Low Level, High Tier Mythic Play


Pathfinder First Edition General Discussion


I've recently been inspired by an anime/manga to run a campaign about incredibly high powered fantasy characters. By high powered I mean, throwing spears over mountains, cut through stone like butter, literally be immortal. That kind of crazy powerful. And by and large it seems like Mythic is the best way to emulate that kind of crazy over the top madness.

To that end, I'm thinking of starting them off at level 1 w/ Mythic Tier 7-10. Has anyone done anything like that before? I personally find the concept pretty funny and wonder how it'll work. Big downsides I could see would be the massive stat bloat(a level one fighter with 30 str could be an issue) and casters getting lots of additional spells via their swift actions(I imagine they'll run out of spells before mythic power) but honestly given the theme I think all the PCs will be a little out of hand which is sort of the intent.

What kind of issues could you guys imagine might spring up or path abilities that would need to be banned or restricted for this concept too?


Well, according to CR rules:
They should at Level 1 Mythic 7, be able to take down CR 4's with ease.
But defensively, it sounds like they would also be easily able to be taken down if level 1.

I would have to see an example.


Remember that each character will have anywhere from 36-62 HP before factoring in Con, Toughness, etc. That's just 1HD and the bonus HP from each Mythic tier. They'll have the HP of level 7-10 characters, but the BAB, skill ranks, (lack of) iterative attacks, base saves, and spells per day of level 1 characters. Attrition-style encounters will probably be your friend here, because harder-hitting, higher CR enemies will still be out of their league. You're looking at armies of low CR monsters, which would be designed to chip away a little HP at a time. Maybe throw in ONE CR 3-5 monster every once in a while, but anything higher would have AC and saves beyond the ability of your players to beat.


Darth Grall wrote:

I've recently been inspired by an anime/manga to run a campaign about incredibly high powered fantasy characters. By high powered I mean, throwing spears over mountains, cut through stone like butter, literally be immortal. That kind of crazy powerful. And by and large it seems like Mythic is the best way to emulate that kind of crazy over the top madness.

To that end, I'm thinking of starting them off at level 1 w/ Mythic Tier 7-10. Has anyone done anything like that before? I personally find the concept pretty funny and wonder how it'll work. Big downsides I could see would be the massive stat bloat(a level one fighter with 30 str could be an issue) and casters getting lots of additional spells via their swift actions(I imagine they'll run out of spells before mythic power) but honestly given the theme I think all the PCs will be a little out of hand which is sort of the intent.

What kind of issues could you guys imagine might spring up or path abilities that would need to be banned or restricted for this concept too?

Someone pointed out the Mythic Heroes Handbook in another thread. They apparently 'fixed' some of the potential issues that became apparent after the Mythic rules were played widely. Might want to look into that if you are going to seriously consider the campaign.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

By designs the mythic system is intended to scale at roughly one tier every two levels. So you are going to have problems like more mythic feats then eligible non-mythic feats to augment, or synergistic class abilities that the players don't have yet. Mythic spell casters will end up doubling down on the lower level mythic spells.

You might need to create some explicit retraining rules, or break some perquisite stuff to allow characters to take feats they haven't qualified for yet.


Skylancer4 wrote:
Darth Grall wrote:

I've recently been inspired by an anime/manga to run a campaign about incredibly high powered fantasy characters. By high powered I mean, throwing spears over mountains, cut through stone like butter, literally be immortal. That kind of crazy powerful. And by and large it seems like Mythic is the best way to emulate that kind of crazy over the top madness.

To that end, I'm thinking of starting them off at level 1 w/ Mythic Tier 7-10. Has anyone done anything like that before? I personally find the concept pretty funny and wonder how it'll work. Big downsides I could see would be the massive stat bloat(a level one fighter with 30 str could be an issue) and casters getting lots of additional spells via their swift actions(I imagine they'll run out of spells before mythic power) but honestly given the theme I think all the PCs will be a little out of hand which is sort of the intent.

What kind of issues could you guys imagine might spring up or path abilities that would need to be banned or restricted for this concept too?

Someone pointed out the Mythic Heroes Handbook in another thread. They apparently 'fixed' some of the potential issues that became apparent after the Mythic rules were played widely. Might want to look into that if you are going to seriously consider the campaign.

Hmm, I wouldn't bank on that, honestly. I've read it, there's some horrendously broken stuff in there.


GM Runescarred Dragon wrote:
Skylancer4 wrote:
Darth Grall wrote:

I've recently been inspired by an anime/manga to run a campaign about incredibly high powered fantasy characters. By high powered I mean, throwing spears over mountains, cut through stone like butter, literally be immortal. That kind of crazy powerful. And by and large it seems like Mythic is the best way to emulate that kind of crazy over the top madness.

To that end, I'm thinking of starting them off at level 1 w/ Mythic Tier 7-10. Has anyone done anything like that before? I personally find the concept pretty funny and wonder how it'll work. Big downsides I could see would be the massive stat bloat(a level one fighter with 30 str could be an issue) and casters getting lots of additional spells via their swift actions(I imagine they'll run out of spells before mythic power) but honestly given the theme I think all the PCs will be a little out of hand which is sort of the intent.

What kind of issues could you guys imagine might spring up or path abilities that would need to be banned or restricted for this concept too?

Someone pointed out the Mythic Heroes Handbook in another thread. They apparently 'fixed' some of the potential issues that became apparent after the Mythic rules were played widely. Might want to look into that if you are going to seriously consider the campaign.
Hmm, I wouldn't bank on that, honestly. I've read it, there's some horrendously broken stuff in there.

Wouldn't know personally, just repeating what was mentioned in another thread.


The game described will be very, very "rocket tag"

If that's what you want, go for it.

If you want to curb some of the serious issues, go for Tier 5ish. Do not allow the Mythic Initiative "take another standard action" ability. Remove Mythic Vital Strike and Mythic Power Attack. Double the cost of all the "Cast any spell on your spell list" abilities.

If you do these things you'll end up with characters more optimized for versatility and defense instead of everyone going for giant damage.

Good luck.


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Darth Grall wrote:

I've recently been inspired by an anime/manga to run a campaign about incredibly high powered fantasy characters. By high powered I mean, throwing spears over mountains, cut through stone like butter, literally be immortal. That kind of crazy powerful. And by and large it seems like Mythic is the best way to emulate that kind of crazy over the top madness.

To that end, I'm thinking of starting them off at level 1 w/ Mythic Tier 7-10. Has anyone done anything like that before? I personally find the concept pretty funny and wonder how it'll work. Big downsides I could see would be the massive stat bloat(a level one fighter with 30 str could be an issue) and casters getting lots of additional spells via their swift actions(I imagine they'll run out of spells before mythic power) but honestly given the theme I think all the PCs will be a little out of hand which is sort of the intent.

What kind of issues could you guys imagine might spring up or path abilities that would need to be banned or restricted for this concept too?

I believe there was a FAQ here on the Archmage Arcana indicating they should be used as standard actions to cast a spell, not swift.


GM Runescarred Dragon wrote:

Hmm, I wouldn't bank on that, honestly. I've read it, there's some horrendously broken stuff in there.

Honestly, everything is broken if you have a lazy GM. I run a mythic campaign and allow everything from Mythic Adventures, Mythic Origins, Mythic Heroes Handbook, and the Mythic Spell Compendium. I like the challenge of keeping up with the players.

Fortunately, there is a great document from Legendary called Mythic Solutions which offers a variety of ways to handle mythic feats and abilities that people have found problematic over the past few years. It's allowed us to enjoy a fairly unlimited mythic campaign and we're having a lot of fun with it so far.


To the OP, I'd say there are no doubt some balance issues that will pop up from this approach, but if you keep everything under control and make adjustments where you need to, you can accomplish your goal. I'm curious to see what happens, so be sure to come back and share your session reports.


Mythic adds a lot to the characters but low level characters simply do not have the base to make them work properly. As was pointed out earlier the characters will have more mythic feats than regular feats. This means they will probably trade in mythic feats for regular feats. This kind of defeats the point of having mythic tiers. Also many of the mythic abilities are useless or a lot less powerful at low levels. Precision is useless before 6th level. Mythic Smite is great for a mid to higher level paladin but not as impressive on a first level paladin.

Your best bet is to stick with the suggested mythic progression. Mythic tiers are more like a force multiplier than a plain addition to power. I think a third level character with 2 mythic tiers is going to be more powerful than a 1st level character with 4 mythic tiers.

As someone running a mythic campaign I will tell you that even a few tiers of mythic can really up the power level. My characters just reached 8th level with only 2 mythic tiers. I recently brought in two new players without mythic tiers and they are totally outclassed by the mythic characters.


Besides being Glass Cannons, those players will be killing CRs well above their party level. I've run a campaign where I dropped enough Mythic Encounters so the players scaled one Tier for every two Levels, the conflicts were nasty, brutish, and short. Analyzing them, hours of gameplay within a few seconds of epic this-for-that. Mythics can essentially be a two-Player party and still wreck most APs they run in.

I've also been in a campaign and was given but one Mythic Tier and woe came upon the setting with just being a Hierophant 1 with Dual Path into the Archmage tree. It ended at Level 7 in a TPK attempt where the DM nuked his own setting just to end the one-sided beating the campaign became. The threats that "challenged" me essentially were killing my teammates, and I felt bad for it.

Mythic 10 one is immortal I believe? Or will immediately regenerate somewhere safe... being only able to be slain by another Mythic.

Mythic in PF is basically comparing Exalted to D&D.

Nothing against high-power gaming though because it unlocks those hilariously high-powered fights out of the box (my advice to the Dragon in a Mythic contest... use dem wings and fly away before that Champion just straights launches onto you from ground level or the Trickster does something equally obscene) with less development of the PCs, but even then optimizing Mythic is akin to those extra PC levels worth of work.

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