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New Mythic abilities


Mythic Adventures Playtest General Discussion


Had some of this in mind already, and when reading the Missing the Myth thread, I was further inspired.

I am unsure if these should be universal path abilities or Mythic Feats.

Titan's Power

Your Strength is doubled for the purposes of carrying capacity and feats of strength.

By spending one point of Mythic Power, you can triple your Strength score for the purposed of carrying capacity and feats of strength, and you double it for any Combat Maneuvers you preform. This lasts for one minute per Mythic Tier.

By spending four points of Mythic power, you can also double your Strength for attack and damage rolls, but only for one round.

Tarrasque's Carapace

You gain Damage Reduction equal to your Constitution modifier that can only be bypassed by epic weapons. This stacks with any other DR you might posses.

By spending one point of Mythic Power, you may ignore all weapon attacks for one round per Mythic Tier. If you have either the Material or Weapon weakness flaw, attacks from these weapons bypass this immunity, but only deal their normal damage.

By spending four points of Mythic Power, you may ignore all attacks for one round.

Fey's Guile

Your movement speed of all types is doubled and you may take an extra 5-foot step per round.

By spending one point of Mythic Power, you become invisible, as the spell Greater Invisibility for one round per Mythic Tier.

By spending four points of Mythic Power, you may treat all rolls as if you rolled a 20, for one round.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

That's all I got for now. They are supposed to be based off the six ability scores, but after Str and Con, it got a little tricky.

I am unsure about Fey's Guile, but it was the best I could come up, after several different attempts.

I have ideas for Int, Wis, and Cha, but they are a bit harder and I'm trying not invalidate other Mythic abilities.

Any critiques or suggestions are welcome.


I like the Titan's Power ability. Some people might think its carrying ability is really excessive, but I like it. An optimized barbarian with muleback straps with several mythic tiers can lift over 3 trillion tons over his head, lol. I think the double strength bonus to attack rolls is a little much, but the extra damage is fine.

Tarrasques carapace is too good I think. I would really dumb it down.

I think the movement bonus like that would be too much if coupled with the extra 5 foot step. Really powers up the casters I think. The auto 20 on all rolls for 1 round is too powerful I think, even for 4 mythic points.

I can probably give suggestions a little later.


I had meant to add a Tier limit, say 6th?

But maybe only for the secondary and tertiary abilities?


Wow, meant to post that above under my main alias.


Dear Monkeygod,

I like your thinking. Your ideas do wonders for adding to the "mythic" or "epic" quality, I think we're all looking for here. At any rate, I see a problem with some of your fat dump ideas for the mythic pool points. I don't like the game to get quickly broken, so things like four points, for a well worth it effect, may be short sighted. Especially, because these acts could potentially bankrupt your character too early.

A similar problem keeps occurring in my campaign, devoid of mythic rules, where my Paladin, keeps dumping all of his lay on hand abilities early. He uses the Radiant Charge feat, from the Ultimate Magic, to add damage die to his rolls. It is awesome for taking out the big bad, but no so awesome when he misses and cannot heal his friends.

I feel that Pathfinder is already let up to too much chance, we need not add more potential for chaos.


The idea is to grant a short(1 round) super boost, something you really shouldn't do unless its in that one last fight, the one you can't loose.

Also, as I said, I would add in a tier requirement, to at least the last ability, if not the second. If you can only use that last power at say 8th level Mythic, chances are you're likely around say 14th level, at the least.

You probably have at minimum a 24 in your primary stat, granting you a +7 modifier. Thus, you would have pool of 15 Mythic points, barring any other increaser, which is a pretty fair amount.


Most of these of these are far too powerful relative to other mythic abilities presented - and that is even with their base effects. Doubled movement and extra 5ft. steps? DR = Con / Epic and stacks with other DR?

I don't know why the 1 point spends for Titan and Tarrasque last 1 round/minute / tier. Both options seem quite overpowered - you can effectively make CMB checks all but unstoppable or completely trivialize a series of foes and their attack options.

Finally, the 4 point powers are all hideously unbalanced and likely to break campaigns. A champion suddenly doubling his strength bonus to damage and to hit likely kills any even remotely reasonable foe in a single round. Complete immunity to all attacks is a terrible idea in general, and treating rolls as natural 20s has really horrible influences on the game in a number of ways (e.g. auto hits, auto crits, vorpal, auto-success in general).


You do know this is for Mythic right??

How strong you think Atlas is? Or Heracles??

The ignore attacks? Sound maybe like Baldur or Achililies?

I readily admit, even in my OP, that Fey's Guile isn't that great...

But how fast do you think Hermes is? And isnt there a "tall tale" or two about guys who could out run the wind??

I read a lot of the Missing the Myth thread and the main idea there is rght, there is a lot of Myth not present currently in the Mythic rules, which I tried to fix with these ideas.

Too powerful? Don't play Mythic. Me? I plan to use these rules so I can recreate all my favorite myths and legends and make brand new ones.

I want guys who could wrestle the Midgard Serpent or race old age, outwit the goddess of magic, etc. That, to me, is Mythic.


Monkeygod wrote:

You do know this is for Mythic right??

How strong you think Atlas is? Or Heracles??

The ignore attacks? Sound maybe like Baldur or Achililies?

I readily admit, even in my OP, that Fey's Guile isn't that great...

But how fast do you think Hermes is? And isnt there a "tall tale" or two about guys who could out run the wind??

I read a lot of the Missing the Myth thread and the main idea there is rght, there is a lot of Myth not present currently in the Mythic rules, which I tried to fix with these ideas.

Too powerful? Don't play Mythic. Me? I plan to use these rules so I can recreate all my favorite myths and legends and make brand new ones.

I want guys who could wrestle the Midgard Serpent or race old age, outwit the goddess of magic, etc. That, to me, is Mythic.

That's great for you, but clearly not what the designers and the vast majority of the posters here have an interest in. The abilities you have presented might be manageable in the context of a single game, with a single GM, and a single group of players. They are not manageable for the community writ large, and will severely disrupt the expectations in many people's games.

This is coming from someone who laughs in the face of most people who complain about things being balanced or broken. Your suggestions are broken and completely out of line with what we've seen thus far about mythic rules.


Eh, super strong man still loses to any wizard, so seems fair to me. Most of these still lose to regular wizards

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