Mythic

Mythic iconics
In Orithia, there are those who are special. Some say chosen, some say cursed, but whatever your opinion, it would be hard to deny that these special few have something different about them. The wise call them ta’veren, a term harkening back to an age long gone where such things were better understood. Ta’veren are chosen by forces unknown to achieve great things. They are destined to gather followers, defeat powerful foes and perform epic trials during their life.

Mythic ship

Ta’veren can appear in any race, any environment and any nation. The pirates of the Shackles are no exception. Some of the greatest pirates of all time were ta’veren; Acilian Bayvacari, Cyrus Wolfe even the current Hurricane King, Kerdak Bonefist were all ta’veren at some point.

The powers granted from being ta’veren can be fleeting. For some they last bare seconds, unnoticeable changes to a person’s destiny for the better or worse. Others are ta’veren their whole life, destined to carve out a swathe of the world to call their own or destroy it utterly under their iron-shod heel.

Becoming Ta’veren
PCs are awarded mythic tiers to measure how powerful a ta’veren they are. These tiers are not based on experience points or character level, but instead by the trials and deeds the PCs accomplish. The more incredible and famous pirates they become, the more mythic tiers they will accrue. Thus it is possible for a low level character to have many tiers and vice-versa. Generally speaking a mythic tier is the equivalent of a character level (or many thousands of gp worth of magical items) in power.

When your character is determined to be ta’veren, you gain a mythic tier of 0 and follow the rules in the table below.

Characters may increase their mythic tiers over the course of their career, and may even lose them altogether. Ta’varen tend to appear when the world needs them most and their power returns to the cosmos when the need for them ends.

Mythic table

Fated
At the moment of ascension, your character becomes a 0th level ta’veren. Their presence has subtle effects on the weave and the destiny of those around them. The GM will typically award a bonus feat (or other ability) at this stage based on your character’s personality, background and means of ascension. The exact abilities granted will vary from campaign to campaign. If no such feat or ability is specified by the GM, then treat this ability as a Mythic Feat (see below) which you must meet the requirements for.

Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. At 0th tier, you can expend 1 mythic power per day. At 1st tier and beyond, you can expend an amount of mythic power equal to 3 plus ½ your mythic tier, rounded down (3/day at 1st tier, 4/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Depending on the campaign, the GM may allow for additional Mythic Power to be earned through side quests, roleplaying bonuses or contributing to the wiki. Any mythic power awarded through these additional means are refreshed each game session rather than each day. Thus, a character will likely have two mythic power pools, one refreshing each game day and one refreshing each game session. It is up to the player which pool each use of mythic power comes from, but points cannot be transferred between the two pools. If an ability allows you to regain uses of your mythic power, you must refill your daily allotment first. Any excess points may be used to refill your session allotment.
When the crew increases their Infamy, their mythic power also increases. At each infamy rank (Disgraceful, Despicable, Notorious, Loathsome and Vile) each mythic PC increases their maximum daily mythic power by 1. This bonus power is lost should the crew ever lose their infamy ratings.

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. Alternatively a surge can be used to re-roll any one dice roll you make. You must decide to re-roll before the results of the roll are announced. You can only use surge once per roll.

Mythic Feat
Select one mythic feat or non-mythic feat as a bonus feat at 1st tier. You must qualify for this feat normally.
You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

Hard to Kill (Ex)
Whenever you’re below 0 hit points, you don’t have to roll on the injuries table until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Path
Every ta’veren belongs to a mythic path. Each path represents a journey into legend, and each tier in that path grants abilities and features related to that pursuit. Upon achieving his 1st mythic tier, a character must choose one mythic path to follow. Characters can choose from the following mythic paths;
Archmage, Champion, Guardian, Heirophant, Marshal, Prime and Trickster. Once chosen, a mythic path cannot be changed.

Ability Score
Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 1. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 1; this can be an ability score you’ve already increased or a different ability score.

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.

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 fullhit 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.

Force of Will (Ex)
At 5th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you may use your surge ability to force any non-mythic creature to re-roll any d20 dice roll. You must decide to re-roll before the results of the roll are announced. You can only use surge once per roll. You must accept the result of the second roll, even if it is a less favourable result.

Mythic Saving Throws (Ex)
At 6th 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.

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.

Near-Immortal (Su)
At 9th tier, you power has become so great that people have begun wondering if you could be the Dragon Reborn, sent to break the world and remake it. If you are killed, you may roll twice to determine your injury and choose the result to apply. 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.

Legendary Hero (Su)
You may only achieve 10th tier by proving that you are the true Dragon Reborn. It is up to the GM how you accomplish this, but it generally involves the defeat of your False Dragon rivals or the vouching of a deity.
At 10th tier, you have reached the height of mortal power, your will reshapes the weave around you. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day. You can be killed only by a coup de grace or critical hit made with an artefact (or by deific intervention).

Mythic_Pirates.jpg

UPDATE TO PATH ABILITIES

Unless specified below, powers which refer to ‘allies’ only affect individual creatures, not squads. For an ally to benefit from such abilities, they must have left their squad (requiring a move action) before the start of your turn. Re-joining a squad is a full-round action.

Marshal’s Order
Whenever you use any of your Marshal’s Order abilities, you may expend an additional point of mythic power to grant one friendly squad a bonus equal to half your tier on their attack, damage or defence stats for 1 round.

Inspire Minions
This bonus applies to the Sea Chantey order of the Deck Officer role. If you spend a point of mythic power, it can also apply to the Boost Morale and Mock Enemies orders.

Inspiring Surge
This bonus applies to each squad within 30feet. It only increases their attack characteristic.

Resurging Words
This bonus can affect all the squads on one ship, granting temporary hitpoints equal to your Cha bonus.

Dispel Fear
This ability causes any fleeing squads to return to the fight

Glorious Charge
If you perform this manoeuvre as part of a boarding action, you can activate the Boarding Action! Deck Officer order as a free action even if you are not a Deck Officer.

Inspiring Assault
This ability works on one squad within 60 feet. You may expend any number of points of mythic power while activating this ability, each point spent allows another squad to benefit from the ability.

Sweeping Strike
This ability lets you deal 4x the normal damage vs a squad (ie 1d8+10 would normally deal 1 damage, with this ability it would deal 4)

Crusader
This ability works on all squads on your ship as long as you are the ship’s Captain. The surge bonus can only be applied to squad attack rolls.

Abundant Casting
This ability allows you to affect a squad as long as the number of creatures in the squad is one less than the maximum you would normally be able to affect.

NEW UNIVERSAL PATH ABILITIES

Whenever a Mythic hero gains a path ability, they may select from the abilities available to their path, the list of universal path abilities or the new abilities below;

Mythic Buccaneer (Ex)
1st tier universal path ability. Your deeds of piracy are legendary. You may add half your tier to your ship’s infamy rating (if more than one Mythic Buccaneer is aboard a ship, only apply the highest bonus). When you assume a Role aboard a ship, you can use your surge ability to augment or re-roll checks made by NPC crew under your direct command as part of that Role (eg the Gunnery Officer could use surge to affect the rolls of the gunners as they fired or reloaded the cannon). You may also hold up to two Ranks aboard a single ship without penalty. At 5th tier, you may hold three Ranks.

False Dragon (Ex)
6th tier universal path ability. There can be only one Dragon Reborn with each age of the world and whenever a False Dragon shows up, there are bound to be a dozen more across the world each claiming the title of true Dragon Reborn. These other Dragons are undoubtedly planning your demise already and you must constantly fend off attacks from those who would see you fail. Defeating your rivals is the only way to prove you are the true Dragon. If you have the Leadership feat, you gain a bonus equal to your tier to your leadership score.
You may add your tier to all Diplomacy and Intimidate checks made with mortal citizens of Orithia.
If using the Kingdom building rules from Ultimate Combat, your kingdom’s unrest increases by 1 but each year, a number of armies equal to half your tier arrive at your capital and offer their services to you as supporters flock to your banner. The exact size and composition of these armies are up to the GM.
If using the Downtime rules from Ultimate Combat, you may gain a number of free points of influence equal to your tier each time you enter a new settlement (at least 1 month must have passed since the last time you entered that settlement).

Dragon Reborn (Ex)
You must have the False Dragon ability to be able to select this ability. You must also have proven that you are the Dragon Reborn. The exact method for doing this is up to the GM but usually involves defeating your rival False Dragons and/or completing a particularly difficult trial. Once you are the Dragon Reborn and have announced it to the world, all other False Dragons in Orithia lose their False Dragon abilities. If they have kingdoms under their command, their kingdom’s unrest increases by 10 for the next year as their armies tear themselves apart. You can choose to delay your announcement of this ability for a later time.
As Dragon Reborn you have a responsibility to bring change to the world. In ages past this has meant the literal re-alignment of the continents. In others, mass genocide. The Dragon Reborns of history have typically gone insane with the amount of power coursing through them so many people are terrified of you. Still many others believe your coming to be a sign of better times ahead.
If using the Kingdom building rules from Ultimate Combat, a number of armies equal to tier arrive at your capital and offer their services to you as supporters flock to your banner. The armies from the False Dragon ability continue to arrive each year. The exact size and composition of these armies are up to the GM.
You gain the services of up to 4 additional cohorts (leadership score determined as if you had the Leadership feat, if you don’t possess that feat).
If using the Downtime rules from Ultimate Combat, you have unlimited influence points in any settlement in Orithia (although you may not convert these into other types of resource).
If you are a spellcaster, you may gain any one path ability from the hierophant or archmage paths for free (as long as you meet the requirements).
If you are not a spellcaster, you may gain any one path ability from the marshal path for free or you may instead gain the Simple Arcane Spellcasting or Simple Divine Spellcasting monster abilities (Mythic Adventures 228) using your tier in place of your CR.

Mythic

Orithia- Skull & Shackles Kid_Dangerous