paizo.com Recent Reviews of Mythic Paths of the Lost Spheres (PFRPG) PDFpaizo.com Recent Reviews of Mythic Paths of the Lost Spheres (PFRPG) PDF2016-03-04T00:31:19Z2016-03-04T00:31:19ZMythic Paths of the Lost Spheres (PFRPG) PDF: An Endzeitgeist.com review (3 stars)Endzeitgeisthttps://paizo.com/products/btpy99rm?Mythic-Paths-of-the-Lost-Spheres2018-06-20T10:47:59Z<p><b>Mythic Paths of the Lost Spheres (PFRPG) PDF</b></p><p>This massive supplement clocks in at 78 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page back cover, 2.5 pages of SRD, leaving us with 71.5 pages of content, so let’s take a look!</p>
<p>This review was requested by my patreons.</p>
<p>So, as the pdf notes, the book contains, no surprises there, new mythic paths. However, there is one distinct difference here, namely that the book has been crafted with an eye towards providing options for some of the more popular 3pp-materials: Psionics, pact-magic-based spirit-binding, temporal shenanigans (Time Thief and Warden), as well as e.g. Rite Publishing’s take of shapeshifting via the taskshaper. The pdf thus provides a lot of synergy if you have these respective supplements. However, at the same time, the book does not lose its value for groups that do not employ there – the mythic paths that help for the respective subsystems are fully viable even without using e.g. pact magic, sporting plenty of options that do not require the use of such a subsystem. In short: While the support is here, the designs within do not force you to employ these systems.</p>
<p>After the introduction, we begin with some cosmological ideas, namely the Lost Spheres as a kind of meta-setting that also codifies power-sources. You can run with this brief summary or ignore it; once more, the pdf does not force you to buy into a cosmological conception, which is a good thing in my book. Similarly, I believe that thinking about magic this way makes sense. In my homegame, I tend to precisely codify magic in a kind of almost scientific way, as that is what my players and myself enjoy the most. Having a solid structure that can be explained and elaborated upon can also yield really interesting thought-experiments that the PLAYERS can undertake, solving magical issues, rather than limiting the solving of a magical problem with just a roll of the dice. I developed my own system regarding the function of magic pretty much on a similar basis as the one that this book posits in brevity….but I digress. In short, it makes sense to think about magic in a somewhat structured manner.</p>
<p>The aforementioned Lost Spheres are also noted in the appendix, where we learn about the Black lattice in the shadow plane, the City at the End of Dream, a planar doppelgänger world, and much more. While these are fluff only, they have aged surprisingly well due to this, and if you’re also a SFRPG-GM looking for some amazing ideas for creative worlds, then this appendix delivers.</p>
<p>This book contains a total of 10 different mythic paths, with each of the paths, obviously, codifying abilities by tier 1st, 3rd, 6th – as established. The paths all span the full 10 tiers and come with a brief discussion regarding the role of the respective characters, including a paragraph that contextualizes them within the aforementioned Lost Spheres.</p>
<p>Note: I am beginning this review with my discussion of the previously released stand-alone mythic paths, with my reviews duplicated for the sake of completion. I will note below when the discussion of previously not covered material begins.</p>
<p>All righty, that out of the way, let us take a look at those mythic paths! The first would be the godhunter, who gains 5 hit points per tier and the devour the divine ability, which may take one of three shapes: You can choose to either spend mythic power as an immediate action to add your tier to a saving throw AND gain a reroll versus a divine effect. On a success, you are not affected and instead heal hit points based on tier, which btw., when exceeding your maximum hit points, can partially be converted to temporary hit points. The second option lets you spend mythic power as an immediate action to collect divine remnants, so-called detria. These act as ameans to duplicate, spell-storing style, one divine spell or spell-like ability of a creature slain. These may only be used by the godhunter that created them, and require UMD to activate. This one, RAW, does require a lot of spell/SP-tracking and can become pretty potent. Considering the value of mythic power, I have no issue with the power-level this has, and detria cannot be stockpiled as a balancing caveat. The third option represents the means to spend mythic power for a tier-based bonus to atk, and bonus damage versus divine spellcasters and outsiders. The path nets a path ability every tier and the capstone ability nets basically advantage on saves vs. divine spells cast by non-mythic targets, as well as SR versus divine spells.</p>
<p>Now, as far as path abilities are concerned, we have the option to get another one of the aforementioned devour the divine abilities. We have means to prevent teleportation and plane shifting, or, for example, a means to extend the benefits of the aforementioned attack/damage boost to any target currently affected by a divine spell, which is pretty interesting. Making detria behave as potions is nice…but I really like the means to for example steal channel energy uses. The path abilities also include interesting passive abilities – like divine spellcasters needing to save versus their own spells when targeting the godhunter, potentially being dazed for a round. Minor complaint here – the ability only specifically mentions targeting, meaning that area of effect effects not necessarily being included. Extending the benefits of the healing option to allies targeted nearby. Reducing the CL of hostile divine spells to determine duration is also nice – though I •think• that rounds reduced to 0 should probably cancel out this component; that, or have a 1 round minimum duration. Cool: There is an ability that lets you hijack divine spells. Item-use, transfer wounds.</p>
<p>Among the 3rd tier abilities, we have the means to employ metamagic feats via the burning of detria; imposing basically disadvantage (roll twice, take worse result) on concentration checks is intriguing. Leeching off excess healing in the vicinity. On the nitpicky side, the Hungry Zeal ability, which nets another use of the Zealotry ability, should specify the requirement of the Zealotry ability. Limited domain poaching and becoming immune to a domain of a vanquished spellcaster makes for some cool tricks – particularly since the latter is balanced, once more, by tier, having a sensible scaling. In short, as before, this offers further upgrades, building on previous tricks. The 6th tier abilities include means to hold more detria at once, as well as the option to use detria for Item Creation purposes…or what about tattoos infused with detria that render you immune to a divine spell, with the maximum spell level gated by tier? Yeah, cool! All in all, I enjoyed this mythic path and consider it to be a nice means to play a dedicated foe of a selection of, or all deities and their agents.</p>
<p>The second mythic path of the lost spheres to have had a previous, stand-alone release, would be the Hollow One, who gets 3 hit points per tier and is really interesting: One of the base abilities of the path allows you to temporarily assign a negative condition, bad pact (pact magic!), disease of the like and switch it to another creature temporarily. This handling of affliction transfer is pretty tough to get right, and, much like before, the pdf does something smart in that it concisely codifies such terms. I also enjoyed the second of these abilities, which allows you to grant yourself a boon, which scales depending on by how many afflictions you’re affected, capping at tier to prevent abuse. Thirdly, you can use a swift action (SANS mythic power expenditure!) to ignore the detrimental effects of such an affliction. The base abilities already entwine rather well and promise some cool stuff for the path abilities here. The tier 10 option allows you to regain mythic power, allowing you to regain one if affected by two afflictions in a single round.</p>
<p>Among the path abilities, we have access to forlorn feats from that Transcendent 10-installment and a really cool one: Gain Charisma for every curse you suffer from! Similar tricks can be applied to other ability scores, making this a great offering for the angsty, doomed antihero that draws strength from a doomed fate thrust upon him. An aura that renders 1s and 2s automatic failures, ignoring possessions by entities…and the path builds on that: In an AMAZING idea, the path offers the means to tap into the SPs and psi-like abilities of possessing entities! That is frankly glorious! Stealing possessions and curses, leeching off supernatural abilities, gaining sneak attack based on tier versus creatures targeting you with an affliction (should specify that it lasts only for the duration of the affliction), negative energy channeling per affliction borne…or what about making morale or insight bonus granting abilities count as curses? What about reflexive rage or bloodrage? You can tap into the skills of possessing creatures as well. What about delivering poisons that affect you?</p>
<p>At 3rd tier, we have access to an oracle mystery, fast healing contingent on curses borne (not a fan), spreading afflictions in an aura…or, if you’re going for pact magic, bind a spirit OPPOSED to the first one! And that’s only a selection! Gating in an outsider with an opposed alignment that may be heartbound to you is also really cool and rife with RPG-potential. Even though Im not happy with every single aspect of this path, I adore it to bits – this one requires serious system mastery to pull off, but rewards you with as close to playing Many-as-One as I have seen in pen & paper games. Two thumbs up, flavor-wise one of my favorite mythic paths ever.</p>
<p>Begin of the discussion of not yet reviewed material right here!</p>
<p>The Hivemaster would be the first previously unreleased path, who gets 4 hit points per tier and a selection of 3 different base abilities: One lets the character respawn a dying summoned or undead creature with another one, fully healed, or re-establish control over a dominated/charmed target. This is problematic, as it contradicts base summoning rules: A summoned creature reduced to 0 hp is returned to whence it came, while an undead is destroyed – neither can, RAW, be dying, making this aspect simply not work as intended. Temporarily making the next creature to come under your command count as mythic is nice, though the lack of specifics regarding tiers can be slightly problematic; while many abilities only distinguish between mythic/non-mythic (for which this is obviously intended), there also exist comparative tier-based mechanics that aren’t taken into account. Granted, these are rare, but it would still have been nice to see. Still, I assume this to be working as intended, sans tier-reference, and will not take this criticism into account for the purpose of my final verdict. The third ability calls an additional creature or lets you dominate an additional target. Odd here: the verbiage refers to dominate specifically, which does not include charm, an option very much present in the first of these ability choices. Verbiage-wise, employing descriptors would have been a way to more tightly codify this one. The capstone is potent: When your servitors (including summoned beings and dominated ones) kill a mythic foe, you regain one use of mythic power.</p>
<p>The aforementioned design-paradigms established in the godhunter path can also be found here: More base abilities and those that build upon them. Adding plants, vermin, undead or constructs to the controlled roster and affecting them with mind-affecting spells etc. can be found; here, the finer balancing aspects of the game should have assigned the construct abilities to a higher tier, for constructs very much rely on their immunities for defenses, which this one bypasses. On the positive side, making your own custom summon list is a cool, creative endeavor for players and GMs alike, though this ability does require somewhat advanced knowledge on the part of the GM in order to make up for the inadequacies of the CR-system, though that is no fault of the ability, and rather a system-immanent one. Doubled undead-controlling HD, and mythic power-based instant spawning are interesting. Problematic, even for mythic adventure’s high power level, would be blanket life link between one another for all summoned critters, pooling hit points of sorts. Once more, this is very potent and should, at the very least, probably be assigned to 6th tier+ OR have a mythic power cost. I have no issues regarding the means to pay mythic power to apply evolutions or mutations to targets summoned, astral constructs created, etc. Leadership, gaining a defensive boost equal to the number of adjacent, controlled creatures, harder to detect control…there are some gems here. There are a couple of rules-terminology issues here, like a control DC, but there also are cool tricks, like making servitors assume the forms of other beings controlled. Forcing targets to take hits for you once per round is pretty damn potent and probably should have at least action expenditure or a cost associated at this tier. There also is a nice means to have summoned beings sport a Heartbound feat from the Transcendent 10-series.</p>
<p>At 3rd tier, we have template addition and an interesting idea that can transfer a magic item benefit from a controlled creature to the hivemaster – nice: Slot-issues are taken into account! Also at this tier, you can have the psionic tactician’s collective. I also loved the idea to blow up your summoned creatures in channel energy bursts…and at 6th tier, this may extend to dominated targets, though these get at least two saves. Still, usually the like grants a +4 bonus to saves. Anyways, among the 6th tier abilities, we have the option to reflexively possess servants via marionette possession, which is nice. (Minor complaint: raise dead reference not italicized.) I also like the option to follow a dismissed extraplanar creature controlled to the homeplane. The hivemaster has potential and is a good idea that is pretty well-executed. However, it also has more rough edges than the godhunter and sports a couple of design-decisions that are flawed or balance-wise, problematic.</p>
<p>The master of shapes, unsurprisingly, would be the shapeshifting specialist here, gaining 5 hp per tier. This one has the base abilities to reassign shapechange/metamorphosis, etc., combine a charge with such an effect or immediate action cast a spell or use an ability that conveys resistance or immunity to an effect you’re exposed to. Once more, we have mythic power-replenishment as the capstone, this time assigned to defeating targets when activating shapechanging. Hand me that bag of kittens, please…</p>
<p>The tier abilities allow for the creation of an additional item slot, wielding weapons of a size larger, transferring weapon abilities to the natural attacks of new forms (OUCH!), growing pustules that allow you and your allies to poison weapons etc., growing a node that can be enchanted as a brow slot…etc. There are further means to conceal rings, wondrous items, etc. in your form, with a further upgrade that makes conceal, integrated rings no longer count against the total number slots. Combining Elemental Body with the aforementioned reactive resistance base ability…interesting. Multiclass characters will particularly love e.g. the means for combo’d taskshaper/psionic characters to spend power points to regains moments of change, and there is a similar means to convert wildshape uses into moments of change.</p>
<p>Part II of my review can be found <a href="http://paizo.com/products/btpy99rm/discuss?Mythic-Paths-of-the-Lost-Spheres#7" target="_blank" rel="nofollow">here!</a></p><p><b>Mythic Paths of the Lost Spheres (PFRPG) PDF</b></p><p>This massive supplement clocks in at 78 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page back cover, 2.5 pages of SRD, leaving us with 71.5 pages of content, so let’s take a look!</p>
<p>This review was requested by my patreons.</p>
<p>So, as the pdf notes, the book contains, no surprises there, new mythic paths. However, there is one distinct difference here, namely that the book has been crafted with an eye towards providing options for some of the more popular 3pp-materials: Psionics, pact-magic-based spirit-binding, temporal shenanigans (Time Thief and Warden), as well as e.g. Rite Publishing’s take of shapeshifting via the taskshaper. The pdf thus provides a lot of synergy if you have these respective supplements. However, at the same time, the book does not lose its value for groups that do not employ there – the mythic paths that help for the respective subsystems are fully viable even without using e.g. pact magic, sporting plenty of options that do not require the use of such a subsystem. In short: While the support is here, the designs within do not force you to employ these systems.</p>
<p>After the introduction, we begin with some cosmological ideas, namely the Lost Spheres as a kind of meta-setting that also codifies power-sources. You can run with this brief summary or ignore it; once more, the pdf does not force you to buy into a cosmological conception, which is a good thing in my book. Similarly, I believe that thinking about magic this way makes sense. In my homegame, I tend to precisely codify magic in a kind of almost scientific way, as that is what my players and myself enjoy the most. Having a solid structure that can be explained and elaborated upon can also yield really interesting thought-experiments that the PLAYERS can undertake, solving magical issues, rather than limiting the solving of a magical problem with just a roll of the dice. I developed my own system regarding the function of magic pretty much on a similar basis as the one that this book posits in brevity….but I digress. In short, it makes sense to think about magic in a somewhat structured manner.</p>
<p>The aforementioned Lost Spheres are also noted in the appendix, where we learn about the Black lattice in the shadow plane, the City at the End of Dream, a planar doppelgänger world, and much more. While these are fluff only, they have aged surprisingly well due to this, and if you’re also a SFRPG-GM looking for some amazing ideas for creative worlds, then this appendix delivers.</p>
<p>This book contains a total of 10 different mythic paths, with each of the paths, obviously, codifying abilities by tier 1st, 3rd, 6th – as established. The paths all span the full 10 tiers and come with a brief discussion regarding the role of the respective characters, including a paragraph that contextualizes them within the aforementioned Lost Spheres.</p>
<p>Note: I am beginning this review with my discussion of the previously released stand-alone mythic paths, with my reviews duplicated for the sake of completion. I will note below when the discussion of previously not covered material begins.</p>
<p>All righty, that out of the way, let us take a look at those mythic paths! The first would be the godhunter, who gains 5 hit points per tier and the devour the divine ability, which may take one of three shapes: You can choose to either spend mythic power as an immediate action to add your tier to a saving throw AND gain a reroll versus a divine effect. On a success, you are not affected and instead heal hit points based on tier, which btw., when exceeding your maximum hit points, can partially be converted to temporary hit points. The second option lets you spend mythic power as an immediate action to collect divine remnants, so-called detria. These act as ameans to duplicate, spell-storing style, one divine spell or spell-like ability of a creature slain. These may only be used by the godhunter that created them, and require UMD to activate. This one, RAW, does require a lot of spell/SP-tracking and can become pretty potent. Considering the value of mythic power, I have no issue with the power-level this has, and detria cannot be stockpiled as a balancing caveat. The third option represents the means to spend mythic power for a tier-based bonus to atk, and bonus damage versus divine spellcasters and outsiders. The path nets a path ability every tier and the capstone ability nets basically advantage on saves vs. divine spells cast by non-mythic targets, as well as SR versus divine spells.</p>
<p>Now, as far as path abilities are concerned, we have the option to get another one of the aforementioned devour the divine abilities. We have means to prevent teleportation and plane shifting, or, for example, a means to extend the benefits of the aforementioned attack/damage boost to any target currently affected by a divine spell, which is pretty interesting. Making detria behave as potions is nice…but I really like the means to for example steal channel energy uses. The path abilities also include interesting passive abilities – like divine spellcasters needing to save versus their own spells when targeting the godhunter, potentially being dazed for a round. Minor complaint here – the ability only specifically mentions targeting, meaning that area of effect effects not necessarily being included. Extending the benefits of the healing option to allies targeted nearby. Reducing the CL of hostile divine spells to determine duration is also nice – though I •think• that rounds reduced to 0 should probably cancel out this component; that, or have a 1 round minimum duration. Cool: There is an ability that lets you hijack divine spells. Item-use, transfer wounds.</p>
<p>Among the 3rd tier abilities, we have the means to employ metamagic feats via the burning of detria; imposing basically disadvantage (roll twice, take worse result) on concentration checks is intriguing. Leeching off excess healing in the vicinity. On the nitpicky side, the Hungry Zeal ability, which nets another use of the Zealotry ability, should specify the requirement of the Zealotry ability. Limited domain poaching and becoming immune to a domain of a vanquished spellcaster makes for some cool tricks – particularly since the latter is balanced, once more, by tier, having a sensible scaling. In short, as before, this offers further upgrades, building on previous tricks. The 6th tier abilities include means to hold more detria at once, as well as the option to use detria for Item Creation purposes…or what about tattoos infused with detria that render you immune to a divine spell, with the maximum spell level gated by tier? Yeah, cool! All in all, I enjoyed this mythic path and consider it to be a nice means to play a dedicated foe of a selection of, or all deities and their agents.</p>
<p>The second mythic path of the lost spheres to have had a previous, stand-alone release, would be the Hollow One, who gets 3 hit points per tier and is really interesting: One of the base abilities of the path allows you to temporarily assign a negative condition, bad pact (pact magic!), disease of the like and switch it to another creature temporarily. This handling of affliction transfer is pretty tough to get right, and, much like before, the pdf does something smart in that it concisely codifies such terms. I also enjoyed the second of these abilities, which allows you to grant yourself a boon, which scales depending on by how many afflictions you’re affected, capping at tier to prevent abuse. Thirdly, you can use a swift action (SANS mythic power expenditure!) to ignore the detrimental effects of such an affliction. The base abilities already entwine rather well and promise some cool stuff for the path abilities here. The tier 10 option allows you to regain mythic power, allowing you to regain one if affected by two afflictions in a single round.</p>
<p>Among the path abilities, we have access to forlorn feats from that Transcendent 10-installment and a really cool one: Gain Charisma for every curse you suffer from! Similar tricks can be applied to other ability scores, making this a great offering for the angsty, doomed antihero that draws strength from a doomed fate thrust upon him. An aura that renders 1s and 2s automatic failures, ignoring possessions by entities…and the path builds on that: In an AMAZING idea, the path offers the means to tap into the SPs and psi-like abilities of possessing entities! That is frankly glorious! Stealing possessions and curses, leeching off supernatural abilities, gaining sneak attack based on tier versus creatures targeting you with an affliction (should specify that it lasts only for the duration of the affliction), negative energy channeling per affliction borne…or what about making morale or insight bonus granting abilities count as curses? What about reflexive rage or bloodrage? You can tap into the skills of possessing creatures as well. What about delivering poisons that affect you?</p>
<p>At 3rd tier, we have access to an oracle mystery, fast healing contingent on curses borne (not a fan), spreading afflictions in an aura…or, if you’re going for pact magic, bind a spirit OPPOSED to the first one! And that’s only a selection! Gating in an outsider with an opposed alignment that may be heartbound to you is also really cool and rife with RPG-potential. Even though Im not happy with every single aspect of this path, I adore it to bits – this one requires serious system mastery to pull off, but rewards you with as close to playing Many-as-One as I have seen in pen & paper games. Two thumbs up, flavor-wise one of my favorite mythic paths ever.</p>
<p>Begin of the discussion of not yet reviewed material right here!</p>
<p>The Hivemaster would be the first previously unreleased path, who gets 4 hit points per tier and a selection of 3 different base abilities: One lets the character respawn a dying summoned or undead creature with another one, fully healed, or re-establish control over a dominated/charmed target. This is problematic, as it contradicts base summoning rules: A summoned creature reduced to 0 hp is returned to whence it came, while an undead is destroyed – neither can, RAW, be dying, making this aspect simply not work as intended. Temporarily making the next creature to come under your command count as mythic is nice, though the lack of specifics regarding tiers can be slightly problematic; while many abilities only distinguish between mythic/non-mythic (for which this is obviously intended), there also exist comparative tier-based mechanics that aren’t taken into account. Granted, these are rare, but it would still have been nice to see. Still, I assume this to be working as intended, sans tier-reference, and will not take this criticism into account for the purpose of my final verdict. The third ability calls an additional creature or lets you dominate an additional target. Odd here: the verbiage refers to dominate specifically, which does not include charm, an option very much present in the first of these ability choices. Verbiage-wise, employing descriptors would have been a way to more tightly codify this one. The capstone is potent: When your servitors (including summoned beings and dominated ones) kill a mythic foe, you regain one use of mythic power.</p>
<p>The aforementioned design-paradigms established in the godhunter path can also be found here: More base abilities and those that build upon them. Adding plants, vermin, undead or constructs to the controlled roster and affecting them with mind-affecting spells etc. can be found; here, the finer balancing aspects of the game should have assigned the construct abilities to a higher tier, for constructs very much rely on their immunities for defenses, which this one bypasses. On the positive side, making your own custom summon list is a cool, creative endeavor for players and GMs alike, though this ability does require somewhat advanced knowledge on the part of the GM in order to make up for the inadequacies of the CR-system, though that is no fault of the ability, and rather a system-immanent one. Doubled undead-controlling HD, and mythic power-based instant spawning are interesting. Problematic, even for mythic adventure’s high power level, would be blanket life link between one another for all summoned critters, pooling hit points of sorts. Once more, this is very potent and should, at the very least, probably be assigned to 6th tier+ OR have a mythic power cost. I have no issues regarding the means to pay mythic power to apply evolutions or mutations to targets summoned, astral constructs created, etc. Leadership, gaining a defensive boost equal to the number of adjacent, controlled creatures, harder to detect control…there are some gems here. There are a couple of rules-terminology issues here, like a control DC, but there also are cool tricks, like making servitors assume the forms of other beings controlled. Forcing targets to take hits for you once per round is pretty damn potent and probably should have at least action expenditure or a cost associated at this tier. There also is a nice means to have summoned beings sport a Heartbound feat from the Transcendent 10-series.</p>
<p>At 3rd tier, we have template addition and an interesting idea that can transfer a magic item benefit from a controlled creature to the hivemaster – nice: Slot-issues are taken into account! Also at this tier, you can have the psionic tactician’s collective. I also loved the idea to blow up your summoned creatures in channel energy bursts…and at 6th tier, this may extend to dominated targets, though these get at least two saves. Still, usually the like grants a +4 bonus to saves. Anyways, among the 6th tier abilities, we have the option to reflexively possess servants via marionette possession, which is nice. (Minor complaint: raise dead reference not italicized.) I also like the option to follow a dismissed extraplanar creature controlled to the homeplane. The hivemaster has potential and is a good idea that is pretty well-executed. However, it also has more rough edges than the godhunter and sports a couple of design-decisions that are flawed or balance-wise, problematic.</p>
<p>The master of shapes, unsurprisingly, would be the shapeshifting specialist here, gaining 5 hp per tier. This one has the base abilities to reassign shapechange/metamorphosis, etc., combine a charge with such an effect or immediate action cast a spell or use an ability that conveys resistance or immunity to an effect you’re exposed to. Once more, we have mythic power-replenishment as the capstone, this time assigned to defeating targets when activating shapechanging. Hand me that bag of kittens, please…</p>
<p>The tier abilities allow for the creation of an additional item slot, wielding weapons of a size larger, transferring weapon abilities to the natural attacks of new forms (OUCH!), growing pustules that allow you and your allies to poison weapons etc., growing a node that can be enchanted as a brow slot…etc. There are further means to conceal rings, wondrous items, etc. in your form, with a further upgrade that makes conceal, integrated rings no longer count against the total number slots. Combining Elemental Body with the aforementioned reactive resistance base ability…interesting. Multiclass characters will particularly love e.g. the means for combo’d taskshaper/psionic characters to spend power points to regains moments of change, and there is a similar means to convert wildshape uses into moments of change.</p>
<p>Part II of my review can be found <a href="http://paizo.com/products/btpy99rm/discuss?Mythic-Paths-of-the-Lost-Spheres#7" target="_blank" rel="nofollow">here!</a></p>Endzeitgeist2018-06-20T10:47:59ZMythic Paths of the Lost Spheres (PFRPG) PDF: Do you even Mythic? (5 stars)Craig Bonham 141https://paizo.com/products/btpy99rm?Mythic-Paths-of-the-Lost-Spheres2016-03-21T03:30:11Z<p><b>Mythic Paths of the Lost Spheres (PFRPG) PDF</b></p><p>Not if you don't have this book. I loved the addition of the mythic rules (I know, I'm in the minority) but even at first glance what I really notices was that most of the character concepts I play (Again, I'm one of those weirdo's in the 3pp minority) didn't really fit nicely into the mythic paths offered. </p>
<p>And then this magnificent tome (tome-ette?) came into my life. A massive, MASSIVE expansion on the different types of characters you can play in a mythic game. You want to be a divine-hating zealot, cutting down the faithful and sucking up their power into your hands? God Hunter on deck. You want to restore the concept of the shape-changer back to where it was spoken of with awe and respect? Yeah, Master of Shapes is for you. You've latched on to those AWESOME Masters of Time from Super Genius and you want to know what happens when they get turned up to eleven? The aptly named Timelord will knock your socks off.</p>
<p>And there is more. Super-Genius. Will-of-All. Scion of High Sorcery. Hollow One. World Singer. Overmage. Hive-Master.These paths really let you take Mythic for a spin.</p>
<p>Two other bits: One, the art. Wow. These iconics look mythic not just because they are blinged out to the gills. No, they have...I dunno, an aura, a weight to them that makes them seem like the world shudders beneath their feet. Second, at the end are some nice setting pieces that you could use to make mythic feel more a part of your world and less an exception.</p><p><b>Mythic Paths of the Lost Spheres (PFRPG) PDF</b></p><p>Not if you don't have this book. I loved the addition of the mythic rules (I know, I'm in the minority) but even at first glance what I really notices was that most of the character concepts I play (Again, I'm one of those weirdo's in the 3pp minority) didn't really fit nicely into the mythic paths offered. </p>
<p>And then this magnificent tome (tome-ette?) came into my life. A massive, MASSIVE expansion on the different types of characters you can play in a mythic game. You want to be a divine-hating zealot, cutting down the faithful and sucking up their power into your hands? God Hunter on deck. You want to restore the concept of the shape-changer back to where it was spoken of with awe and respect? Yeah, Master of Shapes is for you. You've latched on to those AWESOME Masters of Time from Super Genius and you want to know what happens when they get turned up to eleven? The aptly named Timelord will knock your socks off.</p>
<p>And there is more. Super-Genius. Will-of-All. Scion of High Sorcery. Hollow One. World Singer. Overmage. Hive-Master.These paths really let you take Mythic for a spin.</p>
<p>Two other bits: One, the art. Wow. These iconics look mythic not just because they are blinged out to the gills. No, they have...I dunno, an aura, a weight to them that makes them seem like the world shudders beneath their feet. Second, at the end are some nice setting pieces that you could use to make mythic feel more a part of your world and less an exception.</p>Craig Bonham 1412016-03-21T03:30:11ZMythic Paths of the Lost Spheres (PFRPG) PDF: MUST HAVE for mythic games (5 stars)Rungarhttps://paizo.com/products/btpy99rm?Mythic-Paths-of-the-Lost-Spheres2014-12-02T05:58:55Z<p><b>Mythic Paths of the Lost Spheres (PFRPG) PDF</b></p><p>WOW! This supplement to mythic games has SO much new content (and REALLY good content) to add some incredibly unique flavor to any mythic game. One of the things I really like, as a part-time DM, is the potential use of some paths for major villains. Mythically evil, anyone?? Every mythic hero HAS to encounter mythic villains in order to progress, and Mythic Paths of the Lost Spheres has some great abilities and paths your players won't see coming.</p>
<p>Love, love, love!</p><p><b>Mythic Paths of the Lost Spheres (PFRPG) PDF</b></p><p>WOW! This supplement to mythic games has SO much new content (and REALLY good content) to add some incredibly unique flavor to any mythic game. One of the things I really like, as a part-time DM, is the potential use of some paths for major villains. Mythically evil, anyone?? Every mythic hero HAS to encounter mythic villains in order to progress, and Mythic Paths of the Lost Spheres has some great abilities and paths your players won't see coming.</p>
<p>Love, love, love!</p>Rungar2014-12-02T05:58:55Z