Samnell's Gestalt, Mythic Wrath of the Righteous (Inactive)

Game Master Samnell

Present Battle Map
Map of Drezen


Virtual Gearing:
Instead of tracking individual treasures, barring plot-relevant items, we turn it all into a kind of transaction on paper where you have a gear allowance equal to your wealth by level. You can assign it how you like and reconfigure whenever you have reasonable access to shopping. We'd still track things like single-use and charged items, but much less accounting overall.

Handy dice macros

Perceptronator:

[dice=Blink]1d20+4[/dice] darkvision 60ft.
[dice=Galin]1d20+12[/dice]
[dice=Steave]1d20+7[/dice] darkvision 60ft.

Roll Initiative:

[dice=Blink]1d20+7[/dice]
[dice=Galin]1d20+8[/dice]
[dice=Steave]1d20+4[/dice]

Roll Fort Saves:

[dice=Blink]1d20+5[/dice]
[dice=Galin]1d20+9[/dice]
[dice=Steave]1d20+13[/dice]

Roll Ref Saves:

[dice=Blink]1d20+11[/dice]
[dice=Galin]1d20+7[/dice]
[dice=Steave]1d20+10[/dice]

Roll Will Saves:

[dice=Blink]1d20+6[/dice]
[dice=Galin]1d20+9[/dice] (+2 enchant, +1 fear)
[dice=Steave]1d20+11[/dice]

The Most Sensual Motivator:

[dice=Galin]1d20+6[/dice]
[dice=Steave]1d20+4[/dice]

Mythic House Rules:

On Revisions
Of necessity, these modifications are permanent works in progress. None of us can foresee just how things will play out. The rules as experienced always differ from what they look like on paper. I hope that if you feel something is too good, or that I’ve cut it so close to the bone that it’s not worth it at all, you’ll let me know and we can reconsider. Likewise if it emerges that something plays like that despite looking fine in theory. It might be the case that some stuff isn’t recoverable, but I really don’t want to take all your toys away and make this feel like any other vanilla game.

Just from a time and energy standpoint, I don’t think it’s feasible to go through Mythic Adventures and pick everything apart bit by bit. But I will look at the universal mythic stuff up front, and other abilities as they enter the game to at least give a heads-up where things look problematic. I’ve yet to look at path ability selections, but I went through the real basics exhaustively.

Extra Actions and Defense Overrides
I am still very wary of things that grant piles more actions in combat and/or override fairly regular defensive abilities. Abilities like that should be special and at least a little bit dear. They should also not stack with themselves very often, if at all. These abilities are cool and do make sense as beyond the impossible wahoo befitting legendary heroes, but there’s a balance between that and trying to still have a game that feels fun on both sides of the screens.

Base Mythic Abilities

Amazing Initiative This ability grants you an additional move or attack action and does not stack with other mythic abilities that grant extra actions. If you opt for an additional attack, it’s at your highest bonus just like an extra attack from haste would be.

Mythic Saving Throws This ability costs 1 mythic power to use, which you can spend as an immediate action after the result of the failed save is known. At Tier 10, it no longer requires an action or expenditure of mythic power.

Base Path Abilities
The name for these is different for each path. They’re the three options you pick among when you first start a mythic path. Since they’re so core to the path, I’m going to give each option a quick look.

Archmage Arcana
*Arcane Surge: The spell you cast without spending slots or spells/day takes its normal casting time. The abilities to force two rolls and taking the lower for the target’s save and to roll twice to overcome spell resistance each cost an additional point of mythic power. This ability costs 2 mythic power to use.
*Mage Strike: This ability does not bypass damage reduction and does not stack with other mythic abilities that grant extra actions.
*Wild Arcana: This ability costs 2 mythic power to use plus 1 for every two spell levels, metamagic inclusive, rounded down. (So 2 for a 1st level spell, 3 for a 2nd or 3rd, 4 for a 4th or 5th, etc). It also requires the spell’s normal casting time.

Champion’s Strike
*Distant Barrage: The extra attack does not stack with other mythic abilities that grant extra actions and the attack does not ignore damage reduction. This ability costs 2 mythic power.
*Fleet Charge: This ability requires a move action to use, does not stack with other mythic abilities that grant extra actions, and the attack does not ignore damage reduction. This ability costs 3 mythic power.
*Sudden Strike: This ability does not stack with other mythic abilities that grant extra actions and does not bypass damage reduction.

Guardian’s Call
*Absorb Blow: No changes
*Beast’s Fury: This ability functions as does sudden strike, except that it’s applied to an animal companion, bonded mount, cohort, etc.
*Sudden Block: The melee attack granted by this power does not stack with other mythic abilities that grant extra actions and does not bypass damage reduction. This ability costs 2 mythic power.

Divine Surge
*Beast’s Fury: As the Guardian ability.
*Inspired Spell: This ability functions as Wild Arcana
*Recalled Blessing: This ability functions as Arcane Surge

Marshal’s Order
*Advance: This ability costs 1 mythic power per ally granted an extra move action. You can choose which allies within the area are included. Using this ability is a move action for the Marshal.
*Decisive Strike: This ability functions as sudden strike, except that it’s granted to an ally. This ability costs 2 mythic power.
*Rally: No changes.

Trickster Attack
*Deadly Throw: This ability does not stack with other mythic abilities that grant extra actions. This ability costs 2 mythic power.
*Fleet Charge: As the Champion ability
*Surprise Strike: This ability costs 2 mythic power to use, does not stack with other mythic abilities that grant extra actions, and the attack does not bypass damage reduction.