Myth


Level KXP Myth     Legend
123 456 78 [1]
1 0 1-- --- -- [-]
2 5 2-- --- -- [-]
3 15 21- --- -- [-]
4 30 22- --- -- [-]
5 50 221 --- -- [-]
6 75 222 --- -- [-]
7 150 222 1-- -- [-]
8 300 222 2-- -- [-]
9 600 222 21- -- [-]
10 1000 222 22- -- [-]
11 1400 222 221 -- [-]
12 1800 222 222 -- [-]
13 2200 222 222 1- [-]
14 2600 222 222 2- [-]
15 3000 222 222 21 [-]
16 3400 222 222 22 [-]
17 3800 332 222 22 [-]
18 4200 333 322 22 [-]
19 4600 333 333 22 [-]
20 5000 333 333 33 [-]
21 5400 443 333 33 [-]
22 5800 444 433 33 [-]
23 6200 444 444 33 [-]
24 6600 444 444 44 [-]
25 7000 554 444 44 [-]
26 7400 555 544 44 [-]
27 7800 555 555 44 [1]
28 8200 555 555 55 [1]
29 8600 665 555 55 [2]
30 9000 666 655 55 [2]
31 9400 666 666 55 [3]
32 9800 666 666 66 [3]
33 10200 776 666 66 [4]
34 10600 777 766 66 [4]
35 11000 777 777 66 [5]
36 11400 777 777 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Str 17, Dex 8, Con 17, Int 8, Wis 17
Alignment: any
HD/level: & 2d4
Weapon Prof.: 8+level
To Hit Table: Rog
Save Table: 2xRog
Reference: DM {Reduced Legend}
Groups: Rogue, Concordant (x1)
 
Gets Exceptional Str, Dex, and Con.
Gets 50 Rogue points per level.
Gets Myth spells, see Myth spell table (next page). Gets Legend spells starting at level 27, see [PC7].
Level 27: You attack or defend as a x2 being. (toggle this using 1M or 1T action.)
 
Lvl Myth Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Move Silently + Hide In Shadows together | Can backstab to someone's flank | Dimension Door V 20 Dex-12 Dex-14
1 Find/Remove Abjuration/Protection ("Twist") | All of the same effect on 1 target | All of the same effect in your group V 10 Int-13 Int-15
1 Any 2nd level Rogue ability (This is not a typo.) - - - -
2 Monster Summoning DL I || DL II || DL III || DL IV || etc. (2 pipes each) M 50 Wis-16 Wis-17
2 Any 2nd level Rogue ability - - - -
3 Blink | Blink Away Randomly (no parting shots) | Teleport (no delay) to random place within 10 miles 0 0 Con-22 Con-25
3 Any 2nd level Rogue ability (This is not a typo.) - - - -
4 +rating/25 TH | +rating/20 AC | +rating/15 max hp (lasts 1 turn) P 0 Str-32 Str-33
8 Dimension Fold or x1 Special of Proof vs. Teleportation | Find/Remove Teleport Redirection/Protection (borrow the F action as you are grabbed/stopped) | Create/Destroy Gate F or bF 0 Chr-40 Chr-45
16 (Use 1/turn max) Can convert 1V->1IV or 1Z->1IZ (instantaneous actions), one time per 50% made this turn. 0 0 Wis-49 Wis-50
20 Any 1st level Legend ability (see [PC7]) - - - -
24 Innate Deflection | Radiation | Magic | Psionic ||||||| Concordant (extra | for Reflection) bS 0 Con-45 Con-50
32 Any 1st level Unique ability (see [PC7]) - - - -

Myth


Myth Spells

Level # Spell
1 1 All your effects with saves require two saves (pick worst result)
1 2 Can use 3V /s instead of standard actions per segment
1 3 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
1 4 Your Personality score = Con+Int+Wis+Chr+Level.
1 5 Immune to Coup de grace and Mind Reading / ESP
1 6 1P: Lower all x0 and x1 effects on you and 1 target in your group
1 7 +1 V action
1 8 Immune to Rainbow Silver effect
1 9 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
2 1 Material componenting spells (Wizard or Priest) costs you only ½V action
2 2 0, LVL/d: One target gets -10*LVL% to any one resistance other than GR, aGR, XR, or aXR
2 3 Immune to Harm and Causeall
2 4 0, 1/d: Choose a die roll you make.
2 5 1M, 1/d: Use Psi1, 2, 9, or 18 Minor, PSPs=LVL*10
2 6 Can target yourself two times for twice the effect (magic or psi)
2 7 Resist Time
2 8 (LVL)F, 1/d: Create an item worth LVL*100 item XP or less.
2 9 +LVL A actions
3 1 +1 to F factor in Custom2 without paying for it (see [PC6])
3 2 1M, 1/d: Cast 4th lvl Wiz or 3rd lvl Pri spell (does not Twilight you)
3 3 1M: Dispel Innate
3 4 +1 F action
3 5 0, 1/d: Ignore someone's resistance or double resistance to something
3 6 1F, 1/d: Target effect, with multiplier of x2 or greater, is lowered by 1 multiplier (Effects of x9 or greater ignore this.)
3 7 1M, 1/d: Mini Fury (Do LVL QM actions only for magic or psi, at the end of the effect, you are Crapped and Set)
3 8 0, 1/d: Reset self, you will not get your next Natural Reset.
3 9 Duplicate one 1st level Boss or Sidekick spell
4 1 Duplicate one 1st-2nd level Boss or Sidekick spell
4 2 Get 2 Resets per Reset (doesn't stack w/self, one of them is an Artificial Reset)
4 3 +LVL*20% distributed among RMPIWR
4 4 1F, 1/h: Locate Person/Object
4 5 1F, 1/h: Speak with Person (Tongues)
4 6 1V: Magic Jar
4 7 Immune to effects that specifically affect your race (Arrow of Slaying, etc.)
4 8 Always do at least 1 damage as long as you hit, regardless of immunities / WR / pro weapons / etc.
4 9 1V: Lower one x0 effect. 1P: Lower one x1 effect.
5 1 Pick magic, psi, radiation, or innate. Your effects of that type give half blahR (normal and irreducible; unadjustable blahR's are not affected)
5 2 0, 1/s: Have a LVL% chance per segment of being able to attack a Familiar even if it's immune (the Familiar will know you're doing this even if you fail)
5 3 Time/Reality Stability
5 4 1V: Lower all x0 effects on 1 target. 1P: Lower LVL x1 effects on 1 target.
5 5 1M: Roll 1d50-20. After rolling and seeing the result, you may disable that Psionic frequency in the area for 1 turn (treat as a x1 Special).
5 6 1M, 1/d: Contact Higher Plane (not Other; this is the version that has a chance of insanity)
5 7 +1 Opp action (if Opposing actions are pixelated, gives +1QS instead)
5 8 Can trade a Myth SL N for N Myth SLs. This effect also gives you 2 SLs of Myth spells.
5 9 1S: Lower LVL x1 effects in the same group.
6 1 Material componenting spells (Wizard or Priest) costs you only ¼V action
6 2 0, 1/d: For 1 turn, casting multiple Wishes/Miracles doesn't harm MF in the area
6 3 1M, 1/d: Cast 5th lvl Wiz or Pri spell
6 4 1M: Disable all non-Rogue classes in your group (RSW save for each class)
6 5 Resist one element of E=LVL or less (change at reset)
6 6 Immune to 0th-3rd level spells of one school or sphere
6 7 You may mix this class with any other single class, that is itself not in a mix. Uses the 50% version of mixed classing.
6 8 0: Zero & Opposing actions cannot be used in your group.
6 9 1bF: Counterspell
7 1 0, 1/d: Avoid Fate of x2 multiplier
7 2 Duplicate one 1st-4th level Boss or Sidekick spell
7 3 1F: Sever Warden / Brass Gnat / ProtoLich's power connection (Will save)
7 4 1M: Target loses this segment's actions (RSW save)
7 5 1P: You and target cannot use F, S, M, or Opp actions (target gets RSW save)
7 6 1V, 1/t: Choose Future
7 7 You can use +1 segment /r (i.e. you get a segment 11)
7 8 Reduced time paradox/oddities while time travelling
7 9 0, 1/t: Counter a Counterspell
8 1 1 Reset of F actions, 1/w: Create a LVL*1000 item XP magic item
8 2 +3 HNCL for purposes of qualifying for Concordant classes
8 3 1V, 2/d: Drop or add a class (even during combat)
8 4 1 Reset: Mordenkainen's Magnificient Mansion (permanent)
8 5 Duplicate 4 SL's of Mortal0 spells
8 6 +LVL*5% XR
8 7 1F, 1/d: Target Myth loses Myth class & all spells (Will save)
8 8 1F: Dominate target creature (Will save)
8 9 1bF, 1/d: Capital O Object
Legend 1 (11) 1 All your effects have no save (incl. Scarab/Pro)
Legend 1 (11) 2 Can instead use LL/2 (round up) F actions /s
Legend 1 (11) 3 1M,1/d: Cast 10th lvl Wiz or 8th lvl Pri spell
Legend 1 (11) 4 Immune Ego/Domination of mult = to LL or less
Legend 1 (11) 5 Immune Head Blown Off, slain, crapped, Extract
Legend 1 (11) 6 1V: Lower all x1 effects on 1 target
Legend 1 (11) 7 +LL S actions
Legend 1 (11) 8 Truename is unreadable to mult = to LL or less
Legend 1 (11) 9 0,LL/d: One target gets -10*LL% irrBlahR (MPIRR)