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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Kain Darkwind wrote:
Realmwalker wrote:
Kain Darkwind wrote:
Mythic Power Attack should have died in a fire, but it seems it survived its needlessly confusing way into the final copy. That's a bummer.

Confusing?

It is +3's instead of +2's, the extra damage is applied to criticals spend 1 mythic power to negate the to hit penalty for one minute.

it read very simple to me at least...

+3s instead of +2s...but what about two handed weapons?

Extra damage from the feat is doubled before being applied to critical modifier?

So let's pretend I have my greataxe, and normally hit for 1d12+7. With power attack at level 10, my barbarian is hitting for 1d12+16. On a crit, he rolls damage and multiplies it by 3.

But mythic power attack...hmm. Do I use +4 damage per -1? Let's assume not, for a second. Now, my same power attack is 1d12+16. But on a crit, I have to double the bonus damage from power attack (or is it just from mythic power attack?) first, before multiplying it by 3, so now it becomes 3[1d12+7+2(9)].

Sure, you can write out that your damage is 1d12+16 (power attack), 1d12+25x3 on a crit, but that's just needless complication to something that was once very simple.

I would imagine it would be +4.5 (rounding down) per penalty point, by the '2 handed weapons give x1.5 damage bonus' rule?

Contributor

Sauce987654321 wrote:
There is still a universal path, right? Nobody has mentioned what abilities are from there.

Its not a path, but yes, there are universal Path abilities. Mythic Spellcasting is one of them, so you can, as a spellcaster, go into any Path and still get Mythic spells. Legendary Item is another Mythic Path ability, which lets you transform one of your positions into a Legendary item.


Question: would there be any mechanical issues with giving 1st level characters 10 mythic tiers? It's just a little thought experiment I have.

In the playtest, the biggest issue with that was that most of the mythic feats have normal feats as prerequisites, and (aside from human monks) no one's going to have five feats already at level 1. This is also assuming I didn't overlook some kind of rule like "mythic tiers cannot exceed class levels."


Xenophile wrote:

Question: would there be any mechanical issues with giving 1st level characters 10 mythic tiers? It's just a little thought experiment I have.

In the playtest, the biggest issue with that was that most of the mythic feats have normal feats as prerequisites, and (aside from human monks) no one's going to have five feats already at level 1. This is also assuming I didn't overlook some kind of rule like "mythic tiers cannot exceed class levels."

This is covered: A character can delay their acquisition of a mythic feat until they meet the prerequisites. Thus, your 1st-level/10th-tier character would only have a few feats, but as s/he grew in level, newly acquired feats could be made mythic.


Generic Villain wrote:
Xenophile wrote:

Question: would there be any mechanical issues with giving 1st level characters 10 mythic tiers? It's just a little thought experiment I have.

In the playtest, the biggest issue with that was that most of the mythic feats have normal feats as prerequisites, and (aside from human monks) no one's going to have five feats already at level 1. This is also assuming I didn't overlook some kind of rule like "mythic tiers cannot exceed class levels."

This is covered: A character can delay their acquisition of a mythic feat until they meet the prerequisites. Thus, your 1st-level/10th-tier character would only have a few feats, but as s/he grew in level, newly acquired feats could be made mythic.

Sounds fair. The other issue was that a lot of path abilities seemed to only be useful when you had multiple attacks/high-level spells/etc, but all the preview material I've seen looks like there's a wider selection now. I'm gonna have to try this out after I get the book...

Scarab Sages

Evil Midnight Lurker wrote:

I'm having trouble wrapping my head around this one:

Perfect Preparation (Ex): You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you’re a magus or wizard) or a familiar (if you’re a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.

...Okay, for a witch I can see this -- the familiar is the witch's only spellbook, and this just shifts the mechanic into the witch's own head. But wizards and magi? They could potentially have whole shelves of spellbooks gleaned from various sources, not necessarily all in the same location. How do you determine what spells a book-user has access to?

Any spell he's ever transcribed into any spellbook he owns, plus any new spells he gains access to.


Marigold Malachite wrote:
Kain Darkwind wrote:
Realmwalker wrote:
Kain Darkwind wrote:
Mythic Power Attack should have died in a fire, but it seems it survived its needlessly confusing way into the final copy. That's a bummer.

Confusing?

It is +3's instead of +2's, the extra damage is applied to criticals spend 1 mythic power to negate the to hit penalty for one minute.

it read very simple to me at least...

+3s instead of +2s...but what about two handed weapons?
I would imagine it would be +4.5 (rounding down) per penalty point, by the '2 handed weapons give x1.5 damage bonus' rule?

I imagine it might be that. However, it certainly isn't clear if the +50% clause applies only to normal power attack or mythic as well, it makes the math less solid, unlike the original and there is still the horrible 'doubles on a crit before the multiplier' bit.

Plus, the description of mythic power attack on the feats table in no way resembles the text of the feat itself.


Xenophile wrote:

Question: would there be any mechanical issues with giving 1st level characters 10 mythic tiers? It's just a little thought experiment I have.

In the playtest, the biggest issue with that was that most of the mythic feats have normal feats as prerequisites, and (aside from human monks) no one's going to have five feats already at level 1. This is also assuming I didn't overlook some kind of rule like "mythic tiers cannot exceed class levels."

The main part where it would get weird is with abilities whose save DC is based on the character's mythic tier. Their mythic abilities would have very high save DCs, but their class abilities would be somewhat weak.


Kain Darkwind wrote:
But mythic power attack...hmm. Do I use +4 damage per -1? Let's assume not, for a second."

Originally, I felt like you were going out of your way to dislike the feat -- and I still kind of do. I agree that the text is hilariously poorly written, but take a step back for a minute and remember power attack -- it's a relatively minor effort to figure this out.

But when I actually started rewriting the feat, I saw something I'd completely forgotten about.

Mythic Power Attack wrote:
In addition, the bonus damage from this feat is doubled on a critical hit, before it’s multiplied by the weapon’s critical multiplier.

I have to wonder what the thought process that lead to this was. Was the bonus damage not good enough? The ability to ignore the penalty for one entire minute too weak? The feat already makes Furious FocusM obsolete. [/cringe]

Warning: Edited Rant ahead:
This paragraph was originally one big rant I decided to remove. TL;DR: Sometimes things just slip through the cracks and I understand that better than some, but you guys are a team! That's got to mean something.

That said, though, to the naysayers, I say: have a little faith. Nobody's perfect and they're trying their best. I'm confident it'll get there one way or another.


I preordered mine back in June, I think, and because I delayed shipping to coincide with the release of Bestiary 4, I have a question. The order says "pending", but does that mean I can still go ahead and download the pdf? Or do I get that at all when ordering the hard copy?


1 person marked this as a favorite.

You wont get the PDF if you just preordered the hardcopy, you only get it for free if you are subscribed.


I didn't really follow the playtest, so here's a question for those who did: what's with the three abilities that every path can choose from at 1st-level? I'm talking about archmage arcana, champion's strike, guardian's call, divine surge, marshal's order, and trickster attack. Why are these otpions separate from the other path abilities? Additionally, why do some paths (guardian, marshal, trickster) have standard path abilities that allow them to choose a second or even third of these, while other paths (archmage, champion, hierophant) do not?

This is an idle curiosity. Just wondering why these abilities were treated as "special."

Contributor

There are none. The "Universal Path" just means a series of Path Abilities that anyone can pick from. You have to be either an Archmage, Champion, Guardian, Hierophant, Marshal, or Trickster.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Generic Villain wrote:

I didn't really follow the playtest, so here's a question for those who did: what's with the three abilities that every path can choose from at 1st-level? I'm talking about archmage arcana, champion's strike, guardian's call, divine surge, marshal's order, and trickster attack. Why are these otpions separate from the other path abilities? Additionally, why do some paths (guardian, marshal, trickster) have standard path abilities that allow them to choose a second or even third of these, while other paths (archmage, champion, hierophant) do not?

This is an idle curiosity. Just wondering why these abilities were treated as "special."

I think that is a question which only the designers can answer.


Please tell me they included a Mythic Feat that stops the aging process of your character PERMANENTLY! If so, please give details on it.


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Such a feat is not included, sorry.

It's a Universal Path ability instead. Well, kinda.
You still age, you just don't get any penalties or die.
Yay for shriveled up 300 year old barbarians!

Longevity (Su): Upon taking this ability, you can no
longer die from old age. If you have penalties to your
physical ability scores due to aging, you no longer take
those penalties. You still continue to age, and you gain all
the benefits to your mental ability scores.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Well, basically that is immortality, with only the good parts of aging (getting increased mental ability scores) left in.


Well, it doesn't say anything about your looks. So you probably will look pretty old, pretty soon.
Hence the shriveled up barbarian (which kinda is a trope in itself).

But fluffing yourself as young looking should usually be no problem I guess.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Okay, that is of course a valid interpretation.


Quote:

Such a feat is not included, sorry.

It's a Universal Path ability instead. Well, kinda.
You still age, you just don't get any penalties or die.
Yay for shriveled up 300 year old barbarians!

Longevity (Su): Upon taking this ability, you can no
longer die from old age. If you have penalties to your
physical ability scores due to aging, you no longer take
those penalties. You still continue to age, and you gain all
the benefits to your mental ability scores.

Seriously? You still age but don't die? What the hell Paizo! You couldn't have at least given us an ability for our characters to keep their youthful appearance? Who the hell wants a character with all the physical fitness of the Terminator but all the beauty and sex appeal of BABA BLEEPING YAGA?

Liberty's Edge

2 people marked this as a favorite.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Dear Grandmother has a Charisma of 32. Just saying.

Shadow Lodge

Berselius wrote:
Quote:

Such a feat is not included, sorry.

It's a Universal Path ability instead. Well, kinda.
You still age, you just don't get any penalties or die.
Yay for shriveled up 300 year old barbarians!

Longevity (Su): Upon taking this ability, you can no
longer die from old age. If you have penalties to your
physical ability scores due to aging, you no longer take
those penalties. You still continue to age, and you gain all
the benefits to your mental ability scores.

Seriously? You still age but don't die? What the hell Paizo! You couldn't have at least given us an ability for our characters to keep their youthful appearance? Who the hell wants a character with all the physical fitness of the Terminator but all the beauty and sex appeal of BABA BLEEPING YAGA?

I thin what it means is that you still have the ability to gain the bonuses, but not the penalties. So, for example a Young Templated Creature could grow up, and a otherwise normal person would still get wiser and more calm and patient, but they would not age or grow weaker or sickly. If you want to flavor it so that you physically age, sure, but it doesn't sound like that was intended as part of this power.


Peter Stewart wrote:
Mythic Spellpower - gain 2 points of mythic power that can be used only to power mythic spells. Can be taken three times. Guess that means extra mythic power is gone.... OH WAIT. NO IT ISN'T! THIS ABILITY IS WORSE IN EVERY ****ING WAY THAN EXTRA MYTHIC POWER (WHICH YOU CAN TAKE AT TIER 1). WTF? ARE YOU KIDDING ME?
Generic Villain wrote:

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.

Actually, you can only take Extra Mythic Power once. It's a feat. If taken multiple times, it's effects do not stack unless it says so. I know that most of the normal "Extra" feats can be taken multiple times, but this feat includes no such text. Not only that, but Extra Mythic Power is a Mythic Feat. You can only take a grand total of 5 Mythic Feats EVER. Maybe there are other feats that are more important to you. Mythic Spellpower is a Path Ability. At Tier 3 and onward, you have have 8 opportunities to take it up to three time. It may be limited, but it's far more available. Now I don't know if the Mythic "Extra" feats intentionally left off the "can be taken multiple times" clause, but it kind of makes since for those feats to be limited to only once.

Also, based on the wording, it's unclear (to me, at least) if you can use Mythic Spellpower to cast the augmented version of a mythic spell for free. It doesn't say you get 2 extra points of mythic power to just use for mythic spells. It says you can cast a mythic spell twice per day without spending ANY mythic power. An augmented version of a mythic spell is still a mythic spell, right? I don't know if that's intended or not, but it can be taken that way.

EDIT: Sorry, I see now you were taking about the Universal Path Ability called Extra Mythic Power. And I see that there is also a Universal Path Ability to get more Mythic Feats.... That's kind of confusing to have two things named the same. So I guess the above possibility is my only arguing point now.... Oh well.

Anyway, I'm still reading through the book. That was just something that caught my eye that I remembered from Peter's rant. I really like it so far, although it really does make swift/immediate actions a very hot commodity. I imagine making some very hard choices as to how you use it each turn.


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Berselius wrote:
Seriously? You still age but don't die? What the hell Paizo! You couldn't have at least given us an ability for our characters to keep their youthful appearance? Who the hell wants a character with all the physical fitness of the Terminator but all the beauty and sex appeal of BABA BLEEPING YAGA?

While it doesn't mention keeping your youthful appearance, one could interpret the lack of aging penalties to physical ability scores in that manner. IE, you still age, but you're not getting weaker and less fit or shriveled like other characters that age. Plus, you continue to gain age-related Charisma bonuses. Presumably, unlike the non-longevity gifted, that could reflect your youthful appearance as well as the charm of age.

Just because it isn't explicitly stated, doesn't mean you can't make some assumptions.

Silver Crusade

Cthulhudrew wrote:
Berselius wrote:
Seriously? You still age but don't die? What the hell Paizo! You couldn't have at least given us an ability for our characters to keep their youthful appearance? Who the hell wants a character with all the physical fitness of the Terminator but all the beauty and sex appeal of BABA BLEEPING YAGA?

While it doesn't mention keeping your youthful appearance, one could interpret the lack of aging penalties to physical ability scores in that manner. IE, you still age, but you're not getting weaker and less fit or shriveled like other characters that age. Plus, you continue to gain age-related Charisma bonuses. Presumably, unlike the non-longevity gifted, that could reflect your youthful appearance as well as the charm of age.

Just because it isn't explicitly stated, doesn't mean you can't make some assumptions.

It is also worth mentioning, that Baba Yaga decided to get old before becoming immortal, and from the language of the ability, you might as well not look like you age. Other than that I agree 100% with your post.

Silver Crusade

The channel power ability (page 19, an archmage ability, that requires tier 6) seems way to good, especially if you use it with potent mythic spells.
Could it be that this ability is only supposed to work with non-mythic spells?

Sovereign Court Contributor

1 person marked this as a favorite.
Berselius wrote:
Quote:

Such a feat is not included, sorry.

It's a Universal Path ability instead. Well, kinda.
You still age, you just don't get any penalties or die.
Yay for shriveled up 300 year old barbarians!

Longevity (Su): Upon taking this ability, you can no
longer die from old age. If you have penalties to your
physical ability scores due to aging, you no longer take
those penalties. You still continue to age, and you gain all
the benefits to your mental ability scores.

Seriously? You still age but don't die? What the hell Paizo! You couldn't have at least given us an ability for our characters to keep their youthful appearance? Who the hell wants a character with all the physical fitness of the Terminator but all the beauty and sex appeal of BABA BLEEPING YAGA?

Grandma Yaga (that is what the first part of her name means, my pretties), gets a great deal of mileage out of now unfashionable fearsomeness (and wisdom) of the old. After all, any creature that visibly indicates: I am this old, which means nothing has killed me yet, and stuff probably has tried, and I deserve respect.


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Meh, as far as my games are concerned, Longevity will stop the aging process when you take it, at whatever age that happens to be.

The Exchange

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Jeff Erwin wrote:
Berselius wrote:
Quote:

Such a feat is not included, sorry.

It's a Universal Path ability instead. Well, kinda.
You still age, you just don't get any penalties or die.
Yay for shriveled up 300 year old barbarians!

Longevity (Su): Upon taking this ability, you can no
longer die from old age. If you have penalties to your
physical ability scores due to aging, you no longer take
those penalties. You still continue to age, and you gain all
the benefits to your mental ability scores.

Seriously? You still age but don't die? What the hell Paizo! You couldn't have at least given us an ability for our characters to keep their youthful appearance? Who the hell wants a character with all the physical fitness of the Terminator but all the beauty and sex appeal of BABA BLEEPING YAGA?
Grandma Yaga (that is what the first part of her name means, my pretties), gets a great deal of mileage out of now unfashionable fearsomeness (and wisdom) of the old. After all, any creature that visibly indicates: I am this old, which means nothing has killed me yet, and stuff probably has tried, and I deserve respect.

You know... She had to conceive Rasputin and the Irrisen Queens somehow... That's known 15 progeny and there likely was a 16th before RoW.

She's getting some from someone. Just sayin'.


pluvia33 wrote:
Also, based on the wording, it's unclear (to me, at least) if you can use Mythic Spellpower to cast the augmented version of a mythic spell for free. It doesn't say you get 2 extra points of mythic power to just use for mythic spells. It says you can cast a mythic spell twice per day without spending ANY mythic power. An augmented version of a mythic spell is still a mythic spell, right? I don't know if that's intended or not, but it can be taken that way.

I can see that argument. The ability mentions that twice per day, you can use the ability to cast a mythic spell without spending any uses of mythic power (italics are word for word from the text, bolded by me for emphasis). It does use the plural, so one could argue that by the RAW, you could spend the equivalent of half a dozen (or so) uses of mythic power, and it still wouldn't actually cost you anything. The spell you cast does have to be a mythic spell, but as long as it is, you can burn as many mythic upgrades as you want.

xevious573 wrote:

You know... She had to conceive Rasputin and the Irrisen Queens somehow... That's known 15 progeny and there likely was a 16th before RoW.

She's getting some from someone. Just sayin'.

She does also have access to the entire Sorc/Wizard and entire Witch spell list. If she wanted, she could just cast Alter Self or something to that effect (there's a Witch spell that allows you to transform into the "maiden" element of the Maiden-Mother-Crone, too), and then hop into bed with whoever.

I believe it's mentioned that the Irrisen queens tend to look a bit less human (the picture of Elvanna in the Irrisen book is somewhat alien-seeming in appearance, as if she has definite non-human ancestry in there somewhere). Baba Yaga could quite possibly be using magic to help herself along the way.

Contributor, RPG Superstar 2010 Top 4

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Starsunder wrote:
Meh, as far as my games are concerned, Longevity will stop the aging process when you take it, at whatever age that happens to be.

As far as I am concerned Starsunder won the Internet for at least a second.

The rules are a toolkit for the GM. This isn't true for PFS, I grant you, but that is a special situation.

These sort of things should be interpreted by the GM so that it works best for their group and maximizes fun.


With Mythic Initiative's ability to give you another standard action, Lightning Stance is going to be a lot more useful.

Contributor

Berselius wrote:
Please tell me they included a Mythic Feat that stops the aging process of your character PERMANENTLY! If so, please give details on it.

I've seen two abilities that stop you from aging.

The first is the aforementioned Logetivity universal path power. You continue getting older, but you never die of old age and suffer no ill penalties for being old.

The second is part of the Legendary item rules. It is called Everlasting. While you are carrying your legendary item, you don't need to eat or sleep, do not age, do not need to breathe, and never suffer the ill effects of temperature (basically super endure elements). The flavor is very much of Tuck Everlasting in which case being immortal and never changing is presented as more of a curse than a boon.

Both of these abilities are part of various path abilities, but there is a Mythic feat that allows you to select an additional Path ability. So while they're not feats, you can spend a feat to get one.


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Jim Groves wrote:
Starsunder wrote:
Meh, as far as my games are concerned, Longevity will stop the aging process when you take it, at whatever age that happens to be.

As far as I am concerned Starsunder won the Internet for at least a second.

The rules are a toolkit for the GM. This isn't true for PFS, I grant you, but that is a special situation.

These sort of things should be interpreted by the GM so that it works best for their group and maximizes fun.

There really is a first time for everything! :D


*Sigh* I had really hoped the "+20 circumstance bonus to an ability check" universal abilities had been dropped. Those were some of my most hated abilities.


I made a mythic starsoul sorcerer (void-soul from Ultimate Magic) as a test run and gave him the longevity power. Because his source of mythic power is alien and unknowable (beings of the Dark Tapestry), he appears ageless. Which is to say, no one can put a finger on how old he is physically. Maybe he's 20, maybe he's 40, maybe 60. There just aren't any tells normally associated with the aging process. This helps accentuate his alieness.

Liberty's Edge

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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
MalignantMind wrote:
*Sigh* I had really hoped the "+20 circumstance bonus to an ability check" universal abilities had been dropped. Those were some of my most hated abilities.

Good News!

Spoiler:
Sorry, couldn't help myself. Hope you enjoy the rest of the book.


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Reckless wrote:
MalignantMind wrote:
*Sigh* I had really hoped the "+20 circumstance bonus to an ability check" universal abilities had been dropped. Those were some of my most hated abilities.

Good News!

** spoiler omitted **

ROFL, +1 Internet good sir.


I don't know what most people think of the "+20 circumstance bonus to an ability check" universal abilities but they are cool to have around I think. It's hard enough getting bonuses to ability score rolls.

I like the strength one because it's cool that you can choose something that essentially gives you super strength at any level.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I just can't wait to see what items and abilities they will add with Mythic Origins and Mythic Realms! :)

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber
Kain Darkwind wrote:


I imagine it might be that. However, it certainly isn't clear if the +50% clause applies only to normal power attack or mythic as well, it makes the math less solid, unlike the original and there is still the horrible 'doubles on a crit before the multiplier' bit.

Plus, the description of mythic power attack on the feats table in no way resembles the text of the feat itself.

I only have two issues with the mythic PA. As you say the description in the table bears no resemblance to the actual feat and I don't think the second paragraph is not at all necessary - the negation of the penalty is OTT, certainly not present in mythic deadly aim. Could easily achieve this by having a mythic version of furious assault that simply negates ALL of the PA penalties.

As for the difficulty in applying it. I read it the same as a prior post, x1.5 for two handed as per the standard, so +4 points per.

I suppose some things will always escape through in a first print. Lets wait and see what come of it.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Did not see this posted so here it is:

6th 3rd — Force of will

yet says 7th:

Force of Will (Ex): At 7th tier, you can exert your will to
force events to unfold as you would like. As an immediate
action, you can expend one use of mythic power to reroll a
d20 roll you just made, or force any non-mythic creature
to reroll a d20 roll it just made. You can use this ability
after the results are revealed. Whoever rerolls a roll must
take the result of the second roll, even if it is lower.

Which is correct?


The usual rule in 3/3.5e was that text trumps table, so I'm inclined to go the same way here.

Shadow Lodge RPG Superstar 2010 Top 8

Alleran wrote:
The usual rule in 3/3.5e was that text trumps table, so I'm inclined to go the same way here.

Ordinarily that's the case, but I get the feeling Force of Will is supposed to be at 6th.

For one thing, moving it to 7th leaves a gap in the table at 6th.

Silver Crusade

Pathfinder Adventure Path Subscriber
Paul Watson wrote:
Dear Grandmother has a Charisma of 32. Just saying.

That's what some folks call a GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGMILF .


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DM_aka_Dudemeister wrote:
Paul Watson wrote:
Dear Grandmother has a Charisma of 32. Just saying.
That's what some folks call a GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGMILF .

Or proof that Charisma doesn't necessarily mean you're physically attractive per se.


Since Mythic Deadly Aim doesn't have the same doubleing-added-damage-before-multiplying-on-crit text that Mythic Power Attack does, I'm inclined to either drop it from power attack or (significantly less likely) add it to deadly aim.

RPG Superstar 2010 Top 32

I want my pdf!

(pout)

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