LichMythic Path |
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Initial Mythic Features |
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Lich is a Mythic Path in Pathfinder: Wrath of the Righteous. An immortal undead, a master of necromancy who will ultimately be able to replace their companions with the undead minions under their command.
"The ultimate ruler of undeath, the Lich is a being who has transcended the narrow confines of life itself. Powerful beyond imagining, the Lich can create limitless hordes of undead to remake the world to fit their vision "
Lich Information
- Unlock: Lost Chapel underground, you need to return the wand you found in Leper's Smile to the lich (see below).
- You can recruit some special undead companions (Staunton Vhane, Delamere, Ciar, Kestoglyr, Queen Galfrey (companion))
- Lich path adds +100% to cost of mercenary armies and -50% penalty to all army growth. However, after each battle you can raise some undead to strengthen your army.
- Seelah disapproves of the lich path. She will leave the group in act 5 after your full Lich ascension.
- Lich pairs well with arcane spellcasting classes, as they can combine their spellbooks - but there is one non-caster class which also has a great advantage in this path: the Kineticist. If one of your chosen elements is water, then among the Wild Talents sooner or later you can find Kinetic Revivification. This can revive your dead allies similar to the breath of life spell - except it works even on the undead allies, which isn't true for the spell! Also, it can remove the death's door condition.
Lich Unlock Detail Walkthrough
- Progress through the main storyline and advance your crusade until you get to Leper's Smile in Act 2; this will be a location involving many vescavor demon bug swarms. After defeating the vescavor queen, there will be a hatch to her right. Inside the hatch, follow the left-hand wall to a large boulder partially blocking a path; there will be an NPC at the boulder who will describe his friends as dying then coming back to kill them.
- Proceed down the path behind the boulder, and fight past the undead while proceeding to the end of the tunnel. The enemies here will continually spawn until you get your character to open the chest floating in the water and retrieve the wand inside. Choose the [Evil] option to take the wand, and at the end of the current combat round the surging undead will fall inert. Note: if you skip this and try to return for the wand at a later stage, you will not be able to access the Lost Chapel area mentioned in step 4. The secret entrance will remain closed, even with the wand in your possession. You must obtain the wand during Act 2!
- Continue again with the main storyline, progressing your crusade until you get to Lost Chapel, where a large portion of your forces have been kidnapped by gargoyles.
- Proceed through the mission as normal, fighting your way up the hill until you reach the Chapel itself. There will be a sign on the front, “Welcome to the slaughterhouse.” After entering this building and ending the ghoul sacrament, the right-hand wall at the end of the chamber should disappear (if you have kept the wand). Take this passageway down and explore. There are a few golems and specters. Kill them all and search the area; at the end you will find the lich Zacharius who will ask for his wand back in exchange for power. Give him the wand. Finish the dialogue by siding with him and his deal.
- Proceed with the main quest line until you storm the city of Drezen. Follow the main quest, fight the balor, and enter the citadel. After retrieving the Sword of Valor, just as you are about to plant the banner, you will receive your third mythic rank. This is where you choose your path, and finally you can embrace the power of death and become a lich.
Lich Specific Equipment
These are items that throughout the game become available to a lich character. While some equipment can be used by others and other paths these specifically help the Liches powers.
Specific Lich Weapons
- Sapping Assault
- Ashwood Pole Bardiche (Altered)
- Death's Consonant
- Ashwood Pole Heavy Pick (Weapon)
- Staff of the Whispering Souls
Specific Lich Armor
- Add Specific Lich buffing armor here <<>>
Specific Lich Gear
- Your Phylactery
- Cloak of Darkest Rites
- Skeletal Finger
- Wrath of the Undead
- The Bound of Possibility
- Clasp of Death
- Horns of Naraga (Inevitable Excess Only)
Lich Features
- Special undead companions
- Mythic Spellbook
- Note: You can still romance as lich, but at Act 5, after your transformation is complete all your romance will be broken. even if you do not agree to sacrifice your lover for the phylactery.
- A merchant appers in Drezen named Tsai selling: Pilgrim's shirt, Decaying dagger, Helmet of Element Guard. scrolls wands, Firestarter, Abyss Walkers, Inflict Wounds potions, spell ingredients.
Lich Video Guide
Video goes here.
Lich Progression
Lich Abilities
Lich Powers
You select unique Lich Powers.
Skeletal Champion
You 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 weapon proficiencies. Being undead, it is also subject to all the bonuses undead get being under the command of the Mythic Lich.
Summon Fallen
This ability summons a Fallen 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.
Lord Beyond the Grave
You can use command undead at will. All undead under your command within 50 feet of you gain a bonus to their Strength, Dexterity, and Charisma equal to half your mythic rank plus 1. Their attacks now ignore damage reduction except N/-.
Summon Plague Beast Mastodon
This ability summons a Plague beast Mastodon 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.
Dark Rites
Lich, and all his companions in a 30-feet radius, cast spells as if their caster level was 2 levels higher.
Lord of Death
(Lady of Death)
Leader of a small cult of undead, created by their 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, s/he ventured on the path of the Lord/lady 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 their legendary powers, {name} has managed to achieve much greater success than the others: s/he has acquired a talent to bestow divine spells upon their followers. From that moment, the undead created by him/her needed no other deities to cast spells.
Domains: Death, Evil, Strength, War.
Summon Plague Mastodons
This ability summons a pair of Plague beast Mastodon 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 Ecorche
This ability summons an Ecorche 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 Nightshade Nightcrawler
This ability summons a Nightshade Nightcrawler 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 Nightshade Nightcrawler and Ecorche
This ability summons a Nightshade Nightcrawler and an Ecorche 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 Ravener Dragon
This ability summons a Ravener Dragon 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.
Lich Mythic Spells
Name |
Effects |
Level |
Corrupted Blood | You are nauseated. Additionally, if you die, you deal 6d6 damage to all creatures in 15 feet radius and apply Corrupted Blood to them. | 3 |
Mastery of Flesh | You know how to deal with both mortal and immortal flesh. When used against an enemy, this spell deals 4d8 + caster level damage to living targets and 2d8 + caster level to undead targets. When used on an ally, it instead heals undead targets for 4d8 + caster level and living targets for 2d8 + caster level. | 3 |
Power from Death | You know how to gain strength from fallen allies and enemies alike. You gain +1 to attack rolls, saving throws and damage rolls for every dead creature in 30 feet radius up to maximum of 3 + 1 per five caster levels. If the bonus is +3 or higher you additionally gain effects of the haste spell. | 3 |
Consume Undead | You siphon the power of unlife from the target undead creature. If it's an enemy, it is dealt 1d8 damage per caster level, and you are healed for the same amount. If it's an ally, the damage is maximized to 8 damage per caster level. | 4 |
Vampiric Blade | You weapon becomes bloodthirsty. It deals 1d6 + caster level additional damage, healing the wielder for the same amount. | 4 |
Eyes of the Bodak | Your eyes become filled with unthinkable horrors. For 1 round per caster level, you gain a gaze, giving your enemies in 30 feet a negative level each round. | 4 |
Bone Explosion | Target's bones explode in the body. If the target fails a Fortitude saving throw, it receives 6 damage per caster level, and all creatures in a 20 feet radius receive 1d6 damage per caster level (Reflex save halves). If the Fortitude saving throw is successful, the target receives 1d6 damage per caster level, and all creatures in a 20 feet radius receive 1 damage per caster level instead (Reflex save halves). | 5 |
Deny Death | You place a ward, guarding the target from death. For the next 10 minutes per level if the target dies, it is instead saved, but paralyzed until the end of battle. | 5 |
Exsanguinate | You force the target's blood to overflow in its body. The target receives 1d6 damage per caster level, and makes a Fortitude saving throw. If it fails, the target receives 1d6 Strength damage and 2d6 bleed damage. | 5 |
Repurpose | You mark a target with a curse of servitude. For 1 round per two caster levels, the target is dealt 1d6 damage per round. If the target dies during the effect, it is revived after death as an undead creature under your command. | 5 |
Bone Shield | You gain +6 shield bonus to AC and immunity to critical hits. | 6 |
False Grace | This spell acts like False life, but affects all allies in 30 feet radius and grants 3d10 + caster level temporary hit points. | 6 |
Siphon Life | This spell works as vampiric touch, expect it's a ranged touch attack in medium range and the amount of damage is 1d6 per caster level.\nVampiric touch: You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. The temporary hit points disappear 1 hour later. | 6 |
Siphon Time | You steal enemies speed and vitality. Enemies in 30 feet radius are affected by the effect of the slow spell, and allies are affected by Haste. | 6 |
Feast of Blood | This spell acts as Exsanguinate, except it affects all enemies in 20 feet radius and grants the caster temporary hit points equal to the maximum damage dealt.\nExsanguinate: You force the target's blood to overflow in its body. The target receives 1d6 damage per caster level, and makes a Fortitude saving throw. If it fails, the target receives 1d6 Strength damage and 2d6 bleed damage. | 7 |
Restore Undead | This spell fully heals all allied undead creatures. | 7 |
Blessing of Unlife | Your power of unlife lets you temporarily make your own allies similar to undead. for 10 minutes per caster level a chosen ally gains undead immunities, negative energy affinity and DR 5/ Bludgeoning. | 7 |
Domain of the Hungry Flesh | You create a terrible abomination in an area. It attacks everything inside, trying to trip (using caster's level instead of BAB and spellcasting ability score instead of Strength), dealing 2d6 plus caster level damage, entangling and dealing 1d4 damage to a random physical ability score. The area lasts for 1 round per caster level. | 8 |
Embrace of Death | You fall into a coma and start receiving 1d6 Constitution drain every round. You can attempt new saving throws every round, and a successful save leaves you staggered for 1 more round and makes you suffer 1d6 Constitution drain. | 8 |
Corrupt Magic | As Dispel Magic, but attempts to dispel all spells on the target. The target gains a -1 penalty to attack and damage rolls, saving throws and AC for every effect dispelled with Corrupt Magic. | 9 |
Negative Eruption | This spell acts as harm spell, but affects all creatures in 30 feet radius. Additionally, all affected undead creatures gain +2 bonus to attack rolls, damage rolls, Will saving throws and twice the caster level temporary hit points.\nHarm: Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount.\nIf used on an undead creature, harm acts like heal. | 9 |
Flay for Purpose | Every creature has a purpose in life — and that is to serve you. The target is affected by Repurpose, except the damage is 2d6 per round. After that, the target makes a Fortitude save. If fails, the target takes 10 damage per caster level.\nRepurpose: You mark a target with a curse of servitude. For 1 round per two caster levels, the target is dealt 1d6 damage per round. If the target dies during the effect, it is revived after death as an undead creature under your command. | 9 |
Absolute Death | Feeling of the imminent death fills the targets heart. It makes a Will saving throw. If it is fails, the target immediately dies. If the save is successful, the target receives 10 damage per caster level. | 10 |
Doom to Servitude | There is no escape for any mortal soul. This spell works as repurpose spell, except the duration is permanent. The target is immediately dealt 1d6 unholy damage per two caster level (Fortitude save negates), and then 1d6 unholy damage per caster level every round until its death. If the target dies during the effect, it is revived after death as an undead creature under your command. |
10 |
Pit of Despair | You create a pit around Nightshade Nightcrawler. It works as Create Pit spell, but additionally channels negative energy for 1d6 damage per caster level and creates a Nightshade Nightcrawler in the middle for 1 round per caster level. | 10 |
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 |
Corruptor | You poisons and diseases ignore immunities. | -- |
Mythic Inspiration | Your music has become even more powerful and inspiring to your allies. Benefit: All bonuses granted by your inspiring abilities are increased by 1 + 1 for every 3 mythic ranks above 1st. For the purposes of this feat, inspiring abilities are the following abilities of bards and skalds: Inspire Courage, Inspire Competence, Archaeologist's Luck, Inspire Ferocity, Inspire Tranquility, Inspired Rage, Insightful Contemplation. |
-- |
Perfect Cavalry | Moving while mounted no longer provokes attacks of opportunity for you or your mount. | -- |
Spellcaster's Onslaught | Whenever you cast a spell, your next single attack roll (and damage roll, if the attack hits) made with a weapon until end of the next round gains a bonus equal to half your mythic rank. | -- |
Explosives Expert | You have mastered the art of explosion. Whenever you use a bomb, you have a 50% chance of immediately recovering the reagents used to create the bomb. The damage your bombs deal increases by one damage die of the same category. | Bomb |
School Tolerance | You no longer suffer the penalties of opposition schools of magic. | Has Opposition School |
- Anonymous
Lich are Intelligence casters for their spells, it does not go off of your main spellcasting ability
- Anonymous
Confirmed 11/05/2023 - Upon full transformation (Mythic Rank 9), Kitsune have a unique skeleton, hope this helps!
- Anonymous
Do Kitsune have a unique Lich avatar? It seems odd to become undead and suddenly have a human skeleton...
- Anonymous
For the lich path: Can I be lawful good? Or do I have to switch to lawful evil when I do the lich ritual, as Zacharius commands?
- Anonymous
What happens to your Undead Companions if you switch out of the Lick Path for one of the Late Game Mythic Paths (aside from Swarm which you would obviously eat all of them)
- Anonymous
Can you still romance during the lich path? I don't care if its "immersion breaking" or whatever, I just want to know if I can or not. (Ideally if its still possible to redeem Arue, but somehow I doubt that even if it is possible to romance.) If not, is it possible to use toybox to change that?
- Anonymous
If I didn't save the curator in Step 2: Act 1 can I still proceed to step 5? I can't remember if I saved him entirely from the choking, but I think I only got a chewed up letter.
- Anonymous
corrupted blood is a straight up broken spell. using quicken in late-game it just stops most bosses from attacking at all for a turn.
- Anonymous
Note: DO NOT USE COMMAND UNDEAD ON YOUR UNDEAD PET THAT'S BEEN MIND CONTROLLED BY AN ENEMY! IT WILL TURN HOSTILE FOREVER!
- Anonymous
Hey kids, want a fun party trick? Get the triceratops statue from drezen, summon bismuth and load him up with corrupted blood before letting him charge into battle to get killed. Just don't stand next to the bismuth bomb and have fun watching the lag.
- Anonymous
might be helpful to add the (current) impact this path has on your armies and NPCs ... currently, the Lich path add +100% to cost of mercenary armies and -50% penalty to all army growth ... so will need to build lots of barracks, etc in your forts to counter this ... as "reward" its supposed to spawn Zombies/Skeletons after each Army fight ... based on "total unit point cost destroyed / 275". and party wise, only the starting paladin seems concerned
- Anonymous
Provoking Pharasma and killing her herald during act 5 gets you the Steward of the Skein’s defiled helmet, which gives you a +1 bonus (max +6) to attack and damage rolls for every corpse and undead within 30 ft.
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