Mythic ability score increases


Rules Questions


The rules are not clear and I want to make sure the mythic ability score increases are being applied correctly.

In a non mythic campaign players get a ability score increase at level 4, 8, 12, 16, 20.

In mythic campaigns they get a +2 when they reach 2, 4, 6, 8, 10 tier. Those tiers are granted when mythic trials are presented and can occur at any level throughout the game.

Question 1: So the question is in a mythic campaign should players get the standard +1 increase at 4, 8, 12, 16, 20 plus the +2 for the mythic tiers?

Question 2: That seems like a crazy +15 to one ability score if they chose...which I may have to alter that as they already have above average scores to begin with and limit how my times they can apply it to the ability score. Suggestions?


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

1. Yep, mythic tiers are separate from levels, you still get the +1 stat bump every 4 levels regardless of mythic or not.

2. I'd suggest leaving it as is. +15 to a stat is a lot but that's at level 20/tier 10, the highest you can reach in the game. Characters are just shy of demigods at that point, +15 to stat is the least of your concerns.


1. Yes.

2. Yes, but that doesn't happen until the point where players should be facing great wyrms and demon lords for breakfast.

Keep in mind that mythic tiers don't count as levels, so there's no "double-dipping"; the character must actually have both 20 class levels and 10 mythic tiers to get that +15.


Are wrote:

1. Yes.

2. Yes, but that doesn't happen until the point where players should be facing great wyrms and demon lords for breakfast.

Keep in mind that mythic tiers don't count as levels, so there's no "double-dipping"; the character must actually have both 20 class levels and 10 mythic tiers to get that +15.

That's what I thought but just wanted to make sure. Since this is the first time were trying the mythic route as a group we are doing the wrath of the righteous campaign so they will get to 20lvl mt10 by the end.

The rolled for abilities and for the most part they have 2 - 3 ability scores with a score of 16 - 20 with the rest at 12 - 16 (with no magic items to boost them now), which is above the standard you would find in most campaigns and probably puts them closer to the epic level which given the campaign is probably fine. Just wanted to make sure I wasn't missing anything and that if other people have ran this campaign those don't seem to high when you think about the +15 they will get plus any items they pick up.

In reality they could dump them all into a primary stat which would end up with a 35 - 40 by the time they get to 20, that seems stupid to me as the rest of their scores would be in the low to mid 20's by the end of it. Given some postings of mythic characters I'm seeing this with lvl 10 mt 5 characters. Does anybody else see that as a problem or given this is a mythic campaign that is fine and really what they should be around.


wizardspawn wrote:
Are wrote:

1. Yes.

2. Yes, but that doesn't happen until the point where players should be facing great wyrms and demon lords for breakfast.

Keep in mind that mythic tiers don't count as levels, so there's no "double-dipping"; the character must actually have both 20 class levels and 10 mythic tiers to get that +15.

That's what I thought but just wanted to make sure. Since this is the first time were trying the mythic route as a group we are doing the wrath of the righteous campaign so they will get to 20lvl mt10 by the end.

The rolled for abilities and for the most part they have 2 - 3 ability scores with a score of 16 - 20 with the rest at 12 - 16 (with no magic items to boost them now), which is above the standard you would find in most campaigns and probably puts them closer to the epic level which given the campaign is probably fine. Just wanted to make sure I wasn't missing anything and that if other people have ran this campaign those don't seem to high when you think about the +15 they will get plus any items they pick up.

In reality they could dump them all into a primary stat which would end up with a 35 - 40 by the time they get to 20, that seems stupid to me as the rest of their scores would be in the low to mid 20's by the end of it. Given some postings of mythic characters I'm seeing this with lvl 10 mt 5 characters. Does anybody else see that as a problem or given this is a mythic campaign that is fine and really what they should be around.

Standard point buy is 15 points so a "standard" point by mythic is more than like going to have that 30+ with a some 7, 8, and 9 so it would even be more lopsided. In my opinion hero's should be smart, wity, strong, tough yet the system begs to be min-maxed for some strange notion that the character can't be a top tier fighter and be good at skill's. To me it seems like the stats array rewards shooting yourself in the foot and forces rp choices because of it. Don't get me wrong I like the idea of flaws but don't like that as of now it's tied to stats.

But no it's not going to be a problem in fact non class stats don't much matter after while. I've been thinking of letting my players have all 18's next go around just to see of it largely makes a difference. I suspect that the only thing it will do is produce more interesting characters.

Grand Lodge

wizardspawn wrote:

The rules are not clear and I want to make sure the mythic ability score increases are being applied correctly.

In a non mythic campaign players get a ability score increase at level 4, 8, 12, 16, 20.

In mythic campaigns they get a +2 when they reach 2, 4, 6, 8, 10 tier. Those tiers are granted when mythic trials are presented and can occur at any level throughout the game.

Question 1: So the question is in a mythic campaign should players get the standard +1 increase at 4, 8, 12, 16, 20 plus the +2 for the mythic tiers?

Question 2: That seems like a crazy +15 to one ability score if they chose...which I may have to alter that as they already have above average scores to begin with and limit how my times they can apply it to the ability score. Suggestions?

In the following order.

1.By the rules yes, because mythic is parallelc. to the xp level tiers.

2.If you don't want a high powered campaign you have the following options.

a. You're not obligated to give them 10 tiers, 5 tiers, or any tiers at all.

b. You're not obligated to make those tiers permanent. If it suits the campaign, mythic power is something that can be granted for an adventure and allowed to fade away when the deeds are done.

c. If your intent is to have a low powered campaign, then you need to revisit how and especially WHY you're using mythic at all.


LazarX wrote:
wizardspawn wrote:

The rules are not clear and I want to make sure the mythic ability score increases are being applied correctly.

In a non mythic campaign players get a ability score increase at level 4, 8, 12, 16, 20.

In mythic campaigns they get a +2 when they reach 2, 4, 6, 8, 10 tier. Those tiers are granted when mythic trials are presented and can occur at any level throughout the game.

Question 1: So the question is in a mythic campaign should players get the standard +1 increase at 4, 8, 12, 16, 20 plus the +2 for the mythic tiers?

Question 2: That seems like a crazy +15 to one ability score if they chose...which I may have to alter that as they already have above average scores to begin with and limit how my times they can apply it to the ability score. Suggestions?

In the following order.

1.By the rules yes, because mythic is parallelc. to the xp level tiers.

2.If you don't want a high powered campaign you have the following options.

a. You're not obligated to give them 10 tiers, 5 tiers, or any tiers at all.

b. You're not obligated to make those tiers permanent. If it suits the campaign, mythic power is something that can be granted for an adventure and allowed to fade away when the deeds are done.

c. If your intent is to have a low powered campaign, then you need to revisit how and especially WHY you're using mythic at all.

He's running WotW campaign which assumes you give the tiers as it dictates. If he doesn't it could get bad. If he wasn't running that then I'd agree but I feel that if that's what they are trying then try it first as written then adjudicate. I say don't worry about it and let lose. Drop your notions and embrace the power.


Working as designed. Yes, you can dump everything into one stat. These guys are mythic. They're legends above legends, heroes that can suplex a T-rex, one-shot a (non-mythic) jabberwock from 400 feet away, drink a tavern out of business, or deflect lightning bolts by glancing irritatedly at them. Stats are the least of what they can do.

A general rule is, if your question is "is this mythic thing right, because it seems too powerful", about 95% of the time the answer is "yes". If you don't want to run an over-the-top game, don't use mythic rules (which pretty much rules out WotR, which I assume is what Onyxlion meant).

Grand Lodge

The other real question is the OP ACTUALLY having problems or letting the large numbers scare him before they get into actual play? After all the mythic opponents in WOTW aren't pansies.


Yeah that's what I meant. Either play the campaign how it's written in order to actually understand the mythic rules or don't play that campaign. If you change things by only first reaction it could cause problems down the line.


It makes sense that both trees are separate for the boons of mythic and class levels because you need to think about this for a moment:

Tarrasque. The biggest baddest monster in the game, is just as the box says. I don't recall the CR for it off hand, but anything even remotely near the level is already of world (or at least continent)-shaking power. A band of level twenty players hold almost all material-plane beings under their boot-heels; and mythic can be described in many ways, one of which if i am not mistaken is having blood of deities even. A level 20 / tier 10 character most assuredly is of demigod status, and maybe even the status of a lesser deity.

If you want you can implement house rules and copy DnD 4e's lame system of blocking you from constantly buffing one stat and forcing the players to at least alternate stats, but in general i think i'd be glad to run a game with 20/10s simply because you can send literally anything short of name gods such as Sarenrae after them and they should be fine (oke my imagination isnt strong someone can kill them with less powerful things probably but still).

All in all if you didn't want godly might in your PCs' hands you shoulda read ahead in the book before you ran it. The DM's duty is to know just how deadly (or not so deadly) the campaign is and the power of the PCs. And as mentioned prior in this thread by LazarX, you do not have to give them all the tiers etc etc. If you really don't want them to have stats bigger than a Tarrasque's stomach, then just say you get +1 instead or something like that.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Mythic ability score increases All Messageboards

Want to post a reply? Sign in.