Mythic Kingmaker


Kingmaker

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Has anybody tried adding a touch of Mythic Adventures to Kingmaker?

I'm not thinking of giving mythic abilities to the PCs, who are near the beginning of Stolen Lands. But I am thinking about juicing the encounters that are supposed to be epic (Stag Lord, Troll King, Owlbear, Vordekai et. al.) with a little bit of mythic juice on the opponents' side to represent Nyrissa's blessings.

Would it be fair of me to do this if the players have no mythic juice of their own?


I am actually adding in a bunch of mythic monsters for books 3 to 6. I'm not going to be telling the players when they gain their first levels so I can specifically add in some extra meta-game mind-messing. Every once in a while they are going to be able to add d6 to rolls whenever they are really close to making an otherwise failure.

The basic mythic templates aren't much of a boost to a monster's CR, and I won't be counting them as mythic trials. But the next BBEG they are facing is Vordekai and he begs to get upgraded. It also helps that my party consists of 5-8 players, all of which are optimized, so handling CR +4 party level is not unusual for them.


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If Paizo were going to hardcover any other adventure path, it would be Kingmaker. And if they did, it should be to add mythic options.


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Our group will be taking down Vordakai in the next game, so I've been dabbling with adding 2 Archmage tiers to him.

My current plan is that when they kill him, the Occulus will ascend each of the PC's. It will most likely become the source of their mythic powers & they'll have to protect it to keep their powers.


OldManJim: There's actually a specific Mythic Lich template.


And where would said template be?


pennywit wrote:
OldManJim: There's actually a specific Mythic Lich template.

Thanks for that pennywit. I just had a quick look at it & it looks like it bumps the CR up to 17. I'll have to play around in Hero Lab to drop the CR back down for use in Varnhold Vanishing.

Icyshadow wrote:
And where would said template be?

It's on page 206 of Mythic Adventures.


Quote:
Thanks for that pennywit. I just had a quick look at it & it looks like it bumps the CR up to 17. I'll have to play around in Hero Lab to drop the CR back down for use in Varnhold Vanishing.

Good-bye, Vordekai the cyclops wizard lich. Hello, Chauncey the halfling bard lich.


So the Mythic rules are actually out already?

I'll need to check the local TTRPG store later today.


I quizzed my group on using this. One is enthusiastic, and the others (so far) are silent.

But if they're interested in running with it, I'm playing with this plotline (one that I've posted elsewhere on these boards):

Erastil is an old god. When humans and elves first spread across Golarion, Erastil was strong. But as humans turn from a bucolic existence and to the cities, Erastil's strength has waned. Yet places holy to Erastil -- places of power -- still exist in Golarion. Some of these lie within the Stolen Lands.

Sensing his weakness, Nyrissa, a mad, powerful fey, seeks to take these places of power from Erastil. Her motives are unclear (i.e., the GM hasn't thought them through yet), but she seems bent on stripping more power from the old nature god for her own nefarious purposes.

To combat Nyrissa's effort, five champions will be chosen. They will be granted a share of divine power, that they might better stand against Nyrissa's mad scheme.

The problem.
None of my PCs worships Erastil.

The solution(?)
At the end of last session, my PCs defeated the bear at Erastil's temple and chose to sleep there for the night. I will open next session with dreams for the PCs:

The group's leader, a paladin of Iomedae, will receive a visit from her goddess. Though the goddess does not particularly like the rather andocentric Erastil, she nevertheless, charges the paladin with being a champion for him. Why? Because she is the tool available, and because Nyrissa represents a great evil. Iomedae will tell the paladin that the group comprises "imperfect champions," but that she must forge a blade from the metal that is available.

Another member of the group, a druid, has the "Possessed" trait. His demon will witness this offer ... but will (over time) encourage him to use this mythic power for his own selfish purposes ...

And so forth.

I'll need to tailor dream sequences for each player, but this is the general idea.

They're not going to get mythic power, however, until they finish their first mythic trial: Defeating the Stag Lord ...

Thoughts?


Anyone started up a mythic Mr. J or Lady N or Wriggles? Curious to see what folks come up with!


Not yet but it's on my to-do list.


I'm not that far long with my group. I may have a mythic Stag Lord soon though.


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I've spent the last couple of days thinking about it, and this is what I've roughed out. Note that, for the most part, the alterations are minimal instead of completely rebuilding with the mythic template. For non-mythic encounters, increase the number of opponents and/or add class levels as the party gains levels/mythic tiers to mostly keep pace (it's OK if the non-mythic encounters are slightly easier; it just highlights the less frequent/more difficult mythic encounters).

Ascension: Defeat the Guardian and restore the Temple of the Elk (Stolen Lands location J). The Guardian becomes a grizzly bear with the Savage mythic simple template; keep the curse (permanently sickened, penalties doubled vs. Erastil worshipers, Erastil worshipers gain +4 on attack/damage rolls) to reduce CR to 4 (still a tough fight for 2nd level characters; they'll need to plan and prepare for the win; however, they can always retreat/make repeated attempts or use hit and run tactics at range); Tier 1.

Mythic Trial: Defeat the Stag Lord (Champion 1; Distant Barrage; Endless Hatred; Deadly Aim (Mythic)); Tier 2.

Mythic Trial 1: Defeat Hurgulka (Mythic Troll Fighter 3; CR 9, MR 2).
Mythic Trial 2: Defeat Enraged Giant Owlbear (add the Invincible mythic simple template; CR 10, MR 1); Tier 3.

Mythic Trial 1: Defeat Vordakai (add the Arcane simple mythic template; CR 13, MR 2); yes, IMO Vordakai should be the only mythic opponent in The Varnhold Vanishing.
Mythic Trial 2: Defeat Speartooth (add the Savage simple mythic template; CR 12, MR 2); Tier 4.

Mythic Trial 1: Defeat Ngara (add the Arcane simple mythic template; CR 13, MR 2); make her Nyrissa's agent to destabilize the region.
Mythic Trial 2: Defeat the 12-Headed Hydra (add the Mythic subtype; CR 14, MR 5; 19 Str, 14 Dex; all attacks gain Bleed 1, Dual Initiative, Mistsight, Powerful Blow (Bite), Rend (2 Bites); Combat Reflexes (Mythic), Improved Critical (Mythic), Toughness (Mythic); if Dual Initiative seems a bit much (that's a lot of attacks), then you can use Feral Savagery (Full Attack) and Second Save); set this up as a "legendary beast from the dawn of time" type encounter.
Mythic Trial 3: Defeat Armag the Twice-Born (Champion 4; 24 (26) Str; Sudden Attack, Absorb Blow (Guardian); Fast Healing (Guardian), Mythic Rage, Precision, To the Death; Dual Path (Guardian), Power Attack (Mythic); CR 15); Tier 5.

Mythic Trial 1: Defeat the Crag Linnorm in the Mammoth Graveyard (remove the Young simple template, add the Savage mythic simple template; CR 15, MR 2); Hillstomper may be given the Divine mythic simple template, but the linnorm (possibly an early "leakage" from the First World?) is still too tough for him to deal with.
Mythic Trial 2: Defeat Minognos-Ushad (add the Invincible mythic simple template; CR 15, MR 2).
Mythic Trial 3: Return Evindra's shawl (and Briar, but they get to keep that) to gain the nereid's boon (add the Divine mythic simple template to her and the ability to grant a sacred +2 bonus to one ability score for each party member); I'd prefer to keep Irovetti (and the rest of Pitax) non-mythic, so that the plot remains focused on Nyrissa (not that she'd trust Irovetti with any sort of power, anyway); Tier 6.

These can be completed in any order, before the PCs face Nyrissa (gaining Tiers 7 and 8)
Mythic Trial 1: Defeat the Horned Hunter (Marshal 6; Advance, Distant Barrage (Champion); Deadly Guidance, Endless Hatred (Champion), Granted Stride, Mythic Bond, Precision (Champion), Unstoppable Shot (Champion); Deadly Aim (Mythic), Dual Path (Champion), Rapid Shot (Mythic); 22 Str, 27 Dex; +3 darkleaf cloth leather armor; CR 19) and his 12 Mythic Hillblood Ettins (CR 8 each).
Mythic Trial 2: Defeat the Misbegotten Troll (Mythic Jotund Troll Fighter (Polearm Master) 2; CR 20) and his 6 Black Smilodons (Dire Tigers with the Advanced simple template and the Savage mythic simple template; CR 10 each, MR 2).
Mythic Trial 3: Defeat the Jabberwock (add the Savage mythic simple template to the Bestiary 2 Jabberwock; CR 24, MR 2).
Mythic Trial 4: Defeat Kargstaad (Champion 6; 40 Str, 15 Dex; Sudden Attack; Blowback, Punishing Blow, Fleet Warrior, Maximized Critical, Titan's Rage, Sweeping Strike; Improved Critical (Mythic), Multiweapon Fighting (Mythic; as mythic Two-Weapon Fighting), Power Attack (Mythic); CR 20).
Mythic Trial 5: Defeat the Knurly Witch (Hierophant 7; 24 Wis, 14 Cha; Inspired Spell; Channel Shockwave, Mighty Summons, Divine Potency (1st, 2nd), Domain Immunity, Ultimate Versatility, Arcane Knowledge (1st- ear-piercing scream, shield, vanish; 2nd- frost fall, mad hallucination, summon swarm); Extra Mythic Power, Extra Path Ability, Mythic Spell Lore (x2; choose 14 mythic spells); CR 20) completely (both at the Knurly House and in area K16).
Mythic Trial 6: Defeat Ilthuliak (Mythic Wyrm Black Dragon; CR 21, MR 8)
Mythic Trial 7: Defeat the Wriggling Man (Worm that Walks Transmuter 17/Archmage 8; 20 (24) Dex, 24 (26) Int, 16 (18) Wis; Wild Arcana; Eldritch Breach, Energy Conversion, Rapid Preparation, Telekinetic Master, Component Freedom, Mirror Dodge, Mythic Spellpower, Channel Power; Improved Initiative (Mythic), Mythic Spell Lore (x2; choose 16 mythic spells), Spell Focus (Mythic); +4 fire resistant darkleaf cloth studded leather; CR 22)
Mythic Trial 8: Defeat Phomandala (Sorcerer (Wildblooded) 13 (Serpentine/Envenomed bloodline)/Archmage 7; 22 Dex, 12 Int, 22 Cha; Acrobatics +24, Escape Artist +22, Knowledge (Nature) +7, Stealth +27; remove Dodge and Vital Strike, add Combat Casting, Eldritch Heritage (Fey), Skill Focus (Knowledge (Nature)), Stealthy; remove entangle, hideous laughter, deep slumber, tree stride, add hypnotism, delay poison, summon monster III (reptiles only), calcific touch, fire snake, hold monster, greater dispel magic, mass suggestion; Arcane Surge; Energy Conversion, Flexible Counterspell, Spellbane Counterstrike, Bloodline Immunity, Spell Sieve, Channel Power; Arcane Strike (Mythic), Eldritch Heritage (Mythic), Mythic Spell Lore (choose 7 mythic spells), Stealthy (Mythic); CR 21)

Some non-mythic opponent upgrades in Nyrissa's realm:
Nightmare Rook (Sorcerer 11 (Dreamspun bloodline); CR 21)
Tarlaxian (Tarn Linnorm Barbarian 2; CR 22)
Zomok (Druid (Treesinger) 5 (Plant domain); CR 21)

Finally: Nyrissa (Hierophant 10; 28 (34) Dex, 30 (36) Wis, 32 (38) Cha; Inspired Spell, Arcane Surge (Archmage); Divine Countenance, Eldritch Breach, Energy Conversion (Archmage), Faith's Reach, Longevity, Arcane Metamastery (Archmage), Divine Metamastery, Eldritch Flight (Archmage), Mythic Spellpower (Archmage), Overcome Curse; Eschew Materials (Mythic), Improved Initiative (Mythic), Mythic Spell Lore (x2; choose 20 mythic spells), Toughness (Mythic); CR 25)


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Running a mythic Kingmaker right now, and been redesigning Vordakai as a mythic graveknight: Cyclops (CR 5) + Wizard 6 (CR +3) + Graveknight (CR +2) + Mythic Tier 5 (CR +2)

It involves a pretty drastic rebuild, but I'm tying Vordakai into the main story more by fleshing out the ancient cyclopean empire he hailed from as a nation of astronomers and engineers who build clockwork golems, grandiose observatories, and even portals to other worlds. Vordakai's status as a graveknight is the result of unwittingly building a portal to Eox and getting blasted to death with negative energies as a result. Unlike most graveknights, he's a wizard whose 'armour' is a black Robe of the Magi. Instead of having a 'Varnhold Vanishing', he's going to wage war against Varnhold, which was unknowingly built right atop the ancient site of the portal to Eox.

How this all relates to the overarching story is that Nyrissa is searching for that very portal, planning to redirect it to point to the Plane of Shadow so she can be reunited with Count Ranalc, and then to the First World so they can return against the wishes of the other Eldest. Destroying the portal will be a task beyond the abilities of the party at that level, even as mythic characters, giving them an incentive to instead claim Varnhold for themselves and protect the portal against those who would use it.


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Dragonchess Player wrote:
Finally: Nyrissa (Hierophant 10; 28 (34) Dex, 30 (36) Wis, 32 (38) Cha; Inspired Spell, Arcane Surge (Archmage); Divine Countenance, Eldritch Breach, Energy Conversion (Archmage), Faith's Reach, Longevity, Arcane Metamastery (Archmage), Divine Metamastery, Eldritch Flight (Archmage), Mythic Spellpower (Archmage), Overcome Curse; Eschew Materials (Mythic), Improved Initiative (Mythic), Mythic Spell Lore (x2; choose 20 mythic spells), Toughness (Mythic); CR 25)

Rats. One error. Replace Toughness (Mythic) with Dual Path (Archmage).


Absolutely great, Dragonchess. My group just finished the temple; I hadn't thought to include the mythic rules yet, so it was a non-mythic encounter.

One thought: It might also be possible to myth-ify Tuskgutter ....


Awesome post, Dragonchess. You practically made all the work necessary to run the campaign with mythic tiers. I will keep in mind the information provided in case I get to run this AP for my players (someday...)

pennywit, for Tuskgutter you can use the razor boar statblock as the base creature. Of course, PCs will need a few more levels before they can fight him.


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pennywit wrote:

Absolutely great, Dragonchess. My group just finished the temple; I hadn't thought to include the mythic rules yet, so it was a non-mythic encounter.

One thought: It might also be possible to myth-ify Tuskgutter ....

You may want to expand the Statue of Erastil encounter to 1) provide some hints at "a power of the fey" seeking to "hold the land captive" and 2) set a mythic trial for their ascension. Tuskgutter could make a suitable fight with the Savage mythic simple template, but you could also just delay their moment of ascension until they defeat the Stag Lord; this will make things a bit tougher in Stolen Land, but actually provides a better focus on the main plot.

To add another mythic trial, you could make The Dancing Lady (in Rivers Run Red) one of Nyrissa's "handmaidens" (and, in fact, Nyrissa's agent for destabilizing the Greenbelt region; similar to how Ngara can be the agent for the Hooktongue Slough). Add the Arcane mythic simple template (CR 7; MR 1), concentrating on communication and mind-affecting magics.


They already had a large battle against an enhanced non-mythic Tuskgutter. They found his den while he wasn't there. The battle included:

* Everybody climbing up on trees to ambush Tuskgutter with bows.
* Tuskgutter ramming a tree. Wizard in said tree fell into Tuskgutter's reach and instantly went to negative HP after an AOO
* A barbarian jumping out of said tree with his axe, rage, and a battlecry. (GM: "+2 for Rule of Cool.")
* An enlarged paladin.
* An alchemist getting very lucky with crit confirmation rolls.


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Dragonchess I really like this mythic adaptation and thank you for this really good job!
My party is going to meet the Mythic version of Stolen Land soon, so I'm posting here the two mythic npcs, hopping of some advice about them.

ASCENSION

Guardian of the Elk:

Guardian of the Elk CR 4/MR 1
Male unique savage insane cursed grizzly bear
XP 1200
N Unique large animal
Init +1; Senses low-light vision, scent ; Perception +4
DEFENSE
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1 size)
HP 38 (5d8+20)
Fort +6, Ref +3, Will +0
DR 5/epic; Resist energy 10; Weaknesses Erastil's Curse
OFFENSE
Speed 40 ft.
Melee 2 claws +5 (1d6+3 plus grab), bite +5 (1d6+3)
Space 10 ft., Reach 5 ft.
Special Attacks bleed (1), feral savagery (full attack)
TACTICS
During Combat The bear fights to the death to “defend” its lair, even if it doesn’t understand or remember the reason why. It won’t pursue foes out of the immediate area, and if an obvious worshiper of Erastil is present, the bear focuses his wrath on that target area, and if an obvious worshiper of Erastil is present, the bear focuses his wrath on that target.
Morale The guardian fights to the death.
STATISTICS
Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +9 (+13 grapple); CMD 20 (24 vs. trip)
Feats Endurance, Run, Skill Focus (Survival)
Skills Perception +6, Survival +5, Swim +14; Racial Modifiers +4 Swim
SPECIAL ABILITIES
Erastil's Curse (Ex) The bear is effectively permanently sickened, suffering a –2 penalty on all attack and damage rolls, saving throws, and skill checks—these penalties are already added to the creature, but are doubled against worshipers of Erastil. In addition, worshipers of Erastil gain a +4 sacred bonus on attack rolls and weapon damage rolls against it. Finally, the bear has fewer hit points than a typical savage grizzly.
Feral Savagery (Su) Under the circumstances listed in the monster’s stat block (full attack) it can immediately attempt an additional attack against an opponent. This attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. This additional attack doesn’t stack with similar means of gaining additional attacks, such as the haste spell or a speed weapon. This ability doesn’t grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.

Tier 1 Mythic Trial

Stag Lord:

The Stag Lord CR 7/MR 1
XP 3200
human ranger 3/rogue 5 - champion 1
CE Medium humanoid (human)
Init +4; Senses Perception +10
DEFENSE
AC 19, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 dodge, +1 natural)
HP 72 (3d10+5d8+34)
Fort +4, Ref +9, Will +1
Defensive Abilities evasion, trap sense +1, uncanny dodge
OFFENSE
Speed 30 ft.
Melee mwk longsword +7/+2 (1d8/19-20)
Ranged +1 composite longbow +8/+3 (1d8+6/x3)
Space 5 ft., Reach 5 ft.
Special Attacks distant barrage, endless hatred, favored enemy (human +2), sneak attack +3d6, mythic power (5/day, surge +1d6),
TACTICS
Before Combat The Stag Lord is in a perpetual state of hangover or drunkenness, and as a result he is sickened his stats have been adjusted to reflect this (and as a result, his CR is 1 lower than normal). If he sobers up, these stats effectively gain a +2 bonus on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
During Combat When attacking with his bow, the Stag Lord usually employs his (Mythic) Deadly Aim feat (included in his stats). He prefers to fight with his bow if possible, favoring attacks on foes who are flat-footed, using the insightful shot ability of his stag's helm or taking time to move into hiding and use Stealth to set up new shots so that he can make sneak attacks. In melee, he shifts and moves to flank foes if possible. Humans are his favorite targets, for in many of them he sees the face of his father. He drinks potions to heal damage if reduced below 20 hit points.
Morale The Stag Lord fights to the death.
STATISTICS
Str 14, Dex 18, Con 14, Int 10, Wis 8, Cha 12
Base Atk +6; CMB 8; CMD 23
Feats Deadly Aim (M), Diehard, Dodge, Endurance, Iron Will, Point Blank Shot, Precise Shot, Toughness, Weapon Focus (composite longbow)
Skills Acrobatics +13, Appraise +9, Climb +11, Intimidate +10, Knowledge (geography) +3, Perception +10, Stealth +13, Survival +8, Swim +11
Languages Common
SQ favored terrain (hills +2), rogue talents (combat trick, weapon training), track +1, trapfinding, wild empathy +4
Gear potion of cure moderate wounds (2)
Other Gear +1 leather armor, masterwork longsword, +1 composite longbow (+2 Str) with 20 arrows, amulet of natural armor +1, stag's helm
SPECIAL ABILITIES
Distant Barrage (Ex) As a swift action, you can expend one use of mythic power to make a ranged attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making this attack, ignore the total cover, and concealment other than total cover, and add your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Endless Hatred (Ex) You can expend one use of mythic as a free action to increase all of your favored enemy bonuses by 2 for 1 minute. When you use this ability, for the rest of your turn any attacks you make against a favored enemy bypass all damage reduction.


I like your plans. I'll probably yoink them if/when I run Stolen Lands again. As part of the Stag Lord trial, you might want to beef up his henchmen so that your party gets a decent fight out of the deal. I went with a Trickster Stag Lord, but my players went with the "Here's your wine/go to sleep/stabbity stabbity stabbity" approach.


@ - Talphienne

I love this idea as one of the few empires that were able to resist the runelords they should have more flavor of their own


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Always following Dragonchess mythic adaptation as a guideline, here are mine campaign 2 mythic trails to achieve the Tier 3:
- Defeat Hargulka and his troll kingdom.
- Defeat the Enraged Giant Owlbear

Hargulka Mythic version:

Hargulka (Mythic) CR 9/MR 2
XP: 6,400
Mythic troll fighter 3
CE Large humanoid (giant, mythic)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +6

DEFENSE
AC 22, touch 10, flat-footed 21 (+5 armor, +1 Dex, +7 natural, -1 size)
HP 125 (6d8+3d10+82); regeneration 5 (acid or fire fire, see primal vigor)
Fort +12, Ref +4, Will +4; +1 vs. fear
Defensive Abilities primal vigor; DR 5/epic

OFFENSE
Speed 30 ft.
Melee +1 darkwood thundering morningstar +17/+12 (2d6+10), claw +13 (1d6+5), bite +13 (1d8+5)
Space 10 ft., Reach 10 ft.
Special Attacks feral savagery (rend), mythic power (2/day, surge +1d6), rend (2 claws, 1d6+13 plus bleed 5 plus feral savagery)

TACTICS
During Combat Hargulka uses Power Attack and Vital Strike tactically, adjusting when he uses them to strike foes with lower armor classes or to remain mobile and prevent powerful foes from getting full attacks on him in the unlikely event that he's outmatched. His necklace of fireballs is somewhat legendary among his minions - he uses it against foes that try to hang back and avoid melee combat against him (starting with the most powerful first) or against a large number of foes that seem to be teetering on the brink of death.
Morale Hargulka fights to the death.

STATISTICS
Str 28, Dex 12, Con 24, Int 9, Wis 8, Cha 10
Base Atk +7; CMB 16; CMD 28
Feats Cleave, Intimidating Prowess, Iron Will (M), Multiattack, Power Attack, Vital Strike, Weapon Focus (morningstar)
Skills Intimidate +17, Perception +6
Languages Giant
SQ armor training +1, bravery +1
Gear necklace of fireballs (1 8d6 fireball, 2 4d6 fireballs, 3 2d6 fireballs), ring of the Grasping Grave (Nyrissa's gift)
Other Gear +1 hide armor, +1 darkwood thundering morningstar, rusty key to treasure chest (wedged inside a skull on his bracelet; Perception DC 20 to locate)

SPECIAL ABILITIES
Primal Vigor (Su) If Hargulka takes damage during a round, its regeneration increases by 5 at the start of its next turn, to a maximum of 25. If Hargulka is at full hit points at the start of its turn, its regeneration decreases by 5, to a minimum of 5. Damaging Hargulka with acid or fire only partially suppresses its regeneration. On its turn following this damage, the troll regenerates only half the normal number of hit points (for example, with regeneration 15 would heal 7 hit points) and can die normally on that round.
Feral Savagery (Su) Under the circumstances listed in the monster’s stat block (rend) it can immediately attempt an additional attack against an opponent. This attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. This additional attack doesn't stack with similar means of gaining additional attacks, such as the haste spell or a speed weapon. This ability doesn’t grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.

Enraged Giant Owlbear:

Enraged Giant Owlbear (Mythic invincible template) CR 10/MR 1
XP: 9,600
N Huge magical beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +16

DEFENSE
AC 21, touch 8, flat-footed 19 (+3 armor, +2 Dex, +10 natural, -2 rage, -2 size)
HP 145 (10d10+90)
Fort +15, Ref +9, Will +9
DR 5/epic; Resist energy 10

OFFENSE
Speed 30 ft.
Melee 2 claws +19 (1d8+11 plus grab), bite +19 (1d8+11)
Space 15 ft., Reach 15 ft.

TACTICS
During Combat The owlbear lashes out at the nearest opponent, attempting to grapple and rend its chosen victim until dead. If it takes more than 15 points of damage from a single attack, the owlbear sends that attacker flying with an Awesome Blow.
Morale Enraged beyond all reason, the owlbear fights to the death.

STATISTICS
Str 32, Dex 14, Con 26, Int 2, Wis 16, Cha 14
Base Atk +10; CMB 23; CMD 35 (39 vs. trip)
Feats Awesome Blow, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack
Skills Perception +16
SQ curse of rage
Gear masterwork studded leather barding

About the rings

IMC:

Nyrissa gave Hargulka a ring created from her hairs as the one the party will find on Stag Lord (I forgot to add it in the post above) and as the Eirikk's ring of bestial friendship who mythically enraged the Giant Owlbear.
Hargulka's ring is a Ring of Grasping Grave because in her projects the Queen was thinking of having her Troll king to kill Vordakai and recover the Oculus of Abaddon for her.
In this way some PC could also choose to use the ring in the following part of the AP, giving Nyrissa a free Scrying on them.
Also at the end of the AP the Party will get up to 3 rings crafted with her hairs.


I'm about to begin running kingmaker for a solo PC campaign. Unknown to him he is the Demi-god son of Desna and is given his first rank directly by Desna on the road from Brevoy to the stolen lands. The unknown lady tells him that this place is of interest to her and that he should care for these lands.

She will appear again when he founds his kingdom and grant tier 2. My idea is to keep the mythic trials all about kingdom shaking events, a lot like the trials of Hercules or Perseus's achievements (taming the Pegasus, killing medusa etc).

The PC is a half celestial, magus 1, with 1 level of aristocrat. I hope that will keep him alive enough to get through the campaign. Lots of NPCs and followers to help.

Any advice from DM's having run mythic adventures, or solo campaigns or Kingmaker would be greatly appreciated.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Dragonchess Player wrote:
Mythic Trial 6: Defeat Ilthuliak (Mythic Wyrm Black Dragon; CR 21, MR 8)

I can't believe it's taken me this long to do this, but here's a more detailed outline of Ilthuliak:

Ilthuliak (Mythic Wyrm Black Dragon; Mythic Power (8x/day), Surge (+1d10); 37 Str, 20 Int, 22 Cha; add Use Magic Device +33; replace Improved Iron Will with Improved Initiative (Mythic); add Bleeding Critical (Mythic), Critical Focus (Mythic), and Power Attack (Mythic); Bleed (1d4), Dragon Blood (1d8 acid), Dragon Cantrips, Dragon Fury, Lingering Breath (2d8 acid, 8 rounds), Mistsight, Mythic Magic (3x/day), Second Save, Swallow Whole; replace rod of the python with sapling rod and staff of defense with staff of hoarding in treasure, wears aegis of recovery; CR 21, MR 8)


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Also, I'm leaning toward not having the Stag Lord as a mythic encounter and instead using the Dancing Lady as Nyrissa's agent for a tighter plot focus.


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Dragonchess Player wrote:
Also, I'm leaning toward not having the Stag Lord as a mythic encounter and instead using the Dancing Lady as Nyrissa's agent for a tighter plot focus.

For T.A.U. and anyone else who wants to use it:

The Dancing Lady (CR 7, MR 1)

Spoiler:

XP 3,200
CE Medium fey (mythic)
Init +4; Senses low-light vision; Perception +17

AC 22, touch 17, flat-footed 17 (+4 Dex, +2 deflection, +1 dodge, +5 natural)
hp 73 (9d6 + 36 + 6)
Fort +9, Ref +10, Will +9
DR 5/cold iron; SR 18

Speed 30 ft
Melee 2 claw (1d6+3), bite (1d6+3)
Special Attacks Blood Drain, Captivating Dance, Dying Words, Mythic Magic (up to 3x/day), Mythic Power (3x/day, surge +1d6), Simple Arcane Spellcasting (14 spell levels, 4th-level max., Cha-based)
Spell-Like Abilities (CL 10; concentration +4)
At Will - detect thoughts
1x/day - entangle (DC 15), suggestion (DC 17)
Spells (CL 9; concentration +4)
4th - charm monster (DC 18), phantasmal killer (DC 18), scrying (replace the elven water clock with a full-length silver mirror in treasure)
2nd - whispering wind

17 Str, 19 Dex, 18 Con, 16 Int, 16 Wis, 19 Cha
Base Atk +4; CMB +7; CMD 24
Feats Alertness, Combat Reflexes, Dodge, Great Fortitude, Mobility; Extra Mythic Power
Skills Acrobatics +16, Bluff +16, Craft (Trapmaking) +15, Escape Artist +16, Knowledge (Nature) +15, Perception +17, Perform (Dance) +16, Sense Motive +17, Stealth +16
Languages Aklo, Common, Elven


Thank you Dragonchess!
Mine party already ascended at Mythic Tier 1, and they are probably going to deal with the Stag Lord soon. I still have to decide if he will be a mythic or not.

Or maybe simply I can have the dancing lady be Mythic but not counting as a Mythic Trial...


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T.A.U. wrote:

Thank you Dragonchess!

Mine party already ascended at Mythic Tier 1, and they are probably going to deal with the Stag Lord soon. I still have to decide if he will be a mythic or not.

Or maybe simply I can have the dancing lady be Mythic but not counting as a Mythic Trial...

The Stag Lord is actually an appropriate non-mythic CR 7 encounter, as soon as you remove his permanent sickened condition (as noted in his stat block) and run him a bit more intelligently (in this case, he hasn't yet sunk into chronic drunken depression). Adding a level to each of his three lieutenants is a quick method to make the rest of the fort a bit more challenging for the level 3 to 4, mythic tier 1 PCs.


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I posted this in a different thread; but to keep things together, here's my take on a mythic Vordakai:

Vordakai (CR 13, MR 2)

Spoiler:

XP 25,600
Male arcane cyclops atrophied lich wizard 9
NE Large undead (augmented, mythic)
Init +4; Senses darkvision 120 ft, low-light vision, true seeing; Perception +41

AC 28, touch 11, flat-footed 28 (+6 armor*, +2 deflection, +7 natural, +4 shield*, -1 size)
hp 183 (10d8 + 9d6 + 76 + 16 + 15*)
Fort +14, Ref +11, Will +19
Defensive abilities channel resistance +4, fortification 50%*; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits; SR 24
Weaknesses atrophied

Speed 30 ft
Melee touch +15 (1d8+9/18-20 plus paralysis)
Space 10 ft; Reach 10 ft
Special Attacks channel negative energy (DC 17, 8x/day), mythic magic (3x/day)*, mythic power (4x/day, surge +1d6)*, paralysis (permanent, DC 25), simple arcane spellcasting (26 spell levels, 7th (5th)-level max., Int-based)
Arcane School (CL 9; concentration +14) grave touch (4 rounds) 8x/day
Wizard Spells Prepared (CL 9; concentration +14)
5th - dominate person (DC 21), quickened shield*, waves of fatigue
4th - bestow curse (DC 19), dimension door (x2), phantasmal killer (DC 19)
3rd - dispel magic, displacement, suggestion (DC 19), tongues*, vampiric touch
2nd - blindness/deafness (DC 17), detect thoughts (x2; DC 17), false life*, ghoul touch (DC 17), resist energy
1st - charm person (DC 17), chill touch, comprehend languages, grease (DC 17), mage armor*, ray of enfeeblement (x2; DC 16)
0 (at will) - arcane mark, bleed (DC 15), detect magic, read magic, touch of fatigue (DC 15)
Opposition Schools evocation, transmutation
Simple Arcane Spells (CL 19; concentration +14)
5th - suffocation (DC 20), summon ceustodaemon
4th - control summoned creature (DC 20), death knell aura (DC 19)
3rd - blood biography (DC 18), create soul gem (DC 18)
2nd - summon cacodaemon

21 Str, 10 Dex, - Con, 20 Int, 17 Wis, 16 Cha
Base Atk +11; CMB +17; CMD 29
Feats Augment Summoning, Combat Casting, Command Undead, Craft Wondrous Item, Defensive Combat Training, Great Fortitude, Improved Critical (Touch), Improved Initiative, Lightning Reflexes, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Focus (Enchantment), Toughness; Extra Mythic Power
Skills Fly +20, Intimidate +25, Knowledge (Arcana) +27, Knowledge (Planes) +27, Knowledge (Religion) +18, Perception +41, Sense Motive +33, Spellcraft +27, Use Magic Device +13
Languages Abyssal, Cyclops, Giant, Infernal; tongues*
SQ flash of insight, arcane bond (raven), life sight (10 ft) 9 rounds/day
Gear cloak of resistance +3, headband of mental prowess (Int, Wis) +2 (Knowledge (Planes)), occulus of Abbadon, ring of forcefangs, talisman of soul-eating, phylactery (3,500 gp)

As an option to emphasize necromancy more, replace control summoned creature and summon cacodaemon with create undead as one of the spells granted by simple arcane spellcasting (taking advantage of the HD = CL property).


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More mythic stat blocks (Blood for Blood):

Speartooth (CR 12, MR 2; XP 19,200)

Spoiler:

Advanced savage old dire tiger
N Large animal (mythic)
Init +8; Senses low-light vision, scent; Perception +15

AC 24, touch 14, flat-footed 19 (+4 Dex, +1 dodge, +10 natural, -1 size)
hp 196 (20d8 + 80 + 16)
Fort +16, Ref +18, Will +12
Defensive Abilities DR 10/epic; energy resistance (acid 15, cold 15, electricity 15, fire 15, negative 15, positive 15, sonic 15)

Speed 40 ft
Melee 2 claws +23 (2d4+9 plus bleed 1 plus grab), bite +23 (3d6+9/19-20/x3 plus bleed 1 plus grab)
Space 10 ft; Reach 5 ft
Special Attacks feral savagery (full attack), mythic power (2x/day, surge +1d6), pounce, rake (2 claws +23, 2d4+9 plus bleed 1)

28 Str, 18 Dex, 18 Con, 2 Int, 18 Wis, 16 Cha
Base Atk +15; CMB +25; CMD 40
Feats Bleeding Critical, Critical Focus, Dodge, Improved Critical (bite; Mythic), Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Acrobatics +16 (+20 jump), Perception +15, Stealth +17 (+21 in tall grass)

Ngara (CR 13, MR 2; XP 25,600)

Spoiler:

Female arcane spirit naga sorcerer 3
CE Large aberration (mythic)
Init +11; Senses darkvision 60 ft, low-light vision; Perception +19

AC 34, touch 19, flat-footed 26 (+6 armor*, +7 Dex, +2 deflection, +1 dodge, +9 natural, -1 size)
hp 146 (10d8 + 3d6 + 78 + 16)
Fort +10, Ref +13, Will +13
Defensive Abilities fortification 50%*, ranged attacks miss 20%*; SR 24

Speed 40 ft, swim 20 ft
Melee bite +12 (3d6+7 plus poison)
Space 10 ft; Reach 5 ft
Special Attacks charming gaze (DC 22), mythic magic (3x/day)*, mythic power (4x/day*, surge +1d6), poison (DC 21; 1/round for 6 rounds; 1d4 Con; 1 save), simple arcane spellcasting
Spell-like Abilities (CL 10; concentration +17)
At will - fleeting glance (10 rounds/day)
10x/day - laughing touch
Sorcerer Spells (CL 10; concentration +17)
5th (4/day) - cone of cold (DC 22)
4th (6/day) - cure critcal wounds, dimension door, poison (DC 21)
3rd (8/day) - deep slumber (DC 22), dispel magic, fireball (DC 20), water breathing
2nd (8/day) - acid arrow, detect thoughts (DC 19), hideous laughter (DC 21), invisibility, whispering wind
1st (8/day) - cure light wounds, divine favor, entangle (DC 18), entropic shield*, mage armor*, magic missile
0 (at will) - bleed (DC 17), daze (DC 19), detect magic, guidance, mage hand, message, open/close, ray of frost, read magic
Simple Arcane Spellcasting (CL 13; concentration +17)
6th - eyebite (DC 23)
5th - dream, mind fog (DC 24), sending
4th - shocking image

20 Str, 24 Dex, 23 Con, 12 Int, 17 Wis, 24 Cha
Base Atk +8; CMB +14; CMD 35 (can't be tripped)
Feats Arcane Strike, Combat Casting, Dodge, Eschew Materials, Extend Spell, Improved Initiative, Lightning Reflexes, Quicken Spell; Extra Mythic Power
Skills Bluff +21, Knowledge (Arcana) +6, Knowledge (Nature) +10, Linguistics +3, Perception +19, Spellcraft +11, Stealth +19, Swim +21
Languages Abyssal, Boggard, Common, Sylvan
SQ woodland stride
Gear headband of mental prowess (Wis, Cha) +2


Some changes to her skills. Extended mythic mage armor cast every day; quickened entropic shield cast first round of combat; shocking image and quickened divine favor cast before entering melee.

12-Headed Hydra (CR 14, MR 5; XP 38,400)

Spoiler:

N Huge magical beast (mythic)
Init +2; Senses darkvision 60 ft, low-light vision, mistsight, scent; Perception +11

AC 28, touch 10, flat-footed 26 (+2 Dex, +18 natural, -2 size)
hp 206 (12d10 + 84 + 50); fast healing 12
Fort +13, Ref +12, Will +6
Defensive Abilities DR 10/epic (20/epic below 0 hp), second save

Speed 20 ft, swim 20 ft
Melee 12 bites +14 (1d8+6/19-20/x3 plus bleed 1)
Space 15 ft; Reach 10 ft
Special Attacks feral savagery (full attack), mythic power (5x/day, surge +1d8), pounce, powerful blows (bite), rend (2 bites, 1d8+6 plus bleed 1)

19 Str, 14 Dex, 20 Con, 2 Int, 11 Wis, 9 Cha
Base Atk +12; CMB +18; CMD 30
Feats Combat Reflexes (Mythic), Improved Critical (bite; Mythic), Iron Will, Lightning Reflexes, Snatch, Toughness (Mythic)
Skills Perception +11, Stealth +3, Swim +12
SQ hydra traits, regenerate head


The feral savagery version; the dual initiative version is insane (24 attacks, plus multiple probable rends, per round).

Armag the Twice-Born (CR 15; XP 51,200)

Spoiler:

Male human barbarian 5/fighter (unbreakable) 9 (champion 4)
CN Medium humanoid (human, mythic)
Init +6; Perception +14

AC 24, touch 13, flat-footed 21 (+9 armor, +2 Dex, +2 deflection, +1 dodge, +2 natural, -2 rage)
hp 217 (14 HD; 5d12 + 9d10 + 103 + 20) + 15 temporary; fast healing 5
Fort +16, Ref +6, Will +8; +2 vs. mind-affecting effects
Defensive Abilities absorb blow, hard to kill, improved uncanny dodge, trap sense +1, unflinching +2

Speed 40 ft
Melee Ovinrbaane +27/+27/+22 (2d6+35/17-20 plus bleed 1)
Space 5 ft; Reach 5 ft
Special Attacks fleet warrior, mythic power (11x/day, surge +1d8), mythic rage, precision, rage (18 rounds/day), rage powers (intimidating glare, no escape), sudden attack

26 Str, 14 Dex, 22 Con, 8 Int, 10 Wis, 13 Cha
Base Atk +14; CMB +22; CMD 37
Feats Cleave, Die Hard, Dodge, Endurance, Great Cleave, Greater Weapon Focus (Greatsword), Heroic Defiance, Heroic Recovery (2x/day), Improved Critical (Greatsword), Improved Vital Strike, Iron Will, Power Attack (Mythic), Toughness, Vital Strike, Weapon Focus (Greatsword), Weapon Specialization (Greatsword); Dual Path (Guardian)
Skills Intimidate +18, Perception +14, Survival +11, Swim +15
Languages Hallit
SQ amazing initiative, armor training 2, recuperation
Gear +3 breastplate w/masterwork armor spikes, +2 furious battleaxe, Ovinrbaane, amulet of natural armor +2, belt of physical might (Str, Con) +2, ring of protection +2, 3 potions of cure serious wounds


Modified with a fighter archetype and some different feats, mythic abilities, and skill totals.


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Thank you Dragonchess!


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I was on a roll, so here are the mythic stat blocks for War of the River Kings:

Hillstomper (CR 11, MR 2)

Spoiler:

XP 12,800
Awakened divine woolly mammoth
N Huge magical beast (augmented, mythic)
Init +1; Senses low-light vision, scent; Perception +27
Aura aura of grace (+2 to all saves for self, allies w/in 10 ft)

AC 28, touch 11, flat-footed 27 (+2 deflection, +1 Dex, +17 natural*, -2 size)
hp 176 (16d8 + 80 + 16)
Fort +17, Ref +13, Will +11
Defensive Abilities DR 10/magic*

Speed 50 ft*
Melee gore +24 (2d8+13 plus 1d6)*, slam +23 (2d6+13 plus 1d6)*
Space 15 ft; Reach 15 ft
Special Attacks mythic magic (3x/day)*, mythic power (4x/day*, surge +1d6), simple divine spellcasting (22 spell levels, max. 4th), trample (2d8+19 plus 1d6*, DC 30)
Simple Divine Spellcasting (CL 16; concentration +18)
4th - air walk, cure serious wounds
3rd - greater magic fang*, neutralize poison, remove disease
2nd - barkskin*, resist energy
1st - longstrider*

34 Str, 12 Dex, 21 Con, 12 Int, 14 Wis, 10 Cha
Base Atk +12; CMB +26; CMD 37 (41 vs. trip)
Feats Endurance, Eschew Materials, Improved Bull Rush, Improved Iron Will, Iron Will, Power Attack, Skill Focus (Perception), Weapon Focus (Gore); Extra Mythic Power
Skills Diplomacy +8, Knowledge (Local) +3, Knowledge (Nature) +13, Linguistics +3, Perception +27, Sense Motive +10
Languages Common, Druidic, Hallit, Sylvan

Savage Crag Linnorm (CR 15, MR 2)

Spoiler:

XP 51,200
CE Gargantuan dragon (mythic)
Init +8; Senses darkvision 120 ft, low-light vision, scent, true seeing; Perception +22

AC 31, touch 10, flat-footed 27 (+4 Dex, +21 natural, -4 size)
hp 230 (15d12 + 105 + 20); regeneration 10 (cold iron)
Fort +16, Ref +15, Will +13
Defensive Abilities DR 15/cold iron and epic, energy resistance (acid 15, cold 15, electricity 15, negative 15, positive 15, sonic 15), freedom of movement; Immune curse effects, mind-affecting effects, paralysis, poison, sleep; SR 27

Speed 40 ft, fly 100 ft (average), swim 60 ft
Melee bite +23 (2d8+24/19-20 plus bleed 1 plus poison), 2 claws +23 (1d8+24 plus bleed 1), tail +18 (2d6+12 plus bleed 1 plus grab)
Space 20 ft; Reach 20 ft
Special Attacks breath weapon (120 ft line, 15d8 fire, DC 24 half; 6d6 second round or as 60 ft high sheet of fire, DC 24 negates) every 1d4 rounds, constrict (tail, 2d6+36 plus bleed 1), death curse (DC 22, vulnerability to fire), feral savagery (full attack), mythic power (2x/day, surge +1d6), poison (DC 24, 1/round for 10 rounds, 2d6 fire and 1d4 Con drain, 2 consecutive saves)

34 Str, 18 Dex, 25 Con, 5 Int, 18 Wis, 21 Cha
Base Atk +15; CMB +31 (+35 grapple); CMD 45 (can't be tripped)
Feats Blind-Fight, Cleave, Combat Reflexes, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Lightning Reflexes, Power Attack (Mythic)
Skills Fly +16, Perception +22, Swim +38
Languages Aklo, Draconic, Sylvan

Minognos-Ushad (CR 15, MR 2)

Spoiler:

XP 51,200
Female invincible old wyvern
NE Huge dragon (mythic)
Init -2; Senses darkvision 60 ft, low-light vision, scent; Perception +27

AC 26, touch 6, flat-footed 26 (-2 Dex, +20 natural, -2 size)
hp 272 (18d12 + 126 + 20)
Fort +16, Ref +9, Will +13
Defensive Abilities block attacks, DR 10/epic (20/epic below 0 hp), energy resistance (acid 15, cold 15, electricity 15, fire 15, negative 15, positive 15, sonic 15); Immune paralysis, sleep; second save

Speed 20 ft, fly 60 ft (poor)
Melee sting +24 (2d6+8 plus poison), bite +24 (4d6+8/19-20), 2 wings +19 (2d6+4)
Space 15 ft; Reach 15 ft
Special Attacks mythic power (2x/day, surge +1d6), poison (DC 24, 1/round for 6 rounds, 1d4 Con, 2 consecutive saves), rake (2 talons +24, 1d8+8)

26 Str, 7 Dex, 20 Con, 9 Int, 14 Wis, 11 Cha
Base Atk +18; CMB +28; CMD 36
Feats Critical Focus, Flyby Attack, Improved Critical (Bite), Improved Natural Attack (Bite, Sting, Wings), Staggering Critical, Toughness (Mythic), Vital Strike
Skills Fly +11, Intimidate +21, Perception +27, Sense Motive +23, Stealth +11
Languages Draconic

Evindra (CR 11, MR 2)

Spoiler:

XP 12,800
Female divine nereid
CN Medium fey (aquatic, mythic, water)
Init +9; Senses low-light vision; Perception +21
Aura aura of grace (+2 to all saves for self, allies w/in 10 ft), beguiling aura (DC 21, fascinate creatures attracted to women w/in 30 ft)

AC 27, touch 27, flat-footed 17 (+7 deflection, +9 Dex, +1 dodge)
hp 144 (12d6 + 84 + 12)
Fort +13, Ref +19, Will +16
Defensive Abilities DR 10/cold iron; Immune cold, poison; SR 23; transparency
Weaknesses shawl

Speed 30 ft, swim 60 ft
Melee poison touch +15 (poison)
Ranged poison spray +15 (poison; range 30 ft)
Space 15 ft; Reach 15 ft
Special Attacks drowning kiss (DC 23), mythic magic (3x/day), mythic power (4x/day, surge +1d6), poison (DC 23, 1/round for 6 rounds, 1d2 Con plus blindness, 2 consecutive saves), simple divine spellcasting (22 spell levels, max. 6th)
Spell-Like Abilities (CL 10; concentration +15)
At will - control water, suggestion (only vs. creatures fascinated by beguiling aura)
1x/day - summon monster VI (water elemental only)
Simple Divine Spellcasting (CL 12; concentration +18)
4th - ice storm
3rd - aqueous orb (DC 19), hydraulic torrent, neutralize poison, water breathing
2nd - lesser restoration, slipstream
1st - hydraulic push
0 - create water, purify food and drink

11 Str, 29 Dex, 24 Con, 14 Int, 22 Wis, 21 Cha
Base Atk +6; CMB +15; CMD 31
Feats Ability Focus (Poison), Agile Maneuvers, Defensive Combat Training, Dodge, Mobility, Weapon Finesse; Extra Mythic Power
Skills Bluff +20, Escape Artist +24, Knowledge (Nature) +17, Perception +21, Stealth +24, Swim +23
Languages Aquan, Common, Sylvan
SQ amphibious, change shape (Medium water elemental as elemental body II), nereid's boon (grant +2 sacred bonus to one ability score; up to 6 different creatures may have a boon simultaneously), unearthly grace (add Cha mod to all saving throws, as a deflection bonus to AC when not wearing armor)

Don't expect the stat blocks (14 mythic and non-mythic creatures, by my outline) for Sound of a Thousand Screams as quickly, though...


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It's been a while (life, etc...), but here are the revised stat blocks for Sound of a Thousand Screams Part One:

The Horned Hunter (CR 19)

Spoiler:

XP 204,800
Male satyr ranger 12/marshal 6
CN Medium fey (mythic)
Init +18, amazing initiative; Senses low-light vision; Perception +26

AC 33, touch 19, flat-footed 24 (+5 armor, +8 Dex, + 1 dodge, +9 natural*)
hp 244 (8d6 + 12d10 + 112 + 24)
Fort +14, Ref +22, Will +15; mythic saving throws
Defensive Abilities evasion; DR 5/cold iron; hard to kill, recuperation

Speed 50 ft*; advance
Melee +2 horns* +24 (1d6+11)
Ranged +3 seeking composite longbow +25/+25/+20/+15 (2d6+25/19-20/x3)* or Rapid Shot +25/+25/+25/+20/+15 (2d6+25/19-20/x3)* or +23/+23/+23/+23/+18/+13 (2d6+25/19-20/x3)*
Special Attacks favored enemy (human +6, elf +4, gnome +2; endless hatred), pipes, quarry; deadly guidance, distant barrage, mythic power (15x/day, surge +1d8), precision, untoppable shot
Spell-Like Abilities (CL 8; concentration +12)
At will - charm person (DC 15), dancing lights, ghost sound (DC 14), sleep (DC 15), suggestion (DC 17)
1x/day - fear (DC 18), summon nature's ally III
Spells Prepared (CL 9; concentration +12)
3rd - fickle winds, greater magic fang*
2nd - barkskin*, cat's grace, protection from energy
1st - entangle (DC 14), gravity bow*, longstrider*

22 Str, 27 Dex, 18 Con, 10 Int, 16 Wis, 19 Cha
Base Atk +16; CMB +22; CMD 41
Feats Clustered Shots, Deadly Aim (Mythic), Dodge, Dual Path (Champion), Endurance, Improved Critical (Composite Longbow), Improved Initiative, Improved Precise Shot, Iron Will, Point Blank Shot, Rapid Shot (Mythic), Shot on the Run, Toughness, Weapon Focus (Composite Longbow)
Skills Acrobatics +30 (+38 jump), Escape Artist +30, Knowledge (Nature) +23, Linguistics +2, Perception +26, Stealth +31, Survival +26
Languages Common, Elven, Giant, Sylvan
SQ camouflage, favored terrain (forest +4, plains +2), hunter's bond (companions), swift tracker, track +6, wild empathy +16; force of will, granted stride, mythic bond
Gear +3 darkleaf cloth leather, +3 seeking composite (+6 Str) longbow with 20 arrows, greater bracers of archery, helm of teleportation

Mythic Hillblood Ettin (CR 8, MR 3)

Spoiler:

XP 4,800
CE Large humanoid (giant, mythic)
Init +3; Senses low-light vision; Perception +12

AC 22, touch 8, flat-footed 22 (+3 armor, -1 Dex, +11 natural, -1 size)
hp 94 (10d8 + 20 + 24)
Fort +9, Ref +2, Will +5
Defensive Abilities two brains; DR 5/epic

Speed 40 ft
Melee 2 flails +13/+13/+8/+8 (2d6+13)
[bRanged[/b] 2 javelins (1d8+7)
Space 10 ft; Reach 10 ft
Special Attacks ground pound (DC 22), mythic power (3x/day, surge +1d6), superior two-weapon fighting

25 Str, 8 Dex, 15 Con, 6 Int, 10 Wis, 11 Cha
Base Atk +7; CMB +15; CMD 24
Feats Cleave (Mythic), Cleaving Finish, Improved Initiative, Iron Will, Power Attack (Mythic)
Skills Handle Animal +8, Perception +12
Languages pidgin of Giant, Goblin, and Orc
SQ earth bond
Gear studded leather, 2 flails, 4 javelins, other treasure worth 3,260 gp

The Misbegotten Troll (CR 20, MR 7)

Spoiler:

XP 307,200
Male mythic jotund troll fighter (polearm master) 2
CE Huge humanoid (giant, mythic)
Init +13; Senses all-around vision, low-light vision, scent; Perception +28

AC 49, touch 10, flat-footed 47 (+9 armor, +2 Dex, +30 natural, -2 size)
hp 332 (16d8 + 2d10 + 180 + 56); regeneration 10 (fire; primal vigor)
Fort +20, Ref +9, Will +13 (+17 vs. mind-affecting effects)
Defensive Abilities block attacks, ferocity, fortification 50%, multiple minds; DR 10/epic; Immune acid, cold, confusion and insanity effects

Speed 30 ft
Melee +2 vicious hooked lance +28/+23/+18 (3d6+41/19-20/x5 plus 2d6), bite +21 (2d6+13 plus bleed 5 plus grab) or 2 claws +26 (1d8+26 plus grab), bite +26 (2d6+26 plus bleed 5 plus grab)
Ranged rock +14 (2d8+21)
Space 15 ft; Reach 15 ft (20 ft with hooked lance)
Special Attacks all-seeing attacks, cacophonous roar (DC 18), fast swallow, feral savagery (full attack), mythic power (7x/day, surge +1d10), pole fighting, rock throwing (120 ft), swallow whole (4d6+21 bludgeoning, AC 25, 33 hp)

39 Str, 14 Dex, 31 Con, 12 Int, 17 Wis, 4 Cha
Base Atk +14; CMB +30 (+34 grapple); CMD 42
Feats Awesome Blow, Dreadful Carnage, Furious Focus, Great Fortitude, Improved Bull Rush, Improved Critical (Hooked Lance; Mythic), Improved Initiative (Mythic), Improved Sunder, Intimidating Prowess, Lightning Reflexes, Power Attack (Mythic)
Skills Climb +17, Handle Animal +18, Intimidate +32, Linguistics +2, Perception +28
Languages Common, Giant, Sylvan
Gear +3 mithral breastplate, +2 vicious hooked lance, necklace of lovelies

Black Smilodon (CR 10, MR 2)

Spoiler:

XP 9,600
Advanced savage dire tiger
N Large animal (mythic)
Init +8; Senses low-light vision, scent; Perception +14

AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, -1 size)
hp 156 (14d8 + 70 + 16)
Fort +14, Ref +13, Will +9
Defensive Abilities DR 10/epic; Resist acid 15, cold 15, electricity 15, fire 15, negative 15, positive 15, sonic 15

Speed 40 ft
Melee 2 claws +20 (2d4+10 plus bleed 1 plus grab), bite +20 (2d6+10/19-20/x3 plus bleed 1 plus grab)
Space 10 ft; Reach 5 ft
Special Attacks feral savagery (full attack), mythic power (2x/day, surge +1d6), pounce, rake (2 claws +20, 2d4+10 plus bleed 1)

31 Str, 19 Dex, 21 Con, 2 Int, 16 Wis, 14 Cha
Base Atk +10; CMB +20 (+24 grapple); CMD 34 (38 vs. trip)
Feats Improved Critical (Bite; Mythic), Improved Initiative, Iron Will, Run, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (Bite, Claws)
Skills Acrobatics +8 (+12 jump), Perception +14, Stealth +10 (+14 in tall grass), Swim +15

Jabberwock (CR 24, MR 2)

Spoiler:

XP 1,228,800
CE Huge dragon (air, fire, mythic)
Init +9; Senses blindsight 120 ft, darkvision 120 ft, low-light vision, scent, true seeing; Perception +38
Aura frightful presence (120 ft, DC 31)

AC 42, touch 14, flat-footed 36 (+5 Dex, +1 dodge, +28 natural, -2 size)
hp 488 (26d12 + 286 + 20); fast healing 15
Fort +27, Ref +20, Will +24
Defensive Abilities DR 15/epic and vorpal; Immune fire, dragon traits; Resist acid 30, cold 15, electricity 30, negative 15, positive 15, sonic 30; SR 34
Weaknesses fear of vorpal weapons, vulnerable to cold

Speed 40 ft, fly 80 ft (poor)
Melee bite +37 (4d8+34/17-20/x3 plus bleed 1), 2 claws +37 (3d6+34/19-20 plus bleed 1 plus grab), tail slap +32 (2d8+29 plus bleed 1), 2 wings +32 (1d8+16 plus bleed 1)
Ranged 2 eye rays +29 touch (15d6 fire/19-20 plus burn)
Space 15 ft; Reach 15 ft
Special Attacks burble (DC 31), burn (6d6, DC 34), eye rays, feral savagery (full attack), mythic power (2x/day, surge +1d6), whiffling

37 Str, 20 Dex, 33 Con, 12 Int, 29 Wis, 26 Cha
Base Atk +26; CMB +41 (+45 grapple); CMD 57
Feats Awesome Blow, Bleeding Critical, Critical Focus, Dodge, Flyby Attack, Improved Bull Rush, Improved Critical (bite, claws, eye rays), Improved Initiative, Mobility, Power Attack (Mythic), Spring Attack
Skills Acrobatics +31 (+35 jump), Escape Artist +31, Fly +26, Intimidate +37, Knowledge (Nature) +30, Perception +38, Sense Motive +38
Languages Aklo, Common, Draconic, Gnome, Sylvan
SQ planar acclimation


Awesome!!


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The revised stat blocks for Sound of a Thousand Screams Part Two:

Kargstaad (CR 20)

Spoiler:

XP 307,200
Male unique frost giant barbarian 8/champion 6
CE Huge (Large) humanoid (cold, giant, mythic)
Init +7, amazing initiative; Senses low-light vision; Perception +26

AC 30, touch 10, flat-footed 28 (+9 armor, +2 deflection, +1 Dex, + 1 dodge, +11 natural, -2 rage, -2 size)
hp 425 (14d8 + 8d12 + 264 + 30)
Fort +27, Ref +12, Will +18; mythic saving throws
Defensive Abilities rock catching; hard to kill, improved uncanny dodge, recuperation, trap sense +2; DR 2/-; Immune cold; spirit totem (20% miss chance)
Weaknesses vulnerable to fire

Speed 40 ft; fleet warrior
Melee masterwork cold iron handaxe +35/+30/+25/+20 (2d6+32/19-20/x4), 3 masterwork cold iron handaxes +35 (2d6+15/19-20/x4), lesser spirit totem (1d4-1)
Ranged rock +17 (2d6+25)
Space 15 ft; Reach 15 ft
Special Attacks blowback, maximized critical, mythic power (15x/day, surge +1d8), punishing blow, rage (26 rounds/day), rage powers (increased damage reduction, lesser spirit totem, spirit totem, swift foot +5 ft), rock throwing, sudden attack, sweeping strike, titan's rage

44 Str, 13 Dex, 34 Con, 10 Int, 16 Wis, 9 Cha
Base Atk +18; CMB +39; CMD 50
Feats Critical Focus, Dodge, Improved Bull Rush, Improved Critical (Handaxe; Mythic), Improved Iron Will, Iron Will, Multiweapon Fighting (Mythic), Power Attack (Mythic), Raging Brutality (+12 to damage for 1 round, cost 3 rage rounds), Staggering Critical, Weapon Focus (Handaxe)
Skills Climb +36, Intimidate +22, Perception +26
Languages Giant
SQ fast movement; force of will
Gear +3 breastplate, 4 masterwork cold iron handaxes, amulet of natural armor +3, ring of protection +2

Includes the effects of Multiweapon Fighting (Mythic), Power Attack (Mythic), and rage/Titan's Rage; reduce the available uses of mythic power appropriately.

Nightmare Rook (CR 21)

Spoiler:

XP 409,600
Male awakened advanced nightmare roc sorcerer 11
CE Colossal magical beast (augmented animal, evil)
Init +13; Senses darkvision 120 ft, low-light vision; Perception +28
Aura fear aura (60 ft, DC 29), frightful presence (30 ft, DC 29)

AC 35, touch 9, flat-footed 28 (+4 armor, +6 Dex, + 1 dodge, +22 natural, -8 size)
hp 241 (24d8 + 11d6 + 175); regeneration 5 (silver or good)
Fort +22, Ref +23, Will +18
Defensive Abilities feign death; DR 5/silver or good; Immune illusions

Speed 20 ft, fly 80 ft (perfect)
Melee 2 talons +29 (3d6+14/19-20), bite +29 (3d8+14/19-20)
Space 30 ft; Reach 20 ft
Special Attacks dreamshaper (DC 22) 1x/day, living nightmares, nightmare spellcasting
Spell-Like Abilities (CL 20; concentration +27)
Constant - protection from good
10x/day - lullaby (-4 to saves, no concentration, 1 min)
Spells Known (CL 11; concentration +18)
5th (5/day) - dream, feeblemind (DC 22), shadow evocation (CL 13, DC 22)
4th (7/day) - bestow curse (DC 21), divination, phantasmal killer (CL 13, DC 21), shadow conjuration (CL 13, DC 21)
3rd (8/day) - deep slumber (DC 20), draconic reservoir, force punch (DC 20), vampiric touch, vision of hell (DC 20)
2nd (8/day) - augury, detect thoughts (DC 19), frigid touch, invisibility, scorching ray, touch of idiocy
1st (8/day) - corrosive touch, ear-piercing scream (DC 18), mage armor, shocking grasp, sleep (DC 18), touch of gracelessness (DC 18)
0 (at will) - bleed (DC 17), detect magic, disrupt undead, mage hand, open/close, prestidigitation, ray of frost, read magic, touch of fatigue (DC 17)
Bloodline dreamspun

38 Str, 22 Dex, 20 Con, 16 Int, 12 Wis, 24 Cha
Base Atk +23; CMB +45; CMD 62
Feats Acursed Critical, Critical Focus, Dodge, Eschew Materials, Heighten Spell, Improved Critical (Bite, Ray, Talons), Improved Initiative, Improved Iron Will, Improved Natural Armor (x3), Improved Vital Strike, Intensified Spell, Iron Will, Reach Spell, Snatch, Vital Strike
Skills Fly +33, Intimidate +37, Knowledge (Arcana) +28, Knowledge (Planes) +27, Perception +28, Sense Motive +28, Spellcraft +28, Stealth +23
Languages Aklo, Draconic, Sylvan
SQ combat precognition (+3), Thousandbreaths travel

Casts mage armor daily.

The Knurly Witch (CR 20)

Spoiler:

XP 307,200
Female annis cleric (Gyronna) 13/hierophant 7
CE Large monstrous humanoid (mythic)
Init +9, amazing initiative; Senses darkvision 60 ft; Perception +30

AC 39, touch 19, flat-footed 36 (+6 armor, +7 deflection, +2 Dex, + 1 dodge, +10 natural, +4 shield, -1 size)
hp 271 (7d10 + 13d8 + 133 + 28)
Fort +16, Ref +11, Will +20; mythic saving throws
Defensive Abilities domain immunity, hard to kill, overcome curse, recuperation; DR 2/bludgeoning; SR 17

Speed 40 ft, air walk
Melee 2 claws +23 (1d6+7/19-20 plus grab), bite +22 (1d6+7)
Space 10 ft; Reach 10 ft (15 ft with Lunge)
Special Attacks aura of madness (DC 23, 13 rounds/day), channel negative energy (DC 18, 7d6) 5x/day, channel shockwave, destructive aura (+6, 13 rounds/day), destructive smite (+6, 10x/day), mythic power (17x/day, surge +1d10), rend (2d6+10)
Domain Spell-Like Abilities (CL 13; concentration +20)
8x/day - vision of madness
Cleric Spells Prepared (CL 17; concentration +24)
7th - Quickened contagion (DC 20), disintegrate (DC 24)*, summon monster VII (savage beblith)
6th - Quickened disfiguring touch (DC 19), harm (DC 23)*, snake staff, word of recall
5th - curse of magic negation (DC 22), Quickened shield of faith, shout (DC 22)*, steal power (DC 22), summon monster V (agile babau)
4th - air walk, blessing of fervor, confusion (DC 21)*, giant vermin, mythic severence, spit venom (DC 21)
3rd - bestow curse (DC 20), contagion (DC 20), dispel magic, protection from energy, rage*, sands of time, wrathful mantle
2nd - death knell (DC 19), frost fall (DC 19), hold person (DC 19), mad hallucination (DC 19), pilfering hand, resist energy, shatter (DC 19), silence (DC 19), spiritual weapon, summon swarm, touch of idiocy*
1st - deathwatch, doom (DC 18), ear-piercing scream (DC 18), entropic shield, magic stone, murderous command (DC 18), ray of sickening (DC 18), sanctuary (DC 18), shield, true strike*, vanish
0 (at will) - bleed (DC 17), detect magic, mending, read magic
*- domain spell; Domains Destruction, Madness

25 Str, 14 Dex, 22 Con, 11 Int, 24 Wis, 14 Cha
Base Atk +16; CMB +24; CMD 37
Feats Augment Summoning, Combat Casting, Dodge, Extra Path Ability (x2; Mythic), Improved Critical (Claws), Lunge, Mythic Spell Lore (x2; ear-piercing scream, murderous command, shield of faith, true strike, disfiguring touch, summon swarm, contagion, dispel magic, blessing of fervor, giant vermin, mythic severence, shout, steal power, harm; Mythic), Power Attack, Quicken Spell, Sacred Summons, Spell Focus (Conjuration), Weapon Focus (Claws)
Skills Intimidate +15, Knowledge (Planes) +4, Knowledge (Religion) +15, Linguistics +1, Perception +30, Spellcraft +13
Languages Abyssal, Common, Giant
SQ arcane knowledge (sorcerer/wizard 1st- ear-piercing scream, shield, vanish; 2nd- frost fall, mad hallucination, summon swarm), aura (chaos, evil), divine potency (1st, 2nd), force of will, inspired spell, mighty summons, spontaneous casting (inflict)
Gear +3 wooden armor, scarab of protection (9 charges), strand of prayer beads (standard), wooden unholy symbol, spell component pouch, 500 gp of powdered lead and platinum

The Knurly Witch (with help from her "gardeners") has ensured that there are several groups of logs scattered about her yard and the surrounding clearing for use with snake staff. She has also introduced colonies of hissing centipedes and black widow spiders for giant vermin; treat hissing centipedes as spiders and black widow spiders as scorpions for the number affected by giant vermin.

When she notices the PCs, she activates her bead of karma, then casts air walk and shield. At the start of combat, she casts her Quickened shield of faith as a mythic spell, uses air walk to move off the ground, and starts casting summon monster (using Mighty Summons to summon mythic creatures), snake staff, or giant vermin (mythic version) to "liven things up." In the second round, she casts blessing of fervor (choosing the movement increase and boost to 1st or 2nd level spells) as a mythic spell and uses her Inspired Spell divine surge ability to cast a Quickened version of a 1st- or 2nd-level spell (preferring ear-piercing scream, hold person, murderous command, or summon swarm). In the third and fourth rounds, she continues to use summon monster, snake staff, and/or giant vermin and Quickened 1st- or 2nd- level spells via Inspired Spell. She uses curse of magic negation, mythic severence, pilfering hand, silence, and/or steal power to disrupt the PCs' abilities. When moving into melee combat, she switches blessing of fervor to the extra attack and the +2 on attack rolls/dodge bonus to AC/Ref saves and uses her Quickened contagion and disfiguring touch in conjunction with full attacks, using Lunge to stay out of reach when possible.

Ilthuliak (CR 21, MR 8)

Spoiler:

XP 409,600
Female wyrm mythic black dragon
CE Huge dragon (mythic, water)
Init +11; Senses blindsense 60 ft, darkvision 120 ft, dragon senses, mistsight; Perception +36*
Aura frightful presence (330 ft, DC 28)

AC 58, touch 7, flat-footed 58 (+6 armor*, -1 Dex, +41 natural, +4 shield*, -2 size)
hp 416 (24d12 + 168 + 80)
Fort +25*, Ref +19*, Will +23*; second save
Defensive Abilities evasion, fortification 50%*; DR 20/magic and epic; Immune acid, magic paralysis and sleep, dragon traits; SR 36

Speed 60 ft, fly 200 ft (poor), swim 60 ft
Melee bite +39 (2d8+54/19-20 plus 4d6 acid plus bleed 1d4 plus grab)*, 2 claws +39 (2d6+38/19-20 plus bleed 1d4)*, 2 wings +37 (1d8+20 plus bleed 1d4)*, tail slap +32 (2d6+54 plus bleed 1d4)*
Space 15 ft; Reach 10 ft (15 ft with bite)
Special Attacks acid pool (55 ft radius), acidic bite, bleed, breath weapon (100 ft line, 22d6 acid, DC 29), crush (2d8+23 plus bleed 1d4), dragon blood (1d8 acid), dragon fury (1d8 acid), lingering breath (2d8 acid, 8 rounds), mythic magic (3x/day)*, mythic power (8x/day, surge +1d10)*, swallow whole (1d8 bludgeoning plus 1d8 acid, AC 30, 41 hp)
Spell-Like Abilities (CL 24; concentration +30)
At will - darkness (110 ft radius), insect plague, plant growth
1x/day - corrupt water (DC 28)
Spells Known (CL 13; concentration +19)
6th (5/day) - acid fog, flesh to stone (DC 22)
5th (7/day) - fickle winds, lightning arc (DC 21), teleport
4th (7/day) - black tentacles, dimension door, fire shield, mass reduce person (DC 20)
3rd (7/day) - dispel magic, heroism*, hydraulic torrent, rain of frogs
2nd (8/day) - acid arrow, detect thoughts (DC 18), invisibility, resist energy, stone call
1st (8/day) - charm person (DC 17), grease (DC 17), mage armor*, ray of enfeeblement (DC 17), shield*
0 (at will) - all sorcerer/wizard

37 Str, 8 Dex, 25 Con, 20 Int, 21 Wis, 22 Cha
Base Atk +24; CMB +43 (+47 grab); CMD 52 (56 vs. trip)
Feats Awesome Blow, Bleeding Critical (Mythic), Critical Focus (Mythic), Eschew Materials, Improved Bull Rush, Improved Critical (Bite, Claws), Improved Initiative (Mythic), Lightning Reflexes, Multiattack, Power Attack (Mythic)*, Quicken Spell
Skills Bluff +37*, Fly +26*, Intimidate +37*, Knowledge (Arcana) +36*, Knowledge (History) +36*, Knowledge (Planes) +36*, Perception +36*, Sense Motive +36*, Stealth +22*, Swim +44*, Use Magic Device +37*
Languages Aklo, Common, Draconic, Skald, Sylvan
SQ dragon cantrips, speak with reptiles, swamp stride, water breathing
Gear aegis of recovery, ring of evasion
Treasure replace rod of the python with sapling rod and staff of defense with staff of hoarding

Casts mage armor (mythic version), heroism (augmented mythic version), and shield before combat and activates Power Attack (Mythic).


Dragonchess, as always, thanks for your efforts!

Mine party (currently lvl 4/mt 1) will met the Stag Lord soon, to achieve their second mythic tier!


T.A.U. wrote:

Dragonchess, as always, thanks for your efforts!

Mine party (currently lvl 4/mt 1) will met the Stag Lord soon, to achieve their second mythic tier!

Careful with that one. I meticulously created a suitably epic Stag Lord who would have challenged my players, probably slain at least one PC ... and then my players went with the stealth/subterfuge route. The party rogue smacked the poor sleeping Stag Lord with a coup de grace. Not even a surge on his Fortitude save could keep him alive ...


pennywit wrote:
Careful with that one. I meticulously created a suitably epic Stag Lord who would have challenged my players, probably slain at least one PC ... and then my players went with the stealth/subterfuge route. The party rogue smacked the poor sleeping Stag Lord with a coup de grace. Not even a surge on his Fortitude save could keep him alive ...

Thank you Pennywit, I had already read your post about it. But mine party is probably going with a (crazy?) direct assault tactic and not a stealthy one. They are recruiting Kesten and his men plus Jhod and an other paladin NPC (the one who was with them at their Ascension).

They have no Rogue anymore, and a new player come in with a blaster alchemist, meaning they have a Nature Oracle, a Summoner, a Ranger (archery) and an Alchemist now.
The only one good at Stealth is the catfolk ranger who will probably never risk something like going stealthy and alone.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The stat blocks for Sound of a Thousand Screams Part Three:

Tarlaxian (CR 22)

Spoiler:

XP 614,400
Male tarn linnorm barbarian 2
CE Colossal dragon (aquatic)
Init +13; Senses all-around vision, darkvision 120 ft, low-light vision, scent, true seeing; Perception +42

AC 35, touch 9, flat-footed 26 (+9 Dex, +26 natural, -2 rage, -8 size)
hp 535 (22d12 + 2d12 + 362); regeneration 15 (cold iron)
Fort +31, Ref +24, Will +21
Defensive Abilities freedom of movement, uncanny dodge; DR 20/cold iron; Immune acid, curse effects, flanking, mind-affecting effects, paralysis, poison, sleep; SR 31

Speed 50 ft, fly 100 ft (average), swim 80 ft
Melee 2 bites +36 (3d8+20/19-20 plus poison), 2 claws +36 (2d6+20), tail +31 (3d6+10 plus grab)
Space 30 ft; Reach 30 ft
Special Attacks breath weapon (120 ft line or 60 ft cone, 22d8 acid, DC 34; 2d6 Str poison, DC 34), constrict (tail, 3d6+30), death curse (Curse of Death, DC 30), poison (1/round for 10 rounds, 6d6 acid and 1d8 Con drain, DC 34; 3 consecutive saves), rage (19 rounds/day), rage power (intimidating glare)

50 Str, 28 Dex, 40 Con, 7 Int, 23 Wis, 29 Cha
Base Atk +24; CMB +52 (+56 grapple); CMD 69 (can't be tripped)
Feats Awesome Blow, Blind-Fight, Combat Reflexes, Improved Bull Rush, Improved Critical (Bite), Improved Initiative, Improved Overrun, Improved Vital Strike, Intimidating Prowess, Lightning Reflexes, Power Attack, Vital Strike
Skills Fly +26, Intimidate +34, Perception +42, Stealth +18, Swim +53
Languages Aklo, Draconic, Sylvan
SQ amphibious, fast movement

The Wriggling Man (CR 22)

Spoiler:

XP 614,400
Male worm that walks transmuter 17/archmage 8
NE Medium vermin (augmented human, mythic)
Init +27, amazing initiative; Senses all-around vision, blindsight 30 ft, darkvision 60 ft; Perception +29

AC 38, touch 25, flat-footed 29 (+7 armor, +2 deflection, +7 Dex, +2 dodge*, +4 insight, +2 natural, +4 shield)
hp 179 (17d6 + 85 + 24); fast healing 22
Fort +8, Ref +13, Will +14 (+22 vs. mind-affecting)*; mythic saving throws
Defensive Abilities hard to kill, mirror dodge, recuperation, unstoppable, worm that walks traits; DR 15/-; Immune cold*, critical hits, disease, paralysis, poison, sleep effects, sonic (120 hp)*; Resist acid 10, fire 30*, electricity 30*
Weaknesses +50% damage from area damage effects, susceptible to high winds

Speed 80 ft*, fly 90 ft*, teleport 30 ft (swift or move action)*; extra move action*
Melee 2 slams +16 (1d4 plus grab)
Space 10 ft; Reach 10 ft (15 ft with Lunge)
Special Attacks channel power, discorporate, eldritch breach, energy conversion, engulf (4d6), mythic power (19x/day, surge +1d10)*, mythic spellpower (2x/day)*, squirming embrace (4d6 damage, DC 21 or nauseated), telekinetic master, wild arcana
Spell-Like Abilities (CL 17; concentration +25)
At Will - change shape (as beast shape III or elemental body II; 17 rounds/day), mage hand (45 lbs, can affect magical objects), open/close (30 lbs)
11x/day - telekinetic fist (1d4+8 bludgeoning ranged touch, 30 ft)
Spells Prepared (CL 17; concentration +25)
9th - summon monster IX, time stop
8th - Quickened fire shield*, Quickened greater invisibility, mind blank*, polymorph any object (DC 30)
7th - Quickened fireball (DC 21), Quickened haste*, mage's sword, reverse gravity (DC 29), walk through space*
6th - chain lightning (DC 24), disintegrate (DC 28), enemy hammer (CL 19, DC 28), mage's lubrication, Quickened scorching ray
5th - Quickened ear-piercing scream (DC 19), feeblemind (DC 23), fire snake (DC 23), overland flight*, telekinesis (CL 19, DC 27), telepathic bond
4th - black tentacles, confusion (DC 22), control summoned creature (DC 22), dragon's breath (x2; DC 22), mass reduce person (DC 26), obsidian flow (DC 26)
3rd - dispel magic, fireball (DC 21), force punch (DC 21), lightning bolt (DC 21), protection from energy*, slow (DC 25), stinking cloud (DC 21)
2nd - invisibility, pyrotechnics (DC 24), resist energy (x2)*, scorching ray (x2), web (DC 20)
1st - ear-piercing scream (DC 19), feather fall, grease (DC 19), magic missile (x2), reduce person (DC 23), shield*
0 (at will) - acid splash, light, mending, prestidigitation
Opposition Schools Divination, Necromancy

10 Str, 24 Dex, 22 Con, 26 Int, 18 Wis, 8 Cha
Base Atk +8; CMB +8 (+16 grapple); CMD 35
Feats Arcane Armor Training, Arcane Discovery (Fast Study), Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Dodge, Greater Spell Focus (Transmutation), Improved Initiative (Mythic), Light Armor Proficiency, Mythic Spell Lore (x2; magic missile, reduce person, invisibility, scorching ray, fireball, force punch, haste, black tentacles, fire shield, fire snake, telekinesis, chain lightning, disintegrate, enemy hammer, reverse gravity, walk through space; Mythic), Quicken Spell, Scribe Scroll, Spell Focus (Transmutation; Mythic), Toughness, Weapon Finesse
Skills Bluff +16, Fly +27, Knowledge (Arcana) +28, Knowledge (Local) +28, Knowledge (Nature) +28, Knowledge (Nobility) +28, Knowledge (Planes) +28, Perception +29, Sense Motive +29, Spellcraft +28, Stealth +32
Languages Abyssal, Aklo, Common, Draconic, Sylvan, Terran, Undercommon
SQ arcane bond (staff), component freedom, contingency, deep understanding, physical enhancement (+4 Dex), tenacious
Gear +4 acid resistant darkleaf cloth studded leather, staff of transmutation, amulet of natural armor +2, headband of mental prowess (Int, Wis) +2 (Fly), ring of invisibility, ring of protection +2, portable hole

The Wriggling Man casts mind blank each day and casts overland flight, protection from energy (sonic), resist energy (fire), and resist energy (electricity) when warned of the PCs entering the House at the Edge of Time. Once updates from Nyrissa indicate that the PCs will shortly enter the throne room, he casts mythic augmented invisibility and shield.

When the PCs enter the room, he uses Component Freedom to cast time stop without verbal components (using a swift action for Arcane Armor Training), then uses Component Freedom to cast summon monster IX/Quickened mythic fire shield (warm) and telepathic bond/Quickened mythic haste (including the astral deva) without somatic components. If he has additional rounds, he'll cast mythic walk through space and use Wild Arcana to summon more astral devas, mentally directing the first deva to ask the others to follow its lead.

During combat, he'll use his flight and teleportation to remain mobile, subjecting the PCs to mythic reverse gravity and area effect spells (using Energy Conversion to change them to cold when appropriate, since he and the astral devas are immune), using Quickened spells to make additional attacks whenever possible. On the first round he casts an attack spell (breaking invisibility), he casts Quickened greater invisibility, unless the PCs display see invisibility, tue seeing, or other means of detecting him. Otherwise, he uses his spells as intelligently as possible to both harm and hinder the PCs; tailor his non-mythic spells and tactics as desired to counter the PCs' tactics and attack the PCs' weaknesses (using open spell slots and Fast Study to optimize his selection based on Nyrissa's reports).

Zomok (CR 21)

Spoiler:

XP 409,600
Zomok druid (treesinger) 5
N Gargantuan plant (extraplanar)
Init +7; Senses darkvision 120 ft, low-light vision, tremorsense 60 ft; Perception +33

AC 38, touch 9, flat-footed 35 (+3 Dex, +29 natural, -4 size)
hp 422 (18d8 + 5d8 + 304)
Fort +28, Ref +12, Will +19
Defensive Abilities resist nature's lure; DR 5/piercing; Immune sonic, plant traits; Resist fire 10
Weaknesses vulnerability to fire

Speed 50 ft, fly 100 ft (poor)
Melee 2 +1 claws +27 (2d6+15), +1 bite +27 (2d8+15), 2 +1 wings +22 (2d6+8), +1 tail slap +22 (2d8+8)
Space 20 ft; Reach 15 ft (20 ft with tail)
Special Attacks entombing breath (60 ft cone, 18d6 bludgeoning plus entangled, DC 32), swallow whole (6d6 bludgeoning, AC 23, 42 hp), trample (2d8+22, DC 33)
Spell-Like Abilities (CL 16; concentration +19)
Constant - pass without trace
At Will - command plants (DC 22), plant growth, quench (DC 21)
3x/day - entangle (DC 19), liveoak, transmute mud to rock, transmute rock to mud, wall of thorns
1x/day - shambler
Domain Spell-Like Abilities (CL 5; concentration +12)
10x/day - wooden fist (+2 damage)
Druid Spells Prepared (CL 5; concentration +12)
3rd - burst of nettles (DC 20), greater magic fang, plant growth*, resinous skin
2nd - barkskin*, forest friend, resist energy, stone call, wilderness soldiers
1st - entangle (DC 18)*, entangle (x2; DC 18), faerie fire (x2)
0 (at will) - create water, detect magic, detect poison, purify food and drink
*- domain spell; Domain Plant

39 Str, 16 Dex, 36 Con, 16 Int, 24 Wis, 24 Cha
Base Atk +16; CMB +35; CMD 47 (51 vs. trip)
Feats Awesome Blow, Cleave, Cleaving Finish, Eschew Materials, Improved Bull Rush, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Natural Spell, Power Attack, Snatch
Skills Fly +16, Knowledge (Arcana) +13, Knowledge (Nature) +26, Perception +33, Spellcraft +16, Stealth +17, Survival +30
Languages Common, Druidic, Sylvan, Terran
SQ green empathy (+12), nature sense, plant bond (domain), spontaneous casting (summon nature's ally), trackless step, tree step, wild shape (Small or Medium plant) 1x/day, woodland stride

When warned by Nyrissa that the PCs are in the House at the Edge of Time, uses liveoak and shambler spell-like abilities as appropriate, casts greater magic fang and longstrider, and takes the form of a Small plant to hide. When PCs are reported nearby, casts barkskin, resinous skin, and resist energy (fire).

Phomandala (CR 21)

Spoiler:

XP 409,600
Female saurian medusa sorcerer (wildblooded) 13/archmage 7
LE Medium monstrous humanoid (mythic)
Init +13, amazing initiative; Senses all-around vision, darkvision 60 ft, low-light vision, scent; Perception +26

AC 39, touch 19, flat-footed 33 (+6 armor*, +3 deflection, +6 Dex, +10 natural, +4 shield)
hp 283 (8d10 + 13d6 + 160 + 21)
Fort +12 (+15 vs. poison), Ref +16, Will +17; mythic saving throws
Defensive Abilities bloodline immunity, fortification 50%*, hard to kill, recuperation, snakeskin; DR 10/adamantine*

Speed 70 ft*
Melee 4 bites +21 (1d8+7 plus poison)*, 2 claws +21 (1d4+7 plus envenom)*
Special Attacks arcane surge, channel power, energy conversion, envenom (DC 22) 4x/day*, flexible counterspell, laughing touch 9x/day, leaping pounce, mythic power (17x/day, surge +1d10)*, mythic spellpower (2x/day)*, petrifying gaze (DC 22), poison (1/round for 6 rounds, DC 20, 1d3 Str; 2 consecutive saves), serpent's fang (1/round for 6 rounds, DC 22, 1d4 Con; 2 saves) 9x/day, spell sieve, spellbane counterstrike
Sorcerer Spells Known (CL 13; concentration +19)
6th (5/day) - chain lightning (DC 22), greater dispel magic, mass suggestion (DC 22)
5th (7/day) - cone of cold (DC 21), fire snake (DC 21), hold monster (DC 21), nightmare (DC 21)
4th (7/day)* - bestow curse (DC 20), calcific touch (DC 20), dimension door, poison (DC 20), stoneskin
3rd (7/day) - displacement, lighting bolt (DC 19), major image (DC 19), summon monster III (reptiles only), vampiric touch
2nd (8/day)* - bull's strength, cat's grace, delay poison, glitterdust (DC 18), scorching ray, spiritual hand
1st (8/day)* - disguise self (DC 17), expeditious retreat, hypnotism (DC 17), mage armor, magic missile, shield
0 (at will) - acid splash, detect magic, ghost sound (DC 16), mage hand, message, prestidigitation, read magic, spark, touch of fatigue (DC 16)
Bloodline Serpentine/Envenomed

18 Str*, 22 Dex*, 22 Con, 12 Int, 16 Wis, 22 Cha
Base Atk +14; CMB +18; CMD 37
Feats Ability Focus (petrifying gaze), Arcane Strike (+3; Mythic, speed)*, Combat Casting, Eldritch Heritage (Fey; Mythic), Empower Spell, Eschew Materials, Improved Natural Attack (Bite), Mythic Spell Lore (expeditious retreat, mage armor, scorching ray, vampiric touch, dimension door, fire snake, chain lightning; Mythic), Quicken Spell, Skill Focus (Knowledge (Nature)), Stealthy (Mythic), Toughness, Weapon Finesse, Weapon Focus (Bite, Claw)
Skills Acrobatics +24 (+48 jump), Escape Artist +22, Knowledge (Nature) +7, Perception +26, Spellcraft +23, Stealth +27, Survival +11
Languages Common, Sylvan
SQ bloodline arcana, fleeting glance 11 rounds/day, force of will, woodland stride
Gear amulet of natural armor +3, ring of protection +3, 1,500 gp in diamond dust

Phomandala casts mythic mage armor every day. When she is notified that the PCs have entered the House at the Edge of Time, she casts stoneskin and envenoms both claws. When informed that the PCs will shortly enter the ruined halls, she casts bull's strength, cat's grace, mythic expeditious retreat, shield, and spectral hand, then hides.

On the first round of combat, she activates mythic Arcane Strike and uses her ranged attacks/touch attacks through spectral hand and mobility to attack the PCs. She'll use fleeting glance and mythic dimension door to attack from unexpected directions and flexible counterspell/spell sieve/spellbane counterstrike (or leaping pounce) against poorly armored enemy spellcasters.

Nyrissa (CR 25)

Spoiler:

XP 1,683,400
Female nymph sorcerer 6/mystic theurge 10/hierophant 10
CE Medium fey (mythic)
Init +37, amazing initiative; Senses low-light vision; Perception +41
Aura blinding beauty (DC 30)

AC 55, touch 38, flat-footed 41 (+8 armor, +14 deflection, +12 Dex, +2 dodge*, +5 natural*, +4 shield*)
hp 432 (8d6 + 6d6 + 10d6 + 299 + 40)
Fort +33, Ref +39*, Will +44; mythic saving throws
Defensive Abilities evasion, hard to kill, immortal, legendary hero, overcome curse, protection from decapitation, unstoppable; DR 10/cold iron and epic*; Resist fire 20; SR 20

Speed 80 ft*, climb 60 ft*, fly 110 ft (good)*; extra move action*
Melee flame blade +25/+25/+20/+15 touch (2d6+18/15-20 fire)*
Special Attacks arcane surge, eldritch breach, energy conversion, faith's reach, inspired spell, laughing touch 17x/day, mythic power (23x/day, surge +1d12)*, mythic spellpower (2x/day)*, stunning glance (DC 30)
Spell-Like Abilities (CL 9; concentration +22)
1x/day - dimension door
Druid Spells Prepared (CL 18; concentration +31)
9th - Quickened cure critical wounds, Quickened fickle winds, polar midnight (DC 32)
8th - Quickened cure serious wounds, finger of death (DC 31), reverse gravity (DC 31), stormbolts (DC 31)
7th - Quickened cure moderate wounds, fire storm (DC 30), heal, Quickened spit venom (DC 26), summon nature's ally VII
6th - antilife shell, Quickened frigid touch, greater dispel magic, sirocco (DC 29), summon nature's ally VI, Quickened summon swarm
5th - baleful polymorph (DC 28), cure critical wounds (x2), Quickened faerie fire, fire snake (DC 28), Quickened hydraulic push, wall of thorns
4th - cure serious wounds (x2), flame strike (DC 27), rusting grasp, thorn body, touch of slime (x2; DC 27)
3rd - burst of nettles (DC 26), cure moderate wounds (x2), hydraulic torrent, meld into stone, poison (DC 26), spit venom (DC 26)
2nd - barkskin*, flame blade*, frigid touch, lesser restoration, resist energy (x2), tar ball
1st - cure light wounds (x4), faerie fire, frostbite, hydraulic push, produce flame
0 (at will) - create water, know direction, light, stabilize
Sorcerer Spells Known (CL 17; concentration +31)
8th (5/day) - maze
7th (7/day) - greater teleport, prismatic spray (DC 31)
6th (9/day) - chain lightning (DC 30), geas/quest (DC 32), major curse (DC 30)
5th (9/day)* - dismissal (DC 29), dominate person (DC 31), sending, telekinesis (DC 29)
4th (9/day) - charm monster (DC 28), control summoned creature (DC 30), dimension door, dragon's breath (DC 28)
3rd (9/day)* - displacement, enter image, haste, suggestion (DC 29)
2nd (9/day) - detect thoughts (DC 26), glitterdust (DC 26), hideous laughter (DC 28), mirror image, scorching ray, spectral hand
1st (8/day)* - charm person (DC 25), disguise self (DC 25), ear-piercing scream (DC 25), entangle (DC 25), magic missile, shield
0 (at will) - acid splash, dancing lights, detect magic, ghost sound (DC 24), mage hand, mending, message, prestidigitation, read magic
Bloodline Fey

14 Str, 34 Dex, 32 Con, 22 Int, 36 Wis, 38 Cha
Base Atk +12; CMB +24; CMD 64
Feats Ability Focus (blinding beauty, stunning glance), Agile Maneuvers, Combat Casting, Craft Wondrous Item, Defensive Combat Training, Dodge, Dual Path (Archmage; Mythic), Eschew Materials (Mythic), Extend Spell, Improved Initiative (Mythic), Mythic Spell Lore (x2; barkskin, flame blade, hydraulic torrent, flame strike, fire snake, wall of thorns, fire storm, heal, finger of death, reverse gravity, ear-piercing scream, hideous laughter, scorching ray, haste, suggestion, sending, telekinesis, chain lightning, prismatic spray, maze; Mythic), Quicken Spell, Silent Spell, Toughness, Weapon Finesse
Skills Acrobatics +40 (+60 jump), Bluff +42, Climb +10, Diplomacy +42, Fly +44, Knowledge (Nature) +34, Knowledge (Planes) +31, Perception +41, Sense Motive +25, Stealth +40, Swim +30
Languages Aklo, Common, Draconic, Elven, Giant, Gnome, Hallit, Skald, Sylvan
SQ arcane metamastery, bloodline arcana, contingency, divine countenance, divine metamastery, eldritch flight, force of will, inherent bonuses, inspiration, longevity, unearthly grace, wild empathy (+22), woodland stride
Gear belt of physical perfection +6, bracers of armor +8, headband of mental superiority +6 (Acrobatics, Fly, Swim), immolation cloak, ioun stones (orange prism, pale green prism), ring of evasion, ring of freedom of movement, rod of maximize metamagic, scarab of protection (12 charges)

When Nyrissa notices the PCs in the House at the Edge of Time, she uses mythic sending to notify the Wriggling Man, the zomok, and Phomandala, then casts mythic augmented barkskin on herself, as well as resist energy to protect herself against the PCs' most common energy attacks. She uses sending to keep her "captains" informed of the PCs' progress. When the PCs are close to entering the Fable, she casts mythic augmented flame blade and shield. On the first round of combat, she always casts Quickened mythic haste.

Tailor her spells prepares/used to be as effective as possible, given that she has been observing the PCs actions throughout the House on the Edge of Time. For example, she could cast meld into stone and enter image (on her statue) in M7c to get the drop on the PCs, or other tactics using a different selection of druid spells.

Some minor changes have been made from the outline as I was developing the full stat blocks; mostly to provide a narrower focus or to allow some specific advantages/tactical choices. Feel free to modify them to better suit your players.


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You are made of awesome, dude.


Orthos wrote:
You are made of awesome, dude.

but then where do the blood, organs and bones go, i need answers man!


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Great stuff.


Fighting the Mythic Staglord was indeed fun for mine players.
The invisible alchemist placed 15 alchemis't fire under the fort's main gate, and have the northern palisade blow up in a big explosion with a bomb-arrow. (See this post)

Then the rest of the team rushed along the 300 ft path while the Catfolk ranger provided cover with her mythic Limitless Range (500 ft with her longbow).
The alive bandits came out to fight in the path too, meting their fate. But when the Owlbear came out charging the PCs they were a bit scared... and they became even more scared when one round later the Staglord shows himself with his lieutenants, and the Staglord starts using his mythic distant barrage and full attacks in a deadly manner.
When Akiros defected, shooting one of his +1 magical beast bane arrows against the Owlbear, the Staglord's vengeance almost killed him, but gave the party enough time to kill the Owlbear and Dovan.
2 rounds later the Staglord was alone and killed by a charge-pouncing Eidolon who also scored a Critical hit.


Quick reporting in. I just ran my mythic players through slightly modified version of Realm of the Fellnight Queen (My players skipped most of the Fellnight Queen's castle in favor of going directly at her). A couple things I did:

1) In addition to Tenzekil attacking the town with bees during the wedding, I made the spriggans more active. A good-sized army of them, led by a black dragon with the fey template, attacked the town. My players had their army fight the spriggan army, while they tackled the dragon. The rogue/trickster really shined With Display of Charisma, she rolled around a 50 on an attempt to taunt the dragon into fighting the party on the ground instead of strafing with acid.

2) I left most of the critters as-is on the theory that mythic heroes should be able to carve their way through a castle (even a fairy castle) without a lot of trouble.

3) I bumped up Queen Rhoswen a couple levels and made her an Archmage. The fight went ... interestingly. After the party wizard saved against mythic Baleful Polymorph, Rhoswen laid down some mythic Black Tentacles, then went to work. Rhos's Tree Striding and invisibility kept the players on their toes -- they had to keep getting targeting advice from Bat-Druid. Mixed the illusions with "real" evocations and conjurations. Also made EXTENSIVE use of the Mirror Dodge path power. From the DM's perspective, it was a pretty good boss battle.

Things I might consider doing differently if I ran it again:

1) Knock down the queen's levels a little bit (I powered her up a little too much) and give her a couple pixie rogue henchfolk who woudl pepper the PCs with arrows while they are held in the tentacles.

2) Create a bit more tension on the ritual. It takes 10 minutes, but I think it'd be fun to have spriggans combating the martial types below while the arcane types desperately try to enact the ritual.

3) I would have replaced Devarre with Bokken.


pennywit wrote:
Has anybody tried adding a touch of Mythic Adventures to Kingmaker?

-A minor bandit.

-A routine small-scale monster infestation.
-An evil wizard who stole the name of a better and more fearsome evil wizard to appear cool, and that before he lost most of his power.
-A baron who's a loser in every sense of the word, and a fake reincarnation of a barbarian warlord who wasn't that great in the first place.
-A charlatain king of apparently the single most insignificant kingdom on the globe.
-A fae lady whose most impressive achievement is trying to get to real power through a stronger fae's bed and failing at that, then getting slapped for her presumptions.

Whom of those, exactly, scream "Mythic" to you?

Now, I, personally, is all about adding more mythic stuff to Kingmaker. Unfortunately this means more than just slapping some terribad rules on villains to give them bigger numbers (though I may be borrowing some of villains' rewrites posted by Dragonchess Player above, I have a relly bad feeling that as written everybody in parts 5 and 6 will be exploding when the current party looks at them harshly, even with whole dungeons worth of them trying to gang up on PCs - or alternatively I might use some of those writeups if the game will remain too entertaining to end it on Nyrissa). Simply increasing the numbers does not make any of the above any less of losers, just raises more questions about why they are such losers despite being so strong. The plot has to be rewritten just about entirely from the part 4 onwards, and rewritten towards giving your opponents more setting importance.

For example, as of now my current Kingmaker campaign is in downtime before Varnhold Vanishing and Blood for Blood. I've spent a considerable time setting up Vordakai as a big deal. PCs had previously discovered a dungeon that was a part of geomantical network built solely to keep Vordakai dormant and atrophying (ran Hungry are the Dead for that...), they have investigated and learned terrible legends of Vordakai the Immortal still surviving from many millenia ago, and they learned after the battle that Vordakai's emergence pinged on the radards of the strongest active force for good known to them, and made it worry enough to dispatch agents.

And now that PCs are about to be put against Drelev, I'm not only making sure that Drelev not only appears earlier and competely pisses them off to the point they cannot wait for a legal chance to kill him and take his stuff, I'm also making sure that the conflict itself will be pivotal for the entire kingdom that dispatched them both. You see, Drelev (well, Stroon and Quintessa Maray, Drelev himself is still a loser and a puppet ruler) represents a powerful and disloyal political party that wants a regime change in the whole Brevoy-equivalent, while PCs are largely loyal to the throne. After some humiliating failures to get anywhere through lawful means, and then subtle means, they will get a bright idea of not only starting a rebellion, but inviting a mighty barbarian army from across the border... There is also a subplot regarding their inhuman experiments to distill captured fey into power boost elixirs (half to explain how any of them are strong enough to stand against PCs at all, level 10+ characters do not grow on trees here; half to make PCs, one of whom is a fey and the rest like fey, hate them even more).

And so on.


That's why, if you're going to make Kingmaker mythic, you need to infuse the villains with mythic qualities.

- A bandit lord blessed with power by an ancient faerie queen.
- A troll warlord seeking to establish a new kingdom.
- An ancient cyclops lich with the power to enthrall entire towns.
- The reincarnation of an ancient barbarian champion, prophesied to lead his tribes to victory.
- .... yeah, Irovetti definitely needs a massive overhaul to become mythic.
- An ancient faerie queen attempting to bottle up an entire nation as a gift to the gods so that she may ascend to godhood herself.

You're right that sleeping your way to power isn't very mythic, but Nyrissa has learned her lesson and is trying to gain power entirely on her own now, and her goals are certainly mythic-level. A drunken bandit whose name is barely known outside his own organization is certainly not mythic, but if the Swordlords have heard of him and dispatch the PCs specifically to deal with him... and if he's not drunk and is actually taking advantage of Nyrissa's favor to build up a bandit stronghold, possibly even engaging in piracy to prey on Mivon downriver just as he preys on the Stolen Lands and southern Brevoy... that's a bit different.

Silver Crusade

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Pathfinder Adventure Path Subscriber
Mackenzie Kavanaugh wrote:


- .... yeah, Irovetti definitely needs a massive overhaul to become mythic.

A tyrant gifted with alien knowledge to become a master of machines as well as men.


[

Mackenzie Kavanaugh wrote:

That's why, if you're going to make Kingmaker mythic, you need to infuse the villains with mythic qualities.

- A bandit lord blessed with power by an ancient faerie queen.
- A troll warlord seeking to establish a new kingdom.
- An ancient cyclops lich with the power to enthrall entire towns.
- The reincarnation of an ancient barbarian champion, prophesied to lead his tribes to victory.
- .... yeah, Irovetti definitely needs a massive overhaul to become mythic.
- An ancient faerie queen attempting to bottle up an entire nation as a gift to the gods so that she may ascend to godhood herself.

Not everything should be Mythic (because then nothing is). One of the top reasons to play DnD - and put up with the fact that the game gets entirely too complex for its own good at two-digit levels (before adding Mythic rules or anything) is the sense of progression. There is nothing wrong with the Stag Lord and Hargulka being just as smalltime as they seem on the first glance. Random bandits and rampaging monsters are perfectly suitable opponents for minor lords establishing their domain. I don't even bother with their connection to Nyrissa (as written it may as well not exist, certainly PCs have no way to learn about it). I prefer to make them much more proactive and dangerous to people PCs' are supposed to protect, though, besides making for a better story, their groups are too vulnerable to PCs gradually picking them apart otherwise.

The problem, both with the mechanics (what's with the adventures trying to tell me that a big bunch of melee brute mooks are any threat whatsoever after level 9, much less at level 14?) and the plot begin when the second half does not raise the stakes nearly enough. Both Drelev/fake Armag (you do remember, that he's just a slave to a cursed sword, not a reincarnation of anything?) and Irovetti are honestly the sort of opponents you expect to face in E6. In terms of narrative importance loser barons, fake barbarian heroes and minor kings rank below awakening ancient evils, yet they appear after Vordakai. And at least with Vordakai players don't know for a fact that he's sort of a loser.

And as about Nyrissa, ever noticed that Rhoswen from the Realm of the Felnight Queen runs a very similar plot (using fae magic to screw up a small region by planar manipulation), has certain schticks very similar to that of Nyrissa and actually is cooler from the narrarive viewpoint (being sealed away for using forbidden magic is undeniably more badass than being sealed away for being a presumptious upstart)? And you beat Rhoswen at half the level you're supposed to be when finishing Kingmaker. In fact, the Realm of the Felnight Queen is my backup ending for Kingmaker, in case a campaign is not fun enough to bother with redoing the second half for a specific party. Sure, Nyrissa's plan will do more geographically widespread (altough still not really great) damage, but fundamentally they are similar. And heck, Rhoswen gets more personal contact with PCs before her boss fight and does more unpreventable damage.

This begs the question - if the whole endgame plot isn't even really a proper 15th level adventure, what Mythic is supposed to be doing here? To justify Nyrissa being mythic you need to make her, well, mythic. In my current game I'm doing what I can to foreshadow her from the middle of the part 2 - PCs are made aware that they are exploring the former centre of power of the mighty fey queen, who was quite possibly the strongest power in the world at her time and ruled pretty much most of a continent, and that was in the age that achieved much greater heights of civilization that those existing now. They are aware that the queen was brought low by means unknown and that there are still debris from her rule, plus suspicious fey activity around, clearly somehow related to that queen of old. The legend of Briar similarly gets attention. Particularly as Briar was the real Armag's key attribute in my setting (the fake Armag wields a fake Briar, of course, and I'm toying with the idea of giving the real deal to PCs either in time to deal with him or at the end of his dungeon). PCs will learn more as they go through the Part 4. Now, that is what I consider a suitable background for a CR 20 character and an artifact tied to her. A Mythic character in my opinion should be, well, mythic. Either people without historical education should have at least a general idea who she is thousands of years after her passing, or legends based on her exploits should be still popular.

But Irovetti and Pitax are the biggest problems. I'm pretty much scrapping the whole Part 5, save for some statblocks, in favor of a world war that was looming since PCs first stepped into the Greenbelt, but I guess using Dudemeister's rewrite mentioned by him above also can work.

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