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Arklytte

Arklytte

Mythic Transformation

ScEYEons of Fate

You stand athwart the Loom of Fate, Destined for a Greater Purpose. You have been given a second chance at life. Your destruction at the 'hands' of a tear in the very fabric of Time, Magic, and Fate itself, as well as your subsequent reformation into corporeal form, has imbued you with a hint of the divine, and elevated you above the merely mortal. While this mission might have started out as a (relatively) simple job, events have conspired to make it much, much more.


You have gained one Mythic Gestalt Tier. This will differ from standard Mythic progression, as detailed below.

You gain the Base Mythic abilities, with the following modifications.
  • Ability Bonus: Rather than the normal progression, you will gain a Mythic Ability Bonus every tier. However, if you choose to increase a Physical stat, then you must increase a Mental stat on the next tier, and vice versa.
  • Mythic Feats: You gain one Mythic Feat every tier, rather than every other tier.
  • Mythic Power: Your starting (and maximum) Mythic Power is increased to 3 plus three times your Mythic Tier. Mythic Power is regained any time you would rest to regain Spell Points.
  • Surge: When using the Surge ability, you can expend a second use of Mythic Power to increase the Surge bonus by an amount equal to half the dice rolled, so 1d6 becomes 1d6+3; 1d8 becomes 1d8+4, etc.
  • Amazing Initiative: The bonus Standard Action gained by expending a use of Mythic Power CAN be used to cast spells.
  • Recuperation: The need to rest for 8 hours to regain your full HP is reduced to the amount of time you would need to rest to regain Spell Points. By expending 1 use of Mythic Power, you can reduce the time needed to regain half your HP down to 10 minutes. In addition, this accelerated 10 minute rest will allow you to regain your Character Level's worth of Spell Points as well.

In addition, unlike 'standard' Mythic progression, you will gain two Mythic Paths. You gain the benefits of both the Spheremaster and Gifted Mythic Paths, and gain the full power of both, simultaneously.
  • Spell/Martial Mastery: You gain Master of one Magical Sphere as well as one Martial Sphere. As normal, you are required to have access to the base Sphere of whatever spheres you choose for your Mastery.
  • Path Ability: You will gain two Path Abilities per Tier. You may only choose one Path Ability from the Spheremaster List and one Path Ability from the Gifted list. You may, instead, use one or both Path Abilities to choose up to two from the Universal Path Ability list.
  • True Magic/Martial Mastery: At Mythic Tier Ten (assuming we get that high), you will gain access to both the True Magic ability and the Martial Mastery ability.


All characters gain the following Mythic Tradition.
This Mythic Tradition may not be modified in any way.

Mythic Drawbacks

  • Radiant Power: The power that constantly erupts from you is hard to hide and easy to track, for those who know how. All creatures gain a bonus equal to three times your tier to notice you (such as by using the Perception skill). You also leave lingering trails of magic that others can find and follow for one day per tier. Finally, all creatures you interact with can sense that you are not normal and get a general understanding of your abilities, regardless of any disguises you use.

    This Drawback can be suppressed by making a Concentration check with a DC equal to your Character Level plus your Mythic level. The DC increases by 5, and a new check must be made, for every hour that your Radiance is suppressed in a rolling 24 hour period. Any use of your Mythic Power or Mythic Qualities will automatically break the suppression. If suppression is broken in this manner, you cannot attempt to suppress your power for 1 hour per Mythic Tier.
  • Unfit for Power: Your body is not able to handle the strain of regular use of such unlimited energy, damaging you each time you use your mythic power. Each time you spend a use of mythic power, you suffer damage equal to your mythic tier. This damage cannot be reduced, redirected or healed in any manner until you take an 8 hour rest (or less, if you have the appropriate abilities). This rest does not heal the damage, but does allow it to be healed normally (such as by healing magic or further rest).
 
Mythic Qualities
  • Flowing Power: You may call on your mythic power to boost your abilities to even greater heights, but at a cost to your health. As a free action during your round, you may increase all of your ability scores by up to your mythic tier; this bonus lasts until the start of your next round, when you may choose to either maintain the effect, change the increase, or let the effect end. Each round this ability is active, you take damage equal to the square of the increase, as detailed on the table below. This damage always affects your real hit points, never any temporary hit points. You cannot heal this damage through any means except eight hours of rest, at which point you heal all of the damage. When you regain your daily uses of mythic power, you may expend one use of mythic power to gain the ability to use flowing power for a number of rounds that day equal to half your tier (rounded down, minimum 1) without taking damage; you must use these rounds before those in which you would take damage, and any unused rounds at the end of the day are lost.

    When using the Flowing Power Quality, you increase all stats by twice your Mythic Tier, but take damage per round at the amounts listed for your Tier.

 

Ability Increase Damage Per Round
2 1
4 4
6 9
8 16
10 25
12 36
14 49
16 64
18 81
20 100

 

  • Plucking The Weave (aka Poke Fate in the Eye😞 By focusing your inner eye, you can, for an instant, get a glimpse of the Pattern of the Loom of Fate. However, Mortal flesh was not meant to understand the true nature of the Weave, and peeking under Fate's skirt sears your very soul.

    Twice per day per Mythic Tier you can pluck the weave of Fate in your favor. Expending one use of your Mythic Power allows you to replace the result of any single d20 roll with a Mythic Success. If used for an attack roll, this counts as a Nat 20 AS WELL AS Critical Confirmation. For all other purposes, the roll automatically succeeds, regardless of the situation, negative modifiers, or your current condition. This ability can be used in circumstances where you would otherwise not be able to react (ie you are Stunned, Staggered, Dying, or otherwise Helpless). This ability can be used at any time, including on another's turn, and does not count as any kind of Action.

    Each time you Pluck The Weave, you take 1d2 CON Damage AND 1d2 WIS Damage. This damage can only be healed by 8 hours rest (note that this specifically overrides abilities that would allow you to rest less than 8 hours to recover).

Mythic Boons

  • Mythic Examplar (Mythic Sustenance): While you are powered by mythic energies, you do not need to eat, breathe, or sleep—though you must still rest to recharge your power.

 

 

 

Arklytte

Arklytte

Mythic Transformation

ScEYEons of Fate

You stand athwart the Loom of Fate, Destined for a Greater Purpose. You have been given a second chance at life. Your destruction at the 'hands' of a tear in the very fabric of Time, Magic, and Fate itself, as well as your subsequent reformation into corporeal form, has imbued you with a hint of the divine, and elevated you above the merely mortal. While this mission might have started out as a (relatively) simple job, events have conspired to make it much, much more.


You have gained one Mythic Gestalt Tier. This will differ from standard Mythic progression, as detailed below.

You gain the Base Mythic abilities, with the following modifications.
  • Ability Bonus: Rather than the normal progression, you will gain a Mythic Ability Bonus every tier. However, if you choose to increase a Physical stat, then you must increase a Mental stat on the next tier, and vice versa.
  • Mythic Feats: You gain one Mythic Feat every tier, rather than every other tier.
  • Mythic Power: Your starting (and maximum) Mythic Power is increased to 3 plus three times your Mythic Tier. Mythic Power is regained any time you would rest to regain Spell Points.
  • Surge: When using the Surge ability, you can expend a second use of Mythic Power to increase the Surge bonus by an amount equal to half the dice rolled, so 1d6 becomes 1d6+3; 1d8 becomes 1d8+4, etc.
  • Amazing Initiative: The bonus Standard Action gained by expending a use of Mythic Power CAN be used to cast spells.
  • Recuperation: The need to rest for 8 hours to regain your full HP is reduced to the amount of time you would need to rest to regain Spell Points. By expending 1 use of Mythic Power, you can reduce the time needed to regain half your HP down to 10 minutes. In addition, this accelerated 10 minute rest will allow you to regain your Character Level's worth of Spell Points as well.

In addition, unlike 'standard' Mythic progression, you will gain two Mythic Paths. You gain the benefits of both the Spheremaster and Gifted Mythic Paths, and gain the full power of both, simultaneously.
  • Spell/Martial Mastery: You gain Master of one Magical Sphere as well as one Martial Sphere. As normal, you are required to have access to the base Sphere of whatever spheres you choose for your Mastery.
  • Path Ability: You will gain two Path Abilities per Tier. You may only choose one Path Ability from the Spheremaster List and one Path Ability from the Gifted list. You may, instead, use one or both Path Abilities to choose up to two from the Universal Path Ability list.
  • True Magic/Martial Mastery: At Mythic Tier Ten (assuming we get that high), you will gain access to both the True Magic ability and the Martial Mastery ability.


All characters gain the following Mythic Tradition.
This Mythic Tradition may not be modified in any way.

Mythic Drawbacks

  • Radiant Power: The power that constantly erupts from you is hard to hide and easy to track, for those who know how. All creatures gain a bonus equal to three times your tier to notice you (such as by using the Perception skill). You also leave lingering trails of magic that others can find and follow for one day per tier. Finally, all creatures you interact with can sense that you are not normal and get a general understanding of your abilities, regardless of any disguises you use.

    This Drawback can be suppressed by making a Concentration check with a DC equal to your Character Level plus your Mythic level. The DC increases by 5, and a new check must be made, for every hour that your Radiance is suppressed in a rolling 24 hour period. Any use of your Mythic Power or Mythic Qualities will automatically break the suppression. If suppression is broken in this manner, you cannot attempt to suppress your power for 1 hour per Mythic Tier.
  • Unfit for Power: Your body is not able to handle the strain of regular use of such unlimited energy, damaging you each time you use your mythic power. Each time you spend a use of mythic power, you suffer damage equal to your mythic tier. This damage cannot be reduced, redirected or healed in any manner until you take an 8 hour rest (or less, if you have the appropriate abilities). This rest does not heal the damage, but does allow it to be healed normally (such as by healing magic or further rest).
 
Mythic Qualities
  • Flowing Power: You may call on your mythic power to boost your abilities to even greater heights, but at a cost to your health. As a free action during your round, you may increase all of your ability scores by up to your mythic tier; this bonus lasts until the start of your next round, when you may choose to either maintain the effect, change the increase, or let the effect end. Each round this ability is active, you take damage equal to the square of the increase, as detailed on the table below. This damage always affects your real hit points, never any temporary hit points. You cannot heal this damage through any means except eight hours of rest, at which point you heal all of the damage. When you regain your daily uses of mythic power, you may expend one use of mythic power to gain the ability to use flowing power for a number of rounds that day equal to half your tier (rounded down, minimum 1) without taking damage; you must use these rounds before those in which you would take damage, and any unused rounds at the end of the day are lost.

    When using the Flowing Power Quality, you increase all stats by twice your Mythic Tier, but take damage per round at the amounts listed for your Tier.

 

Ability IncreaseDamage Per Round
2 1
4 4
6 9
8 16
10 25
12 36
14 49
16 64
18 81
20 100

 

  • Plucking The Weave (aka Poke Fate in the Eye😞 By focusing your inner eye, you can, for an instant, get a glimpse of the Pattern of the Loom of Fate. However, Mortal flesh was not meant to understand the true nature of the Weave, and peeking under Fate's skirt sears your very soul.

    Twice per day per Mythic Tier you can pluck the weave of Fate in your favor. Expending one use of your Mythic Power allows you to replace the result of any single d20 roll with a Mythic Success. If used for an attack roll, this counts as a Nat 20 AS WELL AS Critical Confirmation. For all other purposes, the roll automatically succeeds, regardless of the situation, negative modifiers, or your current condition. This ability can be used in circumstances where you would otherwise not be able to react (ie you are Stunned, Staggered, Dying, or otherwise Helpless). This ability can be used at any time, including on another's turn, and does not count as any kind of Action.

    Each time you Pluck The Weave, you take 1d2 CON Damage AND 1d2 WIS Damage. This damage can only be healed by 8 hours rest (note that this specifically overrides abilities that would allow you to rest less than 8 hours to recover).

Mythic Boons

  • Mythic Examplar (Mythic Sustenance): While you are powered by mythic energies, you do not need to eat, breathe, or sleep—though you must still rest to recharge your power.

 

 

 

Arklytte

Arklytte

Mythic Transformation

ScEYEons of Fate

You stand athwart the Loom of Fate, Destined for a Greater Purpose. You have been given a second chance at life. Your destruction at the 'hands' of a tear in the very fabric of Time, Magic, and Fate itself, as well as your subsequent reformation into corporeal form, has imbued you with a hint of the divine, and elevated you above the merely mortal. While this mission might have started out as a (relatively) simple job, events have conspired to make it much, much more.


You have gained one Mythic Gestalt Tier. This will differ from standard Mythic progression, as detailed below.

You gain the Base Mythic abilities, with the following modifications.
  • Ability Bonus: Rather than the normal progression, you will gain a Mythic Ability Bonus every level. However, if you choose to increase a Physical stat, then you must increase a Mental stat on the next level, and vice versa.
  • Mythic Feats: You gain one Mythic Feat every tier, rather than every other tier.
  • Mythic Power: Your starting (and maximum) Mythic Power is increased to 3 plus three times your Mythic Tier. Mythic Power is regained any time you would rest to regain Spell Points.
  • Surge: When using the Surge ability, you can expend a second use of Mythic Power to increase the Surge bonus by an amount equal to half the dice rolled, so 1d6 becomes 1d6+3; 1d8 becomes 1d8+4, etc.
  • Amazing Initiative: The bonus Standard Action gained by expending a use of Mythic Power CAN be used to cast spells.
  • Recuperation: The need to rest for 8 hours to regain your full HP is reduced to the amount of time you would need to rest to regain Spell Points. By expending 1 use of Mythic Power, you can reduce the time needed to regain half your HP down to 10 minutes. In addition, this accelerated 10 minute rest will allow you to regain your Character Level's worth of Spell Points as well.

In addition, unlike 'standard' Mythic progression, you will gain two Mythic Paths. You gain the benefits of both the Spheremaster and Gifted Mythic Paths, and gain the full power of both, simultaneously.
  • Spell/Martial Mastery: You gain Master of one Magical Sphere as well as one Martial Sphere. As normal, you are required to have access to the base Sphere of whatever spheres you choose for your Mastery.
  • Path Ability: You will gain two Path Abilities per Tier. You may only choose one Path Ability from the Spheremaster List and one Path Ability from the Gifted list. You may, instead, use one or both Path Abilities to choose up to two from the Universal Path Ability list.
  • True Magic/Martial Mastery: At Mythic Tier Ten (assuming we get that high), you will gain access to both the True Magic ability and the Martial Mastery ability.


All characters gain the following Mythic Tradition.
This Mythic Tradition may not be modified in any way.

Mythic Drawbacks

  • Radiant Power: The power that constantly erupts from you is hard to hide and easy to track, for those who know how. All creatures gain a bonus equal to three times your tier to notice you (such as by using the Perception skill). You also leave lingering trails of magic that others can find and follow for one day per tier. Finally, all creatures you interact with can sense that you are not normal and get a general understanding of your abilities, regardless of any disguises you use.

    This Drawback can be suppressed by making a Concentration check with a DC equal to your Character Level plus your Mythic level. The DC increases by 5, and a new check must be made, for every hour that your Radiance is suppressed in a rolling 24 hour period. Any use of your Mythic Power or Mythic Qualities will automatically break the suppression. If suppression is broken in this manner, you cannot attempt to suppress your power for 1 hour per Mythic Tier.
  • Unfit for Power: Your body is not able to handle the strain of regular use of such unlimited energy, damaging you each time you use your mythic power. Each time you spend a use of mythic power, you suffer damage equal to your mythic tier. This damage cannot be reduced, redirected or healed in any manner until you take an 8 hour rest (or less, if you have the appropriate abilities). This rest does not heal the damage, but does allow it to be healed normally (such as by healing magic or further rest).
 
Mythic Qualities
  • Flowing Power: You may call on your mythic power to boost your abilities to even greater heights, but at a cost to your health. As a free action during your round, you may increase all of your ability scores by up to your mythic tier; this bonus lasts until the start of your next round, when you may choose to either maintain the effect, change the increase, or let the effect end. Each round this ability is active, you take damage equal to the square of the increase, as detailed on the table below. This damage always affects your real hit points, never any temporary hit points. You cannot heal this damage through any means except eight hours of rest, at which point you heal all of the damage. When you regain your daily uses of mythic power, you may expend one use of mythic power to gain the ability to use flowing power for a number of rounds that day equal to half your tier (rounded down, minimum 1) without taking damage; you must use these rounds before those in which you would take damage, and any unused rounds at the end of the day are lost.

    When using the Flowing Power Quality, you increase all stats by twice your Mythic Tier, but take damage per round at the amounts listed for your Tier.

 

Ability Increase Damage Per Round
2 1
4 4
6 9
8 16
10 25
12 36
14 49
16 64
18 81
20 100

 

  • Plucking The Weave (aka Poke Fate in the Eye😞 By focusing your inner eye, you can, for an instant, get a glimpse of the Pattern of the Loom of Fate. However, Mortal flesh was not meant to understand the true nature of the Weave, and peeking under Fate's skirt sears your very soul.

    Twice per day per Mythic Tier you can pluck the weave of Fate in your favor. Expending one use of your Mythic Power allows you to replace the result of any single d20 roll with a Mythic Success. If used for an attack roll, this counts as a Nat 20 AS WELL AS Critical Confirmation. For all other purposes, the roll automatically succeeds, regardless of the situation, negative modifiers, or your current condition. This ability can be used in circumstances where you would otherwise not be able to react (ie you are Stunned, Staggered, Dying, or otherwise Helpless). This ability can be used at any time, including on another's turn, and does not count as any kind of Action.

    Each time you Pluck The Weave, you take 1d2 CON Damage AND 1d2 WIS Damage. This damage can only be healed by 8 hours rest (note that this specifically overrides abilities that would allow you to rest less than 8 hours to recover).

Mythic Boons

  • Mythic Examplar (Mythic Sustenance): While you are powered by mythic energies, you do not need to eat, breathe, or sleep—though you must still rest to recharge your power.

 

 

 

Arklytte

Arklytte

Mythic Transformation

ScEYEons of Fate

You stand athwart the Loom of Fate, Destined for a Greater Purpose. You have been given a second chance at life. Your destruction at the 'hands' of a tear in the very fabric of Time, Magic, and Fate itself, as well as your subsequent reformation into corporeal form, has imbued you with a hint of the divine, and elevated you above the merely mortal. While this mission might have started out as a (relatively) simple job, events have conspired to make it much, much more.


You have gained one Mythic Gestalt Tier. This will differ from standard Mythic progression, as detailed below.

You gain the Base Mythic abilities, with the following modifications.
  • Ability Bonus: Rather than the normal progression, you will gain a Mythic Ability Bonus every level. However, if you choose to increase a Physical stat, then you must increase a Mental stat on the next level, and vice versa.
  • Mythic Feats: You gain one Mythic Feat every tier, rather than every other tier.
  • Mythic Power: Your starting (and maximum) Mythic Power is increased to 3 plus three times your Mythic Tier. Mythic Power is regained any time you would rest to regain Spell Points.
  • Surge: When using the Surge ability, you can expend a second use of Mythic Power to increase the Surge bonus by an amount equal to half the dice rolled, so 1d6 becomes 1d6+3; 1d8 becomes 1d8+4, etc.
  • Amazing Initiative: The bonus Standard Action gained by expending a use of Mythic Power CAN be used to cast spells.
  • Recuperation: The need to rest for 8 hours to regain your full HP is reduced to the amount of time you would need to rest to regain Spell Points. By expending 1 use of Mythic Power, you can reduce the time needed to regain half your HP down to 10 minutes. In addition, this accelerated 10 minute rest will allow you to regain your Character Level's worth of Spell Points as well.

In addition, unlike 'standard' Mythic progression, you will gain two Mythic Paths. You gain the benefits of both the Spheremaster and Gifted Mythic Paths, and gain the full power of both, simultaneously.
  • Spell/Martial Mastery: You gain Master of one Magical Sphere as well as one Martial Sphere. As normal, you are required to have access to the base Sphere of whatever spheres you choose for your Mastery.
  • Path Ability: You will gain two Path Abilities per Tier. You may only choose one Path Ability from the Spheremaster List and one Path Ability from the Gifted list. You may, instead, use one or both Path Abilities to choose up to two from the Universal Path Ability list.
  • True Magic/Martial Mastery: At Mythic Tier Ten (assuming we get that high), you will gain access to both the True Magic ability and the Martial Mastery ability.


All characters gain the following Mythic Tradition.
This Mythic Tradition may not be modified in any way.

Mythic Drawbacks

  • Radiant Power: The power that constantly erupts from you is hard to hide and easy to track, for those who know how. All creatures gain a bonus equal to three times your tier to notice you (such as by using the Perception skill). You also leave lingering trails of magic that others can find and follow for one day per tier. Finally, all creatures you interact with can sense that you are not normal and get a general understanding of your abilities, regardless of any disguises you use.

    This Drawback can be suppressed by making a Concentration check with a DC equal to your Character Level plus your Mythic level. The DC increases by 5, and a new check must be made, for every hour that your Radiance is suppressed in a rolling 24 hour period. Any use of your Mythic Power or Mythic Qualities will automatically break the suppression. If suppression is broken in this manner, you cannot attempt to suppress your power for 1 hour per Mythic Tier.
  • Unfit for Power: Your body is not able to handle the strain of regular use of such unlimited energy, damaging you each time you use your mythic power. Each time you spend a use of mythic power, you suffer damage equal to your mythic tier. This damage cannot be reduced, redirected or healed in any manner until you take an 8 hour rest (or less, if you have the appropriate abilities). This rest does not heal the damage, but does allow it to be healed normally (such as by healing magic or further rest).
 
Mythic Qualities
  • Flowing Power: You may call on your mythic power to boost your abilities to even greater heights, but at a cost to your health. As a free action during your round, you may increase all of your ability scores by up to your mythic tier; this bonus lasts until the start of your next round, when you may choose to either maintain the effect, change the increase, or let the effect end. Each round this ability is active, you take damage equal to the square of the increase, as detailed on the table below. This damage always affects your real hit points, never any temporary hit points. You cannot heal this damage through any means except eight hours of rest, at which point you heal all of the damage. When you regain your daily uses of mythic power, you may expend one use of mythic power to gain the ability to use flowing power for a number of rounds that day equal to half your tier (rounded down, minimum 1) without taking damage; you must use these rounds before those in which you would take damage, and any unused rounds at the end of the day are lost.

    When using the Flowing Power Quality, you increase all stats by twice your Mythic Tier, but take damage per round at the amounts listed for your Tier.
     
    Ability Increase      
           
           
           
           
           

     

  • Plucking The Weave (aka Poke Fate in the Eye😞 By focusing your inner eye, you can, for an instant, get a glimpse of the Pattern of the Loom of Fate. However, Mortal flesh was not meant to understand the true nature of the Weave, and peeking under Fate's skirt sears your very soul.

    Twice per day per Mythic Tier you can pluck the weave of Fate in your favor. Expending one use of your Mythic Power allows you to replace the result of any single d20 roll with a Mythic Success. If used for an attack roll, this counts as a Nat 20 AS WELL AS Critical Confirmation. For all other purposes, the roll automatically succeeds, regardless of the situation, negative modifiers, or your current condition. This ability can be used in circumstances where you would otherwise not be able to react (ie you are Stunned, Staggered, Dying, or otherwise Helpless). This ability can be used at any time, including on another's turn, and does not count as any kind of Action.

    Each time you Pluck The Weave, you take 1d2 CON Damage AND 1d2 WIS Damage. This damage can only be healed by 8 hours rest (note that this specifically overrides abilities that would allow you to rest less than 8 hours to recover).

Mythic Boons

  • Mythic Examplar (Mythic Sustenance): While you are powered by mythic energies, you do not need to eat, breathe, or sleep—though you must still rest to recharge your power.

 

 

 

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