Mythic Playtest
Mythic Playtest
Mythic Playtest
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Lead Designer : Jason Bulmahn Additional Design: Dennis Baker, Jesse Benner, Benjamin Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathon H. Keith, Jason Nelson, Tom Phillips, F. Wesley Schneider, Amber E. Scott, Tork Shaw, Russ Taylor, and Ray Vallese
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Development : Logan Bonner, Stephen Radney-MacFarland, Erik Mona, and Sean K Reynolds
Creative Director : James Jacobs Editor-in-Chief : F. Wesley Schneider Senior Editor : James L. Sutter Editing : Logan Bonner Editorial Assistance : Judy Bauer, Christopher Carey, Adam Daigle, Ryan Macklin, Rob McCreary, Mark Moreland, and Patrick Renie Senior Art Director : Sarah E. Robinson Graphic Designers : Sonja Morris and Andrew Vallas Production Specialist : Crystal Frasier
Publisher : Erik Mona Paizo CEO : Lisa Stevens Chief Operations Officer : Jeffrey Alvarez Director of Sales : Pierce Watters Sales Representative : Adam Lovell Marketing Director : Jenny Bendel Finance Manager : Christopher Self Staff Accountant : Kunji Sedo Chief Technical Director : Vic Wertz Senior Software Developer : Gary Teter Campaign Coordinator : Mike Brock Project Manager : Jessica Price Customer Service Team : Cosmo Eisele, Erik Keith, and Sara Marie Teter Warehouse Team : Will Chase, Michael Kenway, Matt Renton, Jeff Strand, and Kevin Underwood Website Team : Ross Byers, Liz Courts, Lissa Guillet, and Chris Lambertz
Product Identity: The following items are hereby identif ied as Product Identity, as def ined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product are Open Game Content, as def ined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. To learn more about the Open Game License and the d20 System License, please visit wizards.com/d20. Mythic Adventures Playtest is published by Paizo Publishing, LLC under the Open Game License v 1.0a 2000 Wizards of the Coast, Inc. All other trademarks are property of Paizo Publishing, LLC. 2012 Paizo Publishing.
Paizo Publishing, LLC 7120 185th Ave. NE Ste 120 Redmond, WA 98052 paizo.com
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WHAT IS MYTHIC?
veryone knows the story of the blacksmiths son who takes up arms to defend his village, continuing on to become a renowned adventurer, or the young elf who spends years studying musty tomes, learning at f irst to cast simple spells before heading out into the world to seek out ancient lore. These are the stories of everyday adventurers, risen from the ranks of the common folk to make a name for themselves in a harsh and unforgiving world. But these are not the only stories of heroism. Some adventurers are truly exemplary, writing their stories into the greatest sagas of history, turning their every deed into legend. From the children of gods, blessed with the divine spark, to the lucky hero, born under the eclipse and destined to greatness, these characters are mythiccapable of amazing feats and unparalleled heroism. To be mythic means to draw upon a power that few even dream to understand, and even fewer dare to wield. An air of destiny surrounds mythic characters, and their every choice shapes the world around them. Their story is intertwined with the great events of the day, and their actions are central to the outcome. Mythic characters are more resilient, capable, and as a result more daring than their ordinary counterparts. A group of adventurers might balk at taking on a dragon plaguing a village, yet mythic adventurers would not only take on the dragon, but
track down and smite its relatives just for good measure. Mythic characters are not invulnerable, just more capable of dealing with the dangers of the world around them. When a mythic character dies, it is a great tragedy to the world, as the light of one of its true champions has been extinguished. In many ways, the story of a mythic hero is def ined by the challenges he faces. To go along with mythic player characters, the GM has a number of new ways to challenge them, from deadly mythic monsters to vile and cunning mythic villains. Mythic monsters are unique creatures or remnants of a bygone age when such terrifying beasts were more common. They dwell in the quiet places of the world, waiting for their time to bring terror to the land. Mythic villains have many of the powers of mythic characters, but instead of furthering the causes of good and order, mythic villains use their abilities to subjugate kingdoms, slaughter the innocent, and bring ruin to the world. Unless there are heroes to stop them, mythic villains can cause destruction on an unimaginable scale. These rules give players and GMs all the tools they need to run a mythic adventure, or even an entire mythic campaign. The mythic rules add to the base rules of the Pathf inder Roleplaying Game, either as part of an adventure granting mythic power for a limited time, or as the backbone of an entire campaign charting the legend of a group of mythic characters.
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Moment of Ascension
The moment an ordinary character gains his first mythic tier is called the moment of ascension (or simply ascension) and is usually concurrent with an extraordinary event. Generally speaking the GM decides what this event is, but it has many implications on the story of the character. Ascension usually determines the source of a mythic characters power, and though this doesnt affect the types of abilities he gains, it can be used to influence future choices and roleplaying decisions. The GM is free to invent any sort of event to act as the moment of ascension, as required by the needs of the campaign. The following ideas represent some of the most common forms of ascension. Artifact : The character comes into contact with an unstable artifact that unleashes some of its power into him, granting him mythic power. The mythic character might need to protect the artifact, as it is the source of his power. Fated: The character was born under an auspicious sign, such as a planetary conjunction or lunar eclipse, and as such was destined to greatness. The moment of ascension comes when those circumstances repeat themselves and the character gains mythic power. Godling: The mythic character is the child of a god, usually from the union of that deity and a mortal. The moment of ascension is when the character learns of his true heritage or is visited by his divine parent (or an agent of that deity). Granted: The character is called upon by a divine agent, or other incredibly powerful being, to act as its representative. This gives the character mythic power, but possibly only while serving the interests of this benefactor. Passed On: The character is present at the death of a powerful, or perhaps even mythic, creature. In its final moments, it passes on its power to the character, granting mythic abilities. Alternatively, it may not be given voluntarily, but instead taken upon the death of the mythic character. This might even be the way that all mythic power is gained in a campaign.
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ythic characters are set apart from their contemporaries, capable of amazing feats of courage in the face of overwhelming odds. Despite their power, they are still similar in many ways to ordinary adventurers. They have hit points, an armor class, and saving throws just like any other character. In fact, most of their statistics are comparable to ordinary characters of an equal level. Where a mythic character differs is that he possesses special abilities gained from his mythic path. These abilities allow him to bend, and in some cases break, certain rules of the game to gain a unique edge. To become mythic, a character must f irst undergo a moment of ascension (see the sidebar on page 3). This is the point at which he gains his f irst tier and must select a mythic path, which determines the majority of his mythic abilities. A characters mythic path is much like an additional class. Instead of levels, he gains tiers in his path, which grant him additional abilities and bonuses (such as bonus hit points). From that point onward, he gains new mythic abilities only upon completing the necessary number of trialsdiff icult tasks that add to his legend and story. Once he completes the necessary number of trials based on his current tier, he gains the next tier in his path. Gaining new tiers is not a replacement for gaining levels in classes. Even though he is mythic, a mythic character still gains experience points as normal for overcoming monsters and other challenges. As such, a mythic character typically gains new tiers less frequently than he gains levels in his classes. A mythic character cannot gain more than 10 tiers.
but not his greater trial, so he does not achieve the next tier of champion. During the next session, he f inally accomplishes a greater trial, allowing him to become a 2nd-tier champion. To reach 3rd tier, he will need to accomplish another 4 lesser trials and 2 more greater trials. Mythic trials in excess of those needed to gain the next tier do not count toward the following tier. Instead, whenever a character completes a trial in excess of those needed to gain a tier, he immediately regains one daily use of his mythic power, up to his daily maximum.
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Gaining Tiers
A characters mythic power is classif ied by tier, with a 1st-tier mythic character already being signif icantly more powerful than a nonmythic character of the same level and a 10th-tier mythic character being nearly godlike in power. Mythic tiers are similar to levels in a class or prestige class, in that the powers gained at each tier are added to all those that came before, but tiers are not gained in the same manner. A character gains a new mythic tier by completing a number of trials that occur during play. As such, achieving a new mythic tier occurs independently of the ordinary experience point progression. The number of trials required to attain each new tier appears on Table 11. For example, a 5thlevel f ighter discovers his mythic heritage and becomes a 1st-tier champion. Over a number of sessions, he earns enough experience points to gain his 6th level of f ighter. During this time, he accomplishes all three lesser trials,
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taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12. Ability Score : You gain a permanent +2 bonus to an ability score of your choice upon reaching the 2nd mythic tier. At 4th, 6th, 8th, and 10th mythic tiers you gain a permanent +2 bonus to another ability score or increase one of your existing bonuses by 2. Bonus Mythic Feat : Upon becoming mythic, select one mythic feat as a bonus feat. You must qualify for this feat normally. In addition, you gain another bonus mythic feat upon reaching 3rd mythic tier and every 2 tiers thereafter. You can select an ordinary feat in place of a mythic feat and you must meet the normal prerequisites to take that feat. Hard to Kill (Ex) : Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score. Mythic Flaw (Ex) : Every mythic character possesses a mythic f law. This f law could be your ultimate undoing if you are not careful to conceal it. You must select one of the following f laws. Dependency : Select one specif ic type of food or drink (other than water). If you do not ingest the selected food or drink at least once per day, you begin to lose your mythic powers. After the f irst day of absence, you can no longer regain points of mythic power. After the second day, you lose all the powers and abilities granted by your mythic paths. After the third day, you lose all of your mythic abilities, with the exception of ability score increases and bonus mythic feats. Your powers and abilities are immediately restored as soon as you consume the selected food or drink.
Elemental Vulnerability : Select either acid, cold, electricity, or f ire. You take double the normal amount of damage whenever you take damage of the selected type. You can never benef it from resistance or immunity to that element and your mythic saves ability does not apply to any saving throw against a spell or effect that deals damage of the selected type. Furious Rage : Whenever you are demoralized by the Intimidate skill or hit by a critical hit, you go into an uncontrollable rage. This functions like the barbarians rage class feature, but you do not gain a bonus to your Strength or Constitution score (even if you have the rage class feature). This limits the actions you can perform and gives you a penalty to your Armor Class. The rage lasts for 1d4 rounds plus a number of rounds equal to your mythic tier, but you are not fatigued after this duration expires. Hubris : You receive a +4 morale bonus on saving throws against fear. Whenever you succeed at a saving throw against a effect that would have caused you to gain the shaken, frightened, or panicked condition, you instead gain the staggered condition a duration equal to the duration of the effect that you saved against, as you spend part of each round bragging about your own abilities. If you fail a saving throw against such an effect, its duration is doubled. Insanity : Whenever you are hit by a critical hit or fail a saving throw against a mind-affecting spell or special ability, you also gain the confused condition for 1d4 rounds. Material Weakness : Select cold iron, silver, or wood. Weapons made primarily from the selected material automatically conf irm all critical hits against you and the critical multiplier is increased by 1, to a maximum of 4. If you ever gain damage reduction, no matter the source, weapons made primarily from the selected material bypass that damage reduction. School Aversion : Select one school of magic, except for divination. Whenever you must make a saving throw
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against a spell or effect of the selected school, you take a 4 penalty on the saving throw. The effects of such spells (if harmful) last twice as long if you fail your saving throw. In addition, your mythic saves ability does not apply to saving throws made against spells and effects of the selected school. You cant benef it from spells and effects from the selected school. Weapon Weakness : Select one group of weapons from the list of f ighter weapons. Weapons from the selected group gain a +4 bonus on attack and damage rolls against you. If a weapon from the selected group scores a critical hit against you, the critical multiplier is increased by 1, to a maximum of 4. If you ever gain damage reduction, no matter the source, weapons from the selected group bypass that damage reduction. Amazing Initiative (Ex) : At 2nd tier, you gain a +20 mythic bonus on initiative checks. In addition, you can expend one use of mythic power each round to take an additional turn, treating your initiative for this second turn as your initiative roll without the +20 mythic bonus. Using this ability is a free action that must be decided at the end of your f irst action during the round. This additional turn allows you to take the full range of actions available to you, but both turns still only count as one round for the purposes of durations and other effects based on rounds. Recuperation (Ex) : At 3rd tier, you are restored to full hit points after 8 hours of rest as long as youre not dead. This ability does not restore hit points lost to mythic damage (see page 35). In addition, expending one use of mythic power and resting for 1 hour allows you to regain a number of hit points equal to half your full normal hit points (up to a maximum of your full normal hit points) and regain the use of any class features that are limited to a number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as if you had gained 8 hours of sleep for such abilities. This rest does not refresh the use of mythic abilities such as mythic power or other mythic abilities that are limited to a number of times per day. Mythic Saves (Ex) : At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effect as long as that ability did not come from a mythic source, such as a mythic creature or character. If you fail such a saving throw, you take the reduced effect instead (if one is given by the spell or effect). If the spell comes from a mythic source, you treat the results of any saving throw required by the spell or special ability as normal. Force of Will (Ex) : At 7th tier, you can exert your will to cause events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll any d20 roll you have made, or force
any nonmythic creature to reroll any d20 roll. You can use this ability after the results are revealed, but the roller must take the results of the second roll, even if it is worse. Unstoppable (Ex) : At 8th tier, you can expend one use of mythic power to negate any condition currently aff licting you, except dead, dying, f lat-footed, or unconscious. All other conditions and effects remain, even those caused by the same spell or effect that caused the negated condition. Using this ability is a free action, and can be done at the start of your turn even if a condition would prevent you from acting. Immortal (Su) : At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you are not treated as if you had rested and do not regain the use of any of your abilities that comes with such rest. This ability does not apply if you have mythic damage in excess of half your full normal hit point total at the time of your death. Legendary Hero (Su) : At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day. In addition, your immortal ability now applies as long as you do not have mythic damage in excess of your full normal hit point total at the time of your death.
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MYTHIC PATHS
Every mythic character belongs to one mythic path. Each path represents a characters journey into legend, and each tier in that path grants abilities and features related to that pursuit. Upon achieving the 1st mythic tier (called the moment of ascension), a character must choose one mythic path to follow. Characters can choose from the following mythic paths. Archmage : Master of arcane magic, the archmage effortlessly casts extremely powerful spells and shapes reality with a whim. Champion : Unparalleled in combat, the champion stands triumphant on the battlef ield, surrounded by bruised and broken foes. Guardian: None can get past the impervious guardian none can threaten what this devout hero protects. Hierophant : Drawing on power that goes beyond the gods, the hierophant is an inviolate vessel for the divine. Marshal : Inspiration and courage make the marshal the greatest leader, capable of leading troops to victory over any challenge. Trickster : Skill, training, and savvy make the trickster the master of the impossibledefying unbeatable obstacles and traps, tricking the wise, and hitting unattainable targets.
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Archmage Features
As they increase in tier, archmages gain the following abilities. Mythic Spells : At 2nd tier, you can select one mythic spell (see Chapter 3) and can expend your mythic power to cast that spell with enhanced results. You must have the normal arcane version of the spell in your spellbook or on your list of spells known. At 4th tier and every 2 tiers thereafter, you can select another mythic spell. Archmage Arcana : Select one of the following abilities at 1st tier. Once chosen, it cant be changed. Arcane Surge (Su) : You can expend one use of mythic power to cast any one arcane spell. This spell must be one that you prepared for the day (even if it has already been cast) or be from your list of spells known (if you cast spells spontaneously). If the spell requires a saving throw, any nonmythic targets making such a saving throw must roll twice and take the worse result. In addition, when using this ability you can roll twice and take the better result on any check made to overcome spell resistance, adding your archmage tier to the result. You cant apply any metamagic feats to this spell. Mage Strike (Su) : You can expend one use of mythic power to make one melee attack as a swift action. In addition, you can expend any one arcane spell that you have prepared or slot that you have available. You receive an insight bonus on the attack roll equal to twice the level of the spell expended, and the attack deals an additional 2d6 points of energy damage per level of the spell expended (either acid, cold, electricity, or f ire). The damage from this attack bypasses any damage reduction the target might possess, but the additional energy damage is still subject to resistances and immunities. Wild Arcana (Su) : You can expend one use of mythic power to cast any one arcane spell. This spell must be on one of your arcane spell lists and must be of a level that you can cast using that arcane spellcasting class. You dont need to have the spell prepared or on your list of spells known. When casting a spell in this way, you treat your caster level as two levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level cant be greater than the highest-level arcane spell you can cast using that spells spellcasting class.
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Bonus Hit Points : Whenever you gain an archmage tier, you gain 3 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics. Path Ability : At 1st tier, and every tier thereafter, select one new path ability from the following list or from the list of universal path abilities (see page 20). Once you select an ability, it cant be changed. Unless otherwise noted, each ability can be selected only once. You must meet the minimum archmage tier requirement before selecting an ability. Abundant Casting (Ex) : Whenever you cast a spell that affects a limited number of targets (but more than one), you may add your mythic tier to the number of targets that you can affect. For example, a 5th level wizard with 1 mythic tier can target up to 6 creatures when casting haste . In addition, you can expend one use of mythic power when casting a spell that affects only one target. That spell instead affects two targets, but the additional target must be a legal target for the purpose of the original spell. If the spell requires a touch attack, you must hold the charge to make a second attack. Channel Power (Su) : You gain the ability to channel raw arcane power into a spell you cast. Using this ability requires you to expend one use of mythic power while casting an arcane spell. Any damage dealt by the spell is increased by 50%. In addition, if the spell has a duration greater than 1 round, the duration is doubled. Any saves required by the spell are made at a 4 penalty, although mythic creatures reduce this penalty to 2. This spell ignores any spell resistance the targets have, and any damage it deals bypasses the targets energy resistances or energy immunities. You must be at least 8th tier before selecting this ability. Competent Caster (Ex) : You learn to cast your simple spells with grace and ease, allowing you to maintain focus on the foes around you. Whenever you cast an arcane spell that is at least one level lower than the highestlevel spell you can cast using that spellcasting class, you automatically succeed at the concentration check to cast that spell. You must make a check normally for spells of the highest level you can cast. Component Power (Ex) : You can ignore any one component when casting a spell. You can ignore the material component or focus component only if its total value is equal to or less than 100 gp for each mythic tier you possess. You can decide which component to ignore each time you cast a spell. You can take this ability more than once. Each additional time you take this ability, you can ignore and additional component when casting a spell. You must be at least 3rd tier before selecting this ability. Deep Understanding (Ex) : You begin to understand the pattern behind all magic. You automatically identify any
arcane spell cast within 60 feet as long as it is on your spell list and is of a level that you can cast. In addition, whenever you attempt to identify a magic item using detect magic or a similar effect, you can take 10 on the check to determine its properties. Endless Power (Su) : You gain the ability to cast spells without expending your power. If you are capable of casting arcane spells of 5th level or higher, whenever you cast a 1st-level arcane spell it is either not expended (if you prepare spells) or doesnt use up a spell slot (if you casts spells spontaneously). You must be at least 6th tier before selecting this ability. You can select this ability more than once. Each time you do, the level of arcane spells you can cast without expending the spell or using up the spell slot increases by one, to a maximum of 3rd level. Enduring Armor (Su) : When preparing your spells you may leave a single arcane spell slot unf illed in order to grant yourself a lasting armor of force. This effect grants you an armor bonus equal to 3 + 1/2 the level of the empty spell slot (minimum 1). The armor persists as long as the spell slot remains empty. This ability is an abjuration effect with a level equal to the level of the spell slot. If it is dispelled or otherwise ended, it can be resumed as a standard action. Familiar Mind (Su) : As a standard action, you can see and hear through your familiars eyes and ears. While using this ability you cant see or hear using your normal senses and you cant move. You can also speak through your familiar, using your own voice to do so. Finally, you can expend one use of mythic power to cast one arcane spell using your familiar as the spells caster. You must expend the spell as normal when using this ability. Aside from its origin, all other aspects of the spell are based upon the archmage. Itemcraft (Ex) : You are skilled at getting the most out of magic items. You add 1/2 your archmage tier (minimum 1) to the caster level of potions, scrolls, staves, and wands you use when determining the effects of the spells created by them. When using a staff, wand, or other charged item, you can expend one use of mythic power in place of one charge. Metamastery (Su) : You can expend one use of mythic power as a swift action to pick any one metamagic feat that you know that increases the level of the spell by no more than one level. For the next 10 rounds, you can apply this metamagic feat to any arcane spell you cast without increasing the overall spell level or casting time. You can also use this ability on a spell cast from a scroll, staff, or wand. You cant have more than one use of this ability active at a time. If you use this ability again, any previous use immediately ends. You must be at least 3rd tier before selecting this ability. This ability can be selected more than once. Each time you select this ability, the maximum
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CHAMPION
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The champion is the pinnacle of skill at arms and armor. No ordinary f ighter could hope to match the skill with blade, bow, or axe that surges within a champion fueled with mythic power. The champion turns aside blows and shatters shields with every movement, all while racing with grace across the chaotic battlef ield. When the screams of his foes die down, the champion stands strong and def iant in blood-spattered armor, hefting a weapon and shouting a terrifying war cry.
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Champion Features
As they increase in tier, champions gain the following abilities. Bonus Hit Points : Whenever you gain a champion tier, you gain 5 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics. Champion Strike : Select one of the following abilities at 1st tier. Once chosen, it cant be changed. Distant Barrage (Ex) : You can expend one use of mythic power to make a ranged attack at your highest attack bonus as a swift action (in addition to any other attacks you might make this round). When making a distant barrage, you ignore all cover and concealment
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the target possesses (except total cover) and add your champion tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction. Fleet Charge (Ex) : You can expend one use of mythic power to move up to your speed as a swift action. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus (in addition to any other attacks you might make this round), adding your champion tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction. Sudden Attack (Ex) : You can expend one use of mythic power to make a melee attack at your highest attack bonus as a swift action (in addition to any other attacks you might make this round). When making a sudden attack, you roll twice and take the better result, adding your champion tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction. Path Ability : At 1st tier and every tier thereafter, select one new path ability from the following list or from the list of universal path abilities (see page 20). Once you select an ability, it cant be changed. Unless otherwise noted, each ability can be selected only once. You must meet the minimum champion tier requirement before selecting an ability. Aerial Assault (Su) : When making a charge attack you may expend one use of mythic power. If you do, include a single Acrobatics check made to jump with a circumstance bonus equal to your champion tier 10. You take no falling damage for height gained as part of this leap. In addition, you may substitute your melee attack for a single grapple check as part of this aerial charge. Any creature you successfully grapple is brought to the ground with you at the end of your jump. This creature takes falling damage for half the height gained in your jump. Alternatively, you may use this leap to empower your charge. Calculate the falling damage appropriate for your descent and add this to the damage caused by your charge attack, if successful. Always a Chance (Ex) : Whenever you make an attack roll that results in a natural 1 on the die, the attack is not automatically a miss. Armor Master (Ex) : You do not suffer any armor check penalty or arcane spell failure chance when wearing light armor or using a shield. In addition, the maximum Dexterity does not apply so long as the armor you wear is light. This ability can be selected more than once. The second time it is selected, it also applies to medium armor. The third time it is selected, it also applies to heavy armor. Critical Master (Ex) : Whenever you roll a critical threat against a nonmythic creature, you automatically conf irm the critical hit and deal the maximum amount of damage against that creature. You must be at least 6th tier to
select this ability. This ability can be selected twice. Selecting this ability a second time allows it to apply to mythic creatures as well as nonmythic creatures. Devastating Smash (Su) : Whenever you attack an unattended object, ignore any hardness less than 30 and halve any hardness 30 or higher. In addition, you add twice your champion tier to the damage roll. If you expend one use of mythic power making such an attack, ignore all hardness and deal triple the normal amount of damage (except for your champion tier, which is still only added twice). Fistful of Daggers (Ex) : When you make a full attack with thrown weapons, you can choose to make a single attack roll and apply the results to any number of creatures in a 30-foot cone. Roll damage once and apply that damage to all creatures hit by the attack. This attack cant deal precision damage. Use the bonuses to attack and damage from the least powerful weapon thrown (for example, if you have a +2 dagger and 20 masterwork daggers, make the attack and damage rolls based on the masterwork daggers bonuses). Apply any effects of concealment for each target as normal. If the attack is a critical threat, choose one enemy to target with the critical threat. You must be at least 6th tier before selecting this ability. Fleet Warrior (Ex) : When making a full attack, you can move up to your speed either before or after the attack. This movement provokes attacks of opportunity as normal. You must be at least 5th tier before selecting this ability. Perfect Strike (Ex) : You can expend one use of mythic power as a standard action to deliver a perfect strike. A perfect strike attack is made using your full base attack bonus. If the attack hits, it deals twice the normal amount of damage, and this damage bypasses damage reduction and hardness. Damage that is not multiplied on a critical hit is not multiplied on a perfect strike. Perfect strike can be used in conjunction with any champions strike, but you must expend a total of two uses of mythic power to do so. You must be 8th tier before selecting this ability. Precision (Ex) : Whenever you make a full attack, the penalty on additional attack rolls is reduced by 5. This ability cant reduce the penalty on additional attacks to less than 0. For example, a 12th-level fighter, whose total attack bonus was +16/+11/+6 when making a full attack would use +16/+16/+11 with this ability. You must be at least 3rd tier before selecting this ability. This ability can be selected more than once. Each time it is selected, the penalty on additional attacks is reduced by an additional 5. Stanch Wounds (Ex) : You are immune to all bleed damage, including bleed damage that causes ability damage or drain. Any other effects that occur in addition to the bleed, such as damage from an attack, still affect you as normal.
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GUARDIAN
Not all mythic characters f ind themselves seeking glory and fame for themselves. Some take a more humble route, watching over those around them or the lands they call home. Guardians f ind kinship with those around them, both man and beast, drawing their power from the trust of such bonds. This does not mean that all guardians are peacefulindeed many
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use violent means to further their goals and safeguard those they watch over. In battle, none can take the sort of punishment and wounds that a guardian can sustain.
Guardian Features
As they increase in tier, guardians gain the following abilities. Bonus Hit Points : Whenever you gain a guardian tier, you gain 5 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics. Guardians Call : Select one of the following abilities at 1st tier. Once chosen, it cant be changed. Absorb Blow (Su) : You can expend one use of mythic power as an immediate action whenever you take damage from a single source, such as a dragons breath, a spell, or a weapon. You take 10 fewer points of damage from this source per guardian tier you possess. In addition, for every 10 points of damage prevented by this ability, you gain DR 1/epic and 5 points of energy resistance against all energy types (acid, cold, electricity, f ire, and sonic) for 1 minute. This DR and resistances stack with DR or resistances you possess from sources other than this ability. Beast Fury (Su) : You can expend one use of mythic power as a swift action to grant a boon to your animal companion, cohort, eidolon, familiar, or mount. The boon allows the creature to, as an immediate action, move up to its speed and make one attack with any one of its natural weapons. When making this attack, the creature rolls twice and takes the better result. Any damage dealt by this attack is treated as epic for the purposes of overcoming damage reduction. Sudden Block (Su) : You can expend one use of mythic power as an immediate action whenever a melee attack is declared against you to force the creature making the attack to roll twice and take the worse result. You also add your guardian tier as an insight bonus to your AC against this attack. Once the attack is resolved, you may make one melee attack against the creature that made the attack. The damage from this attack is treated as epic for the purposes of overcoming damage reduction. Path Ability : At 1st tier and every tier thereafter, select one new path ability from the following list or from the list of universal path abilities (see page 20). Once you select an ability, it cant be changed. Unless otherwise noted, each ability can be selected only once. You must meet the minimum guardian tier requirement before selecting an ability. Additional Call (Ex) : You gain one additional guardians call. This ability can be selected more than once. Ally Defense (Su) : You can expend one use of mythic power as an immediate action whenever a melee attack
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is declared against an adjacent ally. The attacking creature must roll twice on its attack roll and take the worse result. In addition, the target of the attack gains an insight bonus to its AC equal to your tier until the start of its next turn. Call Arrows (Su) : As an immediate action you can cause all ranged attacks targeted at allies within 30 feet to redirect to you (even if youre out of the attacks range). This causes the attack rolls to be made against your Armor Class. This effect persists until the end of your next turn, automatically retargeting any ranged attacks away from allies and onto you. Cage Enemy (Ex) : You can prevent an enemy from escaping your reach. Any creature attempting to move out of you melee reach provokes attacks of opportunity, even when making a 5-foot step. If the attack of opportunity hits and deals damage, the creature does not move out of your reach and its action is wasted. Creatures taking the full withdraw action do not provoke an attack of opportunity from you due to this ability (although they still might for other reasons, depending on their movement).In addition, if you charge a creature and hit with the charge attack, that creature cannot move from its space until the beginning of your next turn, although spells that move the creature still function.You must be at least 3rd tier before selecting this ability. Catch Hazard (Su) :You can prevent area of effect traps (including rock falls, avalanches, and natural traps) from harming adjacent allies. If you are in the area of effect or adjacent to a square or ally affected by the trap, you attempt a Ref lex saving throw using the traps save DC. If the trap normally makes an attack roll, the save DC is 10 + the bonus on the attack roll. If you succeed on your Ref lex save, none of your adjacent allies takes any damage and you take half damage. If you fail your Ref lex save, you and your allies are affected normally. Devastating Smash (Su) : Whenever you attack an unattended object, ignore any hardness less than 30 and halve any hardness 30 or higher. In addition, you add twice your guardian tier to the damage roll. If you expend one use of mythic power making such an attack, ignore all hardness and deal triple the normal amount of damage (except for your guardian tier, which is still only added twice). Dimensional Grapple (Su) : When an opponent you are currently grappling or pinning attempts to use any kind of teleportation spell or effect, you can make a Will save against the effect. If successful you become aware of both the type of effect and its destination. You may then choose whether to block the effect, preventing the dimensional movement as if by dimensional anchor, or to accompany the caster as if you were gear with negligible weight. You must be at least 4th tier before selecting this ability.
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HIEROPHANT
Those who draw upon a gods divine power f ind themselves limited by the source of their devotion, but such restrictions do not exist for the hierophant. Mythic characters who heed this calling gain their powers through their own link to the divine, directly from the source of devotion instead of relying upon an intermediary deity. While most still venerate a divine being, the spirit of nature, or the power of life itself, they become more like patrons and less like devotees.
Hierophant Features
As they increase in tier, hierophants gain the following abilities. Bonus Hit Points : Whenever you gain a hierophant tier, you gain 4 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics. Mythic Spells : At 2nd tier, you can select one mythic spell (see Chapter 3) and can expend your mythic power to cast that spell with enhanced results. You must be able to cast the normal divine version of the spell or have it on your list of spells known. At 4th tier and every two tiers thereafter, you can select another mythic spell. Divine Surge : Select one of the following abilities at 1st tier. Once chosen, it cant be changed. Beast Fury (Su) : You can expend one use of mythic power as a swift action to grant a boon to your animal companion, cohort, eidolon, familiar, or mount. The boon allows the creature to, as an immediate action, move up to its speed and make one attack with any one of its natural weapons. When making this attack, the creature rolls twice and takes the better result. Any damage dealt by this attack is treated as epic for the purposes of overcoming damage reduction. Inspired Spell (Su) : You can expend one use of mythic power to cast any one divine spell. This spell must be on one of your divine spell lists and must be of a level that you can cast using that divine spellcasting class. You dont need to have the spell prepared or on your list of spells known. When casting a spell in this way, treat your caster level as two levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level
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cant be greater than the highest-level divine spell you can cast using that spells spellcasting class. Recalled Blessing (Su) : You can expend one use of mythic power to cast any one divine spell. This spell must be one that you prepared for the day (even if it has already been cast) or be from your list of spells known (if you cast spells spontaneously). If the spell requires a saving throw, any nonmythic targets making such a saving throw must roll twice and take the worse result. In addition, if the spell cures an aff liction, heals damage, or removes a condition, you can roll any dice associated with the spell twice and take the better result. You cant apply any metamagic feats to this spell. Path Ability : At 1st tier and every tier thereafter, select one new path ability from the following list or from the list of universal path abilities (see page 20). Once you select an ability, it cant be changed. Unless otherwise noted, each ability can be selected only once. You must meet the minimum hierophant tier requirement before selecting an ability. Domain Def lection (Su) : You are immune to any harmful effects of spells granted by any of your domains, even those of levels you are not yet able to cast. If you are targeted by any of these spells you may, as an immediate action, expend one use of mythic power to def lect the spell back to its caster as if with spell turning . You must be at least 3rd tier before selecting this ability. Durable Companion (Ex) : Select one animal companion, cohort, eidolon, familiar, or mount gained from a class feature or a feat. That creature gains DR 5/epic. You must be at least 3rd tier before selecting this ability. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it is taken, the DR increases by 5, to a maximum of DR 15/epic. Endless Power (Su) : You gain the ability to cast spells without expending your power. If you are capable of casting divine spells of 5th level or higher, whenever you cast a 1st-level divine spell it is either not expended (if you prepare spells) or doesnt use up a spell slot (if you casts spells spontaneously). You must be at least 6th tier before selecting this ability. You can select this ability more than once. Each time you do, the level of divine spells you can cast without expending the spell or using up the spell slot increases by one, to a maximum of 3rd level. Enduring Blessing (Su) : Whenever you cast a spell with a duration of 10 minutes per level or longer upon a single willing target, you can change that spells duration to 1 day. A creature cant be subject to more than one enduring blessing at a time; if another is cast upon the creature, the f irst enduring blessing ends. You
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by a spell or effect, you are healed for the maximum possible amount. You also gain DR 10/epic. Once per round when you take more than 20 points of damage (after your damage reduction has been applied), you regain one use of mythic power.
MARSHAL
Some are destined for greatnesscalled to inspire armies, rally the fallen, and bring the most out of those who would follow them. The marshal is such a leader, renowned for vision, courage, and strategic acumen. Soldiers f lock to the marshals banner just for a chance to serve under such a leader, conf ident that his skill will see them through even the most diff icult challenges.
potion containing that spell. Potions you create using this ability are treated as if they were made using the Empower Spell feat. The water remains in this state for 1 hour per hierophant tier. Divine Vessel (Ex) : At 10th tier, whenever you cast a spell that targets one or more nonmythic creatures, those creatures must roll any saving throws associated with the spell twice and take the worse result. In addition, whenever you are healed of hit point damage
Marshal Features
As they increase in tier, marshals gain the following abilities. Bonus Hit Points : Whenever you gain a marshal tier, you gain 4 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics. Marshals Order : Select one of the following abilities at 1st tier. Once chosen, it cant be changed. Advance (Ex) : You can expend one use of mythic power as a swift action to order your allies to advance on the f ield of battle. This allows you and each of your allies within 30 feet to take a move action. Each creature affected by this ability can decide how to use this move action. Decisive Strike (Su) : You can expend one use of mythic power as a swift action to order one ally within 30 feet to make a melee or ranged attack in addition to any other actions or attacks the ally might make on its turn. The target adds your marshal tier as an insight bonus on the attack roll. Any damage dealt by this attack bypasses damage reduction. Rally (Su) : You can expend one use of mythic power as a swift action to rally your allies. This allows you and each of your allies within 30 feet to call upon your courage once in the next round to reroll any one d20 roll after the roll is made. This ability must be used before the beginning of your next turn or it is wasted. The creature must take the result of the reroll, even if it is worse. Path Ability : At 1st tier and every tier thereafter, select one new path ability from the following list or from the list of universal path abilities (see page 20). Once you select an ability, it cant be changed. Unless otherwise noted, each ability can be selected only once. You must meet the minimum marshal tier requirement before selecting an ability. Additional Order (Ex) : You gain gains one additional marshals order. This ability can be selected more than once.
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instead of just a move or standard action. Once per round when you or an ally within 30 feet scores a critical hit against a mythic creature, you regain one use of mythic power. You cant gain more uses of mythic power than your maximum.
TRICKSTER
Seen only when they choose to be seen, tricksters manipulate kings and peasants alike, usually without anyone sensing their inf luence. Characters who rely upon their skills and wit f ind themselves drawn to the tricksters path. The mythic power of these heroes allows them to perform tasks that most would consider impossible. They can climb any wall, swim any current, and move without being seen by even the most observant guard. When they strike against their foes, they do so with unmatched accuracy.
Trickster Features
As they increase in tier, tricksters gain the following abilities. Bonus Hit Points : Whenever you gain a trickster tier, you gain 4 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics. Trickster Attack : Select one of the following abilities at 1st tier. Once chosen, it cant be changed. Deadly Throw (Ex) : You can expend one use of mythic power to, as a swift action, draw a thrown weapon or alchemical item and make a ranged attack with it. This attack does not provoke an attack of opportunity. When making a deadly throw, you roll twice for the attack roll and take the better result, adding your trickster tier as an insight bonus. If the attack misses, the weapon or alchemical item lands adjacent to the target, regardless of the range. Fleet Charge (Ex) : You can expend one use of mythic power to move up to your speed as a swift action. At any point during this movement, you can make a single melee or ranged attack, adding your trickster tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction. Surprise Strike (Ex) : You can expend one use of mythic power to make a melee or ranged attack at a target within 30 feet as a swift action (in addition to any other attacks you might make this round). When you make a surprise strike, the target is considered f lat-footed regardless of any class features or abilities it might have, and you add your trickster tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction. Path Ability : At 1st tier and every tier thereafter, select one new path ability from the following list or from the list of universal path abilities (see page 20). Once you
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Supreme Stealth (Ex) : Choose one of the following senses: blindsight, echolocation, scent, or tremorsense. You can mask yourself from that sense using the Stealth skill. Creatures must successfully make Perception checks versus your Stealth check to detect you with that sense. You can select this ability more than once, choosing a different sense each time. This Might Just Work (Ex) : Combining optimistic resourcefulness with natural skill you can make a skill check using any class skill in place of another skill check that uses the same ability modifier. You take a 5 penalty on this check. You can normally use this ability once per day, but can use it additional times by as long as you expend one use of mythic power as a swift action before each check. Unwavering Skill (Ex) : You become a master at certain skills. You can always take 10 or 20 on any of your class skills, even if threatened or in a hazardous situation (provided the skill allows you to take 10 or 20 in normal situations). Supreme Trickster (Su) : At 10th tier, whenever you make an attack roll against a nonmythic foe that foe is treated as f lat-footed, even if it has abilities that prevent it from being f lat-footed. Once per round when you roll a natural 20 on an opposed skill check against a mythic foe, regain one use of your mythic power. You cant gain more uses of mythic power than your maximum.
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a +20 circumstance bonus on any one Intelligence skill check or ability check. Feat of Strength (Su) : You can expend one use of mythic power to attempt a feat of Strength, gaining a +20 circumstance bonus on any one Strength skill check or ability check. Alternatively, you can use this ability to gain a +20 circumstance bonus to your Strength score for a number of hours equal to your mythic tier, but only for the purposes of determining your carrying capacity. Feat of Wisdom (Su) : You can expend one use of mythic power to attempt a feat of Wisdom, gaining a +20 circumstance bonus on any one Wisdom skill check or ability check. Mythic Craft (Ex) : Whenever you use the Craft skill to create an item, you double your progress with each check. In addition, you can make an item masterwork simply by paying for the cost, without having to increase the time to create the item or make any additional checks. Finally, you add your mythic tier to any skill checks associated with making magic items. Mythic Spells (Ex) : You gain mythic spells like an archmage, using your tier as your archmage tier to determine the spells gained. You cannot select this path ability if you are an archmage or hierophant.
TRIALS
Gaining mythic power is not accomplished by defeating monsters and overcoming ordinary challenges. To rise to the next tier, a mythic character must complete tasks that add to her legend. Such trials become part of her story, much more so than any ordinary accomplishment. Trials are broken up into two categories: lesser and greater. Lesser trials are individual achievements that the character can strive toward. These trials are broken down by mythic path, along with a list of trials that can be accomplished by any path. Of those listed for her path (and those in the universal trial list), a mythic character can select a number of lesser trials equal to total number required to reach the next tier. If she accomplishes any of these trials, they count toward her next mythic tier. A mythic character can change the lesser trials she is attempting to achieve once per day. If she accomplishes a lesser trial that is on her path list (or the universal trial list) but that she has not currently selected to pursue, she regains one use of her mythic power (up to her maximum number of uses per day). She can regain mythic power in this way only once in an encounter. Greater trials are important to the world and the story around the mythic character. These trials are usually accomplished by a group of characters and are decided upon by the Game Master. As such, a mythic character does not know when he is attempting a greater
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Guardian
Behind Me : Survive a f ight against three or more creatures in which none of your allies takes any damage, except for you and any animal companions, cohorts, or mounts that you possess. Blockade : Without the aid of an ally, in one combat defeat at least four enemies in a corridor or hallway no wider than your total reach, without any enemy creature moving past you. Deaths Door : Conf irm a critical hit against a mythic foe while you are at 0 or fewer hit points. Defensive Strike : Defeat a mythic foe by dealing damage to it for at least three consecutive rounds while f ighting defensively. Indestructible : Survive taking three critical hits in one encounter. Survive the Tide : Avoid falling unconscious in a combat in which at least eight different enemies attack you (add one to the number of enemies for each time you accomplish this trial). This can count multiple times toward a tier. Shield Ally : Using path abilities, prevent one ally from taking any damage from an attack at least three times in one encounter. Unstoppable : Suffer the effects of at least three of the following conditions at the same time while in combat with a mythic foe: blinded, confused, deafened, disabled, exhausted, frightened, nauseated, paralyzed, pinned, and stunned.
Archmage
Beyond Powerful : In one combat, cast three or more spells from scrolls, staves, or wands that are of a higher level then you can normally cast. Counter Caster : Successfully counterspell three spells from one enemy spellcaster in a single combat (add one to the number required each time you accomplish this trial). This can count multiple times toward a tier. Intelligent Design : Create an intelligent magic item. Mass Obliteration : Defeat six or more creatures with a single spell (add one to the number of creatures that must be defeated each time you accomplish this trial). This can count multiple times toward a tier. Resilient Caster : After sustaining a critical hit while casting a spell, succeed at the concentration check and defeat a foe with the spell. Savant : Succeed at a DC 20 or higher Knowledge skill check when you rolled a natural 5 or lower. School Display : Cast at least one spell from each school of magic during a single combat. Do not count spells that are two or more levels below the highest level of spell you can cast. Swift Doom : Defeat a mythic creature with a single spell on the f irst round of combat.
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Hierophant
Boon Giver : With a single spell or special ability, grant a bonus to at least four different allies who then use (or gain a benef it from) that bonus in a single combat. Conversion : Convert one creature from an opposing faith or belief system to join your faith or cause. Alternatively, convert at least 20 creatures of another faith or cause (not opposing) to join your faith or cause in a single day. Deadly Duo: Defeat a mythic creature without assistance from any ally aside from your animal companion, cohort, or mount. Deliver Soul : Reduce a creature from full hit points to dying or dead with a single spell or ability. Final Gift : While at 0 or fewer hit points, use a spell, item, or special ability to heal an ally, causing you to fall unconscious and gain the dying condition.
Champion
Critical Chain : Score three critical hits in a row in one combat. Devastating Swipe : Score two critical hits in a single round with the same weapon against different foes. Distant Crit : Score a critical hit using a ranged weapon against a target who is in the maximum range increment for the weapon. Legendary Strike : Deal the blow that defeats a creature with an adjusted CR at least 3 higher than your total class level plus mythic tier. Maneuver Display : Successfully perform at least four different combat maneuvers in a single combat. Massive Swing : Deal damage to f ive or more creatures in a single round with melee or ranged attacks.
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Master Healer : Heal a dying creature to full hit points with a single spell, item, or ability. Planar Contact : Gain useful information from or negotiate with at least three different planar entities in a single day. Wild Warrior : While using wild shape or some other polymorph effect, defeat a mythic foe.
Marshal
Charging Hero: While mounted, charge at least f ive different foes in a single combat, one of which must be a mythic creature. Desperate Measures : Engage in combat with a mythic foe once you have exhausted all the uses of your mythic power and conf idence ability and defeat that foe. Diplomatic Surrender : Convince a group of enemy creatures that outnumber you and your allies by at least 2 to 1 to surrender before combat begins. Enduring Allies : Succeed at a saving throw against a spell enhanced with mythic power cast by a foe, when at least three of your allies (or all of your allies, if fewer than three) also succeed at the save. Performance Victory : Use bardic performance to inspire your allies for 8 or more rounds during one combat. Simple Success : Defeat an encounter without any of your allies expending uses of their mythic power (though you can use your mythic power to help them). Swift Victory : Along with your allies, defeat an encounter in a single round. Tactical Assault : Make an attack against three or more foes that you f lank in a single combat.
Deadly Dance : In one round, provoke four or more attacks of opportunity, but be hit by none of them. Outmatched : Succeed at an opposed Bluff, Perception, or Stealth skill check when you rolled a natural 5 or lower. Ranged Death : Defeat f ive or more creatures in one combat only using ranged weapons (add one to the number of creatures required each time you accomplish this trial). This can count multiple times toward a tier. Tumbler : In one round, use Acrobatics to move through the threatened areas of at least f ive foes without provoking any attacks of opportunity. Unexpected Strikes : Make attacks against at least three different f lat-footed foes (or foes that you treat as f latfooted) in a single combat.
Universal
Improbable Victory : Defeat a creature with an adjusted CR at least 5 higher than your total class level (ignoring mythic tiers and mythic rank). Mythic Challenge : In one day, defeat a number of mythic creatures with a combined total mythic rank or tier equal to or greater than your current mythic tier times 3. Perfect Craft : Exceed the required Craft DC for crafting a magic item by 10 or more. Push On : Overcome six encounters without resting (add one to the number of encounters required each time you accomplish this trial). This can count multiple times toward a tier. Skill Supremacy : Exceed the DC of a skill check by 20 or more (or by 15 or more if it is not a class skill).
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T rickster
Assassinate : Defeat a creature that has its full normal hit point total with a single melee or ranged attack. Calm Down : Prevent or end a combat with a single skill check, such as Diplomacy of Bluff. Close Call : Defeat a creature that has you entangled, grappled, or swallowed whole.
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ythic characters and monsters gain mythic feats as they increase in overall mythic tier or rank. These feats can be selected only as part of the mythic characters advancementnot as part of a characters normal advancement or in place of any other bonus feat. Most mythic feats have another feat as a prerequisite and a required mythic tier. These mythic feats enhance the power of their prerequisite feats, making them truly legendary. If a character does not possess any of the necessary prerequisite feats when he gains a mythic feat, he can wait to select a mythic feat until the next time he gains a tier or level.
Benefit : Whenever you use Arcane Strike to imbue your weapons, they gain an additional +1 bonus to attack and damage. In addition, if you expend one use of mythic power you can also add any one magic weapon special ability with a base price modif ier of +1. This base price modif ier increases by 1 for every three mythic tiers you possess beyond 1st (+2 at 4th, +3 at 7th, and +4 at 10th). If you expend mythic power in this way, your arcane strike (and the bonus special ability) last for a total of 1 minute.
Athletic (Mythic)
You excel far beyond others of your race at feats of great physical prowess. Prerequisite : Athletic, 1st mythic tier. Benefit : You get a +2 bonus on Climb and Swim checks. This bonus stacks with that gained from Athletic. In addition, you can expend one use of mythic power to treat a Climb or Swim check as if you had rolled a natural 20. You must decide to use this ability before making the roll.
Acrobatic (Mythic)
Your grace and f luidity are beyond compare. Prerequisite : Acrobatic, 1st mythic tier. Benefit : You get a +2 bonus on Acrobatics and Fly checks. This bonus stacks with that gained from Acrobatic. In addition, you can expend one use of mythic power to treat an Acrobatics or Fly check as if you had rolled a natural 20. You must decide to use this ability before making the roll.
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Alertness (Mythic)
Your powers of perception are far beyond those of ordinary people. Prerequisite : Alertness, 1st mythic tier. Benefit : You get a +2 bonus on Perception and Sense Motive checks. This bonus stacks with that gained from Alertness. In addition, you can expend one use of mythic power to treat a Perception or Sense Motive check as if you had rolled a natural 20. You must decide to use this ability before making the roll.
Blind-Fight (Mythic)
No creature can avoid your preternatural senses. Prerequisite : Blind-Fight, 1st mythic tier. Benefit : Whenever you use Blind-Fight to reroll a miss chance due to concealment, you can roll twice and take the better result. Invisible attackers do not receive bonuses against you when making ranged attacks. Finally, as a swift action you can expend one use of mythic power to ignore all miss chances due to concealment for 1 minute.
Cleave (Mythic)
You can easily strike any two foes within reach. Prerequisite : Cleave, 1st mythic tier. Benefit : Whenever you use Cleave or Great Cleave, one of your attacks can be made at any foe that is within your reach. That foe does not have to be adjacent to any
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other foe you hit with an attack this round. If you expend one use of mythic power when you use Cleave or Great Cleave, you can continue to make attacks against any foes within your reach, regardless of their position, as long as you continue to hit each foe. You cant use this ability to attack a foe more than once per round.
Benefit : Select one ability score other than the score you selected at your moment of ascension (see page 3). You can use your mythic power an additional number of times per day equal to your bonus from that ability score.
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Deceitful (Mythic)
Whether innate or trained, your power to mislead is beyond compare. Prerequisite : Deceitful, 1st mythic tier. Benefit : You get a +2 bonus on Bluff and Disguise checks. This bonus stacks with that gained from Deceitful. In addition, you can expend one use of mythic power to treat a Bluff or Disguise check as if you had rolled a natural 20. You must decide to use this ability before making the roll.
Dodge (Mythic)
Your uncanny ref lexes protect you from attacks, and when focused on dodging you become almost impossible to strike. Prerequisite : Dodge, 1st mythic tier. Benefit : You gain a +1 dodge bonus to your AC. In addition, as an immediate action you may expend one use of mythic power to grant yourself an additional +10 dodge bonus to AC against one attack.
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Mobility (Mythic)
You have perfected your ability to weave through the battlef ield, over- and under-stepping greedy blades and using your momentum to travel great distances. Prerequisite : Mobility, 3rd mythic tier. Benefit : Whenever you use Mobility, you gain an additional +2 dodge bonus to your AC. In addition, whenever you are missed by an attack of opportunity made due to your movement, you may move an additional 5 feet as a free action. This movement does not count against your total overall movement for the round, but it does provoke attacks of opportunity as normal (although not from the creature that took the attack of opportunity that caused the movement).
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Stealthy (Mythic)
Your grace and f luidity are beyond compare. Prerequisite : Stealthy, 1st mythic tier. Benefit : You get a +2 bonus on Escape Artist and Stealth checks. This bonus stacks with that gained from Stealthy. In addition, you can expend one use of mythic power to treat an Escape Artist or Stealth check as if you had rolled a natural 20. You must decide to use this ability before making the roll.
Self-Sufficient (Mythic)
Independence comes naturally to you and you have mastered taking care of yourself. Prerequisite : Self-Suff icient, 1st mythic tier. Benefit : You get a +2 bonus on Heal and Survival checks. This bonus stacks with that gained from SelfSuff icient. In addition, you can expend one use of mythic power to treat a Heal or Survival check as if you had rolled a natural 20. You must decide to use this ability before making the roll.
T oughness (Mythic)
You have legendary resilience and durability. Prerequisite : Toughness, 1st mythic tier. Benefit : Toughness provides you twice as many hit points. In addition, when you are below 0 hit points you gain DR 10/epic. This DR stacks with any other DR/epic you might possess.
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ome spells can be enhanced by those with mythic power. By adding even the merest fraction of their power to the spells as they cast them, mythic casters make these spells vastly more potent. A spellcaster doesnt need to learn these spells as he would others, but must unlock the secret of using mythic power with these spells either through a feat (like Mythic Spells) or through a feature of his mythic path. The following spells have an enhanced effect if the caster expends one use of mythic power at the time of casting. This does not increase the level of the spell or its casting time. In addition, some spells have an even greater effect that can be accessed only by casters of a high enough mythic tier who expend an additional amount of mythic power. These spells have a Greater entry that includes an additional cost in uses of mythic power (on top of the one use spent to use the mythic version of the spell in the f irst place). In addition to the listed effects, a few overall rules that apply to all spells cast with mythic power. Potent : The DC to save against any spell enhanced with mythic power in this way increases by 2. In addition, the caster receives a +2 bonus on any caster level check made to overcome spell resistance. Resilient : A spell cast with mythic power cant be counterspelled unless the opposing spellcaster also expends one use of mythic power. In such a case, the normal rules for counterspelling apply. In addition, any check made to dispel a spell enhanced by mythic power is made at a 4 penalty. ANIMATE DEAD This spell animates a number of Hit Dice of undead equal to twice the sum of your caster level and your mythic tier. This does not increase the maximum total number of Hit Dice worth of undead that you can control. By expending one additional use of mythic power, you can animate dead without the need for material components. Greater: If you are at least a 6th-tier mythic character, you can expend two additional uses of mythic power when casting this spell. This causes any skeletons or zombies you create to gain either the agile or savage mythic template for a number of days equal to your mythic tier after being animated. BARKSKIN This spell grants DR/magic equal to the double the enhancement bonus it provides to the targets natural armor bonus to AC. Greater : If you are at least a 6th-tier mythic character, you
can expend two additional uses of mythic power when casting this spell. This causes the spell to grant DR/epic rather than DR/magic. BLESS This spells +1 morale bonus applies on attack rolls, weapon damage rolls, and all saving throws. In addition, each target of this spell can roll any one d20 roll twice and take the better result once during the duration of this spell. The target must decide to use this ability before the first roll is made. CALL LIGHTNING This spell calls bolts of lightning that deal 3d10 points of electricity damage (5d10 outdoors in stormy weather). Half of this damage is electricity and half is sonic. Any creature damaged by this spell is dazzled and deafened for 1 minute, but this duration is reduced to 1 round if the creature succeeded at its saving throw. CHILL METAL This spell deals 1d8 points of cold damage on rounds 2 and 6 and 2d8 points of cold damage per round on rounds 3 through 5. Each round a creature takes cold damage from this spell, that creature also takes 1 point of Dexterity damage (Fortitude save negates). This save DC is increased by 1 for each round the target continues to wield or carry chilled metal. CIRCLE OF DEATH This spell slays 1d6 HD worth of living creatures per caster level, and it can affect creatures whose Hit Dice do not exceed 9 + your mythic tier. Greater: If you are at least a 6th-tier mythic character, you can expend two uses of your mythic power when casting this spell. This causes creatures that succeed on their Fortitude saves to take 1d6 points of damage per mythic tier. CLOUDKILL This spell creates a cloud of toxic vapors that you can move 10 feet in any direction you choose as a move action; if not directed, it moves 10 feet directly away from its point of origin. The level or hit dice of creatures that can be instantly slain by the cloudkill (with no save or with a save to reduce the effect) is increased by an amount equal to your mythic tier; for example, if you are a 5th-tier mythic character, your cloudkill slays creatures up to 8 hit dice with no saving throw and up to 11 hit dice on a failed save. Creatures that succeed at their saving throws or are above your hit die limit take 1d8 points of Constitution damage each round while in the cloud. Greater: If you are at least a 6th-tier mythic character, you
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can expend two additional uses of mythic power when casting this spell. This causes your spell to ignore poison immunity for living creatures. COLOR SPRAY The range of this spell increases to 30 feet. In addition, creatures with 5 or more Hit Dice that fail their saving throw are blinded for 1 round and then stunned for 1 round. Creatures that make their saving throw against this spell are dazzled for 1 minute. Greater : If you are at least a 3rd-tier mythic character, you can expend two additional uses of mythic power when casting this spell. This increases the Hit Die limits that determine the effects of the color spray by an amount equal to your mythic tier. CONTAGION The disease you create with this spell is a particularly virulent strain. If the target of this spell fails its save, it becomes infected with the disease and contagious, passing on the disease through touch. Any creature that touches, or is touched by, an infected target must make a Fortitude save or contract the disease. The DC of the Fortitude save is reduced by 4 for all creatures other than the initial target of this spell. You are immune to the spread of this disease. Greater: If you are at least a 7th-tier mythic character, you can expend five additional uses of mythic power when casting this spell. If you do, the spell targets every living creature within a 1-mile radius, in addition to the augmented effect above. You may also choose one creature per caster level that gains immunity to the contagion. CONTROL WEATHER The spells casting time is reduced to a standard action and the change in the weather occurs in a number of rounds equal to 10 your mythic tier (minimum 1 round). In addition, the duration of the spell is doubled. Greater: If you are at least a 6th-tier mythic character, you can expend two additional uses of mythic power when casting this spell. In addition to the changes noted above, this allows you to create weather of any type regardless of the season. In addition, you can change the type of weather created as a standard action, and the weather changes in 1 round. CURE CRITICAL WOUNDS This spell heals 8d8 points of damage + 2 points per caster level (maximum +40). In addition, the spell cures up to 4 points of ability damage if the target is a living creature. The target chooses what types of ability damage are cured. CURE LIGHT WOUNDS This spell heals 2d8 points of damage + 2 points per caster level (maximum +10). In addition, the spell cures up to 1 point
of ability damage if the target is a living creature. The target chooses what types of ability damage are cured. CURE MODERATE WOUNDS This spell heals 4d8 points of damage + 2 points per caster level (maximum +20). In addition, the spell cures up to 2 points of ability damage if the target is a living creature. The target chooses what types of ability damage are cured. CURE SERIOUS WOUNDS This spell heals 6d8 points of damage + 2 points per caster level (maximum +30). In addition, the spell cures up to 3 points of ability damage if the target is a living creature. The target chooses what types of ability damage are cured. DETECT SCRYING This spell automatically gives you a visual image of the scryer and an accurate sense of his direction and distance from you if he is using a non-mythic means of scrying. Your ability to detect a scryer is blocked by mind blank, but you automatically succeed at caster level checks to overcome nondetection or similar effects that block divination. If you gain this information about a scryer, you can expend one or more uses of your mythic power as an immediate action to cast a mind-affecting spell against him. The range of this effect is unlimited and you do not need line of sight or line of effect, but it affects only the scryer even if it would normally affect multiple creatures or an area. You must expend one use of mythic power per level of the spell you wish to cast against the scryer. Greater : If you are at least a 6th-tier mythic character, you can expend two additional uses of your mythic power when casting this spell. In addition to the abilities granted above, your ability to detect a scryer is not blocked by mind blank or any other protection. Also, if you have prepared, can spontaneously cast, or can use as a spell-like ability a teleportation effect with a range long enough to reach the scryers location, you can use that ability to transport yourself there. Alternatively, you can expend two additional uses of your mythic power to transfer that teleportation ability to the scryer and compel him to transport himself immediately to your location. Either form of teleportation has no chance of error, and penetrates any effect that would otherwise block teleportation unless that effect was created by a mythic creature. DIMENSION DOOR The duration of this spell changes to 1 round per 2 caster levels, creating a temporary, one-way portal. In addition, when casting the spell you can designate a number of creatures equal to your caster level. These creatures can see the portal and use it to arrive at the destination you select. When you cast the spell, you immediately arrive at the
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INFLICT MODERATE WOUNDS This spell deals 4d8 points of damage + 2 points per caster level (maximum +20). In addition, the spell causes living creatures to become sickened for 1 round per caster level (maximum 10 rounds). If the Will save to halve the damage is successful, the sickened condition is negated. INFLICT SERIOUS WOUNDS This spell deals 6d8 points of damage + 2 points per caster level (maximum +30). In addition, the spell causes living creatures to become sickened for 1 round per caster level (maximum 15 rounds). If the Will save to halve the damage is successful, the sickened condition is negated. INVISIBILITY The effects of this spell cant be detected with detect magic or other spells that detect magic auras. In addition, the invisibility cant be penetrated or dispelled by spells of 2nd level or lower, such as see invisibility or glitterdust, though true seeing and dust of appearance can reveal your presence. Greater: If you are at least a 3rd-tier mythic character, you can expend two additional uses of mythic power when casting this spell. In addition to the above effects, you are also undetectable by blindsense, blindsight, scent, and tremorsense. MAGE ARMOR This spell grants a +6 armor bonus to AC. In addition, there is a 50% chance that any critical hit or sneak attack made against the target is negated, and is instead treated as a normal hit. This chance does not stack with the fortification armor property or other similar abilities that negate critical hits or sneak attacks. MAGIC MISSILE The damage dealt by each missile increases to 2d4+1. In addition, the missiles are not defeated by shield or similar items and effects that specifically cancel magic missile. Greater: If you are at least a 4th-tier mythic character, you can expend two additional uses of mythic power when casting this spell. In addition to the effects listed above, the spell creates twice the normal number of missiles, has its range increased to sight, and automatically bypasses any spell resistance or immunities the targets possess. MAGIC VESTMENT In addition to the enhancement bonus, you may add any one armor or shield special ability to the armor or shield with a total bonus no greater than +1 or a base price modifier no greater than 4,000 gp. Greater : If you are at least a 3rd-tier mythic character, you can expend two additional uses of mythic power when casting this spell. This allows you to add any number of special abilities whose total bonus is no greater than +2 or
whose base price modifiers combined are no greater than 15,000 gp. MAZE A spectral minotaur hunts the creature trapped inside the maze. Every round the creature fails to escape from the maze it takes 2d8 + your mythic tier points of slashing damage from this phantom foe. METEOR SWARM The meteors created by this spell deal bludgeoning damage in a line extending from the caster to the target destination where it explodes. Creatures in the line of any one of these spheres take 2d10 points of bludgeoning damage and are knocked prone (a successful Fortitude save negates being knocked prone). When the meteors explode, they deal 6d10 points of fire damage to each creature in the area. Those that fail their saving throws against this damage are also knocked prone and deafened for 1d4 rounds. Greater: If you are at least a 10th-tier mythic character, you can expend two additional uses of mythic power when casting this spell. This causes each meteor to deal 4d10 points of fire damage in addition to bludgeoning damage to each creature in its path. In addition, when the meteors explode they deal 10d10 points of fire damage. This damage ignores fire resistance and immunity to fire.
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MOVE EARTH This spell can be used much more quickly, with each full round of casting allowing you to reshape a 25-foot square area up to 10 feet deep. All creatures on or under the ground within that area are knocked prone and moved to the closest square outside the area being shaped. A successful Reflex save prevents the creature from being knocked prone, but it is still moved. NIGHTMARE This spell deals 4d6 points of damage and leaves the target shaken for 24 hours on a failed save, in addition to the spells other effects. Greater: If you are at least a 6th-tier mythic character, you can expend one or more additional uses of your mythic power when casting this spell. This enables you to deliver a mindaffecting spell through the nightmare by expending a number of uses of mythic power equal to the level of that spell. You may have this effect occur either immediately or upon the targets awakening. This spell affects only the target, even if it normally affects multiple creatures or an area. PHANTASMAL KILLER If the target fails its Will save but succeeds at its Fortitude save, the phantasmal killer persist in the targets mind, causing the target to become fascinated until your next turn, when the
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WALL OF THORNS This spell deals damage equal to 30 the targets AC, ignoring Dexterity and dodge bonuses. In addition, any creature adjacent to the wall of thorns gains the grappled condition, taking 2d6 bludgeoning and piercing damage each round it begins its turn grappled by the wall. Attempts to escape the grapple treat the walls CMD as 10 + your caster level + your mythic tier. Greater: If you are at least a 6th-tier mythic character, you can expend two additional uses of mythic power when casting this spell. This causes the wall of thorns to grapple all creatures except you within 10 feet, and any creature grappled by the wall takes 2d6 bleed damage. A creature that does not escape from the walls grapple on its first turn after being grappled becomes pinned at the end of its turn.
functions normally. If the artifact as a focus for this spell is destroyed, this spell immediately ends and all creatures affected by it gain 1d4 permanent negative levels. Mythic: If you expend one use of mythic power when casting this spell, the duration increases to 1 day per level, and you may use yourself as the focus for this spell instead of a lesser artifact. If you choose this option, the spell lasts as long as you are alive and all targets remain within 100 feet of your location. SHARE GLORY School abjuration; Level bard 2, cleric 3, druid 3, sorcerer/ wizard 3, summoner 2, witch 3 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature/3 levels Duration 1 min./level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) You wreathe the targets in some of your mythic glory. While the abjuration persists these creatures count as mythic creatures for the purposes of interacting with mythic effects and abilities. They do not gain any mythic powers or abilities. If you do not possess at least 1 mythic tier or the mythic subtype at the time of casting, this spell has no effect.
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ASCENSION School universal; Level cleric 9, druid 9, sorcerer/wizard 9, witch 9 Casting Time 1 hour Components V, S, F (lesser artifact), M (10,000 gp in rare herbs, gems, and other exotic materials) Range close (25 ft. + 5 ft./2 levels) Target one touched nonmythic creature per three levels Duration 2 hours/level; see text Saving Throw Will negates (harmless); Spell Resistance yes (harmless) With this mighty spell, you invest a number of creatures with mythic power. The total duration of this spell is split evenly among the total number of targets. Each creature targeted by this spell becomes a tier 1 mythic character and must select a path and the abilities that come with that path. Instead of picking one mythic flaw, all characters targeted by this spell maintain their mythic power only while they are within 100 feet of the artifact used as a focus for this spell. Targets that leave this area lose their mythic power, but can regain it if they return to the area. The effects of this spell cannot be dispelled or negated by any mortal spell or ability (that is, anything not used by a deity), with the exception of disjunction, which
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STEAL POWER School necromancy; Level cleric 5, sorcerer/wizard 5, witch 5 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one mythic creature Duration instantaneous Saving Throw Will negates; Spell Resistance yes You sap the power from a mythic creature, using it to restore your own. If the target fails its saving throw, it loses 1d4 uses of its mythic power, to a minimum of 0. If you have mythic power, you regain one use of mythic power for each use stolen with this spell, up to your maximum number of uses per day.
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he rules for running a mythic game are much like those for running any other game. The PCs still go on adventures, f ight monsters, discover treasure, and earn experience. While structurally the same, mythic games have an added level of drama, theater, and tension. In relation to the characters overall level (not counting mythic tier), these adventures feature incredibly diff icult foes and challengesfar beyond what the normal hero might encounter. There are more monsters with greater treasures, and vastly more challenging villains. This section gives simple guidelines for running a mythic campaign, including a discussion on the types of mythic games, rules for adjudicating the diff iculty of encounters, and guidelines for advancing play and fulf illing greater trials.
by limiting the number of greater trials that present themselves. Likewise, mythic foes are still not pervasive, but are found with some regularity, leading secret cabals, harassing quiet villages on the edge of civilization, and dwelling in the dark places of the world. Common : In this campaign, mythic characters and monsters are a part of everyday life. This doesnt mean that every town has a group of mythic heroes defending it, such characters are known to exist and their deeds are common knowledge in most taverns. Kings and other nobles call upon their help against dangerous threatsmythic monsters and villains that threaten the common folk on a regular basis. In this campaign, the PCs begin play with mythic power and see it grow as they gain levels, roughly at the rate of one mythic tier per two character levels.
Themes
The mythic rules can be used to represent a wide variety of legendary powers. The origin of such power is decided by its theme, which describes the source of mythic power in the world and gives general guidelines about how it functions. Although a campaign is not limited to one theme, the GM should be careful when using mythic power derived from more than one theme, as this might muddle the story behind such power. In some cases, merging various themes might make more sense than using one theme alone. The following themes are just some of the types that the GM can work into the game world when introducing the mythic rules to her campaign. Generally speaking, these themes function with any of the types of mythic games. Ancient Magic : Mythic power is derived from ancient magic now mostly lost to the world. It hails from a time when magic was much more common and true practitioners wielded almost unimaginable power. Often times, this mythic power is tied to artifacts, and those who gain access to it today do so by using these powerful relics. Simply touching such artifacts might be enough to gain mythic power, and as a result their previous owners have hidden them away deep inside vast dungeons f illed with deadly guardians and cunning traps. Lost Inheritance : With this theme, mythic power comes from a lost age where mythic creatures and characters were common. Through the years, their inf luence has waned, and their power lost through interbreeding and natural attrition. These mythic creatures represent a different race of being, superior but clearly related to
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their modern counterparts. Characters drawing their power from this theme might represent a resurgence of mythic power through some supernatural event or convergence of heredity, awaking the mythic power that lays dormant in nearly every creature. Power of the Gods : Mythic power is the provenance of the gods, and only these divine agents can grant such power. Whether the characters are the offspring of deities who intermixed with mortal blood, or are touched by the divine, this power can be f leeting. The gods are f ickle and only they can control the f low of mythic power. Those who are in their favor f ind such power plentiful, but those who displease the gods might f ind the wellspring of mythic power to be lacking in their times of need. In this theme, deities play a much more active role in the world, lending a fraction of their might to mortals to act as their emissaries in events important to their often inscrutable divine goals. Stolen Might : The amount of mythic power in the world is f inite. When a mythic creature dies, its power is passed on to a chosen vessel orin the case of those that die by violencestolen by the creature that dealt the killing blow. Mythic power has slowly been consolidating among those who already have mythic power, as they seek out the last remaining mythic creatures in hopes of stealing their power. Characters who gain mythic power in this way do so through accident in most cases, only to f ind out that the power comes with a terrible price: There are those who wish to take it from them at the cost of their lives.
Adventures
Designing an adventure that uses the mythic rules is a lot like designing any other adventure. The difference is that the threats are greater and the challenges more deadly. Its important to stress to the players, through the encounters that they face, that these are dangers beyond what they might normally expect in the game. Much of this comes through the design of the encounters, which can vary greatly depending on the characters and how you want to challenge them. In the most basic terms, the mythic rules can be used in one of two ways: to challenge ordinary PCs and to challenge mythic PCs. Encounters for Nonmythic PCs : If the PCs are not themselves mythic, then these rules can be used to present them with challenges of an unexpected nature. Mythic creatures and villains are more powerful than their ordinary counterparts, and hence make for a signif icantly more dangerous encounter. As a simple guideline, add the creatures mythic rank (in the case of monsters) or mythic tier (in the case of NPCs) to the creatures challenge rating to determine its adjusted CR. Ordinary PCs should be rewarded with experience
points and treasure based on this adjusted CR. This system means that PCs will often face creatures that are below them in terms of their original CRs, but with signif icantly greater power and abilities to make them threats. Such encounters should generally be at least challengingbut usually hardin relation to the PCs average level (as noted on Table 121 on page 397 of the Core Rulebook). For example, a group of four 6th-level PCs is exploring an ancient crypt f illed with undead. During their exploration they face a variety of ordinary undead foes, but begin to get the sense that all of the undead are in fact powered by a far greater evil that dwells within, sealed by a holy brotherhood centuries ago. Upon breaching the f inal chamber they come face to face with a mythic mummy crackling with dark magic. The mythic mummy has an adjusted CR of 8, making it a truly deadly threat to the 6th-level PCs. Encounters for Mythic PCs : If the PCs possess mythic tiers, they are ready for challenges beyond what they could normally expect for characters of their level. When facing mythic foes, such characters are challenged, but more evenly matched. To determine what challenges a mythic PC can face, add the characters tier to his total character level. Use this adjusted character level to determine what sorts of challenges he can face (as noted on Table 121 on page 397 of the Core Rulebook). When facing mythic foes, add the mythic rank to the creatures original CR to determine its adjusted CR (as with encounters for nonmythic PCs). In any case, a mythic character should be rewarded with experience points and treasure based on the higher overall CR of the encounters that they face. In general this means that a mythic character will earn experience points and treasure at a far greater rate than his nonmythic counterpart. As a result, the GM is encouraged to use the normal or even slow experience point and treasure value progressions for such characters (see Table 31 on page 30 of the Core Rulebook and Table 125 on page 399 of the Core Rulebook). For example, a group of four 6th-level, 3rd-tier mythic PCs have been tasked with stopping a rampaging horde of humanoids that have descended from the mountains to lay siege to a small village. After dispatching a large group of orc barbarians and trolls, they face off against trio of angry hill giants. Though not mythic, these giants would be a CR 10 threat, which would normally overwhelm ordinary 6th-level PCs, but their mythic power gives them the edge. After defeating these giants, they f ind the leader of the horde, a mythic ettin and his dire wolf pets. This mythic foe has an adjusted CR of 10 and is truly dangerous to the characters, but is still a challenge they can take on due to their mythic abilities.
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Mythic Damage
Mythic characters that achieve the 9th tier gain the immortality ability, which allows them to return from death as long as they havent taken mythic damage in excess of half their full normal hit points at the time of death. Upon reaching the 10th tier, this amount increases to equal their full normal hit point total. For the purposes of this ability, mythic damage is any damage caused by a mythic creature or character with mythic tiers. There is no need to track this damage separately until characters gain the recuperation mythic ability, which allows them to rest and restore hit points except for those caused by mythic damage. Mythic damage can be healed by spells and abilities just like any other type of damage, as well as by resting (except when using the recuperation ability).
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Cunning Opposition : The foes that the PCs face should be cunning. More than just simple monsters sitting in a specif ied room waiting to be defeated, foes should proactively oppose the PCs. They should be working to defeat them, using the tools at hand to lethal effect. Impressive Environments : From deadly weather to grand, imposing dungeons, the environment itself should lend a sense of importance to the adventure. Perhaps the dungeon is located behind one of the tallest waterfalls in the world and the PCs must venture there through a valley with impenetrable fog that whispers their doom. These fantastic touches make for a mythic environment. Legendary Creatures : Creatures of myth and legend need stories that are part of the world. Though they can be mythic, they dont need to be to count as legendary. The dragon that has always lived under the mountain might qualify due to the stories that have grown about his terrible anger, even though he is not necessarily mythic. Mysterious Forces : Be it the inf luence of a god or the machinations of a powerful wizard, there should be mysterious forces at work behind the scene, manipulating events. This might take the form of strange messages delivered by innocuous animals, gifts from unknown agents, or even divine intervention. These forces let the PCs know that though they are truly powerful, there are other powers at work that might punish them if they do not tread carefully. Mythic Foes : The PCs should face off against foes that possess some of the same powers they draw upon. They might even need to face off against the same foe more than once.
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ythic characters use magic to aid them in their daring quests, similar to ordinary adventurers, but can utilize some magic items in more powerful ways. In addition, mythic characters encounter artifacts somewhat more regularly, as such legendary items are typically involved in their sagas.
BOW OF ERASTIL Aura strong transmutation; CL 15th Slot none; Price 13,000 gp; Weight 5 lbs.
DESCRIPTION
MAGIC ITEMS
Though most items associated with mythic characters and monsters are artifacts in their own right, other lesser magic items help them with their powers or aid creatures in resisting the power of mythic foes. AMBROSIA Aura strong conjuration; CL 18th Slot none; Price 10,000 gp; Weight 2 lbs.
DESCRIPTION
This golden +1 distance composite longbow (+6 Str) produces a golden arrow whenever it is drawn, and has a special ability when in the hands of a mythic character. By expending one use of mythic power, the wielder of this bow can make a single attack and compare the result against every enemy within 60 feet. The wielder rolls damage only once, and applies it to all foes hit by the attack. If the attack is a critical threat, the wielder chooses only one enemy to target with the critical threat.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, Mythic Crafter, clairaudience/clairvoyance, haste ; Cost 7,000 gp BRACERS OF MIGHT Aura moderate transmutation; CL 10th Slot wrist; Price 10,000 gp; Weight 1/2 lb.
DESCRIPTION
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This divine food comes in many forms, from a light and airy honeyed cake to a deep and rich chocolate, but any mythic creature that eats it finds itself restored and replenished. Eating this food takes 1 minute, at the end of which the mythic creature has all the uses of its mythic power restored. If a nonmythic creature consumes ambrosia, it is subject to neutralize poison, remove curse, and remove disease, each at caster level 10th. A mythic creature can choose to gain this effect instead of regaining mythic power.
CONSTRUCTION
Requirements Craft Wondrous Item, Mythic Crafter, greater heroism, heal; Cost 5,000 gp BOOK OF PERFECT JOKES Aura moderate enchantment; CL 8th Slot none; Price 27,000 gp; Weight 1 lb.
DESCRIPTION
These golden bracers are sculpted to depict a pair of mighty stags rearing up in triumph, and grant a +4 bonus on all Strength checks and Strength skill checks. Three times per day, the wearer can call upon the power of these bracers as a swift action to gain a +4 sacred bonus to Strength for 1 round. Finally, the wearer can expend one use of mythic power to treat one Strength check or Strength-based skill check as if he had rolled a natural 20.
CONSTRUCTION
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Requirements Craft Wondrous Item, Mythic Crafter, bulls strength; Cost 5,000 gp BRACERS OF THE SHIELD BROTHERS Aura moderate conjuration; CL 7th Slot wrist; Price 40,000 gp; Weight 1 lb. (per bracer)
DESCRIPTION
This small, weathered journal contains 10,000 jokes, each perfectly suited for a particular creature. The book grants a +5 bonus on any Diplomacy check to influence the attitude of a creature. Additionally, up to three times per day the book can be used to cast hideous laughter (Will DC 13 negates). Finally, by expending a use of mythic power, the books reader can make a brutal verbal tirade mocking a creature. The target creature is enraged per the rage spell, and all other enemies within 30 feet of the target begin laughing uncontrollably as per hideous laughter (Will DC 14 negates either effect). The book contains only one perfect joke for any given creature, so attempting to use the book on a creature a second time yields no effect.
CONSTRUCTION
Requirements Craft Wondrous Item, Mythic Crafter, hideous laughter, rage; Cost 13,500 gp
These heavy bronze bracers depict scenes of epic battle or heroic sacrifice. When worn together, they provide no benefit. When two individuals each wear a single bracer (which still takes up both of wrist slots), the wearers each gain a +2 shield bonus to AC as long as they remain within 100 feet of one another. By expending a use of mythic power as a swift action, the wearer of one of the bracers can teleport up to 100 feet and appear in any space adjacent to the other wearer. The wearer acts normally for the remainder of his turn, then immediately teleports back to his original space once his turn ends. Effects that prevent dimensional travel either from the wearers space or destination can block this travel, but do not prevent the wearers return.
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Requirements: Craft Wondrous Item, Mythic Crafter, dimension door, shield; Cost 20,000 gp CLOAK OF THE HUNT Aura strong illusion; CL 12th Slot shoulders; Price 12,000 gp; Weight 1 lb.
DESCRIPTION
This rough-spun green cloak is trimmed in wolf fur and held with a silver clasp. When drawn over the shoulders, with the hood up, the wearer seems to blend in with his surroundings, gaining a +5 bonus on Stealth checks and on Survival skill checks made to follow tracks. The cloak also renders the wearer immune to the scent ability. If the wearer expends a use of mythic power, the cloak turns her invisible for 1 hour, as greater invisibility. This effect ends if the wearer makes an attack (as per invisibility), but remains for 1 minute after the attack is made. A character made invisible by this cloak cant be seen with see invisibility or true seeing, and invisibility purge or other similar effects do not end the effect.
CONSTRUCTION
within mere minutes. The tankard prevents most of the illeffects of excessive drink, such as hangover and blackouts, for as long as it remains in its owners possession. It also provides a +4 bonus on saves against poison. Once per day, by drinking the contents of the tankard as a move action and voicing a toast, the imbiber gains a +2 enhancement bonus to Strength and Constitution, while taking a 2 penalty on Dexterity- and Intelligence-based ability checks and skill checks. These effects last for 10 minutes. Note that if the tankard is empty, it must be filled as standard action prior to drinking. By expending one use of mythic power while drinking, the imbiber can increase the bonuses to +4, the penalties to 4, and the duration of the tankards effects to 1 hour.
CONSTRUCTION
Requirements Craft Wondrous Item, Mythic Crafter, create food and water, heroism, neutralize poison; Cost 13,000 gp DAGGER OF A THOUSAND BITES Aura strong conjuration; CL 18th Slot none; Price 24,802 gp; Weight 1/2 lb.
DESCRIPTION
Requirements Craft Wondrous Item, Mythic Crafter, greater invisibility; Cost 6,000 gp CORNUCOPIA OF PLENTY Aura moderate conjuration; CL 11th Slot none; Price 35,000 gp; Weight 5 lbs.
DESCRIPTION
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This immense animal horn or wicker container overflows with fruits, nuts, and vegetables. The horn can be inverted up to 3 times per day to produce delicious food equal to a casting of create food and water. Though no water is produced, the succulent fruits suffice to slake any normal thirst. If the cornucopia is infused with one use of mythic power while its power is being invoked, it instead produces a heroes feast that also refreshes the partakers as though they had had a full 8 hours sleep. Feasters with the recuperation ability recover as though they had rested for the hour it takes to consume the feast, with no need to expend additional mythic power. Eating more than one such feast in within a single day provides no additional benefit.
CONSTRUCTION
This +1 keen returning mithral dagger is bleached pale white like some sort of giant tooth. The wielder can expend one use of mythic power when throwing the dagger. When thrown in this fashion, if the dagger hits its target it can be directed to strike an additional target within 30 feet of the first. This additional attack is made using the same attack bonus as the first, though range penalties apply based on the total distance the dagger flies. The daggers wielder can continue selecting additional targets until the dagger misses, though no creature can be targeted by the dagger more than once in the same round.
CONSTRUCTION
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Requirements Craft Magic Arms and Armor, Mythic Crafter, greater magic weapon, keen edge, telekinesis; Cost 12,802 gp FIRE GODDESSS BLADE Aura strong conjuration; CL 18th Slot none; Price 33,515 gp; Weight 2 lbs.
DESCRIPTION
Requirements: Craft Wondrous Item, Mythic Crafter, create food and water, heroes feast; Cost 17,500 gp CAYDENS CUP Aura faint conjuration; CL 5th Slot none; Price 26,000 gp; Weight 1 lb.
DESCRIPTION
On command, this battered pewter tankard fills with ale or beer perfectly matching the drinkers taste and desire. Sadly, ale poured from the tankard rather than quaffed quickly loses it virtue and flavor, becoming the most common sort of swill
This +1 flaming scimitar has golden flames embossed along the blade, which flicker and glow even when the swords flames are extinguished. Three times per day as a swift action, its wielder can transform the sword into a blade of pure flame. In this form, the blade deals 1d8+9 points of fire damage as per the flame blade spell. Once per day, the swords wielder can expend one use of mythic power to instead transform the blade into a Large fire elemental for 10 minutes. When the duration ends or the fire elemental is defeated, the blade reappears in its owners hands.
CONSTRUCTION
Requirements Craft Wondrous Item, Mythic Crafter, flame blade, greater magic weapon; Cost 16,915 gp
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GOLDEN HOLY SYMBOL Aura moderate conjuration; CL 10th Slot neck; Price 10,000 gp; Weight 1 lb.
DESCRIPTION
to a mythic creature (up to the creatures maximum). If a nonmythic creature consumes this drink, it works like the heroism spell, lasting for 1 day. A jar typically contains only a single draft of this potent beverage.
CONSTRUCTION
This holy symbol always feels warm to the touch and rings out with a choir of angels when it strikes metal. Whenever it is used as a component of casting a divine spell, the symbol emits a bright light that heals the bearer an amount of damage equal to the spells level. In addition, if the wearer expends one use of mythic power, the emblem glows for a number of rounds equal to his mythic tier, shedding light like a torch. The wearer and any allies within 30 feet are healed for 1d6 + his mythic tier points of damage at the start of each of his turns as long as the light persists.
CONSTRUCTION
Requirements Brew Potion, Mythic Crafter, heroism; Cost 2,500 gp ROOT OF THE WORLD TREE Aura strong conjuration; CL 17th Slot none; Price 300 gp (lesser), 1,000 gp (normal), or 2,500 gp (greater); Weight
DESCRIPTION
Requirements Craft Wondrous Item, Mythic Crafter, cure critical wounds; Cost 5,000 gp NECTAR OF THE GODS Aura strong conjuration; CL 12th Slot none; Price 5,000 gp; Weight 1 lb.
DESCRIPTION
This fibrous powder is ground from bark harvested from the roots of trees growing across planar boundaries. When thrown in the air as part of casting a conjuration (summoning) spell, it grants the creatures summoned the advanced simple template. If the caster also expends a use of mythic power, the summoned creatures gain DR 5/epic, or DR 10/epic if they have at least 11 HD. Lesser root affects conjuration (summoning) spells up to 3rd level, normal root spells up to 6th level, and greater root any conjuration (summoning) spell.
CONSTRUCTION
This fragrant mead is made from the purest honey gathered from sunny meadows, mixed with rare herbs in the moonlight, and fermented in earthen jars. Consuming nectar of the gods is a standard action that restores 1d4+1 uses of mythic power
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Requirements Craft Wondrous Items, Mythic Crafter, Augment Summoning, heroism; Cost 150 gp (lesser), 500 gp (normal), or 1,250 gp (greater)
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Chapter 6: Monsters
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ust as mythic characters can call upon power beyond reckoning, some monsters are greater than others of their kind. Indeed, some are empowered by great magic or even deities, and sent to the world to sow ruin and reap destruction. Others are simply relics of a bygone age when the power of creation itself f lowed through the veins of every living being. Though not necessarily malevolent, these ancient creatures are a force to be respected and feared. Monsters that wield mythic power are rare in the world. Such creatures usually fall into one of two categories: powerful versions of existing monsters and entirely new breeds of monsters. The former is usually created using one of the mythic simple templates presented in this section, and the latter are individual monsters with their own entries. Some of these monsters are related to existing monsters, representing predecessors or powerful evolutions of the species. Many a mythic monster is uniquethe only one of its kind in the entire world. Others are simply rare, but can be found in numbers if their secret homeland or lair is discovered. In the monster statistics blocks below, a mythic feat is indicated with a superscript M.
Special Attacks mythic power (6/day, 1d8) Spell-Like Abilities (CL 13th) Constantfly At will cone of cold (DC 20), ice storm, greater teleport (self plus 50 lbs. of objects only), persistent image (DC 20), wall of ice (DC 19) 1/daysummon (level 8, 1 horned devil, 50%)
STATISTICS
Str 29, Dex 21, Con 22, Int 25, Wis 22, Cha 20 Base Atk +14; CMB +21; CMD 36 Feats Alertness, CleaveM, Combat ReflexesM, Improved Initiative, Iron Will, Power AttackM, Weapon Focus (spear) Skills Acrobatics +22, Bluff +22, Diplomacy +22, Fly +13, Intimidate +19, Knowledge (planes) +24, Knowledge (any three others) +21, Perception +27, Sense Motive +27, Spellcraft +21, Stealth +18, Survival +23 Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment any (Hell) Organization solitary, conspiracy (27), or contingent (1 ice devil, 28 horned devils, and 212 bone devils) Treasure double (+2 frost spear, other treasure)
SPECIAL ABILITIES
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XP 25,600
LE Large outsider (devil, evil, extraplanar, lawful, mythic) Init +9; Senses darkvision 60 ft., see in darkness; Perception +27 Aura fear (10 ft., DC 22)
DEFENSE
AC 38, touch 14, flat-footed 33 (+5 Dex, +24 natural, 1 size) hp 221 (14d10+144); regeneration 5 (good weapons, good spells) Fort +15, Ref +14, Will +12 DR 10/epic and good; Immune cold, fire, poison; Resist acid 10; SR 30
OFFENSE
Speed 40 ft., fly 60 ft. (good) Melee +2 frost spear +25/+20/+15 (2d6+14/3 plus 1d6 cold plus slow), bite +17 (2d6+6), tail +17 (2d6+14/3 plus 1d6 cold plus slow) Ranged +2 frost spear +21 (2d6+14 plus 1d6 cold plus slow) Space 10 ft.; Reach 10 ft.
Damnation (Su) Upon killing a creature, an ice devil may expend one use of mythic power to damn the creatures soul. Any non-evil spellcaster that attempts to bring the affected creature back to life must make a DC 22 caster level check or have the spell fail. A caster that fails to restore a damned soul cannot make another attempt for 24 hours. Evil spellcasters can restore a damned soul as normal. The check DC is Charisma-based. Gatekeeper (Su) An ice devil that expends 2 uses of mythic power and spends 1 minute in uninterrupted concentration can tear open a temporary rent between Hell and the Material Plane. This portal functions as the spell gate and lasts for 10 minutes or until the ice devil that opened it either chooses to close it or passes through. Hell Frost (Su) An ice devil that strikes a creature affected by slow may expend one use of mythic power to force the target to make a DC 23 Fortitude save. If the target fails, it is trapped in a lattice of clinging ice that paralyzes the creature and causes it to take 10d6 points of cold damage per round. The target remains frozen until it takes 10 points of fire damage or it is affected by freedom, freedom of movement, or remove paralysis. The save DC is Constitutionbased. Ice Spear (Su) As an immediate action, an ice devil can cause its +2 frost spear to melt and a new one to instantly reappear
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in its hands. Mythic ice devils are particularly masterful at throwing their specially formed spears, treating these weapons as having a range increment of 50 feet. Mastermind (Su) Once per day as a full-round action, an ice devil may link its mind with a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to Intelligence and remains in constant telepathic contact with the ice devil for as long as the two creatures remain on the same plane. A creature can have a link with only one ice devil at a time. The connection is removed by dispel evil or dispel law. The ice devil can remove it as well as a free action (causing 2d6 Intelligence drain to the victim, no save). Mind Freeze (Su) An ice devil can use its terrifying presence and powerful telepathy to overwhelm the minds of those nearby. By expending 1 use of mythic power, an ice devil can increase the DC to resist its fear aura by 5 (usually to DC 27). Additionally, any spellcaster that fails its save loses access to 1d6 of its highest-level spells (either prepared spells or uses of spells per day). The spellcaster does not lose these spells, but cant use them while within range of the ice devils telepathy. Any effect that prevents mental control, such as protection from evil, prevents a spellcaster from losing access to spells. Slow (Su) A hit from an ice devils tail or spear induces numbing cold. The opponent must succeed on a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. This effect comes from the devil in the case of its weapon; it is not a quality possessed by the spear itself. The save DC is Constitution-based. With power rivaling that of the mighty pit f iends, mythic ice devils are used by the legions of hell as generals and masterminds. They are often behind Hells more diabolical machinations, marshaling their forces to corrupt and enslave the living. On their own, they are a force to be reckoned with, capable of freezing foes in their tracks and damning their souls to the pit. Mythic ice devils stand almost 13 feet tall and weigh approximately 800 pounds. They are suffused with an unnatural cold that constantly surrounds them in a freezing fog.
DEFENSE
AC 23, touch 8, flat-footed 23 (+4 armor, 1 Dex, +11 natural, 1 size) hp 114 (12d8+60) Fort +11, Ref +3, Will +7 DR 10/epic
OFFENSE
Speed 40 ft. Melee 2 mwk flails +17/+17 (2d6+8) Ranged 2 javelins +7/+7 (1d8+8) Space 10 ft.; Reach 10 ft. Special Attacks filthy weapons, mythic power (3/day, 1d6), powerful charge (flail, 4d8+24), precision, superior twoweapon fighting
STATISTICS
Str 27, Dex 8, Con 17, Int 10, Wis 12, Cha 13 Base Atk +9; CMB +18 (+20 overrun); CMD 28 Feats Blind-FightM, Cleave, Improved Initiative, Improved Overrun, Iron Will, Power AttackM Skills Handle Animal +10, Perception +20, Survival +10; Racial Modifiers +4 Perception Languages Giant, Goblin, Orc
ECOLOGY
Environment cold hills Organization solitary, cult (1 plus 12 brown bears and 712 orcs or 916 goblins) Treasure double (chain shirt, 2 masterwork flails, 4 javelins)
SPECIAL ABILITIES
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ETTIN, MYTHIC
Coated with decades of filth and grime, this monstrous giant chatters between its two heads in a variety of borrowed or stolen tongues. In each hand it holds an equally filthy f lail. MYTHIC ETTIN CR 10/MR 3
XP 9,600
CE Large humanoid (giant, mythic) Init +3; Senses low-light vision; Perception +20 Aura stench (30 ft., DC 19, 5 rounds)
Filthy Weapons (Ex) Decades of dirt cling to the ettins flails and javelins, coating them with disease. Any creature struck by one of the mythic ettins manufactured weapons must succeed on a Fortitude save or contract filth fever. Filth Fever : save Fort DC 19; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. Precision (Ex) A mythic ettin doesnt incur the 5 penalty on additional attacks made as part of a full attack. Stench (Ex) A mythic ettin considers bathing a spiritual affront. Instead it collects stains, filth, and gore as a reminder of its deeds. This cloying stink surrounds the creature to a range of 30 ft., sickening those who breathe it. Superior Two-Weapon Fighting (Ex) A mythic ettin fights with a flail or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attack with two weapons. Two Heads Are Better Than One (Ex) The influence a mythic ettins individual heads exert over each other is greater than any external effect. Against mind-affecting spells or effects the ettin rolls its Will save twice, choosing the higher result, as the will of the stronger head overcomes that of the weaker one. In addition, since the ettin is always able to confer between itself, the DCs for Bluff, Diplomacy, or Intimidate checks against the creature increase by 10.
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XP 51,200
LE Large humanoid (giant, mythic) Init 1; Senses low-light vision; Perception +14 Aura choking ash (15 ft., DC 23)
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DEFENSE
AC 29, touch 8, flat-footed 29 (+8 armor, 1 Dex, +13 natural, 1 size) hp 197 (15d8+130) Fort +15, Ref +4, Will +9 Defensive Abilities rock catching; DR 10/epic; Immune fire
OFFENSE
Speed 40 ft. (30 ft. in armor) Melee greatsword +22/+22/+22 (3d6+16/1920 plus 4d6 fire) or 2 slams +21 (1d8+11 plus 4d6 fire) Ranged rock +10 (1d8+11 plus 4d6 fire) Space 10 ft.; Reach 10 ft. Special Attacks fire vortex, lava weapons, mythic power (5/day, 1d8), precision, rock throwing (120 ft.)
STATISTICS
HYDRA, MYTHIC
Seven serpentine heads writhe in unison atop the grotesque snake body of this fearsome beast. Its violet scales glimmer in the light as it slithers across the ground, hissing with menace. MYTHIC HYDRA CR 9/MR 3
Str 33, Dex 9, Con 23, Int 10, Wis 14, Cha 10 Base Atk +11; CMB +23 (+25 sunder); CMD 32 (34 vs. sunder) Feats CleaveM, Great Cleave, Improved Overrun, Improved Sunder, Iron WillM, Martial Weapon Proficiency (greatsword), Power AttackM, Weapon Focus (greatsword) Skills Climb +15, Craft (armor) +8, Intimidate +11, Perception +14
ECOLOGY
XP 6,400
N Huge magical beast (mythic) Init +21/+1; Senses darkvision 60 ft., low-light vision, scent; Perception +12
DEFENSE
Environment warm mountains Organization solitary or gang (25) Treasure double (half-plate, greatsword, other treasure)
SPECIAL ABILITIES
AC 20, touch 9, flat-footed 19 (+1 Dex, +11 natural, 2 size) hp 117 (7d10+79); fast healing 7 Fort +10, Ref +8, Will +4 DR 5/epic
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OFFENSE
Speed 40 ft., swim 40 ft. Melee 7 bites +8 (1d8+3 plus bleed 1) Space 15 ft.; Reach 10 ft. Special Attacks dual initiative, mythic power (3/day, 1d6), pounce
STATISTICS
Str 17, Dex 12, Con 20, Int 2, Wis 11, Cha 9 Base Atk +7; CMB +12; CMD 23 (cant be tripped) Feats Combat ReflexesM, Iron Will, Lightning Reflexes, ToughnessM Skills Perception +12, Swim +11; Racial Modifiers +2 Perception SQ hydra traits, regenerate head
ECOLOGY
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Dual Initiative (Ex) A hydra acts twice each round, using two different initiative modifiers (although it rolls only once for initiative). Although it acts twice, it still only counts as one round for the purposes of spell effects, durations, and all other abilities that are based on rounds. The hydra gains a +20 racial bonus to initiative checks, and its extra initiative count comes at its normal initiative count 20. Fast Healing (Ex) A hydras fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydras body. Hydra Traits (Ex) A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydras HD. To sever a head, an opponent must inflict enough damage to reduce the heads hit points to 0 or less. Severing a head deals damage to the hydras body equal to the hydras current HD. A hydra cant attack with a severed head, but takes no other penalties. Regenerate Head (Ex) When a hydras head is destroyed, two heads regrow in 1d4 rounds. A hydra cant have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesnt die from losing its heads until all are cut off and the stumps seared by acid or fire. Said to dwell in the deepest recesses of the swamp, the mythic hydra is the most fearsome predator in its domain. Unafraid of all other monsters, the hydra strikes out against nearly any creature it sees, leaving only a trail of mangled bodies, torn asunder by its many heads f ighting for a meal. The mythic hydra is just over 20 feet in total length, although it is often coiled up upon itself, and it weighs over 5,000 pounds.
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XP 2,400
CE Large monstrous humanoid (mythic) Init +0; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 16, touch 9, flat-footed 16 (+7 natural, 1 size) hp 65 (6d10+32) Fort +6, Ref +5, Will +5 Defensive Abilities natural cunning; DR 5/epic; SR 17
OFFENSE
Speed 30 ft. Melee greataxe +10/+5 (3d6+7/ 3), gore +5 (1d6+2) Space 10 ft.; Reach 10 ft. Special Attacks mythic power (2/day, 1d6), oubliette, powerful charge (gore +13, 2d6+7)
STATISTICS
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Str 21, Dex 10, Con 15, Int 7, Wis 10, Cha 8 Base Atk +6; CMB +12 (+14 bull rush); CMD 22 Feats Great Fortitude, Improved Bull Rush, Power AttackM Skills Intimidate +5, Perception +10, Stealth +2, Survival +10; Racial Modifiers +4 Perception, +4 Survival Languages Giant SQ maze mastery
ENVIRONMENT
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Environment temperate ruins or underground Organization solitary Treasure double (greataxe, other treasure)
SPECIAL ABILITIES
Maze Mastery (Su) A minotaur may designate an area no greater than 100 feet on a side as its personal domain (typically a maze or other confusing structure). As a move action, the minotaur can teleport from one point in its domain to any other point in its domain, as if using greater teleport. In addition, whenever the minotaur must make a saving throw while inside its domain, it can roll twice and take the better result. A minotaur can change its domain once per week. Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed. Oubliette (Su) Whenever the minotaur hits a creature with its gore attack as part of a powerful charge, the target must make a DC 16 Will save or be
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MUMMY, MYTHIC
Wrapped in ancient bandages covered with powerful runes and scripture, this undead menace strides with a slow but steady gait. Its eyes burn with an undying f lame and its mouth hangs open in a silent scream. MYTHIC MUMMY CR 8/MR 3
XP 4,800
LE Medium undead (mythic) Init +0; Senses darkvision 60 ft.; Perception +16 Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 18 negates)
DEFENSE
AC 23, touch 10, flat-footed 23 (+13 natural) hp 92 (8d8+56); fast healing 5 Fort +4, Ref +2, Will +8 DR 5/; Immune undead traits Weaknesses vulnerable to fire
OFFENSE
Speed 20 ft. Melee slam +15 (1d8+11 plus mummy rot) Special Attacks create spawn, mythic power (3/day, 1d6)
STATISTICS
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Str 26, Dex 10, Con , Int 6, Wis 15, Cha 15 Base Atk +6; CMB +14; CMD 24 Feats Power AttackM, Skill Focus (Perception), ToughnessM, Weapon Focus (slam) Skills Perception +16, Stealth +11 Languages Common SQ change shape (any humanoid, alter self ), desert mastery
ECOLOGY
use of mythic power the mummy can summon a creature of living sand, which has the same statistics and abilities as a Large mud elemental (Pathfinder RPG Bestiary 2 120). The mummys caster level equals its Hit Dice for the purpose of these effects. Despair (Su) All creatures within a 30-foot radius that see a mummy must make a DC 18 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummys despair ability for 24 hours. This is a paralysis and a mind-affecting fear effect. The save DC is Charisma-based and includes a +2 racial modifier. Mummy Rot (Su) Curse and diseaseslam; save Fort DC 18; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure . Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based and includes a +2 racial modifier.
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Environment any Organization solitary, pair, royal court (1 mythic mummy, 1 6 advanced mummies, and 424 skeletons) Treasure double (all jewelry)
SPECIAL ABILITIES
Create Spawn (Su) Upon killing a humanoid creature with a melee attack, a mythic mummy may expend one use of mythic power to instantly transform the slain creature into a mummy with the advanced creature template. Spawn are under the command of the mummy that created them, often believing themselves to be specific guards or members of the mummys long-dead court. They remain enslaved until its death, at which point they become freewilled mummies. They do not possess any of the abilities they had in life. Desert Mastery (Su) A mummy can command earth and sand within 100 feet to create a variety of spell-like effects. At will, as a standard action, a mummy can reduce rock to sand (with the same effect as transmute rock to mud ) or create lifelike shapes made from sand, which function exactly as the spell major image. (These creations collapse if disbelieved or attacked.) Additionally, by expending one
Created centuries ago and imbued with the most powerful of necromantic spells, the mythic mummy is the true master of the sands. Capable of shifting the desert at its whim, the mythic mummy is not content to rot for all time in its sandy tomb. Instead it is known to assume the guise of the living and bring its wasting sands to the homes and cities of the living it so despises. The mythic mummy is over 6 feet tall and it weighs just over 300 pounds, mostly due to the sand and desiccated f lowers that f ill its hollowed-out body.
TROLL, MYTHIC
Muscles ripple beneath the skin of this towering green humanoid. Its eyes glint with feral madness and a ribbon of drool trails from one of its oversized tusks. MYTHIC TROLL CR 7/MR 2
XP 3,200
CE Large humanoid (giant, mythic) Init +2; Senses darkvision, low-light vision, scent; Perception +8
DEFENSE
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, 1 size) hp 79 (6d8+52); regeneration 5 (acid or fire; see primal vigor) Fort +11, Ref +4, Will +3 Defensive Abilities primal vigor; DR 5/epic
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Speed 30 ft. Melee bite +9 (1d8+6), 2 claws +9 (1d6+6) Space 10 ft.; Reach 10 ft. Special Attacks mythic power (2/day, 1d6), rend (2 claws, 1d8+9 plus bleed 5)
STATISTICS
Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6 Base Atk +4; CMB +11; CMD 23 Feats Intimidating Prowess, Iron WillM, Skill Focus (Perception) Skills Intimidate +10, Perception +8 Languages Giant
ECOLOGY
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Feral Savagery (Su) When the troll rends an opponent, it can immediately make an additional claw attack against that opponent. This extra attack does not stack with similar means of gaining additional attacks, such as the haste spell. Primal Vigor (Su) If a mythic troll takes damage during a round, its regeneration increases by 5 at the start of its next round, to a maximum of 25. If the troll has full normal hit points at the start of a round, its regeneration decreases by 5, to a minimum of 5. Damaging the troll with acid or fire only partially suppresses its regeneration. In the round following such damage, the troll heals half as many hit points as it otherwise would (for example, a troll with regeneration 15 would heal 7 hit points) and can die normally. Few creatures are so voracious as the mythic troll. Spending most of its day looking for other creatures to eat, this hulking brute attacks on sight nearly anything that moves, counting on its incredible regenerative abilities to see it through even the most diff icult of f ights. No more intelligent than its lesser brethren, it often ends up leading packs of its kind, due primarily to its increased ferocity and incredibly foul temper. A mythic troll stands around 15 feet tall, but often hunches over, making it appear much shorter. It weighs around 1,100 pounds.
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VAMPIRE, MYTHIC
Mythic vampire is an acquired template that can be added to any vampire with 5 or more Hit Dice (referred to hereafter as the base vampire). A mythic vampire uses the stats and abilities of a base creature with the vampire template. Depending on the CR of the base vampire, a mythic vampire gains a mythic rank and suite of abilities (and the abilities of lower CRs) as detailed on Table 61.
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gains channel resistance +12, and a CR 18 mythic vampire is immune to channel energy that originates from nonmythic creatures (unless its being used to heal undead creatures). Children of the Eclipse (Su) Once per day a CR 8 mythic vampire can call forth 2d6 ghouls or 1d6+1 shadows. Additionally, the mythic vampire can now use its children of the night ability once per hour. A CR 14 mythic vampire can instead choose to call 1d6 wraiths or mohrgs. These creatures arrive in 1d6 rounds and serve for 1 hour. Mist Shapes (Su) A CR 10 mythic vampire can summon and sculpt mist into realistic shapes as per the spell major image . A shape created in this way lasts for as long as the mythic vampire can see and concentrate upon it. In areas of particularly dense misttypically outside and at nighta mythic vampire can use this ability as mirage arcana . Mastermind (Su) As a standard action, a CR 12 mythic vampire can see, hear, and speak through the body of a single creature it has dominated. The mythic vampire can use this ability indef initely, so long as it and the creature under its control remain on the same plane. A mythic vampire communicating through another creature cant move, but is still aware of its surroundings and may end its telepathic communication as a free action. Additionally, by expending one use of mythic power, a mythic vampire can make use of the spell telekinesis with a caster level equal to its CR. On Dark Wings (Su) As an immediate action, a CR 14 mythic vampire can expend one use of mythic power to gain a f ly speed equal to double its base speed (perfect maneuverability). Upon using this power, the vampire chooses whether to manifest bat-like wings or to f loat unnaturally. If it manifests wings, it gains a racial bonus to Intimidate checks equal to its mythic rank. If it chooses to f loat, it instead gains a bonus to Stealth checks equal to its mythic rank. The ability to f ly and associated bonuses last for 1 hour. Create Mythic Spawn Whenever a CR 16 mythic vampire uses its create spawn ability it can create a vampire spawn, vampire, or expend two uses of mythic power to create a mythic vampire. Additionally, a mythic vampire can expend one use of mythic power whenever it creates any type of vampire to hasten the transformation, causing the victim to rise as undead in 1 hour instead of 1d4 days. Blood Omen (Su) By expending two uses of mythic power as a standard action, a CR 18 mythic vampire drains the blood of all nearby creatures. Each creature within 30 feet must succeed at a Fortitude saving throw. Those who fail are affected by the mythic vampires blood drain ability. The mythic vampire gains the benef its of all blood drained in this manner as normal.
Eclipse (Su) A CR 20 mythic vampire can expend one use of its mythic power to blot out the power of the sun in a 1-mile radius. This entire area is affected by the spell deeper darkness for 1 hour.
Agile (MR 1)
Creatures with the agile template are quick and deadly, moving faster than their normal counterparts and striking with incredible speed and agility. Rebuild Rules : Initiative +20 racial bonus; AC +2 dodge bonus to AC; hp gains mythic bonus hit points (see the sidebar on page 48); Defensive Abilities evasion (as the rogue class feature); Speed +30 feet to all movement types (up to double the base movement); Special Attacks dual initiative (the creature acts twice each round, once on its initiative count and again at its initiative count 20, this still counts as only one round for durations and other effects).
Arcane (MR 1 or 2)
Creatures with the arcane template are infused with arcane power, capable of casting a limited number of arcane spells. If the creature has 11 or more Hit Dice, this simple template grants a mythic rank of 2 instead of 1. Rebuild Rules : AC +2 def lection bonus to AC; hp gains mythic bonus hit points (see the sidebar on page 48); SR gains SR equal to CR + 15; Special Attacks mythic magic (up to three times per day, whenever this creatures casts an arcane spell, it can cast the mythic version instead, treating its mythic rank as its mythic tier); Spells the creature gains the ability to cast spells from the sorcerer/ wizard spell list, selecting a number of spells with total levels equal to the twice the creatures CR (with no individual spell level higher than 1 + 1/2 the creatures CR), 0-level spells count as 1/2 spell level, the creature can cast each spell once per day, the creatures caster level is equal to its Hit Dice, the creature uses the higher of its Int or Cha to determine save DCs.
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Divine (MR 1 or 2)
Creatures with the divine template can call upon the power of the gods, allowing them to cast a limited number of divine spells. If the creature has 11 or more Hit Dice, this simple template grants a mythic rank of 2 instead of 1. Rebuild Rules : Aura aura of grace (this creature and all allies within 10 feet receive a +2 sacred bonus on
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Invincible (MR 1 or 2)
Creatures with the invincible template are incredibly tough and resilient to most forms of harm. They can withstand incredible punishment and continue to f ight. If the creature has 11 or more Hit Dice, this simple template grants a mythic rank of 2 instead of 1. Rebuild Rules : AC increase natural armor bonus by 2 (or 4 if the creature has 11 or more Hit Dice); hp gains mythic bonus hit points (see the sidebar on page 48); Defensive Abilities gains DR and energy resistance as noted on Table 63, recurring saves (whenever the creature fails a saving throw against an effect with a duration greater than one round, it can save again for the reduced effect at the start of its turn as a free action); Special Attacks block attacks (once per round, as a free action, when the creature is hit by a melee or ranged attack, it can make a melee attack roll using its highest bonus, if the roll is greater than the roll made to hit it, the creature is unaffected by the attack).
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a full attack it can make one extra attack with one of its natural weapons or manufactured weapons).
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Savage (MR 1 or 2)
Creatures with the savage template are untamed, primordial versions of their ordinary cousins. Their claws are sharper, their fangs larger, and their hides thicker. If the creature has 11 or more Hit Dice, this simple template grants a mythic rank of 2 instead of 1. Rebuild Rules : AC increase natural armor bonus by 2; hp gains mythic bonus hit points (see the sidebar on page 48); Defensive Abilities gains DR and energy resistance as noted on Table 64; Special Attacks bleeding attacks (all of the creatures attacks gain bleed 1, this bleed stacks with itself ), vicious assault (whenever the creature makes
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Mythic Subtype
A creature with this subtype has mythic power about it and is capable of feats far beyond ordinary ken. A creature with this subtype gains a mythic rank from 1 to 10 to represent its overall mythic power. This rank is determined when the creature is created, but generally is equal to 1/2 its original CR. Any creature with the mythic subtype gains the following abilities. Natural Armor Bonus: This creature increases its natural armor bonus by its mythic rank. Bonus Hit Points: A creature with d6 Hit Dice gains 6 hit points per mythic rank, a creature with d8 hit dice gains 8 hit points per mythic rank, and a creature with d10 or d12 hit dice gains 10 hit points per mythic rank. Damage Reduction: A creature with 5 to 10 Hit Dice gains DR 5/epic, and a creature with 11 or more Hit Dice gains DR 10/epic. If the creature already has damage reduction, it adds epic to the qualities needed to bypass that reduction and increases that damage reduction if the damage reduction granted from this subtype is greater. Spell Resistance : A creature with spell resistance adds its mythic rank to its spell resistance. Mythic Power : The creature can use mythic power, as the base mythic ability (see page 4), a number of times per day equal to its mythic rank. The die type depends on mythic rank as indicated on the table below. Ability Bonus: The creature gains a permanent +2 inherent bonus to one ability score upon reaching the 2nd mythic tier. At 4th, 6th, 8th, and 10th mythic tiers it may gain a permanent +2 inherent bonus to another ability score or increase one of its existing inherent bonuses by 2. Mythic Feats: The creature gains a bonus mythic feat at 1st rank and an additional one every two ranks thereafter. Mythic Ability Mythic Die Rank Bonus Feat Type 1st 1st 1d6 2nd 1st 1d6 3rd 2nd 1d6 4th 2nd 1d8 5th 3rd 1d8 6th 3rd 1d8 7th 4th 1d10 8th 4th 1d10 9th 5th 1d10 10th 5th 1d12
granted through paths for inspiration). In place of a mythic ability, a creature may gain access to a universal monster rule. Evaluate the creature : Add the mythic rank to the creatures original CR to determine its new CR. Is abilities should make it a challenge for its new CR, but its statistics should be checked against the assumed averages. If the creature is too far from the assumed values, changes should be made to bring it closer to averages.
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his adventure is included to give you an idea of how a mythic game might play out. This adventure is designed for four 6th-level nonmythic characters. During the course of this short adventure, the PCs face mythic foes, gain mythic power, and take on even greater challenges. This adventure can be easily modif ied for characters of any level by adjusting the total amount of mythic power granted and the challenges faced (see the sidebar). This adventure assumes that mythic power is limited (see page 33) and that it is derived from the gods. Since the players do not need to have mythic power at the start of the adventure and they lose it at the end, this adventure can be added as an interlude to any ongoing campaign.
they meet are delighted to have such a pleasant day after a long, harsh winter, and are more than happy to invite the strangers to share in their festivities. All around town there is food being set out and served, simple games being played (such as sack races and a local game called Nymph Hunt which is a variant of hideand-go-seek). The PCs are greeted as friends no matter where they go, and they have plenty of time to eat and drink their f ill before the afternoon ceremony properly opens the festival. In the middle of the afternoon, the town council and most of the villagers gather in the center of town for the opening ceremony. As they do, lumberjacks from the town return to the village bearing with them (carried on a sledge by mules) the gigantic trunk of an ancient oak tree, cut down from the heart of the forest. When this occurs, read the following to the players. The village elders gather in the center of town, where most of the folk are gathered about, to open the spring festival. After a simple blessing to Erastil, the townsfolk part to allow a group of weary lumberjacks to pass between them. Not far behind them, a team of mules drags the trunk of a mighty oak into the center of town. Seeing this, the folk begin clapping and one town elder offers a blessing over the log, proclaiming Let this be the first timber for our new temple, so that we might give homage to Erastil. Just as he finishes the sentence, the sky suddenly darkens with storm clouds, and a mighty bolt of lightning streaks down. The villagers fling themselves to the ground as the bolt strikes the oak. A cry goes out, and then another, as wild beasts come charging into town, biting and clawing the innocents! The woodcutters of Glencross unknowingly cut down a sacred tree that was watched over and nurtured by Gozreh as a symbol of his blessing on the woods. Creatures : After the f irst blast of lightning, a number of wild animals come into the town to attack the common folk. These creatures, including a mythic wolf, were sent
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In the aftermath, the town is heavily damaged and many townsfolk are injured. Though no one was slain, many folk were bitten by one of the animals or temporarily deafened by the lightning. The trunk of the tree was split into two pieces by the lightning. On the inside of the now-charred wood reads the following grim warning You have angered all of nature with your blasphemy. In one fortnight, the blood of the axe-men shall be given to the coiled beast to renew natures bounty. Almost immediately, folks in the town begin to whisper about the terrible beast said to lurk in the heart of the forest, and the woodcutters look very concerned about this dire warning. Despite these rumblings, the town elders ask everyone to return home so that they can meet and talk about what to do. They inform the townsfolk that they will decide in the morning. Developments : Soon thereafter, the sky goes unnaturally clear and the sun shines hot overhead. Townsfolk notice there doesnt seem to be any water in town and the well has gone dry. Despite it being spring, it grows unnaturally hot and food begins to go stale and rot with supernatural speed. The people whisper that they are being punished by the gods, and a foul mood quickly settles over the town as f ights break out over any remaining food that is f it to eat.
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XP 1,200
Pathfinder RPG Bestiary 278, Mythic Adventures Playtest 47 Init +22/+2 AC 16, touch 13, flat-footed 12 (+2 Dex, +2 dodge, +3 natural, 1 size) hp 45 (5d8+23) Defensive Abilities evasion Speed 80 ft. Special Attacks dual initiative WOLF (3) CR 1
XP 400 each
hp 13 each (Pathfinder RPG Bestiary 278) SNAKE, CONSTRICTOR (2)
XP 600 each
CR 2
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Upon leaving Glencross, the PCs spend a few hours traveling to the site where the stump of the oak the foresters cut down. Upon arriving at the scene, read the following to the players. The path you have been following opens up into a large clearing, in the center of which is the stump of a mighty tree. This is without a doubt, the site of the oak that was cut down for the towns temple. The ground shudders at your approach, and springing forth from the stump is a fullgrown tree that begins to move, marching toward you! At the same time, two vicious bears emerge from the woods, snarling with feral rage! Creatures : Gozreh is not pleased that the PCs have decided to meddle in his affairs, and has sent some champions to crush them before they can go any farther. These creatures f ight with the strength of a deity behind them. During the attack, it begins to rain heavily and the wind picks up, causing all ranged attacks to suffer a 20% miss chance. TREANT CR 8
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XP 4,800
hp 114 (Pathfinder RPG Bestiary 266) Note : This treant does not use its animate trees ability. SAVAGE GRIZZLY BEARS (2)
XP 1,600
CR 5/MR 1
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mound of rock, so too does in swing in the skies above. If the PCs emerge victorious, Erastil lays Gozreh low, but if not, the god of the hunt is defeated by nature and the town is certainly doomed. MYTHIC HYDRA CR 9/MR 3
XP 6,400
hp 117 (see page 41) Developments : If the PCs defeat the mythic hydra, Erastil looks down upon them proudly from the clouds before dissipating with the winds. With his disappearance, the mythic power possessed by each PC fades away (although each retains three uses of mythic power per day, which can be used only to add to a die roll, and only so long as the use is one Erastil approves). The PCs can return to the town of Glencross as heroes. As they arrive, a cleansing rain falls over the town, washing away the damage from the storm, healing all wounds, and restoring the tree trunk to its intact state. They PCs are invited to stay throughout the festival so that the townsfolk might properly celebrate them with food, drink, and plenty of cheer.
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