
Balgrim Balor-Breaker |

Balgrim strides towards the general confidently, his heavy bladed falchion held wide in his right hand, "So you're the flame general then? Lets hope you burn a little brighter than your soldiers..."
Initiative: 1d20 + 10 ⇒ (2) + 10 = 12 That's not a promising start, lets hope he's still alive by the time my turn rolls around :P

ginganinja |

I'll call my ranger ginganinja, its easier than making up an entirely new alias just for a oneshot
Initiative: 1d20 + 20 ⇒ (12) + 20 = 32
Ranger already has Barkskin (+4), Protection from Energy (108 Fire damage), Resist Energy set up.
The ranger glances up at the flaming general who hovers above. Calculating the distance it stands away from him, he carefully nocks an arrow. "Perhaps this is one of those examples in nature where something burns quickly and then goes out?" he enquires curiously".

Ruperta of Hetzau |

Ruperta grabs her silver Holy Symbol of Desna and screams at the demon.
"Now we will cast you back to the foul pit you crawl out from, fiend!"
Initiative: 1d20 + 15 ⇒ (8) + 15 = 23

ginganinja |

Swift Action to grant all allies Mythic Bond, +6 to attack and damage rolls. Ranger triggers his boosts of speed, granting him haste, factored into his attack routine below.
Attacking with Mythic Rapid Shot, Mythic Manyshot and Mythic Deadly Aim: 1d20 + 25 + 6 + 1 ⇒ (17) + 25 + 6 + 1 = 491d20 + 25 + 6 + 1 ⇒ (14) + 25 + 6 + 1 = 461d20 + 25 + 6 + 1 ⇒ (12) + 25 + 6 + 1 = 441d20 + 25 + 6 + 1 ⇒ (15) + 25 + 6 + 1 = 471d20 + 25 + 6 + 1 ⇒ (8) + 25 + 6 + 1 = 401d20 + 25 + 6 + 1 ⇒ (11) + 25 + 6 + 1 = 431d20 + 20 + 6 + 1 ⇒ (14) + 20 + 6 + 1 = 411d20 + 15 + 6 + 1 ⇒ (16) + 15 + 6 + 1 = 38
Damage: 1d8 + 20 + 6 ⇒ (7) + 20 + 6 = 331d8 + 20 + 6 ⇒ (2) + 20 + 6 = 281d8 + 20 + 6 ⇒ (6) + 20 + 6 = 321d8 + 20 + 6 ⇒ (4) + 20 + 6 = 301d8 + 20 + 6 ⇒ (4) + 20 + 6 = 301d8 + 20 + 6 ⇒ (5) + 20 + 6 = 311d8 + 20 + 6 ⇒ (7) + 20 + 6 = 331d8 + 20 + 6 ⇒ (2) + 20 + 6 = 28
Spending 1 Mythic Power via Amazing Init to get an extra standard so I can attack one more time.
Attack Roll: 1d20 + 25 + 6 + 1 ⇒ (20) + 25 + 6 + 1 = 52
Damage: 1d8 + 20 + 6 ⇒ (6) + 20 + 6 = 32
Critical Confirm: 1d20 + 25 + 6 + 1 ⇒ (16) + 25 + 6 + 1 = 48
Additional Damage if any: 2d8 + 20 + 6 ⇒ (8, 5) + 20 + 6 = 39
If everything hit, I think thats 319 damage off the bat. Is this thing flat footed?

Ruperta of Hetzau |

Ruperta will casts a Mythic Blessing of Fervor spell on her turn so it is better if we all are within 55' of Ruperta.

Ruperta of Hetzau |

I'm fairly certain we all have haste Ruperta. Might be a better use for your action.
Even so, that grant us a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves, plus a 30' speed increase.
I can't move Ruperta's token either.
DireMerc |

Crunched the numbers he took 4 hits for a total of 82 damage from ginga.
Well here he comes.
The lord of flames rushes forward flying on wings of fire he hovers just 5 feet above ground level and goes straight for Ginga. As he approaches his body burst into white hot flames and there is a blinding flash.
Everyone looking in his direction (I assume everyone is) must make a dc 24 fort save or be blinded for 1d4 rounds. A creature that succeeds at a DC 24 Fortitude save is instead dazzled for 1 round
He then launches a fireball into the center of the group.
damage: 10d6 ⇒ (2, 4, 6, 4, 4, 3, 3, 5, 1, 6) = 38
Being caught in the blast also he is healed by the flames. (healed 13)
He then claws Ginga.
attack: 1d20 + 28 ⇒ (20) + 28 = 481d6 + 9 + 3d6 ⇒ (3) + 9 + (3, 6, 4) = 25
confirm crit additional damage: 1d20 + 28 ⇒ (18) + 28 = 461d6 + 9 ⇒ (2) + 9 = 11
He spends a mythic point to make it ignore fire resistance and fire immunity.
A glowing rune appears on ginga were he hit.
realised I forgot the numbers on the previous map fixed it now.
Ginga = 32
Boss = 24
Ruperta = 23 <------
Error =22 <-----
Balgrim = 12 <------
Boss = 4

DireMerc |

used the following abilities.
Moved up (move action)
Quicken spell like ability -> fireball (free action)
Blinding Blaze (Su)
Can expend one use of mythic power as a swift action to burn brightly, granting it a blinding gaze attack. This gaze causes blindness for 1d4 rounds and has a range of 60 feet. A creature that succeeds at a DC 24 Fortitude save is instead dazzled for 1 round. The save DC is Constitution-based.
Inferno (Ex)
Can expend one use of mythic power as an immediate action to lose its vulnerability to cold for 1 round. During this time, any fire damage it deals ignores fire resistance and fire immunity.
Standard action to attack.

ginganinja |

Does he have another custom ability making Fireball a free action, cos IIRC its a swift action. Which means.
Blinding Blaze: Swift Action (cannot use in the same round as an Immediate Action)
Inferno: Immediate Action (cannot use in the same round if using a swift action on something else)/
Quicken SLA: Fireball: Swift Action.
Move: (Move)
Standard: Attack.
If its got an ability to allow it to have more than one swift action per round, then thats all good, I'm just trying to keep track.
Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn.
You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take.

Ruperta of Hetzau |

Fortitude Save: 1d20 + 13 ⇒ (14) + 13 = 27
Ruperta manages to get her eyes off the creature, and avoids getting blinded. He only remains with spots on her line of sight (she is dazzled).
The Fireball has Reflex save for Half Damage? What is the DC?
ReflexSave: 1d20 + 15 ⇒ (1) + 15 = 16
No matter, she takes the full blast.
HP: 126 --> 88
Ruperta's turn:
- Standard Action: She casts Mythic Blessing of Fervor (1 mythic point spent)
- She chooses from the spell: Stand up from prone and +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
- Free action: You can expend one use of mythic power to take an additional standard action during that turn. (2 mythic points spent)
- Standard action: she activates Vindicator Legenday Item spell Abundant Ammunition.
- As a move action she uses her Dimensional Hop Domain power to teleport 30' behind the demon (L9).
- Next turn she is not dazzled anymore.

DireMerc |

Well then. I didn't realize that. Had my action a bit confused. I looked at mythic monster and found an ability that suits my needs. Lets him expend one use of mythic power to take either an extra move or an extra swift action each round. Still limits him to just 2 so will not do the Inferno right now. Dc for the fireball is 24

ginganinja |

You need a +3 weapon to bypass DR /Cold Iron, and a +5 weapon to bypass alignment based DR, which I believe I have. Its pretty much the reason why I didn't feel it necessary to enchant my weapon with holy. If I am incorrect on this, please correct me, but I'm pretty sure waayyy back I had a friend tell me this so I hope its true ^_^. If thats not the case, I think I still have enough cash to retroactively buy cold iron arrows and the like.

Error Flynn |

reflex save: 1d20 + 22 ⇒ (1) + 22 = 23 sheesh, only way I could have taken damage from that
8 damage
Use amazing initiative and the speed from his haste to move to A8.
Likely he will provoke an AOO which he will parry.
parry: 1d20 + 33 ⇒ (19) + 33 = 52
riposte: 1d20 + 33 ⇒ (9) + 33 = 42 damage: 1d6 + 17 + 2d6 ⇒ (3) + 17 + (5, 5) = 30
Weapon is a +4 bane evil outsider rapier, against evil outsiders it is a +6 weapon, and will bypass all material and alignmnent DR.
In this position he gets his full attack.
to hit: 1d20 + 33 ⇒ (18) + 33 = 51 damage: 1d6 + 17 + 2d6 ⇒ (2) + 17 + (1, 3) = 23
to hit: 1d20 + 28 ⇒ (13) + 28 = 41 damage: 1d6 + 17 + 2d6 ⇒ (3) + 17 + (2, 1) = 23
to hit: 1d20 + 23 ⇒ (9) + 23 = 32 damage: 1d6 + 17 + 2d6 ⇒ (4) + 17 + (6, 1) = 28
In case the critter decides to attack him, he has unlimited AOOs from mythic combat reflexes, and with signature deed he does not use panache to parry so can keep it up all day. Not sure how many attacks the critter might get.
parry: 1d20 + 33 ⇒ (11) + 33 = 44
riposte: 1d20 + 33 ⇒ (2) + 33 = 35 damage: 1d6 + 17 + 2d6 ⇒ (6) + 17 + (5, 4) = 32
parry: 1d20 + 33 ⇒ (6) + 33 = 39
riposte: 1d20 + 33 ⇒ (15) + 33 = 48 damage: 1d6 + 17 + 2d6 ⇒ (3) + 17 + (2, 5) = 27
parry: 1d20 + 33 ⇒ (13) + 33 = 46
riposte: 1d20 + 33 ⇒ (8) + 33 = 41 damage: 1d6 + 17 + 2d6 ⇒ (4) + 17 + (4, 3) = 28
parry: 1d20 + 33 ⇒ (6) + 33 = 39
riposte: 1d20 + 33 ⇒ (11) + 33 = 44 damage: 1d6 + 17 + 2d6 ⇒ (5) + 17 + (2, 5) = 29
parry: 1d20 + 33 ⇒ (6) + 33 = 39
riposte: 1d20 + 33 ⇒ (17) + 33 = 50 damage: 1d6 + 17 + 2d6 ⇒ (6) + 17 + (3, 5) = 31
parry: 1d20 + 33 ⇒ (17) + 33 = 50
riposte: 1d20 + 33 ⇒ (11) + 33 = 44 damage: 1d6 + 17 + 2d6 ⇒ (5) + 17 + (5, 1) = 28

Balgrim Balor-Breaker |

Error, did you remember the +6 atk/dam from Ginga?
Fort Save: 1d20 + 24 ⇒ (7) + 24 = 31
Reflex Save: 1d20 + 20 + 4 ⇒ (13) + 20 + 4 = 37 So no damage and dazzled for the round.
Balgrim squints slightly at the flame lord's blaze and simply lets the fireball wash over him unconcernedly, "My turn.
Use free actions to activate bloodrage, titan's rage, and amazing initiative for an extra standard attack action. I'll add the spell Adhesive Blood to my bloodrage. Costs two uses of mythic power total. I'll use two uses of destined strike to grant my weakest two attacks +6 to hit.
Bellowing, Balgrim seems to burst upwards, growing to double his height before tearing into the flame lord with his now massive falchion.
Falchion 1-PA, Reckless Abandon, Favored Enemy: 1d20 + 34 + 4 + 6 ⇒ (13) + 34 + 4 + 6 = 57
Damage: 2d6 + 42 + 6 ⇒ (6, 2) + 42 + 6 = 56
Falchion 2: 1d20 + 30 + 4 + 6 ⇒ (3) + 30 + 4 + 6 = 43
Damage: 2d6 + 42 + 6 ⇒ (3, 3) + 42 + 6 = 54
Falchion 3: 1d20 + 25 + 4 + 6 + 6 ⇒ (20) + 25 + 4 + 6 + 6 = 61
Damage: 2d6 + 42 + 6 ⇒ (3, 5) + 42 + 6 = 56
Falchion 4: 1d20 + 20 + 4 + 6 + 6 ⇒ (11) + 20 + 4 + 6 + 6 = 47
Damage: 2d6 + 42 + 6 ⇒ (3, 1) + 42 + 6 = 52
Falchion - Amazing Init: 1d20 + 30 + 4 + 6 ⇒ (16) + 30 + 4 + 6 = 56
Damage: 2d6 + 42 + 6 ⇒ (4, 6) + 42 + 6 = 58
Raging Balgrim's falchion is +5 so it should bypass DR
Based on Ginga's 4 hits, I think only the 2nd attack misses. Should be a total of 222 damage from the other 4 hits. If Ginga did nearly half his hp, I'd say this fight is definitely over.

Error Flynn |

Mythic does take characters off the rails. First thing though, no matter what you do, a singular bad guy will be paste simply due to action economy. Even with the extra mythic actions, he will still get dog piled.
I would recommend some support for him.
If you make the DR into X/- , plus more HP, plus more AC, you might well go over the top. I might skip the DR since there are mythic ways around even DR/-. Also plays like to feel they are making progress (and if you have enough HP on him, it will just be small progress). Since he's immune to precision damage, that will already nerf the damage of a lot of builds.

Ruperta of Hetzau |

If you want samples, I ran a heavily modified Kingmaker campaign with high level mythic characters, and gave them a run for their money.
Yes, what you need is to have the bad guys:
- Prepare for the players, have their defenses up, prepare their traps, ambush them, summon all the help they can get.
- Get the Big bad behind some kind of cover, hard to reach, hard to attack, while he can harass the good guys. To reach them the heroes have to spend time / resources and take risks.
For a sample combat, check the attack on the Stag Lord fort.
At the end of the encounter planning you should say: "There is no way this guys are going to survive". If you get to that point, the encounter is really "Mythic".

DireMerc |

I need to make him so that range attacks aren't very effective and meele attacks can hit him and not hurt him too much.
His main ability the one I want to exploit to the maximum is
Explosion (Su)
Any object or creature that comes in physical contact with an explosion demon gains a glowing mark. This mark is a charge of explosion. Up to five charges can be stacked
on a single item or creature. At will the explosion demon can detonate any number of marks. Each marks that explodes deals 6d6 fire damage to each creature whitin 10 feet of the mark.
Anyone hit can make a dc 24 reflex save to take half damage from a held item that explodes but get no save if the mark is on their person on a worn armor.
Magical items that have a rune on them are not harmed by the explosion but non-magical items are destroyed if the damage exceeds their hardness.

ginganinja |

I'd recommend giving him DR/Epic, and making Incinerate a passive ability, something he doesn't need to burn mp or an action to do. Makes him less swift action gated. He is also going to need allies. A Wind Wall is going to delay any full attack from an archer until its dispelled by a wizard or whatever, enemies within close range etc.
He made a tactical error walking into melee range against me, because it allowed our ground forces easy access to full attack.
I wouldn't maximise his HP / AC, because then it becomes something that party cannot fix, its binary, out of their hands. There is a boosted encounters guide for WotR and its CR 27 foes don't even have an AC beyond 55. Tactics are more what he needs, as well as additional allies on the battlefield, rather than just inflating his statblock.