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There are 10 mythic paths in Pathfinder: Wrath of the Righteous. Each path represents a journey into legend, and each tier in that path grants abilities and features related to that pursuit.
Other Pathfinder Wrath of the Righteous Guides:
- Unique Items List
- Cheats (Trainer and Mod)
- Secret Ending
- Romance Guide
- Class Tier List
- All Pathfinder WotR Guides
In order to unlock these mythic paths, you need to have contact with their energies first, then you can pick them after you liberate the Gray Garrison. Their energies can be found in the following
- Angel: In the underground ruins, where you first met Lann and Wenduag. Pick up the angel’s sword to acquire it.
- Demon: In Shield Maze, near the exit where the cultists and kidnapped mongrels are. You can contact the energy again when you lead the crusade army into the world wound for the first time.
- Gold Dragon: Collect Terendelev’s scale and her Claw (in the cave of Lerper’s Smell, on a damaged wagon.) Travel to Terendelev’s Lair and complete The Dragon’s Fate. In later ACT, you will meet Hal again, treat him nicely to unlock the path.
- Azata: Save all the missing Desnan adepts in quest Starward Gaze, then sing with them.
- Aeon: Market Square, you need to observe the place where the dragon get slain. When you have to make the choice about what to do with the wardstone, pick the Aeon choice or you will be locked out of picking Aeon.
- Trickster: Blackwing Library, you need to pretend to be the superior of the cultists and make them fight each other.
- Lich: Lost Chapel underground, you need to return the wand you found in Leper’s Smile to the lich.
- Swarm-That-Walks:
At the beginning of Chapter 2, don’t take the queen with you on the crusade.
After Leper’s Smile, take a sample of the bug goop from the Vescavor Queen. Use it in the battle for Drezen (if the queen is with you she will veto your order to do so)
At the beginning of chapter 3, you’ll get a quest to find a nascent vescavor queen in Drezen. Find it (it’s in one of the houses), but don’t kill it.
After defeating Xanthir Vang, ask him about how he became a swarm, then pick up his notes in the room. This will unlock a crusade project that takes 14 days. Complete it. This will trigger a scene with Anevia where she tells you that your companions are concerned about your research into swarms. Pick any option besides “I don’t know what came over me.” - Legend: Available after reach mythic rank 8.
- Devil: Must chose Azata or Aeon path first, after you take Drezen, a devil named Melies shall appear in your court. Take him as an advisor, and be cooperative. Later after you returned from abyss, he will show up again and offer you the chance to become a devil. You will need to pass several Diplomacy checks to succeed in his trial.
Note: The mythic levels do not mix with your ordinary character levels. You can still reach level 20 of your ordinary class while having mythic levels. Mythic levels only upgrade in certain main quests.
Note: Only the main character can choose the mythic path. Companions only get general mythic abilities and feats. (Unless you pick the trickster ability that allows your companions to share some of your power.)
Note: Mythic path has soft alignment restrictions, after you picked one path, there will be a quest to ask you realign yourself if you don’t meet the requirement. You can still use the powers you already have, but may fail the mythic quests that provide further mythic progress.
Note: After you reach around rank 8 in Mythic path, there will be a quest for you to re-do your choices and unlock the some late game path (Gold Dragon, etc.) and other mythic path mechanisms.
Your mythic path will also have a great influence on Crusade Army, depending on your actions and alignment, some allies might join or leave the Crusade, triggering various outcomes later in the game. Relationships with your companions, who are helping you by being your councilors in the Crusade, will be affected as well.
Legend Mythic Path
You also have the option to decline all celestial powers and walk the path of the Legend—а human capable of great deeds. The acts of a mortal are sometimes more inspiring than those of any deity. Several gods of Golarion were humans before they ascended to godhood, including the crusade’s patron deity, Iomedae. One need not be a mythic creature, an outsider, or one of the goddesses’s chosen to become a hero. This path may be a hard one, full of temptation, but the mortal who treads it rightly earns their title: Mythic Legend.
Unlock: Reach mythic rank 8. (Need to pass will checks if you take Nocticula’s gift)
You still gain skill points, ability points, feats and BAB when leveling 21+. Attack capped at 4, Caster level is also capped at 20,
Legend Features
Lose access to all mythic abilities and feats. But gain +4 stats, and a level cap of 40 along with accelerated xp gain.
Legend: The path to becoming a legend is a long and difficult one, but after you become one – you will be the pinnacle of what a mortal can become. All your ability scores will be increased by 4. Your Level cap will become 40 (you still can only get 20 levels in one character class), and the amount of XP needed to level up will be drastically decreased.
Legend’s Corruption Resistance: The legend’s powers are beyond the abyssal corruption’s reach. The Legend and all companions can rest up to 5 times after the legend had cleared all the corruption from themself at safe place.
Legend Progression
Level | Abilities |
8 | Legend, Mythic Feat, Legend’s Corruption Resistance |
9 | Mythic Ability |
10 | Mythic Feat |
Legend Abilities
Legend
The path to becoming a legend is a long and difficult one, but after you become one – you will be the pinnacle of what a mortal can become. All your ability scores will be increased by 4. Your Level cap will become 40 (you still can only get 20 levels in one character class), and the amount of XP needed to level up will be drastically decreased.
Legend’s Corruption Resistance
The legend’s powers are beyond the abyssal corruption’s reach. The Legend and all companions can rest up to 5 times after the legend had cleared all the corruption from themself at safe place.
Demon Mythic Path
Impulsive and irrepressible, Demons do as they please with no regard for the opinion of others. The Demon is the epitome of rage; a little push is all that is needed to break their self-control and turn them into a force to be feared – by enemies and friends alike. It is up to the Demon to decide whether to allow the inner beast to take control, or to fight it, chain it, force it into obedience.
How to Unlock: In Shield Maze, near the exit where the cultists and kidnapped mongrels are. You can contact the energy again when you lead the crusade army into the world wound for the first time.
Special interaction with Nocticula, including potential Romance.
Demon Features: Demonic Aspect, Summon Demons.
Demon Mythic Spells
Name | Effects | Level |
Blood Haze | You make your blood boil, making you faster and more ferocious. For 1 round per two caster levels, you gain the effects of the Haste spell. Additionally, every time you reduce a creature below zero HP, you prolong the effect. If the killed creature had more HD than your caster level, the duration is increased by 3 rounds. Otherwise, it is increased by 1 round. | 2 |
Consume Fear | You make the target appear more intimidating, while making it possible to feed on fear. The target gains a bonus on Persuasion checks made to intimidate equal to your caster level. Every round the target is healed for 1 hp for every shaken or frightened enemy in 30 feet radius.When the spell is cast, every enemy in 10 feet around the target must make a Will saving throw or be frightened for 1d4 rounds. | 2 |
Demonic Form I | This spell allows you to polymorph into a form of a babau, brimorak or schir for 1 minute per caster level. | 2 |
Flames of the Abyss | You conjure abyssal energies to empower your attacks. The next two attacks, plus one additional attack per 5 caster levels above 7 (one at CL 12, two at CL 17) deal additional 1d6 unholy damage per 2 caster levels. Alternatively, you can use on of the charges to make a range touch attack as a standard action, dealing the same amount of damage. | 2 |
Channel Rage | You can only use this spell while in Demonic Rage. As a standard action, you grant the target effects of Demonic Rage for 1 round per caster level. | 3 |
Demonic Form II | This spell allows you to polymorph into a form of a derakni, kalavakus or nabasu for 1 minute per caster level. | 3 |
Morbid Restoration | The target is healed for 2d8 plus caster level plus additional 1d8 hit points for every dead creature in 30 feet radius. | 3 |
Profane Hymn | Every enemy in 40 feet radius receives a -2 penalty on attack and damage rolls, caster level checks to overcome spell resistance, concentration checks, and all saving throws. | 3 |
Telekinetic Strike | You create an invisible force, which damages the enemy for 1d6 damage per caster level. The target then makes a Fortitude save. If it is failed, the target becomes prone and you either push or pull it with a Combat Maneuver, using your caster level in place of BAB and casting stat in place of Strength. | 3 |
Abyssal Chains | This spell creates abyssal chains that begin that damage and bind your enemies.\nThe chains deal 1d8 points of bludgeoning damage per caster level to the primary target, and entangle it for the number of rounds equal to caster level. After they strike, the chains continue their way to a number of secondary targets equal to your caster level. The secondary chains each strike one target and deal as much damage as the primary one and entangle the targets.\nEach target can attempt a Reflex saving throw for half damage and to ignore the entangling effect. Secondary targets must be within 30 feet of the primary target, and no target can be struck more than once. | 4 |
Abyssal Skin | You gain resistance to blows, cuts, stabs, and slashes. The caster gains DR 10/cold iron and good. It ignores the first 10 points of damage each time it takes damage from a weapon. Once the spell has prevented a total of 10 points of damage per caster level, it is discharged. | 4 |
Channel Rage Communal | You can only use this spell while in Demonic Rage. As a standard action, you grant the effects of Demonic Rage to all allies in 30 feet range for 1 round per caster level. | 4 |
Demonic Form III | This spell allows you to polymorph into a form of a glabrezu, vrock or nalfeshnee for 1 minute per caster level. | 4 |
Teleport | As a move action, you teleport to any point up to long distance. | 4 |
Infectious Rage | All enemies in 30 feet radius make a Will saving throw. If it fails, they become enraged, gaining bonuses as from your Demonic Rage, but they also attack the nearest target. The duration is 1 round per caster level, but affected enemies can make a saving throw each round to end the effect. | 4 |
Abyssal Storm | You create a devastating storm of abyssal energies, which deals 1d6 electricity and 1d6 unholy damage per caster level to every creature in 40 feet radius around you. | 5 |
Demonic Form IV | This spell allows you to polymorph into a form of a balor, vavakia, gallu or marilith for 1 minute per caster level. | 5 |
Devour | Whenever you hit the target with a melee touch attack, it makes a Fortitude saving throw. If it is successful, the target suffers 1d6 damage per caster level. If the saving throw failed, the damage is increased to 3d6 damage per caster level. If the damage kills the target, you regain 10 hit points per caster level. | 5 |
Lifebane | Target’s main weapon becomes +5 Living Bane weapon for one round per level as a swift action. | 5 |
Telekinetic Burst | This spell acts as Telekinetic Strike, but affects all enemies in 30 feet radius around the caster.\nTelekinetic Strike: You create an invisible force, which damages the enemy for 1d6 damage per caster level. The target then makes a Fortitude save. If it is failed, the target becomes prone and you either push or pull it with a Combat Maneuver, using your caster level in place of BAB and casting stat in place of Strength. | 5 |
Demon Progression
Level | Abilities |
3 | Summon Vrock, Mythic Ability, Demonic Claws, Demonic Rage, Demonic Charge |
4 | Mythic Feat, Summon Gibrileth, Demonic Aspect |
5 | Mythic Ability, Demonic Aspect, Summon Oolioddroo |
6 | Mythic Feat, Demonic Aspect, Summon Painajai |
7 | Mythic Ability, Demonic Aspect, Summon Lilitu, Major Demonic Aspect, Major Demonic Aspect, Demonic Charge |
8 | Mythic Feat, Demonic Aspect, Summon Vrolikai |
9 | Mythic Ability, Demonic Aspect, Summon Balor, Major Demonic Aspect |
10 | Mythic Feat, Demonic Aspect, Demon Lord Aspect, Demon Lord Aspect |
Demon Abilities
Demonic Claws
The demon can grow claws at will, gaining two claw attacks. These attacks are considered primary attacks and are made at the demon’s full base attack bonus. The claws deal 1d8 points of slashing damage (1d6 if Small) plus the demon’s Strength modifier. If one of the claws is used in concert with a weapon held in the other hand, the claw attack is made at the demon’s full base attack bonus –5 and deals 1d8 damage plus half the demon’s Strength modifier.
Demonic Rage
The power of the Abyss courses through the Demon waiting to be unleashed. The Demon can enter a demonic rage as a free action. The demonic rage lasts until the end of combat. While in demonic rage, the Demon gains +2 bonus on attack rolls, damage rolls, caster level checks and reflex checks. The DC for all saving throws against Demon’s spells and abilities are increased by 2. These benefits increase by 1 at 6th and 9th mythic ranks.
Demonic Aspect
Starting at the 2nd level and every level thereafter, Demon gains a Demonic Aspect. These aspects use other Demons as inspiration and allow the Demon to focus the rage more effectively.
Demonic Charge
As a move action, you can teleport to the target enemy, dealing 2d6 unholy damage per mythic tier in 10 feet radius around you at the beginning of the teleport and at the end. An enemy can only be damaged by this ability once per round.
Major Demonic Aspect
At the 5th level and at 7th level, Demon gains a major Demonic Aspect. These aspects use more powerful demons as inspiration and allow the demon to focus the rage more effectively.
Demon Lord Aspect
At the 8th level, Demon gains a Demon Lord Aspect. These aspects use demon lords as inspiration and allow the demon to focus the rage more effectively.
Aspect of Balor
Demon adopts the aspect of Balor, gaining a bonus to Constitution score equal to half of the Demon’s mythic rank plus one. An aspect of Balor makes all allies in 50 feet radius assume Demonic rage with the Demon himself, but without the advantages of the demonic aspects.
Aspect of Coloxus
Demon adopts the aspect of Coloxus, gaining a bonus to Intelligence ability score equal to half of the Demon’s mythic rank plus one. The aspect of Coloxus allows the Demon to use abilities and cast spells as move actions during demonic rage.
Aspect of Omox
Demon adopts the aspect of Omox, gaining DR N/-where N is equal to half the Demon’s mythic rank plus one.
An aspect of Omox causes all attacks and abilities make their target grappled unless they pass a Reflex saving throw.
Aspect of Shadow Demon
Demon adopts the aspect of Shadow Demon, gaining a bonus to Wisdom score equal to half of the Demon’s mythic rank plus one.
An aspect of Shadow Demon makes the user incorporeal during demonic rage.
Aspect of Vavakia
Demon adopts the aspect of Vavakia, gaining a bonus to Strength score equal to half of the Demon’s mythic rank plus one. An aspect of Vavakia deals all enemies within 50 feet of the raging demon 1d6 unholy damage per point of bonus demonic rage gives the Demon to attack and damage rolls.
Aspect of Vrolikai
Demon adopts the aspect of Vrolikai, gaining Fast Healing equal to half of the Demon’s mythic rank plus one.
The aspect of Vrolikai makes all demon’s melee attacks and spells apply one negative level on enemies who fail a Will saving throw (DC = 15 + twice the mythic rank).
Devil Mythic Path
Devils are lawful evil outsiders that hail from the plane of Hell. Masters of corruption and despoilers of purity, devils seek to destroy all things good and drag mortal souls back with them to the depths of Hell.
Unlock: Must chose Azata or Aeon path first after you take Drezen.
For Aeon, a devil named Melies shall appear in your court. Take him as an advisor, and be cooperative. Later after you returned from abyss, he will show up again and offer you the chance to become a devil. There will be a trial to determine your eligibility for the Devil route. You will need to pass several Diplomacy checks to succeed in his trial.
For Azata, an Azatan named Early Sunset will arrive in your court. Take him as an advisor and follow his court suggestions. During the abyss, once Aivu is kidnapped, do the sidequest to rescue Aivu. Once Aivu is saved, accept the offer. After you return to the Abyss, continue the questline involving the Azatan island. He will offer you the Devil route if you choose to kill all the inhabitants of the Azatan island.
Devil Features
Hell’s Decree: As you become a Devil, you gain the ability to issue Hell’s Decrees a number of times per day equal to his mythic rank. If a saving throw is involved, its DC is 10+ double the devil’s mythic rank.
Hell’s Seal: The Devil gains the ability to place Hell’s Seals on allies. They activate when certain conditions are met. You can use this ability a number of times per day equal to your mythic rank, but only one seal can be placed on a single ally at one time.
Hell’s Authority: You gain the ability to use the authority of Hell to shape mythic powers into other forms. Three times per day, you can gain the ability to use Angel’s Sword ability with one improvement or Demonic rage with one aspect for the next ten minutes.
Devil Progression
Level | Abilities |
8 | Hell’s Decree, Hell’s Dominance, Mythic Feat |
9 | Hell’s Seal, Hell’s Vengeance, Mythic Ability |
10 | Hell’s Authoriy, Hell’s Rule, Mythic Feat |
Devil Abilities
Hell’s Dominance
You gain the ability to use dominate monster as spell-like ability at will. Additionally, you gain fire resistance 20 and a +4 bonus on saving throws against poison.
Hell’s Decree
As you become a Devil, you gain the ability to issue Hell’s Decrees a number of times per day equal to his mythic rank.
If a saving throw is involved, its DC is 10+ double the devil’s mythic rank.
Hell’s Seal
The Devil gains the ability to place Hell’s Seals on allies. They activate when certain conditions are met.
You can use this ability a number of times per day equal to your mythic rank, but only one seal can be placed on a single ally at one time.
Hell’s Vengeance
You gan the ability to use hellfire ray and power word stun as spell-like abilities at will. Additionally, you gain immunity to fire, cold and acid resistance 10, and all your weapons count as being Lawful and Evil.
Hell’s Authority
You gain the ability to use the authority of Hell to shape mythic powers into other forms. Three times per day, you can gain the ability to use Angel’s Swod ability with one improvement or Demonic rage with one aspect for the next ten minutes.
Hell’s Rule
You gain the ability to use overwhelming presence and power word kill as spell-like abilities at will.
Lich Mythic Path
The Lich is an immortal creature, commanding their own army of undead. Even the mightiest adversaries the Lich defeats can be raised as slaves under the Lich’s command. Eventually, this master of undeath and necromancy can even replace their mortal companions with powerful undead minions they create. They master the art of magic – especially necromancy – and wield an armament of unique and especially powerful spells like death realm.
- Unlock: Lost Chapel underground, you need to return the wand you found in Leper’s Smile to the lich.
- You can have some special undead companions (Staunton Vhane, Ciar, Kestoglyr, Queen Galfrey)
- Lich path add +100% to cost of mercenary armies and -50% penalty to all army growth. However, after each battle you can raise some undeads to strengthen your army.
- Also, Seelah disapprove the lich path.
- Lich Features: Special undead companions and Lich spellbooks
Lich Mythic Spells
Name | Effects | Level |
Corrupted Blood | You are nauseated. Additionally, if you die, you deal 6d6 damage to all creatures in 15 feet radius and apply Corrupted Blood to them. | 3 |
Mastery of Flesh | You know how to deal with both mortal and immortal flesh. When used against an enemy, this spell deals 4d8 + caster level damage to living targets and 2d8 + caster level to undead targets. When used on an ally, it instead heals undead targets for 4d8 + caster level and living targets for 2d8 + caster level. | 3 |
Power from Death | You know how to gain strength from fallen allies and enemies alike. You gain +1 to attack rolls, saving throws and damage rolls for every dead creature in 30 feet radius up to maximum of 3 + 1 per five caster levels. If the bonus is +3 or higher you additionally gain effects of the haste spell. | 3 |
Consume Undead | You siphon the power of unlife from the target undead creature. If it’s an enemy, it is dealt 1d8 damage per caster level, and you are healed for the same amount. If it’s an ally, the damage is maximized to 8 damage per caster level. | 4 |
Vampiric Blade | You weapon becomes bloodthirsty. It deals 1d6 + caster level additional damage, healing the wielder for the same amount. | 4 |
Eyes of the Bodak | Your eyes become filled with unthinkable horrors. For 1 round per caster level, you gain a gaze, giving your enemies in 30 feet a negative level each round. | 4 |
Bone Explosion | Target’s bones explode in the body. If the target fails a Fortitude saving throw, it receives 6 damage per caster level, and all creatures in a 20 feet radius receive 1d6 damage per caster level (Reflex save halves). If the Fortitude saving throw is successful, the target receives 1d6 damage per caster level, and all creatures in a 20 feet radius receive 1 damage per caster level instead (Reflex save halves). | 5 |
Deny Death | You place a ward, guarding the target from death. For the next 10 minutes per level if the target dies, it is instead saved, but paralyzed until the end of battle. | 5 |
Exsanguinate | You force the target’s blood to overflow in its body. The target receives 1d6 damage per caster level, and makes a Fortitude saving throw. If it fails, the target receives 1d6 Strength damage and 2d6 bleed damage. | 5 |
Repurpose | You mark a target with a curse of servitude. For 1 round per two caster levels, the target is dealt 1d6 damage per round. If the target dies during the effect, it is revived after death as an undead creature under your command. | 5 |
Bone Shield | You gain +6 shield bonus to AC and immunity to critical hits. | 6 |
False Grace | This spell acts like False life, but affects all allies in 30 feet radius and grants 3d10 + caster level temporary hit points. | 6 |
Siphon Life | This spell works as vampiric touch, expect it’s a ranged touch attack in medium range and the amount of damage is 1d6 per caster level.\nVampiric touch: You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. The temporary hit points disappear 1 hour later. | 6 |
Siphon Time | You steal enemies speed and vitality. Enemies in 30 feet radius are affected by the effect of the slow spell, and allies are affected by Haste. | 6 |
Feast of Blood | This spell acts as Exsanguinate, except it affects all enemies in 20 feet radius and grants the caster temporary hit points equal to the maximum damage dealt.\nExsanguinate: You force the target’s blood to overflow in its body. The target receives 1d6 damage per caster level, and makes a Fortitude saving throw. If it fails, the target receives 1d6 Strength damage and 2d6 bleed damage. | 7 |
Restore Undead | This spell fully heals all allied undead creatures. | 7 |
Blessing of Undead | You gain undead immunities, negative energy affinity and DR 5/bludgeoning. | 7 |
Domain of the Hungry Flesh | You create a terrible abomination in an area. It attacks everything inside, trying to trip (using caster’s level instead of BAB and spellcasting ability score instead of Strength), dealing 2d6 plus caster level damage, entangling and dealing 1d4 damage to a random physical ability score. The area lasts for 1 round per caster level. | 8 |
Embrace of Death | You fall into a coma and start receiving 1d6 Constitution drain every round. You can attempt new saving throws every round, and a successful save leaves you staggered for 1 more round and makes you suffer 1d6 Constitution drain. | 8 |
Corrupt Magic | You gain -1 penalty to attack and damage rolls, saving throws and AC for every effect dispelled with Corrupt Magic. | 9 |
Negative Eruption | This spell acts as harm spell, but affects all creatures in 30 feet radius. Additionally, all affected undead creatures gain +2 bonus to attack rolls, damage rolls, Will saving throws and twice the caster level temporary hit points.\nHarm: Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount.\nIf used on an undead creature, harm acts like heal. | 9 |
Flay for Purpose | Every creature has a purpose in life — and that is to serve you. The target is affected by Repurpose, except the damage is 2d6 per round. After that, the target makes a Fortitude save. If fails, the target takes 10 damage per caster level.\nRepurpose: You mark a target with a curse of servitude. For 1 round per two caster levels, the target is dealt 1d6 damage per round. If the target dies during the effect, it is revived after death as an undead creature under your command. | 9 |
Lich Progression
Level | Abilities |
3 | Lich Powers, Skeletal Champion, Mythic Ability, Summon Fallen |
4 | Mythic Feat, Lord Beyond the Grave, Summon Plague Beast Mastodon |
5 | Mythic Ability, Dark Rites, Lord of Death, Summon Plague Beast Mastodons |
6 | Mythic Feat, Lich Powers, Summon Ecorche |
7 | Mythic Ability, Summon Nightshade Nightcrawler |
8 | Mythic Feat, Summon Nightshade Nightcrawler and Ecorche |
9 | Mythic Ability, Lich Powers, Summon Ravener Dragon |
10 | Mythic Feat |
Lich Abilities
Skeletal Champion
You get a powerful undead minion — a skeletal champion. It will become more powerful as you gain new mythic ranks. Just like your companions, this skeletal champion can use any items and also has all the weapon proficiencies. Being undead, it is also subject to all the bonuses undead get being under the command of the Mythic Lich.
Summon Fallen
This ability summons a Fallen for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Lord Beyond the Grave
You can use command undead at will. All undead under your command within 50 feet of you gain a bonus to their Strength, Dexterity, and Charisma equal to half your mythic rank plus 1. Their attacks now ignore damage reduction except N/-.
Summon Plague Beast Mastodon
This ability summons a Plague beast Mastodon for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Dark Rites
Lich, and all his companions in a 30-feet radius, cast spells as if their caster level was 2 levels higher.
Lord of Death (Lady of Death)
Leader of a small cult of undead, created by his/her own hands, {name} became famous as the indomitable commander of the Fifth Mendevian Crusade against the Worldwound. Determined to destroy the forces of the Abyss at any cost, s/he ventured on the path of the Lord/lady of Death. For millennia, powerful necromancers have dreamed of a power that could rival the divine. They have created cults in their own names, and attracted many followers. Thanks to his/her legendary powers, {name} has managed to achieve much greater success than the others: s/he has acquired a talent to bestow divine spells upon his/her followers. From that moment, the undead created by him/her needed no other deities to cast spells.
Domains: Death, Evil, Strength, War.
Summon Ecorche
This ability summons an Ecorche for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Nightshade Nightcrawler
This ability summons a Nightshade Nightcrawler for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Ravener Dragon
This ability summons a Ravener Dragon for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Gold Dragon Mythic Path
Learn the ways of wisdom and forgiveness as a magnificent Gold Dragon. Become a protector of the lesser races, stretch your wings, and lead the dragonflight into battle against the invaders. Banish the demons and their worshipers, and find mercy in your heart for those who still have a chance for redemption.
The mighty magic and form of a Gold Dragon gives you the power to smite your enemies, but remember: killing is not the only option. Those who faltered could be redeemed, those who are lost, should be guided. Your way is the way of mercy. Your path leads to eternity.
- Unlock: First you need to collect the Terendelve’s scale and claw (after you fall into the underground of market square (the location is slightly different in released game than the beta), and from a cave of Leper’s Smile, on a damaged wagon), and turn them to storyteller (saved in The Dragon Hunt). After that, travel to Terendelev’s Lair, spare the cultist, and complete quest The Dragon’s Fate.
- In later ACT, you will meet Hal again, treat him nicely to unlock the path.
Gold Dragon Features
Gold Dragon Breath: You gain the ability to breath holy energy, attacking all enemies in a 50 feet cone, dealing (character level plus half mythic rank)d8 holy damage. A successful Reflex saving throw (DC=10 + your character level + half your mythic rank) halves the damage. Any enemy hit by the breath attack also gains a -1 penalty on all d20 rolls, while all enemies who failed the Reflex saving throw gain -2 penalty. You can use your breath attack once every 1d4 rounds.
Gold Dragon Form: You can assume the form of a Gold Dragon. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 form natural armor bonus. Blindsense 60 feet. You also gain one bite (2d8), 2 claws (2d6), two wing attacks (1d8), and 1 tail slap attack (2d6).
The Gold Dragon gains immunity to poison, diseases, fear, confusion, paralysis and sleep. He also gains resistance to all energies equal to his character level plus half his mythic rank. If any of your saving throws bonuses before modifiers is less than (5+your mythic rank), you gain a bonus up to that number. If any of your attributes before modifiers is less than 14, you gain a bonus up to that number. All your hit dice are now d12. Any spells dealing damage now change their dice to d6, if it was not d6 or greater. If it was d6 or greater, the spell instead plus one bonus per die. All your weapons count as +5 weapon.
Gold Dragon Progression
Level | Abilities |
8 | |
9 | Gold Dragon Breath, Gold Dragon Immunity |
10 | Gold Dragon Form, Dragon Feat, Dragon Feat, Dragon Feat, Perfect Soul, Gold Dragon Feature, Perfect Soul |
Gold Dragon Abilities
Dragon Feat
You can select any feat, ignoring its prerequisites.
Gold Dragon Form
You can assume the form of a Gold Dragon. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 form natural armor bonus. Blindsense 60 feet. You also gain one bite (2d8), 2 claws (2d6), two wing attacks (1d8), and 1 tail slap attack (2d6).
Gold Dragon Breath
You gain the ability to breath holy energy, attacking all enemies in a 50 feet cone, dealing (character level plus half mythic rank)d8 holy damage. A successful Reflex saving throw (DC=10 + your character level + half your mythic rank) halves the damage. Any enemy hit by the breath attack also gains a -1 penalty on all d20 rolls, while all enemies who failed the Reflex saving throw gain -2 penalty. You can use your breath attack once every 1d4 rounds.
Gold Dragon Immunity
The Gold Dragon gains immunity to poison, diseases, fear, confusion, paralysis and sleep. He also gains resistance to all energies equal to his character level plus half his mythic rank. If any of your saving throws bonuses before modifiers is less than (5+your mythic rank), you gain a bonus up to that number. If any of your attributes before modifiers is less than 14, you gain a bonus up to that number. All your hit dice are now d12. Any spells dealing damage now change their dice to d6, if it was not d6 or greater. If it was d6 or greater, the spell instead plus one bonus per die. All your weapons count as +5 weapon.
Gold Dragon Feature
The Gold Dragon gains immunity to mind-affecting effects and spell resistance equal to 15 plus your character level and half your mythic rank. If your base attack bonus is less than 15 plus mythic rank, you gain a bonus up to that number. All skills become class skills for you. If you have less ranks in a skill than your mythic rank, you gain a bonus up to that number. If any of your attributes before modifiers is less than 18, you gain a bonus up to that number. Any spells dealing damage now change their dice to d8, if it was not d8 or greater. If it was d8 or greater. the spell instead plus one bonus to damage per die.
Perfect Soul
The GOld Dragon gains immunity to cold, fire electricity and acid, energy drain and negative energy. All your damage is now holy damage.
Any spells dealing damage now change their dice to d10. If it was not d10 or greater. If it was d10 or greater, the spell instead plus one bonus to damage per die.
Azata Mythic Path
When a war has been raging for over a hundred years such as the crusades have, one must be ready to make unexpected moves to achieve victory. Some may claim that Azatas act first and think later, but tell that to the demon hordes, trampled and fleeing in terror from this unstoppable force for good. The Azata trust their instincts and makes spontaneous decisions. They easily befriend those who don’t fit well into even rows of the “official” crusade, and inspire their allies to fight rather than command them to do so. That makes Azatas the heroes these demon-ravaged lands so dearly need.
- How to unlock: Save all the missing Desnan adepts in quest Starward Gaze, then sing with them.
- Features: Azata can have dragon companion. (You can keep the normal animal companion.)
Azata Mythic Spells
Name | Effects | Level |
Ode to Miraculous Magic | Azata inspires party members. This spell grants party members a +4 morale bonus on checks to overcome spell resistance, and increase the saving throw DC of their spells that require a Will saving throw by 2. | 2 |
Rejuvenating Poem | This spell removes fatigue and exhausted effects from all party members. | 2 |
Voice of Renewal | Azata invokes voices of a renewal. This spell damages all enemies within 30 feet area by 1d6 + 1 sonic damage per caster level, while channeling positive energy that cures allies for 1d6 points of damage +1 point per caster level. | 3 |
Nature’s Grasp | An enemy has to pass a Reflex saving throw or be ensnared in tree roots. While in this state, the enemy cannot move, and has a 50% miss chance on all attacks, as if all their opponents had total concealment. Each round enemy tries to pass another Reflex saving throw to break free. If the save fails, the enemy suffers 1d6 + half the Azata’s caster level bludgeoning damage. | 3 |
Optimistic Smile | Azata’s smile encourages optimism. This spell removes all fear, confusion, compulsion, shaken, and frightened effect form party members and grants an immunity to fear till the end of combat. | 3 |
Rainbow Dome | With this spell, Azata chooses to create one of 5 possible 10-feet rainbow domes. While within it, party members get immunity either to fire, to cold, to acid, to electricity or sonic damage by her choice. | 3 |
Chaotic Healing | Azata channels positive energy that cures all allies in 30 feet area for 2d8 +1 point per caster level points of damage, and grants them randomly an effect from one of her following spells: Rejuvenating Poem, Optimistic Smile or Believe in Yourself. | 4 |
Deadly Beauty | Azata covers herself in flowers with tiny bees. She gets DR 5/Adamantine. Any creature that makes a successful melee attack against Azata takes 1d6 + her caster level points of piercing damage. | 4 |
Waterfall | Azata creates a waterfall, the affected creature suffers a 1d10 bludgeoning damage per 4 Azata’s caster levels and has to pass a Fortitude saving throw or be knocked down for 1 round and become weak to cold for 1 minute per Azata’s caster level. | 4 |
Friendly Hug | This spell removes all negative levels from the target, while also granting them immunity to energy drain and mind-affecting effects for 1 min per Azata’s caster level. | 5 |
Second Breath | Azata uses this spell to restore all companions’ ability uses to the maximum amount. | 5 |
Sudden Squall | Azata creates a 15-feet cone of wind dealing 3d6 + her caster level sonic damage to all enemies inside it. Every affected enemy has to pass a Fortitude saving throw or become disoriented and unable to cast any spells for 1d3 rounds. | 5 |
Joy of Life | Azata summons the power of Life itself. Azata and her companions’ attacks become sacred for 1 round per 2 caster levels. This spell restores all companions spell slots up to 5th level, however it doesn’t affect Azata’s Mythic Spell book. | 6 |
Protection of Nature | Azata enwelops her and her companions in a shroud of swirling leaves. Under this effect, all attacks against Azata and her companions suffer a 50% miss chance. You become immune to cold damage, whenever an enemy casts a spells cast against you, they suffer 1d6 sonic damage per 5 Azata’s caster levels. | 6 |
Songs of Steel | This spell grants the target additional 2d6 + Azata’s caster level sonic damage for their first weapon attack during a round, a +2 bonus to caster level checks made to overcome spell resistance, a +2 bonus to all concentration checks, and rises the DC of the saving throws against all their spells and abilities by 2. | 6 |
Winds of the Fall | Azata creates a 30-feet cone of leaves that deals 1d10 slashing damage per 2 caster levels to all creatures within the cone. A creature who suffers damage from this spell has to pass a Will saving throw or become intoxicated for 1 round per caster level. Whenever the creature under this effect makes a roll, it rolls twice and chooses the worst result. A successful saving throw reduces the duration of this effect to 1 round. | 6 |
Water Torrent | Azata summons a wave of water. It deals 6d6 bludgeoning damage to all enemies in the area. Every affected enemy has to pass a Fortitude saving throw or be knocked down, slowed down and become vulnerable to bludgeoning damage for 1d6 rounds. All allies affected by this wave are cleansed from all of the following conditions: ability damage, blinded, confused, dazzled, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. | 7 |
Heros Never Surrender | This spell affects all companions. It removes fatigue, exhaustion, all negative levels, restores all abilities and spell slots up to level 7. This spell doesn’t affect Azata’s Mythic Spellbook. | 7 |
Rainbow Arrows | Azata creates a rainbow arrow that jumps from target to target up to one time per 4 caster levels, dealing 1d12 per 2 caster levels damage with one energy randomly chosen between acid, cold, electricity, fire, or sound. | 7 |
Revolt | Azata shouts out, dealing 4d6 + her caster level sonic damage to all creatures within a 30-feet range. This shout encourages a revolt within the enemy ranks. All affected enemies have to pass a Will saving throw or start to attack the strongest among them. Each round they try to pass a new Will save to end the effect. If an enemy successfuly saves and ends the Revolt effect, they suffer 4d6 + Azata’s casting level sonic damage each round for 1d6 rounds as inner voices shout within making them regret what they had done. | 7 |
Unbreakable Bond | Under the effect of this spell, all companions become immune to mind-affecting, charm, fear, compulsion, emotion, shaken, confusion effects. They also get a +3 luck bonus on all saving throws and DR 5/- while they are in a 10 feet range from Azata. | 7 |
Azata Progression
Level | Abilities |
3 | Mythic Ability, Dragon Companion, Summon Mastodon, Song of Heroic Resolve |
4 | Superpowers, Mythic Feat, Summon Movanic Deva |
5 | Mythic Ability, Song of Broken Chains, Summon Azata Ghael |
6 | Superpowers, Mythic Feat, Song of Defiance, Summon Astral Deva |
7 | Mythic Ability, Song Courageous Defender, Summon Phoenix |
8 | Superpowers, Mythic Feat, Summon Phoenix and Astral Devas |
9 | Mythic Ability, Summon Havoc Dragon |
10 | Superpowers, Mythic Feat |
Azata Abilities
Dragon Companion
At 3rd level, Azata get a Dragon as a animal companion. Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the Azata gains mythic ranks.
Summon Mastodon
This ability summons a Mastodon for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Song of Heroic Resolve
Azata starts a performance that grants all allies within 50 feet a luck bonus on all saving throws equal to half her mythic rank. Whenever an ally under this effect makes a successful saving throw, that ally is healed for a number of hit points equal to 2d6 + Azata’s mythic rank.
Superpowers
Coming soon.
Summon Movanic Deva
This ability summons a Movanic Deva for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Song of Broken Chains
Azata starts a performance that grants all allies within 50 feet a freedom of movement effect and immunity to compulsion spells and spell-like abilities.
Summon Azata Ghael
This ability summons an Azata Ghael for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Song of Defiance
Azata starts a performance that grants all allies within 50 feet DR 5/lawful and Regeneration 5 (lawful).
Summon Astral Deva
This ability summons an Astral Deva for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Song Courageous Defender
Azata starts a performance that grants a chosen companion DR 5/- and immunity to fear effects. All enemies in the 50 feet range from the Azata must pass a Will saving throw or be forced to attack a chosen\ncompanion.
Summon Phoenix
This ability summons a Phoenix for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Havoc Dragon
This ability summons a Havoc Dragon for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Aeon Mythic Path
The Aeon is a cosmic judge of balance – Judge Dredd meets Merlin on a cosmic scale. They can sense where the balance is broken and fix it, often punishing the perpetrator in the process. The cool thing about the Aeon is that they can detect places where the balance was greatly disturbed in the past and travel back in time to fix it. In doing so, they can change their current timeline, usually for the better.
- Unlock: Market Square, you need to observe the place the dragon get slain.
- Aeons can redeem several NPCs, like Staunton Vhane or Xanthir Vhang.
- At MR8, if you decide to continue as Aeon Camellia will leave immediately after.
Aeon Mythic Spells
Name | Effects | Level |
Crystal Mind | You clear an ally’s mind from corrupting thoughts. You dispel rage, fear, emotion, confusion and morale effects, and give the target immunity to fear and emotion effects for 1 round per mythic rank. | 2 |
Edict of Retaliation | As a swift action, you make the enemy suffer from his actions. Every time the target attacks, it is dealt 1d6 + CL/2 damage. Every time the target casts a spell or spell-like ability, it is dealt 2d6 + CL damage. The effect lasts for 1 round per 4 caster levels. | 2 |
Equal Force | You make your allies attacks more uniform. Full BAB attacks made by the target get a -2 penalty, but all attacks with BAB-10 or worse get a +5 bonus on attack rolls. The effect lasts for 10 minutes per caster level. | 2 |
Edict of Nonresistance | As a swift action, you order the enemy to stop all resistance. If the target fails a Will saving throw, it becomes dazed for 1 round per caster level. | 3 |
Relativity | You make the flow of time favor allies and disrupt opponent’s actions. Your allies gain the benefits of the Haste spell effect, while enemies are affected by Slow spell effect. | 3 |
Starlight | You create an area of starlight around yourself. All invisibility effects on enemies in the area are suppressed, and attacks against your allies in the area suffer from a 20% miss chance. | 3 |
Edict of Predetermination | As a swift action, you make the target roll 11 on all d20 rolls for the number of rounds equal to your caster level divided by 4. | 4 |
True Form | You dispel petrification and enemy’s transmutation spells and effects from the target. | 4 |
Uncertainty Principle | For 1 round per caster level you gain 50 miss chance. Additionally, while the spell is in effect, you can teleport to any point in close range as a swift action. | 4 |
Edict of Preservation | As a swift action, you suppress any negative mental or physical effects on the target for 1 round per 5 caster levels. | 5 |
Supernova | You create a raging supernova for the number of rounds equal to your caster levels. Each affected target must succeed on a Fortitude saving throw or become blinded for caster level rounds. Each round all targets in the area are dealt 2d6+Caster level fire and Divine damage (Reflex half). | 5 |
Zero State | You try to dispel every effect from every creature in 30ft radius, gaining +10 in the caster level check to dispel. | 5 |
Edict of Impenetrable Fortress | As a swift action, you grant your target Invulnerability to any physical damage for 1 round per 5 caster levels. | 6 |
Embodiment of Order | You grant the target the effect of the Shield of Law spell, as well as resistance to fire, electricity, cold and acid for 10 minutes per caster level. Additionally, when the spell is cast you also cast Dictum on the same target. | 6 |
Freezing Nothingness | You trap the target in solid ice. If the creature fails its save, it is paralyzed, if the target makes its save, it gains the entangled condition and cannot cast spells. Whether or not the target saves, it takes 2d6 cold damage and 2d6 divine each round it is paralyzed or entangled in the ice. A creature can break the ice with a successful Strength check each round after receiving the effect (DC 15 + your caster level). | 6 |
Zone of Predetermination | You create a zone, where every creature rolls 11 on every d20 roll they make. The zone lasts for 1 round per 4 caster levels. | 6 |
Edict of Invulnerable | As a swift action, you grant all allies in 30ft radius the effects of the Edict of Impenetrable Fortress and Edict of Perseverance abilities for 1 round per 5 caster level. | 7 |
Aeon Progression
Level | Abilities |
3 | Aeon Immunities, Enforcing Gaze, Mythic Ability, Summon Axiomite |
4 | Summon Stone Golem, Aeon Bane, Mythic Feat |
5 | Mythic Ability, Summon Iron Golem, Aeon Immunities, Enforcing Gaze |
6 | Mythic Feat, Improve Aeon Bane, Summon Gold Golem, Enforcing Gaze – Extra Gaze |
7 | Mythic Ability, Aeon Companion Immunities, Mythic Suppression, Enforcing Gaze |
8 | Mythic Feat, Aeon Immunities, Summon Adamantine Golem, Enforcing Gaze – Perpetual |
9 | Mythic Ability, Mythic Suppression, Aeon Companion Immunities, Greater Aeon’s Bane, Enforcing Gaze |
10 | Mythic Feat, Aeon Immunities, Enforcing Gaze – Extra Gaze |
Aeon Abilities
Aeon Immunities
At 3rd mythic rank, Aeon starts changing his own body and mind to remove impurities contained within. He gains immunity to poison, disease and confusion, and gains a bonus on all saving throws against chaotic enemies equal to his mythic rank.
At 5th mythic rank, Aeon gains immunity to bleed, mind-affecting effects and ability damage.
At 10th mythic rank, Aeon automatically rolls 20 on initiative rolls and saving throws against chaotic creatures. Additionally, his attacks and spells ignore damage reduction, energy resistance and immunities of chaotic enemies.
Enforcing Gaze
At the 3rd rank, Aeon gains the ability to enforce rules on everything around them, giving various benefits to the allies and hindering the enemies. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately disappear. Enemies can try to make a Will saving throw to resist this effect, receiving a -2 penalty on the throw if they have the Chaotic alignment.
This ability can be used 1 plus mythic rank times per day.
Starting at 6th mythic rank, Aeon can simultaneously activate two gazes.\nAt 10th mythic rank, the number increases to three gazes.
At 8th mythic rank, Aeon’s gaze can be used any number of times per day.
Summon Axiomite
This ability summons an Axiomite for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Aeon Bane
At 4th level, Aeon gains an ability to make his weapons and spells especially deadly against his enemies. For a number of rounds per day equal to twice your mythic rank, you can make any weapon you wield count as having Bane quality, your spells gain a bonus equal to your mythic rank to caster level checks to overcome spell resistance, and every hit you make with weapons or spells dispel effects from the target, as per the Dispel Magic spell.\nAdditionally, if you have inquisitor’s bane ability, the number of rounds per day stack, and you gain the same bonuses while using inquisitor’s bane ability.
At 9th rank, Aeon’s bane damage increases by 2d6, and the bonus to attack and damage rolls by 1. His first attack each round automatically dispels an effect from the target. Additionally, his spells and abilities can be used as a move action instead of a standard action.
Summon Stone Golem
This ability summons a Stone Golem for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Iron Golem
This ability summons an Iron Golem for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Gold Golem
This ability summons a Gold Golem for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Summon Adamantine Golem
This ability summons an Adamantine Golem for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Aeon Companion Immunities
At 7th mythic rank, Aeons power is great enough to protect his allies from impurities. All his allies in 30ft radius gain immunity to poison, disease and confusion.
At 9th mythic rank, all allies within a 30ft range of Aeon gain immunity to mind-affecting effects.
Swarm-That-Walks Mythic Path
Destroy the demons invading from the Abyss, feed them to the swarm, and then turn your gaze upon Golarion. No price is too high for the one whose urge for vengeance eats them alive.
How to unlock:
At the beginning of Chapter 2, don’t take the queen with you on the crusade.
After Leper’s Smile, take a sample of the bug goop from the Vescavor Queen. Use it in the battle for Drezen (if the queen is with you she will veto your order to do so)
At the beginning of chapter 3, you’ll get a quest to find a nascent vescavor queen in Drezen. Find it (it’s in one of the houses), but don’t kill it.
After defeating Xanthir Vang, ask him about how he became a swarm, then pick up his notes in the room. This will unlock a crusade project that takes 14 days. Complete it. This will trigger a scene with Anevia where she tells you that your companions are concerned about your research into swarms. Pick any option besides “I don’t know what came over me.”
At the beginning of chapter 5, you have to go back to the vescavor queen (same house as in chapter 3) and devour her.
Swarm-That-Walks Features
Your companions will leave you after you turned into swarms.
Your army will be replaced by swarm units.
Swarm Infest: You send a part of your swarm to infest an enemy. It makes the target blind and deals 8d8 physical damage each round. This damage increases by 2d8 for each point of your swarm size. If the target dies while under this effect. it’s automatically devoured. When the ability ends (by activating Swarm Form ability), you are healed for the amount of damage you’ve dealt to the enemy with Swarm Infest. Additionally, the target must make a Will saving throw (DC = 15 + double your mythic rank) or become panicked. Using this ability cancels Swarm Form.
Swarm Feast: Your swarm flies out of your body and starts attacking all enemies in 50 feet radius. Every round all enemies in the area are dealt (4 plus your swarm size) d6 physical damage. If they die while in the area, they arc automatically devoured. Any ranged or ranged touch attacks against you have a 50% chance to miss.
Swarm Clone: You gain the ability to make your own clones using the swarm. They have all your abilities, but separate inventory. You can simultaneously have one clone per three points of your swarm size.
Swarm-That-Walks Progression
Level | Abilities |
8 | Mythic Ability, Swarm Infest, Swarm Feast, Devour, Host of the Great Swarm, Swarm Form |
9 | Mythic Feat, Eye of the Swarm |
10 | The Swarm, Mythic Ability, Swarm Clone |
Swarm-That-Walks Abilities
Swarm Infest
You send a part of your swarm to infest an enemy. It makes the target blind and deals 8d8 physical damage each round. This damage increases by 2d8 for each point of your swarm size. If the target dies while under this effect. it’s automatically devoured. When the ability ends (by activating Swarm Form ability), you are healed for the amount of damage you’ve dealt to the enemy with Swarm Infest. Additionally, the target must make a Will saving throw (DC = 15 + double your mythic rank) or become panicked. Using this ability cancels Swarm Form.
Swarm Feast
Your swarm flies out of your body and starts attacking all enemies in 50 feet radius. Every round all enemies in the area are dealt (4 plus your swarm size) d6 physical damage. If they die while in the area, they arc automatically devoured. Any ranged or ranged touch attacks against you have a 50% chance to miss.
Devour
You send a part of your swarm to devour a corpse to increase the size of your swarm.
The increase depends on the CR of the devoured corpse. When the amount of eaten enemies hits a threshold, you gain permanently increased bonuses from other Swarm-That-Walks abilities.
Swarm Clone
You gain the ability to make your own clones using the swarm. They have all your abilities, but separate inventory. You can simultaneously have one clone per three points of your swarm size.
Eye of the Swarm
From now on, you are made of the Swarm. You gain damage reduction of a swarm and immunity to attacks of opportunity. You Strength and Dexterity ability scores increase by (4 plus your swarm size). You gain immunity to most effect affecting a normal mortal body, such as poison, disease, paralysis and stun.\nAdditionally, while Swarm Form is active, all your attacks deal additional (4 plus your swarm size) damage and any opponent that attacks you in melee combat is dealt (4 plus your swarm size) d6 of damage.
Host of the Great Swarm
You become a Host of the Great Swarm, which now lives inside your body. This symbiosis gives you Fast Healing and additional hit points depending on the size of the swarm. To increase the size of the swarm you need to devour other living beings.
The Swarm
You become The Swarm. Your Intelligence, Wisdom and Charisma ability scores are increased by 4 plus your swarm size, you gain Spell Resistance equal to 25 plus your swarm size, and you gain immunity to most harmful conditions.
Swarm Form
You return all of the swarm into your body. You gain DR 5/- plus your swarm size and a bonus to natural armor equal to (4 plus your swarm size). This ability cancels Infest.
Angel Mythic Path
The Angel is a mighty champion of good, leading the Crusade by example. They move across the battlefield on their mighty wings, smiting the demons with a sword of holy flame. Those who are fighting alongside the Angel are certain that they will be protected and healed—and even resurrected in the case of their untimely demise. In times of dire need the Angel can ask Heaven for help and celestial allies will join them in battle.
- Unlock: In the underground ruins, where you first met Lann and Wenduag. Pick up the angel’s sword to acquire it.
Angel Mythic Spells
Name | Effects | Level |
Grant Repose | You make a touch attack against any undead creature. If it fails a Will saving throw, it is immediately destroyed. If the target succeeds, it is dealt 2d6 damage plus 1 damage per 2 caster levels. | 3 |
Shield from Demonkind | For one minute per caster level, any time the target is attacked by a demon, the demon is dealt 1d6 points of damage plus 1 damage per two caster levels. Additionally, the target gains deflection bonus to AC equal to 2 plus 1 per six caster levels. | 3 |
Ward from Disease | The target gains immunity to diseases for 10 minutes per caster level. | 3 |
Blade of the Sun | You create a 60 feet long line of holy energy, dealing 1d8 holy damage per two caster levels to all targets on the line. | 4 |
Pure Form | You heal yourself for 1d8 hit points per caster level and automatically dispel any negative effects on yourself. | 4 |
Repel the Profane | This spell affects all undead creatures, evil outsiders and divine casters devoted to evil deities. If the target fails a Will saving throw, it’s frightened for 1 round per caster level. If the saving throw is successful, the target is shaken for one round. This spell ignores immunity to fear effects. | 4 |
Ward from Disease Communal | All allies in 20 feet radius gain immunity to diseases for 10 minutes. | 4 |
Cleansing Flames | Every enemy in the radius of the spell is dealt 1d6 holy damage per caster level. Allies are dealt 1 holy damage per caster level, but are automatically healed from any ability score damage, blindness, confusion, and dazzled, exhausted, fatigued, nauseated and sickened conditions. Additionally, it tries to dispel all diseases, poisons and curses from the allies. | 5 |
Ward from Harm | The target gains immunity to nauseated and sickened conditions, diseases, poisons, ability damage and ability drain for 10 minutes. | 5 |
Ward from Unclean Communal | The target gains immunity to nauseated and sickened conditions, diseases and poisons for 10 minutes per caster level. | 5 |
Bolt of Justice | You release a powerful stroke of energy that deals 1d6 points of holy damage per caster level. The target needs to make a successful Reflex saving throw, or become prone.If the target is evil, the spell instead deals 1d8 points of holy damage per caster level. The target needs to make a successful Reflex saving throw, or become prone and suffer a -2 penalty to AC, attack rolls and saving throws.If the target is an evil outsider or an undead creature, the spell instead deals 1d10 points of holy damage per caster level. The target needs to make a successful Reflex saving throw, or become prone and suffer a -4 penalty to AC, attack rolls and saving throws.If the target is a demon lord, an evil dragon or a lord of undead (a powerful undead creature like liches, undead dragons, nightshades and similar), the spell instead deals 1d12 points of holy damage per caster level. The target suffers a -4 penalty to AC, attack rolls and saving throws. It also needs to make a successful Reflex saving throw, or become prone. | 6 |
Aegis of the Faithful | This blessing targets one ally in close range. The ally is granted the combined effect of Shield, Shield of Faith, Protection From Arrows, Displacement and Resist Fire, Cold, Electricity, Acid and Sonic spells for one minute per caster level. | 6 |
Holy Hymn | You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +2 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -2 penalty on such rolls. | 6 |
Ward from Harm Communal | The target gains immunity to nauseated and sickened conditions, diseases, poisons, ability damage and ability drain for 10 minutes. | 6 |
Ward from Weakness | The target gains immunity to fatigue, exhaustion, nauseated and sickened conditions, diseases, poisons, ability damage and ability drain for 10 minutes. | 6 |
Radiant Ground | You create a 20 feet radius area for a number of rounds equal to your caster level. Each round every creature in the area is healed for 1d6 hit points per two caster levels. | 7 |
Sun Marked | For one minute per caster level, the target’s attacks deal addition 1d6 holy damage per four caster levels, and any creature striking the target in melee deals normal damage, but also takes 1d6 points of fire damage + 1 point per caster level. | 7 |
Wall of Light | You create a wall of light, which deals 1d6 points of holy damage per caster level to any evil creature going through it. It grants any good or neutral creature gains an ability to deal 2d6 additional holy damage with their next attack. If a good or neutral creature charges through the wall, it instead deals 1d6 holy damage per caster level with their next attack. | 7 |
Ward from Weakness Communal | All allies in 20 feet radius gain immunity to fatigue, exhaustion, nauseated and sickened conditions, diseases, poisons, ability damage and ability drain for 10 minutes. | 7 |
Storm of Justice | This spell functions like bolt of justice, except it affects multiple creatures. | 8 |
Avenger’s Blessing | This spell targets an ally in close range. The target gains the combined effect of Divine Power, Holy Aura and Greater Heroism spells for one round per caster level | 8 |
Gale of life | This spell works as Breath of Life, but affects all allies in 20 feet radius. | 8 |
Solar Chains | A creature targeted by this spell is held immobile by glowing golden chains composed of pure sunlight. For a number of rounds equal to your caster level, the creature is paralyzed, held in place, and is dealt 4d6 damage plus 1 damage per caster level every round. It may attempt a new saving throw each round to end the effect. If the initial saving throw is successful, the target is staggered for one round and is dealt the same amount of damage. | 8 |
Bring Back | This spell restores 10 HP per caster level.\nUnlike other spells that heal damage, bring back can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life with this spell gain a temporary negative level that lasts for 1 day. | 9 |
Fortress of Faithful | This spell works as Aegis of the Faithful, but affects all allies in 20 feet radius and lasts for 1 hour. | 9 |
Sun Form | For the next number of rounds equal to your caster level, you become incorporeal and gain the ability to shoot rays of holy fire as a swift action, dealing 1d6 damage per caster level, half of which is fire and half is holy. | 9 |
Wrath of the Righteous | All demons in 40 feet radius around the caster make a Will saving throw. If it’s failed, the demon is dealt 10 damage per caster level. If the saving throw is successful, the demon is dealt 1d6 damage per caster level. | 9 |
Army of Heaven | All allies in a 30 foot radius gain the combined effects of Avenger’s Blessing, Mind Blank, and Holy Sword spells for one hour. | 10 |
Eye of the Sun | Every enemy in a 30 foot radius is dealt 12 damage per caster level. Half of this damage is fire damage, half is holy damage. A successful Reflex saving throw reduces the amount to 1d12 damage per caster level. | 10 |
Phoenix Gift | For the next 1 minute per caster level, if the target would be brought below zero hit points, it is instead healed to maximum and deals 1d6 fire damage per caster level to all enemies in 20 foot radius. | 10 |
Rekindle | This spell works as True Resurrection , but affects every ally in 30 feet radius around the caster. | 10 |
Angel Progression
Level | Abilities |
3 | Mythic Ability, Summon Spirit Paladins, Sword of Heaven, Mythic Spellbook, Angelic Halo |
4 | Mythic Feat, Improved Sword of Heaven, Summon Movanic Deva |
5 | Mythic Ability, Improved Angelic Halo, Summon Movanic Devas |
6 | Mythic Feat, Improved Sword of Heaven, Summon Astral Deva |
7 | Mythic Ability, Improved Angelic Halo, Summon Astral Devas, Halo’s Holy Aura |
8 | Mythic Feat, Greater Sword of Heaven, Summon Astral Devas |
9 | Mythic Ability, Summon Spirit Guardian |
10 | Mythic Feat, Greater Sword of Heaven, Summon Spirit Guardians |
Angel Abilities
Summon Spirit Guardian
Summon Spirit Paladins
This ability summons a pair of Spirit Paladins for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Sword of Heaven
Angels can imbue their weapons with holy power. Weapons imbued with holy power deal an additional 2d6 holy damage on attacks, while spells and abilities used while holding imbued weapons deal an additional 2 dice of damage or heal an additional 2 dice of damage.
At 2nd, 4th, 6th, 8th, and 10th mythic ranks, an Angel can select an improvement to the Sword of Heaven ability. Improvements that are available at 8th and 10th ranks are significantly more powerful.
Mythic Spellbook
At 3rd level, Angel receives the ability to cast mythic spells. He can either choose to take it as part of an existing full divine spellcaster spellbook, or as a standalone spellbook.
Angelic Halo
Mythic Angel gains a celestial halo. Each ally within 50 feet of the Angel gains a bonus equal to half Angel’s mythic rank plus 1 to AC and saving throws against attacks made or effects created by evil creatures.
At 5th, 7th, and 9th mythic rank, an Angel can select an improvement to the Angelic Halo ability.
Summon Movanic Deva
This spell summons a movanic deva. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.
Summon Astral Deva
This ability summons an Astral Deva for 1 minute. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.
Halo’s Holy Aura
Angel’s Halo now emanates an aura similar to the effect of holy aura spell.
A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Second, each warded creature gains spell resistance 20 + Angel’s mythic rank against evil spells and spells cast by evil creatures.\nThird, the abjuration protects from all mind-affecting spells and effects.
Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness, but against holy aura’s save DC).