Path Of The Reluctant Hero
Table of Contents

A Reluctant Hero is a character in spite of himself. It is not that he despises heroics; it is just that he sees them as something done by others. Adventures are dangerous things that make one late for dinner and drag one off to foreign lands far from the comforts of the familiar. However he resists the call of duty and destiny, adventure seems to keep finding him, and through talent and readiness he always seems ready with exactly what is needed. Some reluctant heroes are altruistic while others are scoundrels and reprobates, but either way they would rather shun the spotlight and just be left to themselves, yet somehow the call is never far away, and while they may complain about having to get involved, it is a call they cannot help but answer.

He is stubborn as a tree root, and though he never loses his humility or his affinity for the common folk, when the time comes to stand up and be counted he can endure anything, face down anyone, and go anywhere to do what must be done. Accolades and honor, fortune and fame are never his goal, and laurels and hosannas leave him embarrassed and unsure what all the fuss is about. He only wishes to do what must be done, to solve the problem any way he can, to quell disorder and halt destruction, and to bring back normalcy and peace.

In this he finds true contentment, not in rewards but in a simple life, well and truly lived. To others, a reluctant hero is an inspiration. His detractors may see him as disingenuous at first, a corny and deluded rube who lacks the ambition to rise to greatness, but it is in his very self-effacing integrity that he becomes the hero his world needs. His tools are strength and skill, patience and power, cunning and compassion, leavened with an unwavering hope, trust, devotion, idealism, and the sheer earnestness to overcome every challenge. With equal measures of luck and pluck, a reluctant hero can become a legend.

Role: As a Reluctant Hero, you can fill any role in a party but operate best as a support character. You have access to a number of abilities that allow you to rescue both yourself and your allies as well as many which could turn the tide of battle even when the dice are not rolling your way.

Classes: Reluctant heroes can come from any class but the path is best suited to skilled or support classes such as bards, clerics, rogues, barbarians, or rangers. It is also extremely well suited to multiclass characters with a mixed bag of stats or sub-optimal choices motivated by character choices rather than game mechanics. Poor saves, base attack bonus, or spell save DCs are all much less of an issue for the reluctant hero than for other characters as many of their abilities excel at turning failure into success.

Bonus Hit Points: Whenever you gain a Reluctant Hero tier, you gain 4 bonus hit points. These hit points stack with themselves, and don’t affect your overall Hit Dice or other statistics.

Reluctant Hero Features

Tier Path Features
1st Path ability, reluctant heroics
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 Embrace destiny, path ability

As you gain tiers, you gain the following abilities.

Reluctant Heroics

Select one of the following abilities. Once chosen, it can’t be changed.

Anti-Hero (Ex)

You may expend a use of mythic power as a free action to commit an unsavory act without attracting attention. You may cast a spell with the evil descriptor, execute a coup de grace, steal or disarm combat maneuver (or Sleight of Hand check to steal a small item), use an evil-aligned special ability, activate an evil-aligned item, or take a similar action without affecting your alignment. If allies are present while you execute this act you may attempt a Slight of Hand or Bluff check opposed by their Perception checks for it to go unnoticed or to pretend it was accidental. You gain a bonus on this check equal to twice your mythic tier.

Cynic (Ex)

Your disdain for adventure and heroism hardens your mind. Add a bonus equal to one-half your mythic tier (minimum +1) on saves against illusions and effects that would cause you to become charmed, dominated, or fascinated, and you gain a bonus equal to your mythic tier on Sense Motive checks and to the DC to demoralize you or change your behavior with a Diplomacy or Intimidate check. You automatically receive a Will save to disbelieve any illusion within 10 feet that you observe. If you fail a saving throw against an illusion or enchantment, you may expend one use of mythic power as an immediate action to reroll the save, or as a move action on your next turn to reroll the save with a +4 bonus. You can attempt only one reroll regardless of which type you choose.

Fluke (Ex)

When you hit with a weapon, natural weapon, or unarmed strike, you may expend a use of mythic power as a free action to deal maximum damage (in terms of the weapon’s base damage dice only), plus a bonus to damage equal to twice your mythic tier. Damage from this attack bypasses any damage reduction, and if making the attack would normally harm you as the attacker, such as a melee attack against a barbed devil or a creature using a fire shield or unholy aura spell, you take no damage from that effect.

Non-Combatant (Su)

You may expend a use of mythic power as a swift action to grant all allies who can see and hear you within 30 feet a +1 competence bonus on attack and weapon damage rolls, increasing by 1 for every 3 tiers after 1st. This bonus persists as long as you take no offensive actions, though you may use non-attack spells or otherwise act to assist your allies, up to a maximum duration of 1 minute per mythic tier. If you have the inspire courage performance ability you may instead expend one use of mythic power when you start your performance to increase the competence bonus granted by that ability by the same amount. If you take any offensive action, this ability is suppressed for 10 minutes.

Path Ability

At 1st tier and every tier thereafter, select one new path ability from the reluctant hero path abilities lists or from the universal path abilities lists. Once you select an ability, it can’t 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, that you must meet before you select them.

Embrace Destiny (Ex)

At 10th tier, you are able to embrace your destiny and realize your true potential as a hero. When you fail a saving throw and take damage from a trap, spell, or a special ability, you take only one-half normal damage or the effect’s duration is reduced by half for mythic effects, or to one-quarter normal for non-mythic effects. In addition, once per round when you roll a natural 1 or a natural 20 on a saving throw or attack roll you regain one use of mythic power. You must expend this use of mythic power before the end of your next turn or it is lost.


1st-Tier Reluctant Hero Path Abilities

You can select these path abilities at any tier.

Additional Heroics (Ex)

You learn an additional reluctant heroic ability. You can select this ability twice.

Always a Chance (Ex)

You don’t automatically miss when you roll a 1 on an attack roll.

Assured Drinker (Ex)

No one can stop you from imbibing, even in combat. You don’t provoke attacks of opportunity when drinking an elixir, extract, or potion. As a swift action, you can expend one use of mythic power to retrieve and drink an elixir, extract, or potion.

Blind Luck (Ex)

When making an attack roll against a target with concealment or total concealment, if your attack roll is a critical threat your attack ignores any miss chance. Against a creature using mirror image or a similar effect, if your attack roll is a critical threat you automatically target the actual opponent rather than one of the images.

Call In a Favor (Ex)

While you keep to yourself, you have made a few close connections that can help you in a pinch. Once per month, you can get a loan of up to 200 gp times your character level times your mythic tier, which may be a loan in cash or in the form of a magical item. Alternatively, you can gain the temporary service of a cohort or a group of followers as if you had the Leadership feat. This cohort or these followers accompany you and follow your directions for a number of days equal to your mythic tier. You can retain the services of these allies by expending one use of mythic power per day for the cohort and for every 10 followers.

The limits on what you can acquire with a loan or what kind of cohorts or followers are available are at the GM’s discretion. Except in unusual cases, you must be in an urban area to use this ability, and the size of the area will influence what is available. You do not need to pay interest on the loan or pay the temporary cohort and followers you gain, though you must meet their living expenses. You cannot get a new loan until you repay your previous loan.

If you are using the contacts rules in Pathfinder Roleplaying Game Ultimate Campaign, you add your mythic tier as a bonus on all negotiation checks, and if you use a mythic surge to assist a negotiation check you may roll the surge die twice and select the better result. Your contacts also never lose trust based on how long you are away.

Cautious (Ex)

If you use the delay action to shift your turn until the end of the first round of combat, you may add an insight bonus equal to twice your mythic tier on a single d20 roll made before the end of your next turn. In addition, whenever you take a readied action or make an attack of opportunity that provokes an attack of opportunity or triggers a harmful effect, you add your mythic tier as an insight bonus on your Armor Class or one-half your mythic tier (minimum +1) as a bonus on saving throws related to that attack or effect.

Common Sense (Ex)

You can see through prevarications and confabulations and are rarely taken in by chicanery and legerdemain. You gain a bonus equal to one-half your mythic tier (minimum +1) on saving throws against enchantments, and when making a save to end an ongoing non-mythic compulsion, such as hold person or dominate person (though not on your initial saving throw against the effect), you can roll twice and select the better result.

You add your mythic tier as a bonus on Sense Motive checks, and when making an opposed Sense Motive check against a non-mythic creature you may roll twice and select the better result. Creatures trying to influence your behavior with an opposed Charisma check or Diplomacy or Intimidate check take a penalty equal to your mythic tier, and if they are not mythic creatures must roll twice and take the worse result.

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.

Distracting Flurry (Ex)

When you make multiple attacks in the same round against a creature, each missed attack against that target results in a -1 penalty to that target’s AC until the end of your turn. This penalty stacks with multiple missed attacks. If you expend one use of mythic power as a swift action, this AC penalty persists until the beginning of your next turn. You cannot use this ability on a creature whose mythic rank or tier exceeds yours.

Follow Example (Ex)

When an ally confirms a critical hit against a target both of you threaten, you can make an attack against the same target as an immediate action. This attack ignores cover and concealment and damage from it bypasses damage reduction. If the target is flatfooted against your ally’s attack, it is also considered flat-footed against your attack made using this ability. In addition, you can expend one use of mythic power to use this ability when an ally confirms a critical hit with a ranged attack and/or against an opponent that is 5 feet beyond your threatened area, allowing you to take a 5-foot step and attack that opponent as above.

Faithful Friend (Ex)

If you are adjacent to or sharing the space of your animal companion, eidolon, familiar, or similar bonded creature, whenever a non-mythic effect that affects both of you requires a Reflex save, both of you roll a saving throw and you both may take the higher result. If you expend one use of mythic power, you can use this effect against a mythic effect requiring a Reflex save or a non-mythic effect that requires a Fortitude or Will save.

Flag of Convenience (Ex)

You are adept at aligning yourself with the winning side and have mastered the art of shifting or switching allegiance when convenient. You can disappear in one place and appear in another with new affiliations and associations, yet without besmirching your reputation. Even when caught in illicit acts, you easily evade blame. You gain a +2 bonus on all Bluff and Disguise checks, and on Linguistics checks made to create forgeries. You never take a penalty to your Leadership score for moving around frequently, aloofness, cruelty, or the loss of prior cohorts or followers, and can replace lost followers in half the normal amount of time.

If you are a cavalier, you may belong to two orders at once. You gain the benefits only one order at a time but can switch between orders as a full-round action. In addition, you may choose a different set of teamwork feats for each order to use with your tactician class feature.

If you have access to domains, you may select one domain that is not normally granted by your deity or religion. Each day when you prepare spells or renew your spell slots, you may choose to replace one of your normal domains with this alternate domain. You may resume using your normal domain (or switch which of your normal domains is replaced by the alternate domain) at any point in the future when preparing or renewing spells.

Fortunate Mistake (Ex)

Whenever you fail a skill check or saving throw, you may grant an ally (other than yourself ) a luck bonus equal to one-half your mythic tier (minimum +1) on any d20 roll they make before the beginning of your next turn. Providing this bonus is a free action, which you may take on your turn or you may hold the bonus until the beginning of your next turn, granting the bonus to any ally at any point during their turn. If the bonus is not used by the beginning of your next turn, it is lost. You can grant this bonus even if you are incapacitated, killed, or unable to take actions and can add the bonus even after the die is rolled, but you must choose to grant it be before the result of the roll is revealed.

Group Shot (Ex)

When you make a ranged attack that misses and your target is adjacent to two or more other creatures, as a free action you may choose to reroll your attack, which targets one of the adjacent creatures (roll randomly to determine which adjacent creature is targeted, including your allies that are adjacent to the original target). A successful attack roll deals half damage. If you expend one use of mythic power as a swift action, you may exclude allies from the chance of being hit by the redirected shot, and a successful attack deals full damage.

He Ain’t Heavy… (Ex)

When you are one of multiple targets of a beneficial spell cast by an ally that affects only a limited number of targets, you do not count towards the total number of targets. In addition, you do not count towards the maximum number of patients an ally can grant long term care to using the Heal skill, you count as only half your weight (including equipment) when carried by an ally, and when an ally successfully uses Survival to “get along in the wild” you eat without counting as a creature. You can expend one use of mythic power to share this ability with an ally for 24 hours.

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.

Helpful Rebuke (Ex)

You are quick with stern yet helpful words of advice. Whenever an ally within line of sight fails a skill check with a skill you’re trained in, you can expend one use of mythic power as an immediate action to allow that ally to reroll that skill check with a bonus equal to your tier. If the new roll is successful, your ally succeeds at that check instead of failing it. The ally who failed the skill check must be able to see and hear you to gain this reroll. You can use this ability with a skill you aren’t trained in, but you must expend two uses of mythic power to do so, and the ally doesn’t gain your tier as a bonus on the reroll.

Hold Onto Hope (Ex)

Whenever you gain a morale bonus, the duration of the effect is increased by a number of rounds equal to your mythic tier, up to a maximum of double the effect’s normal duration. If your morale bonus is granted by a spell, a creature attempting to dispel the effect must roll twice and use the lower result on their caster level check. In addition, whenever your morale bonus would be countered, dispelled, suppressed, or otherwise ended, it persists for a number of rounds equal to one-half your mythic tier (minimum 1 round).

I’m Getting Too Old for This (Ex)

Whenever you become blinded, confused, cowering, dazed, deafened, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned, you can expend one use of your mythic power at the end of your next turn to attempt a new save to end the effect. If the save succeeds, you feel tired and aged for the next 24 hours, causing you to take penalties to Strength, Dexterity, and Constitution as if you were one age category older (up to a maximum of venerable). If you are already venerable or are treated as venerable due to the effects of this ability, your saving throw to end such effects is made with a ─4 penalty.

If I Can, So Can You (Su)

If an ally within 30 feet fails on a saving thrown against an effect and you successfully save against the same effect, you can expend one use of mythic power as an immediate action to replace the result of their saving throw roll with your own (though they apply their own modifiers to that saving throw, rather than using yours). You may expend mythic power to affect multiple allies within 30 feet as part of the same immediate action at a cost of one additional use of mythic power for each ally after the first.

Innocent Bystander (Ex)

When you are flat-footed or prone, non-mythic creatures with Intelligence 3 or greater regard you as harmless and unimportant, not worth their time to attack, unless they succeed on a Will save (DC 10 + your tier + your Charisma modifier). This effect functions similarly to sanctuary, and if you take an offensive action it is suppressed for 1 minute, though you can renew the effect as a move action after taking an offensive action by expending one use of your mythic power.

Whenever an opponent makes an attack of opportunity against you, you can expend one use of your mythic power as a free action to cause it to believe that a different creature it threatens performed the action that provoked the attack of opportunity. If it fails a Will save (DC as above), it redirects its attack to target that creature instead.

You can use this ability in a similar fashion immediately after attacking a creature or after a failed Bluff, Diplomacy, or Intimidate check, causing the target of your attack or the creature with whom you were interacting when making the check to succeed on a Will save (DC as above) or believe the attack or failed check was made by a different creature that threatens it (for a melee attack) or within 30 feet (for a ranged attack or skill check). How the target responds to that attack or failed check is not under your control, but if made hostile its ire is directed at the creature you designate.

If you perform an action that would cause you to lose honor or that would adversely affect your reputation (as described in Pathfinder Roleplaying Game Ultimate Campaign), you can expend one or more uses of mythic power while performing that action while designating a creature within 30 feet with at least Intelligence 3. If that creature fails a Will save (DC as above), you decrease the amount of honor or reputation you lose by an amount equal to the number of uses of mythic power you expend, while the creature you designate loses that amount of honor or reputation.

Lesson Learned (Ex)

Whenever you fail a saving throw against a supernatural or spell-like ability, you gain a +5 bonus on all further saving throws against that ability, including subsequent saves against an ongoing effect, or against the same effect produced by a different source or creature. This bonus lasts for a number of minutes equal to your tier. For example, if you fail a save against a demon’s fireball spell-like ability, you gain this bonus against a fireball spell-like ability from any creature; if you fail a save against a blue dragon’s electricity breath weapon, you gain this bonus against all blue dragon electricity breath weapons, but not against a black dragon’s acid breath weapon or a gorgon’s petrification breath weapon. If you fail another saving throw against the same ability, the duration of lesson learned resets but the bonus doesn’t stack with itself.

Lucky Stumble (Ex)

Whenever you gain a dodge bonus to AC it is increased by +1, and whenever you fall or drop prone you gain a bonus on Reflex saves and a dodge bonus to AC equal to one-half your mythic tier (minimum +1) until the end of your next turn. You may take a 5-foot step in difficult terrain, and you can always take a 5-foot step as a move action, even if you have already taken a 5-foot step in the same round. Finally, when you use the withdraw action the first two squares you move through are not considered threatened by enemies. If you are attacked while using the withdraw action, you can fall prone as an immediate action, gaining a dodge bonus to AC equal to your mythic tier against that attack.

No One of Consequence (Ex)

Your mythic nature is a cloak that can shield you from the minds and memories of others. Creatures struggle to recognize you, recall your appearance, remember the nature of conversations they had with you, and recount the actions you took when you were in their presence. If a creature makes a deliberate attempt to recall details about time spent with you, it must succeed at a Will save (DC 10 + your tier + your Charisma modifier) to recall anything beyond vague details. In addition, you’re under a permanent nondetection effect with a caster level equal to your character level plus your tier. You can end this effect at any time, and can resume it as a swift action.

Panicked Consumption (Ex)

Whenever you are affected by a fear effect, you may retrieve or consume a potion, elixir, or alchemical extract without provoking attacks of opportunity, and you can expend one use of mythic power to retrieve or consume such an item as a swift or move action. You can ingest such substances even if the fear effect would normally prevent you from taking actions, such as being cowering, panicked, paralyzed, or stunned.

Whenever you would be killed (including death from a fear effect), if you have a hand free you can expend one use of mythic power to retrieve and drink any potion, elixir, or alchemical extract on your person as a free action. You can choose to take the normal effect of the potion, elixir, or extract, which takes effect before the effect or attack that would kill you, or you may use the potion’s energy to retroactively add the spell level of the potion or extract (or a flat +2 bonus for an elixir) as a bonus on your saving throw against the effect that would kill you. If the effect of the potion, such as healing hit points or granting energy resistance, or the adjusted saving throw would allow you to survive, you do not die.

Perfect Aid (Ex)

Whenever you successfully use the aid another action, your ally also adds your tier to the aid another bonus. If you use your surge ability on the aid another roll, add the result of the surge die to this bonus as well.

Perfect Pitch (Ex)

Choose one bardic performance (or equivalent ability) that affects either multiple targets or a target other than yourself. This includes archetype abilities that replace a form of bardic performance, such as a detectiveAPG bard’s true confession ability, but does not masterpieces. When you use this ability to affect targets other than yourself treat your class level as 5 higher when determining the benefits of that performance. If this ability targets multiple creatures you may include yourself provided at least one other creature is affected.

Perfection (Ex)

Each time you gain an ability score increase at an even-numbered mythic tier you also gain permanently increase a different ability score by 1. You cannot apply this increase to the same ability score more than once and cannot apply it to the same score you increased that tier with your standard mythic ability boost.

Quick Recovery (Ex)

Whenever you are dazed, dazzled, deafened, sickened, or stunned, reduce the duration of that condition by half (minimum 1 round). Any other effects relating to the source of that condition are unaffected; for example, if you are panicked and sickened from an eyebite spell, the panicked effect has the normal duration even though you are sickened for only half as long. You can select this ability twice. The second time you select it, you also reduce the duration of the blinded, nauseated, and paralyzed conditions by half.

Reluctant Combatant (Ex)

You may choose to activate your rage, inquisitor’s bane, arcane pool, or sacred weapon, abilities as a standard action instead of a swift action to increase the duration of these effects by 2 rounds or to grant 4 additional rounds of rage.

Reluctant Stand (Ex)

When you are the only creature threatening an enemy, you take no penalty on attack rolls against that creature when fighting defensively. If you are using the total defense action, you can make a single melee attack and gain the normal dodge bonus to AC, or if you choose to take total defense without making an attack the dodge bonus you gain to AC increases to +6 (or +9 if you have 3 or more ranks in Acrobatics).

She May Not Look Like Much (Ex/Sp)

You take no penalty on attack rolls when using an improvised weapon, and when you attack with a broken weapon, it functions as if it were not broken. In addition, if you have a mount or animal companion, or if you are riding an ordinary mount whose CR does not exceed your mythic tier, that creature is immune to fatigue and exhaustion, and you can expend one use of mythic power to use any of the following spell-like abilities on that mount, using your Hit Dice as your caster level: ant haul, expeditious retreat, false life, greater magic fang, longstrider. You may expend additional uses of mythic power to grant that creature the mythic version of those spells.

Shot in the Dark (Ex)

You can deal precision damage to targets with concealment or total concealment. When you attack a creature whose location is unknown, you may designate two adjacent squares when making an attack. If a target is in either square, you may attack it. If a creature in a square you designate is an ally, you instinctively are aware of this and can choose not to attack or to direct your attack elsewhere.

Skeptical Eye (Ex)

You gain a bonus equal to your mythic tier on Sense Motive checks and on Perception checks made to oppose Disguise or Sleight of Hand checks. You gain a bonus equal to one-half your mythic tier (minimum +1) on saves against illusions, and against illusions that allow disbelief you are automatically allowed a saving throw to disbelieve if the spell’s level is lower than your mythic tier.

Take a Breather (Ex)

When subject to a spell or effect that heals hit point damage or ability damage, if you take no actions other than movement in the following round you are healed again at the end of your next turn an amount equal to 50% of the all hit point or ability damage healed in the previous round.

The Road Goes Ever On (Su)

You are a skilled traveler, inured to long journeys and heavy loads. You add your mythic tier to your Strength score to determine your carrying capacity, and you (and any mount you ride) add your mythic tier to the number of hours per day you can hustle or forced march when traveling overland before you risk taking nonlethal damage or becoming fatigued (see Chapter 7 of the Pathfinder Roleplaying Game Core Rulebook for details on encumbrance and overland travel). You can expend one use of your mythic power to remove the fatigued condition from yourself or an ally by touch, and if your ally has nonlethal damage incurred from a hustle, forced march, or similar exertion, you also cure an amount of that nonlethal damage equal to your surge die plus your mythic tier.

This Might Just Work (Ex)

You’re adept at combining optimistic resourcefulness with natural skill. You can attempt a skill check with a class skill in place of a skill that uses the same ability score modifier. For example, you could attempt an Acrobatics check in place of a Stealth check because both skills are based on Dexterity. You take a –5 penalty on this check and can’t take 10 or 20 on it. The GM can disallow certain uses of this ability when the skill can’t possibly be applied to the task.

Tongue of the Land (Su)

Animals, elementals, fey, and plants are magically able to understand you when you speak Druidic, as if you were using speak with animals or tongues. If speaking to creatures of different types at the same time, you can allow all of them to understand you or speak understandably to just one type at a time. For example, if speaking to a group of animals and fey, you can make yourself understandable to all of them, just to the animals, or just to the fey.

Tricks of the Trade (Ex)

Select one Profession skill and two regular skills, which must have something in common; discuss with your GM how those skills that might be connected in the context of your character’s background. You can use your bonus in the Profession skill in place of his bonus in the associated skills. When substituting in this way, you use your total Profession skill bonus, including class skill bonus, in place of the associated skills even if he has no ranks in those skills.

Trusty Tools (Su)

When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon you take no penalties for using an improvised weapon. In addition, that weapon gains an enhancement bonus equal to half your mythic tier (minimum +1), and its critical threat range is increased by 1 for every 2 mythic tiers you possess. Your tool’s hardness is increased by an amount equal to your mythic tier as long as it is on your person, and you can expend one use of mythic power as a standard action to grant the item 5 temporary hit points per mythic tier you possess.

Unfocused Focus (Ex)

If you have more than one class, you may select a single class ability (other than spellcasting) from one of your classes (such as wildshape, channel energy, or sneak attack). You may treat your class level for that ability as up to 4 higher than your class level in that class, up to a maximum equivalent class level equal to your Hit Dice.

Unorthodox Tactics (Ex)

When you take a readied action, you may take an additional move action before or after your readied standard action. In addition, your unorthodox tactics confound your enemies, negating any competence, insight, or morale bonuses they would gain against you until the end of your next turn.

Untrained Warrior (Ex)

As a full-round action you may expend one use of mythic power to gain proficiency in a type of weapon or a type of armor (light, medium, heavy) for 24 hours. In addition, you may expend a use of mythic power to change the weapon or armor specific parameters of a feat or class ability you have. For example, if you have Weapon Focus (club), you could alter that feat to become Weapon Focus (light crossbow), or if you had weapon training (light blades) you could alter that ability to become weapon training (heavy blades). You must meet the prerequisites for an altered feat. This effect lasts 24 hours or until you expend another use of mythic power to change that feat again.

Unwavering Skill (Ex)

You can always take 10 or 20 on checks using class skills, even if threatened or in a hazardous situation. You can’t use this ability with skill checks that don’t normally allow you to take 10 or take 20.

You’ll Have to Go Through Me (Ex)

You gain a bonus equal to your mythic tier to your CMD against combat maneuver checks made to bull rush, drag, overrun, or reposition you, as well as against grapple maneuver checks made to move you. In addition, you count as occupying all squares that you threaten for the purpose of enemies attempting to move through your space, requiring them to succeed on an Acrobatics check, overrun combat maneuver, or use a similar ability to pass through that area. An opponent making a successful combat maneuver check to overrun you does not knock you prone unless it moves through your actual space.

3rd-Tier Reluctant Hero Path Abilities

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

Accidental Observation (Ex)

If you have the trapfinding class feature, you automatically gain the trap spotter rogue talent. In addition, whenever you must make a reactive Perception check (that is, in response to another creature’s action), you may roll twice and take the highest result. If a successful Perception check would allow you to act in a surprise round, you are not denied your Dexterity bonus during the surprise round (if you already have uncanny dodge, you gain a dodge bonus to your AC during the surprise round equal to one-half your mythic tier (minimum +1)), and you may expend one use of your mythic power to treat your initiative roll for that combat as a natural 20.

An Eye for an Eye (Ex)

When a creature confirms a critical hit against you, the next successful attack you make against that creature before the end of your next turn is automatically a critical threat. In addition, if your attacker used a critical feat against you, you can apply the effects of that feat against your opponent if you confirm a critical hit, even if you would not normally qualify for that feat. You use your own base attack bonus, ability scores, and other characteristics to determine any effects of the critical feat that are dependent on them.

Bodily Ricochet (Ex)

A creature that confirms a critical hit against you with a melee weapon must succeed at a Reflex save (DC 10 + one-half the damage dealt) or drop its weapon in your square. You may expend a use of mythic power as an immediate action to use this ability on any successful attack with a melee weapon, even if it is not a critical hit.

Critical Skill (Ex)

Whenever you roll a natural 20 on a skill check, you perform that skill with exceptional proficiency. Typically, this means that the task takes half the normal amount of time to accomplish. If the skill would normally take a full-round action, it instead takes a standard action. If it would normally take a standard or move action, it instead takes a swift action. If it would normally take a swift or free action, it instead takes no time at all. The GM might rule that instead of reducing the amount of time needed, using the skill takes the normal amount of time but the critical success results in some other added benefit, depending on the skill being used and the situation.

Defensive Feedback (Su)

Whenever you are affected by a force effect that grants an armor or shield bonus to AC, you increase the bonus it grants by 1. In addition, you may expend one use of mythic power as a free action when affected by such a force effect in order to deal damage to creatures striking you in melee. An attacker that hits you takes 1d4 points of force damage with each successful hit. If the attacker confirms a critical hit against you, this damage is multiplied by the weapon’s critical multiplier. Attacks with reach weapons do not damage the attacker in this fashion; however, each hit with a reach weapon deals the above force damage to the reach weapon itself, bypassing an amount of the weapon’s hardness equal to your mythic tier. Damage to an attacker or a reach weapon is applied after resolving the attack.

Divine Motivation (Su)

If you cast a divine spell in the first round of combat or during a surprise round, you also may simultaneously cast one of the following spells spontaneously as part of the same action by expending a spell or spell slot of equivalent level; divine favor, bless, sanctuary, shield of faith, shillelagh, magic stone, obscuring mist. Alternatively you may expend a use of mythic power in place of a spell or spell slot.

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.

Fight Your Battles (Ex)

Once per round as a free action, you can use the aid another action to assist an adjacent ally. If you gain a circumstance and/or dodge bonus to AC during the same round that you aid an ally in this way, you can transfer some or all of that bonus to your ally rather than using it for yourself. In addition, when an adjacent ally is reduced below 0 hit points, rendered incapable of taking actions, or is disarmed or otherwise forced to drop its weapon, as an immediate action you may retrieve and wield your ally’s weapon. This does not provoke attacks of opportunity. For 1 minute, you can wield your ally’s weapon as if you were proficient, and as if you possessed any combat feats your ally possessed that modify attacks made with that weapon. If your ally has the challenge, favored enemy, rage, or smite evil class feature (or an equivalent class feature, at the GM’s option), you may expend one use of your mythic power as a free action to activate one daily use of the same ability, lasting up to 1 minute.

Focus Over Fury (Ex)

By expending rounds of rage as a free action you may use one of your rage powers without activating your rage ability. To use a rage power for one round you must expend a number of rounds of rage equal to the minimum barbarian level required to learn that rage power (minimum 1). Instead you may expend a single round of rage and a single use of mythic power.

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.

Handy Souvenir (Ex)

You collect a miscellany of items in the course of your travels, allowing you to carry unspecified equipment worth up to 100 gp times your mythic tier. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a full-round action, you may dig through your pockets to retrieve an item you specify at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds and cannot be a unique or specific item; you could pull out a cross-country map of a country, but not a detailed map of a specific castle. When the total remaining cost reaches 0, you can retrieve no more items until you pick up more souvenirs, requiring spending several hours shopping and spending allocating the requisite amount of gold to bring you up to your total of 100 gp per tier. You can expend one or more uses of mythic power while shopping, adding 100 gp times the result of your surge die to the amount of additional unspecified equipment you can carry.

You add your mythic tier as a bonus on Sleight of Hand checks to hide small objects on your person, and you add one-half your tier to your Strength score to determine the maximum amount you can carry while remaining at light encumbrance; this does not increase your total carrying capacity.

Happy Go Lucky (Ex)

Whenever you successfully save against a harmful emotion or fear effect, you gain a morale bonus equal to one-half your mythic tier that you may apply to any d20 roll until the end of your next turn. This bonus does not stack if you save against more than one such effect. In addition, whenever you gain a morale bonus (not including morale bonuses to your ability scores, such as from barbarian rage or similar effects), you may treat it as a luck bonus instead. Whenever you receive a luck bonus, you may treat it as a morale bonus instead.

Indomitable Self (Ex)

Whenever you would take ability damage or ability drain or a temporary or permanent penalty to an ability score (such as from bestow curse or ray of enfeeblement), reduce the amount taken by an amount equal to one-half your mythic tier.

Learning By Example

Select a 1st or 3rd tier ability from another mythic path. You can take this ability only once per 3 mythic tiers you possess.

Lucky Guess (Ex)

When you use a divination effect with a percentage chance of success, such as augury, divination, or contact other plane, add your mythic tier to your chance of a successful divination. In addition, you can make Appraise, Disable Device, Heal, Knowledge, Linguistics, Sense Motive, Spellcraft, and Use Magic Device checks untrained, and you may expend one use of mythic power to make a check with one of these skills in which you have no ranks with a +20 luck bonus. If you do have ranks in the skill, you instead can expend one use of mythic power to gain a luck bonus on the check equal to twice your mythic tier.

Memento (Su)

You can expend one use of mythic power to imbue a Tiny or smaller object with a status effect that connects you to a creature you designate. As long as that creature possesses that object, whether it is on its person or stored in its home, you are aware of their location and condition as status. The memento also contains a single-use sending, which the only the designated owner can use to send a message to you. If the designated owner dies, the effect ends but you may expend one use of mythic power to learn the circumstances of its death, as if you had cast blood biographyAPG. If the owner was killed by a creature, or if the item was stolen without killing the owner, you may spend two uses of mythic power as an immediate action to scry on the killer or the thief (DC 14 + your Wisdom or Charisma modifier (your choice) + your mythic tier), and if your scrying is successful you may expend two uses of mythic power to declare that creature as your quarry, as the ranger class feature.

Obscurity (Ex or Su)

You may shake off the heroism that troubles you. You gain a +20 bonus on Disguise checks to assume another identity. This identity must be a nonheroic, non-famous commoner or expert. This identity is so ordinary it goes unquestioned by any who have not encountered you before and only those who witness behavior unusual for a commoner or expert attempt Perception checks to overcome your Disguise. You may expend a use of mythic power as part of your Disguise check to gain immunity to divinations as though you had cast mind blank (though you gain no bonus on saving throws against mind-affecting effects) for 24 hours or until you remove the Disguise.

One Step Ahead (Su)

Whenever you are targeted with a spell or effect (including being included in the area of a harmful area effect) that can be directly and specifically countered or defended by an ability you possesses and have ready for use, such as a prepared spell (or spell slot for a spontaneous caster), you can expend one use of your mythic power to use that ability as an immediate action upon yourself before resolving the original effect. The effect must target you, not other creatures or an area.

This ability can only be used during combat, but it may be used while you are unaware of your attacker or are flatfooted. If you are affected by a condition that prevents you from taking actions, such as being dazed, stunned, or unconscious, you can still use this ability by expending an additional use of your mythic power. You can also use this ability to use a potion, scroll, or other magical item with a suitable effect by expending an additional use of your mythic power.

Examples of spells that could be cast using this ability include: resist elements or protection from elements spell when targeted by an effect dealing that type of damage; shield spell when targeted by magic missile; protection from evil against a charm, compulsion, or dominate effect; stoneskin against a weapon or natural weapon attack; death ward against an energy drain attack or death effect; freedom of movement when grappled or held; water breathing when forcibly submerged underwater; mind blank or nondetection against a divination; or see invisibility, true seeing, or invisibility purge when attacked by an invisible creature. Spells or effects that are generally useful as defensive abilities but not specific to the attack being used, such as mirror image, invisibility, or displacement, and multi-function effects that are only partly related to the attack being used, such as using elemental form I or fire shield to gain resistance to fire, are not suitable for use with this ability.

Right Place, Right Time (Ex)

Your allies are treated as if they possessed the same teamwork feats as you do for the purpose of determining whether you receives a bonus from your teamwork feats. Your allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for you to receive the listed bonus. As a swift action you may expend one use of mythic power when an ally’s action or position is allowing you to use a teamwork feat to grant that ally the benefits of that teamwork feat for 1 minute. If that ally already has that teamwork feat and you expend one use of mythic power in this way, you and that ally both gain the benefits of the mythic version of that teamwork feat.

Rise to the Occasion (Su)

As a swift action, you may expend one use of mythic power to gain the effects of a bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, or owl’s wisdom spell for a number of minutes equal to one-half your mythic tier. Alternatively, you may gain the benefits of a transformation spell for a number of rounds equal to one-half your mythic tier, or to gain fast healing equal to your tier for the same duration, or to gain both effects for one round.

Take Your Best Shot (Su)

If you are targeted by a harmful spell, spell-like ability, or supernatural ability and suffer no harm from it, whether because of a successful saving throw, spell resistance, the attack missing, or some other protection, as an immediate action you can make an Intimidate check to demoralize the creature that produced the effect, adding a bonus on the check equal to your mythic tier. The creature you attempt to demoralize must be within 10 feet times your mythic tier and must have line of sight to you. At 6th tier, you can use this ability after succeeding at a saving throw to reduce the effects of an attack (if no save is allowed, you cannot use this ability).

Taking You With Me (Ex)

Whenever you fall prone, either by choice or accidentally, you may attempt a combat maneuver to trip an adjacent creature as an immediate action. This does not provoke an attack of opportunity. If the creature you choose to trip is responsible for knocking you prone, you gain a +10 circumstance bonus on this check. You may expend a use of mythic power as part of this attempt to gain a +20 bonus on the check.

That’s Not Fair! (Su)

Whenever a creature uses applies a luck bonus or a beneficial luck-based effect as part of a harmful action against you, you may apply the same luck bonus or luck-related ability as part of one action you make against it. If the effect you create affects more than one creature, the luck-based effect applies only against the creature that used the luck effect against you. Likewise, when a creature uses any ability that forces you to reroll a die roll or to accept a specific result on a die roll, such as the touch of chaos or touch of law domain power or the force of will mythic ability, you may use the same ability against that creature on its next turn. You can affect the creature in this way even if you are incapacitated or dead. When attacking a target with damage reduction or energy resistance or immunity, you can expend one use of your mythic power as a free action to ignore 1 point of damage reduction or 2 points of energy resistance or an energy immunity per mythic tier you possess until the end of your next turn.

Unexpected Surge (Su)

Whenever you roll a natural 20 on a caster level check or concentration check, the effect of your spell is enhanced. If the spell has an instantaneous duration, the spell is empowered as Empower Spell; if its duration is not instantaneous, the duration is doubled as Extend Spell. If the spell is already empowered or extended, this ability has no effect.

This ability is also triggered when an opponent rolls a natural 1 on its saving throw against a spell you cast; however, in this case the enhanced effect applies only against that creature. If the spell affects multiple targets or an area, this does not alter the effect for other creatures.

Unflinching (Ex)

You gain immunity to pain effects and add a bonus equal to one-half your mythic tier (minimum 1) on saving throws against effects that deal nonlethal damage or that would cause you to become staggered or stunned. When you succeed on a saving throw against such an effect, you are completely unaffected, even if it is from a mythic source. Even if you fail your save against a staggering or stunning effect, you can negate the effect as an immediate action by expending one use of mythic power, or two uses of mythic power if it is a mythic effect, including an exceptional ability or feat used by a mythic creature.

Use Everything (Su)

As a full-round action, you may expend multiple lower level spell slots to cast a spell you know of a higher level. You must expend a number of spell slots equal to the level of the spell you wish to cast +1. For example, a sorcerer could expend four 1st level spell slots to cast fireball, a 3rd level spell.

6th-Tier Reluctant Hero Path Abilities

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

Class Mimic (Ex)

The abilities of your allies are available to you with a touch. As a standard action, you can expend one use of mythic power and touch a willing creature to copy one of that creature’s class features. You gain the use of this class feature for 10 minutes per tier, using the level of the creature touched as your level for any effects based on level. You can’t copy an ability that has a limited number of uses per day (such as rage, smite evil, or spellcasting) or an ability that involves a companion (such as eidolon, hunter’s bond, or nature bond). You can have only one use of this ability in effect at one time. If you use this ability again, any previous use immediately ends. You can’t copy the same ability more than once per day.

Cling to Life (Su)

When you die, as long as your body remains, you can be healed by any spell or effect that heals damage, though you regain only half the normal number of hit points. If you’re healed to full hit points, you come back to life and gain 1 permanent negative level for each minute you were dead (these negative levels can be removed as normal). Until you’re healed to full hit points, you don’t regain consciousness and are still dead no matter what other abilities you might have. If you aren’t brought back to life within a number of minutes equal to your total character level, your death is permanent (although you can still be brought back by spells such as raise dead).

Ever Practical (Ex)

You are never the first to crack. You are immune to effects that cause confusion or insanity, and whenever you and your allies must save simultaneously against a mind-affecting effect that affects an area or multiple creatures, you may expend one use of your mythic power to use the result of an ally’s d20 roll on that saving throw in place of your own. The ally whose saving throw you duplicate must be within 30 feet of you. Whenever you would take Intelligence, Wisdom, or Charisma damage or drain, you can expend one use of mythic power to negate it. This does not require an action.

Nemesis (Su)

Whenever an opponent you threaten expends a use of mythic power as part of a swift or immediate action, it provokes an attack of opportunity from you. If the you have no remaining attacks of opportunity, you can expend one use of its mythic power to make one. In addition, whenever an opponent expends a use of its mythic power as part of an action that targets you, includes you in the area of effect of a harmful effect, or otherwise directly affects you (GM’s discretion), you gain a bonus mythic surge which you can use without expending mythic power. You must use this mythic surge before the end of your next turn or it is lost.

Roaring Rampage of Revenge (Sp)

As a standard action, you can expend two uses of mythic power to cast vengeful outrageUM on yourself, using your Hit Dice as your caster level. As long as the vengeful outrage lasts, you treat a single creature as your quarry, as the ranger class feature, and gain immunity to charm, compulsion, and fear effects used by the target of your vengeance. If you are slain before killing the target of your vengeance, you may expend two uses of mythic power to rise from the dead 1d4 rounds later, as if brought back to life with raise dead. You can expend four uses of mythic power to return to life as resurrection and six uses of mythic power to return to life as true resurrection. When you return to life, the vengeful outrage spell becomes permanent until you slay your target, and until you do so you gain the baleful shriek, reason to hate, self-loathing, and sense murderer abilities of a revenantB2. These abilities apply against the target of your revenge as well as the creature that killed you, if that is a different creature.

Snatch From Death (Ex)

When an ally is targeted with an attack or effect, or would be harmed by a trap, you may move up to your speed as an immediate action to try to pull them back from danger; if they are too far away for you to reach in a single move, you cannot use this ability. You must move in the most direct route possible to your ally, and upon reaching them you may move yourself and them 5 feet in any direction (including back the way you came). You may move yourself and your ally 10 feet in any direction rather than 5 feet, but you both end up prone after moving if you do so. If this moves your ally out of the attacker’s reach or outside the range of the effect or trap that would have harmed them, they are unaffected by it. If they remain within reach or within range even after being moved, they nevertheless gain a +4 circumstance bonus to AC against that attack. You can use this ability to aid multiple allies by expending one use of mythic power for each ally beyond the first. All allies must be within your reach along your path.

You Shall Be Avenged! (Su)

When you witness an enemy taking an offensive action against an ally, you may expend one use of mythic power as a swift action to challenge that creature as the cavalier class feature, treating your mythic tier as your cavalier level; this stacks with any cavalier levels you possess. When you select this mythic power, choose one cavalier order; you also gain that order’s challenge bonus when using this ability (though you do not gain any other order benefits). Each time you gain a new mythic tier, you may select an additional order, and when you trigger this ability you may select which order’s ability you will use. If you have cavalier levels, those levels stack for the purpose of your order challenge bonus only when using the bonus of your actual order. If an attack you make against the target of your challenge has a miss chance or a percentage chance to negate a critical hit or precision damage, you may roll twice and select the better result. You may also roll twice and select the better result if you expend a mythic surge to add a bonus on your attack roll against the target of your challenge.

If you witness a creature reduce an ally to 0 hit points or less, or permanently incapacitate an ally in a way other than by hit point damage, you may challenge that creature as a free action without expending mythic power. If you expend one use of mythic power as a swift action to challenge that foe, the power of your challenge is greatly enhanced. Your attacks against that creature bypass damage reduction and hardness (and any energy damage dealt by your weapon or through it (including spells delivered by a spell storing weapon or a magus’ spellstrike) bypasses energy resistance or immunity), and your first successful hit against the target adds 1d6 points of damage times your mythic tier rather than your usual damage bonus. If you expend a mythic surge to add a bonus on your attack roll against the target of your challenge, that die is automatically treated as the maximum result.

This effect lasts for 1 minute or until you or your target is reduced below 0 hit points. You may use this ability once per day plus one additional time per day for each mythic tier you gain beyond 6th.


Reluctant Hero Builds

When selecting your Reluctant Hero’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 the kind of hero who is trying to be anything but.

Denier of Destiny

You are burdened with the weight of history and heritage, with a connection to famous forebears or incredible events that have marked you and your family line, but you despise that legacy and the implicit demands that accompany it. You may refuse to live up to an impossible standard of greatness, or loathe the tarnished reputation that clings to your family true. You are not your ancestors, you will never be the chosen one, and you yearn to forge your own future free from the detritus of the past.

  • 1st-Tier Path Abilities-destiny’s tool, heirloom, hold onto hope, no one of consequence, the road goes ever on
  • 3rd-Tier Path Abilities-an eye for an eye, forsake fate, memento, obscurity, take your best shot, taking you with me
  • 6th-Tier Path Abilities-nemesis, you shall be avenged!

Homebody

You are content and comfortable in your life and work. Adventures are a fine thing to read about, but they make one late for dinner. You would never do anything unexpected, or invite the gossip of the neighbors by consorting with the wrong sort of folk. You are curious about the far and wondrous things of the world that you’ve only read about, with the road going ever on and on, yet throughout your journeys you think always of the comforts of home and the delights of a simple life, well-lived.

  • 1st-Tier Path Abilities-cautious, he ain’t heavy, heirloom, if I can so can you, innocent bystander, lucky stumble, untrained warrior
  • 3rd-Tier Path Abilities-accidental observation, handy souvenir, happy go lucky, use everything
  • 6th-Tier Path Abilities-snatch from death.

Orphan

You are a small and lonely figure in a wide and dangerous world, abandoned at an early age through some tragedy or mishap and raised among strangers. Your heritage and history are a blank slate, though now and then clues and half-forgotten flashes of memory hint at a legacy that lies just beyond your reach. All your life you have felt that you were nothing and nobody, but an elusive glimmering suggests that perhaps you were meant for more.

  • 1st-Tier Path Abilities-curse-bearer, follow example, fortunate mistake, heirloom, no one of consequence, unfocused focus, unorthodox tactics
  • 3rd-Tier Path Abilities-divine motivation, learning by example, lucky guess, obscurity
  • 6th-Tier Path Abilities-class mimic, cling to life.

Retired Hero

You’ve tried to play the hero, and even helped a few people along the way, but against the seemingly endless enemies and pervasive corruption you became disillusioned with the whole heroic enterprise. Resignation and a sense of futility have seeped into your very core, and you just don’t want to do it anymore. Still, even though you know it probably won’t make a difference in the long run or the big picture, when a problem crosses your path, you say to yourself, “Well, perhaps just one more time.”

  • 1st-Tier Path Abilities-always a chance, assured drinker, call in a favor, group shot, helpful rebuke, I’m getting too old for this, reluctant stand, take a breather, you’ll have to go through me
  • 3rd-Tier Path Abilities-bodily ricochet, one step ahead, right place right time, unflinching
  • 6th-Tier Path Abilities-roaring rampage of revenge, snatch from death.

Scoundrel with a Heart of Gold

Your luck swings from good to bad, but you’re always willing to gamble on opportunities to get ahead. You talk grandly about your wishes for creature comforts and a life of luxury and can imagine quite a bit, yet it seems always get mixed up with the wrong kind of friends, the kind with legal entanglements you just can’t afford. It’s not your fight, and you’d rather get through with your head down and making money from both sides, but when push comes to shove you just can’t resist getting involved.

  • 1st-Tier Path Abilities-assured drinker, blind luck, call in a favor, flag of convenience, panicked consumption, shot in the dark
  • 3rd-Tier Path Abilities-critical skill, happy go lucky, that’s not fair!, one step ahead
  • 6th-Tier Path Abilities-class mimic, you shall be avenged!

Simple Farmer

You are the salt of the earth and the blood of the land, tied to simple folk and simple ways. You have little interest in bustling cities and far-off lands, and often prefer the company of animals to people, and when drawn into the chess matches of cosmopolitan schemers, you rely on your plain common sense to keep you on the straight and narrow path until you can get back to your humble home.

  • 1st-Tier Path Abilities-common sense, faithful friend, helpful rebuke, no one of consequence, skeptical eye, take a breather, tongue of the land, tricks of the trade, trusty tools
  • 3rd-Tier Path Abilities-indomitable self, rise to the occasion, that’s not fair!, unflinching
  • 6th-Tier Path Abilities-ever practical, snatch from death.
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