| TheRedwolf |
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So, we're going to drop the mythic rules into our current campaign and are rather excited so far. However, we seem to have hit a stumbling block with the mythic feats. Considering the vast majority of them require you to already have a basic version of a feat and thereby improve upon it a bit it means that same majority is quite restricting if you use sources for your feats other than the original Player's Guide. It seems like the mythic feats should either allow you to take better versions of others or do other stuff such as gaining feats you normally couldn't qualify for, advancing class features, increasing movement speed or natural armor or something, etc. You know, things that just go out of the box compared to normal characters or people. At the very least we feel that the list should be expanded or guidelines given for doing so at your own table. Granted, this will almost assuredly happen by the time the final product comes out, but why not get the ball rolling now? Just some ones that I've come up with...
Mythic Grapple: You get a +2 bonus on grapple checks and can spend a mythic point to reroll a failed check, suffering no penalties if the reroll is a success.
Mythic Bomber: An alchemist with mythic tiers that takes this feat gains an extra damage die per two mythic tiers.
Mythic Companion: You may be treated as a number of levels higher equal to your mythic tier for purposes of calculating the stats and bonuses of animal companions, familiars, eidolons, etc.
Anyone else have suggestions for ways to handle mythic feats either as stuff from scratch or adapting more existing feats to mythic?