
Quatar |

Now with the release of the Mythic rules I'm considering if I should implement that to some degree into Jade Regent.
My group is currently near the end of Book 4, and perhaps will kill Munasukaru next session or the one after. Considering they're currently working with Kami as well, that would make a good spot for their Ascension I'm thinking.
They're nearing Minkai now too and their destiny, so going Mythic seems appropriate.
However I'm worried that that might trivialize the other two books too much. They're already having little trouble killing everything I throw at them.
On the other hand, since they're already doing that, adding Mythic might not even make a huge difference.
Obviously the Oni enemies at the very least would get some Mythic tiers as well, as might some of the more prominent enemies. Normal mooks would stay mooks, but might gain a level or get the Advanced template.
I don't plan on giving them the full 10 tiers. Maybe 1 or 2 is what I'm thinking now.
Am I the only one who considers doing that, or are there others?
What do you think is a decent upper limit on Mythic tiers for JR?

Tangent101 |

I've heard that Jade has a problem with being too easy for players. My recommendation is to give enemies full hit points. One Mythic Tier for players won't hurt significantly as it's only an effective +1/2 level. So full hit points for enemies, boss encounters with a couple mythic tiers, and occasionally adding an extra foe should do wonders for the game.
I almost wonder if Jade Orient is designed for people with a 10-point build. ;) And this coming from someone who dislikes the whole "build" aspect and finds high stats not to be as big a problem (though then again most of my players use the extra points on intelligence to get extra skill points for knowledges and the like).

Tangent101 |

Opening the Warding Box is pretty much the perfect place to make them Mythic. And I suppose it really depends on the skill of the players. My group is mostly new to Pathfinder and that sort of thing so I give them higher stats to compensate (and still occasionally nearly kill them off). I like the first Tier of Mythic and how it improves the survivability of characters.
When I eventually run my group through Wrath of the Righteous (if they ever finish Reign of Winter) I'll be lowering the stats and seeing how they survive that.

magnuskn |
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I think the point where the characters should get mythic power would have been when they were imbued by the Amatatsu seal to be Amatatsu scions. I don't see many Points elsewhere in the AP where it would make sense.

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Kikonu Yamabushi Tengu CR 5 / MR 2
XP 1,600
LE Medium outsider (native, oni, shapechanger, tengu)
Init +9/+11m; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +15
DEFENSE
AC 21, touch 15, flat-footed 16 (+2 armor, +5 Dex, +4 natural)
hp 77 (6d10+44); regeneration 2 (fire or acid)
Fort +9, Ref +10, Will +4; –2 vs. illusion (pattern) spells
SR 18
Special: Block Attacks
Weaknesses susceptible to patterns
OFFENSE
Speed 30 ft., fly 30 ft. (average)
Melee +1 kusarigama +11/+6 (1d6+4/×3), bite +3 (1d4+1 plus steal)
Ranged composite longbow +11/+6 (1d8+3/×3)
Special Attacks steal voice
Spell-Like Abilities (CL 5th; concentration +8)
Constant—see invisibility, ventriloquism (DC 14)
3/day—dimension door, hideous laughter (DC 15), ray of enfeeblement (DC 14), scorching ray
1/day—blur, glitterdust (DC 15)
STATISTICS
Str 15, Dex 21, Con 18, Int 12, Wis 15, Cha 16
Base Atk +6; CMB +8; CMD 22
Feats Combat Casting, Combat Reflexes (Mythic), Improved Initiative
Skills Acrobatics +13, Bluff +12, Disguise +12, Fly +13, Knowledge (planes) +10, Perception +15, Stealth +13; Racial Modifiers +4 Perception
Languages Common, Tengu, Tien
SQ change shape (Medium humanoid, alter self ), yamabushi weapons
Gear leather armor
Treasure double (leather armor, +1 kusarigama, composite longbow [+2 Str] with 20 arrows, other treasure)
SPECIAL ABILITIES
Mythic Power: 5/day
Surge: 1d6
Steal: Make a Steal check with bite attack with no attack of Opportunity.
Dual Initiative: Act again at Initiative -20.
Block Attacks: Once per round when hit by melee or ranged weapon make attack at +11, if higher than the attack roll it negates the hit.
Yamabushi Weapons (Ex) A yamabushi tengu is proficient with all monk weapons and all swordlike weapons (including katanas and wakizashi), and gains a +1 bonus on attack rolls and damage rolls with such weapons. Yamabushi tengus who do not use swords favor the kusarigama.
Steal Voice (Su) Up to three times per day, but no more than once per target, a yamabushi tengu can attempt to steal a victim’s voice as part of its bite attack. When it does so, the creature bitten must make a DC 16 Will save or lose the ability to speak aloud. This prevents the use of any spell with verbal components and the use of command-word-activated magic items, among other difficulties. The yamabushi tengu’s voice changes to match the one stolen. The victim’s voice remains stolen until the oni steals another voice, until the oni agrees to give the stolen voice back (a standard action requiring the oni to touch the victim), or until the next sunrise. Any effect that removes curses (such as remove curse or break enchantment) can restore a stolen voice (DC for success equals the save DC of the steal voice ability—DC 16 for most yamabushi tengu), as does the death of the oni who stole the voice in the first place. The save DC is Charisma-based.
NOTE: DR 5/Epic was removed because players would be level 4 with no Mythic abilities when they fight Kikonu.

Quatar |

I think the point where the characters should get mythic power would have been when they were imbued by the Amatatsu seal to be Amatatsu scions. I don't see many Points elsewhere in the AP where it would make sense.
Well my players are past that point by a long time already.
I agree it would make a good place, but as we're past it, I got the choice of using another place or not doing it at all.They're about to clean out the ancient Oni prison, and slay the last occupant, helping the Kami forces finally figure out an ancient mystery, and they're at the brink of toppling from the throne of Minkai.
That sounds Mythic enough to me I guess.
Mind you, I still gotta study the rules a bit more closely I might decide to not do it.

magnuskn |

I don't have an idea what the make-up of your group is, but I'd advise against it. My first group (mind you, they have six players and I let Ameiko and Shalelu run along on everything) are ripping through the AP as it is, to the point where players are complaining how easy it is and how OP some of the characters are. Maybe *I* should slap some mythic templates on things. ^^

magnuskn |

Yeah, I'm already doing that, but it ain't helping much. The problem is that the larger number of players isn't only mucking up the intended action economy, but also providing additional buff spells which benefit the group in its entirety (like Blessing of Fervor, about the best buff spell in game).
I'm at a point where I either need to double the number of opponents or actively change encounters to counter player power-ups, i.e. put in creatures/NPC's whose only function is to cast Greater Dispel Magic as often as they can.

Tangent101 |

Or one-shot or two-shot magic items like a Wand of Dispel Magic with only a couple charges left. In fact, you can let the PCs capture the wand only to find there's only one charge left to it. ;)
I'll say this. Five 7th level characters and two 5th level cohorts chewed through two unmodified Marsh Giants somewhat quickly. I made a couple of mistakes when using the Giants... but that didn't negate the fact none of the PCs went below half hit points (cohorts and the GMPC did, mind you, but they don't really count! ^^)
It'll be interesting to see how they cope against a couple Mythic foes coming up, however. ;)

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Yeah, I'm already doing that, but it ain't helping much. The problem is that the larger number of players isn't only mucking up the intended action economy, but also providing additional buff spells which benefit the group in its entirety (like Blessing of Fervor, about the best buff spell in game).
I'm at a point where I either need to double the number of opponents or actively change encounters to counter player power-ups, i.e. put in creatures/NPC's whose only function is to cast Greater Dispel Magic as often as they can.
its not as easy as adding the advanced template sometimes. Sometimes I add more creatures as well, sometimes I rebuild creatures entirely. I'm making good use of the Advanced Bestiary by Green Ronin, bought it on PDF, has tons of great templates in it. Also used some baddies from Frog God Games big book of creatures. Tome of somethingorother, unlimited edition. can't remember the name off the top of my head.

Cranky Dog |

My group is in book 4, we took a side quest to do the Ruby Phoenix Tournament right after Hongal, and we're talking about "upgrading" to mythic.
I agree that there are plenty of mythic opportunities. The ascension coming the moment the characters become scions. Some mythic group trials would be beating the Five Storm bosses and stopping the hungry storms (no returning nascent demon lord for the Crown).
Even now, in the Ruby Phoenix Tournament, I'll allow every character to claim a legendary treasure (including one of the missing imperial family weapon).
When I read the rest of the books, I may get other inspirations for group trials.
One problem I have is that two of the characters are *not* scions. One player changed character after not really getting into the concept of his scion druid, the other is a kobold sorcerer that replaced Miyaro as the kami agent. If it weren't for the Ruby Phoenix Tournament, I'd have a head scratcher to find a good reason to make them mythic on par with the scions.
My second problem, is that with six level 12 characters with way above average stats (and we haven't entered the forest of spirits yet), it's becoming more and more difficult to find a proper challenge other than adding more monsters at the time, or make every baddy more powerful (more work for me). Both of which is time consuming.

magnuskn |

@Cranky dog and Magnuskn, how is The Ruby Phoenix Tournament? is it any good (i'm not replacing Forest of Spirits as i rather like that adventure, just trying to add on:)
Well, I only replaced the mega-dungeon crawl, Ordu-Aganhei is hilarious and should be played by every group who does Jade Regent.
The Ruby Phoenix Tournament is good stuff. It's basically the typical martial arts tournament you get to see in those kinds of films, with magic thrown on top. It has a "whodunit" type of investigation, which doesn't really add that much to it overall, but it provides variety to the fights. Overall I can recommend using it as a replacement for part four if you don't like the overly long dungeon crawl, like I did. I wouldn't use it to replace part five, because that one is essential to the story and has lots of roleplaying potential. And one evil Wizard who truly looks the part. :)

Quatar |

What's this Ruby Tournament you're talking about?
Anyway, update on my group:
They beat Munasukaru last week, the endboss of Book 4. I had rebuild her, given her max hitpoints and power attack (who makes a melee-char without power attack?) as well as the first Mythic Tier, with Mythic Power Attack on top. I also had the Herald from the chain-room flee when the fight breaks out and regroup with her mistress, as well as have the 4 monks in there as well. The characters where not Mythic by that point yet
I figured my group would laugh at 1d8+14 damage or whatever she does by default. They didn't so much laugh when she was full-attacking them for 1d8+34 or so.
She managed to take out the Samurai's cohort (she got better thanks to Breath of Life from the Oracle), and still died within 2 rounds of being engaged.
Anyway, back on topic: Noburo, the Kami on the clearing then asked them all to gather, under the full moon (thinking about it, the midday sun might have been better, since Shizuru is the sun-goddess, but Moon works too being Shizuru's lover). Ameiko was there too and he had asked them to bring along the Amatatsu Seal.
He explained to them that they shouldn't worry, this clearing is a place of tranquility and serenity and the Oni can't spy on what is going on here. (stole that from another post here)
When they opened the box the seal was already faintly glowing in the moonlight, and Noburo explained that as thanks for killing the last Oni and finally allowing them access to the HoWB he would like to imbue some of this peace and tranquility into them, so it may help them on their quest to free Minkai from the grasp of the Five Storms.
Then he touched the Seal and it started to glow brightly under it's own power now and everyone felt that sense of peace and tranquility they had felt before whenever they've been in the clearing (I made a point of mentioning that each time they visited it before) wash over them, seep into them.
That was their moment of Ascension obviously. I thought it was pretty cool, and fit into the overall place in the story, think the players liked it too.
As an added sideeffect, the Zen Archer who had joined in Ordu-Aganhei and the Cohort were made Scions too, as they'd not been before.
Also stealing and modifying an idea from that other post, I gave them the ability to expend 1 Mythic Point to create an aura of calm and tranquility around them, protecting them from the Oni's view for a short while - about 1 minute each - during which time they can take out the Amatatsu Seal of the warding box without fear of it sending up flares right away.
Since unpacking the Seal is required/recommended in the next book at some points, I wanted to make it clear to them it's an option without telling them to their face, and at the same time make them feel like they can do it without getting Scied+Died right away.

Quatar |

Oh, just reading it that actually sounds pretty nice.
My group is currently thinking about taking a trip to a larger city to sell all their loot and so on, and have a few things crafted that will take them about a week. They plan on hiring a wizard to teleport them to a city bigger and farther away, most likely outside of Minkai.
That would be a perfect time to fill with this.
They can hardly stay invisible forever, the Oni know they're close anyway. And being the Ruby Phoenix Champions might actually give them a boost in rallying the people.

Cranky Dog |

@Cranky dog and Magnuskn, how is The Ruby Phoenix Tournament? is it any good (i'm not replacing Forest of Spirits as i rather like that adventure, just trying to add on:)
As it is, the players are loving it! The various battles and challenges were a nice change of pace from the tedious caravan from Hungry Storm.
I placde the tournament right after Ordu-Aganhei and before the Forest near the coast between Hongal and the Forest of Spirits. I had the prince secretly enroll them as contestants. He could then claim to have been the sponsor of legendary champions.
The characters also acknowledged that the Five Storms know they are coming, and they want to give them an inkling of what they and the rest of Minkai can expect.
The characters even managed to not kill all of their opponents (except for monsters and the baddies outside of the combat rounds). As our fighter/paladin told me he's taking Leadership at 13th level, which would bring them right at the end of book 4-early book 5, the timing proves great as some the tournament characters are from Minkai and will be recurring characters/future cohorts.
An interesting coincidence is that one of the exhibition matches is against an Amatuha Oni (in pure ettin shape) which is in book 3's bestiary.
As a warning, my dice hate me so many of the tournament challenges turned out to be much easier than expected. And the characters are above average in stats (above 25pt build as we rolled them). Other groups may not be so fortunate. Also, the tournament features classes and archetypes from a lot of sources (bloat mages, sound strikers, asian exotic weapons, etc.) so it needs quite a bit of preparation.

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My group is in book 4, we took a side quest to do the Ruby Phoenix Tournament right after Hongal, and we're talking about "upgrading" to mythic.
I agree that there are plenty of mythic opportunities. The ascension coming the moment the characters become scions. Some mythic group trials would be beating the Five Storm bosses and stopping the hungry storms (no returning nascent demon lord for the Crown).
Even now, in the Ruby Phoenix Tournament, I'll allow every character to claim a legendary treasure (including one of the missing imperial family weapon).
When I read the rest of the books, I may get other inspirations for group trials.
One problem I have is that two of the characters are *not* scions. One player changed character after not really getting into the concept of his scion druid, the other is a kobold sorcerer that replaced Miyaro as the kami agent. If it weren't for the Ruby Phoenix Tournament, I'd have a head scratcher to find a good reason to make them mythic on par with the scions.
My second problem, is that with six level 12 characters with way above average stats (and we haven't entered the forest of spirits yet), it's becoming more and more difficult to find a proper challenge other than adding more monsters at the time, or make every baddy more powerful (more work for me). Both of which is time consuming.
Yeah it takes work that's for sure. My method is to first go through the adventure bit by bit and look at the XP challenges and CRs, then look at what I need for a group of 6 and 7 players, and then start statting them up. I have nearly everything I need on PDF though and with adobe I can whip out text boxes with new stat blocks pretty quickly. deciding on the advances to use though, keep with flavor, gets challenging after a while.

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What's this Ruby Tournament you're talking about?
Anyway, update on my group:
They beat Munasukaru last week, the endboss of Book 4. I had rebuild her, given her max hitpoints and power attack (who makes a melee-char without power attack?) as well as the first Mythic Tier, with Mythic Power Attack on top. I also had the Herald from the chain-room flee when the fight breaks out and regroup with her mistress, as well as have the 4 monks in there as well. The characters where not Mythic by that point yet
I figured my group would laugh at 1d8+14 damage or whatever she does by default. They didn't so much laugh when she was full-attacking them for 1d8+34 or so.
She managed to take out the Samurai's cohort (she got better thanks to Breath of Life from the Oracle), and still died within 2 rounds of being engaged.Anyway, back on topic: Noburo, the Kami on the clearing then asked them all to gather, under the full moon (thinking about it, the midday sun might have been better, since Shizuru is the sun-goddess, but Moon works too being Shizuru's lover). Ameiko was there too and he had asked them to bring along the Amatatsu Seal.
He explained to them that they shouldn't worry, this clearing is a place of tranquility and serenity and the Oni can't spy on what is going on here. (stole that from another post here)When they opened the box the seal was already faintly glowing in the moonlight, and Noburo explained that as thanks for killing the last Oni and finally allowing them access to the HoWB he would like to imbue some of this peace and tranquility into them, so it may help them on their quest to free Minkai from the grasp of the Five Storms.
Then he touched the Seal and it started to glow brightly under it's own power now and everyone felt that sense of peace and tranquility they had felt before whenever they've been in the clearing (I made a point of mentioning that each time they visited it before) wash over them, seep into them.
That was their moment of Ascension obviously. I thought it was...
Sounds very cool. I may steal this! I was looking at ascending them after they get the emperor's blessing in book 6.

Quatar |

Sounds very cool. I may steal this! I was looking at ascending them after they get the emperor's blessing in book 6.
Please, feel free to!
Well the emperor's blessings are more or less just before the end-phase, they'll not get much milage out of being mythic. Of course if that's where you are right now in the AP that actually would be a good point (it's possibly where they gain their last mythic tier before going in)
Dragonchess Player |
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My take on making Jade Regent mythic:
For non-mythic encounters, increase the number of opponents and/or add class levels as the party gains levels/mythic tiers to mostly keep pace (it's OK if the non-mythic encounters are slightly easier; it just highlights the less frequent/more difficult mythic encounters). The mythic trials are mainly focused on the kami vs. oni struggle and the related Divine mandate for the Jade Throne.
Ascension: Recover the Amatatsu seal and become Amatatsu scons; Ameiko gains Marshal 1 (Rally; Inspired Defense; Dodge (Mythic)) as the seal "awakens" her heritage; Tier 1.
Mythic Trial: Recover Suishen and defeat Kimandatsu (Champion 1; Distant Barrage; Blowback; Improved Critical (Mythic); CR 10); if Ameiko participates in the fight, she gains Marshal 2 (12 Str; Resurging Words); Tier 2.
Mythic Trial 1: Defeat Katiyama (Hierophant 2; 22 (24) Wis; Recalled Blessing; Alter Channel, Mighty Summons; Mythic Spell Lore (death knell, call lightning); CR 11), along with her 4 Hoarfrost Spirits (add the Advanced simple template; CR 4 each), and destroy the Storm Sphere.
Mythic Trial 2: Defeat Katiyama's Ghost (CR 13; replace silence with death knell); if Ameiko participated in both trials, she gains Marshal 3 (Dispel Fear, Words of Hope; Extra Path Ability); Tier 3.
Mythic Trial 1: Defeat Munasukaru (Champion 4; 26 Str, 26 Con; replace Deceitful with Dazzling Display; Sudden Attack; Backlash, Flash of Rage, Elemental Fury, To the Death; Dazzling Display (Mythic), Vital Strike (Mythic); CR 15) and gain the blessing of the kami.
Mythic Trial 2: Defeat Yugurada Shosaito (Archmage 4; 22 Int, 10 Wis, 13 Cha; Stealth +24; replace Defensive Combat Training and Toughness with Eldritch Heritage (Shadow bloodline) and Skill Focus (Stealth); Arcane Surge; Deep Understanding, Speedy Summons, Mirror Dodge, Tangible Illusion; Eldritch Heritage (Mythic), Mythic Spell Lore (mage armor, enervation, phantasmal killer, chain lightning); CR 15), along with his 4 Shadow Sentinels, and restore O-Sayumi; if Ameiko participated in both trials, she gains Marshal 4 (20 Cha; Aura of Perseverance); Tier 4.
Mythic Trial 1: Defeat Nigankona (Champion 4; 33 Str, 28 Con; Blowback, Devastating Smash, Titan's Rage, To the Death; Cleave (Mythic), Power Attack (Mythic); CR 17) and his 3 Atamahula (add Arcane mythic simple template; CR 12 each, MR 2).
Conversion: Amatatsu Onoko (Hierophant 4; 22 Str, 22 Wis; replace neutralize poison with holy smite; Inspired Spell, Sudden Block (Guardian); Empathic Healing, Fast Healing (Guardian), Parry Spell (Guardian), Pure Body; Dual Path (Guardian), Mythic Spell Lore (daylight, magic vestment, holy smite, heal)).
Mythic Trial 2: Defeat Teikoko Sokai (Nalfeshnee Antipaladin 4/Champion 4; 38 Str, 18 Dex, 31 Con, 23 Int, 20 Wis, 24 Cha; Sickened Cruelty; Stunning Assault; Inspired Spell (Hierophant), Sudden Attack; Channel Shockwave (Hierophant), Mythic Smite, Elemental Fury, Incredible Parry; Dual Path (Hierophant), Power Attack (Mythic); CR 18) or receive his blessing.
Mythic Trial 3: Defeat Amatatsu Maemi (Marshal 6; 24 Int, 24 Cha; Intimidate +22; Decisive Strike; Deadly Guidance, Distracting Assailant, Confidence, Demogogue, Flexible Confidence, Castigate; Combat Expertise (Mythic), Improved Initiative (Mythic), Strike Back (Mythic); CR 17), along with her 4 Advanced Erinyes (Trickster 2; 25 Dex; Surprise Strike; Deadly Dodge, Ricochet; Rapid Shot (Mythic); CR 10 each), or receive her blessing; if Ameiko participated in all three trials, she gains Marshal 5 (Demogogue; Arcane Strike (Mythic)); Tier 5.
Mythic Trial 1: Defeat Sugimato Nobinoma (Thanadaemon Necromancer 7/Archmage 4; 19 Str, 20 Dex, 25 Con, 26 Int, 17 Wis, 20 Cha; Knowledge (Arcana) +33, Spellcraft +33, Use Magic Device +27; Arcane Discovery (Fast Study), Improved Familiar (Cacodaemon), Spell Focus (Necromancy), Thanatopic Spell; Wild Arcana; Harmonious Mage, Perfect Preparation, Arcane Metamastery (x2); Dodge (Mythic), Mythic Spell Lore (mage armor, hydraulic torrent, vampiric touch, enervation); CR 18) or receive his blessing.
Mythic Trial 2: Defeat Shojinawa Ito (Archmage 6; 18 Dex, 30 Cha; Wild Arcana; Energy Conversion, Throw Spell, Bloodline Immunity, Mythic Spellpower, Pure Destiny, Channel Power; Dodge (Mythic), Eschew Materials (Mythic), Mythic Spell Lore (mage armor, mirror image, vampiric touch, animate dead, cone of cold, finger of death); CR 19) or receive his blessing.
Mythic Trial 3: Retrieve Emperor Shigure's remains and receive his blessing; if Ameiko participated in all three trials, she gains Marshal 6 (22 Cha; Beacon of Hope); Tier 6.
These two trials can serve as replacements for any previous trials that Ameiko (or the PCs) did not accomplish, or as a start toward achieving Tier 7.
Mythic Trial: Defeat Sudoshi Santo (Champion 6; 24 (26) Str, 24 (26) Dex, 20 Wis; Fleet Charge; Aerial Assault, Blowback, Imprinting Hand, Incredible Parry, Precision, Perfect Strike; Critical Focus (Mythic), Deflect Arrows (Mythic), Power Attack (Mythic); CR 17) and his 4 Iron Tempest Monks (Fighter 3/Hungry Ghost Monk 11; 17 (19) Str; Mythic Companion, Spring Attack; CR 13 each).
Mythic Trial: Retrieve the 4 lost Imperial seals from Teikono (Advanced Mature Adult Sovereign Dragon with the Divine mythic simple template; CR 18).
Finally: Defeat Anamurumon (Champion 6; 39 Str, 24 Con; Sudden Attack; Backlash, Flash of Rage, Incredible Parry, Precision, To the Death, Sweeping Strike; Flyby Attack (Mythic; as Spring Attack), Intimidating Prowess (Mythic), Power Attack (Mythic); CR 19), the Jade Regent (Guardian 6; 20 (24) Str, 20 (24) Con; Armored Might, Borrow Elements, Fast Healing, Incredible Parry, Parry Spell, Invincible Stand; Critical Focus (Mythic), Improved Critical (Mythic), Improved Initiative (Mythic); CR 18), and Renshii Meida (Hierophant 6; 14 Dex, 24 (28) Cha; Recalled Blessing; Faith's Reach, Flexible Counterspell, Mighty Summons, Enduring Blessing, Hurling Vengeance (with Ancestral Weapon), Overcome Curse; Improved Counterspell (Mythic), Quick Draw (Mythic), Toughness (Mythic); CR 17) to claim the Jade Throne.
Conversion: Giras Notori (Trickster 6; 26 Dex, 14 Con, 10 Cha; Surprise Attack; Deadly Dodge, Path Dabbling (Aerial Assault), Shadow Stealth, Mirror Dodge, Ultimate Versatility, Slayer's Cyclone; Dodge (Mythic), Spring Attack (Mythic), Weapon Finesse (Mythic); CR 17).
Alternately, you could make obtaining the blessings of all five Imperial families a single mythic trial, ending with Tier 5 before the final fight. Reduce the CRs for the encounters appropriately.