How Many People Use Mythic Adventures?


Pathfinder First Edition General Discussion


The books been out for a good while now, and I love it, but sadly we haven't been able to use it yet since we aren't even playing Pathfinder at the moment. I was wondering who is using it currently or has used it recently. What thoughts or suggestions do you have about using mythic rules and what's your thoughts on the material after using it?


We use it.

Our GM has added a mythic subplot to RotRL. It works. Most of what mythics give can be achieved through optimization and player skill anyways. So mythics has overall been a balancing factor.

NOTE: Understand that tiers have an exponential effects on PC power. Apply sparingly.


In a Reign of Winter game using mythic, we just hit level 3 and tier 1. So far, it's not breaking game balance or anything, but giving that as a final verdict would obviously be premature. Our GM plans give us roughly one tier per book, with the final 4 coming in the after book 6 material that will take us to level 20. My guess is he's doing this to avoid too much power inflation early on.

Frankly, I don't see mythic being that big a deal balance-wise. What can be achieved through mythic rules can also be achieved through player meta-gaming skill/knowledge and massive resource investment. We've got the former down-pat and our past two Sunday campaigns have had a VERY high wealth amount for the players. Sure, it'll devolve into rocket tag eventually, but all our games do that anyways so no biggie.


I doubt that I am the typical gamer. I am kind of a grognard in my forties with work and family responsibilites. Despite all of that one of the things I love about Pathfinder is the flexibility and complexity. Even so, I have not looked closely at the last couple of hardbacks and not at all at mythic. I don't have anything against mythic but the system has expanded enough that if you are not a weekly player it is hard to keep up.


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We are using it for Carrion Crown. Normally I wouldn't think the Mythic feel and theme wouldn't lend itself to a horror game, by the book has by and large been instrumental in giving my singular bad guys more survivability. I don't feel that it escalates the power balance too much; if anything, it allows the monster to last longer thanks to defensive abilities like Mythic Dodge, Block Attacks, and many others. I will be using it in future APs I run. I almost view it as a secondary toolkit to give my bad guys better and longer lasting fights. Used like that, its invaluable.

Sovereign Court

Pathfinder Lost Omens, Rulebook Subscriber

I'm planning a campaign where I will be using it. You don't have to put mythic everywhere but yeah like people said, definitely using it for your npc to make them tougher or more special can actually allow you to have decent solo boss battle.


My upcoming game will most definitely be using Mythic Monster, because why not right?

I'll have to get a vote from my players to see if they want Mythic player levels involved.


Witht he way mythic is set up, there can be done of it, alot of it or a diny amount. Or something soley used by the DM. Its wholly under the dms control.

Im doing a game at the moment and plan to introduce mythic at lvl 10 for a single tier.

But mythic itself will not be for all groups


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

I really want to, but i even more don't want to go to the effort of altering my Legacy of Fire campaign to include Mythic. Laziness be a cruel mistress.


We do Mythic in our Tuesday campaign. The DM has been very clear that he will be handling it a bit differently than normal character advancement. He decides what path we're on, what abilities we get, what mythic feats we get. It's been sort of fun doing it like that.


I just gave my players a mythic tier this last Saturday. They seem hyped right now. Just wait till they need to take on this aboleth, though...


Pathfinder Adventure Path Subscriber

Just for Wrath of the Righteous and then in a nerfed form. Other than that, maybe for monsters, but surely not again for PC's.


I have been using it in 2nd edition Forgotten Realms games to have the players be children of avatars from the Time of Troubles, seems to be working well and lots of fun!


Pathfinder Adventure Path Subscriber

I too am using it for Wrath of the Righteous and can see it gives a lot of power even at lvl 8 and tier 2.
That said, I think that I may give out one tier for other campaigns that I run for that more heroic feel.


I wonder how much more support mythic rules will get from Paizo. What's everyone's general consensus on how it runs?

Shadow Lodge

i purchased it, then realized just how over powering it was. im glad i havent played in a game that lets us use that book.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

I'm considering adding a mythic tier to my home game, but as they are pretty new I don't know that it is wise.

Scarab Sages

Pathfinder Adventure Path, Rulebook Subscriber

I'm currently running a full on mythic home game. Party is currently 8/4, and the game is intended to go somewhere around 16/9, gaining 10 at the end of the game.

Disclaimer: I use a 2d6+6 until >= 45 point buy in all my games.

Making meaningful fights is hard. There are tons of abilities that emulate 3.5 epic rocket tag, and CR quickly breaks even further than normal. There is a mystery sweet spot for challenging a party that functions loot/power/mythic wise as an APL11 party, without bogging them down with CR11 & 12 mook monsters. I've not quite got that new niche down, but then again, this is only my first mythic rodeo.

Double actions every round or so (either through mythic tier 1st tier choose 1 of 3 path power, or through 2nd tier amazing initiative), levels enemy parties, particularly if you have a mage tossing mythic fireballs. Watch in agony as your party's mage burns 3MP every round to chuck two 7d8 fireballs with his rods of metamagic empower, making any sort of initial combat placement other than *BOOM melee range* trickier to pull off (though I guess you could give every monsters evasion and Resistance 20).

If you plan on fighting demons or CR20+ monsters all day long, life will be much easier for you, as that seems to be 85% of the mythic monsters available from 1st and 3rd parties. Bestiary 4 has six (6!) mythic creatures lower than CR10, a few of which are horribly boring. MA has 20 more sub CR10 monsters, but they're all iconic creatures that frankly don't show up in a whole lot of games (except maybe the mythic skeleton would). I haven't bought Wrath, so I can't comment on the bestiaries in the AP mods, but my guess is MOAR DEMONS!

3PP Monsters:
*Legendary Games: Demons (MOAR!), Molds, Oozes x2, Mounts, Elementals, Cthululand. A dozen monsters in each one, up to CR25, so maybe a dozen to 20 low CR in there.
*Rogue Genius: No mythic monsters yet.
*Necromancers of the NW: GLABREZU! (MOAR DEMONS!)

And that about sums up the 3rd Party support for Mythic enemies.

There is a lot of ground up monster and foe creation, which churns up GM spare time. You will use the Invincible template on nearly every monster you up-convert.

All being said, I love the system, and my super high Power-Level games are even crazier and more fun because of it. MA rekindled my love of Pathfinder (even though I was totally on the fence before purchase), and I would probably run 1/3 to half of my future games using Mythic.


Currently having fun playing it. Wish there was more magus-specific stuff, but it's already pretty fun. Our GM has been good enough so that it never makes us overpowered (he throws some pretty tough stuff our way). I havent seen any huge problems with it (might have to remove some mythic spells if I GM it), and the monsters scale decently. I'm still only on my first campaign, but I'll gladly use it later.


I'm using it in the campaign i'm GMing, the characters are already at level 6, and if they succeed in their current mission they will probably earn the 1st mythical tier. I'm probably only attributing more tiers each time they do something that meaningfully changes the setting and world-balance. I've tried out some of the mythic monsters though (the medusa for one) and its great fun :)


We're currently using it with Kingmaker.

The PC's are currently Lvl 10 / 2nd Tier.


I was considering using them, so I took a look. My impression was that the mythic abilities varied wildly in ability. There are abilities like Critical Skill (whenever you roll a natural 20 on a skill check, it takes less time) or Inverted Spontaneous Casting (you can spontaneously cast inflict spells as well as cure, but it takes up a higher level slot). On the other side of the power scale, there are abilities like Eldritch Breach (roll twice for overcoming SR, dispel checks, etc.) or Speedy Summons (cast summon monster spells as a standard action, or swift by expending mythic power). Then there are outright stupidly broken abilities like Wild Arcana (I can cast all the spells! All of them!).

This wouldn't be too bad if the good and bad powers were equally distributed among the paths; you could just avoid the useless ones while picking up the useful ones. The problem is that the mythic rules widen the caster/martial divide to mythic levels. For example, Mythic power attack lets you do more damage. Mythic haste gives everyone an extra move action. The disparity is just dumb.

I'm not going to run any games with the mythic rules.


I haven't used it yet, but I plan to introduce into my gestalt sandbox game in a level or two(2 players, currently 2nd level).

I love the options it gives, and the overpowered issue is awesome to me. Because I can throw tougher critters at them.

I am a little afraid that challenging them will be difficult and that encounter prep will be massively increased for me :-|

But I love it! Mythic, not prep...


magnuskn wrote:
Just for Wrath of the Righteous and then in a nerfed form. Other than that, maybe for monsters, but surely not again for PC's.

Can you explain what you mean by nerfed? The WoTR AP looks fun, but standard Mythic looks a little gonzo for me as a DM to balance. It has already been tough because there are 5 players/characters.


Whenever I run another campaign. I'll probably start everyone out with 1 mythic tier.

I'd probably keep the PCs at 3 tiers or lower until they hit 15+.


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Fnipernackle wrote:
The books been out for a good while now, and I love it, but sadly we haven't been able to use it yet since we aren't even playing Pathfinder at the moment. I was wondering who is using it currently or has used it recently. What thoughts or suggestions do you have about using mythic rules and what's your thoughts on the material after using it?

I'm still reading through the rules, but my initial reaction has been:

1. I see it as largely superfluous. A lot of people don't understand the relative power of characters just from level gain, and high level core characters are indescribable as less than godlike as is.

For the most part, I feel it adds some unnecessary complexities to the game and more bookkeeping. I feel like some of the mechanics are poor for game balance (the mythic ability scores for example can grant you a +10 increase to a single ability score, which is very unbalanced).

Quote:
Ability Score: Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.

Likewise, bigger and bigger numbers has become less and less amusing over the years. It's one of the major reasons I became disenchanted with 3.x "Action Points" that add +xdy to your dice rolls occasionally or make you auto-stabilize. Yet, here they are again, just as superfluous as ever.

Quote:
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Meanwhile, so far I've found the rules to press the need to keep attacking downed characters beyond what it is. Because of things like Hard to Kill which is a thing for all mythic heroes, there is no tension of bleeding out, and there is a greater draw to finish them off since they won't die if you leave them be to fight other enemies, which increases the likelihood of them springing back up in the fight to bug you again.

Quote:
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

The mechanics go further to invalidate tons of existing material and create more work for the GM. For example, the mythic saving throws ability basically force you to add mythic ranks to encounters that rely on chip-damage or partial effects on failed saves, and there's no point in making things mythic if everyone has to be to play the game.

Quote:
Mythic Saving Throws (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.

I feel like a lot of mythic effects take away much of the tactical nuances of abilities away. For example, if your martial character manages to land a Blinding Critical or Dazing Assault on an tier 8 enemy then it just gets erased. Likewise, once players have attained 8th tier, it just pushes you back into the "deal more damage" mindset since given the option to either try to pummel with damage vs debilitate, it becomes "deal damage" since they're just going to recover on their turn.

Quote:

Unstoppable (Ex): At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.

Immortal (Su): At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren't treated as if you had rested, and don't regain the use of abilities that recharge with rest until you next rest. This ability doesn't apply if you're killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.

Legendary Hero (Su): At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.

I'm not speaking for everyone, but I find most of these things either redundant or pointless, or not really adding anything new or interesting to the game. These don't expand concepts or character options, they just make bigger numbers, limit encounters, make more work for the GM, unbalance things, or encourage repetitive tactics.

2. That being said, there are some abilities in the mythic rules that I wouldn't mind pirating for normal play, such as this ability, Enduring Armor.

Quote:
Enduring Armor (Su): You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.

Combined with an armor enhancement bonus, this could be a pretty decent basis for an armor-lite hero.


archmagi1 wrote:

I'm currently running a full on mythic home game. Party is currently 8/4, and the game is intended to go somewhere around 16/9, gaining 10 at the end of the game.

Disclaimer: I use a 2d6+6 until >= 45 point buy in all my games.

Making meaningful fights is hard. There are tons of abilities that emulate 3.5 epic rocket tag, and CR quickly breaks even further than normal. There is a mystery sweet spot for challenging a party that functions loot/power/mythic wise as an APL11 party, without bogging them down with CR11 & 12 mook monsters. I've not quite got that new niche down, but then again, this is only my first mythic rodeo.

Double actions every round or so (either through mythic tier 1st tier choose 1 of 3 path power, or through 2nd tier amazing initiative), levels enemy parties, particularly if you have a mage tossing mythic fireballs. Watch in agony as your party's mage burns 3MP every round to chuck two 7d8 fireballs with his rods of metamagic empower, making any sort of initial combat placement other than *BOOM melee range* trickier to pull off (though I guess you could give every monsters evasion and Resistance 20).

If you plan on fighting demons or CR20+ monsters all day long, life will be much easier for you, as that seems to be 85% of the mythic monsters available from 1st and 3rd parties. Bestiary 4 has six (6!) mythic creatures lower than CR10, a few of which are horribly boring. MA has 20 more sub CR10 monsters, but they're all iconic creatures that frankly don't show up in a whole lot of games (except maybe the mythic skeleton would). I haven't bought Wrath, so I can't comment on the bestiaries in the AP mods, but my guess is MOAR DEMONS!

3PP Monsters:
*Legendary Games: Demons (MOAR!), Molds, Oozes x2, Mounts, Elementals, Cthululand. A dozen monsters in each one, up to CR25, so maybe a dozen to 20 low CR in there.
*Rogue Genius:...

I think I'm missing something how is your mage casting 2 spells a round I know the 2nd tier initiative states ...

In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell.

So at best its 1 spell then hit them with your staff, so what gives you the ability to cast a spell with that 2nd action?

Speaking personally I'd be happy to achieve tier 1 mythic as the conclusion of an epic campaign (ending at lvl 16-20) just so I can get my immortality (longevity) while still having room to play different classes than the few who get that options. Or as mentioned in another thread (have to be highe tier) my wizard with their cohort as their familiar so it can take cleric levels and worship them to their frustration "how many times fo I have to tell you stop converting people to worshiping me I'm not a god".


IMHO the "don't have to make concentration checks for spells lower than your highest level" is one of the most "omg wtf" abilities in the game.

Grand Lodge

Not currently using them. Mythic is a lot like epic, for some people there is a wow factor that attracts them, on the other hand others see it as significantly more work for little gain.

Then there's me, I don't mind complex rules systems. I like the mental workout they provide, but I also dislike mythics tendency to essentially re-write a character concept. Frankly epic had some major flaws, but at least I was still playing the same character, the same game. With mythic I have to rethink my character concept from scratch. I could see using mythic if it was planned from the start, so I could build around it, but otherwise I wouldn't even bother.


Liam Warner wrote:
I think I'm missing something how is your mage casting 2 spells a round

Probably Wild Arcana (archmage):

Quote:
Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

Nah.

I tried, but something about it felt off to me. It isn't that the rules are...bad...per se. I just personally don't like 'em.


I don't,, but I'm not able to play anything at the moment. I like that it allows a variety of possibilities. As soon as I can convince somebody to run with it I'll be making a Wizards and use the rules to enhance my versatility rather than building up raw power. I always liked being able to go the creative solutions route, and Mythic makes it a much easier play style to work with.


137ben wrote:
Liam Warner wrote:
I think I'm missing something how is your mage casting 2 spells a round

Probably Wild Arcana (archmage):

Quote:
Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

That's a good guess, but unfortunately, this was changed under errata. Granted if your GM doesn't know about the errata... >.>

But anyways, I was playing a 5th level Paladin who just got a mythic tier in Champion on Friday. I'll tell you right now, wielding a greatsword with Mythic Power Attack, Fleet Charge, and Mythic Smite will turn you into a damage output machine. On one turn, I put upwards of 70 damage onto an oni, trying to kill it quick and save the two downed party members.

However, I think it stands to say that it is important to get a good DM to run these sorts of encounters. If the fight were on fair ground, it would've been a cakewalk for everyone. But the GM put in stairs, levels of elevation, and secret doors that kept things moving and prevented us from getting any steamrolling done. Like I said, two of our players dropped unconscious during that fight and by the time it was done, we were pretty much stripped for resources.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Going to be starting with mythic next month to replace a home brew system that was meant to do the same thing but wasn't really working out well. I am leaving it out of my RotRL campaigns though, and will only be using it for the PCs if the campaign really calls for it.

In the meantime, since I DM for a big group (7 players generally) I have already started using the mythic templates, particularly agile and indestructible, to bump up encounters to help counterbalance that, and have been pretty happy with that so far.


Using it for the Wrath campaign I'm running and enjoying it. Do have plans to use it in some other home-brew ones at a later date as well.


Thanks for all the feedback, everyone. I'm really enjoying what you have to say. I have not had the pleasure of playing mythic yet, but I wanted the book more so that my group can hit higher levels and mythic helps balance out BBEG encounters and monsters so that as we gain more power through just levels, we always have a challenge. Keep em coming. ;)

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

archmagi1 wrote:

I'm currently running a full on mythic home game. Party is currently 8/4, and the game is intended to go somewhere around 16/9, gaining 10 at the end of the game.

Disclaimer: I use a 2d6+6 until >= 45 point buy in all my games.

Making meaningful fights is hard. There are tons of abilities that emulate 3.5 epic rocket tag, and CR quickly breaks even further than normal. There is a mystery sweet spot for challenging a party that functions loot/power/mythic wise as an APL11 party, without bogging them down with CR11 & 12 mook monsters. I've not quite got that new niche down, but then again, this is only my first mythic rodeo.

Double actions every round or so (either through mythic tier 1st tier choose 1 of 3 path power, or through 2nd tier amazing initiative), levels enemy parties, particularly if you have a mage tossing mythic fireballs. Watch in agony as your party's mage burns 3MP every round to chuck two 7d8 fireballs with his rods of metamagic empower, making any sort of initial combat placement other than *BOOM melee range* trickier to pull off (though I guess you could give every monsters evasion and Resistance 20).

If you plan on fighting demons or CR20+ monsters all day long, life will be much easier for you, as that seems to be 85% of the mythic monsters available from 1st and 3rd parties. Bestiary 4 has six (6!) mythic creatures lower than CR10, a few of which are horribly boring. MA has 20 more sub CR10 monsters, but they're all iconic creatures that frankly don't show up in a whole lot of games (except maybe the mythic skeleton would). I haven't bought Wrath, so I can't comment on the bestiaries in the AP mods, but my guess is MOAR DEMONS!

3PP Monsters:
*Legendary Games: Demons (MOAR!), Molds, Oozes x2, Mounts, Elementals, Cthululand. A dozen monsters in each one, up to CR25, so maybe a dozen to 20 low CR in there.

Thanks for the shout-out, but you suddenly made me interested in exactly what the level spread of our Mythic Monsters was. Much of the point of the product line is that a "mythic" monster does not have to mean WORLD SHATTERING COSMIC DOOMBRINGER!!1!!11!1!11!!!

So, what did I find? Conveniently, through seven Mythic Monsters products (the above plus the recently released Inner Planes) we have done a total 99 Mythic Monsters - which is almost double the number you'll find in the Mythic Adventures rulebook - so any of these numbers are close enough to serve as percentages:

CR 1-5: 32
CR 1 - 2
CR 2 - 8
CR 3 - 5
CR 4 - 7
CR 5 - 10
CR 6-10: 42
CR 6 - 9
CR 7 - 5
CR 8 - 12
CR 9 - 6
CR 10 - 10
CR 11-15: 16
CR 11 - 1
CR 12 - 6
CR 13 - 5
CR 14 - 3
CR 15 - 1
CR 16-20: 5
CR 16 - 3
CR 18 - 1
CR 20 - 1
CR 21+: 4
CR 22 - 1 (gulgerak demon)
CR 24 - 1 (shoggoth)
CR 25 - 1 (balor demon)
CR 26 - 1 (mu spore)

On review, 3/4 of all the mythic monsters we've done are CR 10 or less, and only 5 out of 99 are CR 20 or above. If you want meat and potatoes low-CR monsters that have fun, interesting, and cinematic abilities that FEEL mythic, I think you'll find a lot to like from Legendary Games. :)


Pathfinder Adventure Path Subscriber

I am through part 2 of the Wrath AP and my mood varies on mythic. In short, it makes everything more intense. As a GM you have to be more prepared and more willing to roll with each encounter as your PCs can do about anything (other than cast two spells a round w/o quickened).

On one hand it is freeing. You can put your party up against anything, make it challenging and they should succeed. You don't really need to worry if they will have the resources to overcome an obstacle.


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All the time. Our games tend towards Mythic in theme; Destined Heroes, Heroes of the Age, Demigods, that sort of thing. So having the mechanics that support the kind of stories we were doing all along was adopted instantly.


archmagi1 wrote:


Double actions every round or so (either through mythic tier 1st tier choose 1 of 3 path power, ..

Umm, have you read the FAQ on Mythic yet?

We have Mythic in one of three games. RotRL. Interesting.


What's the FAQ? I just went to the MA page and there wasn't an FAQ tab.


We use it, now.
I'm trying to tie into every AP I run (at a 1 tier/book basis), 'cause I love myself some mythic heroes.


Pathfinder Adventure Path Subscriber

You can go to the top of any page and click the help/FAQ link. That will take you to a page with links to all of the books.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It's a useful addition to the Pathfinder RPG toolkit, IMO. It's more scalable and useable across a greater level range than the 3.x Epic rules were. Also, because gaining mythic tiers is primarily under the narrative control of the GM (via mythic ascension and mythic trials) and not based on XP, it can be used to the extent the GM feels comfortable with; as the sample mythic adventure in the Mythic Adventures rulebook illustrates, mythic tiers can even be granted as a temporary benefit (for a specific quest or timeframe).

For some examples of re-tooling existing adventure paths to the mythic rules, this thread contains links to a few.


Theres a known error in the base Mythic adventures book that has been erratad.

The mythic spell actions (the ones labelled "as a swift action cast a spell" with tonns of benefits too) for an Arcmage are actually supposed to be a Standard action.
If youre gonna allow Mythic, this is a very important feature to know and correct within your game, to prevent double spells every round imediately at tier 1.
I cant quite reference this ruling because as of yet there is no official errata for MA, but it is written in the Help/Faq section of the paizo site.

I, as a DM, wholeheartedly support the GM having undisputed access to mythic rules for monsters and NPC's, not to represent "mythical people" but to give the poor guys an extra edge. Its pretty rare to be able to create an operational "stealth" boss with rouge levels or somesuch and run that boss as a solo-monster. In a certain fight in my story a Mythic Alchemist/barbarian boss circled the party furiously (while invisible), the party caught wind of him passing and erected a defensive ring around the mage (who the Alchemist hated), the fight boiled down to the cleric pirouetting with his true-seing as the damned boss circled like a shark. Eventually the boss blew a load of magic damage their way and retreated, boss fight successfull.
How did the boss frighten them so? Well to begin with he was faster then Usain Bolt on steroids with a walking speed of 95ft/move action (Mythic ability Impossible speed, base 30 + haste + fleet). Couple that with his access to extra actions per round and his alotment of attacks and strength and he could easily one-round kill the mage and still be far enough away at the end of his action to be out of reach for the other players.

If i filter out the fluff and leave only the crunch reason behind why I love Mythic adventures.
The reason is: Options to make fights more interesting by tipping the badly balanced axis of action economy a bit away from the players and to the vastly outpaced NPC's.

I would tread carefully into a story where the players become mythic.
If you think mythic breaks the game, apply the following minifixes:
Remove the extra action ability from Amazing initiative, this is by far the most imbalancing general feature given to mythic characters. Also make sure to apply the Errata for Archamge abilities.

With those changes Mythic becomes manageable in a traditional way, the output of actions is same old and thus the output of damage is not multiplying quadratically like a wizard, but linearly like a fighter.


In both mine actual pathfinder campaigns as GM I'm using Mythic Adventures:
The first one is an homebrew setting where the PCs where choosen from the gods to save their races in a Planar Exodus, and are now building a home for their peoples in a new world. They are level 13 now, and Mythic tier 1 (soon 2).

The second campaign is the Kingmaker AP with the Mythic variant I found here, but the PCs (level 2) still not have got their ascension, since they are avoiding the Temple of Elk.

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