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Charles Trope/Fighter1 Champion 1::

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/ Cleric 1 Hierophant 1::

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/Bard 1 Marshal 1::

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/Monk 1 Guardian 1::

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/Rogue 1 Trickster 1::

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/Wizard 1 Archmage 1::

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

1st Encounter:

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.

The 2nd battle consisted of 2 wolves and a

Mythic Werewolf:

WEREWOLF (HYBRID FORM)
CE Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +4
DEFENSE
AC 23, touch 12, flat-footed 21 (+6 armor, +2 Dex, +5 natural)
hp 20 (2d10+6+5)
Fort +6, Ref +2, Will +4 (+5 vs. fear)
Defensive Abilities bravery +1; DR 10/silver and epic
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee longsword +6 (1d8+6/19–20), bite +2 (1d6+2 plus trip and curse of lycanthropy)
Ranged light crossbow +4 (1d8/19–20)
STATISTICS
Str 19 (21 Mythic focus), Dex 15, Con 17,Int 12, Wis 12, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Cleave, Cleave (Mythic), Combat Reflexes, Improved Initiative, Power Attack
Skills Climb +4, Intimidate +4, Perception +4
Languages Common
SQ change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves)
SA Mythic power (1x/day)(Str), Hard to Kill (-34 to die),

CHAMPION
Fleet Charge (Ex): You can expend one use of mythic
power to move up to your speed as a swift action. At any
point during this movement, you can make a single melee
or ranged attack at your highest attack bonus (in addition
to any other attacks you might make this round), adding
your champion tier as an insight bonus on the attack roll.
Damage from this attack bypasses damage reduction.

Mythic Bite (Su): Whenever the mythic Werewolf confirms a
critical threat on its bite attack, it regains 1 use of
Mythic Power. This cannot exceed its base amount of Mythic
Power uses per day.

2nd Encounter:

Players leveled up to Level 2 and I allowed refreshing spells and powers and some (very) modest shopping.

I made up a Mythic Ability for the guy called Mythic Bite (which never came into play). The idea was that being an especially cruel werewolf, his moment of ascension was when he bit a group of 10 and turned them all into lycanthropes. His goal was to Cleave(Mythic) bite the party and do the same to them.

Some great rolls for the GM on Init and Stealth (for the wolves who were hiding in the brush by the cave), but our rogue Embok had equally good perception rolls and noticed one of them.

Elyza the Wizard Archmage buffed up a bit and Thomas the Cleric Hierophant casts Bless on everyone.

Charles the Fighter Champion went for the werewolf with a double move action.

Embok keeps an eye peeled on the wolf he spotted.

The werewolf bites, and misses.

Thomas double moves towards the werewolf.

The wolves burst out of the brush, but with Embok on alert, does NOT catch the party unawares and misses both of their bites.

Elyza misses with her arrow.

Marigold the Marshal gave her brilliant battle cries of Battle Plan Artichoke and used her abiltiy Advance to grant everyone (but the fighter Charles who was already going after the werewolf) an extra move action and casts Sleep on the wolves.

Thomas uses the extra move to get closer to the werewolf.

Silas the Dwarf Monk Guardian gives the best artichokey rage cry ever and moves into positioning against the werewolf.

Charles Sudden Attacks with Power Attack(Mythic) and the reroll barely misses. We get into a discussion about Hero Points and Mythic Powers stacking which I took to a new thread.

Embok does a Surprise Strike at a wolf and deals almost all his HP in damage with sneak attack. Then uses Total Defense.

Elyza moves.

The werewolf does Fleet Charge but rolls a natural 1. He ends up next to Thomas and takes his regular attack, bites him (almost gets to crit) and gives Thomas the Curse of Lycanthropy (failed for save)

Thomas attacks and misses even with an MP expenditure to add 1d6.

Elyza takes out her longsword and Arcane Strikes it, hitting for decent damage.

This is the killer, Marigold casts Hideous Laughter and werewolf fails the save.

Silas misses with his kick...somehow on a prone and flanked werewolf :) Damned roll of 3.

Charles Sudden Attack Power Attack(Mythic) again and takes half his life in 1 hit since it ignores DR.

Embok Coup de Grace's a sleeping wolf and is haunted by the death gasp (RP opportunity)

Elyza Arcane strikes again and hits for decent damage.

Thomas attacks and hits for paltry damage with the DR.

Marigold activates her ability Rally and begins bardic performance.

At this point the group has surrounded the prone and laughing beast and just wails away. While it takes a further round of all of them smashing into him to actually kill him (Hard to Kill) there's no challenge left.

So...roughly 3-4 rounds for a CR2+1 Mythic Werewolf (Hybrid) and 2 CR1 wolves.

The Fighter/Champion, when he was able to hit, hit HARD.

The Bard/Marshal really shone again. Her path abilities and Sleep/Hideous Laughter basically ended the fight.

Monsters should get a number of Mythic Power uses equal to their Stat of choice as well...at rank 1 they only get 1 use. Which pretty much leaves them with their DR and +'s to their base stats.

Again, the CR equivalency suggestion doesn't seem to hold up when you go above 5 party members. Normally it'd be APL+1 for more members than 5...but it just wasn't able to stand up to them. Sure, his AC was high from being a Hybrid form Werewolf and having a Mythic Rank...but he got 1 power use and couldn't hit the PC's for squat.

I'm amping up the next encounter to be roughly APL+1+mythic tier(1)+1 (+1 for extra members,+1 for mythic tier, and +1 for challenge).


Just to note, Surprise Strike + Total Defense meant I could maintain 20 AC for 6 rounds (since I have Dodge and Extra Mythic Power) while still getting sneak attack damage in. Between the casting of Sleep and it actually taking effect, the two wolves tried to attack me again but both missed - despite one rolling an 18.


I still havent used Faith's Reach or Recalled Blessing. Never really had a need to.


Could be my fault Thomas. Now that we are not recharging between battles you should get more use of your Mythic abilities.


Not your fault. Also, I don't think any of us have compleated any lesser trials..?


So you gave the werewolf a "Champion" ability in addition to his mythic werewolf abilities, or am I reading that wrong? Note, I don't have a problem with doing that, just curious as by reading the Mythic Vampire template it looked to me like say a Mythic Vampire Sorcerer could NOT be an Archmage, unless I was reading it all wrong?


I just copy and pasted the ability from champion...he was not actually champion path. I thought fleet charge was a good fit thematically for him. That's when I realized monsters only get mythic points equal to their mythic rank. He only got 1 point and messed up my plans for fleet charge and mythic cleave bite.


Pendin Fust wrote:
I just copy and pasted the ability from champion...he was not actually champion path. I thought fleet charge was a good fit thematically for him. That's when I realized monsters only get mythic points equal to their mythic rank. He only got 1 point and messed up my plans for fleet charge and mythic cleave bite.

Ah rats ok. Was hoping there was something I missed. I'm working on converting my two favorite characters from my games, one of which is a werewolf gunslinger. So I'm stuck on her... :(


My hope is that the monster creation has additions or is changed as a result of the playtest. As it stands they are handicapped in terms of being Mythic creatures. Nothing is stopping you from building those people with classes and taking Tiers as PCs do though :). That is the way I am going to do the next mythic encounter.


Pendin Fust wrote:
My hope is that the monster creation has additions or is changed as a result of the playtest. As it stands they are handicapped in terms of being Mythic creatures. Nothing is stopping you from building those people with classes and taking Tiers as PCs do though :). That is the way I am going to do the next mythic encounter.

Yeah, at least for stuff that is class-based, ala werewolves, vampires, and such. I mean yeah it's cool the stuff a vampire gets, but that it's seemingly at the expense of the fact that they are a sorcerer too kinda sucks.


Encounter 3:
Electricity Arc trapped statues and Slide trap pool into fetid water (only one Electricity Arc trap was triggered by our Bard/Marshal). I just threw these in for fun and because I wanted to see if anyone used any Mythic Points for the traps...our Rogue/Trickster didn't get a chance to try disarming which I would have liked to see. Maybe if the Trickster path offered some immediate skill bonuses to detection and disarming...He DID check the spiky doorknob, but it wasn't trapped, just required some blood to open the door (this IS a worshiper of Zon-Kuthon's house after all). Mari offered up her blood and I toyed around with the idea of having her take some small damage but decided against it. I though the incorporeal encounter would be hard enough.

Anyway, the REAL encounter was with a CR5 Wraith and 2 CR1 ghouls. I had given the PCs a +1 mwk Ghost Touch Longsword and +1 mwk Ghost Touch light crossbow in preparation for this encounter as treasure. I thought none of them could hit the wraith without it, so I didn't want to Ability drain them to death. Ability drain and fever/paralysis was the game plan here. Alas, one of our more perceptive party members spotted the Wraith shifting around the picture of itself...well...what it thought was itself. If this was a higher level Playtest it would be Zon-Kuthon's shadow. Surprise round for the Wraith and perceptive PC.

The wraith reaches out to touch the dwarven Monk/Guardian rolling up a touch attack of 20. It should hit and cause potentially 2 Con drain...but Sudden Block makes another appearance! The reroll nets the wraith juuuuust under the Touch AC of the Monk/Guardian.

The Wizard/Archmage takes her Surprise round action, attempting to fire an arrow, causing an AoO from the wraith. Touch attack misses thanks to the 3 hour Mage Armor she gets by spending an MP.

Charles the Fighter/Champion attacks with greatsword but it swishes through the wraith.

Monk/Guardian positions himself up the hallway and readies an attack on the first ghoul within reach.

Bard/Marshal activates Mythic Advance, she uses bonus move to get close to Rogue/Trickster and drop the Ghost Touch crossbow, and draws a wand as part of her move. She uses her standard to cast CLW on the wraith from the wand, but misses with her touch and holds the charge. The wraith's AoO from the casting misses.

The ghouls charge and bite at the Monk/Guardian, but both miss.

The wraith moves through the wall and out next to the Fighter/Champion. Touch attack for 2 Con drain.

Wizard/Archmage Arcane Strikes with her sword, for 20 damage, down to 10 since it was a corporeal source.

Cleric/Hierophant firebolts the wraith in the face. Yep. In. The. Face.

Rogue Trickster uses move action to pick up crossbow and bolts and then Surprise Strikes the wraith...but misses.

Redacted the Fighter as having taken the +1 mwk Ghost Touch longsword...which he uses. To kill the wraith. In one confirmed Critical Power Attacking hit and Sudden Strike Power Attack hit. Boo.

The dwarf's readied attack hits one of the ghouls (I had forgotten to update that before). He misses with his FoB.

Bard/Marshal activates Mythic Rally. Damned rerolls! :)

The ghouls put their intelligence to use and the first one 5' steps and readies its attack after the 2nd. The 2nd 5' steps and now has flanking and bites. The 1st one bites. Both land (waiting to see if Sudden Block is used again) and the Monk/Guardian has to make 4 Fort saves (2 for Ghoul Fever and 2 for Paralysis).

Wizard/Archmage cuts one of the ghouls in half.

I fully expect the Rogue/Trickster to finish the other ghoul in his turn.

All in all, it seemed like it would be a tough battle, but 6 party members plus the Marshal's Advance and Rally just allow the party to do things that are...well...mythical.

I had a question that I made another thread for on Advance and how it is supposed to interact with 5' steps, it would be kind of cool if they could use the bonus move to instead take a 2nd 5' step.

I really found myself wanting more Mythic skill things after doing the traps. It was fun for me to watch the PC's inspect every inch of that statue.

I still am of the opinion that CR equivalency suggestion is underpowered when the group goes over 5 players. Maybe it's the group's synergy (each class/tier is represented) which is just great. They do work as a party GREAT together. And I just cannot praise the Bard/Marshal combo enough...it's a fabulous party helper. Almost too fabulous.

I almost want to suggest that Advance and Rally ONLY allow the party members to use their extra move/reroll if they are still within 30 feet of the Marshal when they begin their turn. The Marshal could activate and then double move the heck outta there as it is.

I'll let my players share their thoughts on the classes/tiers.

4th encounter could be deadly as I try to figure out the sweet spot for Mythic creatures and CR equivalency.

Dark Archive

Your biggest issues at the moment are treasure and tactics, giving away +1 ghost touch weapons prior to the battle with the wraith was not exactly the best idea as your giving them 16k worth of weapons specifically designed to make the next encounter trivial.

Giving some +1 weapons would probably have been a better idea (allowing them to damage the wraith, but not bypass the 50% damage reduction of incorporeal).

Second why did the ghouls only make bite attacks on the monk?

You only made 5 foot steps and can thus still full attack the first ghoul should not have readied and should have just unloaded his claw/claw/bite attack routine (hoping for a paralyse on one of the 3 attacks) and then Ghoul 2 can either 5 foot and full attack with flanking (my prefered option) or if your being mean and tactical just coupe de gras the monk forcing a decent DC fort save or death.


Yeah I learned my lesson on the Ghost Touch weapons...I was worried it would be too much without. Lesson learned :)

The ghouls only have +1 BAB...they were bright enough to realize that they had virtually NO chance of scoring a hit with a -5. The +2 to flank for BOTH made more sense than just for 1 and a hope of a spectacular roll on the other.

Dark Archive

Ghouls work a little differently in pathfinder than 3.5 (in fact natural attacks as a whole work alot differently)

A standard ghoul on a claw/claw/bite has +3/+3/+3 on the attacks (for 1d6+1 on every hit) without any buffs/flanking etc as all 3 attacks are primary and use the creatures full attack bonus (the -5 only applies to attacks that are specifically secondary like hooves, wings, tails).

Which means ghoul 1 makes 3 attacks at +3 (1d6+1) and forces paralysis saves on every hit (meaning with the saves your player rolled he is paralysed by this ghoul).

Ghoul 2 then moves in to flank and either full attacks at +5 on 3 attacks for (1d6+1) vs paralysed AC (my prefered), or coupe de gras forcing a DC 10+2d6+2 fort save vs death.

If all attacks hit from both ghouls your looking at 26.5 damage to the monk.

Not saying that mythic characters arent good just that with similar gear a party without mythic tiers could probably have handled that encounter exactly the same.


Ooo thanks for the info...didn't realize about the primary and secondary natural attacks! I've been running them with -5 on subsequent attacks.

Cool to know!


Something I'm noticing is your party seems to spend a lot of MP for each encounter. This is something you need to keep in mind as characters only get Mythic Power equal to their chosen ability score + their Mythic Tier. Marigold the Bard/Marshal indicates 5 MP but should only have 4. This could just be a player error, but the allotment of MP is something that really needs to be addressed.

For example, in the fight with Wraith and Ghouls, the Bard/Marshal used 2 Mythic Points, half of her daily allotment in just the one fight. If the adventuring day continued on, she'd find herself out of MP very quickly. So too would the Rogue/Tickster, as he seems to use Sudden Strike nearly every round.

I think one of the biggest problems you're having right now, is 5-minute work days. If you could extend the combats per day beyond just one or 2 fights, you wouldn't see Rally and Advance or Sudden Strike or anything else being spammed so much every round.

[Edit] Something that also concerned me was the tactics of the Wraith. Wraith's have a (normal) intelligence score of 14. That's nothing to sneeze at. The Wraith could have done things like sat in the floor, and attacked creatures from the safety of the floor. The PCs can't attack back, but the Wraith could certainly attack them as they are considered adjacent to the Wraith.

Granted, that's how I would play an intelligent incorporeal creature as it just makes sense to me. It could very well have been that this Wraith wasn't very bright, or perhaps overconfident in it's abilities, but I felt it should be pointed out.


I never noticed that Marigold should have 4. I think the next fight is the boss for our level and only a few of us have been saving our MP. Should be interesting.

Sovereign Court

Quote:
Redacted the Fighter as having taken the +1 mwk Ghost Touch longsword...which he uses. To kill the wraith. In one confirmed Critical Power Attacking hit and Sudden Strike Power Attack hit. Boo.

hehehehe....

I have been spending mythic power points in every encounter...had those refreshed before the first encounter so now i have 3 points left.


We should have recharged after the first. Anything used during the werewolf and ghoul encounters should not have recharged.


Um... Cha 18 and Tier 1, so that would be 5 Mythic points, no?

But yeah, I have 1 spell and 1 Mythic point left - so the next encounter should be interesting. Pendin's indicated that its CR8.


Yep, I let them recharge after encounter 2 but not since. That was actually my next post in the PbP...a reminder of MP allotment.

I briefly toyed with the idea of having the wraith sit in the walls or floor and attack...but the story I've built is that it thought it was Zon-Kuthon's Shade...so definitely over confident. Also the wraith has a 50% miss chance when in a solid object.


Marigold Malachite wrote:

Um... Cha 18 and Tier 1, so that would be 5 Mythic points, no?

But yeah, I have 1 spell and 1 Mythic point left - so the next encounter should be interesting. Pendin's indicated that its CR8.

I was going off the posted stats in the Spoiler under Marigolds name above which is: Str: 8, Dex: 16, Con: 12, Int: 14, Wis: 8, Cha: 16

My apologies, I was forming my point off of incorrect information.


I've actually been making sure I save up my mythic points so the claim that I'm using them every round is fairly amusing. I've only used two in this 'day', once to let me attack while still using total defence, and once to let me attack while taking an extra move action instead of a standard action.

With that said, in this next encounter you can totally expect me to spam my remaining four mythic points.


Tels wrote:
Marigold Malachite wrote:

Um... Cha 18 and Tier 1, so that would be 5 Mythic points, no?

But yeah, I have 1 spell and 1 Mythic point left - so the next encounter should be interesting. Pendin's indicated that its CR8.

I was going off the posted stats in the Spoiler under Marigolds name above which is: Str: 8, Dex: 16, Con: 12, Int: 14, Wis: 8, Cha: 16

My apologies, I was forming my point off of incorrect information.

No worries - just wanted to make sure I wasn't doing something wrong.

Pendin quoted the original sheet, on which I forgot to add the halfling mod for Cha.


My bad all, I have not revisited the character stats since the original post in this thread. I am hoping to post the next batch of stats after this 4th encounter.


Starting here is the latest encounter.

This was a Mythic Black Pudding and 2 Medium Flame Elementals.

Mythic Black Pudding.:

Black Pudding
This black, amorphous blob piles up on itself, a quivering mound of midnight sludge that glistens darkly before surging forward.

BLACK PUDDING CR 7
XP 3,200
N Huge ooze
Init –5; Senses blindsight 60 ft.; Perception –5
DEFENSE
AC 4, touch 4, flat-footed 4 (–2 size, –5 Dex)
hp 105 (10d8+60)
Fort +9, Ref –2, Will –2
Defensive Abilities split, ooze traits, intelligent (so take out the ooze traits pertaining)
OFFENSE
Speed 20 ft., climb 20 ft.
Melee slam +8 (2d6+4 plus 2d6 acid plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks constrict (2d6+4 plus 2d6 acid), corrosion
STATISTICS
Str 16, Dex 1, Con 22, Int 3, Wis 1, Cha 1
Base Atk +7; CMB +12 (+16 grapple); CMD 17 (27 vs. bull rush, can't be tripped)
Skills Climb +11
SQ ooze traits, suction
ECOLOGY
Environment any underground
Organization solitary
Treasure none
SPECIAL ABILITIES

Engulf (from Mythic Rank, took an extra Universal Monster Ability)

Acid (Ex) A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a black pudding's acid, its clothing and armor take the same amount of damage from the acid. A DC 21 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes 2d6 acid damage unless the weapon's wielder succeeds on a DC 21 Reflex save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it inflicts 21 points of acid damage (no save) to the object. The save DCs are Constitution-based.
Corrosion (Ex) An opponent that is being constricted by a black pudding suffers a –4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.
Split (Ex) Slashing and piercing weapons deal no damage to a black pudding. Instead, the creature splits into two identical puddings, each with half of the original's current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Suction (Ex) The black pudding can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. A black pudding can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. Because of the suction, a black pudding's CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location.
Black puddings are the scavengers of the underworld, constantly on the lookout for a meal. They can sense organic or metallic objects within 60 feet and mindlessly attack such items or beings until they are dissolved or the ooze is killed. A black pudding reproduces by breaking off a piece of its body and forming a new, smaller black pudding, which grows to full size in 1 month's time. Some of the more intelligent creatures in the underworld use black puddings as natural garbage disposals, creating stone pits to house the pudding and throwing organic refuse or foes in as needed.

Larger specimens of black puddings have been encountered in the deepest parts of the world, with Gargantuan individuals having up to 30 HD. Other colored puddings are rumored to exist, with white ones living in the arctic, brown ones living in swamps, and tan ones living in deserts.

The Black Pudding is CR 7 + 1 for Mythic Rank. I added the Engulf Universal Monster Ability instead of a Mythic Power (as per the mythic monster creation). Overall, then encounter was overwhelming for the party.

The flame elementals were not really much of a challenge after a spattering of bad rolls got out of the way for the PCs.

The Black Pudding, on the other hand, was DEADLY. Slam, Acid, Grab, Constrict, Acid. Engulf, Constrict, and Acid damage. To armor as well. Any attacks with weapons suffered Acid damage too.

I put an Int 3 on the pudding so that it COULD be affected by things normal puddings can't...plus it was the transformed and demented mind of the human Count Urstig (simple plot).

The party at this point had gone through 2 prior combats without a chance to recharge anything.

I didn't really want to kill the party, so I definitely did not run the creatures at full abilities.

The elementals were more or less a distraction, although one managed to set a pew on fire.

The Hierophant and Champion were both engulfed at some point taking them to 0 or below hitpoints. As I said, I didn't really want to kill the party so the pudding spat them out to pursue other victims.

I think a Black Pudding would have been a challenging encounter for the party, which makes sense as they are level 2 tier 1, with 6 members, so an easy encounter should be CR 4, which the elementals were easy to them. This encounter was 2 CR 4's and a CR 7+1.

I feel like they probably could have taken it on and it would have been only slightly challenging if they were fully recharged.

+4 to the CR level vs. APL and they probably could have taken it as a slightly to moderately challenging battle. A group of Mythic Characters are a force to be reckoned with.

We had some questions about Mythic Toughness, mainly does it only kick in the DR when you go below 0?

Also, this has been asked before, on Hard to Kill are you stable and conscious when below 0 or are you stable and unconscious. I ruled conscious because it seems more Mythic.

I'll let my players post their thoughts on their respective paths.

Sovereign Court

Hard to kill = stable and conscious

As for the pudding, it would have killed us all. Maybe if we were a level higher and had some area of effect spells and maybe some blunt weapons.

RPG Superstar 2009 Top 16, 2012 Top 32

Hama wrote:
Hard to kill = stable and conscious

And staggered.

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