![]() On the 2nd mythic rank, those characters become closer to angels, gaining resist add 20, resist cold 20, and an immunity to pertification. Those characters can use this ability 3 times per day plus one extra time for each mythic rank beyond the first. This ray heals allies for 4d6 plus 2d6 per mythic rank points of damage or deals the same amount of damage to enemies. Mythic characters that draw their power from Good gain an ability to unleash a ray of heavenly light, targeting an ally or a foe within 50 feet as a ranged touch attack. On the 2nd mythic rank, those characters become closer to demons, gaining resist electricity 20 and an immunity to poisons. It counts as cold iron and magic for the purposes of overcoming damage reduction. This attack is made with a -5 penalty and deals 1d8 plus 1-1/2 times their strength modifier points of piercing damage. ![]() ![]() Mythic characters that draw their power from the Abyss grow a pair of horns, gaining a gore attack. On the 2nd mythic rank, those characters become more creative, gaining a +3 circumstance bonus to all skill checks. Those characters can use this ability 3 times per day. ![]() Those copies last for 1 minute per mythic rank and act like mirror image spell, protecting from the character from attacks. Mythic characters that draw their power from Chaos gain an ability to unleash a create 3 illusionary copies of themselves. Relationships with your companions, who are helping you by being your councilors in the Crusade, will be affected as well. Your mythic path will also have a great influence on Crusade Army, depending on your actions and alignment, some allies might join or leave the Crusade, triggering various outcomes later in the game. Note: Only the main character can choose the mythic path. Mythic levels only upgrade in certain main quests. You can still reach level 20 of your ordinary class while having mythic levels. Note: The mythic levels do not mix with your ordinary character levels.
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