Goldfish
Friendly Spider-Fish Abomination
- Location
- Formerly of the Far Realm
@Snowfire, @Goldfish, what about this?
@Goldfish, why Arcane Surge? It's inferior to Wild Arcana, but not much. It also keeps Lya's big flavor: Viserys gets any spell from dreams, but Lya needs to learn and prepare them. Of course, while Arcane Surge is less versatile it is also more powerful: it allows her to force opponents to reroll successful saves, and lets her roll twice to beat SR !
- Arcane Surge (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a creature's spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can't add a metamagic feat to a spell you cast using this ability.
- Crafting Mastery (Ex) (Mythic Adventures pg. 15): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.
- Mythic feat: Mythic Spell Lore (Time Stop)
- Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
- Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
- 5+ Tier uses of Mythic Power per day
- Flexible Counterspell (Su) (Mythic Adventures pg. 16): Your mythic power enhances your ability to counter others' spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell or dispel magic, you can instead expend a spell or spell slot of a level equal to or higher than the target spell.
- Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
- +2 Int
- Beyond Morality (Ex) (Mythic Adventures pg. 50): You have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment.
- Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
- Mythic Feat: Mythic Crafter -> The Artefact-creating feat!
- Competent Caster (Ex) (Mythic Adventures pg. 15): You automatically succeed at concentration checks to cast arcane spells. This ability doesn't apply to spells of the highest spell level you can cast.
- Surge bonus increases to +1d8
- +2 Int
- Component Freedom (Ex) (Mythic Adventures pg. 18): When you cast an arcane spell, you can ignore one component of the spell: focus, material, somatic, or verbal. You can ignore a focus or material component only if its total value is equal to or less than 100 gp × your tier. You can select this ability more than once; each time you take this ability, the number of components you may ignore for each spell you cast increases by 1. Verbal Component.
- Mythic Saving Throws (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
- Mythic Feat: Mythic Spell Lore (Break Enchantment, Control Weather, Dimensional Lock, Elemental Bombardment, Globe of Invulnerability)
- Channel Power (Su) (Mythic Adventures pg. 19): You gain the ability to channel raw arcane power into a spell. You can also expend one use of mythic power when casting an arcane spell to increase its damage by 50%. If the spell has a duration greater than 1 round, the duration doubles. Any saves required by the spell take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This spell ignores any spell resistance the targets have, although targets immune to the spell or to magic still retain that protection.
- Force of Will (Ex): At 6th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
- +2 Int
- Mythic Spellpower (Sp) (Mythic Adventures pg. 18): You have a pool of magical power you can draw upon for casting mythic spells (see Chapter 3). Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.
- Surge increases to +1d10
- Mythic Feat: Mythic Spell Lore (Baleful Polymorph, Black Tentacles, Deathless, Mage's Disjunction, Telekinesis, Sending, Wish)
- Component Freedom (Ex) (Mythic Adventures pg. 18): When you cast an arcane spell, you can ignore one component of the spell: focus, material, somatic, or verbal. You can ignore a focus or material component only if its total value is equal to or less than 100 gp × your tier. You can select this ability more than once; each time you take this ability, the number of components you may ignore for each spell you cast increases by 1. Somatic Component.
- Unstoppable (Ex): At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.
- +2 Int
- Mythic Spellpower (Sp) (Mythic Adventures pg. 18): You have a pool of magical power you can draw upon for casting mythic spells (see Chapter 3). Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.
- 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 aren't treated as if you had rested, and don't regain the use of abilities that recharge with rest until you next rest. This ability doesn't apply if you're killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.
- Mythic Feat: Mythic Spell Lore (Cloudkill, Deep Slumber, Mirror Image, Modify Memory, Foresight, Heal, Plane Shift, Power Word Kill, Regenerate)
- True Archmage (Ex): At 10th tier, whenever you cast an arcane spell that targets one or more non-mythic creatures, each of those creatures must roll any saving throws against the spell twice and take the lower result. You gain spell resistance equal to 15 + your highest arcane caster level, but only against arcane spells. Once per round when your spell resistance protects you from a spell cast by an enemy mythic creature, you regain one use of mythic power.
- Display of Intelligence (Su) (Mythic Adventures pg. 50): As a free action, you can expend one use of mythic power to attempt a feat of Intelligence, gaining a +20 circumstance bonus on one Intelligence-based skill check or Intelligence ability check.
- 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.
- +2 Int
I've also cut down on the useless abilities, and am spending all her Mythic Feats on learning more Mythic Spells. Because this is Lya!
If I turned it red, I have an issue with it.
Wild Arcana is simply better, and not by a small margin. So what if Viserys has it? The extra versatility and caster level bonus is worth not forcing everything to roll twice. And Eldritch Breach would allow her to reroll failed attempts to overcome SR, as well as Dispelling checks.
Beyond Morality is barely worth taking for someone without Lya's class features. With the abilities she already has due to Sage of Creation it's almost completely pointless.
Why take Mythic Spellpower not just once, but twice? Dude, it's really not good. She could take Eldritch Breach, Resilient Arcana, Flash of Omniscience, or even Throw Spell. Hell, Throw Spell would be 1,000% superior at 9th Tier than another Mythic Spellpower. At least then she could use all her Touch spells with a decent range. Basically, anything, even Beyond Morality is better.
And using all of her Mythic Feats for Mythic spells. That's worse than investing in Mythic Spellpower. You realize that would be 50 Mythic Spells she would know, right? Each time you gain a new Tier, you automatically learn a new Mythic Spell if you have the ability to cast Mythic spells.
EDIT: Lya is a perfect candidate to use her first Mythic Feat for Dual Path. That would let her choose Inspired Spell from the Heirophant Path. It's the Divine equivalent of Wild Arcana.
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