Mythic stuff
Posted: Tue Jun 26, 2018 11:30 am
[picture of chart goes here... steven want to make that happen? Refer to txt msg until then]
New Stuff
Mythic Path: You have access to a primary path and a secondary path. You may not select basic abilities from your secondary path (e.g. no archmage arcana), and may only take a path ability from your secondary path every other level (unless using the extra path ability feat or the path dabbler path ability)
Mythic Flaw: The scars and quirks associated with your path to ascension. At the point of ascension these various flaws should be consolidated and smoothed out to form a cohesive set of defining flaws for the character. Characters may also choose a mythic flaw to incorporate in place of 1-2 of their derangements that have not yet been determined: https://www.d20pfsrd.com/mythic/running ... thic_Flaws
Removed from game: Base mythic abilities - Amazing Initiative, Mythic Saves;
Some base mythic abilities are now universal path abilities: Hard to Kill (3rd Tier), Recuperation (6th Tier), Force of Will (6th Tier), Unstoppable (9th Tier)
Ascension Abilities: Gained during mythic apotheosis, this is a mythic path ability that defines your journey to mythic power. See next post for specifics.
Bonus Universal Path Abilities: Gained at levels 1, 3, 6, these abilities replace some of the "automatic" mythic abilities that were removed from the progression. Assigned by GM based on character choices.
Attributes: you only get 3, but with the temple bonuses this actually gives you +5 more attribute points than you normally get out of mythic. Your 3rd tier bonus universal ability also is a stat bump, so this should be fine.
Unchanged: Bonus HP, path ability and feat progression
Changes in functionality:
Recuperation: must expend 10 mythic power to refresh class features
Force of Will: costs 2 mythic power
Unstoppable: At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, dazzled, deafened, entangled, fascinated, fatigued, frightened, shaken, sickened, or staggered. You can expend two uses of mythic power to immediately end one of the following conditions: blind, confused, cowering, dazed, exhausted, nauseated, panicked, paralyzed, or stunned. You must spend one additional use of mythic power to end the effect if the effect you wish to end was caused by a mythic effect. If the effect is permanent, you must spend twice as many uses of mythic power as normal to end the effect. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.
Mythic Power Attack: Functions as Mythic Deadly Aim except replace “ranged” with “melee”
Legendary Item: requires approval, foe biting and undetectable have adjusted rules.
Immunity and DR: DR X/- is not negated by powers/class features that reduce DR. Powers/features that strip resistances function as normal. Powers/features that strip immunity instead replace immunity with resistance 30 (or a high save bonus for non-damage based immunities) unless there is a compelling rationalle for stripping the immunity entirely (e.g. converts all damage to divine power rather than being a particularly intense energy blast).
Other changes: invariably there will be further rules issues, and I reserve the right to correct other mythic abilities as needed for balance and, more importantly, for a fun gaming experience.
New Stuff
Mythic Path: You have access to a primary path and a secondary path. You may not select basic abilities from your secondary path (e.g. no archmage arcana), and may only take a path ability from your secondary path every other level (unless using the extra path ability feat or the path dabbler path ability)
Mythic Flaw: The scars and quirks associated with your path to ascension. At the point of ascension these various flaws should be consolidated and smoothed out to form a cohesive set of defining flaws for the character. Characters may also choose a mythic flaw to incorporate in place of 1-2 of their derangements that have not yet been determined: https://www.d20pfsrd.com/mythic/running ... thic_Flaws
Removed from game: Base mythic abilities - Amazing Initiative, Mythic Saves;
Some base mythic abilities are now universal path abilities: Hard to Kill (3rd Tier), Recuperation (6th Tier), Force of Will (6th Tier), Unstoppable (9th Tier)
Ascension Abilities: Gained during mythic apotheosis, this is a mythic path ability that defines your journey to mythic power. See next post for specifics.
Bonus Universal Path Abilities: Gained at levels 1, 3, 6, these abilities replace some of the "automatic" mythic abilities that were removed from the progression. Assigned by GM based on character choices.
Attributes: you only get 3, but with the temple bonuses this actually gives you +5 more attribute points than you normally get out of mythic. Your 3rd tier bonus universal ability also is a stat bump, so this should be fine.
Unchanged: Bonus HP, path ability and feat progression
Changes in functionality:
Recuperation: must expend 10 mythic power to refresh class features
Force of Will: costs 2 mythic power
Unstoppable: At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, dazzled, deafened, entangled, fascinated, fatigued, frightened, shaken, sickened, or staggered. You can expend two uses of mythic power to immediately end one of the following conditions: blind, confused, cowering, dazed, exhausted, nauseated, panicked, paralyzed, or stunned. You must spend one additional use of mythic power to end the effect if the effect you wish to end was caused by a mythic effect. If the effect is permanent, you must spend twice as many uses of mythic power as normal to end the effect. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.
Mythic Power Attack: Functions as Mythic Deadly Aim except replace “ranged” with “melee”
Legendary Item: requires approval, foe biting and undetectable have adjusted rules.
Immunity and DR: DR X/- is not negated by powers/class features that reduce DR. Powers/features that strip resistances function as normal. Powers/features that strip immunity instead replace immunity with resistance 30 (or a high save bonus for non-damage based immunities) unless there is a compelling rationalle for stripping the immunity entirely (e.g. converts all damage to divine power rather than being a particularly intense energy blast).
Other changes: invariably there will be further rules issues, and I reserve the right to correct other mythic abilities as needed for balance and, more importantly, for a fun gaming experience.