Mythic Paths
When a character ascends to mythic power, they choose a mythic path that defines the nature of their legendary abilities. Each path grants a signature ability at 1st tier, a capstone at 10th tier, and a library of tier-gated path abilities to choose from as they advance.
All mythic characters also draw from the shared pool of universal path abilities regardless of path. Path abilities are selected at odd tiers (1st, 3rd, 5th, 7th, 9th) plus tier 2. The number shown for each path reflects the size of its pick-list, not total abilities gained.
The archmage draws power from the fabric of reality itself, casting arcane spells that blast through defenses and cripple foes. Mastery over arcane arts benefits the entire group.
Best for: Sorcerers, wizards; also bards, summoners, witches.
Signature: Archmage Arcana — choose one permanent arcane specialization at 1st tier.
10th-Tier: True Archmage — non-mythic creatures roll saves twice against your arcane spells, taking the lower.
1st tier: 29 3rd tier: 11 6th tier: 4
Archmage AbilitiesThe pinnacle of skill at arms. The champion crushes enemies with devastating melee powers before they have a chance to act, and performs combat feats that defy mortal limits.
Best for: Barbarians, cavaliers, fighters, monks, paladins, rangers; also magi and rangers.
Signature: Champion's Strike — choose one devastating attack maneuver at 1st tier.
10th-Tier: Legendary Champion — reroll missed attacks against non-mythic foes; natural 20s against non-mythic foes automatically confirm.
1st tier: 31 3rd tier: 11 6th tier: 5
Champion AbilitiesWhen others retreat, the guardian stands. Drawing power from bonds of trust, the guardian interposes themselves in the path of peril to protect allies and absorb punishment.
Best for: Barbarians, cavaliers, fighters, inquisitors, monks, paladins.
Signature: Guardian's Call — choose one defensive reaction ability at 1st tier.
10th-Tier: True Defender — damage from non-mythic melee and ranged attacks is halved after all other reductions.
1st tier: 27 3rd tier: 12 6th tier: 6
Guardian AbilitiesA conduit to the divine, channeling miracles to heal allies and smite enemies. Some hierophants seek apotheosis; others serve their deity as living instruments of divine will.
Best for: Clerics, druids, oracles; also inquisitors and paladins.
Signature: Divine Surge — choose one divine empowerment ability at 1st tier.
10th-Tier: Divine Vessel — non-mythic creatures roll saves twice against your spells; your healing on non-mythic allies doubles.
1st tier: 26 3rd tier: 11 6th tier: 5
Hierophant AbilitiesDestined to inspire armies, rally the fallen, and bring out greatness in those who follow. The marshal's power lies in elevating allies to mythic feats alongside their own heroism.
Best for: Bards, cavaliers, clerics, inquisitors, paladins; any support-focused character.
Signature: Marshal's Order — choose one command-and-inspire ability at 1st tier.
10th-Tier: Visionary Commander — you and allies within 30 ft. roll initiative twice; surprise rounds don't affect your allies.
1st tier: 30 3rd tier: 14 6th tier: 7
Marshal AbilitiesSeen only when they choose to be, tricksters manipulate kings and peasants alike. Mythic power lets them perform tasks that defy physics, confound foes, and steer events with a jest.
Best for: Alchemists, bards, rogues; also ranged-combat and magical-subterfuge builds.
Signature: Trickster Attack — choose one deceptive attack ability at 1st tier.
10th-Tier: Supreme Trickster — non-mythic foes are always flat-footed against your attacks; natural 20s against non-mythic foes automatically confirm.
1st tier: 34 3rd tier: 9 6th tier: 7
Trickster AbilitiesShared Path Mechanics
- Bonus Hit Points: Each path grants bonus HP per tier. The amount varies by path (typically 2 HP/tier for spellcasters; more for martial paths).
- Path Ability selection: At each tier, select one ability from your path's tier-appropriate list or from the universal pool. Tiers 2 and 4 grant additional picks.
- Signature ability: The 1st-tier signature (Arcana, Strike, Call, etc.) locks in at character creation and cannot be changed.
- Multipath: Very rare; consult your GM. Characters generally commit to one path throughout their career.