Trickster

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Class Initial Features

  • Skill-based crowd control abilities.
  • Mythic Trick
  • Greater Mythic Trick

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.

 

"The Trickster is a Loki-type character. They are here to have fun and play jokes on even the mightiest creatures. One of their late-game abilities is an understanding that their fate is determined by random chance, like the roll of a die of destiny. Armed with such knowledge, the Trickster can manipulate those die rolls in their favor. Every time the system rolls a natural 1 for them, the Trickster changes it into a natural 20. And players will be able to see it happening before their eyes."

  

Trickster Information

  • Unlock: Blackwing Library, you need to pretend to be the superior of the cultists and make them fight each other.

 

Trickster Features

  • Skill-based crowd control abilities.
  • Mythic Trick
  • Greater Mythic Trick

 

Mythic Tricks

Name

Rank 1 bonus

Rank 2 bonus

Rank 3 bonus

Athletics Any character can break free from entangling effects by succeeding on Athletics check. But if you are strong enough - there is no actual difference between being entangled and suffering from any other delibitating 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 DC equal to the original save DC +20. If you succeed, you automatically pass the saving throw. You know what? If you are strong enough, there is little difference between anything and anything else. If you fail any d20 check, you can attempt an Athletics skill check instead. The DC of this check is equal to original DC + 25. If you succeed on this check, you also succeed on the original check.
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. 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) You know so much trivia that you know how to do almost anything better, and can give helpful advice to others. Whenever you, or anyone within 50 feet from you, make a skill check other than Knowledge: World, you attempt a Knowledge: world check to add half your mythic rank to the original check. The DC of this check is equal to the check's original DC. 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 wield. 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.
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.  
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.
Infuse 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 can copy spells from scrolls as if you are 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.

 

 

 

Trickster Video Guide

 

 

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
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

 

Trickster Progression

Level

Abilities

3 Mythic Ability, Mythic Trick, Sneak Attack, Sneaky Quack, Sneak Attack, Summon Nixie Prankster
4 Mythic Feat, Mythic Trick, Improved Mythic Trick, Summon Bogeyman
5 Mythic Ability, Mythic Trick, Summon Wild Hunt Archer, Sneak Attack
6 Mythic Feat, Mythic Trick, Improved Mythic Trick, Summon Wild Hunt Scout
7 Mythic Ability, Mythic Trick, Greater Mythic Trick, Sneak Attack, Summon Vilderavn
8 Mythic Feat, Mythic Trick, Improved Mythic Trick, Summon Wild Hunt Monarch
9 Mythic Ability, Mythic Trick, Improved Mythic Trick, Sneak Attack, Summon Wild Hunt
10 Mythic Feat, Mythic Trick, Greater Mythic Trick

 

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. This extra damage is 1d6 and increases by 1d6 at later levels. This additional damage is precision damage and is not multiplied on a critical hit. 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 is unable to defend themself 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.

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 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 add 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.

 
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.

 
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.

 
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.

 
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/-.

 
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.

 
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.

 
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.

 
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/-.

 
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.  
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.

 
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.

 
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.

 
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.  
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.

 
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.

 
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.

 
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.

 
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.

 
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.

 
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.

 
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.

 
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.

 
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.

 
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.

 
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.

 
Powerful Shadows

You learned to utilise the real power of the Shadows.

Benefit: Your Shadow spells are 20% more real.

 
Ranging Shot Every time you miss an enemy with a ranged weapon attack, your aim improves, giving you a stacking +1 bonus on attacks against the same enemy up to the maximum of your mythic rank. Every successful hit lessens this bonus by 1.  
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.

 
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).

 
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.

 
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.

 
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.

 
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.

 
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.

 
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.

 
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 Means Necessary

A Hell-knight's attacks are treated as good-aligned for the purpose of overcoming damage reduction.

 
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.

 
Bloodline Ascendance

You are a paragon of your sorcerous bloodline.

Benefit: You immediately gain an ability from the 20th level of your bloodline.

 
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.

 
Everlasting Judgement

You use your mythic powers to power your Judgements.

Benefit: You can now use Judgements any number of times per day.

 
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).

 
Free from evil A Hellknight's attacks are treated as being good for the purpose of overcoming damage reduction.  
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.

 
Greater Abundant Casting

You have mastered a way to increase the number of spells you can cast per day.

Benefit: You can cast four more spells per day of 7th, 8th, and 9th levels each.

 
Greater Enduring Spells

You have mastered a way to prolong your beneficial spells.

Benefit: Effects of your spells on your allies that should last longer than 5 minutes but shorter than 24 hours now last 24 hours.

 
Impossible Domain

You feel a closer connection to your deity.

Benefit: You gain one more domain, ignoring all domain prerequisites.

 
Improved Abundant Casting

You have studied a way to increase the number of spells you can cast per day.

Benefit: You can cast four more spells per day of 4th, 5th, and 6th levels each.

 
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.

 
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/-.

 
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.

 
Second Bloodline

You found a way to infuse your blood with even more power.

Benefit: You select a second bloodline, getting all its benefits.

 
Second Bloodrager Bloodline You can choose Second Bloodline.  
Second Mystery

You opened your mind and soul to learn the secrets of a second mystery.

Benefit: You gain a second Oracle Mystery.

 
Second Spirit

Your growing powers let you speak to one more spirit.

Benefit: You gain one more Shaman Spirit.

 
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.

 
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.

 
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 
Heal'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

 

 

 

 

 

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

 




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