Time of Deific Troubles
This campaign we will use a modified version of the Mythic rules.
|1||-||1st||Hard to kill, Miracle, Deific Power, Surge +1d6|
|5||-||3rd||Deific saves, Surge 1d8|
|6||1||-||Force of will, Domain|
Feats: Feats are chosen from the mythic feat list. Any feat that do not augment a path level can be chosen. Any feat that would modify mythic power
will also modify Deific power.
Mircales: Beginning at 1st tier you tap into your divine power and can create miracles. These miracles can mimic spells or abilities. You must spend deific power to create a miracle. See Miracles for further details.
Deific Power (Su): Deific 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 deific power equal to 3 plus double your deific tier (5/day at 1st tier, 7/day at 2nd, etc.).
This amount is your maximum amount of deific power.
If an ability allows you to regain uses of your deific 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 deific 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.
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.
Amazing Initiative (Ex):
At 2nd tier, you gain a bonus on initiative checks equal to your tier.
In addition, as a free action on your turn, you can expend one use of deific 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.
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 deific 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 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 deific power or any deific abilities that are limited to a number of times per day.
Domain (Su): Starting at 4th level you become closer to your former godly self, and remember who you were. You start to gain access to a domain based on your belief.
Deific Saving Throws (Ex):
At 5th 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 deific source (such as a creature with a deific tier or deific ranks).
If you fail a saving throw that results from a deific source, you take the full effects as normal.
Force of Will (Ex):
At 7th tier, you can exert your will to force events to unfold as you would like.
As an immediate action, you can expend one use of deific power to reroll a d20 roll you just made, or force any non-deific
creature to reroll a d20 roll it just made. You can use this ability after the results are revealed.
Whoever rerolls a roll must take the result of the second roll, even if it is lower.
Unstoppable (Ex): At 8th tier, you can expend one use of deific 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, paralysed, 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.
At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed.
When you return to life, you aren’t treated as if you had rested, and don’t regain the use of abilities that recharge with rest until you next rest.
This ability doesn’t apply if you’re killed by a coup de grace or critical hit performed by either a deific creature (or creature of even greater power)
or a non-deific creature wielding a weapon capable of bypassing epic damage reduction.
At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.