So long as Tiamat doesn't hold to that gambling strategy where you double your bet after every loss. That would escalate rather quickly.Also @DragonParadox, would it be possible to provoke Tiamat even further and hope for a stronger Avatar in the future? I'm basically seeing Tiamat as a gambler right now who doesn't understand the sunk cost fallacy. She's invested too much into fucking us over to fail.
Yes, please?@DragonParadox, is there a point in a big post compiling everyone's Paths and Path proposals? Ideally I'd like the character sheets to link to it, so that clicking on "Path of the Ascendant/Sage/Champion" shows what it actually is. Googling it certainly won't help!
If you think it is useful, I can make one right now.
I'm almost done, actually. The search function was great here, because as soon as I found one piece I could search it and grab the rest.@TalonofAnathrax IIRC, @Goldfish pushed for Richard to just Dual Path the SRD's Champion/Guardian Path-line from the original Mythic Heroes release.
So his stuff you can find via google.
Everyone else's... not so much.
@DragonParadox, is there a point in a big post compiling everyone's Paths and Path proposals? Ideally I'd like the character sheets to link to it, so that clicking on "Path of the Ascendant/Sage/Champion" shows what it actually is. Googling it certainly won't help!
If you think it is useful, I can make one right now.
Richard doesn't need a ton of additional fluff, IMO.@TalonofAnathrax IIRC, @Goldfish pushed for Richard to just Dual Path the SRD's Champion/Guardian Path-line from the original Mythic Heroes release.
So his stuff you can find via google.
Everyone else's... not so much.
Viserys currently knows the following Mythic Feats: Mythic Spell Lore (Baleful Polymorph, Shadow of the Doom, Time Stop, Blood Wish, Magic Army), Beacon of Will, Extra Path Ability (Component Freedom), Extra Path Ability (Beyond Morality).Ascendant
A truth you were offered, and with a truth you answered. Your ancestor's power lies deep in the well of your blood, in the dreams you have experienced since first awakening to the arcane, and in the very strength that has made you mighty and brought you back to her once more. In this, you are many things, but above all one who does not bow to the whims or wishes of any, not even that of your very blood. You strike down the dark things of the world, to protect it from the night, and in your every breath you labour not just for your own victory but that of all. You have fought demons, slain aspects of godlike power, returned a faded divinity to his old strength and now pledged to do so for another.
In all these things, you are more than simply a dragon, a man, a sorcerer, a king. You seek conquest upon your own nature, freedom to craft your own fate. And in time, you will have it.
Nature of a Realm (Su/Ex): A Kingdom and his King are not one and the same. Their fortunes are intertwined, sharing the greatest victorious and the most crushing defeats, but yet there always is a divide. The Realm was before the King had been crowned and it will endure beyond him and no matter how great a King, never will he truly grasp the fullness of the Realm as it is. But for you, there is no divide. You shaped your realm from nothingness and in turn, it shaped you into a true King, a union too tight and seamless to say where one begins and the other ends. And as long as one of them endures, so will the other.
Tier
Path Features
1st
Wild Arcana, Path Ability: Eldritch Breach
2nd
Path Ability: Competent Caster
3rd
Nature of a Realm
4th
Elemental Bond [Fire]
5th
Path ability
6th
Bearing of an Empire
7th
Path ability
8th
Path ability
9th
Freedom Upon Twisted Paths
10th
Path ability, Imperium Ascendant
At 3rd Tier, you gain the ability to grant spells to divine spellcasters who choose to follow your creed, as the Divine Source Mythic Ability (you choose two domains as normal), bestowing upon them an echo of the flame that you have forged into a beacon to the world, standing forever against the dark. For so long as even a single echo endures, so too will you, and thus the realm itself. As long as any follower of yours capable of casting spells of a level equal to (Mythic Tier/3) lives, you are treated as if you had the Longevity Mythic Ability.
Bearing of an Empire (Ex): Many have tried to found kingdoms and more as you have. Many have called down to the people, brought them together beneath them, and used the power that grants to make them stronger, greater. But true Kings do not focus only on what is today. For a kingdom to become an empire, it must be able to endure the tests that would shatter even the most united peoples, and yours has done so not just through your own means, but through the creations brought forth at your command. They serve the Imperium, caring for its members and guiding them towards a better day. And now they will serve you, as well.
At 6th Tier, the power you have invested into the Imperium gathers around you like a cloak, granting you speech and skill beyond even your own mortal limits. The knowledge of your citizens, from the grand libraries to Inquisitional archives, is ready at your beck and call. By expending a single use of Mythic Power, you may apply a fraction of your realm's library bonus equal to a third of your Mythic Rank over 3 - a third at Ranks 3-5, two thirds at Ranks 6-8 and full bonuses at rank 9 or higher to all Knowledge checks for one minute per Mythic Rank. You may also make Gather Information checks as a Standard Action, if relevant knowledge exists to draw upon.
Dossiers and tomes on culture and courtly conduct allow you to add your Mythic Rank to all social combat checks, and you may expend a use of Mythic Power to negate the critfail effects of a natural 1 in that arena. Finally, as a testament to the myriad of species living and tongues spoken within your nation, you gain access to Truespeech as a Magical Language, and may read any language affected by Truespeech as if fluent. This ability does not decipher encoded text.
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 will ever be.
Within your empire, Teleport acts as Greater Teleport or Plane Shift (as necessary), with all locations acting as known and bypassing all non-Mythic barriers. You may expend a use of Mythic Power to divine the area around the 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. If the target of a Discern Location is within the Imperium but protected by Screen, Mind Blank or even a Wish spell designed to obscure their location, you can attempt a Caster Level check (DC 10 + CL of the obscuring effect) to defeat these sort of impervious defences. If the Mind Blank was cast by a Mythic Caster, you must expend Mythic Power equal to their Mythic Rank to bypass it, and they add their Mythic Rank to the DC of your Caster Level check.
Bypassing a Mind Blank effect consumes two uses of this ability - and three in the case of Mind Blank cast by a Mythic creature. These uses are consumed regardless of success or failure on your part.
In all cases, if your check succeeds, the target may make an immediate DC 20 Will Save to recognise the violent interaction of forces involved in bypassing their defences. This manifests as a feeling of impending doom.
Imperium Ascendant (Ex): With time, your nature has grown. You began this path as a being of power, unbound by any singular facet. You have built more than an empire, from beings so countless in form and being that it makes an archive all its own. You have stood guard over friends, companions and citizenry from the terrors of Winter, Hell and more. And in this moment, you and your creation step beyond mortality, its nascent power coalescing into full, flowering glory. No more shall you be burdened with the rituals of freedom when bringing Outsiders to your side. No more shall you lack the power to secure yourself and your citizenry from the gaze of vengeful gods.
In this place, your Imperium, you are more than flesh and blood and the power within both. You are Imperator.
At Mythic Rank 10, the Divine Source ability of the Ascended becomes capable of not just granting spells to their followers, but acting as a well from which Outsiders may draw power. This allows beings of the Outer Planar to bind themselves to you under the laws of the First Pact. Any such Outsiders should henceforth be considered new or unique breeds of their species, and a DM should work with the player to realise this.
This apotheosis also grants the Ascended certain powers of true divinity within their Imperium. An Ascended gains the following list of Divine Powers whilst within their Imperium: Damage Reduction, Senses, Remote Sensing, Block Sensing and Remote Communication. All effects treat the Ascended as if they were Divine Rank 1.
The granted Damage Reduction persists beyond the borders of the Imperium, and the Ascended may expend 5 Mythic Power to use their Remote Sensing and Remote Communication from there.
Finally, whilst within the borders of the Imperium, you regain Mythic Power at double the usual rate, and need only half the rest you would normally require to refresh your spells and abilities.
Lya currently knows the following Mythic Feats: Dual Path (Hierophant).Sage
Many have walked the Path of the Archmage, delving into the details of magic and the lore surrounding it. Creating great wonders, and laying armies and worlds to ruin with magic beyond the grasp of any but the most skilled wielders of the arcane. Few indeed have ever walked the Path of the Sage. From your very beginnings, you approached magic with boundless fascination, and a total refusal to accept the limits that any would place upon it. Magic is as much a part of your soul as it is a force you call to your hands, and as you step now into legend in power, that force and the genius with which you guide it will walk beside you.
Surge of Inspiration: To become a Sage is to master more than spells. In becoming what you are, you have sought to unravel the mysteries of magic, walking the line between powers arcane and divine, and finding so much similar between them. As you grew in strength, you challenged the multiverse to prove why they are meant to be different. It has yet to succeed, and now, it never will.
Tier
Path Features
1st
Surge of Inspiration, Forge of Creation
2nd
Path ability
3rd
Path ability
4th
Unbound By Law
5th
Path ability
6th
Path ability
7th
Path ability
8th
A Soul's Reach
9th
Path ability
10th
Path ability, Akasha
You gain Wild Arcana and Inspired Spell at 1st Tier, forfeiting your 1st Tier Mythic Feat. You have access to Path Abilities from both Archmage and Hierophant.
Forge of Creation: When seeking to unravel the nature of power, a Sage often turns to the physical objects that anchor it. It was your hands that forged some of the first talismans of power that a world reawakening to magic had ever known, and by their grace where you and your companions saved a thousand times. Now you face greater threats, and for them, greater creations are necessary. In time, they will be able to stand against even the power of gods.
At Rank 1, a Sage gains the Crafting Mastery Mythic Ability. At Rank 3, they gain the Mythic Crafter feat, and gain a single slot for any Mythic Item Creation feat, which can be changed once a month. At Rank 6 and 9 they gain an additional floating feat slot. At Rank 6, a Sage also gains access to the Create Artefact Mythic Feat, which requires two of their floating slots to select.
Unbound by Law is, at it's base, Beyond Morality stuck to Perfect Preparation through the lens of how she's dedicated herself so deeply to unravelling the structures of power that bind magic and more in the world. It is how she has forged creations of soulstuff, Outsiders in truth, where so many see the forms of those beings of the Outer Planes as inviolate and unbending. Even in the Abyss, the infinite hall of chaos, there is order in its ranks. Lya, through her Incarnates, has built a new one.
Talon notes: Beyond Morality reads "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". Perfect Preparation is just no longer needing a spellbook to prepare spells.
Create Artefact: A Sage gains access to this feat through Forge of Creation, allowing them to forge workings of power equal in mastery and strength to those of the divinities. A Sage of Mythic Rank 6 or above may use this feat to design and craft Minor Artefacts. A Sage of Mythic Rank 9 or above may use this feat to design and craft Major Artefacts.
A Soul's Reach is where I literally copy-paste the Spellguard class feature that lets you convert Personal spells into Touch spells. It also involves the multiple bodies aspect of a Sage, allowing them to basically use Cooperative Crafting but for spellcasting and (maybe) allowing burning of Mythic Power to alter Planar Traits to suit the Traits of the body she wields.
Talon notes: The Spellguard ability in question reads "Spellguard (Su): The Spellguard was originally formed to protect High Lady Alustriel from personal attacks. Though that purpose has largely become secondary to defending the city, spellguards still receive some training in serving as bodyguards. At 4th level, the spellguard of Silverymoon may cast any personal-range defensive arcane spell on another character with a touch. For this purpose, a defensive spell is one that improves AC, increases a saving throw modifier, or grants additional hit points (either by healing wounds or by bestowing temporary hit points)."
Talon suggests: By expending a use of Mythic Power as a free action, the Sage can use her deep knowledge of the soul's mysteries to cast a Personal range spell upon another. Her soul is linked to many bodies, and adding another for a brief moment is well within her power. The spell's DC and caster level are increased by the number of bodies the Sage currently has (this increase cannot be higher than the Sage's Tier). The Sage can choose which of her bodies counts as casting the spell for the purpose of applying Planar traits to the spell.
And Akasha...well, consider the word and its connotations. She forges a link to the Akashic Record, the combined knowledge of all life. How this will manifest in terms of mechanics, I'm not sure. But it's going to be hella more flavourful than "Oh yeah you get SR now".
Azel suggests: Having her able to automatically take 20 on knowledge checks and letting her gain arbitrarily high boosts to checks from meditation. Model it as an improved version of Flash of Omniscience, which reads "Your ability to recall information is astounding. When you take 10 on any Intelligence-based skill check, add your tier to the result. As a free action, you can expend one use of mythic power to ask one question as if using divination. The base chance for a correct answer is 70% + your highest arcane caster level + your tier (maximum 100%). The answer doesn't come from a divine agent, but from your own native understanding; therefore, the answer is never cryptic. If you don't get a correct answer, it's like failing a Knowledge check, and you can't use this ability on this question again".
Talon suggests: Expending one use of Mythic power as a free action allows the Sage to access the Akashic Record, automatically taking 20 on any Knowledge check (even untrained) and adding her Tier to the result. If she makes this test as part of mediation, she can get more information: mediating for one hour allows her to benefit from a Legend Lore spell (target counts as "on hand"), meditating for one day allows her to benefit from all effects of a Hindsight spell, and meditating for longer grants a +10 bonus to a Knowledge check per day of meditation (maximum is ten times her Tier).
Daenerys currently knows the following Mythic Feats: Iron Will (Mythic).Hoard-breaker
"Madness and greatness are two sides of the same coin. Every time a new Targaryen is born, the gods toss the coin in the air and the world holds its breath to see how it will land."
Old words for an old family, twisted by older Gods who claim ancestry and dominion over its bloodline. Yet Daenerys wields her own coin, and through it flows her sorcery. Born once in a storm, once through sacrifice and once through defiance, Daenerys Targaryen dreams a mad dream. It is a narrow road to walk, with no end in sight. But Daenerys can bring mad hopes into the waking world, and hers is the will to rule her own fate, to cast out her Divine ancestor from the world she once ruled and to defeat the greed and wrath of eons.
Tiamat stands in her way, thrice-defied and thrice-wrathful. Yet already, the Dreamer's laughter echoes through the dreams of men, followed by five helpless roars. No matter how this tale may end, all will know that the merest of mortals stole divine fire and wrought joy from it.
Lucid Breach: You are adept at breaching magical defenses and resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether or not your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result. As a special effect due to the manner in which you first acquired Mythic rank, you gain a bonus to caster level checks equal to half your Mythic Tier against the Dragon Goddess Tiamat and any beings who serve or worship her.
Tier
Path Features
1st
Inspired Spell, Lucid Breach
2nd
Faith's Reach
3rd
To Dream a mad Dream
4th
Defiant Soul
5th
Dream-Time
6th
Shatter Pride
7th
Prayer-Breaker
8th
Path Ability
9th
Hoard Thief
10th
Transcendent Dreamer
Faith's Reach: Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.
To Dream a mad Dream: At Mythic Tier 3, Dream Turning now functions against Dragons, and a mythic power use can be expended as a free action to gain a single extra use of Dream Turning (not useable to fuel divine metamagic). As an immediate action, expend a use of Dream Turning or a Mythic power use to stop Dragon breath from entering within 10ft of you (an opposed Tier roll may be required against Mythic Dragon Breath).
Defiant Soul: Your soul withstood Tiamat's will, Tiamat's wiles, and Tiamat's wrath. You automatically succeed at Concentration checks to cast divine spells. This ability doesn't apply to spells of the highest spell level you can cast.
Dream-Time: Whenever you cast a spell with a duration of 1 minute 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. This path ability also replaces the Mythic Feat obtained at this Tier.
Shatter Pride: Dream Turning now Commands any Dragons it would normally Rebuke.
Prayer-Breaker: If you successfully counterspell a divine spell that is on your spell list and of a level you can cast, you can absorb the countered spell's power and use it for your own purposes. On your next turn, you can cast that spell as a spell-like ability using your divine spellcaster level as the caster level.
Hoard-Thief: You can steal [Tier] Mythic Power uses or Divine spells as a touch attack, with Mythic creatures allowed an opposed Tier check to resist. Stealing divine spells functions like the spellthief ability.
Transcendent Dreamer: The Dreamlands are fundamentally linked to your soul, and the boundary between dream and truth is hard to find when you are present. You can use the planar traits and characteristics of the Dreamlands for one round after expending a mythic power use as a free action. Upon death, unless you are hunted down within the dreamlands and killed again, you will slowly reappear within the dreams of others until you step out into the real world one day. If you were soul-killed, you will never be able to exit the Dreamlands and you can no longer cast spells (indeed, you are arguably just an extremely realistic copy of the real Daenerys, idealised in the dreams of others and unable to truly grow and change, but nonetheless able to guide others within the dream and touch the dreams of mortals).
Hero
Your very first use of magic was also the first instant which set you along the Path you have walked since the dawning of a new age, all to stand in the defense of others. The deeds which followed flowed onward in that vein, from leaving the shelter and safety of home for the sake of kith and kin, to over-powering the first great foe you had ever come across, turning its very strength against it. You have slain fiends and eldritch horrors alike, rescued maidens and stood up for your ideals even when they had proven inconvenient, but moreover have remained humble, clear-sighted and loyal throughout. You walk upon a long and winding Path that has known few happy endings, but are steadfast despite it. People will sing of your tales throughout the annals of history as you stride into the new age, yet your true concern be that they have the chance to sing at all.
Because you are a Hero.
Enduring as Bronze (Ex): Bronze will never rust, and just so, neither shall you.
Tier
Path Features
1st
Mage Strike, Path ability
2nd
Enduring as Bronze
3rd
Ride the Lightning
4th
Path Ability
5th
Path ability
6th
Dauntless
7th
Path ability
8th
Path ability
9th
Forged in Bronze
10th
Path ability, Remember the Royce
You benefit from Longevity whilst still alive, and you do not suffer the penalties of old age, yet still accrue its benefits with time.
Ride the Lightning (Su/Ex): Like all good heroes, arriving on time is essential, as is reacting in an instant in response to deadly peril. You see things with a unique perspective, heir to the skyfire and herald of thunder. Should anyone come to underestimate you, calamity will strike upon them in an instant at the end of your bolt and blade.
At 3rd Tier, you gain the ability to travel to the point of impact of any of your Lightning Lance spells and make a single melee attack upon the target without provoking attacks of opportunity, and furthermore add your Tier to your movement speed in 10 ft/Tier increments for a number of rounds equal to your Tier afterwards as your body is partially transmuted into lightning. In addition, foes attempting to grapple you or strike you while unarmed or with metal weapons take 2d6 Electricity damage for the duration of this state. This includes any of the secondary lances from the Augmented variant, though you may only travel to one point of impact per casting.
Dauntless (Ex): Many are the trials you have overcome, and fearless in the face of evil you have been. You have been through countless battles and straddled the thinnest line between triumph and damnation, and will continue to do so through all time no matter the foe which besets you or the obstacles in your path. For your family, for your friends and for your Kingdom, come to that.
At 6th Tier, you stand to benefit from Mettle. In addition, non-mythic Fear effects do not hold sway over you. You gain a bonus equal to your Tier/2 toward Will saves, but only against Mythic and Non-Mythic effects from a creature equal to or lesser than your own current effective Tier.
Forged in Bronze (Ex): After so many years fighting enemies clad in the metal wielded by your ancestors, it has become more than a second skin, you have taken on some of its most enduring properties.
You benefit from DR 15/epic, your unarmed strikes may count as Lethal, and you no longer need to eat, drink, or breathe to live. You're immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake.
Remember the Royce (Ex): You have reached the pinnacle of what it means to be a paragon of heroics, but moreover you have left an enduring legacy which will stand long after you have fallen in battle. Yet even with that promise of immortality in legend, it has left you unsatisfied. As is the fate of all heroes, you know even the unaging would eventually fall to wide-reaching disaster or under the blades and barbs of their innumerable enemies, and though your legend may endure not another life shall you save and only inspiration in song and story will be left to speak of the mark you've left upon the world.
With this step you shall be as tangible upon the world of form as the day you first took up the sword in defense of others, an eternal guardian upon the dreamers of the Spheres against all which imperils it.
At 10th tier, whenever you make an attack roll against a non-mythic foe and miss, you may immediately roll again. You must take the second roll, even if it's lower. Once per round when you roll a natural 20 on an attack roll, you regain one use of mythic power.
Additionally, even should you perish beyond all recall, a figment of you may be summoned as an Outsider via the use of the Gate, Wish or Miracle spell from the Dreamlands, retaining all of your abilities as in life though not your Mythic ones. If the spell is Augmented with Mythic Power, your figment may be summoned as a Mythic creature instead. You will fight any battle should it cleave to the ideals you held in life, and right any immediate injustice within your sight, but will eventually dissipate from the world of form within a number of rounds equal to the spell's Caster level, equivalent to the Gate spell. Your figments are always summoned as Unique creatures, only one may be summoned at a time, and thus cannot be controlled by the summoner through the effects of that spell. They will be clad in a panoply of war equivalent to the state upon which it was summoned. Any abilities locked within a Legendary Weapon for example would not be accessible in a Non-Mythic state.
Even in the darkest of days, you will still be there to hold back the night.
Dany's last comment certainly did not calm her down any so who knows maybe.
All I wanna know above all the excitement of the Mythic levels is... What Domain did the New Seven managed to take?
I'm definitely going to be pushing for it. She's either getting armor or a cloak ripped right out of Tiamat's hide.It's almost like a Norse myth. Viserys has a grudge against a god, baited and trapped said god, then carved away a piece of power for himself.
Will Danaerys wear something made from this Avatar like Viserys does?