Mythic Source
In the Rise of the Runelords campaign, the mythic source is Granted (by the characters' deities).
In the Shattered Star campaign, the mythic source is Artifact (the seven Shards of the Sihedron).
In the Return of the Runelords campaign, the mythic source is Godling (the children of Rise of the Runelords' PCs)
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Mythic Path
In the Rise of the Runelords campaign, the mythic paths are chosen by the GM (chosen by the characters' deities).
In the Shattered Star campaign, the mythic path of each shard is Archmage (modified as a Thassilonian Specialist Wizard).
In the Return of the Runelords, the mythic path of each character is chosen by the character's player, from one of the six mythic paths from Mythic Adventures.
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Ability Score (RAW)
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Mythic Feats & Mythic Path Abilities (modified)
In the Rise of the Runelords campaign, the mythic feats and mythic path abilities are GM-approved mythic feats and mythic path abilities each player chooses for their god-chosen character.
In the Shattered Star campaign, the mythic feats and mythic path abilities are GM-chosen (as they were chosen by the creator of the Sihedron when he made the seven parts of the artifact).
In the Return of the Runelords campaign, the mythic feats and path abilities are GM-approved mythic feats and mythic path abilities each player chooses for their Godling PC.
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Hard to Kill (modified)
Your total number of wound points is equal to four times your Constitution score. Your wound threshold is equal to twice your Constitution score. See the Hit Points (modified) home-brewed rule for more details on wound points. You gain mythic damage reduction equal to your mythic level. You can expend one use of mythic power as a free action whenever you lose wound points to reduce the number of wound points you lose to a single wound point.
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Mythic Power (RAW)
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Surge (modified)
Once per round, Instead of making a d20 skill roll you can expend one use of mythic power (as a free action) to treat the result as if you had rolled a natural 20, with a mythic bonus equal to your mythic level. You can instead expend 2 uses of mythic power (as a free action) to instead of rolling a d20 attack roll or a d20 caster level roll to treat the d20 roll as if you had rolled a natural 20, with a mythic bonus equal to your mythic level, and you need to roll to confirm a critical hit that resulted from the natural 20 result.
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Amazing Initiative (modified)
You treat your initiative rolls as if you had rolled a natural 20 on the d20. You gain a mythic bonus to your initiative result equal to your mythic level. You may take an extra move action that can be used to do one of the following: Direct or Redirect a spell, Draw or Sheathe a weapon, Manipulate an Item, Mount/Dismount a Steed, Ready or Drop a Shield or Stand Up. You can combine one of the listed actions with the Move action. You also gain an additional 5-foot step per round, and can take the bonus 5-foot step even if you take a normal Move action during the round.
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Recuperation (RAW)
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Mythic Saving Throws (RAW)
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Force of Will (modified)
You can use Surge as a swift action to expend two uses of mythic power immediately before you cast a spell to cause a single non-mythic creature affected by the spell to take a mythic penalty to its saving throw to resist the spell, with the mythic penalty being equal to twice your mythic level. You can use Surge as an immediate action to expend two uses of mythic power to cause a non-mythic creature that makes an attack roll against you to take a mythic penalty on the attack roll, with the mythic penalty being equal to twice your mythic level. You can still only use Surge once per round.
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Unstoppable (RAW)
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Immortal (RAW)
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Legendary Hero (RAW)
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Hero Points (modified)
[spoiler]
Hero Points work differently in The Sandpoint Seven campaign.
They are referred to as Divine Destiny points instead of hero points
The PCs each start the campaign with one Divine Destiny point. Each time their characters level up they gain additional Divine Destiny points equal to their new character level, which stack with their existing Divine Destiny points.
Divine Desiny points are used to do only a single thing in the campaign: Deny Death Scene
Deny Death Scene: Instead of dying, the character automatically loses an amount of Divine Destiny points equal to 1 plus the number of times the character has benefitted from Deny Death Scene so far in the campaign.
When a character benefits from Deny Death Scene, the characted gains the benefit of the Heal spell, which restores the character to full health and might also include a GM-chosen use of the Miracle spell.