Mythic Trial To Mythic Level 2 / Level 12 Characters


Homebrew and House Rules


Does this seem fair for a mythic trial.

2 half-orc Barbarians with DR/Epic that stacks up every time you hit them.
They also have most of the Deathless feats and Animal totems making them Charging Maniacs that never die.

Our main damage is me a fighter and another Barbarian.


A mythic trial is generally the culmination of a genuine challenge. Powerful Enemies are one facet, but according to Mythic Adventures, a true Mythic Trial should have at least two more from the following list:

-Cunning Foes (played intelligently, not 'walk forward to smash the PCs')
-Hard Consequences (something unexpected happening as a result of using their power)
-Impressive Settings (a truly interesting place where the event happens)
-Legendary Creatures (who ARE these half-orc barbarians, why do they have this growing DR, and how do they affect the world around them with it?)
-Otherworldly Influence (is anyone from Outside involved?)
-Supernatural Events (really weird weather, etc.)
-Anything else that seems appropriate for the story

A "hard fight" generally isn't enough to be a mythic trial. ^^ It should be a real turning point in the story.


Thank you ^_^


No problem. XD Figuring out mythic trials is a bit challenging at first, but gets easier when you start thinking of them as "major story events", typically the completion of some kind of quest or mission. Boss fights aren't the only way to do them, either - environmental challenges can also be fun.


In the mythic game I am running the trials are very plot relevant. I am running though a self made game against Tar-Baphon. Their first tier was earned at one of the three seals holding him in and they will be getting two more tiers at the other two seals.

One that will be coming up late game is the culmination of one PCs personal story. His village was kidnapped and I am taking them to the location that village and others were taken. They will have to fight though that undead fortress and deal with those left over.

Another I am thinking of using is a scripted TPK where they are given a Tier from the Gods. I am going back and forth on that one.

I would advise keeping the tier granting fights a turning points in the adventure as GM Rednal advised. By all means make it a hard fight if you want. If sort of depends on how mythic abilities are granted in your world.

In mine it comes from a Divine or near Divine source so not a lot of people have it. And since they can with their new abilities do things normal powerful people cannot they stick out. If it is only something that comes from a battle then the fight should be brutal because that implies that Mythic Power is gained by defeating Mythic foes. If that is route you are going I would play to the fear that the party could lose their powers as well.

With that idea a fun way to tier up would for them to be defeated and lose their tiers and have to track the people that defeated them and gain their powers back.


I'm running a semi mythic game with characters the same level and tiers as yours. I say semi mythic because not every game session is mythic level. So far it's been a challenge because of the jump in power level, but the players are really enjoying it. And when they're happy, I'm happy.

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