
Pendin Fust |

Here's the party:
Charles Trope
NG Male Human
Fighter 1/Champion 1
Speed: 20ft.
Init: +1 Senses: Perception +1
Languages: Common
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AC: 16 (+1 Dex, +5 Armor)
HP: 18 (1d10+5+1+2) (Dead at -42)
Saves: Fort: +4 Ref: +1 Will: +1
DA: Hard to Kill,
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Bab: +1
Melee: Greatsword + 6 (2d6+6)(19-20 x2)
Power atk: +5 (2d6+10)
SA: Champion Strike (Sudden Attack)
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Str: 18, Dex: 12, Con: 14, Int: 10, Wis: 12, Cha: 11
Skills: Climb: +8, Swim: +8
Feats(3): Weapon Focus (Greatsword), Power Attack, Cleave(b), Power Attack(mythic)
SQ: Furious Rage, Mythic Power (Strength)(5), To the death
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Posessions: Greatsword, Scalemail, Potion of Cure Light Wounds
Thomas Lockwood
NG Male Human
Cleric 1/Hierophant 1
Speed: 20ft
Init: +1 Senses: Perception +4
Languages: Common
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AC: 15 (10 +1 Dex, +4 Armor)
HP: 15 (1d8+1+3+3) (Dead at -26)
Saves: Fort: +3 Ref: +1 Will: +6
DA: Hard to Kill
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Bab: +0
Melee: Scimitar +1 (1d6+1)(18-20/x2)
SA: Channel positive energy 1d6, Sarenrae (Healing, Fire)
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Str:12, Dex: 12, Con: 13, Int: 10, Wis: 18, Cha: 13
Skills: Climb: +8, Swim: +8
Feats: Selective channeling, Toughness, Toughness (Mythic)
SQ: Mythic Power (Wisdom)(5), Hubris, Faith’s Reach, Recalled Blessing
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Possessions: Scimitar, Hide armor, Healer’s kit, Silver holy symbol
Marigold Malachite
NG Female Halfling
Bard 1/Marshal 1
Speed: 20ft.
Size: Small
Init: +3 Senses: Perception +5
Languages: Common, Elven, Dwarven
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AC: 20 (+3 Dex, +4 Armor, +1 Size, +2 dodge)
HP: 13 (1d8+1+4) (Dead at -24)
Saves: Fort: +2 Ref: +6 Will: +2
Flaw: Hubris
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Bab: +0
Melee: Rapier +0 (1d4-1)(18-20 x2) or Gauntlet +0 (1d2-1)(x2)
Ranged: Light Crossbow +4 (1d6)(19-20 x2)
SA: Bardic Performance 8 rounds/day (Countersong, Fascinate, Inspire Courage +1)
Mythic Power (1d6, 5/day)
Advance (M): As a swift action, grant all allies (and me) within 30' a move action
Rally (M): As a swift action, grant all allies (and me) within 30' one d20 reroll, must be used before the beginning of my next turn
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Str: 8, Dex: 16, Con: 12, Int: 14, Wis: 8, Cha: 16
Skills: Acrobatics +9, Climb +2, Diplomacy +8, Escape Artist +7, Knowledge: Arcana +7, Knowledge: Nature +7, Perception +5, Perform: Oratory +8, Spellcraft +6, Stealth +11
Feats(1): Dodge, Mythic Dodge ((M) for +10 AC vs one attack)
SQ: +1 all saves, +6 additional vs fear
Traits: Adopted (dwarf), Tunnel Fighter
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Spells: 2 1st
0) Detect Magic, Daze, Mage Hand, Open/Close
1) Cure Light Wounds, Sleep
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Possessions: Chain Shirt, Rapier, Light Crossbow, Spiked Gauntlet, 20 bolts
Silas
Dwarf Monk 1, Guardian Tier 1
LN Medium Humanoid (dwarf)
Init +2; Senses darkvision; Perception +8
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Defense
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AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge)
hp 21 (1d8+2+5+6)
Fort +4, Ref +4, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, hard to kill, sudden block, unmovable
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Offense
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Speed 20 ft.
Melee Unarmed strike +2 (1d6+2/x2)
Special Attacks flurry of blows -1/-1
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Statistics
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Str 14, Dex 14, Con 15, Int 11, Wis 18, Cha 5
Base Atk +0; CMB +2; CMD 19
Feats Dodge, Improved Unarmed Strike, Stunning Fist (1/day) (DC 14), Toughness, Toughness (Mythic)
Skills Acrobatics +6 (+2 jump, +7 to jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +6, Perception +8, Sense Motive +8, Stealth +6
Languages Common, Dwarven
SQ ac bonus +4, greed, hardy, hatred, slow and steady, stability, stonecunning +2, stunning fist (stun), unarmed strike (1d6), Mythic Power (Wisdom) (5), Material Weakness: Wood
Combat Gear Sunrod (5); Other Gear Backpack (empty), Belt pouch (empty), Blanket, winter, Rope, Soap, Trail rations (5), Waterskin, 16 GP, 9 SP, 9 CP
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TRACKED RESOURCES
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Stunning Fist (1/day) (DC 14) - 0/1
Sunrod - 0/5
Trail rations - 0/5
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Special Abilities
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AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (1/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Toughness +3 HP at first level
Toughness, Mythic Double HP from Toughness, DR 10/Epic when below 0 HP.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
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Mythic Information
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Path: Guardian
Ascension: Artifact Belonging to a clan of dwarves that continued to live underground (albeit close to the surface), Silas was an apprentice stonemason. During an unexpected and entirely unusual earthquake, Silas and the bulk of his family were trapped beneath massive quantities of rubble. Silas found himself pinned beneath the remnants of an archway covered in runes. The runes, long dormant, flickered in the darkness as the eldritch energies leaked out, illuminating the splattered remains of his relatives. Somehow, Silas became imbued with the power of the runes, and managed to dig himself out of the rubble. Since then, he has turned to the discipline of combat, working to perfect himself and tune out the memories of his losses. His subsequent travels in search of physical and spiritual perfection have taken him to the surface world.
Flaw: Material Weakness: Wood In his time on the surface, it has become apparent to Silas that his connection to the stone of his origin has left him somewhat vulnerable to the world of organic life. After nearly dying at the hands of a club-wielding orc, he realized that wooden weapons are his bane, and he does his best to avoid engaging with them whenever possible.
Guardian Call: Sudden Block
Path Ability: Unmovable
Mythic Feat: Toughness (Mythic)
Embok
CG Male Elf
Rogue 1/Trickster 1
Speed: 30ft
Init: +3
Languages: Common, Elven, Celestial, Gnome, Sylvan
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AC: 15 (10 +3 Dex, +2 Armor)
HP: 13 (1d8+1+4) (Dead at -20)
Saves: Fort: +0 Ref: +5 Will: +1
DA: Hard to Kill, Elven Immunities
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Bab: +0
Melee: Dagger +3 (1d4+3)(19-20/x2)
SA: Sneak Attack 1d6
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Str: 12, Dex: 17, Con: 10, Int: 16, Wis: 12, Cha: 12
Skills: Acrobatics: +7, Bluff: +5, Climb: +5, Disable Device: +9, Disguise: +5, Escape Artist: +7, Knowledge(Local): +7, Perception: +7, Sense Motive: +5, Sleight of Hand: +7, Stealth: +7
Feats: Weapon Finesse, Weapon Finesse (Mythic)
SQ: Mythic Power (Dexterity)(3+1+2), Elemental Vulnerability(Acid), Surprise Strike, Extra Mythic Power(2), Trapfinding(1), Low-Light Vision, Keen Senses
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Possessions: Mythic Dagger, Dagger, Leather, Masterwork Thieves' Tools, 26 gp.
Elyza Thornspire
TN Female Elf
Transmuter 1/Archmage 1
Speed: 30ft.
Size: Medium
Init: +4; Senses: Perception +3, +8 when hawk on shoulder, Low-light vision
Languages: Common, Elven, Draconic, Auran, Sylvan, Orc
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AC: 16 (+2 Dex, +4 Mage Armor (3 hrs per MP used)
HP: 9 (1d6+0+3) (Dead at -20)
Saves: Fort: +0 Ref: +2 Will: +2
Flaw: Furious Rage (If intimidated or hit with crit, rage without benefits, lose spell casting for d4+1 rounds)
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Bab: +0
Melee: Longsword +3 (1d8+3)(19-20 x2)
Arcane Strike: Longsword +4 (1d8+5)(19-20 x2)
If MP spent, Longsword +4 (1d8+5+2d6)(19-20 x2) (for 10 rounds)
Conditional: +1 damage if flanking
Ranged: Long bow +2 (1d8)(20 x3)
If MP spent, Long bow +3 (1d8+2+2d6) (for 10 rounds)
Telekinetic Fist: +2, (1d4) 30ft RTA, 7/day
SA: Arcane Strike +1 attack, +2 damage + bane (for 10 rounds)
SA: Physical Enhancement, +1 to one physical stat, movable when prepping spells
DA: Elven immunities, Hard to Kill
Mythic Power (1d6, 5/day)
Archmage Arcana: Wild Arcana (1 MP to cast any one spell in spellbook at +2 CL)
Path Ability: Abundant Casting (+1 target)
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Str: 15+1 Dex: 15 Con: 10 Int: 18 Wis: 10 Cha: 8
Skills: Perception(1) +3, Spellcraft(1)+8, Kn Arcana(1)+8, Kn Religion(1)+8, Kn Local(1)+8, UMD(1)+0
Feats(1): Scribe Scroll, Arcane Strike, Mythic Arcane Strike (1 MP = 10 rounds any +1 weapon ability, +1 attack and damage), Alertness when familiar is in reach
Traits: Dirty Fighter, Warrior of Old
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Spells Memorized: 3 cantrips, 2 1st + 1 transmutation
0) Detect Magic, Mage Hand, Prestidigitation
1) Grease, Color Spray, Enlarge Person(t)
Mage armor cast by using 1 MP to get 3 hours coverage.
Spellbook: all cantrips, Color Spray, Enlarge Person(t), Mage Armor, Shield, Magic Missile, Burning Hands, Grease
Opposition schools: Enchantment and Necromancy
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Possessions: long bow, longsword, backpack, spell book, 2 daggers, clothes, 2 sunrods, bedroll, long coat with reinforced wood shoulder perch for Screech, 2 wooden bowls, scroll case, 10 sheets paper, 3 ink pens, 1 inks, tent, 10 days rations, 5 gp, 6 sp
Familiar: Screech, Hawk, AC 16, Int 6, HP 4, walk 10', fly 60' average
Players started off on a flat terrain with 4 Zombies and 2 Kobolds straight from the Bestiary.
Good rolls for the GM gave monsters pretty good initiative order. Bad rolls for the PC's made them miss. Good rolls for monsters enabled a couple of hits AND a critical threat by a zombie which would have been confirmed against the Monk/Guardian, but a great use of Sudden Block allowed the critical to miss (in the game I ruled it as he took damage using the crit confirmation roll, but I think in retrospect I need clarification or it should be negated altogether).
The trickster's Surprise Attack was cool, but missed. Mythic Power use to add to a roll only happened once, but was very good when it did happen.
The Marshal. Boy oh boy, I think this Path is going to rub some DM's the wrong way (like Leadership does). The Rally ability was great, especially for this battle where everything was clumped together (and a 30' radius is nice and big) and players were getting bad rolls, but allowed to re-roll. Basically, starting 2nd round, each player got to re-roll and the 2nd time was almost always better. By the end of the 3rd round 1 Zombie was left and 1 Kobold fled.
I do have some questions:
Sudden Block on a Crit threat: does it negate the attack and crit or should it still damage with no crit threat. I feel like the GM's going to have a lot less fun when all his natural 20's are getting sudden blocked. Otherwise, very cool ability.
Mythic Power expediture: Is there or should there be a limit that can be expended per round?
Marshal: This Path has me worried about later stages. Player parties (not just players) are going to get a lot of re-rolls with Rally. Perhaps the number of players affected could scale with Tier? This didn't come up (in this scenario) but a Caster making an SR check on something like Fireball could fail and then succeed, meaning they NEVER have to check again against that opponent for the rest of the battle. I love the flavor of the class, but it just might be a little too good.
Hard to Kill: I know this has come up, and Jason already answered that it needs revising...so I won't harp on it. Just want to say it came up for me, the GM, when criticaling against a PC (which got Sudden Blocked anyway).
Poor player had 2 great attempts at hitting with Arcane Strike using an MP, but rolled really low and missed both times.
Overall, I think it adds some great options and most importantly FUN to each encounter. I'm not overly worried at this point about spamming MP's, even with an optimised character, in a dungeon crawl, this is going to be used judiciously.
Our next encounter will be slightly more challenging, featuring a Mythic Werewolf, with party at Level 2/Tier 1.

Ckorik |

but a Caster making an SR check on something like Fireball could fail and then succeed, meaning they NEVER have to check again against that opponent for the rest of the battle.
I'm just curious - but I don't see where you get the 'never check again' power from?
SR in normal play must be overcome on a per spell basis - is this some mythic power I overlooked?

Pendin Fust |

From the PRD on the When Spell Resistance Applies section:
Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is back up.
Bolding mine.
***EDIT***
I had this come up in an RL game (I was unaware of this clause until then) and the GM was convinced it means that it is on a spell by spell basis, but if SR succeeds on a particular spell, and that spell is cast again..then SR automatically succeeds on subsequent casts. I have to admit, it certainly looks that way from this paragraph. I would love to be wrong (and by extension my GM wrong). With this clause, if an Archmage gets to re-roll his d20 every round, he effectively gets to try and pass SR twice...meaning he wouldn't have to for that spell again for the rest of that combat.
***EDIT TO THE EDIT***
Woohoo! I just realized this part: "that same casting of the spell" So it's on a per casting basis, this clause is only for spells that have lingering effects. So not Fireball, but maybe something like Flaming Sphere this could happen...but it's not nearly as big a deal as I thought.

Darth Grall |

I read it differently for the same exact section of text.
Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds.
Bolding my own.
The spell resistance only applies once to one individual casting, but doesn't apply to every single casting. This is mean for on going effects or spells that have extended durations.
Say a player casts ride the lightning which has a duration of a round per level, with SR you only save the first time. For the rest of the duration it doesen't affect you. This is to save you from rolling over and over again to your detriment.
However, if you were to use another casting of the spell, then it would get another roll. It's the "same casting" part of the spell that gives it away. Furthermore I have never seen anyone play it the way you do so... I am inclined to believe that my reading is correct.

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Glad you're enjoying the playtest!
Mythic Power expediture: Is there or should there be a limit that can be expended per round?
To the best of my knowledge, it's only limited by action economy (you can't use more than one swift action a round, etc.)
Sudden Block on a Crit threat: does it negate the attack and crit or should it still damage with no crit threat. I feel like the GM's going to have a lot less fun when all his natural 20's are getting sudden blocked. Otherwise, very cool ability.
As written, you'd roll twice and take the lower (probably not 20) result. So, in many cases, they'd go from crit to miss.
If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds.
I think you're misinterpreting this. The key words, to my mind, would be "that same casting."
Which basically just means that if you have a spell with duration, you don't have to keep rolling SR over and over. But different castings of the same spell would apply SR as normal.
Cheers!
Landon

Pendin Fust |

@Darth Grall - Thanks I noticed that part JUST after I posted :) Also...cool spell, didn't know that one.
@Landon - On the expenditure, so a person can spend an MP to do one of their swift action things, then spend an MP to add a dice roll to that attack (or whatever), then spend another MP on their regular attack? Wowzers!
Sudden Block I went ahead and took the crit confirm roll as the 2nd roll (which still hit), that was my interpretation too.
Same thing on the SR...I'm soooo going back to my GM with that!

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MP is spent as actions, so yeah. If a standard, swift and free action all spent MP then you could spend three per turn. I don't mind this so long as mythic encou ters are brutal. After all, at higher levels MP restores at 1/hour plus combat triggers, so it's always going to be in supply for the toughest combats.

Pendin Fust |

Also, on the Sudden Block which is an immediate action, they spend an MP, they get a free attack after the block resolves, so that could be another MP spent in a round. True, at higher levels it regens faster...but with a party of 5 or 6, this could trivialize encounters it wasn't meant to. Granted, that's part of the GM's job, to know his group, but 4-5 MP (in this situation) could be the death of whatever NPC is being faced at lower levels. It also could drain a PC in one round of their entire MP stock! Word for wary!