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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The Exchange

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I don't think they intend on doing a Kaiju Template. It's been stated a few times that each Kaiju should be an Individual first and foremost and a template doesn't get that across nearly as well as just designing a monster...

That being said, I would love to see a guide on the best way to design a Kaiju and what traits they share (beyond being REALLY, REALLY BIG).


I was thinking the Template being more for the Lesser Kaiju that exist in Media.


Azaelas Fayth wrote:
I was thinking the Template being more for the Lesser Kaiju that exist in Media.

Lesser Kaiju? Such as? You certainly don't mean Gojira, Radon, Mosura, and Gidora do you? I hope not as each of those are most certainly NOT LESSER in any sense of the word.


Azaelas Fayth wrote:
Kaiju Template would be better.

No. No it wouldn't be. Gojira, Radon, Mosura, and Gidora are EPIC LEVEL MONSTROSITIES akin to the SPAWN OF ROVAGUG! Reducing them to a mere template that could be applied to any damn monster is just foolish if not outright DISRESPECTFUL!


I was meaning a Template combined with a Subtype.

And Lesser Kaiju as in the Kaiju Monsters in numerous Anime and such.

Remember Kaiju just means Strange Beast. Godzilla and most of the Popular ones are actually Daikaiju.

In fact Godzilla and its relatives is viewed as an insult to the Daikaiju Genre. As it goes against the original God-Zilla Manga it was based off of.


Uh...Godzilla was invented by Toho studios...I have NEVER come across a reference saying that it was based on a comic book


Godzilla was based on a Manga Monster. The Movie made him into a Super Monster. Heck, the Manga had him only being around 3 Stories high. not some Sky Scraper Sized Lizard. He would probably be more akin to a Bipedal Tarrasque than the Movies' Godzilla.

NOTE: In the Manga he swam to the main Japanese Islands and he was killed by being trapped with chains and anchors inside a bay underneath the water and ended up drowning.

Scarab Sages

As for Mythic Campaign, I thought this was going to be a part of the Ultimate Campaign book. I was really hoping that they would include the basic rules set for it since they kinda coincide. With the addition of several monsters, items, and a GM Section, I'm not suprized they could fill a whole book, however, I would have rather them put the core system in the UCa, then expand it out in its own book. Oh well, looks like I will just have to pick them both up then ;).

On a side note however, I can't beleive you guys actually brought in Godzilla and his little friends into Pathfinder... It would be hilarious if a third party publisher could get permission from all the monster movie companies to make a Bestiary based on those monsters. I can see it now, "Face off against the King of the Monsters, Godzlla, his faithfull pet, Angulus, and twisted step-brother, King Gidorah." Not to mention playable races as the Preditors. Heck, while we are at it, lets just throw in some fun Classes like "Spawn" or "Spartan Master Chief". <--- In case it is not obvious, this paragraph is purly sarcasm.


dfsearles, one company already has something like that :)


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Azaelas Fayth wrote:
Godzilla was based on a Manga Monster.

[citation needed]


Eveyone brings up Godzilla, I'd rather see my favorite flying flame turtle.
Gamera Rocks!!


1 person marked this as a favorite.

What is it with Americans and BIG monsters? Lol

Silver Crusade

One of the things I love about this cover:

Valeros' strategy for getting at a dragon's weakspot, and with these rules quite possibly easily making it work. :D

Called Shot: Uvula

Shadow Lodge

Azaelas Fayth wrote:

Godzilla was based on a Manga Monster. The Movie made him into a Super Monster. Heck, the Manga had him only being around 3 Stories high. not some Sky Scraper Sized Lizard. He would probably be more akin to a Bipedal Tarrasque than the Movies' Godzilla.

NOTE: In the Manga he swam to the main Japanese Islands and he was killed by being trapped with chains and anchors inside a bay underneath the water and ended up drowning.

I dunno where you are getting this. There have been mangas about Godzilla, but they were all produced AFTER the original film, and the majority of them have been adaptations of the films.


Kthulhu wrote:
Azaelas Fayth wrote:

Godzilla was based on a Manga Monster. The Movie made him into a Super Monster. Heck, the Manga had him only being around 3 Stories high. not some Sky Scraper Sized Lizard. He would probably be more akin to a Bipedal Tarrasque than the Movies' Godzilla.

NOTE: In the Manga he swam to the main Japanese Islands and he was killed by being trapped with chains and anchors inside a bay underneath the water and ended up drowning.

I dunno where you are getting this. There have been mangas about Godzilla, but they were all produced AFTER the original film, and the majority of them have been adaptations of the films.

Correct! First appearance of Godzilla (Gojira) was on the self-named movie in 1954 (released by Toho). The first manga (Japanese comic) featuring Godzilla was in the early 1970s (Marvel followed in the latter part of the same decade), & many of them were adaptations of the original and successive films.

Just a "by the way"...

Edit: But if you know something some of us don't, please share! :)


Keywords: Based on.


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I hope there are rules for creating artifacts, especially since all the spellcasters that would be considered mythic such as Nex, Geb, Baba Yaga etc. have all created artifacts.


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Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

I've read so much Godzilla on this thread I wouldn't be surprised if Paizo statted him out and put a picture of him attacking the capitol of Minkai in this book.


Does anyone know if there are rules for creating artifacts in the Mythic Hardcover?


According to some Developer's Posts... No.


Azaelas Fayth wrote:
According to some Developer's Posts... No.

Mythic would have the perfect place for artifact creation rules especially since just about all the Mythic NPCs have created artifacts. PCs should be able to do the same.


Most agree. But they still want Artifacts to be rare and mysterious.

Though a system could easily be rigged for it...


I must have missed something... Considering...

This was my actual first post:

Azaelas Fayth wrote:

Most agree. But they still want Artifacts to be rare and mysterious.

Though a system could easily be rigged for it...

Since this post...

Azaelas Fayth wrote:
Kodyax wrote:
They both look useful, I just have to see the finished products before I commit to much more than careful optimism.
I was saying that simply because Ultimate Campaign contains things that would be easier to implement.

I don't even like Kaiju as they are typically presented... Most bore me.


Sorry, I'm behind on the thread.

Digital Products Assistant

Removed some off-topic posts. Let's try to keep the product discussion threads about the product please. :)


I playtested this last weekend. I had a small meteor crash into the forest and the party investigated. Being level one, they fought goblins and a Gold and Black Bear (Black Bear with the Invincible template). It was a tough battle (the Bear focused on a goblin every once in a while) but when the last person struck I had the Mythic power transfer from the bear to them! Everyone was pretty jealous of her flowing hair and golden iris. Then they decided to touch the Minor Starstone themselves. I also had the metal of her Katana altered by the mythic blood from the bear. It changed from Steel to Elysian Bronze. Everyone finished that session really happy and proud from the challenge.


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zergtitan wrote:
xevious573 wrote:
Louis Lyons wrote:
Darn. When I saw the cover I thought that this would be the Epic Level Playbook. This still looks fantastic though.

Mythic is the equivalent of the first 10 levels of Epic play. It does it in a different style that is less about the classes the character has and revolves more around 1 or 2 of 6 archetypes that act as a sorta catchall for the different classes and ideas... it's epic play but not with the same rules as the old ELH.

This is the playtest document: http://paizo.com/products/btpy8voq?Pathfinder-Roleplaying-Game-Mythic-Adven tures-Playtest

You should consider checking it out.

Actually its more accurate to state that mythic levels can act in place of epic levels but can be taken at anytime. their purpose is to both give players extra advantages and make the monsters much harder to kill(if done correctly). so it is more accurate to say that its an extra tier of difficulties and challenges above the normal level and not actually an epilogue campaign for your characters after level 20. cause once you reach your class level of 20, their is no going further except by mythic levels which end after 10 levels.

Epic levels: 20+ class levels.
Mythic levels: 20 max class, 10 max mythic.

This GM rates Mythic Adventures a perfect 10 for content and playability (two thumbs up).

I just ran an epic evil adventure (a reunion with my old epic 3.5 crew, who are all above 30th level), converted everyone into Pathfinder (using the official conversion guide), then used Mythic Adventures and applied the Mythic tiers to the PC’s opposition (elven high mages and bladesingers).
The PC’s where confounded with enemy’s that could bypass their resistances and immunities, produce obscenely powerful spell effects with normal spells (which they couldn’t counterspell), and act twice in a round with “Amazing Initiative” Mythic ability.
It was a truly epic adventure that took over 12 hours to play out, and seamlessly wove in their old 3.5 characters (converted to PF). The new content provided interesting new challenges for the evil PCs (who were otherwise next to unstoppable).

My hat is off to Jason Bulmahn and his crew and anyone else who helped produce such an excellent product. I’ll be getting Mythic Adventures as soon as it’s released in August (can’t wait).

That’s my feedback.

Your Immortal DM
(YIDM)

PS – in case anyone would like to see the PC’s opposition, see the links below:
Ualair the Silent, Grand Mage of Myth Drannor
http://www.4shared.com/office/2R8j9Ub7/Ualair_the_Silent_PF.html

Philogiston, Nature Seer in the Grove of Renewal and Oracle of Fire
http://www.4shared.com/office/EdeLrCiq/Phlogiston_PF.html

Josidiah Starym, Bladesinger and Arms major in the Army of the Art
http://www.4shared.com/office/ywgwOS0v/Josidiah_Starym_PF.html


From what I looked at of the playtest book, I was a bit disappointed in how it turned out.

I understood that some of the numbers would not be increasing when taking Mythic levels, but I didn’t think none of them would. I think the only thing that still increases is the stat increases.

I really feel caster level should still go up as well as skill points.

Now, that was an early version of the playtest, I understand there have been a lot of changes.

Either way, still keeping an open mind and will still be purchasing the book.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
The Guardian Beyond Beyond wrote:
Azaelas Fayth wrote:
According to some Developer's Posts... No.
Mythic would have the perfect place for artifact creation rules especially since just about all the Mythic NPCs have created artifacts. PCs should be able to do the same.

Artifacts by definition, are items that break the rules. Minor artifacts break them slightly, Major artifacts break them with a sledgehammer, and frequently come with a heavy personal price tag on the wielder.

An artifact then is anything that would be specifically disallowed by conventional item creation, +12 weapons, +20 bracers, It would be an item that you'd never allow PC's to make, and if you're smart will only be in their possession while it serves your campaign story. (Check Moorcock stories for the various ways he handled this aspect)

So really all you need to do is to master the basic rules, intuit the reason and impact of those rules and then you'll be able to gauge the effect of breaking them in specific ways.


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Sincubus wrote:
What is it with Americans and BIG monsters? Lol

It's because the really scary things in life are small.


After looking over the Playtest for Mythic Adventures I was really excited and I want to incorporate this into my campaign I am currently running. However, I am having one small issue with it and one of my player's character. My player is playing an Oracle/Sorcerer and is going into the Mystic Theurge prestige class and if I incorporate the Mythic Adventures into the game it will now limit his character to only one Mythic Path of either Archmage or Heirophant. This will create a problem with his character concept and therefore lessen my players' overall enjoyment of the game. I suggest for the future to create lareger varieties of Mythic paths so more character types can be played easily with them or the possibility of a Universal Mythic Path that gives a great deal more options to mold into a mythic path.

Overall, the playtest is a wonderful and interesting aspect to add to any game and helps to make each player feel more entwined and more desired to continue playing.

As far as the ALL the comments of the cover art I think it is splendid.

Thank you.


Sanctioned wrote:
My player is playing an Oracle/Sorcerer and is going into the Mystic Theurge prestige class and if I incorporate the Mythic Adventures into the game it will now limit his character to only one Mythic Path of either Archmage or Heirophant. This will create a problem with his character concept and therefore lessen my players' overall enjoyment of the game.

Has he taken a look at the Dual Path mythic feat? It lets him pick one path, but also gain the abilities of another. That's what I used for my gestalt Oracle/Sorcerer when my group did the mythic playtest.


Sanctioned wrote:

After looking over the Playtest for Mythic Adventures I was really excited and I want to incorporate this into my campaign I am currently running. However, I am having one small issue with it and one of my player's character. My player is playing an Oracle/Sorcerer and is going into the Mystic Theurge prestige class and if I incorporate the Mythic Adventures into the game it will now limit his character to only one Mythic Path of either Archmage or Heirophant. This will create a problem with his character concept and therefore lessen my players' overall enjoyment of the game. I suggest for the future to create lareger varieties of Mythic paths so more character types can be played easily with them or the possibility of a Universal Mythic Path that gives a great deal more options to mold into a mythic path.

Overall, the playtest is a wonderful and interesting aspect to add to any game and helps to make each player feel more entwined and more desired to continue playing.

As far as the ALL the comments of the cover art I think it is splendid.

Thank you.

Hopefully the Player Companion book - Mythic Origins will expand his choices somewhat.

It may not be exactly what you're looking for, but it will probably be worth checking out (and the player companion books are really quite cheap).


I'm actually psyched for this book, whenever I start a new game my players say "Epic?" and I always say, "No" simply because I don't feel the 3.5 Epic rules go well with Pathfinder. Now I have something that, while not Epic, will definitely be able to give my players what they want. Thank Paizo!


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

An Aegis? with this book and the rules on bronze weapons and elysian bronze my pathfinder version of Greek Mythology will soon unfold. now all I have to do is stat out the gods in a pathfinder deity type manner and the demigods will come.


a question here please:

this book will have its own Mythic option character sheet?
It will be diferent?
(i want to see one character sheet like the Dyslexic Studeos version with the Mythic Tiers options)

Please?

Paizo Employee Developer

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Captin Kuro wrote:
I'm actually psyched for this book, whenever I start a new game my players say "Epic?" and I always say, "No" simply because I don't feel the 3.5 Epic rules go well with Pathfinder. Now I have something that, while not Epic, will definitely be able to give my players what they want. Thank Paizo!

Even better, you can still say no, then spring it on them with a moment of ascension a few sessions in. :)


Something occurred to me.

If I were to make an Archmage NPC and apply the Lich Template, wouldn't it's phylactery be redundant with it's mythic immortality?

"We have destroyed your phylactery!"

"Haha, it doesn't matter!"

Owner - House of Books and Games LLC

1 person marked this as a favorite.
Captin Kuro wrote:
I'm actually psyched for this book, whenever I start a new game my players say "Epic?" and I always say, "No" simply because I don't feel the 3.5 Epic rules go well with Pathfinder. Now I have something that, while not Epic, will definitely be able to give my players what they want. Thank Paizo!

Heheh

That's all I have to say on the matter.

Sovereign Court

Odraude wrote:
Cathulu?

I think he ment Cthulhu

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