Mythic Adventures

Tuesday, August 28, 2012

Just over a week ago, at Gen Con, we announced the Pathfinder Roleplaying Game hardcover book due to come out next August: Mythic Adventures. Since then, there has been a fury of speculation and excitement about this book, so I thought I would give a recap of what we’ve said so far about this new addition to the game.

What is mythic?

The mythic rules offer a new way to play Pathfinder. It uses all the rules that you are familiar with, but it adds a new layer to the game. Mythic adventurers are elevated above their non-mythic counterparts, gaining powers and abilities beyond their reach that allow them to take on tougher foes and more daunting challenges. A mythic character takes on the agents of deities, rushes headlong into the abyss, and strives to build a legend, all while facing off against a wide variety of foes, from common monsters to other mythic characters. If Elric, Fafhrd, Gray Mouser, Hercules, or King Arthur were created in Pathfinder, they would be mythic characters.

Is this a replacement for epic rules?

Mythic is not epic. You can use the mythic rules with 1st-level characters just as easily as you can with 20th-level characters. You can even use the mythic rules to continue to grow in power once your PCs reach 20th level, taking on some of the toughest adversaries in the game, from ancient dragons to demon lords. Meanwhile a low-level mythic character might take on monsters that you are already familiar with, at a level where non-mythic characters would face certain doom.

So, how does mythic work?

Each mythic character must select a mythic path, which defines some of the powers and abilities he gains, in addition to a few features gained by all mythic characters. As a character advances, his mythic tier might increase. Starting at 1st tier, a mythic character is quite a bit more resilient and can draw upon his mythic power to accomplish incredible deeds. Once he reaches 10th tier (the upper limit of mythic power), he is an unstoppable force, akin to a demigod in some respects.

Mythic tiers are not gained by accumulating experience points. Instead, a mythic character has to accomplish a specific number of deeds to achieve the next tier of mythic power. Using this system, your mythic tier is not tied to your character level. You still gain XP as normal, still gain levels as normal, but occasionally you might increase your mythic tier as well, adding a few new mythic abilities and powers to your character.

It is important to note that while mythic rules add to the game, they do not necessarily make the game more complex.

What are the mythic paths?

The rules currently include six paths for a mythic character to choose from. Each path offers a unique set of abilities to choose from, as well as some abilities that appear in more than one path. The paths you can choose from are as follows:

Archmage: Master of arcane magic, able to call upon his mythic power to cast extra spells, penetrate defenses, and even cast greater versions of existing spells.

Champion: Unequalled in his skill with weapons and styles of fighting. The champion can call upon his mythic power to make devastating attacks, quickly move across any battlefield, and strike many foes with a single swing.

Hierophant: In tune with the gods, be they deities or the spirits of the natural world, the hierophant is the master of divine magic. The hierophant can heal even the most deadly wounds, bring back allies from the dead, and wield the power of the gods.

Marshal: A leader of unparalleled vision, the marshal elevates those around him, granting powerful abilities and bonuses to his allies, even if they are not mythic themselves. Entire armies flock to his banner, and his close friends find his council invaluable.

Trickster: The master of many deceptions, the trickster can influence the world around him in both subtle ways (with a smile) and more direct ways (with a dagger in the back).

Warden: Few can withstand the sort of punishment that the warden takes regularly. No foe frightens this warrior, because he knows that no blow could possibly lay him low. The warden uses his resiliency to protect his allies, the people around him, and the lands he calls home.

What else will be in Mythic Adventures?

In short, everything you need to add mythic rules to your game. The book will contain the mythic paths, deeds, feats, spells, magic items, artifacts, monsters, and a short sample adventure to get you started. In addition, Mythic Adventures will include plenty of tips and advice for playing a mythic character and running a mythic campaign. It will also feature ways that you can add mythic rules to your existing campaign, even if it’s only for an adventure or two.

Mythic monsters?

Oh yes. There will be mythic monsters. This book will include a selection of monsters, from upgrades of existing beasts, such as the mythic minotaur and medusa, to entirely new creations. In addition, there will be a number of simple templates and rules to allow a GM to make any monster mythic. There are also going to be a number of other toys to go in the GMs toolbox to help make a game that can challenge such powerful characters.

Can I have it NOW?

Not quite yet. Mythic Adventures will be released at Gen Con 2013, but you’ll get a chance to play with the rules well before that. We will be releasing a select portion of the rules set, to give you a chance to play with the rules, tell us what works and what needs work. This playtest will hopefully get underway by the end of September, but we will make sure to give you a firm date as soon as we have one. Until then, I want to leave you with this one little mythic rule for you to chew on.

Amazing Initiative (Ex): At 2nd tier, a mythic character gains a +20 mythic bonus on his initiative checks. In addition, he can spend one use of his mythic power each round to take an additional turn, treating his initiative for this second turn as his initiative roll without the +20 mythic bonus. Using this ability is a free action that must be decided at the end of his first action during the round.

Jason Bulmahn
Lead Designer

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"Is it much longer Papa Smurf?"
"Not long now."
"Is it much longer Papa Smurf?"
"Not long now."
"Is it much longer Papa Smurf?"
"YES IT IS, NOW SMURF UP!"

I think this sums up our collective feelings :)


Are we there yet?
Are we there yet?
Are we there yet?

(I now expect one of the developers to show up and threaten to turn this whole gaming system around)


"Stand back folks, she's about to blow!"

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

You know what? I think I'd rather have Mythic Next month. Clearly Paizo should have all the time in the world to polish it before they give it to us. Don't you all agree? I mean, a little more waiting won't kill us.

Probably.


Stratagemini wrote:

You know what? I think I'd rather have Mythic Next month. Clearly Paizo should have all the time in the world to polish it before they give it to us. Don't you all agree? I mean, a little more waiting won't kill us.

Probably.

Bind and gag this heathen! We show sacrifice him to the cruel god Paizore so that we might get this book soon!


They are on PST (UCT -8), so it is likely they aren't even to work yet (I'm in EST, so it's only 9am here, 6am there in Washington).

Patience.


Sellsword2587 wrote:

They are on PST (UCT -8), so it is likely they aren't even to work yet (I'm in EST, so it's only 9am here, 6am there in Washington).

Patience.

Ah look, a person trying to be rational in this thread of all places. Another infidel to throw on the fire :)

P.S. I too am on the East Coast. No, I don't care to be rational :p


I'll go set up the sacrificial flames.


I am so looking forward to this!


It's gone 4pm here in the UK. It's at least 7 hours late...

Cheers
Mark


Omg can't wait


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Okay, everyone, just relax... Let's find something productive to do. Make a 5th level character to eventually apply a 2nd level Mythic Tier to.

To make it more challenging, roll race and class randomly.

1d20 for Race:
1-10: common race
11-16: featured race
17-20: uncommon race

1d8 for Common Race:
1 Dwarf
2 Elf
3 Gnome
4 Half Elf
5 Half Orc
6 Halfling
7 Human
8 Roll on Featured Races

1d20 for Featured Race:
1 Aasimar
2 Catfolk
3 Dhampir
4 Drow
5 Fetchling
6 Goblin
7 Hobgoblin
8 Ifrit
9 Kobold
10 Orc
11 Oread
12 Ratfolk
13 Sylph
14 Tengu
15 Tiefling
16 Undine
17-20 Roll on Uncommon Races

1d20 for Uncommon Race:
1 Changeling
2 Duergar
3 Gillmen
4 Grippli
5 Kitsune
6 Merfolk
7 Nagaji
8 Samsarans
9 Strix
10 Suli
11 Svirfneblin
12 Vanara
13 Vishkanya
14 Wayang

Subtract 14 from any number of 15 or higher or reroll.

Classes:

1d20 for Classes
1-10: Core Classes
11-15: Base Classes
16-20: Exotic Classes

Roll 1d12 for Core Classes
1 Barbarian
2 Bard
3 Cleric
4 Druid
5 Fighter
6 Monk
7 Paladin
8 Ranger
9 Rogue
10 Sorcerer
11 Wizard
12 Roll on Base Classes.

Roll 1d8 for Base Classes
1 Alchemist
2 Cavalier
3 Inquisitor
4 Oracle
5 Summoner
6 Witch
7-8 Roll on Exotic Classes

Roll 1d4 for Exotic Classes
1 Magus
2 Gunslinger
3 Ninja
4 Samurai

Use 3d6+4 for ability scores, but no ability score can be higher than 19 including racial bonuses (but is allowed to be 20 due to leveling bonus).


I'll go first.

Race Type: 1d20 ⇒ 3
Common Race: 1d8 ⇒ 1

A dwarf.

Class Type: 1d20 ⇒ 4
Common Class: 1d12 ⇒ 9

A rogue.

3d6 + 4 ⇒ (2, 3, 1) + 4 = 10
3d6 + 4 ⇒ (4, 2, 4) + 4 = 14
3d6 + 4 ⇒ (1, 4, 5) + 4 = 14
3d6 + 4 ⇒ (2, 6, 1) + 4 = 13
3d6 + 4 ⇒ (5, 1, 2) + 4 = 12
3d6 + 4 ⇒ (3, 5, 6) + 4 = 18

Sovereign Court

Is there an ETA on Mythic Adventures Playtest?

I'm planning on integrating into my Pathfinder homebrew ongoing campaign and provide feedback.

Thanks.
-Pax

Shadow Lodge

Arazni wrote:

Okay, everyone, just relax... Let's find something productive to do. Make a 5th level character to eventually apply a 2nd level Mythic Tier to.

To make it more challenging, roll race and class randomly.
-snip-

To make it even more interesting, I rolled the stats organically, here's what I got.

Race: Kobold
Class: Rogue

Str 9
Dex 20
Con 14
Int 10
Wis 15
Cha 15

Not a bad rogue, though the intelligence is lower then preferred.

Contributor, RPG Superstar 2010 Top 4

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Actually James Jacobs has some target ranges he would LOVE AND APPRECIATE seeing playtesting.

And it's fairly high. Like 12-16 levels with half again in mythic tiers. And higher!

I should not speak for him but I think I am on safe ground here. The Design Team needs those high levels put through their paces.

I strongly suspect Jason will have parameters he wants specifically looked at too,if folks would be so kind.


Arazni wrote:

I'll go first.

[*rolls*]

A dwarf.

[*rolls*]

A rogue.

And now a name. How about the dwarven word for dagger?


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Halfling Witch
7, 16, 14, 15, 12, 14.

I quit.


Tiefling Cavalier: S 19, D 14, C 14, I 16, W 15, Ch 14


Jim Groves wrote:

Actually James Jacobs has some target ranges he would LOVE AND APPRECIATE seeing playtesting.

And it's fairly high. Like 12-16 levels with half again in mythic tiers. And higher!

I should not speak for him but I think I am on safe ground here. The Design Team needs those high levels put through their paces.

I strongly suspect Jason will have parameters he wants specifically looked at too,if folks would be so kind.

I was going to post almost this exact same post, partially to offset the silliness above.

From what I recall, James also is really keen on seeing how this works out at very high levels. 16-20, fighting CR 25+ creatures.

A few days ago, Sean shared this link about how to give good playtest feedback. It's well worth a read for this.


I like Joran Benmoir for the Dwarf's name. It doesn't really sound very dwarvish, but I like the way it rolls of the tongue.


Elf Witch
Str 14
Dex 16
Con 8
Int 18
Wis 12
Cha 15

Before level bonus and rolled organically


What's one kind of ability you would like to see in the playtest?


I tried rolling organically. He came up with a dexterity of 4 (after racial modifiers). So I'm sticking with the 3d6+4 method. :P

Dwarf rogue
Str 14
Dex 17
Con 16
Int 13
Wis 12
Cha 10

After level and racial modifiers. Not rolled organically.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Arazni wrote:

Okay, everyone, just relax... Let's find something productive to do. Make a 5th level character to eventually apply a 2nd level Mythic Tier to.

Totally making my next character this way.

Race:1d20 ⇒ 19
Uncommon Race: 1d20 ⇒ 10

Class:1d20 ⇒ 17
Core Class:1d12 ⇒ 10

So it turns out to be a Suli sorcerer.

Str:3d6 + 4 ⇒ (4, 1, 1) + 4 = 10+2 =12
Dex:3d6 + 4 ⇒ (6, 3, 3) + 4 = 16
Con:3d6 + 4 ⇒ (1, 4, 6) + 4 = 15
Int:3d6 + 4 ⇒ (1, 4, 1) + 4 = 10
Wis:3d6 + 4 ⇒ (1, 5, 5) + 4 = 15
Cha:3d6 + 4 ⇒ (2, 6, 4) + 4 = 16+2 =18

Wow, that turned out pretty nice. I'd play it.

Liberty's Edge

Fetchling Cleric 16
Str: 13
Dex: 10
Con: 14
Int: 11
Wis: 17
Cha: 17

Rolled organically, though the values came up pretty favorably for a cleric. In accordance with what Jim and Cheapy have been saying above, I made him 16th level rather than 5th, and put all of his ability score bonuses into Wisdom. Naturally, he's badly in need of a headband...


Kitsune Magus
8, 16, 12, 10, 6, 8

Nope. I'm really done this time.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

1d20: 17 [1d20=17]- Uncommon race
1d20: 9 [1d20=9] - Strix
1d20: 19 [1d20=19] - Exotic class
1d4: 2 [1d4=2] - Gunslinger
6#3d6+4:
14 [3d6=6,3,1],
14 [3d6=4,3,3],
10 [3d6=4,1,1],
18 [3d6=3,6,5],
9 [3d6=1,2,2],
9 [3d6=1,3,1]


Kobold Sorcerer
S 21-4
D 13+2
C 12-2
I 11
W 13
C 20

Not bad, though I wish that str roll had went to dex or con instead.


Embok, your kobold has to be on steroids there lol

Paizo Employee Lead Designer

Tick tock.. tick tock.. tick tock...

Very close now.

Jason Bulmahn
Lead Designer
Paizo Publishing


Jason Bulmahn wrote:

Tick tock.. tick tock.. tick tock...

Very close now.

Jason Bulmahn
Lead Designer
Paizo Publishing

TEASE!!!!!


He's enjoying the fuss too much lol


Only 3 minutes or so.


It's here! Huzzah! Can't wait to read it and get testing!

Silver Crusade

Jason how does one get the Mythic rules playtest? I would very much like to get tehm so I could give some input and have ome fun play testing them?


Pathfinder Adventure Path Subscriber
Lou Diamond wrote:
Jason how does one get the Mythic rules playtest? I would very much like to get tehm so I could give some input and have ome fun play testing them?

Right here.


It's on the Paizo Blog, Lou... Have fun.

Here's Joran Benmoir, at 5th level/2nd Tier Marshall.

I didn't equip the little bugger yet. But so far loving the Mythic rules.

Joran Benmoir Statblock:

Joran Benmoir
Male dwarf rogue 5 (survivalist, scout); mythic tier 2 (marshal)
NG medium humanoid (dwarf)
Init +24; Senses darkvision 60 ft., stonecunning, Perception +9 (+2 stonework)
-----DEFENSES-----
AC
hp 45 (5d6+25+8 mythic), dying -1, dead -32
Fort +4, Ref +7, Will +2 (+2 vs. poison, spells, and spell-like abilities)
-----OFFENSE-----
Speed 20 ft.
Melee
Special Attacks scout's charge, sneak attack +3d6, 6/day mythic power (1d8)
-----STATISTICS-----
Str 14, Dex 19, Con 16, Int 13, Wis 12, Cha 10
Base Atk +3, CMB +5, CMD 17 (+4 vs bull rush and trip)
Skills Acrobatics +12, Climb +10, Disable Device +12, Escape Artist +12, Heal +11, Knowledge (dungeoneering) +9, Perception +9 (+2 stonework), Sense Motive +9, Stealth +12, Survival +11
Feats Endurance, Self-Sufficient, Toughness, Toughness (Mythic)
Languages Common, Dwarven, Goblin
-----FEATS AND SPECIAL ABILITIES-----
Ancient Enmity (Racial) Joran has +1 racial bonus to attack rolls against humanoid creatures of the elf subtype.
Amazing Initiative (Ex) Joran has a +20 mythic bonus on intiative checks. Each round, as a free action he can expend one use of mythic power to take an additional turn, treating initiative for the second turn as normal initiative without the +20 bonus.
Bonus Hit Points (Mythic) Joran gains a bonus 4 hit points every time he gains a marshal tier.
Defensive Training (Racial) Joran has a +4 racial bonus to AC vs. giants.
Endurance (Feat) Joran has a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. Joran may sleep in light or medium armor without becoming fatigued.
Endure Elements (Sp) Joran is constantly enchanted by endure elements.
Evasion (Ex) If Joran makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Fast Stealth (Ex) Joran can move at full speed while using stealth skill without penalty.
Greater Power (Su) Joran's mythic power rolls are increased to the next larger die.
Hard to Kill (Su) Whenever he is below 0 hit points, Joran automatically stabilizes. He also does not die until his total number of negative hitpoints is equal to or greater than 32.
Hardy (Ex) Joran can go twice the number of days without water and triple the number of days without food before feeling the effects of thirst or starvation.
Hardy (Racial) Joran has a +2 bonus on saving throws vs poison, spells, and spell-like abilities.
Lorekeeper (Racial) Joran has a +2 racial bonus to Knowledge (history) checks that pertain to dwarves or their enemies, and may make such checks untrained.
Mythic Flaw (Ex) Weapons made of wood automatically confirm all critical hits against Joran, and the critical multiplier is increased by +1, to a maximum of x4. Weapons made of wood bypass damage reduction if Joran ever has DR.
Mythic Power (Su) Six times a day, Joran can call upon his mythic power as an immediate action and roll 1d8 to add to the results of a d20 roll. (advanced by Greater Power).
Rally (Su) Joran can expend one of his mythic power uses as a swift action to rally his allies. He and each of his allies within 30 feet may call upon his courage once in the next round, and reroll any one d20 roll after the roll is made. The result of the reroll must be taken, even if it is worse.
Rise Up (Su) Nonmythic allies within 30 feet can call upon Joran's mythic power once per day, adding 1d8 to a single d20 roll per day.
Scout's Charge (Ex) When Joran makes a charge, his attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
Self-Sufficient (Feat) Joran has +2 bonus to Heal and Survival skill checks.
Slow and Steady (Racial) Joran has a base speed of 20 ft, but his speed is never modified by armor or encumbrance.
Stability (Racial) Joran has a +4 racial bonus to CMD against bull rush or trip attempts while standing on the ground.
Stonecunning (Racial) Joran has a +2 bonus to Perception to notice unusual stonework, traps and hidden doors in stone, and receives a check to notice such features whenever he passes within 10 feet of them, whether or not he is actively looking.
Survivalist (Rogue Talent) Joran has Heal and Survival as class skills.
Toughness (Feat) Joran has an additional 3 hitpoints, and an additional hitpoint for each level past 3rd.
Toughness (Mythic Feat) Joran's toughness bonus is doubled. When he is below 0 hit points, he has DR 10/epic.
Weapon Familiarity (Racial) Joran is proficient with battleaxes, heavy picks, and warhammers and treats any weapon with the word dwarven as a martial weapon.

5d6 ⇒ (5, 1, 1, 1, 4) = 12 for hitpoints


A quick amusing note. If my math is right, a high level caster firing off a Greater Mythic Meteor Swarm has a chance of one shotting the Tarrasque. It does 64d10 fire and bludgeoning damage that ignores fire immunity if you aim the meteors slightly behind the thing so it gets hit by both the meteor lines and the explosion. If the caster rolls max damage and the thing fails its reflex save that's 640 damage vs the Tarrasque's 525 hit points.

...buahahahahah.

Or are creatures in the meteor explosion not included in the lines? That would decrease the damage a bit.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

It takes the tarrasque all of 96 seconds to regenerate 640 hit point of damage, though. And then, he's going to be pissed!

The Exchange

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

That means you have 96 seconds to finalize the wish to kill him for good.


TheLoneCleric wrote:
That means you have 96 seconds to finalize the wish to kill him for good.

Or 96 seconds to build a Reverse Gravity Spike trap. If he keeps taking damage, he stays down.

-234398234728934 HP is mostly dead, but partially alive.

Scarab Sages

I'm so nerding out right now. Can't sleep. Can't read. Gotta go to work.

Happy Happy Joy Joy =D


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
TheLoneCleric wrote:
That means you have 96 seconds to finalize the wish to kill him for good.

There is no such rule in the Pathfinder version of the tarrasque. That was D&D.

Grand Lodge

Matrix Dragon wrote:
A quick amusing note. If my math is right, a high level caster firing off a Greater Mythic Meteor Swarm has a chance of one shotting the Tarrasque.

"You killed my brother... prepare to be squashed!" Queue in entrance of Mythic Terrasque.

Mythic characters require a total redefinition of what it means to be an epic monster.


Zaister wrote:
TheLoneCleric wrote:
That means you have 96 seconds to finalize the wish to kill him for good.
There is no such rule in the Pathfinder version of the tarrasque. That was D&D.

Oh god you're right. I never noticed that change. Now you only have 3 rounds before it comes back and starts to heal.

Sovereign Court

Ah okay. Np.

Please take your time with the materials - no rush on my end. I've got plenty of Pathfinder goodness to keep me and the players busy.

Instead of my weekly L6 campaign, or my monthly L11 campaign.... I would be happy to revive the last campaign that ended at L15. My guess is that might make a better high level play test for James.

Again, no rush, take your time. No worries. Pathfinder rocks.


Jam412 wrote:
Arazni wrote:

Okay, everyone, just relax... Let's find something productive to do. Make a 5th level character to eventually apply a 2nd level Mythic Tier to.

Totally making my next character this way.

Race: 1d20
Uncommon Race: 1d20

Class: 1d20
Core Class:1d12

So it turns out to be a Suli sorcerer.

Str: 3d6+4+2 =12
Dex: 3d6+4
Con: 3d6+4
Int: 3d6+4
Wis: 3d6+4
Cha: 3d6+4+2 =18

Wow, that turned out pretty nice. I'd play it.

Okay, here is Sunny the Suli Sorcerer. I probably made some mistakes but this has been a good exercise for learning the mythic rules.


I have a very interesting question to ask, I don't if it really were a question about this or missed that, but there be any kind of Mythic Sheet? Since most of the Character Sheets I found have enough space to write your feats, class abilities and traits, but there will not be enough for Mythic feats, abilities etc. I think it would be nice to have some kind of Mythic Sheet to easy keep track of your abilities and mythic powers.

Designer, RPG Superstar Judge

There's a supplementary character sheet in Mythic Adventures that provides a place to explain how you became a mythic character, track improvements to your character (such as the ability score bonuses for being mythic) as you gain mythic tiers, your mythic feats, the mythic spells you know, describing the mythic trials you've completed, and so on.

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