John Woodford |
See the PRD glossary for the Mythic system here. Short answer: it allows higher character power levels in a way that's not a post-L20 add-on like the 3.5 Epic Handbook, but which is integrated into character progression from early on.
Kalindlara Contributor |
Think of Mythic as a system that levels up alongside your character. So, a Mythic character has their level and their tier, which advance separately.
Unlike levels, you don't gain tiers via XP; rather, you first must "awaken". This is generally a major in-game event, such as the sundering of an artifact.
Once you have awakened, you must perform "trials" to increase your tier. These are also in-game events, such as defeating a powerful foe or unlocking an ancient secret.
Kalindlara Contributor |
Each Mythic character has a path that grants specific abilities. A barbarian might be a Champion or Guardian, for example, while a cleric might be a Hierophant or Marshal. The upcoming Medium class uses similar paths in its themes.
Mythic characters gain bonus hit points, upgraded feats, and path abilities - most of which are fueled by something called mythic power. A mythic character has a few uses each day, which they can use to boost d20 rolls via surges or activate their mythic powers.
morgandefey |
I have used it in two home games, playing by myself and I found the rules fun, but it does make the game a lot easier, but if you use Mythic monsters, than I think it will be more balanced, but I do know that other people as stated by John do have strong opinions about it, and have more experience than I do, but it is a fun system and many of the path abilities replace certain items, like the ring of wizardry or make your character almost impossible to kill, but I do recommend to try it because I really did enjoy it. I am not using it for my current campaign, I want to play a regular character, but I might go for in another adventure with a heirophant. Try first a game with only one level of mythic power and see how it goes. Hopefully you enjoy it.
Kalindlara Contributor |
Mythic is challenging for GMs because it is an immense boost in character power, far beyond what the book suggests. A GM who gives their players unrestricted access to Mythic will be tearing their hair out in short order.
I'm not talking about obscure combos, either - just taking the obvious abilities that synergize with your class will have absurd results.
Seth Dresari |
Think of Mythic as a system that levels up alongside your character. So, a Mythic character has their level and their tier, which advance separately.
Unlike levels, you don't gain tiers via XP; rather, you first must "awaken". This is generally a major in-game event, such as the sundering of an artifact.
Once you have awakened, you must perform "trials" to increase your tier. These are also in-game events, such as defeating a powerful foe or unlocking an ancient secret.
Ah, so probably not legal in organized play, then.
Are there any classes and feats exclusive to Mythic characters?
EDIT: It would appear my slow mobile network has gotten me post-sniped.
Kalindlara Contributor |
Definitely not - it's not something one simply takes, in any case.
No classes are exclusive to Mythic, but there are Mythic feats, which can only be taken as part of advancing your mythic tier. Most of these are improvements to normal feats - for example, Vital Strike [Mythic] (one of the most notorious) adds all of your damage modifiers to your Vital Strike's multiplication. So every Vital Strike deals as much damage as a full attack. Combined with the mythic ability to take extra standard actions, you're dealing enough damage for two full attacks each round and then some.
There's some cool abilities in Mythic, once you get past all the game-breakers (and there are a lot). ^_^
GM Rednal |
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Sooooort of.
There are no exclusively mythic classes. However, the Mythic Mania supplements (3PP, but basically written by the designers of the Mythic system, and an OUTSTANDING addition if you're using the rules) allow for 'Mythic Class Abilities'. There are also mythic versions of many feats (again, Mythic Mania - specifically the Hero's Handbook - helps with this), and a few feats exclusive to the system.
I think there's one organized play scenario where you get a bit of mythic power, but no, it's not a real part of PFS. XD
Chemlak |
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However, the Mythic Mania supplements (3PP, but basically written by the designers of the Mythic system, and an OUTSTANDING addition if you're using the rules)...
Not to mention some extremely good suggestions on making the mythic rules more balanced (also available as a standalone supplement from Legendary Games if you don't want the entire Mythic Hero's Handbook).
Kalindlara Contributor |
GeneticDrift |
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I started explaining the specifics and the post got very long. Basically it is a special prestige class that advances off plot not xp. They all have a special resource called mythic power which you can spend to add to d20 rolls or to use many of your powerful abilities.
You get a path ability (more as you advance) that either allows swift casting of spells that doesn't expend your slot, a free attack that ignore dr, free move for all in range etc. all spend mythic power.
You gain path talents they are very varied. Like being a divine source of spells, not aging, the ability to change an enemies channel energy to what ever you want, auto 20 on skills. Most take mythic power to use.
And mythic feats.
Either improvements to feats or modifications to your mythic goodies. For example power attack does extra damage, bonus mythic power, access to mythic spells, or legendary items.
You also gain hp and ability scores as your tier improves,
/oops got long again