Path Of The Stranger
Table of Contents

The following is a new path that can be chosen by heroes who have ascended to mythic power.

A stranger prowls the fringes of society, a seeker of secrets and a keeper of the same. Strangers may be mendicant monks, curious seekers of the obscure, violent marauders, forgotten scions of fallen houses or kingdoms, or any other kind of peripatetic traveler, yet in the eyes of others each is a mysterious stranger whose only companion is silence, who seems to appear out of nowhere with their first step into a dusty street or a shadowed alley. Unheralded and unremarkable but carrying a hint of coiled menace with every movement, a stranger draws the wordless gaze of onlookers who scurry for a place to hide but cannot tear their eyes away from whatever is about to go down. Conversation dies and windows are shuttered as all eyes follow their slow steps. Their words are few though their deeds are many, but when calm and normalcy returns in their wake few have marked their passage or can quite recall their name or face.

Role: As a stranger, your role in the party can be as scout or skirmisher, combining movement with attack. You have access to a wide range of movement and travel abilities both exceptional and supernatural, allowing you to get into position to make your move and also get out of trouble quickly and easily. You also have excellent social skills and make an excellent investigator able to draw out the information you need without exposing yourself or your allies to reprisal.

Classes: Members of any class that relies on skills or movement make good strangers, such as barbarians, monks, rangers, and rogues, as would any class that is skilled at magical or mundane subterfuge. Their movement skills work well with melee or ranged combat, and gunslingers and spellcasters alike can make good use of their ability to flow through a battlefield, outmaneuvering their enemies and diverting attention from themselves even while they deal out death and destruction.

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


Path Features

Table: The Stranger
Tier Path Features
1st Path ability, stranger maneuver
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 Go where you wish, path ability

As you gain tiers, you gain the following abilities.

Stranger Maneuver

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

Fleet Charge (Ex)

As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Painful Reckoning (Ex)

As an immediate action, whenever you take hit point damage dealt to you by a single creature, you can expend one use of mythic power to convert 5 points of damage per tier to nonlethal damage (or to ignore that amount of nonlethal damage, if the attack deals nonlethal damage already), and for 1 minute thereafter you gain a luck bonus equal to one-half your tier (minimum 1) on attack rolls and to AC and a bonus equal to your mythic tier on damage rolls and Intimidate checks against that opponent.

Surprise Strike (Ex)

As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Path Ability

At 1st tier and every tier thereafter, select one new path ability from the stranger 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.

Go Where You Wish (Ex)

At 10th tier, you cannot be entangled, grappled, or paralyzed, even by mythic creatures or effects, and your movement is not slowed by difficult terrain. You gain immunity to any effect that would force you to move from your position, including awesome blow, bull rush, drag, and reposition combat maneuvers, as well as teleportation effects unless you are willing to be moved. Effects that cause damage or have some other effect in addition to forcibly moving you still have their other effects; your immunity is only against being moved against your will.


1st-Tier Abilities

You can select these path abilities at any tier.

Additional Maneuver (Ex)

You learn an additional stranger maneuver ability. You can select this ability twice.

Avenging Maneuver (Ex)

Taking grievous wounds only empowers you. Any creature that confirms a critical hit with a melee attack against you provokes an attack of opportunity from you. You can use this attack of opportunity only to attempt a bull rush, disarm, sunder, or trip combat maneuver check. You don’t provoke attacks of opportunity for attempting this combat maneuver check.

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.

Carve Your Initials (Ex)

As a swift action, you can use any piercing or slashing weapon melee weapon to draw your personal symbol, which may be your initials or any other sigil, onto any surface you can reach, including a creature or its gear. This functions as arcane mark but is nonmagical. As part of the action to carve your initials, you can also make a Bluff check to feint or create a distraction to hide or make an Intimidate check to demoralize a creature you threaten.

Clear Your Heads (Ex)

When you fire a shot from a firearm or attack with an alchemist bomb, you can expend one use of mythic power to dispel a mind-affecting effect within 30 feet. This functions as a targeted dispel magic, using your base attack bonus as your caster level (adding your mythic tier, if the effect is non-mythic), affecting the mind-affecting effect you designate. You can dispel supernatural mind-affecting effects with this ability, treating the DC of the dispel check as 15 + the Hit Dice of the effect’s creator.

Deadly Dodge (Ex)

As a swift action, you can expend one use of mythic power to gain a +4 dodge bonus to your AC until the start of your next turn. During this time, whenever a creature misses on a melee attack against you, it provokes an attack of opportunity from you. You can choose to either take this attack of opportunity or force that creature to reroll the attack and change the target to a creature of your choice that is adjacent to you and within the attacker’s reach. This reroll uses the same modifiers as the initial attack roll.

Defensive Move (Ex)

Once per round, you can designate one opponent. Unless you attempt to move through that opponent’s space, your movement (including standing up from a prone position) doesn’t provoke attacks of opportunity from that opponent. If you move through the opponent’s space, you can still attempt an Acrobatics check to do so without provoking an attack of opportunity. You can take this ability more than once. Each additional time you select it, you can designate one additional opponent when you move.

Endless Ammunition (Su)

Whenever you make a ranged attack with a weapon that uses ammunition, you may expend one use of mythic power to reload the weapon with new ammunition (including a charge of powder, if using a firearm) as a free action. This ammunition (and powder) must be used before the end of your next turn or it disappears. If you expend one additional use of mythic power, the ammunition you create never misfires and can be cold iron, silver, or adamantine, with an enhancement bonus equal to one-half your mythic tier (minimum +1).

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.

Forget It Ever Happened (Sp)

You can use memory lapseAPG as a spell-like ability a number of times per day equal to your tier. You can expend one use of your mythic power to use the mythic version of the spell, or to cast it as a swift or immediate action, or both if you expend two uses of mythic power. If you are at least 3rd tier, you can expend one additional use of mythic power to use modify memory in place of memory lapse. The save DC for these effects is Charisma-based, and the DC is increased by an amount equal to one-half your tier (minimum 1) if the target is non-mythic.

Granted Stride (Ex)

Your mythic grace means that you and your allies easily pass through undergrowth at full speed. Allies within 30 feet of you gain the benefits of woodland stride (as the ranger class feature), as long as they can see and hear you. As a swift action, you can expend one use of mythic power to allow allies within 30 feet to ignore naturally occurring difficult terrain in any of your favored terrains for 1 minute per tier. You must have the woodland stride and favored terrain class features to select this ability.

Hear Heartbeat (Ex)

You can hear the heartbeat of living creatures that have a heartbeat within 5 feet times your mythic tier, allowing you to pinpoint their location as if you had blindsense. You cannot detect oozes, plants, or amorphous or incorporeal creatures with this ability. Being able to hear a creature’s heartbeat grants you a +2 circumstance bonus on Sense Motive checks, and you can expend one use of mythic power as a standard action to use discern lies (DC 14 + your Wisdom modifier + your mythic tier), using your mythic tier as your caster level; this functions as the spell but is non-magical.

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.

Horse Puncher (Ex)

You gain Improved Unarmed Strike as a bonus feat, and you can use Stunning Fist but only against creatures at least one size category larger than you. If you successfully stun a creature being used as a mount, the mount falls prone and the rider is dismounted.

Impeccable Balance (Ex)

Even the smallest of handholds and outcroppings are more than sufficient for your purposes. You automatically succeed at all Acrobatics checks to walk along narrow ledges. Your Acrobatics checks never take a penalty because of obstructed, slippery, sloped, or unsteady surfaces, and you can move at full speed across such surfaces with no penalty. You also gain a +10 bonus to CMD against trip attacks.

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.

Mythic Grit (Su)

You can use points of mythic power interchangeably with gritUC. If you spend a use of mythic power and a grit point, the effect is considered a mythic effect and bypasses DR/epic. If the effect allows a saving throw, the save DC is increased by an amount equal to one-half your tier (minimum 1).

Mythic Hunter (Ex)

You gain a number of bonus feats equal to one-half your mythic tier (minimum 1). These feats must be feats for which the bane, favored enemy, or quarry class features are a prerequisite, such as Favored Defense or Intimidating Bane. In place of selecting a new feat of this type, you may select the mythic version of one of these feats you already possess.

Mythic Ki (Su)

You can use points of mythic power interchangeably with points from his ki pool. If you spend a use of mythic power and a point from his ki pool, the effect is considered a mythic effect and bypasses DR/epic. If the effect allows a saving throw, the save DC is increased by an amount equal to one-half your tier (minimum 1).

Mythic Panache (Su)

You can use points of mythic power interchangeably with panacheACG. If you spend a use of mythic power and a grit point, the effect is considered a mythic effect and bypasses DR/epic. If the effect allows a saving throw, the save DC is increased by an amount equal to one-half your tier (minimum 1).

Nimble Glide (Ex)

Whenever you fall, you don’t take any damage and you land on your feet. When using this ability, you fall at a rate of 150 feet per round, and can move up to 5 feet horizontally for every 10 feet you fall.

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.

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.

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.

Ricochet (Ex)

Whenever a creature has cover from your ranged attack, you can deflect the shot off a nearby surface, treating that surface as the origin point of the attack to determine whether the target receives a cover bonus to its AC. You can use this ability to attack a creature with total concealment from you if you know what square it occupies, but the attack still has a 50% miss chance.

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.

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.

Smell of Fear (Ex)

You gain a limited form of the scent special quality, allowing you to detect the presence of creatures with one-half or fewer their normal hit points and creatures with the shaken condition. You can pinpoint the location of frightened or dying creatures as if you had blindsense, and you can clearly see (as if you possessed blindsight) panicked and cowering creatures, as well as creatures that possess frightful presence, an unnatural aura, or that have created a fear effect or attempted an Intimidate check within since the beginning of your last turn. The range of your blindsense or blindsight is 30 feet, plus 10 feet per 3 mythic tiers.

Snatch and Dash (Ex)

When you use the withdraw action, you can attempt a combat maneuver check to disarm or steal at any point during your movement. This maneuver does not provoke an attack of opportunity.

Speed Surge (Ex)

As a free action, you can expend one use of your mythic power to take an additional move action or to increase your speed by 10 feet times your mythic tier when you use the charge, run, or withdraw action.

Steadfast Resolve (Su)

You can use points of mythic power interchangeably with uses of his resolveUC class feature. If you spend a use of mythic power in addition to one or more uses of your resolve, you gain the following enhanced effects:

  • Determined: You may also remove the dazzled or deafened condition, or if you are at least an 8th-level samurai you can remove the blinded, panicked, or stunned condition.
  • Greater Resolve: You can use this ability as a free action rather than an immediate action.
  • Resolute: You may use this ability to force an opponent using a combat maneuver or Intimidate check against you to roll twice and select the worse result.
  • True Resolve: You can use this ability to negate an energy drain attack by expending one us of resolve per negative level. You may also use it to negate a death effect by expending two uses of resolve (four uses if it is a mythic death effect).
  • Unstoppable: Each time you spend a use of resolve, you negate the staggered condition when at or below 0 hit points for 1 round.

Strange Style (Ex)

You gain proficiency in a number of exotic weapons equal to your mythic tier. In addition, you can practice with an exotic weapon for 1 hour in order to wield it as if it had one of the following special features for the next 24 hours: blocking, brace, deadly, disarm, distracting, monk, nonlethal, performance, or trip. Alternatively, you may treat the weapon if it did not have the fragile or nonlethal feature. If you expend one use of mythic power, you may practice as a full-round action to gain the above benefit. If you spend an hour practicing and expend one use of mythic power, you may add the grapple or reach special feature to an exotic weapon, or you may add (or subtract) a number of special features listed above when using that exotic weapon equal to one-half your mythic tier (minimum 1).

Streetwise Seeker (Ex)

You are a master at finding your way through crowds and tracking down people inside a city. You gain a bonus equal to your mythic tier (minimum 1) on Diplomacy checks made to gather information or to convince a crowd to move. Your movement is not slowed when moving through a crowd, and crowds do not provide cover to your enemies. Thus, they cannot use crowds to attempt Stealth checks against you. Rules for crowds are found in Chapter 12 of the Pathfinder Roleplaying Game Core Rulebook. In addition, you can locate a creature or group of creatures in an urban area by making Diplomacy checks to gather information.

Each check takes 1 hour, and the number of successful checks required to find your quarry depends on the size of the community, modified by other factors. If you fail a check, you can retry it. In a village or smaller settlement, the Diplomacy DC is 10 and finding your target requires 1d3 hours. The DC increases by 5 and the number of successful checks an additional 1d3 when locating a creature in a town, by the same amount again in a city, and the same amount again in a metropolis. The DC is increased by 5 if the creature(s) you are tracking are lying low and remaining indoors, and it increases by 1 for each 24 hours the creature has been out of sight. You take a ─2 penalty on checks to locate creatures that match the predominant racial demographics of the city but gain a +2 circumstance bonus if they are substantially different, and you gain a cumulative +1 bonus for every 3 creatures in the group you are seeking.

Supreme Tracker (Ex)

If you have something that carries a creature’s scent (such as a personal item or piece of flesh), you can expend one use of mythic power to create a supernatural bond that allows you track that individual. As a free action, you can sense the creature’s general direction and distance, as well as know whether it is alive, dead, destroyed, dying, or undead. The creature must be on the same plane as you for this ability to function. For the purpose of spells and effects that block scrying and divination, your caster level for this effect is a number equal to double your tier. At 6th tier, you can track the creature if it’s on a different plane than you.

Sure Shot (Ex)

When you are using a firearm and have a misfire, you can expend one use of mythic power as a swift action to negate that misfire. If you are throwing a splash weapon and miss with your target, you can roll twice to determine the direction and distance it lands from the intended target and select the better result. You can also expend one use of mythic power to cause the splash weapon to land intact, without breaking or exploding and able to be used again once it is retrieved.

Swift Swap (Ex)

As a move action, you can sheathe a weapon or remove a shield and draw a new weapon, don a shield, or pick up an item from the ground without provoking attacks of opportunity, including as part of a move action to move 10 feet or more. If you expend one use of mythic power, you can do this as a free action.

Wall Run (Ex)

When you move, you can travel across vertical surfaces as if they were floors. If your movement doesn’t end on a horizontal surface, you fall at the end of your move unless you are able to remain in place using another ability (such as using the Climb skill to cling to a handhold). The vertical surface must be capable of supporting your weight—for example, you couldn’t move across a windowpane or curtain.

Whiplash (Ex)

You are proficient with whips, and you can use them to deal lethal or nonlethal damage regardless of the target’s armor bonus or natural armor bonus. As a standard action, you can use a whip to grab an unattended Small or smaller object within 15 feet and transfer that object into your hand. You can also use a whip to grab onto an object or structure of your size or larger within 15 feet and use the whip to assist an Acrobatics or Climb check, granting you a circumstance bonus equal to 2 plus your mythic tier. You can use your whip in conjunction with an Intimidate check to demoralize a creature with Intelligence 1 or 2. You add a +2 circumstance bonus on this check, and if successful the creature will not attack you as long as it remains shaken by your Intimidate check unless magically controlled or unless you first attack it.


3rd-Tier Abilities

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

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.

Can’t Touch This (Ex)

When you use Combat Expertise, fight defensively, or total defense and all attack rolls against you since the beginning of your last turn have missed and all combat maneuver checks have failed, you can make an Intimidate check as a free action to demoralize every creature you threaten. You cannot use this ability if you have not been attack, or have only been attacked by effects that do not require attack rolls or combat maneuver checks.

Cape Glider (Ex)

When wearing a cape or cloak, you can control the speed of your fall, increasing or decreasing it by up to 10 feet per round times your mythic tier. If you hold your cape with both hands, you can move horizontally while flying as if you had a fly speed of 15 feet times your mythic tier (average maneuverability), and can turn in flight as if you had the Wingover feat. If you hold your cape with only one hand, your speed is reduced to 10 feet times your mythic tier (poor maneuverability), and with no hands your speed is 5 feet times your mythic tier (clumsy maneuverability); you cannot use Wingover without using both hands. You can change how many hands you use to glide as a free action each round at the beginning of your turn. If you expend one use of your mythic power, you can hover for 1 round or swoop 5 feet times your mythic tier upwards, allowing you to gain altitude and continue gliding. You must have the nimble glide path ability to select this path ability.

Confidence (Su)

You can draw upon a deep reserve of confidence in times of need. You can call on confidence three times per day to use the surge mythic ability without expending one use of mythic power. You can select this ability up to three times. Each additional time you select it, you gain three additional uses of confidence per day.

Flexible Ethics (Ex)

As a standard action, you can mask your alignment, making it undetectable, or you can choose to radiate a false alignment of your choice that fools divination effects that discern alignment. Your alignment remains masked until you spend a standard action to unmask it. If you expend one use of mythic power when masking your alignment, you are treated as if you actually were that alignment for the purpose of other alignment-based effects, such as holy and unholy weapons and spells such as forbiddance and dictum.

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. 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.

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.

Menacing Whisper (Ex)

Whenever you’re adjacent to a creature that can’t 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.

Mirror Dodge (Su)

When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the teleportation target square.

No Time for Love (Ex)

You gain immunity to charm effects and add a bonus equal to one-half your mythic tier on saving throws against effects with the emotion descriptor. When you succeed in a saving throw against an emotion effect, you are completely unaffected, even if it is from a mythic source. If an ally adjacent to you fails a saving throw against a charm or emotion effect, you can expend one use of mythic power as a standard action or two uses of mythic power as an immediate action to grant that ally a new saving throw, adding your mythic surge die to the result.

Sardonic Wit (Su)

You know exactly when to lighten the mood and help shake off the doldrums. As a move action, you can expend one use of mythic power to remove a single mind-affecting effect from one creature within 30 feet. This ability doesn’t work on effects with an instantaneous or permanent duration.

Shared Alertness (Ex)

Your presence and guidance allow others to avoid traps and other dangers. Allies within 30 feet of you that can clearly see and hear you gain your trap sense ability. If you have evasion or improved evasion, you can expend one use of your mythic power as an immediate action to grant that ability to one ally within 30 feet until the beginning of your next turn.

Strange Suppression (Su)

When an opponent you threaten expends mythic power, as an immediate action you can expend an equal number of uses of mythic power to negate the opponent’s mythic ability. If you have already used your immediate action for the round, you can still use this ability but must spend an additional use of its mythic power. If the 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 the stranger’s or this ability has no effect.

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).

Unflinching (Ex)

You gain immunity to pain effects and add a bonus equal to one-half your mythic tier 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 Your Own Words Against You (Su)

When a creature uses a language-dependent effect against the you, you can expend one use of mythic power to store that effect for a number of days equal to your mythic tier. At any point you can trigger that ability with the same effect when it was originally used. If the creature that originally created the effect is affected by it, you add one-half your mythic tier to the save DC and the effective caster level of the effect for that creature only.

Vanishing Move (Su)

When you wish to not be seen, you aren’t. As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level.

Watching the Watchmen (Sp)

You gain permanent detect scrying, and you automatically notice the presence of remote sensors such as those created by arcane eye, prying eyes, and effects that allow a creature to use another creature’s senses, such as a psionic sense linkPU. When you notice such an effect, you can expend one use of mythic power as an immediate action to use nondetection on yourself or dispel magic upon the scrying or magical observation effect, using your Hit Dice plus your mythic tier as your caster level. If you are at least 6th tier, you can expend two uses of mythic power to use false vision or private sanctum as an immediate action. When you use any of these spell-like abilities, you can expend additional mythic power to duplicate the mythic versions of these spells.


6th-Tier Abilities

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

Apparent Demise (Su)

When you would be killed by any attack or effect, you may expend three uses of your mythic power to gain the effect of breath of life, with a caster level equal to your Hit Dice plus her mythic rank or tier. In addition to receiving this healing, you becomes invisible (as invisibility) while a persistent illusion is triggered to simulate your death. The illusion is a quasi-real shadow effect tailored to the situation of your apparent demise, so your remains and possessions feel solid and have apparent weight. Divinations used on your illusory remains reveal results as though cast on your actual body and objects, including magic item auras. Your illusory body and items dissolve into nothingness 24 hours after being created. Any creature closely examining them can attempt a Will save to disbelieve the illusion (DC 10 + 1/2 the stranger’s Hit Dice + her mythic rank or tier + her Charisma modifier).

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).

Ghost Rider (Su)

You can expend one use of mythic power to cause yourself (and your mount, if you are mounted) to become incorporeal for a number of rounds equal to your mythic tier. If you expend two uses of your mythic power, you and your mount can race across the sky at great speed as if using wind walk, though you are incorporeal (rather than gaseous, as usual with wind walk) and you are surrounded by faerie fire. You can share this ability with adjacent allies and their mounts by expending one use of mythic power per mount and one use per rider, though they must remain within 60 feet of you or they become corporeal once more.

As long as you are incorporeal, you and your mount gain an unnatural aura. If you expend one use of your mythic power, you also gain frightful presence (DC 10 + 1/2 your Hit Dice + your Charisma modifier) for a number of minutes equal to your mythic tier or until you resume your corporeal form.

Harrier (Ex)

You gain a bonus on attack rolls equal to one-half your mythic tier when making attacks of opportunity. In addition, whenever an opponent you threaten performs an action that normally provokes attacks of opportunity, such as or using a combat maneuver, you can always make an attack of opportunity even if your opponent uses an ability or takes an action that would normally avoid provoking that attack of opportunity, such as casting a spell defensively or as a swift action, making a combat maneuver with a feat such as Improved Trip, or grappling with the grab ability.

Inscrutable (Sp)

You gain the benefits of permanent mind blank, with a caster level equal to your character level plus your tier. You can suppress this effect as a standard action; if you do so (or if the mind blank is dispelled), you can resume it as a standard action. Non-mythic creatures automatically fail Diplomacy checks or Knowledge checks to learn information about you.

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.

Nothing to Say (Ex)

When you confirm a critical hit against a creature or succeed on a dirty trick or grapple combat maneuver check, the target is unable to speak for a number of rounds equal to one-half your mythic tier. A mythic creature can attempt a Fortitude save (DC 10 + your base attack bonus + your mythic tier) to reduce the duration to 1 round (or negate it, if the target’s mythic rank or tier equals or exceeds your own).

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 that 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.


Themes

When selecting your stranger’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 a mysterious mythic wanderer.

Charming Smuggler

You keep a low profile but are always ready for action with a quip.

  • 1st-Tier Path Abilities─call in a favor, flag of convenience, none of your business, she may not look like much, skeptical eye, snatch and dash, streetwise seeker, swift swap
  • 3rd-Tier Path Abilities ─confidence, sardonic wit, vanishing move, watching the watchmen
  • 6th-Tier Path Abilities─apparent demise, nothing to say.

Farstrider

You have wandered everywhere across the world but call no place your home. You are light and quick on your feet in every fray.

  • 1st-Tier Path Abilities─deadly dodge, flag of convenience, granted stride, handy souvenir, mythic hunter, mythic ki, nimble glide, speed surge, strange style
  • 3rd-Tier Path Abilities─can’t touch this, flexible ethics, handy souvenir, shared alertness
  • 6th-Tier Path Abilities─ghost rider, harrier.

Flamboyant Masquerader

Living a double life, your secret identity keeps your loved ones safe as you pursue a life of charismatic crime or dashing heroics.

  • 1st-Tier Path Abilities─carve your initials, forget it ever happened, impeccable balance, mythic panache, no one of consequence, streetwise seeker, whiplash
  • 3rd-Tier Path Abilities─cape glider, flexible ethics, memento, mirror dodge, use your own words against you
  • 6th-Tier Path Abilities─harrier, nemesis.

Last of Your Line

The fortunes and glory of your family or people are a fading memory, yet you maintain their proud traditions.

  • 1st-Tier Path Abilities─call in a favor, defensive move, flag of convenience, forget it ever happened, hear heartbeat, heirloom, mythic hunter, mythic ki, no one of consequence, steadfast resolve
  • 3rd-Tier Path Abilities─confidence, memento, no time for love, shared alertness
  • 6th-Tier Path Abilities─apparent demise, cling to life.

Man with No Name

You are a high plains drifter, with little to say unless someone crosses you or pushes too far but always rough and ready for a brawl.

  • 1st-Tier Path Abilities─ clear your heads, endless ammunition, horse puncher, mythic grit, no one of consequence, none of your business, quick recovery, ricochet, sure shot
  • 3rd-Tier Path Abilities─menacing whisper, take your best shot, unflinching
  • 6th-Tier Path Abilities─inscrutable, nemesis.

Spirit of Vengeance

You are the living avatar of righteous revenge and undying grudges.

  • 1st-Tier Path Abilities─avenging maneuver, menacing presence, smell of fear, supreme tracker
  • 3rd-Tier Path Abilities─an eye for an eye, menacing whisper, strange suppression
  • 6th-Tier Path Abilities─ghost rider, roaring rampage of revenge.
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