Fairly switching off a "Mythic Aura"?


Homebrew and House Rules


When they receive their Mythic power, the PCs gain a faint glowing aura which becomes brighter and more obvious each Tier. This will be good to mark them out as obviously different and totally affect their interactions with non-mythic folk. Also having a visible drawback will give the ma message that the new powers can be a curse, too, the whole cheesy great responsibility thing.
However, I don't want it to become a total nuisance, like when they're trying to sneak up on an enemy, so I need a way of turning it off but not one that's completely at-will, otherwise there's no point it being there at all.

I was thinking something like a concentration check, but I'm not sure how to work out the DC when it's not a spell.

Any suggestions, Suggestions board? ;D

Thanks!


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Not sure where the aura's coming from, since it's not a part of the mythic rules as far as I can see, so I'm assuming this is homebrew.

Having said that, making it a concentration check, treating the spell level as the Mythic Tier, and allowing the "casting stat" to be any ability of the player's choice is probably a good bet.


Considering that there are mythic abilities specifically designed around being difficult to find, observe, or remember, that's going to be an interesting house rule.

Scarab Sages

I gave my players a choice of what 0-level equivalent permanent effect that denotes them as 'more than your average joe'.

The Paladin chose a halo that functions as a light spell.
The Fighter had a flying book that transcribed and chronicled his actions.
The Ranger (a catfolk alien) could make 30' around him smell and taste like his natural planet.
The Sorcerer had an astral construct couch appear beneath her whenever she desired to sit.

As for starting/stopping it, I gave a purely mental free action.


It's a homebrew but I got the idea from what was written in Mythic Adventures.
From the "The World's Reaction" section:
"The mythic nature could be apparent to everyone in some visible way, like a glowing brand or faint aura. ...of course, it could start as something subtle at lower tiers, and become more pronounced as a mythic character progresses. Regardless... the people in the world should not mistake mythic characters for normal people."

That's a great way of doing it, thanks, Chemlak!

Oh, which are those abilities, blahper?

I like it, magi. If the players aren't happy about the aura thing I'll use that! Or I may use them both, cheers.


Simple enough, only make the aura visible to other Mythic creatures who are magically looking for you when it's suppressed.

You can still sneak up on people, since they're not aware of you.

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