ThassilonWiz4299
|
| 12 people marked this as a favorite. |
Mythic Adventures Potential Comprehensive Errata
Here are some thoughts I have on mythic adventures and how to better balance.
Note: effects that 1/2 tier are rounded up
Base Mythic Abilities
Mythic Power: characters get 3 + tier uses of mythic power per day
Amazing Initiative: only gain the initiative bonus (lose the ability to take an extra standard action)
Unstoppable (clarification): no limit to number of uses at start of turn
Path Abilities
General Fix: if the path ability provides a static bonus without need to expend mythic power, the bonus equals 1/2 your tier. If mythic powers needs to be spent to obtain the bonus, the bonus is equals your tier.
Abundant Casting: add “This ability does not work with spells that require a material or focus component worth 1,000 or more gp.”
Arcane Metamastery: instead of lasting 10 rounds, it lasts until the end of your next turn
Absorb Blow (clarification): the DR and resistances don’t stack with themselves. Apply the best benefits, and the duration is reset from the last time absorb blow was used
Cage Enemy (clarification): teleporting = leaving one’s square
Clarion Call: allies get 1/2 your bonuses for a number of rounds equal to half your tier
Dimensional Grappler: an immediate action is required to prevent the teleport, no action is required to accompany the teleporter
Divine Metamastery: change as per Arcane Metamastery
Flash of Rage: cannot use rage powers during this rage and cannot apply class, feat, or spell-based benefits to this rage
Flexible Counterspell: change to “you can instead spend a spell or spell slot of a level higher than the target spell.”
Inspired Defense: when spend a mythic power, add half your tier (not your whole tier) to the saving throw bonus (all saves) from inspire courage
Mythic Companion: the animal companion instead gains 1 use of mythic power per 2 mythic tiers you have
Mythic Hexes: change to “non mythic foes take a –4 on saves against your hexes. If choose a second time, this applies to your major hexes.”
Mythic Spellpower: clarification that you don’t need to pay mythic power to cast the augmented versions of mythic spells when using this ability. Each additional time this is taken, instead gain 1 more use per day (not 2).
Perfect Strike (clarification): -2 mythic power (instead of 1) when using any of the champion’s strike abilities = get both Champion’s Strike benefits and Perfect Strike benefits for that attack
Relentless Healing (clarification): both effects only work If the target died within 1 round
Shatter Spells (clarification): requires a standard action to use
Speedy Summons: put on 3rd tier list
[i]Titan’s Rage (clarification): the target is treated as flat footed, but it is not flat-footed against everything else
Feats
Arcane Armor Training (clarification): the benefits only apply to Arcane Armor Training (not AA Mastery)
Catch Off Guard: add 1/2 tier to damage and CMD
Deadly Stroke: DC is modified by 1/2 your tier (not your tier)
Dreadful Carnage: penalty on attacks, saves, etc. equals half your tier, not your tier
Eldritch Heritage: only gain the 1st and 3rd level abilities. If take the non-mythic Improved Eldritch Heritage Feat, also gain the 9th and 15th level abilities
Fleet: increase base speed by +5 ft per 3 tiers
Gnome Trickster (clarification): the mythic feat grants a pool of uses equal to 1/2 your tier that can be used to activate gnome spell-like abilities (1 use = 1 casting of Sp)
Mounted Combat: can negate an additional number of hits equal to 1/2 your tier
Power Attack: remove the sentence “in addition the bonus damage…weapon’s critical multiplier.”
Spell Mastery (clarification): full round action = prepare 1 spell from Spell Mastery list; -1 use of mythic power and a full round action to prepare all spells from Spell mastery as many times as desired
Spell Penetration: add only 1/2 your tier to caster level checks to penetrate SR, not the entire tier
Vital Strike: roll for 1 attack, but treat the damage as if it were two attacks (if you have non-mythic Vital Strike). Bonuses that would not be multiplied on a critical hit are only added once when making this attack.
Two new mythic feats:
Improved Mythic Vital Strike: as mythic Vital Strike but treat the damage as if it were three attacks. Must have non-mythic Improved Vital Strike before taking this feat.
Greater Mythic Vital Strike: as mythic Vital Strike but treat the damage as if it were four attacks. Must have non-mythic Improved Vital Strike before taking this feat.
Spells
Antimagic Field: change to “select up to” instead of “select a number of”
Arcane Cannon: you must spend a spell or spell slot of the same level in addition to the spell being conducted by the arcane cannon
Circle of Death: increase the hit dice limit by 1/2 your tier (not your tier)
Cloudkill: increase the hit dice limit by 1/2 your tier (not your tier)
Contagion: the highly contagious nature of the disease is not inherited when the disease is obtained by anyone other than the original target of the spell
Deep slumber (clarification, non-augmented): works as the non-augmented mythic sleep
Divine Pursuit (clarification): add tier to the skill bonus
Dominate Person: you and the caster add 1/2 tier to the roll and DC, respectively
Ear-Piercing Scream: dazed for 1 round per 3 tiers
Elemental Body (augmented): a number of times equal to 1/2 your tier, can add 1/2 your tier to the DC
Expeditious Retreat: add 1/2 your tier to AC
Finger of Death: the target is not staggered by this spell
Fire Snake: increase the damage to 1d8 per CL. When Augmented, increase the maximum damage to 20d8
Fireball (augmented): half of the fire damage is arcane power that bypasses resistance and immunity, the other half is regular fire damage
Flame Blade (augmented): half of the fire damage is arcane power that bypasses resistance and immunity, the other half is regular fire damage
Flames of the Faithful: fire damage increases to +1d10 and ignores fire resistance/immunity
Fly: add 1/2 tier to AC and Reflex saves
Force Punch (clarification): CMB = CL + tier
Form of the Dragon: reverting/returning to a form is a free action
Form of the Dragon (augmented): increase the non-mythic version’s breath weapon damage by a number of similar dice equal to 1/2 your tier (e.g. if 12d8 base damage, then add a d8 per 2 tiers)
Heal (clarification, augmented): there is no material cost for the restoration
Knock: add 1/2 your tier to the dispel magic check
Lightning Arc (augmented): half of the electricity damage is arcane power that bypasses resistance and immunity, the other half is regular electricity damage
Meteor Swarm (augmented): half of the fire damage is arcane power that bypasses resistance and immunity, the other half is regular fire damage
Mislead (augmented): gain mythic invisibility in addition to greater invisibility from non-mythic mislead
Scorching Ray: half of the fire damage is arcane power that bypasses resistance and immunity, the other half is regular fire damage
Wall of Force (clarification): mythic disintegrate works normally on mythic wall of force
