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Mythic Playtest Update: Attack of the Robot Unicorn!


Adventure Feedback

Taldor

So my group is now level 6/ mythic 2 (using the varient Amazing Init rules where it only adds + Mythic Tier to Init) and I desided to throw them at two mythic tier champion baddies just to see what happens.

This fight:

Mythic Champion Hellknight - Chain Weilder with Admantium Combat Chain in magical Full Plate

Mythic Tier Clockwork Flying Unicorn - Yes...a "robot" Unicorn that shoots lightning and flies by hovering.

Like most Mythic fights it lasted about 5 rounds or so, but we had a late player and a Trickster entered into the mix. So my party is now (1 Champion, 2 Archmages (One with Martial Dual Path), 1 Heirophante, 1 Trickster.

The Trickster is devistating. In this case he was a Tengu Ninja using the alternative racial traits that Tengu get when using their claws. When he stepped in he used the 2 Mythic Points extra full round action to do 2 full attacks from Invisiable in the fight and ended the Hellnight in 1 turn. O.o

Okay...gonna have to adjust for that.

Final Results:

Amazing Init's ability to buy a full round of turns for 2 MP is not over powered. Dangerous, especially when full attacks come into play. It's more an issue of how long it can take some players to resolve their actions. 8 attacks in one stacked turn took a while, but the player was fast and it didn't bother anyone. But stack in Rogue Sneak attack bonuses and effect can add up.

Tricksters need to have the ability to stack Rogue/Ninja Sneak Attack 'rider' efects. It would be a perfect Path ability for them. So in one attack you can put Bleed, Shaken, etc. As it stands (post errata) you can only have one of these effects on a Sneak attack, but it would be PERFECT for tricksters to pay a path ability slot to add a +1 effect on their sneak attacks.

Mythic Points for saves continue to dominate. Especially when 75% of the party has Evasion of some kind. (Mine does)

The ability of a Archmage to turn his Familiar into another caster origin point for his spells is amazing and scary. Espcically when our Muscle Mage DUAL FIREBALLED the Robot Unicorn to stagger it in the fight. I didn't find it overpowering, but it totally changed how the caster thought about battle. it can be cheesed by allowing the caster to turn invisable and use his familar (no matter how small) as his remote spell turret, in effect. Something about this has to be addressed. .ie If the Familar uses a smell to attack have it disable invisability for the caster since the spell technically originates from him?

Heirophant's "Sustained By Faith" seems okay as long as that refresh trick is only once a day. Otherwise, the Heirophant/Druid/Rogue in the party became the night watchgirl.

Tricksters are SCARY. The right Assassin/Trickster build will mop up a battlefield if you are not careful or give the PC's ways to deal with invisable hard to detect Tricksters. My earlire Mythic Sense idea would really help here. Not to disable their bonus from being hard to find, but giving a sporting chance to mythic characters against mythic tier sneakers.

Mythic DR came up in this fight. The Unicorn had DR 10 Adamantium/Epic. It REALLY got the party pissed that it took a lot of magic to drop the thing. The Trickster needs something for sneak attacks to bypass Epic/Mythic DR. Unless you force them to dualpath into Champion. I dunno. I'll re-read the rules and look at my options.

That's about it as far as I can tell from this session.

I'll continue the Level 6/Tier 2 playtest next week with more non-combat actions and let you know what happens.

Taldor

Addition: High DR finally triggered the Mythic bonus for To Hits. Especially on non-fighter full BAB classes.

This was the first time I saw a Familar walking around with the same kind of buffs I'd expect to see on a PC. The remote casting made the familar more useful and more critical to protect. I've seen buffed animal companions sure, but this time. Woo.

Mythic Barkskin on Druid's Lion companion turned it into the alt tank.

Raven Familar was walking around with Mage Armor.

Other interesting interactions:

Amazing Init + Haste + Martial's trick to grant a 'free' movement = SCARY AS HELL. Basically it's a combo attack nightmare for foes with no way to counter attack it. If you have a bunch of mooks in a fight a party with this combo is going to MOP THE FLOOR. The only thing that seemed to slow it down was Mythic Combat Reflexes on the baddies.

Bard's Inspires are good, added to that MP's to add to roles is a game changer on to-hit match or Skill checks. Hell Bard + Marshall is just scary in general. The buffs flowed thick in that combat. "Ramzir supports the faithful!" was issued quite a bit.


TheLoneCleric wrote:

The ability of a Archmage to turn his Familiar into another caster origin point for his spells is amazing and scary. Espcically when our Muscle Mage DUAL FIREBALLED the Robot Unicorn to stagger it in the fight. I didn't find it overpowering, but it totally changed how the caster thought about battle. it can be cheesed by allowing the caster to turn invisable and use his familar (no matter how small) as his remote spell turret, in effect. Something about this has to be addressed. .ie If the Familar uses a smell to attack have it disable invisability for the caster since the spell technically originates from him?

Maybe I am wrong, but it seems to me that you would not be able to use Familiar Mind to cast two spells in one round. In the wording of the ability it says "Finally, you can expend one use of Mythic power to cast one arcane spell using your familiar as the spell's caster. You must expend the spell as normal when using this ability." I take that as its your action to use the spell.

Taldor

Yes. Sorry, added to the ability to cast spells though your familiar it's pretty crazy. Is this a bad rulling on my part?

Qadira

I would agree with Slacker2010. The ability doesn't seem to allow a second spell to be cast with the familiar as the caster, but instead allows you to cast a single spell (as normal) through your familiar (mythic).

I think the wording also supports that because the familiar is the caster, the wizard's invisibility would not break (which is one of the details that makes this ability mythic imo).

Taldor

Fair enough. We were mostly theory crafting as is about the ability. I was cool with it because it burned the caster's spells per day to use. But the implications were kinda crazy.

Again it made the familiar a target for buffs now. In truth my party of 5 is 7 with the buffed pets. (Well 8. The Bard/Archmage(Martial) has his pet Clockwork Servant Gunslinger/Fighter).


This is the wizard of TheLoneCleric's. Since it's my first time playing a wizard, this brings up a question that's been on mind for awhile. Does my familiar get its own actions after me, like an animal companion or eidolon? I always assumed so but with the ruling on Familiar Mind, I'm not so certain anymore.

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