Daily Archives: March 12, 2015


Mythic Skills Preview #2… and an EXCLUSIVE OFFER!

In our last preview, we talked about the concept of skill exploits, but what does that really look like in play? Let’s take a look:

 

CLIMB

This mythic skill allows the following exploits:

            – Accelerated Climbing: You reduce the penalty for climbing more quickly than normal by an amount equal to your mythic tier (minimum 0).

            – Climbing Defensively: By accepting a -20 penalty on your Climb check, you do not lose your Dexterity bonus to AC while climbing and you add a bonus equal to your mythic tier on Climb checks to catch yourself if you take damage while climbing. You reduce this penalty by an amount equal to twice your mythic tier.

            – New Exploit: Fast Climb: If you expend one use of mythic power, you can move at half your speed (instead of one-quarter your speed) when climbing for a number of rounds equal to your mythic tier. By accepting a -5 penalty, you can move at 3/4 your speed, and by accepting a -10 penalty you can move at your full speed.

            – New Exploit: Leaping Climb: If you move at least 10 feet while climbing, you can make an Acrobatics check to jump at any point during your movement and are considered to have a running start for that check. In addition, if you jump onto a wall or similar surface, you can cling to that surface at the height you reach at the highest point of your jump with a successful Climb check against the wall’s DC, adding a bonus equal to your mythic tier to the check. If you have movement remaining your jump, you can continue moving by climbing (with a successful Climb check) after your completing your jump.

            – New Exploit: One-handed Climb: By accepting a -10 penalty on your Climb check, you can keep one hand free while climbing, which you can use to wield a weapon or shield or for any other purpose.

            – Greater Exploit: Let Go: As a standard action, you can momentarily let go of a surface on which you are climbing, taking any standard action you wish, even if it requires one or both hands, and then attempt to re-establish your hold on the climbing surface. This functions like catching yourself when falling, but the DC is only equal to the wall’s DC +10 (or +5 if you are on a slope). If you expend one use of mythic power, you may add twice your mythic tier as a bonus on your Climb check to catch yourself.

            – Greater Exploit: Wall Runner: During any movement, you can make a Climb check against the wall’s DC to move across a wall, slope, or vertical surface at up to one-half your speed, or at your full speed if you have both hands free. If you do not reach a horizontal surface by the end of your turn, you must make a Climb check as if to catch yourself when falling. If you expend one use of mythic power, you can spider climb for a number of rounds equal to your mythic power.

And who gets to use mythic skills? Mythic Skills provides you with a sliding-scale framework of prerequisites, including skill ranks, Skill Focus, skill-enhancing feats like Persuasive and Stealthy, and mythic versions of those feats. The more skill feats you have, the fewer ranks you need to qualify for mythic skill exploits, and that’s even more true if you have the mythic version of Skill Focus or a skill-enhancing feat. However, if you have enough skill ranks you don’t need skill feats at all, or (if you use the optional rule) even to be a mythic character.

These exploits represent those people who have trained and honed themselves to such an extreme that they can achieve amazing feats, and even duplicate magical effects. The idea behind Mythic Skills is to make skills an area that you can build up and scale up throughout the course of your career the same way a magic-using character, and to a lesser extent a martial combat-focused character, have always been able to do. Dilettantes and jacks-of-all-trades rejoice! Mythic Skills is for you!

And it’s available right now on the Legendary Games webstore!

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Not MORE, just BETTER- MYTHIC SKILLS preview #1!

When the mythic rules for Pathfinder came out, we had new mythic paths, mythic monsters, mythic spells, mythic feats, mythic magic items… a little of everything! However, there was one part of the rules that kind of fell by the wayside: SKILLS! Until now…

Mythic Skills cover

In class-based role-playing games, skills often play a secondary role. They may be simply descriptive of a character’s background, heritage, or training before entering the adventuring profession. Some heroes were once farm boys or sailors, others merchant or guild apprentices, and others well-educated noble scions, and their skills reflect that background. Skill systems vary from the simple to the robust, but even the more elaborate skill systems tend to wane in importance throughout the life of a campaign, as magical substitutes for mundane skills become commonplace. At middle and upper levels, magical solutions are generally easily affordable and more reliable than relying on common skills. Some skills retain their importance, especially those that help facilitate or avoid ambush and surprise, and those required to craft, use, or identify magical items, while others recede. With the accelerated power curve in a mythic campaign, this is even more likely, especially given that the official mythic rules do not address mythic skills at all, aside from the usual array of skill-boosting feats.

 

Mythic Skills introduces a system of skill exploits that take the basic tasks your skills allow you to perform and dials them up to amazing levels. In addition, every skill in the Pathfinder Roleplaying Game Core Rulebook also gets brand-new skill exploits, as well as greater exploits that only the most skilled masters would even attempt. This system allows your characters to focus on their skills as a key part of their character construction and to invest more of their character’s abilities in their character itself, rather than the character’s gear or magical tools. You can use these rules generally with mythic characters, allowing them to attempt all manner of skill-based exploits, or you can limit the ability to pull off these amazing skill stunts to those mythic characters that have really invested in making their skills a key part of their character’s identity. The mythic rules offer an opportunity to magnify what makes a character special, and the skills they choose to hone as part of their background narrative and throughout the course of the campaign should be just as important in defining them as their marvelous magic and fabulous feats. With Mythic Skills in your hands, your skills will be just as spectacular!

 

This book should be available TOMORROW, but we’ll be posting up a second preview later today showing what these skill exploits look like in play!

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