Mythic Paths
Angel
Angel Mythic Path · Angel Mythic Path
Ranks
Rank 1
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Angelic HaloThe Angel gains a celestial halo. Each ally within 50 feet of the Angel gains a {g|Encyclopedia:Bonus}bonus{/g} equal to half the Angel's mythic rank plus 1 to {g|Encyclopedia:Armor_Class}AC{/g} and {g|Encyclopedia:Saving_Throw}saving throws{/g} against {g|Encyclopedia:Attack}attacks{/g} made or effects created by {g|Encyclopedia:Alignment}evil{/g} creatures.
- Sword of HeavenAngels can imbue their weapons with holy power. Weapons imbued with holy power deal an additional {g|Encyclopedia:Dice}2d6{/g} {g|Encyclopedia:Energy_Damage}holy damage{/g} on {g|Encyclopedia:Attack}attacks{/g}, while {g|Encyclopedia:Spell}spells{/g} and abilities used while holding imbued weapons deal an additional 2 dice of {g|Encyclopedia:Damage}damage{/g} or {g|Encyclopedia:Healing}heal{/g} an additional 2 dice of damage. You can use Sword of Heaven a number of times per day equal to 1 plus half your mythic rank.
- Mythic SpellbookAt 3rd mythic rank, the Angel receives the ability to cast mythic {g|Encyclopedia:Spell}spells{/g}. They can either choose to take it as part of an existing full divine spellcaster spellbook, or as a standalone spellbook. A standalone spellbook has an independent progression and spell slots. The number of its spell slots can't be increased with the Abundant Casting mythic ability. In the case of merging spellbooks, the maximum {g|Encyclopedia:Caster_Level}caster level{/g} of the spells within the spellbook is 30, and you can use spell slots from the original spellbook to cast mythic spells. Raising the caster level makes spells more powerful. The number of spell slots can be increased with the Abundant Casting mythic ability. Spontaneous spellcasters get new known spells from their original class and from their mythic path independently: the original class's progression doesn't change, and every mythic rank increase gives additional known spells. If you are multiclassing, it is recommended to use the standalone spellbook.
- Mythic Summons
- Close to the HeavensMythic characters that draw their power from Good gain the ability to unleash a ray of heavenly light, targeting an ally or a foe within 50 feet as a ranged {g|Encyclopedia:TouchAttack}touch attack{/g}. This ray {g|Encyclopedia:Healing}heals{/g} allies for {g|Encyclopedia:Dice}4d6{/g} plus 2d6 per mythic rank points of {g|Encyclopedia:Damage}damage{/g} or deals the same amount of damage to enemies. Those characters can use this ability 3 times per day plus one extra time for each mythic rank beyond the first. At 2nd mythic rank, those characters become closer to angels, gaining {g|Encyclopedia:Energy_Resistance}resist{/g} acid 20, resist cold 20, and immunity to petrification.
Rank 2
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Improved Sword of HeavenAt 4th, 6th, 8th, and 10th mythic ranks, the Angel can select an improvement to the Sword of Heaven ability. Improvements that are available at 8th and 10th mythic ranks are significantly more powerful.
- Heaven's BreathAt 2nd mythic rank, mythic characters that draw their power from Good become closer to angels, gaining {g|Encyclopedia:Energy_Resistance}resist{/g} acid 20, resist cold 20, and immunity to petrification.
- Summon Spirit PaladinThis ability summons a Spirit Paladin for 1 minute. Summoned monsters appear where you designate and act according to their {g|Encyclopedia:Initiative}initiative{/g} {g|Encyclopedia:Check}check{/g} results. They {g|Encyclopedia:Attack}attack{/g} your opponents to the best of their ability.
Rank 3
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Improved Angelic HaloAt 5th, 7th, and 9th mythic ranks, the Angel can select an improvement to the Angelic Halo ability.
Rank 4
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Improved Sword of HeavenAt 4th, 6th, 8th, and 10th mythic ranks, the Angel can select an improvement to the Sword of Heaven ability. Improvements that are available at 8th and 10th mythic ranks are significantly more powerful.
- Sword of Holy DamageWhenever Sword of Heaven is active, this ability allows the Angel to transform all {g|Encyclopedia:Damage}damage{/g} dealt by the Angel into {g|Encyclopedia:Energy_Damage}holy damage{/g}.
Rank 5
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Halo's Holy AuraAngel's Halo now emanates an aura similar to the effect of the {g|SpellsHolyAura}holy aura{/g} spell. A brilliant divine radiance surrounds the subjects, protecting them from {g|Encyclopedia:Attack}attacks{/g}, granting them {g|Encyclopedia:Spell_Resistance}resistance to spells{/g} cast by {g|Encyclopedia:Alignment}evil{/g} creatures, and causing evil creatures to become {g|ConditionBlind}blinded{/g} when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection {g|Encyclopedia:Bonus}bonus{/g} to {g|Encyclopedia:Armor_Class}AC{/g} and a +4 resistance bonus on {g|Encyclopedia:Saving_Throw}saves{/g}. Unlike {g|SpellsProtectionFromEvil}protection from evil{/g}, this benefit applies against all attacks, not just against attacks by evil creatures. Second, each warded creature gains spell resistance 20 + the Angel's mythic rank against evil spells and spells cast by evil creatures. Third, the abjuration protects from all mind-affecting spells and effects. Finally, if an evil creature succeeds on a {g|Encyclopedia:MeleeAttack}melee attack{/g} against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as {g|SpellsBlindness}blindness{/g}, but the save {g|Encyclopedia:DC}DC{/g} is equal to 10 + half the Angel's {g|Encyclopedia:Character_Level}character level{/g} + their mythic rank + their highest ability modifier).
- Improved Angelic HaloAt 5th, 7th, and 9th mythic ranks, the Angel can select an improvement to the Angelic Halo ability.
Rank 6
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Greater Sword of HeavenAt 4th, 6th, 8th, and 10th mythic ranks, the Angel can select an improvement to the Sword of Heaven ability. Improvements that are available at 8th and 10th mythic ranks are significantly more powerful.
- WingsYou gain a pair of wings that grant a +3 dodge {g|Encyclopedia:Bonus}bonus{/g} to {g|Encyclopedia:Armor_Class}AC{/g} against {g|Encyclopedia:MeleeAttack}melee attacks{/g} and immunity to ground-based effects, such as difficult terrain.
Rank 7
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Improved Angelic HaloAt 5th, 7th, and 9th mythic ranks, the Angel can select an improvement to the Angelic Halo ability.
Rank 8
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Greater Sword of HeavenAt 4th, 6th, 8th, and 10th mythic ranks, the Angel can select an improvement to the Sword of Heaven ability. Improvements that are available at 8th and 10th mythic ranks are significantly more powerful.
- Sword of Holy HealingWhenever the Angel activates the Sword of Heaven ability, it restores them 10 {g|Encyclopedia:HP}HP{/g}, {g|Encyclopedia:Healing}heals{/g} all {g|Encyclopedia:AbilityDamage}ability damage{/g}, and removes the following negative conditions: {g|ConditionBlind}blind{/g}, {g|ConditionConfusion}confused{/g}, {g|ConditionDaze}dazed{/g}, {g|ConditionDazzled}dazzled{/g}, diseased, {g|ConditionExhausted}exhausted{/g}, {g|ConditionFatigued}fatigued{/g}, {g|ConditionNauseated}nauseated{/g}, poisoned, {g|ConditionSickened}sickened{/g}, {g|ConditionStunned}stunned{/g}. It also dispels the effects of the {g|SpellsFeeblemind}feeblemind{/g} spell and ecorche's Seize Skin ability.
Path spells
Circle 2
Circle 5
Circle 6
Circle 9
+9 abilities have no in-game name
+25 abilities have no database page yet
Demon
Demon Mythic Path · Demon Mythic Path
Ranks
Rank 1
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Demonic RageThe power of the Abyss courses through the Demon, waiting to be unleashed. The Demon can enter a demonic rage as a {g|Encyclopedia:Free_Action}free action{/g}. The demonic rage lasts until the end of combat. While in a demonic rage, the Demon gains a +2 {g|Encyclopedia:Bonus}bonus{/g} on {g|Encyclopedia:Attack}attack rolls{/g}, {g|Encyclopedia:Damage}damage rolls{/g}, {g|Encyclopedia:Caster_Level}caster level{/g} {g|Encyclopedia:Check}checks{/g}, and {g|Encyclopedia:Saving_Throw}Reflex saving throws{/g}. The {g|Encyclopedia:DC}DCs{/g} for all saving throws against the Demon's {g|Encyclopedia:Spell}spells{/g} and abilities are increased by 2. These benefits increase by 1 at 6th and 9th mythic ranks. You can use demonic rage 3 times per day. The number of uses increases by 1 at 6th and 9th mythic ranks.
- Demonic ClawsThe Demon can grow claws at will, gaining two claw attacks. These attacks are considered primary attacks and are made at the Demon's full {g|Encyclopedia:BAB}base attack bonus{/g}. The claws deal {g|Encyclopedia:Dice}1d8{/g} points of {g|Encyclopedia:Damage_Type}slashing damage{/g} (1d6 if {g|Encyclopedia:Size}Small{/g}) plus the Demon's {g|Encyclopedia:Strength}Strength{/g} modifier. If one of the claws is used in concert with a weapon held in the other hand, the claw attack is made at the Demon's full base attack bonus –5 and deals 1d8 damage plus half the Demon's Strength modifier.
- Mythic Summons
- Demonic ChargeAs a {g|Encyclopedia:Move_Action}move action{/g}, you can teleport to the target enemy, dealing {g|Encyclopedia:Dice}2d6{/g} {g|Encyclopedia:Energy_Damage}unholy damage{/g} per mythic rank to all enemies in a 10-foot radius around the beginning point of the teleport and at the end point. An enemy can only be damaged by this ability once per {g|Encyclopedia:Combat_Round}round{/g}.
- Close to the AbyssMythic characters that draw their power from the Abyss grow a pair of horns, gaining a gore attack. This attack is made with a –5 {g|Encyclopedia:Penalty}penalty{/g} and deals {g|Encyclopedia:Dice}1d8{/g} plus 1–1/2 times their {g|Encyclopedia:Strength}Strength{/g} modifier points of {g|Encyclopedia:Damage_Type}piercing damage{/g}. It counts as cold iron and magic for the purposes of overcoming {g|Encyclopedia:Damage_Reduction}damage reduction{/g}. At 2nd mythic rank, those characters become closer to demons, gaining {g|Encyclopedia:Energy_Resistance}resist{/g} electricity 20 and immunity to poisons.
Rank 2
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Demonic AspectAt 4th mythic rank and every rank thereafter, the Demon gains a demonic aspect. These aspects use other demons as inspiration and allow the Demon to focus their rage more effectively.
- DemonkindAt 2nd mythic rank, mythic characters that draw their power from the Abyss become closer to demons, gaining {g|Encyclopedia:Energy_Resistance}resist{/g} electricity 20 and immunity to poisons.
- Summon BabauThis ability summons a Babau for 1 minute. Summoned monsters appear where you designate and act according to their {g|Encyclopedia:Initiative}initiative{/g} {g|Encyclopedia:Check}check{/g} results. They {g|Encyclopedia:Attack}attack{/g} your opponents to the best of their ability.
Rank 3
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Demonic AspectAt 4th mythic rank and every rank thereafter, the Demon gains a demonic aspect. These aspects use other demons as inspiration and allow the Demon to focus their rage more effectively.
- Extra Minor AspectYou can now use one more minor aspect simultaneously.
- Major Demonic AspectAt 5th and 7th mythic rank, the Demon gains a major demonic aspect. These aspects use more powerful demons as inspiration and allow the Demon to focus their rage more effectively.
- True DemonkindAt 5th mythic rank, you gain immunity to poisons and electricity.
Rank 4
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Demonic AspectAt 4th mythic rank and every rank thereafter, the Demon gains a demonic aspect. These aspects use other demons as inspiration and allow the Demon to focus their rage more effectively.
Rank 5
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Major Demonic AspectAt 5th and 7th mythic rank, the Demon gains a major demonic aspect. These aspects use more powerful demons as inspiration and allow the Demon to focus their rage more effectively.
- Deadly Natural WeaponsAll of the Demon's {g|Encyclopedia:NaturalAttack}natural weapons{/g} ignore {g|Encyclopedia:Damage_Reduction}damage reduction{/g} of demons and count as having a +2 enhancement {g|Encyclopedia:Bonus}bonus{/g}. Additionally, all of the Demon's natural attacks count as primary.
- Demonic AspectAt 4th mythic rank and every rank thereafter, the Demon gains a demonic aspect. These aspects use other demons as inspiration and allow the Demon to focus their rage more effectively.
Rank 6
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Demonic AspectAt 4th mythic rank and every rank thereafter, the Demon gains a demonic aspect. These aspects use other demons as inspiration and allow the Demon to focus their rage more effectively.
- Uncontrolled RageWhenever the Demon would become {g|ConditionParalyzed}paralyzed{/g}, {g|ConditionFrightened}frightened{/g}, cowering, or {g|ConditionStunned}stunned{/g}, they instead fall into an uncontrolled rage for an equal duration. The Demon gains immunity to the effects of the {g|ConditionDaze}dazed{/g}, paralyzed, petrified, frightened, cowering, sleeping, stunned, and {g|ConditionConfusion}confused{/g} conditions as well as other movement- and action-impairing effects. The Demon's {g|Encyclopedia:BAB}base attack bonus{/g} becomes equal to their {g|Encyclopedia:Character_Level}character level{/g}, and their {g|Encyclopedia:Strength}Strength{/g} {g|Encyclopedia:Ability_Scores}ability score{/g} becomes equal to twice their mythic rank + 16. The Demon gains a {g|Encyclopedia:Bonus}bonus{/g} to {g|Encyclopedia:Speed}speed{/g} equal to twice their mythic rank + 10, a +6 enhancement bonus to Strength, {g|Encyclopedia:Dexterity}Dexterity{/g}, and {g|Encyclopedia:Constitution}Constitution{/g} ability scores, and a +4 natural armor bonus to {g|Encyclopedia:Armor_Class}Armor Class{/g}. All of the Demon's weapons deal {g|Encyclopedia:Damage}damage{/g} as if two {g|Encyclopedia:Size}size{/g} categories larger than they actually are. While in an uncontrolled rage, the Demon can't tell friend from foe: the Demon loses control of themselves and {g|Encyclopedia:Attack}attacks{/g} the nearest creature.
- Extra Minor AspectYou can now use one more minor aspect simultaneously.
- WingsYou gain a pair of wings that grant a +3 dodge {g|Encyclopedia:Bonus}bonus{/g} to {g|Encyclopedia:Armor_Class}AC{/g} against {g|Encyclopedia:MeleeAttack}melee attacks{/g} and immunity to ground-based effects, such as difficult terrain.
Rank 7
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Demonic AspectAt 4th mythic rank and every rank thereafter, the Demon gains a demonic aspect. These aspects use other demons as inspiration and allow the Demon to focus their rage more effectively.
- Demon Lord AspectAt the 9th mythic rank, the Demon gains a demon lord aspect and another one at 10th mythic rank. These aspects use demon lords as inspiration and allow the Demon to focus their rage more effectively.
Rank 8
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Demonic AspectAt 4th mythic rank and every rank thereafter, the Demon gains a demonic aspect. These aspects use other demons as inspiration and allow the Demon to focus their rage more effectively.
- Demon Lord AspectAt the 9th mythic rank, the Demon gains a demon lord aspect and another one at 10th mythic rank. These aspects use demon lords as inspiration and allow the Demon to focus their rage more effectively.
Path spells
Circle 1
Circle 2
Circle 4
+10 abilities have no in-game name
+27 abilities have no database page yet
Lich
Lich Mythic Path · Lich Mythic Path
Ranks
Rank 1
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Animal Companion
- Mythic SpellbookAt 3rd mythic rank, the Lich receives the ability to cast mythic {g|Encyclopedia:Spell}spells{/g}. They can either choose to take it as part of an existing full arcane spellcaster spellbook, or as a standalone spellbook. A standalone spellbook has an independent progression and spell slots. The number of its spell slots can't be increased with the Abundant Casting mythic ability. In the case of merging spellbooks, the maximum {g|Encyclopedia:Caster_Level}caster level{/g} of the spells within the spellbook is 30, and you can use spell slots from the original spellbook to cast mythic spells. Raising the caster level makes spells more powerful. The number of spell slots can be increased with the Abundant Casting mythic ability. Spontaneous spellcasters get new known spells from their original class and from their mythic path independently: the original class's progression doesn't change, and every mythic rank increase gives additional known spells. If you are multiclassing, it is recommended to use the standalone spellbook.
- Skeletal ChampionYou get a powerful undead minion — a skeletal champion. It will become more powerful as you gain new mythic ranks. Just like your companions, this skeletal champion can use any items and also has all the {g|Encyclopedia:Weapon_Proficiency}weapon proficiencies{/g}. Being undead, it is also subject to all the bonuses undead get being under the command of the Mythic Lich.
- Lich PowersYou select unique Lich powers.
- Danse MacabreMythic characters that draw their power from {g|Encyclopedia:Injury_Death}death{/g} can channel negative energy to deal {g|Encyclopedia:Damage}damage{/g} to living creatures or to {g|Encyclopedia:Healing}heal{/g} undead creatures. Channeling energy causes a burst that either heals all undead creatures or damages all living creatures in a 30-foot radius centered on the mythic character. The amount of damage dealt or healed is equal to {g|Encyclopedia:Dice}2d6{/g} plus 1d6 per mythic rank. Creatures that take damage from channeled energy receive a {g|Encyclopedia:Saving_Throw}Will save{/g} to halve the damage. The {g|Encyclopedia:DC}DC{/g} of this save is equal to 10 + mythic rank + the character's {g|Encyclopedia:Charisma}Charisma{/g}, {g|Encyclopedia:Wisdom}Wisdom{/g}, or {g|Encyclopedia:Intelligence}Intelligence{/g} modifier (whichever is higher). Creatures healed by channel energy cannot exceed their maximum {g|Encyclopedia:HP}hit point{/g} total: all excess healing is lost. A character may channel energy a number of times per day equal to 3 + mythic rank. This is a {g|Encyclopedia:Standard_Actions}standard action{/g} that does not provoke an {g|Encyclopedia:Attack_Of_Opportunity}attack of opportunity{/g}. At 2nd mythic rank, those characters gain an even greater mastery of negative energy. Their insight into the flows of negative energy also gives them an advantage in combat against enemies that have an affinity to negative energy, such as the undead or the nabasu demons. These characters become immune to negative levels and gain a +4 {g|Encyclopedia:Bonus}bonus{/g} on saving throws against death effects. They gain a +2 bonus to {g|Encyclopedia:Armor_Class}AC{/g}, saving throws, and weapon {g|Encyclopedia:Attack}attack{/g} and damage rolls against creatures with negative energy affinity. The DCs of their class abilities against these opponents increase by 2.
Rank 2
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Animal Companion
- Lord Beyond the GraveYou can use {g|SpellsCommandUndead}command undead{/g} at will. All undead under your command within 50 feet of you gain a {g|Encyclopedia:Bonus}bonus{/g} to their {g|Encyclopedia:Strength}Strength{/g}, {g|Encyclopedia:Dexterity}Dexterity{/g}, and {g|Encyclopedia:Charisma}Charisma{/g} equal to half your mythic rank plus 1. Their {g|Encyclopedia:Attack}attacks{/g} now ignore {g|Encyclopedia:Damage_Reduction}damage reduction{/g} except N/—.
- Skeleton Upgrade Selection
- Negative Energy InsightAt 2nd mythic rank, mythic characters that draw their power from {g|Encyclopedia:Injury_Death}death{/g} gain an even greater mastery of negative energy. Their insight into the flows of negative energy also gives them an advantage in combat against enemies that have an affinity to negative energy, such as the undead or the nabasu demons. These characters become immune to negative levels and gain a +4 {g|Encyclopedia:Bonus}bonus{/g} on {g|Encyclopedia:Saving_Throw}saving throws{/g} against death effects. They gain a +2 bonus to {g|Encyclopedia:Armor_Class}AC{/g}, saving throws, and weapon {g|Encyclopedia:Attack}attack{/g} and {g|Encyclopedia:Damage}damage rolls{/g} against creatures with negative energy affinity. The {g|Encyclopedia:DC}DCs{/g} of their class abilities against these opponents increase by 2.
- Summon SpectreThis ability summons a Spectre for 1 minute. Summoned monsters appear where you designate and act according to their {g|Encyclopedia:Initiative}initiative{/g} {g|Encyclopedia:Check}check{/g} results. They {g|Encyclopedia:Attack}attack{/g} your opponents to the best of their ability.
Rank 3
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Animal Companion
- {Name}, L{mf|ord|ady} of DeathLeader of a small cult of undead, created by h{mf|is|er} own hands, {name} became famous as the indomitable commander of the Fifth Mendevian Crusade against the Worldwound. Determined to destroy the forces of the Abyss at any cost, {mf||s}he ventured on the path of the L{mf|ord|ady} of Death. For millennia, powerful necromancers have dreamed of a power that could rival the divine. They have created cults in their own names, and attracted many followers. Thanks to h{mf|is|er} legendary powers, {name} has managed to achieve much greater success than the others: {mf||s}he has acquired a talent to bestow divine spells upon h{mf|is|er} followers. From that moment, the undead created by h{mf|im|er} needed no other deities to cast spells. Domains: Death, Evil, Strength, Undead subdomain, War.
- Dark RitesThe Lich and all their companions in a 30-foot radius cast {g|Encyclopedia:Spell}spells{/g} as if their {g|Encyclopedia:Caster_Level}caster level{/g} was 2 levels higher.
Rank 4
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Animal Companion
- Lich PowersYou select unique Lich powers.
Rank 5
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Animal Companion
Rank 6
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Animal Companion
- Skeleton Upgrade Selection
Rank 7
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Animal Companion
- Lich PowersYou select unique Lich powers.
Rank 8
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Animal Companion
- Skeleton Upgrade Selection
Path spells
Circle 1
Circle 2
Circle 3
Circle 4
Circle 5
Circle 6
Circle 7
Circle 8
+18 abilities have no in-game name
+30 abilities have no database page yet
Azata
Azata Mythic Path · Azata Mythic Path
Ranks
Rank 1
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Dragon CompanionAt 3rd mythic rank, the Azata gets a dragon as an animal companion. Unlike normal animals of its kind, an animal companion's {g|Encyclopedia:Hit_Dice}Hit Dice{/g}, abilities, {g|Encyclopedia:Skills}skills{/g}, and {g|Encyclopedia:Feat}feats{/g} advance as the Azata gains mythic ranks.
- Animal Companion
- Song of Heroic ResolveThe Azata starts a performance that grants all allies within 50 feet a luck {g|Encyclopedia:Bonus}bonus{/g} on all {g|Encyclopedia:Saving_Throw}saving throws{/g} equal to half the Azata's mythic rank. Whenever an ally under this effect makes a successful saving throw, that ally is {g|Encyclopedia:Healing}healed{/g} for a number of {g|Encyclopedia:HP}hit points{/g} equal to {g|Encyclopedia:Dice}2d6{/g} + the Azata's mythic rank.
- Bardic Performance
- Mythic Summons
- Instrument of FreedomMythic characters that draw their power from Freedom gain the ability to unleash a bolt of energy from Elysium itself, targeting an ally or a foe within 50 feet as a ranged {g|Encyclopedia:TouchAttack}touch attack{/g}. This bolt deals ({g|Encyclopedia:Dice}4d6{/g} plus 2d6 per mythic rank) points of {g|Encyclopedia:Damage}damage{/g} to enemies. If used on allies, the bolt instead charges their {g|Encyclopedia:Attack}attacks{/g} with weapons for 2 + mythic rank {g|Encyclopedia:Combat_Round}rounds{/g}. Companions' attacks with weapons deal an additional 2d6 points of {g|Encyclopedia:Energy_Damage}holy damage{/g} on hit and count as {g|Encyclopedia:Alignment}good{/g} for the purposes of bypassing {g|Encyclopedia:Damage_Reduction}damage reduction{/g}. Those characters can use this ability 3 times per day plus one extra time for each mythic rank beyond the first. At 2nd mythic rank, those characters become closer to the azatas that live in Elysium, gaining {g|Encyclopedia:Energy_Resistance}resist{/g} electricity 20 and a +4 {g|Encyclopedia:Bonus}bonus{/g} on their {g|Encyclopedia:Saving_Throw}saving throws{/g} against mind-affecting effects.
Rank 2
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Animal Companion
- SuperpowersThe Azata can choose superpowers from their list to enhance themselves.
- Life-Bonding FriendshipThe Azata chooses one teamwork {g|Encyclopedia:Feat}feat{/g} at this and the next mythic rank up. The Azata shares the effects of all teamwork feats they have with allies within a 50-foot area. The Azata's {g|Encyclopedia:Charisma}Charisma{/g} inspires their allies so much that, even when those allies' {g|Encyclopedia:HP}hit points{/g} drop below 0, they continue to fight, even though they are still considered dead (or {g|Encyclopedia:Injury_Death}unconscious{/g}) for all effects and can be {g|Encyclopedia:Healing}cured{/g} by {g|SpellsBreathOfLife}breath of life{/g} or similar {g|Encyclopedia:Spell}spells{/g} as per the spell's description. After the encounter or upon receiving a total number of {g|Encyclopedia:Attack}attacks{/g} equal to the Azata's Charisma ability modifier shared among all allies, the allies in this state fall dead (or unconscious). If all of the Azata's allies die this way, the Azata becomes fully drained and dies.
- Freedom's ChildAt 2nd mythic rank, mythic characters that draw their power from Freedom become closer to the azatas that live in Elysium, gaining {g|Encyclopedia:Energy_Resistance}resist{/g} electricity 20 and a +4 {g|Encyclopedia:Bonus}bonus{/g} on their {g|Encyclopedia:Saving_Throw}saving throws{/g} against mind-affecting effects.
- Summon Azata BralaniThis ability summons an Azata Bralani for 1 minute. Summoned monsters appear where you designate and act according to their {g|Encyclopedia:Initiative}initiative{/g} {g|Encyclopedia:Check}check{/g} results. They {g|Encyclopedia:Attack}attack{/g} your opponents to the best of their ability.
Rank 3
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Animal Companion
- Song of Broken ChainsThe Azata starts a performance that grants all allies within 50 feet a {g|SpellsFreedomOfMovement}freedom of movement{/g} effect and immunity to compulsion {g|Encyclopedia:Spell}spells{/g} and {g|Encyclopedia:Special_Abilities}spell-like abilities{/g}.
- Life-Bonding FriendshipThe Azata chooses one teamwork {g|Encyclopedia:Feat}feat{/g} at this and the next mythic rank up. The Azata shares the effects of all teamwork feats they have with allies within a 50-foot area. The Azata's {g|Encyclopedia:Charisma}Charisma{/g} inspires their allies so much that, even when those allies' {g|Encyclopedia:HP}hit points{/g} drop below 0, they continue to fight, even though they are still considered dead (or {g|Encyclopedia:Injury_Death}unconscious{/g}) for all effects and can be {g|Encyclopedia:Healing}cured{/g} by {g|SpellsBreathOfLife}breath of life{/g} or similar {g|Encyclopedia:Spell}spells{/g} as per the spell's description. After the encounter or upon receiving a total number of {g|Encyclopedia:Attack}attacks{/g} equal to the Azata's Charisma ability modifier shared among all allies, the allies in this state fall dead (or unconscious). If all of the Azata's allies die this way, the Azata becomes fully drained and dies.
Rank 4
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Animal Companion
- SuperpowersThe Azata can choose superpowers from their list to enhance themselves.
- Song of DefianceThe Azata starts a performance that grants all allies within 50 feet {g|Encyclopedia:Damage_Reduction}DR{/g} 5/{g|Encyclopedia:Alignment}lawful{/g} and {g|Encyclopedia:Regeneration}regeneration{/g} 5 (lawful).
- Life-Bonding FriendshipThe Azata chooses one teamwork {g|Encyclopedia:Feat}feat{/g} at this and the next mythic rank up. The Azata shares the effects of all teamwork feats they have with allies within a 50-foot area. The Azata's {g|Encyclopedia:Charisma}Charisma{/g} inspires their allies so much that, even when those allies' {g|Encyclopedia:HP}hit points{/g} drop below 0, they continue to fight, even though they are still considered dead (or {g|Encyclopedia:Injury_Death}unconscious{/g}) for all effects and can be {g|Encyclopedia:Healing}cured{/g} by {g|SpellsBreathOfLife}breath of life{/g} or similar {g|Encyclopedia:Spell}spells{/g} as per the spell's description. After the encounter or upon receiving a total number of {g|Encyclopedia:Attack}attacks{/g} equal to the Azata's Charisma ability modifier shared among all allies, the allies in this state fall dead (or unconscious). If all of the Azata's allies die this way, the Azata becomes fully drained and dies.
Rank 5
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Animal Companion
- Song of Courageous DefenderThe Azata starts a performance that grants the chosen companion {g|Encyclopedia:Damage_Reduction}DR{/g} 5/— and immunity to fear effects. All enemies within 50 feet of the Azata must succeed at a {g|Encyclopedia:Saving_Throw}Will saving throw{/g} or be forced to {g|Encyclopedia:Attack}attack{/g} the chosen companion. The base {g|Encyclopedia:DC}DC{/g} for this saving throw is equal to 10 + half the Azata's {g|Encyclopedia:Character_Level}character level{/g} + their mythic rank + their highest ability modifier.
- Life-Bonding FriendshipThe Azata chooses one teamwork {g|Encyclopedia:Feat}feat{/g} at this and the next mythic rank up. The Azata shares the effects of all teamwork feats they have with allies within a 50-foot area. The Azata's {g|Encyclopedia:Charisma}Charisma{/g} inspires their allies so much that, even when those allies' {g|Encyclopedia:HP}hit points{/g} drop below 0, they continue to fight, even though they are still considered dead (or {g|Encyclopedia:Injury_Death}unconscious{/g}) for all effects and can be {g|Encyclopedia:Healing}cured{/g} by {g|SpellsBreathOfLife}breath of life{/g} or similar {g|Encyclopedia:Spell}spells{/g} as per the spell's description. After the encounter or upon receiving a total number of {g|Encyclopedia:Attack}attacks{/g} equal to the Azata's Charisma ability modifier shared among all allies, the allies in this state fall dead (or unconscious). If all of the Azata's allies die this way, the Azata becomes fully drained and dies.
Rank 6
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Animal Companion
- SuperpowersThe Azata can choose superpowers from their list to enhance themselves.
- Life-Bonding FriendshipThe Azata chooses one teamwork {g|Encyclopedia:Feat}feat{/g} at this and the next mythic rank up. The Azata shares the effects of all teamwork feats they have with allies within a 50-foot area. The Azata's {g|Encyclopedia:Charisma}Charisma{/g} inspires their allies so much that, even when those allies' {g|Encyclopedia:HP}hit points{/g} drop below 0, they continue to fight, even though they are still considered dead (or {g|Encyclopedia:Injury_Death}unconscious{/g}) for all effects and can be {g|Encyclopedia:Healing}cured{/g} by {g|SpellsBreathOfLife}breath of life{/g} or similar {g|Encyclopedia:Spell}spells{/g} as per the spell's description. After the encounter or upon receiving a total number of {g|Encyclopedia:Attack}attacks{/g} equal to the Azata's Charisma ability modifier shared among all allies, the allies in this state fall dead (or unconscious). If all of the Azata's allies die this way, the Azata becomes fully drained and dies.
Rank 7
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Animal Companion
- Life-Bonding FriendshipThe Azata chooses one teamwork {g|Encyclopedia:Feat}feat{/g} at this and the next mythic rank up. The Azata shares the effects of all teamwork feats they have with allies within a 50-foot area. The Azata's {g|Encyclopedia:Charisma}Charisma{/g} inspires their allies so much that, even when those allies' {g|Encyclopedia:HP}hit points{/g} drop below 0, they continue to fight, even though they are still considered dead (or {g|Encyclopedia:Injury_Death}unconscious{/g}) for all effects and can be {g|Encyclopedia:Healing}cured{/g} by {g|SpellsBreathOfLife}breath of life{/g} or similar {g|Encyclopedia:Spell}spells{/g} as per the spell's description. After the encounter or upon receiving a total number of {g|Encyclopedia:Attack}attacks{/g} equal to the Azata's Charisma ability modifier shared among all allies, the allies in this state fall dead (or unconscious). If all of the Azata's allies die this way, the Azata becomes fully drained and dies.
Rank 8
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Animal Companion
- SuperpowersThe Azata can choose superpowers from their list to enhance themselves.
- Life-Bonding FriendshipThe Azata chooses one teamwork {g|Encyclopedia:Feat}feat{/g} at this and the next mythic rank up. The Azata shares the effects of all teamwork feats they have with allies within a 50-foot area. The Azata's {g|Encyclopedia:Charisma}Charisma{/g} inspires their allies so much that, even when those allies' {g|Encyclopedia:HP}hit points{/g} drop below 0, they continue to fight, even though they are still considered dead (or {g|Encyclopedia:Injury_Death}unconscious{/g}) for all effects and can be {g|Encyclopedia:Healing}cured{/g} by {g|SpellsBreathOfLife}breath of life{/g} or similar {g|Encyclopedia:Spell}spells{/g} as per the spell's description. After the encounter or upon receiving a total number of {g|Encyclopedia:Attack}attacks{/g} equal to the Azata's Charisma ability modifier shared among all allies, the allies in this state fall dead (or unconscious). If all of the Azata's allies die this way, the Azata becomes fully drained and dies.
Path spells
Circle 3
Circle 4
Circle 5
Circle 6
Circle 8
+14 abilities have no in-game name
+28 abilities have no database page yet
Trickster
Trickster Mythic Path · Trickster Mythic Path
Ranks
Rank 1
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Mythic TrickMythic Tricksters can find creative uses for their {g|Encyclopedia:Skills}skills{/g}.
- Sneak AttackIf a character can catch an opponent when he is unable to defend himself effectively from her {g|Encyclopedia:Attack}attack{/g}, she can strike a vital spot for extra {g|Encyclopedia:Damage}damage{/g}. The character's attack deals extra damage anytime her target would be denied a {g|Encyclopedia:Dexterity}Dexterity{/g} {g|Encyclopedia:Bonus}bonus{/g} to {g|Encyclopedia:Armor_Class}AC{/g} (whether the target actually has a Dexterity bonus or not), or when the character {g|Encyclopedia:Flanking}flanks{/g} her target. This extra damage is {g|Encyclopedia:Dice}1d6{/g} and increases by 1d6 at later levels. This additional damage is precision damage and is not multiplied on a {g|Encyclopedia:Critical}critical hit{/g}. The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
- Sneaky QuackIf a character can catch an ally when they are unable to defend themselves effectively from their {g|Encyclopedia:Healing}healing{/g}, they can heal a vital spot for extra healing. The character's heal heals extra {g|Encyclopedia:Damage}damage{/g} anytime their target would be denied a {g|Encyclopedia:Dexterity}Dexterity{/g} {g|Encyclopedia:Bonus}bonus{/g} to {g|Encyclopedia:Armor_Class}AC{/g} (whether the target actually has a Dexterity bonus or not), or when the character {g|Encyclopedia:Flanking}flanks{/g} their target. This extra healing is equal to {g|Encyclopedia:Dice}1d6{/g} per die of your sneak attack. This extra healing is precision healing.
- Mythic Summons
- Bit of FunMythic characters that draw their power from Chaos gain the ability to create 3 illusionary copies of themselves. Those copies last for 1 minute per mythic rank and act like the {g|SpellsMirrorImage}mirror image{/g} spell, protecting the character from {g|Encyclopedia:Attack}attacks{/g}. Those characters can use this ability 3 times per day. At 2nd mythic rank, those characters become more creative, gaining a +3 circumstance {g|Encyclopedia:Bonus}bonus{/g} on all {g|Encyclopedia:Skills}skill{/g} {g|Encyclopedia:Check}checks{/g}.
Rank 2
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Mythic TrickMythic Tricksters can find creative uses for their {g|Encyclopedia:Skills}skills{/g}.
- Improved Mythic TrickMythic Tricksters can find creative uses for their {g|Encyclopedia:Skills}skills{/g}.
- Creative ApproachAt 2nd mythic rank, mythic characters that draw their power from Chaos become more creative, gaining a +3 circumstance {g|Encyclopedia:Bonus}bonus{/g} on all {g|Encyclopedia:Skills}skill{/g} {g|Encyclopedia:Check}checks{/g}.
- Summon Will-o'-WispThis ability summons a Will-o'-Wisp for 1 minute. Summoned monsters appear where you designate and act according to their {g|Encyclopedia:Initiative}initiative{/g} {g|Encyclopedia:Check}check{/g} results. They {g|Encyclopedia:Attack}attack{/g} your opponents to the best of their ability.
Rank 3
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Mythic TrickMythic Tricksters can find creative uses for their {g|Encyclopedia:Skills}skills{/g}.
- Sneak AttackIf a character can catch an opponent when he is unable to defend himself effectively from her {g|Encyclopedia:Attack}attack{/g}, she can strike a vital spot for extra {g|Encyclopedia:Damage}damage{/g}. The character's attack deals extra damage anytime her target would be denied a {g|Encyclopedia:Dexterity}Dexterity{/g} {g|Encyclopedia:Bonus}bonus{/g} to {g|Encyclopedia:Armor_Class}AC{/g} (whether the target actually has a Dexterity bonus or not), or when the character {g|Encyclopedia:Flanking}flanks{/g} her target. This extra damage is {g|Encyclopedia:Dice}1d6{/g} and increases by 1d6 at later levels. This additional damage is precision damage and is not multiplied on a {g|Encyclopedia:Critical}critical hit{/g}. The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
Rank 4
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Mythic TrickMythic Tricksters can find creative uses for their {g|Encyclopedia:Skills}skills{/g}.
- Improved Mythic TrickMythic Tricksters can find creative uses for their {g|Encyclopedia:Skills}skills{/g}.
Rank 5
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Mythic TrickMythic Tricksters can find creative uses for their {g|Encyclopedia:Skills}skills{/g}.
- Greater Mythic TrickMythic Tricksters can find creative uses for their {g|Encyclopedia:Skills}skills{/g}.
- Sneak AttackIf a character can catch an opponent when he is unable to defend himself effectively from her {g|Encyclopedia:Attack}attack{/g}, she can strike a vital spot for extra {g|Encyclopedia:Damage}damage{/g}. The character's attack deals extra damage anytime her target would be denied a {g|Encyclopedia:Dexterity}Dexterity{/g} {g|Encyclopedia:Bonus}bonus{/g} to {g|Encyclopedia:Armor_Class}AC{/g} (whether the target actually has a Dexterity bonus or not), or when the character {g|Encyclopedia:Flanking}flanks{/g} her target. This extra damage is {g|Encyclopedia:Dice}1d6{/g} and increases by 1d6 at later levels. This additional damage is precision damage and is not multiplied on a {g|Encyclopedia:Critical}critical hit{/g}. The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
Rank 6
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Mythic TrickMythic Tricksters can find creative uses for their {g|Encyclopedia:Skills}skills{/g}.
- Improved Mythic TrickMythic Tricksters can find creative uses for their {g|Encyclopedia:Skills}skills{/g}.
Rank 7
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Mythic TrickMythic Tricksters can find creative uses for their {g|Encyclopedia:Skills}skills{/g}.
- Improved Mythic TrickMythic Tricksters can find creative uses for their {g|Encyclopedia:Skills}skills{/g}.
- Sneak AttackIf a character can catch an opponent when he is unable to defend himself effectively from her {g|Encyclopedia:Attack}attack{/g}, she can strike a vital spot for extra {g|Encyclopedia:Damage}damage{/g}. The character's attack deals extra damage anytime her target would be denied a {g|Encyclopedia:Dexterity}Dexterity{/g} {g|Encyclopedia:Bonus}bonus{/g} to {g|Encyclopedia:Armor_Class}AC{/g} (whether the target actually has a Dexterity bonus or not), or when the character {g|Encyclopedia:Flanking}flanks{/g} her target. This extra damage is {g|Encyclopedia:Dice}1d6{/g} and increases by 1d6 at later levels. This additional damage is precision damage and is not multiplied on a {g|Encyclopedia:Critical}critical hit{/g}. The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
Rank 8
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Mythic TrickMythic Tricksters can find creative uses for their {g|Encyclopedia:Skills}skills{/g}.
- Greater Mythic TrickMythic Tricksters can find creative uses for their {g|Encyclopedia:Skills}skills{/g}.
Path spells
Circle 1
Circle 2
Circle 4
+11 abilities have no in-game name
+22 abilities have no database page yet
Aeon
Aeon Mythic Path · Aeon Mythic Path
Ranks
Rank 1
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Enforcing GazeAt 3rd mythic rank, the Aeon gains the ability to enforce rules on everything around them, giving various benefits to allies and hindering enemies. Once activated, this ability lasts until the combat ends, at which point all of the {g|Encyclopedia:Bonus}bonuses{/g} immediately disappear. Enemies can try to make a {g|Encyclopedia:Saving_Throw}Will saving throw{/g} to resist this effect, receiving a –2 {g|Encyclopedia:Penalty}penalty{/g} on the throw if they have the {g|Encyclopedia:Alignment}chaotic alignment{/g}. The base {g|Encyclopedia:DC}DC{/g} for this saving throw is equal to 10 + half the Aeon's {g|Encyclopedia:Character_Level}character level{/g} + their mythic rank + their highest ability modifier. This ability can be used 1 plus mythic rank times per day.
- Enforcing GazeAt 3rd mythic rank, the Aeon gains the ability to enforce rules on everything around them, giving various benefits to allies and hindering enemies. Once activated, this ability lasts until the combat ends, at which point all of the {g|Encyclopedia:Bonus}bonuses{/g} immediately disappear. Enemies can try to make a {g|Encyclopedia:Saving_Throw}Will saving throw{/g} to resist this effect, receiving a –2 {g|Encyclopedia:Penalty}penalty{/g} on the throw if they have the {g|Encyclopedia:Alignment}chaotic alignment{/g}. The base {g|Encyclopedia:DC}DC{/g} for this saving throw is equal to 10 + half the Aeon's {g|Encyclopedia:Character_Level}character level{/g} + their mythic rank + their highest ability modifier. This ability can be used 1 plus mythic rank times per day.
- Aeon's ImmunitiesAt 3rd mythic rank, the Aeon starts changing their own body and mind to remove impurities contained within. They gain immunity to poison, disease, and {g|ConditionConfusion}confusion{/g} and gain a {g|Encyclopedia:Bonus}bonus{/g} on all {g|Encyclopedia:Saving_Throw}saving throws{/g} against {g|Encyclopedia:Alignment}chaotic{/g} enemies equal to their mythic rank.
- Mythic Summons
- Force RealityMythic characters that draw their power from Law gain the ability to force reality upon enemies around them. Every enemy in a 30-foot radius around the mythic character is affected by the effect of the {g|SpellsGreaterDispelMagic}dispel magic, greater{/g} spell, affecting only the effects of the Illusion school. At 2nd mythic rank, the mythic character gains the ability to rid their allies of hindering abnormalities. One ally in close range is affected by the effect of the dispel magic, greater spell, affecting all negative effects. The {g|Encyclopedia:Caster_Level}caster level{/g} for these abilities is equal to your {g|Encyclopedia:Character_Level}character level{/g} plus your mythic rank. You can use them 3 plus mythic rank times per day.
Rank 2
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Aeon's BaneAt 4th mythic rank, the Aeon gains the ability to make their weapons and {g|Encyclopedia:Spell}spells{/g} especially deadly against their enemies. For a number of {g|Encyclopedia:Combat_Round}rounds{/g} per day equal to twice your mythic rank, you can make any weapon you wield count as having the {g|EnhancementBane}bane{/g} quality, your spells gain a {g|Encyclopedia:Bonus}bonus{/g} equal to your mythic rank to {g|Encyclopedia:Caster_Level}caster level{/g} {g|Encyclopedia:Check}checks{/g} to overcome {g|Encyclopedia:Spell_Resistance}spell resistance{/g}, and every hit you make with weapons or spells dispel effects from the target, as per the {g|SpellsDispelMagic}dispel magic{/g} spell. Additionally, if you have the inquisitor's bane ability, the number of rounds per day stack, and you gain the same bonuses while using the inquisitor's bane ability.
- Enforcing GazeAt 3rd mythic rank, the Aeon gains the ability to enforce rules on everything around them, giving various benefits to allies and hindering enemies. Once activated, this ability lasts until the combat ends, at which point all of the {g|Encyclopedia:Bonus}bonuses{/g} immediately disappear. Enemies can try to make a {g|Encyclopedia:Saving_Throw}Will saving throw{/g} to resist this effect, receiving a –2 {g|Encyclopedia:Penalty}penalty{/g} on the throw if they have the {g|Encyclopedia:Alignment}chaotic alignment{/g}. The base {g|Encyclopedia:DC}DC{/g} for this saving throw is equal to 10 + half the Aeon's {g|Encyclopedia:Character_Level}character level{/g} + their mythic rank + their highest ability modifier. This ability can be used 1 plus mythic rank times per day.
- Summon Wood GolemThis ability summons a Wood Golem for 1 minute. Summoned monsters appear where you designate and act according to their {g|Encyclopedia:Initiative}initiative{/g} {g|Encyclopedia:Check}check{/g} results. They {g|Encyclopedia:Attack}attack{/g} your opponents to the best of their ability.
- Rectify StateThe mythic character gains the ability to rid their allies of hindering abnormalities. One ally in close range is affected by the effect of the {g|SpellsGreaterDispelMagic}dispel magic, greater{/g} spell, affecting all negative effects. The {g|Encyclopedia:Caster_Level}caster level{/g} for this ability is equal to your {g|Encyclopedia:Character_Level}character level{/g} plus mythic rank.
Rank 3
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Enforcing GazeAt 3rd mythic rank, the Aeon gains the ability to enforce rules on everything around them, giving various benefits to allies and hindering enemies. Once activated, this ability lasts until the combat ends, at which point all of the {g|Encyclopedia:Bonus}bonuses{/g} immediately disappear. Enemies can try to make a {g|Encyclopedia:Saving_Throw}Will saving throw{/g} to resist this effect, receiving a –2 {g|Encyclopedia:Penalty}penalty{/g} on the throw if they have the {g|Encyclopedia:Alignment}chaotic alignment{/g}. The base {g|Encyclopedia:DC}DC{/g} for this saving throw is equal to 10 + half the Aeon's {g|Encyclopedia:Character_Level}character level{/g} + their mythic rank + their highest ability modifier. This ability can be used 1 plus mythic rank times per day.
- Aeon's ImmunitiesAt 5th mythic rank, the Aeon gains immunity to bleed, mind-affecting effects, and {g|Encyclopedia:AbilityDamage}ability damage{/g}.
- Mythic SuppressionAs a {g|Encyclopedia:Standard_Actions}standard action{/g}, the Aeon can attempt to suppress the effects of mythic powers of their enemies. This ability affects only mythic demons, who can oppose the power with a successful {g|Encyclopedia:Saving_Throw}Will saving throw{/g}. Non-distorted mythic demons gain a +4 {g|Encyclopedia:Bonus}bonus{/g} on this saving throw. At 7th mythic rank, distorted mythic demons no longer get a saving throw to resist the effect, and non-distorted mythic demons don't get a bonus on the saving throw. At 9th mythic rank, mythic demons can't save against this ability. Some mythic demons are immune to this ability.
Rank 4
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Enforcing Gaze — Extra GazeAt 6th mythic rank, the Aeon can simultaneously activate two gazes. At 10th mythic rank, the number increases to three gazes.
- Improved Aeon's BaneAt 6th mythic rank, the Aeon deals additional {g|Encyclopedia:Dice}2d6{/g} {g|Encyclopedia:Damage}damage{/g} with their weapon {g|Encyclopedia:Attack}attacks{/g}, and the {g|Encyclopedia:Bonus}bonus{/g} on attack and damage rolls is increased by 1. Their {g|Encyclopedia:Spell}spells{/g} and attacks now affect the target with the effect of the dispel magic, greater spell, and all their summoned creatures receive the benefits of Aeon's Bane.
- Enforcing GazeAt 3rd mythic rank, the Aeon gains the ability to enforce rules on everything around them, giving various benefits to allies and hindering enemies. Once activated, this ability lasts until the combat ends, at which point all of the {g|Encyclopedia:Bonus}bonuses{/g} immediately disappear. Enemies can try to make a {g|Encyclopedia:Saving_Throw}Will saving throw{/g} to resist this effect, receiving a –2 {g|Encyclopedia:Penalty}penalty{/g} on the throw if they have the {g|Encyclopedia:Alignment}chaotic alignment{/g}. The base {g|Encyclopedia:DC}DC{/g} for this saving throw is equal to 10 + half the Aeon's {g|Encyclopedia:Character_Level}character level{/g} + their mythic rank + their highest ability modifier. This ability can be used 1 plus mythic rank times per day.
Rank 5
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Enforcing GazeAt 3rd mythic rank, the Aeon gains the ability to enforce rules on everything around them, giving various benefits to allies and hindering enemies. Once activated, this ability lasts until the combat ends, at which point all of the {g|Encyclopedia:Bonus}bonuses{/g} immediately disappear. Enemies can try to make a {g|Encyclopedia:Saving_Throw}Will saving throw{/g} to resist this effect, receiving a –2 {g|Encyclopedia:Penalty}penalty{/g} on the throw if they have the {g|Encyclopedia:Alignment}chaotic alignment{/g}. The base {g|Encyclopedia:DC}DC{/g} for this saving throw is equal to 10 + half the Aeon's {g|Encyclopedia:Character_Level}character level{/g} + their mythic rank + their highest ability modifier. This ability can be used 1 plus mythic rank times per day.
- Aeon's ImmunitiesAt 7th mythic rank, the Aeon becomes immune to curse and death effects, as well as energy drain.
- Aeon's Companion ImmunitiesAt 7th mythic rank, the Aeon's power is great enough to protect their allies from impurities. All their allies in a 30-foot radius gain immunity to poison, disease, and {g|ConditionConfusion}confusion{/g}.
- Mythic SuppressionAs a {g|Encyclopedia:Standard_Actions}standard action{/g}, the Aeon can attempt to suppress the effects of mythic powers of their enemies. This ability affects only mythic demons, who can oppose the power with a successful {g|Encyclopedia:Saving_Throw}Will saving throw{/g}. Non-distorted mythic demons gain a +4 {g|Encyclopedia:Bonus}bonus{/g} on this saving throw. At 7th mythic rank, distorted mythic demons no longer get a saving throw to resist the effect, and non-distorted mythic demons don't get a bonus on the saving throw. At 9th mythic rank, mythic demons can't save against this ability. Some mythic demons are immune to this ability.
Rank 6
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Enforcing Gaze — PerpetualAt 8th mythic rank, the Aeon's gaze can be used any number of times per day.
- Enforcing GazeAt 3rd mythic rank, the Aeon gains the ability to enforce rules on everything around them, giving various benefits to allies and hindering enemies. Once activated, this ability lasts until the combat ends, at which point all of the {g|Encyclopedia:Bonus}bonuses{/g} immediately disappear. Enemies can try to make a {g|Encyclopedia:Saving_Throw}Will saving throw{/g} to resist this effect, receiving a –2 {g|Encyclopedia:Penalty}penalty{/g} on the throw if they have the {g|Encyclopedia:Alignment}chaotic alignment{/g}. The base {g|Encyclopedia:DC}DC{/g} for this saving throw is equal to 10 + half the Aeon's {g|Encyclopedia:Character_Level}character level{/g} + their mythic rank + their highest ability modifier. This ability can be used 1 plus mythic rank times per day.
Rank 7
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Enforcing GazeAt 3rd mythic rank, the Aeon gains the ability to enforce rules on everything around them, giving various benefits to allies and hindering enemies. Once activated, this ability lasts until the combat ends, at which point all of the {g|Encyclopedia:Bonus}bonuses{/g} immediately disappear. Enemies can try to make a {g|Encyclopedia:Saving_Throw}Will saving throw{/g} to resist this effect, receiving a –2 {g|Encyclopedia:Penalty}penalty{/g} on the throw if they have the {g|Encyclopedia:Alignment}chaotic alignment{/g}. The base {g|Encyclopedia:DC}DC{/g} for this saving throw is equal to 10 + half the Aeon's {g|Encyclopedia:Character_Level}character level{/g} + their mythic rank + their highest ability modifier. This ability can be used 1 plus mythic rank times per day.
- Greater Aeon's BaneAt 9th mythic rank, the Aeon's bane {g|Encyclopedia:Damage}damage{/g} increases by {g|Encyclopedia:Dice}2d6{/g}, and the {g|Encyclopedia:Bonus}bonus{/g} on {g|Encyclopedia:Attack}attack{/g} and damage rolls by 1. Their first attack each {g|Encyclopedia:Combat_Round}round{/g} automatically dispels an effect from the target. Additionally, their {g|Encyclopedia:Spell}spells{/g} and abilities can be used as a {g|Encyclopedia:Move_Action}move action{/g} instead of a {g|Encyclopedia:Standard_Actions}standard action{/g}.
- Aeon's Companion ImmunitiesAt 9th mythic rank, all allies within 30 feet of the Aeon gain immunity to mind-affecting effects.
- Mythic SuppressionAs a {g|Encyclopedia:Standard_Actions}standard action{/g}, the Aeon can attempt to suppress the effects of mythic powers of their enemies. This ability affects only mythic demons, who can oppose the power with a successful {g|Encyclopedia:Saving_Throw}Will saving throw{/g}. Non-distorted mythic demons gain a +4 {g|Encyclopedia:Bonus}bonus{/g} on this saving throw. At 7th mythic rank, distorted mythic demons no longer get a saving throw to resist the effect, and non-distorted mythic demons don't get a bonus on the saving throw. At 9th mythic rank, mythic demons can't save against this ability. Some mythic demons are immune to this ability.
Rank 8
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Enforcing Gaze — Extra GazeAt 6th mythic rank, the Aeon can simultaneously activate two gazes. At 10th mythic rank, the number increases to three gazes.
- Aeon's ImmunitiesAt 10th mythic rank, the Aeon automatically {g|Encyclopedia:Dice}rolls{/g} 20 on {g|Encyclopedia:Initiative}initiative{/g} rolls and {g|Encyclopedia:Saving_Throw}saving throws{/g} against {g|Encyclopedia:Alignment}chaotic{/g} creatures. Additionally, their {g|Encyclopedia:Attack}attacks{/g} and {g|Encyclopedia:Spell}spells{/g} ignore {g|Encyclopedia:Damage_Reduction}damage reduction{/g}, energy {g|Encyclopedia:Energy_Resistance}resistance{/g}, and immunities of chaotic enemies.
- Enforcing GazeAt 3rd mythic rank, the Aeon gains the ability to enforce rules on everything around them, giving various benefits to allies and hindering enemies. Once activated, this ability lasts until the combat ends, at which point all of the {g|Encyclopedia:Bonus}bonuses{/g} immediately disappear. Enemies can try to make a {g|Encyclopedia:Saving_Throw}Will saving throw{/g} to resist this effect, receiving a –2 {g|Encyclopedia:Penalty}penalty{/g} on the throw if they have the {g|Encyclopedia:Alignment}chaotic alignment{/g}. The base {g|Encyclopedia:DC}DC{/g} for this saving throw is equal to 10 + half the Aeon's {g|Encyclopedia:Character_Level}character level{/g} + their mythic rank + their highest ability modifier. This ability can be used 1 plus mythic rank times per day.
Path spells
Circle 0
Circle 1
Circle 2
Circle 3
Circle 4
Circle 5
Circle 6
+9 abilities have no in-game name
+34 abilities have no database page yet
Devil
Devil Mythic Path · Devil Mythic Path
Ranks
Rank 1
- Hell's DecreeAs you become a Devil, you gain the ability to issue Hell's Decrees a number of times per day equal to your mythic rank. If a {g|Encyclopedia:Saving_Throw}saving throw{/g} is involved, its {g|Encyclopedia:DC}DC{/g} is 10 + twice your mythic rank.
- Hell's DominanceYou gain the ability to use {g|SpellsDominateMonster}dominate monster{/g} as a {g|Encyclopedia:Special_Abilities}spell-like ability{/g} at will. The {g|Encyclopedia:Saving_Throw}saving throw{/g} {g|Encyclopedia:DC}DC{/g} for this ability is equal to 10 + half your {g|Encyclopedia:Character_Level}character level{/g} + your mythic rank + your highest ability modifier. Additionally, you gain fire {g|Encyclopedia:Energy_Resistance}resistance{/g} 20 and a +4 {g|Encyclopedia:Bonus}bonus{/g} on saving throws against poison.
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- WingsYou gain a pair of wings that grant a +3 dodge {g|Encyclopedia:Bonus}bonus{/g} to {g|Encyclopedia:Armor_Class}AC{/g} against {g|Encyclopedia:MeleeAttack}melee attacks{/g} and immunity to ground-based effects, such as difficult terrain.
Rank 2
- Hell's SealThe Devil gains the ability to place Hell's Seals on allies. They activate when certain conditions are met. You can use this ability a number of times per day equal to your mythic rank, but only one seal can be placed on a single ally at a time.
- Hell's VengeanceYou gain the ability to use {g|SpellsHellfireRay}hellfire ray{/g} and {g|SpellsPowerWordStun}power word stun{/g} as {g|Encyclopedia:Special_Abilities}spell-like abilities{/g} at will. Additionally, you become {g|Encyclopedia:Energy_Immunity}immune{/g} to fire, gain cold and acid {g|Encyclopedia:Energy_Resistance}resistance{/g} 10, and all your weapons count as being {g|Encyclopedia:Alignment}lawful and evil{/g}.
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
Rank 3
- Hell's AuthorityYou gain the ability to use the authority of Hell to shape mythic powers into other forms. Three times per day, you can gain the ability to use Sword of Heaven with one improvement or Demonic Rage with one aspect for the next ten minutes.
- Hell's RuleYou gain the ability to use {g|SpellsOverwhelmingPresence}overwhelming presence{/g} and {g|SpellsPowerWordKill}power word kill{/g} as {g|Encyclopedia:Special_Abilities}spell-like abilities{/g} at will.
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
+8 abilities have no in-game name
+17 abilities have no database page yet
Dragon
Dragon Mythic Path · Dragon Mythic Path
Ranks
Rank 1
- Perfect BodyYou gain immunity to poison, disease, fear, {g|ConditionConfusion}confusion{/g}, {g|ConditionParalyzed}paralysis{/g}, and sleep. You also gain resistance to all energies equal to your {g|Encyclopedia:Character_Level}character level{/g} + half your mythic rank. If any of your {g|Encyclopedia:Saving_Throw}saving throw{/g} {g|Encyclopedia:Bonus}bonuses{/g} before modifiers is less than 5 + your mythic rank, you gain a bonus up to that number. If any of your attributes before modifiers is less than 14, you gain a bonus up to that number. Your highest {g|Encyclopedia:Ability_Scores}ability score{/g} gets a +4 bonus. All your {g|Encyclopedia:Hit_Dice}hit dice{/g} are now {g|Encyclopedia:Dice}d12{/g}. Any {g|Encyclopedia:Spell}spells{/g} dealing {g|Encyclopedia:Damage}damage{/g} now change their dice to d6, if it was not d6 or greater. If it already was d6 or greater, instead the spell deals 1 additional point of damage per dice rolled. All your weapons count as +5 weapons.
- Perfect Body
- Perfect Body
- Perfect Body
- Perfect Body
- Perfect Body
- Perfect Body
- Perfect Body
- Perfect Body
- Perfect Body
- Gold Dragon BreathYou gain the ability to breathe holy energy, engulfing all enemies in a 50-foot cone and dealing ({g|Encyclopedia:Character_Level}character level{/g} + half your mythic rank){g|Encyclopedia:Dice}d8{/g} {g|Encyclopedia:Energy_Damage}holy damage{/g}. A successful {g|Encyclopedia:Saving_Throw}Reflex saving throw{/g} ({g|Encyclopedia:DC}DC{/g} = 10 + half your character level + your mythic rank + your highest ability modifier) halves the damage. Any enemy struck by your breath also gains a –1 {g|Encyclopedia:Penalty}penalty{/g} on all d20 rolls, while all enemies who failed the Reflex saving throw gain a –2 penalty. You can use your breath once every 1d4 {g|Encyclopedia:Combat_Round}rounds{/g}. At 9th mythic rank, the cooldown is reduced to 1d2 rounds. At 10th mythic rank, this ability can be used every round.
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- WingsYou gain a pair of wings that grant a +3 dodge {g|Encyclopedia:Bonus}bonus{/g} to {g|Encyclopedia:Armor_Class}AC{/g} against {g|Encyclopedia:MeleeAttack}melee attacks{/g} and immunity to ground-based effects, such as difficult terrain.
- Improved Gold Dragon BreathEach mythic rank, the Gold Dragon can select an improvement to the Gold Dragon Breath ability. At 10th mythic rank, the Gold Dragon selects two improvements instead of one.
Rank 2
- Perfect Mind
- Perfect Mind
- Perfect Mind
- Perfect Mind
- Perfect Mind
- Perfect MindYou gain immunity to mind-affecting effects and {g|Encyclopedia:Spell_Resistance}spell resistance{/g} equal to 15 + your {g|Encyclopedia:Character_Level}character level{/g} + half your mythic rank. You can change all damage you deal to {g|Encyclopedia:Energy_Damage}holy damage{/g} (or unholy damage if you have vowed to serve Dahak). If your {g|Encyclopedia:BAB}base attack bonus{/g} is less than 15 + mythic rank, you gain a bonus up to that number. All {g|Encyclopedia:Skills}skills{/g} become class skills for you. If you have less ranks in a skill than your mythic rank, you gain a bonus up to that number. If any of your attributes before modifiers is less than 18, you gain a bonus up to that number. The {g|Encyclopedia:Bonus}bonus{/g} to your highest {g|Encyclopedia:Ability_Scores}ability score{/g} increases to +6. Any {g|Encyclopedia:Spell}spells{/g} dealing {g|Encyclopedia:Damage}damage{/g} now change their dice to {g|Encyclopedia:Dice}d8{/g}, if it was not d8 or greater. If it already was d8 or greater, instead the spell deals 1 additional point of damage per dice rolled.
- Perfect Mind
- Perfect Mind
- Dragon FeatYou can select any {g|Encyclopedia:Feat}feat{/g}, ignoring its prerequisites.
- Gold Dragon FormYou can assume the form of a Gold Dragon. You gain the following abilities: a +10 {g|Encyclopedia:Size}size{/g} {g|Encyclopedia:Bonus}bonus{/g} to {g|Encyclopedia:Strength}Strength{/g}, a +8 size bonus to {g|Encyclopedia:Constitution}Constitution{/g}, a +8 natural armor bonus to {g|Encyclopedia:Armor_Class}AC{/g}, {g|Encyclopedia:Blindsense}blindsense{/g} 60 feet. You also gain one bite ({g|Encyclopedia:Dice}2d8{/g}), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6).
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Improved Gold Dragon BreathEach mythic rank, the Gold Dragon can select an improvement to the Gold Dragon Breath ability. At 10th mythic rank, the Gold Dragon selects two improvements instead of one.
Rank 3
- Perfect SoulYou gain {g|Encyclopedia:Energy_Immunity}immunity{/g} to acid, cold, electricity, fire, energy drain, and negative energy. All your {g|Encyclopedia:Spell}spells{/g} and abilities become empowered and maximized (if possible), as though using the {g|FeatureEmpoweredSpell}Empower Spell{/g} and {g|FeatureMaximizeSpell}Maximize Spell{/g} {g|Encyclopedia:Feat}feats{/g}. Any spells dealing {g|Encyclopedia:Damage}damage{/g} now change their dice to {g|Encyclopedia:Dice}d10{/g}, if it was not d10 or greater. If it already was d10 or greater, instead the spell deals 1 additional point of damage per dice rolled. The bonus to your highest {g|Encyclopedia:Ability_Scores}ability score{/g} increases to +8.
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Improved Gold Dragon BreathEach mythic rank, the Gold Dragon can select an improvement to the Gold Dragon Breath ability. At 10th mythic rank, the Gold Dragon selects two improvements instead of one.
Path spells
Circle 0
- Aid
- Blur
- Foresight
- Sunbeam
- Life Bubble
- Daylight
- Protection from Alignment, Communal
- Holy Word
- Haste
- Magic Missile
- Heroism
- Dragon's Breath
- Cold Ice Strike
- Invisibility
- Righteous Might
- Bless
- Divine Favor
- Holy Smite
- Cleanse
- Banishment
- Heroism, Greater
- Fire Storm
- Sunburst
- Divine Power
- Restoration
- True Seeing, Communal
- Prayer
- Command
+31 abilities have no in-game name
+57 abilities have no database page yet
Swarm
Swarm Mythic Path · Swarm Mythic Path
Ranks
Rank 1
- Host of the Great SwarmYou become a Host of the Great Swarm, which now lives inside your body. This symbiosis gives you {g|Encyclopedia:Fast_Healing}fast healing{/g} and additional {g|Encyclopedia:HP}hit points{/g} depending on the {g|Encyclopedia:Size}size{/g} of the swarm. To increase the size of the swarm, you need to devour other living beings.
- DevourYou send a part of your swarm to devour a corpse to increase the {g|Encyclopedia:Size}size{/g} of your swarm. The increase depends on the CR of the devoured corpse. When the amount of eaten enemies hits a threshold, you gain permanently increased {g|Encyclopedia:Bonus}bonuses{/g} from other Swarm That Walks abilities.
- Swarm FeastYour swarm flies out of your body and starts attacking all enemies in a 50-foot radius. Every {g|Encyclopedia:Combat_Round}round{/g}, all enemies in the area take (4 plus your swarm {g|Encyclopedia:Size}size{/g}) {g|Encyclopedia:Dice}d6{/g} {g|Encyclopedia:Physical_Damage}physical damage{/g}. If they die while in the area, they are automatically devoured. Any ranged or ranged {g|Encyclopedia:TouchAttack}touch attacks{/g} against you have a 50% miss chance. Using this ability cancels Swarm Form and Swarm Infest.
- Swarm FormYou return all of the swarm into your body. You gain {g|Encyclopedia:Damage_Reduction}DR{/g} 5/— plus your swarm {g|Encyclopedia:Size}size{/g} and a natural armor {g|Encyclopedia:Bonus}bonus{/g} to {g|Encyclopedia:Armor_Class}AC{/g} equal to (4 plus your swarm size). Using this ability cancels Swarm Infest and Swarm Feast.
- Swarm InfestYou send a part of your swarm to infest an enemy. It makes the target {g|ConditionBlind}blind{/g} and deals {g|Encyclopedia:Dice}8d8{/g} {g|Encyclopedia:Physical_Damage}physical damage{/g} each {g|Encyclopedia:Combat_Round}round{/g}. This {g|Encyclopedia:Damage}damage{/g} increases by 2d8 for each point of your swarm size. If the target dies while under this effect, it's automatically devoured. When the ability ends (by activating the Swarm Form ability), you are {g|Encyclopedia:Healing}healed{/g} for the amount of damage you've dealt to the enemy with Swarm Infest. Additionally, the target must make a {g|Encyclopedia:Saving_Throw}Will saving throw{/g} ({g|Encyclopedia:DC}DC{/g} = 15 + twice your mythic rank) or become {g|ConditionFrightened}frightened{/g}. Using this ability cancels Swarm Form and Swarm Feast.
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
- Swarm CloneYou gain the ability to make your own clones using the swarm. They have all your abilities, but separate inventory. You can simultaneously have one clone per three points of your swarm size, but no more than one clone at 8th mythic rank, two clones at 9th mythic rank, and five clones at 10th mythic rank.
Rank 2
- Eye of the SwarmFrom now on, you are made of the Swarm. You gain the {g|Encyclopedia:Damage_Reduction}damage reduction{/g} of a swarm and immunity to {g|Encyclopedia:Attack_Of_Opportunity}attacks of opportunity{/g}. Your {g|Encyclopedia:Strength}Strength{/g} and {g|Encyclopedia:Dexterity}Dexterity{/g} {g|Encyclopedia:Ability_Scores}ability scores{/g} increase by (4 plus your swarm {g|Encyclopedia:Size}size{/g}). You gain immunity to most effects affecting a normal mortal body, such as poison, disease, {g|ConditionParalyzed}paralysis{/g}, and {g|ConditionStunned}stun{/g}. Additionally, while Swarm Form is active, all your {g|Encyclopedia:Attack}attacks{/g} deal an additional (4 plus your swarm size) {g|Encyclopedia:Damage}damage{/g} and any opponent that attacks you in melee combat takes (4 plus your swarm size) {g|Encyclopedia:Dice}d6{/g} damage.
- Mythic AbilityAt 1st rank and every odd mythic rank thereafter, select one new mythic ability.
- Swarm CloneYou gain the ability to make your own clones using the swarm. They have all your abilities, but separate inventory. You can simultaneously have one clone per three points of your swarm size, but no more than one clone at 8th mythic rank, two clones at 9th mythic rank, and five clones at 10th mythic rank.
Rank 3
- The SwarmYou become the Swarm. Your {g|Encyclopedia:Intelligence}Intelligence{/g}, {g|Encyclopedia:Wisdom}Wisdom{/g}, and {g|Encyclopedia:Charisma}Charisma{/g} {g|Encyclopedia:Ability_Scores}ability scores{/g} are increased by 4 plus your swarm {g|Encyclopedia:Size}size{/g}, you gain {g|Encyclopedia:Spell_Resistance}spell resistance{/g} equal to 25 plus your swarm size, and you gain immunity to most harmful conditions. You are also immune to the {g|ConditionExhausted}exhaustion{/g} and {g|ConditionFatigued}fatigue{/g} effects. Your swarm form grants you a +10 profane {g|Encyclopedia:Bonus}bonus{/g} on {g|Encyclopedia:Stealth}Stealth{/g} {g|Encyclopedia:Skills}skills{/g} {g|Encyclopedia:Check}checks{/g} for the Camouflage role and a +10 profane bonus on {g|Encyclopedia:Perception}Perception{/g} skill checks for Night Watch during {g|Encyclopedia:Rest}rest{/g} and movement on global map.
- Swarm CloneYou gain the ability to make your own clones using the swarm. They have all your abilities, but separate inventory. You can simultaneously have one clone per three points of your swarm size, but no more than one clone at 8th mythic rank, two clones at 9th mythic rank, and five clones at 10th mythic rank.
- Mythic FeatMythic characters gain mythic {g|Encyclopedia:Feat}feats{/g} every even mythic rank. These feats can be selected only as part of mythic advancement, not as part of a character's normal advancement or in place of any other bonus feat. Most mythic feats require a non-mythic feat as a prerequisite. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when they gain a mythic feat, they can wait to select a mythic feat until the next time they gain a mythic rank or level.
+13 abilities have no in-game name
+25 abilities have no database page yet
Legend
Legend Mythic Path · Legend Mythic Path
Ranks
Rank 1
- LegendAll your {g|Encyclopedia:Ability_Scores}ability scores{/g} are increased by 4. Your level cap has become 40 (you still can only get 20 levels in one character class), and the amount of {g|Encyclopedia:XP}XP{/g} needed to level up is drastically decreased.
- Legend's Corruption ResistanceThe Legend's powers are beyond the Abyssal corruption's reach. The Legend and all companions can {g|Encyclopedia:Rest}rest{/g} up to 5 times after the Legend has cleared all corruption from themselves at a safe place.
+8 abilities have no in-game name
+10 abilities have no database page yet