EZG reviews Mythic Minis: Hierophant Path Abilities
This Mythic Mini clocks in at 3 pages, 1 page front cover, 1 page SRD, 1 page content, so let’s take a look, shall we?
This time, we’re all about hierophant path abilities, so let’s check this out!
We kick off the pdf with 3 1st tier abilities, first of which would be the ability to cultivate potion-like plants. Unlike regular potions, depending on your mythic tier, you can expand these to include metamagic effects and increase their potency, but also tying them to yourself, seeing a rapid decay in potency upon being taken away from you. As living things, however, you can actually cultivate them and grow more of them! Quite cool, that one – not too strong, but very much in line with the trope of the wise, legendary herbalist that cultivates magic plants. “Spontaneous Deathbringer” nets you necromancy-themed spells to cast spontaneously and use mythic power to augment them – okay for necromancy-themed casters/evil priests/oracles. “Spontaneous Lifegiver” does the same for healing-spells.
The 3rd tier ability herein would be “Budding Branch” – and, as the big brother to the magical herbs., it allows you to grow wands as the branches of a tree or even, at tier 6, staves – once again with some unique rules to support the mechanic – beyond herbalist-checks, the plants require rather random investments of parts of the creation costs per day and serious amounts of plant growth-spells as balancing.
Now the 6th tier ability once again is something that SCREAMS mythic to me – you become a “High Clerist” – this translates to better leadership (or even mythic leadership as a bonus feat), decreased construction costs of religious buildings you erect (tie in with Ultimate Campaign – awesome!) and expend mythic power to call down a friggin’ crusade on your foes – depending on the mythic power expended, you gain even more followers, who may even, in synergy with Ultimate Battle, can recruit more armies. However, the mythic power thus expended does not regenerate while the crusade is in effect. Beautiful, glorious, epic – and one campaign too late for me…my last one centered about two massive religions duking it out. Still, reading this one made me grin from ear to ear – solid mechanics and epic indeed!
Editing and formatting are top-notch, I didn’t notice any significant glitches. Layout adheres to Legendary Games 2-column full-color standard and the pdf has no bookmarks, but needs none at this length.
Jason Nelson delivers. From the cool, shamanistic mythic plants to the solidly crafted, if somewhat artless healing/necromancy abilities to the epic crusade – all of the abilities herein feel worthy of being mythic – either by being high in concept, plain useful or simply glorious. This is what path abilities should feel like – beyond feats, beyond paltry standards and well worth 5 stars + seal of approval.