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Mythic Paths is a Gameplay Mechanic in Pathfinder: Wrath of the Righteous.
Take part in grand adventures and fight no ordinary opponents, but formidable demons, extraordinary enemies call for an extraordinary hero! Choose your path and come to embody an Angel or a Demon, a merciless Lich or a wily Trickster, a superhero Azata, or law incarnate - an Aeon. Each path will allow you to improve your hero in unique ways, adding a new layer to character development and making your hero and their allies a true match for their powerful enemies.
Gameplay
Throughout the game, players will encounter Ascension events that transform them into a powerful being in a bid to win the war against demons. At each ascension, they gain one Mythic Rank and receives extraordinary powers from the Mythic Path of their choosing.
For the first and second ascensions, players must choose one type of Mythic Hero, a precursor to the mythic path. At the third Ascension, player must choose one Mythic Path. While Mythic Hero is similar to Mythic Path, there is no restriction to mix them.
Choosing a mythic path will limit your character's alignment to the four segment: mythic path's main alignment and three closest to it. If you are outside of that field you will be given a special errand that will force you into allowed area once Act 3 mythic quest is completed. Refusing to comply will fail the mythic questline.
At MR1, MR3 and every odd MR, player must choose one Mythic Ability. At MR2, MR4 and every even MR, player are given the choice to take a Mythic Feat. This Mythic Feat can be use to take additional Mythic Ability or a normal feat.
At MR8, player will be given the choice to continue with the existing path or take a late mythic path. A summary of the mythic path progression is shown in the table below:
| Mythic Rank | Level* | Milestone | Ability/Feat | Mythic Powers to choose |
|---|---|---|---|---|
| MR 1 | 5 | In Act 1: The Wardstone Legacy During the event to save the Wardstone at the Gray Garrison. |
Ability | Choose one mythic hero from:
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| MR 2 | 8 | In Act 2: Sword of Valor During the event to face the Mythic Nabasu at the Lost Chapel. |
Feat | |
| MR 3 | 11 | In Act 2: Sword of Valor
During the event to hang the Banner at Drezen. |
Ability | Choose one mythic path from: |
| MR 4 | 12-13 | In Act 3: The Fifth Crusade During the event to get Areelu book at her laboratory |
Feat | |
| MR 5 | 15 | In Act 4: The Midnight Isles Reaching the Abyss for the first time. |
Ability | |
| MR 6 | 17 | In Act 4: The Midnight Isles Talking to Areelu in Nocticula's palace |
Feat | |
| MR 7 | 18 | In Act 4: The Midnight Isles Completing mythic quest in the Abyss |
Ability | |
| MR 8 | 18 | In Act 5: City of Locusts Reclaiming Drezen |
Feat | Continue with chosen mythic path or switch to: |
| MR 9 | 18-19 | Completing last mythic quest | Ability | Continue with chosen mythic path except for Legend |
| MR 10 | 20 | Entering Threshold | Feat |
*This is the approximate character level when playing with a full party of six (source). However, character level is not a requirement for gaining a mythic rank during normal play. During a Respec, character-level minimums are enforced — see advancing mythic rank during respec.
Mythic Hero
Mythic heroes are set apart from their contemporaries, capable of amazing feats of courage in the face of overwhelming odds. In spite of this, they're still similar in many ways to other adventurers. They have hit points, an armor class, and saving throws — in fact, most of their statistics are comparable to non-mythic characters of an equal level. Where mythic characters differ is in the special mythic abilities. These abilities enhance mythic characters both in and out of battle, allowing them to take part in extraordinary, larger-than-life adventures.
| MR | Bit of Fun | Close to the Abyss | Close to the Heavens | Danse Macabre | Force Reality | Instrument of Freedom |
|---|---|---|---|---|---|---|
| MR 1 | ← Mythic Ability, Bypass Epic Damage Reduction → | |||||
| Bit of Fun | Close to the Abyss | Close to the Heavens | Danse Macabre | Force Reality | Instrument of Freedom | |
| MR 2 | ← Mythic Feat, Hard to Kill → | |||||
| Creative Approach | Demonkind | Heaven's Breath | Negative Energy Insight | Rectify State | Freedom's Child | |
| Summon Will-o'-Wisp | Summon Babau | Summon Spirit Paladin | Summon Spectre | Summon Wood Golem | Summon Azata Bralani | |
Mythic Hero's abilities
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Bypass Epic Damage Reduction |
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Your mythic powers allow you to bypass damage reduction N/epic. | |
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Hard to Kill |
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You don't die until your total number of negative hit points becomes equal to or greater than twice your Constitution score. | |
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Bit of Fun |
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Mythic characters that draw their power from Chaos gain the ability to create 3 illusionary copies of themselves. Those copies last for 1 minute per mythic rank and act like the mirror image spell, protecting the character from attacks. Those characters can use this ability 3 times per day. | |
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Creative Approach |
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At 2nd mythic rank, mythic characters that draw their power from Chaos become more creative, gaining a +3 circumstance bonus on all skill checks. | |
| No image yet | Summon Will-o'-Wisp |
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This ability summons a Will-o'-Wisp 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. | |
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Close to the Abyss |
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Mythic characters that draw their power from the Abyss grow a pair of horns, gaining a gore attack. This attack is made with a –5 penalty and deals 1d8 plus 1–1/2 times their Strength modifier points of piercing damage. It counts as cold iron and magic for the purposes of overcoming damage reduction. | |
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Demonkind |
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At 2nd mythic rank, mythic characters that draw their power from the Abyss become closer to demons, gaining resist electricity 20 and immunity to poisons. | |
| No image yet | Summon Babau |
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This ability summons a Babau 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. | |
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Close to the Heavens |
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Mythic characters that draw their power from Good gain the ability to unleash a ray of heavenly light, targeting an ally or a foe within 50 feet as a ranged touch attack. This ray heals allies for 4d6 plus 2d6 per mythic rank points of damage or deals the same amount of damage to enemies. Those characters can use this ability 3 times per day plus one extra time for each mythic rank beyond the first. | |
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Heaven's Breath |
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At 2nd mythic rank, mythic characters that draw their power from Good become closer to angels, gaining resist acid 20, resist cold 20, and immunity to petrification. | |
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Summon Spirit Paladin |
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This ability summons a Spirit Paladin 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. | |
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Danse Macabre |
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Mythic characters that draw their power from death can channel negative energy to deal damage to living creatures or to heal undead creatures. Channeling energy causes a burst that either heals all undead creatures or damages all living creatures in a 30-foot radius centered on the mythic character. The amount of damage dealt or healed is equal to 2d6 plus 1d6 per mythic rank. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + mythic rank + the character's Charisma, Wisdom, or Intelligence modifier (whichever is higher). Creatures healed by channel energy cannot exceed their maximum hit point total: all excess healing is lost. A character may channel energy a number of times per day equal to 3 + mythic rank. This is a standard action that does not provoke an attack of opportunity. | |
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Negative Energy Insight |
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At 2nd mythic rank, mythic characters that draw their power from death gain an even greater mastery of negative energy. Their insight into the flows of negative energy also gives them an advantage in combat against enemies that have an affinity to negative energy, such as the undead or the nabasu demons. These characters become immune to negative levels and gain a +4 bonus on saving throws against death effects. They gain a +2 bonus to AC, saving throws, and weapon attack and damage rolls against creatures with negative energy affinity. The DCs of their class abilities against these opponents increase by 2. | |
| No image yet | Summon Spectre |
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This ability summons a Spectre 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. | |
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Force Reality |
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Mythic characters that draw their power from Law gain the ability to force reality upon enemies around them. Every enemy in a 30-foot radius around the mythic character is affected by the effect of the Dispel Magic, Greater spell, affecting only the effects of the Illusion school. At 2nd mythic rank, the mythic character gains the ability to rid their allies of hindering abnormalities. One ally in close range is affected by the effect of the dispel magic, greater spell, affecting all negative effects. The caster level for these abilities is equal to your character level plus your mythic rank. You can use them 3 plus mythic rank times per day. | |
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Rectify State |
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The mythic character gains the ability to rid their allies of hindering abnormalities. One ally in close range is affected by the effect of the Dispel Magic, Greater spell, affecting all negative effects. The caster level for this ability is equal to your character level plus mythic rank. | |
| No image yet | Summon Wood Golem |
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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. | |
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Instrument of Freedom |
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Mythic characters that draw their power from Freedom gain the ability to unleash a bolt of energy from Elysium itself, targeting an ally or a foe within 50 feet as a ranged touch attack. This bolt deals (4d6 plus 2d6 per mythic rank) points of damage to enemies. If used on allies, the bolt instead charges their attacks with weapons for 2 + mythic rank rounds. Companions' attacks with weapons deal an additional 2d6 points of holy damage on hit and count as good for the purposes of bypassing damage reduction. Those characters can use this ability 3 times per day plus one extra time for each mythic rank beyond the first. | |
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Freedom's Child |
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At 2nd mythic rank, mythic characters that draw their power from Freedom become closer to the azatas that live in Elysium, gaining resist electricity 20 and a +4 bonus on their saving throws against mind-affecting effects. | |
| No image yet | Summon Azata Bralani |
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This ability summons an Azata Bralani 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. | |
Mythic Paths
There are six mythic paths available to the players at the third ascension. At the eighth ascension (MR8), player can choose up to 4 additional mythic paths to switch to.
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Aeon |
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The Aeon is the embodiment of law and order and possesses the power to correct abnormalities in the fabric of time and reality itself. Nothing can escape the Aeon's scrutinizing gaze and impartial judgment. Aeon path can be unlocked by acquiring the Purple Stone Knife during a book event as part of The Burning City quest. Alignment: Lawful Neutral, Lawful Good, Lawful Evil, True Neutral | |
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Angel |
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The Angel is a mighty champion of good who sets a shining example for the crusaders, smiting demons with a sword of holy flame. Those who fight alongside the Angel can be certain that they will be protected, healed, and even resurrected in the event of their untimely demise. Angel path is one of the two default unlocked paths available to players. Alignment: Lawful Good, Neutral Good, Lawful Neutral, True Neutral | |
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Azata |
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A rebel and a fighter for freedom and good, the Azata acts on instinct and trusts in spontaneous decisions. The Azata easily befriends those who don't fit into the neat ranks of the official crusade, and does not issue commands, but rather inspires allies to fight. Azata path is unlocked after completing the quest Starward Gaze and chose to save the Desna adepts. Alignment: Chaotic Good, Neutral Good, Chaotic Neutral, True Neutral | |
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Demon |
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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 their inner beast to take control, or to fight it, chain it, and bring it to heel. Demon path is one of the two default unlocked paths available to players. Alignment: Chaotic Evil, Neutral Evil, Chaotic Neutral, True Neutral | |
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Lich |
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The ultimate ruler of undeath, the Lich is a being who has transcended the narrow confines of life itself. Powerful beyond imagining, the Lich can create limitless hordes of undead to remake the world to fit their vision. Lich path can be unlocked by returning the Wand of Zacharius to Zacharius in the Lost Chapel as part of A Strike from the Sky quest. The wand can be acquired from Leper's Smile (Cave) after finishing The Music of the Abyss quest. Alignment: Neutral Evil, Lawful Evil, Chaotic Evil, True Neutral | |
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Trickster |
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For the Trickster, nothing is set in stone, because every stone can be smashed to pieces — if one is powerful enough. With every tweak and twist they make to the world, the Trickster shatters mundane understandings of reality, often simply for the fun of it. Trickster path can be unlocked by taking the Trickster option when talking to Chaleb Sazomal in the Blackwing Library while finding the storyteller. This must be done before the Tavern Defense event. Alignment: Chaotic Neutral, Chaotic Good, Chaotic Evil, True Neutral | |
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Swarm That Walks |
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The Swarm has only one desire — to devour everyone and everything in its path. There are no friends or foes, enemies or allies, dear ones or despised ones — only food. This late mythic path can be unlocked by consuming the Vescavor Queen in Act 5. Addititional steps to get to the Vescavor Queen can be found in the Swarm Mythic Path page. Alignment: Chaotic Evil, Neutral Evil | |
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Gold Dragon |
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The Gold Dragon is a mighty, almost omnipotent creature that possesses powers beyond all others. The Gold Dragon is the embodiment of goodness, hope, and redemption. This late mythic path can be unlocked in the conversation with Halaseliax in Act 5. Details on how to unlock it can be found in the Gold Dragon page. Alignment: Neutral Good | |
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Devil |
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An emissary of Hell vested with the power of law and evil, the Devil commands anything and everything imaginable through strength and sheer will. This late mythic path can be unlocked through an event in Act 5 and is available only for player that chose Aeon or Azata at MR3. See the Devil page for details. Alignment: Lawful Evil, Neutral Evil, Lawful Neutral, True Neutral | |
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Legend |
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One doesn't need to be a mythic creature, an otherworldly being, or a deity's chosen to become a hero. This path may be grueling and full of temptation, but the mortal who treads it fully earns the right to call themselves a true Legend. This late mythic path is available by default Alignment: Any | |
Selectable Features
Mythic Abilities
| Mythic Ability | Description |
|---|---|
| Abundant Arcane Pool | additional arcane pool = mythic rank |
| Abundant Bane | additional bane rounds = mythic rank |
| Abundant Casting | +4 spells per day for level 1-3 spells. |
| Abundant Ki | additional ki pool = mythic rank |
| Abundant Smite | additional smite = ½ mythic rank |
| Abundant Smite Chaos | additional smite chaos = ½ mythic rank |
| Always a Chance | no natural miss when rolling 1 |
| Any Means Necessary | Hellknight attack become good-aligned |
| Archmage Armor | additional AC to Mage Armor = mythic rank |
| Ascendant Element | energy damage bypass immunities and resistances |
| Ascendant Summons | summons get bonus to STR, DEX, CON, WIS, CHA. Attacks ignore DR |
| Battle Meditation | boost allies attack, damage roll and saves against fear |
| Beneficial Curse | get additional curse without any penalty |
| Best Jokes | chain Hideous Laughter spell |
| Bloodline Ascendance | gain bloodline 20th ability |
| Boundless Healing | add reach and more HP to healing spells |
| Brutality Incarnate | natural attacks ignore DR |
| Cleaving Shot | add Cleave to range attack |
| Corruptor | poison and diseases ignore immunities |
| Defensive Study | study target gives AC=bonus ATK rolls |
| Dimensional Retribution | teleport to enemy caster when hit by their spell |
| Distracting Shots | reduce enemy AC for melee attack when hit with range attack |
| Domain Zealot | use domain's ability as a swift action |
| Elemental Barrage | using different energy to damage gets additional divine damage |
| Emergency Help | teleport to heal (maximized, empowered) ally |
| Enduring Spells | extend spells that last longer than 1 hour to 24 hours |
| Enforced Vigor | damage ally to give them +2 ATK and DMG, and +1 Saves |
| Everlasting Judgment | unlimited use of judgment |
| Ever Ready | gain bonus to ATK and DMG when dealing AoO. Increase AoO by 2 per round. |
| Explosives Expert | 50% change to recover used bomb. Increase bomb's damage die |
| Expose Vulnerability | 3rd hit from range weapon deals extra divine damage |
| Favorite Metamagic | decrease spell level cost by 1 for Metamagic |
| Full Reservoir | gain 3 + arcanist level to arcane reservoir |
| Greater Abundant Casting | +4 spells per day for level 7-9 spells |
| Greater Enduring Spells | extend spells that last longer than 5 minutes to 24 hours |
| Kinetic Overcharge | reduce the burn cost by one |
| Impossible Domain | gain one domain without meeting prerequisite |
| Improved Abundant Casting | +4 spells per day for level 4-6 spells |
| Inspirational Leader | gives ally bonus to initiative, saves and concetration |
| Last Stand | become unkillable when HP drops low |
| Leading Strike | mark a target when hit and ally deals divine damage to the target |
| Limitless Rage | unlimited use of rage |
| increase bardic performance by 6 levels | |
| Master Shapeshifter | unlimited use of wild shape and gain +4 on physical abilities when polymorph |
| Magic Nullification | dispel any spell and grants magic immunity |
| Mythical Beast | Animal companion get bonus to physical ability and it's attack ignores DR. |
| Mythic Charge | charging deals additional divine damage |
| Mythic Inspiration | increase bonus to Bards and Skalds performances |
| Over-Infused Blasts | apply 2 substance infusion to kinetic blast |
| Perfect Cavalry | moving while mounted do not provoke AoO |
| Powerful Shadows | Shadow spells are 20% more real |
| Ranging Shots | improve range attack roll everytime an attack misses |
| Rupture Restraints | dispel a number of status effect |
| Second Bloodline | get second bloodline with all its benefits |
| Second Bloodrager Bloodline | get second Bloodrager bloodline with all its benefits |
| Second Mystery | gain a second oracle mystery and all its benefits |
| Second Mystery (Enlightened Philosopher) | gain a second mystery for Enlightened Philosopher oracle |
| Second Mystery (Divine Herbalist) | gain a second mystery for Divine Herbalist oracle |
| Second Mystery (Lone Strider) | gain a second mystery for a Lone Strider oracle |
| Second Spirit | gain additional shaman spirit |
| Spellcaster's Onslaught | bonus to ATK and DMG with weapon after casting a spell |
| Throw Elixir | can apply elixirs from 30 feet away |
| The Bigger They Are | gain ATK bonus with range weapon = enemy's penalty to AC due to size |
| Thundering Blows | cause AoE sonic damage when melee attack misses |
| Unrelenting Assault | gain bonus to DMG roll with every Melee attack |
| Unstoppable | replace some status effects with lesser effects |
| Wandering Witch Hex | grants additional hex |
Mythic Feats
| Mythic Feat | Description |
|---|---|
| Bull Rush (Mythic) | CMB and CMD bonus to Bull Rush = ½ mythic rank |
| Dazzling Display (Mythic) | use Dazzling Display as a swift, move or standard action |
| Deadly Aim (Mythic) | increase damage rolls for Deadly Aim |
| Defensive Combat Training (Mythic) | add ½ mythic rank to CMD |
| Destiny Beyond Birth | remove penalty for races |
| Destructive Shockwave | damage enemy when melee attack misses |
| Dirty Trick (Mythic) | CMB and CMD bonus to Dirty Trick = ½ mythic rank |
| Disarm (Mythic) | CMB and CMD bonus to Disarm = ½ mythic rank |
| Dodge (Mythic) | dodge bonus +1 and 1st round bonus = Mythic Rank |
| Emergency Potion | drink potion as swift action |
| Expanded Arsenal (Magic School) | copy feat bonuses from 1 magic school to another |
| Extra Feat | gain a bonus feat (normal feat) |
| Extra Mythic Ability | gain bonus mythic ability |
| Flawless Attacks | reduce iterative attack penalty (from -5 to -4) |
| Great Fortitude (Mythic) | roll twice for fortitude save - take best result |
| Improved Critical (Mythic) | increase critical multiplier by 1 |
| Improved Initiative (Mythic) | add mythic rank to initiative bonus |
| Improved Unarmed Strike (Mythic) | add ½ mythic rank to damage |
| Iron Will (Mythic) | roll twice for will save - take best result |
| Lightning Reflexes (Mythic) | roll twice for reflex save - take best result |
| Mythic Armor Focus (Heavy Armor) - Assault | Armor deals slashing damage = 1d6 + armor AC |
| Mythic Armor Focus (Heavy Armor) - Endurance | Gain DR N/- where N=½Armor AC |
| Mythic Armor Focus (Heavy Armor) - Avoidance | Add ½ STR bonus to AC (not limited to max DEX bonus) |
| Mythic Armor Focus (Light Armor) - Assault | ½ Armor AC to ATK and DMG rolls with weapon finesse |
| Mythic Armor Focus (Light Armor) - Endurance | gain spell resistance=armor's AC |
| Mythic Armor Focus (Light Armor) - Avoidance | add mythic rank to max DEX bonus and miss chance bonus. |
| Mythic Armor Focus (Medium Armor) - Assault | melee attack adds piercing damage=1d6 + armor AC |
| Mythic Armor Focus (Medium Armor) - Avoidance | add CON modifier to max DEX bonus |
| Mythic Armor Focus (Medium Armor) - Endurance | 1.5 AC from armor and no speed reduction. |
| Mythic Brew Potions | craft potions up to level 6 |
| Mythic Buckler - Flying Shield Style | gives shield bonus to Ally = shield AC |
| Mythic Channeling | increase channel heal or damage by 2x CHA bonus |
| Mythic Heavy Shield - Aggressive Block | deal bludgeoning damage = shield AC + STR |
| Mythic Light Shield - Deflection | add shield AC to reflex saves |
| Mythic Resolve | +1 to saves. add hp = mythic rank |
| Mythic Sneak Attacker | add 1d6 to sneak attack |
| Mythic Tower Shield - Fortress | gain DR N/- = shield AC |
| Piranha Strike (Mythic) | increase damage from piranha strike |
| Point-Blank Shot (Mythic) | increase ATK and DMG for Point-Blank Shot |
| Power Attack (Mythic) | Melee damage +3 instead of +2 |
| Rapid Shot (Mythic) | remove -2 ATK penalty from Rapid Shot |
| School Mastery | increase CL by 1 to a school of magic |
| Shield Focus (Mythic) | add shield bonus and its enhancement bonus to touch AC |
| Skill Focus (Mythic) | take 10 for skill check if it is enough to succeed |
| Sorcerous Reflex | cast first spell (2 levels lower) as swift action |
| Spell Focus (Mythic) | double save DC for spell focus |
| Spell Penetration (Mythic) | add ½ or full mythic rank to overcome SR |
| Stunning Fist (Mythic) | increase DC for Stunning Fist = ½ mythic rank |
| Sunder Armor (Mythic) | CMB and CMD bonus to Sunder Armor = ½ mythic rank |
| Toughness (Mythic) | double HP from toughness. gain DR 10/epic when hp=0 |
| Trip (Mythic) | CMB and CMD bonus to Trip = ½ mythic rank |
| Two-Weapon Fighting (Mythic) | reduce penalty by 2 for two weapon fighting |
| Vital Strike (Mythic) | increase vital strike damage by many fold |
| Weapon Finesse (Mythic) | use DEX modifier to damage with finessable weapon |
| Weapon Focus (Mythic) | double ATK rolls from weapon focus and greater weapon focus |
| Weapon Specialization (Mythic) | damage roll bonus = ½ mythic rank |
Story and Plot
- Dialogue Options Restricted by Mythic Paths
- Throughout the game, you will occasionally encounter options marked as associated with a specific mythic path. These are dialogue branches that embody the spirit of a particular manifestation of mythic powers. In the earlier stages of the game, these options must be selected in order to gain the opportunity to set out on the corresponding mythic path. Once your mythic path is set, unique alternatives inaccessible to other mythic paths will become available to you.























