Mythic content from Revenge of the Runelords


Pathfinder Second Edition General Discussion


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The new mythic content from the Revenge of the Runelords adventure path - Player's Guide and Lord of the Trinity Star - can be found on Demiplane:

First thoughts:

Both the new callings & destinies are cool & thematic to that adventure path.

The mythic callings suffer a bit from many mythic feats not being updated to work with them, i.e. many mythic feats still have the old callings as prerequisite, thus cannot be taken with the new callings.

The mythic destinies are more powerful/useful than the old mythic destinies and more broadly applicable than just to few classes. I bet a lot of people will like them and want to play with those more "mythic-feely" destinies.

Though I hope there's a bit of an errata coming along to fix the issue with the calling prerequisites as well as an errata to the Avenging Runelord mythic destiny:

When taking the Avenging Runelord dedication feat, a character should be allowed to choose which ability score to use for the spells gained from this destiny. Currently these spells are all innate spells, which means they're all exclusively based on Charisma. This makes this destiny a bad choice for Runelord Wizards (!!!) or any other non-CHA based character. Sorcerers, Oracles, Bards, and Thaumaturges can make much better use of this destiny than INT- or WIS-classes, like Runelord Wizards or Clerics of Lissala, which feels wrong.


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It feels like Avenging Runelord was made such that non-spellcasters could also get something out of it with how the innate spells work, but that leads to a very silly outcome where it's better on a typical Thaumaturge than a typical Runelord Wizard.

Would definitely be a good fix to let this work with their primary spellcasting ability score for spellcasters.


These look as cool as I was hoping they would. Sadly doesn't seem like Demiplane is super accessible to my screen reader; guess I'll have to get the AP volume if I wanna read them.

(Or wait until they're on Pathbuilder or AoN, but I don't wanna.)

Paizo Employee Creative Director

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Theaitetos wrote:
When taking the Avenging Runelord dedication feat, a character should be allowed to choose which ability score to use for the spells gained from this destiny. Currently these spells are all innate spells, which means they're all exclusively based on Charisma. This makes this destiny a bad choice for Runelord Wizards (!!!) or any other non-CHA based character. Sorcerers, Oracles, Bards, and Thaumaturges can make much better use of this destiny than INT- or WIS-classes, like Runelord Wizards or Clerics of Lissala, which feels wrong.

This in particular is an excellent homebrew rule, and I fully support its use in games that use the Avenging Runelord.

The process of issuing errata for adventures is kind of non-extant—we generally don't have the time or resources to do things like this. It MAY be in the future, when Adventure Paths are fully contained in hardcovers and are thus less onerous to reprint, that errata to things like this could take place, but again that would STILL depend on our time and resources. And since rule content in adventures is more complex to orcestrate errata for because that process should involve both the adventure developer and the Rules team (unlike, say, errata for a rulebook, which doesn't require adventure developer input), that's one more reason why you don't see "official adventure errata" as often.

Also, I strongly feel that the 2E mythic rules work best when their options DO incorporate thematically and directly into an adventure narrative, since that's one of the underlying design philosophies for the 2E mythic rules (for example, see Revenge of the Runelords' support/advice on how often and when to specifically replenish Mythic Points in a context tied directly to the ebb and flow of the adventure itself). GMs who want to run a Mythic adventure might find it useful to read through Myth-Speaker and Revenge of the Runelords to see these suggestions, and/or engage with other GMs online to share their experiences.

Anyway... glad to hear folks are enjoying these expansions for Revenge of the Runelords, and thanks also for the feedback!

Dark Archive

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Pathfinder Lost Omens, Rulebook Subscriber
Tridus wrote:

It feels like Avenging Runelord was made such that non-spellcasters could also get something out of it with how the innate spells work, but that leads to a very silly outcome where it's better on a typical Thaumaturge than a typical Runelord Wizard.

Would definitely be a good fix to let this work with their primary spellcasting ability score for spellcasters.

Suboptiminal design elements around the Wizard? In Pathfinder 2e?! Never!


Pathfinder Rulebook Subscriber

James, could Pazio look at fixing mythic animal companions make them mythic tracking their masters. The Mythic Beastmaster is just weak compared to the other destinies. Could you also look at making a mythic rogue destiny the rouge is completely lacking in Mythic.

James What does the Rune Lord of Wrath think of Tar-Baphon?

Paizo Employee Creative Director

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Elric200 wrote:

James, could Pazio look at fixing mythic animal companions make them mythic tracking their masters. The Mythic Beastmaster is just weak compared to the other destinies. Could you also look at making a mythic rogue destiny the rouge is completely lacking in Mythic.

James What does the Rune Lord of Wrath think of Tar-Baphon?

Answer the first: None of our currently announced products beyond Revenge of the Runelords will feature more mythic content as far as I know. If folks want more, please keep letting us know, but I personally can't make any promises as I'm on the Narrative team, not the Design team.

Answer the Second: She never really got around to thinking about him, having had more dangerous and more important things on her mind during Return of the Runelords.


James Jacobs wrote:
Answer the Second: She never really got around to thinking about him, having had more dangerous and more important things on her mind during Return of the Runelords.

I bet that really cheesed him off, too.

... Well, would have if he'd not been stuck in Gallowspire at the time.

Envoy's Alliance

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Pathfinder Rulebook Subscriber
Elric200 wrote:

James, could Pazio look at fixing mythic animal companions make them mythic tracking their masters. The Mythic Beastmaster is just weak compared to the other destinies. Could you also look at making a mythic rogue destiny the rouge is completely lacking in Mythic.

Mythic for Rogue... basically making a Carmen San Diego? Giving them the ability to steal Theoretical things, steal themselves, cross their name off of Pharasma's list, etc.


Zoken44 wrote:
Elric200 wrote:

James, could Pazio look at fixing mythic animal companions make them mythic tracking their masters. The Mythic Beastmaster is just weak compared to the other destinies. Could you also look at making a mythic rogue destiny the rouge is completely lacking in Mythic.

Mythic for Rogue... basically making a Carmen San Diego? Giving them the ability to steal Theoretical things, steal themselves, cross their name off of Pharasma's list, etc.

I remember you pitching that last idea before. It was cool then, too, and IMO really fits with the metaphorical, fable-like feel mythic is going for.

I believe there's a trickster mythic destiny on Pathfinder Infinite--I've been really getting into Pathfinder Infinite lately--but I've got no idea what it's like.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Elric200 wrote:
Could you also look at making a mythic rogue destiny the rouge is completely lacking in Mythic.

I believe most of the mythic destinies are not designed for a specific class (apart from wildspell, perhaps; which is meh at best). The beast lord, for example, is available for champions, druids, inventors, rangers, or any character with the beastmaster or cavalier archetype.

A rogue would likely find archfiend, ascended celestial, broken chain (often very suitable), heroic scion*, mortal herald (some deities work better than others), prophesied monarch (a legendary crime lord with criminal "knights"), or timewracked* destiny align well with the character. A more combat-focused rogue could also find the eternal warrior or warshard warrior* destiny suitable.


Guardian's Intercept Attack lacks information as to whether the guardian is subject to the rider effects of the attack, the way that Protector's Sacrifice does.

This leads to some very strange interactions with several monster abilities. Even something such as Grab lead to some unusual interactions. The attack was successful against PC1, but the Guardian intercepted the attack. From a logic standpoint the guardian should be subject to all of those types of things - poisons, stupify, diseases and the like.


I adore the Timewracked Mythic Destiny. I wonder which Starfinder 2e class would be the most fun for Revenge of the Runelords.

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