Mythic Paths of the Lost Spheres: Godhunter (PFRPG) PDF

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Not ready for all 10 paths from Mythic Paths of the Lost Spheres? You might want to try out Godhunter first if you are looking to have your character rage against the Heavens themselves! Madmen. Heretics of the most extreme blasphemy. Enemies of the Gods themselves. Demigods spurned by their own parents. Opportunistic leeches of the limitless power of the Divinities. A lot of things can drive a character to the Path of the Godhunter.

These enemies of the divine are often the result of stories of tragedy that would shatter lesser beings but instead the Godhunter learns to break the divine powers that oppose them

Mythic Paths of the Lost Spheres takes the concepts introduced in the Pathfinder Roleplaying Game Mythic Adventures handbook and expands them into new options with a special eye toward supporting non-traditional and third party classes, multi-class or otherwise unusual archetypes not currently empowered by the core mythic rules. Pathfinder Roleplaying Game Advanced Class Guide support. Ultimate Psionics support. Pact Magic support. Rogue Genius Games Genius Guide support.

Over 50 new powers and path abilities, original art by by Dimas Wijil Pamungkas and Nick Russell. Want more? You can get all 10 new mythic paths in Mythic Paths of the Lost Spheres!

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An Endzeitgeist.com review

5/5

This installment of the Mythic Paths of the Lost Spheres-series clocks in at 15, 1 page front cover, 1 page editorial, 1 page ToC, 3 pages of SRD, 1 page back cover, leaving us with 8 pages of content, so let’s take a look!

Note: This is part of the Mythic Paths of the Lost Spheres-tome and represents a single stand-alone path from the book.

The series was crafted with an eye towards providing options for some of the more popular 3pp-materials: Psionics, pact-magic-based spirit-binding, temporal shenanigans (Time Thief and Warden), as well as e.g. Rite Publishing’s take of shapeshifting via the taskshaper. The pdf thus provides a lot of synergy if you have these respective supplements. However, at the same time, the book does not lose its value for groups that do not employ there – the mythic paths that help for the respective subsystems are fully viable even without using e.g. pact magic, sporting plenty of options that do not require the use of such a subsystem. In short: While the support is here, the designs within do not force you to employ these systems.

The supplement begins by codifying the origin of power-sources, which is helpful – I have more to say on the origins and structure of magical power, but that’ll have to wait until the review of the big book.

This pdf, obviously, depicts the godhunter, who gains 5 hit points per tier and the devour the divine ability, which may take one of three shapes: You can choose to either spend mythic power as an immediate action to add your tier to a saving throw AND gain a reroll versus a divine effect. On a success, you are not affected and instead heal hit points based on tier, which btw., when exceeding your maximum hit points, can partially be converted to temporary hit points. The second option lets you spend mythic power as an immediate action to collect divine remnants, so-called detria. These act as a means to duplicate, spell-storing style, one divine spell or spell-like ability of a creature slain. These may only be used by the godhunter that created them, and require UMD to activate. This one, RAW, does require a lot of spell/SP-tracking and can become pretty potent. Considering the value of mythic power, I have no issue with the power-level this has, and detria cannot be stockpiled as a balancing caveat. The third option represents the means to spend mythic power for a tier-based bonus to atk, and bonus damage versus divine spellcasters and outsiders. The path nets a path ability every tier and the capstone ability nets basically advantage on saves vs. divine spells cast by non-mythic targets, as well as SR versus divine spells.

Now, as far as path abilities are concerned, we have the option to get another one of the aforementioned devour the divine abilities. We have means to prevent teleportation and plane shifting, or, for example, a means to extend the benefits of the aforementioned attack/damage boost to any target currently affected by a divine spell, which is pretty interesting. Making detria behave as potions is nice…but I really like the means to for example steal channel energy uses. The path abilities also include interesting passive abilities – like divine spellcasters needing to save versus their own spells when targeting the godhunter, potentially being dazed for a round. Minor complaint here – the ability only specifically mentions targeting, meaning that area of effect effects not necessarily being included. Extending the benefits of the healing option to allies targeted nearby. Reducing the CL of hostile divine spells to determine duration is also nice – though I *think* that rounds reduced to 0 should probably cancel out this component; that, or have a 1 round minimum duration. Cool: There is an ability that lets you hijack divine spells. Item-use, transfer wounds.

Among the 3rd tier abilities, we have the means to employ metamagic feats via the burning of detria; imposing basically disadvantage (roll twice, take worse result) on concentration checks is intriguing. Leeching off excess healing in the vicinity. On the nitpicky side, the Hungry Zeal ability, which nets another use of the Zealotry ability, should specify the requirement of the Zealotry ability. Limited domain poaching and becoming immune to a domain of a vanquished spellcaster makes for some cool tricks – particularly since the latter is balanced, once more, by tier, having a sensible scaling. In short, as before, this offers further upgrades, building on previous tricks. The 6th tier abilities include means to hold more detria at once, as well as the option to use detria for Item Creation purposes…or what about tattoos infused with detria that render you immune to a divine spell, with the maximum spell level gated by tier?

Conclusion:

Editing and formatting are very good on a formal level; on a rules-language level, the pdf is also significantly more precise than what we usually get to see. Considering the complexity of the material, this is commendable. Layout adheres to a solid two-column full-color standard, and the artwork featured is original and impressive. The pdf comes fully bookmarked for your convenience.

Christen N. Sowards’ Godhunter is an interesting and long overdue means for mythic characters to depict the foe of certain gods…or, well, all deities! I like this mythic path very much, and while I am not 100% happy with all design-decisions herein, I consider this mythic path to be well worth checking out. My final verdict will hence clock in at 4.5 stars, rounded up due to in dubio pro reo.

Endzeitgeist out.



Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

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