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Mythic Pathfinder = how to break a game
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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 6292673" data-attributes="member: 6390"><p>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.</p><p></p><p>In our campaign, Baba Yaga has returned, and the war on the "Frostwall" has gone from a cold war to a hot one.</p><p></p><p>A couple weekends ago the group managed to take on one of major monster commanders, catching him with only four ice troll guards.</p><p></p><p><strong>Shargot Blood-Ice</strong> CR 7</p><p><strong>XP 3,200</strong></p><p>Advanced Troll, Ice Fighter 2/Champion 2</p><p>CE Large humanoid (cold, giant)</p><p><strong>Init </strong>+8; <strong>Senses </strong>darkvision 60 ft., low-light vision; Perception +13</p><p>--------------------</p><p><strong>Defense</strong></p><p>--------------------</p><p><strong>AC </strong>24, touch 10, flat-footed 23 (+8 armor, +1 Dex, -1 size, +6 natural)</p><p><strong>hp </strong>94 (2d10+6d8+52); regeneration 5 (acid or fire)</p><p><strong>Fort </strong>+13, <strong>Ref </strong>+10, <strong>Will </strong>+4 (+1 vs. fear)</p><p><strong>Defensive Abilities </strong>bravery +1, evasion, hard to kill; <strong>Immune </strong>cold; <strong>Resist </strong>fire 30</p><p><strong>Weakness </strong>vulnerability to fire</p><p>--------------------</p><p><strong>Offense</strong></p><p>--------------------</p><p><strong>Speed </strong>20 ft.</p><p><strong>Melee </strong>bite +12 (1d8+7) and</p><p>. . 2 claws +12 (1d4+7)</p><p><strong>Space </strong>10 ft.; <strong>Reach </strong>10 ft.</p><p><strong>Special Attacks </strong>mythic power (7/day, surge +1d6), rend (2 claws, 1d6+10)</p><p>--------------------</p><p><strong>Statistics</strong></p><p>--------------------</p><p><strong>Str </strong>25, <strong>Dex </strong>22, <strong>Con </strong>20, <strong>Int </strong>13, <strong>Wis </strong>14, <strong>Cha </strong>11</p><p><strong>Base Atk </strong>+6; <strong>CMB </strong>+14; <strong>CMD </strong>30</p><p><strong>Feats </strong>Intimidating Prowess, Lightning Reflexes, Lightning Reflexes [M], Multiattack, Rending Claws, Rending Fury, Skill Focus (Perception)</p><p><strong>Skills </strong>Climb +13, Intimidate +12, Perception +13, Stealth +2, Survival +9, Swim +8</p><p><strong>Languages </strong>Common, Giant</p><p><strong>SQ </strong>amazing initiative</p><p><strong>Other Gear </strong>+1 field plate (Forged Ice), ring of evasion, ring of fire resistance (greater)</p><p>--------------------</p><p><strong>Special Abilities</strong></p><p>--------------------</p><p><strong>Always a Chance (Ex)</strong> You don’t automatically miss when you roll a 1 on an attack roll.</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>Bravery +1 (Ex)</strong> +1 to Will save vs. Fear</p><p><strong>Burst Through (Ex)</strong> Allies don't block charge and can overrun foes (no AoO) to reach target.</p><p><strong>Darkvision (60 feet)</strong> You can see in the dark (black and white vision only).</p><p><strong>Energy Resistance, Fire (30)</strong> You have the specified Energy Resistance against Fire attacks.</p><p><strong>Evasion (Ex) (Ring of evasion)</strong> If you succeed at a Reflex save for half damage, you take none instead.</p><p><strong>Fire Adjustment (Su) (Ice Forged Armor) </strong>Any fire damage done by AoE spells can be regenerated normally</p><p><strong>Fleet Charge (Ex)</strong> As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR).</p><p><strong>Hard to Kill (Ex)</strong> Automatically stabilize when dying, and only die at neg Con x 2.</p><p><strong>Immunity to Cold</strong> You are immune to cold damage.</p><p><strong>Lightning Reflexes [Mythic]</strong> Roll Ref save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).</p><p><strong>Low-Light Vision</strong> See twice as far as a human in low light, distinguishing color and detail.</p><p><strong>Mythic Power (7/day, Surge +1d6)</strong> Use this power to perform your mythic abilities.</p><p><strong>Regeneration 5 (acid or fire)</strong> Heal HP quickly and cannot die.</p><p><strong>Rending Claws</strong> If you hit a foe with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.</p><p><strong>Rending Fury</strong> Need half the normal number of attacks to deal rend damage</p><p><strong>Ring of evasion</strong> No damage if you succeed on a Reflex save for half damage.</p><p><strong>Surge (1d6) (Su)</strong> Use 1 power to increase any d20 roll by the listed amount.</p><p><strong>Vulnerability to Fire</strong> You are vulnerable (+50% damage) to Fire damage.</p><p></p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>But, your milage may vary.</p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 6292673, member: 6390"] 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. [B]Shargot Blood-Ice[/B] CR 7 [B]XP 3,200[/B] Advanced Troll, Ice Fighter 2/Champion 2 CE Large humanoid (cold, giant) [B]Init [/B]+8; [B]Senses [/B]darkvision 60 ft., low-light vision; Perception +13 -------------------- [B]Defense[/B] -------------------- [B]AC [/B]24, touch 10, flat-footed 23 (+8 armor, +1 Dex, -1 size, +6 natural) [B]hp [/B]94 (2d10+6d8+52); regeneration 5 (acid or fire) [B]Fort [/B]+13, [B]Ref [/B]+10, [B]Will [/B]+4 (+1 vs. fear) [B]Defensive Abilities [/B]bravery +1, evasion, hard to kill; [B]Immune [/B]cold; [B]Resist [/B]fire 30 [B]Weakness [/B]vulnerability to fire -------------------- [B]Offense[/B] -------------------- [B]Speed [/B]20 ft. [B]Melee [/B]bite +12 (1d8+7) and . . 2 claws +12 (1d4+7) [B]Space [/B]10 ft.; [B]Reach [/B]10 ft. [B]Special Attacks [/B]mythic power (7/day, surge +1d6), rend (2 claws, 1d6+10) -------------------- [B]Statistics[/B] -------------------- [B]Str [/B]25, [B]Dex [/B]22, [B]Con [/B]20, [B]Int [/B]13, [B]Wis [/B]14, [B]Cha [/B]11 [B]Base Atk [/B]+6; [B]CMB [/B]+14; [B]CMD [/B]30 [B]Feats [/B]Intimidating Prowess, Lightning Reflexes, Lightning Reflexes [M], Multiattack, Rending Claws, Rending Fury, Skill Focus (Perception) [B]Skills [/B]Climb +13, Intimidate +12, Perception +13, Stealth +2, Survival +9, Swim +8 [B]Languages [/B]Common, Giant [B]SQ [/B]amazing initiative [B]Other Gear [/B]+1 field plate (Forged Ice), ring of evasion, ring of fire resistance (greater) -------------------- [B]Special Abilities[/B] -------------------- [B]Always a Chance (Ex)[/B] You don’t automatically miss when you roll a 1 on an attack roll. [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]Bravery +1 (Ex)[/B] +1 to Will save vs. Fear [B]Burst Through (Ex)[/B] Allies don't block charge and can overrun foes (no AoO) to reach target. [B]Darkvision (60 feet)[/B] You can see in the dark (black and white vision only). [B]Energy Resistance, Fire (30)[/B] You have the specified Energy Resistance against Fire attacks. [B]Evasion (Ex) (Ring of evasion)[/B] If you succeed at a Reflex save for half damage, you take none instead. [B]Fire Adjustment (Su) (Ice Forged Armor) [/B]Any fire damage done by AoE spells can be regenerated normally [B]Fleet Charge (Ex)[/B] As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR). [B]Hard to Kill (Ex)[/B] Automatically stabilize when dying, and only die at neg Con x 2. [B]Immunity to Cold[/B] You are immune to cold damage. [B]Lightning Reflexes [Mythic][/B] Roll Ref save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher). [B]Low-Light Vision[/B] See twice as far as a human in low light, distinguishing color and detail. [B]Mythic Power (7/day, Surge +1d6)[/B] Use this power to perform your mythic abilities. [B]Regeneration 5 (acid or fire)[/B] Heal HP quickly and cannot die. [B]Rending Claws[/B] If you hit a foe with 2 claw attacks in a turn, add 1d6 precision damage to the second hit. [B]Rending Fury[/B] Need half the normal number of attacks to deal rend damage [B]Ring of evasion[/B] No damage if you succeed on a Reflex save for half damage. [B]Surge (1d6) (Su)[/B] Use 1 power to increase any d20 roll by the listed amount. [B]Vulnerability to Fire[/B] 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. [/QUOTE]
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