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Claxon wrote:
It's important to note that level 30 and level 20 with 10 mythic tiers are two completely different things.

No, I am aware of that fact. It's why I decided to go with an XP-free, plot driven progression instead. But my interest in taking the game beyond level 20 with mythic tiers got me thinking about how one would do it in a non-mythic campaign. I probably should have clarified that at the start, but here it is.

I didn't like how Paizo had laid out the groundwork and thought that achieving level 30 with 2.1 billion total XP and over 650 average difficulty encounters just to get from 29 to 30 was absurd. Hence, I whipped this up in my downtime at work. I think it's a much more reasonable epic campaign progression for anyone that would ever want to do it this way.


Lmao, in the end that's what I actually decided to do. The benefits of tying PC development to story events are too many to pass up on. I simply posted this here for anyone that was interested


So, I have been working on a mythic campaign where I intend for my players to end up at 20th level with all 10 mythic tiers achieved. My problem with this is that I have yet to find any good sources on how to level a party beyond 20. Paizo has stated in the Core Rulebook that you should double the XP required to get to the last level. The problem with this, though, is that if you want to take characters to level 30, they need 1,075,200,000 XP to go from level 29 to 30. Mthic adventures states that level 29 encounters award 6,553,000 XP in total (1,638,400 per person). This would mean, though, that to get to level 30 your party would need to fight 657 average difficulty encounters.

Nope. Not doing it.

So, I decided to see if I could come up with a more reasonable solution. I think I have. Behold.

https://docs.google.com/spreadsheets/d/1fuqUzup22KoY0mYXoVF_UQpZh5KyUN3cXgW G9ALDiWo/edit?usp=sharing

What I wound up doing was basing the XP needed to get to the next level beyond 20 off of how many encounters the average party of 4 would need, at medium XP progression, to achieve the next level while still going from level 2 to 20. I actually found that when encountering nothing but average difficulty encounters it almost always took about 20 encounters to level. So, I just kept assuming the same thing for levels 21-30 and ended up with level 30 being achieved with a grand total of 114,704,000 XP.

The spreadsheet actually goes into more detail than that, and even has a comparison of my method vs the method using Paizo's numbers. Check it out, let me know what you think.


Would these feats be viable in a Pathfinder game, or would they likely make a PC overly powerful?


Ah, yes! Thanks! I KNEW I had seen something like that somewhere but I couldn't find it again for the life of me.


If I gave my 4th level operative Jack of All Trades at 2nd and Alien Archive at 4th, how much of a bonus would I get to a physical science check to identify a creature if I had no ranks in that skill?

I swear I read something about multiple x2 bonuses stacking but it may just be wishful thinking, as that would give me a +8 bonus to the check just from Operative's Edge.


Okay, so now that I know I can't reserve and then edit posts AFTER I already typed this out once, lets try this again.

First I'm going to introduce the party that I'm up against, then I will follow up with a recap of our first session. Granted, it wasn't technically mythic but I feel that if I'm posting the whole thing I may as well at least recap this since you may be a bit lost otherwise. Note that I will NOT be posting the overarching back story to this campaign as my players may read these forums, so you will get to see the story progress as they do.

As time goes on I may also post various player stats for the sake of comparison and such.

Now, without further ado, let me introduce my victims;

  • First off we have a paladin of Shelyn. After losing his family to a savage bunch of criminals and losing all hope in life, a vision from his goddess has set him on a noble cause to protect that in the world which is beautiful, and destroy that which is too ugly to exist.
  • Next up is our two weapon warrior (literal fighter archetype, not just a general description). Hailing from the mysterious land of Tian Xia and weilding dual katanas, he has set off on adventure in a bid to bring lost honor back to his once proud noble family.
  • When asked to kill an innocent to join the ranks of his clan, our third party member couldn't bring himself to do it. Instead, he attacked his former Master, rescued the innocent child and disappeared into the night. Fleeing from his former homeland of Tian Xia, our he merely seeks to use his skills in the art of ninja to make a (relatively) quiet living in this foreign land.
  • Hailing from the Mana Wastes, our fourth member is cocky and impulsive. He fights with an amazing device which looks like nothing more than an (albeit) elaborate staff of wood and metal, yet sounds like thunder and tears through armor as though it wasn't there. This self proclaimed 'gunslinger' joins the party in a quest to rid the world of monsters like those that plague his homeland.
  • Finally we come to our fifth member. A true man of mystery, he is always seen in public wearing a heavy hooded cloak. He takes great pains in keeping himself covered at all times While his fellow party members question who (or WHAT) he is, his magical aptitude is undeniable and he is welcomed into the party, if only grudgingly by some. (Author's note: for character story reasons, this character's player is purposefully keeping his identity secret even from the other players. As such, I am keeping it hush-hush here as well until a time comes when his identity is revealed to the party as a whole.)

Now to get you all up to speed on the story so far. Fortunately it isn't much! Here goes!

[spoiler]Our heroes start this quest wandering the lands of Varisia seeking adventure. Whether through overheard conversations at the bar or help wanted posters in the local taverns, each member hears word of a man seeking aid in a nearby town. Details are lacking yet each sets out to see if they can offer assistance.

They each arrive and meet with the man in question, who gives them further details into the job at hand. The man, a textile merchant named Jerald (owner and sole proprietor of Jerald's Textiles) came back to the area for his semiannual visit home. On his way to the village, he was ambushed by goblins. As he fled for his life, he noticed smoke rising from the town, which prompted him to seek help. When the local town guard was unable to lend aide, he resorted to adventurers.

Each member quickly accepts the job and spends the rest of the day preparing and introducing themselves to each other. They set out early the next day and reach the edge of the forest the town is concealed within by noon. After dispatching a goblin ambush, they make their way to the town, rescuing the townsfolk from a few straggling goblins in the process. After securing the town, they learn that over half the villagers, and most of the supplies, have been stolen by the goblins. Despite the need for haste, the party must rest for the night before departing.

The trail the goblins left was not hard to track, and it wasn't long before they encountered a group of goblins forcing some village men to fix a wagon wheel. After freeing the men and setting them on their way back home, the party continues on till nightfall. Camp is made to allow for a bit of rest, and the party wakes early to continue on as soon as possible.

A short while later the party finds themselves at the opening to a cave. a barricade of spikes restricts entry to a small path, and screams of the villagers can be heard from within. Continuing on, the party quickly finds themselves surround by dozens of vile goblins. Yet as all seems lost, a loud thrumming comes from within the bowels of the caves and the ground begins to slowly shake and tremble. The goblins lose face as confusion washes over their ranks, and as both the tremors and the noise increase in strength, that confusion quickly escalates to fear and abject terror.

The goblins ranks break, and the players take a moment to cut a few down before charging into the caves. Following the screams of the terrified villagers, the party quickly make their way through the caves and eventually they realize they are no longer in a natural cave, but one crafted by some sentient race a long while ago. Alas, they know they have no time to admire the scenery and continue on as the tremors get even stronger and chunks begin to dislodge from the walls and ceilings.

The party suddenly finds themselves in a large underground facility. In the center of the large room lies a large device. At it's center is a slab, about the size of a man, with two shackles at the top and bottom. A dozen or so metallic tubes lead from this slab to three metal boxes positioned on the north, east and south sides. The almost earsplitting noise emanates from here and device radiates both bright light as well as a form of raw power the likes of which the party has never seen or heard of. A goblin garbed in a feathery headdress frantically tinkers with the device, but flees into a small crack in the wall upon seeing the party.

Two cages also line this room, one on the north and one on the south. These contain both the remaining villagers in the north and the stolen livestock in the south cages. The party wastes no time in freeing the people, and while the villagers make it out, our PC's are not so lucky. As try try to leave, the tremors finally cause the ceiling of the passage to give way, cutting off their only way of escape. At the same time, the device in the center of the room goes crazy. the metallic tubes all shatter and from them erupt lines of power which flail wildly about the room. latching on to the first thing they touch, which in most cases is the players. Unable to escape, they could only watch as the light from the device grew blindingly bright. Then, they knew nothing.

They awoke some time later in the village they saved. The residents stated that mere moments after they got out the entire cave exploded. leaving nothing but a crater in its wake. Even so, they decided to at least see if they could find the PC's corpses so they could give their heroes a proper burial. They instead found the heroes alive and brought them back to town where they rested for three days before waking. They then collected a reward from both the townsfolk as well as from Jerald, then each went their own ways.

Three months later they wake to find themselves greeted by personal coaches, there to pick them up for a new job related to their previous quest. To speed things along I kind of power leveled them, giving them level 2 and their first mythic tier.

Cheese and rice...that may have been a bit longer than originally realized...

And that was where we ended the adventure. Pardon any improper grammar and such, I may be an author, but it's really late here and this is a first draft. Feel free to comment, etc. etc. I will post more as we play, but not sure when that will be.


Well that's irksome. Wish I had known that before I tried editing one with a short novela....Lmao


I just recently started a mythic campaign following a story of my own devising. I will be posting playtest updates on this thread. Got to make this mostly from scratch so updates may be infrequent.


I have only recently started running a mythic campaign. The story is my own creation so the playtesting hasn't really gotten too far yet. I love the concept for Mythic immensely, and look forward to throwing epic baddies at my PC's in a bid to murder their faces.

I have however been looking ahead and have discovered one issue that could be a major problem at higher levels/tiers: the XP curve is ridiculous.

(Author's note: Now I'm going to throw some numbers out, so feel free to double check and see if I go wrong or if I have missed something)

If I read correctly, as a GM we are supposed to award the players XP in accordance of the CR of the encounters, factoring in the adjustment for mythic tiers. The only problem is that when the players get into higher levels they can advance from level to level not in 2-3 ADVENTURES, but in 2-3 ENCOUNTERS. For instance

Spoiler:
A party of with APL 21(14th level/7 tiers) has an encounter of average difficulty (CR 21). The XP reward from this encounter is 409,600. With a party of 5, that's 81,920 XP per player. On slow progression a player hits 14th level at 665,000 and hits 15th at 955,000, a difference of 290,000. That means that they can hit the next level after 4 AVERAGE encounters on SLOW progression. An epic encounter (CR 24) would grant 1,228,800 XP (245,760 per player) and level them up almost instantly.

Mind you, this is only at character level 14 and is the recommended '1 tier per two levels' guideline in mind. I also factored it on a slow progression, as recommended. In other words, what I'm saying is that as far as I can tell this method will never work. There is no way that I can see that could fit that many greater trials in between level gains to stay on the recommended tier progression.

That is why I have devised a method that I intend to try out for my campaign. I plan on giving my players XP based not on the CR of the encounter, but instead I will subtract their mythic tier from the CR of the encounters they face. For example, my party is still only APL 3 (level 2/1 tier) so I am designing the final encounters to my adventures at CR 6. However, I will only be rewarding them the XP of a CR 5 fight. But to compensate for the lack of XP, I will be rewarding the players with the LOOT of a CR 6 encounter.

I think this particular method has several advantages. The first obvious one is that there is no longer any worry about the party leveling too quickly and outpacing their mythic tier progression. Secondly, by awarding loot based on the higher CR I can direct where I want my party to go with relative ease. Yes, sure, you guys can go into the cave. You can even find monsters there that are a challenge, but the loot is going to suck because I don't want you there.

Finally, I feel I should note I am running this campaign on a moderate XP progression. My justification for this is that I have done the math to see how many encounters it takes for a party to level (factoring in encounters at APL-1, APL and APL +1, 2 and 3) during moderate progression and I like the numbers (I can post these somewhere if anyone wants to see them). The party will be getting a God-awful amount of loot (versus a slow campaign), but the fact that my primary villain has access to as much money as he needs (through a fantastic character bio, might I add) will allow me to easily match them in terms of gear. At least for fights that are key to the story.

At any rate, those are my current thoughts on the system, from a GM perspective. Please feel free to comment or bring things I missed to my attention.