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RPG Superstar 2015

First Impressions


Player Feedback


Just downloaded the play test and it does look good.

I do have a few thoughts/questions though
1: Undead and Mythic Constitution? Just want to make sure that if during the course of a campaign if a character started with Con as his Mythic attribute and became undead later that his Mythic Attribute would change to Charisma.

2: Overcoming Mythic Weakness: Is it intentional that using Tier 8s Unstoppable ability that you can negate the "Insanity" Weakness by spending a Mythic point to remove the Confused Condition from your character? Off hand it looks like the only weakness easily overcome by that ability, which makes me lean towards the theory that Mythic weaknesses are not supposed to be overcome that easily.

3: Mythic Spamming. Right now with the right (wrong GM) and taking the "Endless Power" ability twice you could theoretically take one of the various attribute bump spells (such as cats grace) that matches up with either your Mythic Attribute or your targets mythic attribute.

Since the spell increases the Mythic Attribute by 4(+2 mythic uses), in theory you could cast it let target use his mythic powers two more times. Let the spell expire, cast it again allow the target use his mythic abilities two more times etc, etc. Gaining potentially more value from the "temporary" spell than he does for an item that grants a permanent bonus.

4: The poor little witch. Their are a lot of Hierophant abilities that look like a really good fit for the Witch such as Faiths Reach (considering just how many touch spells she has), or Power Current. Any chance of getting Arcane Equivalents for those abilities or relaxing the Arcane Spells/Divine Spells restriction on the Archmage/Hierophant paths, perhaps instead simply selecting either Arcane or Divine spells when entering the path?

5: Deadly Duo under the Hierophant's trial should probably add Familiar to the list of allowed allies since his abilities list familiar boosts. It just seems odd to exclude the familiar after that.

6: Master Healer and a few other lesser trials seem pretty easy for a party to especially if they are evil to spam with commoners or low level victims. Evil cleric kidnaps a first level farmer deals enough damage to kick him below 0 hit points and then uses a low level healing spell to get him back to his full hit point total.

Sovereign Court

1. Why would it? Undeath itself is quite a boon in some ways.
6. I believe that PCs are commonly believed to be of the good alignment.


Nosforontu wrote:
2: Overcoming Mythic Weakness: Is it intentional that using Tier 8s Unstoppable ability that you can negate the "Insanity" Weakness by spending a Mythic point to remove the Confused Condition from your character?

Honestly, I don't think this will be a huge issue. Especially when you can already choose to choose Material Weakeness (Silver), School Aversion (Abjuration), or Dependency (Sandwich) as weaknesses.

Nosforontu wrote:
3: Mythic Spamming. Right now with the right (wrong GM) and taking the "Endless Power" ability twice you could theoretically take one of the various attribute bump spells (such as cats grace) that matches up with either your Mythic Attribute or your targets mythic attribute.

From a quick read-through, Mythic seems crazy powerful as-is. Being able to cast a spell that will be cancelled out by a +4 Belt or Headband... don't foresee an issue.

Nosforontu wrote:
Since the spell increases the Mythic Attribute by 4(+2 mythic uses), in theory you could cast it let target use his mythic powers two more times.

Not how stat bonuses work. They only increase a very specific subset of abilities before 24 hours have expired, rather than actually increasing the ability score in question. Mythic-Cycling in this way will not work.

Nosforontu wrote:
6: Master Healer and a few other lesser trials seem pretty easy for a party to especially if they are evil to spam with commoners or low level victims.

I agree on this one. Many of the lesser trials seem horribly swingy and abusable. A great many can easily be accomplished by searching out the lowest level group of goblins or bar thugs one can find, while other would be borderline impossible in normal gameplay I mean, School Display requires using Mythic Points and 8 combat rounds. Is that really likely to happen outside of someone purposefully not killing an enemy to prolong combat?

Paizo Employee Lead Designer

Quick responses...

1. Yes, that would be a fair assumption.
2. You could spend your mythic power to overcome this, but it will exhaust your supply rather quickly.
3. The bump spells do not provide the same bonuses that a permanent bonus does. These spells would not provide bonuses uses to your mythic power.
4. Yes.. we only had a limited amount of room in the playtest document.
5. True.. I will look into it.
6. There is a section in the GM advice part of the document that talks about what an appropriate foe or challenge is. Raising a 1st level character to full when you are high level is not really all that appropriately mythic.

Ill dig into these with a bit more detail later

Jason Bulmahn
Lead Designer
Paizo Publishing


Hama wrote:


1. Why would it? Undeath itself is quite a boon in some ways.
6. I believe that PCs are commonly believed to be of the good alignment.

1: Largely because Charisma effectively replaces Con when becoming Undead, and in the D20 system overall characters gain in power far more often than they loose in power as they pick up templates in play.

6: That might be what is assumed but in most campaigns I have been in I would say nuetral is probably the most common and then either good or evil depending on the specific campaign.

Even with that said some trials are a lot easier to pass than others. Something like the Guardians "Behind me" could be trial spammed by simply going after lower level NPCs monsters like Orcs without class levels. The Orcs low BAB means they are unlikely to land a hit on a mid level+ party in a fight, and a single mid level Martial Build could probably solo a number of them.


Jason Bulmahn wrote:

Quick responses...

1. Yes, that would be a fair assumption.
2. You could spend your mythic power to overcome this, but it will exhaust your supply rather quickly.
3. The bump spells do not provide the same bonuses that a permanent bonus does. These spells would not provide bonuses uses to your mythic power.
4. Yes.. we only had a limited amount of room in the playtest document.
5. True.. I will look into it.
6. There is a section in the GM advice part of the document that talks about what an appropriate foe or challenge is. Raising a 1st level character to full when you are high level is not really all that appropriately mythic.

Ill dig into these with a bit more detail later

Jason Bulmahn
Lead Designer
Paizo Publishing

Thank you for quick reply and I must say I really like the content so far.


I hope Dual Path remains in there. I'm one of those guys who would want access to the abilities of more than one path, and the feat creates a modular sort of option that I'm fond of.

I can see some folks crying "Broken" for precisely this reason.


Alright, so initial thoughts.

1. I really dislike tying mythic uses per day to ability scores. No, let me take that a step further. I hate the idea. I think it further enforces the idea that single attribute dependency is ideal and encourages maximization of ability scores over other development mechanically.

2. I have questions as to the viability of a pool / day model given the ability to rapidly exhaust your mythic points in the course of only a handful of rounds even at higher levels (even relative to spells, rage, music, and so forth). While I'm not eager for a points/encounter model I believe it is probably more sustainable.

3. Some of the generic mythic abilities seem like they should be more optional. Flaws are a good example of something that should be more optional. The same is true of something like immortality, which I don't think should necessarily always apply.

4. Some abilities seem as though they should scale, even though they do not. Excellent examples are the various "Feat of (ability score)" options, which provide a simple flat bonus regardless of rank.

5. Too many of the archmage abilities seem to increase flexibility instead of power - compared to similar abilities in other paths which provide large bonuses to things such as attack, damage, or damage reduction.

6. Spell resistance is bad. Don't give it out as a capstone. I also question the viability if giving some paths proactive methods of regaining their mythic uses, while others are given reactive methods (e.g. when others attack you vs. when you attack others). I feel the archmage ability is also far too specialized in that it only recharges based on very specific circumstances.

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