Pathfinder Roleplaying Game: Mythic Adventures (OGL)

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Pathfinder Roleplaying Game: Mythic Adventures (OGL)
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Heroes of Legend

Not all heroes are created equal. Many adventurers pick up swords or call upon strange powers in times of trouble, yet only a few are chosen by fate or the gods to change the course of history. These are mythic heroes—legendary figures whose every footstep shakes the heavens. With Pathfinder Roleplaying Game: Mythic Adventures, it's your turn to change the world. Choose a mythic path and take on unbelievable powers by completing mythic trials tied to your character's story. Each mythic path works in parallel with your character class, allowing you to continue advancing in your chosen calling even as you seek a greater destiny. Best of all, you can start playing a mythic character at any point—even as early as 1st level!

Pathfinder Roleplaying Game: Mythic Adventures is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

Pathfinder Roleplaying Game: Mythic Adventures is a 256-page hardcover book that includes:

  • Complete rules for playing mythic characters of six different paths: archmage, champion, guardian, hierophant, marshal, and trickster.
  • New mythic feats for every class, such as Powerful Shape, which allows druids to transform into enormous animals, or Deadly Stroke, which lets a mythic character dispatch even a formidable enemy with a single blow.
  • A whole grimoire of new and supercharged spells. Bring down a castle with a mythic meteor swarm, transform the landscape with terraform, or make every memory and record of someone disappear with mythic modify memory!
  • Tons of monsters enhanced with mythic abilities and ready to challenge your heroes, from dragons to vampires!
  • A hoard of new mythic magic items and artifacts. Brandish the sword of inner fire, capable of burning even elemental creatures, or turn your enemies to stone with the medusa-headed shield aegis!
  • A complete mythic adventure for 7th-level characters.
  • Advice on running a mythic game and forging your own legends.
  • ... and much, much more!

ISBN-13: 978-1-60125-549-5

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Paizo's only major failure

1/5

This is my only 1 star review of a Paizo product. So I feel the need to explain why.

Mythic Adventures is a based on a great idea. Instead of restricting epic play to (say) characters after level 20, create a mythic system that runs orthogonal to standard level advancement, and which allows players to do things and explore themes not allowed by the standard ruleset.

In the abstract, here are the kinds of things one would want such a product to do:

--1. Provide new mythic abilities which provide plot hooks, inspire the imagination, and suggest ideas for various campaigns or adventures.

--2. Provide new mythic abilities which allow players to do qualitatively different kinds of things than the standard ruleset allows.

Now, D&D 3.5 and Pathfinder have a number of problems when it comes to high-level play: everything takes too long to resolve, and the combat starts turning into rocket-tag -- whoever goes first wins. In part this is because the core game offers more means of boosting offense than defense, and in part this is because the D&D 3.5 math doesn't extend well to high level play. Given this, here are the kinds of things one would hope such a product would avoid:

--3. Avoid positing many more mythic abilities that boost offense than defense.

--4. Avoid new abilities which just add static bonuses to everything. (Increasing everyone's BAB and AC by 10 doesn't make your game more mythic -- it just leaves you with the same game but different numbers.)

--5. Avoid positing abilities which do little other than boost the numbers into the high-level regime where the D&D 3.5 and Pathfinder math breaks down.

--6. Avoid adding abilities which add new sui generis ways of making the game rocket-tag like, by adding yet more "I win"-types of abilities (either by themselves, or in combination with other Pathfinder material that's been published elsewhere).

Unfortunately, for the most part, the mythic ruleset doesn't satisfy these desiderata. Most mythic abilities and spells offer what are effectively bland numerical boosts. There are many more ways to boost offense than defense. There are a handful of abilities inspire plot hooks and feel epic (mythic Levitate and mythic Sleep, for example), but they're surprisingly few in number -- the spells in Ultimate Intrigue offer more interesting plot hooks and adventure ideas than can be found in this entire book. And the mythic rules introduce a huge number of ways to break the game, especially when considered in combination with abilities offered in other books: attacks that do over a 1000 points of damage, spells that ignore SR, give no save, and could kill any creature published in the Bestiary, and so on. (The 3rd party product Mythic Solutions offers some helpful suggestions for how to tone down the mythic rules a bit, but in my experience, most of the game-breaking abilities and combos we ran into are left intact.)

It's not all bad. As I mentioned, there are a handful of mythic spells that feel epic and are plot-hook inspiring, and the book offers some tools for DMs to use to make opponents more deadly. But on the whole, most of what's in this book is best avoided.


Rare mixed, but generally okay, score

3/5

This book presents an excellent way, which I think worked better than 3.0-3.5's epic system, to allow for the truly legendary and heroic heroes of the world. Think less Aragorn and more Beowulf. In general it is a fine product and I don't recommend against getting it.

That said though I found it flawed in two ways which, while they've occasionally crept up into other PF/Paizo books, I think need to be noted.
1) Balance issues. To some extent when you discuss epic you're throwing that out the window anyway but this book, more so than even other books like the ARG or what the Ultimate series offered, needs a GM to keep an eye on what's going on. I wish it had undergone more play testing but I think this might just be an inherent issue at this power level. When you start multiplying character power as a DM you need to be ready to regulate that.
2) Print quality. The bigger issue I had. I've tried to physically own this book 4 times now. Twice from game stores in two different states and twice from a credible online store. In all four cases I found inking issues on some of the artwork, 3 of the times on the same few pictures. This is problematic because one of the biggest reasons to get the printed book and not just use the online info for free is the artwork. I am about to try and buy it again now, hopefully it's on a later run at this point and that's been fixed. That said, if you buy it and care about the artwork make sure to look at the larger pictures in the book and make sure they aren't faded or have streaks at any points.

In summary though, I want to make it clear that for it's price it's not a bad book. I'd give it a C++ or B-, it won't be something you regret (especially if you don't care much about a few images being a little off). It was a good, and unique, Paizo/Pathfinder book just not one of their very best.


5/5

I've reviewed this book over on RPGGeek.com.


Hopefully More To Come

3/5

I was thrilled at the concept of this book. Sometimes the story, the characters, need to step up to a more rareified level and really bring the oomph and this book provides the oomph. I especially love some of the little pieces added therein that make a mythic adventure less roll-play and more role-play; the concept that mythic power can simply go away, that the leveling of tiers is solely up to the DM, that in fact much of the advancement and introduction should be story-based.

Loved all of that.

But for what I didn't love.

1. The powers offered are wildly inconsistent in effectiveness. I don't mean powers that are taking for a roleplaying reason. I mean powers that are obviously crunch-based when compared to another crunch power and you cannot fathom how one is supposed to anywhere near equal another. The same with the feats.

2. The very limited scope of mythic paths. I get that this is the intro book and we cannot get a ton of paths right off the bat, but really, six paths? Only 37 pages of path descriptions and powers out of 250+ pages? I've played more characters that wouldn't fit into these paths thematically than would.

3. Mythic monsters takes 57 pages and could have been done in 10. Paizo has been awesome about not reprinting crunch from one book to another, really guaranteeing the value you get in a book. But the monsters presented are basically mythic versions of creatures we all know already. And the mythic build rules for creatures are simple enough (a good thing!) that all we really needed was one example.

So, I like the idea, was a little less than thrilled with the execution, but I am awaiting more.


BAD *SS book

5/5

Here is why I like it. The system is so flexible that a GM can attach the rules to his or her game anywhere, anytime. Additionally, said GM can pace advancement to fit his or her campaign. Want PCs that are only marginally more powerful than standard PCs? Simply space or limit the number of trials.

Walks like its mythic, quacks like its mythic. It's mythic.


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Like everything so far, but I was hoping for a Mythic Leadership feat.


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Orthos wrote:
For more info click here

Nooooo! You are sending him off to his doom! We shall not see him again for MONTHS!

Orthos, you evil, evil person, you.


Force of Will comes at 6th tier according to Table 1-1 (p.12), but p.13 says it comes at 7th tier.

I apologize to everyone for not pointing this out to the devs, I was following Monte Cook's advice: (to paraphrase) "don't nitpick errors, that's what editors are for." I believe I'll disregard him in the future.

I'm a bit disappointed there isn't mythic fabricate, polymorph any object. Were they left out by intent or for page-count reasons?

The path abilities look good, though I'm still not sure how to render Byakuren into Pathfinder mechanics. No fault of Paizo, though.

Running a Mythic Game (ch.4) feels like the strongest chapter to me.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
tzizimine wrote:
Like everything so far, but I was hoping for a Mythic Leadership feat.

You get it in different path abilities. The Champion gets Crusader, the Marshal gets Loyalty. There may be more in other paths.


Orthos wrote:

Flanderization: The act of taking a single (often minor) action or trait of a character within a work and exaggerating it more and more over time until it completely consumes the character. Most always, the trait/action becomes completely outlandish and it becomes their defining characteristic. Sitcoms and Sitcom characters are particularly susceptible to this, as are peripheral characters in shows with long runs.

Especially Ned Flanders. :)


Spiral_Ninja wrote:

I have a quick question concerning one of the changes: the Mythic Spells ability has become Mythic Spellcasting(which is now a Universal Path Ability rather than a base part of the spellcasting paths) and does the same thing as the Mythic feat Mythic Spell Lore. How do they interact? It looks, upon first reading, that taking both would double your total number of mythic spells.

There doesn't seem to be any notes saying that you can't take both together.

They do the exact same thing, and their effects stack. I can say this because Baba Yaga, a 10th-tier archmage, has done exactly that: she has the mythic spell lore feat and an ability called mythic spell power, which I assume should have been mythic spellcasting. She has a total of 20 mythic spells, 10 from each ability.

The Exchange

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Umbral Reaver wrote:

Although I don't agree with Peter's tone, I do agree with most of his criticisms. I'll also add that it seems so far that the mythic progression encourages character flanderisation.

After a first reading, my impression is as follows:

4/5 stars for concepts
2/5 stars for mechanics
0/5 stars for not listening to playtest

The book is a disappointment for me, but not so bad that I can't houserule it into usability.

I'm in agreement with this.

Peter, Calm down and stop cussing - Just say you don't like something and explain why if you can.

I love the concept of Mythic, so I will be doing some houseruling to get the mechanics a bit more inline.

But I am annoyed that the Playtest feedback wasn't just ignored... I feel like it was never really seen AT ALL beyond a small thing here or there. Big issues were raised (ability score increases and mythic vampire [which was actually NERFED from the playtest]), things that left us confused (how does Metamagic work with Mythic spells?) talked about and pointed out, yet many, many of these issues saw no revisions in this book.

This coupled with the fact that they couldn't alert us when the Playtest was over before unceremoniously closing the forum and saying "Hey, thanks for trying Mythic out but we have to ignore all of your ideas because we already sent the book to the printer and stopped paying attention to these forums a LONG time ago" - I can see why it'd be bit infuriating. If Paizo wants us to be part of making their system work, we'd love that - I'm certain many Paizo fans do enjoy these playtests - but something needs to be done to facilitate communication and DIALOGUE. This playtest desperately lacked dialogue.


I have some questions of my own about the Mythic Bloodline ability.

It lets you treat your sorcerer bloodline abilities as if you were 4 levels higher - would that also increase your caster level for spell-like abilities? For example, would a sorcerer 20 (starsoul bloodline)/archmage 4 use "minute meteors, "aurora borealis," and "breaching the gulf" (all spell-like abilities) at caster level 24th?

Mythic bloodline also lets a sorcerer use bloodline abilities that can be used multiple times per an additional number of times per day equal to 1/2 his tier. I highlight the use of the word multiple because I wonder if it boosts abilities that can only be used once per day. For example, that same sorcerer 20 (starsoul bloodline)/archmage 4 would normally only be able to use "breaching the gulf" once per day. Since once per day is not technically multiple, would the sorcerer gain additional uses? Am I reading this too strictly?


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

Don't think so. "One single time per day" is kind of the opposite of "multiple".

As for the "4 level higher" thing, that is still limited by your actual character level.


magnuskn wrote:

Don't think so. "One single time per day" is kind of the opposite of "multiple".

As for the "4 level higher" thing, that is still limited by your actual character level.

I agree with the former. If it said "if you have a sorcerer bloodline power that can be used a limited number of times per day it would be different, but they chose multiple for a reason I think.

As for the latter, where does it say you are limited by your character level? For example, the "inspired spell" ability of a hierophant lets you treat your caster level as 2 higher. If a cleric 20/hierophant 1 used this to cast a spell, wouldn't it also be used at caster level 22nd? Or did I miss something?

Dark Archive

1 person marked this as a favorite.
magnuskn wrote:
Orthos wrote:
For more info click here

Nooooo! You are sending him off to his doom! We shall not see him again for MONTHS!

Orthos, you evil, evil person, you.

Yesssssssssssssss....


Marigold Malachite wrote:
Orthos wrote:

Flanderization: The act of taking a single (often minor) action or trait of a character within a work and exaggerating it more and more over time until it completely consumes the character. Most always, the trait/action becomes completely outlandish and it becomes their defining characteristic. Sitcoms and Sitcom characters are particularly susceptible to this, as are peripheral characters in shows with long runs.

Especially Ned Flanders. :)

That would be the namesake, yes ;)


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Generic Villain wrote:
As for the latter, where does it say you are limited by your character level? For example, the "inspired spell" ability of a hierophant lets you treat your caster level as 2 higher. If a cleric 20/hierophant 1 used this to cast a spell, wouldn't it also be used at caster level 22nd? Or did I miss something?

Yeah, you are actually right on that one. The Mythic Bloodline ability of the Archmage simply doesn't grant you the power sooner, but when you have it, you are considered 4 class levels higher for purposes of its use. My bad, read it wrong the first time.


Also, regarding the "mythic spellpower" ability, yes it is substandard. But there's one way it could be used: say you're an archmage who really, really likes casting mythic spells. You would take "extra mythic power," but can only take that a maximum of 3 times. Thereafter, the only way to increase your ability to cast more mythic spells is with "mythic spellpower."

Is it the best choice, or even a good choice? No, but it is an option. I'd rather have more options than not, even if they aren't all optimal.


xevious573 wrote:
Umbral Reaver wrote:

Although I don't agree with Peter's tone, I do agree with most of his criticisms. I'll also add that it seems so far that the mythic progression encourages character flanderisation.

After a first reading, my impression is as follows:

4/5 stars for concepts
2/5 stars for mechanics
0/5 stars for not listening to playtest

The book is a disappointment for me, but not so bad that I can't houserule it into usability.

I'm in agreement with this.

Peter, Calm down and stop cussing - Just say you don't like something and explain why if you can.

I love the concept of Mythic, so I will be doing some houseruling to get the mechanics a bit more inline.

But I am annoyed that the Playtest feedback wasn't just ignored... I feel like it was never really seen AT ALL beyond a small thing here or there. Big issues were raised (ability score increases and mythic vampire [which was actually NERFED from the playtest]), things that left us confused (how does Metamagic work with Mythic spells?) talked about and pointed out, yet many, many of these issues saw no revisions in this book.

This coupled with the fact that they couldn't alert us when the Playtest was over before unceremoniously closing the forum and saying "Hey, thanks for trying Mythic out but we have to ignore all of your ideas because we already sent the book to the printer and stopped paying attention to these forums a LONG time ago" - I can see why it'd be bit infuriating. If Paizo wants us to be part of making their system work, we'd love that - I'm certain many Paizo fans do enjoy these playtests - but something needs to be done to facilitate communication and DIALOGUE. This playtest desperately lacked dialogue.

Yeah I noticed. :/ I was like WTF?? It was already in need of boosting.

Looks like some heavy house ruling is the order of the day.

Lantern Lodge RPG Superstar 2014 Top 4

I took a look at a friend's copy of this, and a lot of it seems really excellent and interesting.

That said, this book could've used another year of development and another round of playtesting. It feels way too rushed in some spots, as others have cited above.

I'll have a more critical analysis of it all next month after my huge bundle of shipped goods arrives.


Overall I love this book. Fantastical artwork and really cool stuff I can't wait to use in my home game. I do however kinda wish they had some examples of Legendary items though.

I don't really understand the difference between the third tier Champion path Maximized Critical and the sixth tier path Critical Master. Reading Critical Master I have no idea why I would ever want to take Maximized Critical?


Mal_Luck wrote:

Overall I love this book. Fantastical artwork and really cool stuff I can't wait to use in my home game. I do however kinda wish they had some examples of Legendary items though.

I don't really understand the difference between the third tier Champion path Maximized Critical and the sixth tier path Critical Master. Reading Critical Master I have no idea why I would ever want to take Maximized Critical?

What do they do?

RPG Superstar 2015 Top 8

Apologies if already asked... who did the artwork for...

1) All the iconics in the paths section

2) Seoni on page 101

'Cause wow. Love the former because... it's hard to put my finger on it, but everyone looks really heroic, good strong poses.

Latter also this, but is also just so pretty and I like that paint style.

Digital Products Assistant

2 people marked this as a favorite.
DeathQuaker wrote:

Apologies if already asked... who did the artwork for...

1) All the iconics in the paths section

2) Seoni on page 101

'Cause wow. Love the former because... it's hard to put my finger on it, but everyone looks really heroic, good strong poses.

Latter also this, but is also just so pretty and I like that paint style.

The Iconics were illustrated by Eric Belisle (you can find more illustrations by him in our blog), and the Seoni illustration is by Jason Rainville (and some more illustrations in the blog). :)


Hey, so, I was very confused by the rules for legendary items. Is there any way to ascend them other than taking the universal path ability of "legendary item"? Also, I think it would go a long way if somebody posted a detailed example legendary item.


magnuskn wrote:
tzizimine wrote:
Like everything so far, but I was hoping for a Mythic Leadership feat.
You get it in different path abilities. The Champion gets Crusader, the Marshal gets Loyalty. There may be more in other paths.

I was thinking more like the old Epic Leadership feat that gives hundreds of 1st level followers.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
tzizimine wrote:
magnuskn wrote:
tzizimine wrote:
Like everything so far, but I was hoping for a Mythic Leadership feat.
You get it in different path abilities. The Champion gets Crusader, the Marshal gets Loyalty. There may be more in other paths.
I was thinking more like the old Epic Leadership feat that gives hundreds of 1st level followers.

Those path abilities stack with Leadership and even enhance it at the same time.


6 people marked this as a favorite.

I don't see the issue of getting essentially a +10 after 10 MTs.

Overall I like the mechanics here. Surges being an immediate action doesn't bother me. It just means you have to make a choice on what to use your swift action on.

And as for them not listening to the playtest after the second one, I'm not sure what to say. Playtests don't mean that the developers automatically implement whatever feedback people give them. They are there to get feedback about certain issues and then the developers take that into consideration when making decisions about them. To be honest, the Surge dice increase and amount of Mythic power you get per day are fine, but also feel like a matter of taste between people.

So it's not that they didn't listen to the feedback (since looking at the first playtest, they clearly do). It's just that they heard the feedback, talked it over, and didn't agree with it. To be honest, the forums can be this echo chamber that overexaggerates things immensely, so I am glad to see they don't just blindly agree with everyone on the forums. But this also isn't belittling the feedback either, as there is some good feedback that changed a lot and brought up concerns. I would like to hear the reasoning behind why they kept some things. And also, I still don't see the issue with a +10 at Mythic Tier 10, considering the things you fight.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Are there any other subscibers who haven't yet gotten their pdfs for this product? Or is it just me. I've never ever had to wait until after the product went public to access my subscriber pdf before. But I still haven't gotten mine yet.


With GenCon, it's going to take some time with the shipping. You just gotta be patient. They are working at it.


Stratagemini wrote:
Are there any other subscibers who haven't yet gotten their pdfs for this product? Or is it just me. I've never ever had to wait until after the product went public to access my subscriber pdf before. But I still haven't gotten mine yet.

I don't have mine yet either. I'm sure it's just because of GenCon. It's unfortunate, but such things happen. I'm not too worried. I will just wait (im)patiently.

-Kcinlive


Regarding metamagic: as far as I can tell, there's no reason metamagic feats can't be used with mythic spells. The fact that metamagic mythic spells ("metamagic mythic" sounds weird...) aren't mentioned at all in this book suggests that to me. Go ahead and extend your mythic invisibility or maximize your mythic chain lightning.


Only through a couple of paths, but after looking at feats and spells I see no real means to make your summoned monsters any better. Is a conjurer just boned? Really? I'm supposed to throw CR 14 monsters against CR 25's at 20/10?

Scarab Sages

The sidebar on p61 calls out the fact that there are no mythic MM feats, but doesn't say if MM can still be used on one (my guess is yes).


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

Yeah, I kinda also noticed the distinct lack of conjuration options. I guess you can say that there are options for the Marshal, Guardian and Hierophant to enhance them, but those aren't exactly the standard paths I would want to take as a conjuration specialist.

There aren't even mythic summon spells, aside from Summon Swarm.


I think when you get to the point of fighting CR25+ monsters, you'd probably want to bust out Planar Ally and Planar Binding instead. Although, I am surprised and disappointed to not see any Mythic versions of any of the summoning spells, even if conjuration is already a strong school.


magnuskn wrote:
tzizimine wrote:
magnuskn wrote:
tzizimine wrote:
Like everything so far, but I was hoping for a Mythic Leadership feat.
You get it in different path abilities. The Champion gets Crusader, the Marshal gets Loyalty. There may be more in other paths.
I was thinking more like the old Epic Leadership feat that gives hundreds of 1st level followers.
Those path abilities stack with Leadership and even enhance it at the same time.

Well, yes, but only the Crusader option gives you more followers beyond the limit of a Leadership score of 25 and even then it's only doubling the number of followers, as opposed to the possible 1,000 1st followers with Epic Leadership.


One table that I would have liked to see is wealth by level for PCs and NPCs. I know mythic tiers don't equal levels in character classes, but it still would have been nice to see the wealth-by-level charts expanded to at least 25th-level (representing a 20th-level/10th-tier character)


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

Apparently you are still supposed to stay within your normal level WBL limits?


Stratagemini wrote:
Are there any other subscibers who haven't yet gotten their pdfs for this product? Or is it just me. I've never ever had to wait until after the product went public to access my subscriber pdf before. But I still haven't gotten mine yet.

I am in the same boat as you. :(


Peter Stewart wrote:
Only through a couple of paths, but after looking at feats and spells I see no real means to make your summoned monsters any better. Is a conjurer just boned? Really? I'm supposed to throw CR 14 monsters against CR 25's at 20/10?

It seems the best means of making your summons better will be to use the Hierophant power Mighty Summons to give your summons either the Agile or Savage mythic templates.

While I doubt this will be enough to equal a CR 30, those templates are very powerful.


magnuskn wrote:
Apparently you are still supposed to stay within your normal level WBL limits?

I suppose that's the implication. Still, a 20th level/10th tier NPC with equipment of a 20th-level character seems like it would be underpowered compared to other CR 25 threats. It's not too hard to extrapolate the wealth-by-level chart out. This is as close as I've come...

boring math:

PC Wealth By Level

2nd-3rd: +2,000*
+1,000**
3rd-4th: +3,000
+1,000
4th-5th: +5,500
+2,500
5th-6th: +5,500
+0
6th-7th: +7,500
+2,000
7th-8th: +9,500
+2,000
8th-9th: +13,000
+3,500
9th-10th: +16,000
+3,000
10th-11th: +20,000
+4,000
11th-12th: +26,000
+6,000
12th-13th: +32,000
+6,000
13th-14th: +45,000
+13,000
14th-15th: +60,000
+15,000
15th-16th: +75,000
+15,000
16th-17th: +95,000
+20,000
17th-18th: +120,000
+25,000
18th-19th: +155,000
+35,000
19th-20th: +195,000
+40,000

*This number is the total increase from one level to the next
**This is the increase of the increase. The "momentum" if you will.

Using this rate, I'd say something like this:

20th-21st: +235,000
+40,000
21st-22nd: +280,000
+45,000
22nd-23rd: +330,000
+50,000
23rd-24th: +385,000
+55,000
24th-25th: +445,000
+60,000

For a final weath-by-level for PCS of...

21st-level: 1,115,000 gp
22nd-level: 1,395,000 gp
23rd-level: 1,725,000 gp
24th-level: 2,110,000 gp
25th-level: 2,555,000 gp


magnuskn wrote:
Apparently you are still supposed to stay within your normal level WBL limits?

It makes some sense if you think about it. Mythic Path Abilities are good enough to where the character isn't as dependent on magic items and such. So, there's little reason for them to have more money, despite being "higher level". Although to take on CR 26+ monsters, they'd probably want more treasure than their WBL gives them to take these challenges on.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Matrix Dragon wrote:
Peter Stewart wrote:
Only through a couple of paths, but after looking at feats and spells I see no real means to make your summoned monsters any better. Is a conjurer just boned? Really? I'm supposed to throw CR 14 monsters against CR 25's at 20/10?

It seems the best means of making your summons better will be to use the Hierophant power Mighty Summons to give your summons either the Agile or Savage mythic templates.

While I doubt this will be enough to equal a CR 30, those templates are very powerful.

Well, that, um, sucks. As far as I can see, there is no Hierophant divine surge which really fits an arcane caster (outside of a Summoner), unless you happen to have a really battle-fit familiar. Makes taking Dual Path to get that one path ability really a downer.

RPG Superstar 2015 Top 8

Chris Lambertz wrote:
DeathQuaker wrote:

Apologies if already asked... who did the artwork for...

1) All the iconics in the paths section

2) Seoni on page 101

'Cause wow. Love the former because... it's hard to put my finger on it, but everyone looks really heroic, good strong poses.

Latter also this, but is also just so pretty and I like that paint style.

The Iconics were illustrated by Eric Belisle (you can find more illustrations by him in our blog), and the Seoni illustration is by Jason Rainville (and some more illustrations in the blog). :)

Thank you. Want to keep an eye out for more of their work.

Contributor

tzizimine wrote:
Like everything so far, but I was hoping for a Mythic Leadership feat.

There is sort of one. There is a Path Ability that doubles the number of Followers you get if you have Leadership. There is also a Path Ability that gives you Leadership for free and adds your Tier to your Leadership score. Marshal is awesome for Leadership.

xevious573 wrote:
But I am annoyed that the Playtest feedback wasn't just ignored... I feel like it was never really seen AT ALL beyond a small thing here or there. Big issues were raised (ability score increases and mythic vampire [which was actually NERFED from the playtest]), things that left us confused (how does Metamagic work with Mythic spells?) talked about and pointed out, yet many, many of these issues saw no revisions in this book.

Just because your feedback was seen doesn't mean that it was compelling. The developers aren't obligated to take your suggestions into account when designing their product because design isn't a democracy. I am sure that good points were brought up during the Playtest but they didn't match the design goals of Mythic Adventures. If you want to play Mythic using your suggestions, do it. Nothing's stopping you. Not even Pathfinder Society, because let's face it, chances are this entire book won't be Pathfinder Society Legal anyway. Can you imagine PFS tiers? Different GMs deciding when a character earned a tier with no guidelines or rules? That would be a nightmare. And everyone in the PFS can't be Mythic or Mythic itself means nothing.

lorderok wrote:
Hey, so, I was very confused by the rules for legendary items. Is there any way to ascend them other than taking the universal path ability of "legendary item"? Also, I think it would go a long way if somebody posted a detailed example legendary item.

The rules seem to imply that you can be given a legendary item as part of a treasure hoard, but that's completely up to your GM. If you want to use your Mythic Powers to create your own signature weapon instead of using someone else's or don't feel like waiting for your GM to be nice to you, you can take the Path abilities to create your own.

Odraude wrote:
Overall I like the mechanics here. Surges being an immediate action doesn't bother me. It just means you have to make a choice on what to use your swift action on.

I agree with this. I feel like many of the naysayers are mega-optimizer types who don't like choices. They just want everything to stack to create the biggest explosion possible.

Actually, Odraude, I agree with everything you said in that post. I feel like we should be friends.

Peter Stewart wrote:
Only through a couple of paths, but after looking at feats and spells I see no real means to make your summoned monsters any better. Is a conjurer just boned? Really? I'm supposed to throw CR 14 monsters against CR 25's at 20/10?

Is summoning monsters really the only trick in the Conjurer's toolkit? Besides, Speedy Summons (allows you to summon creatures as a standard action instead of a full-round action) is pretty awesome and arguably a must-have for Summoners.

Generic Villain wrote:
One table that I would have liked to see is wealth by level for PCs and NPCs. I know mythic tiers don't equal levels in character classes, but it still would have been nice to see the wealth-by-level charts expanded to at least 25th-level (representing a 20th-level/10th-tier character)

I don't remember where it is, but it is in the book. Its either in the Equipment Section or the Encounters section (leaning towards the latter). There's an XP Table and a Wealth table going all the way up to a CR 30 encounter.

Scarab Sages

@Generic Villain & Alexander: Rewarding Mythic Encounters, Page 130 gives the XP and Loot per encounter tables

Liberty's Edge

Kcinlive wrote:
The_Hanged_Man wrote:
Alright. It is now officially maddening that my subscription has not been shipped yet. Paizo shipping goblins please hear my desperate plea!

I'm right there with you...

-Kcinlive

You are not alone, friends ;-)

Praise be the mighty and I daresay Mythic goblins of shipping.

Goblins bring and Goblins pack.

Goblins get your products down from the rack.

Goblins enjoy a stealthy snack.

And put it all in the mailman's sack.


Continued...

The Legendary Champion ability seems a lot better than the True Archmage ability. Legendary champions reroll all misses against non-mythic creatures. True archmages make non-mythic enemies roll twice on saves against their spells. Archmage gives SR 15 + your highest arcane caster level vs. arcane spells only. 1/round when a mythic creature fails to beat this SR you regain a use of mythic power. Champion regains a use of mythic power 1/round each time he rolls a natural 20 on an attack roll (against any foe).

Champion Abilities (just highlighting things that stand out)

Always a chance - natural 1's don't miss

Armor Master - can take three times applying to light, medium, heavy armor. No check penalty or spell failure chance.

Backlash - every time a creature crits on you they provoke an AoO from you.

Blowback - standard action expend mythic power to make a melee or ranged attack. If you hit the opponent is knocked 10 xtier feet away from you. Takes damage if it hits something else / someone else.

Burst Through - ignore allies for the purpose of charge (e.g. charge through them), make combat maneuver check to push aside enemies and continue to charge - if success no AoOs from them, if fail resolve charge attack against foe.

Clean Blade - When you crit make a free action touch attack against a foe within 30ft. of you. If hit foe is sickened rounds = tier.

Climbing Master - gain +8 climb, 30ft. climb speed, can climb sheer walls at DC 40.

Crusader - gain leadership, add tier to score, followers within 100ft. can 1/day surge with your die size.

Devestating Smash - attacks against constructs or objects treat DR / Hardness as 10 less. Add tier to damage rolls against them. Expend mythic power to double bonuses for an attack (ignore hardness / DR).

Endless Hatred - Seems very meh. Expend mythic power to gain +2 to all bonuses against favorite enemies for 1 minute. Also ignores DR for the rest of your turn.

Ever Ready - add tier to attack / damage for AoOs. Make extra AoO per 3 levels. Can make AoO while flat-footed.

Flash of Rage - when you or ally are hit with crit, you can rage for rounds = tier, as barbarian feature. Does not require feature and rounds don't count against rage / day.

Impossible Speed - +30ft. to base speed. Expend mythic power to increase speed by 10 x tier feet for 1 hour.

Imprinting Hand - Seems really good - though I worry that mythic rocket tag with things like fleet charge make it meaningless.

Lession learned - gain a +5 bonus on saves against abilities you fail saves against for 1 minute / tier. Not sure this is likely to come up...

Limitless Range - seems like it wouldn't come up a lot, but useful when it does. At some point limits of perception are going to matter a lot more than range of weapons.

Mounted Maniac - while mounted can demoralize all foes when you charge while mounted with intimidate. Expend mythic power to frighten them instead. Add tier to result of check.

Mythic Ki / Rage / Smite - recharge some of each ability for a mythic point and you ignore all DR for the rest of the round.... there are lots of DR ignoring powers here. Seems like monks get screwed overall.

Weapon Training - gain proficiency with fighter weapon group. Add bonuses from feats to all weapons within group. Add tier to CMD against disarm and sunder checks. Very meh.

Punishing Blow - Always active - any enemy you hit loses regen / fast healing for 1 round. Critical hits make them lose DR for 1 round. Unbeatable regen ignores this.

Sunder Storm - Wow. Full round action expend a mythic point and attempt to sunder 1 item for each creature within reach. Ignores hardness. Items destroyed deal 1d6 + tier in piercing damage to owners. Bypasses DR.

Swimming Master - gain swim speed. Hold breath for 10 minutes x con score. Expend mythic power to increase speed by 10 x tier feet.

Tear Apart - Passive - standard action attempt sunder combat maneuver. If successful reduce targets armor bonus, natural armor bonus, or shield bonus by 1/2 your tier.

Uncanny Grapple - lets you throw opponents 10 feet per tier, use them as a weapon, or deal more damage to them.

Wall Smasher - This ability still sucks and is too complicated. It is also almost never going to actually come up in play, given the HP of most walls.

Tier 3 stuff

Destroyer - passive ignore hardness of all objects. Includes spell effects like wall of force.

Elemental Fury - expend mythic power as move action, gain immunity to 1 element and 1d6 damage from element to your attacks for round / tier. Choose new element each time you activate.

Fleet Warrior - Are you ****ing kidding me? Seriously? Really? Who thought up this bright idea? Passive - when you full attack you can also move your full speed before or active the attacks. Basically from now on martial characters full attack every round whenever they want. It is impossible to use positioning, and squishy characters will die like crazy. Horrible idea. Horrible. At least fleet charge had a cost.

Incredible Parry - as duelist ability - and can be used with against two attacks.

Maneuver Expert - No more AoOs from any combat maneuver - expend mythic power to use greater and improved feat for a maneuver.

Maximized Crit - crits from now on always do maximum damage.

Penetrating Damage - beats 1 type of DR from a list - can change with each attack.

Precision - reduce penalty for illerative attacks by 5 each time you take it.

To the Death - Die hard, except it sucks. Don't take this.

Unstoppable Shot - standard action turn your ranged attack into a line attack with normal range. Expend mythic power to make it bend up to twice in course of movement.

Tier 6

Critical Master - crit threats against non-mythic foes automatically confirm and do maximum damage. If you take this ability twice it applies to mythic foes as well. Wow.

Fist Full of Daggers - full round action use thrown weapons to attack in 30ft. cone. Make 1 attack roll, roll damage once, apply to all within range. does not require mythic power.

Perfect Strike - very complicated and not that interesting.

Shatter Spells - only works with unarmed / natural weapons. Target magical effect or creature, expend mythic power and subject creature to greater dispel magic - CL = x2 tier.

Sweeping Strike - As full attack action make an attack at every creature in your reach. Roll attack / damage once and apply to all. Seems really good with reach weapons and large size. does not require mythic power.

Some years ago I built an epic level fighter NPC, giving him loads of abilities and toys. People remarked that it seemed as though the character had been built in a rage against the idea of spellcaster superiority. Reading the mythic champion I feel the same way they did. A lot of this seems like it goes way overboard. Auto-confirming all crits, full attacking without penalties, full attacking and moving every round... and this is without expending mythic power. These guys will mow down enemies instantly. Ridiculous, especially with the existence of critical feats.

[u]Mythic Guardian[/u]
I'm not going over all of these abilities in detail at the moment, but after reading through my thought is that most suck. They're terrible and in no way on par with the ridiculous power-ups available to a mythic champion. There's a few abilities that could be useful (ranged disarm), but most of these abilities just aren't that good. They provide DR (which the majority of mythic attacks beat and is acheivable in larger amounts other ways) or other relatively meaningless abilities (like fast healing 5 for 1 minute at the cost of a mythic use). I was amused by the raise companion ability though - where you bury an animal companion, familiar, mount, and so forth and raise it from the dead the next day with a mythic use. Seems appropriate, since said creatures will drop like flies at mythic. Armored might is probably the best ability (increase AC provided by armor by 1/2 or 1/2 your tier - whichever is less), and it's not impressive. Overall this is a dud with too many weird nitch active abilities and crappy passives. Also, why the Hierophant has a crit immunity ability but the Guardian doesn't is one I'll never understand.

[u]Mythic Hierophant[/u]
Initial thoughts - the basic features are crap. Inspired Spell is wild arcana for divine casters - and is by far the best. The capstone (divine vessel) is comically good though, recharging mythic power every time you take 20 or more points of damage from any source. Yeah... Lots of other features are uninspiring and continue a trend of giving some new options but not actually increasing your power - as opposed to the champion. There are a few cool things - servant of the balance (immune to crits), undying healer (when you are unconscious a spirit shows up and can cast your healing spells), enduring blessing - extend duration of a 10 minute / level or 1 minute / level spell into a 24 hour spell (only 1 per creature), but on the whole there's a lot of crap here.

Sustained by faith was nerfed into requiring 1 hour, making it worse than the default tier ability at level 3.

Divine guardian is awful - terrible. Expend a mythic point to summon (as a full round action) a creature as per summon monster or summon natures ally with a spell level = half your tier. That's right, at Tier 10 it summons you a creature off the summon monster V list. You can expend two uses though to get at tier = level though, so it's only worse in every single way than inspired spell.

Inverted Spontaneous Casting is similarly horrible. Gain access to spontaneous cure or inflict if you don't have one, but the use a spell level 1 higher (e.g. 2nd level slot for cure light). Might have been ok without the higher level spell use. As is... bah.

Mighty Summons is a laugh - summoned creatures get DR 5 / epic. Expend a use to apply the agile or savage mythic template. I had to go back and check though - mythic archmages don't actually get this ability or anything like it. Guess it sucks to be a conjurer or summoner?

Arcane knowledge is as bad as the archmage version.

More Later...


Odraude wrote:

I don't see the issue of getting essentially a +10

after 10 MTs.

Overall I like the mechanics here. Surges being an immediate action doesn't bother me. It just means you have to make a choice on what to use your swift action on.

And as for them not listening to the playtest after the second one, I'm not sure what to say. Playtests don't mean that the developers automatically implement whatever feedback people give them. They are there to get feedback about certain issues and then the developers take that into consideration when making decisions about them. To be honest, the Surge dice increase and amount of Mythic power you get per day are fine, but also feel like a matter of taste between people.

So it's not that they didn't listen to the feedback (since looking at the first playtest, they clearly do). It's just that they heard the feedback, talked it over, and didn't agree with it. To be honest, the forums can be this echo chamber that overexaggerates things immensely, so I am glad to see they don't just blindly agree with everyone on the forums. But this also isn't belittling the feedback either, as there is some good feedback that changed a lot and brought up concerns. I would like to hear the reasoning behind why they kept some things. And also, I still don't see the issue with a +10 at Mythic Tier 10, considering the things you fight.

I agree with this post 100%!

Shadow Lodge RPG Superstar 2010 Top 8

Valantrix1 wrote:
Odraude wrote:

I don't see the issue of getting essentially a +10

after 10 MTs.

Overall I like the mechanics here. Surges being an immediate action doesn't bother me. It just means you have to make a choice on what to use your swift action on.

And as for them not listening to the playtest after the second one, I'm not sure what to say. Playtests don't mean that the developers automatically implement whatever feedback people give them. They are there to get feedback about certain issues and then the developers take that into consideration when making decisions about them. To be honest, the Surge dice increase and amount of Mythic power you get per day are fine, but also feel like a matter of taste between people.

So it's not that they didn't listen to the feedback (since looking at the first playtest, they clearly do). It's just that they heard the feedback, talked it over, and didn't agree with it. To be honest, the forums can be this echo chamber that overexaggerates things immensely, so I am glad to see they don't just blindly agree with everyone on the forums. But this also isn't belittling the feedback either, as there is some good feedback that changed a lot and brought up concerns. I would like to hear the reasoning behind why they kept some things. And also, I still don't see the issue with a +10 at Mythic Tier 10, considering the things you fight.

I agree with this post 100%!

Ditto!

The Exchange

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Odraude wrote:

I don't see the issue of getting essentially a +10 after 10 MTs.

Overall I like the mechanics here. Surges being an immediate action doesn't bother me. It just means you have to make a choice on what to use your swift action on.

And as for them not listening to the playtest after the second one, I'm not sure what to say. Playtests don't mean that the developers automatically implement whatever feedback people give them. They are there to get feedback about certain issues and then the developers take that into consideration when making decisions about them. To be honest, the Surge dice increase and amount of Mythic power you get per day are fine, but also feel like a matter of taste between people.

So it's not that they didn't listen to the feedback (since looking at the first playtest, they clearly do). It's just that they heard the feedback, talked it over, and didn't agree with it. To be honest, the forums can be this echo chamber that overexaggerates things immensely, so I am glad to see they don't just blindly agree with everyone on the forums. But this also isn't belittling the feedback either, as there is some good feedback that changed a lot and brought up concerns. I would like to hear the reasoning behind why they kept some things. And also, I still don't see the issue with a +10 at Mythic Tier 10, considering the things you fight.

The problem me and Peter have with +10 isn't that it's an increase. It's that it's not +60 (I personally prefer +1/2 tier to all d20 rolls, class and racial DCs, and HD worth of HP gained (essentially con gain or toughness) with every even tier but the effect is nearly the same). The problem with +10 is that it benefits Single stat characters the greatest - Paladins, Casters - and hurts the MAD classes. The subject is complicated so I can't go into every detail here.

As to Surges. The problem with them using immediate actions is that, depending on your choices, a character is going to gain a glut of swift actions. This exacerbated by class that already have a lot of swift actions or need to use swift actions to be useful - I'm talking Magus but others such as Paladins with their Smite Evil, Sorcerer with Quickened Spells, and others. This becomes a problem if a creature forces an saving throw every round with an aura (see Nymph) because your own saving throws didn't increase while the monster's DC did (See above with why +10 is a problem). Also I would of preferred to make it a flat number (+2, +4, +6, +8) to not add additional die rolls and the time increases it adds to combats.

As to them not taking the feedback into account. The issues isn't just that but that they barely talked to us even with all our feedback. They didn't explain rationale for their choices. Yes there are a lot of threads so I know they can't post on every issue, but a few threads had a lot of posts and yet no comments or explanations.

Don't get me wrong, I am still pretty happy with this purchase. I just feel that it isn't quite right yet and could of used a bit more time and playtesting.


xevious573 wrote:
As to Surges. The problem with them using immediate actions is that, depending on your choices, a character is going to gain a glut of swift actions. This exacerbated by class that already have a lot of swift actions or need to use swift actions to be useful - I'm talking Magus but others such as Paladins with their Smite Evil, Sorcerer with Quickened Spells, and others. This becomes a problem if a creature forces an saving throw every round with an aura (see Nymph) because your own saving throws didn't increase while the monster's DC did (See above with why +10 is a problem). Also I would of preferred to make it a flat number (+2, +4, +6, +8) to not add additional die rolls and the time increases it adds to combats.

It seems that the way to help your saving throws is to get the improved versions of the Cloak of Resistance. They each give an additional +1 to a single save, and I think they let you use a mythic point to reroll that same type of save. Though the extra reroll is disabled for a day if you fail the new roll. Still, it is useful for protecting your worst saving throw.

While I wish that we weren't becoming even more dependent on resistance cloaks, I'm glad that this is at least an option.


1 person marked this as a favorite.
Benchak the Nightstalker wrote:
Valantrix1 wrote:
Odraude wrote:

I don't see the issue of getting essentially a +10

after 10 MTs.

Overall I like the mechanics here. Surges being an immediate action doesn't bother me. It just means you have to make a choice on what to use your swift action on.

And as for them not listening to the playtest after the second one, I'm not sure what to say. Playtests don't mean that the developers automatically implement whatever feedback people give them. They are there to get feedback about certain issues and then the developers take that into consideration when making decisions about them. To be honest, the Surge dice increase and amount of Mythic power you get per day are fine, but also feel like a matter of taste between people.

So it's not that they didn't listen to the feedback (since looking at the first playtest, they clearly do). It's just that they heard the feedback, talked it over, and didn't agree with it. To be honest, the forums can be this echo chamber that overexaggerates things immensely, so I am glad to see they don't just blindly agree with everyone on the forums. But this also isn't belittling the feedback either, as there is some good feedback that changed a lot and brought up concerns. I would like to hear the reasoning behind why they kept some things. And also, I still don't see the issue with a +10 at Mythic Tier 10, considering the things you fight.

I agree with this post 100%!
Ditto!

Yes.

First Paizo was kind enough to even do an open playtest is an amazing thing, a lot of other companies do not do this. Expecting Paizo to give an informed reason as to why they made every decision is a) silly and b) would take more room than the actual book.

They listened we gave feedback, they changed things from alpha to beta and the design team went with what works for them. I doubt a lot of the naysayers have actually played a few games with this as of yet in it's current form so they are for the most part Theory Crafting. Sorry I will make my overall opinion after I've seen it played through in a few games.

Hell many of the things that people were complaining about I'm glad Paizo did the opposite... I liked Mythic Weapon Finesse one Mythic Feat that almost everyone was complaining about.

The changes made to Aerial Assault made it useful, another good thing that came out of the playtest (things that they listened to us about)...

So to be fair, they DID listen to our feedback, and they APPLIED many of the things we all discussed, they did not agree to some of it. That did not mean they ignored the playtest feedback...

I think it is funny that many people posting had equated did not agree with the feed back to being ignored the feedback completely.

For the most part I'm happy with this book and I'm glad I made the purchase, and I can't wait to apply this to my game.

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