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Sidebar Nam scelerisque lacus vitae massa aliquet ullamcorper. Each mythic path works in parallel with your character class, allowing you to continue advancing in your chosen calling even as you seek a greater destiny. Best of all, you can start playing a mythic character at any point—even as early as 1st level!
This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50, gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era. Bring down a castle with a mythic meteor swarm, transform the landscape with terraform, or make every memory and record of someone disappear with mythic modify memory! Brandish the sword of inner fire, capable of burning even elemental creatures, or turn your enemies to stone with the medusa-headed shield aegis!
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If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment. You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains.
Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability , you can cast one spell of each level equal to or less than your tier selecting from those available to you from your divine source domains.
At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains to your list each time and adding their spells to the list of those that you can cast.
You can select this path ability up to six times. Each time you do, it must apply to a different ability score. Few things in the world still inspire fear in you. You are immune to all fear effects from non-mythic sources.
Fear effects from mythic sources count as mythic for the purposes of this ability. Your mighty accomplishments have drawn the notice of creatures beyond your home plane. You gain a bonus equal to half your mythic tier on Diplomacy checks against outsiders with an alignment subtype that matches at least one portion of your alignment , and on Intimidate checks against outsiders with an alignment subtype that opposes at least one portion of your alignment. If you have the Leadership feat, you add half your mythic tier to your Leadership score for the purpose of attracting an outsider cohort.
In addition, if you are at least 7th level, you can expend two uses of your mythic power to cast lesser planar ally as a spell-like ability , treating your mythic tier as your caster level. If you are at least 11th level and 6th tier, you can expend three uses of your mythic power to cast planar ally.
If you are at least 15th level and 9th tier, you can expend four uses of your mythic power to cast greater planar ally.
Diseases and poisons from mythic sources count as mythic for the purposes of this ability. Your mythic destiny is guided by providence. Curses and compulsions from mythic sources count as mythic for the purposes of this ability. Your senses are extraordinarily keen. Such effects from mythic sources count as mythic for the purposes of this ability. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation.
Once per day, you can temporarily change one decision made for one of your class features. This change lasts for a number of minutes equal to your tier. For example, you could use this ability to change the decision made with the arcane bond class feature, causing your bonded item to disappear along with all of its bonuses and restrictions and a familiar to appear in its place. If the new ability is limited in its uses per day, you receive half the normal number of uses minimum 1.
When this ability ends, your previous choice returns with the same number of uses as before you used this ability. When the effect ends, the previous spells return and can be cast again. Your form is so stable that you become immune to non-mythic polymorph and petrification effects. Polymorph and petrification from mythic sources count as mythic for the purposes of this ability. The boundaries of the Material Plane mean little to you.
You can plane shift once per day, using double your tier as your caster level. You can take this ability twice. When you take it a second time, you can use this ability three times per day. Your power unnerves ordinary mortals.
By expending one use of mythic power, you gain an effect similar to frightful presence , except that creatures are affected according to their tier or rank, in the case of monsters instead of their Hit Dice. Non-mythic creatures that fail their saves are panicked for 1 minute, and those that succeed are shaken for 1 minute.
Creatures with a mythic tier or rank equal to or less than your tier are unaffected if they succeed, and are shaken for 1 minute if they fail. Creatures with a mythic tier or rank higher than yours are unaffected by your mythic presence. This ability lasts for 1 minute and has a range of 30 feet.
When you take this ability, you gain blindsense out to a range of 30 feet. The second time you take it, you can see illusions and magical deceptions for what they truly are, as if using true seeing. If this ability is dispelled, you can resume it as a free action. You can understand and speak any language, as the tongues spell. Mythic tiers are similar to levels in a class or prestige class in that the powers gained at each tier are added to all those that came before, but tiers are gained in a different manner from levels.
A character gains a new mythic tier by completing a number of trials that occur during play. A trial is a difficult task that adds to the legend and story of your character. Achieving a new mythic tier occurs independently of experience point progression though you will also gain experience points for the various encounters you complete as you progress through your trials. Trials are moments in the story when you must rise above the deeds of lesser heroes.
These moments become critical junctures in your legend. The number of trials required to attain each new tier appears on Table: Mythic Trials per Tier. For example, suppose a 5th-level fighter discovers her mythic heritage and becomes a 1st-tier champion. Over a number of sessions, she earns enough experience points to gain her 6th level of fighter.
During the next session, however, she engages in a climactic battle against a mythic troll that has plagued the town for years; by defeating the troll , she completes her trial, allowing her to become a 2nd-tier champion. To reach 3rd tier, she will need to accomplish two more trials. Note that the number of trials needed to achieve the next tier might vary from the number listed on Table: Mythic Trials per Tier.
The GM can reduce or increase this number as needed to suit the campaign—refer to the Mythic Trials section for more guidance. Toggle navigation. Ability Score Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2.
Mythic Feat Select one mythic feat or non-mythic feat as a bonus feat. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter. Mythic Power Su Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate.
Surge Su You can call upon your mythic power to overcome difficult challenges. Amazing Initiative Ex At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. Force of Will Ex At 7th tier, you can exert your will to force events to unfold as you would like.
Unstoppable Ex 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 , blind , confused , cowering , dazed , dazzled , deafened , entangled , exhausted , fascinated , fatigued , frightened , nauseated , panicked , paralyzed , shaken , sickened , staggered , or stunned. Immortal Su At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed.
Legendary Hero Su At 10th tier, you have reached the height of mortal power. Commune with Power Su You can tap into your mythic nature to seek answers to the quandaries you encounter in your adventures. Extra Mythic Feat Ex You gain an extra mythic feat. Extra Mythic Power Su You can call upon your mythic power two additional times per day. Legendary Item Ex You gain a legendary item.
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