The release of Pathfinder RPG Mythic Adventures is looming ever nearer, and I know a lot of you are champing at the bit to get your hands on this tome of unearthly powers and epic storytelling! But we at Paizo knew you wouldn’t be satisfied with just one book on mythic power—even a 256-page behemoth like this will only sate the diehard Pathfinder fan’s hunger for so long. That is why, esteemed reader, we are also giving you Pathfinder Campaign Setting: Mythic Realms and Pathfinder Player Companion: Mythic Origins, which bring the majesty of mythic might off of the page and into the world of Golarion!
I’ll let Mark tell you all about Mythic Realms in another blog post—what I’m here to tell you about is Mythic Origins, the book designed to provide your player character with the mighty powers and abilities of such storied figures as Old-Mage Jatembe, the Whispering Tyrant, and even the God-Kings of Ancient Osirion! This Player Companion is full of all sorts of information pertinent to mythic heroes, including details on what it means to be the son or daughter of one of Golarion’s deities, new mythic versions of Inner Sea-specific spells, and entirely new mythic spells and magic items. But I would be remiss if I didn’t mention the path abilities—oh, the path abilities! No matter your character’s creed, call, or code, there a power for everyone in this volume, with abilities that allow archmages to travel the void of space in a giant bubble and hierophants to leave entire fields of flora wherever they walk. One of my personal favorites, however, is one that belongs to the champion—the seven-league leap!
Seven-League Leap (Ex): Your leap is so mighty that you defy gravity. Add your tier to Acrobatics checks made to jump. The distance you can jump in a round is not limited by your movement speed. If you are carrying no more than a light load, you can expend one use of mythic power to make a powerful jump that lets you sail through the air. In order to use this ability, you must be able to run in a straight line for 1 minute. Any obstacles or impediments that prevent you from completing this sprint uninterrupted prevent you from being able to use this ability, though the expenditure of mythic power is not wasted. At the end of your 1-minute sprint, you attempt an Acrobatics check and leap a distance up to half the check’s result in miles, rounded down to the nearest mile (for example, an Acrobatics check result of 29 would allow you to jump 14 miles). This trip takes 1 round per mile, and you reach a maximum height at the apex of your arc equal to half the distance traveled. You do not take falling damage from using this ability. You must have a clear arc of travel to complete this jump; if you strike an obstacle mid-jump, you and the obstacle each take a number of points of damage equal to 1d8 × the number of miles you have left to travel. If this damage destroys the obstacle, you continue your jump; otherwise, your jump comes to an end and you fall, taking falling damage as appropriate. You cannot aim this leap accurately, and always land 50 to 5,000 feet (5d%) from your intended destination.
Oh, and did I mention that Mythic Origins is packed full of art for the mythic versions of our most popular iconics? I’m talking about a fully steampunked-out Lirianne, battle-hardened Alain, and a vulpine familiar who gets a fearsome makeover. Maybe it’s best if I just let the art speak for itself. Check out Balazar riding his eidolon toward the great and unknowable Mordant Spire in this illustration by Greg Opalinski!
Get ready to get mythic, because Mythic Origins hits shelves in September. Until next time, Paizonians!
Patrick Renie
Developer