Demon

Mythic Path

mythic portrait demon

Initial Mythic Features

Demon is a Mythic Path in Pathfinder: Wrath of the Righteous. A raging beast whose desire is to become the ruler of the Abyss. You can choose to sink into a demonic rage and rip your enemies apart with their bare hands. The Demon Lords shall bow to your power!

 

"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 their inner beast to take control, or to fight it, chain it, and bring it to heel"

  

Demon Information

  • Demon is one of the six early-game mythic paths that become available at the end of Act 2, upon attaining mythic rank 3.

  • If Demon is not chosen as your mythic path at the end of Act 2, you cannot select it in Act 5 when you choose your late-game mythic path.

  • If you select Demon as your late-game mythic path in Act 5, Arueshalae will leave your party if she is not corrupted. If you tell the crusaders you don't need them and embrace your new demonic army, Seelah, Sosiel, and Trever will die if they have been recruited.

  • Special interaction with Nocticula, including potential Romance.

 

Unlocking the Demon Mythic Path

  • The Demon path is always available and does not need to be unlocked. The Demon mythic path can be chosen at the end of Act 2, during the quest Banner over the Citadel, regardless of whether the player has selected any [Demon] dialogue choices prior to this point.

 

Demon Features

 

Demon Progression

Mythic Rank

Abilities

Summon

Spells

3 Mythic Ability, Demonic Rage, Demonic Claws, Demonic Charge Summon Vrock Lvl 1: Burning Hands, Cause Fear, Corrosive Touch, Ear-Piercing Scream, Enlarge Person, Ray of Enfeeblement, Ray of Sickening, Shocking Grasp, Snowball (Choose 2 Spells)
4 Demonic Aspect, Mythic Feat Summon Gibrileth Lvl 1: Burning HandsCause FearCorrosive TouchEar-Piercing ScreamEnlarge PersonRay of EnfeeblementRay of SickeningShocking GraspSnowball (Choose 2 Spells)
Lvl 2: Acid Arrow, Bear's Endurance, Bull's Strength, Cat's Grace, Frigid Touch, Mirror Image, Molten Orb, Scorching Ray, See Invisibility (Choose 1 Spell)
5 Mythic Ability, Demonic Aspect, Extra Minor Aspect Summon Oolioddroo Lvl 2: Acid ArrowBear's EnduranceBull's StrengthCat's GraceFrigid TouchMirror ImageMolten OrbScorching RaySee Invisibility (Choose 2 Spells)
Lvl 3: Fireball, Greater Magic, Weapon, Haste, Hold Person, Lightning Bolt, Rage, Stinking Cloud, Vampiric Touch. (Choose 1 Spell)
6 Mythic Feat, Demonic Aspect, Major Demonic Aspect Summon Painajai Lvl 2: Acid ArrowBear's EnduranceBull's StrengthCat's GraceFrigid TouchMirror ImageMolten OrbScorching RaySee Invisibility (Choose 1 Spell)
Lvl 3: FireballGreater Magic, WeaponHasteHold PersonLightning BoltRageStinking CloudVampiric Touch. (Choose 2 Spells)
Lvl 4: Bestow Curse, Contagion, Controlled Fireball, Crushing Despair, Dragon's Breath, Enervation, Enlarge Person, Mass, Fear, Shout, Stoneskin, Touch of Slime (Choose 2 Spells)
7 Major Demonic Aspect, DemonkindDemonic Aspect, Mythic Ability, Demonic Charge, Deadly Natural Weapons Summon Lilitu Lvl 4: Bestow CurseContagionControlled FireballCrushing DespairDragon's BreathEnervationEnlarge Person, MassFearShoutStoneskinTouch of Slime (Choose 1 Spell)
Lvl 5: Call Lightning Storm, Cone of Cold, Dominate Person, Profane Nimbus, Song of Discord, Wracking Ray (Choose 1 Spell)
8 Mythic Feat, Demonic Aspect, Extra Minor Aspect Summon Vrolikai Lvl 1: Burning HandsCause FearCorrosive TouchEar-Piercing ScreamEnlarge PersonRay of EnfeeblementRay of SickeningShocking GraspSnowball (Choose 1 Spell)
Lvl 3: FireballGreater Magic, WeaponHasteHold PersonLightning BoltRageStinking CloudVampiric Touch. (Choose 1 Spell)
Lvl 5: Call Lightning StormCone of ColdDominate PersonProfane NimbusSong of DiscordWracking Ray (Choose 2 Spells)
9 Mythic Ability, Demon Lord Aspect, Demonic Aspect Summon Balor Lvl 2: Acid ArrowBear's EnduranceBull's StrengthCat's GraceFrigid TouchMirror ImageMolten OrbScorching RaySee Invisibility (Choose 1 Spell)
Lvl 3: FireballGreater Magic, WeaponHasteHold PersonLightning BoltRageStinking CloudVampiric Touch. (Choose 1 Spell)
Lvl 4: Bestow CurseContagionControlled FireballCrushing DespairDragon's BreathEnervationEnlarge Person, MassFearShoutStoneskinTouch of Slime (Choose 1 Spell)
Lvl 5: Call Lightning StormCone of ColdDominate PersonProfane NimbusSong of DiscordWracking Ray (Choose 1 Spell)
10 Mythic Ability, Demonic Aspect, Demon Lord Aspect   Lvl 4: Bestow CurseContagionControlled FireballCrushing DespairDragon's BreathEnervationEnlarge Person, MassFearShoutStoneskinTouch of Slime (Choose 1 Spell)

 

Demon Abilities

Demonic Claws

The demon can grow claws at will, gaining two claw attacks. These attacks are considered primary attacks and are made at the demon's full base attack bonus. The claws deal 1d8 points of slashing damage (1d6 if Small) plus the demon's Strength modifier. If one of the claws is used in concert with a weapon held in the other hand, the claw attack is made at the demon's full base attack bonus –5 and deals 1d8 damage plus half the demon's Strength modifier.

Demonic Rage

The power of the Abyss courses through the Demon waiting to be unleashed. The Demon can enter a demonic rage as a free action. The demonic rage lasts until the end of combat. While in demonic rage, the Demon gains +2 bonus on attack rolls, damage rolls, caster level checks and reflex checks. The DC for all saving throws against Demon's spells and abilities are increased by 2. These benefits increase by 1 at 6th and 9th mythic ranks.

Demonic Aspect

Starting mythic rank 4 and mythic rank thereafter, the Demon gains a Demonic Aspect. These aspects use other Demons as inspiration and allow the Demon to focus the rage more effectively.

Demonic Charge

As a move action, you can teleport to the target enemy, dealing 2d6 unholy damage per mythic rank in a 10 foot radius around you at the beginning of the teleport and at the end. An enemy can only be damaged by this ability once per round.

 

Major Demonic Aspect

At mythic ranks 5 and 7, the Demon gains a major Demonic Aspect. These aspects use more powerful demons as inspiration and allow the demon to focus the rage more effectively.

Demon Lord Aspect

At 9th mythic rank, Demon gains a Lord Demonic Aspect and another one on 10th mythic rank. These aspects use demon lords as inspiration and allow the Demon to focus the rage more effectively.

Deadly Natural Weapons

All of the Demon's natural weapons ignore the damage reduction of demons and count as having a +2 enhancement bonus. Additionally, all of the Demon's natural attacks count as primary.

Extra Minor Aspect

At mythic ranks 5 and 7, the Demon can use one more minor aspect simultaneously.

 

 

Demonic Aspects

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Aspect of Babau

Demonic Aspect

Demon adopts the aspect of Babau, ganing a bonus on all Mobility, Trickery, and Stealth skill checks equal to half of the Demon's mythic rank plus one.

An aspect of Babau increases the user's sneak attack damage during demonic rage by 2d6. Any creature that strikes the Demon with a Babau aspect during demonic rage with a non-reach melee weapon suffers 2d6 acid damage. Both these damages increase by 1d6 at 6th and 9th mythic ranks.

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Aspect of Brimorak

Demonic Aspect

Demon adopts the aspect of Brimorak, gaining a bonus on all Mobility, Trickery, and Use Magic Device skill checks equal to half of the Demon's mythic rank plus one.  Those bonuses do not stack with other bonuses from demonic aspects.

Any creature that strikes the Demon with a Brimorak aspect during demonic rage with a non-reach melee weapon suffers 2d6 fire damage. This damage increases by 1d6 at 6th and 9th mythic rank. Whenever the Demon with an aspect of Brimorak casts a spell that deals damage in demonic rage, that spell deals +2 points of damage per die rolled. This bonus to damage increases by +1 at 6th and 9th mythic ranks.

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Aspect of Incubus

Demonic Aspect

 Demon adopts the aspect of Incubus, gaining a bonus on all Persuasion, Athletics, and Lore (Nature) skill checks equal to half of the Demon's mythic rank plus one. Those bonuses do not stack with other bonuses from demonic aspects.

Whenever the Demon with an aspect of Incubus casts a spell or uses an ability during a demonic rage, increase its DC by 1. This bonus increases by one at 6th and 9th mythic rank. While in demonic rage, the Demon with an aspect of Incubus gains a +4 bonus to weapon damage rolls. The bonus to damage increases by +2 at 6th and 9th mythic rank.

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Aspect of Kalavakus

Demonic Aspect

Demon adopts the aspect of Kalavakus, gaining a bonus on all Perception, Athletics, and Use Magic Device skill checks equal to half of the Demon's mythic rank plus one. Those bonuses do not stack with other bonuses from demonic aspects.

While in demonic rage, the Demon with an aspect of Kalavakus gains a +2 bonus to CMD, CMB, and natural armor to AC. The bonus increases by +1 at 6th and 9th mythic rank.

Whenever the Demon with an aspect of Kalavakus succeeds at a combat manuever check during a demonic rage, the Demon can make an attack against that target as a free action. When the Demon with an aspect of Kalavakus hits with a charge attack during a demonic rage, the Demon can attempt to disarm the target as a free action.

 

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Aspect of Nabasu

Demonic Aspect

Demon adopts the aspect of Nabasu, gaining a bonus on all Lore (Religion), Perception, and Use Magic Device skill checks equal to half of the Demon's mythic rank plus one. Those bonuses do not stack with other bonuses from demonic aspects.

While in a demonic rage, the Demon with an aspect of Nabasu gains a +2 bonus on all saving throws. The bonus increases by +1 at 6th and 9th mythic rank.

During a demonic rage, all enemies within 30 feet of a Demon with an aspect of Nabasu gain a -1 penalty to Fortitude saves and a -1 penalty to attack rolls. These penalties increase by -1 at 6th and 9th mythic rank.

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Aspect of Schir

Demonic Aspect

Demon adopts the aspect of Schir, gaining a bonus on all Lore (Nature), Mobility, and Athletics skill checks equal to half of the Demon's mythic rank plus one. Those bonuses do not stack with other bonuses from demonic aspects.

While in demonic rage, the Demon with an aspect of Schir gains a +2 bonus on melee attack rolls. The bonus increases by +1 at 6th and 9th mythic rank.

During a demonic rage, the Demon with an aspect of Schir gains a Powerful Charge ability, increasing the number of weapon damage dice by two and applying an additional one and a half of the Demon's Strength bonus to damage from the charge.

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Aspect of Succubus

Demonic Aspect

Demon adopts the aspect of Succubus, gaining a bonus on all Persuasion, Perception, and Knowledge (World) skill checks equal to half of the Demon's mythic rank plus one. Those bonuses do not stack with other bonuses from demonic aspects.

During a demonic rage, all enemies within 30 feet of a Demon with an aspect of Succubus suffer a -1 penalty to Will saves and a -1 penalty to attack rolls, while all allies within 30 feet gain a +1 bonus to Will saves and attack rolls, and an immunity to compulsion and fear effects. These penalties and bonuses increase by one at mythic rank 6 and 9.

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Aspect of Vrock

Demonic Aspect

Demon adopts the aspect of Vrock, gaining a bonus on all Knowledge (Arcana), Knowledge (World), and Lore (Religion) skill checks equal to half of the Demon's mythic rank plus one. Those bonuses do not stack with other bonuses from demonic aspects.

While in a demonic rage, the Demon with an aspect of Vrock gains a +2 bonus on ranged attack rolls. This bonus increases by +1 at mythic rank 6 and 9. All spells and non-physical abilities that the Demon with an aspect of Vrock uses during a demonic rage count as Reach spells.

During a demonic rage, all enemies within 30 feet of a Demon with an aspect of Vrock suffer a -1 penalty to Reflex saves and move as if on difficult terrain. This penalty increases by -1 at mythic rank 6 and 9.

Major Demonic Aspects

Aspect of Balor

Major Demonic Aspect

Demon adopts the aspect of Balor, gaining a bonus to Constitution score equal to half of the Demon's mythic rank plus one. An aspect of Balor makes all allies in 50 feet radius assume Demonic rage with the Demon himself, but without the advantages of the demonic aspects.

Aspect of Coloxus

Major Demonic Aspect

Demon adopts the aspect of Coloxus, gaining a bonus to Intelligence ability score equal to half of the Demon's mythic rank plus one. The aspect of Coloxus allows the Demon to use abilities and cast spells as move actions during demonic rage.

Aspect of Omox

Major Demonic Aspect

Demon adopts the aspect of Omox, gaining DR N/-where N is equal to half the Demon's mythic rank plus one.
An aspect of Omox causes all attacks and abilities make their target grappled unless they pass a Reflex saving throw.

Aspect of Shadow Demon

Major Demonic Aspect

Demon adopts the aspect of Shadow Demon, gaining a bonus to Wisdom score equal to half of the Demon's mythic rank plus one.
An aspect of Shadow Demon makes the user incorporeal during demonic rage.

 

Aspect of Vavakia

Major Demonic Aspect

Demon adopts the aspect of Vavakia, gaining a bonus to Strength score equal to half of the Demon's mythic rank plus one. An aspect of Vavakia deals all enemies within 50 feet of the raging demon 1d6 unholy damage per point of bonus demonic rage gives the Demon to attack and damage rolls.

Aspect of Vrolikai

Major Demonic Aspect

Demon adopts the aspect of Vrolikai, gaining Fast Healing equal to half of the Demon's mythic rank plus one.
The aspect of Vrolikai makes all demon's melee attacks and spells apply one negative level on enemies who fail a Will saving throw (DC = 15 + twice the mythic rank).

 

 

Demon Lord Aspects

Aspect of Areshkagal

Demon Lord Aspect

Any attack targeting you during demonic rage has a 50% chance to miss.

Aspect of Deskari

Demon Lord Aspect

All your energy damage dealt while in demonic rage becomes Unholy, and your physical damage ignores physical damage immunity or damage reduction.

Aspect of Kabriri

Demon Lord Aspect

You gain the effect of a heal spell every time you kill an enemy during demonic rage.

Aspect of Nocticula

Demon Lord Aspect

Once per demonic rage, you can use this ability to grant one ally all the benefits of your demonic rage as a free action, including the effects of your active aspects and major aspects, until the end of combat.

Aspect of Pazuzu

Demon Lord Aspect

Aspect of Pazuzu increases your speed by 30 feet during demonic rage and grants one additional attack (this extra attack stacks with haste).

Aspect of Socothbenoth

Demon Lord Aspect

During demonic rage, any enemy affected by a spell or ability cast by you rolls saving throws twice and takes the worse result.

 

Demon Mythic Spells

Name

Effects

Level

Blood Haze

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.

2
Consume Fear

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.

2
Demonic Form I 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 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 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 This spell allows you to polymorph into a form of a derakni, kalavakus or nabasu for 1 minute per caster level.
Morbid Restoration The target is healed for 2d8 plus caster level plus additional 1d8 hit points for every dead creature in 30 feet radius.
Profane Hymn 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.
Telekinetic 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.
Abyssal Chains 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 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 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 This spell allows you to polymorph into a form of a glabrezu, vrock or nalfeshnee for 1 minute per caster level. 4
Teleport As a move action, you teleport to any point up to long distance. 4
Infectious Rage 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 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 This spell allows you to polymorph into a form of a balor, vavakia, gallu or marilith for 1 minute per caster level. 5
Devour 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 Target's main weapon becomes +5 Living Bane weapon for one round per level as a swift action. 5
Telekinetic Burst 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

 

 

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.


Benefit: Three times per day, as a move action you can teleport to an ally who has less than 30 hit points. Until the end of the next round, your first healing spell or ability is empowered and maximized, as though using the Empower Spell and Maximize Spell feats.

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

 

 

 

Mythic Path
Aeon  ♦  Angel  ♦  Azata  ♦  Gold Dragon  ♦  Legend  ♦  Lich  ♦  Swarm-That-Walks  ♦  Trickster

 




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    • Anonymous

      well look at that, another broken mythic path. this game is a joke. legend is broken, dragon is broken, and demon is broken. note to all demon wannabes, when you get to the abyss, seek the assassin's guild before doing ANYTHING! you will break your save file and lose your mythic level. until you get yozz to talk to you and give you the assassination contract, do not interact with vellexia at all. it's kind of spoilery, but if someone would have made note of it, i wouldn't have to completely replay the entire abyss section. i did every companion quest, every sidemission, and have nocticula's portal sitting open ready to venture out. now it's back to square one. don't do what i did and attempt to play "for fun." that's not how owlcat intended the game to be played.

      • Anonymous

        i'm about to lay staunton to rest and i figured i'd take a sneak peek at what the demon path has in store for me. sadly, it just seems to be a generic barbarian build, with very weak and pathetic low DC spells. kind of a bummer.

        • Anonymous

          One of the worst mythic paths thematically, especially once you commit to it in Act 5.

          For one almost all of the intended Act 4 choices (Chaotic/Evil) were so idiotic and self-destrictive I went all the way from the far edge of Chaotic Neutral to True Neutral with a hint of Good, because Lawful choices were simply more beneficial.
          Secondly committing to the path in Act 5 results in... an army of demons pouring into Drezen and slaughtering like half the mortals... after it already got overrun by demons a week earlier. I could understand those Shadow Demons who are my direct underlings and I could tell them to pipe it down (not that you get that option, since they turn into minotaur troops automatically), but not only I didn't give a go for this takeover (why would I even let omoxes and other such filthy creatures dirty my streets?), all of the guards are freaking demodands. Why? Demodands hate demons, why is my entire retinue made out of them?

          In short? The "It is up to the Demon to decide whether to allow their inner beast to take control, or to fight it, chain it, and bring it to heel" line is a complete bullshit. There's no choice, you're always treated as if you were a mindless brute.

          • Anonymous

            I’ve noticed on my current playthrough that if you’re aiming for a melee golden dragon then all the bonuses you put into claw will be a great early game boost if using demon mythic path. Even though a demon is the absolute farthest thing from a golden dragon rp wise

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