Every mythic character follows a mythic path. Each path represents a journey into legend, and each tier in that path grants abilities and features related to that pursuit. Upon achieving his 1st mythic tier, a character must choose one mythic path to follow. Characters can choose from the following mythic paths: Archmage, Champion, Guardian, Hierophant, Marshal, and Trickster.
Each path offers a number of abilities that a mythic character can choose. In addition to the abilities granted to specific paths, mythic characters can select from the list of universal path abilities when reaching a new mythic tier. These path abilities are available to all mythic characters.
The Mythic Paths
Archmage
A master of arcane magic, the archmage casts powerful spells with great skill and ease, and shapes reality at whim. The powers of the archmage allow her to alter her spells, penetrate foes’ defenses, and master nearly any subject. While many of the archmage’s abilities are most valuable to a character with a high Intelligence score, those with high Charisma scores will also find a wide variety of powerful options. The path of the archmage is suitable for arcane spellcasters.
Champion
Unparalleled in combat, the champion stands triumphant on the battlefield, surrounded by bruised and broken foes. The abilities of the champion allow him to deliver strikes more accurately, perform astounding combat maneuvers, and move effortlessly around the battlefield. Characters with a high Strength score will find this path extremely useful, as will those with a high Constitution score. The path of the champion is suitable for characters who rely on martial arms and combat maneuvers.
Guardian
None can get past the impervious guardian—those who threaten this devout hero’s charges are doomed to fail. The powers of the guardian allow her to hold her ground, protect her allies, prevent enemies from moving past her, and survive hits that would defeat lesser heroes. Characters that have a high Constitution score and frequently find themselves in the middle of combat gain valuable powers by becoming a guardian. The path of the guardian is suitable for those who routinely sustain massive amounts of damage.
Hierophant
Drawing on power that goes beyond the gods, the hierophant is an inviolate vessel for the divine. The abilities of the hierophant allow him to enhance the power of his spells, heal others with greater potency, and commune with the gods. Most characters that become hierophants have a high Wisdom score, although many also have an above-average Charisma score. The path of the hierophant is suitable for divine spellcasters.
Marshal
Inspiration and courage make the marshal the greatest leader, capable of leading troops to victory over any challenge. The powers of the marshal allow her to inspire others, which grants bonuses and additional opportunities to all of her comrades. Characters with a high Charisma score and an above-average Intelligence score will gain a variety of useful abilities by becoming marshals. The path of the marshal is suitable for those who continually aid others.
Trickster
Skill, training, and savvy make the trickster the master of the impossible—defying unbeatable obstacles and traps, tricking the wise, and hitting otherwise unattainable targets. The trickster’s abilities allow him to change his appearance, manipulate others, and strike with deadly accuracy. Characters with high Dexterity and Charisma scores have a lot to gain from becoming tricksters. The path of the trickster is suitable for those who rely on subterfuge and cunning.
Universal Path Abilities
The following mythic path abilities are available for any mythic character to choose.
1st-Tier Universal Path Abilities
Commune with Power (Su)
You can tap into your mythic nature to seek answers to the quandaries you encounter in your adventures. Once per day, in a special ritual that requires you to spend 1o minutes hour of uninterrupted meditation, you can commune with the source of your power. This acts as the commune spell, using your tier as your caster level. The source of your power may be limited in the knowledge it possesses or can deliver, as decided upon by the GM. You can use this ability one additional time per day for each use of mythic power you expend.
Display of Charisma (Su)
As a free action, you can expend one use of mythic power to attempt a feat of Charisma, gaining a +20 circumstance bonus on one Charisma-based skill check or Charisma ability check.
Display of Constitution (Su)
As a free action, you can expend one use of mythic power to attempt a feat of Constitution, gaining a +20 circumstance bonus on on one Constitution-based skill check or Constitution ability check.
Display of Dexterity (Su)
As a free action, you can expend one use of mythic power to attempt a feat of Dexterity, gaining a +20 circumstance bonus on one Dexterity-based skill check or Dexterity ability check.
Display of Intelligence (Su)
As a free action, you can expend one use of mythic power to attempt a feat of Intelligence, gaining a +20 circumstance bonus on one Intelligence-based skill check or Intelligence ability check.
Display of Strength (Su)
As a free action, you can expend one use of mythic power to attempt a feat of Strength, gaining a +20 circumstance bonus on one Strength-based skill check or Strength ability check.
Extra Mythic Feat (Ex)
You gain an extra mythic feat. You can take this ability a number of times equal to half your mythic tier (minimum 1). Each time you do, you gain another mythic feat.
Extra Mythic Power (Su)
You can call upon your mythic power two additional times per day. You can select this ability up to three times.
Legendary Item (Ex)
You gain a mythic legendary item. Your scion level for this item is equal to your mythic tier. Non-mythic classes and abilities cannot increase your scion level for this item. This item gains one legendary ability for each tier you possess, gaining a new ability each time you progress your tier. At 3rd tier, you can select this ability again, causing the legendary item to become a lesser artifact. At 6th tier, you can select this ability a third time, improving the legendary item into a greater artifact.
Longevity (Su)
Upon taking this ability, you can no longer die from old age. If you have penalties to your physical ability scores due to aging, those penalties are removed as your body returns to its prime. You still continue to age, and you gain all the benefits to your mental ability scores.
Mythic Sustenance (Su)
Your mythic power is enough to sustain you. You no longer need to eat, drink, or breathe to live. You’re immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake.
Pierce the Darkness (Sp)
You gain permanent darkvision with unlimited range, as if you were in full daylight. This darkvision provides full color vision rather than simple black and white. You are able to see through non-mythic magical darkness, though objects still block your sight as normal.
3rd-Tier Universal Path Abilities
You must be at least 3rd tier to select these path abilities.
Beyond Morality (Ex)
You have no alignment. Attempts to detect your alignment don’t return any results. If you’re the target of a spell or effect that is based on alignment, you’re treated as the most favorable alignment when determining the spell’s effect on you. Any effects that alter alignment have no effect on you.
You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions.
If you lose this effect, you revert to your previous alignment.
Divine Source (Su)
Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains to your list each time.
Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those spells available to you from your divine source domains). If you are a cleric or otherwise have domain slots, you can sacrifice your current domain choices to select new options from your divine source domains. If you do, you gain the granted ability of your new domain choices.
In addition, those who follow your cause can select you as their deity for the purposes of determining their spells and domains. Creatures that gain spells from you don’t receive any spells per day of levels higher than your tier; they lose those spell slots.
Enhanced Ability (Ex)
You gain a permanent +2 increase to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score.
Fearless (Su)
Few things in the world still inspire fear in you. You are immune to all fear effects from non-mythic sources. You gain a circumstance bonus equal to your tier on saves against fear effects from mythic sources.
Pure Body (Su)
Your body is so pure that you’re immune to all non-mythic diseases and poisons. You gain a circumstance bonus equal to your tier on saves against diseases and poisons from mythic sources.
Pure Destiny (Su)
Your mythic destiny is guided by providence. You’re immune to all non-mythic curses and compulsions. You gain a circumstance bonus equal to your tier on saves against curses and compulsions from mythic sources.
Pure Senses (Su)
Your senses are extraordinarily keen. You’re immune to blindness and deafness caused by non-mythic sources. You gain a circumstance bonus equal to your tier on saves against effects that cause blindness and deafness from mythic sources.
Sleepless (Su)
You no longer require sleep, don’t gain exhaustion from lack of sleep, and are immune to sleep effects. If you have abilities or class features that require a long rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. You do not gain the other benefits of a long rest without actually resting.
Unchanging (Su)
Your form is so stable that you become immune to non-mythic polymorph and petrification effects. You gain a circumstance bonus equal to your tier on saves against polymorph and petrification effects from mythic sources.
6th-Tier Universal Path Abilities
You must be at least 6th tier to select these path abilities.
Farwalker (Sp)
The boundaries of the Material Plane mean little to you. You can plane shift once per day, using double your tier as your caster level. You can use this ability one additional time per day for each use of mythic power you expend.
Mythic Presence (Su)
Your power unnerves ordinary mortals. By expending one use of mythic power, you gain an effect similar to frightful presence, except that creatures are affected according to their tier (or rank, in the case of monsters) instead of their Hit Dice. Non-mythic creatures that fail their saves are panicked for 1 minute, and those that succeed are shaken for 1 minute. Creatures with a mythic tier or rank equal to or less than your tier are unaffected if they succeed and are shaken for 1 minute if they fail. Creatures with a mythic tier or rank higher than yours are unaffected by your mythic presence. The Will save against your mythic presence equals 10 + your tier + your Charisma modifier. This ability lasts for 1 minute and has a range of 30 feet.
Mythic Sight (Sp)
When you take this ability, you gain blindsense out to a range of 30 feet. You can take this ability twice. The second time you take it, you can see illusions and magical deceptions for what they truly are, as if using true seeing. You gain a circumstance bonus equal to your tier on saves against illusions and magical deceptions from mythic sources. If this ability is dispelled, you can resume it as a free action on your turn.
Truespeech (Sp)
You can understand and speak any language, as the truespeak spell. You are also able to read and write any language that you can speak. If this ability is dispelled, you can resume it as a free action on your turn.