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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Also, it is (relatively) easy with a bit of optimization for casters to gain higher "effective caster levels" for dispelling/SR purposes beyond their actual class level (it is MUCH easier if 3.5 books are allowed, but you can still do it with just Paizo books). That makes dispelling much easier for them, and it makes dispelling their spells much harder for monks who don't get the same tricks to boost their "effective mythic tier".


I never said it's bad, it's just that if you have the choice of letting the teams caster cast Greater Dispel Magic (of which he has potentially far more, especially once he can recover them with Mythic Points) or to use Shatter Spell, you'll be hard pressed to find a reason to use the harder to set up and easier to resist Shatter Spell that someone had to pick with his Mythic Tier.

Though we probably shouldn't deteriorate this thread into a discussion about Shatter Spell, so any other nice abilities in the book?^^


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Well admittedly, I feel a caster should be better at dispelling magic. But even with that, it's not as difficult to dispel magic with Shatter Spells as people are making it out to be. Not to mention there is no limit to how often you can do it, unlike actually casting greater dispel magic.


If that were the case, the ability would be incredibly great.
But as it is, you have to expend one Mythic Point for each try, a resource that is, for the most part, far more limited than spells (at least if they didn't change it since the play test).
In the end you just pay a higher cost (having to take the ability, getting into meele and expending a Mythic Point even if you fail) for lower gain (have to hit the enemy and beat concealment, only single targeted and most likely with lower caster level).

So its nice if you don't have a caster or for high tier physical monster about to ravage the wizard only party, but completely overshadowed otherwise.


Curses! I got a shipping notice this morning and was incredibly excited, but having checked more carefully just now, it appears that it was only for Visions of WAR being shipped...

I needs my mythic rules... so many things to plot, so little time...


Assuming they have Displacement on them, of course. Getting into melee isn't an issue, especially with the various abilities the martial paths have to get into melee. And you still get more Mythic Points than you do slots for Greater Dispel Magic. Chances are, the wizard isn't going to prepare every 6th level slot with Greater Dispel Magic. And at MT 6, you'll have 15 points to spend on things. I'm use you can spend some on Shatter Spells.

And if you have a GM that keeps throwing the same defensive buffs on each and every caster, instead of mixing it up, then that's a different issue entirely. There are a myriad of defensive spells you can give caster as a DM, and you don't need to keep relying on one over and over again.


Odraude wrote:

Assuming they have Displacement on them, of course. Getting into melee isn't an issue, especially with the various abilities the martial paths have to get into melee. And you still get more Mythic Points than you do slots for Greater Dispel Magic. Chances are, the wizard isn't going to prepare every 6th level slot with Greater Dispel Magic. And at MT 6, you'll have 15 points to spend on things. I'm use you can spend some on Shatter Spells.

And if you have a GM that keeps throwing the same defensive buffs on each and every caster, instead of mixing it up, then that's a different issue entirely. There are a myriad of defensive spells you can give caster as a DM, and you don't need to keep relying on one over and over again.

The thing is, any mythic caster is almost certainly going to have one of the Arcana that lets him cast a spell without expending a spell slot at the cost of a mythic point. In fact, Wild Arcana will let him cast the dispel without having it prepared, and get a +2 bonus to his caster level at the same time!

Basically, a mythic caster can do the same thing as this 'dispelling punch' ability.... at the same cost, more safely, and with a greater chance of success (if using Greater Dispel). This is without even sacrificing a path power: almost all mythic casters will be able to do this by default once they reach a high enough level. If the caster does spend a path power on Eldritch Breach, then he can roll twice and take the better result!

Yea, I'm sorry to say it, but once Greater Dispel becomes available Shatter Spells becomes completely underpowered.

Well, I guess there are some odd situations where it could be useful. If the characters are gaining tiers faster than they are gaining levels then Shatter Spells would give you a higher than normal dispel check. You may even gain it before Greater Dispel becomes available. Also, if you manage to dispel a large number of enchantments in one shot you could end up doing some good damage to your target. Otherwise, I guess it could be useful in emergencies when your caster is tied up as well...

Still, those are all corner cases. You're still giving up a high tier power to do something any dedicated caster in your party should already be able to do better. Personally, I think this ability would be worth more if it didn't cost mythic power to activate.

Contributor

Lanitril wrote:
Teller of Tales wrote:
Cat-thulhu wrote:
Or does it cut down the time required to fill an open slot to 1 round instead of 15 mins?
This. It pretty much means you can prep spells "spontaneously" directly before combat starts, depending on your enemy, or when you need them for some other task.
Is there a required tier you have to be to get this? Because with this, there's almost zero reason to be a spontaneous caster anymore. Sorcerer and Oracle? Why bother? Wizards and Clerics with this will almost definitely outshine them from here on out. Some could say they always did outshine them. The sheer amount of versatility, now only a round away. Granted, that's one less mythic ability to be spent on something else, but this seems to be pretty powerful, even if the prepared casters were always fond of the fifteen minute trick.

You need 15 minutes to prepare a spell before combat starts. You have a generous GM if he's letting you sit down and spend 15 minutes before every combat to prepare spells.

That Path Ability does have an upgraded use where you can spend 1 use of Mythic power to "spontaneously prepare a spell" as a swift action, although sorcerers and oracles have better things they could be taking with their path abilities and doing with their swift actions.

Without spoiling too much, I would argue that of all the paths, the archmage has the hardest choices to pick between.


And like I said before, a caster should be better at dispelling magic spells since they are steeped in casting magic abilities. However, I don't think that makes Shatter Spell a terrible ability to get on a champion. Safety is irrelevant, as a melee character is more built to take on damage (higher AC, HP, DR), so putting themselves into melee isn't a huge deal. Not to mention that even if the dispell doesn't take out the highest level spell on a caster, it can still grab the lower level defensive abilities that make the enemy harder to deal with. Recall that you'll get Shatter Spells at MT 6. Thus your caster level is considered 12 and you can dispell up to four spells attached to an enemy. So if you go before your caster, you can move and make the strike against the caster, dispelling its defenses so that the caster doesn't have to waste a mythic point on throwing a Greater Magic Dispell at someone.

I'm not saying it's the greatest ability and you HAVE to have it. But it's a lot better than people give it credit for, especially since sometimes you might be going against multiple casters, or your caster fails their dispell check, or sometimes you go first. It has much more uses to it and frankly, I'd grab that ability.

Contributor

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Let's see, what sort of spoiler-ific things can I offer you fine people today?

There is a Marshal Path ability that gives you followers as if you had Leadership. If you actually have Leadership, you double the number of followers you get. Super useful if you're into making organizations via downtime.

There is a Marshal ability that allows you to increase any morale / competence bonuses that you give to allies who are at least 4 HD lower than you. Basically, you have an unstoppable army of mooks. Although its clearly aimed at bards, anyone can benefit from this if a character takes the Stronghold story feat.

There is a Trickster ability that allows you to whisper in someone's ear if they can't see you, letting you use suggestion on them at the cost of a mythic use. This ability is extraordinary and available to anyone.

There is a Trickster ability that allows you to turn invisible until the end of your next turn as a swift action. If you spend a Mythic use, you gain the effects of greater invisibility instead.

The Legendary items are amazingly cool and while there are many powers, they gravitate towards Intelligent Items. My favorite ability makes you immortal as long as you possess your weapon; you don't age, you don't hunger, you don't thirst, and you even don't need to breathe while holding the legendary item. Also, you can make practically anything legendary.

My favorite monster art goes to the Mythic Phoenix, both in terms of art and abilities. My favorite art in the entire book, however, is this amazing piece with Seoni using Mythic Reduce person. The barbarian's overall expression of "Oh $%$#" combined with the fact that he's now the size of a toddler makes Seoni's playfully malicious grin look absolutely awesome and terrifying at the same time.

Amusing notes: With three exceptions, the boys take layers of clothing off when they ascend and the girls cover up more when they ascend.

Mythic Spoilers:

Harsk and Lem don't change their outfits much. Lem gets a neat trench coat and Harsk gets goggles. Kyra's Mythic wardrobe change is well-known, but she still follows the "cover-up" rule. Her outfit overall is the second-best one in terms of design, in my opinion. Seelah's is the only one who beats it because of the sheer amount of detail that went into every aspect of her armor.

I feel like there's a story behind Mythic Valeros and Mythic Setiyel's wardrobe. It probably looks like this:

VALEROS: "Yeah man, I'm Mythic now! I don't need this!" *discards breastplate*
SETIYEL: "Oh, its that sort of campaign now?" *takes off shirt and starts spinning it around his head*


I love the mythic aboleth art. Looks great.

Contributor

Odraude wrote:
I love the mythic aboleth art. Looks great.

I think they got the same artist to do all of the dragons and all of the elementals. There's definitely a theme in those pieces.

For example, peasants are dying all over the elemental pages.

One thing I was a little disappointed about is that there are no Mythic Metallic Dragons in this book. However, Mythic Adventures' flavor is definitely aimed at being heroes, not villains, allow you could certainly be a Mythic anti-hero or villain if you wanted to. (See: Setiyel)


Clearly you need Beyond Morality to not worry about being the villain :D


I just saw this as PDF available tomorrow, but when i logged in it changed to PDF available today... How come?


Shadeworld wrote:
I just saw this as PDF available tomorrow, but when i logged in it changed to PDF available today... How come?

Probably has to do with your site time zone settings. If you're ahead of the time zone Paizo is in, releases will show up as "Available today" on the day of release.


That seems likely, I got nervous there for a second. Been craving this book for a while now, especially since the campaign I run right now is dependant on it.

Another question I need to get straight, this divine source ability. It effectively turns your character into a Demi-god?


Pretty much. At 3rd Tier, you gain two domains, both of which have to be alignment domains (unless you are neutral). Then at 6 and 9, you get more domains and subdomains of your choice. So basically, at MT 3, you can have clerics of yourself. I plan on having my cohort as my high priest.


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

PDF is available now!

Liberty's Edge

Odraude wrote:
Assuming they have Displacement on them, of course.

I don't want to make the thread about Shatter Spells either, but I think it's worth noting that displacement isn't quite the bugbear it might otherwise be when there's a universal mythic ability allowing anyone who wants to take it to get a constant true seeing.... One imagines a mage-killer build would gravitate toward such an ability.

Silver Crusade

Pathfinder Adventure Path Subscriber

I finish work in 13 minutes. It's a 20 minute drive home. It will take me about 10 minutes to download this. #SoCloseICanTasteIt!


This is going to be done sort of stream of consciousness as as I read through the book.

[u]Basic Mythic Framework[/u]
+10 to ability scores (total), applied to one score or split up as you see fit. Blah. Another thing commented in during the playtest that was completely ignored.

Mythic power used 3 + 2x tier per day. Yuck Why this never changed in spite of convincing arguments for why it should baffles me. Classic example of a designer deciding on something and not changing just because. A level based formula is better in every way.

Surge remains an immediate action. Apparently screw you anyone who uses swift actions on their turn. Another thing that every single piece of feedback I saw commented on and was completely ignored. It also continues to grow in die size instead of adding dice - not something I think was a good idea.

Amazing initiative explicitly states it cannot be used to cast a spell. Non-action to take an extra standard on your turn. Also adds tier to initiative.

Recuperation now clarifies that it is treated as 8 hours of sleep - meaning casters still need to prepare spells I assume once it's done.

Mythic saving throws work exactly as the second generation playtest - save and have no effect, fail and take full effect. God I'm starting to hate everyone involved in this book already. Talk about the worst possible way to make this ability work.

Force of will (tier 7) reroll one roll as an immediate action. Take result regardless of better or worse. Can use after results though.

Unstoppable (tier 8) free action to remove a long list of conditions - bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, and stunned.

Immoral (tier 9) - I hate that this is a generic ability for so many reasons. Basically you return to life the next day unless killed with a coup de grace or a critical hit by a mythic creature or a non-mythic creature with a +6 overall weapon. At tier ten you can only be killed by an artifact in that way. Not fitting for so many characters.

Mythic trials return as a mandatory way to increase in tier. Oh boy.

Path abilities are grouped by 'tier's' based on when you can take them. E.g. Tier 1 can be taken at any level... except when it can't (as in case of speedy summons, a tier 1 that requires you to be a tier 3...)

[u]Archmage[/u]
Arcane surge remains mandatory if you are playing to tier 10, while wild arcana is better at any tier under ~4.

Coupled Arcana seems to be a path tax on using many mythic abilities for those with swift action abilities - basically whenever you use a school power, bardic performance, bloodline power, hex, or magus arcana you can activate a mythic power as a free action. Seems like crap (and does nothing to fix the fact that surge is useless to such a character).

Bloodline intensity misses the point of the sorcerer class. Gives a bloodline feat and lets you cast all your bloodline spells 1/day without them counting against your spells per day.

Arcane endurance has to be the worst path ability I've seen - treat caster level as 4 high.... but only to determine duration of spells.

Crafting mastery - craft all items without the feats.

Deep understanding - caviot land.

Eldritch Breach - probably the best ability I've seen so far - roll twice vs. SR, to dispel spells and effects, and to see if spells work (e.g. neutralize poison, knock). Passive. I can't see any casters not taking this.

Elemental bond - add tier to caster level for spells with one elemental subtype and gain a weaker 'resist energy' effect agaisnt them. Or, you know, I could get get another level and increase my caster level for all spells.... who am I kidding, this is a bright light among a lot of dull abilities.

Enduring Arcana - much better than it was. Still absolute crap except at high tiers. I can't say we weren't listened to here.

Energy conversion - is basically mastery of elements without sonic.

Enhance Magic Items - somewhat unclear - if a staff takes 3 charges does it take three uses of mythic power to activate? Not horrible, since the passive increases caster level. Definitely lets you have a signature staff or something more easily.

Flash of omniscience is conceptually cool, not sure if it is worth a path ability.

Greater familiar link - permanent optional shield other with your familiar.

Harmonious mage - two opposition schools are no longer opposition schools. Basically worth two feats - the most explicit example of what they might have weighted path abilities against.

Mythic Bloodline / Mythic School - opposite sides of the same coin. Treat your level as 4 higher for the purpose of effect of school or bloodline abilities but explicitly does NOT give access to new abilities. So basically inferior in every way for a sorcerer to robes of arcane heritage. Meh. Would this really have been too good going the other way? I don't think so, especially since most AP's end before capstones are in play (which is a shame).

Mythic Hexes - is probably too good. Non-mythic target takes a 1 round auto-fail against your hexes (passive).

Perfect Preparation - don't need spellbook or familiar anymore. Do you still need to learn spells though? Not specified. Wording is messy, but I do like the idea (even if for most of my wizards the spellbook is tied to them). I like this.

Rapid Preparation - works like fast study, but you can expend a swift ation and a mythic power use to prepare a spell in an open slot instantly. Seems good, but likely gets expensive quickly in terms of mythic power usage given how few uses per day you get now.

Resilient Arcana - as before, this ability is boring as hell and probably underpowered. in 3.5 it was worth (until high tiers) like 6,000gp.

Speedy Summons - finally a standard action summon mosnter. Expend a mythic power for swift action. Pretty good, even if it is in the wrong group of abilities.

Telekinetic master - this is awful. Awful. +2 caster level with levitate, telekinesis. Free use of open / close or mage hand as a standard action. YOU CAN ALREADY DO IT AT WILL. THEY ARE CANTRIPS. WTH?

Let me stop here to apologize to the designers for one thing - they definitely added a lot of new path abilities. Some are comically bad like I expected after seeing no playtesting, but I was wrong to think there wouldn't' be enough. Not that having some playtested actually helped, because it is obvious that the majority of feedback was ignored.

On to Tier 3 abilities (which require you to be tier 3!)

Arcane Metamastery - horrible at low tiers, way too good at higher ones. Free quicken on all spells for 10 rounds? Yes please.

Arcane Potency - Uh... wow. This is just awful. Grants you 4 bonus 1st level spell slots per day. Yeah, you read that right. Each time you take it though you get 4 more spells of your next highest level - e.g. once for 1st, twice for 2nd, trice for 3rd... you get the picture. This is pathetic, and awful. How it made it into the book is beyond me. Who the hell is going to take this? A PEARL OF POWER IS 1,000gp? I usually don't go that route, but seriously guys. That it's a tier 3 ability is just the icing on the "WTF" cake.

Bloodline Immunity - immune to bloodline bonus spells. Nifty. Immediate action with mythic power rebounds the spells with spellturning. Seems very good for some bloodlines and like crap for most.

Component Freedom - ignore 1 component of a spell (somatic, verbal, material, focus). Limits on material / focus in terms of value by tier. This remains cool, not sure if it's actually good though. Can be taken multiple times.

Eldritch Flight... yeah.... bonus on fly checks equal to x2 tier. Standard action use of mythic power to gain a fly spell. At tier 6 standard action use of power to gain supernatural flight (fly spell). Explain to me how this is worth it and in some way better than say, wild arcana (fly!), since the later will last more than twice as long.

Many Forms - at will alter self. Ok. Mythic power to polymorph with short duration. Ok. Not really impressed.

Mirror Dodge - was previewed. I like it, works sort of how I'd imagined a lot of illusion stuff working.

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?

Reverse Scrying - this is why I have a spell called detect scrying. I mean, it's cool and all, but I think it would have worked better as mythic detect scrying. Just saying.

Tangable Illusion seems cool - make something you created with illusion real for a brief time. Becomes non-magical for duration.

Tier 6 abilities

Channel power - as per the playtest. Still seems quite good though.

Divine Knowledge - Once again, wtf? This is horrible. Laughably bad. Add three divine spells from the cleric or druid list to your own list. Oh, but they have to be level 1 spells. Why am I doing this? Oh, but I can take it three times to add 3rd level spells. Christ, I paid for this?

Eldritch Reciprocation - this seems like an awful idea. When you fail a save against an arcane spell or are hit by one (e.g. ray), you can maximize the damage it deals to regain 1 use of mythic power. Damage ignores all protections you have. Yeah, because taking maximized fireballs to the face is what I like to do with my D6 hit die. Don't worry though - if it doesn't do enough damage (25 points minimum) you get nothing for your trouble. Awful.

Sanctum - is basically a significantly worse mage's magnificent mansion. It's permanent thoguh, even if it's size smaller and it can't be changed after you make it the first time.

[u]Champion [/u]
Fleet charge is still here completely unchanged. Because it's not comically good or anything. I'm not sure who would possibly take sudden attack instead.

[u]Feats[/u]
These seem to range from pathetic to really good. The skill one stink (+2 bonus, expend mythic power to treat as natural 20), but some are quiet good. Arcane armor training for instance no longer requires a swift action and increases the reduction in spell failure to 20%.

Some that jumped out

Augment Summoning - creatures you summon are treated as mythic. If they have DR it becomes DR epic. They don't gain any new powers - yeah, because this isn't a big fat feat tax.

Mythic Combat Expertise - expend mythic power to ignore attack penalties for 1 minute. Also +2 more AC.

Critical Focus - auto-confirm crits a against non-mythic. Roll twice vs. fortification and take best result.

Deflect Arrows - deflect ranged attacks per round equal to half tier. Expend mythic power as immediate action to deflect a ray from a spell.

Dual Path is unchanged.

Eldritch Heritage - I think this actually gives you the full bloodline, but it's written in a way that is horribly unclear and should have been cleaned up. Seems too good for a feat relative to other stuff.

Eschew Materials - ignore components = 10gp per tier. Expend power for 50gp per tier. Expend two power for 100gp per tier. At level 20 tier 10 still can't cast limited wish without a diamond.

Extra mythic power - 2 more uses per day... Let me direct you to mythic spellpower again so you can shake your head at how stupid it is.

Extra path ability - extra ability. Let me direct you to mythic spellpower again so you can shake your head at how stupid it is.

Furious Focus - expend mythic power to ignore PA penalties for 1 round.

Great Fortitude / Lightning Reflex / Iron will - roll twice vs. non-mythic sources. Basically exactly what mythic saving throws should have been.

Improved Critical - increase multiplier of your weapon by 1. E.g. x2 becomes x3. Seems like a bad idea. Seems like a really bad idea.

Improved Familiar - +2 to 1 ability score every 3 tiers. Add tier to SR / natural armor bonus if it has them.

Improved Initiative - Add tier to initiative - this stacks with improved initiative and mythic initiative. Use mythic power to treat as natural 20. Wow. So... Yeah. Wow. Diviner capstone in a feat. Wow.

Improved Unarmed Strike - add 1/2 tier to damage. Swift action to ignore hardness... under 15.

Penetrating strike - now works against DR / --. Ignore an extra point of DR per three tiers.

Power Attack - Unbeleivably the text for this feat is even worse than it was in the playtest. Also, it's comically good.

"When you use Power Attack yo ugain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier. You can expend one use of mythic power when you activate power attack to ignore the penalties for 1 minute".

Shield Focus - Add shield bonus (including enhancement bonus) to touch AC. As immediate action spend mythic power to add shield bonus and enchantment bonus to a fortitude or reflex save before rolling it.

Skill Focus - you can always take 10 or twenty on checks, even when rushed or threatened. Wow. **** you too.

Spellbreaker - non-mythic creatures always provoke attacks of opportunity. Period. You can expend a mythic power to throw a weapon at a caster when casting within 30ft. as immediate action. Can use vs. mythic creature by expending two points.

Toughness - double's benefit, gives DR when at 0 hit points or lower.

Weapon Focus - double's benefit of weapon focus and greater weapon focus.

Vital Strike - multiply all bonuses added to damage (e.g. strength, feats, enchantment bonus), in addition to increasing number of dice.

Mythic Spell Focus - double benefits of spell focus / greater spell focus. Expend use of mythic power to make foes re-roll.

Spell Penetration - add 1/2 tier vs. SR. If you have greater spell penetration add full tier instead. Implied to superseded other bonuses. Good - required if you don't take arcane surge. Not great. Might have actually preferred a flat doubling of bonuses from these feats, so they mean more at lower tiers.

More after I sleep...


A note on telekinetic master, it allows you to use those spells without preparing them and it increases the weight that is carried by them by 5 pounds per tier. So you can just prepare other cantrips and simply use these at will.


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

You are a very angry dude, Peter.


Legendary Items "Undetectable"...

Liberty's Edge

Also, the way I read it, Eldritch Flight's 6th Tier upgrade just gives you a fly speed, no mythic use required.


Actually Telekinetic Master is better than I though, as it also allows maye hand to be used on magic items. While the ability is certainly still a bit niche, I'd hesitate to call it bad.


AWESOME! So much monsters got awesome new artwork! Their new abilities (the cockatrice PETRIFY AURA! for example) are awesome! I really like the new monsters, too bad the dragons take up so much space, but all others are awesome! So many monsters are happy with their new art-jacket in my games.

The spells are also very awesome!

Very cool product! 9/10


Quite a few nice support for Wild Shape, but still no dragon forms :(

Mythic Powerful Shape feat lets you apply Giant simple template and expend a mythic power to add the non-mythic powerful shape on top of it. Who doesn't love turning into a gargantuan allosaurus?
...or a small cat.

Mythic Natural Spell feat is the feat you take on the first tier. Use staves and wands while wildshaped? Speak freely in wildshape? Never take Wild Speech.

Mythic Wild Shape path lets you choose a specific form that you can use at-will. Would've been good-ish if not for the Mythic Natural Spell letting you want to stay in one form all day everyday anyways.

Pack Wild Shape path is very nice. You stay in the chosen shape for hours anyways so why not share it? Combine it with Mythic Wild Shape and choose, say, an earth elemental form. Never worry about doors and walls anymore, EVER.

Tongue of the Land gets an honourary mention because it's just so Druid. Note that while it doesn't specify Plant as in plant type creatures, it doesn't emulate speak with plants so you can't talk to inanimate plants.

A huge downside is however, while sorcerers and wizards can enjoy the benefit of the mythic beast shape and its ilks, druids cannot :(


Shisumo wrote:
Also, the way I read it, Eldritch Flight's 6th Tier upgrade just gives you a fly speed, no mythic use required.

I wouldn't necessarily say that's worth it, though. Mythic path abilities don't grow on trees. A single daily casting of Overland Flight pretty much does, considering that it only takes up a 5th level spell slot. I'd rather use the mythic tiers to pick up something else instead. Divine Source looks to be a good one. You're a bit hemmed in by alignment-linked domains at first, but once it starts expanding out you can pick up a range of domain spells that you get as spell-like abilities. Hello, Luck domain. Hello, cost-free Miracle.

You don't even need to pass out divine spells to followers if you don't want to. Just tell them to shove off and hoard it all for yourself.

Beyond Morality also looks intriguing, since it means that there will never be any pesky alignment restrictions on your class choices. Makes things like Magaambyan Arcanist tremendously tempting for evil characters, to say nothing of how spells like Dictum, Blasphemy, Holy Word and friends now do precisely nothing to you.

That does bring up a question on Beyond Morality, of course. It clearly notes what happens if an effect that alters alignment or similar is aimed at you, but not if you're the one aiming it. Such as an Atonement spell, which could normally be used to bring a character over to your alignment/views. What does Beyond Morality do in that case? Does Atonement not work? Can you function as an Atonement option for anybody?

Kittenological wrote:
A huge downside is however, while sorcerers and wizards can enjoy the benefit of the mythic beast shape and its ilks, druids cannot :(

Why's that? As long as they grab the universal path ability (Mythic Spellcasting) or Mythic Spell Lore and then take the Animal domain, druids should have access to Beast Shape.


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

Why, can't they get access to the Archmage path by taking the Dual Path feat?


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

After a first reading, my impression is as follows:

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

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


Almost left for work half an hour early so I decided to download Mythic Adventures. Totally going to be late now so I have it to look through on my lunch break! So jacked!


That's good that Feat of Strength includes +20 to carrying capacity.

I appreciate the ability because I'm pretty sure it's the only ability in the entire game that allow martial characters to increase their carrying capacity.

You give this ability to something like a CR 1/3 foot soldier, and now that foot soldier can throw cars, lol.

Liberty's Edge

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


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

I'm right there with you...

-Kcinlive


What's the highest CR monster in the book?


Umbral Reaver wrote:

0/5 stars for not listening to playtest

Unfortunately, I think I have to partially agree with this. During the playtest I posted a topic with concerns that an enhanced Mythic Meteor Swarm with some metamagic does far too much damage. As far as I can tell, the spell is unchanged.

Just burn 3 mythic points, use a maximize metamagic rod, and burn another mythic point to use the Channel Power Archmage ability. You have a spell that will do 960 points of damage if you aim it correctly (hit a single target with the paths of all 4 meteors and then have it explode right behind him for maximum damage) which ignores fire resistances, fire immunity, and spell resistance. It also gets a -2 to -4 penalty on the save depending on if it was mythic or not.

It will essentially kill nearly anything that fails the save in one shot, and those who make the save still take 430 points of damage. That takes the most powerful mythic monsters down to half health if they make the save and many others will still die. You essentially need abilities that let you dodge spell effects (like evasion) or absorb the spell damage (like certain barbarian powers) in order to survive.

Now, honestly this is taking going with the most lax rules interpretation. Some GMs may say you can't hit a target with multiple meteor paths, or that you can't have a target get burned by both the meteor paths and explosions. More likely, a GM will say that the +50% damage from Channel Power doesn't get Maximized. Still, this will be an issue until the spell gets FAQed or Errataed. It would have been better if they had dealt with this before the book came out... like when it was pointed it out a year ago. I know the playtest was short and the designers were under pressure, but the book is going to suffer because of the rushed playtest I think.


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Does Ezren know he chose the Champion mythic path instead of Archmage?

And do their shirts rip off during mythic ascension or is it a style choice?


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

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

RPG Superstar 2012 Top 8

Haven't even begun to get my head around the rules yet, but my first impression is that that the artwork is absolutely phenomenal. Possibly my favourite book yet (for artwork).

The iconics' makeovers are superb. Ezren, Seoni and Kyra in particular. I was never really taken with Kyra before now. Something to do with the helmet maybe. She is absolutely awesome in this book.

The image of Ezren firestorming a while team of frost giants (page 95) is fantastic and I also love Harsk, Amiri and Kyra coming across the fallen angel on page 119. The artwork as a whole really brings the Mythic vision to life in a visceral way that all those 'Epic vs Mythic' conversations can't match.

Really good job guys!


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Kairos Dawnfury wrote:
And do their shirts rip off during mythic ascension or is it a style choice?

The shirts spontaneously tore themselves off in a storm of hot-blooded willpower and mythic man-ness (cf. Conan, Kamina).


All in all, love the book. Having said that, pretty disappointed at how weak the mythic vampire seems, especially after such concerns were brought up during the playtest.

Also, whats up with some monsters having DR/ Epic AND Magic? Aren't those essentially one and the same, with Epic being a superior version of Magic?


I just found a few nice mythic feats for monks:

Improved Unarmed Strike (mythic): Add half your tier to unarmed strike damage and you can spend a mythic point to overcome hardness.

Titan Strike (mythic): Your unarmed strikes do damage as if you were one size category larger, and you gain bonuses for combat maneuvers against larger foes.

Between those and some more general feats, that's a lot of bonus damage for monks and unarmed strike users.


Aerial Assault (SU) is also a good Monk Choice


So, I know this is sort of late, since i posted last yesterday, but Mythic Power Word Kill needs to be reworded, right? Isn't it incorrect as it is?


Titan Strike is great and actually helps mainly monks with their higher weapon dice.
Improved Unarmed strangely enough is almost a carbon copy of Weapon Specialization (besides the very situational ignore Hardness part). So a Fighter (or anyone who manages to get his hands on Weapon Spec) can actually double dip those two and get his/her full tier to damage.

Silver Crusade

Alleran wrote:
Cornellius Aggredor wrote:
Love the mythic tier abilities and spells. I would put the mythic feats at the bottom of the things I like about the book (and I still liked those too!)

Playtest had a lot of mythic feats that required non-mythic qualifier feats (e.g. Weapon Finesse before getting the mythic upgrade). Does MA have a lot of "feat tree" style mythic feat options?

And do they all feel suitably mythic in nature?

There are Mythic Upgrades to the current style feats Scorpion Style, Medusa's Wrath, and Gorgon's Fist.

No New styles that I saw (just rechecked).

Since I will be a caster in my mythic game, I am currently leaning towards feats that will give me Mythic Spells that I can scribe into my spell book (Mythic Spell Lore), and up the power and usage of my Mythic Power Pool (Mythic Paragon & Extra Mythic Power).

Silver Crusade

Umbral Reaver wrote:

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

Please tell me what you mean by "encouraging character flanerisation"


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

For more info click here

Silver Crusade

Quote:


Without spoiling too much, I would argue that of all the paths, the archmage has the hardest choices to pick between.

+1

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