AeonMythic Path |
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Initial Mythic Features |
Aeon is a Mythic Path in Pathfinder: Wrath of the Righteous. A cosmic judge of balance with the ability to change the current timeline. You can sense where the balance is broken and correct it, usually punishing the perpetrator in the process.
"The Aeon is the embodiment of law and order and possesses the power to correct abnormalities in the fabric of time and reality itself. Nothing can escape the Aeon's scrutinizing gaze and impartial judgement"
Aeon Information
- Unlock Beginning: Market Square, you need to observe the place the dragon got slain.
- Choose all available Aeon options in main story, Market Square is not sufficient.
- Aeons can redeem several NPCs, like Staunton Vhane or Xanthir Vhang.
- At MR8, if you decide to continue as Aeon Camellia will leave immediately after.
Aeon Features
Aeon Progression
Aeon Abilities
Aeon Immunities
At 3rd mythic rank, Aeon starts changing his own body and mind to remove impurities contained within. He gains immunity to poison, disease and confusion, and gains a bonus on all saving throws against chaotic enemies equal to his mythic rank.
At 5th mythic rank, Aeon gains immunity to bleed, mind-affecting effects and ability damage.
At 10th mythic rank, Aeon automatically rolls 20 on initiative rolls and saving throws against chaotic creatures. Additionally, his attacks and spells ignore damage reduction, energy resistance and immunities of chaotic enemies.
Enforcing Gaze
At the 3rd rank, Aeon gains the ability to enforce rules on everything around them, giving various benefits to the allies and hindering the enemies. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately disappear. Enemies can try to make a Will saving throw to resist this effect, receiving a -2 penalty on the throw if they have the Chaotic alignment.
This ability can be used 1 plus mythic rank times per day.
Starting at 6th mythic rank, Aeon can simultaneously activate two gazes. At 10th mythic rank, the number increases to three gazes.
At 8th mythic rank, Aeon's gaze can be used any number of times per day.

Summon Axiomite
This ability summons an Axiomite for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Aeon Bane
At 4th level, Aeon gains an ability to make his weapons and spells especially deadly against his enemies. For a number of rounds per day equal to twice your mythic rank, you can make any weapon you wield count as having Bane quality, your spells gain a bonus equal to your mythic rank to caster level checks to overcome spell resistance, and every hit you make with weapons or spells dispel effects from the target, as per the Dispel Magic spell.\nAdditionally, if you have inquisitor's bane ability, the number of rounds per day stack, and you gain the same bonuses while using inquisitor's bane ability.
At 9th rank, Aeon's bane damage increases by 2d6, and the bonus to attack and damage rolls by 1. His first attack each round automatically dispels an effect from the target. Additionally, his spells and abilities can be used as a move action instead of a standard action.

Summon Stone Golem
This ability summons a Stone Golem for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Summon Iron Golem
This ability summons an Iron Golem for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Summon Gold Golem
This ability summons a Gold Golem for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Summon Gold Golems
This ability summons two Gold Golems for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponments to the best of their ability.

Summon Adamantine Golem
This ability summons an Adamantine Golem for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.

Summon Adamantine Golems
This ability summons two Adamantine Golems for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Aeon Companion Immunities
At 7th mythic rank, Aeons power is great enough to protect his allies from impurities. All his allies in 30ft radius gain immunity to poison, disease and confusion.
At 9th mythic rank, all allies within a 30ft range of Aeon gain immunity to mind-affecting effects.

Mythic Suppression
As a standard action, Aeon can attempt to suppress the effects of mythic powers of his enemies. THIs ability affects only mythic demons, who can oppose the powre with a successful Will saving throw. Non-distorted mythic demons gain a +4 bonus on this saving throw.
At 7 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.
Starting at 9 mythic rank, mythic demons can't save against this ability.
Some mythic demons are immune to this ability.
Enforcing Gaze - Perpetual Gaze
At 8th mythic rank, Aeon's gaze can be used any number of times per day.
Enforcing Gaze - Extra Gaze
Starting at 6th mythic rank, Aeon can simultaneously activate two gazes.
At 10th mythic rank, the number increases to three gazes.
Aeon Mythic Spells
Name |
Mythic Path |
Effects |
Level |
---|---|---|---|
Crystal Mind | Aeon | You clear an ally's mind from corrupting thoughts. You dispel rage, fear, emotion, confusion and morale effects, and give the target immunity to fear and emotion effects for 1 round per mythic rank. | 2 |
Edict of Retaliation | Aeon | As a swift action, you make the enemy suffer from his actions. Every time the target attacks, it is dealt 1d6 + CL/2 damage. Every time the target casts a spell or spell-like ability, it is dealt 2d6 + CL damage. The effect lasts for 1 round per 4 caster levels. | 2 |
Equal Force | Aeon | You make your allies attacks more uniform. Full BAB attacks made by the target get a -2 penalty, but all attacks with BAB-10 or worse get a +5 bonus on attack rolls. The effect lasts for 10 minutes per caster level. | 2 |
Edict of Nonresistance | Aeon | As a swift action, you order the enemy to stop all resistance. If the target fails a Will saving throw, it becomes dazed for 1 round per caster level. | 3 |
Relativity | Aeon | You make the flow of time favor allies and disrupt opponent's actions. Your allies gain the benefits of the Haste spell effect, while enemies are affected by Slow spell effect. | 3 |
Starlight | Aeon | You create an area of starlight around yourself. All invisibility effects on enemies in the area are suppressed, and attacks against your allies in the area suffer from a 20% miss chance. | 3 |
Edict of Predetermination | Aeon | As a swift action, you make the target roll 11 on all d20 rolls for the number of rounds equal to your caster level divided by 4. | 4 |
True Form | Aeon | You dispel petrification and enemy's transmutation spells and effects from the target. | 4 |
Uncertainty Principle | Aeon | For 1 round per caster level you gain 50 miss chance. Additionally, while the spell is in effect, you can teleport to any point in close range as a swift action. | 4 |
Absolute Order | Aeon | This spell functions like command, except it affects multiple enemies in 30 feet radius, and the activities continue beyond 1 round. At the start of each commanded creature's turn after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same ocmmand. If the creature failed the initial saving throw, when it succeeds at a saving throw to break free from the spell, it is dealt 2d6 divine damage per caster level for disobeying your Order |
5 |
Edict of Preservation | Aeon | As a swift action, you suppress any negative mental or physical effects on the target for 1 round per 5 caster levels. | 5 |
Supernova | Aeon | You create a raging supernova for the number of rounds equal to your caster levels. Each affected target must succeed on a Fortitude saving throw or become blinded for caster level rounds. Each round all targets in the area are dealt 2d6+Caster level fire and Divine damage (Reflex half). | 5 |
Zero State | Aeon | You try to dispel every effect from every creature in 30ft radius, gaining +10 in the caster level check to dispel. | 5 |
Edict of Impenetrable Fortress | Aeon | As a swift action, you grant your target Invulnerability to any physical damage for 1 round per 5 caster levels. | 6 |
Embodiment of Order | Aeon | You grant the target the effect of the Shield of Law spell, as well as resistance to fire, electricity, cold and acid for 10 minutes per caster level. Additionally, when the spell is cast you also cast Dictum on the same target. | 6 |
Freezing Nothingness | Aeon | You trap the target in solid ice. If the creature fails its save, it is paralyzed, if the target makes its save, it gains the entangled condition and cannot cast spells. Whether or not the target saves, it takes 2d6 cold damage and 2d6 divine each round it is paralyzed or entangled in the ice. A creature can break the ice with a successful Strength check each round after receiving the effect (DC 15 + your caster level). | 6 |
Zone of Predetermination | Aeon | You create a zone, where every creature rolls 11 on every d20 roll they make. The zone lasts for 1 round per 4 caster levels. | 6 |
Edict of Invulnerability | Aeon | As a swift action, you grant all allies in 30ft radius the effects of the Edict of Impenetrable Fortress and Edict of Perseverance abilities for 1 round per 5 caster level. | 7 |
Mythic Abilities in Pathfinder Wrath of the Righteous are special abilities granted to Mythic Hero/Mythic Companions. In order to unlock these abilities, you need to have contact with each path's energy first, then progress the main quest.
Mythic Abilities
Quick Search of All Mythic Abilities
Name |
Description |
Path |
Bit of Fun | Mythic characters that draw their power from Chaos gain an ability to unleash a create 3 illusionary copies of themselves. Those copies last for 1 minute per mythic rank and act like mirror image spell, protecting the character from attacks. Those characters can use this ability 3 times per day. On the 2nd mythic rank, those characters become more creative, gaining a +3 circumstance bonus to all skill checks. | Trickster |
Close to the Abyss | Mythic characters that draw their power from the Abyss grow a pair of horns, gaining a gore attack. This attack is made with a -5 penalty and deals 1d8 plus 1-1/2 times their strength modifier points of piercing damage. It counts as cold iron and magic for the purposes of overcoming damage reduction. On the 2nd mythic rank, those characters become closer to demons, gaining resist electricity 20 and an immunity to poisons. | Demon |
Close to the Heavens | Mythic characters that draw their power from Good gain an ability to unleash a ray of heavenly light, targeting an ally or a foe within 50 feet as a ranged touch attack. This ray heals allies for 4d6 plus 2d6 per mythic rank points of damage 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. On the 2nd mythic rank, those characters become closer to angels, gaining resist acid 20, resist cold 20, and an immunity to petrification. | Angel |
Dance Macabre | Mythic characters that draw their power from death can channel negative energy to deal damage to living creatures or to heal 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 2d6 plus 1d6 per mythic rank. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + mythic rank + the character's Charisma, Wisdom or Intelligence modifier (whichever is higher). Creatures healed by channel energy cannot exceed their maximum hit point 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 standard action that does not provoke an attack of opportunity. On the 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 bonus on saving throws against death effects. They gain a +2 bonus on AC, saving throws, weapon attack and damage rolls against creatures with negative energy affinity. The DCs of their class abilities against these opponents increase by 2. |
Lich |
Force Reality | Mythic characters that draw their power from Law gain an ability to force reality upon the enemies around. Every enemy in 30ft radius around the mythic character is a target of Greater Dispel effect, affecting only abilities of Illusion school. On the 2nd mythic rank, the mythic character gains the ability to fix hindering abnormalities in his allies. One ally in close range is target to Greater Dispel affecting all negative effects. The caster level for these abilities is equal to your character level plus mythic rank. You can use them 3 plus mythic rank times per day. | Aeon |
Instrument of Freedom | Mythic characters that draw their power from Freedom gain an ability to unleash a bolt of energy from Elysium itself, targeting an ally or a foe within 50 feet as a ranged touch attack. This bolt deals 4d6 plus 2d6 per mythic rank points of damage to enemies. If used on allies, the bolt instead charges their weapon for 2 + mythic rank rounds. Weapons charged with it deal an additional 2d6 points of holy damage on hit and count as good for the purposes of bypassing damage reduction. Those characters can use this ability 3 times per day plus one extra time for each mythic rank beyond the first. On the 2nd mythic rank, those characters become closer to the azatas that live in Elysium, gaining resist electricity 20 and +4 bonus to their saving throws against mind-affecting effects. | Azata |
Abundant Casting | You have learned of a way to increase the number of spells you can cast per day. Benefit: You can cast four more spells per day of 1st, 2nd, and 3rd levels each. |
Any |
Always a Chance | Your attacks are now less affected by luck. Benefit: You don't automatically miss when you roll a 1 on an attack roll. |
Any |
Archmage Armor | You are a master of the mage armor spell. Benefit: Whenever you cast mage armor on yourself, it gives an additional armor bonus equal to your mythic rank. |
Any |
Ascendant Element | You mastered a certain element to spectacular level. Benefit: Choose one energy type (acid, cold, electricity, fire, sonic, or negative). The damage of that energy type you deal can no longer be prevented or reduced by resistances or immunities. This bonus works on any damage you deal with the chosen energy type. |
Any |
Ascendant Summons | The creatures you summon gain a piece of your mythic power. Benefit: Creatures summoned by you gain a bonus to its Strength, Dexterity, Constitution, Wisdom, and Charisma equal to half your mythic rank plus 1. Their attacks now ignore damage reduction except N/-. |
Any |
Best Jokes | You are a master of the hideous laughter spell Benefit: When a creature fails a saving throw against your hideous laughter spell, another random enemy within 30 feet of the target is affected by the same spell. This chain continues as long as targets continue to fail their saving throws. |
Any |
Battle Meditation | You are able to channel your mythic powers into invigorating and coordinating your allies. Benefit: As a standard action, you can enter into a state of Battle Meditation. While in this state, you are unable to move, lose your Dexterity Bonus to AC, and count as being staggered. All allies in 30-feet radius gain a morale bonus to attack and damage rolls and saving throws against fear effects equal to one plus one per three mythic ranks. |
Any |
Boundless Healing | Your healing is no longer affected by common limitations. Benefit: Whenever you cast a cure wounds spell or another healing spell, it becomes reach as though using the Reach Spell feat. Also, the amount of hit points it now restores depends entirely on your caster level and disregards any limits in the original spell. Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium, and long. |
Any |
Brutality Incarnate | The wounds you inflict with your natural attacks are anything but natural. Benefit: Your natural attacks now ignore all damage reduction except N/-. |
Any |
Cleaving Shot | Each time you deal critical damage with your ranged weapon attack, or reduce the target to zero hit points, you deal your weapon damage to all other enemies in 10ft radius. | Any |
Defensive Study | Your found a way to use your perception and knowledge to better defend yourself. Benefit: Your Study Target ability gives you a bonus to AC against the target of your Study Target ability. |
Any |
Dimensional Retribution | You leave a mystical link with enemy spellcasters that lets you instantly move to them. Benefit: Every time you are targeted by an enemy spell, you gain the ability to teleport to the spellcaster as a move action for the next two rounds. |
Any |
Distracting Shots | Your ranged weapon attacks are dangerous enough for the enemy to forget about melee threats. Benefit: If you hit an enemy with a ranged weapon attack, they receive a penalty on AC against melee attacks equal to half your mythic rank for 1 round. |
Any |
Domain Zealots | You moved closer to your deity and to the power it has over its divine domains.\nBenefit: You can use the abilities of your domains as a swift action. | Any |
Elemental Barrage | You mastered the art of raining elemental spells on your foes, and found a way to empower them by combining different elements. Benefit: Every time you deal energy damage to a creature, you apply an elemental mark to it. If during the next three rounds you deal energy damage to a marked target with a different type of energy, the target is dealt additional Divine damage. The damage is 1d6 per mythic rank of your character. |
Any |
Emergency Help | In a dire situation, you can instantly make your way to a companion in danger and get them back into combat.
|
Any |
Enduring Spells | You have learned of a way to prolong the effects of your beneficial spells. Benefit: Effects of your spells on your allies that should last longer than an hour but shorter than 24 hours now last 24 hours. |
Any |
Enforced Vigor | Some people motivate their companions by their mere presence, while you learnt that pain is a much more potent motivator. Benefit: Every time you damage an ally, they gain a +2 mythic bonus on attack and damage rolls, and a +1 mythic bonus on all saving throws. The bonuses last for a number rounds equal to half your mythic rank. |
Any |
Ever Ready | You are always ready to unleash some extra attacks. Benefit: Whenever you make an attack of opportunity, you gain a bonus on the attack roll and damage roll equal to your mythic rank. The number of attacks of opportunity you can make each round is increased by two. |
Any |
Expose Vulnerability | Your ranged weapon attacks expose the enemy's vulnerable points. Benefit: Every third hit with a ranged weapon against the same enemy deals additional 1d6 per two mythic ranks divine damage. |
Any |
Inspirational Leader | You are a beacon of hope for your comrades, and they perform better near you. Benefit: Your allies with 50 feet of you gain a bonus equal to half your mythic rank plus 1 to their Initiative, their saving throws against mind-affecting effects, and their concentration checks. |
Any |
Last Stand | Your mission is too important to fall in battle: and your mythic powers let you endure unbelievable things. Benefit: Once per day, when your HP drop low, you become unkillable. For two rounds, you become immune to damage that would make you unconscious. |
Any |
Leading Strike | Your strikes make cracks in the enemy existence, leaving weak points for your allies to strike. Benefit: Every time you hit a target in melee combat, you leave a mark on it. Any ally attacking the marked target deals additional Divine damage equal to 1d6 per mythic rank to the target, consuming the mark. |
Any |
Limitless Rage | Your rage knows neither limits nor bounds. Benefit: You no longer have a limited amount of Rage rounds per day. Instead, whenever you enter rage, you get a temporary hit point for every 2 rounds of rage you would be limited to without this ability. |
Any |
Magic Nullification | Your mythic powers can negate any magic around you. Benefit: Activating this ability grants you magic immunity and dispels any spell effects on you. |
Any |
Master Shapeshifter | You learned to use any shapes to the utmost. Benefit: Whenever you are become the target of a polymorph effect, all the physical ability scores adjustments are modified by +4. Additionally, if you have the Wild Shape ability, you can use it any number of times per day. |
Any |
Mythic Charge | Your charge carries the weight of your mythic powers. Benefit: Your charge attacks deal additional Divine damage equal to 1d6 per mythic rank. |
Any |
Powerful Shadows | You learned to utilise the real power of the Shadows. Benefit: Your Shadow spells are 20% more real. |
Any |
Ranging Shot | Every time you miss an enemy with a ranged weapon attack, your aim improves, giving you a stacking +1 bonus on attacks against the same enemy up to the maximum of your mythic rank. Every successful hit lessens this bonus by 1. | Any |
Rupture Restraints | You can create a surge of mythic powers that frees you from all magical restraints. Benefit: Three times per day you can use this ability as a free action to automatically dispel any effects that make you Frightened, Dazed, Sickened, Shaken, Staggered, Nauseated, Stunned, Paralyzed or Confused. |
Any |
The bigger they are | The bigger they are, the easier they are to hit for your ranged weapon attacks. Benefit: You gain a bonus on your attack rolls with ranged weapons, equal to the penalty to AC the target receives from their size (if any). |
Any |
Thundering Blows | The sound of your blows is powerful enough to damage even without piercing through enemy defenses. Benefit: Once per round, when your melee attack misses the target, you deal (2d6 plus 1d6 per mythic rank) sonic damage to all enemies in 10-feet radius. |
Any |
Unrelenting Assault | As long as you keep fighting, the power of your melee attacks keep growing. Benefit: Every turn, as long as you make one melee attack, you gain a stacking +2 bonus to damage rolls with melee weapons, up to a maximum of +10, that lasts until the end of combat. |
Any |
Unstoppable | Your inner fortitude is so strong that it lets you overcome most debilitating conditions. Benefit: At any time you would become paralyzed, you become staggered instead. If you would become nauseated, you become sickened, and you become shaken instead of frightened. |
Any |
Abundant Arcane Pool | You've learned a way to increase your Arcane Pool. Benefit: Your Arcane Pool increases by a number of points equal to your mythic rank. |
Any |
Abundant Bane | You've learned a way to increase the number of rounds per day you can use your Bane ability. Benefit: The number of rounds per day you can use your Bane ability increases by a number of rounds equal to your mythic rank. |
Any |
Abundant Ki | You've learned a way to increase your ki pool. Benefit: Your ki pool increases by a number of points equal to your mythic rank. |
Any |
Abundant Smite | You've learned a way to increase the number of uses of Smite Evil ability. Benefit: You can use Smite Evil a number of additional times per day equal to half your mythic rank. |
Any |
Abundant Smite Chaos | You've learned a way to increase the number of uses of your Smite Chaos ability. Benefit: You can use Smite Chaos a number of additional times per day equal to half your mythic rank. |
Any |
Any Means Necessary | A Hell-knight's attacks are treated as good-aligned for the purpose of overcoming damage reduction. |
Any |
Beneficial Curse | You have found out that curses can be a blessing, and now you know how to use them. Benefit: You gain an additional Oracle Curse, but it gives you no penalties. |
Any |
Bloodline Ascendance | You are a paragon of your sorcerous bloodline. Benefit: You immediately gain an ability from the 20th level of your bloodline. |
Any |
Defensive Study | You found a way to use your perception and knowledge to better defend yourself. Benefit: Your Study Target ability gives you a bonus to AC against the target of your Study Target ability. |
Any |
Everlasting Judgement | You use your mythic powers to power your Judgements. Benefit: You can now use Judgements any number of times per day. |
Any |
Favorite Metamagic | You can now use your mythic powers to fuel your metamagic abilities. Benefit: Select one kind of metamagic. The spell level cost for its use decreases by one (to a minimum of 0). |
Any |
Free from evil | A Hellknight's attacks are treated as being good for the purpose of overcoming damage reduction. | Any |
Full Reservoire | You learned a way to fill your arcane reservoire to the maximum. Benefit: You no longer gain only 3 + 1/2 arcanist level arcane points in the arcane reservoire after a rest. Instead, you gain 3 + arcanist level points. |
Any |
Greater Abundant Casting | You have mastered a way to increase the number of spells you can cast per day. Benefit: You can cast four more spells per day of 7th, 8th, and 9th levels each. |
Any |
Greater Enduring Spells | You have mastered a way to prolong your beneficial spells. Benefit: Effects of your spells on your allies that should last longer than 5 minutes but shorter than 24 hours now last 24 hours. |
Any |
Impossible Domain | You feel a closer connection to your deity. Benefit: You gain one more domain, ignoring all domain prerequisites. |
Any |
Improved Abundant Casting | You have studied a way to increase the number of spells you can cast per day. Benefit: You can cast four more spells per day of 4th, 5th, and 6th levels each. |
Any |
Kinetic Overcharge | You use your mythic powers to fuel kineticist abilities. Benefit: Gather power ability now reduces the burn cost of the kineticist blasts by one additional burn point. |
Any |
Mythical Beast | Your animal companion is just as mythic as you. Benefit: Your animal companion gains a bonus to its Strength, Dexterity, and Constitution equal to half your mythic rank plus 1. Its attacks now ignore damage reduction except N/-. |
Any |
Over-Infused Blasts | You can use your mythic powers to change your kinetic blasts ever further. Benefit: You can simultaneously apply two substance infusions to your kinetic blasts. |
Any |
Second Bloodline | You found a way to infuse your blood with even more power. Benefit: You select a second bloodline, getting all its benefits. |
Any |
Second Bloodrager Bloodline | You can choose Second Bloodline. | Any |
Second Mystery | You opened your mind and soul to learn the secrets of a second mystery. Benefit: You gain a second Oracle Mystery. |
Any |
Second Spirit | Your growing powers let you speak to one more spirit. Benefit: You gain one more Shaman Spirit. |
Any |
Throw Elixir | You have mastered the art of applying elixirs at a distance. Benefit: You can now apply your elixirs from a distance of 30 feet. |
Any |
Witch Wandering Hex | You can make your patron give you additional powers. Benefit: This ability lets you select any Witch Hex, and grants you the ability to use the selected Hex. You lose the ability to use the Hex after choosing another Hex with this ability. |
Any |
Dragon Feat | You can select any feat, ignoring its prerequisites. |
Gold Dragon |
Gold Dragon Form | You can assume the form of a Gold Dragon. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 form natural armor bonus. Blindsense 60 feet. You also gain one bite (2d8), 2 claws (2d6), two wing attacks (1d8), and 1 tail slap attack (2d6). |
Gold Dragon |
Gold Dragon Breath | You gain the ability to breath holy energy, attacking all enemies in a 50 feet cone, dealing (character level plus half mythic rank)d8 holy damage. A successful Reflex saving throw (DC=10 + your character level + half your mythic rank) halves the damage. Any enemy hit by the breath attack also gains a -1 penalty on all d20 rolls, while all enemies who failed the Reflex saving throw gain -2 penalty. You can use your breath attack once every 1d4 rounds. |
Gold Dragon |
Gold Dragon Immunity | The Gold Dragon gains immunity to poison, diseases, fear, confusion, paralysis and sleep. He also gains resistance to all energies equal to his character level plus half his mythic rank. If any of your saving throws bonuses 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. All your hit dice are now d12. Any spells dealing damage now change their dice to d6, if it was not d6 or greater. If it was d6 or greater, the spell instead plus one bonus per die. All your weapons count as +5 weapon. |
Gold Dragon |
Gold Dragon Feature | The Gold Dragon gains immunity to mind-affecting effects and spell resistance equal to 15 plus your character level and half your mythic rank. If your base attack bonus is less than 15 plus mythic rank, you gain a bonus up to that number. All skills 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. Any spells dealing damage now change their dice to d8, if it was not d8 or greater. If it was d8 or greater. the spell instead plus one bonus to damage per die. |
Gold Dragon |
Perfect Soul | The Gold Dragon gains immunity to cold, fire electricity and acid, energy drain and negative energy. All your damage is now holy damage. Any spells dealing damage now change their dice to d10. If it was not d10 or greater. If it was d10 or greater, the spell instead plus one bonus to damage per die. |
Gold Dragon |
Hell's Dominance | You gain the ability to use dominate monster as spell-like ability at will. Additionally, you gain fire resistance 20 and a +4 bonus on saving throws against poison. | Devil |
Hell's Decree | As you become a Devil, you gain the ability to issue Hell's Decrees a number of times per day equal to his mythic rank. If a saving throw is involved, its DC is 10+ double the devil's mythic rank. Decree of Hunt: You grant one ally the ability to mark an enemy as the target for the hunt. You lose control of this ally immediately, and they try to attack the prey, gaining a bonus to attack and damage rolls equal to your mythic rank. This effect lasts until the end of combat, or until the target is dead. Decree of Vengeance: One ally goes into battle madness. Until the end of combat, the ally attacks enemies indiscriminately, but gains a number of temporary hit points equal to ten times your mythic rank. Additionally, each time this ally kills a target, they gain DR 5/evil, +2 bonus to CMD and saving throws against movement impairing, paralyzing and stunning effects until the end of combat. This bonus stacks up to 5 times. Decree of Hell's Fires: All enemies in a 50 feet radius are dealt 2d10 damage per your mythic rank (half fire, half unholy). If after this damage their HP is lower than ten times your mythic rank, they must make a Fortitude saving throw. If they fail that saving throw, they die. Decree of School Magic: One ally is ordered to only use one school of magic, but the potency of their spells increases considerably. Caster level and DC of saving throws against this ally's spells is increased by half your mythic rank. |
Devil |
Hell's Seal | The 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 one time. |
Devil |
Hell's Vengeance | You gan the ability to use hellfire ray and power word stun as spell-like abilities at will. Additionally, you gain immunity to fire, cold and acid resistance 10, and all your weapons count as being Lawful and Evil. | Devil |
Hell's Authority | You 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 Angel's Swod ability with one improvement or Demonic rage with one aspect for the next ten minutes. | Devil |
Hell's Rule | You gain the ability to use overwhelming presence and power word kill as spell-like abilities at will. | Devil |
Legend | The path to becoming a legend is a long and difficult one, but after you become one - you will be the pinnacle of what a mortal can become. All your ability scores will be increased by 4. Your Level cap will become 40 (you still can only get 20 levels in one character class), and the amount of XP needed to level up will be drastically decreased. | Legend |
Legend's Corruption Resistance | The legend's powers are beyond the abyssal corruption's reach. The Legend and all companions can rest up to 5 times after the legend had cleared all the corruption from themself at safe place. | Legend |
Swarm Infest | You send a part of your swarm to infest an enemy. It makes the target blind and deals 8d8 physical damage each round. This damage 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 Swarm Form ability), you are healed for the amount of damage you've dealt to the enemy with Swarm Infest. Additionally, the target must make a Will saving throw (DC = 15 + double your mythic rank) or become panicked. Using this ability cancels Swarm Form. | Swarm-That-Walks |
Swarm Feast | Your swarm flies out of your body and starts attacking all enemies in 50 feet radius. Every round all enemies in the area are dealt (4 plus your swarm size) d6 physical damage. If they die while in the area, they arc automatically devoured. Any ranged or ranged touch attacks against you have a 50% chance to miss. | Swarm-That-Walks |
Swarm Clone | You 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. | Swarm-That-Walks |
Devour | You send a part of your swarm to devour a corpse to increase the size 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 bonuses from other Swarm-That-Walks abilities. |
Swarm-That-Walks |
Eye of the Swarm | From now on, you are made of the Swarm. You gain damage reduction of a swarm and immunity to attacks of opportunity. You Strength and Dexterity ability scores increase by (4 plus your swarm size). You gain immunity to most effect affecting a normal mortal body, such as poison, disease, paralysis and stun.\nAdditionally, while Swarm Form is active, all your attacks deal additional (4 plus your swarm size) damage and any opponent that attacks you in melee combat is dealt (4 plus your swarm size) d6 of damage. | Swarm-That-Walks |
Host of the Great Swarm | You become a Host of the Great Swarm, which now lives inside your body. This symbiosis gives you Fast Healing and additional hit points depending on the size of the swarm. To increase the size of the swarm you need to devour other living beings. | Swarm-That-Walks |
The Swarm | You become The Swarm. Your Intelligence, Wisdom and Charisma ability scores are increased by 4 plus your swarm size, you gain Spell Resistance equal to 25 plus your swarm size, and you gain immunity to most harmful conditions. | Swarm-That-Walks |
Swarm Form | You return all of the swarm into your body. You gain DR 5/- plus your swarm size and a bonus to natural armor equal to (4 plus your swarm size). This ability cancels Infest. | Swarm-That-Walks |
- Anonymous
- Anonymous
- Anonymous
Not sure if this needs to be mentioned, but I'm playing an Aldori Defender / Aldori Swordlord / Duelist (pure melee), just finished the Chapter 3 Time Travel event, and noticed I haven't been able to use any of the Aeon Spells. Turns out, it's my 10 Charisma. So as an fyi, it seems Aeon Spells are Charisma based. Looking like a character retrain lol.
- Anonymous
- Anonymous
Aeon the eternal middle child between the Older Angel Sibling and the Younger Demon Brother. Never interacts unless someone goes a tad too far, and still doesn't do anything.
Aeon probably has some of the worst writing I have ever seen when it comes to being consistent. Super beings in charge of keeping the balance offload their job onto a newbie as a test when what happened was clearly not acceptable, and if you don't resolve it the way they want, they get pissy with ye. Instead of fixing it themselves. Absolutely worthless, meanwhile, Angel and Demon over there on the side lines sniping each other. The druggy cousins Azata and Trickster hooked on some hard stuff and refuses to acknowledge responsibility. Then the neighborhood emo kid Lich is busy performing "dark" rituals because he's lonely and depressed, while the psychopath Swarm keeps trying to push him over that edge to suicide. Where is the Gold Dragon in all this? Well, who do you think is the hands off parenting model? Gold Dragon; who thinks talking is gonna get the job done instead of cracking skulls, and slapping down consequences - while Legend saw the mess of it all and just f--ked off.
All the while everyone and their dog thinks they know better than you on how to do your job despite not being there until its convenient for them!
Owlcat really made Mythic feel like a job rather than a joy. I thought Aeon would be cool, but nope, every 5 minutes you need to call for some dudes execution for sneezing with a hanky. The reason? It COULD scare the horses. Not, that it DID, it COULD.
- Anonymous
Is this path good for my neutral bounty hunter? I'm playing a neutral char and don't know which path to take
- Anonymous
Aeon ending best and worst the same time, just got it just now. I got my portion of feelings for few weeks
- Anonymous
"At 8th mythic rank, Aeon always rolls twice, choosing the best result, on attack rolls, saving throws and caster level checks to overcome spell resistance, against chaotic enemies."
This is obviously wrong, it is not shown ingame in the when viewing aeon class progression
- Anonymous
imagine a paladin/hellknight as Aeon, clearly it's made for either tank or crit build, the amount of utility you get as both is ridiculous
- Anonymous
Anyone got some clues - I did the aeon path till the end with all - but at the 5th chapter triumph of justice - I've got locked - the quest does not continue and I can't progress aeon only till level 8 this way
- Anonymous
A lot of people say that Aeon is good for caster classes, but I think it's even better on non-caster classes since they have more access to immunities and spell protection then non-caster classes, plenty of utilities that come from spells, and can basically give them selves +10 to hit and reroll twice for the hit chance and damage.
If Camellia leaves, do you have the ability to track her down and finish her, or does she just vanish?
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