TricksterMythic Path |
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Initial Mythic Features |
Trickster is a Mythic Path in Pathfinder: Wrath of the Righteous. A Loki-type character who loves to have fun and play jokes on even the mightiest creatures. You can trick the rules that govern the world to gain unimaginable powers.
"For the Trickster, nothing is set in stone, because every stone can be smashed to pieces - if one is powerful enough. With every tweak and twist they make to the world, the Trickster shatters mundane understandings of reality, often simply for the fun of it"
Trickster Information
Unlocking the Trickster Mythic Path
The Trickster Mythic Path can be unlocked in Blackwing Library in Act 1, Kenabres. In order to unlock it, speak to Chaleb, who has gathered some crusaders onto a pile of books and is preparing to burn them (or is currently burning them, if you visit the location after the Defender's Heart is attacked). You must succeed on ether a DC 17 Perception check or a DC 15 Lore (Religion) check. If you are successful on ether, a new dialogue option with Chaleb will appear that requires the Trickster mythic path. Select it to unlock the path. When you choose your mythic path at mythic rank 3, Trickster will be available to you.
Trickster Features
- Skill-based crowd control abilities.
- Mythic Trick
- Greater Mythic Trick
- Mythic Spellbook
Trickster Progression
Trickster Abilities
Sneak Attack
If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The character's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target.
The Trickster gains sneak attack +2d6 at mythic rank 3. Their sneak attack increases by +1d6 at mythic ranks 5, 7, and 9.
The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
Sneaky Quack
If a character can catch an ally when they are unable to defend themselves effectively from her healing, she can heal a vital spot for extra healing. The character's heal heals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. This extra healing is 1d6 per die of your sneak attack. This additional healing is precision healing.
Mythic Trick
Mythic Tricksters can find creative uses for their skills.
At each mythic rank, the Trickster gains a new Mythic Trick. In addition, at mythic ranks 4, 6, 8, and 9, the Trickster gains an Improved Mythic Trick. At mythic ranks 7 and 10, the Trickster gains a Greater Mythic Trick.
The Trickster must have the Mythic Trick for a given skill in order to select the Improved version. The Trickster must have the Improved Mythic Trick for a given skill in order to select the Greater version.
Summon Bogeyman
This ability summons a Bogeyman for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Wild Hunt Archer
This ability summons a Wild Hunt Archer for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Wild Hunt Scout
This ability summons a Wild Hunt Scout for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Vilderavn
This ability summons a Vilderavn for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Wild Hunt Monarch
This ability summons a Wild Hunt Monarch for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Wild Hunt
This ability summons a Wild Hunt battle party for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Nixie Prankster
This ability summons a Nixie Prankster for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Mythic Tricks
Note: "Ranks" specifically refers to the points invested in a skill, and not your total skill "bonus", the highest a non-legend can have in skill "ranks" is 20 at level 20. For example, Persuasion 2 DC will never be higher than 30, and the Trickery 3 DC will never exceed 35.
Name |
Rank 1 bonus (Mythic Trick) |
Rank 2 bonus (Improved Mythic Trick) |
Rank 3 bonus (Greater Mythic Trick) |
Athletics | Any character can break free from entangling effects by succeeding on an Athletics check. But if you are strong enough - there is no actual difference between being entangled and suffering from any other debilitating condition. Every round you attempt an Athletics check to remove one negative condition affecting you. The DC of this check is equal to the effect's original save DC, + 15. | You already can break free from continuous conditions. But if you are strong enough - there is little difference between continuous and instantaneous. Every time you fail a saving throw, you can make an athletics check against a DC equal to the original save DC, + 20. If you succeed, you automatically pass the saving throw. | Now, at last you can call yourself really strong. The most athletic athlete in the world! And, as such, your base attack bonus can't be low - not lower than your ranks in Athletics. And if your base attack bonus is equal to your character level, it becomes not less than your ranks in Athletics plus 5. |
Knowledge (Arcana) | You can now understand how to use magical items even better. Every item with an enhancement bonus that you identify has this enhancement bonus increased by 1. | You can reveal hidden effects that can be used by wearer of magical equipment. Every item you identify gets an additional random minor effects. (Note: applies to weapons and armor) | You can reveal item properties that aren't even there and couldn't possibly be there. Every item you identify gets an additional random major effect. |
Knowledge (World) | Whenever you, or anyone within 50 feet from you, make a skill check other than Knowledge: World, you add half your mythic rank to the roll. | You now know so much about the world that you understand that everything in this world is decided by dice. And you are good at dice. You have some very special dice that you will use from now on. Every time a member of your party would roll a 1 on a d20 roll the result of the roll instead becomes 20. | You and members of your party can now ignore requirements of feats when leveling up. |
Lore (Nature) | Even in the Worldwound you can find yourself a healthy meal and some useful items. Every time you rest you search the surrounding area, finding a random potion or a random scroll and enough food to cook a common meal that will give some benefits to all your companions. | You know nature so well that you know that it is natural to find gold and valuables in the wild. Every time you hunt you get some gold, potions, scrolls and other valuables. | You know nature so well that you know that it is perfectly natural to find powerful magical items in the wild. Maybe they do grow on the trees after all? You return from your hunts with random magical items. (To view all possible items, see this page) |
Lore (Religion) | You learned how to heal not only the body, but the soul as well. Your Treat Affliction removes not only poisons and diseases, but any negative conditions affecting the target. | You now know religion so well that you can use abilities usually reserved for clerics. You can select two domains. You gain abilities of those domains and can use spells from those domains once per day as long as the level of those spells is lower than your mythic rank. | You now know enough about religion to start your own. You can select two additional domains. |
Mobility | Acrobatic movement to avoid attack of opportunity reduces you movement speed despite the fact that the skill is called mobility. With this unlock this confusing problem is removed - acrobatic movement now instead increases you movement speed by half. | Instead of just avoiding attacks of opportunity by your acrobatic movements, you can instead make them yourself every time you avoid one. Enemies count as flat-footed against those attacks - this is unexpected, after all. | Instead of avoiding just attacks of opportunity, you can now avoid normal attacks too. Every time you are hit by an attack you can attempt a mobility check with a -10 penalty. If the result is higher than the attacker's result, the attack misses. |
Perception | You see more than other people. You are under a constant effect of see invisibility and can now find hidden items in unexpected places. | Nothing can escape your notice. You automatically detect creatures who attempt to use Stealth. You also notice more about yourself and your companions, allowing both them and you from now on to take feats from a special trickster list. | At last, you notice the most important thing — problems within yourself. And to negate those problems, you learn to quickly find ways to use other mythic tricks. You can now use up to two wandering rank one mythic tricks, that you can change every day. |
Persuasion | You are so good at demoralizing enemies that just entering combat against you is enough to demoralize them. Any enemy that begins combat against you is immediately affected by your demoralize ability. | You are so good at demoralizing your enemies that they lose the will to fight completely. Enemies affected by your demoralize ability must succeed at a Will saving throw with a DC of 10 + your ranks in Persuasion, or become paralyzed and completely helpless. They may make another saving throw against this condition every round. | You are so good at demoralizing your enemies that they lose the will to live. Enemies that fail their saving throw against your demoralize ability must spend their first round making a Coup de Grace against themselves. |
Stealth | You can easily slip into shadow at any time. You can enter stealth during combat as a move action. This stealth is not broken by a single enemy detecting you - instead it acts similar to the invisibility spell, giving you total concealment against all creatures that did not succeed on a Perception check against you. | You exceed at stealth, fading from sight with your every move. Your stealth in combat now works more akin to greater invisibility spell effect. | You exceed at stealth so much that you can avoid spells targeting you. You gain spell resistance equal to your Stealth bonus - 10. |
Use Magic Device | You have learned of a way to improve the efficiency of used magical items. Caster level of all abilities from magical items you use is increased by your mythic rank. | You have learned of a way to use items so delicately that the use is completely unnoticed. Wands you use no longer lose charges for use and you can equip any magical items possible, regardless of requirements. | You now have a spellbook, like a Wizard, and can copy spells into it from scrolls as if you were a wizard of your character level. |
Trickery | Magical effects do not differ much from magical traps, and can be disabled just like any device. You can, as a standard action, attempt a Trickery check to dispel any effects on target or on the ground. Treat this as the dispel magic spell, only with a caster level check replaced by a Trickery skill check with a -10 penalty. | Multiple magical effects do not differ much from complex magical traps, and can be disabled together just like any device. You can, as a standard action, attempt to dispel all magic effects on the target or on the ground. Treat this a the greater dispel magic spell, only with a caster level check replaced by a Trickery skill check with a -20 penalty. | Living creatures are also just complex devices and can also be easily disabled. You can try to disable them, forcing them to make a Fortitude saving throw (DC 15 + your ranks in Trickery). If the target fails it, it dies. |
Special Trickster Feats
The following feats are exclusive to the Trickster mythic path and can only be acquired through the Perception Improved Mythic Trick ability.
Feat Name | Feat Description | Feat Prerequisites |
Choose one type of weapon for which you have the Improved Critical feat. When using the weapon you selected, its critical threat range is increased by one. | Improved Critical, Improved Mythic Trick (Rank 2 Perception) | |
Choose one type of weapon that has the Improved Improved Critical feat. When using the weapon you selected, your threat range is increased by one. Again. | Base Attack Bonus +8, Improved Improved Critical, Improved Mythic Trick (Rank 2 Perception) | |
Choose one type of weapon that has the Improved Improved Improved Critical feat. When using the weapon you selected, your critical multiplier is increased by one. | Base Attack Bonus +8, Improved Improved Improved Critical, Improved Mythic Trick (Rank 2 Perception) | |
You can make your Spell a bit less magical. Level decrease: 1 (a completely normal spell uses up a spell slot one level lower than the spell's actual level) |
Improved Mythic Trick (Rank 2 Perception) | |
You gain a +1 Mythic bonus to the selected stat. |
Improved Mythic Trick (Rank 2 Perception) |
Trickster Mythic Spells
Name |
Effects |
Level |
Summon Monster Zero | This spell summons an extraplanar murder pony to your side for one minute. | 1 |
Bear's Grace | 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 | 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 | 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 |
Breath of Money | You breathe out a blast of coins. Creatures in the affected are atake 2d6 points of Bludgeoning damage per mythic rank. A successful Reflex save halves the damage. | 3 |
Glorious Beard | 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! |
3 |
Hallucinogenic Cloud | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 |
Recreational Pit | 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. To 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. |
6 |
Ray of Halberds | 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 | 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 | When the fate gives your friend a challenge — you respond with a special die. For three rounds, the target ally always rolls 20 on all d20 rolls. | 7 |
Mythic Abilities in Pathfinder Wrath of the Righteous are special abilities granted to Mythic Hero/Mythic Companions. In order to unlock these abilities, you need to have contact with each path's energy first, then progress the main quest.
Mythic Abilities
Quick Search of All Mythic Abilities
Name |
Description |
Path |
Bit of Fun | Mythic characters that draw their power from Chaos gain an ability to unleash a create 3 illusionary copies of themselves. Those copies last for 1 minute per mythic rank and act like mirror image spell, protecting the character from attacks. Those characters can use this ability 3 times per day. On the 2nd mythic rank, those characters become more creative, gaining a +3 circumstance bonus to all skill checks. | Trickster |
Close to the Abyss | Mythic characters that draw their power from the Abyss grow a pair of horns, gaining a gore attack. This attack is made with a -5 penalty and deals 1d8 plus 1-1/2 times their strength modifier points of piercing damage. It counts as cold iron and magic for the purposes of overcoming damage reduction. On the 2nd mythic rank, those characters become closer to demons, gaining resist electricity 20 and an immunity to poisons. | Demon |
Close to the Heavens | Mythic characters that draw their power from Good gain an ability to unleash a ray of heavenly light, targeting an ally or a foe within 50 feet as a ranged touch attack. This ray heals allies for 4d6 plus 2d6 per mythic rank points of damage or deals the same amount of damage to enemies. Those characters can use this ability 3 times per day plus one extra time for each mythic rank beyond the first. On the 2nd mythic rank, those characters become closer to angels, gaining resist acid 20, resist cold 20, and an immunity to petrification. | Angel |
Dance Macabre | Mythic characters that draw their power from death can channel negative energy to deal damage to living creatures or to heal undead creatures. Channeling energy causes a burst that either heals all undead creatures or damages all living creatures in a 30-foot radius centered on the mythic character. The amount of damage dealt or healed is equal to 2d6 plus 1d6 per mythic rank. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + mythic rank + the character's Charisma, Wisdom or Intelligence modifier (whichever is higher). Creatures healed by channel energy cannot exceed their maximum hit point total: all excess healing is lost. A character may channel energy a number of times per day equal to 3 + mythic rank. This is a standard action that does not provoke an attack of opportunity. On the 2nd mythic rank, those characters gain an even greater mastery of negative energy. Their insight into the flows of negative energy also gives them an advantage in combat against enemies that have an affinity to negative energy, such as the undead or the Nabasu demons. These characters become immune to negative levels and gain a +4 bonus on saving throws against death effects. They gain a +2 bonus on AC, saving throws, weapon attack and damage rolls against creatures with negative energy affinity. The DCs of their class abilities against these opponents increase by 2. |
Lich |
Force Reality | Mythic characters that draw their power from Law gain an ability to force reality upon the enemies around. Every enemy in 30ft radius around the mythic character is a target of Greater Dispel effect, affecting only abilities of Illusion school. On the 2nd mythic rank, the mythic character gains the ability to fix hindering abnormalities in his allies. One ally in close range is target to Greater Dispel affecting all negative effects. The caster level for these abilities is equal to your character level plus mythic rank. You can use them 3 plus mythic rank times per day. | Aeon |
Instrument of Freedom | Mythic characters that draw their power from Freedom gain an ability to unleash a bolt of energy from Elysium itself, targeting an ally or a foe within 50 feet as a ranged touch attack. This bolt deals 4d6 plus 2d6 per mythic rank points of damage to enemies. If used on allies, the bolt instead charges their weapon for 2 + mythic rank rounds. Weapons charged with it deal an additional 2d6 points of holy damage on hit and count as good for the purposes of bypassing damage reduction. Those characters can use this ability 3 times per day plus one extra time for each mythic rank beyond the first. On the 2nd mythic rank, those characters become closer to the azatas that live in Elysium, gaining resist electricity 20 and +4 bonus to their saving throws against mind-affecting effects. | Azata |
Abundant Casting | You have learned of a way to increase the number of spells you can cast per day. Benefit: You can cast four more spells per day of 1st, 2nd, and 3rd levels each. |
Any |
Always a Chance | Your attacks are now less affected by luck. Benefit: You don't automatically miss when you roll a 1 on an attack roll. |
Any |
Archmage Armor | You are a master of the mage armor spell. Benefit: Whenever you cast mage armor on yourself, it gives an additional armor bonus equal to your mythic rank. |
Any |
Ascendant Element | You mastered a certain element to spectacular level. Benefit: Choose one energy type (acid, cold, electricity, fire, sonic, or negative). The damage of that energy type you deal can no longer be prevented or reduced by resistances or immunities. This bonus works on any damage you deal with the chosen energy type. |
Any |
Ascendant Summons | The creatures you summon gain a piece of your mythic power. Benefit: Creatures summoned by you gain a bonus to its Strength, Dexterity, Constitution, Wisdom, and Charisma equal to half your mythic rank plus 1. Their attacks now ignore damage reduction except N/-. |
Any |
Best Jokes | You are a master of the hideous laughter spell Benefit: When a creature fails a saving throw against your hideous laughter spell, another random enemy within 30 feet of the target is affected by the same spell. This chain continues as long as targets continue to fail their saving throws. |
Any |
Battle Meditation | You are able to channel your mythic powers into invigorating and coordinating your allies. Benefit: As a standard action, you can enter into a state of Battle Meditation. While in this state, you are unable to move, lose your Dexterity Bonus to AC, and count as being staggered. All allies in 30-feet radius gain a morale bonus to attack and damage rolls and saving throws against fear effects equal to one plus one per three mythic ranks. |
Any |
Boundless Healing | Your healing is no longer affected by common limitations. Benefit: Whenever you cast a cure wounds spell or another healing spell, it becomes reach as though using the Reach Spell feat. Also, the amount of hit points it now restores depends entirely on your caster level and disregards any limits in the original spell. Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium, and long. |
Any |
Brutality Incarnate | The wounds you inflict with your natural attacks are anything but natural. Benefit: Your natural attacks now ignore all damage reduction except N/-. |
Any |
Cleaving Shot | Each time you deal critical damage with your ranged weapon attack, or reduce the target to zero hit points, you deal your weapon damage to all other enemies in 10ft radius. | Any |
Defensive Study | Your found a way to use your perception and knowledge to better defend yourself. Benefit: Your Study Target ability gives you a bonus to AC against the target of your Study Target ability. |
Any |
Dimensional Retribution | You leave a mystical link with enemy spellcasters that lets you instantly move to them. Benefit: Every time you are targeted by an enemy spell, you gain the ability to teleport to the spellcaster as a move action for the next two rounds. |
Any |
Distracting Shots | Your ranged weapon attacks are dangerous enough for the enemy to forget about melee threats. Benefit: If you hit an enemy with a ranged weapon attack, they receive a penalty on AC against melee attacks equal to half your mythic rank for 1 round. |
Any |
Domain Zealots | You moved closer to your deity and to the power it has over its divine domains.\nBenefit: You can use the abilities of your domains as a swift action. | Any |
Elemental Barrage | You mastered the art of raining elemental spells on your foes, and found a way to empower them by combining different elements. Benefit: Every time you deal energy damage to a creature, you apply an elemental mark to it. If during the next three rounds you deal energy damage to a marked target with a different type of energy, the target is dealt additional Divine damage. The damage is 1d6 per mythic rank of your character. |
Any |
Emergency Help | In a dire situation, you can instantly make your way to a companion in danger and get them back into combat.
|
Any |
Enduring Spells | You have learned of a way to prolong the effects of your beneficial spells. Benefit: Effects of your spells on your allies that should last longer than an hour but shorter than 24 hours now last 24 hours. |
Any |
Enforced Vigor | Some people motivate their companions by their mere presence, while you learnt that pain is a much more potent motivator. Benefit: Every time you damage an ally, they gain a +2 mythic bonus on attack and damage rolls, and a +1 mythic bonus on all saving throws. The bonuses last for a number rounds equal to half your mythic rank. |
Any |
Ever Ready | You are always ready to unleash some extra attacks. Benefit: Whenever you make an attack of opportunity, you gain a bonus on the attack roll and damage roll equal to your mythic rank. The number of attacks of opportunity you can make each round is increased by two. |
Any |
Expose Vulnerability | Your ranged weapon attacks expose the enemy's vulnerable points. Benefit: Every third hit with a ranged weapon against the same enemy deals additional 1d6 per two mythic ranks divine damage. |
Any |
Inspirational Leader | You are a beacon of hope for your comrades, and they perform better near you. Benefit: Your allies with 50 feet of you gain a bonus equal to half your mythic rank plus 1 to their Initiative, their saving throws against mind-affecting effects, and their concentration checks. |
Any |
Last Stand | Your mission is too important to fall in battle: and your mythic powers let you endure unbelievable things. Benefit: Once per day, when your HP drop low, you become unkillable. For two rounds, you become immune to damage that would make you unconscious. |
Any |
Leading Strike | Your strikes make cracks in the enemy existence, leaving weak points for your allies to strike. Benefit: Every time you hit a target in melee combat, you leave a mark on it. Any ally attacking the marked target deals additional Divine damage equal to 1d6 per mythic rank to the target, consuming the mark. |
Any |
Limitless Rage | Your rage knows neither limits nor bounds. Benefit: You no longer have a limited amount of Rage rounds per day. Instead, whenever you enter rage, you get a temporary hit point for every 2 rounds of rage you would be limited to without this ability. |
Any |
Magic Nullification | Your mythic powers can negate any magic around you. Benefit: Activating this ability grants you magic immunity and dispels any spell effects on you. |
Any |
Master Shapeshifter | You learned to use any shapes to the utmost. Benefit: Whenever you are become the target of a polymorph effect, all the physical ability scores adjustments are modified by +4. Additionally, if you have the Wild Shape ability, you can use it any number of times per day. |
Any |
Mythic Charge | Your charge carries the weight of your mythic powers. Benefit: Your charge attacks deal additional Divine damage equal to 1d6 per mythic rank. |
Any |
Powerful Shadows | You learned to utilise the real power of the Shadows. Benefit: Your Shadow spells are 20% more real. |
Any |
Ranging Shot | Every time you miss an enemy with a ranged weapon attack, your aim improves, giving you a stacking +1 bonus on attacks against the same enemy up to the maximum of your mythic rank. Every successful hit lessens this bonus by 1. | Any |
Rupture Restraints | You can create a surge of mythic powers that frees you from all magical restraints. Benefit: Three times per day you can use this ability as a free action to automatically dispel any effects that make you Frightened, Dazed, Sickened, Shaken, Staggered, Nauseated, Stunned, Paralyzed or Confused. |
Any |
The bigger they are | The bigger they are, the easier they are to hit for your ranged weapon attacks. Benefit: You gain a bonus on your attack rolls with ranged weapons, equal to the penalty to AC the target receives from their size (if any). |
Any |
Thundering Blows | The sound of your blows is powerful enough to damage even without piercing through enemy defenses. Benefit: Once per round, when your melee attack misses the target, you deal (2d6 plus 1d6 per mythic rank) sonic damage to all enemies in 10-feet radius. |
Any |
Unrelenting Assault | As long as you keep fighting, the power of your melee attacks keep growing. Benefit: Every turn, as long as you make one melee attack, you gain a stacking +2 bonus to damage rolls with melee weapons, up to a maximum of +10, that lasts until the end of combat. |
Any |
Unstoppable | Your inner fortitude is so strong that it lets you overcome most debilitating conditions. Benefit: At any time you would become paralyzed, you become staggered instead. If you would become nauseated, you become sickened, and you become shaken instead of frightened. |
Any |
Abundant Arcane Pool | You've learned a way to increase your Arcane Pool. Benefit: Your Arcane Pool increases by a number of points equal to your mythic rank. |
Any |
Abundant Bane | You've learned a way to increase the number of rounds per day you can use your Bane ability. Benefit: The number of rounds per day you can use your Bane ability increases by a number of rounds equal to your mythic rank. |
Any |
Abundant Ki | You've learned a way to increase your ki pool. Benefit: Your ki pool increases by a number of points equal to your mythic rank. |
Any |
Abundant Smite | You've learned a way to increase the number of uses of Smite Evil ability. Benefit: You can use Smite Evil a number of additional times per day equal to half your mythic rank. |
Any |
Abundant Smite Chaos | You've learned a way to increase the number of uses of your Smite Chaos ability. Benefit: You can use Smite Chaos a number of additional times per day equal to half your mythic rank. |
Any |
Any Means Necessary | A Hell-knight's attacks are treated as good-aligned for the purpose of overcoming damage reduction. |
Any |
Beneficial Curse | You have found out that curses can be a blessing, and now you know how to use them. Benefit: You gain an additional Oracle Curse, but it gives you no penalties. |
Any |
Bloodline Ascendance | You are a paragon of your sorcerous bloodline. Benefit: You immediately gain an ability from the 20th level of your bloodline. |
Any |
Defensive Study | You found a way to use your perception and knowledge to better defend yourself. Benefit: Your Study Target ability gives you a bonus to AC against the target of your Study Target ability. |
Any |
Everlasting Judgement | You use your mythic powers to power your Judgements. Benefit: You can now use Judgements any number of times per day. |
Any |
Favorite Metamagic | You can now use your mythic powers to fuel your metamagic abilities. Benefit: Select one kind of metamagic. The spell level cost for its use decreases by one (to a minimum of 0). |
Any |
Free from evil | A Hellknight's attacks are treated as being good for the purpose of overcoming damage reduction. | Any |
Full Reservoire | You learned a way to fill your arcane reservoire to the maximum. Benefit: You no longer gain only 3 + 1/2 arcanist level arcane points in the arcane reservoire after a rest. Instead, you gain 3 + arcanist level points. |
Any |
Greater Abundant Casting | You have mastered a way to increase the number of spells you can cast per day. Benefit: You can cast four more spells per day of 7th, 8th, and 9th levels each. |
Any |
Greater Enduring Spells | You have mastered a way to prolong your beneficial spells. Benefit: Effects of your spells on your allies that should last longer than 5 minutes but shorter than 24 hours now last 24 hours. |
Any |
Impossible Domain | You feel a closer connection to your deity. Benefit: You gain one more domain, ignoring all domain prerequisites. |
Any |
Improved Abundant Casting | You have studied a way to increase the number of spells you can cast per day. Benefit: You can cast four more spells per day of 4th, 5th, and 6th levels each. |
Any |
Kinetic Overcharge | You use your mythic powers to fuel kineticist abilities. Benefit: Gather power ability now reduces the burn cost of the kineticist blasts by one additional burn point. |
Any |
Mythical Beast | Your animal companion is just as mythic as you. Benefit: Your animal companion gains a bonus to its Strength, Dexterity, and Constitution equal to half your mythic rank plus 1. Its attacks now ignore damage reduction except N/-. |
Any |
Over-Infused Blasts | You can use your mythic powers to change your kinetic blasts ever further. Benefit: You can simultaneously apply two substance infusions to your kinetic blasts. |
Any |
Second Bloodline | You found a way to infuse your blood with even more power. Benefit: You select a second bloodline, getting all its benefits. |
Any |
Second Bloodrager Bloodline | You can choose Second Bloodline. | Any |
Second Mystery | You opened your mind and soul to learn the secrets of a second mystery. Benefit: You gain a second Oracle Mystery. |
Any |
Second Spirit | Your growing powers let you speak to one more spirit. Benefit: You gain one more Shaman Spirit. |
Any |
Throw Elixir | You have mastered the art of applying elixirs at a distance. Benefit: You can now apply your elixirs from a distance of 30 feet. |
Any |
Witch Wandering Hex | You can make your patron give you additional powers. Benefit: This ability lets you select any Witch Hex, and grants you the ability to use the selected Hex. You lose the ability to use the Hex after choosing another Hex with this ability. |
Any |
Dragon Feat | You can select any feat, ignoring its prerequisites. |
Gold Dragon |
Gold Dragon Form | You can assume the form of a Gold Dragon. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 form natural armor bonus. Blindsense 60 feet. You also gain one bite (2d8), 2 claws (2d6), two wing attacks (1d8), and 1 tail slap attack (2d6). |
Gold Dragon |
Gold Dragon Breath | You gain the ability to breath holy energy, attacking all enemies in a 50 feet cone, dealing (character level plus half mythic rank)d8 holy damage. A successful Reflex saving throw (DC=10 + your character level + half your mythic rank) halves the damage. Any enemy hit by the breath attack also gains a -1 penalty on all d20 rolls, while all enemies who failed the Reflex saving throw gain -2 penalty. You can use your breath attack once every 1d4 rounds. |
Gold Dragon |
Gold Dragon Immunity | The Gold Dragon gains immunity to poison, diseases, fear, confusion, paralysis and sleep. He also gains resistance to all energies equal to his character level plus half his mythic rank. If any of your saving throws bonuses before modifiers is less than (5+your mythic rank), you gain a bonus up to that number. If any of your attributes before modifiers is less than 14, you gain a bonus up to that number. All your hit dice are now d12. Any spells dealing damage now change their dice to d6, if it was not d6 or greater. If it was d6 or greater, the spell instead plus one bonus per die. All your weapons count as +5 weapon. |
Gold Dragon |
Gold Dragon Feature | The Gold Dragon gains immunity to mind-affecting effects and spell resistance equal to 15 plus your character level and half your mythic rank. If your base attack bonus is less than 15 plus mythic rank, you gain a bonus up to that number. All skills become class skills for you. If you have less ranks in a skill than your mythic rank, you gain a bonus up to that number. If any of your attributes before modifiers is less than 18, you gain a bonus up to that number. Any spells dealing damage now change their dice to d8, if it was not d8 or greater. If it was d8 or greater. the spell instead plus one bonus to damage per die. |
Gold Dragon |
Perfect Soul | The Gold Dragon gains immunity to cold, fire electricity and acid, energy drain and negative energy. All your damage is now holy damage. Any spells dealing damage now change their dice to d10. If it was not d10 or greater. If it was d10 or greater, the spell instead plus one bonus to damage per die. |
Gold Dragon |
Hell's Dominance | You gain the ability to use dominate monster as spell-like ability at will. Additionally, you gain fire resistance 20 and a +4 bonus on saving throws against poison. | Devil |
Hell's Decree | As you become a Devil, you gain the ability to issue Hell's Decrees a number of times per day equal to his mythic rank. If a saving throw is involved, its DC is 10+ double the devil's mythic rank. Decree of Hunt: You grant one ally the ability to mark an enemy as the target for the hunt. You lose control of this ally immediately, and they try to attack the prey, gaining a bonus to attack and damage rolls equal to your mythic rank. This effect lasts until the end of combat, or until the target is dead. Decree of Vengeance: One ally goes into battle madness. Until the end of combat, the ally attacks enemies indiscriminately, but gains a number of temporary hit points equal to ten times your mythic rank. Additionally, each time this ally kills a target, they gain DR 5/evil, +2 bonus to CMD and saving throws against movement impairing, paralyzing and stunning effects until the end of combat. This bonus stacks up to 5 times. Decree of Hell's Fires: All enemies in a 50 feet radius are dealt 2d10 damage per your mythic rank (half fire, half unholy). If after this damage their HP is lower than ten times your mythic rank, they must make a Fortitude saving throw. If they fail that saving throw, they die. Decree of School Magic: One ally is ordered to only use one school of magic, but the potency of their spells increases considerably. Caster level and DC of saving throws against this ally's spells is increased by half your mythic rank. |
Devil |
Hell's Seal | The Devil gains the ability to place Hell's Seals on allies. They activate when certain conditions are met. You can use this ability a number of times per day equal to your mythic rank, but only one seal can be placed on a single ally at one time. |
Devil |
Hell's Vengeance | You gan the ability to use hellfire ray and power word stun as spell-like abilities at will. Additionally, you gain immunity to fire, cold and acid resistance 10, and all your weapons count as being Lawful and Evil. | Devil |
Hell's Authority | You gain the ability to use the authority of Hell to shape mythic powers into other forms. Three times per day, you can gain the ability to use Angel's Swod ability with one improvement or Demonic rage with one aspect for the next ten minutes. | Devil |
Hell's Rule | You gain the ability to use overwhelming presence and power word kill as spell-like abilities at will. | Devil |
Legend | The path to becoming a legend is a long and difficult one, but after you become one - you will be the pinnacle of what a mortal can become. All your ability scores will be increased by 4. Your Level cap will become 40 (you still can only get 20 levels in one character class), and the amount of XP needed to level up will be drastically decreased. | Legend |
Legend's Corruption Resistance | The legend's powers are beyond the abyssal corruption's reach. The Legend and all companions can rest up to 5 times after the legend had cleared all the corruption from themself at safe place. | Legend |
Swarm Infest | You send a part of your swarm to infest an enemy. It makes the target blind and deals 8d8 physical damage each round. This damage increases by 2d8 for each point of your swarm size. If the target dies while under this effect. it's automatically devoured. When the ability ends (by activating Swarm Form ability), you are healed for the amount of damage you've dealt to the enemy with Swarm Infest. Additionally, the target must make a Will saving throw (DC = 15 + double your mythic rank) or become panicked. Using this ability cancels Swarm Form. | Swarm-That-Walks |
Swarm Feast | Your swarm flies out of your body and starts attacking all enemies in 50 feet radius. Every round all enemies in the area are dealt (4 plus your swarm size) d6 physical damage. If they die while in the area, they arc automatically devoured. Any ranged or ranged touch attacks against you have a 50% chance to miss. | Swarm-That-Walks |
Swarm Clone | You gain the ability to make your own clones using the swarm. They have all your abilities, but separate inventory. You can simultaneously have one clone per three points of your swarm size. | Swarm-That-Walks |
Devour | You send a part of your swarm to devour a corpse to increase the size of your swarm. The increase depends on the CR of the devoured corpse. When the amount of eaten enemies hits a threshold, you gain permanently increased bonuses from other Swarm-That-Walks abilities. |
Swarm-That-Walks |
Eye of the Swarm | From now on, you are made of the Swarm. You gain damage reduction of a swarm and immunity to attacks of opportunity. You Strength and Dexterity ability scores increase by (4 plus your swarm size). You gain immunity to most effect affecting a normal mortal body, such as poison, disease, paralysis and stun.\nAdditionally, while Swarm Form is active, all your attacks deal additional (4 plus your swarm size) damage and any opponent that attacks you in melee combat is dealt (4 plus your swarm size) d6 of damage. | Swarm-That-Walks |
Host of the Great Swarm | You become a Host of the Great Swarm, which now lives inside your body. This symbiosis gives you Fast Healing and additional hit points depending on the size of the swarm. To increase the size of the swarm you need to devour other living beings. | Swarm-That-Walks |
The Swarm | You become The Swarm. Your Intelligence, Wisdom and Charisma ability scores are increased by 4 plus your swarm size, you gain Spell Resistance equal to 25 plus your swarm size, and you gain immunity to most harmful conditions. | Swarm-That-Walks |
Swarm Form | You return all of the swarm into your body. You gain DR 5/- plus your swarm size and a bonus to natural armor equal to (4 plus your swarm size). This ability cancels Infest. | Swarm-That-Walks |
Corruptor | You poisons and diseases ignore immunities. | -- |
Mythic Inspiration | Your music has become even more powerful and inspiring to your allies. Benefit: All bonuses granted by your inspiring abilities are increased by 1 + 1 for every 3 mythic ranks above 1st. For the purposes of this feat, inspiring abilities are the following abilities of bards and skalds: Inspire Courage, Inspire Competence, Archaeologist's Luck, Inspire Ferocity, Inspire Tranquility, Inspired Rage, Insightful Contemplation. |
-- |
Perfect Cavalry | Moving while mounted no longer provokes attacks of opportunity for you or your mount. | -- |
Spellcaster's Onslaught | Whenever you cast a spell, your next single attack roll (and damage roll, if the attack hits) made with a weapon until end of the next round gains a bonus equal to half your mythic rank. | -- |
Explosives Expert | You have mastered the art of explosion. Whenever you use a bomb, you have a 50% chance of immediately recovering the reagents used to create the bomb. The damage your bombs deal increases by one damage die of the same category. | Bomb |
School Tolerance | You no longer suffer the penalties of opposition schools of magic. | Has Opposition School |
- Anonymous
"So commander. How is it that you stopped the World wound where so many others failed?"
"I called it cringe." - Trickster Commander
- Anonymous
If you want to burst out laughing on a regular basis in front of your screen, this path is for you. Nothing compares to witnessing a debate between two cosmic entities, standing between them wearing the glorious false ginger beard you cast upon yourself in the previous fight (imagine that on a female kitsune !).
More practically, this path work really well with eldritch scoundrel - plus, the theme just works. The extra sneak attacks (you can get to 18D6 per attack at lvl 20 if you cast sense vitals on yourself too * 10+ attacks per round), the spells (still have to test the rain and ray of halberds, but i'm hopeful they trigger the sneak as well), the buffs (perma greater invis with stealth 2, sneak Attacks of opportunity with mobility 2, extended crit range (1s become another crit) with knowledge world 2, etc), higher BAB (Athletics 3 combined with transformation spell gets you to 25 BAB, that's a lot of extra sneak attacks that always hit), the survivability (between greater invis, extra protection spells, and mobility 3 (currently sitting at 60+ mobility, and with spells and items that can go higher, giving you the equivalent of 50 to 70 AC depending on rolls with that bonus alone)) and the raw fun (throwing rotting fish at a demon lord, who could ask for more ?) makes it perfect.
For extra spice and optimisation, I recommend going kitsune : One extra attack that applies sneak per turn is good from the very beginning of the game to the end. And later on you can get the pounce feat (charge lets you make a full attack - watch that foxy fox run from a screen away and 100 to 0 this nasty balor on turn one !).
Remember though, not all trickster choices have to be taken (notably, a certain romantic encounter just wasn't to my taste, but to each their own).
- Anonymous
Does the rank 3 UMD skill let you cast the spells as well, for example if you're a noncaster class like fighter? Or just copy them into a spell book for use by another caster in your party?
- Anonymous
The Trickster epic spell, Summon Monster Zero, is a great callback to the start of these games. During early beta tests of Kingmaker ponies were the default, fill-in creature for all the monster summoning spells. Herds of murder ponies roamed many a beta test game fighting monsters and bugs leading up to the release of Kingmaker and eventually WotR. :-)
- Anonymous
"You can't just troll the demons back into the Abyss!"
"OBSERVE."
Lore (Religion) rank 2 is broken at the moment. It only gives one domain, and animal domain does not give an animal companion.
- Anonymous
- Anonymous
Persuasion 3 "save" refers to the persuasion 2 will save, NOT the basic intimidate check. Remember, this saving throw will never have a DC greater than 30.
- Anonymous
A few important facts to know if you intend to go Trickster:
"Ranks" specifically refers to the points invested in a skill, and not your total skill "bonus", the highest a non-legend can have in skill "ranks" is 20 at level 20. This means that the Persuasion 2 DC will never be higher than 30, and the Trickery 3 DC will never exceed 35.
For Mobility to work, you roll Mobility+d20 against the opponent's CMD. CMDs >60 are not uncommon at higher difficulties, so keep that in mind if you want to be an AoO specialist.
Infuse Magic Device 2 specifically only applies to wands YOU use, and not your party members. However, Knowledge: Arcana applies to any item any party member identifies.
Knowledge: Arcana does not increase the sell value of any items.
Perception's 3rd trick is not currently listed, but it gives you 2 "wandering" level 1 tricks. I don't have the exact text on hand or I'd edit the page with this.
- Anonymous
- Anonymous
- Anonymous
Just the fact that the Trickster is breaking the 3rd Wall is amazing.
And such funny ways the abilities are Named and descripted i love it.
- Anonymous
Super hilarious running around whilst demons throw themselves on their weapons deleting themselves.
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