Mythic Adventures


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Aranna wrote:
Her story may indeed be as mythic as they come. BUT she had NO special powers. She was no different than any other cleric in the game or setting. She could be called an iconic I suppose since she was the first cleric of that age on Krynn. But the Mythic System grants extra power and Goldmoon had no extra power. Her story was even stronger because she didn't have superpowers. She was just the first to not only reject the "new" faith but to place her trust in the old gods. So she wasn't a Mythic Character despite being part of a Mythic sounding adventure series.

No, she was Mythic.

You completely miss the point. You are looking at the game system, and saying 'Hey, she was just a cleric'. No, she was 'the one and only cleric in the whole world' and that made her powers mythic. She didn't have the same powers as every other cleric, because she was the only cleric.

An example from the real world. Charles Lindbergh was the Mythic man of the age of flight. He was the first man to cross the Atlantic, and he has gone down in history. Heck, he even shows up in tv and literature as a character now who's larger than life.

By your logic, Lindbergh was 'just another pilot', and any other pilot can do what he did. But they didn't, and they couldn't. He was the first.

I've been non-stop over the atlantic ocean several times myself, and millions have since then, but he was the first, and that made him a mythic person (Look at how much fiction uses Lindbergh).

By the same token, it doesn't matter how many clerics came AFTER Goldmoon, she was the first and only at her time, and everything that came after is based on her, and that makes her Mythic.


LazarX wrote:
Class mechanics are a way of describing characters but they're not the characters themselves. They are more the shadows of characters cast by rulebooks.

I really like that way of putting it.


mdt wrote:
Aranna wrote:
Her story may indeed be as mythic as they come. BUT she had NO special powers. She was no different than any other cleric in the game or setting. She could be called an iconic I suppose since she was the first cleric of that age on Krynn. But the Mythic System grants extra power and Goldmoon had no extra power. Her story was even stronger because she didn't have superpowers. She was just the first to not only reject the "new" faith but to place her trust in the old gods. So she wasn't a Mythic Character despite being part of a Mythic sounding adventure series.

No, she was Mythic.

You completely miss the point. You are looking at the game system, and saying 'Hey, she was just a cleric'. No, she was 'the one and only cleric in the whole world' and that made her powers mythic. She didn't have the same powers as every other cleric, because she was the only cleric.

An example from the real world. Charles Lindbergh was the Mythic man of the age of flight. He was the first man to cross the Atlantic, and he has gone down in history. Heck, he even shows up in tv and literature as a character now who's larger than life.

By your logic, Lindbergh was 'just another pilot', and any other pilot can do what he did. But they didn't, and they couldn't. He was the first.

I've been non-stop over the atlantic ocean several times myself, and millions have since then, but he was the first, and that made him a mythic person (Look at how much fiction uses Lindbergh).

By the same token, it doesn't matter how many clerics came AFTER Goldmoon, she was the first and only at her time, and everything that came after is based on her, and that makes her Mythic.

Goldmoon is certainly a mythic character, but she is no more Mythic than any other cleric that has existed before or after her.


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mdt wrote:
Aranna wrote:
Her story may indeed be as mythic as they come. BUT she had NO special powers. She was no different than any other cleric in the game or setting. She could be called an iconic I suppose since she was the first cleric of that age on Krynn. But the Mythic System grants extra power and Goldmoon had no extra power. Her story was even stronger because she didn't have superpowers. She was just the first to not only reject the "new" faith but to place her trust in the old gods. So she wasn't a Mythic Character despite being part of a Mythic sounding adventure series.

No, she was Mythic.

You completely miss the point. You are looking at the game system, and saying 'Hey, she was just a cleric'. No, she was 'the one and only cleric in the whole world' and that made her powers mythic. She didn't have the same powers as every other cleric, because she was the only cleric.

An example from the real world. Charles Lindbergh was the Mythic man of the age of flight. He was the first man to cross the Atlantic, and he has gone down in history. Heck, he even shows up in tv and literature as a character now who's larger than life.

By your logic, Lindbergh was 'just another pilot', and any other pilot can do what he did. But they didn't, and they couldn't. He was the first.

I've been non-stop over the atlantic ocean several times myself, and millions have since then, but he was the first, and that made him a mythic person (Look at how much fiction uses Lindbergh).

By the same token, it doesn't matter how many clerics came AFTER Goldmoon, she was the first and only at her time, and everything that came after is based on her, and that makes her Mythic.

No you are not talking about "Mythic" as presented by these rules. Sure Lindbergh was the first one with the courage to do what hadn't been done yet. But he didn't have superpowers like the Mythic rule system is going to be handing out (and yes I know the early powers are going to be weak powers scaling all the way up to world changing powers by 10th level.) Goldmoon had NO extra powers. She didn't even have clerical powers till she reached the end of the first adventure. After they recovered the Disks of Mishackel (sp?) then clerics started sprouting up like weeds. She sure wasn't out there training evil priests so clearly the gods started taking other priests as soon as she got those disks. And so she had the status as the first but she was hardly the only one in line getting those cleric powers. Kinda like being first in line to buy the latest expansion pack for WoW. Sure she was the one camping out waiting the longest, but there was a line right behind her. I would hardly call being the first to do something anyone with the right training can do "Mythic" as suggested by the mythic rules. That I reserve for Hercules type people who can do the impossible.

Grand Lodge

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mdt wrote:
By the same token, it doesn't matter how many clerics came AFTER Goldmoon, she was the first and only at her time, and everything that came after is based on her, and that makes her Mythic.

Steve Jobs was not Mythic. Nikola Tesla was.


TriOmegaZero wrote:
mdt wrote:
By the same token, it doesn't matter how many clerics came AFTER Goldmoon, she was the first and only at her time, and everything that came after is based on her, and that makes her Mythic.
Steve Jobs was not Mythic. Nikola Tesla was.

++1

Liberty's Edge

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Pathfinder Adventure, Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
TriOmegaZero wrote:
mdt wrote:
By the same token, it doesn't matter how many clerics came AFTER Goldmoon, she was the first and only at her time, and everything that came after is based on her, and that makes her Mythic.
Steve Jobs was not Mythic. Nikola Tesla was.

Especially the Tesla from Sanctuary. He was my favorite character on that show.


Is that the guy who invented the Tesla Armor in Fallout?

Silver Crusade

Pathfinder Adventure Path Subscriber
Beek Gwenders of Croodle wrote:
Is that the guy who invented the Tesla Armor in Fallout?

...


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You flatter me, gentlemen.


(hey it was a joke, just in case someone didn't get it)

Silver Crusade

Pathfinder Adventure Path Subscriber
Beek Gwenders of Croodle wrote:
(hey it was a joke, just in case someone didn't get it)

THIS IS THE INTERNET! If you don't place a smiley at the end, it's not a joke! Dead serious! ;-)


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Sesh of course I know the real Tesla, it's my favorite Heavy Metal band.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

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Weighing in with my two cents after stumbling across this thread just today...

I had cause to discuss Mythic Adventures and the development of the mythic ruleset with Sean and Vic at GenCon...not because I'm contributing to it, just because I was curious to know more about it since I missed the panel where it was announced. Based on that conversation, I think it's safe to say that a lot of people are going to be blown away by the possibilities it presents.

No pressure for Jason (and the other developers) or anything, but based on how the mythic concept was described to me, I think it opens up a whole new world of gameplay. I also think the mythic rulebook is destined to earn a future ENnie. It's that novel and ground-breaking of an idea. And that's because it's not simply a rehashing or conversion of the Epic Level rules from 3.5. It fixes a lot of the problems in epic level play while also enhancing the storylines of those kinds of games in ways that don't just hinge on attaining a super high character level anymore. Mechanically, it cuts across all the normal level bands and has the potential to enhance every single one of them with something special, while incenting a whole different method of character advancement in addition to the normal level advancements.

Basically, as a freelancer, I'm absolutely fired up by the promise of mythic adventures. The storytelling opportunities open up in all kinds of ways across every kind of plot line. Not just for PCs, but for monsters, as well. Mythic powers let you do so much more than simply advancing a creature's Hit Dice or glomming on the Advanced or Giant templates to serve as power-ups. When PCs face a mythic dragon, they're going to know it. Likewise, when the world needs adventurers to stand up against a potent demon lord, mythic heroes are the answer.

Let the games begin...
--Neil


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Back in topic, there I was thinking about examples of Mythic characters in D&D: the Chosen of Mystra/Bane/whatever are a clear example if I got it right, also Araevin. Maybe Vecna in Greyhawk (before it's first death) or Kyuss. I can't think of lower level Mythic heroes right now.


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Neil Spicer wrote:
Based on that conversation, I think it's safe to say that a lot of people are going to be blown away by the possibilities it presents.

People gonna get Litt Up!


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Beek Gwenders of Croodle wrote:
I can't think of lower level Mythic heroes right now.

Cadderly Bonaduce, at least in the original quintet.

I might even include Cyric during the time of the Avatar trilogy.

Or, from some classic TSR modules, the villains Xanathon (X2: Curse of Xanathon) or the Master of Hule (X4, X5, X10)?


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Beek Gwenders of Croodle wrote:
Back in topic, there I was thinking about examples of Mythic characters in D&D: the Chosen of Mystra/Bane/whatever are a clear example if I got it right, also Araevin. Maybe Vecna in Greyhawk (before it's first death) or Kyuss. I can't think of lower level Mythic heroes right now.

The best example of a lower level Mythic hero is Huma from Dragonlance. The man was only (game stat wise) a level 8 fighter...and yet he managed to defeat Tahakiss. Yes....he died, but still! EVERY Solomanic Knight makes reference to him.

Magius and Kaz (his two friends and companions) are also in a similar vein. Probably more Kaz than Magius...both were only around level 8, much like Huma.

Grand Lodge

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TriOmegaZero wrote:
mdt wrote:
By the same token, it doesn't matter how many clerics came AFTER Goldmoon, she was the first and only at her time, and everything that came after is based on her, and that makes her Mythic.
Steve Jobs was not Mythic. Nikola Tesla was.

They both were in different ways. It's easy to discount Jobs because he wasn't the tech man Wozniak was, and he wasn't the designer John Ives was. What he was was the man with the vision that brought disparate elements together, and the sheer bloody minded drive to push Apple to new ways of thinking. "What do you mean no floppy drive?!"

His successes were epic and so were his failures. But without the return of Jobs, Apple would be just a footnote now.

Liberty's Edge

Cthulhudrew wrote:
Beek Gwenders of Croodle wrote:
I can't think of lower level Mythic heroes right now.

Cadderly Bonaduce, at least in the original quintet.

I might even include Cyric during the time of the Avatar trilogy.

Or, from some classic TSR modules, the villains Xanathon (X2: Curse of Xanathon) or the Master of Hule (X4, X5, X10)?

Nuala in Ravager of time.

Spoiler:
Maybe Ileosa in the Crimson Throne AP. Her powers were generated by a pact with a devil and an artifact, but the Mythic rules seem to be a good way to model that kind of effects.

A PC that had gained special powers by bathing in the Everdawn pool after completing that module could be an example of a Mythic character.

Same thing for people bathing in the Shadar pool in the Razing of Redshore. In that module (and the linked article on Dragon) it was the way to get Epic levels, but it is a good way to depict getting Mythic powers for a lower level character.

From literature: Fafhrd and the Gray Mouser from Leiber books.

Contributor, RPG Superstar 2010 Top 4

(long time Roger Zelazny fan here)

For an example that is less linked to Dragonlance and early D&D I would look to Dilvish the Damned, and his arch-enemy the Wizard Jelerak.

Dilvish gets sent to hell due to a curse, but he breaks out! He makes a deal with an intelligent iron devil construct. He fights guys with invincible armor (and breaks it). He has weird and fantastic adventures all in his pursuit of revenge.

Jelerak? That dude captures a demi-god and siphons off power to make himself the most powerful wizard in the world, and he lives in a castle (Castle Timeless) that has become unmoored from reality.

This castle is networked by a series of magic mirrors, that Zelazny describes as being "hacked" like computer server, all the way back in 1981 before most of us conceived of an internet.

Capturing insane demi-gods alone is enough warrant mythic fun.. but just look to your favorite fantasy novels and find the ones that you can't reproduce with Pathfinder Rules.

And there go...

I agree with Neil, this is a very exciting time.


Neil Spicer wrote:

Weighing in with my two cents after stumbling across this thread just today... [lots of awesome stuff]

--Neil

Dammit Neil! Just when I think I couldn't possibly get any more excited about Mythic rules. You come along and raise the bar. Aaarrrrghghghgh!!


Jim Groves wrote:

(long time Roger Zelazny fan here)

For an example that is less linked to Dragonlance and early D&D I would look to Dilvish the Damned, and his arch-enemy the Wizard Jelerak.

Dilvish gets sent to hell due to a curse, but he breaks out! He makes a deal with an intelligent iron devil construct. He fights guys with invincible armor (and breaks it). He has weird and fantastic adventures all in his pursuit of revenge.

Jelerak? That dude captures a demi-god and siphons off power to make himself the most powerful wizard in the world, and he lives in a castle (Castle Timeless) that has become unmoored from reality.

This castle is networked by a series of magic mirrors, that Zelazny describes as being "hacked" like computer server, all the way back in 1981 before most of us conceived of an internet.

Capturing insane demi-gods alone is enough warrant mythic fun.. but just look to your favorite fantasy novels and find the ones that you can't reproduce with Pathfinder Rules.

And there go...

I agree with Neil, this is a very exciting time.

I couldn't agree more. I have about read my copies of "Dilvish the Damned" and "The Changing Land" to death. They need to republish them. My favorite Zelazny short story collection and novel. The short stories gathered into "Dilvish the Damned" are incredible pieces of inspiration for mythic, or regular, adventures. I've stolen more than a few bits from them over the years...

Liberty's Edge

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I hadn't all of Dilvish novels and the translation of some of them was mediocre but Jim post pushed me into searching the net for the mane of the English name of the Mabrahoring sayings he is using (a perfect example of a Mythic power, I think) and I have found a PDF with the novels I was musing, so Jim, if you ever come in Italy I how you a beer ;-)


LazarX wrote:
ryric wrote:
Aranna wrote:
Her story may indeed be as mythic as they come. BUT she had NO special powers. She was no different than any other cleric in the game or setting. She could be called an iconic I suppose since she was the first cleric of that age on Krynn. But the Mythic System grants extra power and Goldmoon had no extra power. Her story was even stronger because she didn't have superpowers. She was just the first to not only reject the "new" faith but to place her trust in the old gods. So she wasn't a Mythic Character despite being part of a Mythic sounding adventure series.

I think you're assuming that all the "special powers" will be big magical combaty things. What if the hierophant gets abilities like "X% of people that hear you preach your faith convert?"

Actually a lot of Dragonlance characters "broke the rules." Raistlin was actually described by the authors as being so talented that he didn't obey all the rules for the magic-user class, or the red-robed wizard class once it was created. Laurana was limited to 5th level as a fighter in 1e, but she ended up leading and inspiring armies. It really depends on the spin you want to put on it. It also depends on how modular the mythic rules end up being.

I've been kicking around a campiagn idea in my head that I may now wait for the mythic rules to do. The idea is for the PCs to be the world's first true heroes - basically the first people to have PC classes.

Class mechanics are a way of describing characters but they're not the characters themselves. They are more the shadows of characters cast by rulebooks.

[AMEN!]

Contributor, RPG Superstar 2010 Top 4

Diego Rossi wrote:
so Jim, if you ever come in Italy I how you a beer ;-)

I'm on my way!

(I wish!)

Thanks though!

Grand Lodge

Jim Groves wrote:


This castle is networked by a series of magic mirrors, that Zelazny describes as being "hacked" like computer server, all the way back in 1981 before most of us conceived of an internet.

Keep in mind that "hacking networks" is actually a fairly old term. It's just that in the pre-computer age, it referred to doing funky things with phone lines and blue boxes. (Which apparently was one of the side hobbies of Steve Wozniak) At Rutgers, I knew someone who blue boxed the campus phone network to make a pizza delivery call.....to Brazil.


I'm thinking of using Mythic tiers as a reward for players who don't try to min/max their PC. Like not awarding Mythic tiers to players that begin the game with no stat lower than a 10.

Shadow Lodge

Pathfinder Lost Omens, Maps, Rulebook Subscriber
wegrata wrote:
I'm thinking of using Mythic tiers as a reward for players who don't try to min/max their PC. Like not awarding Mythic tiers to players that begin the game with no stat lower than a 10.

That sounds like a contradiction. Did you intend to say "...only awarding Mythic tiers ..." ?


JohnF wrote:
wegrata wrote:
I'm thinking of using Mythic tiers as a reward for players who don't try to min/max their PC. Like not awarding Mythic tiers to players that begin the game with no stat lower than a 10.
That sounds like a contradiction. Did you intend to say "...only awarding Mythic tiers ..." ?

Yeah only awarding to characters who don't min/max.


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wegrata wrote:
JohnF wrote:
wegrata wrote:
I'm thinking of using Mythic tiers as a reward for players who don't try to min/max their PC. Like not awarding Mythic tiers to players that begin the game with no stat lower than a 10.
That sounds like a contradiction. Did you intend to say "...only awarding Mythic tiers ..." ?
Yeah only awarding to characters who don't min/max.

I think what JohnF means is, as you are describing it, it is not a reward for the players who don't min-max, it is a punishment to withold them from those who do min-max.

Shadow Lodge

Pathfinder Lost Omens, Maps, Rulebook Subscriber

Nope - that's not what I meant at all.

I was pointing out that the two statements he posted were in direct contradiction to each other; the first described granting mythic tiers to players who don't min/max; the second described not granting mythic tiers to players who don't min/max (i.e. players who had all stats at 10 or greater).

There were one too many (or one too few) negatives in use there.


wegrata wrote:
I'm thinking of using Mythic tiers as a reward for players who don't try to min/max their PC. Like not awarding Mythic tiers to players that begin the game with no stat lower than a 10.

So... if I'm better at concealing my min/max'ing, you'll give me more power?


wegrata wrote:
JohnF wrote:
wegrata wrote:
I'm thinking of using Mythic tiers as a reward for players who don't try to min/max their PC. Like not awarding Mythic tiers to players that begin the game with no stat lower than a 10.
That sounds like a contradiction. Did you intend to say "...only awarding Mythic tiers ..." ?
Yeah only awarding to characters who don't min/max.

Sounds Interesting. But you may want to limit how many levels you give out to balance things since at the higher levels Mythic sounds like it's going to have a pretty big impact.


wegrata wrote:
JohnF wrote:
wegrata wrote:
I'm thinking of using Mythic tiers as a reward for players who don't try to min/max their PC. Like not awarding Mythic tiers to players that begin the game with no stat lower than a 10.
That sounds like a contradiction. Did you intend to say "...only awarding Mythic tiers ..." ?
Yeah only awarding to characters who don't min/max.

As a non min-maxer, that sounds like it'd defeat the purpose of creating non-optimized characters. I don't know about others but for myself, I avoid min-maxing because I don't want to be absurdly powerful. It's that same viewpoint that keeps me from being very excited about Mythic tiers.

Shadow Lodge

If the key to more power is to initially underpower your character, then the min-maxers will do just that.

Silver Crusade

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Pathfinder Adventure Path Subscriber

That's why it's called MIN-maxing, duuuuh.


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I just got done listening to the Podcast about Mythic Adventures and decided to record the revealed information here. Anything in quotes and texts I copied verbatim from the Podcast. I copied those verbatim because it sounded like it was being read from notes. Also, a lot of stuff had interjections and jokes thrown in, so I paraphrased. I did change all references of Mythic Levels to Mythic Tiers instead.

Universal Mythic Rules/Abilities

  • Hard to Kill: ”Mythic characters automatically stabilize below 0 hit points without needing a Constitution check. Bleed damage still causes him to lose hit points. In addition Mythic characters die when their total number of negative hit points is equal to or greater than double their Constitution score.”
  • All Mythic characters have a flaw, a weakness that they try to hide. One example given is Vulnerable to Wood. ”Weapons primarily made of the selected material automatically confirm all critical hits and the critical multiplier is increased by 1 to a maximum of x4. If the character ever gains Damage Reduction, no matter the source, weapons primarily made of the selected material automatically bypass that Damage Reduction.”
  • All Mythic characters get Mythic power that is tied to an ability score of their choice. Mythic power can be called upon a total number of times per day equal to their Mythic Tier plus their chosen ability score. Mythic Power is used power many Mythic abilities.
  • Mythic Power can be used to add a die that increases in level (1d6 to 1d8 to 1d10 to 1d12). The result of the die can be added to any d20 roll after the result has been revealed.
  • At second level, all Mythic characters get +20 to their initiative. When their turn is over, they can spend a point of Mythic Power to go again on their Initiative score -20.
  • You can spend Mythic Power to negate conditions
  • At the 9th Mythic Tier, Mythic characters become Immortal. “Whenever a Mythic character is killed, he automatically returns to life 24 hours later regardless of the condition of his body or the means by which he was killed. When he is returned to life he is not treated as if he has rested; does not regain any use of his abilities that would come with such rest. This ability does not apply if the Mythic character has Mythic damage in excess of half his total hit points at the time of his death.”
  • Only Mythic characters can deal Mythic damage.
  • Epic DR is the DR currency for Mythic characters.
  • One can get Mythic Feats that are enhancements of existing feats that they must already have. One example is Mythic Arcane Strike: ”Whenever you use your Arcane Strike to imbue your weapons… they gain an additional +1 bonus to attack and damage. In addition if you spend one use of your Mythic Power you can also any one magic weapon special ability with a base price modifier of +1. This base price modifier increases by +1 for ever three Mythic Tiers you possess. Um…. and if you use your Mythic Power it lasts longer.”
  • There are Mythic Spells that are enhancement to existing spells (though there will probably be all new spells). When a caster casts a spell, he has to know the Mythic version as well that is kept separately so Spontaneous casters aren’t screwed. At the time of casting, he can choose whether or not to put Mythic Power into the spell. One example is Mythic Fireball: ”The Fireball deals 1d10 points of damage per caster level up to a maximum of 10d10 points of damage. The spell also causes any creature that fails his saving throw to catch fire, taking 2d6 points of damage each round.” Another is Mythic Magic Missile, it deals more damage and bypasses Shield (”screw that spell”
  • Mythic Tiers can be taken away or lost. The first hit is free.
  • Generally speaking, Mythic Tiers are attained by Deeds. Every path has a list of Deeds but you only need to complete a few of them. Things that add to your legend or story. An example is Kill All The Dragons
  • Greater Deeds are decided by the GM but can be completed individually or by the party/group
  • Mythic Tiers are roughly assumed to be half your character level or CR
  • Tenth Tier is a very special ability
  • Mythic Tiers will give bonus hit points at every Tier
  • Recuperation: Party can spend an hour and a Mythic Point to recover all Class abilities and up to half their total HP gets regained
  • Mythic Cure Light Wounds cures 3d6 + twice Caster Level in HP plus 1 point of ability damage (”and it makes you taller”)

    Archmage Mythic Rules/Abilities

  • Arcane Surge: ”Spend a point of his Mythic Power to cast an Arcane spell. He doesn’t have to have it prepared, doesn’t have to have… you know set. He can just, cast it. If the spell requires a saving throw, none-Mythic characters have to roll twice and take the worse result.”
  • Meta-Master: ”He can spend one use of his Mythic Power as a Swift Action to pick one anyone Metamagic Feat he knows that increases the level of the spell by no more than one level; for the next 10 rounds he can apply this feat to all spells he casts.” This can be taken multiple times to increase the level increase of the Metamagic Feat chosen.
  • Primarily based on Arcane magic but has some knowledge skills and stuff like re-rolling checks.
  • Can spend Mythic Power to cast an extra spell

    Champion Mythic Rules/Abilities

  • Precision Ability: Removes a -5 penalty to iterative attacks and can be taken multiple times to increase the penalty removes (taking it twice removes -10, taking it 3 times removes -15 etc).
  • Can spend Mythic Power to make another attack as a Swift Action and can roll twice and take the better result.
  • Pretty much all about combat both Ranged and Melee and Mobility based guys.
  • ”Can move up to their speed as a Swift Action by spending a point of Mythic Power. At any point in time along that move they can make a single attack, melee or ranged.”
  • Has an ability that says, “He does not fall unconscious when below 0 hit points and does not take damage from acting normally. In addition he does not die until his total number of negative hit points is equal to or greater to three times his constitution score.”

    Hierophant Mythic Rules/Abilities

  • Deed: Gain 100 Followers that worship you
  • Higher Tiers can grant followers spells but not class levels
  • Can use Mythic Power to cast an extra spell
  • Hieorphant will be able to increase the minimum healing possible – 1’s become 2’s and 2’s can become 3’s etc.

    Warden Mythic Rules/Abilities

  • Has some Animal Companion or Cohort related abilities. None specifically given.
  • Primarily defensive
  • Can make blocks in the middle of combat
  • Can make counter-strikes
  • Can get Epic DR

    Trickster Mythic Rules/Abilities

  • Can re-roll weapon damage dice.
  • Can treat the enemy as flat-footed.
  • Has abilities that can ”yoink” abilities from other Mythic Creatures

    Marshal Mythic Rules/Abilities

  • Has a lot of abilities that help other people. Does have some abilities to give himself perks.
  • Rise Up: ”Allies around the Marshal draw strength and courage from his leadership. Non-Mythic allies within 30 ft can draw upon his Mythic Power once per day to add to their dice rolls.”
  • Rally in Advance: Can spend Mythic Power to grant his allies a move action right now.

    Monster Mythic Rules/Abilities

  • Some monsters gain pounce
  • Mythic Templates for monsters, such as the Agile Stalker: can go twice in a round, move full speed and gives pounce.
  • Mythic versions of existing monsters, like Mythic Medusa, which is still in the works but one suggested power is to have all her snakes stare all around and slow anyone that approaches. Also Mythic Treants, Mythic Bears, and Mythic Minotaur.
  • Mythic Fire Giant: ”Surrounded by a cloud of choking ash; can use it’s Mythic Power to summon a vortex of fire that flies around the battlefield burning everyone to a crisp; all of it’s weapons are made of lava; and… it also has precision like the Champion.”
  • Mythic Hydra was running around the battlefield going twice, biting with all 7 heads, dealing bleed damage, had pounce, and it’s heads can regrow constantly.
  • Mythic Minotaurs can teleport anywhere in their maze when they are unobserved

    Magic Items

  • Legacy Items: chosen by the Path that you get to build as you increase in power.
  • Artifacts
  • Ambrosia: restores Mythic Power if you are Mythic also gives neutralize poison, remove curse and remove disease all cast at 10th level to everyone.
  • Nectar of the Gods: Heroism for 1 day.
  • Archdevils and Demon Lords are likely to be high CR Fiends with Mythic Levels
  • Legacy Items are tentatively bound to the NPC who creates it. It may work for others non-Mythics to a lesser degree, and works slightly better for Mythics but the owner gets all the benefit. One idea is after a certain power level, it becomes a true Artifact that serves its owners better than anyone.
  • Most Mythic Items will do X ability in the hands of everyone, but can do X and Y in the hands of a Mythic character

    Misc Information

  • Will include a short adventure.
  • Can kind of multiclass
  • Some paths can select abilities from other paths
  • There will be a Feat that allows for Dual Pathed that allows you to select a different path and gain a path ability from either of them.
  • Will include a guideline on how to build Mythic Monsters
  • James Jacobs creeped out the Paizo team with insane giggling when they revealed Mythic Rules to him
  • Possibility to Solo adventures
  • NPC Mythics are suspected to be restricted to ‘ages past’ like Thassilon, Azlanti etc.
  • Ninjas are everywhere and all Ninjas are Mythic
  • Working to make parties of mixed Mythic and non-Mythic parties compatible
  • No one likes Aquaman
  • Slated to be 256 pages
  • All the Paths but not all of the abilities will be available in the Playtest
  • Stole an idea that allows Mythic Characters to control or alter the environment around him, possibly even usurping the Divinely Morphic planar trait from the one that controls the Plane
  • Can ‘Highlander’ your way to Mythic Power
  • Dragons can be filled with Mythic Pudding
  • Corruption could be a flaw or a mechanic – tentative idea at this point

If I included anything out of order, sorry. All this information comes from the Podcast about Mythic Adventures. I recorded whatever I heard, but it's best for people to go ahead an listen to it themselves. It can be found here.


Pathfinder Adventure Path Subscriber

Terrific breakdown, Tels -- thanks a bunch!


Nice work, Tels!


1 person marked this as a favorite.

The fighter should have a mythic ability available where he can throw a spear, jump on it, and ride it to its target, then get a free attack as he leaps off .


2 people marked this as a favorite.
kenmckinney wrote:
The fighter should have a mythic ability available where he can throw a spear, jump on it, and ride it to its target, then get a free attack as he leaps off .

Fire a bunch of arrows at a flying target then run up the arrows to reach him.


Great breakdown. I listened to the podcast too and it was great. Tons of exciting info there. Just great stuff all around. Next year is so far away!


Oh, and the rogue should have a mythic ability where they can tell a lie and everyone around them believes it, no matter how absurd it is , with no save, until they get new evidence to the contrary.


kenmckinney wrote:
Oh, and the rogue should have a mythic ability where they can tell a lie and everyone around them believes it, no matter how absurd it is , with no save, until they get new evidence to the contrary.

These are not the gems you're looking for.

Silver Crusade

Hot damn, Tels. gg


Hobbun wrote:
kenmckinney wrote:
Oh, and the rogue should have a mythic ability where they can tell a lie and everyone around them believes it, no matter how absurd it is , with no save, until they get new evidence to the contrary.
These are not the gems you're looking for.

There really is a Santa Claus.


James Jacobs wrote:
lordzack wrote:
Mythic commoners!

Heh.

Well... while something like that would certainly be possible with the Mythic rules themselves, one of the big things we'll be doing in the adventures and campaign setting and player companion lines is NOT thorwing "mythic commoners" into the mix. I've said it before—you can define a game world as much by what you DON'T put in it as much as by what you DO put in it, and for Golarion... I really want the mythic elements (things like demon lords, some of the runelords, Tar-Baphon, Arazni, Achaekek, the Oliphaunt of Jandelay, the Starstone, Great Old Ones, the eldest, archdevils, empyreal lords, the Pit of Gormuz, and so on) to be MYTHIC.

Just because we've got Mythic Adventures out doesn't mean you'll be seeing mythic goblins or mythic goats or mythic toads or mythic commoners popping up in our adventures.

Or, frankly, popping up ever.

I disagree, an epic golbins and commoners with epic goats would be something my group will probably buy for an April's Fool module or just for laughs. Something like "We be goblins!" wich was something something meant for one-shot laugh or the "Super Genius Guide for Horrifically Overpowered Feats".

Humbly,
Yawar


I sense potential for 3pp... Mythic Goblins, The Book Of Legendary Goats, The Epic NPC Class Manual series. Sounds good.


Some suggestions I'll give for other optional abilities to choose from.

Giving characters with a fly speed the starflight ability.

Fast healing becomes regeneration.

Increasing your size category coupled with a large mythic strength bonus for the purposes for breaking, lifting, and combat maneuvers.

Giving rogues and the like the ability to steal armor and clothes off of people.

Having an earthquake spell go off on a melee attack, but it'll be an extraordinary ability.

Have your item enhancements be permanent while no longer wearing your items, such as a belt of physical perfection or boots of flying.

The ability to jump extremely high, such as your acrobatics check x10, x100, and x500. You can make an attack during it, but it ends your jump.

It's all I can think of for now.

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