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Pathfinder Mythic Playtest....

ShadowChemosh

Well-known member
So I was hoping I could get some help. I have started entering the Mythic playtest into HL and I have a functioning framework. :) Or at least the proof of concept is so far working.

But their is allot of crunch to enter and I could use some help. So right now you can add a Mythic Tier as a class and it does NOT add HP, skill points, BAB, Saves, or Feats. I have the mythic power points calculating and the bonus feats at the correct level.

My idea right now is that a Tier is a base class and the Paths are archetypes that allow the correct Custom Abilities to be selected as the character gains mythic tiers.

I have put the current build into Dropbox which has the sources, new tags, new mechanics, new resources, the Mythic Tier class, and the different Mythic Paths as archetypes entered. The basic stuff is in and working but none of the exact details.

So maybe some one could start on entering the Feats. You can drop the stuff in from DropBox and this way the Source is setup and the the new Mythic Feat category is setup. I don't even really need scripting just having the stuff entered with their unique IDs and text would be huge. At least the stuff can be selected then and attached to a character. Can work on Scripting the abilities in phase 2 of the project.

For feats to test for say "1st mythic tier." you would simply use:
Update: Do to the way "Mythic Ranks" work this has been changed to the following:
Code:
~ 1st mythic tier required.
validif (hero.tagcount[MythicPT.Tier] >= 1)
validif (hero.tagcount[MythicPT.Rank] >= 1
Plus all Feats need the following to help warn gamers not to take these feats from the "Feats" tab:
Code:
~ Mythic Feats can only be taken from a Mythic tab not from the Feats tab.
validif (@ispick = 0)
validif (altpick.tagis[CfgFeat.cfgMyFeats] <> 0)
validif (altpick.tagis[BonusFeat.cHelpMyt] <> 0)

The current list of new tags are (MythicPT.?):
Code:
    <!-- Currently in use -->
    <value id="Hero"        name="Mythic Hero"/>
    <value id="Monster"     name="Mythic Monster"/>
    <value id="Tier"        name="Mythic Tier"/>
    <value id="Rank"        name="Mythic Rank"/>
    <value id="Path"        name="Mythic Path"/>
    <value id="Ascension"   name="Mythic Ascension"/>
    <value id="Magic"       name="Mythic Magic"/>
    <value id="DualPath"    name="Mythic Dual Paths allowed"/>
    <value id="Skills"      name="Skill Ranks too high"/>
    <value id="StatBlock"   name="Mythic Subtype Statblock"/>
    <!-- Power Uses Attribute tags -->
    <value id="aSTR"        name="Mythic Powers use Str"/>
    <value id="aDEX"        name="Mythic Powers use Dex"/>
    <value id="aCON"        name="Mythic Powers use Con"/>
    <value id="aINT"        name="Mythic Powers use Int"/>
    <value id="aWIS"        name="Mythic Powers use Wis"/>
    <value id="aCHA"        name="Mythic Powers use Cha"/>
    <!-- Selector Helper tags -->
    <value id="SelFeat"     name="Mythic Feat Selection"/>
    <value id="FeatMythic"  name="Feat Choice Mythic"/>
    <value id="FeatOrd"     name="Feat Choice Ordinary"/>
    <value id="SelSense"    name="Mythic Sense Selection"/>
    <value id="Blindsight"  name="Sense Choice Blindsight"/>
    <value id="Echolocati"  name="Sense Choice Echolocation"/>
    <value id="Scent"       name="Sense Choice Scent"/>
    <value id="Tremorsens"  name="Sense Choice Tremorsense"/>
    <!-- Not currently in use -->
    <value id="Race"        name="Mythic Race"/>
    <value id="Power"       name="Mythic Power"/>
    <value id="TrialLess"   name="Mythic Trial Lesser"/>
    <value id="TrialGr"     name="Mythic Trial Greater"/>
    <value id="UnivPathAb"  name="Mythic Universal Path Ability"/>
    <value id="Flaw"        name="Mythic Flaw"/>

Mythic Power Points (thingid.trkMyPower) are stored on a single tracker that will get auto-attached to the hero if the tags "MythicPT.Hero" or "MythicPT.Monster" get assigned to the hero before "First/500".

To add more power points use:
Code:
#trkmax[trkMyPower] += X
 
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Would love to see what you do with this.

My gaming group just made the decision this morning that we are going to use the Mythic Playtest rules.

Edit:

On a separate note, I just want to say that I just downloaded your Adjustments file and figured out where and how to apply them and they are really slick.

Thanks.
 
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So the frame work appears to be working really well actually. Only current problem is trying to prevent Mythic Feats from being taken on the normal "Feat" tab. As they can only be gained as bonus feats from the Mythic Tier class.

Attached to this post is a test wizard 7 with one mythic tier with the Archmage Path. Seems to be working. :)

Currently Used Tags:
  • MythicPT.Hero - Assigned to hero at First/100 and lets the background mechanics and resources turn on. Set by taking the Mythic Tier class.
  • MythicPT.Tier - Assigned to hero at First/100 and helps to let other Things know how many Mthyic Tier's have been taken. Use Tagcount[] to figure out the number of tiers taken.
  • MythicPT.SelFeat - Placed on a Feat Selector Thing. This is on the component.Simple and allows for picking either Mythic Feat or an Ordinary Feat. In the custom expression you would write "component.Simple & MythicPT.SelFeat".
  • MythicPT.Magic - Set on to the Mythic Magic Things which are "R Cust Specials".
  • MythicPT.Ascension - Placed on the hero at First/100. Not currently used in scripts.
  • MythicPT.aSTR,aDEX,aCON,aINT,aWIS,aCHA - Placed on the hero before attributes/25,000 to have this ability score get added to the Mythic Power total. This allows multiple attributes to be used to total to the hero.
  • MythicPT.DualPath - Each time this is placed on the hero it allows for an additional Path (ie Archetype) to be taken. Some feats or Path abilities allow for selecting multiple paths as being valid.
  • MythicPT.Skills - When found on the hero it gives a warning message that too many ranks have been taken in a skill and turns the Skills tab red.
  • MythicPT.StatBlock - You place this on the bootstrap of the Mythic Subtype (thingid.stPTMythic) to tell this NOT do to add the Mythic Feats tab, no bonus ability points, don't adjust CR, or assign Mythic Ranks to the hero. This is because its assumed you have a statblock your coping from that already have these values calculated.
  • MythicPT.Rank - If you place these on the Mythic Subtype bootstrap they get pushed to the hero correctly setting the amount of MR a monster has. Otherwise if you using a template they get auto assigned to the hero to keep track of the MR rating.

I have two feats in to be used as examples especially for Mythic Magic which is a Configurable with the magic setup as "R Cust Specials". I have Animate Dead for Mythic Magic in as an example. Same with a few Path abilities.

I have all of the Mythic Tier class in and coded. This includes all the "Universal Path Abilities".
 

Attachments

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Suggestion.

Can you forward a mythic tag to the mythic feat or vice versa and then use a validif statement to hide the selection, in the feat table, until a mythic tier is taken?

Kind of like the HelperSpc.Disable?

Similar to the filter box "only show valid choice" that already exists in the interface.
 
Suggestion.

Can you forward a mythic tag to the mythic feat or vice versa and then use a validif statement to hide the selection, in the feat table, until a mythic tier is taken?

Kind of like the HelperSpc.Disable?

Similar to the filter box "only show valid choice" that already exists in the interface.
That's not a bad idea but I don't think you can do that. Until a Thing is attached to a hero and becomes a "pick" I don't think you can add/remove tags from it.

Gives me a few ideas to try out. Thanks bodrin...
 
Update 11/16/2012:

I have the new "Mythic Tier" class in and fully scripted. Each Mythic Path is now an Archetype. All the Path and Tier abilities are in and attached to the right place. They have zero scripts running on them as of yet.

I have "Mythic Magic" about 50% in currently and will be starting to add the feats soon.

My plan is that only the most mandatory scripts (ie Error Checking and tag scripts mostly) will be released in phase 1. I figure this way people can at least pick the abilities and have the text show up and print on a character sheet.

Then phase 2 of the project will be going back and putting in all the nice scripts that need to be added to give bonuses and other nice features. A good number such things can be done using the "Adjust" tab. So for now its what I would advise until phase 2 is out.
 
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When will it be possible to try your phase 1?
I am starting a game next weekend, and want to start using mythic in Herolab:)
 
Update 11/18/2012:

Have all mythic magic and spells done. All magic items are done. Feats are about 75% done with most of them are scripted. If it was something I could do in 5 minutes or less I did it. So some of the extra "activation" abilities I have not done.

Dual path mechanics are in and tested. Several abilities and feats allow for a character to take more than one Path (ie Archetype). Had to allow this and remove some doubling of Path Abilities and stuff. Seems to be correct and working.

To-do: Monsters and templates. The templates look really *fun*. :p
 
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When will it be possible to try your phase 1?
I am starting a game next weekend, and want to start using mythic in Herolab:)
Really soon I hope. I want to do a little work on the Templates and the Mythic Subtype that I have just gotten to. Feats are done, magic items are done, and I am at the end with the Monsters. :) Monsters/templates are important as that is what the DMs will be using the most of.

I want to do some reading and testing to make sure what I built so far work correctly for both "Tiers" PCs/NPCs and "Ranks" monsters. I have learned that once I release a data package somethings can't be changed or I end up breaking gamers .por files which would be really bad. :(

So my goal is to get Phase 1 out this week actually maybe with templates but most likely no templates but the framework to work with Ranks will be in place. So crossing my fingers that its a slow work week, as many will be on vaca, so that I can get more time to finish this up.

But really I am really really close and I know the playtest is very short so want this out ASAP so people can use it...... :D
 
I would just like to say, YOU ROCK!!!
Ahhh shucks... :o Thanks!

I have been doing some testing and have things working pretty good. I have the new Mythic Subtype in and fully coding and working. With a very simple Mythic template that applies the Mythic subtype to any creature then.

I have the XP problem fixed so that the with 3 levels and 2 tiers HL considers you a level 3 character for XP. It will also consider you level 3 now for the purpose of getting your ability points. So again with 3 levels and 2 tiers it will say new ability point in one level. :) Thats good as it was one of my issues.

I have a validation error showing now if you pick a feat from the Feat tabs. I had to create my own validation rule for checking skill ranks as if you have 3 levels and 2 tiers HL would let you put in 5 ranks into a skill. Which is wrong so I have a new validation error throwing for this now.

So looking real good for next day or so to release....
 
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Update 11/22/2012

I have a few different people testing right now and we are squashing little bugs all over. So looking really good for a release in a couple of days most likely before the weekend.

Another teaser. This time a mythic dire bear stat block: :)

Big Bad Dire Bear CR 10/MR 3
XP 9600
Bear, Dire
N Large Animal (mythic)
Init +5; Senses low-light vision, scent; Perception +12
--------------------
Defense
--------------------
AC 21, touch 10, flat-footed 20 (+1 Dex, -1 size, +11 natural)
hp 119 (10d8+50)
Fort +12 (+4 vs. suffocation or hot or cold environments), Ref +8, Will +6
DR 5/epic
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Bear, Dire) +14 (1d8+8/x2) and
. . Claw x2 (Bear, Dire) +14 x2 (1d6+8 plus grab/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks grab
--------------------
Statistics
--------------------
Str 27, Dex 13, Con 21, Int 2, Wis 12, Cha 10
Base Atk +7; CMB +16 (+20 Grappling); CMD 27 (31 vs. Trip)
Feats Dual Focus (m) (Strength), Endurance, Improved Initiative, Iron Will, Iron Will (m), Run, Skill Focus (Perception)
Skills Acrobatics +1 (+5 to jump with a running start, +5 jump), Fly -1, Perception +12, Stealth -3, Swim +20 (+24 vs. exhaustion)
Languages
SQ mythic power 1d6
Other Gear
--------------------
Special Abilities
--------------------
Damage Reduction (5/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Dual Focus (m) (Strength) Use a 2nd ability score to power your mythic abilities.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Iron Will (m) Roll 2x saves vs non-mythic sources.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mythic Power 1d6 Use Mythic Powers 11/day with a die size of 1d6.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
 
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speedy the Dire Rat (Agile Template) CR 2/MR1
XP 600
Rat, Dire
N Small Animal
Init +26; Senses low-light vision, scent; Perception +3
--------------------
Defense
--------------------
AC 19, touch 19, flat-footed 11 (+6 Dex, +1 size, +2 dodge)
hp 15 (1d8+3)
Fort +5, Ref +8, Will +0
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 70 ft., climbing (40 feet), swimming (40 feet)
Melee Bite (Rat, Dire) +3 (1d4+3/x2)
Special Attacks dual initiative, filth fever (disease) (dc 13)
--------------------
Statistics
--------------------
Str 14, Dex 22, Con 16, Int 4, Wis 11, Cha 4
Base Atk +0; CMB +1; CMD 19 (23 vs. Trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+22 jump), Climb +14, Fly +8, Perception +3, Stealth +14, Swim +14
Languages
Other Gear
--------------------
Special Abilities
--------------------
Climbing (40 feet) You have a Climb speed.
Dual Initiative The creature acts twice each round, once on its initiative count and again at its initiative count - 20, this still counts as only one round for durations and other effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Filth Fever (Disease) (DC 13) (Ex) Bite—injury; save Fort; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (40 feet) You have a Swim speed.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
 
Selected the Dual Path. Is it setup to allow the character to select another Mythic Path?
Yes it is but I can't suppress HL's warning about taking a Archetype past tier 1. But simply add the path and you will get no warnings after its added to your character.
 
Is there a way to tell HL to throw a flag if you haven't selected a Path (ie an Archetype) at MT 1? I had no clue as to where to select a Path until I came back to this thread and found the answer.
 
Is there a way to tell HL to throw a flag if you haven't selected a Path (ie an Archetype) at MT 1? I had no clue as to where to select a Path until I came back to this thread and found the answer.
Actually yes their is a way I think. That is a good suggestion and I will try and add that for the next release. Sometimes when you design stuff you end up too close and don't see issues like this. :)
 
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