- Location
- Chicago
I support Mythic Craft Staff.
Crafting Mastery (Ex) (Mythic Adventures pg. 15): You can craft any magic item as if you had the necessary item creation feats.
It's ridiculous, but it should give us Mythic ones too. Mythic rules really are wonky as hell. Some choices are far better than others!
In addition, you gain a constant effect as Lay of the Land and may use Discern Location as a supernatural ability three times per day. If the continuous effect is dispelled, you may resume it as a free action. If the target of a Discern Location is within the Imperium and protected by Mind Blank, two uses of the ability are required, but in this case Mind Blank only grants the target a save at standard DC (10 + ½ HD + Charisma modifier). If the target is protected by Mind Blank cast by a Mythic character, it takes all three uses, and the target may add the Mythic Rank of the caster to their saving throw.
That's better. Not the order I would pick most of the abilities, but at least they're there. Still prefer, and am going to argue for, Wild Arcana.@Snowfire, @Goldfish, what about this?
@Snowfire, my previous suggestion already included the Mythic Crafting feat. It's at level 3.
- 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.
- Extra Mythic Feat: Dual Path (Hierophant)
- Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
- 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+ 2*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
- 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.
- 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)
- Enduring Blessing (Su) (Mythic Adventures pg. 36): Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer.
- 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
- Eldritch Breach (Su) (Mythic Adventures pg. 15): You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.
- Surge increases to +1d10
- Mythic Feat: Extra Path Ability (Spellscarred)
- Spellscarred (Su) [Mana Well] (Mythic Realms pg. 11): When you're targeted by or inside the area of effect of a spell or spell-like ability that allows spell resistance, you can call upon your mythic power to gain spell resistance equal to 11 + your character level + your mythic tier against that effect alone. If the spell fails to bypass your spell resistance, one of your uses of mythic power is expended; otherwise, the ability has no cost. Using this ability doesn't require an action, but you must be aware of the effect, be able to take actions, have at least one use of mythic power remaining, and not be flat-footed to use this ability.
- 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.
- 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
- Throw Spell (Su) (Mythic Adventures pg. 17): When casting a melee touch spell, you can expend one use of mythic power to throw that spell as a ranged touch attack. The range of this thrown spell is 10 feet per tier. If the spell allows you to make multiple melee touch attacks, you may make any number of the attacks as melee touch attacks and throw the rest as you see fit.
- 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: Extra Path Ability (Component Freedom, Somatic)
- 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.
- 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
@Goldfish, I just noticed that Dual Path seems to give you both abilities (Arcane Surge and Inspired Spell).
It still seems a bit too beefy, to be honest.All that does is give us the ability to craft Mythic Magic Items. It doesn't give us the secondary effects and trying to argue that it does is ridiculous.
@Goldfish @TotallyNotEvil how does this look as an update to the final paragraph of that Rank 9 ability?
It still seems a bit too beefy, to be honest.
I would feel more comfortable if it was reduced to being able to narrow down the location of a Mind Blank'd individual to a specific area. Maybe at a basic level you know if they are within a specific 100 mile area, but then you can spend Mythic power to narrow that down further; one Mythic power and you narrow it down to 50 miles, two down to 25 miles, three down to 5 miles, four down to 1 mile, and five down to 1000 feet. Something like that maybe? Still powerful, if in a limited fashion, and expensive in terms of Mythic power. That's still better than most other beings, including minor gods, can accomplish.
I don't see how that is complex? Maybe my wording is bad?That just seems...really fucking complex. Like, needing a table and shit. I get what you're going for, I do, but consider that Discern Location doesn't give a saving throw normally. Mind Blank forces one. And the piercing effect only triggers within the Imperium. That's plenty of limiters, surely?
I don't see how that is complex? Maybe my wording is bad?
To clarify, at a basic level without even expending Mythic power, you would know if a Mind Blank'd individual is within the Imperium. Depending on how closely you want to monitor them, you could spend one Mythic power to check which province they are in. Or you could spend three Mythic power and confirm which city they are in. And if you're really curious, you could spend five and narrow their location down to a specific district within a city.
That way, you can find people in a general sort of way, but not just Scry and Die through a Mind Blank.
You are correct. I have edited it, changed the order of things, and delayed Mythic Spell Lore until Tier 2 to fit in more immediately useful stuff at Tier 1.That's better. Not the order I would pick most of the abilities, but at least they're there. Still prefer, and am going to argue for, Wild Arcana.
You still seem to be misunderstanding how Mythic Spellcasting works, though. If she takes Mythic Spell Lore at 1st Tier, she'll be able to learn a Mythic version of a spell she already knows. That means she won't be able to learn Time Stop, not only because she doesn't know it, but because she won't be high enough level to cast any 9th level spell. She will, however, be able to learn up to an 8th level Arcane or 7th level Divine spell.
Upon reaching 2nd Tier, she'll automatically be able to learn another Mythic spell. This time she might be able to learn Mythic Time Stop. And so on, with every new Tier allowing her to learn another Mythic spell.
She should only take Mythic Spell Lore twice, at most. That's 20 Mythic spells she can learn.
Also, Component Freedom doesn't work the way it appears you believe. You don't have to specify what type of component you can ignore when you select the ability. Just having it is enough. One spell you might ignore the Material component, then the next the Somatic component, etc. I wouldn't take this one more than once, considering Lya's spells are all automatically Silent already and she can use her bracers to cast two Still spells per day.
No, it clearly doesn't grant you mythic crafting feats,It's ridiculous, but it should give us Mythic ones too. Mythic rules really are wonky as hell. Some choices are far better than others!
Still too beefy, I agree with Goldie.@Goldfish @TotallyNotEvil how does this look as an update to the final paragraph of that Rank 9 ability?
Twenty teleports are incredibly cheaper than twenty uses of MPHow about this?
Using this ability give you 20 mile-wide areas in which the target could be right now, all around the world. Each extra MP used removes one false positive.
I meant that you get twenty different areas, each one mile wide. There areas could be in wildly different cities, for example. And due to Mind Blank, you'd still have to search each mile-wide area.Twenty teleports are incredibly cheaper than twenty uses of MP
A one-mile wide radius is essentially a target lock already.
I like his idea, tho still seems a tad cheap in terms of Mythic Power. 5 points out of 21 to more or less no-sell Mindblank is a bit too easy.
Maybe:
2 MP - 500 mile radius
4 MP - 250 mile radius
6 MP - 125 mile radius
8 MP - 60 mile radius
10 MP - 30 mile radius
12 MP - 15 mile radius
14 MP - 7 mile radius
16 MP - 3 mile radius
18 MP - 1.5 mile radius
20 MP - 0.5 mile radius
Or 2 - 500, 4 - 50, 8 - 5, 16 - 0.5, and double for Mythic Mindblank (as long as our Tier is higher than the caster's).
Would be more interesting, but I think more power for a narrower area flows more naturally.I meant that you get twenty different areas, each one mile wide. There areas could be in wildly different cities, for example. And due to Mind Blank, you'd still have to search each mile-wide area.
EDIT: Ah, I see. What if I made each area 5 miles wide? Or had the target sense your intrusion through their Mind Blank?
Because not all targets are under Mindblank?Kinda makes me wonder why I even bothered putting in multiple uses...
I'll come up with...something. Not tonight.
.
Because not all targets are under Mindblank?
Just keep I mind that even a Wish or a Miracle can't bypass Mindblank. That major gods don't causally wave their hands and go against it.
Mythic power is good... But it's not that good. 2 MP for knowing roughly the estate your target is, 4 MP for knowing the county, 8 MP for knowing the city and 16 MP for knowing the neighborhood is nigh too cheap.
Sure, respond when you can.I'm not disagreeing with what you're saying. I just don't want to mash my head against tables at seven minutes to one in the morning.
It got edited. Lost a bonus feat to push it down.As someone who didn't want that PrC and saw it pushed through on basically the capstone alone, this is very upsetting.
What else is learning on d20 if not intelligence or skill checks? That's a neat way to model it.
@Snowfire, @Goldfish, what about this?
@Snowfire, my previous suggestion already included the Mythic Crafting feat. It's at level 3.
- 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. (You already know my opinion here)
- Mythic Feat: Dual Path (Hierophant)
- Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
- 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.
- Not a bad choice here. Not necessarily what I would prefer, but still really good and not one I'll argue over.
- 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+ 2*Tier uses of Mythic Power per day (This should start off at 3 + (Tier x 2)
- Extra Mythic Feat: Mythic Spell Lore (There is actually a Universal Tier ability that accomplishes this same outcome without using a feat.)
- 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
- 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.
- 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! (She should learn Mythic Craft Wondrous Item first. It's better and will let her do a ton of crafting even out in the field)
- 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. (I would switch Eldritch Breach and Competent Caster, but that's just personal preference again, not anything mechanically inferior.)
- Surge bonus increases to +1d8
- +2 Int
- Eldritch Breach (Su) (Mythic Adventures pg. 15): You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.
- 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 (I would take Mythic Crafter here instead.)http://aonprd.com/FeatDisplay.aspx?ItemName=Mythic Spell Lore
- Enduring Blessing (Su) (Mythic Adventures pg. 36): Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer. (This one isn't worth taking unless you are willing to invest in it twice, IMO. This is where Channel Power should be.)
- 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
- Spellscarred (Su) [Mana Well] (Mythic Realms pg. 11): When you're targeted by or inside the area of effect of a spell or spell-like ability that allows spell resistance, you can call upon your mythic power to gain spell resistance equal to 11 + your character level + your mythic tier against that effect alone. If the spell fails to bypass your spell resistance, one of your uses of mythic power is expended; otherwise, the ability has no cost. Using this ability doesn't require an action, but you must be aware of the effect, be able to take actions, have at least one use of mythic power remaining, and not be flat-footed to use this ability. (Eh, not really my preference here. I would go with Component Freedom instead, but this one isn't bad.)
- Surge increases to +1d10
- Mythic Feat: A Mythic Crafting Feat (TBD) (Here's where I would put another instance of Mythic Spell Lore.)
- 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. (Assuming Channel Power at 6th Tier, I would choose Spellsieve here instead, chosen in place of Spellcarred.)
- 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
- Throw Spell (Su) (Mythic Adventures pg. 17): When casting a melee touch spell, you can expend one use of mythic power to throw that spell as a ranged touch attack. The range of this thrown spell is 10 feet per tier. If the spell allows you to make multiple melee touch attacks, you may make any number of the attacks as melee touch attacks and throw the rest as you see fit. (I like this one or I wouldn't have recommended it, but I think Star Walker would be neat here. We could use it for ASwaH Part 2, where we explore the galaxy and maybe conquer Earth!)
- 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: A Mythic Crafting Feat (TBD)
- 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. (Flash of Omniscience would be better, IMO).
- 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
@Goldfish, I just noticed that Dual Path seems to give you both abilities (Arcane Surge and Inspired Spell).
Edited the Lay of the Land a bit because constant would probably get disconcerting or distracting fast.Freedom Upon Twisted Paths (Su): In the short years of your life, you have walked between the planes and forged alliances with empires older than your own world's history. Beings as old as the dreams of dragons, and fully as powerful. You know well the power of being seemingly everywhere, and have cultivated that reputation in full. Times beyond counting have you come upon wings of magic to the aid of your subjects, and thus it shall ever be.
If targeted on a location considered part of your empire, Teleport acts as Greater Teleport or Plane Shift (as necessary), with all locations acting as known and allowing you to bypass any non-Mythic barriers. You may spend a point of Mythic Power to divine the area around your destination before you materialise as though via clairaudience/clairvoyance. After gaining this information, you can choose to alter your destination by up to 100 feet in any direction.
In addition, you gain the ability to use Lay of the Land at will as a free action while inside your realm, and may use Discern Location as a supernatural ability three times per day.
Right, if it weren't obvious: what way to measure/make progress on typical academic learning if not through intelligence ability and skill checks?Research times, graduation age, background ingenuity, the last might count as skill checks I suppose but they aren't being rolled for in that way.
Indeed it is!Honestly, @Snowfire @Goldfish @TalonofAnathrax isnt this already a nice enough ability?
Edited the Lay of the Land a bit because constant would probably get disconcerting or distracting fast.