Things I would like to see


Mythic Adventures Playtest General Discussion

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Instead of saying things we don't like, perhaps we can have one thread of things we'd like to see...

Potion master: this may be chosen multiple times. Each time it adds one to the level of spell that made me made into a potion or infusion.
If taken three times, allows postions to be crafted at level-3 that do not have the "self" designation. EG with three examples of this path, can make 6th level potions or 3rd level potions without a self focus.

Clock Work:
Allows you to build permanent animated objects and golems. Insert nifty mechanic here.

Craft Understanding : Is unaffected by cursed items, and may at his option turn a crafting failure into a cursed item. Prior to UMDing a device or using a rod of wonder, may pre-roll the result. If he chooses not to accept the roll, may use not use the device for 1 round.
A weapon in his hands gains fast healing 1.

Magic Resistance: Can be taken multiple times. First occasion gives SR 11. Each subsequent give SR +4. Stacks with existing SR. Cannot be taken with Demonic Lucubrations.

Demonic Lucubrations: Pick one school of magic. Gain immunity to that school, and susceptibility to an opposite school. Your visibile aura reveals your immunities.

Friends in low places: Choose an outsider. Outsiders of that type start friendly, and will not attack unless you directly attack.

Racial Paragon
Increase all racial bonuses provided. If a race gives magic spells, add three racial spells at one higher level. Can be taken multiple times.

Mythic Luck: Add +1 to all saving throws. You no-longer auto fail on a 1.

Mythic wildshape Mastery: Choose one shape. Assuming shape does not count against uses perday, and can be changed into as an immediate action.

Blood of Giants: For one use of mythic power, increase your size as a swift or immediate action. May be taken multiple times. Each time you may increase your size one category.

Uncanny knowledge: Increase the crit range of a weapon by +1.

Mythic Necromancy: Increase HD you may control by 4, per instance. Animating undead requires no material costs. Additionally, with each repetition you may animate greater undead: wights, wraiths, vampires....

Willing Avatar: You may confer a measure of your abilities and appearance on a willing agent. Agent receives mythic tier 1, and level abilities -2. You may observe your agent as a move action, at will. Avatar may call summon you as a swift action, which ends the effect and you may choose to answer the summons or not.


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I'd like to see an ability that lets you spend a mythic point to remove the maximum range increment. If you know exactly where it is, you can shoot it. Maybe even take it twice to shoot an arrow to another plane.

Inspired by

Saint Seiya: The Lost Canvas:
Sisyphus firing an arrow infused with Athena's power from Greece to Italy to help his ally in combat. Admittedly on a global scale it's not *that* large of a distance, but as far as I'm aware it's still way beyond anything we can do in Pathfinder.


I see some of these that doesn't really sound like they should be mythic powers (clock work, friends in low places)

Liberty's Edge

Lord Embok wrote:
Sisyphus firing an arrow infused with Athena's power from Greece to Italy to help his ally in combat. Admittedly on a global scale it's not *that* large of a distance, but as far as I'm aware it's still way beyond anything we can do in Pathfinder.

Considering that the shortest straight line between Greece and Italy is somewhere in the neighborhood of 80 miles, that makes over 400000 feet, bare minimum. Way, WAY, WAY beyond anything we can do in Pathfinder.

As I am in love with archers, I want to see this. ^_^


Yeah, with the curvature of the earth, you'd not be able to see the thing you were shooting at. That definitely falls into the realm of Mythic for me.

Shadow Lodge

cp wrote:
Mythic wildshape Mastery: Choose one shape. Assuming shape does not count against uses perday, and can be changed into as an immediate action.

I really like this one.


This is a bit of an old thread (Nov) but the OP would be the right one from what I can tell. If this conversation is happening somewhere else, let me know -- I want to get in on it.

I know one thing I had hoped would exist but they didn't include in the playtest (which makes sense -- it's trying to playtest the core aspects of the rules, not minutia) are rules for mythic/legendary magic items.

Some might argue the Excalibur's and Sword of Roland's are artifacts, but it doesn't need to be that way. Sampson supposedly picked up the jaw of a donkey, but once he was done it should be considered "mythic" to say the least and much of Greek and Roman myth is obviously filled with items of interest.

The thing is, its not that the item itself is made more magically enchanted (as per standard understanding). As Arthur used Excalibur, he didn't have it constantly reenchanted by Merlin or the Lady in the Lake. But yet, it needed to level with Arthur to stay grand.

A good example that might be on everyone's mind right now are the swords in The Hobbit and The Lord of the Rings.

Already by the time that "Foehammer"/Glamdril (spelling?) and Orcist were found in the troll's cave, they were legendary weapons (hence why they had names). They, like the bit of oak branch that Thorin had, had gained some reputation and in turn should have some power. Now the "dagger"/short sword that Bilbo picks up was enchanted the same time as those other blades, but it was likely just a measly +1 dagger with the ability to glow when orcs/goblins were near.

But, as the story progresses and as they weapons are/were used, they should gain in power and myth. So that that mere dagger that Bilbo found was much more by the time he gifted it to Frodo (it had a name, Sting) and in Frodo's time it may have gained more mythic power.

I'm not sure how it should work -- does anyone have ideas? I just like the idea of items also gaining power with your mythic characters....?

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