Congratulations on your First Mythic Tier!


So You Have Just Gained a Mythic Tier.  Congratulations!

Remember that whereas before you were adventurers, now you are Heroes.  The gods are more aware of you now, and there is an ineffable… something, that people can sense about you.  You are different than you were before.

At your first tier, you must choose a Mythic Path.  Here are the choices available:

  • Archmage is for Arcane Magic users
  • Champion is for fighters and damage dealers
  • Guardian is for fighters and tanks
  • Hierophant is for Divine Magic users
  • Marshal is for fighters and battlefield commanders
  • Trickster is for rogues and skill users


When you gain your first Tier, you get the following:
  • ·         Bonus hit points, depending on your path
  • ·         A bonus ability, depending on your path, that’s specific to first tier
  • ·         One Path Ability, which can be chosen from your Path’s 1st tier abilities, or from the 1st tier Universal Path abilities.
  • ·         One Mythic Feat
  • ·         5 Mythic points to power your abilities
  • ·         The ‘Hard to Kill’ ability (you can go to double your CON in negative hit-points without dying, and you automatically stabilize)
  • ·         A d6 ‘surge’ that can be added to any d20 roll as an immediate action for one Mythic point


And as you gain tiers you get:
  • ·         Bonus hit points, depending on your path
  • ·         One Path ability, from your path or the universal path abilities.  More choices unlock at Tier 3, and again at Tier 6
  • ·         2 more Mythic points
  • ·         +2 to one attribute when gaining an even-numbered tier
  • ·         One mythic feat when gaining an odd-numbered tier
  • ·         Additional mythic abilities that everyone gets (surges get better dice, initiative goes up, etc.)


Talk to Dave if you have any questions – levelling up is fun!

Here’s paizo’s place to start, which gives the abilities everyone gets at each tier, the Universal path abilities, and links to the 6 mythic path pages and rules:


And here is a guide:


(some inaccuracies here – for instance, Dual Path can be taken at any tier, and he gets some stuff about Vital Strike and Legendary Items wrong.  It was also written before the latest errata and changes went into place…)

One of the limiting factors on Mythic stuff is the swift / immediate action.  You get ONE of these in a round.  A swift action happens on your turn, at any point in your round.  You can take an immediate action when it is NOT your turn, as a response to someone / something else’s action.  If you take an immediate action, you CANNOT take a swift action on your next round.

You CANNOT trade another kind of action for a swift / immediate action.  Only one per round!

For some classes / builds swift actions are VERY precious.  I’ve seen examples of play where people choose not to take an immediate action to protect themselves, in order to preserve their swift action on their round.

Here are a few last thoughts:

·         Mythic’s gonna make combat WEIRD.  It breaks the action economy all over the place, and there will be even more combats we can just wave our hands through to focus on the ones that are actually fun.   We’ll run one or two regular fights at the higher tiers to show what I mean.
·         On a related note: pick stuff for FLAVOR and FUN.  You’ll rock faces off as it is.  Optimizers can do 1000 hp of damage in a round, but what monsters have that?
·         Before embarking on a feat-chain (like Vital Strike) we should talk to make sure it does what you think it will.
·         Moving forward there will be downtime to retrain – both regular feats/skills/abilities, and mythic stuff.  So if you take something and absolutely hate it, we’ll have plot places to do some retraining.


Here’s an example, using Kendra Lorrimor the Oracle.  Since she’s a divine magic caster, she chooses the Hierophant Path.  This gives her 4 bonus hit points, and she chooses the ‘Inspired Spell’ ability.  She has 5 mythic points, can add a d6 to any d20 roll as an immediate action for her surge, and is now Hard To Kill.  She takes “Faith’s Reach” for her ability (cast touch spells at a range of 30’), and while she wants to take ‘Alignment Channel’ for my mythic feat, she doesn’t have the pre-requisite normal feat.  Instead, she takes ‘Mythic Extra Channel’, which gives her two more channels in a day and lets her burn mythic points for even more.  She’s gonna keep your hit points topped up, sirs.

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