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 increased in a previous tier 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.

Amazing Initiative (Ex)

At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take either an additional simple or standard action during that turn. This additional action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Mythic Path Features


Archmage Arcana

Arcane Surge (Su)

As a simple 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 simple 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 simple 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 simple 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 simple 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.

Reaping the Chaff (Ex)

When facing inferior opponents, you can carve through their ranks with lethal speed and precision. As a full action, you can move up to twice your speed, moving through the space of any creature smaller than you or whose Hit Dice is less than your own as if you had the trample special attack. You deal damage to all such creatures in the path of your movement, as if you had struck them with a single melee attack with your primary weapon and any bonuses to damage that are always active. You may spend a mythic point to increase your damage by 1 degree of success for each tier you have over 3rd. You may use Power Attack in conjunction with this ability, but feats or abilities that do not apply to multiple attacks or opponents per round (such as Vital Strike or a paladin’s smite evil) do not apply. Damage that applies against certain creature types applies when you use this ability to attack creatures of that type even if you also attack other kinds of creatures with this ability. No attack roll is necessary, and you cannot threaten or confirm a critical hit with this ability. Creatures in your path can make an attack of opportunity against you with disadvantage, or they can forgo this attack of opportunity and attempt a Reflex save for half damage (DC 10 + your base attack bonus + your mythic tier). You cannot damage a creature more than once per round with this ability, even if you move through its space more than once.

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 simple 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)

As a simple action, 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)

As a simple action, 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 simple 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 simple 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 simple 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 simple 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 Bonded Vessel

Your connection with your bonded vessel persists throughout the planes. You can still invest essence in your bonded vessel's energy pool even if you are both on different planes. You also add your mythic tier to your bonded vessel's energy pool limit. By spending 1 mythic power as a simple action, you can summon your bonded vessel to your location, whether your are on the same plane or not. The vessel can appear either in the nearest large enough open space for the vessel to you or to a large enough open space within your sight.

You can select this ability twice. If you take this ability a second time, you can summon your bonded vessel as a reaction, and it can appear in a space occupied by creatures and unbound objects. Those creatures and objects are knocked back away from the vessel a number of feet equal to the its space (minimum 5 feet); this movement provokes. Creatures land prone and take 1d6 blundgeoning damage for every 5 feet traveled. A Reflex save halves the damage and prevents landing prone; the DC is equal to 10 + your mythic tier.

Unspeakable Name (Su/Sp)

Like demon lords and the witch-kings of legend, you know when others dare to speak of you or your fell deeds. You can activate this ability, and for a period time, you can hear your name and title whenever it is spoken, regardless of distance. You can use this ability a number of times per day equal to your mythic tier for free, and you can spend a mythic power to gain another use beyond this limit. The duration of this ability depends on how narrow your target audience is. The ability lasts a minute per tier if there is no limit, 10 minutes per tier if limited to a specific race, an hour per tier if limited to a specific organization (such as a religion, clan, family, guild, or team), and a day per tier if limited to a specific individual. While this ability is active, you can expend one use of your mythic power to use scrying as a spell-like ability targeting the creature speaking your name. If your scrying is successful, you can expend an additional use of mythic power to deliver a message to the target as sending. You can dismiss this ability as a free action at any time.

If you have at least 3 mythic ranks or tiers, this ability functions across planar boundaries. Expending one use of mythic power allows you to use greater scrying on the speaker instead. If you succeed in scrying on the target, you can spend one additional use of mythic power to use project image as a spell-like ability. The image appears at the location of the scrying sensor, which is considered the point of origin of the spell. If you scrying sensor is dispelled, so is the project image.

If you have at least 6 mythic ranks or tiers, if you successfully scry on a creature, you can also read its mind as detect thoughts, and you can spend one additional use of your mythic power to discern location on the speaker. If a creature says your name three times in a single breath, you learn that creature’s true name and can expend two uses of your mythic power to possess the target if it fails a Will save (DC 10 + onehalf your level + your mythic rank or tier + your Charisma modifier). The target gains a +2 circumstance bonus for each step its alignment is away from yours (these bonuses stack). If the creature successfully saves, it is immune to possession attempts made by you for a year and a day. A failed save establishes a mental connection between you and the target, as dominate monster, but you may also read the target’s thoughts as detect thoughts or use its senses as share senses at any time simply by concentrating. If the target is within a non-mythic effect that blocks compulsions or possession, you can bypass that effect for 1 hour by expending one use of your mythic power.

As a simple action, you shift your consciousness into or out of the target as magic jar. If you prepare spells, while you are possessing the target you may grant one or more prepared spells to the possessed creature, as if you were a cleric using imbue with spell ability. Your possession lasts for 24 hours, though you may expend one use of your mythic power each day to renew it. You can possess only one creature at a time. If a creature dispels or blocks your possession with break enchantment, dispel evil, protection from evil, or a similar effect, the caster must succeed on a caster level check (DC 10 plus your level plus your rank or tier); if this check fails, you can expend one use of your mythic tier as a free action to attempt to possess the caster as if she had spoken your name three times. Casting an area spell that blocks possession does not carry this risk unless the caster touches the possessed creature.

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

Mythic Leader Character Options


Mythic Settlement Qualities

Enchanted Doorways

Within the settlement are hidden doorways. A number of times per day equal to his tier, the mythic leader can spend one hour to search for an enchanted doorway. Once the door has been found, the leader can open the door to a doorway in a different location, allowing her to instantly travel there upon walking through the doorway. The leader must a reliable description of the location of the exit door (as per the greater teleport spell), but there is no limit to its distance from the settlement as long as it is on the same plane. If the leader does not open the enchanted door after it has been found, she has an hour to do so before the connection fades and the use is wasted. The connection is broken as soon as the door is closed on either end, even when done before the end of the effect's duration. This ability is a conjuration (teleportation) effect.

Once the door has been open, a portal to the destination fills the door frame. The area of the entrance and exit doors can be seen through the portal as if the door physically opened to the other location. Viewing either doorway on the physical opposite side just shows the other side as normal with no portal. The portal remains open for a number of rounds equal to the leader's tier; the portal immediately vanishes after this time has passed. The leader can spend one point of mythic power to extend the duration to one hour per tier. Travel through the connected doors is two-way, and any number of creatures can pass through.

The entrance and exit doorways must be functional doors (an intact physical door within a door frame), and both must be closed before the connection can be made. The exit door closes by itself when the connection is made; if it is obstructed from closing, the connection cannot be made, and the ability's use is wasted if it is not unblocked within one hour of finding the door. If the exit is obstructed from opening, the leader can attempt to push it open. Environmental and magical effects do not pass through the portal. The connection between doors continue to function even if one or both doors are moving.

The mythic leader who grants this ability can suspend this ability as a free action, and all connections and open portals immediately cease functioning. The leader can resume the ability's function as a free action. At 3rd, 6th, and 9th tier, the leader can designate one additional creature who can use this ability, with each having their own uses per day equal to the leader's tier. The leader can change his designates at will as a free action; any door opened by a designate immediately closes when they lose the ability.

Enchanted Door Keys

Aura strong conjuration; CL 13th; Price 30,000 gp; Weight —; Slot —; Quality expert

Description
The Enchanted Doorways ability normally allows a connection between doors to be formed from within the settlement or nation. However, once the ability has been bestowed, enchanted door keys can be crafted by the mythic leader granting the ability or her designates. These keys can be given to any other creature (although they are only useful if they have mythic power), and allow their user to use the Enchanted Doorways ability. The entrance door must have a keyhole, but the enchanted door key will automatically fit it. Upon inserting and turning the key, the user must spend a point of mythic power to activate its ability.

If the key is used within the settlement or nation with the Enchanted Doorways ability linked to the key, then the user can use the ability as if he was the mythic leader granting the ability (except they cannot suspend or reactive the ability or designate other creatures who can use this ability). The key also allows the ability to be used outside of the linked settlement or nation to form a portal to a door within it. The key can be retrieved after opening the door.

Construction Requirements
Feats Craft Wondrous Item, Mythic Crafter; Spells greater teleport; Cost 15,000 gp

Mythic Buildings

The settlement allows for the creation of truly mythical structures—towers of impossible size, arenas fit for mythic monsters, foundries where adamantine is forged in living lava, and so on.

A number of buildings equal to your mythic tier are magically upgraded into mythic versions of themselves at no cost. A mythic building is treated as a legendary building (see Building Quality), and you can apply the effect of one spell of a level up to your mythic tier to the building as described in Enchanted Structures at no additional cost. Once per Decision phase, you can change which buildings are mythical and change the spell effect.

Wealth

The settlement possesses legendary prosperity, perhaps with streets literally paved with gold, and precious gemstones used by children like marbles. The average citizen lives in a manner superior to most mundane kings and queens, and the powerful have vast unbelievable resources.

The Wealth capital of the settlement or nation is doubled. Additionally, any creature within the settlement can cast heroes' feast as a spell-like ability once per month, using your mythic tier as its caster level.

Legendary Items


Legendary Item Abilities

Foe-Biting: When this item deals damage, its user can use a legendary power to bestow the bane magic weapon property against that specific creature (regardless of its type and subtype). If the item is already a bane weapon against that creature’s type (and subtype, if applicable), using the foe-biting property increases the effect of bane to a +3 enhancement bonus and +3d6 damage, or to +4 and +4d6 if the wielder is a mythic character and expends one use of mythic power as a free action when expending the item’s legendary power to increase its bane effect. This ability can be applied only to weapons. An item must be a minor or major artifact to have this ability.

Undetectable: When you are in physical contact with this item, senses that normally automatically foil any Stealth must now perform a Perception check to detect you using Stealth as normal. Spells, powers, sphere abilities, talents, spell-like abilities, and supernatural abilities specifically used to detect your presence or uncover information about you (such as when scrying or using the Divination sphere‘s divine abilities) must make a caster level check against a DC of 19 + twice your tier in order to be successful, otherwise you are not detected and cannot be targeted.

Unstoppable Strike: When wielding this weapon, you can expend one use of legendary power when making an attack to ignore all forms of your target's damage resistance and shield bonus to DV. If you instead expend two uses of legendary power, the weapon also ignores any deflection bonus to DV the target has. An item must be a weapon and be a minor or major artifact to have this ability.

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