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Mythic Pathfinder = how to break a game
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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 6292638" data-attributes="member: 6390"><p>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.</p><p></p><p>Half of the time, those characters wouldn't survive in normal play to become suddenly broken.</p><p></p><p>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.</p><p></p><p>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*</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Haz'Mal Trela</strong></p><p>Female Human (Ulfen) Ranger 6/Rogue 3/Trickster 4</p><p>NG Medium humanoid (human)</p><p><strong>Init </strong>+11; <strong>Senses </strong>Perception +14</p><p>--------------------</p><p><strong>Defense</strong></p><p>--------------------</p><p><strong>AC </strong>22, touch 17, flat-footed 15 (+5 armor, +7 Dex)</p><p><strong>hp </strong>145 (6d10+3d8+61)</p><p><strong>Fort </strong>+11, <strong>Ref </strong>+15 (+1 bonus vs. traps), <strong>Will </strong>+5</p><p><strong>Defensive Abilities </strong>evasion, hard to kill, trap sense +1; <strong>Immune </strong>sleep</p><p>--------------------</p><p><strong>Offense</strong></p><p>--------------------</p><p><strong>Speed </strong>30 ft.</p><p><strong>Melee </strong>+2 advancing butterfly sword +13/+8 (1d4+5/19-20)</p><p><strong>Ranged </strong>2-4-1 +20/+15 (1d8+6/19-20/×4)</p><p><strong>Special Attacks </strong>favored enemies (giants +2, goblinoids +4), mythic power (11/day, surge +1d8), sneak attack +2d6</p><p><strong>Ranger Spells Prepared </strong>(CL 3rd; concentration +5):</p><p>1st—<em>ant haul (DC 13), residual tracking</em></p><p>--------------------</p><p><strong>Statistics</strong></p><p>--------------------</p><p><strong>Str </strong>16, <strong>Dex </strong>25, <strong>Con </strong>20, <strong>Int </strong>14, <strong>Wis </strong>14, <strong>Cha </strong>15</p><p><strong>Base Atk </strong>+8; <strong>CMB </strong>+11; <strong>CMD </strong>28</p><p><strong>Feats </strong>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]</p><p><strong>Traits </strong>friend in every town, hunter's knack</p><p><strong>Skills </strong>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;<strong> Racial Modifiers </strong>rogue talents (camouflage)</p><p><strong>Languages </strong>Common, Elven, Gnome, Goblin, Orc, Skald</p><p><strong>SQ </strong>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</p><p><strong>Combat Gear </strong>arrowmaster's bracers, laurel of command, ring of invisibility, sniper goggles; <strong>Other Gear </strong>+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</p><p>--------------------</p><p><strong>Special Abilities</strong></p><p>--------------------</p><p><strong>Amazing Initiative (1/round) (Ex)</strong> As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).</p><p><strong>Animal Companion Link (Ex)</strong> You have a link with your Animal Companion.</p><p><strong>Arrowmaster's bracers (1/day)</strong> DR 5/magic & +1 deflection vs ranged, activate for +20 to ranged att.</p><p><strong>Boots of friendly terrain (cold)</strong> Gain a Favored Terrain or increase bonus by 2 if already have same.</p><p><strong>Camouflage (1/day) (Ex)</strong> Craft camouflage from foliage for +4 stealth until ruined by acid, fire, or cold attack.</p><p><strong>Deadly Aim -3/+6</strong> Trade a penalty to ranged attacks for a bonus to ranged damage.</p><p><strong>Endurance</strong> +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.</p><p><strong>Evasion (Ex)</strong> If you succeed at a Reflex save for half damage, you take none instead.</p><p><strong>Family Ties</strong> Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).</p><p><strong>Far Shot</strong> Halve the range increment penalty for extended range.</p><p><strong>Favored Enemy (Giants +2) (Ex)</strong> +2 to rolls vs Favored Enemy (Giants).</p><p><strong>Favored Enemy (Goblinoids +4) (Ex)</strong> +4 to rolls vs Favored Enemy (Goblinoids).</p><p><strong>Favored Terrain (Cold +4) (Ex)</strong> +4 to rolls vs Favored Terrain (Cold).</p><p><strong>Hard to Kill (Ex)</strong> Automatically stabilize when dying, and only die at neg Con x 2.</p><p><strong>Hunter's Knack</strong> +1 to attack vs favored enemies when part of a readied action.</p><p><strong>Immunity to Sleep</strong> You are immune to sleep effects.</p><p><strong>Laurel of command</strong> As a swift action, grant ally in 30 ft +2 morale bon to att/save/skill/ability checks for 1 rd.</p><p><strong>Mythic Power (11/day, Surge +1d8)</strong> Use this power to perform your mythic abilities.</p><p><strong>Necklace of spectral strikes</strong> Unarmed strikes gaing ghost touch. Spend 1 power to become incorporeal for 1 round.</p><p><strong>Point-Blank Shot</strong> +1 to attack and damage rolls with ranged weapons at up to 30 feet.</p><p><strong>Rapid Shot</strong> You get an extra attack with ranged weapons. Each attack is at -2.</p><p><strong>Recuperation (Ex)</strong> Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.</p><p><strong>Ring of feather falling</strong> Feather fall activates if you fall more than 5 ft.</p><p><strong>Ring of freedom of movement</strong> This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.</p><p></p><p>Construction</p><p>Requirements: Forge Ring, freedom of movement; Cost 20,000 gp</p><p><strong>Shadow Stealth (Ex)</strong> No Stealth penalty for full speed in darkness. Spend 1 power to teleport from darkness to darkness.</p><p><strong>Share Spells with Companion (Ex)</strong> Can cast spells with a target of "you" on animal companion, as touch spells.</p><p><strong>Sleepless (Su)</strong> You don't need to sleep and aren't fatigued or exhausted from lack of sleep.</p><p><strong>Sneak Attack +2d6</strong> +2d6 damage if you flank your target or your target is flat-footed.</p><p><strong>Sniper goggles</strong> 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.</p><p></p><p>Construction</p><p>Requirements Craft Wondrous Item, true strike; Cost 10,000 gp</p><p><strong>Surge (1d8) (Su)</strong> Use 1 power to increase any d20 roll by the listed amount.</p><p><strong>Surprise Strike (Ex)</strong> As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.</p><p><strong>Track +3</strong> Add the listed bonus to survival checks made to track.</p><p><strong>Trap Sense +1 (Ex)</strong> +1 bonus on reflex saves and AC against traps.</p><p><strong>Trapfinding +1</strong> Gain a bonus to find or disable traps, including magical ones.</p><p><strong>Wall Run (Ex)</strong> You can move across vertical surfaces as if they were floors.</p><p><strong>Weapon Focus (Longbow) [Mythic]</strong> As a swift action, use 1 power to add half tier to attack with selected weapon.</p><p><strong>Wild Empathy +8 (Ex)</strong> Improve the attitude of an animal, as if using Diplomacy.</p><p></p><p></p><p>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 <strong>at the time</strong>, rather than some careful broken build that is only a glass cannon or anvil during certain circumstances.</p><p></p><p>As you can tell, the above character is designed for stealth, scouting, hitting at a distance and fading back.</p><p></p><p>But hey, that's just my experience using the book since it was in playtest.</p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 6292638, member: 6390"] 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. [b]Haz'Mal Trela[/b] Female Human (Ulfen) Ranger 6/Rogue 3/Trickster 4 NG Medium humanoid (human) [b]Init [/b]+11; [b]Senses [/b]Perception +14 -------------------- [b]Defense[/b] -------------------- [b]AC [/b]22, touch 17, flat-footed 15 (+5 armor, +7 Dex) [b]hp [/b]145 (6d10+3d8+61) [b]Fort [/b]+11, [b]Ref [/b]+15 (+1 bonus vs. traps), [b]Will [/b]+5 [b]Defensive Abilities [/b]evasion, hard to kill, trap sense +1; [b]Immune [/b]sleep -------------------- [b]Offense[/b] -------------------- [b]Speed [/b]30 ft. [b]Melee [/b]+2 advancing butterfly sword +13/+8 (1d4+5/19-20) [b]Ranged [/b]2-4-1 +20/+15 (1d8+6/19-20/×4) [b]Special Attacks [/b]favored enemies (giants +2, goblinoids +4), mythic power (11/day, surge +1d8), sneak attack +2d6 [b]Ranger Spells Prepared [/b](CL 3rd; concentration +5): 1st—[i]ant haul (DC 13), residual tracking[/i] -------------------- [b]Statistics[/b] -------------------- [b]Str [/b]16, [b]Dex [/b]25, [b]Con [/b]20, [b]Int [/b]14, [b]Wis [/b]14, [b]Cha [/b]15 [b]Base Atk [/b]+8; [b]CMB [/b]+11; [b]CMD [/b]28 [b]Feats [/b]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] [b]Traits [/b]friend in every town, hunter's knack [b]Skills [/b]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;[b] Racial Modifiers [/b]rogue talents (camouflage) [b]Languages [/b]Common, Elven, Gnome, Goblin, Orc, Skald [b]SQ [/b]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 [b]Combat Gear [/b]arrowmaster's bracers, laurel of command, ring of invisibility, sniper goggles; [b]Other Gear [/b]+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 -------------------- [b]Special Abilities[/b] -------------------- [b]Amazing Initiative (1/round) (Ex)[/b] As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). [b]Animal Companion Link (Ex)[/b] You have a link with your Animal Companion. [b]Arrowmaster's bracers (1/day)[/b] DR 5/magic & +1 deflection vs ranged, activate for +20 to ranged att. [b]Boots of friendly terrain (cold)[/b] Gain a Favored Terrain or increase bonus by 2 if already have same. [b]Camouflage (1/day) (Ex)[/b] Craft camouflage from foliage for +4 stealth until ruined by acid, fire, or cold attack. [b]Deadly Aim -3/+6[/b] Trade a penalty to ranged attacks for a bonus to ranged damage. [b]Endurance[/b] +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. [b]Evasion (Ex)[/b] If you succeed at a Reflex save for half damage, you take none instead. [b]Family Ties[/b] Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates). [b]Far Shot[/b] Halve the range increment penalty for extended range. [b]Favored Enemy (Giants +2) (Ex)[/b] +2 to rolls vs Favored Enemy (Giants). [b]Favored Enemy (Goblinoids +4) (Ex)[/b] +4 to rolls vs Favored Enemy (Goblinoids). [b]Favored Terrain (Cold +4) (Ex)[/b] +4 to rolls vs Favored Terrain (Cold). [b]Hard to Kill (Ex)[/b] Automatically stabilize when dying, and only die at neg Con x 2. [b]Hunter's Knack[/b] +1 to attack vs favored enemies when part of a readied action. [b]Immunity to Sleep[/b] You are immune to sleep effects. [b]Laurel of command[/b] As a swift action, grant ally in 30 ft +2 morale bon to att/save/skill/ability checks for 1 rd. [b]Mythic Power (11/day, Surge +1d8)[/b] Use this power to perform your mythic abilities. [b]Necklace of spectral strikes[/b] Unarmed strikes gaing ghost touch. Spend 1 power to become incorporeal for 1 round. [b]Point-Blank Shot[/b] +1 to attack and damage rolls with ranged weapons at up to 30 feet. [b]Rapid Shot[/b] You get an extra attack with ranged weapons. Each attack is at -2. [b]Recuperation (Ex)[/b] Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities. [b]Ring of feather falling[/b] Feather fall activates if you fall more than 5 ft. [b]Ring of freedom of movement[/b] 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 [b]Shadow Stealth (Ex)[/b] No Stealth penalty for full speed in darkness. Spend 1 power to teleport from darkness to darkness. [b]Share Spells with Companion (Ex)[/b] Can cast spells with a target of "you" on animal companion, as touch spells. [b]Sleepless (Su)[/b] You don't need to sleep and aren't fatigued or exhausted from lack of sleep. [b]Sneak Attack +2d6[/b] +2d6 damage if you flank your target or your target is flat-footed. [b]Sniper goggles[/b] 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 [b]Surge (1d8) (Su)[/b] Use 1 power to increase any d20 roll by the listed amount. [b]Surprise Strike (Ex)[/b] As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR. [b]Track +3[/b] Add the listed bonus to survival checks made to track. [b]Trap Sense +1 (Ex)[/b] +1 bonus on reflex saves and AC against traps. [b]Trapfinding +1[/b] Gain a bonus to find or disable traps, including magical ones. [b]Wall Run (Ex)[/b] You can move across vertical surfaces as if they were floors. [b]Weapon Focus (Longbow) [Mythic][/b] As a swift action, use 1 power to add half tier to attack with selected weapon. [b]Wild Empathy +8 (Ex)[/b] 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 [b]at the time[/b], 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. [/QUOTE]
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