Pathfinder Roleplaying Game: Mythic Adventures (OGL)

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Pathfinder Roleplaying Game: Mythic Adventures (OGL)
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Heroes of Legend

Not all heroes are created equal. Many adventurers pick up swords or call upon strange powers in times of trouble, yet only a few are chosen by fate or the gods to change the course of history. These are mythic heroes—legendary figures whose every footstep shakes the heavens. With Pathfinder Roleplaying Game: Mythic Adventures, it's your turn to change the world. Choose a mythic path and take on unbelievable powers by completing mythic trials tied to your character's story. Each mythic path works in parallel with your character class, allowing you to continue advancing in your chosen calling even as you seek a greater destiny. Best of all, you can start playing a mythic character at any point—even as early as 1st level!

Pathfinder Roleplaying Game: Mythic Adventures is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

Pathfinder Roleplaying Game: Mythic Adventures is a 256-page hardcover book that includes:

  • Complete rules for playing mythic characters of six different paths: archmage, champion, guardian, hierophant, marshal, and trickster.
  • New mythic feats for every class, such as Powerful Shape, which allows druids to transform into enormous animals, or Deadly Stroke, which lets a mythic character dispatch even a formidable enemy with a single blow.
  • A whole grimoire of new and supercharged spells. Bring down a castle with a mythic meteor swarm, transform the landscape with terraform, or make every memory and record of someone disappear with mythic modify memory!
  • Tons of monsters enhanced with mythic abilities and ready to challenge your heroes, from dragons to vampires!
  • A hoard of new mythic magic items and artifacts. Brandish the sword of inner fire, capable of burning even elemental creatures, or turn your enemies to stone with the medusa-headed shield aegis!
  • A complete mythic adventure for 7th-level characters.
  • Advice on running a mythic game and forging your own legends.
  • ... and much, much more!

ISBN-13: 978-1-60125-549-5

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Paizo's only major failure

1/5

This is my only 1 star review of a Paizo product. So I feel the need to explain why.

Mythic Adventures is a based on a great idea. Instead of restricting epic play to (say) characters after level 20, create a mythic system that runs orthogonal to standard level advancement, and which allows players to do things and explore themes not allowed by the standard ruleset.

In the abstract, here are the kinds of things one would want such a product to do:

--1. Provide new mythic abilities which provide plot hooks, inspire the imagination, and suggest ideas for various campaigns or adventures.

--2. Provide new mythic abilities which allow players to do qualitatively different kinds of things than the standard ruleset allows.

Now, D&D 3.5 and Pathfinder have a number of problems when it comes to high-level play: everything takes too long to resolve, and the combat starts turning into rocket-tag -- whoever goes first wins. In part this is because the core game offers more means of boosting offense than defense, and in part this is because the D&D 3.5 math doesn't extend well to high level play. Given this, here are the kinds of things one would hope such a product would avoid:

--3. Avoid positing many more mythic abilities that boost offense than defense.

--4. Avoid new abilities which just add static bonuses to everything. (Increasing everyone's BAB and AC by 10 doesn't make your game more mythic -- it just leaves you with the same game but different numbers.)

--5. Avoid positing abilities which do little other than boost the numbers into the high-level regime where the D&D 3.5 and Pathfinder math breaks down.

--6. Avoid adding abilities which add new sui generis ways of making the game rocket-tag like, by adding yet more "I win"-types of abilities (either by themselves, or in combination with other Pathfinder material that's been published elsewhere).

Unfortunately, for the most part, the mythic ruleset doesn't satisfy these desiderata. Most mythic abilities and spells offer what are effectively bland numerical boosts. There are many more ways to boost offense than defense. There are a handful of abilities inspire plot hooks and feel epic (mythic Levitate and mythic Sleep, for example), but they're surprisingly few in number -- the spells in Ultimate Intrigue offer more interesting plot hooks and adventure ideas than can be found in this entire book. And the mythic rules introduce a huge number of ways to break the game, especially when considered in combination with abilities offered in other books: attacks that do over a 1000 points of damage, spells that ignore SR, give no save, and could kill any creature published in the Bestiary, and so on. (The 3rd party product Mythic Solutions offers some helpful suggestions for how to tone down the mythic rules a bit, but in my experience, most of the game-breaking abilities and combos we ran into are left intact.)

It's not all bad. As I mentioned, there are a handful of mythic spells that feel epic and are plot-hook inspiring, and the book offers some tools for DMs to use to make opponents more deadly. But on the whole, most of what's in this book is best avoided.


Rare mixed, but generally okay, score

3/5

This book presents an excellent way, which I think worked better than 3.0-3.5's epic system, to allow for the truly legendary and heroic heroes of the world. Think less Aragorn and more Beowulf. In general it is a fine product and I don't recommend against getting it.

That said though I found it flawed in two ways which, while they've occasionally crept up into other PF/Paizo books, I think need to be noted.
1) Balance issues. To some extent when you discuss epic you're throwing that out the window anyway but this book, more so than even other books like the ARG or what the Ultimate series offered, needs a GM to keep an eye on what's going on. I wish it had undergone more play testing but I think this might just be an inherent issue at this power level. When you start multiplying character power as a DM you need to be ready to regulate that.
2) Print quality. The bigger issue I had. I've tried to physically own this book 4 times now. Twice from game stores in two different states and twice from a credible online store. In all four cases I found inking issues on some of the artwork, 3 of the times on the same few pictures. This is problematic because one of the biggest reasons to get the printed book and not just use the online info for free is the artwork. I am about to try and buy it again now, hopefully it's on a later run at this point and that's been fixed. That said, if you buy it and care about the artwork make sure to look at the larger pictures in the book and make sure they aren't faded or have streaks at any points.

In summary though, I want to make it clear that for it's price it's not a bad book. I'd give it a C++ or B-, it won't be something you regret (especially if you don't care much about a few images being a little off). It was a good, and unique, Paizo/Pathfinder book just not one of their very best.


5/5

I've reviewed this book over on RPGGeek.com.


Hopefully More To Come

3/5

I was thrilled at the concept of this book. Sometimes the story, the characters, need to step up to a more rareified level and really bring the oomph and this book provides the oomph. I especially love some of the little pieces added therein that make a mythic adventure less roll-play and more role-play; the concept that mythic power can simply go away, that the leveling of tiers is solely up to the DM, that in fact much of the advancement and introduction should be story-based.

Loved all of that.

But for what I didn't love.

1. The powers offered are wildly inconsistent in effectiveness. I don't mean powers that are taking for a roleplaying reason. I mean powers that are obviously crunch-based when compared to another crunch power and you cannot fathom how one is supposed to anywhere near equal another. The same with the feats.

2. The very limited scope of mythic paths. I get that this is the intro book and we cannot get a ton of paths right off the bat, but really, six paths? Only 37 pages of path descriptions and powers out of 250+ pages? I've played more characters that wouldn't fit into these paths thematically than would.

3. Mythic monsters takes 57 pages and could have been done in 10. Paizo has been awesome about not reprinting crunch from one book to another, really guaranteeing the value you get in a book. But the monsters presented are basically mythic versions of creatures we all know already. And the mythic build rules for creatures are simple enough (a good thing!) that all we really needed was one example.

So, I like the idea, was a little less than thrilled with the execution, but I am awaiting more.


BAD *SS book

5/5

Here is why I like it. The system is so flexible that a GM can attach the rules to his or her game anywhere, anytime. Additionally, said GM can pace advancement to fit his or her campaign. Want PCs that are only marginally more powerful than standard PCs? Simply space or limit the number of trials.

Walks like its mythic, quacks like its mythic. It's mythic.


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
nahpishtim wrote:
Well since you have to have the feat and "crafting Mastery" GIVES you access to all the feats even if you don't meet prereqs and if CL is listed as a prereq for each item specifically and you can still make the item by increasing DC by 5 per prereq you're missing....then a rogue with Crafting Mastery and a mountain of scrolls should be able to make magic items >.>? The noted rule specifically states ONLY mandatory thing is the feat and Crafting Mastery covers that.

In the specific case that you can supply the spell and trigger it (via scrolls or wands and UMD ), having a caster level of your own is not relevant, because you are already supplying a spell(power) via the consumable item. If you want to craft an item without having that consumable item at the ready every day (and that is a concern... an expensive magic item costs you a scroll/wand charge every day you craft it), you need some magic juice to power the process, hence a caster level of your own.


magnuskn wrote:
Lord Snow wrote:
Alleran wrote:

Are you sure? I'm skimming the item creation rules on the PFSRD right now, and I don't see much besides this:

** spoiler omitted **...

Check out the specific magic item creation feats though - each of them requires a caster level as a prerequisite. Since you have to have taken the appropriate feat to construct any type of magic item, you hence have to possess caster levels.
What he said.

Crafting Mastery states that you're considered to possess those feats. It ignores the prerequisite of having a caster level to take the feat, because it states that you can craft any magic item as if you already had the necessary item creation feat, regardless of whether you meet the prereqs for taking said feat.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I disagree with that interpretation, as laid out before.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

I'd love to see more books like this with 'meta' classes that add options to the existing classes and archtypes based on the world and style of game you are playing.

A Mysterious Guide with investigation skills, bonuses, and things like a 'contact' sub system would be fun.

The path's system and idea allows for a lot of career style options too.


I'm thinking it would be okay to consider the caster level irrelevant since we're talking about a Mythic option here and seems most of the Mythic abilities break the existing status quo anyways >.> I think I'll present the idea to my GM as it's just a lot harder for me because I have to add +5 for not having the actual caster level required AND +5 per spell I can't cast or provide a scroll for to the DC. An official word on the subject from Paizo would be great to hear but I've not been a follower to pathfinder long enough to know if they do that sort of thing ^^


why has this not been added to d20pfsrd


Lawful GM wrote:
why has this not been added to d20pfsrd

because d20pfsrd is not official. It is a fan site and not owned by Paizo. They also wait some time after a book is released to add it to their site.

-- david

RPG Superstar 2015 Top 8

Oh, that does make me wonder though, will Mythic Adventures be added to the official PRD?


One of the web persons (I think Chris, but not sure) said yes. Most likely before the end of September.

edit: Found the post HERE


Pathfinder Rulebook Subscriber
magnuskn wrote:
Mikaze wrote:

Maybe I'm just overlooking it, but does anyone know which Champion(or other) mythic abilities are being used by Valeros and Seltyiel for the shirtless martial look?

It's something of a high demand look that minimum AC expectations tend to get in the way of. :)

Could be that they dual-pathed into Archmage (or Trickster and took Path Dabbling) for Enduring Armor. Would make a lot of sense for Seltyiel, actually.

They can't take two paths though. Each character must choose 1 at 1st tier and stick to it if I'm reading/understanding that correctly.

Zhangar wrote:
Glamered armor is the simpler answer. Making your +5 [special material here] full plate be just a pauldron (or a pair of pants, or a bikini) can be a pretty amusing thing to do.

That makes sense though.

For me I plan to just be really lenient. Full Plate is FULL plate. It is a full suit of armor (minus optional helm). But for everything else at mythic levels? Knock yourself out. You're a mythical living legend! Sure your half-plate can cover your legs and arms but not your chest! You're so good at combat you make it work. You're a legend, might as well have style too.

Which I really like that they did with this. Everyone has a badass less-is-more aesthetic where they drop all the extra bits they don't need and focus on just being the best. But alas, like with Gunslinger, the art promises so much more than we can do (realistically you can't dual wield guns like shown and mythic characters don't have an inherent option to go shirtless, despite how awesome it looks).


Shadows_Of_Fall wrote:
magnuskn wrote:
Mikaze wrote:

Maybe I'm just overlooking it, but does anyone know which Champion(or other) mythic abilities are being used by Valeros and Seltyiel for the shirtless martial look?

It's something of a high demand look that minimum AC expectations tend to get in the way of. :)

Could be that they dual-pathed into Archmage (or Trickster and took Path Dabbling) for Enduring Armor. Would make a lot of sense for Seltyiel, actually.
They can't take two paths though. Each character must choose 1 at 1st tier and stick to it if I'm reading/understanding that correctl

I believe there's a feat that allows you to take 2 paths, or it might be a universal path ability...but I think it's a feat. It's one of the two! :P


Questions

1. To cast mythic spells, you need the feat or path ability which lets you pick spells equal to your tier. Are these spells once picked permanently enhanced and you don't have to spend mythic points to activate the basic mythic effects or do you have to spend mythic points everytime you want to cast the spell in a mythic manner?

2. Mythic Paragon increases your tier by 2 for determining potency. Does this mean if you are tier 9 or 10, you count as Tier 11 or 12 for effects like Enduring Armour etc?


1. You have to spend a mythic point to cast the spell as mythic.

Liberty's Edge

I just received the book and did not recognize Kyra at first.

I do not like that she threw her veil out of the window and let her hair loose. Because I liked the idea that a muslim-looking female Cleric could go out adventuring with the best of them. I get a vibe of "No Islam here, not even a fantasy lookalike" that I did not expect from Paizo.


The black raven wrote:

I just received the book and did not recognize Kyra at first.

I do not like that she threw her veil out of the window and let her hair loose. Because I liked the idea that a muslim-looking female Cleric could go out adventuring with the best of them. I get a vibe of "No Islam here, not even a fantasy lookalike" that I did not expect from Paizo.

While I like the non-mythic version of Kyra better as well, I don't think the intent was to say "no Islam here" because if that were so, why would they have included that element in the first place? If I had to guess, it would be to show that, as a heirophant, she is, as the book says, "more of a patron of divine power than a mere devotee." Removing the garb associated with Sarenrae combined with her dropping the holy symbol shows that she is becoming a source of divine power in her own right.

Silver Crusade

2 people marked this as a favorite.
Daethor wrote:
The black raven wrote:

I just received the book and did not recognize Kyra at first.

I do not like that she threw her veil out of the window and let her hair loose. Because I liked the idea that a muslim-looking female Cleric could go out adventuring with the best of them. I get a vibe of "No Islam here, not even a fantasy lookalike" that I did not expect from Paizo.

While I like the non-mythic version of Kyra better as well, I don't think the intent was to say "no Islam here" because if that were so, why would they have included that element in the first place? If I had to guess, it would be to show that, as a heirophant, she is, as the book says, "more of a patron of divine power than a mere devotee." Removing the garb associated with Sarenrae combined with her dropping the holy symbol shows that she is becoming a source of divine power in her own right.

Exactly. But then I always prefer not to jump to negative conclusions.

Liberty's Edge

I literally dreamt of Mythic last night. Festivals of the Dragon, twin gemstones of blue and green. And later on fights and invasions and constructing fortresses in a desert planet, and the landing of elven starships covered with crucified (but still living) space succubi.

That was weird.

But I think it is also a sign that Mythic does resonate with me after all.


I've got a few questions,sorry if they've already been answered.
First: Epic DR vs. Mythic, Does being mythic mean you can ignore Epic DR or do you still need a +6 or better weapon.
Second: Legendary Items, If you take the upgradable ability on a weapon or armor can you only increase it by +1 or can you add special abilities to it. For example: If I have a +1 sword can I add the flaming special ability or can I only make it a +2 sword.
Third: Mythic Skill Focus, It says I can take 10 or 20 anytime even when rushed of threatened, so if I have Mythic Skill Focus (Diplomacy) can I take 20 at the start or even in the middle of a fight and try to convince the enemy to be my friend. Also, I assume that you still get the bonus from regular skill focus (+3 or +6 to skill if you have enough ranks).
Overall I like this book but I do have a few issues. For one thing the book seems like it should have been longer, Legendary items should have gotten a whole chapter with example items and some more abilities since most of the abilities can only be taken for minor or major artifacts. It would have been nice to see some more paths or at least some more universal abilities. I do like some of the universal abilities and think they might be good to use as rewards above and beyond the path system. A GM might decide that you can't take divine source as a path ability, you have to earn it by completing a special trial. If you complete the trial you get the ability for free, of course it would be a very difficult trial. If you want to improve it you have to complete additional trials. This allows PC's to play their characters but allows for some story elements as well. This would be good way for PC's to get legendary items and makes it more in keeping with the story.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
J. C. wrote:

I've got a few questions,sorry if they've already been answered.

First: Epic DR vs. Mythic, Does being mythic mean you can ignore Epic DR or do you still need a +6 or better weapon.
Second: Legendary Items, If you take the upgradable ability on a weapon or armor can you only increase it by +1 or can you add special abilities to it. For example: If I have a +1 sword can I add the flaming special ability or can I only make it a +2 sword.
Third: Mythic Skill Focus, It says I can take 10 or 20 anytime even when rushed of threatened, so if I have Mythic Skill Focus (Diplomacy) can I take 20 at the start or even in the middle of a fight and try to convince the enemy to be my friend. Also, I assume that you still get the bonus from regular skill focus (+3 or +6 to skill if you have enough ranks).
Overall I like this book but I do have a few issues. For one thing the book seems like it should have been longer, Legendary items should have gotten a whole chapter with example items and some more abilities since most of the abilities can only be taken for minor or major artifacts. It would have been nice to see some more paths or at least some more universal abilities. I do like some of the universal abilities and think they might be good to use as rewards above and beyond the path system. A GM might decide that you can't take divine source as a path ability, you have to earn it by completing a special trial. If you complete the trial you get the ability for free, of course it would be a very difficult trial. If you want to improve it you have to complete additional trials. This allows PC's to play their characters but allows for some story elements as well. This would be good way for PC's to get legendary items and makes it more in keeping with the story.

1) Being Mythic does not bypass DR/Epic.

2) Not entirely clear, but the examples given in the text seem to suggest that you can only upgrade an existing ability that has a more powerful version. So you could upgrade a +1 flaming sword to a +2 flaming sword, or a +1 flaming burst sword, or eventually to a +5 flaming burst sword.

3) Yes. It doesn't appear to speed up the time needed, though, so even taking 20 on your Diplomacy during a fight will still require at least a minute of time. And yes, you get the bonuses from normal skill focus.


DM Papa.DRB wrote:
Lawful GM wrote:
why has this not been added to d20pfsrd

because d20pfsrd is not official. It is a fan site and not owned by Paizo. They also wait some time after a book is released to add it to their site.

-- david

Whether a website is owned by Paizo has virtually no bearing on how quickly it updates to include new books.

For the record, at this time Mythic Adventures is on d20pfsrd but NOT on the prd.

Besides, MA is not PFS legal, so "official" is an entirely meaningless designation.

Although now you got me curious:
Does anyone know why the PRD always takes so much longer to update than the pfsrd? Is it just that Paizo has other stuff to worry about after a new release?


The black raven wrote:
I do not like that she threw her veil out of the window and let her hair loose. Because I liked the idea that a muslim-looking female Cleric could go out adventuring with the best of them. I get a vibe of "No Islam here, not even a fantasy lookalike" that I did not expect from Paizo.

As a minor note, Kyra possesses a second mythic look (the one on the cover, which is similar to her normal one except there's more bling added).

That said, personally I love the trenchcoat-cleric image, especially with the scimitar. It's casual yet functional and distinct (Lem's as well), and reminds me a lot of Dresden Files in a way. Mythic upgrades I'm really not a fan of include Seoni and Amiri.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber
J. C. wrote:

I've got a few questions,sorry if they've already been answered.

First: Epic DR vs. Mythic, Does being mythic mean you can ignore Epic DR or do you still need a +6 or better weapon.

Note, Champions and a handful of other mythic powers do allow for bypassing DR early on. And yes that means ignoring Epic/DR, but almost all of them cost the use of a MP until you finally get a +6 weapon.


137ben wrote:
DM Papa.DRB wrote:
Lawful GM wrote:
why has this not been added to d20pfsrd

because d20pfsrd is not official. It is a fan site and not owned by Paizo. They also wait some time after a book is released to add it to their site.

-- david

Whether a website is owned by Paizo has virtually no bearing on how quickly it updates to include new books.

Not true. Jreyst and the d20pfsrd folks have said they wait at least two weeks after a book is released before putting it up on d20pfsrd. He has said this several places on these boards.

-- david

RPG Superstar 2015 Top 8

137ben wrote:


Although now you got me curious:
Does anyone know why the PRD always takes so much longer to update than the pfsrd? Is it just that Paizo has other stuff to worry about after a new release?

I think so, pretty much.

My sense is the fans who update d20pfsrd.com are a pool of people who devote much of their free time to maintaining d20pfsrd and that's pretty much it.

The pool of people at Paizo (which I don't think is any larger than the number of people who work on the fan site) who update the PRD are also managing and updating the software behind the webstore, the message board, and are the people who prepare and hyperlink the various product .pdfs (of which there are a lot), and probably other in house technical stuff we don't necessarily "see" going on. And I would hope since that's their job, they are not also using their free time to update the site. (However, most of the people I know in tech jobs work a lot of extra hours beyond what their job description says, so maybe they do.)

Also, I recall a few times in which the PRD did have material up on its site before d20pfsrd. I can't remember which book it was, but it's not always the case. Personally I prefer the PRD to d20pfsrd most of the time (although I like some things the fan site has, like the archetype charts that show in a table which archetypes replace what class feature) so I usually just wait for the PRD to be updated. Normally I don't feel like I wait unusually long.

Silver Crusade

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Alleran wrote:
The black raven wrote:
I do not like that she threw her veil out of the window and let her hair loose. Because I liked the idea that a muslim-looking female Cleric could go out adventuring with the best of them. I get a vibe of "No Islam here, not even a fantasy lookalike" that I did not expect from Paizo.

As a minor note, Kyra possesses a second mythic look (the one on the cover, which is similar to her normal one except there's more bling added).

That said, personally I love the trenchcoat-cleric image, especially with the scimitar. It's casual yet functional and distinct (Lem's as well), and reminds me a lot of Dresden Files in a way. Mythic upgrades I'm really not a fan of include Seoni and Amiri.

The looks on the cover are not Mythic looks, they're the original designs. That's due for the art for the cover being commissioned at the same time as the art for the interior, and WAR not having the final Mythic designs to use on the cover.


Cori Marie wrote:
The looks on the cover are not Mythic looks, they're the original designs.

Not quite the original designs - I can see differences, such as Seoni outfitted with a sparkly blue robe/cloak of some sort along with a new staff), and Kyra with at least a different-looking helmet, armour and so on (and what I think is the "Sword of Inner Fire" in MA). Similar, but more (more bling, specifically).


DM Papa.DRB wrote:
137ben wrote:
DM Papa.DRB wrote:
Lawful GM wrote:
why has this not been added to d20pfsrd

because d20pfsrd is not official. It is a fan site and not owned by Paizo. They also wait some time after a book is released to add it to their site.

-- david

Whether a website is owned by Paizo has virtually no bearing on how quickly it updates to include new books.

Not true. Jreyst and the d20pfsrd folks have said they wait at least two weeks after a book is released before putting it up on d20pfsrd. He has said this several places on these boards.

-- david

...Which has virtually nothing to do with whether or not Paizo owns the website.

DeathQuaker wrote:
137ben wrote:


Although now you got me curious:
Does anyone know why the PRD always takes so much longer to update than the pfsrd? Is it just that Paizo has other stuff to worry about after a new release?

I think so, pretty much.

My sense is the fans who update d20pfsrd.com are a pool of people who devote much of their free time to maintaining d20pfsrd and that's pretty much it.

The pool of people at Paizo (which I don't think is any larger than the number of people who work on the fan site) who update the PRD are also managing and updating the software behind the webstore, the message board, and are the people who prepare and hyperlink the various product .pdfs (of which there are a lot), and probably other in house technical stuff we don't necessarily "see" going on. And I would hope since that's their job, they are not also using their free time to update the site. (However, most of the people I know in tech jobs work a lot of extra hours beyond what their job description says, so maybe they do.)

Also, I recall a few times in which the PRD did have material up on its site before d20pfsrd. I can't remember which book it was, but it's not always the case. Personally I prefer the PRD to d20pfsrd most of the time (although I like some things the fan site has, like the archetype charts that show in a table which archetypes replace what class feature) so I usually just wait for the PRD to be updated. Normally I don't feel like I wait unusually long.

Yea...

the annoying thing about the prd IMO is that it doesn't have stuff from the player's companion/campaign setting/other softcovers. And there is no way to view everything in one big list--if you are picking which spells to prepare you have to look through each 'book' individually.
Frankly, Paizo really doesn't have much incentive at all to maintain their PRD. They added it well after the pfsrd had been running strong. It's in Paizo's interest to include as little as possible to get people to buy stuff.

(BTW, no matter how many times you repeat the phrase "fan site", Paizo actually reclassified the d20pfsrd as an 'official' third party publisher, and the pfsrd is their 'product'. This happened when the d20pfsrd got its own store, which sells a lot of D&D/PF related products.)


Daijin wrote:

Did not see this posted so here it is:

6th 3rd — Force of will

yet says 7th:

Force of Will (Ex): At 7th tier, you can exert your will to
force events to unfold as you would like. As an immediate
action, you can expend one use of mythic power to reroll a
d20 roll you just made, or force any non-mythic creature
to reroll a d20 roll it just made. You can use this ability
after the results are revealed. Whoever rerolls a roll must
take the result of the second roll, even if it is lower.

Which is correct?

I went back and checked the old playtest document, and it's even like that there. Which means that error hung out for months. And we still don't have an official answer.

Designer, RPG Superstar Judge

Daijin wrote:

Did not see this posted so here it is:

6th 3rd — Force of will
yet says 7th:
Force of Will (Ex): At 7th tier, you can exert your will to
force events to unfold as you would like. As an immediate
action, you can expend one use of mythic power to reroll a
d20 roll you just made, or force any non-mythic creature
to reroll a d20 roll it just made. You can use this ability
after the results are revealed. Whoever rerolls a roll must
take the result of the second roll, even if it is lower.
Which is correct?

The table is correct, you get it at 6th tier.

(Oddly enough, we caught that just before it went to print, so the printed version says 6th in both places, but we didn't inform the tech team to update the PDF. I'm doing that right now...)

Dark Archive

would there be an oriental themed mythic adventure path planned for the future?

Shadow Lodge

I don't know if anyone brought this up but is the mythic Aboleth's Int a typo? In my copy it says that it's supposed to be utterly brilliant but only has an Int of 15 which doesn't really feel like ancient super genius.

Liberty's Edge

With Mythic Adventures published, will there be an update to the stats for the creatures in Mythical Monsters Revisited? Either as a PDF update or part of other product? Granted, 'Mythical' does not necessitate the need for 'Mythic' rules; however the connection is logical.

Designer, RPG Superstar Judge

Int 15 *is* genius-level Intelligence. Unfortunately, the baseline of the game allows every starting wizard to be a "genius," so it loses much of the impact. The structure of the ability scores is basically that every 5 points of increase equals a doubling of that stat (you can see a direct example of this in the carrying capacity tables). So someone with Int 15 is twice as smart as someone with Int 10, and someone with Int 20 is twice as smart as someone with Int 15.

There's not going to be an update for Mythical Monsters Revisited because its title refers to "creatures of myth," whereas the mythic rules refer to "heroes worth of myths."

RPG Superstar 2008 Top 32

doc the grey wrote:
I don't know if anyone brought this up but is the mythic Aboleth's Int a typo? In my copy it says that it's supposed to be utterly brilliant but only has an Int of 15 which doesn't really feel like ancient super genius.

To back up Sean here, if you assume the average human population is generated with 3d6, each 3 points of an ability score represents a statistical standard deviation. To have a 16 Int, you're smarter than 95% of humans.

The fact that every starting wizard is a Mensa member doesn't make it unremarkable: there is a reason they became a wizard and not a bootblack. What is remarkable is that the AVERAGE aboleth is as smart some of the smartest of humans.

Liberty's Edge

Ross Byers wrote:
doc the grey wrote:
I don't know if anyone brought this up but is the mythic Aboleth's Int a typo? In my copy it says that it's supposed to be utterly brilliant but only has an Int of 15 which doesn't really feel like ancient super genius.

To back up Sean here, if you assume the average human population is generated with 3d6, each 3 points of an ability score represents a statistical standard deviation. To have a 16 Int, you're smarter than 95% of humans.

The fact that every starting wizard is a Mensa member doesn't make it unremarkable: there is a reason they became a wizard and not a bootblack. What is remarkable is that the AVERAGE aboleth is as smart some of the smartest of humans.

The generalization of point-buy has made 20 Int Wizard PCs commonplace where they were still rare with random rolls. And even more rare with only 3d6.

I am afraid that the 3d6 paradigm does not represent the PCs population anymore. I am not sure what could replace it in a world of point-buy PC builds.

In other words, the average Aboleth might be as smart as some of the smartest humans, but he is definitely NOT as smart as most of the smartest human PCs (and NPCs I wager). Granted, it is far smarter than the Fighter who dumped Int. But that is not really the scale players use to measure smarts.

I believe this to be the cause behind Doc's post.


The black raven wrote:
I am afraid that the 3d6 paradigm does not represent the PCs population anymore. I am not sure what could replace it in a world of point-buy PC builds.

3 point-buy - where PCs are built with 15-20 points.

Designer, RPG Superstar Judge

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The black raven wrote:
In other words, the average Aboleth might be as smart as some of the smartest humans, but he is definitely NOT as smart as most of the smartest human PCs (and NPCs I wager).

To be more accurate, you should say (emphasis mine):

The average Aboleth might be as smart as some of the smartest 1st-level humans, but he is definitely NOT as smart as most of the higher-level smartest human PCs (and NPCs I wager).

To which I say, "maybe your exceptional/brilliant PCs should be fighting exceptional aboleths, not average aboleths."

You know, aboleths with class levels, or more Hit Dice, or anything that allows them to increase their ability scores... just as the PCs do.

Contributor

Sean K Reynolds wrote:
You know, aboleths with class levels, or more Hit Dice, or anything that allows them to increase their ability scores... just as the PCs do.

Since this is the Mythic Adventures product page, maybe custom-designed Mythic Aboleths that have all of their Mythic Ability increases placed into Intelligence? :-)

Designer, RPG Superstar Judge

... except it only gets a +2 to one ability score, and adding 2 to its Int doesn't affect any of the aboleth's abilities (which are Cha- or Con-based) and would only give it an additional 9 skill ranks (wow, that's a powerup...). Instead, it's added to Cha, so its SLA DCs increase.

Contributor

Sean K Reynolds wrote:
... except it only gets a +2 to one ability score, and adding 2 to its Int doesn't affect any of the aboleth's abilities (which are Cha- or Con-based) and would only give it an additional 9 skill ranks (wow, that's a powerup...). Instead, it's added to Cha, so its SLA DCs increase.

I thought we were making the aboleth smarter, not better optimized. 0_0

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

How does making it smarter justify the CR increase?

Contributor

TriOmegaZero wrote:
How does making it smarter justify the CR increase?

I dunno. You're still getting Mythic path abilities and virtually all of the Archmage Path abilities don't care if you have a strong Charisma or Intelligence; they only care about your ability to cast spells. You could probably build a powerful Mythic aboleth that doesn't increase either Cha or Con. Would it be optimized? No, but neither is Erzen pumping his Strength if the Mythic Adventures art is to be believed.

Shrugs.

Shadow Lodge RPG Superstar 2010 Top 8

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Alexander Augunas wrote:
TriOmegaZero wrote:
How does making it smarter justify the CR increase?

I dunno. You're still getting Mythic path abilities and virtually all of the Archmage Path abilities don't care if you have a strong Charisma or Intelligence; they only care about your ability to cast spells. You could probably build a powerful Mythic aboleth that doesn't increase either Cha or Con. Would it be optimized? No, but neither is Erzen pumping his Strength if the Mythic Adventures art is to be believed.

Shrugs.

On the flip side, why is being smarter so crucial to the Mythic Aboleth concept that it should boost its Int rather than its Con or Cha (or Str, Dex, or Wis for that matter)?

Thematically speaking, shouldn't a Mythic Aboleth be more imperious, more full of itself, and more domineering than it's unmythic kin? Cha makes plenty of sense to me even before mechanics enter into it.

Just my opinion of course. :)


On Page 143 the Mythic Bane Weapon Special ability says it works just like a bane weapon except it has a higher bonus and extra damage. It never quantifies what these bonuses are. I have been looking through the book to see if this was spelled out else where, but no luck. Any help here would be much appreciated.

Updated: As I read this description over and over I can find that they state it works "exactly like", and it "stacks with". So I can infer that it is another +2 Bonus to Enhancement and + 2d6 extra damage.


HeeroPrime wrote:

On Page 143 the Mythic Bane Weapon Special ability says it works just like a bane weapon except it has a higher bonus and extra damage. It never quantifies what these bonuses are. I have been looking through the book to see if this was spelled out else where, but no luck. Any help here would be much appreciated.

Updated: As I read this description over and over I can find that they state it works "exactly like", and it "stacks with". So I can infer that it is another +2 Bonus to Enhancement and + 2d6 extra damage.

If you have an evil outsider bane/mythic bane weapon and are fighting a mythic devil, you get both bane qualities.


Talynonyx wrote:
HeeroPrime wrote:

On Page 143 the Mythic Bane Weapon Special ability says it works just like a bane weapon except it has a higher bonus and extra damage. It never quantifies what these bonuses are. I have been looking through the book to see if this was spelled out else where, but no luck. Any help here would be much appreciated.

Updated: As I read this description over and over I can find that they state it works "exactly like", and it "stacks with". So I can infer that it is another +2 Bonus to Enhancement and + 2d6 extra damage.

If you have an evil outsider bane/mythic bane weapon and are fighting a mythic devil, you get both bane qualities.

I think my issue was reading comprehension. So do I have to pick a subtype like regular bane or is this just any creature with the "mythic" sub type? for example a Mythic Skeleton would be "undead (mythic)" if I had an Undead Bane and Myhtic Bane Bow would it do +4 Attack and + 4d6 + 4 damage to the mythic skeleton, then only +2 attack and + 2d6 + 2 extra damage to any non undead (mythic) creature?

Designer, RPG Superstar Judge

A mythic-bane weapon gains its bonuses against any creature with the mythic subtype. You don't have to choose a creature type (such as dragons) or subtype (such as goblins or evil outsiders)... it's programmed for creatures with the mythic subtype.

So a +1 mythic-bane undead-bane longbow is

+2 and +2d6 damage vs. undead,
+2 and +2d6 damage vs. creatures with the mythic subtype, and
+4 and +4d6 damage vs. undead with the mythic subtype

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