Mythic Path in Pathfinder: Wrath of the Righteous are special paths that your character can choose during adventures. You will unlock your first Mythic Level when you liberate the Gray Garrison. There are 10 mythic paths in Pathfinder: Wrath of the Righteous. Each path represents a journey into legend, and each tier in that path grants abilities and features related to that pursuit
The first 2 mythic levels will be default placed in the “Mythic hero” class. Once you reach mythic level 3, the path options become available. Meaning you won't be locking yourself into a specific Mythic Path until you hit rank 3.
"Your soul got stronger, making your whole existence a miracle. You get new powers that can ascend beyond the limits of mortals"
What Mythic Paths are Available?
There are 10 mythic paths in Pathfinder: Wrath of the Righteous. Each path represents a journey into legend, and each tier in that path grants abilities and features related to that pursuit.
Mythic Paths General Information
- Although it may be confusing at first, when you are having a conversation or interacting with something in-game and an option that says "Requires xxx Mythic Path" appears. Which it actually means is "unlocks" more than "requires". So pick that option whenever available in a dialogue or interaction, if you want to have that Mythic Path at your disposal when you reach Mythic Rank level 3.
- Note that when picking different Mythic Paths options in dialogues or storyboards, you are NOT locking yourself into a certain Mythic Path. This will only happen at Mythic Rank level 3, when you have to actively choose between the ones you have at your disposal.
- The mythic levels do not mix with your ordinary character levels. You can still reach level 20 of your ordinary class while having mythic levels. Mythic levels only upgrade in certain main Quests, and are tied to story progression instead of general Experience points.
- Only the main character can choose a Mythic Path. Companions only get general mythic abilities and feats. (Unless you pick the Trickster ability that allows your Companions to share some of your power.)
- Mythic Paths have soft alignment restrictions. After you picked one path, there will be a quest to ask you to realign yourself if you don't meet the requirement. You can still use the powers you already have, but may fail the mythic quests that provide further mythic progress. Note that some Companions may not like your drastic alignment shift, and decide to leave the party in that case.
- After you reach around rank 8 in Mythic path, there will be a quest for you to re-do your choices and unlock some late game path (Gold Dragon, etc.) and other mythic path mechanisms.
- Your Mythic Path will also have a great influence on the Crusade Army, depending on your actions and alignment, some allies might join or leave the Crusade, triggering various outcomes later in the game. Relationships with your Companions, who are helping you by being your councilors in the Crusade, will be affected as well.
Unlocking Mythic Path
In order to unlock these Mythic Paths, you need to have contact with their energies first, then you can pick them after you liberate the Gray Garrison. Their energies can be found in the following Location:
- Angel: In the underground ruins, where you first met Lann and Wenduag. Pick up the angel's sword to acquire it. Available at Mythic Rank 3.
- Demon: In Shield Maze, near the exit where the cultists and kidnapped mongrels are. You can contact the energy again when you lead the crusade army into the world wound for the first time. Available at Mythic Rank 3
- Gold Dragon: Collect Terendelev's scale and her Claw (in the cave of Leper's Smile, on a damaged wagon.) Travel to Terendelev's Lair and complete The Dragon's Fate. In later ACT, you will meet Hal again, treat him nicely to unlock the path. Available at Mythic Rank 8.
- Azata: Save all the missing Desnan adepts in quest Starward Gaze, then sing with them. Available at Mythic Rank 3
- Aeon: Market Square, you need to observe the place where the dragon get slain. When you have to make the choice about what to do with the wardstone, pick the Aeon choice or you will be locked out of picking Aeon. Available at Mythic Rank 3
- Trickster: Blackwing Library, you need to pretend to be the superior of the cultists and make them fight each other. Available at Mythic Rank 3
- Lich: Lost Chapel underground, you need to return the wand you found in Leper's Smile to the Zacharius. Available at Mythic Rank 3
At the beginning of Chapter 2, don't take the queen with you on the crusade.
After Leper's Smile, take a sample of the bug goop from the Vescavor Queen. Use it in the battle for Drezen (if the queen is with you she will veto your order to do so)
At the beginning of chapter 3, you'll get a quest to find a nascent vescavor queen in Drezen. Find it (it's in one of the houses), but don't kill it.
After defeating Xanthir Vang, ask him about how he became a swarm, then pick up his notes in the room. This will unlock a crusade project that takes 14 days. Complete it. This will trigger a scene with Anevia where she tells you that your companions are concerned about your research into swarms. Pick any option besides "I don't know what came over me." Available at Mythic Rank 8.
- Legend: Available automatically after reaching mythic rank 8.
- Devil: Must chose Azata or Aeon path first, after you take Drezen, a devil named Melies shall appear in your court. Take him as an advisor, and be cooperative. Later after you returned from abyss, he will show up again and offer you the chance to become a devil. You will need to pass several Diplomacy checks to succeed in his trial. Available at Mythic Rank 9.
You can only progress your mythic level after complete mythic quests. Here is a list of mythic quests in Pathfinder: Wrath of the Righteous:
Mythic Path Alignments
Each Mythic Path has a core alignment and soft alignment restrictions. Each mythic path, save one, follows the rule that character alignment may deviate one step away from the core alignment on the axis. For those alignments that are on the end of the spectrum, such as Lawful or Chaotic, True Neutral is also an acceptable alignment. Not adhering to the alignment restrictions will trigger a Mythic Path Quest at Mythic Rank 3 to force you into the correct alignment. Your base alignment will be set to the core alignment of the chosen Mythic Path. For Mythic Paths with alignments that are only available in Act V (i.e. Swarm-that-Walks, Gold Dragon, and Devil), your alignment is set to the core alignment immediately upon accepting the Mythic Path, without any quest, even if you were within the "acceptable" range of being only one step away from the core alignment.
The forced alignment change of either the alignment quest or accepting an Act V Mythic Path can cause conflicts with your character class. For instance being a Lawful Evil Monk and choosing Gold Dragon will force you into Neutral Good, which in turn will prevent class progression in the Monk class (which requires partial Lawful alignment). Any druid choosing Devil will be forced into Lawful Evil, which in turn will prevent class progression in the Druid class (which requires partial Neutral alignment).
The following table shows all acceptable alignments per Mythic Path and their core alignment (in brackets):
Pathfinder: WotR All Mythic Paths
The Angel is a mighty champion of good, leading the Crusade by example. They move across the battlefield on their mighty wings, smiting the demons with a sword of holy flame. Those who are fighting alongside the Angel are certain that they will be protected and healed—and even resurrected in the case of their untimely demise. In times of dire need the Angel can ask Heaven for help and celestial allies will join them in battle.
Learn the ways of wisdom and forgiveness as a magnificent Gold Dragon. Become a protector of the lesser races, stretch your wings, and lead the dragonflight into battle against the invaders. Banish the demons and their worshipers, and find mercy in your heart for those who still have a chance for redemption.
When a war has been raging for over a hundred years such as the crusades have, one must be ready to make unexpected moves to achieve victory. Some may claim that Azatas act first and think later, but tell that to the demon hordes, trampled and fleeing in terror from this unstoppable force for good. The Azata trust their instincts and makes spontaneous decisions. They easily befriend those who don't fit well into even rows of the "official" crusade, and inspire their allies to fight rather than command them to do so. That makes Azatas the heroes these demon-ravaged lands so dearly need.
The Aeon is a cosmic judge of balance—Judge Dredd meets Merlin on a cosmic scale. They can sense where the balance is broken and fix it, often punishing the perpetrator in the process. The cool thing about the Aeon is that they can detect places where the balance was greatly disturbed in the past and travel back in time to fix it. In doing so, they can change their current timeline, usually for the better.
The Trickster is a Loki-type character. They are here to have fun and play jokes on even the mightiest creatures. One of their late-game abilities is an understanding that their fate is determined by random chance, like the roll of a die of destiny. Armed with such knowledge, the Trickster can manipulate those die rolls in their favor. Every time the system rolls a natural 1 for them, the Trickster changes it into a natural 20. And players will be able to see it happening before their eyes.
The Lich is an immortal creature, commanding their own army of undead. Even the mightiest adversaries the Lich defeats can be raised as slaves under the Lich’s command. Eventually, this master of undeath and necromancy can even replace their mortal companions with powerful undead minions they create. They master the art of magic—especially necromancy—and wield an armament of unique and especially powerful spells like death realm.
Destroy the demons invading from the Abyss, feed them to the swarm, and then turn your gaze upon Golarion. No price is too high for the one whose urge for vengeance eats them alive.
Impulsive and irrepressible, Demons do as they please with no regard for the opinion of others. The Demon is the epitome of rage; a little push is all that is needed to break their self-control and turn them into a force to be feared—by enemies and friends alike. It is up to the Demon to decide whether to allow the inner beast to take control, or to fight it, chain it, force it into obedience.
Devils are lawful evil outsiders that hail from the plane of Hell. Masters of corruption and despoilers of purity, devils seek to destroy all things good and drag mortal souls back with them to the depths of Hell.
You also have the option to decline all celestial powers and walk the path of the Legend—а mortal capable of great deeds. The acts of a mortal are sometimes more inspiring than those of any deity. Several gods of Golarion were humans before they ascended to godhood, including the crusade’s patron deity, Iomedae. One need not be a mythic creature, an outsider, or one of the goddesses's chosen to become a hero. This path may be a hard one, full of temptation, but the mortal who treads it rightly earns their title: Mythic Legend.
Mythic Path Abilities
*These abilities are not actually tied to a Mythic Path, nor are they requirements for the Paths, but have strong ties to the first 6 Paths available.
Quick Search of All Mythic Abilities
|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.
|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*|
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.
|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.
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.
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.
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/-.
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.
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.
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.
The wounds you inflict with your natural attacks are anything but natural.
Benefit: Your natural attacks now ignore all damage reduction except N/-.
|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.|
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.
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.
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.
|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.|
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.
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.
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.
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.
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.
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.
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.
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.
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.
Your mythic powers can negate any magic around you.
Benefit: Activating this ability grants you magic immunity and dispels any spell effects on you.
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.
Your charge carries the weight of your mythic powers.
Benefit: Your charge attacks deal additional Divine damage equal to 1d6 per mythic rank.
You learned to utilise the real power of the Shadows.
Benefit: Your Shadow spells are 20% more real.
|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.|
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.
|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).
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.
As long as you keep fighting, the power of your melee attacks keep growing.
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.
|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.
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.
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.
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 Means Necessary||
A Hell-knight's attacks are treated as good-aligned for the purpose of overcoming damage reduction.
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.
You are a paragon of your sorcerous bloodline.
Benefit: You immediately gain an ability from the 20th level of your bloodline.
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.
You use your mythic powers to power your Judgements.
Benefit: You can now use Judgements any number of times per day.
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).
|Free from evil||A Hellknight's attacks are treated as being good for the purpose of overcoming damage reduction.|
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.
|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.
|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.
You feel a closer connection to your deity.
Benefit: You gain one more domain, ignoring all domain prerequisites.
|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.
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.
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/-.
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.
You found a way to infuse your blood with even more power.
Benefit: You select a second bloodline, getting all its benefits.
|Second Bloodrager Bloodline||You can choose Second Bloodline.|
You opened your mind and soul to learn the secrets of a second mystery.
Benefit: You gain a second Oracle Mystery.
Your growing powers let you speak to one more spirit.
Benefit: You gain one more Shaman Spirit.
You have mastered the art of applying elixirs at a distance.
Benefit: You can now apply your elixirs from a distance of 30 feet.
|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.
You can select any feat, ignoring its prerequisites.
|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 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 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 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.
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.
|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|
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.
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.
|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|
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.
|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|
In Pathfinder: Wrath of the Righteous, many Mythic Paths can grant powerful mythic Spells contained in a Mythic Spellbook. A spell is a one-time magical effect. Mythic spells can be far more powerful than your ordinary spells and can turn the tide of a battle. Like other spells, these spells can be prepared in advance-whether from a spellbook or through prayers-while some cast spells spontaneously without preparation. Despite these different ways characters use to learn or prepare their spells, when it comes to casting them, the spells are very much alike.
Summon Monster Zero
Demonic Form I
Flames of the Abyss
Demonic Form II
Voice of Renewal
Edict of Nonresistance
Summon Medium Beer Elemental
Channel Rage Communal
Demonic Form III
Edict of Predetermination
Summon Greasly Bear
Summon Large Beer Elemental
Blade of the Sun
Repel the Profane
Demonic Form IV
Edict of Perseverance
Rain of Halberds
Summon Greater Beer Elemental
Ward from Harm
Joy of Life
Protection of Nature
Songs of Steel
Winds of the Fall
Edict of Impenetrable Fortress
Embodiment of Order
Zone of Predetermination
Summon Perpetually Annoyed Wizard
Summon Elder Beer Elemental
Bolt of Justice
Aegis of the Faithful
Ward from Harm Communal
Ward from Weakness
Heroes Never Surrender
Edict of Invulnerability
Ray of Halberds
Summon Hog of Desolation
Wall of Light
Ward from Weakness Communal
Domain of the Hungry Flesh
Embrace of Death
Flay for Purpose
Mythic Spells in Pathfinder: Wrath of the Righteous
Quick Search of All Mythic Spells
You make your blood boil, making you faster and more ferocious. For 1 round per two caster levels, you gain the effects of the Haste spell. Additionally, every time you reduce a creature below zero HP, you prolong the effect. If the killed creature had more HD than your caster level, the duration is increased by 3 rounds. Otherwise, it is increased by 1 round.
You make the target appear more intimidating, while making it possible to feed on fear. The target gains a bonus on Persuasion checks made to intimidate equal to your caster level. Every round the target is healed for 1 hp for every shaken or frightened enemy in 30 feet radius.
When the spell is cast, every enemy in 10 feet around the target must make a Will saving throw or be frightened for 1d4 rounds.
|Demonic Form I||Demon||This spell allows you to polymorph into a form of a babau, brimorak or schir for 1 minute per caster level.||2|
|Flames of the Abyss||Demon||You conjure abyssal energies to empower your attacks. The next two attacks, plus one additional attack per 5 caster levels above 7 (one at CL 12, two at CL 17) deal additional 1d6 unholy damage per 2 caster levels. Alternatively, you can use on of the charges to make a range touch attack as a standard action, dealing the same amount of damage.||2|
|Channel Rage||Demon||You can only use this spell while in Demonic Rage. As a standard action, you grant the target effects of Demonic Rage for 1 round per caster level.||3|
|Demonic Form II||Demon||This spell allows you to polymorph into a form of a derakni, kalavakus or nabasu for 1 minute per caster level.||3|
|Morbid Restoration||Demon||The target is healed for 2d8 plus caster level plus additional 1d8 hit points for every dead creature in 30 feet radius.||3|
|Profane Hymn||Demon||Every enemy in 40 feet radius receives a -2 penalty on attack and damage rolls, caster level checks to overcome spell resistance, concentration checks, and all saving throws.||3|
|Telekinetic Strike||Demon||You create an invisible force, which damages the enemy for 1d6 damage per caster level. The target then makes a Fortitude save. If it is failed, the target becomes prone and you either push or pull it with a Combat Maneuver, using your caster level in place of BAB and casting stat in place of Strength.||3|
|Abyssal Chains||Demon||This spell creates abyssal chains that begin that damage and bind your enemies.\nThe chains deal 1d8 points of bludgeoning damage per caster level to the primary target, and entangle it for the number of rounds equal to caster level. After they strike, the chains continue their way to a number of secondary targets equal to your caster level. The secondary chains each strike one target and deal as much damage as the primary one and entangle the targets.\nEach target can attempt a Reflex saving throw for half damage and to ignore the entangling effect. Secondary targets must be within 30 feet of the primary target, and no target can be struck more than once.||4|
|Abyssal Skin||Demon||You gain resistance to blows, cuts, stabs, and slashes. The caster gains DR 10/cold iron and good. It ignores the first 10 points of damage each time it takes damage from a weapon. Once the spell has prevented a total of 10 points of damage per caster level, it is discharged.||4|
|Channel Rage Communal||Demon||You can only use this spell while in Demonic Rage. As a standard action, you grant the effects of Demonic Rage to all allies in 30 feet range for 1 round per caster level.||4|
|Demonic Form III||Demon||This spell allows you to polymorph into a form of a glabrezu, vrock or nalfeshnee for 1 minute per caster level.||4|
|Teleport||Demon||As a move action, you teleport to any point up to long distance.||4|
|Infectious Rage||Demon||All enemies in 30 feet radius make a Will saving throw. If it fails, they become enraged, gaining bonuses as from your Demonic Rage, but they also attack the nearest target. The duration is 1 round per caster level, but affected enemies can make a saving throw each round to end the effect.||4|
|Abyssal Storm||Demon||You create a devastating storm of abyssal energies, which deals 1d6 electricity and 1d6 unholy damage per caster level to every creature in 40 feet radius around you.||5|
|Demonic Form IV||Demon||This spell allows you to polymorph into a form of a balor, vavakia, gallu or marilith for 1 minute per caster level.||5|
|Devour||Demon||Whenever you hit the target with a melee touch attack, it makes a Fortitude saving throw. If it is successful, the target suffers 1d6 damage per caster level. If the saving throw failed, the damage is increased to 3d6 damage per caster level. If the damage kills the target, you regain 10 hit points per caster level.||5|
|Lifebane||Demon||Target's main weapon becomes +5 Living Bane weapon for one round per level as a swift action.||5|
|Telekinetic Burst||Demon||This spell acts as Telekinetic Strike, but affects all enemies in 30 feet radius around the caster.\nTelekinetic Strike: You create an invisible force, which damages the enemy for 1d6 damage per caster level. The target then makes a Fortitude save. If it is failed, the target becomes prone and you either push or pull it with a Combat Maneuver, using your caster level in place of BAB and casting stat in place of Strength.||5|
|Ode to Miraculous Magic||Azata||Azata inspires party members. This spell grants party members a +4 morale bonus on checks to overcome spell resistance, and increase the saving throw DC of their spells that require a Will saving throw by 2.||2|
|Rejuvenating Poem||Azata||This spell removes fatigue and exhausted effects from all party members.||2|
|Voice of Renewal||Azata||Azata invokes voices of a renewal. This spell damages all enemies within 30 feet area by 1d6 + 1 sonic damage per caster level, while channeling positive energy that cures allies for 1d6 points of damage +1 point per caster level.||3|
|Nature's Grasp||Azata||An enemy has to pass a Reflex saving throw or be ensnared in tree roots. While in this state, the enemy cannot move, and has a 50% miss chance on all attacks, as if all their opponents had total concealment. Each round enemy tries to pass another Reflex saving throw to break free. If the save fails, the enemy suffers 1d6 + half the Azata's caster level bludgeoning damage.||3|
|Optimistic Smile||Azata||Azata's smile encourages optimism. This spell removes all fear, confusion, compulsion, shaken, and frightened effect form party members and grants an immunity to fear till the end of combat.||3|
|Rainbow Dome||Azata||With this spell, Azata chooses to create one of 5 possible 10-feet rainbow domes. While within it, party members get immunity either to fire, to cold, to acid, to electricity or sonic damage by her choice.||3|
|Chaotic Healing||Azata||Azata channels positive energy that cures all allies in 30 feet area for 2d8 +1 point per caster level points of damage, and grants them randomly an effect from one of her following spells: Rejuvenating Poem, Optimistic Smile or Believe in Yourself.||4|
|Deadly Beauty||Azata||Azata covers herself in flowers with tiny bees. She gets DR 5/Adamantine. Any creature that makes a successful melee attack against Azata takes 1d6 + her caster level points of piercing damage.||4|
|Waterfall||Azata||Azata creates a waterfall, the affected creature suffers a 1d10 bludgeoning damage per 4 Azata's caster levels and has to pass a Fortitude saving throw or be knocked down for 1 round and become weak to cold for 1 minute per Azata's caster level.||4|
|Friendly Hug||Azata||This spell removes all negative levels from the target, while also granting them immunity to energy drain and mind-affecting effects for 1 min per Azata's caster level.||5|
|Second Breath||Azata||Azata uses this spell to restore all companions' ability uses to the maximum amount.||5|
|Sudden Squall||Azata||Azata creates a 15-feet cone of wind dealing 3d6 + her caster level sonic damage to all enemies inside it. Every affected enemy has to pass a Fortitude saving throw or become disoriented and unable to cast any spells for 1d3 rounds.||5|
|Joy of Life||Azata||Azata summons the power of Life itself. Azata and her companions' attacks become sacred for 1 round per 2 caster levels. This spell restores all companions spell slots up to 5th level, however it doesn't affect Azata's Mythic Spell book.||6|
|Protection of Nature||Azata||Azata enwelops her and her companions in a shroud of swirling leaves. Under this effect, all attacks against Azata and her companions suffer a 50% miss chance. You become immune to cold damage, whenever an enemy casts a spells cast against you, they suffer 1d6 sonic damage per 5 Azata's caster levels.||6|
|Songs of Steel||Azata||This spell grants the target additional 2d6 + Azata's caster level sonic damage for their first weapon attack during a round, a +2 bonus to caster level checks made to overcome spell resistance, a +2 bonus to all concentration checks, and rises the DC of the saving throws against all their spells and abilities by 2.||6|
|Winds of the Fall||Azata||Azata creates a 30-feet cone of leaves that deals 1d10 slashing damage per 2 caster levels to all creatures within the cone. A creature who suffers damage from this spell has to pass a Will saving throw or become intoxicated for 1 round per caster level. Whenever the creature under this effect makes a roll, it rolls twice and chooses the worst result. A successful saving throw reduces the duration of this effect to 1 round.||6|
|Water Torrent||Azata||Azata summons a wave of water. It deals 6d6 bludgeoning damage to all enemies in the area. Every affected enemy has to pass a Fortitude saving throw or be knocked down, slowed down and become vulnerable to bludgeoning damage for 1d6 rounds. All allies affected by this wave are cleansed from all of the following conditions: ability damage, blinded, confused, dazzled, diseased, exhausted, fatigued, nauseated, poisoned, and sickened.||7|
|Heroes Never Surrender||Azata||This spell affects all companions. It removes fatigue, exhaustion, all negative levels, restores all abilities and spell slots up to level 7. This spell doesn't affect Azata's Mythic Spellbook.||7|
|Rainbow Arrows||Azata||Azata creates a rainbow arrow that jumps from target to target up to one time per 4 caster levels, dealing 1d12 per 2 caster levels damage with one energy randomly chosen between acid, cold, electricity, fire, or sound.||7|
|Revolt||Azata||Azata shouts out, dealing 4d6 + her caster level sonic damage to all creatures within a 30-feet range. This shout encourages a revolt within the enemy ranks. All affected enemies have to pass a Will saving throw or start to attack the strongest among them. Each round they try to pass a new Will save to end the effect. If an enemy successfuly saves and ends the Revolt effect, they suffer 4d6 + Azata's casting level sonic damage each round for 1d6 rounds as inner voices shout within making them regret what they had done.||7|
|Unbreakable Bond||Azata||Under the effect of this spell, all companions become immune to mind-affecting, charm, fear, compulsion, emotion, shaken, confusion effects. They also get a +3 luck bonus on all saving throws and DR 5/- while they are in a 10 feet range from Azata.||7|
|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|
|Edict of Perseverance||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|
|Summon Monster Zero||Trickster||This spell summons an extraplanar murder pony to your side for one minute.||1|
|Bear's Grace||Trickster||If the target of this spell fails its Will saving throw, it is granted the grace of a bear, giving it a -8 penalty to Dexterity.||2|
|Fish Missile||Trickster||You launch a smelly, slimy, putrid fish at your enemy as a ranged touch attack. The fish deals 1d6 points of bludgeoning damage, plus and additional 1d6 per two caster levels you have above the first. On a successful hit, the target must make a Fortitude save or be sickened for 1d4+1 rounds.||2|
|Summon Small Beer Elemental||Trickster||This spell summons a Small Beer Elemental for one round per caster level. The summoned creature appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.||2|
This spell causes a glorious beard to erupt from the face of a willing target. The beard grants a +2 natural armor bonus to AC, and DR 5/slashing.
Additionally, it makes you look so glorious!
|Hallucinogenic Cloud||Trickster||Hallucinogenic Cloud creates a bank of fog like that created by fog cloud, except that the vapors are hallucinogenic. Creatures in the cloud become confused. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves (roll separately for each confused character)/ Any creature that succeeds on its save but remains in the cloud must continue to save each round. This is a mind-affecting effect.||3|
|Invisibility，Almost Greater||Trickster||This spell functions like greater invisibility, but... not so great. Instead of not ending after an offensive action, it ends with a chance equal to 5% plus 5% per attack you made during the invisibility.||3|
|Summon Medium Beer Elemental||Trickster||This spell summons a Medium Beer Elemental for one round per caster level. The summoned creature appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.||3|
|Summon Greasly Bear||Trickster||This spell summons a Greasly Bear for one round per caster level. The summoned creature appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.||4|
|Summon Large Beer Elemental||Trickster||This spell summons a Large Beer Elemental for one round per caster level. The summoned creature appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.||4|
|Microscopic Proportions||Trickster||You call upon the primordial power of ancient microfauna to shrink the size of your target. Your target shrinks to microscopic proportions, decreasing in size by two categories. The target gains a +6 size bonus to its Dexterity score.||5|
|Phantasmal Healer||Trickster||You summon a Phantasmal Healer, who stays in place for a number of rounds, equal one per every four caster levels. Each round it heals every living creature in 30 feet radius for 1d6 per four caster levels. The creatures make a Will saving throw to halve the amount.||5|
|Rain of Halberds||Trickster||You create a rain of halberds, making an attack roll against every creature in 10 feet radius. A successful attack deals 1d10 points of slashing and piercing damage per caster level, and can critically strike.||5|
|Summon Greater Beer Elemental||Trickster||This spell summons a Greater Beer Elemental for one round per caster level. The summoned creature appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.||5|
|Charm Whatever||Trickster||You can make any creature fight on your side as if it was your ally. It will attack your opponents to the best of its ability. However this creature will try to throw off the domination effect, making a Will save each round.||6|
|Summon Perpetually Annoyed Wizard||Trickster||This spell summons a powerful Wizard, who is, for some mysterious reason, perpetually annoyed. The summoned wizard appears where you designate and acts according to his initiative check results. He attacks his opponents to the best of his ability.||6|
|Summon Elder Beer Elemental||Trickster||This spell summons an Elder Beer Elemental for one round per caster level. The summoned creature appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.||6|
You create an extra-dimensional comfy hole with a depth of 10 feet per two caster levels (maximum 30 feet) and a trampoline at the bottom. Since the pit extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest.
Any large or smaller creature standing in the area where you first conjured the pit must make a Reflex saving throw to not jump to safety in the pit. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the pit take no falling damage (the trampoline is really handy).
Each round any creature in the pit is healed for 3d6 as extra-dimensional entities heal their wounds and make massage.\nTo climb the pit's soft and cozy walls, a creature need a successful Athletics or Mobility skill check with a DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.
|Ray of Halberds||Trickster||You blast your enemies with a stream of halberds. You fire one halberd per two caster levels. Each halberds requires a ranged attack to hit and deals 1d10 + Charisma modifier damage.||7|
|Summon Hog of Desolation||Trickster||This spells summons a cute little piglet for one round per caster level. The summoned creature appears where you designate and acts according to its initiative check results. It attacks its opponents to the best of its ability.||7|
|Trick Fate||Trickster||When the fate gives your friend a challenge — you respond with a special die.\nFor three rounds, the target ally always rolls 20 on all d20 rolls.||7|
|Grant Repose||Angel||You make a touch attack against any undead creature. If it fails a Will saving throw, it is immediately destroyed. If the target succeeds, it is dealt 2d6 damage plus 1 damage per 2 caster levels.||3|
|Shield from Demonkind||Angel||For one minute per caster level, any time the target is attacked by a demon, the demon is dealt 1d6 points of damage plus 1 damage per two caster levels. Additionally, the target gains deflection bonus to AC equal to 2 plus 1 per six caster levels.||3|
|Ward from Disease||Angel||The target gains immunity to diseases for 10 minutes per caster level.||3|
|Blade of the Sun||Angel||You create a 60 feet long line of holy energy, dealing 1d8 holy damage per two caster levels to all targets on the line.||4|
|Pure Form||Angel||You heal yourself for 1d8 hit points per caster level and automatically dispel any negative effects on yourself.||4|
|Repel the Profane||Angel||This spell affects all undead creatures, evil outsiders and divine casters devoted to evil deities. If the target fails a Will saving throw, it's frightened for 1 round per caster level. If the saving throw is successful, the target is shaken for one round. This spell ignores immunity to fear effects.||4|
|Ward from Disease Communal||Angel||All allies in 20 feet radius gain immunity to diseases for 10 minutes.||4|
|Ward from Unclean||Angel||The target gains immunity to nauseated and sickened conditions, diseases and poisons for 10 minutes per caster level.||4|
|Cleansing Flames||Angel||Every enemy in the radius of the spell is dealt 1d6 holy damage per caster level. Allies are dealt 1 holy damage per caster level, but are automatically healed from any ability score damage, blindness, confusion, and dazzled, exhausted, fatigued, nauseated and sickened conditions. Additionally, it tries to dispel all diseases, poisons and curses from the allies.||5|
|Ward from Harm||Angel||The target gains immunity to nauseated and sickened conditions, diseases, poisons, ability damage and ability drain for 10 minutes.||5|
|Ward from Unclean, Communal||Angel||All allies in 20 feet radius gain immunity to nauseated and sickened conditions, diseases and poisons for 10 minutes.||5|
|Bolt of Justice||Angel||You release a powerful stroke of energy that deals 1d6 points of holy damage per caster level. The target needs to make a successful Reflex saving throw, or become prone.\nIf the target is evil, the spell instead deals 1d8 points of holy damage per caster level. The target needs to make a successful Reflex saving throw, or become prone and suffer a -2 penalty to AC, attack rolls and saving throws.\nIf the target is an evil outsider or an undead creature, the spell instead deals 1d10 points of holy damage per caster level. The target needs to make a successful Reflex saving throw, or become prone and suffer a -4 penalty to AC, attack rolls and saving throws.\nIf the target is a demon lord, an evil dragon or a lord of undead (a powerful undead creature like liches, undead dragons, nightshades and similar), the spell instead deals 1d12 points of holy damage per caster level. The target suffers a -4 penalty to AC, attack rolls and saving throws. It also needs to make a successful Reflex saving throw, or become prone.||6|
|Aegis of the Faithful||Angel||This blessing targets one ally in close range. The ally is granted the combined effect of Shield, Shield of Faith, Protection From Arrows, Displacement and Resist Fire, Cold, Electricity, Acid and Sonic spells for one minute per caster level.||6|
|Holy Hymn||Angel||You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +2 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -2 penalty on such rolls.||6|
|Ward from Harm Communal||Angel||The target gains immunity to nauseated and sickened conditions, diseases, poisons, ability damage and ability drain for 10 minutes.||6|
|Ward from Weakness||Angel||The target gains immunity to fatigue, exhaustion, nauseated and sickened conditions, diseases, poisons, ability damage and ability drain for 10 minutes.||6|
|Radiant Ground||Angel||You create a 20 feet radius area for a number of rounds equal to your caster level. Each round every creature in the area is healed for 1d6 hit points per two caster levels.||7|
|Sun Marked||Angel||For one minute per caster level, the target's attacks deal addition 1d6 holy damage per four caster levels, and any creature striking the target in melee deals normal damage, but also takes 1d6 points of fire damage + 1 point per caster level.||7|
|Wall of Light||Angel||You create a wall of light, which deals 1d6 points of holy damage per caster level to any evil creature going through it. It grants any good or neutral creature gains an ability to deal 2d6 additional holy damage with their next attack. If a good or neutral creature charges through the wall, it instead deals 1d6 holy damage per caster level with their next attack.||7|
|Ward from Weakness Communal||Angel||All allies in 20 feet radius gain immunity to fatigue, exhaustion, nauseated and sickened conditions, diseases, poisons, ability damage and ability drain for 10 minutes.||7|
|Storm of Justice||Angel||This spell functions like bolt of justice, except it affects multiple creatures.||8|
|Avenger's Blessing||Angel||This spell targets an ally in close range. The target gains the combined effect of Divine Power, Holy Aura and Greater Heroism spells for one round per caster level||8|
|Gale of life||Angel||This spell works as Breath of Life, but affects all allies in 20 feet radius.||8|
|Solar Chains||Angel||A creature targeted by this spell is held immobile by glowing golden chains composed of pure sunlight. For a number of rounds equal to your caster level, the creature is paralyzed, held in place, and is dealt 4d6 damage plus 1 damage per caster level every round. It may attempt a new saving throw each round to end the effect. If the initial saving throw is successful, the target is staggered for one round and is dealt the same amount of damage.||8|
|Bring Back||Angel||This spell restores 10 HP per caster level.\nUnlike other spells that heal damage, bring back can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life with this spell gain a temporary negative level that lasts for 1 day.||9|
|Fortress of the Faithful||Angel||This spell works as Aegis of the Faithful, but affects all allies in 20 feet radius and lasts for 1 hour.||9|
|Sun Form||Angel||For the next number of rounds equal to your caster level, you become incorporeal and gain the ability to shoot rays of holy fire as a swift action, dealing 1d6 damage per caster level, half of which is fire and half is holy.||9|
|Wrath of the Righteous||Angel||All demons in 40 feet radius around the caster make a Will saving throw. If it's failed, the demon is dealt 10 damage per caster level. If the saving throw is successful, the demon is dealt 1d6 damage per caster level.||9|
|Corrupted Blood||Lich||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||Lich||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||Lich||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||Lich||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||Lich||You weapon becomes bloodthirsty. It deals 1d6 + caster level additional damage, healing the wielder for the same amount.||4|
|Eyes of the Bodak||Lich||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||Lich||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||Lich||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||Lich||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||Lich||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||Lich||You gain +6 shield bonus to AC and immunity to critical hits.||6|
|False Grace||Lich||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||Lich||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||Lich||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|
|Create Undead||Lich||This spell summons a graveknight or a guardian armor. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.||6|
|Feast of Blood||Lich||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||Lich||This spell fully heals all allied undead creatures.||7|
|Blessing of Undead||Lich||You gain undead immunities, negative energy affinity and DR 5/bludgeoning.||7|
|Blessing of Unlife||Lich||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||Lich||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||Lich||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||Lich||This functions as a targeted dispel magic, but it can dispel multiple spells, starting with the highest level spells and proceeding to lower level spells. Additionally, the target receives a -1 penalty to attack and damage rolls, saving throws and Ac for every dispelled effect.
Dispel Magic (Target): You can use dispell magic to end on ongoing spell that has been cast on a creature.
You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.
|Negative Eruption||Lich||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||Lich||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|
Mythic characters gain Mythic Feats 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 benefis of their prerequisite feats, making them trule awe-inspiring. If a character doesn't possess any of the necessary prerequisite feats when she gains a Mythic Feat, they can wait to select a Mythic Feat until the next time she gains a mythic rank or level.
Mythic Feats in Pathfinder: Wrath of the Righteous
Quick Search of All Mythic Feats
|You no longer suffer your racial penalty to an ability score. Only races with a penalty to an ability score can take this ability.|
|Whenever you miss with a melee attack, the target still takes damage equal to your Strength bonus. This damage cannot be increased by any other means.||
When your shots hit the target, they do truly devastating damage.
Benefit: When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +3 rather than +2.
|You can drink a potion as a swift action.||
|Select one school of magic. All bonuses from your feats and mythic feats that apply to another school of magic, such as Spell Focus feat and School Specialization mythic feat, now apply to the chosen school of magic too.||
|You gain a bonus ability.||
|You gain a bonus Mythic ability, you can only take this mythic feat once.||
|You only suffer a -4 penalty on your iterative attacks, instead of -5 penalty.||
Your critical strikes with your chosen weapon are deadlier than most.
Benefit: Your critical multiplier with your chosen weapon is increased by 1.
Your unarmed strikes are more powerful than others.
Benefit: you can add half your mythic rank to your damage with unarmed strikes.
|You get a +1 bonus to all saving throws. You also get additional hit points, their number equal to your mythic rank.||
|Your sneak attack deals an additional 1d6 damage.||
Your attacks are truly vicious.
Benefit: When you use Piranha Strike, you gain a +3 bonus on damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, the bonus on damage rolls increases by +3 rather than +2.
Your accuracy with ranged attacks is unmatched at point-blank range.
Benefit: The bonus on attack and damage rolls granted by Point-Blank Shot increases to +2.
You can fire many times each round with amazing precision.
Benefit: When using Rapid Shot you ignore the feat's -2 penalty on attack rolls.
|Select one school of magic. All Spells you cast that belong to this school have their caster level increased by 1.||
|You can cast the first spell after an initiative roll as a swift action if that spell is either of a 1st level or is at least two levels lower than the maximum level of spells you can cast.||
You have mythical resilience and durability.
Benefit: Toughness provides you twice as many hit points. In addition, when you're below 0 hit points, you gain DR 10/epic.
You're an expert with weapons that rely on your agility.
You're a legendary master of one type of weapon.
The damage you deal with your chosen weapon is truly awesome to behold.
You push foes around with amazing ease.
Benefit: You gain a bonus equal to half your mythic rank on checks to Bull Rush, and to your CMD when an opponent bull rushes you. These bonuses stack with those granted by non-mythic Greater Bull Rush.
Furthermore, you can make an attack of opportunity against any creature that attempts to bull rush you, unless it also has this feat.
You can quickly deter others with your martial mastery.
Benefit: While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as a standard action with a -5 penalty on your Intimidate check, as a move action with a -10 penalty, or as a swift action with a -20 penalty.
Your defensive capabilities in combat are unmatched.
Benefit: Add half your mythic rank to your CMD.
You're a master of down-and-dirty fighting.
Benefit: You gain a bonus equal to half your mythic rank on checks to attempt a dirty trick, and to your CMD when an opponent attempts to perform a dirty trick on you. These bonuses stack with those granted by Greater Dirty Trick.
Furthermore, you can make an attack of opportunity against any creature that attempts a Dirty Trick maneuver against you, unless it also has this feat.
You're expert at knocking your enemies' weapons away.
Benefit: You gain a bonus equal to half your mythic rank on checks to disarm, and to your CMD when an opponent tries to disarm you. These bonuses stack with those granted by Greater Disarm.
Furthermore, you can make an attack of opportunity against any creature that attempts to disarm you, unless it also has this feat.
When focused, you become nearly impossible to strike.
Benefit: The bonus to AC from Dodge increases by 1.
Your fortitude is unmatched.
Benefit: Whenever you roll a Fortitude saving throw, roll twice and take the higher result.
You leap into the fray with speed and confidence.
Benefit: The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your mythic rank.
Your will is incorruptible.
Benefit: Whenever you roll a Will saving throw, roll twice and take the higher result.
Your reflexes are superhuman.
Benefit: Whenever you roll a Reflex saving throw, roll twice and take the higher result.
Whether you channel energy to heal or kill, it's especially potent.
Benefit: When you channel energy, the damage you heal or deal increased by a number of points equal to twice your Charisma bonus.
Your attacks are truly devastating.
Benefit: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2.
This bonus to damage is increased to +5 if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1.5 times your Strength modifier on damage rolls.
You're a master of using your shield for protection.
Benefit: Add your shield bonus and your shield's enhancement bonus to your touch AC.
Your magical specialities are particularly effective.
Your mythic magical power breaches your enemies' defenses.
Benefit: Add half your mythic rank to caster level checks to overcome spell resistance. If you have Greater Spell Penetration, add your full mythic rank instead.
With greater potency and frequency, your fists stun those who stand against you.
Benefit: The DC of your Stunning Fist increases by half your mythic rank.
Your mighty smashing blows demolish armor.
Benefit: You gain a bonus equal to half your mythic rank on checks to sunder, and to your CMD when an opponent tries to sunder an object used by you. These bonuses stack with those granted by Greater Sunder Armor.
Furthermore, you can make an attack of opportunity against any creature that attempts to sunder an armor used by you, unless it also has this feat.
You're expert at knocking your foes down.
Benefit: You gain a bonus equal to half your mythic rank on checks to trip, and to your CMD when an opponent tries to trip you. These bonuses stack with those granted by Trip.
Furthermore, you can make an attack of opportunity against any creature that attempts to trip you, unless it also has this feat.
With weapons in both hands, your deft strikes make you twice as deadly.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced by 2.
You can strike your foes with incredible force.
Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike to multiply the number of dice you roll for damage, you also multiply your Strength bonus, weapon's enhancement bonus and other bonuses that would normally be multiplied on a critical hit by the same number.
Extra damage from sources that wouldn't normally be multiplied on a critical hit isn't multiplied by this feat.
|Allows you to craft potions up to level 6 during camping.||
You mastery with this skill is unmatched, even in difficult situations.
Benefit: You can always take 10 on checks with your choice of skill for Skill Focus if 10 on a roll is enough for a successful skill check.