Mythic Path Archetypes
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Inspired by the Wrath of the Righteous CRPG by Owlcat Games, mythic path archetypes are alternate routes that mythic characters can follow while ascending tiers. By exchanging the mythic path abilities from their mythic path at all tiers except 3rd, 6th, and 9th tiers, a character following a mythic path archetype gains the abilities listed in the archetype at the specified tiers. A character can select a mythic path archetype when they first ascend to mythic power and select their mythic path, and cannot have more than one mythic path archetype through any method (including the dual path ability). Characters who do not meet the prerequisites for a mythic path archetype immediately lose access to all of its abilities, though characters with the Beyond Morality path ability are treated as possessing any alignment for the purpose of meeting a mythic path archetype’s prerequisites.

These rules were not published in a Spheres book, but were adapted and modified by the writer of the Mythic Spheres rules to work better with tabletop games. Therefore, they should not be considered "default" mythic rules encouraged for any Mythic Spheres game, but rather an optional and flavorful extra allowable with GM permission.

(Note that these archetypes do *not* replace the path itself. If a character gains access to additional mythic path abilities through the Extra Path Ability feat, for example, they can still choose from their basic path's list of options.)


Aeon Path

Prerequisite: Character must be Lawful

Pushing to eliminate inefficiencies and enact more rigorous and orderly societies, aeons care less for the exact details of laws and more about enforcing them on anyone under their authority. Aeons typically seek positions of legitimate legal power and authority, and fight against those with no claim to their land.

Force Reality

At 1st tier, aeons gain an ability to force reality upon the enemies around them. Every enemy in a 30-ft radius around the mythic character is a target of Greater Dispel effect, affecting only Illusion effects (such as the Illusion sphere).

At 2nd tier, the aeon gains the ability to fix hindering abnormalities in his allies. One ally in close range is targeted by a Greater Dispel affecting all negative effects subject to dispelling.

The caster level for these abilities is equal to your character level plus your mythic tier. These abilities share uses, and can be used 3 + your mythic tier times per day.

Find Lawbreakers (Ex)

At 2nd tier, characters following the aeon path gain the ability to see lawbreakers. For this ability, lawbreakers are creatures who have committed serious crimes against the rules of their society (including any society they consider themselves a part of and the one they currently reside in) and have not yet been judged by an appropriate legal authority and completed their sentence. An aeon’s revealing gaze does not provide information on the nature of the crime or any punishment the creature has already received for it, only that they have not been fully punished. This ability works on all creatures within an aeon’s line of sight, including invisible creatures, appearing as a cloudy, starry aura around creatures that does not obscure the aeon’s sight. An aeon can enable or disable this ability as a free action. Creatures who are not part of societies, such as many mindless creatures, are not affected by this power.

Unyielding

At 2nd tier, the bodies of the mythic characters following the aeon path become less vulnerable. They gain resist cold 20, and when a critical hit or sneak attack is scored on them, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Aeon Immunities

At 3rd tier, aeons start changing their own body and mind to remove impurities contained within. They gain immunity to poison, disease and confusion, and gain a bonus on all saving throws against effects from chaotic enemies equal to their mythic tier.

At 5th tier, the aeon also gains immunity to bleed, mind-affecting effects, and ability damage.

At 7th tier, the aeon also gains immunity to curse effects, death effects, and energy drain.

Enforcing Gaze

At 3rd tier, aeons gain the ability to enforce rules on creatures within 50 feet of them as a standard action, giving various benefits to their allies (including themselves) and hindering their enemies. The aeon must have line of sight to each target of this ability, even if they cannot see a creature affected by it (invisible creatures, for example, would still be affected). Once activated, this ability lasts until the combat ends, at which point all of the effects immediately disappear. Enemies can try to make a Will saving throw to resist this power, receiving a -2 penalty on the throw if they have the Chaotic alignment. This ability can be used 1 plus the aeon’s tier times per day, and only once per combat. Multiple gazes do not stack even if they come from different creatures.

At 6th tier, an aeon can activate two enforcing gaze effects simultaneously; these only consume one use of the ability.

At 8th tier, an aeon can use enforcing gaze any number of times per day.

At 10th tier, an aeon can activate three enforcing gaze effects simultaneously.

An aeon gains one of the following options at 3rd tier, and one additional gaze option at every odd tier thereafter.

  • Enforcing Gaze: Caster Level: Allies gain a bonus of 1+1/3 of the aeon’s tier to their caster level, while enemies suffer an equal penalty to their caster level
  • Enforcing Gaze: Damage Reduction: Allies gain DR/Chaotic equal to twice the aeon’s tier, while enemies have any DR reduced by the Aeon’s tier
  • Enforcing Gaze: Save DC: Allies gain a bonus of 1/3 of the Aeon’s tier to the Save DCs for all of their abilities, while enemies suffer the same amount as a penalty to their save DCs

Aeon Bane

At 4th tier, as a swift action, an aeon can grant their weapon the bane special ability, affecting all creature types; this overlaps but does not stack with any bane effects the weapon already has. This effect can be used for a number of rounds per day equal to twice the aeon’s tier, but must be used in one-round increments. Additionally, while aeon bane is active, the aeon gains a bonus on checks to overcome spell resistance to their tier, and every successful melee or ranged attack they make affects the enemy with a dispel magic effect (using a caster level equal to the aeon’s character level).

At 6th tier, the damage dealt by weapons affected by the aeon bane ability increases by 2d6, and such weapons gain an additional +1 to attack rolls. The dispel effect of aeon bane improves to the effects of greater dispel.

At 8th tier, the damage dealt by weapons affected by the aeon bane ability increases by an additional 2d6, and such weapons gain an additional +1 to attack rolls. Both of these stack with the improvements to aeon bane from 6th tier. In addition, if the aeon’s first attack in a round is successful, it automatically dispels one effect on one creature hit by that attack.

Improved Enforcing Gaze

At 5th tier, an aeon can also select from the following options when choosing a gaze option for their enforcing gaze ability.

  • Enforcing Gaze: Attack: Allies gain a bonus of 1+1/2 the aeon’s tier to all attack rolls, while enemies suffer an equal penalty to their attack rolls
  • Enforcing Gaze: Concentration: Allies gain a bonus equal to the aeon’s tier on all concentration rolls, while enemies must make a successful concentration check to cast any spell
  • Enforcing Gaze: Hit Points: Allies gain temporary hit points equal to twice the aeon’s tier, while enemies take 1d6 untyped damage each time they damage any creature
  • Enforcing Gaze: Summoner’s Gaze: Summoned creatures called by the aeon or the aeon’s allies gain a bonus to Strength, Dexterity, and Constitution equal to half the aeon’s tier, while enemy summoned creatures that fail their saving throw are banished

Aeon Companion Immunities

At 7th tier, allies within 30 feet of the aeon are immune to confusion, disease, and poison.

At 9th tier, allies within 30 feet of the aeon are immune to mind-affecting effects.

Reject Chaos

At 8th tier, an aeon rolls twice and takes the best result on attack rolls against chaotic enemies, saving throws triggered by actions of chaotic enemies, and checks to overcome the spell resistance of chaotic enemies.
Arbiter of Order

At 10th tier, the aeon automatically rolls 20 on initiative rolls in fights against chaotic creatures. Additionally, their attacks and spells ignore the damage reduction, energy resistance, and immunities of chaotic enemies.



Angel Path

Prerequisite: Character must be Good

Mythic heroes following the angel path focus on supporting good in its many forms. As paragons of righteousness, angels can channel the powers of the heavens and bring holiness itself into the world around them.

Close to the Heavens

At 1st tier, mythic characters that draw their power from a source aligned with 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 tier points of damage or deals the same amount of damage to enemies. Angels can use this ability 3 times per day plus one extra time for each mythic tier beyond the first.

Heaven’s Breath

At 2nd tier, angels gain resist acid 20, resist cold 20, and immunity to petrification.

Angelic Halo

At 3rd tier, angels gain a celestial halo that sheds light as a torch within 50. Each ally within 50 feet of the angel while this halo is active gains a bonus equal to 1 + half the angel's tier to AC and saving throws against attacks made or effects created by evil creatures. This halo can be activated or deactivated as a free action on the angel’s turn.

At 5th, 7th, and 9th tiers, an angel can select an improvement to the angelic halo ability from the following list:

  • Blinding Light: Whenever angelic halo is active, an enemy that attacks the angel for the first time in a round must pass a Fortitude saving throw (DC = 10 + twice the Angel's tier) or be blinded for 1d4+1 round. On a successful saving throw, the enemy becomes dazzled for 1 minute.
  • Burning Bright: Whenever angelic halo is active, all demons and undead creatures in a 50-feet area suffer (2d6 + angel’s tier) points of holy damage each round.
  • Flame of Life: While angelic halo is active, whenever an ally suffers damage, they receive fast healing equal to angel's tier for 1 round.
  • Piercing Rays: Whenever angelic halo is active, all enemies in 50 feet suffer a penalty to Spell Resistance equal to 1 + half the angel's tier, as well as a penalty to all saving throws equal to the half the penalty to Spell Resistance.
  • Solar Winds: Whenever angelic halo is active, all allies in 50 feet get a bonus to fire, cold, acid and electricity resistances equal to 5 per tier, and a bonus to sonic and negative energy resistances equal to 3 per tier, as well as a bonus to force, unholy, holy and divine resistances equal to 1 per tier. All of these are based on the angel’s tier.
  • Unfailing Beacon: Whenever angelic halo is active, the angel doesn't suffer any damage from the allies' spells that have an area of effect. If the angel is the main target of such a spell, it becomes empowered, as though using the Empower Spell feat, and the DC of the saving throws against it is increased by 2.

Sword of Heaven

At 3rd tier, angels can imbue one of their weapons with holy power as a standard action, including unarmed strikes and natural weapons. Weapons imbued with holy power deal an additional 2d6 holy damage on attacks, while spells and abilities used while holding imbued weapons deal an additional 2 dice of damage or heal an additional 2 dice of damage. The holy damage on imbued weapons stacks with all other sources of holy damage on that weapon. This effect lasts for 1 minute, and an angel can activate it a number of times per day equal to their tier.

At 6th tier, whenever sword of heaven is active, the angel can transform all damage they personally deal into holy damage. This happens after all other calculations for damage.

At 3rd, 4th, 6th, 8th, and 10th tiers, angels can select an improvement to the sword of heaven ability. These improvements only function while the sword of heaven is activated.

At 3rd tier, the following improvements are available:

  • Abolish Disease: Weapons of the angel become a bane to all diseases. A creature wielding them becomes immune to diseases. Healing spells cast by that creature now remove all diseases from the target and also remove the fatigued, exhausted, sickened, and nauseated conditions. Creatures that apply diseases on attacks or are otherwise closely linked to diseases suffer an additional 50% damage from the wielder as holy damage.
  • Abolish Guile: Weapons of the angel become a bane to all guile. A creature wielding them becomes immune to compulsion effects. Healing spells cast by that creature now remove all mind-affecting effects from the target. Creatures that commonly use compulsion suffer an additional 50% damage from the wielder as holy damage.
  • Abolish Poison: Weapons of the angel become a bane to all poisons. A creature wielding them becomes immune to poisons. Healing spells cast by that creature now remove all poisons from the target and heal all ability damage and ability drain. Creatures that apply poison on attacks or are otherwise closely linked to poisons suffer an additional 50% damage from the wielder as holy damage.
  • Abolish Undeath: Weapons of the angel become a bane to all undeath. A creature wielding them becomes immune to death effects and energy drain. Healing spells cast by that creature now remove paralysis and all negative levels from the target. Undead creatures suffer an additional 50% damage from the wielder as holy damage.
  • Bestow the Divine: Angels can now imbue weapons of others with the same holy power. Angel can still imbue weapons of only one creature at a time.
  • Everlasting Flame: Sword of heaven now lasts for 1 minute per mythic tier.
  • Grand Blessing: Additional damage and healing from sword of heaven are now maximized.
  • Guide the Faithful: Attacks with the imbued weapon now mark the target for 1 minute, making the target visible, giving the target a -40 penalty to stealth checks and a -4 penalty to AC.

Halo’s Holy Aura

At 7th tier, the angel's halo now emanates an aura similar to the effect of holy aura spell while it’s active. A brilliant divine radiance surrounds the angel and their allies, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures. Second, each warded creature gains spell resistance 20 + the angel’s tier against evil spells and spells cast by evil creatures. Third, the abjuration protects from all mind-affecting spells and effects. Finally, if an evil creature succeeds on a melee attack against a creature warded by this holy aura, the offending attacker is blinded (Fortitude save negates, as blindness, but against the holy aura's save DC of 10 + twice the Angel's tier).

Greater Sword of Heaven

At 8th tier, angels can also select from the following options when gaining improvements to their sword of heaven.

  • Demon Bane: Weapons of an angel become the bane to all demons. They gain a +2 bonus on attack and damage rolls made against creatures with demon subtype, and successful hits deal additional 2d6 holy damage. This bonus stacks with the bane special quality.
  • Heavenly Host: You can grant your sword of heaven’s benefits to all allies in a 50-foot radius. This option requires bestow the divine.
  • Overwhelming Flames: Attacks from the owner of the imbued weapon with that weapon deal its weapon damage to all enemies within 5 feet. (Weapon damage is the weapon’s damage dice, plus additional damage from effects like demon bane above that apply directly to the weapon or the holy weapon special ability, but not additional sources of damage like the wielder’s ability score modifiers, most sources of sneak attack damage, or extra damage from feats.)
  • Speed of Light: The owner of the imbued weapon now is under an effect similar to the haste spell, but granting 2 additional attacks and making all spells of level 7 or lower (or sphere effects of caster level 15 or lower) quickened, as though using the Quicken Spell feat. (Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. For sphere effects, activating this metamagic decreases the casting time of a talent by 2 steps (to a minimum of one swift action). Like most metamagic effects, a caster cannot apply Quicken Spell multiple times to the same casting.)


Azata Path

Prerequisites: Character must be Neutral Good, Chaotic Good, or Chaotic Neutral

Azata are the bringers of freedom, throwing off unjust rule and leading change at every level to make the world a better place.

Instrument of Freedom

At 1st tier, azata gain an ability to unleash a bolt of energy from a chaotic good plane, targeting an ally or a foe within 50 feet as a ranged touch attack. This bolt deals 4d6 plus 2d6 per mythic tier points of damage to enemies. If used on allies, the bolt instead charges their weapon for 2 + mythic tier 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; this effect stacks with other sources of holy damage on a weapon. Azata can use this ability 3 times per day plus one extra time for each mythic tier beyond their first.

Freedom’s Child

At 2nd tier, azata gain resist electricity 20 and a +4 bonus to their saving throws against mind-affecting effects.

Songs of Freedom

At 3rd tier, azata gain the ability to create inspiring songs with either their voice or a musical instrument. This functions as a bardic performance and benefits from any applicable improvements to bardic performances except additional daily rounds or uses. An azata can play one of their songs of freedom for a number of rounds per day equal to 4 + their Charisma modifier + twice their tier; azata cannot gain any additional uses per day beyond these.

Azata gain the following song of freedom when they first get this power: song of heroic resolve.

At 5th tier, azata gain the song of broken chains.

At 6th tier, azata gain the song of defiance.

At 7th tier, azata gain the song of courageous defender.

  • Song of Heroic Resolve: The azata starts a performance that grants all allies within 50 feet a luck bonus on all saving throws equal to half their mythic tier. Whenever an ally under this effect makes a successful saving throw, that ally is healed for a number of hit points equal to 2d6 + the azata’s tier.
  • Song of Broken Chains: The azata starts a performance that grants all allies within 50 feet a freedom of movement effect and immunity to compulsion spells and spell-like abilities.
  • Song of Defiance: The azata starts a performance that grants all allies within 50 feet DR 5/lawful and regeneration 5 (lawful).
  • Song of Courageous Defender: The azata starts a performance that grants a chosen companion DR 5/- and immunity to fear effects. All enemies in a 50 foot range from the Azata must pass a Will saving throw or be forced to attack a companion the azata chooses while the performance continues.

Superpowers

At 4th tier and every even tier thereafter, azata gain one of the superpowers from the following list.

  • All-Skilled: The azata gains a bonus equal to their tier on all skill checks. Whenever they make a skill check, they roll the die twice, and choose the best result. The azata is proficient with all types of weapons and armor, and can wear and wield any equipment they want.
  • Favorable Magic: The azata's magic becomes far more powerful. Whenever an enemy makes a saving throw against their spells, they roll the die twice and take the worst result. Whenever the azata makes a concentration check or a check to overcome spell resistance, they roll twice and take the best result. If the azata casts a spell whose description says that a successful saving throw halves its damage or duration, it only decreases it by 25% instead.
  • Incredible Might: The azata gains a morale bonus equal to their mythic tier on attack and damage rolls. Whenever they hit with a charge attack or confirm a critical hit, the target has to pass a Fortitude saving throw, with DC equal to 10 + the azata’s tier + the azata’s strength modifier. If the target fails this saving throw one of the following action happens at random (roll a d100): (1-30) The enemy is stunned for 1d4 rounds, (31-50) the enemy is knocked prone for 1d4 rounds, (51-70) the enemy is pushed 15 feet away and is stunned for 1d4 rounds, (71-85) the enemy is crippled till the end of the fight: they can no longer move and suffer a -3 penalty to attack rolls and AC, (86-95) the enemy becomes exhausted, or (96-00) the enemy is killed. Additionally, the azata can decide to lose these advantages whenever they would gain them to instead bolster the physical abilities of companions within 50 feet, excluding the azata, for 1 round. Those companions gain a bonus on all attack and damage rolls equal to +1 per 2 of the azata’s tiers.
  • Life-Bonding Friendship: At the tier they gain this and the next tier, the azata chooses one teamwork feat. They share the effects of all teamwork feats they have with allies in a 50 feet area. The azata’s charisma inspires her allies in this area so much that even when their hit points drop below 0 they continue to fight, even though they are still considered dead (or unconscious) for all effects and can be cured by breath of life or similar spells as per spell description. After the encounter or upon receiving a number of attacks equal to azata's charisma modifier, allies in this state fall dead (or unconscious). If all of the azata’s companions die in this way, the azata loses all daily resources (such as spell slots) and dies.
  • Marvelous Endurance: The azata gains fast healing equal to half their tier. Whenever an enemy confirms a critical hit against the azata and actually strikes them, the azata’s inner endurance is unleashed: the azata gains 1d6 temporary hit points per tier before the damage takes effect, and if they have 25% or less of their real hit points left, the azata gains DR 10/- while the temporary hit points last. The temporary hit points last until removed by damage or for one minute per tier, whichever comes first. These temporary hit points do not stack with each other.
  • Supersonic Speed: The azata is always under the effect of the haste spell as long as they are engaged in combat. All melee and ranged weapon attacks against the azata have a 20% miss chance. All targeted spells aimed at the azata have a 10% miss chance. All the damage from area attacks against the azata is halved (this applies before any other reductions).
  • Zippy Magic: Whenever the azata casts a spell or similar effect (such as a kinetic blast or destructive blast) that targets individual creatures, not areas, the spell affects one additional creature within a 30 feet range from the target. If the target is an enemy, the spell affects one additional enemy; if the target is an ally, the spell affects one additional ally. Additionally, spells that target enemies damage them for an additional 2d6 + the azata’s tier untyped damage. If the effect requires an attack roll, make a separate attack roll for the second target using the same modifiers and improvements as the first attack roll.

Summon Havoc Dragon (Sp)

At 9th tier, an azata can summon a wyrm havoc dragon (Bestiary 6) as a standard action once per day. This otherwise functions as summon monster IX.



Death Knight Path

Prerequisite: None

Mythic heroes following the death knight path use the powers of undeath to stop their foes, although they aren’t always undead themselves. Whether using darker powers for righteous ends or fully embracing the aggression of negative energy, death knights are a force to be reckoned with.

Dance Macabre

At 1st tier, death knights 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 (except this ability’s user) in a 30-foot radius centered on the death knight. The amount of damage dealt or healed is equal to 2d6 plus 1d6 per mythic tier. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + the character's Charisma, Wisdom or Intelligence modifier (whichever is highest) + the character’s mythic tier. Creatures healed by channel energy cannot exceed their maximum hit point total; all excess healing is lost. A character may channel energy with this power a number of times per day equal to 3 + their mythic tier. This is a standard action that does not provoke an attack of opportunity, benefits from any feats or abilities that can improve channel energy, and counts as channel energy for the purpose of meeting prerequisites. (If a creature has multiple sources of channel energy, abilities that grant additional uses of channel energy can only apply to one of them, and the creature must choose which when they first gain the ability increasing uses.)

In addition, upon gaining this ability, the death knight gains any two feats with channel energy as a prerequisite that they otherwise meet the prerequisites for.

Negative Energy Insight

At 2nd tier, death knights gain an even greater mastery of negative energy. Their insight into the flows of negative energy gives them an advantage in combat against enemies that have an affinity to negative energy, such as undead, nabasu demons, and clerics who channel negative energy. Enemies with an affinity to negative energy broadly include those who are powered by or meaningfully use negative energy as part of at least one major spell or ability. Death knights become immune to negative levels and gain a +4 bonus on saving throws against death effects. They also gain a +2 bonus on AC, saving throws, weapon attack rolls, and damage rolls made against creatures with negative energy affinity (this does not apply to creatures without negative energy affinity - for example, the death knight would not get these bonuses against a typical angel, but would if a skeleton was attacking them). The DCs of their class abilities against opponents with negative energy affinity increase by 2.

Deathly Aura (Ex)

At 3rd tier, death knights gain an aura of undead power that empowers them and their allies. Each ally within 50 feet of the death knight gains an untyped bonus equal to 1 + half the death knight's tier to AC and saving throws against attacks made or effects created by living creatures. This aura can be activated or deactivated as a free action on the death knight’s turn. A death knight is never affected by any negative aspects of their deathly aura.

At 5th, 7th, and 9th tiers, a death knight can select an improvement to the deathly aura ability from the following list:

  • Beacon of Power: Whenever deathly aura is active, the death knight doesn't suffer any damage or negative effects from allies' spells that have an area of effect. If the death knight is the main target of such a spell (i.e. it is centered on them), it becomes empowered, as though using the Empower Spell feat, and the DC of the saving throws against it is increased by 2.
  • Corrupting Waves: Whenever deathly aura is active, all enemies in 50 feet suffer a penalty to Spell Resistance equal to 1 + half the death knight's tier, as well as a penalty to all saving throws equal to the half the penalty to Spell Resistance (minimum 1).
  • Life Beyond Death: While deathly aura is active, whenever an ally suffers damage, they receive fast healing equal to death knight's tier for 1 round.
  • Reap the Living: Whenever deathly aura is active, all living creatures in a 50-foot diameter sphere around them suffer 2d6 + the death knight’s tier points of negative energy damage each round.
  • Shrouding Gloom: Whenever deathly aura is active, an enemy that attacks the death knight for the first time in a round must pass a Fortitude saving throw (DC = 10 + twice the death knight's tier) or be blinded for 1d4+1 round. On a successful saving throw, the enemy becomes dazzled for 1 minute.
  • Ward of Death: Whenever deathly aura is active, all allies in 50 feet get a bonus to unholy and negative energy resistances equal to 5 per tier, as well as a bonus to positive energy, holy, and divine resistances equal to 3 per tier. All of these are based on the death knight’s tier.

Scythe of Death

At 3rd tier, death knights can imbue one of their weapons with deathly power as a standard action, including unarmed strikes and natural weapons. Weapons imbued with deathly power deal an additional 2d6 unholy damage on attacks, while spells and abilities used while holding imbued weapons deal an additional 2 dice of damage or heal an additional 2 dice of damage (if they deal damage or heal, respectively; powers that harm or heal without dice rolls are unaffected). The unholy damage on imbued weapons stacks with all other sources of unholy damage on that weapon. This effect lasts for 1 minute, and a death knight can activate it a number of times per day equal to their tier; if it is already active, they may continue the effect when it would end by spending another use of it as a free action.

At 6th tier, whenever scythe of death is active, the death knight can transform all damage they deal into unholy damage. This happens after all other calculations for damage.

At 3rd, 4th, 6th, 8th, and 10th tiers, death knights can select an improvement to the scythe of death ability. These improvements only function while the scythe of death is activated. Options that allow their user to grant the effects of scythe of death to others are not included among the effects transferred, but all other bonuses of scythe of death do.

At 3rd tier, the following improvements are available:

  • Bestow the Grave: Death knights can now imbue weapons of others with the effects of their scythe of death. The death knight can still imbue weapons of only one creature at a time.
  • Death Comes: The death knight can change any elemental damage they would deal to negative energy, no matter what the source of that elemental damage is.
  • Eternal Grave: Scythe of death now lasts for 1 minute per tier.
  • Guide to Rest: Attacks with the imbued weapon now mark the target for 1 minute on a successful hit, making the target visible, giving the target a -40 penalty to stealth checks and a -4 penalty to AC. These penalties do not stack.
  • Indestructible Bones: The death knight gains DR 10/-; this does not stack with other sources of DR. Whenever an enemy lands a hit on the death knight, that enemy becomes cursed with decaying muscles. Under this effect, the enemy suffers a -2 penalty to attack rolls until the end of the combat. Effects from multiple applications of this curse don't stack.
  • Inescapable Certainty: Additional damage and healing from scythe of death are now maximized.
  • Magic Devourer: The death knight gains spell resistance 25 + their tier. Whenever an enemy fails a check made to overcome the death knight’s spell resistance, the next spell the death knight would cast (or the next kinetic blast) becomes quickened, as though using the Quicken Spell feat or Quicken Metakinesis. This quickening effect also applies to other spell-type powers, such as sphere effects or psionic power, as appropriate for their system.
  • Withering Life: When a living creature takes damage from a spell cast by the death knight, that creature also takes 1 point of damage to Strength, Dexterity, and Constitution or 1 point of damage to Intelligence, Wisdom, and Charisma. The death knight can choose which ability scores will be affected.

Powers of Death (Su)

At 7th tier, the death knight’s weapons (including unarmed strikes, natural attacks, and rays) gain the bane (living) and nullifying special abilities; these stack with any special abilities already on the weapon, even if that would put the total bonus on the item above +10. If the death knight kills a creature with hit dice equal to or greater than at least half of the death knight’s hit dice, all enemies in a 15 feet radius from the slain creature suffer a penalty on caster level checks made to overcome spell resistance equal to twice the death knight’s tier until the end of combat. This penalty does not stack.

In addition, the death knight and their allies within 50 feet gain the effects of the unholy aura spell. This has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures. Second, each warded creature gains spell resistance 25 against good spells and spells cast by good creatures. Third, the aura protects the subjects from possession and mental influence, just as protection from good does. Finally, if a good creature succeeds on a melee attack against a warded creature, the attacker takes 1d6 points of Strength damage (Fortitude negates, DC 10 + 1/2 character level + casting ability modifier, or Charisma if the death knight does not have a casting ability modifier).

Greater Scythe of Death

At 8th tier, death knights can also select from the following options when gaining improvements to their scythe of death.

  • Bane of Life: Weapons of a death knight become the bane to all life. They gain a +2 untyped bonus on attack and damage rolls made against living creatures, and successful hits deal an additional 2d6 unholy damage. This bonus stacks with the bane special quality.
  • Overwhelming Might: Attacks from the owner of the imbued weapon with that weapon deal its weapon damage to all enemies within 5 feet of the creature attacked. (Weapon damage is the weapon’s damage dice, plus additional damage from effects that apply directly to the weapon, such as bane of life above or the unholy weapon special ability, but not additional sources of damage like the wielder’s ability score modifiers, most sources of sneak attack damage, or extra damage from feats.)
  • Undead Host: You can grant your scythe of death’s benefits to all allies in a 50-foot radius. This option requires bestow the grave.
  • You Cannot Run: The owner of the imbued weapon now is under an effect similar to the haste spell, but granting 2 additional attacks and making all spells of level 7 or lower (or sphere effects of caster level 15 or lower) quickened, as though using the Quicken Spell feat. (Quicken Spell: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. For sphere effects, activating this metamagic decreases the casting time of a talent by 2 steps (to a minimum of one swift action). Like most metamagic effects, a caster cannot apply Quicken Spell multiple times to the same casting.)


Demon Path

Prerequisite: Character must be Evil or Chaotic

Demons draw their power from the plane of chaotic evil energy. Whether possessed by those trying to resist its influence and twist it to better ends or those who fully embrace its savagery, those who follow this path are brutal and powerful.

Close to the Abyss

At 1st tier, mythic characters that draw their power from the chaotic evil plane grow a pair of horns, gaining a gore attack. This gore attack is always a secondary natural attack and deals 1d8 plus 1-1/2 times the user’s strength modifier points of piercing damage; if the user can use dexterity for damage instead of strength on their natural attacks, that works with this ability. This gore attack counts as cold iron and magic for the purposes of overcoming damage reduction.

Demonkind

At 2nd tier, demons gain resist electricity 20 and immunity to poisons.

At 5th tier, demons gain immunity to electricity.

Demonic Charge

At 3rd tier, as a move action, demons can teleport to a target enemy within 50 feet, dealing 2d6 unholy damage per tier to all enemies in a 10 foot range around the beginning point of the teleport and at the end point. An enemy can only be damaged by this ability once per round.

Demonic Claws

At 3rd tier, as a free action, the demon can grow and retract claws, gaining two claw attacks while they are out. These attacks are always considered primary attacks and are made at the demon's full base attack bonus. The claws deal 1d8 points of slashing damage (1d6 if Small) plus the demon's Strength modifier. If one of the claws is used in concert with a weapon held in the other hand, the claw attack is made at the demon's full base attack bonus -5 and deals 1d8 damage plus half the demon's Strength modifier.

Demonic Rage

At 3rd tier, the power of the chaotic evil plane courses through the demon, waiting to be unleashed. Twice per day, the demon can enter a demonic rage as a free action. The demonic rage lasts until the end of combat and cannot be used outside of combat. While in demonic rage, the demon gains a +2 bonus on attack rolls, damage rolls, caster level checks, and Reflex saving throws. The DC for all saving throws against demon's spells and abilities are increased by 2. These benefits increase by 1 at 6th and 9th tiers.

Minor Demonic Aspect

At 4th tier, the demon gains two minor demonic aspects from the list below. At each tier thereafter, they gain an additional minor demonic aspect. Some effects of demonic aspects only apply while the demon is in their demonic rage. Bonuses and penalties from different demonic aspects do not stack. At 4th tier, demon can only use one minor demonic aspect at a time, but can change their aspect as a free action on their turn. A demon can also choose to disable all of their demonic aspects, including higher-ranking ones, as a free action on their turn.

At 5th and 8th tiers, a demon can activate and change an additional minor demonic aspect at the same time.

  • Aspect of Babau: The demon adopts the aspect of a babau, gaining a bonus on all Acrobatics, Sleight of Hand, and Stealth skill checks equal to half their tier plus one. An aspect of Babau increases the user's sneak attack damage during demonic rage by 2d6; they gain this sneak attack damage even if they do not have another source of sneak attack. Any creature that strikes a demon with the babau aspect during their demonic rage with a non-reach melee weapon suffers 2d6 acid damage. Both these damages increase by 1d6 at 6th and 9th tiers.
  • Aspect of Brimorak: The demon adopts the aspect of a brimorak, gaining a bonus on all Acrobatics, Sleight of Hand, and Use Magic Device skill checks equal to half their tier plus one. Any creature that strikes a demon with a brimorak aspect during their demonic rage with a non-reach melee weapon suffers 2d6 fire damage. This damage increases by 1d6 at 6th and 9th tiers. Whenever a demon with an aspect of a brimorak casts a spell that deals damage during their demonic rage, that spell deals +2 points of damage per damage die rolled. The bonus to damage increases by one at 6th and 9th tiers.
  • Aspect of Incubus: The demon adopts the aspect of an incubus, gaining a bonus on all Persuasion, Athletics, and Knowledge: Nature skill checks equal to half of their tier plus one. Whenever the demon with an aspect of an incubus casts a spell or uses an ability during a demonic rage, increase it's DC by 1. This bonus increases by one at 6th and 9th tiers. While in a demonic rage, a demon with an aspect of an incubus gains a +4 bonus to weapon damage rolls. The bonus to damage increases by two at 6th and 9th tiers.
  • Aspect of Kalavakus: The demon adopts the aspect of a kalavakus, gaining a bonus on all Perception, Athletics, and Use Magic Device skill checks equal to half their tier plus one. While in demonic rage, a demon with an aspect of a kalavakus gains a +2 bonus to CMD, CMB, and their natural armor bonus to AC. The bonus increases by one at 6th and 9th tiers. Whenever a demon with an aspect of a kalavakus succeeds at a combat maneuver check during a demonic rage, the demon can make a weapon attack against that target as a free action. When the demon with an aspect of a kalavakus hits a target with a charge attack during a demonic rage, the demon can attempt to disarm the target as a free action. This effect does not work with the demonic charge ability.
  • Aspect of Nabasu: The demon adopts the aspect of a nabasu, gaining a bonus on all Knowledge: Religion, Perception, and Use Magic Device skill checks equal to half their tier plus one. While in demonic rage, a demon with an aspect of a nabasu gains a +2 bonus on all saving throws. The bonus increases by one at 6th and 9th tiers. During a demonic rage, all enemies within 30 feet of a demon with the aspect of a nabasu gain a -1 penalty to Fortitude saves and a -1 penalty to attack rolls. These penalties increase by one at 6th and 9th tiers.
  • Aspect of Schir: The demon adopts the aspect of a schir, gaining a bonus on all Knowledge: Nature, Acrobatics, and Athletics skill checks equal to half of their tier plus one. While in demonic rage, a demon with an aspect of a schir gains a +2 bonus on melee attack rolls. The bonus increases by one at 6th and 9th tiers. During a demonic rage, a demon with an aspect of a schir gains a Powerful Charge ability, increasing the number of weapon damage dice during a charge by two and applying an additional one and half times the demon’s strength bonus to the damage from their charge.
  • Aspect of Succubus: The demon adopts the aspect of a succubus, gaining a bonus on all Persuasion, Perception, and Knowledge: World skill checks equal to half their tier plus one. During a demonic rage, all enemies within 30 feet of a demon with an aspect of a succubus gain a -1 penalty to Will saves and a -1 penalty to attack rolls, while all allies within 30 feet gain a +1 bonus to Will saves and attack rolls, and an immunity to compulsion and fear effects. These penalties and bonuses increase by one at 6th and 9th tiers.
  • Aspect of Vrock: The demon adopts the aspect of a vrock, gaining a bonus on all Knowledge: Arcana, Knowledge: Religion, and Knowledge: World skill checks equal to half their tier plus one. While in demonic rage, a demon with the aspect of a vrock gains a +2 bonus on ranged attack rolls. The bonus increases by one at 6th and 9th tiers. All spells and non-physical abilities that a demon with the aspect of a vrock uses during a demonic rage gain the benefits of the reach spell metamagic feat. During a demonic rage, all enemies within 30 feet of a demon with the aspect of a vrock gain a -1 penalty to Reflex saves and move as if on difficult terrain. These penalties increase by one at 6th and 9th tiers.

Major Demonic Aspect

At 5th and 7th tiers, demons gain a major demonic aspect. These aspects use more powerful demons as inspiration and allow the demon to focus their demonic rage more effectively. A demon can only have one major demonic aspect active at a time, but this otherwise functions as minor demonic aspect.

  • Aspect of Balor: The demon adopts the aspect of a balor, gaining a bonus to their Constitution score equal to half their tier plus one. An aspect of balor makes all allies in a 50 foot radius assume demonic rage with the demon, but without the advantages of any demonic aspects.
  • Aspect of Coloxus: The demon adopts the aspect of a coloxus, gaining a bonus to their Intelligence ability score equal to half their tier plus one. The aspect of a coloxus allows the demon to use non-attack abilities and cast spells as move actions during their demonic rage.
  • Aspect of Omox: The demon adopts the aspect of an omox, gaining DR N/-, where N is equal to half the demon's tier plus one. The aspect of an omox causes all attacks and abilities to make their target grappled for one round unless they pass a Reflex saving throw (DC 10 + twice the demon’s tier). If necessary, use the demon’s statistics for any other effects and rolls involving the grapple, such as attempting to break the grapple.
  • Aspect of Shadow Demon: The demon adopts the aspect of a shadow demon, gaining a bonus to their Wisdom score equal to half their tier plus one. The aspect of a shadow demon makes the user incorporeal during their demonic rage.
  • Aspect of Vavakia: The demon adopts the aspect of a vavakia, gaining a bonus to their Strength score equal to half their tier plus one. Each round, the aspect of a vavakia deals all enemies within 50 feet of a demon in its demonic rage 1d6 unholy damage per point of bonus that demonic rage gives the demon to attack and damage rolls.
  • Aspect of Vrolikai: The demon adopts the aspect of a vrolikai, gaining fast healing equal to half their tier plus one. While in demonic rage, the aspect of a vrolikai makes all of the demon's melee attacks and spells apply one negative level on enemies who fail a Will saving throw (DC = 15 + twice their tier).

Demon Lord Aspect

At 10th tier, demons gain a demon lord aspect. This aspect can be activated or deactivated as a free action anytime the demon can activate or deactivate their minor aspects. A demon cannot gain more than one demon lord aspect by any method.

  • Aspect of Hedonism: During the demon’s demonic rage, any spell or ability cast by the demon makes the affected enemies roll saving throws twice and take the worse result. This stacks with any other effects that force enemies to roll more than once and take the worst result.
  • Aspect of Infestation: All of the demon’s energy damage dealt while in demonic rage becomes unholy damage, and the demon’s physical damage ignores physical damage immunity and damage reduction.
  • Aspect of Lust: Once per demonic rage, the demon can use this ability as a free action to grant one ally all the benefits of the demon’s demonic rage, including the effects of the demon’s active minor aspects and major aspects, until the end of combat.
  • Aspect of Riddles: Any attack targeting the demon during their demonic rage has a 50% miss chance.
  • Aspect of Sky: The demon’s speeds increase by 30 feet during their demonic rage, and they gain one additional attack when making a full attack (this effect stacks with haste).


Lich Path

Prerequisite: None

Liches are mythic characters whose powers come from deathly energies. Deadly in both martial and magical combat, liches are hard to kill at all and even harder to kill permanently.

Dance Macabre

At 1st tier, liches 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 tier. 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 tier + 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, benefits from any feats or abilities that can improve channel energy, and counts as channel energy for the purpose of meeting prerequisites (If a creature has multiple sources of channel energy, abilities that grant additional uses of channel energy can only apply to one of them, and the creature must choose which when they first gain the ability increasing uses.)

Ruler of Death

At 1st tier, the lich gains the divine source universal path ability. At 6th tier, they gain it a second time. At 9th tier, they gain it a third time. The lich is not obligated to select any alignment domains matching their alignment, but must select the Death domain as one of their first two domains.

Negative Energy Insight

At 2nd tier, liches 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 undead and nabasu demons. Enemies with an affinity to negative energy broadly include those who are powered by or meaningfully use negative energy as part of at least one major spell or ability. Liches become immune to negative levels and gain a +4 bonus on saving throws against death effects. They also 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 opponents with negative energy affinity increase by 2.

Lich Powers

At 3rd tier, liches gain one of the following lich powers.

At each following tier except 5th tier, liches gain an additional lich power from the list below.

  • Deadly Magic: Up to three rounds per day, the lich can make all spells they cast ignore spell resistance and spell immunity. Any creature affected by such a spell can't cast spells for 1d3+1 rounds.
  • Death of Elements: The lich can change any elemental damage to negative energy, no matter what is the source of that elemental damage. Twice per day as a standard action, the lich can also activate Consuming Elements for one round per 2 tiers, turning all elemental damage they would be struck by into negative energy damage.
  • Death Rush: Whenever the lich charges or uses any combat maneuver, on a successful hit or maneuver, the enemy suffers an additional 1d6 points of untyped damage per tier as their bones shake from the impact.
  • Decaying Touch: All of the lich's natural attacks, including ones they make in a polymorphed form, as well as melee touch attacks and unarmed attacks, deal 1d6 + tier points of unholy damage as the target's flesh rots. The affected creature also suffers 1 point of ability damage to Strength with each hit. Plant creatures take 2d6 + tier points of unholy damage.
  • Eclipse Chill: For three rounds per day, the lich can imbue all spells they cast with the powers of the eclipse chill. This ability can be activated as a free action, but must be used in one-round increments. Creatures affected by such imbued spells must pass a Fortitude saving throw (DC = 10 + Intelligence modifier + Lich's tier) or become blinded and suffer 2d8 + tier cold damage, becoming vulnerable to cold and negative energy until the end of the combat.
  • Fear Control: The lich gains a +4 profane bonus to attack rolls and a +1 profane bonus per tier to damage against frightened creatures, or ones under any mind-affecting effects. Additionally, all enemies who come within 10 feet of the lich must make a Will saving throw (DC = 10 + double their tier) or become shaken until the end of combat. A successful save gives immunity to this ability for 24 hours.
  • Indestructible Bones: The lich gains DR 10/-; this does not stack with other sources of DR. Whenever an enemy lands a hit on the lich, that enemy becomes cursed with decaying muscles. Under this effect, the enemy suffers a -2 penalty to attack rolls until the end of the combat. Effects from multiple applications of this curse don't stack.
  • Magic Devourer: The lich gains spell resistance 25 + their tier. Whenever an enemy fails a check made to overcome the lich's spell resistance, the next spell the lich would cast (or the next kinetic blast) becomes quickened, as though using the Quicken Spell feat or Quicken Metakinesis. This quickening effect also applies to other spell-type powers, such as sphere effects or psionic power.
  • Negative Energy Mastery: Whenever the lich activates this ability as a standard action, all of their kineticist blasts and alchemist bombs deal an additional 1d6 negative energy damage + 1 point tier and inflict a negative level for 1 hour upon the target on a successful hit.
  • Tainted Sneak Attack: Whenever the lich lands a successful sneak attack, the enemy must pass a Fortitude saving throw (DC = 10 + Intelligence modifier + mythic tier) or become tainted. The tainted creature is vulnerable to all weapon and elemental damage, and suffers a -2 penalty on all attack rolls and weapon damage rolls until the end of the combat. Additionally, the lich's sneak attack damage is increased by 1d6. If they do not have another source of sneak attack, the lich gains a sneak attack that does 1d6 damage instead of gaining an increase to their sneak attack damage.
  • Undead Mount: The lich grants his animal companion all undead traits, as well as DR 10/good and spell resistance 15. The lich must have an animal companion to select this ability.
  • Weapon of Death: All of the lich’s weapons possess the bane (living) and nullifying special abilities. If a creature is killed with a weapon of death, all creatures in a 15 foot radius suffer a penalty on caster level checks made to overcome spell resistance equal to twice the Lich's tier until the end of combat.
  • Withering Life: When a living creature takes damage from a spell cast by the lich, that creature also takes 1 point of damage to Strength, Dexterity, and Constitution or 1 point of damage to Intelligence, Wisdom, and Charisma. The lich can choose which ability scores will be affected.

Lich’s Mythic Spellbook

At 3rd tier, the lich gains the lich’s mythic spellbook. They can cast spells from this spellbook of each level a number of times per day as listed on the table below, but cannot cast any spells from their mythic spellbook of a level higher than their tier.

Mythic Spellbook

Spell Level Spells Per Day
1 10
2 9
3 8
4 7
5 6
6 5
7 4
8 3
9 2

Lich Spells

Spell Level Spells Known
1 Cause Fear, Doom, Grease, Inflict Light Wounds, Mage Armor, Ray of Enfeeblement, Ray of Sickening, Shield, Sleep, Touch of Gracelessness
2 Boneshaker, Command Undead, False Life, Frigid Touch, Glitterdust, Hold Animal, Inflict Moderate Wounds, Invisibility, Mirror Image, Pernicious Poison, Pox Pustules, Scare
3 Contagion, Crushing Despair, Deep Slumber, Displacement, Fester, Haste, Hold Person, Inflict Serious Wounds, Overwhelming Grief, Poison, Slow, Spit Venom, Stinking Cloud, Vampiric Touch
4 Boneshatter, Death Ward, Enervation, Fear, Greater False Life, Greater Invisibility, Ice Storm, Inflict Critical Wounds, Phantasmal Killer, Unholy Blight
5 Cloudkill, Cone of Cold, Feeblemind, Hold Monster, Icy Prison, Mass Inflict Light Wounds, Phantasmal Web, Profane Nimbus, Slay Living, Vampiric Shadow Shield, Waves of Fatigue, Wracking Ray
6 Blasphemy, Circle of Death, Cold Ice Strike, Create Undead, Disintegrate, Eyebite, Harm, Mass Fester, Plague Storm, Primal Regression, Umbral Strike, Undeath to Death
7 Finger of Death, Ice Body, Insanity, Mass Inflict Serious Wounds, Poison Breath, Power Word Blind, Waves of Exhaustion
8 Death Clutch, Frightful Aspect, Horrid Wilting, Mass Inflict Critical Wounds, Polar Ray, Power Word Stun, Soulreaver, Unholy Aura
9 Mass Hold Monster, Mass Icy Prison, Polar Midnight, Power Word Kill, Wail of the Banshee, Weird

Lord Beyond The Grave (Sp)

At 4th tier, the lich can use command undead, as the spell, at will. All undead under the lich’s command within 50 feet of them gain a bonus to their Strength, Dexterity, and Charisma scores equal to half the lich’s tier plus 1. Their attacks now ignore damage reduction except DR/-.

Summon Ravener Dragon (Sp)

At 9th tier, the lich can summon a red wyrm ravener (Bestiary 2) as a standard action once per day. This otherwise functions as summon monster IX.

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