What is Mythic?

Friday, October 04, 2024

Welcome friends! We are now checks watch about 26 days away from the release of War of Immortals, and there’s an important question I wanted to answer for all of you. Namely, “What is mythic?”

For those of you who played Pathfinder First Edition or Owlcat’s CRPG conversion of the Wrath of the Righteous Adventure Path, you might have an idea. In those games, mythic was an extra layer of power and resource that sat on top of your normal character, elevating and enhancing them to incredible levels of power via mythic paths, which were not entirely dissimilar to Pathfinder Second Edition’s archetypes (assuming you use the free archetype variant rules, and all the archetypes were super juiced with options that kick the ceiling off the base game!).

For War of Immortals, we went back to the roots of all the inspirations that went into the previous iterations of mythic rules and reimagined them from the ground up as a unique storytelling tool to enhance the narrative abilities of Pathfinder Second Edition.

Illustration by Oleksii Chernik: Iconic heroes, Samo and Nahoa, sitting around a fire with a group of orcs telling stories

Samo and Nahoa tell their story to the orcs of Belkzen. Art by Oleksii Chernik.


Mythic adventures take their inspiration from legends, folktales, and other storytelling traditions around the world. These tales use wordplay and rarefied prose to convey moral lessons and tell stories that often defy logic. Mythic heroes and villains, even at lower levels of play, possess fantastical powers that are unbound by physics, and their ability to impact the narrative of the game world is often much more profound than is typical for a PC or NPC. To tell these stories we use five essential elements: Mythic Points, mythic proficiency, Callings, mythic feats, and mythic destinies.

When you first gain mythic power, this is expressed by your mythic Calling. Your calling gives you a unique way to spend and regain Mythic Points, makes you exceptionally hard to kill, presents you with a set of edicts and anathemas related to the purpose of your mythic power, and gives you the special Rewrite Fate ability, which allows you to use a Mythic Point to reroll a skill check or saving throw at mythic proficiency.

Mythic proficiency is a proficiency tier beyond legendary. Where legendary proficiency gives you a proficiency bonus of +8, mythic proficiency gives you a proficiency bonus of +10, and you might be able to use your mythic proficiency in specific ways as early as 1st level, allowing you to overcome challenges that would normally be far beyond a character of your level!

Mythic feats give you new ways to utilize your Mythic Points. Many of these expand the types of checks or other rolls you can make at mythic proficiency. Others, like the Divert Destiny mythic feat presented below, allow you to seize control of the narrative and dictate how your story unfolds.


DIVERT DESTINY [free-action] (FEAT 6)

Uncommon, Mythic

Trigger An attack or effect would reduce you to 0 Hit Points or kill you outright.

You defy the fate before you, calling on wells of mythic vitality to sustain your life and allow you to persevere. You expend 1 Mythic Point and survive the triggering attack or effect, lose the wounded or dying conditions entirely, don’t increase your doomed condition, and are conscious and standing with a number of Hit Points equal to 10 + your level, regardless of how many Hit Points you had before.


The final element of the new mythic rules, mythic destinies, gives you even more fantastic abilities and helps enshrine your character with an eternal place in the game world. Characters inclined toward cruelty or entropy might gain the apocalypse rider mythic destiny and spread war or famine across the world. Benevolent characters might instead become an ascended celestial, joining the heavenly ranks as an angel or azata to fight evil for all time. Characters with stronger ties to the mortal world might become prophesied monarchs or eternal legends, mighty leaders who are constantly reborn when the world needs them most. A rare few might even seek to complete the mythic destiny of a godling, joining the ranks of ascended deities like Irori and Iomedae!

Illustration by Firat Solhan: iconic champion, Seelah, standing in full armor with glowing eyes and a glowing sword

Seelah shines with a godling’s mythic power! Art by Firat Solhan.


Whatever your chosen path as a mythic character is, you have a potent array of tools and options available to achieve a destiny that will carry you beyond the heroic, past the legendary, and allow you to become truly mythic!

Michael Sayre (he/him)
Director of Rules & Lore

More Paizo Blog.
Tags: Pathfinder Pathfinder Roleplaying Game Pathfinder Second Edition War of Immortals
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Dark Archive

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I'm interested to see how in the world this system is going to be balanced. Not that original Mythic ever was, but with the tight math being such a selling point of the 2E system, this preview seems to fly in the face of that.

Mythic proficiency sounds bonkers, even if limited in scope and number of uses per day.


I am very eager to see the GM guidance for the mechanic system. Rewrite fate is an incredibly powerful ability on its own. If the entire party van each use it a few times per day, they're going to be a lot more resilient in clutch momentsz but this doesn't feel like something you can easily balance for by adding to the xp budget or increasing the level of foes in encounters.


Interesting to see how Mythic Prof scales as you get to higher levels, but I'm very curious about what all these neat sounding mythic destinies will offer!


20 people marked this as a favorite.

I can now better appreciate saying in the last Paizo Live that balancing all this was "a huge pain in the ass".
Already feeling the turn from hearing about it and everybody saying "This is gonna break the game balance!" and then getting a modest and well-designed final product and everyone going "This isn't as cool as I wanted!!"
Looking forward to Halloween when I can pick this all up!

Radiant Oath

10 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

CUE THE MUSIC!


2 people marked this as a favorite.
TheTownsend wrote:

I can now better appreciate saying in the last Paizo Live that balancing all this was "a huge pain in the ass".

Already feeling the turn from hearing about it and everybody saying "This is gonna break the game balance!" and then getting a modest and well-designed final product and everyone going "This isn't as cool as I wanted!!"
Looking forward to Halloween when I can pick this all up!

Yeah, that is a very fine line that I do not envy the devs having to walk.


Cool

Scarab Sages

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Ectar wrote:


Mythic proficiency sounds bonkers, even if limited in scope and number of uses per day.

Not worried about an occasional +10 to a skill check.


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Sounds good, might be the power level some people are looking for. Can always scale monsters up, but hitting that flavorful level of power for players can be difficult.


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Ectar wrote:

I'm interested to see how in the world this system is going to be balanced. Not that original Mythic ever was, but with the tight math being such a selling point of the 2E system, this preview seems to fly in the face of that.

Mythic proficiency sounds bonkers, even if limited in scope and number of uses per day.

The impression that I get from the 2nd and 3rd paragraphs, I don't think it is intended to be balanced.

The tight math and the power ceiling is a big selling point of the PF2 system. That is certainly why I like it so much.

But there are other ways of enjoying to play, too. There are certainly plenty of people who complain about the power ceiling and the inability to build a character that can't fail at their primary, core, defining piece of their character concept. I can understand and accept that desire, even if I don't normally share that for my characters and gameplay needs.

Perhaps Mythic is a way to allow that in a controlled way.

One of the problems that I have with PF1 char-op builds is that it is the default assumption. Players have to have agreement from everyone at the table to not play with that type of character. Otherwise, myself showing up with a non-optimized but fun-to-role-play character would not have a very good experience.

But building PF2 Mythic as a way to break the power ceiling will help with that. If I am joining a game and the table decides to use Mythic options, then I know what I am getting in to. And I will have the signposted options available in the feats and other options to know how to do it properly. Or I could decide that I don't want to play in a Mythic game because I prefer non-Mythic games. People will know that mixing Mythic and non-Mythic characters in the same game is going to go badly.


Pathfinder Roleplaying Game Superscriber

Oh I am so excited.

And as far as Mythic Destinies revealed:
Archfiend
Apocalypse Rider
Ascended Celestial
Eternal Legend
Prophesied Monarch
Godling

That's 6 out of 9 in War of Immortals and there is the Mortal Herald in Divine Mysteries next month.


Arkat wrote:
Ectar wrote:


Mythic proficiency sounds bonkers, even if limited in scope and number of uses per day.

Not worried about an occasional +10 to a skill check.

If it's 1 chance every day I can see that working. Harrower Archetype allowed something similar with bonuses or penalties dependant on the success. At high levels dependant on level of casting the ritual you could guarantee a critical success.


2 people marked this as a favorite.
Archpaladin Zousha wrote:
CUE THE MUSIC!

I didn't realize it was such a huge production.

Dark Archive

5 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

I am hoping the first mythic ap is full 1-20 with us later getting calling ap (1-10) and destiny ap (11-20) and that mythic rules are cool enough to sell multiple mythic aps :O


I think part of the reasoning behind Rewrite Fate is that it's just skill checks and saving throws.

Rolling a saving throw is going to, at most, result in a rather dangerous effect doing nothing, rather than immediately ending an encounter. Also, in the case of many of the most dangerous effects (e.g. a medusa's gaze), they can try again.

Meanwhile, rolling a skill check COULD derail the campaign in some cases, particularly in social encounters, but there's a sort of tacit understanding that sometimes you just can't make the check. Also, if you're using the Victory Points subsystem, while the whole party burning their mythic point to get a bunch of critical successes could end the encounter very fast, the GM could up the threshold.

Being able to spend a mythic point to get +10 to attack rolls would be very different. At that point, the party could spend all their mythic points to stat check a PL+3 solo boss. Critical hit with a falcata and shocking Grasp Spellstrike+another critical hit with a finisher with a karambit=A very dead boss.


Arkat wrote:
Ectar wrote:


Mythic proficiency sounds bonkers, even if limited in scope and number of uses per day.

Not worried about an occasional +10 to a skill check.

And saving throws. And getting to apply it to attack rolls in certain situations seems like a likely ability for callings or mythic feats.

Liberty's Edge

22 people marked this as a favorite.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Prince Setehrael wrote:

Oh I am so excited.

And as far as Mythic Destinies revealed:
Archfiend
Apocalypse Rider
Ascended Celestial
Eternal Legend
Prophesied Monarch
Gosling

That's 6 out of 9 in War of Immortals and there is the Mortal Herald in Divine Mysteries next month.

I knew geese were badass, but a whole Mythic Destiny?


12 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I think the important thing to consider... Is that if a GM is bringing mythic into the game, especially with the way this blog describes it.. they should be ok with players having an impact on the world.

Mythic very much seems like the kind of thing that you know the gm will have to bring in after deciding if it fits the story and campaign they want to tell. It is in fact a system that lets players have a greater impact on the world and is designed to be that.

Any other issues appear to be just, "hey talk to your players to make sure nobody is gonna be a jerk to each other." Which like seems like something that should happen with any kind of variant rule like this.

Radiant Oath

18 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Prince Setehrael wrote:

Oh I am so excited.

And as far as Mythic Destinies revealed:
Archfiend
Apocalypse Rider
Ascended Celestial
Eternal Legend
Prophesied Monarch
Gosling

That's 6 out of 9 in War of Immortals and there is the Mortal Herald in Divine Mysteries next month.

It is a lovely day in the War of Immortals, and you are a horrible goose. :P


12 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
Archpaladin Zousha wrote:
Prince Setehrael wrote:

Oh I am so excited.

And as far as Mythic Destinies revealed:
Archfiend
Apocalypse Rider
Ascended Celestial
Eternal Legend
Prophesied Monarch
Gosling

That's 6 out of 9 in War of Immortals and there is the Mortal Herald in Divine Mysteries next month.

It is a lovely day in the War of Immortals, and you are a horrible goose. :P

Mythic awakened goose.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber
Finoan wrote:


But building PF2 Mythic as a way to break the power ceiling will help with that. If I am joining a game and the table decides to use Mythic options, then I know what I am getting in to. And I will have the signposted options available in the feats and other options to know how to do it properly. Or I could decide that I don't want to play in a Mythic game because I prefer non-Mythic games. People will know that mixing Mythic and non-Mythic characters in the same game is going to go badly.

I have to say that I agree with this take. I don't see a way to balance Mythic VS Non-Mythic characters currently, so I largely Don't care that it's balanced, at least in the specific context of mythic play. It's sign posted, if I say "This game is going to be Mythic" then everyone should know to not expect everything to be balanced perfectly. It's the nature of mythic play.

As someone who hand converted most of Wrath of the Righteous to 2e (We changed the ending for our table)? I'm very excited to see what they do. Even if they use the more video game based paths rather than the more generic path names (I liked that better, personally)


5 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber

LMAO!

I fixed it.


8 people marked this as a favorite.
Prince Setehrael wrote:

Oh I am so excited.

And as far as Mythic Destinies revealed:
Archfiend
Apocalypse Rider
Ascended Celestial
Eternal Legend
Prophesied Monarch
Gosling

That's 6 out of 9 in War of Immortals and there is the Mortal Herald in Divine Mysteries next month.

Finally I can fulfill out my TTRPG dream of playing one of the lead actors of such hit films as La La Land and The Nice Guys


2 people marked this as a favorite.
Finoan wrote:


The impression that I get from the 2nd and 3rd paragraphs, I don't think it is intended to be balanced.

The tight math and the power ceiling is a big selling point of the PF2 system. That is certainly why I like it so much.

But there are other ways of enjoying to play, too. There are certainly plenty of people who complain about the power ceiling and the inability to build a character that can't fail at their primary, core, defining piece of their character concept. I can understand and accept that desire, even if I don't normally share that for my characters and gameplay needs.

Perhaps Mythic is a way to allow that in a controlled way.

One of the problems that I have with PF1 char-op builds is that it is the default assumption. Players have to have agreement from everyone at the table to not play with that type of character. Otherwise, myself showing up with a non-optimized but fun-to-role-play character would not have a very good experience.

But building PF2 Mythic as a way to break the power ceiling will help with that. If I am joining a game and the table decides to use Mythic options, then I know what I am getting in to. And I will have the signposted options available in the feats and other options to know how to do it properly. Or I could decide that I don't want to play in a Mythic game because I prefer non-Mythic games. People will know that mixing Mythic and non-Mythic characters in the same game is going to go badly.

Yes. A controlled way to do silly op builds but protects the core math. I mean people get so aggro when you talk about considering dual class at the table. I have seen serious hostility for it. I feel like this won't be everyone's cup of tea but definitely mine.

Dark Archive

1 person marked this as a favorite.
Prince Setehrael wrote:

Oh I am so excited.

And as far as Mythic Destinies revealed:
Archfiend
Apocalypse Rider
Ascended Celestial
Eternal Legend
Prophesied Monarch
Godling

That's 6 out of 9 in War of Immortals and there is the Mortal Herald in Divine Mysteries next month.

In the Paizo live of September was also mentioned a "trickster" present in the book. We may assume is one of the Mythic Destiny (since it's a Path in the Wrath videogame)


Pathfinder Roleplaying Game Superscriber

The Trickster is a Mythic Creature in WoI.


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Honestly I'm kind of worried. I loved 1e mythic even though it was a broken mess that laughed at the idea of balance, but I always thought 2e had the perfect way to implement mythic as 1e advertised. A tier being roughly equal to half a level would be incredibly easy to implement in 2e without breaking the fundamental math.

This makes me worried that it's going to make nobody happy. The people who don't want mythic to break things are going to be upset at (at low levels) a huge power boost, even if it's on a limited resource, and the people like me who want mythic to be a strong power boost aren't going to get that, because sure, going from a +14 to a +20 or so is going to be great for letting a level 10 get a hit in on something that's level 16 or so...but it's not going to do anything for the level 20s who are trying to take down demigods to go from a +28 to a +30 against something that's level 28, even if it was a passive, always on resource. As a limited pool it doesn't mean you can *beat* demigods, just that you can maybe get a lucky hit in sometimes.

I'm still looking forward to it, I'm just...worried.


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I'll reserve judgement for when the books comes out, as obviously we're working with limited data. So far though what I'm seeing doesn't look like it will get me what I want out of Mythic; that is, the ability to take on and fight mythic level threats such as the Archdemons of 1e. Narrative power is great, but I want mechanical power too, and what effectively amounts as a +2 a limited amount of times at level 20 doesn't look like it'll help you take out a level 29 foe. Unless they print the demigods at lower level and give them mythic power to compensate, which honestly would feel lame.

Point is, my point of view is that if Treerazer is the expected ceiling of regular adventurers, that ceiling for Mythic adventurers should be Cyth V'Sug. Until I see more, this doesn't feel like what I'm hoping for.


Pathfinder Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

One of my friends just starting running a WotR 2e conversion, so this is dropping just in time. I'm excited to see how these surprisingly simple tweaks (outside of the archetypes themselves, which we haven't seen yet) impact overall game feel.


The thing I'm curious to know is if Mythic Feats are a separate bin you unlock when you become mythic, or whether these are yet another thing competing for class feats.

Scarab Sages Director of Rules & Lore

23 people marked this as a favorite.
PossibleCabbage wrote:
The thing I'm curious to know is if Mythic Feats are a separate bin you unlock when you become mythic, or whether these are yet another thing competing for class feats.

They are a distinct bucket and category, separate from your class feats.

Verdant Wheel

3 people marked this as a favorite.
Desril wrote:

Honestly I'm kind of worried. I loved 1e mythic even though it was a broken mess that laughed at the idea of balance, but I always thought 2e had the perfect way to implement mythic as 1e advertised. A tier being roughly equal to half a level would be incredibly easy to implement in 2e without breaking the fundamental math.

This makes me worried that it's going to make nobody happy. The people who don't want mythic to break things are going to be upset at (at low levels) a huge power boost, even if it's on a limited resource, and the people like me who want mythic to be a strong power boost aren't going to get that, because sure, going from a +14 to a +20 or so is going to be great for letting a level 10 get a hit in on something that's level 16 or so...but it's not going to do anything for the level 20s who are trying to take down demigods to go from a +28 to a +30 against something that's level 28, even if it was a passive, always on resource. As a limited pool it doesn't mean you can *beat* demigods, just that you can maybe get a lucky hit in sometimes.

I'm still looking forward to it, I'm just...worried.

+8 or +6 bonus at early levels (assuming Trained/Expert) but only a couple lower-level "physics-breaking" mythic feats

vs
+4 or +2 bonus at later levels (assuming Master/Legendary) and several higher level "physics-breaking" mythic feats

From a glance, the tradeoff looks like it could be fair as the emphasis shifts from one pole to the other


My overall feeling is that the ruleset is elegant and durable, and that it can absolutely withstand tinkering. I consider this to be the developers delivering on such tinkering.

I don’t think Mythic and Non-mythic characters are expected to “work together” mechanically, but if it happens then I expect the usual people who can’t handle imbalanced groups to get upset about it. It really feels like you are either embarking on a Mythic quest/one-shot/adventure/AP or you aren’t.

Though I could see a high level spell or ritual (or low level depending on the plot) that imbues characters with Mythic power for “duration” (read: plot-conversant amount of time).

Personally I have very little interest in Mythic narrative concepts, so I’m not particularly interested in Callings and destinies, but I applaud the developers for designing them. Though, I must admit I have no idea why Mythic is so popular so as to call for such a book.

All hail Gorum, the Fallen Savior.


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The Demoness looks formidable with her entourage around her, but her threats ring hollow to you now. You look at her and feel like a titan looking at an ant. Overwhelming, all-conquering power fills you. What, that little demoness? Those irritating hordes of the Abyss? The gods themselves are your only equal now.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Archpaladin Zousha wrote:
Prince Setehrael wrote:

Oh I am so excited.

And as far as Mythic Destinies revealed:
Archfiend
Apocalypse Rider
Ascended Celestial
Eternal Legend
Prophesied Monarch
Gosling

That's 6 out of 9 in War of Immortals and there is the Mortal Herald in Divine Mysteries next month.

It is a lovely day in the War of Immortals, and you are a horrible goose. :P

Do not speak this evil into existence! Please remember that the devs can see this!


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

I don’t think PF2 is going to have level 28 villains. Mythic heroes will fight mythic enemies with similar powers and the level cap will probably stay at level 24.

I think a level 1 mythic character is still going to be in trouble generally against non-mythic level +3 or 4 enemies, except in the specific things related to their myth-(icness), and that they will probably be much more difficult to kill off. In other words, I don’t think mythic is going to translate well directly to the idea of a mythic character functionally being a level or two higher than a non-mythic one. It seems much more like the two characters will largely be the same power level, but the mythic one is almost playing a different game, at least as far as what kind of activities a PC is expected to be able to do.


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Mythic in a nutshell. ;-)


If you are a level 9 spellcaster, first impression is that burning a Mythic Point will be about as powerful as using a rank 6 spell scroll. A consumable that is beyond your normal limits and does something crazy but not quite encounter-dominating.

We'll see how accurate this is when all the info is out.


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Yeah, I wouldn't be surprised if the previous level 26-30 creatures were re-balanced to be level 21-25 but with many new Mythic abilities put onto them. Their increased threat level would still exist, but it'd exist under the framework on the PF2E system instead of what they were in PF1E.

Dark Archive

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Really glad this is almost here! Been dying to learn what the Eternal Legend destiny is all about, and the long-ago tease of an ability called "Eyes That See Through Eternity" really has me hankering for the ability to make an immortal chronomancer =3

Moreover really want to see what the various Callings are like as we've had very little input on those thus far!


3 people marked this as a favorite.
Ezekieru wrote:
Yeah, I wouldn't be surprised if the previous level 26-30 creatures were re-balanced to be level 21-25 but with many new Mythic abilities put onto them. Their increased threat level would still exist, but it'd exist under the framework on the PF2E system instead of what they were in PF1E.

Yeah, from the various hints devs have been giving that's my impression as well. If Baba Yaga or Varklops are statted in 2E their math will be that of a level 25 creature, not 30. But they'll have rulebending Mythic Abilities that will have the likes of Treerazer going "Wait, you can do what?" Before squishing him like a bug.

Dark Archive

5 people marked this as a favorite.
Spamotron wrote:
Ezekieru wrote:
Yeah, I wouldn't be surprised if the previous level 26-30 creatures were re-balanced to be level 21-25 but with many new Mythic abilities put onto them. Their increased threat level would still exist, but it'd exist under the framework on the PF2E system instead of what they were in PF1E.
Yeah, from the various hints devs have been giving that's my impression as well. If Baba Yaga or Varklops are statted in 2E their math will be that of a level 25 creature, not 30. But they'll have rulebending Mythic Abilities that will have the likes of Treerazer going "Wait, you can do what?" Before squishing him like a bug.

If a level 25 creature can squish another level 25 creature like a bug, that sounds like a good indicator that the first creature should have a higher level.


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I want to put the Starstone in my gauntlet, throw moons at my enemies and turn them to dust!


8 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Spamotron wrote:
Ezekieru wrote:
Yeah, I wouldn't be surprised if the previous level 26-30 creatures were re-balanced to be level 21-25 but with many new Mythic abilities put onto them. Their increased threat level would still exist, but it'd exist under the framework on the PF2E system instead of what they were in PF1E.
Yeah, from the various hints devs have been giving that's my impression as well. If Baba Yaga or Varklops are statted in 2E their math will be that of a level 25 creature, not 30. But they'll have rulebending Mythic Abilities that will have the likes of Treerazer going "Wait, you can do what?" Before squishing him like a bug.

I think it will be less like they can just squish equal level creatures like a bug, and more like, especially for an NPC like Baba Yaga, that Treerazer would have a really hard time actually killing her and she can cast spells that shouldn't be able to affect him, but they do, and that scares him about even trying to mess with her.


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Shanwolf wrote:
Finoan wrote:


But building PF2 Mythic as a way to break the power ceiling will help with that. If I am joining a game and the table decides to use Mythic options, then I know what I am getting in to. And I will have the signposted options available in the feats and other options to know how to do it properly. Or I could decide that I don't want to play in a Mythic game because I prefer non-Mythic games. People will know that mixing Mythic and non-Mythic characters in the same game is going to go badly.

I have to say that I agree with this take. I don't see a way to balance Mythic VS Non-Mythic characters currently, so I largely Don't care that it's balanced, at least in the specific context of mythic play. It's sign posted, if I say "This game is going to be Mythic" then everyone should know to not expect everything to be balanced perfectly. It's the nature of mythic play.

As someone who hand converted most of Wrath of the Righteous to 2e (We changed the ending for our table)? I'm very excited to see what they do. Even if they use the more video game based paths rather than the more generic path names (I liked that better, personally)

I think you'll be happier with the mythic callings, then. We've heard about a few so far, and they've all got names such as Sage or Guardian, rather than the more specific names of the destinies. I wouldn't be at all surprised if we got at least one repping each attribute, like the original six paths.


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Pathfinder Rulebook Subscriber
Evan Tarlton wrote:
Archpaladin Zousha wrote:
Prince Setehrael wrote:

Oh I am so excited.

And as far as Mythic Destinies revealed:
Archfiend
Apocalypse Rider
Ascended Celestial
Eternal Legend
Prophesied Monarch
Gosling

That's 6 out of 9 in War of Immortals and there is the Mortal Herald in Divine Mysteries next month.

It is a lovely day in the War of Immortals, and you are a horrible goose. :P
Do not speak this evil into existence! Please remember that the devs can see this!

You forget they made awakened animal a ancestry, so this is always been the secret plan....it is too late for any of us.


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Unicore wrote:
I think it will be less like they can just squish equal level creatures like a bug, and more like, especially for an NPC like Baba Yaga, that Treerazer would have a really hard time actually killing her and she can cast spells that shouldn't be able to affect him, but they do, and that scares him about even trying to mess with her.

Like Baba Yaga's role in the setting is kind of that she's the most powerful thing around that isn't an actual God. She's a better option for this role than most, because she genuinely just doesn't like having to do things so she doesn't go around trying to get into fights or making enemies. Her role in the hierarchy of power is mostly "she's not someone who you want to be on bad terms with, and this is generally not hard." Like Kostchtchie hates her due to their mutual history, and hasn't done anything about it and Kostchtchie is a full demon lord whereas Treerazer is a nascent one.


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So while evil outsiders have two mythic destinies (apocalypse rider and archfiend), good outsiders have only one (ascended celestial)?


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Aenigma wrote:
So while evil outsiders have two mythic destinies (apocalypse rider and archfiend), good outsiders have only one (ascended celestial)?

My guess would be if there's 9 of something, they roughly map to the 9 outer planes.


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pixierose wrote:
Archpaladin Zousha wrote:
Prince Setehrael wrote:

Oh I am so excited.

And as far as Mythic Destinies revealed:
Archfiend
Apocalypse Rider
Ascended Celestial
Eternal Legend
Prophesied Monarch
Gosling

That's 6 out of 9 in War of Immortals and there is the Mortal Herald in Divine Mysteries next month.

It is a lovely day in the War of Immortals, and you are a horrible goose. :P
Mythic awakened goose.

Awakened Animal, probably Rogue, definitely Apocalypse Rider.

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