Pathfinder 1E Mythic Pathfinder = how to break a game

Ralts Bloodthorne

First Post
I've ran Mythic material since the book was in playtest, and to be honest, yes, you can build broken things if that is what you set out to do.

Half of the time, those characters wouldn't survive in normal play to become suddenly broken.

I like the Mythic book, and for those of you who remember, I pretty much trashed the Epic Level Handbook back and front as being useless.

The biggest complaint I've actually seen is "Oh, woe is us, now the fighters can do anime things and are broken!" *has a wizard character who makes the rest of the party redundant*

Hell, I've even got a Quickshot in the pipe that deals with Mythic and added a Mythic bonus section in Quickshots: Goblins that was playtested to Sunday and didn't feel broken to the playtesters.

Every time I hear "Oh, it breaks the game", when it doesn't deal with wizards, is when someone figures out some weird combo of feats that no GM in their right mind would allow, or that only works under weirdly specific circumstances.

Just for giggles, here's a Mythic character from my current home campaign, where the players are fighting a guerrilla war against Baba Yaga's forces up in the Linnorn/Irrisen.

Haz'Mal Trela
Female Human (Ulfen) Ranger 6/Rogue 3/Trickster 4
NG Medium humanoid (human)
Init +11; Senses Perception +14
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Defense
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AC 22, touch 17, flat-footed 15 (+5 armor, +7 Dex)
hp 145 (6d10+3d8+61)
Fort +11, Ref +15 (+1 bonus vs. traps), Will +5
Defensive Abilities evasion, hard to kill, trap sense +1; Immune sleep
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Offense
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Speed 30 ft.
Melee +2 advancing butterfly sword +13/+8 (1d4+5/19-20)
Ranged 2-4-1 +20/+15 (1d8+6/19-20/×4)
Special Attacks favored enemies (giants +2, goblinoids +4), mythic power (11/day, surge +1d8), sneak attack +2d6
Ranger Spells Prepared (CL 3rd; concentration +5):
1st—ant haul (DC 13), residual tracking
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Statistics
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Str 16, Dex 25, Con 20, Int 14, Wis 14, Cha 15
Base Atk +8; CMB +11; CMD 28
Feats Deadly Aim, Endurance, Far Shot, Improved Critical (longbow), Improved Critical [M], Point Blank Master, Point-Blank Shot, Rapid Shot, Two-weapon Fighting, Weapon Focus (longbow), Weapon Focus (longbow) [M]
Traits friend in every town, hunter's knack
Skills Acrobatics +15, Climb +8, Craft (bows) +6, Diplomacy +9, Disable Device +10, Disguise +9, Escape Artist +14, Handle Animal +11, Heal +11, Intimidate +9, Knowledge (geography) +9, Knowledge (local) +12, Knowledge (nature) +8, Linguistics +7, Perception +14 (+15 to locate traps), Ride +13, Sense Motive +9, Sleight of Hand +13, Stealth +27, Survival +14 (+17 to track, +17 to track any creature the weapon has damaged in the past day), Swim +9; Racial Modifiers rogue talents (camouflage)
Languages Common, Elven, Gnome, Goblin, Orc, Skald
SQ amazing initiative, combat styles (archery), family ties, favored terrain (cold +4), hunter's bonds (hunter's bond [animal companion]), recuperation, track, trapfinding +1, wild empathy +8
Combat Gear arrowmaster's bracers, laurel of command, ring of invisibility, sniper goggles; Other Gear +3 creeping shadow, improved darkleaf cloth leather armor, +2 advancing butterfly sword, 2-4-1, belt of physical might (dex & con +4), boots of friendly terrain, necklace of spectral strikes, ring of feather falling, ring of freedom of movement, 150 gp
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Special Abilities
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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).
Animal Companion Link (Ex) You have a link with your Animal Companion.
Arrowmaster's bracers (1/day) DR 5/magic & +1 deflection vs ranged, activate for +20 to ranged att.
Boots of friendly terrain (cold) Gain a Favored Terrain or increase bonus by 2 if already have same.
Camouflage (1/day) (Ex) Craft camouflage from foliage for +4 stealth until ruined by acid, fire, or cold attack.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Far Shot Halve the range increment penalty for extended range.
Favored Enemy (Giants +2) (Ex) +2 to rolls vs Favored Enemy (Giants).
Favored Enemy (Goblinoids +4) (Ex) +4 to rolls vs Favored Enemy (Goblinoids).
Favored Terrain (Cold +4) (Ex) +4 to rolls vs Favored Terrain (Cold).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hunter's Knack +1 to attack vs favored enemies when part of a readied action.
Immunity to Sleep You are immune to sleep effects.
Laurel of command As a swift action, grant ally in 30 ft +2 morale bon to att/save/skill/ability checks for 1 rd.
Mythic Power (11/day, Surge +1d8) Use this power to perform your mythic abilities.
Necklace of spectral strikes Unarmed strikes gaing ghost touch. Spend 1 power to become incorporeal for 1 round.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Construction
Requirements: Forge Ring, freedom of movement; Cost 20,000 gp
Shadow Stealth (Ex) No Stealth penalty for full speed in darkness. Spend 1 power to teleport from darkness to darkness.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sleepless (Su) You don't need to sleep and aren't fatigued or exhausted from lack of sleep.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Sniper goggles The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.

Construction
Requirements Craft Wondrous Item, true strike; Cost 10,000 gp
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Track +3 Add the listed bonus to survival checks made to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wall Run (Ex) You can move across vertical surfaces as if they were floors.
Weapon Focus (Longbow) [Mythic] As a swift action, use 1 power to add half tier to attack with selected weapon.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Unoptimized builds are pretty common when you, you know, PLAY the character through the levels. You choose feats you need, get items differently, based on what's going on in the campaign at the time, rather than some careful broken build that is only a glass cannon or anvil during certain circumstances.

As you can tell, the above character is designed for stealth, scouting, hitting at a distance and fading back.

But hey, that's just my experience using the book since it was in playtest.
 
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Cybit

First Post
My roommates are starting Wrath of the Righteous - and while the original poster has other issues (not liking PF, for instance), the insistence on how ridiculous Mythic characters are is not being overstated. The mythic monsters are...well, bad, to put it nicely (they are either completely in the "one shot the entire party" category or the "this has no chance to be a threat unless the DM just starts making stuff up" category).

The one somewhat disturbing trend I've seen is between Mythic and the upcoming ACG is that they are starting to very much go down the path of what made 3E bad; flat out power gamer catering. The ACG playtest had multiple classes that were flat out better than the existing classes. While I enjoy PF, I do see the that trend of "oh wait, the new classes are just straight up better than the old ones" starting to re-emerge its' ugly head.
 

Ralts Bloodthorne

First Post
While I agree with the whole bit about the ACG making the Core Rulebook classes almost obsolete (which is why I won't be buying it) I do disagree with the bit about the monsters.

In our campaign, Baba Yaga has returned, and the war on the "Frostwall" has gone from a cold war to a hot one.

A couple weekends ago the group managed to take on one of major monster commanders, catching him with only four ice troll guards.

Shargot Blood-Ice CR 7
XP 3,200
Advanced Troll, Ice Fighter 2/Champion 2
CE Large humanoid (cold, giant)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +13
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Defense
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AC 24, touch 10, flat-footed 23 (+8 armor, +1 Dex, -1 size, +6 natural)
hp 94 (2d10+6d8+52); regeneration 5 (acid or fire)
Fort +13, Ref +10, Will +4 (+1 vs. fear)
Defensive Abilities bravery +1, evasion, hard to kill; Immune cold; Resist fire 30
Weakness vulnerability to fire
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Offense
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Speed 20 ft.
Melee bite +12 (1d8+7) and
. . 2 claws +12 (1d4+7)
Space 10 ft.; Reach 10 ft.
Special Attacks mythic power (7/day, surge +1d6), rend (2 claws, 1d6+10)
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Statistics
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Str 25, Dex 22, Con 20, Int 13, Wis 14, Cha 11
Base Atk +6; CMB +14; CMD 30
Feats Intimidating Prowess, Lightning Reflexes, Lightning Reflexes [M], Multiattack, Rending Claws, Rending Fury, Skill Focus (Perception)
Skills Climb +13, Intimidate +12, Perception +13, Stealth +2, Survival +9, Swim +8
Languages Common, Giant
SQ amazing initiative
Other Gear +1 field plate (Forged Ice), ring of evasion, ring of fire resistance (greater)
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Special Abilities
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Always a Chance (Ex) You don’t automatically miss when you roll a 1 on an attack roll.
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).
Bravery +1 (Ex) +1 to Will save vs. Fear
Burst Through (Ex) Allies don't block charge and can overrun foes (no AoO) to reach target.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) (Ring of evasion) If you succeed at a Reflex save for half damage, you take none instead.
Fire Adjustment (Su) (Ice Forged Armor) Any fire damage done by AoE spells can be regenerated normally
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Cold You are immune to cold damage.
Lightning Reflexes [Mythic] Roll Ref save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Regeneration 5 (acid or fire) Heal HP quickly and cannot die.
Rending Claws If you hit a foe with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.
Rending Fury Need half the normal number of attacks to deal rend damage
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.


It wasn't an instant kill on anyone's part. It was a tough fight, since he fought intelligently. He didn't one-shot PC's, and he didn't get dropped immediately, it was a tough, running fight, with both sides trying to use the terrain to advantage. He had nothing that the party hadn't encountered before, and basically standard Irrisen military gear. (Armor made of magically crafted ice, a ring of fire resistance, a ring of evasion (that the party overlooked when they were looting an armory after they killed the garrison that he found), and a mutation that made his jaw bigger).

While the ones in the book itself are pretty poor, mythic designed monsters can be interesting and provide a real challenge. I've found that making the monster's mythic range approximately -1 to +1 of the party's average mythic tier works just fine.

But, your milage may vary.
 
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