Pathfinder: Wrath of the Righteous – Mythic Path Traits / Feats

In this guide, we will show you all Pathfinder: Wrath of the Righteous Mythic path traits and feats.

Mythic Path Traits

Mythic Trait NameMythic Trait Description Mythic Trait Pre-Requisites
Abundant CastingYou may cast 4 additional spells of 1st, 2nd, and 3rd level per long rest.N/A
Improved Abundant CastingYou may cast 4 additional spells of 4th, 5th, and 6th level per long rest.Abundant Casting
Greater Abundant CastingYou may cast 4 additional spells of 7th, 8th, and 9th level per long rest.Improved Abundant Casting
Abundant Arcane PoolYour arcane pool is increased by your Mythic RankArcane Pool class feature
Abundant BaneYou may use your Bane class ability an additional number of rounds equal to your Mythic rankBane Weapon or Greater Bane class feature
Abundant KiYour Ki pool is increased by your Mythic RankKi Pool class feature
Abundant SmiteYou may use your Smite class ability an additional number of times equal to half your Mythic rankSmite Evil class feature
Abundant Smite ChaosYou may use your Smite class ability an additional number of times equal to half your Mythic rankSmite Chaos class feature
Always A ChanceYou do not automatically miss or fail a roll on a Natural 1N/A
Any Means NecessaryThe character’s attacks are considered good-aligned for the purposes of overcoming damage reduction.Hellknight Level 7
Archmage ArmourThe Mage Armour spell grants additional armour equal to your Mythic RankN/A
Ascendant ElementChoose one energy type (Fire/Cold/Lightning/Acid/Negative/Sonic), that energy type now ignores damage resistance and immunities.N/A
Ascendant SummonsCreatures summoned by you gain a bonus to STR/DEX/CON/WIS/CHA equal to half Mythic Rank (rounded down) + 1. In addition, their damage ignores all DR save for DR/-N/A
Battle MeditationAs a standard action, you may buff your allies at the expense of yourself. You lose DEX bonus to AC, all movement and are considered staggered. Allies within 30 feet gain a morale bonus to attack and damage rolls equal to 1 + a third of your Mythic RankN/A
Beneficial CurseSelect another curse from the Oracle list. You gain all benefits but no penalties from the selected curse.Oracle’s Curse class feature
Best JokesWhen a target fails a save versus your Hideous Laughter spell, a nearby enemy must make a save versus the spell as well. This continues to chain until a target succeeds the saving throwN/A
Bloodline AscendanceYou immediately gain the Level 20 passive bonus of any selected bloodlines.Bloodline class feature
Boundless HealingThe healing from any spell source ignores former spell limits, scaling to any class level. In addition, all healing spells are treated as if having the Reach metamagicN/A
Brutality IncarnateYour natural weapons ignore all damage reduction, except for DR/-N/A
Cleaving ShotOn a critical strike or kill with a ranged weapon, nearby enemies in 10 feet take weapon damageN/A
Defensive StudyYour Study Target class feature also grants a bonus to AC against your targetStudied Target class feature
Dimensional RetributionWhen targeted by an enemy spell, you may teleport to the caster as a move action for the next two roundsN/A
Distracting ShotsOn hit with a ranged weapon, the target takes a penalty to AC vs melee attacks equal to half Mythic rankN/A
Domain ZealotYou may use domain special abilities as a Swift actionN/A
Emergency Help3x per day, you can teleport to an ally below 30 remaining hit points. For one round, your next healing spell is considered Empowered and Maximized (as the metamagics)N/A
Enduring SpellsAny spell you cast with a duration of 1 hour or above now lasts 24 hoursN/A
Greater Enduring SpellsAny spell you cast with a duration of 5 minutes or above now lasts 24 hoursEnduring Spells
Enforced VigorEvery time you deal damage to an ally, that ally gains +2 to attack and damage rolls and +1 to all saving throws for a number of rounds equal to half Mythic RankN/A
Ever ReadyYou gain a bonus to attack and damage rolls on attacks of opportunity equal to your Mythic rank. You also gain two additional attacks of opportunity per round.N/A
Everlasting JudgementYou may now use the Judgement class feature at-will an unlimited number of times per day.Judgement class feature
Expose VulnerabilityEvery 3rd hit with a ranged weapon deals an additional 1d6 Divine damage per two mythic ranksN/A
Favourite MetamagicThe selected Metamagic feat costs 1 less spell level (minimum 0)Metamagic feat
Full ReservoirInstead of regaining 3 + 1/2 Class Level points on a long rest, you regain 3 + Class Level on a long rest to your Arcane ReservoirArcane Reservoir class feature
Impossible DomainYou gain a divine domain of your choice, regardless of the selected godDomain class feature
Inspirational LeaderAllies within 50 feet gain a bonus to Initiative, concentration checks, and saving throws vs mind-affecting effects equal to half Mythic rank + 1N/A
Kinetic OverchargeGather Power class abilities reduce burn costs by an additional pointKineticist Level 1+
Last StandOnce per day, when reduced to 0 hit points, you become immune to damage for two rounds.N/A
Leading StrikeOn every melee strike, you mark the target. Attacking a marked target consumes the mark, dealing 1d6 Divine damage per mythic rankN/A
Limitless RageYou can rage an unlimited number of times per day. When you rage, you gain 1 Temp HP per 2 Rounds of rage you’d normally be limited to.N/A
Magic NullificationOnce per long rest, you become immune to magic and dispels all spells on you, regardless of source.N/A
Master ShapeshifterYou may use Wild Shape at-will. In addition, when polymorphed by any effect, all physical attribute modifications are increased by +4N/A
Mythic ChargeYour Charge attack does 1d6 additional Divine damage per Mythic rankN/A
Mythical BeastYour animal companion ignores all DR save for DR/- , and gains a bonus to STR/DEX/CON equal to half mythic rank + 1Animal Companion
Over-Infused BlastsYou may apply two kinetic blast infusions at the same time.Kineticist Level 1+
Powerful ShadowsYour Shadow spells are 20% more realN/A
Ranging ShotsEvery time you miss with a ranged weapon attack, your attack bonus increases by 1 to a maximum of your Mythic Rank. When you land a hit, this bonus is reduced by 1.N/A
Rupture RestraintsThree times per day, as a free action, you dispel the following effects from yourself: Frightened, Dazed, Sickened, Shaken, Staggered, Nauseated, Stunned, Paralyzed, Confused.N/A
Second BloodlineYou gain another bloodline from the Bloodline class feature list.Bloodline class feature. Has not taken this before.
Second Bloodrager BloodlineYou gain another bloodline from the Bloodline class feature list.Bloodline class feature. Has not taken this before.
Second MysteryYou gain another Mystery from the Oracle class list.Mystery class feature. Has not taken this before.
Second Mystery (Divine Herbalist)You gain another Mystery from the Oracle class list.Mystery class feature. Has not taken this before.
Second Mystery (Enlightened Philosopher)You gain another Mystery from the Oracle class list.Mystery class feature. Has not taken this before.
Second Mystery (Lone Strider)You gain another Mystery from the Oracle class list.Mystery class feature. Has not taken this before.
Second SpiritYou gain another Spirit from the Shaman class list.Spirit class feature. Has not taken this before.
The Bigger They AreYou gain a bonus to attack rolls with ranged weapons equal to the target’s size penalty to AC.N/A
Thundering BlowsOnce per round on a missed melee attack, all enemies in 10 feet still take 2d6 + 1d6 per 2 mythic ranks sonic damage.N/A
Throw ElixirYour elixirs can be applied at a range of 30 feet.Infusion class feature
Unrelenting AssaultEvery round you spend attacking with a melee weapon, you gain +2 to damage that stacks up to +10 until the end of combat.N/A
UnstoppableInstead of being paralyzed, you are instead staggered. Instead of being nauseated, you are instead sickened. Instead of being frightened, you are instead shaken.N/A
Witch Wandering HexYou may gain any Witch hex. You can change this selected Hex by reselecting this Mythic Trait.Witch Level 1+

Mythic Path Feats

Mythic Feat Name Mythic Feat DescriptionMythic Feat Pre-Requisites
Bull Rush (Mythic)You gain half your Mythic Rank to Bull Rush checks and CMD checks versus Bull Rush checks. In addition, you get a free attack of opportunity when they attempt it unless they too have the mythic feat.Bull Rush feat
Dazzling Display (Mythic)You can use Dazzling Display as a standard action at -5, move action at -10, or swift action at -20 on the skill check.Dazzling Display feat
Deadly Aim (Mythic)You gain a +3 instead of a +2 to damage roll bonuses from Deadly AimDeadly Aim feat
Defensive Combat Training (Mythic)Add half your Mythic Rank to your CMDDefensive Combat Training feat
Destiny Beyond BirthYour race’s attribute penalty modifier is removed.Character’s race has a negative penalty to an attribute
Destructive ShockwaveWhen you miss with a melee attack roll, the target still takes your STR modifier in damageN/A
Dirty Trick (Mythic)You gain half your Mythic Rank to all Dirty Trick checks and CMD checks versus enemy Dirty Tricks. In addition, you get a free attack of opportunity when they attempt it unless they too have the mythic feat.Dirty Trick feat
Disarm (Mythic)You gain half your Mythic Rank to Disarm checks and CMD checks versus Disarm checks. In addition, you get a free attack of opportunity when they attempt it unless they too have the mythic feat.Disarm feat
Dodge (Mythic)You gain an additional +1 AC from the Dodge featDodge feat
Emergency PotionYou may now drink a potion as a swift actionN/A
Expanded Arsenal (Magic School)All feats impacting a specific school of magic (such as Spell Focus) now collectively apply to the selected school of magic as wellN/A
Extra FeatYou may select an extra featN/A
Extra Mythic TraitYou may select an extra mythic trait (see left column)N/A
Flawless AttacksAll attacks beyond the first are made at a compounding -4 penalty, not -5N/A
Great Fortitude (Mythic)Whenever you roll a Fortitude saving throw, roll twice and take the greater result.Great Fortitude feat
Improved Critical (Mythic)The critical multiplier of the selected weapon is increased by 1 (ex: x2 -> x3)Improved Critical feat
Improved Initiative (Mythic)You gain your Mythic rank to your Initiative checks.Improved Initiative feat
Improved Unarmed Strike (Mythic)You gain half your Mythic rank to your unarmed strike damage.Improved Unarmed Strike feat
Iron Will (Mythic)Whenever you roll a Will saving throw, roll twice and take the greater result.Iron Will feat
Lightning Reflexes (Mythic)Whenever you roll a Reflex saving throw, roll twice and take the greater result.Lightning Reflexes feat
Mythic Brew PotionsYou may craft potions up to level 6 while resting.N/A
Mythic ChannellingYour Channel Energy heals for or deals additional damage equal to 2x your CHA modifierSelective Channel class feature
Mythic ResolveYou gain +1 to all saving throws and Max HP equal to your Mythic rankN/A
Mythic Sneak AttackYou gain an additional sneak attack dieSneak Attack class feature
Pirahna Strike (Mythic)You gain a +3 instead of a +2 to damage roll bonuses from Pirahna StrikePirahna Strike feat
Point-Blank Shot (Mythic)The bonuses from Point-Blank Shot is increased to +2 instead of +1Point-Blank Shot feat
Power Attack (Mythic)You gain a +3 instead of a +2 to damage roll bonuses from Power Attack. If using a 2H weapon, a 1H weapon with both hands, or a primary natural weapon that normally adds 1.5x STR modifier, the bonus is instead +5.Power Attack feat
Rapid Shot (Mythic)You now ignore the -2 penalty imposed by Rapid ShotRapid Shot feat
School MasteryAll spells from the selected spell school are cast at +1 caster levelN/A
Shield Focus (Mythic)Add your Shield bonus and Shield enhancement bonus to your Touch ACShield Focus feat
Skill Focus (Mythic)You cannot roll below a 10 on skill checks concerning the selected skillSkill Focus feat
Sorcerous ReflexYou may cast the first spell of a combat as a swift action if it is 1st level or 2 levels below your maximum spell levelN/A
Spell Focus (Mythic)Spells from the selected spell school have their DC increased by 1Spell Focus feat
Spell Penetration (Mythic)Add half your Mythic Rank to spell penetration checks. If you have the Greater Spell Penetration feat, add your full Mythic rank instead.Spell Penetration feat
Stunning Fist (Mythic)The DC of your Stunning Fist is increased by half your Mythic rankStunning Fist feat
Sunder Armor (Mythic)You gain half your Mythic Rank to Sunder Armor checks and CMD checks versus Sunder checks. In addition, you get a free attack of opportunity when they attempt it unless they too have the mythic feat.Sunder Armor feat
Toughness (Mythic)Toughness grants twice as many hit points and DR 10/Epic when below 0 hit points.Toughness feat
Trip (Mythic)You gain half your Mythic Rank to Trip checks and CMD checks versus Trip checks. In addition, you get a free attack of opportunity when they attempt it unless they too have the mythic feat.Trip feat
Two-Weapon Fighting (Mythic)All penalties for two-weapon fighting are reduced by 2 (minimum 0).Two-Weapon Fighting feat
Vital Strike (Mythic)Your Vital Strike now multiplies all modifiers to the damage dealt that would be normally multiplied on a critical strike.Vital Strike feat
Weapon Finesse (Mythic)Weapons that qualify for Weapon Finesse now also use Dexterity for damage rolls instead of Strength.Weapon Finesse feat
Weapon Focus (Mythic)Double the bonuses from all Weapon Focus feats for the chosen weapon.Weapon Focus feat
Weapon Specialization (Mythic)You gain an additional bonus to weapon damage rolls equal to half your Mythic rank.Weapon Specialization feat

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