So we are Archmage. We are Mythic tier character. That's pretty neat. The way Mythic Tier characters work is that we have a tier(Archmage 3), which gives us access to pool of mythic power(Mythic Power (9/Day, Surge +1d6)) that can be expended to Surge(basically add 1d6 to a roll), empower spells or use some of our mythic abilities. You also gain number of specific Mythic powers/feats. It is very important to keep increasing our Mythic Rank, as your Mythic powers get exponentially stronger the higher the Rank is, and our Rituals is quite a easy way to get more Ranks, all things considered. To put in in example - at Mythic Rank 5 we will get Mythic Saving Throws, which automatically nullifies any effects we saved against unless the source was also Mythic. At Mythic Rank 10 you can upgrade your time stop to gain you 1d4+1
hours of time stop. Now our current max is Rank 8, but that still offers major bonuses.
We have following generic bonuses:
- Ability Bonus: get +2 to ability score every second level(2nd, 4th etc)
- Mythic Feat: Gain another Feat or Mythich feat at 3rd and then every second level(3rd, 5th, 7th etc). We hopefully have Mythic Crafter (Mythic)
- Hard To Kill: We need to take extra hp damage before we die
- Mythic Power: we have 3+2*tier/day Mythic power. So 9/day now, 11/day at rank 4 and so on
- Surge: Add 1d6 to any roll by expending Mythic power. Gets increased to 1d8 at 4th tier
- Amazing Initiative: We have better reactions and we can expend Mythic Power to gain additional action per action(can't be used for spells)
- Recuperation: We rest better. Also, by spending one point of Mythic power we can rest in 1 hour rather than 8 hours
Recuperation is especially amazing as it basically reads "spend point of Mythic power to gain 7 hours". Additionally, I hope that this shows just good getting to rank 4 is, which is why our next ascension ritual should be something we focus on.
Additionally, we have a path. In our case it is path of Archmage, which grants a sign in bonus on first level, as well as additional path every level. Sign in bonus is Archmage Feature - there are three possible choices to pick from, the best of which is Wild Arcana, which just lets us cast any Wizard Spell even if we don't know it, by expending a Mystic Power, applying metamagic as normal. IF this sounds stupid and broken, that is because it is. We currently have three Paths - this might include Crafting Mastery(double crafting speed), Mythic Craft(same), Flash Omniscience(spend Mythic Power to know stuff if you pass DC), Mirror Dodge(when hit by attack swap places with our Mirror Image), Extra Mythic Power/Feats(more stuff), Mythic Spellcasting(turn a spell into mythic version, one spell per level).
That's most of it. To summarize, getting to the next level of our ritual would unlock: Secret of the Vault Seeds, Mythic Power 9 > 11/ day, Surge 1d6 > 1d8, +2 to score, additional path. Needless to say, that is a quite huge increase to our potency. We just need to be capable of crafting:
Price 10,000 gp;
Slot none;
CL 18th;
Weight 1 lb.;
Aura strong
conjuration
DESCRIPTION
This divine food comes in many forms, from a light and airy honeyed cake to a deep, rich chocolate. A mythic creature that eats this food is restored and replenished. Eating this food takes 1 minute, and when the meal is done, the consumer regains all her uses of mythic power for the day. If a non-mythic creature consumes ambrosia, that creature is subject to
neutralize poison,
remove curse, and
remove disease, each at
caster level 10th. A mythic creature can choose to either gain this effect instead of regaining mythic power.
CONSTRUCTION REQUIREMENTS
Cost 5,000 gp;
Feats Craft Wondrous Item,
Mythic Crafter;
Spells greater heroism,
heal
As an aside, since we have combined magic item it is likely that we have Mythic Feat "Craft Wondrous Item".