[Pathfinder] Mythic Adventures- Mythic Path Ability Implementation QA
The following path abilities require implementation to be fully functional. For simplicity's sake, I've copied and pasted the relevant part of the ability description (irrelevant parts that were cut are marked with a SNIP. I will put any additional commentary/notes in parentheses at the end after the description.
Additional Call: You learn an additional guardian’s call ability. You can select this ability twice. (The guardian's call is keyed up in PC gen as Mythic Path Feature, so this path ability would grant an extra one of the Mythic Path Features.)
Additional Order: You learn an additional marshal’s order ability. You can select this ability twice. (Notes for this are as the same as the Additional Call)
Additional Trick: You learn an additional trickster attack ability. You can select this ability twice. (Notes for this are the same as the Additional Trick)
Arcane Knowledge: You can use divine power to cast a small number of arcane spells.Choose three 1st-level spells from the sorcerer/wizard spell list or three 1st-level spells from the bard spell list. You can add those spells to your list of spells that you can prepare each day. You can select this ability up to three times. Each time you select it, you choose three more spells from the same class’s spell list (sorcerer/wizard or bard), and the highest spell level you can select from increases by 1 (up to 2nd level the second time and up to 3rd level the third time). You must be a cleric or druid to select this ability.
Arcane Metamastery: As a swift action, you can expend one use of mythic power and pick any one metamagic feat you know that increases the slot level of the spell by 0 or 1 levels –SNIP-You can select this ability more than once. Each time you select this ability, the maximum spell slot level increase of the metamagic feat you can choose goes up by 1, to a maximum of 4.
Arcane Potency: Choose one of your arcane spellcasting classes. You gain four bonus 1st-level arcane spell slots for that class (like the bonus spells gained from a high ability score). This ability doesn’t change your number of spells known. You can select this ability more than once. If you choose the same arcane spellcasting class a second time, you gain four bonus 2nd-level spell slots; if you choose it again, you gain 3rd-level slots for choosing it a third time, and so on. This ability can’t grant you bonus spells for a spell level that you don’t have the ability to cast.
Armor Master: You don’t take an armor check penalty or incur a arcane spell failure chance when wearing light armor or using a shield (including a tower shield). In addition, the maximum Dexterity bonus of light armor doesn’t apply to you. You can select this ability up to three times. The second time, it also applies to medium armor. The third time, it also applies to heavy armor.
Armored Might: You treat the armor bonus from your armor as 50% higher than normal, to maximum increase of half your tier (minimum 1). For example, if you are 4th tier and wearing +2 breastplate, you treat the armor’s +6 armor bonus as +8 (50% of +6 is +3, limited to +2 by half your tier).
Blessed Companion: Select one animal companion, eidolon, familiar, or bonded mount. It gains DR 5/epic. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it’s taken, the DR increases by 5.
Bloodline Intensity: Your mythic power intensifies your sorcerer bloodline. Select an additional bloodline feat from your bloodline’s list of feats. You must meet the prerequisites for that feat. SNIP
Climbing Master: You gain a climb speed equal to your base land speed and a +8 racial bonus on Climb checks. If you already have a climb speed, your base climb speed increases by 30 feet. –SNIP-
Clown: As a standard action, you can expend one use of mythic power to make one creature laugh uncontrollably, as the hideous laughter spell. The saving throw against this effect is equal to 10 + your tier + your Charisma modifier. If you aren’t in combat when you use this ability, it can affect any number of creatures in a burst with a radius of 10 feet per tier. (The save DC, including ability focus, and radius calculations are the thing here)
Companion Power: You can imbue your bonded creature with your own mythic nature. Select one animal companion, eidolon, familiar, or bonded mount. This creature gains any one guardian path ability as if it were a 1st-tier guardian. If that ability can be used only by expending mythic power, your companion can instead use the ability three times per day.
Critical Master: -SNIP-This ability can be selected twice. The second time it is selected, it also applies to mythic creatures
Divine Source: You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don’t receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you’re a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains (see the Advanced Player’s Guide) to your list each time and adding their spells to the list of those that you can cast.
Elemental Bond: You are connected to one of the elemental planes. Select one elemental plane: air, earth, fire, or water. Whenever you cast a spell with a descriptor matching that plane, add your tier to your caster level for that spell. You gain resistance 10 against an energy type associated with your chosen plane—electricity for air, acid for earth, fire for fire, and cold for water. At 6th tier, this resistance increases to 20. At 9th tier, this resistance increases to 30.
Eldritch Flight: You gain a bonus on Fly checks equal to your tier. As a standard action, you can expend one use of mythic power to f ly (as the f ly spell) for a number of minutes equal to your tier. At 6th tier, you instead gain a supernatural f ly speed of 60 feet (40 feet if you wear medium or heavy armor, or are carrying a medium or heavy load).
Enhanced Ability: You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score.
Enduring Armor: You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. –SNIP-
Extra Mythic Feat: You gain an extra mythic feat. You can take this ability a number of times equal to half your mythic tier (minimum 1). Each time you do, you gain another mythic feat.
Fast Healing: As a swift action, you can expend one use of mythic power to gain fast healing 5 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier or higher. Each additional time you take this ability, the fast healing increases by 5.
Farwalker: The boundaries of the Material Plane mean little to you. You can plane shift once per day, using double your tier as your caster level. You can take this ability twice. When you take it a second time, you can use this ability three times per day.
Flexible School: Select one wizard arcane school that is not your arcane school. You gain powers from that arcane school, treating your tier as your wizard level for the purposes of these powers. Once you have chosen the arcane school, it cannot be changed. You cannot select an arcane school that is one of your opposition schools. You must have the arcane school class feature to select this ability. You can choose this ability up to three times, each time selecting another arcane school other than your own.
Impervious Body: You gain DR 5/epic. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it’s taken, the DR increases by 5.
Impervious Companion: You can make your bonded creature more resistant to damage. Select one animal companion, eidolon, familiar, or bonded mount. This creature gains any epic damage reduction that you gain from the impervious body path ability. You must have the impervious body path ability to select this ability.
Impossible Speed: Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
Indomitable: Select one of the following conditions: bleed, blinded, confused, dazed, deafened, entangled, fatigued, frightened, shaken, sickened, or staggered. You are immune to that condition. Greater and lesser versions of the selected condition (such as panicked, a more powerful version of frightened) still affect you.
Knowledgeable Guardian: Add double your tier as a bonus on Knowledge checks you attempt to identify monsters, including checks made to learn any special powers and vulnerabilities. –SNIP-
Legendary Item: You gain a legendary item (see page 169). This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
Many Forms: You can alter your appearance at will as if using alter self. You can expend one use of mythic power to change shape as if using polymorph, with a duration of 1 minute per tier. Your caster level for this ability is a number equal to 10 + your tier. At 6th tier, the duration of the polymorph ability increases to 10 minutes per tier.
Mythic Hexes: snip You must have the hex class feature to select this ability. You can select this ability twice. If you select it a second time, it also affects your major hexes.
Mythic Presence: SNIP Creatures with a mythic tier or rank equal to or less than your tier are unaffected if they succeed, and are shaken for 1 minute if they fail. Creatures with a mythic tier or rank higher than yours are unaffected by your mythic presence. The Will save against your mythic presence equals 10 + your tier + your Charisma modifier. This ability lasts for 1 minute and has a range of 30 feet.
Mythic Sight: When you take this ability, you gain blindsense out to a range of 30 feet. You can take this ability twice. The second time you take it, you can see illusions and magical deceptions for what they truly are, as if using true seeing. This ability doesn’t apply to illusions and magical effects that were cast by other mythic creatures or that are affecting other mythic creatures. If this ability is dispelled, you can resume it as a free action.
Mythic Weapon Training: Select one group of weapons from the list of fighter weapon groups. You gain proficiency with all weapons in this group. If you possess a feat such as Weapon Focus that requires you to choose a kind of weapon, you can instead apply the effects of that feat to all weapons from that weapon group. When wielding a weapon from that group, add a number equal to your tier to your CMD against disarm and sunder attempts made against that weapon. You can select this ability more than once. Each time you select this ability, it applies to a different weapon group.
Overcome Curse Effects: You are immune to curse effects. –SNIP- (An Immunity to Curses would be good here.)
Pierce the Darkness: You gain permanent darkvision with a 60-foot range, as the universal monster ability. If you possess darkvision, the range increases by 60 feet.
Precision: Your deadly attacks are far more likely to hit their target than those of others. Whenever you make a full attack, your attack bonus on the additional attacks you gain by having a high base attack bonus is 5 higher. This ability can’t give any of these attacks a higher attack bonus than your base attack bonus. For example, a 12th-level fighter normally has a base attack bonus of +12/+7/+2; with this ability, his base attack bonus is +12/+12/+7. This ability doesn’t reduce the penalties from two-weapon fighting or other situational penalties on attack rolls (such as Combat Expertise, Power Attack, fighting defensively, or harmful conditions). You can select this ability more than once. Each time you select it, the attack bonus on additional attacks increases by another 5.
Sleepless: You no longer require sleep, don’t become fatigued or exhausted from lack of sleep, and are immune to sleep effects. –SNIP- (Immunity to Sleep is all that’s needed here.)
Swimming Master: You gain a swim speed equal to your base land speed and a +8 racial bonus on Swim checks. If you already have a swim speed, your base swim speed increases by 30 feet. You can hold your breath for a number of minutes equal to 10 × your Constitution score, but afterward you must succeed at checks as normal to avoid drowning. If you expend one use of mythic power, for 1 hour your base swim speed increases by 10 feet per mythic tier.
Okay, some of these requested items would be much easier to implement with the Formula Parser (Yay, an up vote to get that completed faster )
Armor Master, not much I can do at this time. Affecting those values is not easy. Pushing off for the Formula Parser which can do this
Armored Might - same needs formula parser - I can't easily grab the value of the Armor today and work it different.
Flexible School: needs a lot of work to use.
Knowledgeable Guardian: not sure what is being requested here.
Mythic Weapon Training - uhg, not going to attempt that without the formula parser re-work.
Blessed Companion: No method to limit to one companion... if the master has 2 or more the affect would hit both. This would require some thought.
Impervious Companion: Same as above, it's an all or none proposition.
Companion Power Same as above
Precision: Impossible to do without the Formula Parser. We can't alter down stream iterations in the code today.
Arcane Knowledge: this will be a 2nd pass look. These scaling tiers is not fun.
My goodness... quite the list.
Please append the following ability to the list:
Armored Might: You treat the armor bonus from
your armor as 50% higher than normal, to maximum
increase of half your tier (minimum 1). For example, if
you are 4th tier and wearing +2 breastplate, you treat the
armor’s +6 armor bonus as +8 (50% of +6 is +3, limited to
+2 by half your tier).