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Mythic Paths

Aeon

Table: Mythic Path (Aeon)

Mythic RankAbilitiesSummoning
1Mythic Ability, Earth Magic
2Mythic FeatSummon Wood Golem
3Aeon Immunities, Enforcing Gaze, Mythic AbilitySummon Clay Golem
4Aeon Bane, Mythic FeatSummon Stone Golem
5Mythic Ability, Aeon Immunities, Enforcing GazeSummon Ice Golem
6Mythic Feat, Improve Aeon Bane, Enforcing Gaze - Extra GazeSummon Inferno Golem
7Mythic Ability, Aeon Companion Immunities, Mythic Suppression, Enforcing Gaze
8Mythic Feat, Aeon Immunities, Enforcing Gaze - PerpetualSummon Iron Golem
9Mythic Ability, Mythic Suppression, Aeon Companion Immunities, Greater Aeon's Bane, Enforcing GazeSummon Mythril Golem
10Mythic Feat, Aeon Immunities, Enforcing Gaze - Extra GazeSummon Adamantine Golem

Earth Magic

At 1st mythic rank, the Aeon gains MP and spells as a 5th level black mage, but can only pick Earth spells. Further leveling increases his MP pool and spells as if he took a level in black mage.

Summon Wood Golem

Once per day, this ability summons a Wood 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 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, elemental resistance and immunities of chaotic enemies.

Enforcing Gaze

At the 3rd mythic 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. At 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 Clay Golem

Once per day, this ability summons a Clay 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. This ability replaces the previous summon.

Aeon Bane

At 4th mythic rank, 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 spell.

At 9th mythic 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

Once per day, 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. This ability replaces the previous summon.

Summon Ice Golem

Once per day, this ability summons an Ice 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. This ability replaces the previous summon.

Summon Inferno Golem

Once per day, this ability summons an Inferno 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. This ability replaces the previous summon.

Summon Iron Golem

Once per day, 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. This ability replaces the previous summon.

Summon Mythril Golem

Once per day, this ability summons a Mythril 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. This ability replaces the previous summon.

Summon Adamantine Golem

Once per day, 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. This ability replaces the previous summon.

Aeon Companion Immunities

At 7th mythic rank, Aeon’s power is great enough to protect his allies from impurities. All his allies in a 30-ft.-radius gain immunity to poison, disease and confusion.

At 9th mythic rank, all allies within a 30-ft.-radus of the Aeon gain immunity to mind-affecting effects.

Angel

Table: Mythic Path (Angel)

Mythic RankAbilitiesSummoning
1Mythic Ability, Sword of Heaven
2Mythic FeatSummon Forgiven Ignorance
3Mythic Ability, Holy Knight Spells, Angelic Halo
4Mythic Feat, Improved Sword of HeavenSummon Forgiven Clamor
5Mythic Ability, Improved Angelic Halo
6Mythic Feat, Improved Sword of Heaven, Sword of Holy DamageSummon Forgiven Conceit
7Mythic Ability, Improved Angelic Halo, Halo's Holy Aura
8Mythic Feat, Greater Sword of HeavenSummon Forgiven Apathy
9Mythic Ability
10Mythic Feat, Greater Sword of HeavenSummon Forgiven Whimsy

Summon Forgotten Ignorance

Once per day, this ability summons a forgotten ignorance. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability.

Summon Forgiven Clamor

Once per day, this ability summons a forgiven clamor for 1 minute. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. This ability replaces the previous summon.

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 mythic ranks are significantly more powerful.

Holy Knight Spells

At 3rd mythic rank, an Angel receives the ability to cast holy knight spells, using their total character level as their holy knight level.

Angelic Halo

An 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 Forgiven Conceit

Once per day, this ability summons a forgiven conceit. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. This ability replaces the previous summon.

Summon Forgiven Apathy

Once per day, this ability summons a forgiven apathy 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.  This ability replaces the previous summon.

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 ability has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. 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.

Third, this ability 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 blind, but against holy aura’s save DC).

Sword of Holy Damage

Whenever Sword of Heaven is active, this ability allows the Angel to transform all damage dealt by the Angel into holy damage.

Summon Forgiven Whimsy

Once per day, this ability summons a forgiven whimsy 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. This ability replaces the previous summon.

Bahamut’s Chosen (Mythic Rank 8+ only)

Table: Mythic Path (Bahamut's Chosen)

Mythic RankAbilities
8Dragon Breath, Dragon Feature 1
9Dragon Form, Dragon Feature 2, Dragon Feat x3
10Perfect Soul

Dragon Feat

You can select any three feats, ignoring all prerequisites.

Dragon Form

You can assume the form of any 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).

Dragon Breath

You gain the ability to breath elemental energy, as the same type as your usual Dragon form, attacking all enemies in a 50 feet cone, dealing (character level plus half mythic rank)d8 eemental 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.

Dragon Feature 1

The Dragon gains immunity to poison, diseases, fear, confusion, paralysis and sleep.

He also gains resistance to all elements 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.

Dragon Feature 2

The 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 Dragon gains immunity to earth, fire, ice, and lightning, energy drain and negative energy.

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.

Crystal Bearer

Table: Mythic Path (Crystal Bearer)

Mythic RankAbilities
1Mythic Ability, Crystal of Energy
2Mythic Feat, Crystal Affinity
3Mythic Ability, Crystal Magic
4Mythic Feat, Demonic Aspect
5Mythic Ability, Demonic Aspect, Extra Minor Aspect
6Mythic Feat, Demonic Aspect
7Mythic Ability, Demonic Aspect, Major Demonic Aspect, Major Demonic Aspect, Demonic Charge, Deadly Natural Weapons
8Mythic Feat, Demonic Aspect, Extra Minor Aspect
9Mythic Ability, Demonic Aspect, Major Demonic Aspect
10Mythic Feat, Demonic Aspect, Demon Lord Aspect

Demon

Table: Mythic Path (Demon)

Mythic RankAbilitiesSummoning
1Mythic Ability, Demonic Claws
2Mythic Feat, Demonic ChargeSummon Demon
3Mythic Ability, Demonic Rage, Dark Knight Spells
4Mythic Feat, Demonic AspectSummon Greater Demon
5Mythic Ability, Demonic Aspect, Extra Minor Aspect
6Mythic Feat, Demonic AspectSummon Apocrypha
7Mythic Ability, Demonic Aspect, Major Demonic Aspect, Major Demonic Aspect, Demonic Charge, Deadly Natural Weapons
8Mythic Feat, Demonic Aspect, Extra Minor AspectSummon Erigoss
9Mythic Ability, Demonic Aspect, Major Demonic Aspect
10Mythic Feat, Demonic Aspect, Demon Lord AspectSummon Fell Demon

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 Charge

As a move action, you can teleport to the target enemy, dealing 2d6 unholy damage per mythic rank in a 10 foot 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.

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 saving throws. The DC for all saving throws against Demon’s spells and abilities are increased by 2. These benefits increase by 1 at 6th and 9th mythic ranks. This ability stacks with normal rage if the character has it.

Dark Knight Spells

At 3rd mythic rank, a Demon receives the ability to cast dark knight spells, using their total character level as their dark knight level.

Demonic Aspect

Starting mythic rank 4 and mythic rank thereafter, the Demon gains a Demonic Aspect. These aspects use other Demons as inspiration and allow the Demon to focus the rage more effectively.

Extra Minor Aspect

At mythic ranks 5 and 7, the Demon can use one more minor aspect simultaneously.

Major Demonic Aspect

At mythic ranks 7 and 9, the Demon gains a major Demonic Aspect. These aspects use more powerful demons as inspiration and allow the demon to focus the rage more effectively.

Deadly Natural Weapons

All of the Demon’s natural weapons ignore the damage reduction of demons and count as having a +2 enhancement bonus. Additionally, all of the Demon’s natural attacks count as primary.

Demon Lord Aspect

At mythic rank 10, the Demon gains a Demon Lord Aspect. These aspects use demon lords as inspiration and allow the demon to focus the rage more effectively.

Devil

 

Legend (Mythic Rank 8+ only)

 

Lich

 

Light Warrior

 

Trickster

 

Warrior of Darkness