Mythic Adventures & Animal Companions


Rules Questions

Liberty's Edge

Pathfinder Adventure Path Subscriber

In the Wrath of the Righteous group I'll be playing in, one of the party members is playing a Mad Dog Barbarian and will have an animal companion. I know there are path abilities that allow you to grant things like Surge to an animal companion, but I can't find anything that says whether or not the animal companion is considered mythic for the purposes of other affects. I would assume that since it doesn't say that they are that they are considered non-mythic unless they take the Mythic Companion feat. But I'd rather get a clarification before we get under way than just assume.

Is the animal companion of a mythic character considered mythic automatically or does the animal companion have to take the Mythic Companion feat?

Grand Lodge

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Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

It's the latter. Spells and abilities only imply what they say they imply. A mythic Druid's AC is still an ordinary AC without other effects such as the Mythic Companion feat in play.

Scarab Sages

Animals Companions and Eidolons look like they are going to suffer tremendously under mythic rules. They receive far less for the path investment than a character does and receive none of the tier-based advancement.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Artanthos wrote:
Animals Companions and Eidolons look like they are going to suffer tremendously under mythic rules. They receive far less for the path investment than a character does and receive none of the tier-based advancement.

Having actually statted a mythic first worlder summoner and her eidolon, I can tell you... they don't. You do have to put in at least one level of feat advancement, but I'd say that's a fair price.

Scarab Sages

LazarX wrote:
Artanthos wrote:
Animals Companions and Eidolons look like they are going to suffer tremendously under mythic rules. They receive far less for the path investment than a character does and receive none of the tier-based advancement.
Having actually statted a mythic first worlder summoner and her eidolon, I can tell you... they don't. You do have to put in at least one level of feat advancement, but I'd say that's a fair price.

How did hit point progression work out for the eidolon?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Artanthos wrote:
LazarX wrote:
Artanthos wrote:
Animals Companions and Eidolons look like they are going to suffer tremendously under mythic rules. They receive far less for the path investment than a character does and receive none of the tier-based advancement.
Having actually statted a mythic first worlder summoner and her eidolon, I can tell you... they don't. You do have to put in at least one level of feat advancement, but I'd say that's a fair price.
How did hit point progression work out for the eidolon?

When I finished up the Eidolon was at 114 hit points and an AC 43. I could have brought it up a bit more if I wanted but I focused giving her a couple of magic tricks, it's intentionally not built as a front line fighter type, but a mount with a decent amount of defense.

Liberty's Edge RPG Superstar 2011 Top 32

Spells are gonna eat him alive.


LazarX wrote:
Artanthos wrote:
Animals Companions and Eidolons look like they are going to suffer tremendously under mythic rules. They receive far less for the path investment than a character does and receive none of the tier-based advancement.
Having actually statted a mythic first worlder summoner and her eidolon, I can tell you... they don't. You do have to put in at least one level of feat advancement, but I'd say that's a fair price.

I'd love to see the build, and in what manner the eidolon benefits from the mythic rules.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
John Spalding wrote:
Spells are gonna eat him alive.

Keep in mind that eidolons at that level do have improved evasion and a fairly decent reflex save.

Scarab Sages

LazarX wrote:
John Spalding wrote:
Spells are gonna eat him alive.
Keep in mind that eidolons at that level do have improved evasion and a fairly decent reflex save.

I don't debate that.

I'm just not sure how much benefit an AC or Eidolon is going to receive from mythic.

Liberty's Edge RPG Superstar 2011 Top 32

114 HP wont cut it. Most of WotR is over 11th level.

2 Mythic scorching rays kill it if they hit and eidolons dont usually have awesome touch AC. It will pretty much always die if hit by 2 augmented magic missiles. So basically any 12th level mage with 4 tiers and quicken (or a rod) can more or less instantly kill that eidolon. Moreover they can do it without a weird build or crazy resources... a common feat and augmenting very common spells.

By book 5 the enemies are going to commonly have caster levels of 20 plus. 20d10 of damage is straight to unconsciousness if the monster rolls well. 20d8 makes you a one hit kill.

So yeah, spells will eat you alive.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
John Spalding wrote:

114 HP wont cut it. Most of WotR is over 11th level.

2 Mythic scorching rays kill it if they hit and eidolons dont usually have awesome touch AC. It will pretty much always die if hit by 2 augmented magic missiles. So basically any 12th level mage with 4 tiers and quicken (or a rod) can more or less instantly kill that eidolon. Moreover they can do it without a weird build or crazy resources... a common feat and augmenting very common spells.

By book 5 the enemies are going to commonly have caster levels of 20 plus. 20d10 of damage is straight to unconsciousness if the monster rolls well. 20d8 makes you a one hit kill.

So yeah, spells will eat you alive.

Keep in mind that that's a First World Summoner, who in general is not going to be relying on the Eidolon for combat that much, if it all. An Eidoon build on D10 hit dice and the resultant BAB is going to be a lot tougher.


Perhaps, but that doesn't help the OP much.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

The standard summoner got an Eidolon of 187 hit points and AC 44 with mythic Mage armor.

In addition to that there is Beast's Fury which gets you a swift charge and attack, Posesses Animal.

For the Ranger and Druid types you get a mythic ability to raise animal by burying it and spending a mythic point, at 6th tier it functions as true ressurrection.

There's also a ton of Mythic Buff spells that can benefit from Mythic Mage Armor (or mythic Ablative Barrier) , Mythic Stoneskin, Mythic Reist Energy.


The ability to raise an animal companion from the dead is great if you've grown attached to one particular companion, but it takes a druid 24 hours to get a new one for free. The raise animal ability is essentially an admission that your companion can't keep up and will get killed frequently. The spells are good--and they're pretty much an AC's only hope in mythic land. They just won't measure up compared to most mythic monsters appropriate to the party level.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
blahpers wrote:
The ability to raise an animal companion from the dead is great if you've grown attached to one particular companion, but it takes a druid 24 hours to get a new one for free. The raise animal ability is essentially an admission that your companion can't keep up and will get killed frequently. The spells are good--and they're pretty much an AC's only hope in mythic land. They just won't measure up compared to most mythic monsters appropriate to the party level.

I don't have a problem with this... It's the character that's mythic, the Eidolon and ACs are just class features. What you said however was equally true in high level play above 16.

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