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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:
  • Bit of Fun
  • Close to the Heavens
  • Close to the Abyss
  • Danse Macabre
  • Force Reality
  • Instrument of Freedom
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

TwilightKnife Bypass Epic Damage Reduction

Your mythic powers allow you to bypass damage reduction N/epic.

Undead bloodline Hard to Kill

You don't die until your total number of negative hit points becomes equal to or greater than twice your Constitution score.

BitOfLuck Bit of Fun

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.

Foretell forfeit Creative Approach

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

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.

BloodlineAbyssal Close to the Abyss

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.

AbyssalClaws Demonkind

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

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.

RighteousMight Close to the Heavens

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.

RemoveDisease Heaven's Breath

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.

SummonMonster2 Summon Spirit Paladin

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.

Undead bloodline Danse Macabre

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.

ChannelNegativeEnergy Negative Energy Insight

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

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.

ForcePunch Force Reality

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.

Aid Rectify State

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

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.

HWHoly Instrument of Freedom

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.

Longstrider Freedom's Child

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

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.

AeonNoGenderMage Portrait Aeon

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

MythicAngelMale Portrait Angel

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

MythicAzataFemale Portrait Azata

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

MythicDemonFemale Portrait Demon

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

LichMaleMage Portrait Lich

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

TricksterMythicMale Portrait Trickster

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

MythicLocustNoGender Portrait Swarm That Walks

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

MythicDragon Portrait Gold Dragon

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

MythicDevilMale Portrait Devil

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

Placeholder Male Portait Legend

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
Luminary Performer 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

  1. 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.