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My group recently started Rise of the Runelords and I toyed around with turning it into a Mythic adventure.
We are just about to defeat Aldern in his manor and then moving onto Magnimar after that. I gave them their first mythic tier at the end of Burnt Offerings and so they are level 6 with 1 tier. Balancing the encounters has been easy enough, they are only 5 but I've been treating them like a six man party and using a lot of the suggestions here for handling six man parties.
What I am running into is how much should I "mythic" some of the enemies. Looking ahead I see the skinsaw cultists are Cleric 1/rogue 2, should I give them a Tier or Heirophant or Trickster. Xenesha has a rogue level 1, should I give her a trickster tier or give her a monster tier like Savage. My whole goal is make RotRL feel more mythic and more of a challenge to the players.
My goal is at the end they'll have 6 tiers and when they fight Karzoug he'll be Wiz 20/Archmage 8. I think it'll really kick the fight up another level and make for an interesting battle.
Basically I am just asking for some advice from people who are familiar with the adventure or have completed it of some good areas to really make mythic and rachet the fights up. That way I know to expect them and can begin working on them now.

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My last group of players died miserably in Aldern's haunted house.
Then I got Mythic and decided this AP is PERFECT for Mythic characters.
I'm re-writing it now for my next group to try.
I'm planning on my group being 5th-tier when they face Karzoug.
Each book has a "boss" and I intend to give each boss tiers appropriate to the book number. (for example Nualia would have 1st-tier, Xanesha would be 2nd-tier, Barl Breakbones would be 3rd-tier, etc).
The big trick for me is to rewrite the locations in a way to give them that "Mythic" feel.
I do not want other, lesser, characters to have mythic tiers. That just seems to dilute the specialness of Mythic. If EVERYONE is mythic then no one really is.
Also this is a great way to make Bosses FEEL like BOSSES!

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Personally, I think the first Runewell is the perfect place for people to be imbued with Mythic abilities.
That was kind of the vibe the players got when they gained got their first inkling of mythic.
Each book has a "boss" and I intend to give each boss tiers appropriate to the book number. (for example Nualia would have 1st-tier, Xanesha would be 2nd-tier, Barl Breakbones would be 3rd-tier, etc).
. . .
I do not want other, lesser, characters to have mythic tiers. That just seems to dilute the specialness of Mythic. If EVERYONE is mythic then no one really is.
I really agree and I am glad I wasn't the only one thinking that. I only worry that in the later levels some of the powers allow no saves against mythic creatures. I worry that the PC's will wash through the fodder with ease and without having to expend as many resources.
I think that I'll give a monster mythic tier to any group that is 3 monsters, or if there is one lone monster. So for the group of 3 they will have a "boss" and if its one then I think adding a monster mythic tier will bring the fight more in line again with what it should be.

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I'm toying with making Karzoug mythic, but probably not making the PCs mythic (or only giving them a single tier of mythic when they use the Runeforge). I don't want to change the overall CRs too much, so right now, I'm thinking Karzoug is going to end up 20 transmuter / 4 archmage with most of his mythic path abilities being things that he already has as part of his stat block (longevity, pure destiny (immunity to madness), pure body (immunity to disease) and give him a weapon weakness to dominant weapons . That'll probably bump his effective CR up to 22 and the overall Eye of Avarice encounter to 23.
If we do anything with the characters post Karzoug, I'll count the Eye as a trial and award them another tier before going forward.

RAdeMorris |

My friend played in RotRL campaign with a Mythic-empowered Karzoug. The GM even shared the stats (this was duirng the Mythic playtest). I plan on unleashing Mythic Karzoug on my players, should they get to him.

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I'm associating mythic with Thassalonion rune/sin magic. The party will gain ascension at the runewell in Chapter 1, and BBEGs with direct ties to Karzoug will have tiers (equal to the chapter, most likely). Other super-nasty monsters will have one of the mythic monster templates.
I'm hoping the players will be tier 6-7 when they hit the end so Karzoug can be a full tier 10. Lets keep this epic, people!

ecw1701 |

I don't know if this is even feasible, but what about mixing in elements of something like the Wrath of the Righteous so that the characters are earning tiers in parallel?
I'm waist deep in RotRL (they're about to fight Aldern) but I'm reading through Wrath to see if there's a way to bridge the two.

Tangent101 |
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One thing I did to make for an interesting fight was add Mythic abilities to a Succubus with levels in Assassin who was fighting the group
(I handwaved it at the end, however; the game has the succubus flee when reduced to below 15 hit points. However, she was reduced to 2 hit points with one critical strike that should have killed her except for poor damage rolled for the weapon itself. Thus when the cleric threw a magic cold iron dagger and hit, I handwaved that her Goddess' blessings allowed the blade to overcome the epic damage reduction.)
So Mythic can be a very useful feature FOR MONSTERS. Seriously, if your group has a high-damage dealer or the like? Adding a couple Mythic Tiers can make for a much more interesting encounter, especially as damage reduction often is overcome by players due to magic weapons or the like.

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My players are about to deal with the Glassworks, and are likely to go right into the Catacombs of Wrath. I've created Mythic Erylium as a first chance to test Mythic against the players. She's has been hanging around the runewell for a while and has been studying how it works. Makes sense that she'd learn to siphon off some of the power for herself.
ERYLIUM
Ram horns curl back from the twisted head of this tiny winged demon. Its thin, wiry body is draped with a black silk gown, and it head it crowned with a three-eyed tiara.
MYTHIC ERYLIUM CR 5/MR 1
XP 1,600
Female quasit witch 3/archmage 1
CE Tiny outsider (chaotic, demon, evil, extraplanar, mythic)
Init +4; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 19, touch 17, flat-footed 14 (+4 Dex, +1 dodge, +2 natural, +2 size)
hp 38 (6 HD; 3d10+3d6+9+3); fast healing 2
[/b]Fort +3, Ref +8, Will +6
Defensive Abilities hard to kill; DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10
OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee bite +10 (1d4-1), 2 claws +10 (1d3-1 plus poison)
Ranged +1 cold iron returning dagger + 11 (1d2/19-20)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks hexes (slumber [3 rounds], tongues [understand only, 3 minutes]), mythic power (7/day, surge +1d6, wild arcana)
Spell-Like Abilities (CL 6th; concentration +8)
At will-detect good, detect magic, invisibility (self only)
1/day-cause fear (DC 12, 30-foot radius)
1/week-commune (6 questions)
Witch Spells Prepared (CL 3rd; concentration +5)
2nd-hold person (DC 15), summon monster II
1st-command (DC 14), ray of enfeeblement (DC 14), summon monster I
0 (at will)-bleed (DC 11), dancing lights, daze (DC 11), [/i]touch of fatigue[/i] (DC 11)
Patron Shadow
TACTICS
Before Combat Erylium becomes invisible as soon as she hears enemies approaching
During Combat Although tough to hit and capable of healing from wounds quickly, Erylium remains something of a coward in a fight. She uses flight to maintain ranged superiority over foes, using spells like summon monster or hold person (aimed at the best-armored of her foes) in the first few rounds of combat. She uses most of her mythic power on Wild Arcana, casting spells that take advantage of her Arcane Endurance (such as binding earth, burning gaze, frost fall, lipstich, mad hallucination, and vomit swarm). When appropriate, she will use Wild Arcana to neutralize particularly dangerous opponents with spells like blindness/deafness and lipstich. She uses her Tiny +1 cold iron returning dagger against foes once she runs out of spells and mythic power, but if cornered, she fights with her claws and bite.
Morale If reduced to 5 hit points or fewer, Erylium becomes invisible and flees, waiting for her fast healing to fix her up before returning here to attack the PCs again.
STATISTICS
Str 8, Dex 18, Con 13, Int 17, Wis 10, Cha 13
Base Atk +4; CMB +6; CMD 16
Path Abilities Arcane Endurance
Feats Combat Casting, Dodge, Extra Mythic Power, Weapon Finesse
Skills Bluff +10, Fly +12, Intimidate +10, Knowledge (arcana) +8, Knowledge (planes) +8, Perception +9, Spellcraft +11, Stealth +21
Languages Abyssal, Thassilonian; telepathy (touch), tongues
SQ change shape (Small centipede or raven; polymorph), witch’s familiar (Diminutive-sized wren named Orm)
Other Gear +1 cold iron returning dagger, black silk gown worth 25 gp, gold and obsidian unholy symbol of Lamashtu worn like a tiara worth 60 gp
SPECIAL ABILITIES
Poison (Ex) Claw-injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves.
Hard to Kill
Mythic Power: 5/day (+2)
Mythic Feat: Extra Mythic Power
Surge 1d6
Mythic Path: Archmage
Bonus Hit Points: 3/tier
Archmage Arcana: Wild Arcana (recommended spells: blindness, binding earth, burning gaze, frost fall, lipstich, mad hallucination, vomit swarm)
Path Abilities: Arcane Endurance
As is, Erylium doesn't have a lot of offensive ability. Parties are likely to squash the sin spawn within a round or two; by that time the summon monsters will also be squashed or have vanished. That leaves just sad little Erylium to deal 1-2 damage per attack... fairly sad for the boss of a dungeon.
I also didn't want to make her too powerful. The temptation to give her Arcane Surge as her Archmage Arcana would give her a great one-two punch with hold person and a coup de grace. At low levels, even a DC 12-14 death attack is pretty scary (and not at all fun). Wild Arcana seemed to work better with her chaotic nature and gives me, as the GM, lots of flexibility in shaping the fight. My recommended spells (see the tactics section) are all aimed at doing damage over time and hampering the party. My goal is a difficult but ultimately winnable fight.
She doesn't need any additional defense, she can fly, has DR, immunities, resistances, fast healing, and can go invisible at-will.
The feat choice gives her even more uses of Wild Arcana. If you want to be more defensive, then choose Dodge (Mythic). If you think she should be really aggressive, then Weapon Finesse (Mythic) is a great choice. It would certainly boost her damage a bit, but I thought that making her a scrapper went against her cowardly nature.
My guess is that she'll send them running at first, but they'll rest up and come back the next day to finish her. I think that will make this an even more epic battle, because they'll likely have to fight her twice...

ecw1701 |

I think it's good that you buffed her; when my group fought her she was fantastic at defense, but her offense was virtually nil.
My group is about to begin my planned detour into Wrath of the Righteous after finishing up with Xanesha, so I should have some more practical insight into adding mythic to some of the later chapters of RotRL soon.
In the meantime, in a pinch you can take most any of the mythic monsters that have already been created and change their appearance to fit your needs. You've probably already seen it, but you can find the list of mythic monsters here.

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Oh, I certainly have seen the list! Thank you for posting it, though. It's a handy reference, and I agree with your ideas on reskinning existing monsters and stat-blocks. It's a handy tool in the GM toolbox. I also really like the mythic simple templates; I may end up using one or two of those in a pinch.
The good news is that mythic barghest already exists, so I don't have to edit Chapter 1's big bad very much.

ecw1701 |
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Oh, I certainly have seen the list! Thank you for posting it, though. It's a handy reference, and I agree with your ideas on reskinning existing monsters and stat-blocks. It's a handy tool in the GM toolbox. I also really like the mythic simple templates; I may end up using one or two of those in a pinch.
The good news is that mythic barghest already exists, so I don't have to edit Chapter 1's big bad very much.
I buffed Malfeshnikor and altered the fight so that Nualia,Lyrie, Bruthamus and a returning Tsuto all fought the group at once, and after they were defeated Malfeshnikor revealed himself to be the Goblin cupbearer hiding in the corner. After they complained about how hard the fight was I showed them the mythic Barghest to show them how much worse it could have been, hahaha.
My group finished Xanesha tonight, so we're detouring to Wrath of the Righteous now to pick up some tiers before heading back to RotRL.
Again, you've probably already seen it, but you can find buffed up versions of Nualia, Aldern Foxglove, Xanesha and all the other 'main' RotRL villains here, which you can then slap the mythic template on.

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Thanks for posting your version of a mythic Erylium, Andrew Hoskins. I like it a lot!
Could you share, why you didn't go for the Mythic Simple Template "Arcane" or the Mythic Subtype in general in the Monster Section but chose the Archmage as path?
I'm glad you enjoyed it! Since she has class levels already, I thought that giving her an actual path would work the best for her. Originally, I had looked at the templates for her, but none of them gave her enough "teeth" to become a real threat.
We actually played through the fight last night, and this is how it went...
The Line-Up (all 2nd level)
Tiefling Gunslinger (mysterious stranger)
Samsaran Wizard (wood)
Human Samurai
Human Bard (standard bearer)
NPC Human Ninja
NPC Aasimar Cleric of Iomedae
They burst the double doors open and reveal Erylium perched on the edge of the runewell. She gives her little speech and creates the sinspawn. The sinspawn is taken down by the samurai and the gunslinger in the first round, before he gets to attack anyone. Erylium moves forward and casts cause fear on everyone, hoping to scare everyone away. Everyone but the NPC cleric runs away; she's running for 4 rounds and running back for 4 rounds. If I could affect only one person, that's the one I'd choose.
The gunslinger loads a cold iron bullet, pops a grit point, and does 13 points of damage to poor little Erylium. The rest of the party can't seem to land a hit on her. She uses hold person on the gunslinger, who saves on his next turn. The wizard summons a celestial eagle, which starts to tear through her with its smite evil ability. Everyone else misses with ranged weapons or fumbles around to get them out.
Erylium goes invisible and starts summoning creatures. I burned a mythic point for a vomit swarm; 2nd best move of the fight. It caught a couple of characters; the wizard got stuck in the swarm by failing distraction. The ninja proceeds to toss alchemist fire and acid at the swarm, but misses with 3/4 of the flasks (AC 17 is dope, yo!). While the ninja's reputation is suffering, the spiders are eating the wizard and samurai alive. The ninja is finally able to hit the swarm with acid and disperse it.
Meanwhile, Erylium has dropped two giant spiders (going with the theme here) and a fiendish eagle on the party, all of which the gunslinger kills on his initiative. Fully healed and getting tired of the gunslinger, Erylium drops invisibility by casting blindness on him; he fails. She then casts lipstitch on the wizard, who is disgusted by the idea of the spell and outraged that she is completely shut down.
Finally feeling like she has these pesky intruders under control, the cleric returns and starts to heal their wounds. Erylium casts burning gaze and tries to set the cleric on fire; she saves. The cleric then casts command and forces Erylium to fall from the ceiling... right into the water pit.
When she finally gets out of the water, Erylium continues using her burning gaze for 8 more rounds (it lasts 9 rounds! Thank you mythic!) causing burning mayhem to everyone while they repeatedly miss her with ranged attacks. This includes the gunslinger, who's having his attacks being directed by the ninja. I thought this was cleaver and awesome to have the ninja body-shadow the gunslinger to help him aim his pistol at Erylium.
He decides to his his last grit point to boost his damage... and rolls a nat 20. Concealment didn't save her, and she's now taking another huge chunk of damage. Just after that, the samurai is able to get within range of her and crits her, knocking her into the negatives. They quickly dog-pile her body and are wondering why they can't kill her even though they're calculating -20 hp at least (yay Hard to Kill). I describe her as dog-meat, but still somehow breathing and her body is regenerating. One last cold iron bullet to the head, and she's finished.
I describe as the runewell explodes in orange light, flooding the chamber with motes of arcane energy. Several of the motes land on their skin, forming into various Thassalonian runes. As the characters are trying to decipher them, or brush them off, the runes sink into their skin and burn under the surface before fading away.
Wizard: "What the hell was that?"
Me: "That... was mythic!"
I explain to them about the mythic power and ascension just before calling it a night.
All-in-all, I'm happy with my choices. It was a very challenging fight, and they had a blast with it. Erylium was doing just enough to keep them wondering if they should flee, and the players were having just enough successes to keep them there. If I was to do it again, I might trade Extra Mythic Power for Mythic Spell Lore and get the mythic version of burning gaze just to free up the economy of actions.

RuyanVe |

So, my party will face mythic Erylium most likely on Sunday. Let's see how it works out!
At the while, I went ahead and upped Nualia:
Nualia CR 6/MR 1
XP 2,400
Female aasimar cleric of Lamashtu 4/fighter 2 (Pathfinder RPG Bestiary 7)/champion 1
CE Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +5
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EFFECTS
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AC 18*, touch 11*, flat-footed 17* (+7 armor, +2 deflection, +1 Dex, –2 fury of the Abyss*)
hp 72 (6 HD; 4d8+2d10+26 + false life (8 hp) + 5)
Fort +10, Ref +3, Will +8; +1 vs. fear
Defensive Abilities bravery +1 hard to kill; Resist acid 5, cold 5, electricity 5
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EFFECTS
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Speed 20 ft.
Melee +1 bastard sword +12* (1d10+9*/19–20), claw +3 (1d6+2)
Ranged mwk composite longbow +7 (1d8+3/×3)
Special Attacks champion's strike (sudden attack), channel negative energy 6/day (DC 15, 2d6+double the excluded targets), ferocious strike (+2 damage) 6/day, fury of the Abyss (+2) 6/ day, Lamashtu's Mark (DC 16), mythic power (5/day, surge +1d6)
Spell-Like Abilities (CL 6th; concentration +9)
1/day—daylight
Spells Prepared (CL 4th; concentration +7)
2nd—bull's strengthD, cure moderate wounds, hold person (DC 15), shatter (DC 15)
1st—divine favor, doomD (DC 14), obscuring mist, sanctuary (DC 14), shield of faith
0 (at will)—bleed (DC 13), detect magic, mending, stabilize
D Domain spell; Domains Demon, Ferocity
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EFFECTS
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Before Combat If Nualia suspects combat is imminent, she casts bull's strength, and shield of faith on herself and imbibes her potion of cat's grace.
During Combat Nualia activates her Sihedron medallion as a free action at the start of combat to gain false life and casts divine favor. She prefers to fight with her bastard sword, her face an impassive mask save for her eyes, which blaze with anger. She uses fury of the Abyss on each of the first 6 rounds of combat (these bonuses are included in the stats above), and activates her ferocious strike on the first six successful hits. She saves shatter to use on any weapon that seems to be particularly dangerous in an enemy's hands. If possible, she moves into the hall to the south so that it's harder to surround her, and so she has an escape route handy, using channeled negative energy to clear a path if needed.
Morale Nualia is loath to abandon her hard work, but if reduced to fewer than 15 hit points, she does just that, reasoning that escape and eventual revenge is better than death at the hands of the PCs. She uses obscuring mist and/or sanctuary to aid her escape, then does her best to flee Thistletop, ordering any surviving minions she encounters to guard her retreat. If she escapes, she makes her way to Magnimar to reunite with the Skinsaw Cult—see page 67 for more details.
Base Statistics Without her prep spells, Nualia's statistics change as follows: AC 16, touch 9, flat-footed 16; hp 49; Ref +1, Melee +1 bastard sword +8 (1d10+2/19–20), claw +1 (1d6); Ranged mwk composite longbow +5 (1d8+1/×3); Str 12, Dex 8; CMB +6, CMD 15.
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EFFECTS
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Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 17
Base Atk +5; CMB +8; CMD 21*
Path Ability clean blade
Feats Exotic Weapon Proficiency (bastard sword), Improved Initiative, Lamashtu's Mark, Selective ChannelingM, Weapon Focus (bastard sword)
Skills Diplomacy +5, Intimidate +12, Knowledge (religion) +8, Linguistics +4, Perception +5
Languages Celestial, Common, Goblin
Gear +1 breastplate, +1 bastard sword, masterwork composite longbow (+3 Str) with 20 arrows, Sihedron medallion, gold holy symbol (100 gp), 7 pp, 5 gp
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EFFECTS
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Subdomains Nualia's subdomains grant her unusual abilities. Fury of the Abyss allows her to gain a +2 bonus on melee attacks*, melee damage rolls*, and combat maneuver* checks for 1 round as a swift action, during which round she takes a –2 penalty to her AC*. Ferocious strike allows her to gain a +2 bonus on damage rolls with a melee attack up to six times per day.
or even
Nualia CR 6/MR 2
XP 2,400
Female aasimar cleric of Lamashtu 4/fighter 2 (Pathfinder RPG Bestiary 7)/champion 2
CE Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +5
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EFFECTS
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AC 18*, touch 11*, flat-footed 17* (+7 armor, +2 deflection, +1 Dex, –2 fury of the Abyss*)
hp 77 (6 HD; 4d8+2d10+26 + false life (8 hp) + 10)
Fort +10, Ref +3, Will +8; +1 vs. fear
Defensive Abilities bravery +1 hard to kill; Resist acid 5, cold 5, electricity 5
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EFFECTS
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Speed 20 ft.
Melee +1 bastard sword +12* (1d10+9*/19–20), claw +3 (1d6+2)
Ranged mwk composite longbow +7 (1d8+3/×3)
Special Attacks amazing initiative, champion's strike (sudden attack), channel negative energy 6/day (DC 15, 2d6+double the excluded targets), ferocious strike (+2 damage) 6/day, fury of the Abyss (+2) 6/ day, Lamashtu's Mark (DC 16), mythic power (7/day, surge +1d6)
Spell-Like Abilities (CL 6th; concentration +9)
1/day—daylight
Spells Prepared (CL 4th; concentration +7)
2nd—bull's strengthD, cure moderate woundsM, hold person (DC 15), shatter (DC 15)
1st—divine favor, doomD (DC 14), obscuring mist, sanctuary (DC 14), shield of faithM
0 (at will)—bleed (DC 13), detect magic, mending, stabilize
D Domain spell; Domains Demon, Ferocity
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EFFECTS
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Before Combat If Nualia suspects combat is imminent, she casts bull's strength, and shield of faith on herself and imbibes her potion of cat's grace.
During Combat Nualia activates her Sihedron medallion as a free action at the start of combat to gain false life and casts divine favor. She prefers to fight with her bastard sword, her face an impassive mask save for her eyes, which blaze with anger. She uses fury of the Abyss on each of the first 6 rounds of combat (these bonuses are included in the stats above), and activates her ferocious strike on the first six successful hits. She saves shatter to use on any weapon that seems to be particularly dangerous in an enemy's hands. If possible, she moves into the hall to the south so that it's harder to surround her, and so she has an escape route handy, using channeled negative energy to clear a path if needed.
Morale Nualia is loath to abandon her hard work, but if reduced to fewer than 15 hit points, she does just that, reasoning that escape and eventual revenge is better than death at the hands of the PCs. She uses obscuring mist and/or sanctuary to aid her escape, then does her best to flee Thistletop, ordering any surviving minions she encounters to guard her retreat. If she escapes, she makes her way to Magnimar to reunite with the Skinsaw Cult—see page 67 for more details.
Base Statistics Without her prep spells, Nualia's statistics change as follows: AC 16, touch 9, flat-footed 16; hp 49; Ref +1, Melee +1 bastard sword +8 (1d10+2/19–20), claw +1 (1d6); Ranged mwk composite longbow +5 (1d8+1/×3); Str 12, Dex 8; CMB +6, CMD 15.
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EFFECTS
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Str 18, Dex 12, Con 14, Int 10, Wis 16, Cha 17
Base Atk +5; CMB +9; CMD 22*
Path Ability clean blade, mythic spellcasting
Feats Exotic Weapon Proficiency (bastard sword), Improved Initiative, Lamashtu's Mark, Selective ChannelingM, Weapon Focus (bastard sword)
Skills Diplomacy +5, Intimidate +12, Knowledge (religion) +8, Linguistics +4, Perception +5
Languages Celestial, Common, Goblin
Gear +1 breastplate, +1 bastard sword, masterwork composite longbow (+3 Str) with 20 arrows, Sihedron medallion, gold holy symbol (100 gp), 7 pp, 5 gp
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EFFECTS
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Subdomains Nualia's subdomains grant her unusual abilities. Fury of the Abyss allows her to gain a +2 bonus on melee attacks*, melee damage rolls*, and combat maneuver* checks for 1 round as a swift action, during which round she takes a –2 penalty to her AC*. Ferocious strike allows her to gain a +2 bonus on damage rolls with a melee attack up to six times per day.
Thoughts? Thanks in advance!
Ruyan.

Gwaihir Scout |

I gave Mokmurian 2 tiers of archmage, going for Telekinetic Master and Mythic Spellcasting for telekenesis and enemy hammer. His arcana was Mage Strike and his feat was Mythic Iron Will.
Even with the mythic version of the spells and hero points, he just didn't have the actions to keep the party in the fog for long, just enough to get a couple of the rays off. I added wreath of blades to his protective spells for more damage and no defensive casting. Enemy hammer turned out to be pretty useful in keeping the magus from full attacking for two rounds. The Mage Strike arcana gave some very welcome extra damage when it came time for melee attacking. I didn't really need to burn mythic power for a bonus to hit things.
Over all, it was a good fight, with two or three PCs one hit from dropping at various points in the fight. I'm not sure how well it would have worked if the wizard hadn't have been trapped in his magic jar, but it was a good addition overall.