Faegon tied up just saw what happened: .....Holy shit my Aunt and Uncle are scary.

Vee: Yep they are scary Blackfyre.

Faegon eyes widened:.....Wait what?
 
@DragonParadox, is there a point in a big post compiling everyone's Paths and Path proposals? Ideally I'd like the character sheets to link to it, so that clicking on "Path of the Ascendant/Sage/Champion" shows what it actually is. Googling it certainly won't help!

If you think it is useful, I can make one right now.
 
Also @DragonParadox, would it be possible to provoke Tiamat even further and hope for a stronger Avatar in the future? I'm basically seeing Tiamat as a gambler right now who doesn't understand the sunk cost fallacy. She's invested too much into fucking us over to fail. :V
So long as Tiamat doesn't hold to that gambling strategy where you double your bet after every loss. That would escalate rather quickly.
 
Ah, that was very satisfying, @DragonParadox. Great Dany POV, too.

It's been a long time coming, y'all, with lots of prepwork, time and resource investment, and loads of planning from a bunch of quest participants. Congrats, everyone!

This has been our longest, most involved battle, planning wise for sure, not to mention screen time.

:)
 
@TalonofAnathrax IIRC, @Goldfish pushed for Richard to just Dual Path the SRD's Champion/Guardian Path-line from the original Mythic Heroes release.

So his stuff you can find via google.

Everyone else's... not so much.
 
@DragonParadox, is there a point in a big post compiling everyone's Paths and Path proposals? Ideally I'd like the character sheets to link to it, so that clicking on "Path of the Ascendant/Sage/Champion" shows what it actually is. Googling it certainly won't help!

If you think it is useful, I can make one right now.

That would be useful yes, it would make updating the sheets easier and easy access to the fluff would help with integrating into the narrative.
 
@TalonofAnathrax IIRC, @Goldfish pushed for Richard to just Dual Path the SRD's Champion/Guardian Path-line from the original Mythic Heroes release.

So his stuff you can find via google.

Everyone else's... not so much.
Richard doesn't need a ton of additional fluff, IMO.

The Mythic abilities available to him are already perfectly thematic and applicable.
 
Mythic Path information
Mythic Path information

This post is intended to be a list of all Mythic Path plans. Ideally the Mythic Paths on everyone's character sheets should link to this, for ease of reference. If you've posted something that I missed, PM me and I'll add it!

Here is a link to the SRD about Mythic Paths. It has information about Mythic rules, Mythic Feats, and basic Mythic Path abilities.

Viserys: Path of the Ascendant
Ascendant

A truth you were offered, and with a truth you answered. Your ancestor's power lies deep in the well of your blood, in the dreams you have experienced since first awakening to the arcane, and in the very strength that has made you mighty and brought you back to her once more. In this, you are many things, but above all one who does not bow to the whims or wishes of any, not even that of your very blood. You strike down the dark things of the world, to protect it from the night, and in your every breath you labour not just for your own victory but that of all. You have fought demons, slain aspects of godlike power, returned a faded divinity to his old strength and now pledged to do so for another.

In all these things, you are more than simply a dragon, a man, a sorcerer, a king. You seek conquest upon your own nature, freedom to craft your own fate. And in time, you will have it.


Tier​

Path Features​

1st​

Wild Arcana, Path Ability: Eldritch Breach​

2nd​

Path Ability: Competent Caster​

3rd​

Nature of a Realm​

4th​

Elemental Bond [Fire]​

5th​

Path ability​

6th​

Bearing of an Empire​

7th​

Path ability​

8th​

Path ability​

9th​

Freedom Upon Twisted Paths​

10th​

Path ability, Imperium Ascendant​
Nature of a Realm (Su/Ex): A Kingdom and his King are not one and the same. Their fortunes are intertwined, sharing the greatest victorious and the most crushing defeats, but yet there always is a divide. The Realm was before the King had been crowned and it will endure beyond him and no matter how great a King, never will he truly grasp the fullness of the Realm as it is. But for you, there is no divide. You shaped your realm from nothingness and in turn, it shaped you into a true King, a union too tight and seamless to say where one begins and the other ends. And as long as one of them endures, so will the other.

At 3rd Tier, you gain the ability to grant spells to divine spellcasters who choose to follow your creed, as the Divine Source Mythic Ability (you choose two domains as normal), bestowing upon them an echo of the flame that you have forged into a beacon to the world, standing forever against the dark. For so long as even a single echo endures, so too will you, and thus the realm itself. As long as any follower of yours capable of casting spells of a level equal to (Mythic Tier/3) lives, you are treated as if you had the Longevity Mythic Ability.

Bearing of an Empire (Ex): Many have tried to found kingdoms and more as you have. Many have called down to the people, brought them together beneath them, and used the power that grants to make them stronger, greater. But true Kings do not focus only on what is today. For a kingdom to become an empire, it must be able to endure the tests that would shatter even the most united peoples, and yours has done so not just through your own means, but through the creations brought forth at your command. They serve the Imperium, caring for its members and guiding them towards a better day. And now they will serve you, as well.

At 6th Tier, the power you have invested into the Imperium gathers around you like a cloak, granting you speech and skill beyond even your own mortal limits. The knowledge of your citizens, from the grand libraries to Inquisitional archives, is ready at your beck and call. By expending a single use of Mythic Power, you may apply a fraction of your realm's library bonus equal to a third of your Mythic Rank over 3 - a third at Ranks 3-5, two thirds at Ranks 6-8 and full bonuses at rank 9 or higher to all Knowledge checks for one minute per Mythic Rank. You may also make Gather Information checks as a Standard Action, if relevant knowledge exists to draw upon.

Dossiers and tomes on culture and courtly conduct allow you to add your Mythic Rank to all social combat checks, and you may expend a use of Mythic Power to negate the critfail effects of a natural 1 in that arena. Finally, as a testament to the myriad of species living and tongues spoken within your nation, you gain access to Truespeech as a Magical Language, and may read any language affected by Truespeech as if fluent. This ability does not decipher encoded text.

Freedom Upon Twisted Paths (Su): In the short years of your life, you have walked between the planes and forged alliances with empires older than your own world's history. Beings as old as the dreams of dragons, and fully as powerful. You know well the power of being seemingly everywhere, and have cultivated that reputation in full. Times beyond counting have you come upon wings of magic to the aid of your subjects, and thus it will ever be.

Within your empire, Teleport acts as Greater Teleport or Plane Shift (as necessary), with all locations acting as known and bypassing all non-Mythic barriers. You may expend a use of Mythic Power to divine the area around the destination before you materialise as though via clairaudience/clairvoyance. After gaining this information, you can choose to alter your destination by up to 100 feet in any direction.

In addition, you gain the ability to use Lay of the Land at will as a free action while inside your realm, and may use Discern Location as a supernatural ability three times per day. If the target of a Discern Location is within the Imperium but protected by Screen, Mind Blank or even a Wish spell designed to obscure their location, you can attempt a Caster Level check (DC 10 + CL of the obscuring effect) to defeat these sort of impervious defences. If the Mind Blank was cast by a Mythic Caster, you must expend Mythic Power equal to their Mythic Rank to bypass it, and they add their Mythic Rank to the DC of your Caster Level check.

Bypassing a Mind Blank effect consumes two uses of this ability - and three in the case of Mind Blank cast by a Mythic creature. These uses are consumed regardless of success or failure on your part.

In all cases, if your check succeeds, the target may make an immediate DC 20 Will Save to recognise the violent interaction of forces involved in bypassing their defences. This manifests as a feeling of impending doom.

Imperium Ascendant (Ex): With time, your nature has grown. You began this path as a being of power, unbound by any singular facet. You have built more than an empire, from beings so countless in form and being that it makes an archive all its own. You have stood guard over friends, companions and citizenry from the terrors of Winter, Hell and more. And in this moment, you and your creation step beyond mortality, its nascent power coalescing into full, flowering glory. No more shall you be burdened with the rituals of freedom when bringing Outsiders to your side. No more shall you lack the power to secure yourself and your citizenry from the gaze of vengeful gods.

In this place, your Imperium, you are more than flesh and blood and the power within both. You are Imperator.

At Mythic Rank 10, the Divine Source ability of the Ascended becomes capable of not just granting spells to their followers, but acting as a well from which Outsiders may draw power. This allows beings of the Outer Planar to bind themselves to you under the laws of the First Pact. Any such Outsiders should henceforth be considered new or unique breeds of their species, and a DM should work with the player to realise this.

This apotheosis also grants the Ascended certain powers of true divinity within their Imperium. An Ascended gains the following list of Divine Powers whilst within their Imperium: Damage Reduction, Senses, Remote Sensing, Block Sensing and Remote Communication. All effects treat the Ascended as if they were Divine Rank 1.

The granted Damage Reduction persists beyond the borders of the Imperium, and the Ascended may expend 5 Mythic Power to use their Remote Sensing and Remote Communication from there.

Finally, whilst within the borders of the Imperium, you regain Mythic Power at double the usual rate, and need only half the rest you would normally require to refresh your spells and abilities.
Viserys currently knows the following Mythic Feats: Mythic Spell Lore (Baleful Polymorph, Shadow of the Doom, Time Stop, Blood Wish, Magic Army), Beacon of Will, Extra Path Ability (Component Freedom), Extra Path Ability (Beyond Morality).
Mythic Spell Lore simply allows access to the Mythic Version of a spell, which is more powerful but requires a certain Mythic Rank and expenditure of Mythic Power to cast.
Beacon of Will is a custom feat with the following effect: All allied beings who can see, hear or somehow physically perceive you and who accept your rule and aid gain the benefits of Indomitable Soul against non-Mythic effects. For instance, being present on a battlefield affects the whole army, however being in telepathic communion with someone from whom you are otherwise separated from does not confer the bonus.

Mythic Abilities: Mythic Power (13/Day)
  • Mythic Traits:
    • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
    • Surge (Su): You can expend one Mythic power to add 1d8 to any 1d20 roll you make as a Free action.
    • Mythic Saving Throws (Ex): Whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a Mythic source.
    • Wild Arcana (Su): You can expend one Mythic power to duplicate any Arcane spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
    • Amazing Initiative (Ex): You gain a bonus on Initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
    • Recuperation (Ex): You are restored to full Hit Points after 8 hours of rest so long as you aren't dead. By expending one use of Mythic power and resting for 1 hour, you regain a number of Hit Points equal to half your full total and regain the use of any expended spell slots. This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of Mythic power.
  • Mythic Path Abilities:
    • Eldritch Breach (Su): You always roll twice on any Caster Level checks (to Dispel, overcome Spell Resistance, etc) and take the higher result.
    • Competent Caster (Ex): You automatically succeed at Concentration checks to cast Arcane spells. This ability doesn't apply to spells of the highest spell level you can cast.
    • Elemental Bond [Fire] (Su): You are connected to the Elemental Plane of Fire. Whenever you cast a spell with the Fire descriptor, add your Mythic tier to your caster level for that spell.
    • Component Freedom (Ex): When you cast a spell, you can ignore one component of that spell: Focus, Material, Somatic, or Verbal. You can ignore a Focus or Material component only if its total value is no more than 100 IM (20 IM × Mythic Tier).
    • 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.
    • Nature of a Realm (Su): You gain the ability to grant Divine spells to magic-wielding Imperial Citizens (Clerics, Mystic, Adepts, etc) who staunchly adhere to the ideals of the Imperium and to you, its Emperor, as with the Divine Source Mythic ability. As long as any of these spellcasters who are capable of casting spells of 1st level or higher (Mythic Tier/3) still lives, you are treated as if you had the Longevity Mythic ability.
      • Longevity (Su): You can no longer die from old age. You still continue to age, and you gain all the benefits to your mental ability scores, but you do not suffer the physical effects of aging. This ability is not yet active.
      • Divine Source (Su): You can grant Divine spells to select Imperial Citizens. These individuals can learn to cast spells up to 5th level (equal to your Mythic Tier) and access the Fire, Law, and Knowledge Domains, plus the Knowledge (Espionage) and Law (Legislation) Subdomains. You add spells from these Domains to your list of spells known, up to 5th level (your Mythic Tier), and each day as a Spell-Like Ability you can cast one spell of each level.

Lya - Path of the Sage
Sage

Many have walked the Path of the Archmage, delving into the details of magic and the lore surrounding it. Creating great wonders, and laying armies and worlds to ruin with magic beyond the grasp of any but the most skilled wielders of the arcane. Few indeed have ever walked the Path of the Sage. From your very beginnings, you approached magic with boundless fascination, and a total refusal to accept the limits that any would place upon it. Magic is as much a part of your soul as it is a force you call to your hands, and as you step now into legend in power, that force and the genius with which you guide it will walk beside you.


Tier​

Path Features​

1st​

Surge of Inspiration, Forge of Creation​

2nd​

Path ability​

3rd​

Path ability​

4th​

Unbound By Law​

5th​

Path ability​

6th​

Path ability​

7th​

Path ability​

8th​

A Soul's Reach​

9th​

Path ability​

10th​

Path ability, Akasha​
Surge of Inspiration: To become a Sage is to master more than spells. In becoming what you are, you have sought to unravel the mysteries of magic, walking the line between powers arcane and divine, and finding so much similar between them. As you grew in strength, you challenged the multiverse to prove why they are meant to be different. It has yet to succeed, and now, it never will.

You gain Wild Arcana and Inspired Spell at 1st Tier, forfeiting your 1st Tier Mythic Feat. You have access to Path Abilities from both Archmage and Hierophant.

Forge of Creation: When seeking to unravel the nature of power, a Sage often turns to the physical objects that anchor it. It was your hands that forged some of the first talismans of power that a world reawakening to magic had ever known, and by their grace where you and your companions saved a thousand times. Now you face greater threats, and for them, greater creations are necessary. In time, they will be able to stand against even the power of gods.

At Rank 1, a Sage gains the Crafting Mastery Mythic Ability. At Rank 3, they gain the Mythic Crafter feat, and gain a single slot for any Mythic Item Creation feat, which can be changed once a month. At Rank 6 and 9 they gain an additional floating feat slot. At Rank 6, a Sage also gains access to the Create Artefact Mythic Feat, which requires two of their floating slots to select.

Unbound by Law is, at it's base, Beyond Morality stuck to Perfect Preparation through the lens of how she's dedicated herself so deeply to unravelling the structures of power that bind magic and more in the world. It is how she has forged creations of soulstuff, Outsiders in truth, where so many see the forms of those beings of the Outer Planes as inviolate and unbending. Even in the Abyss, the infinite hall of chaos, there is order in its ranks. Lya, through her Incarnates, has built a new one.
Talon notes: Beyond Morality reads "You have no alignment. 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. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. 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. If you lose this effect, you revert to your previous alignment". Perfect Preparation is just no longer needing a spellbook to prepare spells.

Create Artefact: A Sage gains access to this feat through Forge of Creation, allowing them to forge workings of power equal in mastery and strength to those of the divinities. A Sage of Mythic Rank 6 or above may use this feat to design and craft Minor Artefacts. A Sage of Mythic Rank 9 or above may use this feat to design and craft Major Artefacts.

A Soul's Reach is where I literally copy-paste the Spellguard class feature that lets you convert Personal spells into Touch spells. It also involves the multiple bodies aspect of a Sage, allowing them to basically use Cooperative Crafting but for spellcasting and (maybe) allowing burning of Mythic Power to alter Planar Traits to suit the Traits of the body she wields.
Talon notes: The Spellguard ability in question reads "Spellguard (Su): The Spellguard was originally formed to protect High Lady Alustriel from personal attacks. Though that purpose has largely become secondary to defending the city, spellguards still receive some training in serving as bodyguards. At 4th level, the spellguard of Silverymoon may cast any personal-range defensive arcane spell on another character with a touch. For this purpose, a defensive spell is one that improves AC, increases a saving throw modifier, or grants additional hit points (either by healing wounds or by bestowing temporary hit points)."
Talon suggests: By expending a use of Mythic Power as a free action, the Sage can use her deep knowledge of the soul's mysteries to cast a Personal range spell upon another. Her soul is linked to many bodies, and adding another for a brief moment is well within her power. The spell's DC and caster level are increased by the number of bodies the Sage currently has (this increase cannot be higher than the Sage's Tier). The Sage can choose which of her bodies counts as casting the spell for the purpose of applying Planar traits to the spell.


And Akasha...well, consider the word and its connotations. She forges a link to the Akashic Record, the combined knowledge of all life. How this will manifest in terms of mechanics, I'm not sure. But it's going to be hella more flavourful than "Oh yeah you get SR now".
Azel suggests: Having her able to automatically take 20 on knowledge checks and letting her gain arbitrarily high boosts to checks from meditation. Model it as an improved version of Flash of Omniscience, which reads "Your ability to recall information is astounding. When you take 10 on any Intelligence-based skill check, add your tier to the result. As a free action, you can expend one use of mythic power to ask one question as if using divination. The base chance for a correct answer is 70% + your highest arcane caster level + your tier (maximum 100%). The answer doesn't come from a divine agent, but from your own native understanding; therefore, the answer is never cryptic. If you don't get a correct answer, it's like failing a Knowledge check, and you can't use this ability on this question again".
Talon suggests: Expending one use of Mythic power as a free action allows the Sage to access the Akashic Record, automatically taking 20 on any Knowledge check (even untrained) and adding her Tier to the result. If she makes this test as part of mediation, she can get more information: mediating for one hour allows her to benefit from a Legend Lore spell (target counts as "on hand"), meditating for one day allows her to benefit from all effects of a Hindsight spell, and meditating for longer grants a +10 bonus to a Knowledge check per day of meditation (maximum is ten times her Tier).
Lya currently knows the following Mythic Feats: Dual Path (Hierophant).
Mythic Abilities: Mythic Power (7/Day)
  • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
  • Surge (Su): You can expend one Mythic power to add 1d6 to any 1d20 roll you make as a Free action.
  • Competent Caster (Ex): You automatically succeed at Concentration checks to cast Arcane spells. This ability doesn't apply to spells of the highest spell level you can cast.
  • Wild Arcana (Su): You can expend one Mythic power to duplicate any Arcane spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
  • Inspired Spell (Su): You can expend one Mythic power to duplicate any Divine spell on your class or Domain spell list, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
  • Crafting Mastery (Ex): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.
  • Amazing Initiative (Ex): You gain a bonus on Initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Daenerys - Path of the Hoard-Breaker
Hoard-breaker

"Madness and greatness are two sides of the same coin. Every time a new Targaryen is born, the gods toss the coin in the air and the world holds its breath to see how it will land."
Old words for an old family, twisted by older Gods who claim ancestry and dominion over its bloodline. Yet Daenerys wields her own coin, and through it flows her sorcery. Born once in a storm, once through sacrifice and once through defiance, Daenerys Targaryen dreams a mad dream. It is a narrow road to walk, with no end in sight. But Daenerys can bring mad hopes into the waking world, and hers is the will to rule her own fate, to cast out her Divine ancestor from the world she once ruled and to defeat the greed and wrath of eons.
Tiamat stands in her way, thrice-defied and thrice-wrathful. Yet already, the Dreamer's laughter echoes through the dreams of men, followed by five helpless roars. No matter how this tale may end, all will know that the merest of mortals stole divine fire and wrought joy from it.


Tier​

Path Features​

1st​

Inspired Spell, Lucid Breach​

2nd​

Faith's Reach​

3rd​

To Dream a mad Dream​

4th​

Defiant Soul​

5th​

Dream-Time​

6th​

Shatter Pride​

7th​

Prayer-Breaker​

8th​

Path Ability​

9th​

Hoard Thief​

10th​

Transcendent Dreamer​
Lucid Breach: You are adept at breaching magical defenses and resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether or not your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result. As a special effect due to the manner in which you first acquired Mythic rank, you gain a bonus to caster level checks equal to half your Mythic Tier against the Dragon Goddess Tiamat and any beings who serve or worship her.

Faith's Reach: Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.

To Dream a mad Dream: At Mythic Tier 3, Dream Turning now functions against Dragons, and a mythic power use can be expended as a free action to gain a single extra use of Dream Turning (not useable to fuel divine metamagic). As an immediate action, expend a use of Dream Turning or a Mythic power use to stop Dragon breath from entering within 10ft of you (an opposed Tier roll may be required against Mythic Dragon Breath).

Defiant Soul: Your soul withstood Tiamat's will, Tiamat's wiles, and Tiamat's wrath. You automatically succeed at Concentration checks to cast divine spells. This ability doesn't apply to spells of the highest spell level you can cast.

Dream-Time: Whenever you cast a spell with a duration of 1 minute or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. This path ability also replaces the Mythic Feat obtained at this Tier.

Shatter Pride: Dream Turning now Commands any Dragons it would normally Rebuke.

Prayer-Breaker: If you successfully counterspell a divine spell that is on your spell list and of a level you can cast, you can absorb the countered spell's power and use it for your own purposes. On your next turn, you can cast that spell as a spell-like ability using your divine spellcaster level as the caster level.

Hoard-Thief: You can steal [Tier] Mythic Power uses or Divine spells as a touch attack, with Mythic creatures allowed an opposed Tier check to resist. Stealing divine spells functions like the spellthief ability.

Transcendent Dreamer: The Dreamlands are fundamentally linked to your soul, and the boundary between dream and truth is hard to find when you are present. You can use the planar traits and characteristics of the Dreamlands for one round after expending a mythic power use as a free action. Upon death, unless you are hunted down within the dreamlands and killed again, you will slowly reappear within the dreams of others until you step out into the real world one day. If you were soul-killed, you will never be able to exit the Dreamlands and you can no longer cast spells (indeed, you are arguably just an extremely realistic copy of the real Daenerys, idealised in the dreams of others and unable to truly grow and change, but nonetheless able to guide others within the dream and touch the dreams of mortals).
Daenerys currently knows the following Mythic Feats: Iron Will (Mythic).
Mythic Abilities (7/Day):
  • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
  • Surge (Su): You can expend one Mythic power to add 1d6 to any 1d20 roll you make as a Free action.
  • Inspired Spell (Su): You can expend one Mythic power to duplicate any Divine spell on your class or Domain spell list, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
  • Faith's Reach (Su): Whenever you cast a spell with a range of Touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a Melee Touch Attack, it instead requires a Ranged Touch Attack.
  • Lucid Breach (Su): You always roll twice on any Caster Level checks (to Dispel, overcome Spell Resistance, etc) and take the higher result. You gain a +1 (Mythic Tier/2) caster level bonus on checks against the Dragon Goddess Tiamat and any beings who serve or worship her.
  • Amazing Initiative (Ex): You gain a bonus on Initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Richard - Path of the Champion
The Path of the Champion is not a custom Path (link). The base Path just fits absolutely perfectly. However, Richard's first Mythic Feat is Dual Path, which allows him to access abilities from the Path of the Guardian.
Mythic Abilities (7/Day):
  • Hard to Kill (Ex): Automatically stabilizes at 0 HP.
  • Surge (Su): You can expend one Mythic power to add 1d6 to any 1d20 roll you make as a Free action.
  • Longevity (Su): You can no longer die from old age. You still continue to age, and you gain all the benefits to your mental ability scores, but you do not suffer the physical effects of aging.
  • Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of Mythic Power, for 1 hour your base land speed increases by 10 feet per Mythic Tier.
  • Amazing Initiative (Ex): You gain a bonus on Initiative checks equal to your Mythic tier. In addition, as a Free Action on your turn, you can expend one use of Mythic power to take an additional Standard Action during that turn. This additional Standard Action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
  • Fleet Charge (Ex): As a Swift Action, you can expend one use of Mythic Power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your Tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all Damage Reduction.
  • Sudden Block (Su): As an Immediate Action, you can expend one use of Mythic Power to hinder a melee attack made against you or an adjacent ally. Add your Tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all Damage Reduction.
Waymar - Path of the Archmage
The Path of the Archmage is not a custom Path (link). Note that Crake has written up an alternative proposal, which we may have to vote on in the future.
Waymar currently knows the following Mythic Feats: Mythic Spell Lore (Lightning Lance).

Mythic Abilities (5/Day):
  • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
  • Surge (Su): You can expend one Mythic power to add 1d6 to any 1d20 roll you make as a Free action.
  • Energy Conversion (Su): Whenever you cast a spell with the Acid, Cold, Electricity, or Fire descriptor, you can expend one use of Mythic power to switch the energy type to a different one of those energy types. If the spell normally has its original energy type as a descriptor, it loses that descriptor and gains the new type as a descriptor. All other effects of the spell remain unchanged.
  • Mage Strike (Su): As a Swift Action, you can expend one use of Mythic power to make one melee attack. This is in addition to any other attacks you make this round. If you expend one Arcane spell that you've prepared or Arcane spell slot that you have available, you gain a bonus on the Attack Roll equal to double the spell's or slot's level, and the attack deals an additional 2d6 points of energy damage (your choice of Acid, Cold, Electricity, or Fire) per level of the spell or slot expended. The normal damage from this attack bypasses all Damage Reduction, but the energy damage is still affected by Resistances and immunities.

Crake wrote a suggested alternative Path for Waymar :
Hero

Your very first use of magic was also the first instant which set you along the Path you have walked since the dawning of a new age, all to stand in the defense of others. The deeds which followed flowed onward in that vein, from leaving the shelter and safety of home for the sake of kith and kin, to over-powering the first great foe you had ever come across, turning its very strength against it. You have slain fiends and eldritch horrors alike, rescued maidens and stood up for your ideals even when they had proven inconvenient, but moreover have remained humble, clear-sighted and loyal throughout. You walk upon a long and winding Path that has known few happy endings, but are steadfast despite it. People will sing of your tales throughout the annals of history as you stride into the new age, yet your true concern be that they have the chance to sing at all.

Because you are a Hero.


Tier​

Path Features​

1st​

Mage Strike, Path ability​

2nd​

Enduring as Bronze​

3rd​

Ride the Lightning​

4th​

Path Ability​

5th​

Path ability​

6th​

Dauntless​

7th​

Path ability​

8th​

Path ability​

9th​

Forged in Bronze​

10th​

Path ability, Remember the Royce​
Enduring as Bronze (Ex): Bronze will never rust, and just so, neither shall you.

You benefit from Longevity whilst still alive, and you do not suffer the penalties of old age, yet still accrue its benefits with time.

Ride the Lightning (Su/Ex): Like all good heroes, arriving on time is essential, as is reacting in an instant in response to deadly peril. You see things with a unique perspective, heir to the skyfire and herald of thunder. Should anyone come to underestimate you, calamity will strike upon them in an instant at the end of your bolt and blade.

At 3rd Tier, you gain the ability to travel to the point of impact of any of your Lightning Lance spells and make a single melee attack upon the target without provoking attacks of opportunity, and furthermore add your Tier to your movement speed in 10 ft/Tier increments for a number of rounds equal to your Tier afterwards as your body is partially transmuted into lightning. In addition, foes attempting to grapple you or strike you while unarmed or with metal weapons take 2d6 Electricity damage for the duration of this state. This includes any of the secondary lances from the Augmented variant, though you may only travel to one point of impact per casting.

Dauntless (Ex): Many are the trials you have overcome, and fearless in the face of evil you have been. You have been through countless battles and straddled the thinnest line between triumph and damnation, and will continue to do so through all time no matter the foe which besets you or the obstacles in your path. For your family, for your friends and for your Kingdom, come to that.

At 6th Tier, you stand to benefit from Mettle. In addition, non-mythic Fear effects do not hold sway over you. You gain a bonus equal to your Tier/2 toward Will saves, but only against Mythic and Non-Mythic effects from a creature equal to or lesser than your own current effective Tier.

Forged in Bronze (Ex): After so many years fighting enemies clad in the metal wielded by your ancestors, it has become more than a second skin, you have taken on some of its most enduring properties.

You benefit from DR 15/epic, your unarmed strikes may count as Lethal, and 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.

Remember the Royce (Ex): You have reached the pinnacle of what it means to be a paragon of heroics, but moreover you have left an enduring legacy which will stand long after you have fallen in battle. Yet even with that promise of immortality in legend, it has left you unsatisfied. As is the fate of all heroes, you know even the unaging would eventually fall to wide-reaching disaster or under the blades and barbs of their innumerable enemies, and though your legend may endure not another life shall you save and only inspiration in song and story will be left to speak of the mark you've left upon the world.

With this step you shall be as tangible upon the world of form as the day you first took up the sword in defense of others, an eternal guardian upon the dreamers of the Spheres against all which imperils it.

At 10th tier, whenever you make an attack roll against a non-mythic foe and miss, you may immediately roll again. You must take the second roll, even if it's lower. Once per round when you roll a natural 20 on an attack roll, you regain one use of mythic power.

Additionally, even should you perish beyond all recall, a figment of you may be summoned as an Outsider via the use of the Gate, Wish or Miracle spell from the Dreamlands, retaining all of your abilities as in life though not your Mythic ones. If the spell is Augmented with Mythic Power, your figment may be summoned as a Mythic creature instead. You will fight any battle should it cleave to the ideals you held in life, and right any immediate injustice within your sight, but will eventually dissipate from the world of form within a number of rounds equal to the spell's Caster level, equivalent to the Gate spell. Your figments are always summoned as Unique creatures, only one may be summoned at a time, and thus cannot be controlled by the summoner through the effects of that spell. They will be clad in a panoply of war equivalent to the state upon which it was summoned. Any abilities locked within a Legendary Weapon for example would not be accessible in a Non-Mythic state.

Even in the darkest of days, you will still be there to hold back the night.

Malarys - Path of the Judge
The Path of the Judge is a custom path. Unfortunately it doesn't actually seem to have been completed. The thread will probably get around to it next time Malarys earns a Mythic Rank.
Malarys currently knows the following Mythic Feats: Mythic Spell Lore (Chain Dispel).
Mythic Abilities: Mythic Power (5/Day)
  • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
  • Surge (Su): You can expend one Mythic power to add 1d6 to any 1d20 roll you make as a Free action.
  • Eldritch Breach (Su): You always roll twice on any Caster Level checks (to Dispel, overcome Spell Resistance, etc) and take the higher result.
  • Inspired Spell (Su): You can expend one Mythic power to duplicate any Divine spell on your class or Domain spell list, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
 
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Obviously I'll be updating this with Daenerys' Path later, once we've voted on it. I'll start writing up a proposal for her right now, focused around stealing power for Tiamat + Dreamweaving.

Viserys' Path is very solid, but Lya's one is far messier. We'll have to hash out the details of her abilities if/when she gets that many Mythic Tiers. Some of Snowfire's proposals are mechanically distasteful to me (the Soul's Reach one feels especially unfocused to me, and even OP at times). Whatever, it's not relevant for now.
 
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All I wanna know above all the excitement of the Mythic levels is... What Domain did the New Seven managed to take?

No Domains actually changed hands, that is practically impossible to do through an avatar outside of what the Fourteen faced with beings already on the cusp of goodhood defeating what would be a great challenge even for them. However Tiamats' primacy in certain domains was affected more than in others, the details of which will be in the next update.
 
It's gonna be super impressive when one of Dany's first acts as a Mythic Cleric is to cast a buffed Reached Chained Resurrection spell via Inspired Spell to simultaneously affect 23 slain Imperial Citizens.
 
Added this to the post about Mythic Paths. If you have any suggestions or criticism, I can add them too!

A Soul's Reach is where I literally copy-paste the Spellguard class feature that lets you convert Personal spells into Touch spells. It also involves the multiple bodies aspect of a Sage, allowing them to basically use Cooperative Crafting but for spellcasting and (maybe) allowing burning of Mythic Power to alter Planar Traits to suit the Traits of the body she wields.
Talon notes: The Spellguard ability in question reads "Spellguard (Su): The Spellguard was originally formed to protect High Lady Alustriel from personal attacks. Though that purpose has largely become secondary to defending the city, spellguards still receive some training in serving as bodyguards. At 4th level, the spellguard of Silverymoon may cast any personal-range defensive arcane spell on another character with a touch. For this purpose, a defensive spell is one that improves AC, increases a saving throw modifier, or grants additional hit points (either by healing wounds or by bestowing temporary hit points)."
Talon suggests: By expending a use of Mythic Power as a free action, the Sage can use her deep knowledge of the soul's mysteries to cast a Personal range spell upon another. Her soul is linked to many bodies, and adding another for a brief moment is well within her power. The spell's DC and caster level are increased by the number of bodies the Sage currently has (this increase cannot be higher than the Sage's Tier). The Sage can choose which of her bodies counts as casting the spell for the purpose of applying Planar traits to the spell.
 
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It's almost like a Norse myth. Viserys has a grudge against a god, baited and trapped said god, then carved away a piece of power for himself.

Will Danaerys wear something made from this Avatar like Viserys does?
 
It's almost like a Norse myth. Viserys has a grudge against a god, baited and trapped said god, then carved away a piece of power for himself.

Will Danaerys wear something made from this Avatar like Viserys does?
I'm definitely going to be pushing for it. She's either getting armor or a cloak ripped right out of Tiamat's hide.
 
... It is just too bad we can't make a mount for Dany out of Timmie's corpse, eh?
:V
 
I like the armor idea, Dany originally wanted to make armor out of it. It's not the most practical thing to make for her specifically but it's something that would be very cool. Much dragon. Wow. Major bragging rights.
 
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