![]() ![]() They gain resist cold 20, and when a critical hit or sneak attack is scored on them, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. UnyieldingĪt 2nd tier, the bodies of the mythic characters following the aeon path become less vulnerable. ![]() Creatures who are not part of societies, such as many mindless creatures, are not affected by this power. An aeon can enable or disable this ability as a free action. This ability works on all creatures within an aeon’s line of sight, including invisible creatures, appearing as a cloudy, starry aura around creatures that does not obscure the aeon’s sight. An aeon’s revealing gaze does not provide information on the nature of the crime or any punishment the creature has already received for it, only that they have not been fully punished. For this ability, lawbreakers are creatures who have committed serious crimes against the rules of their society (including any society they consider themselves a part of and the one they currently reside in) and have not yet been judged by an appropriate legal authority and completed their sentence. Find Lawbreakers (Ex)Īt 2nd tier, characters following the aeon path gain the ability to see lawbreakers. These abilities share uses, and can be used 3 + your mythic tier times per day. The caster level for these abilities is equal to your character level plus your mythic tier. One ally in close range is targeted by a Greater Dispel affecting all negative effects subject to dispelling. Every enemy in a 30-ft radius around the mythic character is a target of Greater Dispel effect, affecting only Illusion effects (such as the Illusion sphere).Īt 2nd tier, the aeon gains the ability to fix hindering abnormalities in his allies. ![]() Force RealityĪt 1st tier, aeons gain an ability to force reality upon the enemies around them. Aeons typically seek positions of legitimate legal power and authority, and fight against those with no claim to their land. Pushing to eliminate inefficiencies and enact more rigorous and orderly societies, aeons care less for the exact details of laws and more about enforcing them on anyone under their authority. If a character gains access to additional mythic path abilities through the Extra Path Ability feat, for example, they can still choose from their basic path's list of options.) (Note that these archetypes do *not* replace the path itself. Therefore, they should not be considered "default" mythic rules encouraged for any Mythic Spheres game, but rather an optional and flavorful extra allowable with GM permission. These rules were not published in a Spheres book, but were adapted and modified by the writer of the Mythic Spheres rules to work better with tabletop games. Characters who do not meet the prerequisites for a mythic path archetype immediately lose access to all of its abilities, though characters with the Beyond Morality path ability are treated as possessing any alignment for the purpose of meeting a mythic path archetype’s prerequisites. A character can select a mythic path archetype when they first ascend to mythic power and select their mythic path, and cannot have more than one mythic path archetype through any method (including the dual path ability). By exchanging the mythic path abilities from their mythic path at all tiers except 3rd, 6th, and 9th tiers, a character following a mythic path archetype gains the abilities listed in the archetype at the specified tiers. ![]() Inspired by the Wrath of the Righteous CRPG by Owlcat Games, mythic path archetypes are alternate routes that mythic characters can follow while ascending tiers. ![]()
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