House Rules: Mythic Adventures

Mythic Adventures

Basic Mythic Abilities


Ability Score

Upon gaining your 1st mythic tier, increase three different ability scores of your choice by 1. At every tier thereafter, you may increase three different ability scores by 1; one or more of them can be an ability score you've already increased or a different ability score.

Mythic Feat

Select one mythic feat, epic feat, or non-mythic feat as a bonus feat. You must qualify for this feat normally.

You gain another mythic feat at 2nd tier, and again every tier thereafter.

Mythic Path Features


Archmage Arcana

Arcane Surge (Su)

As a swift action, you can expend one use of mythic power to cast any one 1st-level arcane spell without expending a prepared spell or spell slot. For every additional use of mythic power expended, the maximum level of the spell you can cast increases by two. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you’re a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result.

If you must attempt a caster level check for the spell to overcome a creature’s spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can’t add a metamagic feat to a spell you cast using this ability.

Mage Strike (Su)

As a standard action, you can expend one use of mythic power to make one melee attack. You may instead expend two uses of mythic power to activate this arcana as a move action, and three uses to activate it as a swift action. This is in addition to any other attacks you make this round. If you expend one arcane spell that you’ve prepared or arcane spell slot that you have available, you gain a bonus on the attack roll equal to double the spell’s or slot’s level, and the attack deals an additional 2d6 points of energy damage (your choice of acid, cold, electricity, or fire) per level of the spell or slot expended. The normal damage from this attack bypasses all damage reduction, but the energy damage is still affected by resistances and immunities.

Wild Arcana (Su)

As a swift action, you can expend one use of mythic power to cast any one 1st-level arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. For every additional use of mythic power expended, the maximum level of the spell you can cast increases by two.

You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Champion

Distant Barrage (Ex)

As a standard action, you can expend one use of mythic power to make a ranged attack at your highest attack bonus. You may instead expend two uses of mythic power to activate this strike as a move action, and three uses to activate it as a swift action. This is in addition to any other attacks you make this round. When making this attack, ignore the target’s cover and concealment other than total cover, and add your tier to the attack roll. Damage from this attack bypasses all damage reduction.

Fleet Charge (Ex)

As a standard action, you can expend one use of mythic power to move up to your speed. You may instead expend two uses of mythic power to activate this strike as a move action, and three uses to activate it as a swift action. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Sudden Attack (Ex)

As a standard action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. You may instead expend two uses of mythic power to activate this strike as a move action, and three uses to activate it as a swift action. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.

Hierophant

Inspired Spell (Su)

You can expend one use of mythic power to cast any one 1st-level divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast. For every additional use of mythic power expended, the maximum level of the spell you can cast increases by two.

Recalled Blessing (Su)

You can expend one use of mythic power to cast any one 1st-level divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you’re a spontaneous caster, this spell must be one of your spells known. You can’t apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result. For every additional use of mythic power expended, the maximum level of the spell you can cast increases by two.

Marshal

Decisive Strike (Su)

As a standard action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. You may instead expend two uses of mythic power to activate this order as a move action, and three uses to activate it as a swift action. Add your tier as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn’t count toward the ally’s actions on its turn.

Trickster

Deadly Throw (Ex)

As a standard action, you can expend one use of mythic power to draw a thrown weapon or alchemical item and make a ranged attack with it. You may instead expend two uses of mythic power to activate this attack as a move action, and three uses to activate it as a swift action. This attack doesn’t provoke attacks of opportunity. When making a deadly throw, roll twice for the attack, take the higher result, and add your tier to the roll. If the attack misses, the weapon or alchemical item lands adjacent to the target, regardless of the range.

Fleet Charge (Ex)

As a standard action, you can expend one use of mythic power to move up to your speed. You may instead expend two uses of mythic power to activate this attack as a move action, and three uses to activate it as a swift action. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Surprise Strike (Ex)

As a standard action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. You may instead expend two uses of mythic power to activate this attack as a move action, and three uses to activate it as a swift action. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Mythic Path Abilities


1st Tier

Display of Charisma, Constitution, Dexterity, Intelligence, Wisdom, Strength

As a free action, you can expend one use of mythic power to attempt a feat of Charisma/Constitution/Dexterity/Intelligence/Wisdom/Strength, gaining a circumstance bonus equal to three times your tier on one Charisma/Constitution/Dexterity/Intelligence/Wisdom/Strength-based skill check or Charisma/Constitution/Dexterity/Intelligence/Wisdom/Strength ability check.

Mythic Feats


Mythic feats that are simply a version of a normal feat are banned from the game, with certain exceptions. However, if a mythic feat has a benefit that requires a mythic power to be spent, you can spend mythic power to gain that specific benefit as long as you have the normal version of the feat.

These mythic feats may be taken as written: Drink is Life, Extra Arcana (Mythic), Extra Arcane Pool (Mythic), Extra Bane (Mythic), Extra Bombs (Mythic), Extra Cantrips or Orisons (Mythic), Extra Channel (Mythic), Extra Discovery (Mythic), Extra Elemental Assault (Mythic), Extra Evolution (Mythic), Extra Grit (Grit, Mythic), Extra Hex (Mythic), Extra Ki (Ki, Mythic), Extra Mythic Power, Extra Lay on Hands (Mythic), Extra Mercy (Mythic), Extra Performance (Mythic), Extra Rage (Mythic), Extra Rage Power (Mythic), Extra Ranger Trap (Mythic), Extra Revelation (Mythic), Extra Rogue Talent (Mythic), Extra Summons (Mythic), Mythic Leadership

House Rules: Mythic Feats
Dual Path
Extra Path Ability
Vital Strike

Legendary Items


Legendary Item Abilities

Foe-Biting: As a standard action, you can expend one use of mythic power to designate one opponent as your foe. For the duration of the encounter, you gain a bonus to your attack and damage rolls equal to twice your tier against your foe when attacking with the legendary weapon, and all damage bypasses damage reduction. You may spend another use of mythic power as a standard action to switch your designated foe to another target. You can only have one foe active at any time.

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