Planning to run this AP


Wrath of the Righteous


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I'm planning to run Wrath of the Rightous soon, and instead of scouring hundreds of threads, I thought I'd just ask, what is the consensus about what should be changed or added for this campaign? Any cool ideas from the community, or other recommndations?

I have the Mythic hardcovers from Legendary Games, and I'm considering using them in the campaign, so what are your experiences with these books?

Thanks for any advice!


My party currently mostly through the second book, and it's going pretty well. For sure Tthe mythic system is easily broken, but if your players don't try to break they're characters, it won't be too bad. It's very important to monitor your players performance and see how well they did in encounters, (including their strengths and weaknesses)as the mythic system can quickly turn into rocket tag. Additonally many of the enemy NPCs are built really badly, (There's a tiefling alchemist in the first book that has demon-spawn giving him a minus to Int, many of the NPCs have pointless feats (Staunton Vhane has Craft Magic arms and Armor and Skill focus (Bluff), I belive. Why?) so if an encounter looks too easy you should be able to make them much better with little effort. Anyway That's just my thoughts.

Silver Crusade

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1) Give every mythic creature Dual Initiative, Fortification, and Second Save
2) Multiply mythic creature HP by their MR

That's a good start, but there are many further steps as needed, including adding MR to AC and all D20 rolls.

Another option is to remove mythic paths, and only let the PCs use the base mythic tier abilities (surge, attribute increases, mythic feats, etc.).

I've also heard of replacing mythic with hero points or a similar system.

For the game I've been playing our GM is massively multiplying enemy HP and completely rewrites every major encounter. Minor encounters typically get roleplayed through or simply described.


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Has anyone used the Legenday Games Mythic Hero's Handbook with the campign? How would you align the new mythic paths with the campaign traits?

Sovereign Court RPG Superstar 2011 Top 32

It depends on what exactly you're looking for - even an unoptimized group will steamroll the later adventures if run as written. And I mean steamroll, like taking out CR28 demon lords in less than a round.

My group was fine with that. They actually enjoyed kicking over all these supposedly powerful threats with their godlike might. So you might check to see if that play style works for your group. We've had plenty of APs where every major battle is a desperate struggle, and sometimes it's nice to have a change of pace.


I'm going to be running it for an evil party, I'm hoping between that and their less then optimal builds (Ghoran Witch and Halfling two weapon Ranger, so far) it will compensate for the added power creep of Mythic Adventures. :-)

Sovereign Court

I've used the material from Mythic Villains, but we ran Mythic Adventures as is. I would certainly use many of the suggestions from LGMHH, especially the action economy and vital strike, power attack, and foe-biter nerfs.

HP x MR is a bit much. I've found that giving named NPCs max hp x the AP book number is a more linear curve against the unaltered Mythic Adventures rules. If you have more than 5 PCs add 50% more minions per encounter. I also add +1 to the PC APL if they use 20pt buy vs 15.

See how HPxAP Book number works for you and tweak as necessary.

--Jingle Bell Vrock

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