So as a second option to easier world building in a D&D paradigm to last week’s post, there’s Epic 6th (E6). In this game build, once your players reach 6th level, every successive level just gives them a feat. Not only does this keep gameplay in the heroic “sweet spot” much longer (largely by keeping players from being able to fling level 4+ spells), but it also greatly compresses the competence level. In last week’s post, miscellaneous level 1-3 NPCs remain relevant because you keep leveling them up behind the PCs; in E6, they remain relevant because a level 6 character is still slightly threatened by a bunch of level 1 guys (especially if they Aid Another).

Paizo just came out with Mythic Adventures, an alternate take on how to do epically powerful things in a D&D game. Instead of working like Epic levels, which are a particular flavor for leveling past level 20, Mythic tiers can be added to a character of any level, and PCs are intended to be Mythic throughout much of their leveling process. Rather than adding power directly similar to a level (e.g., more BaB, more saves, more spell levels, etc.), they instead offer interesting new tricks that complement level-based gains. You get new attack and defense options, rerolls, what’s essentially mythic metamagic for certain spells, and so on, but your essential numbers don’t go up too much. A 6th level character with several Mythic tiers is probably significantly less worried about a bunch of 1st level characters than a fresh 6th level character, but still more worried than a character in the teens would be.

You increase Mythic tiers by completing special deeds (essentially quests), but it’s not directly linked to experience points. The default assumption is that players will get Mythic tiers at roughly one per two regular levels, ending as a Character Level 20, Mythic Tier 10, but I think the system should be able to handle Character Level 6, Mythic Tier 10. That is, it should be possible to offer players Mythic tiers in an E6 paradigm instead of making them rely entirely on getting feats instead of a new level. This should feel much more exciting to players and preserve the feel of regular leveling, while still making world building easy. That is, a CL 6, Mythic 10 character is probably at least as interesting to players as a CL 16 character, but still has much less distance to standard NPCs of low level (particularly in that you still haven’t let them fling around level 4+ spells). You even have more reason, lore-wise, why there aren’t a bunch of high-level guys that have just shown up now: the default assumption of Mythic is that Mythic PCs are some of the only Mythic beings in the world.

And since it’s not quite crunchy enough to end the post on “so you should try combining the new sourcebook with that link,” here are some altered E6 rules to fit the M6 paradigm. These are heavily borrowed from the link at the top, but adjusted for the following purposes:

  • Account for new traits from Pathfinder that 3.5 didn’t have (e.g., some Domains get a new power at 6th, some at 8th).
  • Move away from the feat-based advancement (which tended to marginalize the advantage of Humans, Fighters, and other bonus-feat options).
  • Let the Mythic system carry most of the character improvement, with experience past 6th used more for rounding out a character than raw power.

Leveling in M6

Characters in Mythic 6th should probably use the Slow experience advancement speed. Not counting the rare Mythic characters like the PCs, 6th level characters represent the pinnacle of mortal development, and it should feel like an accomplishment to get there. Unlike a normal game, you don’t need to race the PCs to 6th level, because they’re already gaining Mythic tiers on the way there to round out their sense of advancement.

PCs gain Mythic tiers per the Mythic Adventures rules, and probably start gaining them very early.

Once a character reaches 6th level, further experience is spent on Upgrades (see below). The amount of experience for one upgrade should probably be a round number somewhere around the difference between level 6 and level 7 (so 15k or 20k on the Slow track). As the players become more Mythically powerful and fight more and harder enemies, you might want to gradually increase the cost for these upgrades if you feel like the players are starting to get them much faster: they’re meant to be a way for players to round out characters and realize a little bit of advancement between Mythic tiers, not be a constant stream of power.

At 6th level, all players should be given the periodic option to respend feats and selected special abilities by taking a few weeks to retrain. Unlike normal E6, the players aren’t getting an ongoing stream of additional feats, and are limited to the ones they got from leveling. As their access to higher prerequisites gradually improves, or just their conception of their character changes, they’ll want to make different choices for how their abilities and feats are allocated.


The following options can be purchased with a single Upgrade. Unless otherwise noted, they can be purchased more than once:

  • Capstone: A single-classed characters profits from the choice to specialize (can only be purchased once per character, see below).
  • Skill Training: The character gains 3 additional skill ranks.
  • Further Education: The character adds an additional skill as a Class Skill.
  • Skill Focus: The character gains a Skill Focus feat.
  • Combat Training: The character treats Base Attack Bonus as one higher for purposes of qualifying for feats; this can be taken multiple times to access even higher-level feats (e.g., a Level 6 Fighter with two of these upgrades qualifies for BaB +8 feats like Improved Critical).
  • Power Extension: The character gains any one of the “Extra” feats that provide more per day currency (e.g., Extra Ki, Extra Rage) but not any of the ones that add more abilities (e.g., Extra Hex, Extra Rogue Talent).
  • Expanded Knowledge: The character gains a single additional spell known of any level the character can cast.
  • Expanded Casting: The character gains a single additional spell per day of any level the character can cast; the character cannot have more spells per day of a higher level than of a lower level (i.e., you can’t just buy high-level slots with this indefinitely; past a certain point you need to buy more low level ones too).


The capstone upgrade gives the character a few of the special abilities that the class would grant over levels 7-9 without the actual numbers of those levels. For classes not listed, try to add a similar level of their next few improvements, but never add level 4+ spells. Even if a character gains an ability from a higher level, it still uses 6 for all level-dependent variables.

  • Barbarian: DR 1/- and +1 Rage Power
  • Bard: 7th level for spells per day and known and Inspire Competence +3
  • Cleric: Channel Energy 4d6 and 8th level Domain Abilities
  • Druid: Venom Immunity and improve Companion as if 7th level
  • Fighter: Armor Training 2, Weapon Training 2, and +1 Bonus Fighter Feat
  • Monk: Wholeness of Body and Unarmed Damage 1d10
  • Paladin: Aura of Resolve and +0 2nd level slots (as if leveling to 7th)
  • Ranger: Woodland Stride and +0 2nd level slots (as if leveling to 7th)
  • Rogue: Sneak Attack 4d6 and Improved Uncanny Dodge
  • Sorcerer: 9th level Bloodline Ability
  • Wizard: 8th level School Ability


You may want to add certain 4th and 5th level spells that fulfill vital game functions back in as rituals. These require additional casting time to what would be normal for the spell and consume spell slots. The suggestions are below, but you may want to alter these based on how frequently you want these rituals used in your game. You may choose to charge a player an Upgrade for each ritual and/or have them be workings that require secret tomes and prepared ritual spaces of great value. You might allow multiple 6th level casters to cooperate on a ritual, reducing the time and sharing the spell slot costs among themselves. You must have the Ritual on your spell list as a 4th or 5th level spell to use it (e.g., only Druids can use the Reincarnate ritual).

Rituals can be upgraded to Mythic spells.

Adept Rituals

These require an additional hour to cast beyond the listed casting time, and one slot each of 1st, 2nd, and 3rd level.

  • Bestow Curse* (Arcane)
  • Death Ward* (Divine)
  • Dimensional Anchor* (Arcane)
  • Dismissal* (Divine)
  • Planar Ally, Lesser (Divine)
  • Reincarnate (Divine)
  • Remove Curse (Arcane)
  • Restoration (Divine)
  • Sending (Divine)
  • Stone to Flesh (Arcane)

Master Rituals

These require an additional three hours to cast beyond the listed casting time, and two slots each of 1st, 2nd, and the 3rd level.

  • Atonement (Divine)
  • Awaken (Divine)
  • Break Enchantment (Arcane)
  • Dismissal* (Arcane)
  • Hallow/Unhallow (Divine)
  • Permanency (Arcane)
  • Planar Binding, Lesser (Arcane)
  • Raise Dead (Divine)
  • Sending (Arcane)
  • Teleport (Arcane)

* This ritual can be “held” by the primary caster for up to 24 hours and then activated as desired as a standard action that cannot be interrupted (but does provoke an Attack of Opportunity). For example, a caster could prepare four Death Wards over four hours, sleep for eight hours to regain spells, and then have twelve hours to trigger the first ward when it is needed (beginning its six minute duration).