Level 1, Mythic Tier 10


Advice


Hi, everyone!
I'm entertaining the idea of running a campaign that wouldn't take the PC's past level 1, but they instead gain Mythic Tiers when they advance.
By the end of the campaign, level 1/MT 10 would have them at approximately "level 6" as far as power level goes, which means a challenging encounter would be CR 9. So, I've come to the forums seeking advice, warnings, etc. I'm already aware of some glaring balance issues, such as no skill rank, HD or BAB advancement. I would make sure the wealth by "level" keeps up with advancement.
How else would this advancement style affect game play? Is it even doable?


Feats don't progress which would mean you wouldnt be able to take the mythic versions alot of the time unless you homeruled for this setting that taking the mythic version gives you both the regular feat and the mythic


Don't do it.
Casters won't do anything since they gain spells only through new levels.
Martial won't hit nothing, as they gain BAB with new levels.
Supporter won't do nothing, as they'll not succeeds at skills checks, needing skill ranks.
Healing is going to suck, as the cleric will be curing for 1d8+1. Forever.
Saving throws will suck. Suuuuuuuuck a lot.
Now, lets give a look to a bone devil:
Bone Devil (Osyluth) CR 9
XP 6,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +19 This stops stealth
Aura fear aura (5 ft., DC 19, 1d6 rounds)
Defense
AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size) This stops hits
hp 105 (10d10+50)
Fort +12, Ref +12, Will +7 Spells crush there
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20 Spells crush also there
Offense
Speed 40 ft., fly 60 ft. (good)If this devil runs, nobody is going to catch him
Melee bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting +14 melee (3d4+5 plus poison) Lots of attacks at good bonus, since mythic hardly increases AC they are going to hit
Space 10 ft., Reach 10 ft.
Spell-Like Abilities (CL 12th)
Constant—fly
At will—dimensional anchor, greater teleport (self plus 50 lbs. of objects only), invisibility (self only), major image (DC 17), wall of ice
3/day—quickened invisibility (self only)
1/day—summon (level 4, 1 bone devil, 35%)
At level 1, invisibility is un-dispellable, teleport can bring lava(he's immune, enjoy 20d6 of damage), wall of ice for battlefield control
Statistics
Str 21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +16 He grapples you and you are done, you won't have a reasonable CMD for this; CMD 31
Feats Alertness, Combat Reflexes This and reach will make martials cry, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility)
Skills Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, Knowledge (planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Ecology
Environment any (Hell)
Organization solitary, pair, or inquisition (3–10)
Treasure standard
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.

He is going to hurt as hell.


The given APL - Mythic exchange rate is, by all accounts, pretty far off. I would refrain from planning too far ahead, and adjust encounters as needed depending on how things panned out.


Right off, this seems like a pretty bad idea to me. I am interested though in why you want to do it and what you think it will achieve?


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This is where Bad Ideas go to have Bad Ideas.


ElMustacho wrote:

Don't do it.

Casters won't do anything since they gain spells only through new levels.
Martial won't hit nothing, as they gain BAB with new levels.
Supporter won't do nothing, as they'll not succeeds at skills checks, needing skill ranks.
Healing is going to suck, as the cleric will be curing for 1d8+1. Forever.
Saving throws will suck. Suuuuuuuuck a lot.
Now, lets give a look to a bone devil:
Bone Devil (Osyluth) CR 9
XP 6,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +19 This stops stealth
Aura fear aura (5 ft., DC 19, 1d6 rounds)
Defense
AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size) This stops hits
hp 105 (10d10+50)
Fort +12, Ref +12, Will +7 Spells crush there
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20 Spells crush also there
Offense
Speed 40 ft., fly 60 ft. (good)If this devil runs, nobody is going to catch him
Melee bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting +14 melee (3d4+5 plus poison) Lots of attacks at good bonus, since mythic hardly increases AC they are going to hit
Space 10 ft., Reach 10 ft.
Spell-Like Abilities (CL 12th)
Constant—fly
At will—dimensional anchor, greater teleport (self plus 50 lbs. of objects only), invisibility (self only), major image (DC 17), wall of ice
3/day—quickened invisibility (self only)
1/day—summon (level 4, 1 bone devil, 35%) At level 1, invisibility is un-dispellable, teleport can bring lava(he's immune, enjoy 20d6 of damage), wall of ice for battlefield control
Statistics
Str 21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +16 He grapples you and you are done, you won't have a reasonable CMD for this; CMD 31
Feats Alertness, Combat Reflexes This and reach will make martials cry, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility)
Skills Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, Knowledge (planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Ecology
Environment any (Hell)
Organization solitary, pair, or inquisition (3–10)
Treasure standard
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.

He is going to hurt as hell.

Great breakdown, thank you. You're right about a Bone Devil being way too much. One big CR X monster is usually a worse idea, though, instead of several weaker creatures equating to CR X in normal instances, so I wasn't thinking of taking that kind of route anyway. It would be more like vs. Mythic Boggards, Skeletons, etc.

I was already thinking that this wouldn't be very balanced, so thanks everyone for confirming.

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