Will there be anything like Mythic?


Pathfinder Second Edition General Discussion


Has there been any announcement? It would be nice if there was something like the owlcat version of wrath of the righteous, its one of my favorite games specially the mythic paths like angel, aeon, trickster, gold dragon etc... but I'm fine with regular mythic too.


Pathfinder Starfinder Society Subscriber

Yes! We're getting PF2's version of Mythic rules just next month in the book War of Immortals in fact.


Eldritch Yodel wrote:
Yes! We're getting PF2's version of Mythic rules just next month in the book War of Immortals in fact.

Oh lucky me I hope it will be good, any place I can find information on it?

Dark Archive

Not only is Mythic coming out, I would expect Reveiwers and Subscribers to start getting copies sometime in the next 7-10 days or so.

https://paizo.com/products/btq02oar

Street Release set for Oct 30th.

So you picked a really good time to ask your question!


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

A little expectation management: I doubt that the PF2 War of Immortals will contain the "gonzo power-ups" that existed in PF1 mythic rules, due to the strongly bounded math in PF2. IMO, it will likely be more like the free archetype variant rule or possibly dual-class PCs.

Cognates

R3st8 wrote:
Eldritch Yodel wrote:
Yes! We're getting PF2's version of Mythic rules just next month in the book War of Immortals in fact.
Oh lucky me I hope it will be good, any place I can find information on it?

I don't think we know too much about Mythic rules for WoI, actually. A couple of the paths have been named, such as "Archfiend" or "Apocolypse rider" which could suggest an extraplanar element to them, similar to what owlcat did, but owlcat's mythic classes were for a single player game and so could be grotesquely overpowered (Zippy magic, anyone?) without much issue.

We'll probably get some more details either offically, or unoffically as people get their hands on early access copies, soon enough though. Places like this forum or reddit are decent ways to keep informed.


IIRC gaining a Mythic Calling or Mythic Destiny also lets you use a mythic proficiency, +10, for some specific kinds of checks. No idea what those are, though.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Old_Man_Robot wrote:

Not only is Mythic coming out, I would expect Reveiwers and Subscribers to start getting copies sometime in the next 7-10 days or so.

https://paizo.com/products/btq02oar

Street Release set for Oct 30th.

So you picked a really good time to ask your question!

The window is due to open on the 15th, a Tuesday. I expect subscribers will start to get copies on the 16th. Reviewers will, of course, get theirs earlier. We're almost there!


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BotBrain wrote:
but owlcat's mythic classes were for a single player game and so could be grotesquely overpowered (Zippy magic, anyone?) without much issue.

To be fair, the mythic rules for pf1e felt like they were designed for a single player game and were grotesquely overpowered.

Cognates

The Gleeful Grognard wrote:
BotBrain wrote:
but owlcat's mythic classes were for a single player game and so could be grotesquely overpowered (Zippy magic, anyone?) without much issue.
To be fair, the mythic rules for pf1e felt like they were designed for a single player game and were grotesquely overpowered.

HA. That's certainly true.


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So there's two main parts of the Mythic system: Your Mythic Calling and your Mythic Destiny. Both are on a separate feat track, similar in execution to the Free Archetype variant rule. For levels 1-10, you pursue your Mythic Calling. This is a slightly more generic path, like the "Sage's Calling" or the "Guardian's Calling". Then, once you get to level 11 and onward, you pick your Mythic Calling. This is a much more specific fantasy of your ascension to a higher state of existence. We know of ones like the "Apocalypse Rider" "Archfiend", "Ascended Celestial", "Eternal Legend", "Mortal Herald" and the "Prophesied Monarch".

For Mythic Callings and Destinies, you become much harder to kill. Instead of dying at Dying 3 (or 4 with Diehard), you get back up and become Doomed instead. You'll only die fully once you're full up on Doomed and die afterwards. You also get access to Mythic Points, which you can use to access a Mythic Proficiency. This proficiency seems to be a proficiency of level + 10, which would allow you to do better than even the most Legendary of creatures.

In return, you'll possibly face off against Mythic creatures! These creatures, like how it works with players, are not built for beyond the intended levels. Instead, there are several templates you can apply to any creature to make them much more difficult to take down. Like the Trickster featured in one stream. Just when you think you've killed the Trickster, they'll have switched themselves with any raven, fox or coyote within a 100 mile radius of them! So you'll need the Mythic Calling/Destiny's various high-fantasy feats and abilities to best take these Mythic creatures down.


Ezekieru wrote:

So there's two main parts of the Mythic system: Your Mythic Calling and your Mythic Destiny. Both are on a separate feat track, similar in execution to the Free Archetype variant rule. For levels 1-10, you pursue your Mythic Calling. This is a slightly more generic path, like the "Sage's Calling" or the "Guardian's Calling". Then, once you get to level 11 and onward, you pick your Mythic Calling. This is a much more specific fantasy of your ascension to a higher state of existence. We know of ones like the "Apocalypse Rider" "Archfiend", "Ascended Celestial", "Eternal Legend", "Mortal Herald" and the "Prophesied Monarch".

For Mythic Callings and Destinies, you become much harder to kill. Instead of dying at Dying 3 (or 4 with Diehard), you get back up and become Doomed instead. You'll only die fully once you're full up on Doomed and die afterwards. You also get access to Mythic Points, which you can use to access a Mythic Proficiency. This proficiency seems to be a proficiency of level + 10, which would allow you to do better than even the most Legendary of creatures.

In return, you'll possibly face off against Mythic creatures! These creatures, like how it works with players, are not built for beyond the intended levels. Instead, there are several templates you can apply to any creature to make them much more difficult to take down. Like the Trickster featured in one stream. Just when you think you've killed the Trickster, they'll have switched themselves with any raven, fox or coyote within a 100 mile radius of them! So you'll need the Mythic Calling/Destiny's various high-fantasy feats and abilities to best take these Mythic creatures down.

"Prophesied Monarch" sounds interesting I hope its a god king style thing like razmir if he was the real deal.


R3st8 wrote:
Ezekieru wrote:

So there's two main parts of the Mythic system: Your Mythic Calling and your Mythic Destiny. Both are on a separate feat track, similar in execution to the Free Archetype variant rule. For levels 1-10, you pursue your Mythic Calling. This is a slightly more generic path, like the "Sage's Calling" or the "Guardian's Calling". Then, once you get to level 11 and onward, you pick your Mythic Calling. This is a much more specific fantasy of your ascension to a higher state of existence. We know of ones like the "Apocalypse Rider" "Archfiend", "Ascended Celestial", "Eternal Legend", "Mortal Herald" and the "Prophesied Monarch".

For Mythic Callings and Destinies, you become much harder to kill. Instead of dying at Dying 3 (or 4 with Diehard), you get back up and become Doomed instead. You'll only die fully once you're full up on Doomed and die afterwards. You also get access to Mythic Points, which you can use to access a Mythic Proficiency. This proficiency seems to be a proficiency of level + 10, which would allow you to do better than even the most Legendary of creatures.

In return, you'll possibly face off against Mythic creatures! These creatures, like how it works with players, are not built for beyond the intended levels. Instead, there are several templates you can apply to any creature to make them much more difficult to take down. Like the Trickster featured in one stream. Just when you think you've killed the Trickster, they'll have switched themselves with any raven, fox or coyote within a 100 mile radius of them! So you'll need the Mythic Calling/Destiny's various high-fantasy feats and abilities to best take these Mythic creatures down.

"Prophesied Monarch" sounds interesting I hope its a god king style thing like razmir if he was the real deal.

From what we've heard so far it's closer to legends like those of King Arthur returning in Britain's hour of need, etc.


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Ezekieru wrote:

So there's two main parts of the Mythic system: Your Mythic Calling and your Mythic Destiny. Both are on a separate feat track, similar in execution to the Free Archetype variant rule. For levels 1-10, you pursue your Mythic Calling. This is a slightly more generic path, like the "Sage's Calling" or the "Guardian's Calling". Then, once you get to level 11 and onward, you pick your Mythic Calling. This is a much more specific fantasy of your ascension to a higher state of existence. We know of ones like the "Apocalypse Rider" "Archfiend", "Ascended Celestial", "Eternal Legend", "Mortal Herald" and the "Prophesied Monarch".

For Mythic Callings and Destinies, you become much harder to kill. Instead of dying at Dying 3 (or 4 with Diehard), you get back up and become Doomed instead. You'll only die fully once you're full up on Doomed and die afterwards. You also get access to Mythic Points, which you can use to access a Mythic Proficiency. This proficiency seems to be a proficiency of level + 10, which would allow you to do better than even the most Legendary of creatures.

In return, you'll possibly face off against Mythic creatures! These creatures, like how it works with players, are not built for beyond the intended levels. Instead, there are several templates you can apply to any creature to make them much more difficult to take down. Like the Trickster featured in one stream. Just when you think you've killed the Trickster, they'll have switched themselves with any raven, fox or coyote within a 100 mile radius of them! So you'll need the Mythic Calling/Destiny's various high-fantasy feats and abilities to best take these Mythic creatures down.

Do we have confirmation that none of the creatures will break the level cap of 25?


Perpdepog wrote:
From what we've heard so far it's closer to legends like those of King Arthur returning in Britain's hour of need, etc.

what about the sage one or eternal legend are they wizardy?


'Eternal Legend' reminds me of the 'Legend' Mythic Path in the Wrath of the Righteous CCRPG. I'm expecting something like pseudo-dual classing or a supercharged archetype.


I'm sure this was likely answered before, but I find really weird that we are going to get a class named "guardian" and a mythic path named "guardian". That feels really weird because I don't recall a single instance of Paizo giving the same name to two things, specially with classes.


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Pathfinder Rulebook Subscriber
Ezekieru wrote:
So there's two main parts of the Mythic system: Your Mythic Calling and your Mythic Destiny. Both are on a separate feat track, similar in execution to the Free Archetype variant rule. For levels 1-10, you pursue your Mythic Calling. This is a slightly more generic path, like the "Sage's Calling" or the "Guardian's Calling". Then, once you get to level 11 and onward, you pick your Mythic Calling. This is a much more specific fantasy of your ascension to a higher state of existence. We know of ones like the "Apocalypse Rider" "Archfiend", "Ascended Celestial", "Eternal Legend", "Mortal Herald" and the "Prophesied Monarch".

NGL this kinda sounds like 4e paragon paths and epic destinies.


exequiel759 wrote:
I'm sure this was likely answered before, but I find really weird that we are going to get a class named "guardian" and a mythic path named "guardian". That feels really weird because I don't recall a single instance of Paizo giving the same name to two things, specially with classes.

Michael Sayre made a passing comment about that situation HERE.


exequiel759 wrote:
I'm sure this was likely answered before, but I find really weird that we are going to get a class named "guardian" and a mythic path named "guardian". That feels really weird because I don't recall a single instance of Paizo giving the same name to two things, specially with classes.

But it allows you to be a guardian/guardian to be the guardianest!


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

"Who guards the guardians?" A guardian class with the guardian mythic path, of course! (j/k)


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Calliope5431 wrote:
Ezekieru wrote:

So there's two main parts of the Mythic system: Your Mythic Calling and your Mythic Destiny. Both are on a separate feat track, similar in execution to the Free Archetype variant rule. For levels 1-10, you pursue your Mythic Calling. This is a slightly more generic path, like the "Sage's Calling" or the "Guardian's Calling". Then, once you get to level 11 and onward, you pick your Mythic Calling. This is a much more specific fantasy of your ascension to a higher state of existence. We know of ones like the "Apocalypse Rider" "Archfiend", "Ascended Celestial", "Eternal Legend", "Mortal Herald" and the "Prophesied Monarch".

For Mythic Callings and Destinies, you become much harder to kill. Instead of dying at Dying 3 (or 4 with Diehard), you get back up and become Doomed instead. You'll only die fully once you're full up on Doomed and die afterwards. You also get access to Mythic Points, which you can use to access a Mythic Proficiency. This proficiency seems to be a proficiency of level + 10, which would allow you to do better than even the most Legendary of creatures.

In return, you'll possibly face off against Mythic creatures! These creatures, like how it works with players, are not built for beyond the intended levels. Instead, there are several templates you can apply to any creature to make them much more difficult to take down. Like the Trickster featured in one stream. Just when you think you've killed the Trickster, they'll have switched themselves with any raven, fox or coyote within a 100 mile radius of them! So you'll need the Mythic Calling/Destiny's various high-fantasy feats and abilities to best take these Mythic creatures down.

Do we have confirmation that none of the creatures will break the level cap of 25?

We've had confirmation since the announcement of WoI from Jason Bulmahn that PF2E's Mythic rules are not an extension of the game past 20th level.

There was also this exchange from the Discord spoilers this year at PaizoCon Online 2024:

Discord User wrote:
“very hyped since it'll be interesting to see if its return of 26-30 levels and if it isn't then how mythic creatures are different from 1e mythics (and if we get more 1e mythics like devastator back) and how the mythic abilities feel and aaa x'D”
James Jacobs wrote:
It's not a return to 26–30 level play. Mythic creatures versus non-mythic creatures (or versus non-mythic parties) will still win, but yeah, the way we, for example, would stat up Treerazer as a non-mythic level 25 threat versus, say, Cyth-V'sug as a level 25 mythic threat is something that's very different than the way it worked in 1st edition. it's a lot more elegant and interesting, and I actually think it'll make it a lot less tricky to get those powerful stat blocks out there for folks to play with over time.

Finally... Michael Sayre, during the Keynote at PaizoCon 2024, stated that, in terms of the Mythic creatures in WoI, they did not change the level scaling of the game for them. Instead, these Mythic threats possess abilities and the options they have go outside of the usual math framework of the game. His cited example is the Immortal Trickster's ability to switch with any raven/fox/coyote within 100 mile radius of him instead of dying.


Squiggit wrote:
Ezekieru wrote:
So there's two main parts of the Mythic system: Your Mythic Calling and your Mythic Destiny. Both are on a separate feat track, similar in execution to the Free Archetype variant rule. For levels 1-10, you pursue your Mythic Calling. This is a slightly more generic path, like the "Sage's Calling" or the "Guardian's Calling". Then, once you get to level 11 and onward, you pick your Mythic Calling. This is a much more specific fantasy of your ascension to a higher state of existence. We know of ones like the "Apocalypse Rider" "Archfiend", "Ascended Celestial", "Eternal Legend", "Mortal Herald" and the "Prophesied Monarch".
NGL this kinda sounds like 4e paragon paths and epic destinies.

I mean it totally is.

4e is a model for pathfinder 2 in a lot of ways


But do you count as divine, demigod, minor-quasi deity or something like that? like least at level 20? well at least the trickster sounds nice and I have always been found of ravens.


Squiggit wrote:
Ezekieru wrote:
So there's two main parts of the Mythic system: Your Mythic Calling and your Mythic Destiny. Both are on a separate feat track, similar in execution to the Free Archetype variant rule. For levels 1-10, you pursue your Mythic Calling. This is a slightly more generic path, like the "Sage's Calling" or the "Guardian's Calling". Then, once you get to level 11 and onward, you pick your Mythic Calling. This is a much more specific fantasy of your ascension to a higher state of existence. We know of ones like the "Apocalypse Rider" "Archfiend", "Ascended Celestial", "Eternal Legend", "Mortal Herald" and the "Prophesied Monarch".
NGL this kinda sounds like 4e paragon paths and epic destinies.

Exactly I thought as I was reading it.

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