The lich is the last of the first six mythic paths you can get before the end of Act 2, when you first select your mythic path. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round. This spell functions like bolt of justice, except it affects multiple creatures. Meaning you won't be locking yourself into a specific Mythic Pathuntil you hit rank 3. The path to becoming a legend is a long and difficult one, but after you become one - you will be the pinnacle of what a mortal can become. And there you have it, all ten mythic paths and how to unlock them. This spell works as vampiric touch, expect it's a ranged touch attack in medium range and the amount of damage is 1d6 per caster level.\nVampiric touch: You must succeed on a melee touch attack. You can attempt new saving throws every round, and a successful save leaves you staggered for 1 more round and makes you suffer 1d6 Constitution drain. For Angel, that's LG, LN, NG, or TN. Benefit: Whenever you are become the target of a polymorph effect, all the physical ability scores adjustments are modified by +4. Azata shouts out, dealing 4d6 + her caster level sonic damage to all creatures within a 30-feet range. First, you must have chosen either the Azata or Aeon mythic path at Act 2, or the Devil path is locked for you. Azata and her companions' attacks become sacred for 1 round per 2 caster levels. Make sure to collect and save at least one of the two scales of Terendelev you find in the prologue cave when the game first begins. This spell affects all undead creatures, evil outsiders and divine casters devoted to evil deities. Benefit: Whenever you cast a cure wounds spell or another healing spell, it becomes reach as though using the Reach Spell feat. Additionally, you gain immunity to fire, cold and acid resistance 10, and all your weapons count as being Lawful and Evil. If you destroy it, you lock yourself out of the Lich path, so take the wand instead. You're expert at knocking your enemies' weapons away. Every round the target is healed for 1 hp for every shaken or frightened enemy in 30 feet radius. You leap into the fray with speed and confidence. Each affected target must succeed on a Fortitude saving throw or become blinded for caster level rounds. If the saving throw is successful, the demon is dealt 1d6 damage per caster level. This effect lasts until the end of combat, or until the target is dead. This spell acts like False life, but affects all allies in 30 feet radius and grants 3d10 + caster level temporary hit points. Benefit: Effects of your spells on your allies that should last longer than an hour but shorter than 24 hours now last 24 hours. If you would become nauseated, you become sickened, and you become shaken instead of frightened. All bonuses from your feats and mythic feats that apply to another school of magic, such as Spell Focus feat and School Specialization mythic feat, now apply to the chosen school of magic too. This attack is made with a -5 penalty and deals 1d8 plus 1-1/2 times their strength modifier points of piercing damage. It is the only mythic path that unlocked at mythic rank 9, instead of mythic rank 3 or 8, and is the last mythic path available to the player. He will discuss missing artifacts that have been taken from the tower. Benefit: Every third hit with a ranged weapon against the same enemy deals additional 1d6 per two mythic ranks divine damage. This ability cancels Infest. He also gains resistance to all energies equal to his character level plus half his mythic rank. This path may be a hard one, full of temptation, but the mortal who treads it rightly earns their title: Mythic Legend. You create a raging supernova for the number of rounds equal to your caster levels. You are able to channel your mythic powers into invigorating and coordinating your allies. He's also one of only five games journalists from the Philippines. You found a way to infuse your blood with even more power. Benefit: You gain a bonus equal to half your mythic rank on checks to sunder, and to your CMD when an opponent tries to sunder an object used by you. Every time the target attacks, it is dealt 1d6 + CL/2 damage. All affected enemies have to pass a Will saving throw or start to attack the strongest among them. They can sense where the balance is broken and fix it, often punishing the perpetrator in the process. The downside is that, once youre locked in later (usually when you confirm the Lich Mythic Path choice at Mythic Rank 8), it will cause Seelah to leave. The damage is 1d6 per mythic rank of your character. The target is affected by Repurpose, except the damage is 2d6 per round. Your growing powers let you speak to one more spirit. It appears where you designate and acts according to its initiative check results. The wounds you inflict with your natural attacks are anything but natural. This attack is made with a -5 penalty and deals 1d8 plus 1-1/2 times their strength modifier points of piercing damage. When the spell is cast, every enemy in 10 feet around the target must make a Will saving throw or be frightened for 1d4 rounds. Every round all enemies in the area are dealt (4 plus your swarm size) d6 physical damage. Benefit: Gather power ability now reduces the burn cost of the kineticist blasts by one additional burn point. Most options allow Ramien to leave, the easiest would be to show the light of the angel sword Laniel to Hulrun. This damage increases by 2d8 for each point of your swarm size. Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium, and long. Its attacks now ignore damage reduction except N/-. Clear the city of all demons, follow the main quest, fight the balor, and enter the citadel. You dispel rage, fear, emotion, confusion and morale effects, and give the target immunity to fear and emotion effects for 1 round per mythic rank. If it's an ally, the damage is maximized to 8 damage per caster level. The Gold Dragon is a pretty easy path to get, but you can miss it as far back as the early levels of the game if you are not careful. This spell summons a Small Beer Elemental for one round per caster level. You will unlock your first Mythic Level when you liberate the Gray Garrison. If any of your attributes before modifiers is less than 18, you gain a bonus up to that number. The target receives 1d6 damage per caster level, and makes a Fortitude saving throw. If the target dies during the effect, it is revived after death as an undead creature under your command. Summoned monsters appear where you designate and act according to their initiative check results. Destroy the demons invading from the Abyss, feed them to the swarm, and then turn your gaze upon Golarion. It removes fatigue, exhaustion, all negative levels, restores all abilities and spell slots up to level 7. One of their late-game abilities is an understanding that their fate is determined by random chance, like the roll of a die of destiny. You are a beacon of hope for your comrades, and they perform better near you. You can select any feat, ignoring its prerequisites. Benefit: Every time you are targeted by an enemy spell, you gain the ability to teleport to the spellcaster as a move action for the next two rounds. Enemies will continually spawn here until you get your character to open the chest and retrieve the wand. Lastly, please be reminded that this guide contains minor spoilers. Each round it heals every living creature in 30 feet radius for 1d6 per four caster levels. Want to update what type of content you see on Steam? You have found out that curses can be a blessing, and now you know how to use them. You gain the ability to breath holy energy, attacking all enemies in a 50 feet cone, dealing (character level plus half mythic rank)d8 holy damage. Only races with a penalty to an ability score can take this ability. The Lich Mythic Path is first mentioned near the end of Act One in the Tower of Estrad. You bring special favor upon yourself and your allies while bringing disfavor to your enemies. For 1 round per two caster levels, the target is dealt 1d6 damage per round. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. This spell allows you to polymorph into a form of a babau, brimorak or schir for 1 minute per caster level. You return all of the swarm into your body. Take this passageway down and explore. Contributions to Fextralife Wikis are licensed under a. You need to solve the initial conflict between Hulrun and the Desna priest Ramien. Swarm-that-Walks, Gold Dragon, and Devil), your alignment is set to the core alignment immediately upon accepting the Mythic Path, without any quest, even if you were within the "acceptable" range of being only one step away from the core alignment. Benefit: Select one kind of metamagic. Benefit: When a creature fails a saving throw against your hideous laughter spell, another random enemy within 30 feet of the target is affected by the same spell. Owlcat Games made a grand total of ten different mythic paths to find in Wrath of the Righteous. The damage you deal with your chosen weapon is truly awesome to behold. Benefit: You can cast four more spells per day of 4th, 5th, and 6th levels each. Each round enemy tries to pass another Reflex saving throw to break free. The GoldDragon gains immunity to cold, fire electricity and acid, energy drain and negative energy. When the amount of eaten enemies hits a threshold, you gain permanently increased bonuses from other Swarm-That-Walks abilities. Benefit: Once per day, when your HP drop low, you become unkillable. All rights reserved. The first of the 'findable' mythic paths also has some of the easiest requirements needed to obtain. You create a wall of light, which deals 1d6 points of holy damage per caster level to any evil creature going through it. You must unlock the Lich Mythic Path to do this. Additionally, every time you reduce a creature below zero HP, you prolong the effect. Staunton Vhane Related Quests None Personality Far back in the days of the esrly Crusades, Staunton was the powerful and charismatic warden of Drezen and a devout follower of Torag. As a swift action, you order the enemy to stop all resistance. Once you reach mythic level 3, the path options become available. You send a part of your swarm to infest an enemy. There are a few golems and specters. I want to know , does choosing a mythic path force me into alignment? 9 Fighting Zacharius 10 Pharasma 11 Other 12 Mythic Army Bonuses A Lich is Bone To unlock Lich, you need to first find Wand of Zacharius in the caverns beneath Leper's Smile. Every enemy in 40 feet radius receives a -2 penalty on attack and damage rolls, caster level checks to overcome spell resistance, concentration checks, and all saving throws. You leave a mystical link with enemy spellcasters that lets you instantly move to them. A successful Reflex saving throw (DC=10 + your character level + half your mythic rank) halves the damage. You can use command undead at will. even if you do not agree tosacrifice your lover for the phylactery. This spells summons a cute little piglet for one round per caster level. Follow the evil options to take the wand DO NOT DESTROY THE WAND that would just be sad and no lich powers for you. It attacks everything inside, trying to trip (using caster's level instead of BAB and spellcasting ability score instead of Strength), dealing 2d6 plus caster level damage, entangling and dealing 1d4 damage to a random physical ability score. Benefit: Choose a school of magic you already have Spell Focus in. It works as Create Pit spell, but additionally channels negative energy for 1d6 damage per caster level and creates a Nightshade Nightcrawler in the middle for 1 round per caster level. Benefit: Effects of your spells on your allies that should last longer than 5 minutes but shorter than 24 hours now last 24 hours. Benefit: When a creature fails a saving throw against your hideous laughter spell, another random enemy within 30 feet of the target is affected by the same spell. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. An enemy has to pass a Reflex saving throw or be ensnared in tree roots. Benefit: Every time you damage an ally, they gain a +2 mythic bonus on attack and damage rolls, and a +1 mythic bonus on all saving throws. You've learned a way to increase the number of uses of yourSmite Chaosability. The spell level cost for its use decreases by one (to a minimum of 0). After that, the target makes a Fortitude save. Benefit: Your animal companion gains a bonus to its Strength, Dexterity, and Constitution equal to half your mythic rank plus 1. Later, you will need to fight a Worm that Walks called Xanthir Vang. Benefit: Whenever you roll a Reflex saving throw, roll twice and take the higher result. You have learned of a way to prolong the effects of your beneficial spells. The closest option for an undead protagonist here would be the Dhampir, a half-vampire race.. Acquiring the Angel Mythic Path in Pathfinder: WotR is so easy that players might not have noticed they snagged it already. Location: Caves under Kenabres Alignment: Lawful Good Conflicts: None The Angel mythic path is the first path you will encounter in Wrath of the Righteous and is unmissable, as it is tied to the first storybook section found in the game. Benefit: Add half your mythic rank to your CMD. You know how to gain strength from fallen allies and enemies alike. This shout encourages a revolt within the enemy ranks. On the 2nd mythic rank, those characters become closer to the azatas that live in Elysium, gaining resist electricity 20 and +4 bonus to their saving throws against mind-affecting effects. Lich Powers is a Mythic Ability unlocked exclusively by progressing through the Lich Mythic Path in Pathfinder: Wrath of the Righteous. Those characters can use this ability 3 times per day. On a successful hit, the target must make a Fortitude save or be sickened for 1d4+1 rounds. Benefit: Your charge attacks deal additional Divine damage equal to 1d6 per mythic rank. A merchant appers in Drezen named Tsai selling: Pilgrim's shirt, Decaying dagger, Helmet of Element Guard. Your found a way to use your perception and knowledge to better defend yourself. Every affected enemy has to pass a Fortitude saving throw or become disoriented and unable to cast any spells for 1d3 rounds. Azata enwelops her and her companions in a shroud of swirling leaves. Benefit: The bonus to AC from Dodge increases by 1. If during the next three rounds you deal energy damage to a marked target with a different type of energy, the target is dealt additional Divine damage. You make a touch attack against any undead creature. The damage is 1d6 per mythic rank of your character. Allies are dealt 1 holy damage per caster level, but are automatically healed from any ability score damage, blindness, confusion, and dazzled, exhausted, fatigued, nauseated and sickened conditions. Benefit: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. If the target fails a Fortitude saving throw, it receives 6 damage per caster level, and all creatures in a 20 feet radius receive 1d6 damage per caster level (Reflex save halves). These types of Feats can be earned by leveling up your mythic level. This bonus to damage is increased to +5 if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1.5 times your Strengthmodifier on damage rolls. It may attempt a new saving throw each round to end the effect. You have studied a way to increase the number of spells you can cast per day. The sound of your blows is powerful enough to damage even without piercing through enemy defenses. You gan the ability to use hellfire ray and power word stun as spell-like abilities at will. Then, go to the library to find an undead fella named Zacharius. However, after each battle you can raise some undead to strengthen your army. You have found out that curses can be a blessing, and now you know how to use them. If an enemy successfuly saves and ends the Revolt effect, they suffer 4d6 + Azata's casting level sonic damage each round for 1d6 rounds as inner voices shout within making them regret what they had done. You can drink a potion as a swift action. Become a protector of the lesser races, stretch your wings, and lead the dragonflight into battle against the invaders. There are10 mythic paths in Pathfinder: Wrath of the Righteous. When this scene beings, you will get special dialogue options that represent the Trickster mythic path. The Gold Dragon gains immunity to mind-affecting effects and spell resistance equal to 15 plus your character level and half your mythic rank. This means while it is possible to be a paladin following the lich path, it will not be long before you lose your 'lawful good' alignment You can attempt new saving throws every round, and a successful save leaves you staggered for 1 more round and makes you suffer 1d6 Constitution drain. Additionally, when the spell is cast you also cast Dictum on the same target. Just like your companions, this skeletal champion can use any items and also has all the weapon proficiencies. Benefit: Whenever you make an attack of opportunity, you gain a bonus on the attack roll and damage roll equal to your mythic rank. Well, that wand is his, so youre free to hand it over to him. You gain +6 shield bonus to AC and immunity to critical hits. Finally, during the mandatory quest A Strike from the Sky at the Lost Chapel, you will discover a hidden, magical door if you have kept the wand intact. You have mastered a way to increase the number of spells you can cast per day. You can assume the form of a Gold Dragon. You mastered a certain element to spectacular level. First, youll need to reach the Lepers Smile location during Act II of the campaign. Some of them are simple to unlock, while others are a bit more difficult to get. However, you could acquire the power. Althoughit may be confusing at first,when you are having a conversation or interacting with something in-game and an option that says "Requires xxx Mythic Path" appears. Contributions to Fextralife Wikis are licensed under a, Lich | Pathfinder Wrath of the Righteous Wiki, Summon Nightshade Nightcrawler and Ecorche. This spell removes all fear, confusion, compulsion, shaken, and frightened effect form party members and grants an immunity to fear till the end of combat. This ability summons a Fallen for 1 minute. You no longer suffer your racial penalty to an ability score. You have learned of a way to increase the number of spells you can cast per day. Your mythic magical power breaches your enemies' defenses. for 10 minutes per caster level a chosen ally gains undead immunities, negative energy affinity and DR 5/ Bludgeoning. You are a paragon of your sorcerous bloodline. You lose the ability to use the Hex after choosing another Hex with this ability. If after this damage their HP is lower than ten times your mythic rank, they must make a Fortitude saving throw. This spell allows you to polymorph into a form of a glabrezu, vrock or nalfeshnee for 1 minute per caster level. You can use your mythic powers to change your kinetic blasts ever further. You gain the ability to use the authority of Hell to shape mythic powers into other forms. Espaol - Latinoamrica (Spanish - Latin America). Benefit: Your allies with 50 feet of you gain a bonus equal to half your mythic rank plus 1 to their Initiative, their saving throws against mind-affecting effects, and their concentration checks. Mythic characters that draw their power from Freedom gain an ability to unleash a bolt of energy from Elysium itself, targeting an ally or a foe within 50 feet as a ranged touch attack. Target's bones explode in the body. Each time you deal critical damage with your ranged weapon attack, or reduce the target to zero hit points, you deal your weapon damage to all other enemies in 10ft radius. This bonus stacks up to 5 times. If the creature fails its save, it is paralyzed, if the target makes its save, it gains the entangled condition and cannot cast spells. You also gain one bite (2d8), 2 claws (2d6), two wing attacks (1d8), and 1 tail slap attack (2d6). You use your mythic powers to power your Judgements. Benefit: You gain a second Oracle Mystery. The number of attacks of opportunity you can make each round is increased by two. You also gain one bite (2d8), 2 claws (2d6), two wing attacks (1d8), and 1 tail slap attack (2d6). If the target succeeds, it is dealt 2d6 damage plus 1 damage per 2 caster levels. You gain +1 to attack rolls, saving throws and damage rolls for every dead creature in 30 feet radius up to maximum of 3 + 1 per five caster levels. Benefit: Whenever you cast mage armor on yourself, it gives an additional armor bonus equal to your mythic rank. That makes Azatas the heroes these demon-ravaged lands so dearly need. Head to Terendelevs Lair. Deal with Hulrun how you please, but make sure Thall is allowed to escape. Azata summons the power of Life itself. Decree of Hell's Fires:All enemies in a 50 feet radius are dealt 2d10 damage per your mythic rank (half fire, half unholy). Taking a look at what's available for the lich mythic path in the wrath of the righteous beta! These bonuses stack with those granted by Greater Disarm. Valve Corporation. The Lich is one of the trickier Mythic Paths to unlock. Before you do though, you can ask Xanthir questions about how he became a swarm, as well as read through the notes found in his lair. Your eyes become filled with unthinkable horrors. This spell creates abyssal chains that begin that damage and bind your enemies.\nThe chains deal 1d8 points of bludgeoning damage per caster level to the primary target, and entangle it for the number of rounds equal to caster level. Find Ramien back at the ruined temple of Desna. Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike to multiply the number of dice you roll for damage, you also multiply your Strength bonus, weapon's enhancement bonus and other bonuses that would normally be multiplied on a critical hit by the same number. Additionally, the target receives a -1 penalty to attack and damage rolls, saving throws and Ac for every dispelled effect. While within it, party members get immunity either to fire, to cold, to acid, to electricity or sonic damage by her choice. The summoned creature appears where you designate and acts according to its initiative check results. If it fails, the target receives 1d6 Strength damage and 2d6 bleed damage. The bonuses last for a number rounds equal to half your mythic rank. If the bonus is +3 or higher you additionally gain effects of the haste spell. Azata summons a wave of water. Your mission is too important to fall in battle: and your mythic powers let you endure unbelievable things. They have all your abilities, but separate inventory. If the creature successfully saves, harm deals half this amount.\nIf used on an undead creature, harm acts like heal. You create an extra-dimensional comfy hole with a depth of 10 feet per two caster levels (maximum 30 feet) and a trampoline at the bottom. These bonuses stack with those granted byTrip. The Legend and all companions can rest up to 5 times after the legend had cleared all the corruption from themself at safe place. In doing so, they can change their current timeline, usually for the better. You also get additional hit points, their number equal to your mythic rank. Whenever you hit the target with a melee touch attack, it makes a Fortitude saving throw.