Post your mythic characters


Mythic Adventures Playtest General Discussion

Silver Crusade

I just finished toying around with herolab (thanks to ShadowChemosh http://paizo.com/threads/rzs2p6r5?Hero-Lab-Mythic-Playtest-addon#1 )to create some mystic characters and wanted to share them. I would love to see other characters:

Zaraki Kenpachi currently raging
XP 76800
Male Human (Shoanti) Barbarian (Scarred Rager) 12 Monk (Martial Artist) 5 Mythic Tier (Champion, Guardian) 8
CN Medium Humanoid (human)
Init +25; Senses Perception +25
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Defense
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AC 35, touch 28, flat-footed 29 (+2 armor, +5 Dex, +5 natural, +5 deflection, +1 dodge)
hp 324 (12d12+5d8+136)
Fort +18, Ref +13, Will +13; +9 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'.
Defensive Abilities evasion; DR 10/epic, 2/—; Immune fatigue
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Offense
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Speed 40 ft.
Melee Nameless Katana +28/+23/+18 (1d8+28/15-20/x2) and
. . Unarmed strike +23/+18/+13 (1d10+24/x2)
Special Attacks flurry of blows +3/+3, rage (32 rounds/day), rage powers (increase damage reduction, intimidating glare, reckless abandon [+/-4], reflexive dodge +3, rolling dodge +3 [6 rds], spell sunder, superstition +9, witch hunter [+4])
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Statistics
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Str 34, Dex 20, Con 22, Int 10, Wis 20, Cha 10
Base Atk +15; CMB +29; CMD 55
Feats Blind-Fight, Deflect Arrows, Dodge, Dual Focus (m) (Constitution), Dual Path (m), Exotic Weapon Proficiency (Katana), Extra Rage Power, Extra Rage Power, Improved Critical (Katana), Improved Unarmed Strike, Intimidating Prowess, Power Attack (m), Power Attack -4/+12, Shield of Swings, Stunning Fist (11/day) (DC 24), Toughness (m), Toughness +34, Weapon Focus (Katana)
Skills Acrobatics +13 (+17 jump, +18 to jump), Climb +20, Escape Artist +11, Handle Animal +5, Heal +13, Intimidate +32, Knowledge (history) +4, Knowledge (nobility) +1, Perception +25, Ride +13, Sense Motive +25, Stealth +12, Survival +12, Swim +19
Languages Common, Shoanti
SQ amazing initiative, bonus hit points, exploit weakness +10, force of will, fortification (heavy), guardian's calls (absorb blow, sudden attack), hard to kill (die @ -44), high jump, improved tolerance, ki defense, mythic flaws (school aversionevocation), mythic power[1d10]strength, mythic saves, pain points, path abilities (critical master, epic dr, epic dr, precision, precision, snatch spell, snatch spell, to the death [die @ -66]), recuperation, scarification (4), stunning fist (stun, fatigue), terrifying visage +6, unarmed strike (1d10), unstoppable
Other Gear Nameless Katana, Amulet of natural armor +5, Belt of physical perfection +6, Fortification (heavy) Bracers of armor +2, Headband of inspired wisdom +6, Monk's robe, Ring of protection +5, 9000 GP
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TRACKED RESOURCES
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Mythic Power (26/day) - 0/26
Rage (32 rounds/day) (Ex) - 0/32
Stunning Fist (11/day) (DC 24) - 0/11
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Special Abilities
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Absorb Blow (Su) You can expend one use of mythic power as an immediate action whenever you take damage from a single source, such as a dragon's breath, a spell, or a weapon.
Amazing Initiative (Ex) You gain a +20 mythic bonus on initiative checks.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bonus Hit Points You gain 5 bonus HP per tier.
Critical Master (Ex) Whenever you roll a critical threat against a nonmythic creature, you automatically confirm the critical hit and deal the maximum amount of damage against that creature. You must be at least 6th tier to select this ability. This ability can be select
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Deflect Arrows Deflect an incoming arrow once per round.
Dual Focus (m) (Constitution) Use a 2nd ability score to power your mythic abilities.
Dual Path (m) Gain access to a 2nd mythic path's abilities.
Epic DR (Su) You gain DR 5/epic.
Epic DR (Su) You gain DR 5/epic.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Exploit Weakness +10 (Ex) At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object's hardness or the target's CR. If the check succeeds, the mar
Flurry of Blows +3/+3 (Ex) Make Flurry of Blows attack as a full rd action.
Force of Will (Ex) Immediate action reroll a d20 or force a nonmythic creature to reroll any d20.
Fortification (heavy) 75% chance to ignore critical hit/sneak attack.
Hard to Kill (die @ -44) (Ex) Automatically stabilize and die at negative 2x CON score.
High Jump (+5/+25 with Ki point) (Ex) +5 to Acrobatics checks made to jump.
Immune to Fatigue You are immune to the fatigued condition.
Improved Tolerance (Ex) If gain certain negative conditions, new save next rd. ½ duration if not saveable.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Intimidating Glare (Ex) While raging, use Intimidate to shake your opponents.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Mythic Power[1d10] (Strength) (Su) Mythic power points equal to your selected ability score.
Mythic Saves (Ex) If you succeed at a saving throw suffer no effect from nonmythic source.
Pain Points (Ex) At 3rd level, a martial artist's advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind.
Power Attack (m) Power Attack bonus increases to +3 and this damage is doubled on a critical.
Power Attack -4/+12 You can subtract from your attack roll to add to your damage.
Precision (Ex) Whenever you make a full attack, the penalty on additional attack rolls is reduced by 5. This ability can't reduce the penalty on additional attacks to less than 0. For example, a 12th-level fighter, whose total attack bonus was +16/+11/+6 when makin
Precision (Ex) Whenever you make a full attack, the penalty on additional attack rolls is reduced by 5. This ability can't reduce the penalty on additional attacks to less than 0. For example, a 12th-level fighter, whose total attack bonus was +16/+11/+6 when makin
Rage (32 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging.
Recuperation (Ex) At 3rd tier, you are restored to full hit points after 8 hours of rest as long as you're not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour all
Reflexive Dodge +3 (Ex) While using rolling dodge, gain a +3 bonus to Reflex saving throws.
Rolling Dodge +3 (6 rds) (Ex) Gain a +3 dodge bonus to AC vs. ranged attacks while raging.
Scarification (4) (Ex) Ignore specified amount of bleed damage each round.
School Aversion (Evocation) Select one school of magic, except for divination. Whenever you must make a saving throw against a spell or effect of the selected school, you take a -4 penalty on the saving throw. The effects of such spells (if harmful) last twice as long if you fa
Snatch Spell (Su) You can attempt to snatch any ray or spell that produces a projectile that passes through your space, targets your space, or targets a square adjacent to you.
Snatch Spell (Su) You can attempt to snatch any ray or spell that produces a projectile that passes through your space, targets your space, or targets a square adjacent to you.
Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's
Stunning Fist (11/day) (DC 24) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (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
Sudden Attack (Ex) You can expend one use of mythic power to make a melee attack at your highest attack bonus as a swift action (in addition to any other attacks you might make this round). When making a sudden attack, you roll twice and take the better result, adding
Superstition +9 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Terrifying Visage +6 (Ex) Add to intimidate vs civilized/diplomacy vs tribal humanoids. +1 to fear DCs.
To the Death (die @ -66) (Ex) You do not die until your total number of negative hit points is equal to or greater than three times your Constitution score.
Unarmed Strike (1d10) The Monk does lethal damage with his unarmed strikes.
Unstoppable (Ex) One use of mythic power to negate any condition currently afflicting you, except dead.
Witch Hunter (+4) (Ex) Bonus to damage spellcasters while raging.

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EDIT:This statblock is looooong^^


I'm not easily able to post full stats, but I've been working on Mythicizing my two favorite characters. Jennica, a human elemental fire/imperious cross-blooded sorceress (archmage of course) and Ashley, a human werewolf pistolero gunslinger (from Alkenstar heh) who I am thinking maybe Trickster fits her best... although I'm also having thoughts of... she's a werewolf... therefore by the rules ala vampire... can she not be trickster? Must wait for/design myself a werewolf mythic?


See for yourself

Scarab Sages

I am putting together a small group for some testing.

So far I have Shazzara and Markus Freeman. I am putting together an Oracle of Battle that hits for 4d8+46 at the same level (what DR/Epic). Will post her stats when finished.

Shazzara will use reduce person or elemental body to boost dexterity and haste to pick up a third attack. Wild arcana replaces the spell recall ability she gave up as a kensai.

Markus is a controller, he's not going to do a lot a damage. That said, DR 10/epic and sudden block on a wizard looks neat. We'll have to see how it works in practice.

Silver Crusade

@AbsolutGrndZer0: I would love to see those characters, werewolf gunslinger sounds very cool. You don't actually have to wait for an mythis werewolf templat, just add a path and have fun^^. Champion might be a good choice, for precision alone and of can always take dual path.

@Peter Steward: That character looks like she was played for years, some very unique abilties but definitely very cool. The sorcerer spells confused me a bit.

@Aranthos: Shazzara definitely looks cool, but you might have to exchange the katana for a wakazashi or another finessable weapon (it has been stated by the designer that the mythic weapon finesse should only apply to finessable weapons).
The character happens to have one of my favourite mythic feats - arcane strike, usually a rather lackluster feat for a magus, so you can have a fitting bane weapon all the time ^^
Markus Freeman is a very cool idea, his spell DC should be quite impressive, especially if there is some mystic power behind the spell.

Scarab Sages

Sebastian Hirsch wrote:


@Aranthos: Shazzara definitely looks cool, but you might have to exchange the katana for a wakazashi or another finessable weapon (it has been stated by the designer that the mythic weapon finesse should only apply to finessable weapons).
The character happens to have one of my favourite mythic feats - arcane strike, usually a rather lackluster feat for a magus, so you can have a fitting bane weapon all the time ^^
Markus Freeman is a very cool idea, his spell DC should be quite impressive, especially if there is some mystic power behind the spell.

I posted the complete builds here. If the current changes to mythic weapon finesse stay, she'll just use a scimitar and dervish dance. Mythic weapon finesse would be traded out for mythic power attack.


Sebastian Hirsch wrote:
@Peter Steward: That character looks like she was played for years, some very unique abilties but definitely very cool. The sorcerer spells confused me a bit.

Katrina has seen, if I recall correctly, approximately 3 1/2 years of active play and 4 years of existence to the tune of ~1,000 hours (5 hours a week). There isn't a character on that thread though that hasn't seen upwards of 2 years of play though, and the oldest has seen more than 5.

They've all got some interesting abilities and incorperate some interesting house rules.

Rath, the Shadow Adept Sorcerer, is sitting on three artifacts (one major, two minor) and is probably the flashiest character. It is a rare thing that he doesn't all but steal the show in social situations.

Alyssa, the roguish bard, until recently had suffered from lycanthropy, but has in the course of this adventure been able to channel it to her advantage. Her Scoundrel feat lets her stack bard and rogue levels for some purposes - and stack 1/2 of her levels in each for others.

Einar, the viking inspired sword and board, is probably the scariest character in combat. He's a walking tank and merciless meat grinder for his enemies. The player's dice always seem to be on fire, and the character is put together very neatly mechanically. In terms of special abilities he has shown an inclination towards prayer to northern gods and it providing him with some advantage (often this is accomplished through hero points). There is a cost associated with such efforts (his blindness in one eye is an example of this), but it often brings some nice benefits (e.g. his true seeing).

Heinrick, the Human fighter/barbarian, is a two handing damage machine. He picked up fast healing and his quicksilver abilities when he lost an arm and had a PC from another timeline replace it with temporal silver. His warrior's fury also lets him stack 1/2 of his fighter levels with barbarian levels (and vice versa) to determine his abilities with each. Basically, he's incredibly durable in the long term, though in the short term he's a glass cannon.

Katrina, the human wizard, adds one half of her non wizard level to her wizard levels to determine spellcasting advancement, and the full number to determine caster level. She does the same with respect to sorcerer levels, which gives her a huge array of lower level spells available (especially combined with her ring of wizardry II).

Silver Crusade

Very impressive, I can't really compair these to my usuall characters, those got played for about a year. I am kinda jealous^^


All starts with the GM - and mine is amazing. Though he and I don't always see eye to eye he has developed an incredible world populated by more NPCs than even I can keep track on. Our NPC listing is dozens of pages long, while our notes for individual projects are rapidly reaching that same length. Beyond that, I never feel as though NPCs are static. As players we can leave NPCs alone for a while and consistently come back to find them investigating something new or pursuing their own goals.

Beyond world building, he puts a ton of effort into working with players to make sure they all stay relevant, to make sure the characters are able to build relationships and accomplish goals, and feel special. Characters that fall behind are given opportunities either to shine or to make up gaps with others mechanically.

Finally, he is entirely willing to experiment with new mechanics to make ideas work. Multiclass feats, changes to item slots, removal of stat items, and implementation of increased ability score advances with level. Hell, last week he had us 'fighting' a thousand foot tall tsunami on its way to wipe out a city.

Really pretty amazing.

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