These are to complement the class features written by Matt, with great admiration!
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!
NEW MYTHIC AGENT CLASS FEATURES
Mythic Ploy (Additional) The agent gains a second ploy. They gain abilities from this ploy at their class level -6, but these function at their full class level.
Mythic Ploy (Power) The agent possesses a mythic prowess in their ploy. They add their mythic tier to their professional level when determining the effects of their ploy abilities (though this does not impact what abilities they have access to at each class level).
When a ploy has an effect that lasts one time unit (1 round, minute, hour, or other), it lasts an additional number of time units equal to ½ the agent’s mythic tier (minimum 1).
If an ability requires allies to be within a range or being able to see and hear the agent (such as many conspiratorial ploys), the allies can continue benefitting from the ability for a number of rounds equal to the agent’s mythic tier after they go out of range of the agent and/or are unable to see or hear the agent. If an ally re-enters the agent’s range or line or sight before this time expires, the time resets.
If an ability would require the agent to expend skill leverage (included the ploy’s 14th-level addition to the always a clue ability), the agent can use that ability without expending skill leverage for a number of times per day equal to ½ their mythic tier (minimum 1).
In addition, a mythic ploy can grant additional abilities, as follows. If the agent has more than a ploy, they may take this mythic class feature more than once. Each time they do, they may improve a different ploy.
Mythic AgilityArPC Ploy
Thrilling Engagement: The agent can use discerning strike on the target whenever the agent or the target is using any movement type (including gliding through an element).
Swift of Foot: The agent doesn’t lose their extra speed when carrying a medium load. At 10th tier, the agent retains the extra speed even when carrying a heavy load.
Mythic Bravado Ploy
Distracting Attack: The agent adds their mythic tier to their Bluff or Intimidate check, and the distracting effect lasts for a number of rounds equal to ½ their mythic tier (minimum 1).
Mythic DeadeyeArPC Ploy
In My Sights: The agent can ignore improved cover when using successfully the in my sights ability. By expending one use of mythic power, the agent can ignore total cover too.
Comprehend: The agent adds their mythic tier to all Knowledge, Perception, and Sense Motive skill checks attempted against their target.
Ricochet Shot: If the agent hits the second target, they can ricochet the shot again to a third target, with a -10 penalty on the attack. The agent can apply the effects of discerning strike to the first target as normal.
Mythic Discipline Ploy
Shrink Away: The agent doesn’t need to make an Acrobatics check to squeeze in an enemy’s space. The agent also doesn’t take any penalties on their attack rolls or AC for squeezing.
Inside Fighting: The agent adds ½ their mythic tier (minimum 1) to the target’s penalty.
Clever Technique: The agent adds their mythic tier to their Escape Artist check or combat maneuver check.
Mythic Imposture Ploy
Misleading Attack: The agent doesn’t take a penalty on their Sleight of Hand check for not slowing down. If the agent makes a Sleight of Hand check to shift the blame, the target is not granted any bonus on their saving throw, and is not immune to the misleading attack ability after attempting a saving throw.
Subtle Setup: The target’s penalties double.
Swift Setup: The agent needs not have an Improved feat for the combat maneuver they choose to attempt. At 5th mythic tier, the agent can attempt any combat maneuver, even if it is not on the list.
Consistent Story: A creature that is a victim of the consistent story ability automatically fails at all Perception checks against the Disguise and Sleight of Hand checks of the agent and the agent’s apparent allies and at all Sense Motive checks against lies the agent or the agent’s apparent allies tell that are believable given their appearances, for a number of hours equal to the agent’s mythic tier.
Mythic InstigatorArPC Ploy
Taunting Glower: The agent can use the taunting glower ability without expending martial focus for a number of times per day equal to ½ their mythic tier (minimum 1).
Brutalize: When using the brutalize ability, the agent treats any discerning strike damage dice that roll a 1, 2, or 3 as if they had rolled a 4 instead.
Salt the Wound: Whenever the agent successfully uses a devious technique on a target, the agent may use a boast as a free action, or two as an immediate action.
Mythic Silence Ploy
Vanish Into the Crowd: If the agent loses cover or concealment while they are using Stealth, the agent does not break Stealth due to being revealed for a number of rounds equal to ½ their mythic tier (minimum 1).
Trip Up: The target cannot move from its current place for a number of rounds equal to ½ the agent’s mythic tier (minimum 1).
Efficient Infiltration: After hitting with discerning strike, the agent can apply two devious techniques, one of which must be a technique specific of the silence ploy.
Mythic Ploy (Selection) Once each day, the agent selects one ploy to replace the one they currently possess. They lose the replaced ploy’s abilities and gain the selected ploy’s abilities until they choose to replace them again.
Mythic Conspiracy (Additional) The agent gains a second conspiracy. They gain abilities from this conspiracy at their class level -6, but these function at their full class level.
Mythic Conspiracy (Power) The agent is mythically adept with their conspiracy. They add their mythic tier to their agent level when determining the effects of their conspiracy abilities (though this does not impact what abilities they have access to at each class level).
If a coordinated combat option requires an ally or another creature to have succeeded at a check or successfully used an ability since the end of the agent’s last turn, the ability now functions if the creature has succeeded at a check or successfully used an ability within 1 round for every mythic tier the agent possesses.
If an ability would require the agent to expend skill leverage, she can use that ability without expending skill leverage for a number of times per day equal to ½ her mythic tier (minimum 1).
In addition, a mythic conspiracy can grant additional abilities, as follows. If the agent has more than a conspiracy, they may take this mythic class feature more than once. Each time they do, they may improve a different conspiracy.
Mythic Censorship Conspiracy
Web of Secrets: The agent can gather information about a magic item, spellcaster, magical phenomenon, or creature with magical abilities within two week’s travel of the local settlement.
Mythic Collusion Conspiracy
Web of Secrets: The agent adds their mythic level to their Diplomacy check.
Mythic PropagandaBuG Conspiracy
Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage apply for 1d6 rounds after the effects of their performance talents expire.
Mythic ReconnaissanceBuG Conspiracy
Web of Secrets: The agent can select two settlements, structures, or hexes of wilderness to benefit from this ability.
Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage apply for 1d6 rounds after the ally or the target leave the agent’s pathing.
Mythic Revolt Conspiracy
Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage apply as long as the target is affected by any mind-affecting effect, even a harmless one.
Mythic Treachery Conspiracy
Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage also apply when the target has an anger condition or is in the agent’s threatened area.
Mythic Conspiracy (Selection) Once each day, the agent selects one conspiracy to replace the one they currently possess. They lose the replaced conspiracy abilities and gain the selected conspiracy’s abilities until they choose to replace them again.
Mythic Devious Technique (Single) Single mythic devious techniques grant specific abilities, as follows.
Sensory Shutdown: A creature can be affected by the sensory shutdown ability for a number of additional times per day equal to the agent’s mythic tier.
What Were We Doing?: If the agent reduces the creature’s hit points to 0 or lower, the creature must roll the saving throw against this ability three times, taking the lowest of the three results.
Nessun commento:
Posta un commento