Pathfinder Roleplaying Game: Mythic Adventures (OGL)

4.20/5 (based on 17 ratings)
Pathfinder Roleplaying Game: Mythic Adventures (OGL)
Show Description For:
Non-Mint

Add Hardcover $39.99 $19.99

Add PDF $19.99

Non-Mint Unavailable

Facebook Twitter Email

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

Downloads

Looking for more? Check out the Resources and Free Downloads available for the Pathfinder Roleplaying Game.

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Rulebook Subscription.

Product Availability

Hardcover:

Available now

Ships from our warehouse in 3 to 5 business days.

PDF:

Fulfilled immediately.

Non-Mint:

Unavailable

This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO1126


See Also:

1 to 5 of 17 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

4.20/5 (based on 17 ratings)

Sign in to create or edit a product review.

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.


1 to 5 of 17 << first < prev | 1 | 2 | 3 | 4 | next > last >>
251 to 300 of 747 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Quote:
I can't remember all of the "American Gods" but I do recall Johnny Appleseed (Druid), Paul Bunyan (ranger), George Washington (paladin), John Henry (fighter) and Annie Oakley (Gunslinger).

No Daniel Boone, Davy Crockett, or the White Buffalo Woman?

Designer, RPG Superstar Judge

I've removed some posts. Talking about Ultimate Campaign in this thread is off-topic (as is the discussion of Baba Yaga's "build," btw).

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber

And the downloading begins! 70 MB just for the lite version.

Liberty's Edge

1 person marked this as a favorite.

Just getting into my read, but already I'm loving what I see...!

Contributor

5 people marked this as a favorite.

*Reads Kvantum's post*
*Eagerly checks Inbox*
*Sees e-mail from Paizo*
*Clicks in delight without reading subject*

Hey guys, in other news the Guide to Pathfinder Society Organized Play just got updated!

*Goes back to waiting impatiently for Mythic Adventures*


Hot dang, just got my email. Downloading Mythic Adventures and WotR #1 now!!!!!

-- david

Shadow Lodge

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

Is it heres yet, my Precious? >checks email< :'(

Silver Crusade

1 person marked this as a favorite.
Pathfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I did the same thing Alexander :( SO much to DL in this month's pack, I want it all so much :(


This book is so awesome. I have instantly revised my RPG schedule for this school year to include running a mythic game.


So how much change are we seeing from the playtest ?


F5 F5 F5

Contributor

Troodos wrote:
This book is so awesome. I have instantly revised my RPG schedule for this school year to include running a mythic game.

Luckily my homebrew game is set in a world that uses the Greek Gods. I have like five or six ways already seeded for my players to become mythic ... now all Paizo needs to do is HELP ME OUT HERE!

Spoiler:
I'm sorry I yelled at you. May I have my PDF now, please? :-D


I keep hitting F5 but I see no download. WHY HAVE YOU FORSAKEN ME PAIZO!?!

Naw, I'll just keep being patient. :> Sadly mine will be a bit since I also have the Adventure Path subscription :(

Shadow Lodge

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

Download GO!


And as soon as I say this, I receive my PDF :D Love you Paizo ;)

Liberty's Edge

This Just Might Work is my favorite path ability name so far.


So this is the definition of DR/Epic, italicized for emphasis.

DR/Epic:
DR/Epic: A type of damage reduction, DR/epic can be overcome only by a weapon with an enhancement bonus of +6 or greater (Pathfinder RPG Bestiary 299). Weapons with special abilities also count as epic for the purposes of overcoming damage reduction if the total bonus value of all of their abilities (including the enhancement bonus) is +6 or greater.

So does this mean that a +5 flaming sword could bypass DR/Epic?

Silver Crusade

That's how I read it.


Excellent. That reverses a question I had asked a long time ago, in regards to the tarrasque's DR.


Recuperation worries me, as it also refreshes everything that is limited to per day, including spells per day. Although it also includes once-per-day talents and rage, which is nice.

That said, with many abilities costing mythic points and forcing you to choose, as well as you getting a bit less Mythic Points than normal, it may not always be the best choice. Especially with the usefulness of Surges as well as using Mythic Spells

Silver Crusade

It makes sense though, they wanted to stay away from the 'Epic' number nausea and do something special. I totally dig that weapons with effective enhancement bonuses of +6 or better achieves the end result of bypassing DR/Epic :)


Ack! It's NOT Thursday!

Silver Crusade

Odraude wrote:

Recuperation worries me, as it also refreshes everything that is limited to per day, including spells per day. Although it also includes once-per-day talents and rage, which is nice.

That said, with many abilities costing mythic points and forcing you to choose, as well as you getting a bit less Mythic Points than normal, it may not always be the best choice. Especially with the usefulness of Surges as well as using Mythic Spells

That's the great thing about Mythic though, resource management doesn't go away, but it is a new form of controlled insanity ;)

Contributor

Norgrim Malgus wrote:
Odraude wrote:

Recuperation worries me, as it also refreshes everything that is limited to per day, including spells per day. Although it also includes once-per-day talents and rage, which is nice.

That said, with many abilities costing mythic points and forcing you to choose, as well as you getting a bit less Mythic Points than normal, it may not always be the best choice. Especially with the usefulness of Surges as well as using Mythic Spells

That's the great thing about Mythic though, resource management doesn't go away, but it is a new form of controlled insanity ;)

More importantly, something like Recuperation would allow me to assume that you can handle double the normal workload in a single day.

Maybe, for example, plan a super epic dungeon and then force you to use your Recuperate to get your resources back to fight C'thulhu at the end.

Still waiting, but thought I'd chime in.


Yeah. Looking through the abilities in detail, there is definitely a lot of options for all classes in points usage. And for casters, you have a lot that you'd want to use them on. So it seems to be alright. Of course, I'd know more once I run one :)

Silver Crusade

@Alexander

Exactly, more potent abilities, but same rule applies regarding a certain level of resource depletion so the encounter isn't a roflstomp.


Odraude wrote:

So this is the definition of DR/Epic, italicized for emphasis.

** spoiler omitted **

So does this mean that a +5 flaming sword could bypass DR/Epic?

woah woah woah, Bestiary 1? i just checked 1-3 for this and i quote pg.299 Besiary 1 "A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction."

where are you getting your info?


So where is the ability to grant spells? Couldn't find it.


seanb4life wrote:
Odraude wrote:

So this is the definition of DR/Epic, italicized for emphasis.

** spoiler omitted **

So does this mean that a +5 flaming sword could bypass DR/Epic?

woah woah woah, Bestiary 1? i just checked 1-3 for this and i quote pg.299 Besiary 1 "A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction."

where are you getting your info?

Glossary of the Mythic Adventures book.

Liberty's Edge

Odraude wrote:
So where is the ability to grant spells? Couldn't find it.

It's the Tier 3 Universal Path ability Divine Source (yes, your fighter can grant spells), on page 51.


Also, the Champion's Clean Blade ability is totally awesome.

Clean Blade:
Clean Blade (Ex): Whenever you score a critical hit, as a free action you can make a ranged touch attack to fling the blood and gore at another opponent within 30 feet. If the touch attack hits, the foe is sickened for a number of rounds equal to your tier. If the touch attack is a critical hit, the foe is also blinded for the same duration. A blinded foe can spend a full-round action to remove the gore and end the blindness. At the GM’s discretion, creatures that are immune to disease, those that live in filth (such as otyughs), or those that revel in bloodshed (such as demons) might be immune to the sickened effect of this ability.


Shisumo wrote:
Odraude wrote:
So where is the ability to grant spells? Couldn't find it.
It's the Tier 3 Universal Path ability Divine Source (yes, your fighter can grant spells), on page 51.

NIce! I just got into that area. Thanks for pointing it out.

Grand Lodge

What's the final page count?


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Spiral_Ninja wrote:
Ack! It's NOT Thursday!

Be happy that the shipments are slower due to GenCon and so they started later. Meaning that the PDF will already be available Thursday, when normally suscribers would have gotten access last week and you would have been waiting since then. ^^

Mixed blessing for me. I don't have to wait so long for this PDF, but I regularly should have been reading the new AP volume last week. :p

Dark Archive

Hows the art in the book?


Art is pretty good actually. I noticed that all the human and elven guys get shirtless when they go mythic. Who needs shirts when you're this awesome!

Only thing I don't like so far is that Mythic Grease can become flammable with two mythic points. I've always run the game as normal grease being flammable, so this is kind of lackluster to me *shrug*

Everything so far is awesome though. For those worried, martials get some really nice things. Imprinting Hand is probably my favorite ability. You make a melee attack and can learn the weaknesses of a monster instantly, as well as its position and direction as long as it stays within a mile of you. How awesome is that?


Does the art include the other Iconics (Damiel, Alahazra, Alain etc.) getting their mythic looks?

And what does the book talk about with regard to demigods, founts of mythic power and so on? Is demigod-hood simply about granting spells to followers, or are there other demigod-like abilities in there?

Also, is the Dual Path feat still around?

What does the book say with regard to the Leadership feat?

And perhaps most importantly, what does mythic wish do?


so I never got my download...

Dark Archive

+5 Toaster wrote:
so I never got my download...

Don't have mine yet either. I am wasting away again... :)

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Alleran wrote:

Does the art include the other Iconics (Damiel, Alahazra, Alain etc.) getting their mythic looks?

And what does the book talk about with regard to demigods, founts of mythic power and so on? Is demigod-hood simply about granting spells to followers, or are there other demigod-like abilities in there?

Also, is the Dual Path feat still around?

What does the book say with regard to the Leadership feat?

And perhaps most importantly, what does mythic wish do?

Can only answer the first one - the Mythic Base iconics are going to be in the setting books, either Mythic Origins or Mythic Realms.

Liberty's Edge

Dual Path is still around, and does pretty much exactly what it did in the playtest.

Leadership comes up a lot. At least two paths grant Leadership or something like it as path abilities, and the marshal path is all be designed to make the most out of your cohort and followers.

Mythic wish mostly just lets you duplicate mythic spells you already have prepped or on your known spell list; duplicating mythic spells you don't know or have prepped takes a second use of mythic power. There are also some upgrades to the standard uses of wish, but the only one that stood out for me is this one:

Quote:
Alter fate. By expending a second use of mythic power, you can cast mythic wish as an immediate action before a 1d20 roll is attempted and choose what number you want to come up on the die.

Both mythic wish and mythic limited wish have clauses allowing them to be cast as purely mental actions (silent and stilled, but explicitly useable when you're helpless) by spending two uses of mythic power instead of one.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

16 people marked this as a favorite.

Inigo Montoya: I don't suppose you could hurry things up!

Warehouse staff: Look, if you want to be useful you could pack a box or lable postage or something.

Inigo Montoya: I could do that, I have some packing tape here. but I do not think you would accept my help, as I am only waiting around for my downloads.

Warehouse staff: That does put a damper on our relationship.

Inigo Montoya: But I promise I will not download until you send me a shipping mail.

Warehouse Staff: That's very comforting, but I'm afraid you'll just have to wait.

Inigo Montoya: I hate waiting.


Hmmm, looks interesting. In terms of maximizing compatibility with using mythic characters against high-level non-mythic opposition, some of the abilities seem quite problematic (Mythic Hexes, for instance, is the most problematic thing I've read so far--it essentially means that a Mythic Tier 1 1st level Witch with a Mythic Tier 1 1st-level Barbarian wielding a scythe who win initiative will nearly auto-win against any non-mythic creature in the game that isn't immune to sleep, even pit fiends and the like; it should probably not work with Slumber, given that 1 round of sleep is as good as 10 rounds with coup de grace). Obviously this isn't a big deal if you just use mythic opposition, but the idea of using mythic tiers to let a smaller-than-normal party play a regular AP or using mythic PCs against higher-level non-mythic threats has become more troublesome than in the playtest.


Rogue Eidolon wrote:
Hmmm, looks interesting. In terms of maximizing compatibility with using mythic characters against high-level non-mythic opposition, some of the abilities seem quite problematic (Mythic Hexes, for instance, is the most problematic thing I've read so far--it essentially means that a Mythic Tier 1 1st level Witch with a Mythic Tier 1 1st-level Barbarian wielding a scythe who win initiative will nearly auto-win against any non-mythic creature in the game that isn't immune to sleep, even pit fiends and the like; it should probably not work with Slumber, given that 1 round of sleep is as good as 10 rounds with coup de grace). Obviously this isn't a big deal if you just use mythic opposition, but the idea of using mythic tiers to let a smaller-than-normal party play a regular AP or using mythic PCs against higher-level non-mythic threats has become more troublesome than in the playtest.

Hold on, are you saying that non-mythic targets don't get a save against mythic hexes? That's a bit crazy... a witch with split hex can basically take out two enemies per round. Well, until the mythic power runs out at least.

The Exchange

2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Matrix Dragon wrote:
Rogue Eidolon wrote:
Hmmm, looks interesting. In terms of maximizing compatibility with using mythic characters against high-level non-mythic opposition, some of the abilities seem quite problematic (Mythic Hexes, for instance, is the most problematic thing I've read so far--it essentially means that a Mythic Tier 1 1st level Witch with a Mythic Tier 1 1st-level Barbarian wielding a scythe who win initiative will nearly auto-win against any non-mythic creature in the game that isn't immune to sleep, even pit fiends and the like; it should probably not work with Slumber, given that 1 round of sleep is as good as 10 rounds with coup de grace). Obviously this isn't a big deal if you just use mythic opposition, but the idea of using mythic tiers to let a smaller-than-normal party play a regular AP or using mythic PCs against higher-level non-mythic threats has become more troublesome than in the playtest.
Hold on, are you saying that non-mythic targets don't get a save against mythic hexes? That's a bit crazy... a witch with split hex can basically take out two enemies per round. Well, until the mythic power runs out at least.

*Reads these posts, blinks, opens up up AP 72*

Uh guys...
Don't mess with Baba Yaga.

Liberty's Edge

Matrix Dragon wrote:
Hold on, are you saying that non-mythic targets don't get a save against mythic hexes? That's a bit crazy... a witch with split hex can basically take out two enemies per round. Well, until the mythic power runs out at least.

Not exactly. Non-mythic targets are automatically affected by a mythic hex for 1 round; they don't save until round 2. RE is just saying that mythic slumber is basically game over for any non-mythic target. That's a bit of an exaggeration... but only a bit of one. That's a ridiculously potent combo, for sure.


Matrix Dragon wrote:
Rogue Eidolon wrote:
Hmmm, looks interesting. In terms of maximizing compatibility with using mythic characters against high-level non-mythic opposition, some of the abilities seem quite problematic (Mythic Hexes, for instance, is the most problematic thing I've read so far--it essentially means that a Mythic Tier 1 1st level Witch with a Mythic Tier 1 1st-level Barbarian wielding a scythe who win initiative will nearly auto-win against any non-mythic creature in the game that isn't immune to sleep, even pit fiends and the like; it should probably not work with Slumber, given that 1 round of sleep is as good as 10 rounds with coup de grace). Obviously this isn't a big deal if you just use mythic opposition, but the idea of using mythic tiers to let a smaller-than-normal party play a regular AP or using mythic PCs against higher-level non-mythic threats has become more troublesome than in the playtest.
Hold on, are you saying that non-mythic targets don't get a save against mythic hexes? That's a bit crazy... a witch with split hex can basically take out two enemies per round. Well, until the mythic power runs out at least.

Oh, if it cost a mythic power point, that would be one thing. If you choose the 1st level path ability "Mythic Hexes", then all nonmythic enemies only get to try to save against your hexes one round after you use the hex (it affects them without a save until then). All day, every day, no resources expended.


Shisumo wrote:
Matrix Dragon wrote:
Hold on, are you saying that non-mythic targets don't get a save against mythic hexes? That's a bit crazy... a witch with split hex can basically take out two enemies per round. Well, until the mythic power runs out at least.
Not exactly. Non-mythic targets are automatically affected by a mythic hex for 1 round; they don't save until round 2. RE is just saying that mythic slumber is basically game over for any non-mythic target. That's a bit of an exaggeration... but only a bit of one. That's a ridiculously potent combo, for sure.

It actually isn't even an exaggeration with the qualifiers I gave. Granted, to ensure this works, your scythe ally may have to use a mythic point to get an extra action (using it to move next to the enemy, then coup de grace), so in that case, it's limited by your ally. I mean, I expect mythic PCs to be very strong against nonmythic enemies, but a CR 15 monster, say, should be able to defeat (or at least non automatically lose if it loses initiative against) a level 1 tier 1 party.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Snorter wrote:
Alexander Augunas wrote:


On the other hand, I feel Pathfinder still carries a lot of 3.5's baggage on what each Ability Score should be able to do, and I guess I was hoping that Mythic would challenge that somewhat considering that one of Jason's comments was that Mythic allowed you to, "break the rules of the game." I would have liked to see the mental ability scores especially becoming more valuable to martial-type characters aside from "my Will save and Perception goes up!" or "I get more skill points and my Knowledges are a little bit better!"

I don't want to say that its impossible to make the mental ability scores do work for martials in Pathfinder (I play a Charisma-focused fighter and have built an Intelligence-focused archer), but your options are very, very limited in that regard and those builds do not typically come together until mid-game.

We do so want and need a meaningful Mythic path for the Intelligence-based Fighter.

I'm thinking a dual path Champion/Trickster might be one way to go.

Liberty's Edge

Rogue Eidolon wrote:
It actually isn't even an exaggeration with the qualifiers I gave. Granted, to ensure this works, your scythe ally may have to use a mythic point to get an extra action (using it to move next to the enemy, then coup de grace), so in that case, it's limited by your ally.

It's limited by a few other things as well, like there only being one target you and your ally can afford to concentrate on for a round, there being no other enemies nearby who want to take advantage of the AoO provoked by performing a coup, that sort of thing. But still, yeah. It's really ridiculously potent.

1 to 50 of 747 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Roleplaying Game: Mythic Adventures (OGL) All Messageboards

Want to post a reply? Sign in.