Archmage | Champion | Guardian | Hierophant | Marshal | Trickster


Hierophant Path Abilities | Hierophant (Starstone) Path Abilities | Godling Path Abilities | Universal Path Abilities

1st-Tier Hierophant Path Abilities

When you ascend to mythic power with the Starstone, you most likely gain tiers of the hierophant path and can entreat a deity for aid, swearing to further her goals in return for a measure of her power. The deity might immediately accept or reject you. If you’re accepted, you can take the 1st-tier divine patron hierophant path ability below. If you’re rejected, after 24 hours you can petition a different deity or chose a different ability (or even a different mythic path, if you wish).

Divine Patron (Su) (Mythic Realms pg. 16): When you encounter a creature who serves your sworn deity, treat its attitude as one step better. When you cast divine spells upon yourself or another creature who serves your deity, treat your caster level as 2 higher.

In addition, every deity grants a modified version of a 3rd-tier hierophant ability (see following page). You must select this path ability in order to gain the additional benefits; it is not automatically granted. If you already have mythic power and the listed ability upon taking divine patron, the other ability immediately turns into its modified version. In addition, a deity grants access to an ability from another path that reflects its interests and power.

3rd-Tier Hierophant Path Abilities

Hierophants with the divine patron path ability can take one of the following modified path abilities at 3rd tier or higher (see the divine patron path ability, above).

Abadar (Divine Metamastery) (Mythic Realms pg. 17): You can expend one additional use of mythic power to increase the maximum spell slot level increase of the metamagic feat by 1 (to a maximum of 5 if you've taken this ability multiple times). For example, if you have this ability once, you can expend two uses of mythic power to pick a metamagic feat that increases the slot level of a spell by 2. Bonus Path Ability: Assured skill (marshal).
Asmodeus (Alignment Insight) (Mythic Realms pg. 17): You can recognize outsiders of an alignment within one step of your own, even when they're magically disguised or polymorphed. Bonus Path Ability: Eldritch breach (archmage).
Calistria (Domain Immunity) (Mythic Realms pg. 17): Whenever you turn a spell, you can either reflect it back at the original caster or any other creature within 15 feet. Bonus Path Ability: Treacherous critical (trickster).
Cayden Cailean (Domain Immunity) (Mythic Realms pg. 17): Whenever you are targeted by a spell you're immune to, you can expend one use of mythic power to either turn the spell or heal 1d6 hit points per level of the spell that targeted you. Bonus Path Ability: Assured drinker (trickster).
Desna (Divine Potency) (Mythic Realms pg. 17): Every time you prepare spells, roll 1d4. You gain one bonus spell slot of a level equal to the result of that roll (with a maximum of the highest spell level you can cast). Once you've achieved 6th tier, you can select this ability a second time, allowing you to roll 2d4. Bonus Path Ability: Impossible speed (champion).
Erastil (Blessed Companion) (Mythic Realms pg. 17): Your companion also can select Ability Focus, Improved Natural Armor, Improved Natural Attack, or Multiattack as a bonus feat. Bonus Path Ability: Limitless range (champion).
Gorum (Hurling Vengeance) (Mythic Realms pg. 17): Any greatsword you wield also gains the keen weapon special ability. If the weapon already has the keen weapon special ability, its critical multiplier instead increases to ×3. Bonus Path Ability: Blowback (champion).
Gozreh (Animal Friend) (Mythic Realms pg. 17): You can also use this ability to influence creatures of the plant and vermin creature types. Bonus Path Ability: Raise animal (guardian).
Iomedae (Enduring Blessing) (Mythic Realms pg. 17): You can either extend the duration of the effect or immediately cast the same spell on a second adjacent creature. If you take this ability a second time, you can use this ability to affect three creatures. Bonus Path Ability: Crusader (champion).
Irori (Divine Metamastery) (Mythic Realms pg. 17): You are treated as though you had taken this ability an additional time. Bonus Path Ability: Adamantine mind (guardian).
Lamashtu (Blessed Companion) (Mythic Realms pg. 17): You can perform a coup de grace action to kill your own blessed companion and regain 1d3 uses of mythic power. This ability also applies to your new companion when your class ability allows you to regain one. Bonus Path Ability: Menacing presence (marshal).
Nethys (Arcane Knowledge) (Mythic Realms pg. 17): You can select this path ability at 3rd tier instead of 6th. The spells you select can only be from the sorcerer/wizard spell list. You can only choose this ability once before 6th tier, after which you can choose it multiple times as normal. Bonus Path Ability: Energy conversion (archmage).
Norgorber (Hurling Vengeance) (Mythic Realms pg. 17): You can use this ability to affect a dagger or short sword. When you damage a creature using a ranged attack, you can expend one use of mythic power to cast poison upon the target as a spell-like ability. Bonus Path Ability: Shadow stealth (trickster).
Pharasma (Domain Immunity) (Mythic Realms pg. 17): You can select a third domain (granted by any deity). You are immune to the harmful effects of this domain. Bonus Path Ability: Flash of omniscience (archmage).
Rovagug (Hurling Vengeance) (Mythic Realms pg. 17): Any greataxe you wield also gains the vicious weapon special ability. If the weapon is already vicious, it deals an addition 1d6 points of damage to the target. Bonus Path Ability: Flash of rage (champion).
Sarenrae (Life Current) (Mythic Realms pg. 17): You are treated as though you had taken this ability an additional time. Bonus Path Ability: Sacrificial shield (guardian).
Shelyn (Enduring Blessing) (Mythic Realms pg. 17): Select a single spell with a duration of 1 minute per level. You can use this ability to change that spell's duration to 24 hours. Bonus Path Ability: Inspiring surge (marshal).
Torag (Hurling Vengeance) (Mythic Realms pg. 17): Whenever you make a successful critical hit using a warhammer (whether this is a ranged or melee attack), as an immediate action you may make an additional attack against a different target within 10 feet of the creature you just critically hit. Bonus Path Ability: Immovable (guardian).
Urgathoa (Abundant Healing) (Mythic Realms pg. 17): You can use this ability to affect spells that deal damage. After rolling damage when using a spell or class ability that uses negative energy to deal damage (such as an inflict moderate wounds spell or an antipaladin's touch of corruption), you can deal a portion of that damage to other adjacent targets. You must deal at least 10 points of damage to a creature before selecting an additional creature to damage. Bonus Path Ability: Control the mindless (trickster).
Zon-Kuthon (Hand of Mercy) (Mythic Realms pg. 17): You can expend one use of channel energy to bestow any condition this ability can remove. Bonus Path Ability: Painful gambit (marshal).

6th-Tier Hierophant Path Abilities

There are no 6th-Tier abilities for this section.