Combat balance in mythic gameplay - Ongoing campaign coverage


Wrath of the Righteous

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The Exchange

CWheezy wrote:
Yo I have a big thing of customized npcs, if you want to use em instead of the book versions. Some of the book bosses are just awful lol

I dont know about magnuskn, but i would love to see these.


Make that two who'd love to see other versions of bosses. So far, I've been using Scorpion's (sorry, can't remember exact name :))versions as a solid baseline, but I love additional input.


I play the paladin in seannoss'es campaign.
I really like the story, but the whole section with the succubus seemed pointless unless we were total tools and killed her or abandoned her she was gonna end up redeemed.
I would have like to have had her be on the bad side of the demon army and have Desna guide the PC's to the idea that she could be redeemed and brought to the light, assisting them over time to her flipping rather then here you go, a Uber powerful Allie you have to want to hose up not to get.
there is a lot of the adventure path were you deal with demons for the greater good.
I think i would have been epic if we could have found her, saw we had a mutual foes, and found out through Desna's guidance that despite all logic this one succubus could be redeemed, and through time, RP, and skill checks we turn her to the light.


oh and if you roll a butload of crits on mythic encounters the gm will hate you and think the baddies are to weak. :)
most of the damage was from non mythic feats and being a Paladin and having hot dice when it counted.


He does do a buttload of crits lol... Like 80 point dmg arrow to the dragon.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

@CWheezy: Sure, I'd like to see your versions, too.

@Alex.R.: I think you underestimate the number of people who want to play the "zero tolerance, no exeptions" kind of PC. :p We have a pretty active thread from such a one player going on at the moment. ^^


Pathfinder Adventure, Rulebook Subscriber
magnuskn wrote:

@CWheezy: Sure, I'd like to see your versions, too.

@Alex.R.: I think you underestimate the number of people who want to play the "zero tolerance, no exeptions" kind of PC. :p We have a pretty active thread from such a one player going on at the moment. ^^

For anyone who's ever DMed, you know there is no shortage of "I'm going to be a big pain in the rear PC" players, no matter what the setting. I literally had a PC who kept suggesting that they NOT follow the campaign clues and NOT pursue the quest (this was homebrew).


Unfortunately Hero Lab is crashing every time I try to add a feat, whoops


@Alex.R.: I think you underestimate the number of people who want to play the "zero tolerance, no exeptions" kind of PC. :p We have a pretty active thread from such a one player going on at the moment. ^^

I get that, that can be a fun change from RP
kill um all and let the gods judge um.

I've used smite as a guide weather to kill stuff, and that attitude works for the first uhhhh, 2.5 books then, if you fallow the adventure path you have to compromise a lot later on and learn about gray areas of the greater good.
which I believe is how real life works,,,,,, my coworker is probably NE I'd love to kill him but that would be breaking the law so I'm forced to work with him.
I'm a player in this, not a gm so i don't know if its possible to do the rest of the path without letting go of the zero tolerance.
p.s.
KILLIN IS FUN


Pathfinder Adventure Path Subscriber

No game this week Magnus? Think of us and the suspense...


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Sorry, kinda got distracted and then work today.

Session of April 22nd 2014:

Four players out of six in attendance. Since two of the four in attendance had missed last session, quite some time was spent updating their characters and getting new gear, just like the others did last week. After that, it was off to Delamere's tomb. By a stroke of bad luck for them, they had another random encounter en route, this time two Retrievers, who attacked during the night. The one which charged into the party almost minced the barbarian in one round, while the other hung back shooting eye rays at the party from back in the dark and managed to escape. I'm going to tie the surviving one in with Xanthir Vang and probably will make Retrievers a common theme throughout this module.

Anyway, they arrived at the gorge containing Delamere's tomb and after some discussion about how to get the 200 feet down (including the fantastic idea to just jump into the lava ^^), they realized that the wizard could just cast Feather Fall on them all and that was that.

They managed to rescue Jesker Helton by a very good diplomacy check from the Paladin and atoned him one hour later (Recuperation is great for updating your spell selection, too). The Shachath didn't stand a chance at all, but that was to be expected.

The party returned to Drezen without further incident and after some interplay, got the quest from Irabeth to check out the Wintersun barbarians and the woundwyrm. I've got some updating on that encounter to do for next week, but since I got a long weekend ahead of me, that should be doable.

Very few mythic power spent and the Shachath was laughably easy after the party shook off its Blasphemy.


Pathfinder Adventure Path Subscriber

Much more by the book for that encounter for you. My PCs messed up and slaughtered poor Jesker. Then ran away after the improved invisibility blasphemy dropped. The demon dropped the body in the lava to complete everything and then left before they returned.
And good luck with the barbarians. I consider that much more of an RP situation and not one for combat.


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Here is vhayne:

Spoiler:

Bulls strength and protection from good up, his main plan is to use soulshear to get a lot of AoO, and demoralize everything with cornugon smash. The dc wont be very tough against the pcs and shaken is a bad condition

Staunton Vhayne CR 9
XP 6,400
Dwarf Antipaladin 9/Champion 2
CE Medium humanoid (dwarf)
Init +8; Senses darkvision 60 ft.; Perception +0
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Defense
--------------------
AC 26, touch 12, flat-footed 26 (+12 armor, +2 natural, +2 deflection)
hp 127 (9d10+73)
Fort +17, Ref +8, Will +11; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), hard to kill; Immune disease
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Offense
--------------------
Speed 50 ft.
Melee armor spikes +15/+10 (1d6+12) and
soulshear +14/+9 (1d10+20/×3)
Ranged +1 returning throwing axe +10 (1d6+7)
Special Attacks channel negative energy 3/day (DC 17, 5d6), +1 on attack rolls against goblinoid and orc humanoids, mythic power (7/day, surge +1d6), smite good
Spell-Like Abilities (CL 9th; concentration +12)
At will—detect good
Antipaladin Spells Prepared (CL 6th; concentration +9):
2nd—bull's strength, darkness
1st—murderous command (DC 14), protection from good (2)
--------------------
Statistics
--------------------
Str 22, Dex 10, Con 22, Int 10, Wis 10, Cha 16
Base Atk +9; CMB +12; CMD 27 (31 vs. bull rush, 31 vs. trip)
Feats Combat Reflexes, Cornugon Smash, Improved Initiative, Improved Initiative [M], Power Attack, Steel Soul
Skills Intimidate +15, Sense Motive +5, Spellcraft +10
Languages Common, Dwarven
SQ amazing initiative, aura of cowardice, aura of despair, aura of evil, channel negative energy, cruelties (cruelty [cursed], cruelty [nauseated], cruelty [sickened]), fiendish boons (fiendish boon [weapon]), touch of corruption, unholy resilience
Other Gear +3 armor spikes full plate, +1 returning throwing axe, soulshear, amulet of natural armor +2, belt of mighty constitution +4, headband of alluring charisma +2
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Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Antipaladin Channel Negative Energy 5d6 (3/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Despair (Su) Enemies within 10' take a -2 penalty on all saving throws.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Combat Reflexes (1 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Cruelty (Cursed) (DC 17) (Su) When you use your touch of corruption ability, the target is cursed, as if you had cast bestow curse, using your antipaladin level as the caster level.

You may only apply a single Cruelty ability to each use of touch of corruption, chosen w
Cruelty (Nauseated) (3 rds) (DC 17) (Su) When you use your Touch of Corruption ability, you may also make your target nauseated for 1 rd/3 Antipaladin levels.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty (Sickened) (9 rds) (DC 17) (Su) When you use your Touch of Corruption ability, you may also make your target sickened for 1r/Antipaladin level

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
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.
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Ever Ready (+2) (Ex) Add tier to AoO attack & damage rolls, make AoO while flat-footed.
Fiendish Boon (Weapon +2) (9 minutes) (2/day) (Sp) You can enhance your weapon for 1 minute per level one or more times per day.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Immunity to Disease You are immune to diseases.
Impossible Speed (+20 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Smite Good (3/day) (Su) +3 to hit, +9 to damage, +3 deflection bonus to AC when used.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +2 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Touch of Corruption (4d6) (7/day) (Su) You can inflict 4d6 damage, 7/day
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.


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Thank you forum for eating my post!
Anyway:

Drake Riders:

I use dragoon and two handed fighter for archetypes here, such that they get skill focus ride and overhand chop, which works on a lance charge

This means they charge for 3d8+90+1d6, which is pretty nasty especially if they focus

Drake Rider CR 8
XP 4,800
Demon, Incubus Fighter (Dragoon, Two-Handed Fighter) 3
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +21
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Defense
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AC 23, touch 13, flat-footed 20 (+4 armor, +3 Dex, +6 natural)
hp 129 (11d10+69)
Fort +15, Ref +8, Will +10
DR 10/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17
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Offense
--------------------
Speed 30 ft., fly 50 ft. (average)
Melee +1 shock lance +16/+11/+6 (1d8+20/×3+1d6 electricity) and
2 slams +10 (1d4+6)
Special Attacks overhand chop, pain redoubled, shattering strike
Spell-Like Abilities (CL 8th; concentration +12)
Constant—tongues
At will—charm person (DC 15), detect thoughts (DC 16), greater teleport (self plus 50 lbs. of objects only), suggestion (DC 16)
1/day—crushing despair (DC 17), summon
--------------------
Statistics
--------------------
Str 24, Dex 17, Con 22, Int 16, Wis 17, Cha 19
Base Atk +11; CMB +15 (+16 sunder); CMD 31 (32 vs. sunder)
Feats Flyby Attack, Improved Initiative, Lightning Reflexes, Mounted Combat, Power Attack, Ride-by Attack, Skill Focus (Ride), Spirited Charge, Vital Strike
Skills Acrobatics +7, Bluff +15, Diplomacy +15, Escape Artist +7, Fly +14, Handle Animal +10, Intimidate +18, Knowledge (planes) +14, Perception +21, Ride +22, Sense Motive +14, Spellcraft +15, Stealth +13; Racial Modifiers +8 Intimidate, +8 Perception
Languages Abyssal, Celestial, Common; telepathy 100 ft.
SQ change shape
Other Gear +1 studded leather, +1 shock lance
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Special Abilities
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Change Shape (Small or Medium humanoid; alter self) (Su) You can change your form.
Damage Reduction (10/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Flight (50 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Pain Redoubled (DC 18) (Su) Critical hit sickens foe 1d6 rds (Fort neg) & +2d6 nonlethal dam (no save).
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ride-by Attack You can move - attack - move when charging mounted.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Spell Resistance (17) You have Spell Resistance.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Summon (Level 3, 2 schirs 40%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vital Strike Standard action: x2 weapon damage dice.

Marhevok:

I made him an invulnerable rager instead, and level 12

He has 6 attacks with 2 claws, a bite, and 3 unarmed strikes, all doing an extra d6 of fire damage. One on one he should be pretty powerful, especially his +8 to saves against magic from superstition. DR/6 also adds up when you have 174 health, ha.

This statblock is while raging with reckless abandon on

Marhevok CR 11
XP 12,800
Human Barbarian (Invulnerable Rager) 12
CE Medium humanoid (human)
Init +5; Senses Perception +16
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Defense
--------------------
AC 14, touch 6, flat-footed 13 (+3 armor, +1 Dex, +5 natural, +1 deflection)
hp 179 (12d12+96)
Fort +15, Ref +5, Will +8; +8 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 12/lethal, 6/—; Resist fire 3, extreme endurance
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +14 (1d4+7) and
2 claws +14 (1d8+7/×3) and
unarmed strike +19/+14/+9 (1d3+15)
Special Attacks pounce, greater rage (29 rounds/day), rage powers (animal fury, beast totem, beast totem, greater, beast totem, lesser, elemental rage, elemental rage, lesser, reckless abandon, superstition +8)
--------------------
Statistics
--------------------
Str 24, Dex 13, Con 24, Int 10, Wis 12, Cha 8
Base Atk +12; CMB +19; CMD 25
Feats Extra Rage Power, Extra Rage Power, Improved Initiative, Improved Unarmed Strike, Power Attack, Raging Vitality, Toughness
Skills Acrobatics +14 (+18 jump), Climb +12, Handle Animal +10, Intimidate +14, Knowledge (nature) +15, Perception +16, Survival +8, Swim +11
Languages Common
SQ fast movement, tireless rage
Other Gear amulet of natural armor +1, bracers of armor +3, ring of protection +1
--------------------
Special Abilities
--------------------
Animal Fury (Ex) Gain a d4 bite attack while raging
Beast Totem +4 AC (Su) +4 Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (12/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (6/-) You have Damage Reduction against all attacks.
Elemental Rage (Fire) (Su) Attacks deal +1d6 energy damage while raging.
Elemental Rage, Lesser (1/rage) (Su) Attacks deals +1d6 energy dam (your choice) for 1 rd.
Energy Resistance, Fire (3) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (29 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-4) (Ex) Trade AC penalty for to hit bonus while raging.
Superstition +8 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.

Zanedra:

I redid the summoner quite a bit. Martial weapon prof for a +1 composite frost longbow(str +1), and manyshot instead of deadly aim. She also has a lot of strong buffs and some area control.

Buffs up: Mage armor, Shield, Heroism, Barkskin +5, Overland Flight, Stoneskin

Potential Buffs: Expeditious Retreat, haste, invisibility, blur

Zanedra CR 11
XP 12,800
Human Summoner 12
CE Medium humanoid (human)
Init +7; Senses bond senses; Perception +12
--------------------
Defense
--------------------
AC 27, touch 13, flat-footed 24 (+5 armor, +4 shield, +3 Dex, +5 natural)
hp 105 (12d8+48)
Fort +10, Ref +11, Will +11
Defensive Abilities shield ally; DR 10/adamantine; Resist shield ally
--------------------
Offense
--------------------
Speed 30 ft., fly 40 ft. (average)
Ranged +1 frost composite longbow +13/+13/+8 (1d8+2/×3+1d6 cold)
Spell-Like Abilities (CL 12th; concentration +15)
6/day—summon monster
Summoner Spells Known (CL 12th; concentration +15):
4th (3/day)—communal protection from energy, overland flight, teleport, wall of stone (DC 17)
3rd (5/day)—dispel magic, heroism, rejuvenate eidolon, stoneskin
2nd (6/day)—barkskin, blur, glitterdust (DC 15), haste, invisibility
1st (6/day)—expeditious retreat, grease (DC 14), infernal healing, mage armor, protection from good, shield
0 (at will)—acid splash, detect magic, guidance, light, message, read magic
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 10, Wis 8, Cha 16
Base Atk +9; CMB +12; CMD 23
Feats Improved Initiative, Manyshot, Martial Weapon Proficiency (longbow), Point-Blank Shot, Precise Shot, Rapid Shot, Toughness
Skills Acrobatics +4, Appraise +2, Bluff +5, Climb +2, Diplomacy +5, Disguise +5, Escape Artist +4, Fly +9, Heal +1, Intimidate +5, Knowledge (religion) +16, Perception +12, Ride +4, Sense Motive +1, Spellcraft +16, Stealth +4, Survival +1, Swim +2, Use Magic Device +9
Languages Common
SQ eidolon link, life link, maker's call, share spells with eidolon
Other Gear +1 chain shirt, +1 frost composite longbow, cloak of resistance +2
--------------------
Special Abilities
--------------------
Bond Senses (12 rounds/day) (Ex) As a standard action, you can share Eidolon's senses while on same plane.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Flight (40 feet, Average) You can fly!
Greater Shield Ally (+4 AC/Saves, +2 for allies) (Ex) +4 AC and save when within Eidolon's reach. Allies gain +2.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Maker's Call/Transposition (2/day) (Su) Eidolon teleports to an adjacent square or you switch places, as dimension door.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Summon Monster VI (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

Savennarobeth:

This eidolon is really a wrecking ball, haha. Just mash all your attacks on one person and they should go down, plus reach on everything! Life is good being large and with reach evolutions

Buffs on: Overland flight, mage armour, barkskin (+5), heroism
Potential buffs: Shield, haste, blur, invisibility, expeditious retreat

Eidolon
Quadruped
CE Large outsider
Init +7; Senses darkvision 60 ft.; Perception +22
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Defense
--------------------
AC 41, touch 12, flat-footed 38 (+4 armor, +3 Dex, -1 size, +25 natural)
hp 94 (+45)
Fort +12, Ref +11, Will +7 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
--------------------
Speed 40 ft., fly 40 ft. (average)
Melee bite +16 (1d8+15) and
2 claws +16 (1d6+15) and
2 hooves +14 (1d4+7)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 28, Dex 17, Con 18, Int 7, Wis 10, Cha 11
Base Atk +9; CMB +18; CMD 32 (36 vs. trip)
Feats Combat Reflexes, Improved Initiative, Iron Will, Multiattack, Power Attack, Toughness
Skills Acrobatics +14 (+18 jump), Appraise +0, Bluff +2, Climb +11, Diplomacy +2, Disguise +2, Escape Artist +5, Fly +15, Heal +2, Intimidate +2, Perception +22, Ride +5, Sense Motive +2, Stealth +13, Survival +2, Swim +11
Languages Common
SQ devotion, multiattack / extra attack, pounce
--------------------
Special Abilities
--------------------
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (40 feet, Average) You can fly!
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Pounce (Ex) You can make a full attack after a charge.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.


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Here is Jaruunicka

Jaruunicka:

Her cr is wrong, it should be 14, but whatever. She had 4,000g laying around so I gave her a headband of wis+2

Clerics are pretty tough, and this is no exception. She Casts things like divine favor or power to go into hulk smash mode, with bears endurance or bull's strength as optional ones. She has strong buffs available, and her big ticket item is the conductive amulet of mighty fists, which allows her on her melee attacks to cause an opponent to be subject to her touch of chaos ability with no save! I think my plan with her is to hit as many pcs as possible to get them rolling 2d20 and taking the worse result, then beating them down.

Her ac is pretty crap though, which sucks, but whatever, maybe minions will save her or something.

Jaruunicka CR 15
XP 51,200
Annis Hag Cleric of Sifkesh 10
CE Large monstrous humanoid
Init +7; Senses darkvision 60 ft.; Perception +24
--------------------
Defense
--------------------
AC 25, touch 15, flat-footed 22 (+3 Dex, -1 size, +10 natural, +3 deflection)
hp 195 (7d10+10d8+112)
Fort +16, Ref +11, Will +17; +4 profane bonus vs mind-affecting effects
Defensive Abilities +4 to saves vs mind-affecting effects; DR 5/bludgeoning; SR 17
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +20 (1d6+19) and
2 claws +20 (1d6+19 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks chaos blade (5 rounds, 1/day), channel negative energy 3/day (DC 15, 5d6), rend (2 claws, 2d6+16)
Spell-Like Abilities (CL 7th; concentration +7)
3/day—alter self, fog cloud
1/day—suggestion (DC 13)
Domain Spell-Like Abilities (CL 10th; concentration +15)
10 rounds/day—master's illusion (10 rounds/day, DC 20)
8/day—copycat (10 rounds), touch of chaos
Cleric Spells Prepared (CL 10th; concentration +15):
5th—communal air walk, dispel law [D] (DC 20), righteous might, wall of stone (DC 20)
4th—blessing of fervor (DC 19), confusion [D] (DC 19), divine power, freedom of movement, spiritual ally
3rd—cure serious wounds, dispel magic, invisibility purge, nondetection [D], protection from energy
2nd—bear's endurance, cure moderate wounds, darkness, resist energy, silence (DC 17), touch of idiocy [D]
1st—bless, cure light wounds, divine favor (2), protection from good, protection from law [D], shield of faith
0 (at will)—create water, detect magic, guidance, read magic
[D] Domain spell; Domains Chaos, Trickery
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Statistics
--------------------
Str 30, Dex 16, Con 20, Int 13, Wis 20, Cha 10
Base Atk +14; CMB +21 (+25 grapple); CMD 41
Feats Alertness, Blind-Fight, Command Undead, Demonic Obedience, Great Fortitude, Improved Initiative, Intimidating Prowess, Power Attack, Toughness
Skills Bluff +10, Diplomacy +10, Intimidate +20, Knowledge (planes) +16, Knowledge (religion) +10, Perception +24, Sense Motive +7, Spellcraft +11, Stealth +9
Languages Common, Giant
SQ aura, domains (chaos, trickery), heresy
Other Gear +1 conductive amulet of mighty fists, headband of inspired wisdom +2
--------------------
Special Abilities
--------------------
+4 to saves vs Mind-Affecting effects (Su) You gain a +4 profane bonus on saving throws against mind-affecting effects.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Blind-Fight Re-roll misses because of concealment, other benefits.
Chaos Blade (5 rds) (1/day) (Su) A melee weapon you are holding becomes anarchic
Cleric Channel Negative Energy 5d6 (3/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Command Undead (DC 15) Channel energy can take control of undead.
Copycat (8/day) (Sp) Create a single mirror image duplicate
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Demonic Obedience Defile yourself daily to prove devotion to a demon lord and gain benefits.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Heresy (SR28) (1/day) (Su) If worshipper of target religion hears you, gain SR vs its worshipper's spells.
Master's Illusion (10 rounds/day) (DC 20) (Sp) Use veil as a spell-like ability.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (17) You have Spell Resistance.
Touch of Chaos (8/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Seannoss wrote:

Much more by the book for that encounter for you. My PCs messed up and slaughtered poor Jesker. Then ran away after the improved invisibility blasphemy dropped. The demon dropped the body in the lava to complete everything and then left before they returned.

And good luck with the barbarians. I consider that much more of an RP situation and not one for combat.

Yeah, my guys are pretty good at not kicking over the cart and if I give them a lead, they at least go in the direction it points. :p

@CWheezy: Thanks for the stat blocks!


2 people marked this as a favorite.

Don't thank me until you try them out, lol.

You may have noticed I basically gave them one more level each, I felt they really deserve after playing these encounters. Also, mythic improved initiative is A MUST. I highly recommend that you take 20 on initiative checks, since most players will.

Here is Vang:

xanthir Vang:

Xanthir Vang CR 16
XP 76,800
Human Worm That Walks Blackfire Adept 8/Wizard 5/Archmage 4
CE Medium vermin (humanoid, human)
Init +15; Senses blindsight 30 ft., darkvision 60 ft.; Perception +24
--------------------
Defense
--------------------
AC 34, touch 25, flat-footed 27 (+5 armor, +4 shield, +3 Dex, +5 deflection, +4 dodge, +3 insight)
hp 132 (13d6+84); fast healing 16
Fort +12, Ref +15, Will +17; +1 profane bonus vs outsiders with the Daemon subtype, +2 profane bonus vs outsiders with the Demon subtype
Defensive Abilities hard to kill, worm that walks traits; DR 15/—; Immune critical hits, disease, flanking, paralysis, poison, sleep; Resist blackfire pacts (daemon, demon), pact upgrades (demon), fire 20; SR 18
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (good), shift
Melee slam +5 (1d6-1 plus grab)
Special Attacks discorporate, grab (Large), mythic power (11/day, surge +1d8), squirming embrace
Wizard Spells Prepared (CL 11th; concentration +20):
6th—chains of light [S] (DC 26), dazing fireball (DC 22), greater dispel magic
5th—cloudkill [S, M] (DC 25), cloudkill [M] (DC 25), prstnt stinking cloud (DC 23), summon monster v, wall of force
4th—black tentacles [S, M], black tentacles [M], dimension door, emergency force sphere (2), greater invisibility
3rd—dispel magic, fly [M], haste, magic circle against good, stinking cloud [S] (DC 23), stinking cloud (DC 23), summon monster iii
2nd—create pit (DC 22), false life, glitterdust [S] (DC 22), glitterdust (2, DC 22), invisibility, stone call
1st—color spray (DC 20), grease (DC 21), mage armor [S], mage armor, magic missile (3), shield
0 (at will)—detect magic, open/close (DC 19), ray of frost
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 18, Int 28, Wis 17, Cha 10
Base Atk +6; CMB +5 (+13 grapple); CMD 34
Feats Augment Summoning, Augment Summoning [M], Craft Wondrous Item, Dazing Spell, Diehard, Dimensional Agility, Improved Initiative, Improved Initiative [M], Iron Will, Persistent Spell, Sacred Summons, Scribe Scroll, Spell Focus (conjuration), Superior Summoning
Skills Acrobatics +6, Bluff +16 (+17 vs outsiders with the Daemon subtype, +18 vs outsiders with the Demon subtype), Fly +16, Knowledge (arcana) +25, Knowledge (dungeoneering) +22, Knowledge (history) +25, Knowledge (local) +22, Knowledge (nature) +25, Knowledge (nobility) +22, Knowledge (planes) +25, Knowledge (religion) +25, Perception +24, Sense Motive +27, Spellcraft +25, Stealth +23; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Daemonic, Dark Folk, Draconic, Dwarven, Elven, Hallit, Necril, Undercommon
SQ accursed sympathy, amazing initiative, arcane bonds (arcane bond [staff of conjuration]), blackfire eruption, blackfire taint, breaching, breaching legion, opposition schools (divination, enchantment), recuperation, specialized schools (teleportation), summoner's charm
Combat Gear maximize metamagic rod (lesser), quicken metamagic rod, robe of the archmagi (black), staff of conjuration; Other Gear headband of mental prowess (int & wis +4), ring of fire resistance (major), ring of protection +5
--------------------
Special Abilities
--------------------
Accursed Sympathy (Su) Swift action, extra dam to your or summon's att vs tainted foe. Gain temp HP if kills foe.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Bond (Staff of conjuration) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Augment Summoning [Mythic] Summoned creatures are considered Mythic, and any of their DR become DR/epic.
Blackfire Eruption (Sp) Sacrifice 4th+ spell to cast unholy blight that ignores hardness and increased damage cap.
Blackfire Pact: Daemon +1 (Ex) Gain bonus to save, CL, & Cha checks vs chosen subtype, planar ally enhanced for them.
Blackfire Pact: Demon +2 (Ex) Gain bonus to save, CL, & Cha checks vs chosen subtype, planar ally enhanced for them.
Blackfire Taint (+/-2, 8 rounds) (DC 18) (Su) Bonus to att/CL vs foe and they have a penalty to save vs your spells (Will part).
Blindsight (30 feet) Sense things and creatures without seeing them.
Breaching (Su) Sacrifice spell of same level to negate effects that ward against summoning.
Breaching Legion (Su) You can allow summoned creatures from your pact subtypes to use innate summons.
Damage Reduction (15/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Diehard You are stable and can choose how to act when at negative Hp.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Discorporate (Su) A worm that walks can collapse into a shapeless swarm of worms as a free action. All held, worn, and carried items fall and its Strength score drops to 1. The worm that walks functions as a true swarm while discorporated, with a reach of 0 feet (its
Divination You must spend 2 slots to cast spells from the Divination school.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Fast Healing 16 (Ex) Heal damage every round unless you are killed.
Flight (60 feet, Good) You can fly!
Grab: Slam (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Disease You are immune to diseases.
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Maximize metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Maximize Spell feat; Cost 7,000 gp
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Mythic Power (11/day, Surge +1d8) Use this power to perform your mythic abilities.
Mythic Spellpower (2/day) (Sp) Cast a mythic spell without expending mythic power.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Quicken metamagic rod (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat. Normal metamagic rods can be used with spells of 6th level or lower.

Construction
Requirements: Craft Rod, Quicken Spell feat; Cost 37,750 gp
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Reverse Scrying (Su) Spend 1 power to scry upon someone you notice scrying on you.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Shift (10') (12/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Resistance (18) You have Spell Resistance.
Squirming Embrace (3d6-1) (DC 20) (Ex) If a worm that walks grapples a foe, as a swift action, it can cause a swarm of worms to squirm over the grappled creature. These worms deal automatic swarm damage with no attack roll needed (see the table below). If a creature takes damage from the
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Superior Summoning When summoning more than one creature, summon an extra one
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Teleportation Associated School: Conjuration
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Worm that Walks Traits A worm that walks has no discernible anatomy, and is not subject to critical hits or flanking. Reducing a worm that walks to 0 hit points causes it to discorporate (see below) - a worm that walks at 0 hit points is staggered, and one at negative hit


Ok so xanthir is pretty complex. His main tricks are dazing and persistant spell. I recommend opening with a quickened greater invis then a dazing fireball OR mythic cloudkill OR area dispel magic, it depends what the situation is. If only one person follows him, I would do a targeted dispel on him. He can also standard action summon some guys, and his summons are pretty ok so that is nice. His control spells are good, do your best to quicken them out. He also has dimensional agility, so he can use his "Shift" power and still cast spells after.

Good luck I guess!


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Ash Giant:

Ash Giant Thug CR 12
XP 19,200
Giant, Ash Barbarian 2
CE Large humanoid (giant)
Init +6; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 26, touch 9, flat-footed 24 (+7 armor, +2 Dex, -1 size, +10 natural)
hp 239 (2d12+14d8+162)
Fort +21, Ref +6, Will +9
Defensive Abilities rock catching, uncanny dodge; Immune disease, poison; Resist electricity 10
--------------------
Offense
--------------------
Speed 35 ft.
Melee (H) +1 heavy pick +21/+16/+11 (2d6+32/19-20/×4) and
2 slams +15 (1d8+10)
Ranged rock +10 (1d8+19)
Space 10 ft.; Reach 10 ft.
Special Attacks disease, rage (12 rounds/day), rage powers (savage intuition), rock throwing (120 ft.)
--------------------
Statistics
--------------------
Str 36, Dex 14, Con 28, Int 8, Wis 12, Cha 10
Base Atk +12; CMB +22; CMD 36
Feats Combat Reflexes, Improved Critical (heavy pick), Improved Initiative, Iron Will, Lunge, Power Attack, Raging Vitality, Toughness
Skills Acrobatics +5, Climb +14, Heal +5, Intimidate +5, Perception +12, Survival +8, Swim +14
Languages Common, Giant
SQ fast movement, oversized weapon, tireless rage, wild empathy +14
Other Gear +1 electricity resistance dragonhide breastplate, +1 heavy pick
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Disease: Any Attack - Injury (DC 26) (Su) Onset 1 min; freq 1/day; effect 1d2 Con & Cha drain; cure 2 consecutive saves.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Oversized Weapon (Ex) An ash giant can wield Huge weapons without penalty.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 feet) (Ex) You can throw big rocks. They hurt.
Savage Intuition You may enter a rage at the beginning of combat without using an an action.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vermin Empathy +14 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Pretty simple, key points are lunge and Savage Intuition, which lets him rage even if snuck up on.

I'll have more tomorrow probably, I hope these work out slightly better or give good ideas


Magnuskn, I may have missed this in your earlier posts, but at what rate do you allow your PCs' mythic points to recharge? All per day, half per day, or some other variation? I ask because I am running PCs with Mythic Tiers in Carrion Crown. I have been allowing them only to regain 1 point per day, which has curbed some of the 'Super-nova-ing' that I've read about in this thread.
Also, I really appreciate this thread, its allowed me to see the potnetial pitfalls of certain feats and abilities (like Mythic Vital Strike), which allow me t filter what is usable for my players and maintain some semblance of balance.
If I come up with anything interesting in termns of mythic-monsters, I may post a link to give other groups some more options for mythic monsters. (My mythic Vampires Spawn are working out pretty well so far, even if their source of Mythic power is an addictive drug :/)

Scarab Sages

1d4 a day.


Pathfinder Adventure, Rulebook Subscriber

My PCs did Jesker last weekend, and despite making all the checks to know he was possessed and that he was going to jump in the Lava, no one bothered to try and stop him. Instead of moving toward him the PCs all spread out. The Shachath actually did not bad, since he got his Improved Invisibility up, kept his distance trying Suggestion, then moved in and was doing well with his 5 hit full attacks (Barbarian and Ranger main targets b/c of their damage input and they both have the lowest AC other than the wizard).
Our encounter was a little more interesting b/c they didn't realize that Staunton's glaive is intelligent and evil, so I had an extra Babau to taunt them with.

On a side note, where did each of you Magnuskn and Seannoss place the coffin/Jesker? I had him more in the middle, in between the loop of lava. The description and map don't really show where it should be.


Pathfinder Adventure Path Subscriber

Ya, I put the coffin in the middle where all the lava flows around. I agree that it should have been on the map somewhere.
The encounter was just odd for my PCs as they always talk to the NPCs and tried to redeem everyone up to that point. But for him... it was all rush and kill the bad guy. And then they came back to finish desecrating the tomb.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

@Rakshaka: 1d4 points per day, as Lochar kindly pointed out. Of course more monsters stats would always be appreciated. :)

@j b 200: Pretty much in the middle, too.


1 person marked this as a favorite.

Here is Hepzamirah

Hepzamirah:

Hepzamirah CR 23
XP 819,200
Nephilim Cleric of Baphomet 13/Hierophant 6
CENone Large outsider (native)
Init +19; Senses blindsense 30 ft., darkvision 60 ft.; Perception +27
--------------------
Defense
--------------------
AC 34, touch 16, flat-footed 31 (+11 armor, +3 Dex, -1 size, +7 natural, +4 deflection)
hp 419 (11d10+13d8+301)
Fort +29, Ref +12, Will +26 (+2 bonus vs. fear and any effect that causes sorrow); +4 profane bonus vs. insanity and confusion effects
Defensive Abilities hard to kill, mythic saving throws, soul of sorrow; DR 10/magic; Resist cold 10, fire 10; SR 25
--------------------
Offense
--------------------
Speed 30 ft.
Melee blancher +37/+32/+27/+22 (2d6+36/19-20/×4) and
2 slams +28 (1d6+17)
Space 10 ft.; Reach 10 ft.
Special Attacks channel negative energy 6/day (DC 19, 7d6), crushing blow, ferocious strike, might of the gods (+13, 13 rounds/day), mortal challenge, mythic power (15/day, surge +1d8), scythe of evil (6 rounds, 2/day)
Cleric Spells Prepared (CL 13th; concentration +22):
7th—destruction (DC 26), grasping hand [D], waves of ecstasy (DC 26)
6th—blade barrier (DC 25), greater dispel magic, heal, mass bull's strength [D]
5th—boneshatter (DC 24), plane shift (DC 24), quick divine favor, righteous might [D], spell resistance, wall of stone (DC 24)
4th—air walk, blessing of fervor (DC 23), divine power, forceful strike (DC 23), freedom of movement, spell immunity [D], spiritual ally
3rd—cure serious wounds, deeper darkness, dispel magic, invisibility purge, magic circle against good, protection from energy, rage [D]
2nd—bear's endurance, bull's strength [D], communal protection from good, cure moderate wounds, effortless armor, grace, silence (DC 21)
1st—bless, cure light wounds (2), divine favor, doom [D] (DC 20), obscuring mist, shield of faith, shield of faith
0 (at will)—detect magic, guidance, read magic, resistance
[D] Domain spell; Domains Demon (Chaos), Demon (Evil), Evil, Ferocity, Strength
--------------------
Statistics
--------------------
Str 32, Dex 16, Con 30, Int 12, Wis 29, Cha 16
Base Atk +20; CMB +35 (+40 sunder); CMD 49 (54 vs. sunder)
Feats Armor Proficiency (Heavy), Blind-Fight, Combat Reflexes, Craft Wondrous Item, Dazing Assault, Endurance, Great Fortitude, Improved Critical (heavy pick), Improved Initiative, Improved Initiative [M], Improved Sunder, Improved Sunder [M], Lunge, Power Attack, Power Attack [M], Quicken Spell, Toughness
Skills Acrobatics +3, Bluff +21, Climb +12, Fly +13, Heal +13, Intimidate +21, Knowledge (planes) +19, Knowledge (religion) +9, Perception +27, Sense Motive +27, Spellcraft +19, Stealth +0
Languages Abyssal
SQ amazing initiative, aura, domains (ferocity, demon [evil]), force of will, fury of the abyss, recuperation
Other Gear +2 mithral full plate, blancher, amulet of natural armor +2, belt of giant strength +4, cloak of resistance +2, fasciculus labyrinthum, headband of inspired wisdom +6
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Cleric Channel Negative Energy 7d6 (6/day) (DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Ferocity) Associated Domain: Strength
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crushing Blow (DC 26) (Ex) Melee critical hit does +3d6 nonlethal dam and staggers 1 rd (Fort neg).
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Assault (DC 30) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Demon Associated Domain: Evil
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Enduring Blessing (1+ minutes) (Su) Single-target spells with duration 1+ minutes cast on willing creatures last 24 hours.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fasciculus Labyrinthum Carrier is immune to maze spells and has +4 vs. insanity and confusion.
Ferocious Strike (+6) (12/day) (Su) +6 damage for a melee attack.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fury of the Abyss (+6) (12/day) (Su) For 1 rd -2 AC and gain bonus to melee att/dam/CMB
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Sunder [Mythic] Gain an AoO vs any foe who attempts to sunder your items, unless they have this feat as well.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Might of the Gods (13 rounds/day) (Su) Add your cleric level to your STR for checks.
Mortal Challenge (DC 18) (Su) Frighten/shake humanoid/mon. humanoid in 100 ft 5d6 rd if less HD (Will part).
Mythic Power (15/day, Surge +1d8) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Sight (Sp) See illusions and magical deceptions for what they truly are, as if using true seeing.
Power Attack -0/+18 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Scythe of Evil (6 rds) (2/day) (Su) A melee weapon you are holding becomes unholy
Servant of Balance (Su) Confirmed criticals do normal damage to you. Other critical effects affect you normally.
Soul of Sorrow (Ex) +2 bonus to Will saves vs fear and sorrow effects.
Spell Resistance (25) You have Spell Resistance.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.

This is with divine Favor on, and mythic power attack on, AND dazing assault on. Dazing assault is pretty powerful on her, every time she hits you it is a dc 30 fort save or be dazed, with only a -5 penalty to hit. You might want to turn that off, I am not sure.
As a cleric, she has a lot of strong buff spells for combat but not a whole lot of control. Spiritual ally is ok, and blade barrier in a ring around her is ok as well. Shield of faith is 24 hours because of her heirophant path ability, and with servant of balance she is immune to crit damage which should help her last a least a couple rounds.

Demoniacs of Baphomet:

Demoniac of Baphomet CR 13
XP 25,600
Demon-Spawn Tiefling Cleric of Baphomet 7/Demoniac 6/Rogue 1
CE Medium outsider (native)
Init +5; Senses darkvision 120 ft., low-light vision, see in darkness; Perception +13
--------------------
Defense
--------------------
AC 26, touch 14, flat-footed 25 (+9 armor, +1 Dex, +3 natural, +3 deflection)
hp 164 (14d8+98)
Fort +14, Ref +7, Will +14; +4 vs. poison, +0 vs. poison
Resist cold 5, electricity 10, fire 5
Weakness damned
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 unholy glaive +17/+12 (1d10+10/×3+2d6 vs. Good) and
bite +9 (1d6+2)
Special Attacks channel negative energy 6/day (DC 16, 4d6), ferocious strike, sneak attack +1d6
Spell-Like Abilities (CL 14th; concentration +17)
1/day—ummon summon (1 succubus, d3 babaus, or d4+1 brimorak)
Cleric Spells Prepared (CL 12th; concentration +17):
6th—blade barrier (DC 21), heal, mass bull's strength [D]
5th—flame strike (DC 20), righteous might [D], righteous might, slay living (DC 20), true seeing
4th—air walk, divine power, freedom of movement, greater magic weapon, spell immunity [D]
3rd—deeper darkness, dispel magic, invisibility purge, magic circle against good, magic vestment, rage [D]
2nd—bull's strength [D], cure moderate wounds, effortless armor, grace, hold person (DC 17), resist energy
1st—bless, cure light wounds (2), divine favor, doom [D] (DC 16), protection from good, shield of faith
0 (at will)—detect magic, guidance, read magic, stabilize
[D] Domain spell; Domains Demon (Chaos), Demon (Evil), Evil, Ferocity, Strength
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 22, Int 8, Wis 21, Cha 16
Base Atk +9; CMB +14; CMD 28
Feats Combat Reflexes, Demonic Obedience, Fiend Sight, Fiend Sight, Improved Initiative, Iron Will, Toughness
Skills Intimidate +13, Knowledge (planes) +9, Knowledge (religion) +5, Perception +13 (+14 to locate traps), Spellcraft +9
Languages Abyssal, Common
SQ aura, demonic mark, domains (ferocity, demon [evil]), energumen, fury of the abyss, minotaur form, obedience, prehensile tail, trapfinding +1
Other Gear masterwork breastplate, +1 unholy glaive, amulet of natural armor +3
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Negative Energy 4d6 (6/day) (DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Ferocity) Associated Domain: Strength
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damned (Ex) Resurrection attempts on demoniacs must make a CL check to succeed.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Demon Associated Domain: Evil
Demonic Mark (1/day) (Ex) Demon tatoo powers spell, gains chaotic & evil descriptor and not expended.
Demonic Obedience Defile yourself daily to prove devotion to a demon lord and gain benefits.
Energumen +4 (resistances) (Constitution) (1/day) (Su) Possession grants many bonuses.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Ferocious Strike (+3) (8/day) (Su) +3 damage for a melee attack.
Fury of the Abyss (+3) (8/day) (Su) For 1 rd -2 AC and gain bonus to melee att/dam/CMB
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Minotaur Form (Su) Change shape into mintotaur
Obedience (Ex) Must fulfill Obedience to demon lord daily, but can do during spell selection.
Poison Resistance +0 (Ex) You have the listed resistance to poison.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

I have these guys a lot more cleric levels, which is great because clerics are awesome. Their main thing is that they all have See In Darkness, so they open fights with Deeper Darkness and hope to make it supernaturally dark and then go to town with ferocious strikes. They wake up in the morning and cast greater magic weapon and magic vestements which is where the ac from the breastplate is coming from. They probably go down like chumps to be honest but have the potential to do some damage


I think before I post any more someone should let me know if they use any of my guys, and how it went.

I am kind of blind making them, so any feedback at all would be good lol


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Ya, I showed the original demoniacs to one of my players as I couldn't imagine a least effective 12th lvl character...not without NPC levels at least.


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Session of May 6th 2014:

Two combats this session. Six players in attendance, although one had to leave (as always) very early and another one arrived after he had left.

The party was continueing their travel to Wintersun Hall and during their journey came along Eagle Rock. After the wizard rolled high on his Knowledge: Local and Knowledge: History checks, the party decided to investigate the towers for any prisoners. Coming near the five towers, they became aware of the thousands of Vescavors which were buzzing around the tower (I used Scorpions upgraded encounter), but were unable to come to a conclusion how to best approach without being noticed. Since the sixth player (who plays the sorcerer) was still missing at this time and they were unsure of his spell list, they decided to move on for the time to Wintersun Hall.

After arriving there, they managed to secure an interview with the barbarian chief, who was quite happy to see the two party members who had the Exposed to Awfulness background trait. After trying and failing to entice the two to turn against the rest of the party, a duel to fight for clan leadership was decided upon. Since Marhevok insisted on adding his Rift Drake (which I liked more than the AP's Frost Drake) to the fight, the Paladin was chosen as additional combatant.

The fight was short and brutal. Marhevok managed to land some heavy blows on the barbarian, as did the Rift Drake. But the paladin basically obliterated Marhevok with one regular hit and one critical hit. Mythic Power Attack + Smite + Mythic Improved Critical = 137 damage. Marhevok was down immediately and after another crit from the barbarian the Rift Drake rolled a 1 on his massive damage roll, so that was that, too.
The paladin was crowned new clan leader, much to his surprise and the Wintersun clan is now moving to Drezen.
I used an upgraded version of Marhevok (I think the one designed by Lord Snow) as an Bloodrager. Good damage output, but nothing prepares you for getting mythically critted.

On the way back the sorcerers player had joined the group, so at this time they knew his spell load-out. Everybody got Invisibility, the ranger using for the first time her new Cloak of the Hunt.

With that camouflage, the party got near to the towers without a problem, until I decided that the Lord of the Swarms (a mythic derakni, as designed by Scorpion_mjd) detected them with his scent ability. Him and four Vescavor Queens came out of the towers top windows and after the some speechifying the demon decided to order the queens to retreat into the towers.

Long story short, the group neutralized one queen, then went after the next. At that point the Lord of the Swarm decided to use his Greater Teleport to join in the fight. He got a Mythic Enervation off against the barbarian (6 negative levels + 24 hours sickened), but after that he got so swiftly ganged up against that he was down to 30% of his HP before he could act again. At this point I decided to have him teleport away and come back later again at some point. I let the mop-up against the two remaining Vescavor Queens slide, since it was only a technicality at that point. I also didn't involve any Vescavor Swarms in the entire fight, since the session was getting late and I didn't want to overcomplicate the encounter.

The party got some hints as to the existance of lots of vrocks at the Molten Scar, the existance of Jerribeth and they still plan to take care of Scoriszar. At the moment they plan on ambushing the Woundwyrm while being disguised as a caravan, but I'd rather have them come to its lair (since Scorpion has done some fantastic upgrades to that encounter) and I am not very confident that the dragon could escape if they ambush it while it is hunting for caravans.

They used a lot of mythic power, but since they have so much time between encounters, they have the lassitude to do so. But that was foreseeable for this module. We'll see what they get up to next session.

Lessons learned: Critical hits hurt a lot more in mythic play. Also of note (although I already knew this from prior campaigns), if you have the spellpower available to use Invisibility on everybody, it changes encounters a lot. Normally, the encounter against the Lord of Swarms would have been a straight-up fight, but since they went in all invisible, the opponents had to play a much more defensive game, since almost all of them lacked ways to deal with invisible characters.


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Ya, my party used invis sphere often for awhile too. Maybe a better use than multi casting invis. If you want remember that 'all' invisibility does is increase a person's stealth check. At +20 for moving there is a decent chance that any heavily armored person would be heard.
Are you allowing the extra crit damage from mythic power attack? I removed that part right away and its still a great feat. Actually the only feat that strikes fear into players.


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So far I am allowing it as written. We'll see how it shakes out.

As far as Stealth goes, it's a good point. Although they were (communal) air walking and I think individual Vescavor's ain't exactly smart enough to make much of some additional noise among the whole buzzing.


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BTW, that fights against Marhevok and then the Lord of Swarms opened my eyes quite succinctly to how normal HP are really not adequate anymore (Marhevok) and how AC 30 really isn't the challenge anymore it was even one level ago (Lord of Swarms). Which makes me really concerned about how the otherwise very interesting fight against Scoriszar may end prematurely. I guess I'll have to either up the AC or the HP substantially there next week (or in a few weeks, as I said, I have no idea what the party is going to do next. I'll probably have the letter for the Child of the Crusades characters arrive, too, so that they have even more options).


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Ya, its open ended exploration but the timing of events is mostly up to you for when you introduce them. Through that book I increased everything's HP by another 50% and that worked alright, some enemies lasted three rounds...I guess that's good.

And its difficult to balance. Some of my players can get +30 or more to hit at lvl 13 so if I balance against that then another PC is left behind. Same goes for their ACs as well. Mythic just adds much more variables. And paladins...sigh...


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At least that I don't have to deal with too much. The camp is pretty steeply divided into "capable fighters" (Paladin, Ranger, Barbarian) and "capable spellcasters" (Wizard, Sorcerer, Cleric). So the balance there isn't too hard in this campaign.


That has been my concern as well. I would actually double the hp of any non mook guy I create. I am trying to pump con to maximum and it really doesn't seem like enough


Based off what I've seen at high levels, you would need to double-max HP on non-mooks to make them simply last 2 rounds. Depending on the optimization of the character, this may not be enough as you would need triple max to make it past two rounds (I've seen a level 12 tier 4 fighter hit over 700 damage in a single round).


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Well, that would be at the end of the third module for me. I'll have to see what happens there with my guys.


I've instituted a change to how critical hits work in my game that would probably reduce that. It nerfs or negates several Feats, but I don't see that as being a problem.

Any critical hit auto-confirms. A x2 critical does full damage, a x3 critical does 1.5x full damage, x4 does double full damage, and x5 would do 2.5x full damage. (You don't roll for damage when you crit. Unless it's for Precision damage like sneak attacks.)

It speeds up the game and reduces the chances of both player and encounter dying because of one shot. (For instance, ogre hooks can easily kill even a mid-level character if an ogre fighter using one crits under the old system.)

Though I primarily instituted it to speed up the game. Confirming criticals was an issue with my group as I had several newer players who aren't firm on the rules, and it slowed things down a bit. And hey, anything that speeds up gameplay and allows for more roleplaying is a good thing in my eyes. ^^


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I have already nerfed feats that would allow PCs to get up to hundreds of damage per hit. And I'm sure that I'll continue to raise HP as the series continues. Although that doesn't fix the issue of PCs not being able to withstand potential damage either. I'm beginning to understand this rocket tag thing I've heard of.

Second Seekers (Luwazi Elsebo)

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IMC they fought two copies of Scorizscar with max HP and took one out each round. It's getting ridiculous. Next up is the last dungeon of the module. I'm worried about Jerribeth and Vang. Spellcasters are my weakness as a GM, and these two need to really bring it.


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Spells that require saves seem to be a waste in this AP from both sides. Saving throws of the enemies and the PCs have vastly outpaced the DCs. I don't bother with some of them anymore. I rebuilt Jerribeth around her rod as a huge 2-handed mace with mythic power attack. She took out one PC a round and they never defeated her.


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Sorry to litter your thread Magnus but you do have combat balance and mythic listed here...although that's kinda a joke.

Have others looked to modify crit damage? I saw Tangent's idea and didn't think much of it at first until I started working on Hepzamirah. Then I realized that she could one shot characters without rolling damage dice. I have also considered raising PCs HP by some and monter's HP by a lot.


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Seannoss wrote:
Have others looked to modify crit damage? I saw Tangent's idea and didn't think much of it at first until I started working on Hepzamirah. Then I realized that she could one shot characters without rolling damage dice. I have also considered raising PCs HP by some and monter's HP by a lot.

Given the problems I'm encountering with Mythic Improved Critical, I've considered using the optional critical rules that accompany Paizo's Critical Deck. (For a x2 critical, draw a card to determine the result of the critical; for a x3 critical, draw two cards and pick whichever you prefer; for a x4 critical, draw three cards and pick whichever you prefer; etc). Since most of the cards take the form of "double damage + some further effect", this more or less caps the damage multiplier at times 2. But it still rewards higher weapon multipliers by giving the players (and the DM) a choice regarding what nasty effect to inflict on the target.

Scarab Sages

Honestly at this point one shoting characters I think is becoming part of the challenge of my particular running of this.

One of my players is a cleric with the touch to 30' ability plus the relentless healing plus spillover to an adjacent ally. I'm thinking that if I don't do at least 200+ damage in a round then I'm slacking.

Because on the way to visit Nocticula(level 13/tier 6), two of my players have already broken 200 HP.


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Seannoss wrote:
I have also considered raising PCs HP by some and monter's HP by a lot.

I've definitely needed to increase opponent HPs in my campaign.

(My particular way of doing this was to add the "Maximize Hit Dice" and "Boost Hit Dice" universal Mythic Path Abilities discussed in Scorpion's stat block thread as a way to increase the HPs of both for opponents with Mythic levels and opponents with Mythic Ranks. (For most of book 5, I gave every mythic opponent the Maximize Hit Dice ability and the Boost Hit Dice ability x3, roughly doubling their HPs. That worked well for my party.))

I haven't allowed my players access to these path abilities yet, and for the most part they've managed to stay alive. Of course, my players have carefully built their characters to push their ACs through the roof, and they have a lot of back-up abilities to keep them from dropping (Mythic Contingency Breath of Life spells, Divine Interference, Paladin's Sacrifice, Relentless Healing, Absorb Blow, Invincible Stand, etc).

But now that you bring it up, I guess it seems a little silly to more or less require PCs to all wear full plate and Dual Path into Guardian in order to survive. So if I ever run a Mythic campaign again, I think I'll allow the players to have access to these feats too.


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I hadn't considered the critical deck either. One of my players has one, I'll have to take a look through it.

The cleric in my group isn't into healing, they have a paladin for that and he just got spillover healing so I'll have to see how that works.

2 of my PCs just broke 200 hp too, which is fine they need it. I believe her crit damage should be around 250 hp if she hasn't really buffed up.

Maybe negative levels from death are supposed to be a part of being mythic.

And yes: I already maximize plus the enemies hit points. But an issue is that PCs also can't handle the damage of high level opponents. Its likely less of a mythic issue and more of a 'I don't like high level Pathfinder play' issue.


Part of the reason I altered the Critical Rules was to speed up play. It helps with that. Also, I have seen on more than one occasion a critical hit that does less than full damage. (Okay, on MOST occasions that happens!) So having the hits do full damage (or more depending on the weapon) helps both speed things up and eliminates the disappointment of wiffing on the critical damage dice.

And let's face it. The real power of the critical hit is in the doubling/tripling/more of the strength bonus, power attack/deadly aim, and other bonuses. If critical hits only worked like non-Mythic Vital Strike, no one would bother with them.


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Seannoss wrote:
And yes: I already maximize plus the enemies hit points. But an issue is that PCs also can't handle the damage of high level opponents. Its likely less of a mythic issue and more of a 'I don't like high level Pathfinder play' issue.

Yeah, this is definitely a worry. As Aldarionn pointed out somewhere, most Mythic PCs can easily kill themselves in a single round. This leads to a rocket-tag scenario if you have Mythic NPCs who are built using the same rules as the PCs...


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Session of May 13th 2014:

So, uh, yeah, mythic rules? We gotta have a chat about damage and hitpoints. More later on, but first how we got to this need for discussion:

Five players of six in attendance. After the party returned to Drezen, I decided to throw all the sub-quests at the party at the same time, so that they could clean the slate before being contacted by Arueshalae.

Hence, the paladin and wizard got a letter from their father about Alrys Ulthor, who, after executing one of the few succesfull operations of the second crusade, had fallen by the hand of the risen enemy he had cast down, Xanthir Vang. The father of the two player characters asked them to put his unquiet spirit to rest, a task at which he and their mother had failed long ago.

The cleric and the ranger were taken aside by Irabeth, who told them of a hidden defiled temple, invaded by the Templars of the Ivory Labyrinth, but which had been consecrated to Iomedae before. Irabeth had gotten news from that by Anevia, but also had a divine vision by holy Iomedae, showing the two characters being at that temple.

With those two new quests and the still existing tasks to slay the dragon Scoriszar and find the place where vile rituals had once been perpetrated upon the barbarian and sorcerer, the party set out from Drezen. Their first stop was the Molten Cascade, the highest place in the marshlands. From there, they could spot the Desolation of Scoriszar in the distance, but also the vast swarms of Vrocks which were circling over the Molten Scar in the southwest. Having now noted the location of all the targets they wanted to hit, the party decided upon doing a half circle through the marshlands and hitting the four quests in sequence. First stop: The Molten Scar.

I used the set-up Scorpion_mjd made for this encounter, with about a hundred Vrocks either circling over the location or being in alcoves in a cliff which was enclosing the vast lava pool. To calm the fears of the players of their characters simply being overwhelmed, I gave them a Knowledge (The Planes) check to determine that about all of the demons were caught up in a vast ritual to empower the world wound.

After getting near to the ritual, the party noticed that three Vrocks, one of their number being especially impressive, were dancing around a bound person on the westernmost island. I gave the players the option to start out at the edge of the lava pool with two rounds of pre-buffing (under which circumstances the Vrocks would also have had two rounds of buffing) or just be there without anybody having buffed themselves. The players chose the latter.

Well, I'll make it short: One Vrock disintegrated under a hail of fire by the ranger immediately in the first round and was also replaced immediately. The noxious gas (Insanity Mist) didn't do much, but the 15d6 lightning damage for everybody made a dent.

Aside from the ranger, most of the party tried to get to the westernmost island, but when they were halfway there, the Vrocks decided on dealing with the ranger, teleporting over. She activated her Cloak of the Hunt and moved away from the, shooting a full attack at Vorimeraak, which put a dent of some 60 points of damage into him (three hits out of four, but every hit took 10 damage off, due to his epic DR).

And then the eye-opening moment: The paladin moved over to Vorimeraak, hit with a critical and did 162 points of damage in one hit, slaying the Vrock instantly. That's the second time this has happened (first time last week with Marhevok), and this time I maxed out the HP of the mythic Vrock and the PC is even only using a one-handed weapon.

This is getting pretty damn crazy and we are not even through the third module. :-/ So, from now on I am not only maxing out HP on the important opponents, but also at least doubling them afterwards. Scoriszar already had buffed CON in my version (+8) and maxed out HP, but is still "only" at 396. Since I want that encounter to be memorable, I'll have to double that up.

What the hell was the development team exactly thinking? I think everybody who is reading this has noticed that I am speaking out a lot against the mythic rules, but its stuff like this which justifies it.
You can't expect a group to take mythic opponents seriously when they can one-shot them this easily.

I get quite a lot of grief from people who apparently can't conceive of the developers screwing up this much, but the evidence that they have is staring me right in the eye. And, no, that my party is non-standard size and built with 20 points is no valid excuse here. That critical hit would have happened with maybe three points of damage less if I were in the exact parameters the AP expects the party to be and would have one-shotted the mythic Vrock even without the damage it already ate from the ranger (since by the normal parameters his HP would not have been maxed).

Seriously, guys, playtest your systems better, don't put it on us GM's to correct blatant and obvious mistakes like that. Or at least put opposition in those modules which is worth that term.


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I would start with removing the double dip from mythic power attack, I did right away. And I also removed mythic vital strike. The 12th level longsword pally in my group as been critting for 75-100hp. Although that is going up with mythic imp crit.
But this does all prove what a joke the listed hp of enemies are. And PCs too, it works both ways.


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Yeah, well. Most opponents do not really do as much damage as PC's, not nearly. I guess Scorpions upgrades may, though.

But, seriously, this is stupidly broken. How did this get through internal playtesting? How can the developers not see how little this makes sense from a practical perspective? Did nobody do the simple math of what a critical hit + mythic power attack + mythic improved critical will do?


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It makes me wonder. Hopefully I'll be trying the crit cards out tonight to see how that feels, and I imagine refund the mythic improved crit feat. Not sure yet.

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