Mythic Hero's Handbook (PFRPG)

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Heroes Ready to Make History!

The Mythic Hero's Handbook brings you an incredible array of expansions for the mythic rules for the Pathfinder Roleplaying Game! You'll find exciting and innovative ideas for existing rules alongside a wealth of all-new material from the authors that know mythic like nobody else. You'll find options galore to suit any character build and inspiration for new heroic directions to take on your path to immortality, whether your character is a holy hierophant or treacherous trickster, an indomitable champion or inventive genius, a steadfast guardian of others or a steely-eyed stranger ready to launch a roaring rampage of revenge!

These rules elements can be incorporated into a traditional Pathfinder Roleplaying Game campaign as well as one using the full mythic rules! While this book is an encyclopedic expansion to the mythic rules, many elements are easily slipped into a standard campaign in the form of lost lore, secret mysteries, and the training techniques of revered and ancient masters. The lost relics of an ancient civilization or the peculiar traditions of distant empires can all be modeled with the mythic rules. Even better, since the mythic rules function like a template overlaid upon a standard character, mythic power can easily be given through divine blessing, mysterious ritual, or the hand of destiny, and then withdrawn after the climactic crisis has passed.

The Mythic Hero's Handbook includes:

  • Over 120 new path abilities for the archmage, champion, guardian, hierophant, and trickster mythic paths and universal path abilities for every mythic character!
  • Four brand-new mythic paths - the genius, living saint, overmind, and the vengeful stranger - with over 150 path abilities exclusively for them!
  • Mythic class features for over 30 character classes for levels 1 to 20, including every core and base class in the core rules plus 11 more classes from Kobold Press and Rogue Genius Games like the battle scion, dragonrider, time thief, and white necromancer!
  • Over 1000 mythic feats, including mythic versions of every feat in the core rules, plus hundreds more from official companion products and the official campaign setting and more!
  • An entire chapter devoted to mythic psionics by the experts at Dreamscarred Press, including a new mythic path and 60 psionic path abilities, plus dozens of mythic psionic feats and over 100 mythic psionic powers!
  • Over 30 mythic magic items from the blade-eating battleaxe to the midnight beacon, along with expanded rules for legendary items
  • A comprehensive mythic skills system, alongside rules for mythic curses and traps, replacing magic items with inherent abilities, and an extensive discussion of the unique challenges of mythic play!
  • Extensive hyperlinked referencing for ease of reference in the PDF version.
  • and much Much MUCH MORE!

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5/5


Worth the Price of Admission

5/5

Overall thoughts:

This book covers a *lot* of ground. All core and base classes through the "Ultimate" books are present along with another 11 from various third party publishers

Hyperlinked. I've not needed to use them, but anything that immediately brings up its reference is a good thing. As I recall, these link to the d20pfsrd pages.

Some typos. There are no horrendous issues on this front, but there were a few that stood out to me (p. 77, Mythic Scribe Scroll asks me to reference page XX, references to DR x/epic [which may be a mistake on my part]).

Mythic Misc. Chapter. This itself may be the selling point of the books, offering substantive re-workings of some perceived problems with the Mythic tool set along with a Mythic Skill system.

Mythic Versions of Class Abilities. This is another excellent innovation to the Mythic concept: Why not have a character of myth be amazing at a signature ability, such as the Rage of Achilles?

Expanded Mythic Paths. I'm partial to the Psionic Path (The Overmind, and the Carrie-like abilities) there seems to be nothing lacking or ridiculously off in any of the included new paths.

Feats. No, I'm talking something more FEATS. It seems like every feat in the PF hardbound line is in this book.

Finally, something I wouldn't hold against any publisher: no love for Words of Power.

Closing words: Awesome book. I would need to play the paths and abilities/feats some to get a better feel of the overall balance, but I am immensely happy with this text. I imagine any perceived issues are balanced by the other two books in this "series," and look forward sitting down with them eventually.


All the Feats. ALL of them.

5/5

Unlike the Spell Compendium and the Monster Manual, the Hero's Handbook has many different sections, so let's go over each of them.

CHAPTER ONE: MYTHIC PATHS

This part of the book adds new abilities to the existing paths, and introduces three additional paths for characters:

The Genius path focuses on intellectual characters and using your mind instead of your muscle. It's a solid choice on its own, and while you CAN Dual Path, you probably don't need to - many excellent Archmage and Trickster abilities are available to the Genius.

The Living Saint path - originally from Deep Magic - focuses on characters who hold fast to a particular ideal and work to resist temptation while heading towards a specific goal. I do mean resisting temptation, by the way - that's an explicit part of the path, and dangling goodies in front of players to see what they're willing to do for power is a lot of fun. It's a great thing to give even characters who aren't following this path, especially if you like encouraging roleplay and forcing PCs to make tough decisions.

The Stranger path is ideal for gunslingers and anyone who feels like playing Batman - or the Man With No Name (and indeed, there's a list of suggested abilities for various themes). Honestly, I think this path is best suited to a roleplay-heavy game where you can really play up the flavor, though it would also work well in a superhero-themed game.

Chapter Two: Mythic Class Abilites:

This chapter offers another new set of abilities for many of the classes in the game, allowing you to get an improved version of your basic choices. For example, Mythic Channel Energy lets the cleric add their tier to the damage/healing that channeling does, while Paladins can use Mythic Divine Bond to get a Mythic (read: more survivable) steed.

Incidentally, this chapter also offers a new way to play mythic characters: Remove all path abilities and have them obtain the mythic versions of their class abilities instead. Unfortunately, this really only works with the basic versions of classes, as archetype abilities aren't covered. You'll have to write them on your own or wait for another book.

CHAPTER THREE: MYTHIC FEATS

When you get to this section, you're going to be like, "Ye gods, LOOK AT ALL THESE FEATS."

Anyway, this is one of the main draws of the book - allowing players to take the mythic versions of feats that match their build, without restricting them to the narrow list available in the basic mythic rulebook. As with the Spell Compendium, this draws from quite a few sources, from sinful feats (Lustful, anyone? Especially for succubi enemies...) to ki feats to all the popular choices that didn't make it into Mythic Adventures. Regardless of your build, you're probably going to find something here that you want to have.

CHAPTER FOUR: MYTHIC MAGIC ITEMS

New items are always nice - though whether or not they're needed is up to you. The Mythic Crafter path ability is a common requirement, and the expanded list of crafting choices makes that slightly more worthwhile as a choice now. On the other hand, given their nature, most of these may work better as rewards that the players complete quests to earn.

The book also gives new legendary item abilities. Sadly, it's not as long as I wanted - it was something of a late addition, put in after the original playtest draft that the Kickstarter backers got - and the limited selection here is my only real regret about the book. A good supplement for legendary items, really expanding what they could be (in a balanced and appropriate way, of course) would be a wonderful thing to have.

CHAPTER FIVE: MYTHIC PSIONICS

Oh, hey, another new path! Yes, Psionics now has a mythic path known as the 'Overmind', as well as many mythic powers to bring support for them into mythic games. All psionic stuff is contained in this chapter for ease of reference, rather than being spread out in the rest of the book, and I have to admit that this was a good design choice.

CHAPTER SIX: MYTHIC MISCELLANY

This section covers various other things, including house rule suggestions, mythic skills, mythic traps, and even mythic curses (for when you TRULY want to show someone the wrath of the gods). The section is relatively short, and the skills take up a lot of it, but they're worth considering as a way of surprising (and/or rewarding) players with an option they didn't expect.

Overall, this is the most player-friendly book (the Spell Compendium is limited to casters, whereas EVERY mythic character will find valuable choices in this book), and it adheres to the same formatting as the rest of the series - full color, two-column text, and frequent pictures to liven things up a little. This is the book most players will probably want to get their hands on, and along with the spell compendium, it's well worth the price for any group that loves using the mythic rules.


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Was there ever any errata, updates, or even feedback on whether or not something did not quite work as intended?

CB


I'd buy it but I'm $20 short of having enough to cover the cost. Damn living on disability checks.


I was just loaned the extra $20 I need to get it. Does the one book still remain?


3 people marked this as a favorite.

I bought the last one. Hurray!


1 person marked this as a favorite.

Welcome to the fold!


Thanks!

Now if Sandy Peterson's "Cthulhu Mythos" would ship my players would have no hope left.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Canadian Bakka wrote:

Was there ever any errata, updates, or even feedback on whether or not something did not quite work as intended?

CB

Not sure. Was there a particular thing you were thinking about here?


Jason,
Do you have any plan on issuing a new printing? I would like to get a hard copy but it seems to be out of print everywhere I normally buy.


1 person marked this as a favorite.

There's a second Mythic Mania Kickstarter coming soon. I know they are doing a follow up book at least. Maybe a reprint might make it in as a stretch goal.


That would be cool. I'll have to support the kickstarter.


3 people marked this as a favorite.
Saint Bernard wrote:

Jason,

Do you have any plan on issuing a new printing? I would like to get a hard copy but it seems to be out of print everywhere I normally buy.

Rogue Genius Games still has some of our share of the print run. We'll likely have them up for sale soon.


Owen KC Stephens wrote:
Saint Bernard wrote:

Jason,

Do you have any plan on issuing a new printing? I would like to get a hard copy but it seems to be out of print everywhere I normally buy.
Rogue Genius Games still has some of our share of the print run. We'll likely have them up for sale soon.

Just tell me where to buy it.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Saint Bernard wrote:
Owen KC Stephens wrote:
Saint Bernard wrote:

Jason,

Do you have any plan on issuing a new printing? I would like to get a hard copy but it seems to be out of print everywhere I normally buy.
Rogue Genius Games still has some of our share of the print run. We'll likely have them up for sale soon.
Just tell me where to buy it.

Get them while you can - they're the very lastest copies in existence!


Jason Nelson wrote:
Saint Bernard wrote:
Owen KC Stephens wrote:
Saint Bernard wrote:

Jason,

Do you have any plan on issuing a new printing? I would like to get a hard copy but it seems to be out of print everywhere I normally buy.
Rogue Genius Games still has some of our share of the print run. We'll likely have them up for sale soon.
Just tell me where to buy it.
Get them while you can - they're the very lastest copies in existence!

Still need to know where I can buy the book.


Saint Bernard wrote:
Jason Nelson wrote:
Saint Bernard wrote:
Owen KC Stephens wrote:
Saint Bernard wrote:

Jason,

Do you have any plan on issuing a new printing? I would like to get a hard copy but it seems to be out of print everywhere I normally buy.
Rogue Genius Games still has some of our share of the print run. We'll likely have them up for sale soon.
Just tell me where to buy it.
Get them while you can - they're the very lastest copies in existence!
Still need to know where I can buy the book.

I'm guessing, at Rogue Genius Games. Try the website.


I sent Owen a email.


Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

RGG don’t appear to have a store attached to their site, which suggests that Owen will make them available by some other route at some point.

Unfortunately, that means you’re going to have to wait for Owen to decide the means of distribution, and it seems likely that missing out is possible, no matter how keen you are. All you can do is keep your eyes open, and perhaps PM Owen and basically beg for a reservation on a copy.


Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
Saint Bernard wrote:
I sent Owen a email.

Heh. While I was looking around and writing my post, it appears.


I just tried to find it on the Rogue Genius Games website, and couldn't find it. Could you possibly PM me a link to the books listing, Chemlak?

It's just my luck to stumble on a book I'd likely buy only to have it out of print. PDF's are great, but sometimes it's equally great to have a book at the table, too.


Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

It’s not showing anywhere on RGGs, site, op3rator - Owen indicated upthread that he has some stocked, though, but wasn’t distributing them, yet. He’s a busy guy (with a new sofa) so he’ll likely do things in his own time, but a PM or email is unlikely to hurt, as long as he doesn’t get inundated with people wanting them.


1 person marked this as a favorite.

The current plan is to have them available through the Paizo store, sometime in the next couple of weeks. They are';t available anywhere yet.

As soon as they are available, I'll link to that store from here, since Legendary is out of print copies so I'm not cannibalizing their sales.

Saint Bernard--I got your email. I'll ping you directly once these are up for sale so you don't miss out.


Jason Nelson wrote:
Canadian Bakka wrote:

Was there ever any errata, updates, or even feedback on whether or not something did not quite work as intended?

CB

Not sure. Was there a particular thing you were thinking about here?

Back when I first made that inquiry, I had some other specific questions but I have forgotten about those. However, I am in the midst of looking at the mythic feats now (for a player) and I am confused about Mythic Second Chance. I am confused because it seems like a slight rephrasing of the non-mythic version. In other words, it seems to have the exact same benefits as the non-mythic feat.

Cheers,

CB


1 person marked this as a favorite.

Got the PDF and Mythic Hero's Handbook is an excellent extension of Mythic Adventures. I would recommend anyone wanting to play or GM a mythic campaign to invest in this book.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

1 person marked this as a favorite.

The MYTHIC MANIA II Kickstarter is LIVE!

MYTHIC MONDAY was just not big enough to contain all the awesomeness that you’ll find in the Mythic Character Codex and Mythic Monster Manual 2, so it took until Tuesday for Kickstarter to comprehend and allow us to unleash SO MUCH MANIA!!!

When the mythic rules for Pathfinder debuted five years ago, Legendary Games unleashed an incredible project – MYTHIC MANIA – teaming up with Kobold Press, Rogue Genius Games, and Dreamscarred Press to bring you three comprehensive expansion volumes, the Mythic Hero’s Handbook, Mythic Monster Manual, and Mythic Spell Compendium. Altogether, we gave you over 900 pages of incredible material to blow the lid off your Pathfinder campaign with literally thousands of mythic feats, spells, monsters, magic items, psionic powers, class features, path abilities, skills, traps, curses, and more to make your campaign dynamic and cinematic in ways it never was before. It was amazing and we thank everyone who made it possible.

MYTHIC MANIA II encompasses two books rather than three and incorporates mythic material for hardbacks like the Advanced Class Guide, Forest Kingdom Campaign Compendium, Horror Adventures, Occult Adventures, Ultimate Intrigue, and Ultimate Wilderness, as well as potentially adding in more material from the Adventurer’s Guide, Monster Codex, Planar Adventures, Villain Codex, Book of the Damned, Pirate Campaign Compendium, and more! What will you find in MYTHIC MANIA II?

Mythic Character Codex – Three new mythic paths – the bound, mystic, and reluctant hero – along with over a thousand new mythic path abilities, hybrid class features, feats, spells, magic items, and more!

Mythic Monster Manual II – Over 200 mythic monsters… and maybe a whole lot more! Plus appendices and bonus content!

We’ve had our team working behind the scenes on this project for months now, and we’re pleased to inform you that THE WRITING AND ART ARE DONE. That includes both the primary core of the product and the planned stretch goals. Material for bonus goals is already written – it’s just a matter of seeing how big these books can become and how much stuff we can include! There will be no lag time waiting to catch upon things to get finished with the authors. It’s already in the can. The more pledges we get, the bigger the books will get and the more material will be included, but art and text is already finished for all of the material we plan to include.

This Kickstarter project runs through Mythic Monday, December 17, so please do help spread the word to all and sundry about this amazing opportunity to bring two incredible accessories to your Pathfinder campaign, making it more dynamic, cinematic, and exciting in some truly amazing ways. These books compile and include a metric ton of 5-star awesome individual products created by the people who know mythic rules better than anyone, and cover the gamut of GM and player material, including tons of great stuff that you can easily incorporate into a traditional Pathfinder campaign even if you don’t use the mythic rules for everything. It’s an amazing toolset for you to use as you will to Make Your Game Legendary!


Pathfinder Card Game, Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Mythic Mania TWO??!! I cannot even handle it!!

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber

Already signed on for MM II. I've got hardbacks of the first three, so why not finish off the set?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Kvantum wrote:
Already signed on for MM II. I've got hardbacks of the first three, so why not finish off the set?

Woohoo, many thanks!

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

3 people marked this as a favorite.
Elorebaen wrote:
Mythic Mania TWO??!! I cannot even handle it!!

It's the truth! By definition YOU CAN'T HANDLE THE TRUTH! :)


I still don't have the "Mythic Monster Manual" or "The Mythic Spell Compendium". And now you announced the second set? You're killing me here! Are there even hardbacks of these last two still available?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

1 person marked this as a favorite.
DungeonmasterCal wrote:
I still don't have the "Mythic Monster Manual" or "The Mythic Spell Compendium". And now you announced the second set? You're killing me here! Are there even hardbacks of these last two still available?

Not very many! Check the Kickstarter page and see!


1 person marked this as a favorite.
Saint Bernard wrote:
Owen KC Stephens wrote:
Rogue Genius Games still has some of our share of the print run. We'll likely have them up for sale soon.
Just tell me where to buy it.

Well, all of ours got bought into distribution, before I ever got them up on the Paizo site for sale.

...
All but one.

I have literally held onto one copy for you. No need to buy it, I'll send it to you for the cost of shipping and handling, given how long you've had to wait for it.

Drop me a line at owen (dot) stephens (at) gmail (dot) com and we'll work out getting the hardback into your hands.

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