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Ascendancy Mythic System

A modified version of the mythic rules presented in Mythic Adventures are being used in Ascendancy. Those modified rules are listed below, with the actual modification in the description being emphasis. Other rules not present here have not been modified or may be modified at a later date.

Base Mythic Abilities

At this particular time, no PC will have more than four mythic tiers or ranks and as such, those rules are not present here for modification. If it is later decided to expand to fifth tier or greater, those accompanying abilities will receive further modifications.

Mythic Paths

Choose a mythic path to journey upon. Each one is geared toward one or more character archetypes.
  • Archmage: This master of the arcane draws power from the very fabric of reality itself, learning to weave magic easily and naturally.
  • Champion: Using devastating melee powers, you can crush your enemies before they even have a chance to harm you and your allies.
  • Guardian: Your place is at the front of the battle, taking every hit your enemies can give while daring them to dish out more.
  • Hierophant: Your role in the group is to act as a conduit to the divine, healing and helping your allies through the miracles that you bestow.
  • Marshal: In a group, you protect and push your allies to even greater acts of heroism.
  • Trickster: You have access to a number of abilities that empower you to confound your foes, both physically and mentally.


Ability Score

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

Mythic Feat

Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally.

You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

Mythic Feat List(external link)

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.

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. Each day, you can expend an amount of mythic power equal to 2 plus your mythic tier (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.

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.

Amazing Initiative (Ex)

At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a swift 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 full hit points (up to a maximum of your full hit points) and regain half of any used 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). For example, if you used 4 rounds of rage, you would gain 2 rounds of rage back after recuperation. If you cast 4 third level spells (or spell slots), you would gain 2 third level spells or slots back. 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.


1st-Tier Universal Path Abilities

Some of the 1st-tier abilities have been modified. Those 1st tier abilities not listed here can be used as normal. In addition, any new path abilities are described below.

Commune with Power (Su)

You can tap into your mythic nature to seek answers to the quandaries you encounter in your adventures. Once per week, in a special ritual that requires you to spend 1 hour of uninterrupted meditation, which must be in the presence of all others who gained their mythic power at the same time, you can commune with the source of your power. This acts as the commune spell, using your tier as your caster level. The source of your power may be limited in the knowledge it possesses or can deliver, as decided upon by the GM. Each of you may ask questions as long as you are together. This is a bonus path gained by all Mythic PCs who obtained their mythic abilities through the Ritual of the Binding Star, in addition to their normal choices.

Each individual who gained their mythic power through the Ritual of the Binding Star can communicate telepathically with any other individual who gained their mythic power in the same ritual, as per a permanenet telepathic bond spell. By spending 1 use of mythic power, anyone in this bond may include one other creature in the bond for up to 10 minutes per tier. This is a bonus path gained by all Mythic PCs who obtained their mythic abilities through the Ritual of the Binding Star, in addition to their normal choices.

Extra Mythic Power (Su)

You can call upon your mythic power two additional times per day. You can select this ability once.

3rd-Tier Universal Path Abilities

Some of the 3rd-tier abilities have been modified. Please see below. Those 3rd tier abilities not listed here can be used as normal. In addition, any new path abilities are described below.

Divine Source (Su)

This ability is not available in Ascendancy.

Ultimate Versatility (Ex)

This ability is not available in Ascendancy.

Reactive Cold Ward (Su)

As an immediate action, you can expend one use of mythic power to create a small wall of ice to ward against one attack. The size of this ice wall is equal to your size and only covers your forward facing. If the attack is a cold-based attack (such as a frost weapon, spell with the cold descriptor, breath weapon, etc), that one attack is completely negated. Against similar fire-based attacks or spells, the damage is reduced by half. The reactive cold ward absorbs the first six points of damage from all other attacks that would be affected by damage reduction. If the creature using the reactive cold ward has damage reduction, the potential damage absorption comes from the ice ward first. Regardless of what damage it prevents the wall of ice shatters harmlessly after the first attack.

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