2 rds], reckless abandon [+/-3], reflexive dodge +2, rolling dodge +2 [2 rds])
--------------------
Statistics
--------------------
Str 23, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +15; CMD 28
Feats Exotic Weapon Proficiency (Bastard sword), Furious Focus, Improved Critical (Bastard sword), Improved Critical [Mythic], Power Attack -3/+9, Power Attack [Mythic], Vital Strike, Weapon Focus (Bastard sword)
Skills Acrobatics +0, Climb +16, Escape Artist +0, Fly +0, Handle Animal +10, Intimidate +12, Perception +13, Ride +0, Stealth +0, Survival +11, Swim +11
Languages Common
SQ amazing initiative (1/round), courageous, fast movement +10, hard to kill, legendary power (4/day), legendary surge (+1d6 to attack rolls - all, comba, mythic bond, recuperation, surge, unyielding
Combat Gear Potion of cure light wounds (3), Potion of cure serious wounds, Potion of enlarge person (2), Potion of fly, Alchemist's fire, Caltrops; Other Gear +2 Fortification (light) Hide armor, +1 Adaptive Composite longbow (Str +0), Legendary +2 Courageous Bastard sword, Cold Iron Arrows (50), Silver Arrows (50), Amulet of natural armor +2, Belt of giant strength +2, Ring of protection +1, Backpack (100 @ 15 lbs), Bedroll, Flint and steel, Rope (2), Shovel, Torch (5), Trail rations (4), Waterskin, Weapon cord, Whetstone, 150 GP
--------------------
Special Abilities
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Absorb Blow (15 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Adamantine Mind (Ex) +3 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).
Courageous +2 morale bonus to save vs fear, +1 added to bonuses from similar abilities.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fortification 25% You have a chance to negate critical hits on attacks.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Guarded Stance +2 (2 rds) (Ex) Gain a +2 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.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Legendary Power (4/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
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.
Rage (22 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-3) (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.
Reflexive Dodge +2 (Ex) While using rolling dodge, gain a +2 bonus to Reflex saving throws.
Rolling Dodge +2 (2 rds) (Ex) Gain a +2 dodge bonus to AC vs. ranged attacks while raging.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Vital Strike Standard action: x2 weapon damage dice.
Weapon cord Attached weapon can be recovered as a swift action.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Amiri Barbarian 12 / Guardian 5:

Amiri
Human Barbarian 12/Guardian 5
CN Medium Humanoid (human)
Init +8; Senses Perception +16
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Defense
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AC 28, touch 16, flat-footed 25 (+9 armor, +3 Dex, +3 natural, +2 deflection)
hp 162 (12d12+73)
Fort +14, Ref +10 (+4 bonus vs. traps), Will +9; +5 bonus vs. mind-affecting effects
Defensive Abilities fortification 25%, improved uncanny dodge (lv >=16), trap sense; DR 2/—
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Offense
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Speed 30 ft.
Melee (L) Legendary +2 Courageous, Furious Bastard sword +21/+16/+11 (2d8+14/17-20/x2)
Ranged +1 Adaptive Composite longbow (Str +0) +16/+11/+6 (1d8+9/x3)
Special Attacks rage (29 rounds/day), rage powers (guarded stance +3 [3 rds], reckless abandon [+/-4], reflexive dodge +3, rolling dodge +3 [3 rds], world serpent spirit +2, world serpent totem +2)
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Statistics
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Str 26, Dex 16, Con 16, Int 10, Wis 12, Cha 10
Base Atk +12; CMB +20; CMD 36
Feats Exotic Weapon Proficiency (Bastard sword), Furious Focus, Improved Critical (Bastard sword), Improved Critical [Mythic], Improved Vital Strike, Power Attack -4/+12, Power Attack [Mythic], Vital Strike, Vital Strike [Mythic], Weapon Focus (Bastard sword)
Skills Climb +22, Handle Animal +13, Intimidate +15, Perception +16, Survival +14, Swim +16
Languages Common
SQ amazing initiative (1/round), courageous, fast movement +10, hard to kill, legendary power (4/day), legendary surge (+1d6 to attack rolls - all, comba, mythic bond, mythic saving throws, recuperation, rejuvenating, surge, unstoppable strike, unyielding
Combat Gear Jingasa of the fortunate soldier (1/day), Potion of cure light wounds (3), Potion of cure serious wounds, Potion of enlarge person (2), Potion of fly, Potion of haste, Potion of heroism (2), Alchemist's fire, Caltrops; Other Gear +3 Fortification (light) Darkleaf Cloth Hide armor, +1 Adaptive Composite longbow (Str +0), Legendary +2 Courageous, Furious Bastard sword, Cold Iron Arrows (50), Silver Arrows (50), Amulet of natural armor +2, Belt of physical perfection +2, Cape of free will +3/+4, Ring of protection +2, Backpack (100 @ 15 lbs), Bedroll, Flint and steel, Rope (2), Shovel, Torch (5), Trail rations (4), Waterskin, Weapon cord, Whetstone, 150 GP
--------------------
Special Abilities
--------------------
Absorb Blow (25 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Adamantine Mind (Ex) +5 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).
Cape of free will +3/+4 Spend 1 power as immediate action to reroll failed Will save.
Courageous +2 morale bonus to save vs fear, +1 added to bonuses from similar abilities.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fortification 25% You have a chance to negate critical hits on attacks.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Guarded Stance +3 (3 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.
Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Legendary Power (4/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 Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Parry Spell (Su) You can parry a ray or single-target spell of level lower than your tier.
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 (29 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.
Reflexive Dodge +3 (Ex) While using rolling dodge, gain a +3 bonus to Reflex saving throws.
Rejuvenating (50 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 (3 rds) (Ex) Gain a +3 dodge bonus to AC vs. ranged attacks while raging.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Unstoppable Strike This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target h
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Vital Strike Standard action: x2 weapon damage dice.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.
Weapon cord Attached weapon can be recovered as a swift action.
World Serpent Spirit +2 (Su) While raging, gain a +2 resistance bonus on saving throws against spells and effects that have an alignment descriptor or come from an outsider or aberration.
World Serpent Totem +2 (Su) While raging, gain a +2 insight bonus to AC against outsiders and aberrations.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Amiri Barbarian 15 / Guardian 7:

Amiri
Human Barbarian 15/Guardian 7
CN Medium Humanoid (human)
Init +11; Senses Perception +19
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Defense
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AC 32, touch 18, flat-footed 27 (+11 armor, +4 Dex, +3 natural, +2 deflection, +1 dodge)
hp 220 (15d12+110)
Fort +17, Ref +13 (+5 bonus vs. traps), Will +11; +7 bonus vs. mind-affecting effects
Defensive Abilities fortification 50%, improved uncanny dodge (lv >=19), indomitable will, trap sense; DR 3/—
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Offense
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Speed 30 ft.
Melee (L) Legendary +4 Courageous, Furious Bastard sword +28/+23/+18 (2d8+19/17-20/x2)
Ranged +1 Adaptive Composite longbow (Str +0) +20/+15/+10 (1d8+11/x3)
Special Attacks rage (36 rounds/day), rage powers (fearless rage, guarded stance +3 [4 rds], reckless abandon [+/-4], reflexive dodge +3, rolling dodge +3 [4 rds], world serpent spirit +2, world serpent totem +2)
--------------------
Statistics
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Str 30, Dex 18, Con 18, Int 10, Wis 12, Cha 10
Base Atk +15; CMB +25; CMD 43
Feats Dodge, Dual Path (Champion) [Mythic], Exotic Weapon Proficiency (Bastard sword), Furious Focus, Improved Critical (Bastard sword), Improved Critical [Mythic], Improved Vital Strike, Lunge, Power Attack -4/+12, Power Attack [Mythic], Vital Strike, Vital Strike [Mythic], Weapon Focus (Bastard sword)
Skills Climb +25, Handle Animal +15, Heal +2, Intimidate +18, Perception +19, Stealth +6, Survival +16, Swim +19
Languages Common
SQ amazing initiative (1/round), courageous, fast movement +10, force of will, hard to kill, legendary power (4/day), mythic bond, mythic saving throws, perfect legendary surge (+1d6+2 to attack rolls - , perfect surge, recuperation, rejuvenating, surge, undetectable, unstoppable strike, unyielding
Combat Gear Jingasa of the fortunate soldier (1/day), Potion of cure light wounds (3), Potion of cure serious wounds, Potion of enlarge person (2), Potion of fly, Potion of haste, Potion of heroism (2), Alchemist's fire, Caltrops; Other Gear +4 Fortification (moderate) Darkleaf Cloth Hide ar, +1 Adaptive Composite longbow (Str +0), Legendary +4 Courageous, Furious Bastard sword, Cold Iron Arrows (50), Silver Arrows (50), Amulet of natural armor +2, Belt of physical perfection +4, Cape of free will +4/+5, Ring of protection +2, Backpack (100 @ 15 lbs), Bedroll, Flint and steel, Rope (2), Shovel, Torch (5), Trail rations (4), Waterskin, Weapon cord, Whetstone, 150 GP
--------------------
Special Abilities
--------------------
Absorb Blow (35 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Adamantine Mind (Ex) +7 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).
Cape of free will +4/+5 Spen 1 power as immediate action to reroll failed WIll save.
Courageous +4 morale bonus to save vs fear, +2 added to bonuses from similar abilities.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless Rage (Ex) While raging, you are immune to the shaken and frightened conditions.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+7 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.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Guarded Stance +3 (4 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.
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.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Legendary Power (4/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
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
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 Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Parry Spell (Su) You can parry a ray or single-target spell of level lower than your tier.
Perfect Legendary Surge (+1d6+2 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
Perfect Surge This item's legendary surge can apply to any d20 roll. The surge adds a further +2 bonus when applied to one of the types of rolls initially chosen for it. A legendary item must be a major artifact to have this ability.
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 (36 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.
Reflexive Dodge +3 (Ex) While using rolling dodge, gain a +3 bonus to Reflex saving throws.
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 (4 rds) (Ex) Gain a +3 dodge bonus to AC vs. ranged attacks while raging.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Sweeping Strike (Su) Make one melee attack against all opponents within reach.
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.
Unstoppable Strike This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target h
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Vital Strike Standard action: x2 weapon damage dice.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.
Weapon cord Attached weapon can be recovered as a swift action.
World Serpent Spirit +2 (Su) While raging, gain a +2 resistance bonus on saving throws against spells and effects that have an alignment descriptor or come from an outsider or aberration.
World Serpent Totem +2 (Su) While raging, gain a +2 insight bonus to AC against outsiders and aberrations.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Amiri Barbarian 18/ Guardian 9:

Amiri
Human Barbarian 18/Guardian 9
CN Medium Humanoid (human)
Init +16; Senses Perception +24
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Defense
--------------------
AC 40, touch 21, flat-footed 34 (+13 armor, +5 Dex, +6 natural, +4 deflection, +1 dodge)
hp 294 (18d12+163)
Fort +21, Ref +16 (+6 bonus vs. traps), Will +15; +11 bonus vs. mind-affecting effects
Defensive Abilities fortification 75%, improved uncanny dodge (lv >=22), indomitable will, trap sense; DR 4/—
--------------------
Offense
--------------------
Speed 30 ft.
Melee (L) Legendary +5 Courageous, Furious, Mythic Bane Bastard sword +34/+29/+24/+19 (2d8+23+2d6 vs. mythic subtype/17-20/x2)
Ranged +1 Adaptive Composite longbow (Str +0) +24/+19/+14/+9 (1d8+13/x3)
Special Attacks rage (43 rounds/day), rage powers (fearless rage, guarded stance +4 [5 rds], internal fortitude, reckless abandon [+/-5], reflexive dodge +4, rolling dodge +4 [5 rds], world serpent spirit +3, world serpent totem +3, world serpent totem unity)
--------------------
Statistics
--------------------
Str 35, Dex 20, Con 20, Int 10, Wis 16, Cha 10
Base Atk +18; CMB +30; CMD 51
Feats Dodge, Dual Path (Champion) [Mythic], Exotic Weapon Proficiency (Bastard sword), Furious Focus, Greater Vital Strike, Improved Critical (Bastard sword), Improved Critical [Mythic], Improved Vital Strike, Lunge, Mythic Paragon [Mythic], Power Attack -5/+15, Power Attack [Mythic], Vital Strike, Vital Strike [Mythic], Weapon Focus (Bastard sword)
Skills Climb +30, Handle Animal +16, Heal +4, Intimidate +21, Perception +24, Stealth +10, Survival +19, Swim +22
Languages Common
SQ amazing initiative (1/round), courageous, fast movement +10, force of will, hard to kill, immortal, legendary power (4/day), mythic bane, mythic bond, mythic saving throws, perfect legendary surge (+1d6+2 to attack rolls - , perfect surge, recuperation, rejuvenating, surge, undetectable, unstoppable, unstoppable strike, unyielding
Combat Gear Jingasa of the fortunate soldier (1/day), Potion of cure light wounds (3), Potion of cure serious wounds, Potion of enlarge person (2), Potion of fly, Potion of haste, Potion of heroism (2), Alchemist's fire, Caltrops; Other Gear +5 Fortification (heavy) Darkleaf Cloth Hide armor, +1 Adaptive Composite longbow (Str +0), Legendary +5 Courageous, Furious, Mythic Bane Bast, Cold Iron Arrows (50), Silver Arrows (50), Amulet of natural armor +4, Belt of physical perfection +6, Cape of free will +5/+6, Headband of aerial agility (Wis +4), Ring of protection +4, Backpack (100 @ 15 lbs), Bedroll, Flint and steel, Rope (2), Shovel, Torch (5), Trail rations (4), Waterskin, Weapon cord, Whetstone, 150 GP
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Special Abilities
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Absorb Blow (55 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Adamantine Mind (Ex) +11 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).
Cape of free will +5/+6 Spend 1 power as immediate action to reroll failed Will save.
Courageous +5 morale bonus to save vs fear, +2 added to bonuses from similar abilities.
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless Rage (Ex) While raging, you are immune to the shaken and frightened conditions.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+11 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 75% You have a chance to negate critical hits on attacks.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Guarded Stance +4 (5 rds) (Ex) Gain a +4 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 aerial agility (Wis +4) +1 CL for spells/extracts that grant flight.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Improved Uncanny Dodge (Lv >=22) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 22+.
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.
Internal Fortitude (Ex) While raging, you are immune to the sickened and nauseated conditions.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Legendary Power (4/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
Lesson Learned (11 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mythic Bane +2 & +2d6 damage vs mythic subtype
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 Rage (+10 rounds) (Su) Recover rage rounds w/mythic power, attacks bypass DR for rest of turn.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Parry Spell (Su) You can parry a ray or single-target spell of level lower than your tier.
Perfect Legendary Surge (+1d6+2 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
Perfect Surge This item's legendary surge can apply to any d20 roll. The surge adds a further +2 bonus when applied to one of the types of rolls initially chosen for it. A legendary item must be a major artifact to have this ability.
Power Attack -5/+15 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 (43 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-5) (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.
Reflexive Dodge +4 (Ex) While using rolling dodge, gain a +4 bonus to Reflex saving throws.
Rejuvenating (110 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 +4 (5 rds) (Ex) Gain a +4 dodge bonus to AC vs. ranged attacks while raging.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Sweeping Strike (Su) Make one melee attack against all opponents within reach.
Trap Sense +6 (Ex) +6 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.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Unstoppable Strike This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target h
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Vital Strike Standard action: x2 weapon damage dice.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.
Weapon cord Attached weapon can be recovered as a swift action.
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.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Silver Crusade

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Pathfinder Adventure Path Subscriber

I am having quite a bit of fun with Mythic Adventures, and the MA Hero Lab addon, so I decided make some characters. Since adventure paths no longer have the iconics in them, I though it would be fun to provide some unofficial stats for them (for players of the current Wraith of the Righteous adventure path). Since the AP suggest certain level/mythic tier combinations, the characters are presented at those levels/tiers.
These stats are based on the stats in the NPC Codex, but I have taken some liberties, when certain choices didn't make sense, once mythic tiers became available. All characters have heroic equipment based on their level (their tiers have no effect).

So here is Valeros ( I changed his fighting style to two shortswords, the longsword actually started to reduce his damage)

Valeros Fighter 6/ Champion 1:
Valeros
Valeros
Human Fighter 6
NG Medium Humanoid (human)
Init +7; Senses Perception +0
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Defense
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AC 24, touch 15, flat-footed 20 (+6 armor, +2 shield, +3 Dex, +1 natural, +1 deflection, +1 dodge)
hp 60 (6d10+23)
Fort +8, Ref +6, Will +4 (+2 vs. fear)
Defensive Abilities bravery +2
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Offense
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Speed 30 ft.
Melee +1 Shortsword +11/+6 (1d6+8/19-20/x2) and
. . +1 Shortsword +11 (1d6+8/19-20/x2)
Ranged Masterwork Shortbow +10/+5 (1d6/x3)
Special Attacks weapon training abilities (light blades +1)
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Statistics
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Str 18, Dex 16, Con 14, Int 12, Wis 10, Cha 11
Base Atk +6; CMB +10; CMD 25
Feats Combat Reflexes (4 AoO/round), Dodge, Double Slice, Improved Initiative, Two-weapon Defense, Two-Weapon Defense [Mythic], Two-weapon Fighting, Weapon Focus (Shortsword), Weapon Specialization (Shortsword)
Skills Acrobatics +0, Climb +10, Escape Artist +0, Fly +0, Knowledge (dungeoneering) +10, Ride +9, Stealth +0, Swim +10
Languages Common, Goblin
SQ hard to kill, surge
Combat Gear Potion of cure light wounds (3), Potion of cure serious wounds, Potion of enlarge person, Acid, Alchemist's fire (2), Antitoxin, Holy water; Other Gear Breastplate, +1 Shortsword, +1 Shortsword, Arrows (20), Masterwork Shortbow, Amulet of natural armor +1, Belt of giant strength +2, Cape of free will +1/+2, Ring of protection +1, Backpack (empty), Bedroll, Crowbar, Everburning torch, Grappling hook, heavy mace, Mug/tankard, Rope, Trail rations (2), Waterskin, 276 GP, 8 SP, 8 CP
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bravery +2 (Ex) +2 to Will save vs. Fear
Cape of free will +1/+2 Spend 1 power as immediate action to reroll failed Will save.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fleet Charge (Ex) As a swift action, use 1 power to move your speed while making an attack that bypasses all DR and gains a +1 bonus.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Lesson Learned (1 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Training (Blades, Light) +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Valeros Fighter 9 / Champion 3:

Valeros
Human Fighter 9
NG Medium Humanoid (human)
Init +10; Senses Perception +0
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Defense
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AC 26, touch 15, flat-footed 22 (+7 armor, +3 shield, +3 Dex, +1 natural, +1 deflection, +1 dodge)
hp 97 (9d10+42)
Fort +10, Ref +8, Will +6 (+2 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities bravery +2
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Offense
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Speed 30 ft.
Melee +1 Shortsword +18/+18 (1d6+12/17-20/x3) and
. . +2 Cold Iron Shortsword +19/+19 (1d6+13/17-20/x3)
Ranged Masterwork Composite shortbow (Str +0) +16/+16 (1d6+3/x3)
Special Attacks weapon training abilities (light blades +4, bows +3)
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Statistics
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Str 20, Dex 17, Con 14, Int 12, Wis 10, Cha 11
Base Atk +9; CMB +14; CMD 29 (33 vs. Disarm, 33 vs. Sunder)
Feats Combat Reflexes (4 AoO/round), Dodge, Double Slice, Dual Path (Guardian) [Mythic], Improved Critical (Shortsword), Improved Critical [Mythic], Improved Initiative, Improved Two-weapon Fighting, Power Attack -3/+6, Two-weapon Defense, Two-Weapon Defense [Mythic], Two-weapon Fighting, Weapon Focus (Shortsword), Weapon Specialization (Shortsword)
Skills Acrobatics +2, Climb +16, Escape Artist +2, Fly +2, Knowledge (dungeoneering) +13, Ride +14, Stealth +2, Swim +16
Languages Common, Goblin
SQ amazing initiative (1/round), hard to kill, recuperation, surge
Combat Gear Potion of aid, Potion of cure light wounds (3), Potion of cure serious wounds, Potion of enlarge person, Potion of fly, Potion of protection from evil (2), Acid, Alchemist's fire (2), Antitoxin, Holy water; Other Gear +1 Breastplate, +1 Shortsword, +2 Cold Iron Shortsword, Cold Iron Arrows (50), Masterwork Composite shortbow (Str +0), Amulet of natural armor +1, Belt of giant strength +2, Cape of free will +2/+3, Gloves of dueling, Ring of protection +1, Backpack (empty), Bedroll, Crowbar, Everburning torch, Grappling hook, heavy mace, Mug/tankard, Rope, Trail rations (2), Waterskin, 276 GP, 8 SP, 8 CP
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Special Abilities
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Absorb Blow (15 damage) (Su) As an immediate action, use 1 power when damaged to reduce by listed amount. Every 10 pts absorbed grants DR 1/epic and Resist 5 for 1 min.
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).
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bravery +2 (Ex) +2 to Will save vs. Fear
Cape of free will +2/+3 Spend 1 power as immediate action to reroll failed Will save.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fleet Charge (Ex) As a swift action, use 1 power to move your speed while making an attack that bypasses all DR and gains a +3 bonus.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Lesson Learned (3 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Power Attack -3/+6 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.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Training (Blades, Light) +4 (Ex) +4 Attack, Damage, CMB, CMD with Light Blades
Weapon Training (Bows) +3 (Ex) +3 Attack, Damage, CMB, CMD with Bows

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Note:Hero Lab thinks, that the precision ability applies to the improved two weapon fighting attack penalty. I am not that sure about it.

Valeros Fighter 12 /Champion 5:

Valeros
Human Fighter 12
NG Medium Humanoid (human)
Init +15; Senses Perception +0
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Defense
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AC 32, touch 19, flat-footed 25 (+7 armor, +4 shield, +6 Dex, +2 natural, +2 deflection, +1 dodge)
hp 146 (12d10+73)
Fort +14, Ref +13, Will +10 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities bravery +3, fortification 25%
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Offense
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Speed 30 ft.
Melee +1 Bane (Mythic) Shortsword +22/+22/+22 (1d6+12+2d6 vs. Mythic/17-20/x3) and
. . +3 Cold Iron Shortsword +24/+24/+24 (1d6+14/17-20/x3)
Ranged Masterwork Composite shortbow (Str +0) +22/+22/+22 (1d6+3/x3)
Special Attacks weapon training abilities (light blades +4, bows +3)
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Statistics
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Str 20, Dex 22, Con 16, Int 12, Wis 10, Cha 11
Base Atk +12; CMB +17; CMD 36 (40 vs. Disarm, 40 vs. Sunder)
Feats Combat Reflexes (7 AoO/round), Dodge, Double Slice, Dual Path (Guardian) [Mythic], Greater Two-weapon Fighting, Greater Weapon Focus (Shortsword), Improved Critical (Shortsword), Improved Critical [Mythic], Improved Initiative, Improved Two-weapon Fighting, Iron Will, Power Attack -4/+12, Power Attack [Mythic], Two-weapon Defense, Two-Weapon Defense [Mythic], Two-weapon Fighting, Weapon Focus (Shortsword), Weapon Specialization (Shortsword)
Skills Climb +20, Knowledge (dungeoneering) +16, Ride +21, Swim +20
Languages Common, Goblin
SQ amazing initiative (1/round), bane (mythic), hard to kill, mythic saving throws, recuperation, surge
Combat Gear Potion of aid, Potion of cure light wounds (3), Potion of enlarge person, Potion of fly, Potion of protection from evil (2), Acid, Alchemist's fire (2), Antitoxin, Holy water; Other Gear +1 Fortification (light) Breastplate, +1 Bane (Mythic) Shortsword, +3 Cold Iron Shortsword, Cold Iron Arrows (50), Masterwork Composite shortbow (Str +0), Amulet of natural armor +2, Belt of physical perfection +2, Boots of speed (10 rounds/day), Cape of free will +3/+4, Gloves of dueling, Ring of protection +2, Backpack (empty), Bedroll, Crowbar, Everburning torch, Grappling hook, heavy mace, Mug/tankard, Rope, Trail rations (2), Waterskin, 276 GP, 8 SP, 8 CP
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Special Abilities
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Absorb Blow (25 damage) (Su) As an immediate action, use 1 power when damaged to reduce by listed amount. Every 10 pts absorbed grants DR 1/epic and Resist 5 for 1 min.
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).
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bane (Mythic) +2 & +2d6 damage vs chosen type
Boots of speed (10 rounds/day) Affected by haste
Bravery +3 (Ex) +3 to Will save vs. Fear
Cape of free will +3/+4 Spend 1 power as immediate action to reroll failed Will save.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fleet Charge (Ex) As a swift action, use 1 power to move your speed while making an attack that bypasses all DR and gains a +5 bonus.
Fortification 25% You have a chance to negate critical hits on attacks.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Lesson Learned (5 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Parry Spell (Su) You can parry a ray or single-target spell of level lower than your tier.
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.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Training (Blades, Light) +4 (Ex) +4 Attack, Damage, CMB, CMD with Light Blades
Weapon Training (Bows) +3 (Ex) +3 Attack, Damage, CMB, CMD with Bows

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Valeros Fighter 15 / Champion 7:

Valeros
Human Fighter 15
NG Medium Humanoid (human)
Init +19; Senses Perception +0
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Defense
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AC 43, touch 20, flat-footed 36 (+13 armor, +6 shield, +6 Dex, +4 natural, +3 deflection, +1 dodge)
hp 196 (15d10+105)
Fort +17, Ref +16, Will +13 (+4 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities bravery +4, fortification 50%
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Offense
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Speed 30 ft.
Melee +1 Bane (Mythic), Holy Shortsword +27/+27/+27 (1d6+14+2d6 vs. Mythic+2d6 vs. Evil/17-20/x3) and
. . +5 Cold Iron Shortsword +31/+31/+31 (1d6+18/17-20/x3)
Ranged Masterwork Composite shortbow (Str +0) +26/+26/+26 (1d6+4/x3)
Special Attacks weapon training abilities (light blades +5, bows +4, close +3)
--------------------
Statistics
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Str 22, Dex 22, Con 16, Int 12, Wis 10, Cha 11
Base Atk +15; CMB +21; CMD 41 (45 vs. Disarm, 45 vs. Sunder)
Feats Combat Reflexes (7 AoO/round), Critical Focus, Dazing Assault (DC 25), Dodge, Double Slice, Dual Path (Guardian) [Mythic], Greater Two-weapon Fighting, Greater Weapon Focus (Shortsword), Improved Critical (Shortsword), Improved Critical [Mythic], Improved Initiative, Improved Two-weapon Fighting, Iron Will, Mythic Paragon [Mythic], Power Attack -4/+12, Power Attack [Mythic], Staggering Critical (DC 25), Two-weapon Defense, Two-Weapon Defense [Mythic], Two-weapon Fighting, Weapon Focus (Shortsword), Weapon Specialization (Shortsword)
Skills Climb +24, Knowledge (dungeoneering) +19, Ride +24, Swim +24
Languages Common, Goblin
SQ amazing initiative (1/round), bane (mythic), force of will, hard to kill, mythic saving throws, recuperation, surge
Combat Gear Potion of aid, Potion of cure light wounds (3), Potion of enlarge person, Potion of fly, Potion of protection from evil (2), Acid, Alchemist's fire (2), Antitoxin, Holy water; Other Gear +3 Fortification (moderate) Breastplate, +1 Bane (Mythic), Holy Shortsword, +5 Cold Iron Shortsword, Cold Iron Arrows (50), Masterwork Composite shortbow (Str +0), Amulet of natural armor +3, Belt of physical perfection +2, Boots of speed (10 rounds/day), Cape of free will +5/+6, Gloves of dueling, Ring of protection +3, Backpack (empty), Bedroll, Crowbar, Everburning torch, Grappling hook, heavy mace, Mug/tankard, Rope, Trail rations (2), Waterskin, 276 GP, 8 SP, 8 CP
--------------------
Special Abilities
--------------------
Absorb Blow (45 damage) (Su) As an immediate action, use 1 power when damaged to reduce by listed amount. Every 10 pts absorbed grants DR 1/epic and Resist 5 for 1 min.
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).
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armored Might (Ex) Armor bonus from armor is increased by 50% or half your tier, whichever is less.
Bane (Mythic) +2 & +2d6 damage vs chosen type
Boots of speed (10 rounds/day) Affected by haste
Bravery +4 (Ex) +4 to Will save vs. Fear
Cape of free will +5/+6 Spend 1 power as immediate action to reroll failed Will save.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Critical Master (Ex) Automatically confirm critical hits and do maximum damage against non-mythic creatures.
Dazing Assault (DC 25) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Fleet Charge (Ex) As a swift action, use 1 power to move your speed while making an attack that bypasses all DR and gains a +9 bonus.
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.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Lesson Learned (9 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Parry Spell (Su) You can parry a ray or single-target spell of level lower than your tier.
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.
Staggering Critical (DC 25) Critical hit staggers target
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Training (Blades, Light) +5 (Ex) +5 Attack, Damage, CMB, CMD with Light Blades
Weapon Training (Bows) +4 (Ex) +4 Attack, Damage, CMB, CMD with Bows
Weapon Training (Close) +3 (Ex) +3 Attack, Damage, CMB, CMD with Close-in weapons

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Valeros Fighter 18 / Champion 9 :

Valeros
Human Fighter 18
NG Medium Humanoid (human)
Init +22; Senses Perception +1
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Defense
--------------------
AC 45, touch 22, flat-footed 37 (+13 armor, +6 shield, +7 Dex, +4 natural, +4 deflection, +1 dodge)
hp 272 (18d10+163)
Fort +21, Ref +18, Will +15 (+5 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities bravery +5, fortification 50%
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Holy, Mythic Bane Shortsword +39/+39/+39 (1d6+21+2d6 vs. Evil+2d6 vs. mythic subtype/17-20/x3) and
. . +5 Mythic Bane Cold Iron Shortsword +43/+43/+43/+43 (1d6+25+2d6 vs. mythic subtype/17-20/x3)
Ranged +1 Adaptive Composite shortbow (Str +0) +31/+31/+31/+31 (1d6+18/x3)
Special Attacks weapon training abilities (light blades +6, bows +5, close +4, double +3)
--------------------
Statistics
--------------------
Str 34, Dex 25, Con 20, Int 12, Wis 12, Cha 11
Base Atk +18; CMB +30; CMD 52 (56 vs. Disarm, 56 vs. Sunder)
Feats Blind-Fight, Combat Reflexes (8 AoO/round), Critical Focus, Dazing Assault (DC 28), Dodge, Double Slice, Dual Path (Guardian) [Mythic], Greater Two-weapon Fighting, Greater Weapon Focus (Shortsword), Hammer the Gap, Improved Critical (Shortsword), Improved Critical [Mythic], Improved Initiative, Improved Two-weapon Fighting, Iron Will, Lunge, Mythic Paragon [Mythic], Power Attack -5/+15, Power Attack [Mythic], Staggering Critical (DC 28), Two-weapon Defense, Two-Weapon Defense [Mythic], Two-weapon Fighting, Weapon Focus (Shortsword), Weapon Focus (Shortsword) [Mythic], Weapon Specialization (Shortsword)
Skills Climb +33, Knowledge (dungeoneering) +22, Ride +28, Swim +33
Languages Common, Goblin
SQ amazing initiative (1/round), force of will, hard to kill, immortal, mythic bane, mythic bane, mythic saving throws, recuperation, surge, unstoppable
Combat Gear Potion of cure light wounds (3), Potion of enlarge person, Potion of fly (2), Potion of protection from evil (2), Acid, Alchemist's fire (2), Antitoxin, Holy water; Other Gear +3 Fortification (moderate) Breastplate, +1 Adaptive Composite shortbow (Str +0), +1 Holy Arrows (10), +1 Holy, Mythic Bane Shortsword, +5 Mythic Bane Cold Iron Shortsword, Cold Iron Arrows (50), Amulet of natural armor +3, Belt of physical perfection +6, Boots of speed (10 rounds/day), Cape of free will +5/+6, Gloves of dueling, Headband of aerial agility (Wis +2), Manual of gainful exercise +4, Ring of protection +4, Backpack (empty), Bedroll, Crowbar, Everburning torch, Grappling hook, heavy mace, Mug/tankard, Rope, Trail rations (2), Waterskin, 276 GP, 8 SP, 8 CP
--------------------
Special Abilities
--------------------
Absorb Blow (55 damage) (Su) As an immediate action, use 1 power when damaged to reduce by listed amount. Every 10 pts absorbed grants DR 1/epic and Resist 5 for 1 min.
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).
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armored Might (Ex) Armor bonus from armor is increased by 50% or half your tier, whichever is less.
Blind-Fight Re-roll misses because of concealment, other benefits.
Boots of speed (10 rounds/day) Affected by haste
Bravery +5 (Ex) +5 to Will save vs. Fear
Cape of free will +5/+6 Spend 1 power as immediate action to reroll failed Will save.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Critical Master (Mythic) (Ex) Automatically confirm critical hits and do maximum damage.
Dazing Assault (DC 28) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Fleet Charge (Ex) As a swift action, use 1 power to move your speed while making an attack that bypasses all DR and gains a +11 bonus.
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.
Gloves of dueling These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.

Construction
Requirements Craft Wondrous Item, greater magic weapon; Cost 7,500 gp
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Headband of aerial agility (Wis +2) +1 CL for spells/extracts that grant flight.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Lesson Learned (11 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mythic Bane +2 & +2d6 damage vs mythic subtype
Mythic Bane +2 & +2d6 damage vs mythic subtype
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Parry Spell (Su) You can parry a ray or single-target spell of level lower than your tier.
Power Attack -5/+15 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.
Staggering Critical (DC 28) Critical hit staggers target
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Weapon Focus (Shortsword) [Mythic] As a swift action, use 1 power to add half tier to attack with selected weapon.
Weapon Training (Blades, Light) +6 (Ex) +6 Attack, Damage, CMB, CMD with Light Blades
Weapon Training (Bows) +5 (Ex) +5 Attack, Damage, CMB, CMD with Bows
Weapon Training (Close) +4 (Ex) +4 Attack, Damage, CMB, CMD with Close-in weapons
Weapon Training (Double) +3 (Ex) +3 Attack, Damage, CMB, CMD with Double weapons

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

With power attack, this last version of Valerios is quite dangeraus:

Melee +1 Holy, Mythic Bane Shortsword +39/+39/+39 (1d6+28+2d6 vs. Evil+2d6 vs. mythic subtype/17-20/x3) and
. . +5 Mythic Bane Cold Iron Shortsword +43/+43/+43/+43 (1d6+40+2d6 vs. mythic subtype/17-20/x3)

...so he could kill himself with about 4 hits ...

Well that took long enough, I will do the other iconics when I have the time, but I would love to see other peoples take on them. Actually I would love to see any mythic characters, your NPCs your player characters... well anything^^

Silver Crusade

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Pathfinder Adventure Path Subscriber

Well Ninjapony is best pony, obviously all contenders tend to "vanish".

Silver Crusade

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Margrave wrote:
Sebastian Hirsch wrote:
Well once recuperation becomes available, you could have adventures where the players never get those 8 hours of rest.

That brings up another interesting point, actually... Do Mythic PCs need rest to recover Mythic Power? The rules make no mention of any requirements here.

I could run them through non-stop gauntlets of terror 24/7, yes - but I believe that will become tedious for both them and me very fast. It's mentioned somewhere in the book that in order to provoke the sense of 'Mythic' the GM should include plenty of common situations to make the Mythic components really stand out.

This bit of design ethos is another thing which makes me suspect Mythic Power points might be intended to be rarer than I assumed at first.

Haven't looked into the Metamagic combo yet, but your veto seems to hold water from what I remember.

From MA

Legendary Hero (Su): At 10th tier, you have reached the
height of mortal power. You regain uses of your mythic
power at the rate of one use per hour, in addition to
completely refreshing your uses each day.

I think that could prove , that they are supposed to refresh each day. It seems, they had to add this as a reminder, that regaining a mythic power (I just decided to use MP as for it in future) per hour does not replace the normal refreshing.

Ambrosia:
Eating this food
takes 1 minute, and when the meal is done, the consumer
regains all her uses of mythic power for the day.

That refers to MP per day too, I haven't found a source that the heroes have to rest to regain their MP, but it could just be like spell like abilities (which do not require rest IRRC)

Silver Crusade

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Artanthos wrote:

I have one mythic character built so far, but no attempt was made at optimization. She's strictly themed off the picture.

Fenwyr Haern

Nice one, but I would not allow you to combine armored might, with a abjuration effect^^ After all this is "just" some variant of mage armor, still full marks for creativity^^ and hey it might be legal :P

Silver Crusade

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So... damage calculation with a greater vital strike, mythic vital strike, power attack, mythic power, improved critical and mythic improved critical, an attack should be fun with the right weapon.

Lets see what a level 17 fighter 10 champion/trickster can do:

Vital Striker wrote:

Fighter - Vital Striker
Human Fighter 17
LN Medium Humanoid (human)
Init +17; Senses Perception +0
--------------------
Defense
--------------------
AC 30, touch 14, flat-footed 26 (+16 armor, +4 Dex)
hp 239 (17d10+133)
Fort +14, Ref +11, Will +7 (+4 vs. fear)
Defensive Abilities bravery +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 Adamantine Nodachi +41/+36/+31/+26 (1d10+56/15-20/x3) and
. . Unarmed strike +34/+29/+24/+19 (1d3+32/x2)
Special Attacks weapon training abilities (heavy blades +4, close +3, natural +2, pole arms +1)
--------------------
Statistics
--------------------
Str 38, Dex 18, Con 19, Int 10, Wis 10, Cha 10
Base Atk +17; CMB +31; CMD 45
Feats Blinding Critical (DC 27), Combat Reflexes (5 AoO/round), Critical Focus, Devastating Strike, Dual Path (Trickster) [Mythic], Furious Focus, Greater Vital Strike, Greater Weapon Specialization (Nodachi), Improved Critical (Nodachi), Improved Critical [Mythic], Improved Vital Strike, Iron Will, Lightning Reflexes, Mythic Paragon [Mythic], Power Attack -0/+15, Power Attack [Mythic], Vital Strike, Vital Strike [Mythic], Weapon Focus (Nodachi), Weapon Specialization (Nodachi)
Skills
Languages Common
SQ amazing initiative (1/round), force of will, hard to kill, immortal, legendary champion, legendary hero, mythic saving throws, recuperation, surge, unstoppable
Other Gear +5 Adamantine Nodachi, Belt of physical perfection +6, 150 GP
--------------------
Special Abilities
--------------------
Always a Chance (Ex) You don’t automatically miss when you roll a 1 on an attack roll.
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).
Blinding Critical (DC 27) Critical hit blinds or dazzles target.
Bravery +4 (Ex) +4 to Will save vs. Fear
Class Mimic (130 minutes) (Su) Spend 1 power and touch willing creature to copy one of its class features.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Critical Master (Mythic) (Ex) Automatically confirm critical hits and do maximum damage.
Devastating Strike Deal extra damage when using Vital Strike bonus
Distant Barrage (Ex) As a swift action, use 1 power make a ranged att with +X bonus, ignoring cover/concealment & bypassing all DR.
Enduring Armor +16 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Fleet Charge (Ex) As a swift action, use 1 power to move your speed while making an attack that bypasses all DR and gains a +13 bonus.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Legendary Champion (Ex) On a miss against a non-mythic foe, reroll and take 2nd result. Activate when roll 20 to regain 1 power.
Legendary Hero (Su) One use of mythic power is regained each hr.
Lesson Learned (13 minutes) (Ex) After failing a save vs. supernatural or spell-like ability, +5 to saves vs. same effect.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Power Attack -0/+15 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.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Shatter Spells (Su) Make melee attack and spend 1 power to dispel a magical effect.
Steal Power (Su) Standard action and melee touch attack to steal mythic w/opposed tier check.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Vital Strike Standard action: x2 weapon damage dice.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Close) +3 (Ex) +3 Attack, Damage, CMB, CMD with Close-in weapons
Weapon Training (Natural) +2 (Ex) +2 Attack, Damage, CMB, CMD with Natural weapons
Weapon Training (Pole Arms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Pole Arms

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Tell me that I am wrong please:

standard attack with power attack 1d10+56/x3
greater vital strike (mythic) with power attack: 4d10+248/x3
greater vital strike (mythic) with power attack critical threat (automatic confirm) 1128 damage ?

EDIT: Forgot that the extra damage dice aren't multiplied by a critical hit so the crit damage is only 1068?

Silver Crusade

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My players prefer 25 point for various reasons, but they don't allow themselves to dump a stat so it all works out perfectly. Of course since my players good at character creation I always have to use tricks to keep the adventure challenging.

Silver Crusade

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Lisa Stevens wrote:
magnuskn wrote:
Ah, well. That's unfortunate.

Yeah, blame VISA and Mastercard. They make the rules. We play by them. If we don't, they could take away our ability to charge credit cards and that would probably put us out of business. Or at least put a huge damper on our ability to do what we do. So we don't mess with that. :)

-Lisa

Just out of curiosity, I usually purchase a gift card ahead of time and redeem it ahead of time, to pay for my subscriptions (my debit card has caused delays before). Would it be an option for subscribers, if they have sufficient store credit, to receive their pdf earlier?

After all as far as my debit card company is concerned, I always buy gift cards and receive within seconds^^ (And yes I am always greedy when it comes to new paizo stuff^^

Silver Crusade

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Jim Groves wrote:
Pygon wrote:
That art... what... yeah.

The look on your imaginary face is priceless Pygon!

That, good people of the Internet, is the cover to Chapter One!

We're going downtown with a discount!

I just showed the picture to my players.. with your post. They are now officially worried.

I couldn't be happier ^^

Silver Crusade Goblin Squad Member

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Being wrote:
True. But Druids intending better spellcasting are called 'Wizards'.

Let's say Clerics with wild shape.

Silver Crusade Goblin Squad Member

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Being wrote:
Hm. I dunno: 5 million people asking for my little pony fps might lead to some reconsideration.

Wait.... this was an option? ^^

Silver Crusade Goblin Squad Member

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@Being: Don't worry overly much about language skills, I trained as a professional translator (back in school, we used to translate the meetings of the UN concerning the Iraq war pretty much live) but that happened quite some years ago.
No the point really, it's a rather sad fact, that even the best training can't protect you from, not paying enough attention when you read. It happens to me sometimes, and I was quite shocked and enraged by the Trikks comment on your post.

That was the part about my ability to read basic English, but linking you post to violence against women... would not have happened on my part.

I assume this is a cultural problem, now bashing on America is always easy – but that is actually not what I am talking about. Of course treating people the way you described, is vile and should be punished to the full extend of the law.

No, I am talking about the various cultures of gamers. It might be nice to be able to say, that we are all one big happy family, but that isn't the case.

For most pen and paper Pathfinder players, I would vouch that behavior like this isn't an issue. I know of no GM, who would allow things like this to happen at their table, and I would actually bet, that Paizo has absolutely not tolerance for this kind of behavior.

Once you no longer have direct contact with the other players, things tend to get a little bit complicated. While the anonymity of the internet is worth protecting, if can encourage people to say and do things they would never even consider in real life. That is one of the disadvantages of this wonderful medium, the lack of a correcting response.
I have no idea how bad things could get in MMORPGs, but I have known women that were not comfortable to talk in voicechat, partly because they were shy, but a lot of male players react quite badly to female gamers. In some chases this might result in some strange kind of affection, but that usually doesn't last very long. Once a player gets the notion, that a female player has received some kind of advantage, when it comes to loot or other benefits... well I don't have to draw you a picture.
I have seen guilds die because of this, and usually the women were completely innocent (of course there are exceptions, but being a shameless bastard is not a purely male trait).

I can't give you a number, but I have met quite a number of women that were exceptional at the game. Planning and running a raid, is a tough job (done it way to often) and they did it just as well as every other good leader. So yeah they were just as good or bad as male players, but honestly telling people, that you are female is still a choice with consequences.

Now the tabletop and MMORPG players I can kinda relate to, but there is another set of gamer. You might have heard all the terrible stories about other online games (quite often) shooters. You might have seen, youtube videos about female gamers, and the terrible community in these games. As a female, using your micro in some of those games, is a rather save way to get verbally assaulted (well that's a bit strong, it's pretty much pure BS). If you happen to be really good at the game, it is even worse.

None of the examples above compare to actual physical violence, but we are are on a forum about an MMORPG. I think we are off to a pretty good start, I read posts about people wanting to play this game with their spouses and children. I doubt, GW has any sympathy for negative behavior, but even if this weren't the case, I have faith in this community.

Silver Crusade Goblin Squad Member

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Being wrote:
Sebastian Hirsch wrote:
Trikk wrote:


Being wrote:

I think women should dress as they see fit.

I'm not as comfortable having men pretending to be women and playing dress-up with the representation of a female body as a toy and using it as a sexual fetish in public.

I would think that women by now would be a little weary of males who think real women are sex toys, but since I am male who am I to say?

You just nailed every male who plays a female character. Good job and I completely agree. If you play a female character, you are pretending to be a woman and using the female body as a toy for your sexual fetish. Spot on post! Bravo!

I really hope, that someone here is making a joke. I hope it's both of you.

There really isn't much to address in your hope statement, Sebastian.

Would you share a little of why you hope it is a joke to wish that human beings would consider others as people with rights and dignity, rather than toys to be used as inanimate sex fetishes, tools to be used or abused?

I really have problem with the implication of a sexual fetish to be honest. I have played female characters both online and offline in the Pathfinder RPG among other systems. While playing as a female character is usually an option for most players (I can't name you a MMORGP or a pen an paper RPG that forces players to play their gender) is is not an option for the Game Master, who runs the adventure.

When it comes to pathfinder, that person is usually me. So, when I run an adventure path, where the players have to interact with a various female characters.... does that really constitute a fetish?
I think that this isn't the case. And while I can mention the source – it's an NPC in a paizo adventure path – when the players want to interview the head cleric of a deity, that just happens to dress like a SM mistress, that is exactly what I do.
And I would do it in public.
That might be weird, but I am old enough, not to apologize for something most people might not understand – yes RPGs are quite weird to the general public.

To get this back on track, I played WoW for a pretty long time, and two of my most beloved characters happened to be female bloodelves (I have to mention that fact, female undead without a jaw are quite something else). Now while this was a RP server, it was quite scares and usually boring, but of course you hear stories.
I can't tell you if there were characters offering to have virtual sex with other characters, for some kind of compensation. I have never heard of something like this happening, and even if I did, I bluntly don't care (but I would make jokes about the players involved).

If someone wants to use a character as his personal fetish, an MMORPG really isn't the best place for it (maybe second live) and bluntly most people are usually only a quick internet search away, from finding something to fit their personal set of fetishes.

It may not be totally relevant to the discussion, but I actually had a long distance relationship with a female player, and we met through WoW. She usually played her big strong male orc, and I played one of my elves and while we talked for hours on the phone or on teamspeak, using our characters as proxis would never have come to our minds.

I realize, that there could be some scenarios, where players could abuse their virtual characters in order to insult the dignity of others (not just limited to women, this includes religions, ethnicity and political views) but that is distasteful and most likely against the spirit and rules of this game. I expect the moderators to stop abuse like this.

To reiterate my point: Playing a female character is not about stroking a fetish, and while it can be influenced by your views about women, there is really no direct connection. It is frankly not all that different, than a little girl playing with her dolls, or is my little cousin (I happen to be her godfather since she is about 20 years younger than me) using her male dolls....wrong?

Real people regardless of gender, race, religion or other factors should be treated with the respect they deserve.

So a female player has the same right to play a Conan look alike, wearing nothing more like a loincloth, a sword and enough body oil, so all his muscles are properly displayed.

Incidentally I spend longer than I care to admit to change my characters hair styles, colors and changing the appearance of my characters equipment to suit my tastes (mostly since armor sets look worse every year), if that is wrong, I don't want to be right.

Silver Crusade Goblin Squad Member

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Chiassa wrote:
DeciusBrutus wrote:

Right now it looks like we have a few different summaries of opinions. In no particular order:

  • 1. People who believe that skimpy outfits should not be available
  • 2. People who believe that skimpy versions should be required
  • 3. People who believe that both options should be available with essentially no mechanical differences (including the cases where the same stats could have either style and where glamered equipment is available and cheap)
  • 4. People who believe that skimpy armor should be available, but with significant mechanical differences (including the cases were glamered equipment is not available or has a significant cost or opportunity cost)

3 and 4 can be broken down further on gameplay differences, but this is an esthetics discussion.

Does anybody see a different fifth option?

I'd add a caveat to (2), (3) and (4): Skimpy armor should be equally skimpy on both genders, and full-coverage armor should be equally full-coverage on both genders. Armor should not be skimpy on females/full-coverage on males or vice versa.

I found this today and just have to post it, since it very much concerns the current issue: YouTube video. I think I could live very well with the result - especially since the result is that male adventurers ...stop.

Silver Crusade Goblin Squad Member

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Björn Renshai wrote:
Nihimon wrote:

I've only skimmed the thread, and I apologize if this has already been said...

Personally, I think using terrain features as impassable obstacles is a cop-out. A vast chasm or a high mountain range shouldn't be impenetrable absent flying. Flying should simply be one of many ways of dealing with that obstacle. Teleporting past it should be another. Grabbing some rope and a Sherpa should be one as well.

I agree with most of what you said, the only impassable environmental features should be an ocean, without a boat of coarse, and some mountain ranges. Mountains even in the real world are hard to get over, the safest route is through a mountain pass and even those can have rock slides to make it impassable. Now just people on foot might be able to make it through a mountain range, but if you try to bring wagons and trade equipment it would be impossible.

Regarding mountains, those are acutally mentioned in the pen and paper rules. Things like altitude, thin air and the cold should make flying over the mountain not the ideal choice.

Silver Crusade Goblin Squad Member

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Matthew Morris wrote:
I'm hoping (If I play) I can get Ttam Sirrom. I had a Jedi in a Star Wars game and everyone thought it was a cool name. (Think about it for a minute)

Thought about it for a minute - and you clearly are a vampire.

But really people should not post the names they want in the forums, there are always griefers and if would be tragic to have the name blocked by another user.

Silver Crusade Goblin Squad Member

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Nosdarb wrote:
I didn't notice that. It would be nice if I had a thousand dollars to burn. Pass, but thanks for pointing it out.

The incentive items are pretty much vanity items. If that is such a big deal for you, you could always try to get other players to trade them with you.

Silver Crusade

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Pathfinder Adventure Path Subscriber
Drowlord007 wrote:
Phasics wrote:

mmmm now there's something I hadn't considered before a class like Dragon Disciple that grants a bunch of permanent ability bonus increases is going to net you more mythic points.

mmm gives new value to class bonuses to ability scores

Hence, my new ABILITY SCORE suggestion/proposal/idea

Let my start by saying sorry if this sound a bit to critical.

I think adding more ability scores to the game is a bad idea for quite a lot of reasons:

Fixing the eternal conflict between SAD and MAD characters might be a noble and worthy goal ( I happen to disagree, investing in more than a 16 (in point buy) + racial mod, will give your character serious disadvantages), this fix can't and should not come inside an optional overlay system, that can be applied in a variety of ways. So it would have to be fixed in the core rules, not the mythic rules.
Adding more game terms is something, that can only be done so often before it becomes overwhelming. Adding a new class can be fun and add interesting elements to the game, but just adding a stat to fix a problem, does not warrant beefing up the index. The game is already pretty damn complicated at higher levels, and bluntly the mythic rules don't make it easier. A level 10 fighter is way less complicated, that a fighter 9/champion1. And new meta-ability scores don't really help.
It messes with balance, if you have to decide between improving an existing ability score and one of the new ones. A wizard might be the usual example for a SAD character, but a wizard can function perfectly fine as long as his casting stat is high enough to cast his his highest level spell. Martial characters (and quite a lot of those are MAD) really have to rely on the ability score that allows them to beat people. There is a pretty big difference between hitting an opponent on a rolled 14 and better or 18+. So the idea might actually hurt MAD classes more than the SAD classes.
It is a crutch, maybe a shiny crutch, but the current “problem” with the mythic playtest, seems to be the calculation: ability score + mythic tier. It could just as well be, level + mythic tier ( but that way those filthy commoner19/tickster1 would be soooo OP :) ) . No, my point is, that there are a number of other calculations out there, that don't require adding a lot of text.
Now, not having a proper space for it on the standard character sheet might be quite petty, but there isn't.

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Serisan wrote:
Sebastian Hirsch wrote:
Yeah school aversion is way harder than a weakness against siege weapons.
My portable ram brigade tends to differ.

Actually only the siege engine ram (10 man crew) seems to be on the list of siege weapons, the portable ram just gives a bonus to oben doors, it doesn't have a listed damage^^.

But of course I wouldn't chose this mythic flaw for my characters, not when my character can be dependant on tea, coffe or the "contact" with others ^^

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Yeah school aversion is way harder than a weakness against siege weapons.

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Tacticslion wrote:

So, anyway, reference the name, I'm sorry that I appear to be nitpicking! That was not my intent at all, and I'll work on being a better playtester/feedback giver (and not sticking to just opinions).

Nonetheless, can anyone point me to a link where DR/epic is clearly spelled out? As it stands, the +6 thing still bothers me. I'd really appreciate any information about the +6 enhancement v. a +11 effective enhancement on DR/epic. The point: I was not trying to say, "it should be this way" (though I think it came off that way, and it became more that over time), but trying to ask, "does this count"; the current answer seems to be "no", but I'd appreciate more developer feedback.

Sebastian Hirsch wrote:
Now the thing with the mystic ghost, I believe you remember the old rules about incorporeal creatures.

Sebastian! You are entirely correct! I've actually been running it wrong in the PF games we play, so thanks for the link. Still, that's a pretty telling thing: basically I can ignore more of their effective damage reduction with a +3 weapon than I can with a +6 weapon.

Also, it may totally be a function of auto-correct on phones or something (I know it happens to me all the time), but I wanted to mention just in case that it's supposed to be "mythic" instead of "mystic". I don't mean any insult by that, and I'm not trying to get on your case (internet-words can appear colder than they're meant sometimes); personally I'd prefer it if I was using the wrong word or spelling ans someone pointed it out to me, so I'm simply mentioning. Feel free to ignore, if you like!

Nope, thats just me typing after a certain hour ^^

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Oh how I miss the Blood Omen and Soul Reaver games. ^^

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Jalcee wrote:

Over the last couple of months I've made the switch from WotC to Paizo. I'm here to tell you, that I am ever so happy with the products that you produce. A+ to all of you.

I have to ask though, and be quite a bit critical of the online presence of Paizo.

The storefront is functional, but could use a massive facelift. The messageboards are somewhat easy to navigate around and find interesting conversations, but there are products out there that make it so much better.

Where is the Paizo youTube channel?
Why is the blog so hard to read and find?
The news articles are listed, but they are hard on the eyes to read.
Where was the "real-time" coverage during Paizo-Con and GenCon?
Where is an official Pathfinder Podcast?
Why is enWorld chock full of D&D news, but lite on Paizo stuff?

You guys are awesome at putting things together for print and listening to what the people want, but I would LOVE to see some resources put to building an online presence and these are just some of the things I would like to see addressed. I love Pathfinder and want to see it stay around for a very long time, and these things just add to the already outstanding products.

- youTube channel - it is a nice idea, I konw there is a youtube video with the unboxing of the beginners box. It is very well done and was filmed in one of the rooms at paizo. Future videos for products like the various pawns and the minatures would be a very nice idea.

- it's pretty easy to find, once you know where to search, and enworld sometimes posts links

- hard to read - I have to dissagree with you here, I have no Problem reading them, of course I always found the articles on the Wotc site rather hard to read (and the forums became god awfull after 4th edition came along - of course that's just my personal oppinion)

-coverage of Paizocon and Gencon Seminars, that would be great, but you need someone to record it - I believe there is a podcast about the Mystic stuff somewhere

-podcast - takes up a lot of time and there are already a lot of great podcasts out there

- D&D5/Next is the next big thing, and wizards have a subscription based service, so some of those news lead you to a paywall. And check out the review of one of their latest products: http://www.enworld.org/forum/en-world-official-reviews/327525-pathfinder-re view-rise-runelords-anniversary-edition.html

The paizo people are very active on the boards, answering questions, asking for suggestions.... for me, this is worth much more than podcasts and videos.^^

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People seem to have gotten some pretty high standards these days. Remember Sword and Fist or Tome and Blood, even after all these years I still have very fond memories of these B/W books. Were there mistakes and errata, of course - they are roleplaying game rulebooks not manuals for nuclear reactors.

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lordzack wrote:
Maybe this might allow me to run the solo Legend of Zelda campaign I've been thinking of running?

"Here take this. It's dangeraus to go alone"

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