Mythic Stars: Mythic Feats for Starfinder (1)
Posted by okcstephens
I took an initial stab at some mythic material for Starfinder in this post, from Feb 2020. And then I got… distracted.
It’s been a rough 17 months.
But I’m playing in my friend Carl’s mythic Starfinder game now, and THOSE rules are looking promising, and much more complete than the ones I I started.
But, they still need Mythic Feats.
You’d gain Mythic Feats in Mythic Stars the same way you would in the Pathfinder 1st edition Mythic rules, but that’s not the focus here. The focus of this article is to show how I would have Mythic Feats work in Starfinder, in a way that works with the math of that game system (so nothing should be just a big boost to bonuses or totals), but are still a significant increase over the non-mythic versions of the feats. Getting a Mythic Feat should give you a distinct advantage, but not cause you to be able to simply ignore challenges designed for non-mythic characters of your level.
As a sampler, I’m just going to do the first ten official feats for the game, in alphabetical order.
Mythic Accelerated Recovery (Mythic)
Your body knits back together even when you just rest briefly.
Prerequisites: Con 13, Accelerated Recovery.
Benefit: When you recuperate*, you also regain your level in Hit Points.
Mythic Adaptive Casting (Mythic)
You often have a few extra eldritch tricks up your sleeve.
Prerequisites: Key ability score 19, Adaptive Casting, caster level 7.
Benefit: When you recuperate, you regain your daily uses of spell-like abilities gained from Adaptive Casting.
Mythic Adaptive Fighting (Combat, Mythic)
You can frequently adjust your fighting style to match specific conditions during combat.
Prerequisites: Adaptive Fighting, three or more other combat feats.
Benefit: When you recuperate, you regain your daily use of the Adaptive Fighting feat.
Mythic Adaptive Resistance (Mythic)
Your training enables you to adapt and evolve formidable defenses.
Prerequisites: Adaptive Resistance, Enhanced Resistance, base attack bonus +4, early stage adaptation racial trait.
Benefit: When you change the damage type your Enhanced Resistance applies to, the change lasts until you choose to change it again.
Mythic Adaptive Upgrade (Mythic)
You have adjusted one of your armor upgrades to give yourself a additional options.
Prerequisites: Int 19, Adaptive Upgrade, Engineering 10 ranks.
Benefit: When you adapt an upgrade to function as one of your three upgrades selected with Adaptive Upgrade, it can function as any of the three, rather than just one of them. When activated, it acts as both the actual upgrade the whichever of your selected upgrades you wish, and does so for 10 minutes. It otherwise follows the rules from Adaptive Upgrade.
Mythic Add Leverage (Combat, Mythic)
With the right grip, you can push and penalize your foes.
Prerequisites: Str 15, Add Leverage.
Benefit: When you successfully perform a bull rush, reposition, or trip combat maneuver while using 1 or more hands to wield your weapon beyond the minimum required to wield that weapon, you can also choose to make the target flat-footed or off-target for 1 round (+1 round for every 5 your attack exceeded the AC needed to perform the maneuver), or knock them prone (or off-kilter, if in 0-G).
Mythic Advance Warning (Combat, Mythic)
You easily shout warnings to your allies, focusing their attention on the threats around them.
Prerequisites: Cha 15.
Benefit: As part of any other action you take, you can shout a warning to your allies, ending the flat-footed condition for any ally within 60 feet (including yourself). Once you’ve used this ability, doing so again before you next recuperate requires you to expend 1 Resolve Point. This is a sense-dependent ability.
Mythic Advanced Melee Weapon Proficiency (Combat, Mythic )
You are a master of attacks with advanced melee weapons.
Prerequisites: Proficiency with advanced and basic melee weapons.
Benefit: When attacking with an advanced melee weapon, you do not apply the penalty from the dazzled, fatigued, off-kilter, off-target, prone, or shaken conditions to your attack rolls.
Mythic Agile Casting (Mythic)
You can move, cast a spell, and move again before foes react.
Prerequisites: Key ability score 15, Dex 15, Agile Casting, Mobility, caster level 4th.
Benefit: As a standard action, you can move up to your speed and cast a single spell with a casting time of one standard action or less at any point during your movement. If you have a supernatural ability that can be activated as a standard action or less, you can instead use that ability at any point during your movement.
Mythic Agile Swimmer
You can dart around underwater even more nimbly than a fish.
Prerequisites: Agile Swimmer, racial swim speed.
Benefit: You never have to make an Athletics check to successfully swim, even under hazardous conditions.
*Recuperate is my proposed game term to represent when a character spends 1 Resolve Point to regain Stamina Points following a 10-minute rest. That would be defined in any product I used it in.
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