Path Of The Bound
Table of Contents

Not all mythic heroes gain their power through deed and might alone. Some require a push to get themselves started, while others seek mythic power through Faustian bargains with otherworldly sources. The Bound mythic path represents mythic heroes who receive their power from outside sources, be they gods, outsiders, or even other mythic heroes. All mythic heroes from the Bound path are assumed to have their mythic power granted as their mythic ascension.

This section details power suitable for heroes who have forged a bond with a source of mythic power and offers diverse abilities that can easily represent different sources of mythic power. It is recommended that players work with their GM to determine the nature of their mythic patron, and optionally may utilize the Mythic Patronage rules to add more of a give-and-take relationship between mythic patrons and mythic protégés.

The path of the bound is a natural fit for using the Mythic Flaws optional rule (see Chapter 4: Running a Mythic Game in Pathfinder Roleplaying Game Mythic Adventures), representing the idea that mythic power is anything but a free ride, and that with great power comes a great price. This mythic path embodies that ideal, and Mythic Flaws are an excellent way to represent the cost of gaining transcendent power. In addition to the standard flaws of dependency, elemental vulnerability, furious rage, hubris, material weakness, mercurial mind, school aversion, and weapon weakness, the following new Mythic Flaws are uniquely well suited to mythic heroes taking the path of the bound.

Bound Vessel: The source of your mythic bargain can influence your actions once per day as if it were an intelligent magic item with ego equal to your character level plus your tier.

Corrupted: You gain a corruption (Pathfinder Roleplaying Game Horror Adventures). Your number of manifestations is equal to your tier. You must use the vile corruption variant. Add half your tier (minimum 1) to the DC to resist the corruption progressing and to your manifestation level to determine the effects of corruption stains (but not for other purposes, such as gifts or gaining additional stains).

Doomed: You are doomed to die in an ordained fashion. Whenever you are dealt damage within 30 feet of your doom, the attack ignores all your defensive abilities and deals maximum damage. If a saving throw is allowed, you roll twice and take the lower result. You cannot apply a mythic surge to the saving throw or use other abilities to protect yourself while exposed to your doom.

Bound

Draw power from forces beyond the ken of peers, understand the symbiotic nature of the planes and their inhabitants, and enhance yourself with power derived from a mysterious source. Characters who derive power from outside sources and seek to quickly gain access to power that may not fully understand find themselves drawn to the bound path. The mythic power of these heroes allows them to bend not only themselves but reality to their will, all the while moving to the machinations of their benefactor.

Role: As a bound, your role in the party is a fluid one. You can find your way to the fore of battle, slip into the shadows unnoticed, command supernatural power, and retreat away to your master’s side when needed. Though you are a jack of all trades, you excel at no one talent unlike other mythic paths. Classes: Members of any class can excel in the bound path, especially those who would benefit from additional means of mobility or shoring up mundane talents with a supernatural flair. Clerics, oracles, mediums, shamans, summoners, and witches are some thematically appropriate for the Bound path.

Bonus Hit Points: Whenever you gain a bound tier, you gain 3 bonus hit points. These hit points stack with themselves, and don’t affect your overall Hit Dice or other statistics.

Bound Features

Tier Path Features
1st Bound pact, path ability
2nd Path ability
3rd Path ability
4th Path ability
5th Path ability
6th Path ability
7th Path ability
8th Path ability
9th Path ability
10th Path ability, true pact

As you gain new tiers, you gain the following abilities.

Bound Pact

Select one of the following abilities. Once chosen, it cannot be changed.

Eldritch Wish (Sp)

As a swift action, you can expend one use of mythic power to cast any one spell as a spell-like ability without expending a spell slot or prepared spell. If the spell has a focus or material component, you must provide it. The spell may be from the cleric, shamanACG, sorcerer/wizard, or witchAPG spell list. It must be of a spell level less than or equal to your tier. Your caster level for this spell is equal to your character level. The save DC is equal to 10 + spell level + your tier. You cannot choose the same spell twice in one day.

Painful Brand (Su)

As a swift action when you strike a creature within 30 feet with an attack, you can expend one use of mythic power to mark them with a sigil or scar representing your patron. The target takes a -1 penalty on all saving throws for a number of rounds equal to your mythic tier. At 5th tier, this penalty increases to -2, and to -3 at 10th tier.

In addition, once per round when the branded creature takes damage from any source while within 30 feet of you, as a free action you can increase the damage it takes by an amount equal to your mythic tier. If you use this ability to increase damage from your own attack or an effect you create, the damage is instead increased by 1d6, plus an additional 1d6 for every 3 tiers after 1st. This damage is not multiplied on a critical hit.

Step Between (Su)

As a swift action, you can expend one use of mythic power to shift into the edge of your patron’s extradimensional domain, allowing you to move up to 5 feet per mythic tier in any direction and then shift back into reality. When you reappear, you may shroud yourself in the residual essence of your patron’s domain (such as a halo of dazzling light for a celestial, sooty smoke for a demon, or twinkling twilight for a fey patron), affecting you as a blur spell until the beginning of your next turn, or you may immediately make one melee attack at your highest attack bonus. This negates the blur effect, but your opponent is considered flat-footed against the attack. This attack is in addition to any other attacks you are allowed. You must have line of effect to any space in into which you wish to teleport with this ability.

Wardpact (Su)

As an immediate action, whenever you are targeted with an attack or harmful effect (or are in the area of a harmful effect), you can expend one use of mythic power to curse your attacker. Your attacker takes a -2 penalty on one of the following (your choice): AC, attack rolls, caster level checks and concentration checks, or saving throws. This penalty lasts for a number of rounds equal to your mythic tier, though your attacker can attempt a Will save (DC 10 + twice your mythic tier) to reduce the duration to 1 round. The penalty from your wardpact increases by 1 for every 3 tiers you possess.

Path Ability

At 1st tier and every tier thereafter, select one new path ability from the bound path abilities lists or from the universal path abilities lists. Once you select an ability, it cannot be changed. Unless otherwise noted, each ability can be selected only once. Some abilities have requirements, such as a class ability or minimum mythic tier, which you must meet before you select those abilities.

True Pact (Ex)

At 10th tier, whenever you target a creature with a spell, supernatural ability, or spell-like ability that requires a Will save, and the target fails that save, you may expend one use of mythic power to affect the target with the effects of geas/quest. You determine the specifics of the geas when the target fails their saving throw. You may dismiss this effect as a free action at any time.


1st-Tier Bound Path Abilities

You can select these path abilities at any tier.

Blink (Su)

In a sudden burst of movement you may expend one use of mythic power to move up to your speed as an immediate action in any direction to a destination that you have line of sight to. You may ignore any difficult or hazardous terrain crossed during this movement such as rubble, lava, or hazardous spell effects such as entangle or black tentacles, and your movement does not trigger traps. Furthermore, you may move on open air, such as to cross chasms or climb directly upward. However, if your movement ends mid-air, you immediately fall and take falling damage as appropriate.

Bound Aspect (Su)

As a standard action, you can infuse your body, mind, and soul with the power of your patron for a number of minutes per day equal to your mythic tier. This duration need not be continuous but must be spent in 1-minute increments.

Accursed Aspect: You can transform into a misshapen and inhuman creature blighted and twisted by the power of your patron. You can adopt the shape of a Small or Medium monstrous humanoid as if using monstrous physique IUM, though your face always resembles your true form and your adopted shape is marked with the colors or symbol of your patron. While in this form, you are immune to non-mythic curses and fear effects.

Illuminated Aspect: Your appearance does not change but your head is wreathed in a nimbus of light (which can appear as heavenly light, hellish flame, or any shade you wish) that sheds light as a light spell. You may choose to have this light obscure your face or to surround and illuminate it. Meanwhile, your skin is covered in writhing patterns of letters, images, and symbols that describe your patron’s glory and insight into secrets of the universe. You gain a bonus equal to one-half your mythic tier (minimum +1) on Knowledge (arcana), Knowledge (planes), and Knowledge (religion) checks. When in this form, you cannot be blinded, dazzled, or deafened, and you also are immune to gaze effects and patterns.

Perfected Aspect: Your skin, hair, and garments take on a shining, beautiful appearance, which may be metallic, jewel-like, ethereally fey, burnished and muscular, or something else appropriate to your patron and featuring their favored colors. You gain a +4 enhancement bonus to your Charisma score and you gain low-light vision and a +2 racial bonus on Perception checks. When in this form, you are immune to non-mythic emotion effects.

In either aspect, you can communicate telepathically with outsiders whose alignment subtypes match your alignment, and any other creatures that serve your patron regardless of alignment. You gain a bonus on Charisma checks and Charisma-based skill checks equal to one-half your mythic tier (minimum +1) with them.

Chained Bondage (Ex/Su)

You are proficient with spiked chains and whips, and you take no penalty on attack rolls when using chains as improvised weapons. In addition, you can use any chain as if it were a whip for both attacks and combat maneuvers, and this ability counts as Exotic Weapon Proficiency and Weapon Focus with both the whip and spiked chain for the purpose of meeting prerequisites for any feats that normally require the use of a whip, such as Whip MasteryUC.

Any whip, chain, or spiked chain you wield is considered magical for the purpose of overcoming damage reduction. At 3rd tier, you also may select an alignment subtype that matches the alignment of your patron; from that point forward, any whip, chain, or spiked chain you wield is also treated as that alignment subtype for the purpose of overcoming damage reduction.

You can expend one use of mythic power as a standard action to grant a whip, chain, or spiked chain you wield with any of the following properties for one minute: flaming, ghost touch, keen, ki focus, ominousUE, vicious, wounding. If the weapon is already magical, this property is in addition to any other properties the weapon already possesses.

Claim My Soul (Sp)

You seal a pact with one or more outsiders to claim your soul if you are killed. You are immune to possession and effects that would trap your soul, and your spirit cannot rise as an undead. In addition, you can call one or more outsiders as lesser planar ally to come and claim your soul directly when you die. The called outsider(s) take one-half the usual payment in exchange for this future service, reappearing 1d4 rounds after your death to claim your soul.

You can stipulate that the called creature(s) must attempt to avenge your death, with the amount of time they must spend attempting to hunt down your killer determined by the amount they were paid in advance for their services, as per the lesser planar ally spell description. The required payment is not increased because of the potential danger involved.

If you are at least 3rd tier, this functions instead as planar ally; if at least 6th tier, as greater planar ally; and if 10th tier, as gate, though you cannot call an outsider whose Hit Dice exceed your own Hit Dice or level plus your mythic rank or tier.

Once your soul is claimed in this way, you cannot be raised or from the dead, as if rest eternalAPG had been cast upon your body (caster level equals your character level). However, the creature(s) with whom you struck your initial pact can be called or contacted and a new bargain or arrangement struck in order to retrieve your soul and allow you to be returned to life.

Contract (Su)

You can seal an agreement with supernatural power. The two parties in the agreement must join hands and willingly state the terms to which they are agreeing, while you expend one use of mythic power (requiring 1 minute). While you use this ability, you and all parties agreeing to the contract can understand one another’s language, and the terms of the deal appear magically on two duplicate scrolls. While making the agreement, each side gains a +10 competence bonus on Sense Motive checks made against the other party in the agreement. Once the terms are agreed, each party accepts a lesser geas (no save) to fulfill the terms of the contract. This function does not occur if either character is under a mind-affecting effect or threat that forces her to consent to the agreement. This compulsion lasts 7 days, starting immediately.

While the lesser geas remains in effect, both copies of the contract remain pristine and unaltered. Should either party attempt to alter their copy of the contract in any way, the other party’s contract shows the attempted alteration in bright red ink. If either contract is destroyed, the other contract becomes sooty and tattered but the effects of the lesser geas remain for both creatures for the remainder of the contract. If any party to the contract removes the lesser geas by magic, the lesser geas is immediately ended for all others.

At 3rd level, you can expend two uses of mythic power to create a contract with the effect of a geas/quest, but the contract otherwise functions as described above.

Cooperative Caster (Ex)

You can combine your magical energies with the essence of your patron and use it to tap into the spellcasting abilities of others to fortify your own powers. You gain Allied SpellcasterAPG as a bonus feat, and you gain the benefits of this feat whenever you are adjacent to an allied spellcaster who uses the same kind of magic (arcane, divine, psychic) as the spell you are casting, even if that ally does not have this feat. If an adjacent ally does have this feat and you and that ally cast the same spell simultaneously by readying an action, the save DC of both spells is increased by 1 (or by 2 for creatures that are affected by both spells simultaneously). Furthermore, if your caster levels are not the same, both you and your ally use the higher of their two caster levels when rolling any caster level checks associated with the spell.

As a standard action, you can expend one use of mythic power to grant the Allied SpellcasterAPG or Shielded CasterAPG feat to an ally you touch for 1 minute.

Curse-bearer (Ex)

You may touch, wear, wield, or carry a non-mythic cursed item without being affected by the curse. You may choose to be affected by the curse if you wish. Mythic cursed items affect you as normal, but you may expend one use of mythic power as a free action to suppress the effects of the item’s curse on you for one round.

Destiny’s Tool (Ex)

Destiny has already chosen your fate and your own whims and desires are irrelevant. Whenever you are encounter an effect or item which has differing effects according to alignment, you may expend one use of mythic power as an immediate action to select which alignment you wish to be treated as by that effect. If the effect has a non-instantaneous duration (such as wielding a holy weapon), you are treated as that alignment for the purpose of that effect for a number of hours equal to your mythic tier.

Dream Trader (Su/Sp)

You sacrifice your own dreams to your patron, allowing it to inhabit your mind and memory and peel away the residue of your personal dreamworld. You are immune to effects that would read your dreams or allow a creature to contact or enter your dreamscape, and any creature attempting to do so is so disturbed by your warped dreamscape that it takes 1d4 points of Wisdom damage (Will negates) and becomes shaken until this Wisdom damage is cured.

Your hollow dreamscape grants you the ability to do the same to the dreams of others (allowing your patron to feed upon them as well). As a standard action, you can siphon the dreams of a sleeping creature (Will negates), granting you a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against that creature in the future, and you gain one special use of mythic power, which you can use only when interacting with that creature. You can have a number of such stored uses of special mythic power equal to your mythic tier, but no more than one such use of power per creature. If the creature succeeds on this save, it is immune to this effect for 24 hours.

You also can plant subconscious thoughts or suggestions in the mind of a sleeping creature, expending one use of mythic power to use sow thoughtACG or suggestion as a spell-like ability. You can use this ability as part of casting a dream, minor dreamARG, or nightmare spell. If you can cast any of those spells, you can cast the mythic versions of those spells whenever you use them to target a sleeping creature. The duration of this effect begins once the creature awakens, and the target is unaware of this manipulation.

The save DC for any of the above abilities is equal to 10 + 1/2 your Hit Dice + your Charisma modifier. If the target is a non-mythic creature, you add one-half your tier (minimum +1) to the save DC. Creatures that don’t sleep or dream are immune to this ability.

Empathic Healing (Su)

You can expend one use of mythic power to transfer up to 10 points of damage per tier from a touched ally to yourself, healing the target and damaging you. This transferred damage bypasses all effects that reduce or negate hit point damage (such as damage reduction). Alternatively, you can expend two uses of mythic power to transfer an ongoing disease or poison from a touched ally to yourself, which halts ongoing effects on the target from that affliction and requires you to attempt any remaining saves against it. If you’re immune to the disease or poison, transferring it to yourself destroys the affliction.

Exorcist (Su)

As a full-round action, you can tap into the power of your bond to unravel the power of hostile spirits to control the bodies, minds, and souls of mortals. When you use this ability, you must target one creature within 30 feet to which you have line of sight. A successful Will save (DC = 10 + 1/2 your Hit Dice + your Charisma modifier) negates the effects of this feat. If your target is not a mythic creature, you add one-half your mythic tier (minimum +1) to the DC.

An incorporeal undead creature that fails its save against this effect is staggered. If you target a possessed creature, the possessing entity must succeed at a Will save to resist being staggered for 1 round. If it is staggered, the creature it possesses can immediately attempt a new saving throw to end the possession effect (possession effects that don’t allow saving throws to resist them cannot be ended with this power, but the feat can still stagger a possessed creature). You can use this ability a number of times per day equal to your mythic tier.

Fast Bargainer (Ex)

As a swift action, you can expend one use of mythic power to make a Bluff, Diplomacy, Intimidate, or Sense Motive check to interact with any number of creatures within 10 feet per tier. Add your tier to the result.

Flash of Omniscience (Ex)

Your ability to recall information is astounding. When you take 10 on any Intelligence-based skill check, add your tier to the result. As a free action, you can expend one use of mythic power to ask one question as if using divination. The base chance for a correct answer is 70% + your highest arcane caster level + your tier (maximum 100%). The answer doesn’t come from a divine agent, but from your own native understanding; therefore, the answer is never cryptic. If you don’t get a correct answer, it’s like failing a Knowledge check, and you cannot use this ability on this question again.

Greater Familiar Link (Su)

You have bound yourself so deeply to your familiar that your life forces are intertwined. Anytime you or your familiar takes damage, you may split the damage evenly between you and your familiar as if using shield other. Using this ability doesn’t require an action, but it works only if you’re conscious and both you and your familiar are alive.

You must have a familiar to select this ability.

Headless Horseman (Su)

You have learned to shroud yourself with the mystic power of fear. As a swift action, you can expend one use of your mythic power to make your head invisible and partially incorporeal for a number of rounds equal to your tier, so that it appears you are entirely headless.

You can still see, hear, and speak normally, but you cannot eat or drink and you gain a +2 circumstance bonus on saving throws against inhaled poison or gas. You gain a +2 bonus on Intimidate checks while apparently headless, and you have a 25% chance to ignore extra damage from a critical hit, sneak attack, or similar precision-based damage (this chance is increased to 50% against effects that specifically target your head or neck, such as a vorpal weapon. This does not stack with other effects like fortification that grant a percentage chance to ignore critical hits. While you are using this feat, undead ignore you as if you were using hide from undead (DC 11 plus your mythic tier). This ability applies only when you are mounted; if you dismount, your head becomes visible again.

Heirloom (Ex)

You gain a legendary item that is an ancestral relic of your house, family, or culture. This functions as the legendary item universal path ability described in Pathfinder Roleplaying Game Mythic Adventures, but you are so protective of this item that you add your mythic tier as a bonus to CMD against disarm, steal, and sunder combat maneuvers directed at the item, and one-half your mythic tier as a bonus on saving throws made by the item. You can take this ability again at 3rd and 6th tier to grant additional abilities to your heirloom item. You can have both an heirloom and a legendary item; however, the total number of legendary abilities between the two items combined cannot exceed your mythic tier +3.

Incarnation (Ex)

You carry within you the essence of an ancient soul, an eldritch shard of some entity lingering from the distant past that is now arisen again in an unsuspecting host. You bear an uncanny resemblance to that past hero or villain and may in fact be that being reborn in the flesh.

You continue to age normally but never take penalties for aging, as if using greater age resistance, and cannot die of old age. In addition, your insights into the past and present allow you to use legend lore as a spell-like ability once per week by expending one use of mythic power. If you are at least 3rd tier, you can instead use vision as a spell-like ability by expending two uses of mythic power. You always gain a bonus on Knowledge (history) checks equal to its mythic tier.

In addition, you can expend one use of mythic power as a swift or immediate action to exchange a feat, language, or spell you know for a different feat, language, or spell, representing some past piece of knowledge seeping through from the consciousness of your predecessor. You must meet the prerequisites for this ability, and the ability it exchanges cannot be a prerequisite for any other ability. Knowledge of this exchanged feat, language, or spell persists for a number of rounds equal to your mythic tier, though you can make the exchange permanent by meditating for one hour and expending two additional uses of mythic power.

Inspired Advice (Ex)

You can tap into skills and practical knowledge you do not possess, drawing sudden inspiration from the whispered voices, prophetic dreams, and interconnected thoughts of your patron and those with whom you are bound. Once per day when you expend a mythic surge, you can roll twice and take the better result.

In addition, you can select one of the following skills at each mythic tier: Craft (select one), Disable Device, Knowledge (select one), Linguistics, Perform (select one), Profession (select one). You can make untrained skill checks in that skill, and if you are trained you can add a bonus equal to 1d6-1 whenever you make a check with your chosen skill(s). If you expend a mythic surge as part of a skill check for one of your chosen skills, you can roll twice and take the better result.

If you are an investigatorACG with the inspiration class feature, it functions as if you were 4 levels higher.

Knowledgeable Guardian (Su)

Add double your tier as a bonus on Knowledge checks you attempt to identify monsters, including checks made to learn any special powers and vulnerabilities. As a free action, you can expend one use of mythic power to telepathically communicate the knowledge you obtain from this check to all allies within 100 feet.

Menacing Presence (Su)

Something about you puts others on edge. You can attempt an Intimidate check to influence a creature’s attitude as full-round action instead of it taking 1 minute. In combat, you can attempt an Intimidate check to demoralize an opponent as a move action. If you expend one use of mythic power, you can attempt to use Intimidate to demoralize all enemies within 30 feet as a standard action, or as a move action if using the Dazzling Display feat.

My Soul Is Not My Own (Ex)

Your binding to your patron helps guard you against the powers of other immortal creatures and their servants. You gain immunity to possession effects (other than those used by your patron or its other servants). You also gain a +1 bonus on saving throws against divine magic and spells, spell-like abilities, and supernatural abilities used by outsiders. This bonus increases to +2 at 5th tier and to +3 at 10th tier. This bonus is doubled against mind-affecting effects, negative energy, positive energy, and death effects or energy drain. This bonus is sacred if you are good-aligned, profane if you are evil, and a luck bonus if you are neutral.

Against divine spell effects that deal positive or negative energy damage, force damage, or untyped energy damage (such as flame strike, searing light, or unholy blight), you gain energy resistance 5, plus 5 for every 2 mythic tiers. For effects such as flame strike that deal damage split between untyped damage and some other kind of damage, this resistance applies only to the untyped damage.

Mythic Companion (Su)

Select one animal companion, cohort, eidolon, familiar, or bonded mount. That creature can use the surge ability a number of times per day equal to your tier. Its surge ability uses the same bonus die type as you do when you use your surge ability.

Mythic Hex (Su)

When you gain this path ability you learn one witch hex. Additionally, you may expend one use of mythic power when using any hex you know to target a creature a second time with the same hex.

Mythic Spiritualist (Su)

When determining the effects of your mediumOA spirit and spirit bonus, the mental focus and focus powers of an occultistOA, or a shaman spiritACG, you’re considered 4 levels higher. This increases the effects of powers you already possess, but it doesn’t grant you powers at a lower level than normal. If a shaman’s spirit grants a spirit ability that can be used multiple times per day, such as ancestor’s council, you gain a number of extra uses of that power equal to half your tier (minimum 1).

If you are a spiritualistOA, your phantom gains its abilities as if your spiritualist level were 2 higher, and you are treated as 2 levels higher for the purpose of your phantom recall, calm spirit, and call spirit class features.

None of Your Business (Su)

When a creature uses a divination effect against you, you are aware of it and can make an Intimidate check as an immediate action to demoralize the creator of the effect. If you succeed, the creator of the effect must succeed on a concentration check with a DC equal to the result of your Intimidate check or the divination spell ends. In addition, you can expend one use of your mythic power as an immediate action to use misdirection or nondetection on yourself, using character level plus your mythic tier as your caster level.

Oathbound (Ex)

You can take a vow in a manner similar to a monk’s vowsUM, but rather than gaining additional points added to your ki pool you instead gain additional daily uses of mythic power as a result of keeping to your vow, treating your mythic tier as your monk level for the purpose of how many daily uses of mythic power you gain. You can take this ability more than once. Each time you select it, you must take a different vow.

If you are a monk or another class that gains ki, you may choose each day whether to gain uses of mythic power or ki points from your vow(s).

Out of Time (Ex)

You are dislocated in time from the present day, a relic from a bygone age who has survived through uncanny means into the present day. You gain a bonus equal to your mythic tier on Knowledge (history) checks about events at least 50 years in the past but are often unfamiliar with idiom and subtext in the present day. You get a bonus equal to one-half your mythic tier (minimum +1) on Linguistics checks dealing with ancient languages but take a -4 penalty on Linguistics checks regarding modern languages. Whenever you fail a save against a language-dependent effect you can expend one use of mythic power as a free action to reroll the save; if the second save succeeds, you misunderstand the intended meaning and negate the effect. You must accept the result of the second roll. You are immune to magical aging effects and to haste and slow spells (unless you wish to be affected), and divinations that would reveal information about your future or about your past (if they extend farther back than one year) automatically fail unless they are mythic effects.

When you are affected by effects that stop time, like temporal stasis or time stop, you can attempt a Fortitude save once per round of the spell’s effect, even if that spell usually does not allow a save. If the save succeeds, the effect ends for you and you can interact with other creatures able to act during the stopped time.

You must have the longevity universal path ability to select this ability.

Patron’s Mark (Su)

As a standard action you may touch one willing creature and bestow the mark of your patron on them. This functions as arcane mark with a caster level equal to 10 + your tier. You may remove this mark as a free action at any time. You may expend one use of mythic power when using this ability to forge a telepathic bond with a creature so marked. This functions as telepathic bond and lasts until the mark is removed. At any point while a creature is marked, you may expend one use of mythic power as a free action to transfer any ongoing mind-affecting affect currently affecting you to any one creature you have marked, even if they are on another plane. The marked creature receives no saving throw against this effect and the condition resumes its normal duration on this new target.

Patron’s Protection (Su)

You are marked as an ally by your patron, causing other servants of your patron to give you a wide berth to avoid crossing your patron. Choose one type of non-humanoid creatures connected with your patron (for outsiders, include a specific subtype such as demons or azatas). You gain +2 circumstance bonus on Diplomacy and Intimidate checks against such creatures, and such creatures treat you as if you had a continuous sanctuary spell (DC 10 + your mythic tier). If you attack a creature of that type, this sanctuary effect is suppressed for 24 hours.

In addition, when any creature confirms a critical hit against you, reduces you to 0 hit points, or affects you with any curse effect, you can invoke your patron’s wrath against your attacker as an immediate action, forcing them to succeed on a Will save (DC 15 + your mythic tier) or become shaken for a number of minutes equal to your mythic tier.

At 3rd tier, you may expend one use of mythic power when triggering this effect to force your attacker to make an additional Will save or be affected as bestow curse.

Quick Call (Su)

When you cast a summoning spell that normally has a casting time of 1 round, you can expend one use of mythic power to make the casting time to a standard action instead. If you expend two uses of mythic power, the casting time becomes a swift action. If you’re a summoner, as a full-round action you can expend one use of mythic power to summon your eidolon. If you’re a spiritualist, as a full-round action you can expend one use of mythic power to call forth your phantom from your mind. You must be at least 3rd tier to select this ability.

Secrets of the Multiverse (Ex)

The secrets of the countless planes of existence are revealed to you. You gain a bonus equal to your tier on all Knowledge skill checks and you can attempt all Knowledge checks untrained.

Share Power (Sp)

You can expend one use of mythic power to transfer one or more spells that you know to a creature you touch, allowing them to use those powers instead. This functions like imbue with spell ability, but you can transfer spells from any spellcasting class you possess, and you may transfer any spells of the abjuration, divination, or enchantment schools. If you know the mythic versions of the spells you grant, you can imbue additional mythic power in the target when you share power in order to cause those spells to take effect as mythic spells when used.

While the target creature retains the spells you have granted, you are aware of that creature’s location and condition as if you had cast status, and the target takes a -4 penalty on saving throws against divinations you use. If you use a teleportation effect to transport yourself to their location, the area is treated as studied carefully. You cannot regain the use of mythic power you used to share power until the shared spells are cast, the target dies, or you use a standard action to dismiss the effect. Any unused spells and additional mythic power shared are wasted.

Sinister Seduction (Su)

You bind a non-mythic helpless creature’s mind and heart to you, breaking its will, bending its mind, and reshaping its thought to be your willing, obedient minion. This mental conditioning requires multiple successful Intimidate checks. Each check requires 8 hours of interaction with the creature (reduced to 1 hour if you expend one use of your mythic power), which can range from conversation to whispering in its ear as it sleeps to outright torture. Only bonuses that apply for the entire 8 hours (or 1 hour) apply to the check. A creature imprisoned with no reasonable hope of escape is considered helpless for the purpose of this ability. Using this ability is often an evil act, though some bound may use it to attempt to redeem evil creatures and curb their viler impulses.

You must succeed on a number of successful Intimidate checks equal to the target’s Hit Dice plus its Wisdom modifier. If it has a permanent bonus on saving throws against fear, add a number equal to this bonus to the number of successful checks required. Each time you fail an Intimidate check, you add two to the number of checks required to break the target’s will. If you ever fail three consecutive checks, the number of successful checks reverts to zero and you must begin again.

Once you successfully complete the required number of Intimidate checks, the creature swears to you a Vow of Obedience (see below; monk vows are described in Pathfinder Roleplaying Game Ultimate Magic). As long as your minion can see and hear you, as a standard action you can cause it to become exhausted, nauseated, panicked, or paralyzed for 1 minute times your mythic tier. A successful Will save (DC 10 + 1/2 your level + your mythic rank or tier + your Charisma modifier) negates this effect. You can do this as often as you wish, but if you do it more than once per day the save DC decreases by 2 each time after the first. If your minion is wearing some object bearing your symbol, you may expend one use of your mythic power when tormenting him in this way, forcing him to roll his saving throw twice and take the worse result.

Breaking this vow causes your minion to break down mentally, falling unconscious for a number of minutes equal to your tier after taking the offending action. When your minion awakens, it is shaken for a number of hours equal to your mythic rank or tier but it can attempt a saving throw (as above) to break free of its vow.

You may command any number of minions in this way, so long as their total HD do not exceed twice your level plus twice your mythic tier. This is a mind-affecting effect but is not magical and cannot be dispelled, though it can be removed by greater restoration, limited wish, miracle, wish, or repeated use of modify memory (a number of castings equal to the number of successful Intimidate checks made when breaking the target’s will). The mental compulsion can be detected with a successful Sense Motive check against a DC of 25 plus the mythic tier of the creature’s master.

Vow of Obedience

Restriction: Choose a character to be your master. Your master is typically an NPC, but at the GM’s discretion it may be another PC. You are forever considered to have a Vow of Truth in regards to this master; if you possess a Vow of Silence, you may speak freely with your master, and your master only. You automatically fail saving throws against any mindaffecting effect used by your master and you must obey any command addressed to you by your master, immediately and to the best of your ability. This obedience includes violating other vows, performing alignment violations, or the execution of such suicidal actions as willing starvation, dehydration, or voluntarily failing a Fortitude save—usually after performing a coup de grace upon yourself at your master’s command. You may never attack your master, nor command or suggest that others attack your master (including creatures you have called or summoned), even if you or your master is under the effects of a charm or compulsion effect, unless the effect is a mythic effect and its creator has a higher mythic tier than your master. You are always considered flat-footed against your master.

Benefit: A character with this vow increases his ki pool by 1 ki point for every 5 Hit Dice you possess (minimum 1). In addition, whenever you are affected by a charm or compulsion effect used by a creature other than your master while you have line of sight to your master, once per round you can spend 1 point from your ki pool at the beginning of your turn to suppress the effect. This does not require an action. If you do not have a ki pool, you can do this for one round per day for every 5 Hit Dice you possess (minimum 1). Even when the effect is not suppressed, if you are given a command that directly contradicts your master’s orders, you become dazed until the end of your turn.

Vow of Truth

Restriction: A character with this vow is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment.

Benefit: A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1). You gain no benefit if you do not have a ki pool.

Spirit Versatility (Ex)

When you bind with a mediumOA spirit you may choose one mythic path ability from the aligned mythic path (archmage path for the archmage spirit, etc). You must meet the prerequisites for this mythic path ability and may use it as if it were one of your normal mythic path powers until you are no longer bound with that spirit.

Stigmata (Su)

You are a sacrificial soldier serving your patron, willing to give your life’s blood in their service. You are marked by scarified wounds that you may cause to stop or start bleeding by force of will. Stopping or starting the flow of blood from your stigmata is a standard action; at 3rd tier it may be activated or ended as a move action, at 6th tier as a swift action.

Activating your stigmata causes bleed damage equal to one-half your mythic tier (minimum 1), and this bleed damage is not halted by curative magic. While bleeding, the you gain a special bonus equal to one-half your tier (minimum 1). This is a sacred (if good) or profane (if evil) bonus (neutral bound may choose either, but once chosen this can never change) that can be applied to attack rolls, weapon damage rolls, Armor Class, caster level checks (including checks to overcome SR), or saving throws. It can be applied to one attribute or spread between several but cannot be changed without stopping and reactivating your stigmata.

While your stigmata are bleeding, you are immune to blood drain and bleed damage (whether hit point or ability damage or drain) from any other source and can use bleed or stabilize at will as a spell-like ability; activating either ability is a standard action.

Temporary Binding (Su)

As a swift action, you can expend one use of mythic power to call an outsider as though you had cast planar binding, except you use your mythic tier to determine the number of Hit Dice the bound outsider may possess and do not need to pay any of the material costs for the spell. The outsider must be called in any space within 5 feet per tier, may act on the round it is called, and remains for 1 round per tier. At the end of the calling, the outsider instantly returns to its home plane.

They Made Me Do It (Ex)

You are always aware when an action you might take would violate your alignment, priestly vows, cavalier or paladin code, or other similar restrictions. However, the terms of your binding allows you to circumvent those vows without repercussions, shifting culpability for them to the compulsions of your patron. The first time you violate your code, you must expend one use of mythic power at the time you commit the violation. This allows you to avoid the effects of that violation (and any further instances of that same violation you commit within one minute per tier).

Each subsequent time that you violate your code (including a different violation occurring within the duration of ignoring the first violation), the cost in mythic power increases by one use. When you gain a new mythic tier, the cost to circumvent your vows resets to one use of mythic power.

Trade Magic (Su)

Your mythic nature allows you to exchange magic with another creature as simply as exchanging physical possessions. As a standard action, you can expend one use of mythic power to exchange one ongoing spell on you for another on a creature you touch.

The spells must each be of a level less than or equal to your tier. This ends the duration on the previous targets and begins them on the other creature with the remaining duration as if it were the original target. Transferred magic affects the new target as if it were the previous target if that is more advantageous (so an undead creature who received heroism would benefit but a living creature who received command undead would be unaffected). You can choose spells if you have identified them with Knowledge (arcana) or Spellcraft. Otherwise, you exchange the highest-level spells on yourself and the target (ties are broken randomly), up to your maximum. Alternatively, you can exchange a prepared or unused spell slot. A traded spell slot can be used to cast a spell that is not on the caster’s spell list, but if so uses the ability score appropriate for the original owner’s spellcasting rather than its own. If the caster doesn’t have the ability to cast spells of that level, it risks a mishap as if activating a scroll of too high a caster level (the DC of the caster level check to avoid a mishap is 1 + your caster level).

Truthspeaker (Su)

You are devoted to the cause of truth, so much so that you are literally incapable of telling a lie. You gain a bonus equal to your mythic tier on Sense Motive checks made to oppose an opponent’s Bluff check; this bonus is doubled against non-mythic creatures.

In addition, you can expend one use of mythic power to create a zone of truth or to discern lies, and you add one-half your mythic tier (minimum 1) to your caster level and the save DC. This is a supernatural ability and is not subject to spell resistance.

If a creature lies to you and you are aware of it, you gain a +2 circumstance bonus on attack rolls and caster level checks against that creature.

Unspeakable Name (Su/Sp)

Like demon lords and the witch-kings of legend, you know when others dare to speak of you or your fell deeds. You hear your name and title whenever it is spoken, regardless of distance, and you can expend one use of your mythic power to use scrying as a spell-like ability targeting the creature speaking your name. If your scrying is successful, you can expend an additional use of mythic power to deliver a message to the target as sending. If you have at least 3 mythic ranks or tiers, this ability functions across planar boundaries. Expending one use of mythic power allows you to use greater scrying on the speaker instead. If you succeed in scrying on the target, you can spend one additional use of mythic power to use project image as a spell-like ability. The image appears at the location of the scrying sensor, which is considered the point of origin of the spell. If you scrying sensor is dispelled, so is the project image.

If you have at least 6 mythic ranks or tiers, if you successfully scry on a creature you can also read its mind as detect thoughts, and you can spend one additional use of your mythic power to discern location on the speaker. If a creature says your name three times in a single breath, you learn that creature’s true name and can expend two uses of your mythic power to possess the target if it fails a Will save (DC 10 + one-half your level + your mythic rank or tier + your Charisma modifier). The target gains a +2 circumstance bonus for each step its alignment is away from yours (these bonuses stack).

If the creature successfully saves, it is immune to possession attempts made by you for a year and a day. A failed save establishes a mental connection between you and the target, as dominate monster, but you may also read the target’s thoughts as detect thoughts or use its senses as share sensesAPG at any time simply by concentrating. If the target is within a non-mythic effect that blocks compulsions or possession, you can bypass that effect for 1 hour by expending one use of your mythic power.

As a swift action, you shift your consciousness into or out of the target as magic jar. If you prepare spells, while you are possessing the target you may grant one or more prepared arcane or divine spells to the possessed creature, as if you were a cleric using imbue with spell ability. Your possession lasts for 24 hours, though you may expend one use of your mythic power each day to renew it. You can possess only one creature at a time. If a creature dispels or blocks your possession with break enchantment, dispel evil, protection from evil, or a similar effect, the caster must succeed on a caster level check (DC 10 plus your level plus your rank or tier); if this check fails, you can expend one use of your mythic tier as a free action to attempt to possess the caster as if she had spoken your name three times. Casting an area spell that blocks possession does not carry this risk unless the caster touches the possessed creature.

3rd-Tier Bound Path Abilities

You must be at least 3rd tier to select these path abilities.

Alignment Insight (Ex)

You can automatically detect the alignment of any outsider you can see. This ability doesn’t function if the creature is magically disguised or has been polymorphed into a different shape. You can automatically detect the alignment of any creature you see casting a divine spell; if that creature worships a deity, you also learn its deity. Spells and effects that mask a creature’s alignment prevent the use of this ability. Whenever you cast a spell that affects creatures differently based on their alignment (such as holy smite), you may have the spell treat creatures of one particular alignment as an alignment one step away from that alignment. For example, when casting holy smite, you could treat all lawful neutral creatures as lawful good or lawful evil, all chaotic neutral creature as chaotic good or chaotic evil, or all neutral creatures as neutral good or neutral evil.

Binding Counter (Ex)

When you hit a target with an attack, you can expend one use of mythic power as a free action to bind your mythic destiny to that creature for a number of rounds equal to your mythic tier. Whenever that creature expends mythic power during that time, as an immediate action you can expend an equal number of uses of mythic power to negate the opponent’s mythic ability. If you already have used your immediate action for the round or wish to conserve your immediate action, you still can use this ability but must spend an additional use of mythic power to do so. If your opponent was attempting to use a power with limited uses per day, the negated use does not count against that number. You must be aware of the opponent, and the opponent’s mythic rank or tier must be lower than yours or this ability has no effect.

Contractual Obligation (Sp)

You can call upon your otherworldly patron to send you aid in a time of need. You can create an unseen servant a number of times per day equal to one-half your mythic tier (minimum 1). In addition, by expending one use of your mythic power you can create a phantom steed or spiritual allyAPG. You also can expend one use of mythic power to call a lesser planar ally or lesser entice feyUI (as appropriate to your patron), though this takes 10 minutes and you must provide the usual material component and make any skill checks normally required when casting the spell in order to appease your patron.

At 6th tier, you can expend two uses of mythic power to call a planar ally or entice feyUI. At 8th tier, you can expend three uses of mythic power to call a greater planar ally or greater entice feyUI.

At the GM’s option, you can call an undead creature as if it were an outsider, if your patron is connected with undead or the power of death, or an aberration if your patron is an eldritch alien entity from beyond the stars. Regardless of what kind of aid you call upon, you can only have a single spell-like effect active at a time.

Cursed Scorn (Sp)

When you strike back against those who have wronged you, you can imbue the attack with a curse by expending two uses of mythic power. If the target damaged you or if you failed a save against an attack from that target, the target is cursed, as bestow curse. The save DC is 10 + 1/2 your character level + your tier. If you are at least 6th tier, the curse is instead like major curseUM.

Don’t Cross Me (Ex)

Even when you’re away from your thralls, they fear and obey you. When you successfully use Intimidate to make someone helpful, you can expend one use of mythic power to cause the creature to remain helpful to you even in your absence for up to a number of days equal to your tier. At the beginning of each day, the creature may attempt a Will save; if it succeeds, this effect ends prematurely (DC equal to the result of your original Intimidate check minus 2 for each day since the creature last had direct contact with you). This is a mind-affecting fear effect.

Eldritch Flight (Sp, Su)

You gain a bonus on Fly checks equal to your tier. As a standard action, you can expend one use of mythic power to fly (as the fly spell) for a number of minutes equal to your tier. At 6th tier, you instead gain a supernatural fly speed of 60 feet (40 feet if you wear medium or heavy armor or are carrying a medium or heavy load) with good maneuverability.

Eldritch Shield (Su)

As an immediate action you may expend one use of mythic power to surround yourself with a protective field of energy bestowed by your patron. This shield grants you temporary hit points equal to 10 + three times your tier. Each round you regain a number of temporary hit points equal to your mythic tier. Once your temporary hit points provided by this power are reduced to 0, your eldritch shield is dismissed and you must spend another use of mythic power to reactivate it. While your eldritch shield is active you shed light like a torch.

Eye of Vengeance (Ex)

When a creature strikes you with an attack, your destinies are briefly joined as your gaze pierces all veils between you. Until the end of your next turn, you can perceive your attacker as if you had true seeing and you gain a bonus equal to one-half your mythic tier on attack rolls made to confirm critical hits. If your attacker has damage reduction that applies against your attacks, that damage reduction is reduced by an amount equal to your mythic tier. If your attacker confirmed a critical hit against you, this effect lasts for a number of rounds equal to the critical multiplier of the attack.

Any inquisitorAPG judgment or smite effect (such as a paladin’s smite evil) you use against your attacker functions as if you were 4 levels higher.

If you attack any creature other than your attacker, including any offensive spell or ability that targets another creature (even if it also affects your attacker), the effects of your eye of vengeance end immediately.

Feel Your Pain (Su)

Whenever an adjacent ally gains one of the following conditions, you can expend one use of mythic power as a free action to have that condition affect you rather than your ally: bleed, blinded, confused, cowering, cursed, dazed, dazzled, deafened, diseased, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, staggered, or stunned, as well as any pain-based effect. You can expend two uses of mythic power to instead take on one of the above conditions that would affect an ally within 30 feet. If the effect is not instantaneous or permanent, you can attempt a new saving throw to end the effect each round at the end of your turn by expending one use of mythic power, or two uses of mythic power if it is caused by a mythic effect. This does not require an action. If the effect is instantaneous or permanent or does not allow a saving throw, you can end the effect after 1 minute by expending two uses of mythic power, or four uses if the effect is caused by a mythic effect.

Forsake Fate (Su)

You confound and frustrate those who seek to drive your destiny. Divinations that would reveal information about your future automatically fail unless they are mythic effects. Creatures that would normally gain an insight or luck bonus against you or against an effect you create instead take a penalty equal to the bonus they would normally receive. In addition, you are immune to effects that would force you to reroll a die roll or to roll two or more times and take the worst result unless it is a mythic effect, and you can expend one use of your mythic power as a free action to negate mythic effects of this type.

Ghost Rider (Su)

You and your mount are terrifying avatars of the spirit world. When you use your headless horseman path ability, the effect lasts for a number of minutes equal to your tier. You may replace the image of your head with a flaming visage like a skull, jack-o’-lantern, or ghostly animal, or even just a ghostly image of your own head, shedding light as a torch and gaining low-light vision. You gain an additional +2 bonus on saving throws against inhaled poison or gas and on Intimidate checks.

You also can choose to make yourself and your mount appear ghostly and transparent, as ghostly disguiseUM affecting both of you, and when using this ability you leave no tracks. If you expend two uses of mythic power, your mount gains the speed and additional movement abilities as if it were a phantom steed, treating your mythic tier +5 as your caster level. In addition, when you and your mount use the run or withdraw action, you may expend 1 minute of the effect’s duration to cause both of you to become incorporeal until the beginning of your next turn. This ability applies only when you are mounted; if you dismount, all effects end. You must have the headless horseman path ability to select this ability.

I Am Altering the Deal (Ex)

Your binding agreement with your patron has left you room to negotiate future amendments and alterations. You gain a floating +2 circumstance bonus which you can apply to any one skill you wish each time you renew your mythic power. Alternatively, you can apply it as a +1 luck bonus to your Armor Class or to one of your saving throws (Fortitude, Reflex, or Will). You decide where the bonus applies each day and it remains there until changed. In addition, as a full-round action you can call out to your patron and ask it to grant you a boon in the form of a bonus feat, a bonus mythic feat, or even an additional mythic path ability of your choice. You must qualify for the feat, mythic feat, or path ability, and the GM may disallow certain choices if they seem radically against the ethos of your patron. Generally speaking, though, patrons are happy to draw you further into their web of influence in exchange for their favor.

Once you accept the boon, you must begin making Charisma checks once per hour, with a base DC of 10 for a bonus feat, DC 13 for a mythic feat or 1st-level path ability, DC 15 for a 3rd-level path ability, or DC 18 for a 6th-level path ability. The DC increases by 1 for each hour after the first. You gain a +2 circumstance bonus on your Charisma checks associated with a boon if you making a sacrifice to your patron, as listed below. If you double, triple, or otherwise increase the sacrifice, the circumstance bonus is increased by the same amount. At the GM’s option, specific sacrifices that appeal to your patron’s nature may be worth more than their actual gp value (if they are intrinsically valuable objects or substances), or may substitute in place of gp value, such as sacrifices of blood or souls.
Sacrifice Type of Boon
100 gp Bonus feat
250 gp Bonus feat (2+ prerequisite feats or minimum base attack, class level, or skill ranks of 4)
500 gp Bonus feat (4+ prerequisite feats or minimum base attack, class level, or skill ranks of 11)
1,000 gp Mythic feat or 1st-level path ability
2,500 gp Mythic feat or 3rd-level path ability
5,000 gp Mythic feat or 6th-level path ability

The first failed Charisma check causes you to become fatigued, even if you are normally immune to fatigue. This fatigue cannot be removed as long as you retain the boon granted by this ability.

The second failed check causes you to gain a temporary negative level that persists for as long as you retain the boon and for 24 hours thereafter; this negative level applies even if you are immune to energy drain or necromantic effects and cannot be removed as long you retain the boon.

A third failed check makes that negative level permanent and causes you to acquire an oracle curseAPG of a random type, or as chosen by the GM. The curse should be in keeping with the flavor of your patron. You gain only the negative effects of this curse, with none of the benefits.

You can try to give back a boon you have accepted at any time, but your patron is not obliged to take it back. You must succeed on a Charisma check with the same DC described above to return the boon. A natural 20 always succeeds on this check. Your circumstance bonus for any sacrifices made also applies to this Charisma check, and you can make additional sacrifices at any point to enhance your Charisma check to end the boon. If you expend a mythic surge to boost your Charisma check, you may roll twice and take the better result, and your check automatically succeeds on a natural 19 or 20.

Once you have returned the boon, fatigue or negative levels can be removed in the usual fashion. If you acquired an oracle’s curse, it persists for one day for every hour that you had the boon, though it also can be removed with remove curse (DC 10 + the number of hours you retained the boon).

If You Kill Me (Su)

When you are killed, you may revive yourself from death in a manner depending on how many uses of mythic power you had available to spend at the time of your death. Using this ability does not take an action, and the revival happens 1d6 x 10 years after your death.
Mythic Power Spent Effect Revival
1 reincarnate
2 raise dead
4 resurrection
8 true resurrection
+1 reduce time before revival by 10 years per use of mythic power expended

Any creature that harmed you during the combat in which you were killed must succeed on a Will save (DC 10 plus 1/2 your Hit Dice + your Charisma modifier). The DC is increased by 4 for the creature that dealt the killing blow, and by an amount equal to one-half your mythic tier (minimum 1) for non-mythic creatures. Creatures that fail their saves acquire a hereditary curse, passed down to each successive generation in their family, taking a −4 penalty on saving throws against curses, divinations, fear effects, and mind-affecting effects you create. In addition, you can expend one use of its mythic power as a full-round action to use locate creature as a spell-like ability that detects any creature afflicted with this generational curse. The DC to remove this curse is the same as the original save DC.

Impossible Spell Knowledge (Ex)

For every two mythic tiers you have, choose a spell or extract on the alchemist, cleric, druid, psychic, shaman, sorcerer/wizard, or witch spell list of a level you can cast in any spellcasting class. Treat alchemist as a spellcasting class for this purpose. Your eldritch bargain has granted you magical secrets allowing you to cast these spells, adding them to your class spell list for one spellcasting class you possess. If you have a limited number of spells known or stored in a spellbook, familiar, or similar receptacle, you gain that spell as a spell known or stored in the appropriate receptacle. You must spend a use of mythic power as an additional component to cast the spell. You also learn the mythic version of that spell. Uses of mythic power required to cast it as a mythic spell are in addition to the use of mythic power the spell always costs.

Whenever you gain another even-numbered mythic tier, you learn another spell from the same spell list of a level you can cast and its mythic version.

Interdimensional Stride (Su)

As a swift action you may expend one use of mythic power to slip into the Ethereal or Shadow plane (or to the Material plane if you are already on the Ethereal or Shadow). You remain on this plane for 1 round per tier, or until you use this ability again, whichever comes first.

Loophole (Su)

Your binding has made you an expert at circumventing the requirements of curses and compulsions, both for yourself and for others. If you or an ally within 30 feet is affected by a curse or compulsion, you can make a Bluff or Diplomacy check opposed by the Sense Motive check of the creature that created the effect as a move action.

If the check succeeds, you can expend one use of mythic power to grant a new saving throw to break the curse or end the compulsion, with a bonus on the save equal to onehalf your mythic tier (minimum +1) if it is a non-mythic effect. You can use this ability more than once to try finding a loophole in the same effect, but you take a cumulative -5 penalty on each skill check after the first.

This is a language-dependent effect, though you can expend one use of mythic power to make yourself understood. This ability does not function on cursed objects.

Menacing Whisper (Ex)

Whenever you’re adjacent to a creature that cannot see you (whether through Stealth, magic, or the creature being unable to see) but can hear you, as a swift action you can attempt an Intimidate check to demoralize that creature. You can expend one use of mythic power as a free action to give such a creature a suggestion. The save DC against this effect is 10 + your tier + your Charisma modifier.

Mythic Bargainer (Ex)

When you make a bargain with any creature, you can solemnize the contract as a swift action by expending a use of mythic power. When you do, the creature is compelled to uphold its end of the bargain as if by a mark of justice. The save DC is equal to your character level + your tier. The mark is removed if you break your end of the deal. This ability has no effect if the target was magically manipulated into consenting. If the target is mythic, it can negate the mark with a successful Will save against DC 10 + 1/2 your character level + your tier.

Mythic Major Hex (Sp)

When you gain this path ability you learn one witch major hex. Additionally, you may expend one use of mythic power when using any hex you know to target a creature a second time with the same hex.

Penetrating Damage (Su)

Whenever you deal damage to a creature with damage reduction, you can overcome one of the following types of damage reduction: chaotic, cold iron, evil, good, lawful, magic, or silver. You can change this type with each attack. This ability only aids in overcoming one type of damage reduction; if the creature’s damage reduction requires a combination of different types of damage, you must be able to overcome the other types using other means.

Possess Companion (Su)

You can expend one use of mythic power to project your soul from your body and into your animal companion, cohort, eidolon, familiar, or bonded mount as if possessing that creature with the magic jar spell. Unlike with magic jar, the companion creature’s soul remains within its body, allowing you to know what it knows and share its memories. This effect lasts until you end it as a standard action.

Purifier (Su)

Your mythic power can purge taint and impurity of body and spirit of a creature within 30 feet. You can expend one use of mythic power to remove curse or remove disease, or two uses to create both effects simultaneously to eliminate a supernatural disease or disease curse like mummy rot.

If you are at least 6th tier, you can purify genetic material. You can permanently polymorph an aasimar, half-elf, half-orc, ifrit, oread, sylph, tiefling, or undine into a full-blooded human (Fortitude negates). This affects the target like a dead creature returned to life as a human with reincarnate, including acquiring two permanent negative levels. A half-elf or half-orc can instead be polymorphed into a full-blooded elf or orc (as appropriate). This purification has does not affect dead creatures.

Alternatively, you can remove any template that includes the “half-” prefix, including half-celestial, half-dragon, and half-fiend. If the target creature fails its save, the target reverts to a normal creature of its type. This ability does not affect other templates, whether inherited or acquired. Using this ability costs one of use of mythic power for every 3 Hit Dice of the target (rounded up).

Speak My Name (Su)

When you take this path ability you must choose a “true name” that represents your spiritual self and serves as a binding representation of your mythic power. You may teach this name to up to one creature per tier. Whenever someone successfully says your true name, you can appear at that creature’s location by expending two uses of mythic power as if taken there by word of recall. You know who is saying your true name, and you can choose not to be transported if you wish.

Stalwart Companion (Su)

Select one of the following: your animal companion, eidolon, familiar, or phantom. It gains DR 5/epic. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it’s taken, the DR increases by 5. This benefit does not stack with blessed companion.

Storied Ally (Su)

Select one of the following: your animal companion, eidolon, familiar, or phantom. It counts as a mythic creature for all purposes and unless it is an outsider, it gains the hard to kill special quality. You can apply your mythic surge ability to that ally.

6th-Tier Bound Path Abilities

You must be at least 6th tier to select these path abilities.

Artifact (Ex)

You acquire or forge a minor artifact, or an item you own reveals it was a disguised artifact. The artifacts you may choose from depends on your tier, as indicated on the following list. The artifact gains the properties of a legendary item, including two legendary powers. You may choose this path ability a second time to grant the artifact three more legendary powers.

  • 6th tier: beacon of true faithUE, fleshhook of mythic sustenanceMA, hermetic flaskMA, knucklebone of fickle fortuneUE, perfect golden luteUE, runescarred dragonshipUE, spindle of perfect knowledgeUE.
  • 7th tier: hammer of thunderbolts, screaming spear of the sunMA, sword of the mistsMA, torc of the heavensMA.
  • 8th tier: elemental chainMA, glabrezu clawMA, rod of spell sunderingMA, staff of the magi.
  • 9th tier: branch of lifeUE (if it disappears, atonement brings it back), fortune’s arrowMA, nexus crystalMA.
  • 10th tier: aegisMA, crown of the iron kingUE, staff of eldritch sovereigntyMA.

Bloodtheft (Su)

When you confirm a critical hit against a mythic creature, you steal some of the target’s mythic power for your own, rolling 1d20 and adding your Hit Dice plus your mythic tier against a DC equal to 15 plus the target’s Hit Dice and its mythic rank or tier. If this check fails to beat the DC, the target loses one daily use of its mythic power and you gain nothing. If the check succeeds, the target loses a number of uses of mythic power equal to the weapon’s critical multiplier and these uses are temporarily added to your daily uses of mythic power. You cannot have more temporary uses of mythic power than you have mythic tiers, and these temporary uses are lost at a rate of 1 per hour.

Companion Power (Su)

You can imbue your bonded creature with your own mythic nature. Select one of the following: your animal companion, eidolon, familiar, or bonded mount. This creature gains any one guardian path ability as if it were a 1st-tier guardian. If that ability can be used only by expending mythic power, your companion can instead use the ability three times per day.

Defy Destiny (Sp)

You can call upon powerful forces to rewrite the immediate past and defy destiny itself. As an immediate action, you can expend three uses of mythic power to change an action you took during your previous turn. If you take the same action again, you roll any dice anew and keep the new result instead of the original result (even if it is worse). Reality changes to suit the new result.

Devour Magic (Su)

Once per round you may automatically pass the saving throw of one spell or spell-like ability. When you use this ability, you absorb the spell as a rod of absorption with the same limitations, except that you may only hold a number of spell levels at any time equal to twice your mythic tier. In addition to being able to use the stored spell energy to cast spells, you may always use this energy to cast dispel magic as a spell-like ability by expending 3 stored spell levels, with a caster level equal to 10 + your mythic tier.

Direct Control (Su)

When you fail a Will save against a mind-affecting effect, you may expend one use of mythic power as a free action to negate the effect. However, for the duration of the effect you are controlled by your mythic patron (and are controlled by the GM), who has full use of your knowledge and abilities. Your patron will act in your best interests and keep you from harm, but it disregards the needs of your allies unless it directly impacts you.

Flexible Terms (Ex)

You can use the ultimate versatility universal path ability once per day to permanently change a feat or class feature. In addition, you can use it a number of times per day equal to your tier to temporarily change a decision regarding a class feature for a number of minutes equal to your tier. You must have the ultimate versatility path ability to select this ability.

Infinite Spellcasting (Sp)

Choose up to two 1st-level spells or one 2nd-level spell you can cast. You can cast it as a spell-like ability available at will, meaning it requires no verbal or somatic components and cannot be countered. You must still provide any material or focus component required by the spell unless you expend one use of mythic power per 2,000 gp of the component’s cost. You can choose this ability a second time if you are at least 9th tier. Increase the spell level limit to up to two 1st- or 2nd-level spells or one 3rd-level spell.

Innate Spellcasting (Sp)

Whenever you cast a spell of a level lower than your tier, you can choose to cast it as a spell-like ability, meaning it requires no verbal or somatic components and cannot be countered. You must still provide any material or focus component required by the spell unless you expend one use of mythic power per 2,000 gp of the component’s cost.

Overcome Curse (Su)

You are immune to curse effects. For example, bestow curse has no effect on you, and you can handle, carry, or discard a cursed magic item without harm. If a cursed item has useful functions and a cursed effect (such as armor of arrow attraction) or drawback (such as a mace of blood), you are immune to the cursed effect and drawback, and can still use its other abilities. If a cursed item works normally for a period of time before its curse triggers (such as gauntlets of fumbling), the item stops working for you when the curse would normally trigger. If you’re an oracle, you can ignore the negative effects of your oracle’s curse.

Penance (Sp)

You can impose a binding sentence upon a creature, expending one use of mythic power in order to use geas/quest, mark of justice, overwhelming grief UM, terrible remorseUM, or vengeful outrageUM as a spell-like ability. If you are a mythic spellcaster and know any of the above spells, you can cast them as mythic spells.

Shunned by Magic (Su)

You gain spell resistance equal to 5 + your character level + your tier. This interferes with spells cast by all other creatures including allies, but not your own spells. You can expend one use of mythic power without using an action to allow a spell to bypass your spell resistance.

Trade Health (Su)

As a standard action, you can exchange hit point totals with another creature. If a creature would exceed its hit point maximum this way, the excess hit points are gained as temporary hit points that last for 1 hour per tier. You must touch a creature to use this ability. An unwilling target can resist this effect with a successful Will saving throw against DC 10 + 1/2 your character level + your tier. If the target is mythic, a successful save negates the effect. If the target is non-mythic, a successful save leaves each of you with the average of your two hit point totals.

Unfathomable Knowledge (Su)

By expending one use of mythic power as a swift action, you may consult your patron’s vast wisdom on a single topic. Treat this as the results of the vision spell, except you suffer no ill effects. You gain an insight bonus on all Knowledge checks equal to your mythic tier for 1 minute per tier after using this ability.


Bound Builds

When selecting your Bound’s path abilities, you may wish to consider the following themes. Each one suggests a variety of complementary path abilities, with different interpretations about what it means to be truly bound to a greater power.

Blessed One

You are consecrated to the powers of heaven, whether a prophesied servant and speaker of the empyreal realms or someone blessed and anointed as a youth, raised up in the temple to become a champion of the faithful and an avenger of the righteous.

  • 1st-Tier Path Abilities-bound aspect, claim my soul, empathic healing, oathbound, persuasive countenance, quick call, stigmata, temporary binding, truthspeaker
  • 3rd-Tier Path Abilities-alignment insight, eldritch shield, speak my name
  • 6th-Tier Path Abilities-flexible terms, innate spellcasting, penance.

Exorcist

You have sworn yourself to purge the world of the binding influence of immortal entities dabbling in the lives of mortals. You seek out possession and heresy wherever it exists, calling upon a patron yourself only out of bitterest necessity. You use the tools of the enemy to become a crusader of truth and purification.

  • 1st-Tier Path Abilities-chained bondage, destiny’s tool, exorcist, knowledgeable guardian, menacing presence, my soul is not my own, mythic spiritualist, stigmata, truthspeaker
  • 3rd-Tier Path Abilities-cursed scorn, eye of vengeance, menacing whisper, penetrating damage, purifier
  • 6th-Tier Path Abilities-bloodtheft, penance, shunned by magic.

Fey-Lost

You or someone in your family disappeared into the realms of the fey, thinking themselves gone only for a night but returned to find decades gone by. You seem out of step with the world around you, with one foot still in the dreamlands of the fey who hold the keys to your soul.

  • 1st-Tier Path Abilities-bound aspect, dream trader, incarnation, many forms, mythic hex, oathbound, out of time, patron’s mark, sinister seduction, trade magic
  • 3rd-Tier Path Abilities-eldritch flight, interdimensional stride, mythic major hex, speak my name
  • 6th-Tier Path Abilities-devour magic, direct control, trade health.

Hellbound

Through temptation, diabolic contract, or outright possession, you and your lineage have been tainted by the fires of the lower planes. The voices of demons echo in your mind and scream in your veins as you try to remain the master of your immortal soul.

  • 1st-Tier Path Abilities-bound aspect, chained bondage, claim my soul, headless horseman, quick call, sinister seduction, temporary binding, they made me do it, unspeakable name
  • 3rd-Tier Path Abilities- alignment insight, don’t cross me, ghost rider
  • 6th-Tier Path Abilities-bloodtheft, devour magic, innate spellcasting.

Immortal Ancestor

You and your bloodline have endured for time out of mind. Age does not touch you as it does other mortals, leaving you to roam the world a stranger forever seeing the turning of history but never more than a visitor in any age as the years continue to toll.

  • 1st-Tier Path Abilities-curse-bearer, destiny’s tool, fast bargainer, flash of omniscience, heirloom, incarnation, longevity, my soul is not my own, mythic companion, mythic spiritualist, out of time, spirit versatility
  • 3rd-Tier Path Abilities-forsake fate, if you kill me, mythic bargainer, possess companion
  • 6th-Tier Path Abilities-artifact, companion power, overcome curse.

Sensate

You are mentally linked not only to your patron but also to others bound to them through a psychic connection that none of you truly understand but which allows you to draw upon one another’s strength and knowledge.

  • 1st-Tier Path Abilities-cooperative caster, dream trader, empathic healing, flash of omniscience, inspired advice, none of your business, secrets of the universe, share power
  • 3rd-Tier Path Abilities-binding counter, feel your pain
  • 6th-Tier Path Abilities-direct control, infinite spellcasting, unfathomable knowledge.
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