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Arkwright
2013-10-31, 04:56 PM
I am playing in a Pathfinder campaign incorporating the Psionics hosted on D20pfsrd.com and the Mythic rules. It's mythic tier level-up time and I am trying to think of some possible Mythic versions of powers I tend to use a great deal. Here are some mythic powers the GM has approved.

Mythic Ectoplasmic Creation:
Mythic Ectoplasmic Creation
Discipline: Metacreativity (Creation)
Level: Shaper 1
Display: Material
Manifesting Time: 10 minutes
Range: 0ft
Effect: Creature? Something.
Duration: 1 hour/level
Saving throw: None; Power Resistance: No;
Power Points: 1
You shape raw ectoplasmic into a close fascimile of a living, breathing creature. Creatures available to be created are on the Wizard's list of possible familiars. Shapers may increase the realism of their fascimile by making a Craft: Alchemy check, which can be opposed by a Perception check DC equal to the Craft: Alchemy Check. Shapers may take 10 on this check.
Craft: Alchemy check - Minimum distance an opposing Perception check may be made
10 - 40ft
15 - 30ft
20 - 15ft
30+ - close inspection (~3ft) is required
Shapers with the Psicrystal Affinity feat may choose to implant their psicrystal into their created creature. Otherwise, the creature is treated as if subject to the Mindlink power with its creator, ending when Mythic Ectoplasmic Creation ends. Created creatures are not constructs but do not possess an intelligence score; instead, they are controlled by their manifester directly. A shaper may not create more than one creature at a time, and may direct their creature as a free action.
Augment You can augment this power in one or both of the following ways.
1. If you spend 8 additional power points, you may select from the list of Improved Familiars
2. By expending a use of mythic power, the shaper may manifest a power through the creature as if it originated from them
3. For every 4 additional power points you spend, you may create and maintain one additional creature concurrently.

Mythic Ectoplasmic Sheen:
Mythic Ectoplasmic Sheen
Base: rounds/level, one object or 10ft burst
Ref save or fall over prone (as per Ectoplasmic Sheen), or-
Cold: fort save or be fatigued
Fire: will save or be shaken
Sonic: fort save or be sickened
Electricity: ref save or be dazed
Every 2 power point augment: increase DC by 1, and
2 point augment: 30ft burst
6 point augment: Cold- or be exhausted; fire- or be frightened; sonic: or be nauseated; Electricity- or be stunned
Spend mythic twice: ref or be blinded; if mythic + 6 point augment, successful save still triggers the base condition

Mythic Skate:
Mythic Skate
Base: Mins/Level, +(20+tier*5)ft speed increase, less 10ft for incline more 10ft for decline, can skate up walls and ceilings
Alternate: +60ft speed increase, changed to rounds/level, incline does not matter
4 power point augment: hours/level
1 power point augment: extra person
6 power point augment: affect 10 willing creatures/level
8 power point augment: can skate on thin air, as per Air Walk
12 power point augment: can move through thin air, as per Wind Walk

The two powers I am trying to think up Mythic variants for are Defy Gravity (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/d/defy-gravity) and Time Hop (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/t/time-hop).

Does anyone have any suggestions for mythic versions of these powers which are cool, consistent with the fluff and not overpowered?

Thanks.