1st-Tier Path Abilities: deadly dodge, defensive move, master of escape, treacherous critical, 3rd-Tier Path Abilities: fickle attack, mirror dodge. Mythic Path: (Often referred to just as a “path.”) The theme of a character’s mythic abilities is determined by her mythic path—archmage, champion, guardian, hierophant, marshal, or trickster. Mythic Heroes. If you use this ability again, any previous use immediately ends. If your check equals or exceeds the creature’s CMD, you can give the creature an order that lasts up to 1 round. Classes: Members of any class that relies on skills would make good tricksters, as would those who heavily utilize ranged combat or magical methods of subterfuge. As a standard action in combat, you can expend one use of mythic power to attempt a steal combat maneuver check against each creature within your reach that you choose, without provoking attacks of opportunity. For example, you could attempt an Acrobatics check in place of a Stealth check because both skills are based on Dexterity. Damage from this attack bypasses damage reduction. Trickster: "Skill, training, and savvy make the trickster the master of the impossible—defying unbeatable obstacles and traps, tricking the wise, and hitting otherwise unattainable targets." You can select these path abilities at any tier. Whenever you use Disable Device to disarm a trap or open a lock, doing so is only a move action and doesn’t provoke attacks of opportunity. If you hit and the target is flat-footed, deal damage as normal. If you expend one use of mythic power when attempting to use this ability, the duration of your control increases from rounds to an equal number of minutes. Wall Run (Ex):When you move, you can travel across vertical surfaces as if they were floors. When telling a lie, you can expend one use of mythic power to make the lie indiscernible from the truth by both Sense Motive and magic. 1st-Tier Path Abilities—deadly dodge, shadow stealth, supreme stealth, treacherous critical; 3rd-Tier Abilities—fickle attack, vanishing move; 6th-Tier Abilities—precision critical, slayer's cyclone. We’ve been putting mythic characters into the world of Golarion for years, well before we designed the rules in Mythic Adventures! For example, a 10th-level rogue, 6th-tier trickster uses this ability after dealing 5d6 points of sneak attack damage to a foe. If you succeed, you end one such condition on yourself (your choice), though this doesn't make you immune to similar effects from the same source (such as moving through black tentacles or web). The GM might rule that instead of reducing the amount of time needed, using the skill takes the normal amount of time but the critical success results in some other added benefit, depending on the skill being used and the situation. The target must have at least one use of mythic power available. The GM can disallow certain uses of this ability when the skill can't possibly be applied to the task. When using a staff or wand, you may activate the item by expending one use of mythic power instead of one of the item's charges. If your Use Magic Device check overcomes the DC to disable the trap by 5 or more, you can instead leave the trap in place, but change it so that you and your allies can bypass it. As a swift action, you can expend one use of mythic power to negate the Stealth check penalty for sniping for 1 round. The targets of these sneak attacks don’t need to be the same. Ancestral Anthologies Vol. For instance, you can’t bypass a trap you haven’t noticed. Transfer Magic (Su): Your mythic nature allows you to take magic from others as easily as you could take their gold. Trickster’s Volley (Ex): At 16th level, as a full-round action, an eldritch trickster can make a single ranged attack at her highest base attack bonus against any number of creatures in a 15-foot radius burst, making separate attack and damage rolls for each creature. You can use this ability on a given creature only once per day. 6): You can expend one use of mythic power to gain an insight bonus equal to double your tier to your AC against a single attack, or on your saving throw against a single effect.Using this ability is an immediate action taken after the result of the original roll is revealed. Each one suggests a variety of complementary path abilities, with different interpretations of what it means to be mythic master of surprise. Seen only when they choose to be seen, tricksters manipulate kings and peasants alike, usually without anyone sensing their influence. You can have this ability in effect on only one elixir, extract, or potion at a time. You don’t provoke attacks of opportunity from making ranged attacks. Subtle Magic (Ex): Whenever you cast a spell or activate a spell trigger or spell completion magic item, you can attempt a Bluff skill check opposed by a Sense Motive check from anyone that can see you. Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. Pathfinder Roleplaying Game: Mythic Adventures is a hardcover book that includes: Complete rules for playing mythic characters of six different paths: archmage, champion, guardian, hierophant, marshal, and trickster. If you expend one use of mythic power when creating a disguise to impersonate an individual, you can read that creature’s mind as if using detect thoughts with a range of 1 mile. An item the size of a potion or dagger can be stored or retrieved with a successful DC 20 Sleight of Hand check; the DC increases to 25 for an item roughly the size of a one-handed weapon. You can gain a maximum number of bonus d6s on your sneak attack damage in this way equal to your tier. | Fudge SRD You can also use a whip, lasso, spiked chain, or similar weapon to constrict an opponent. In order to do so, you must make a successful attack with the rope-like weapon, after which you can, as a swift action, attempt a grapple combat maneuver against that creature, adding your tier to your combat maneuver check. As a swift action, you can expend one use of mythic power to gain a +4 dodge bonus to your AC until the start of your next turn. Pathfinder has been good to Owlcat Games. | d20 Anime SRD The creature's creator or controller can't regain control during this time unless it also uses this ability. 1st-Tier Path Abilities—clown, combat trickery, improbable prestidigitation, no one of consequence; 3rd-Tier Abilities—combat saboteur, menacing whisper, perfect mimic, sardonic wit; 6th-Tier Abilities—class mimic. The designated creature keeps this bonus for up to 24 hours. Role: As a trickster, your role in the party is one of deception and manipulation. Whenever you feint, you can choose to feint against all opponents within 10 feet, using the same Bluff check for each opponent. Supreme Stealth (Ex): Choose one of the following senses: blindsight, scent, or tremorsense. Add half your tier to the caster level of potions, scrolls, staves, and wands you use. If the second target would be hit by what you rolled, you hit that target and deal damage as normal. If it would normally take a swift or free action, it instead takes no time at all. As a full-round action, you can make a single melee attack at your highest base attack bonus. You can use this ability on a given creature only once per day. The effect persists for 1 round per tier, during which time affected targets receive a +5 bonus on Perception checks to notice anything unusual within a 60-foot-cone in the direction you indicate and a –15 penalty on Perception checks to notice anything elsewhere. Once you start a performance, its effect continues whether or not the subjects can perceive you or the performance. Once per round when you roll a natural 20 on an opposed skill check against a mythic foe, you regain one use of mythic power. You gain the use of this class feature for 10 minutes per tier, using the level of the creature touched as your level for any effects based on level. FAQ. You can make a single combat maneuver check using your Bluff check modifier in place of your CMB. The third time, treat 1s, 2s, and 3s as the highest value. Trickster Source Mythic Adventures pg. Deadly Dodge (Ex): As a swift action, you can expend one use of mythic power to gain a +4 dodge bonus to your AC until the start of your next turn. As a swift action, you can expend one use of mythic power to retrieve and drink an elixir, extract, or potion. You may continue this process until you miss, attack an opponent that isn’t flat-footed, or attack an opponent you already hit this round. You are skilled at using potions and elixirs to aid you in any situation. The vertical surface must be capable of supporting your weight—for example, you couldn't move across a windowpane or curtain. Thereafter, every consecutive round that you deal sneak attack damage, add a cumulative +1d6 bonus on your sneak attack damage roll. You can have only one creature designated in this way at a time. Astounding Disable (Ex): Whenever you use Disable Device to disarm a trap or open a lock, doing so is only a move action and doesn't provoke attacks of opportunity. If the attack hits, attempt an opposed d20 roll against the target, adding your tier. This extended duration stacks with any other abilities that extend the duration of your performance, such as Lingering Performance. The DC for this check is equal to the save DC of the spell or effect that caused the condition. You can tie knots in rope with a flick of your wrist, and can do so from the far end of the rope. Improbable Prestidigitation (Su): You can attempt a Sleight of Hand check to hide or retrieve objects in a personal extradimensional space, similar to a glove of storing. | OGN Articles In addition, the magical auras of magical effects on you and magic items you carry (except for artifacts) can't be detected. If your movement doesn’t end on a horizontal surface, you fall at the end of your move unless you are able to remain in place using another ability (such as using the Climb skill to cling to a handhold). Whenever you’re adjacent to a creature that can’t see you (whether through Stealth, magic, or the creature being unable to see) but can hear you, as a swift action you can attempt an Intimidate check to demoralize that creature. You make near misses look like expert feints, and your efforts are rarely wasted. Home Afflictions/Hazards Classes Deities Equipment Feats Magic Items Monster Index Mythic Index NPC Index Prestige Classes Races Rules Skills Spells/Rituals Technology Traits Licenses Projects Sources Tools Contact Us Contributors Support the Archives When making a deadly throw, roll twice for the attack, take the higher result, and add your tier to the roll. Once you select an ability, it can’t be changed. If you expend one use of mythic power for each effect, you can bring with you a number of allies equal to your tier. While other tricksters work with subterfuge, you take a more direct approach. Once per round when you roll a natural 20 on an opposed skill check against a mythic foe, you regain one use of mythic power. Crime Spree (Su): As a standard action when not in combat, you can attempt two Sleight of Hand checks to take items from other creatures, but you take a –5 penalty on each check. Thwart Detection (Su): You can bypass magical constructs, spells, and traps that are meant to allow only certain creatures to move or act within their range. The trap‘s CR can’t be higher than your tier, and the trap remains in the place you designate for a number of hours equal to your tier. You can expend one use of mythic power to direct the attention of a number of creatures equal to your tier within line of sight toward a location or general direction you choose—and away from others. 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