
Tyophelis |

Hello
I m playing a Paladin of Iomedea in Wotr and I ve read all about how Mythic rules ruin the game and how encounters end to quickly etc. I ve talked to the DM that he should slow our progress down etc but I can t change his mind. He s always been very lenient and generous, we all roled pretty high stats and he even allows 3rd party material etc. We are now 6th lvl and 1st Mythic tier and from now on I want to refuse Mythic tiers, just keep my pala at Mythic 1. He s a powerfull character and I m pretty content with what he s got so far, fighting with sword and board and intimidating when I charge foes on my mount. The only thing I am concerned with is the survivability of my axebeak and I might ask the dm to give it one of my mythic tiers, but not more then one. Would it be possibel to complete this adventure path with just one mythic tier? Do you think I ll start regreting my decision later on? How should I explain my decision in game. I was thinking of spinning the story how this deamon cursed land is affecting my commrades, that the hunger for more power is something evil that the deamons have awakened us, that the source of power, the wardstones should not be depleted more. I m gratefull for any other original ideas

Cantriped |

I don't really see the point in performing the mechanical equivalent of shooting yourself in the foot. I can understand being happy with where you are... but this is also a cooperative game, and your decision to lag behind your party members puts them at risk too. Just take the mythic tiers.
Also, unless you get one as a Companion (through Divine Bond for example), it isn't really worth trying to keep a Mount... Unlike you they aren't gaining hit dice. Eventually your mount will become too weak to survive being used in combat.

Dryad Knotwood |
There are notes in the introduction of each portion of WotR on not using mythic power for the adventure path. You could have your GM take a look at that and use those suggestions for how to level your paladin rather than gain mythic power.
It's probably not as powerful, but it may be what you're looking for. Good luck on trying it out.

Tyophelis |

From what i ve read in several threads, is that the mythic rules destroied peoples joy with this ap and they stoped at around lvl 12 because they ve been rofl stomping all the encounters. I don t want to contribute to something that s ruining the game. I am a dm myself and hate anti climatiq fights. As a player I always try to balance my characters offense and defense, or just play a support char, because longer fights make for more epic encounters. There s little that frustrates me more then boss fights that last for 2 rounds.
To my own suprise I chose the mount as divine bond for my paladin because I already got a magic weapon that progresses while leveling up. Cant remember the name of the sword. I also read that this was one of the rare Ap s where not alot of encounters are indoors so a mount could be usefull. And when i saw the mythic power of mounted maniac that allows an aoe fear on charge, i went for it. My character is a tiefling with the ancestral scorn racial feat, so the fear effect also sickens or even nauseteas evil outsiders. I just feel I have all the essentials for my build. Fey foundling, tiefling racial, mythic power attack. All the rest will just be extra gravy to intimidate better or crit on more dice rolls. I don t wanna be superman who squashes deamons between his toes. I rather be the beacon of light who struggles to iluminate the whole cave. My survivability is good with hero s defiance as o s$%$ button.
Why would i contribute to ruining a nice game with an epic story by trivializing all the encounters?
I want to stop at tier one because that is before you can add a extra standart to your fullround action. Which imho is where it starts to go overboard

Tyophelis |

So far i don t feel like i am beeing carried. I already have 20 strenght without any items or buffs at lvl 6. The sword is already +2 and will keep progressing. Until now I ve been the highest damage dealer in the group but the inquisitor will certainly overtake me soon, by shooting loads of holy bane arrows every round. Until now I ve been the main tank, putting my body between hits destined for other people in crucial moments with the suicidal trait. My Lay on hands heals 3w6 +11 on myself and if I drop below 0 hero s defiance goes off for 4w6+13. Saves are obviously good as a paladin, do I really need more for this adventure? If I look at any of my other characters, they are gimps compared to this paladin at the same level. Obviously I don t know what lies ahead, but are you all convinced I ll struggle without more mythic tiers?

Derek Dalton |
Ran through three modules of Wrath. We had played mythic in a homebrew and were shocked how powerful they could be. In Wrath the series takes mythic into account. I played a Wizard and the mythic tiers helped me and the party without overbalancing things. I wasn't suddenly splattering demons with a single spell. We had a paladin in our group he never once with mythic power killed a demon without help. He was powerful but not overpowering as you'd think.
The mythic tiers and abilities are sweet and powerful no doubt about that. But the module series and a capable GM can keep them from over balancing the game easy enough. Realize this though monsters in that series have mythic abilities. A demon having a standard action then a full round action will ruin your day just as easily as you think you can ruin his.

Tyophelis |

There are notes in the introduction of each portion of WotR on not using mythic power for the adventure path. You could have your GM take a look at that and use those suggestions for how to level your paladin rather than gain mythic power.
It's probably not as powerful, but it may be what you're looking for. Good luck on trying it out.
Thank you for that suggestion, that s certainly something to consider. But to be honeat I don t really want to replace mythic with something else. I would love to play with mythic if it wouldn t brake the game.
I think I want to prove it to the people at our table that it s possible to keep it challenging and still have fun.

JohnHawkins |

You have a good idea.
By Book 5 Mythic rules break the game completly and the published bad guys are luck to last a single pc's turn. With properly build mythic (alightly nerfed) by the end of the campaign a Paladin should do a minimum of of 500 pts of damage a round without bothering to roll any dice (when my Paladin PC and the group made a real effort they hit over 1500hp damage in a round from the Paladin).
However if you are the only one not using your full mythic power it will just make you weaker than everyone else and still be a curbstomp..
Unless someone has played in or run book 5 and 6 they will grotesquely underestimate the problems. I kept the fights competetive until late book 5 by completely rebuilding every single encounter and monster and that took a lot of effort, by the end of book 5 it was impossible. I could kill all the pc's as the Glass cannon effect is more pronounced but unless I killed them all (which is no fun) I could not make fights intersting.
The authors despite a great plot , and great characters had no idea of the power of high mythic rank pc's and nothing published can survive more than 1 round.
As a group they normall forgot they could all share the smite evil
(Numbers
6 attacks with attack bonus 61 from the Paladin which do not miss if a 1 is rolled each hit does 3d6+84 +2d6 holy damage crit on a 17+
I banned the extra damage from power attack on a crit and improved crit. So if no crit on average 101 per attak, 6 attacks hit I would expect 1 crit on average taking that up to 700 hp average damage.
When they tried hard he would be using Foebiter with his weapon and the Wizard would have used Wish/Limited Wish to put a Litany of righteousness on the target Foebiter (I limited their ability to use this ) and the Litany means an average of about 2100hp damage. None of the published demon lords could survive 1 round of that without using the Foebiter/Litany strategy and the other melee pc was close to the same damage)
Menas
Male demon-spawn tiefling paladin (oath against fiends, oath of vengeance) 20/Champion 10 (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 60, 60)
LG Large outsider (native)
Init +17; Senses darkvision 60 ft.; Perception +16
Aura courage (10 ft.), faith (10 ft.), righteousness (10 ft.)
--------------------
Defense
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AC 39, touch 26, flat-footed 37 (+11 armor, +15 deflection, +2 dodge, +2 natural, -1 size)
hp 348 (20d10+220)
Fort +41, Ref +27, Will +31
Defensive Abilities hard to kill, mythic saving throws, unstoppable; DR 10/evil; Immune compulsion, disease, fear; Resist cold 5, electricity 10, fire 5
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Offense
--------------------
Speed 50 ft. (40 ft. in armor)
Melee +1 adamantine morningstar +57/+57/+57/+57/+57 (2d6+63) or
. . dagger +56/+56/+56/+56/+56 (1d6+62/19-20) or
. . radiance +61/+61/+61/+61/+61 (3d6+84/17-20 plus 2d6 vs. evil)
Ranged +2 adaptive composite longbow +42/+42/+42/+42/+42 (1d8+46/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks claws (2, 1d6 plus 1d6 fire, treated as magic weapons, 19 rounds/day), mythic power (24/day, surge +1d12), smite evil 7/day (+15 attack and AC, +24 damage)
Paladin Spell-Like Abilities (CL 20th; concentration +35)
. . At will—detect evil
Paladin (Oath against Fiends, Oath of Vengeance) Spells Prepared (CL 17th; concentration +32)
. . 3rd—archon's aura[UM] (DC 28), blessing of fervor[APG]
. . 2nd—light of iomedae (2, DC 27), remove paralysis
. . 1st—divine favor, ghostbane dirge[APG] (2, DC 26), hero's defiance[APG]
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Statistics
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Str 42, Dex 10, Con 26, Int 12, Wis 10, Cha 40
Base Atk +20; CMB +58; CMD 64
Feats Dual Path[M], Eldritch Heritage[M], Furious Focus[APG], Painful Anchor[UM], Power Attack[M], Skill Focus (Knowledge [planes]), Vital Strike
Traits reactionary, stolen fury
Skills Acrobatics +1 (+5 to jump), Appraise +5, Bluff +19, Climb +17, Diplomacy +32, Disguise +19, Escape Artist +1, Fly -1, Heal +4, Intimidate +25, Knowledge (planes) +15, Knowledge (religion) +13, Perception +16, Ride +5, Sense Motive +10, Stealth -3, Survival +4, Swim +17; Racial Modifiers +2 Perception
Languages Abyssal, Common, Sakvroth
SQ added summonings, amazing initiative, anchoring aura, bloodline arcana (summoned creatures gain DR 10/good), channel wrath, divine bond (weapon +6, 4/day), fleet charge[MA], foe-biting, force of will, holy champion, holy vessel, immortal, lay on hands 26/day (10d6), legendary champion, legendary hero, legendary item[MA], legendary item[MA], legendary item[MA], legendary power, legendary surge, mercies (sickened, staggered), mythic bond, mythic smite[MA], powerful justice, precision[MA], precision[MA], precision[MA], precision[MA], prehensile tail[ARG], recuperation, rejuvenating, strength of the abyss, unstoppable strike
Combat Gear +1 evil outsider-bane arrows (50), +2 beast-bane arrows (50), potion of cure serious wounds (2), potion of lesser restoration (2), wand of bless weapon (18 charges), wand of cure light wounds (38 charges), wand of cure moderate wounds; Other Gear armor of the pious, +1 adamantine morningstar, +2 adaptive composite longbow, radiance, arrows (20), dagger, belt of physical might +4 (Str, Con), belt of physical perfection +6, efficient quiver, handy haversack, headband of alluring charisma +2, headband of alluring charisma +6, ring of protection +1, silver smite bracelet[APG], swarmbane clasp[UE], terendelev's scales (resistance), belt pouch, belt pouch, flint and steel, mess kit[UE], silver holy symbol of Iomedea, 114 gp, 8 sp
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Tracked Resources
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+1 evil outsider-bane arrows - 41/50
+2 beast-bane arrows - 31/50
Amazing Initiative (1/round) (Ex) - 0/1
Armor of the pious (1/day) - 0/1
Arrows - 0/20
Dagger - 0/1
Detect Evil (At will) (Sp) - 0/0
Divine Bond (Weapon +6, 20 mins, 4/day) (Sp) - 0/4
Flaming Claws (19 rounds/day) (Su) - 0/19
Lay on Hands (10d6 hit points, 26/day) (Su) - 0/26
Legendary Power (4/day) - 0/4
Mythic Power (24/day, Surge +1d12) - 0/24
Potion of cure serious wounds - 0/2
Potion of restoration, lesser - 0/2
Smite Evil (7/day) (Su) - 0/7
Wand of bless weapon (18 charges) - 0/18
Wand of cure light wounds (38 charges) - 14/38
Wand of cure moderate wounds - 0/50
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Special Abilities
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Added Summonings (Su) Gain one extra creature when summon demons or those with the fiendish template.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Anchoring Aura (DC 35) (Su) At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Righteousness +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. compulsion.
Bloodline Arcana: Abyssal (Ex) Summoned creatures gain DR 10/good (doesn't stack with other DR).
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.
This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +6, 20 mins, 4/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Eldritch Heritage [Mythic] Gain increased bloodline powers
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Flaming Claws (19 rounds/day) (Su) As a free action, gain 2 flaming claw attacks that bypass DR as magic weapons.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+10 bonus, bypass all DR).
Foe-Biting When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a conf
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Champion (Su) Smite evil banishes evil outsiders, channel energy/lay on hands healing is Maximized.
Holy Vessel (Su) At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spel
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immunity to Compulsion You are immune to compulsion.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (10d6 hit points, 26/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legendary Champion (Ex) On a miss against a non-mythic foe, reroll and take 2nd result. Activate when roll 20 to regain 1 power.
Legendary Hero (Su) One use of mythic power is regained each hr.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
A myth
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Smite (Su) Recover 1 smite w/mythic power, attacks vs. evil creatures bypass DR for rest of turn.
Painful Anchor (4d8+15) Deal damage to an anchored evil outsider
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Powerful Justice (Su) At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin's bonus to damage, not her smite's attack bonus or ability to bypass DR.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Rejuvenating (100 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard acti
Smite Evil (7/day) (Su) +15 to hit, +24 to damage, +15 deflection bonus to AC when used.
Strength of the Abyss +6 (Ex) Gain a +6 inherent bonus to STR.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Unstoppable Strike This weapon bypasses all armor. The wielder can expend one use of legendary power when attacking to make the attack against touch AC. If she instead expends two uses of legendary power, the weapon also bypasses any deflection bonus to AC the target h
Vital Strike Standard action: x2 weapon damage dice.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
I gave the end boss 16000 hp he lasted 2 and a half rounds
At one point the Rangers animal companion Solo killed a Balor

Tyophelis |

Wow john
That are some crazy numbers, but I also think that your group likes to optimize. I know how broken the foe biter and mythic vital strike are and will not consider them an option. mythic eldritch heritage is also a very good return, I would actualy love to have nanite on one of my melee characters.
I know that I ll fall behind the other party members, but atleast I hope they ll notice the difference and that they are breaking the game.
Our monk is going for a foehammer mechanical arm and the dmg from the inquisitor will alrdy be insane without mythic. I don t even dare to imagine what mythic feats there are for ranged combat.
But what really got my attention is the rager pet soloing a balor. How did it manage that? What feats are there to buff an animal companion so it stays competitive in a mythic game?
I am very confident that our dm will not make the effort to rewrite every encounter (he s not always as prepared as i d like). I already had to tell him to max hp of his monsters after he was pretty surprised how we cruised through the first keep. I really fear for this game, because I love the story and my char but worry that we re gona brake the game.

JohnHawkins |

I don't consider the Paladin as vastly optimised, if you drop his stats a bit he still does massive damage. I think that the version I printed had not used 3 of it's mythic powers. All it takes is power attack, I should note those stats did include spells like Haste(none mythic) , Mythic Heroism and a couple of others but Long duration Buff's and Haste are in my experience standard particularly for Boss fights
Pebble
Badger
N Large animal
Init +11; Senses low-light vision, scent; Perception +21
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Defense
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AC 41, touch 13, flat-footed 35 (+11 armor, +5 Dex, +1 dodge, +17 natural, -1 size, -2 untyped penalty)
hp 222 (15d8+150)
Fort +19, Ref +15, Will +10 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
--------------------
Speed 60 ft., burrow 20 ft., climb 20 ft.
Melee armor spikes +39/+39/+34/+29 (1d8+28) or
. . bite +42 (4d6+31/19-20 plus 2d6 vs. evil), 2 claws +42 (3d6+31 plus 2d6 vs. evil)
Space 10 ft.; Reach 5 ft.
Special Attacks rage
--------------------
Statistics
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Str 42, Dex 20, Con 31, Int 4, Wis 12, Cha 10
Base Atk +11.25; CMB +41; CMD 42 (46 vs. trip)
Feats Extra Rage, Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Improved Natural Attack (claw), Iron Will, Light Armor Proficiency, Medium Armor Proficiency
Tricks Attack, Attack, Attack Any Target, Defend, Detect, Down, Fighting, Flank, Seek, Stay, Watch
Skills Acrobatics +11 (+23 to jump), Climb +23, Perception +21, Stealth +11, Survival +7
SQ attack any target, defend, detect, devotion, fighting, flank, improved evasion, seek, watch
Other Gear +5 armor spikes mithral breastplate, +3 holy amulet of mighty fists, belt of physical might +6 (Str, Con), dire collar, greater[ACG]
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Burrow (20 feet) You have a Burrow speed.
Climb (20 feet) You have a Climb speed.
Defend [Trick] The animal will defend you.
Detect [Trick] Indicates unusual smells, noises, etc.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Flank [Trick] Attempts to attack and flank indicated enemy.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Watch [Trick] Stands watch over designated area.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.