Mythic paths for second edition inspired by Pathfinder Wrath of the Righteous


Homebrew and House Rules


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I have been playing finder of the righteous a lot recently and I got inspired to create a variant of the mythic paths from this game in finder second edition. I currently only started working on angel. But this is the earliest draft of what I have been able to create so far. I am looking forward to see other people's opinions on balancing these rules, but it is okay if it is a bit strong. Considering this is a mythic path. I a veteran of both dnd 5th edition and the first edition, but my group only recently started playing Pathfinder second edition.

These work in a similar way to the archetype dedication feats and can be taken instead of a class feat once a character has fulfilled certain requirements in'story.

Angelic Dedication Feat 2
Prerequisites: Trained in Religion, the character has been exposed to both a Nalhyndrian crystal and energies from the upper planes.
You gain angelkin, celestial eyes and halo aasimar ancestry feats. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for mythic angel archetype spells is Wisdom or Charisma (your choice), and they are divine angel spells.

Sword of Heaven Feat 4
You gain the sword of heaven ability.

Sword of Heaven (1 action)
You grant a weapon you touch the bane(fiends), disrupting or pacifying property rune for 1 minute. Only one of them may be active at a time.

Angelic Spellcasting Feat 4
Prerequisites: expert in Religion
You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the mythic angel archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level.

Holy Aura Feat 6
You gain the holy aura ability.

Holy Aura (abjuration, aura, divine) 20 feet
Allies in your aura gain a 2+ status bonus to AC against evil creatures and a 2+ status bonus to saves against effects from evil creatures.

Lesser Angelic Blood Feat 6
You gain a single ancestry feat available to angelkin aasimar with a maximum required level of 5.

Elemental Sword Feat 8
Prerequisite: Sword of Heaven
When using the sword of heaven ability, you may also apply the, flaming, frost, shock or thundering weapon property rune. You can only have one elemental weapon property at the same time.

Burning Bright Feat 8
Prerequisite: Holy Aura
any undead or fiend that starts its turn within the Angel’s holy aura suffer 2d6 points of holy damage each round.

Blinding Light Feat 10
Prerequisite: Holy Aura
an enemy that attacks the Angel first time in a round must pass a Fortitude saving throw (DC = 10 + Angel's Spellcasting proficiency) or be blinded for 1d4+1 rounds. On a successful saving throw, the enemy becomes dazzled for 1 minute.

Angelic Blood Feat 10
You gain a single ancestry feat available to angelkin aasimar with a maximum required level of 9. You may take this feat any number of times

Sword of Light Feat 12
Prerequisite: Sword of Heaven
When using the sword of heaven ability, you may also apply the holy or brilliant weapon property rune. You can only have one light weapon property at the same time.

Expert Angelic Spellcasting Feat 12
Prerequisites:Angelic Spellcasting, master in Religion
You gain the expert spellcasting benefits.

Greater Angelic Blood Feat 14
You gain a single ancestry feat available to angelkin aasimar with a maximum required level of 13. You may take this feat any number of times

Aura of Righteousness Feat 14
Prerequisite: Holy Aura
any evil creature treats the area covered by the angel’s holy aura as difficult terrain

Greater Elemental Sword Feat 16
Prerequisite: Elemental Sword
When using elemental sword, you can apply the greater motion of the flaming, frost, shock or thundering weapon property runes

Aura of Protection Feat 16
Prerequisite: Blinding Light
blinding light triggers when an enemy takes any ally within the angel’s holy aura. The AC and saving throw bonus from the holy aura increases to +4 against control by evil creatures attacks from summoned evil creatures

Superior Angelic Blood Feat 18
You gain a single ancestry feat available to angelkin aasimar with a maximum required level of 17. You may take this feat any number of times

Master Angelic Spellcasting Feat 18
Prerequisites: Expert Angelic Spellcasting, legendary in Religion
You gain the master spellcasting benefits.

Supreme Holy Aura Feat 20
Prerequisites: Holy Aura
the radius of the angel’s holy aura increases to 50 feet

Superior Sword of Heaven Feat 20
Prerequisites: Sword of Heaven, Holy Aura
when you use sword of heaven, in the unwieldy an ally within your holy aura benefits from the weapon property runes from sword of heaven


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Pathfinder Maps, Pathfinder Accessories, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Darkmoon9 wrote:

I have been playing finder of the righteous a lot recently and I got inspired to create a variant of the mythic paths from this game in finder second edition. I currently only started working on angel. But this is the earliest draft of what I have been able to create so far. I am looking forward to see other people's opinions on balancing these rules, but it is okay if it is a bit strong. Considering this is a mythic path. I a veteran of both dnd 5th edition and the first edition, but my group only recently started playing Pathfinder second edition.

These work in a similar way to the archetype dedication feats and can be taken instead of a class feat once a character has fulfilled certain requirements in'story.

....

I'm going to point you to some work that was done by someone else already.

https://paizo.com/threads/rzs4373v?Mythic-Advancement-Everything-you-need-t o#1

The gotcha on it is they focused on play at levels from 21-25 as Mythic. That was a big concern for me, since I liked the idea and flavor of someone destined for greatness growing into their power. However, the work put into that document seems like a great starting place, and deserves attention in my mind. As part of Second edition, the level of creatures actually intended to be relevant and make sense. In 3.5 based CR situations, it was relatively well know that the CR were highly subjective and their actual relationship to PC levels was very loose.

Second edition, being 1st level should make you a certain match against a level 1 opponent. While factors can still make it more or less dangerous, the lines are far more defined.

So really, you should avoid having a Mythic 1st level character be so much more powerful that they are clearly no longer a 1st level character. (because then they should be adding Level = 2 to their proficiencies, etc.)

Your example gives them, for a class feat, a heritage and a couple ancestry feats, and gives them what looks much like an Oracle multiclass dedication for the cost of one feat. That seems to be quite a lot for a class feat. (even a dedication, which frequently have a bit extra)

However, just strictly speaking, many of those add-ons are all items that are available as 1st level feats, so using a Second Edition mechanic/concept, of feats should provide additional/wider options, not necessarily more powerful options.

This makes this sort of like you are playing the game with, Free Archetype feats, and a 'boosted' Racial Paragon granting multiple racial feats. So this, while significantly increasing the characters abilities, it is more an increase in breadth, than height. That isn't inherently against Second Edition concepts. It is even encouraged. It is just going far further than most usually do.

Just looking at your first non-dedication feat you offered however, it granted the choice of a couple 5th level rune abelites for a minute. You offered the feat at 4th level. (Yes, if I understood correctly, you limited the ability to only working against fiends, but it is relevant to consider you are offering a choice of 2 5th level abilities against a potentially common foe, they are expected to combat frequently. I think this would be an example of potentially drifting toward the granting higher level powers, rather than just widening their options. So, my point being that you might be able to build up some of what people got from Mythic by building up some similar existing components, limited to abelites who's power is in line with other feats for that level found in other archetypes, or at most classes of the same level.

Basically, at second level (at the introduction to the mythic play more than likely) you basically offer them a free versatile heritage and associated free ancestry feat (and progression over the levels), a free multiclass archetype based on chosen path, and progression as they level.

If you do this, you are absolutely increasing their abilities, but you aren't necessarily badly breaking some of the presumptions about the game.

If you come up with new Mythic type feats they can have access to, you should try to have them not necessarily mechanically better than other similar leveled feats. Flavor wise, these could be more impactful to the story line, but shouldn't' necessarily be more powerful mechanically.

One thing I was toying with to help change the 'flavor' of the game/story without doing major mechanical changes, was considering having 'Mythic' PCs treat 19s similar to 20s with respect to boosting the type of success they are. Increasing the likelihood of getting a critical success, which everyone loves to see, but avoiding just giving an arbitrary constant +x to rolls, for instance. I wasn't sure about having it being a general thing, or only have it apply to certain types of rolls according to their chosen path. I also considered the potential of having certain types of rolls, having the player treat a 2 similar to a 1 and have it drop the success. This would in effect make mythic characters effects a bit exaggerated. That would seem to be reasonable in the type of stories you could imagine someone playing with a Mythic feel.

But rather than making trade this class feat for this super powerful feat-substitute, I suggest you have these additional granted feats (ancestry, archetype, etc.) feat come in as free feats they get to slot based on their mythic path choice. That way you allow the character to still explore class feats, but fill in their mythic choices with relevant mythic-related choices.

Obviously, do what seems fun for you and your group. But I think to keep a lot of the advantages of 2nd edition, you will want Level to still have an appropriate meaning, even for mythic play. And, then of course when you do actually get to 21-25 level play, there is a document there for you to look at to glean where to go for that. :)

All of this was white room, I haven't actually been able to test any play like this with Mythic feel in second edition, so I'm curious what people find when they actually try various things.


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Loreguard wrote:

I'm going to point you to some work that was done by someone else already.

https://paizo.com/threads/rzs4373v?Mythic-Advancement-Everything-you-need-t o#1

The gotcha on it is they focused on play at levels from 21-25 as Mythic. That was a big concern for me, since I liked the idea and flavor of someone destined for greatness growing into their power. However, the work put into that document seems like a great starting place, and deserves attention in my mind. As part of Second edition, the level of creatures actually intended to be relevant and make sense. In 3.5 based CR situations, it was relatively well know that the CR were highly subjective and their actual relationship to PC levels was very loose.

Second edition, being 1st level should make you a certain match against a level 1 opponent. While factors can still make it more or less dangerous, the lines are far more defined.

So really, you should avoid having a Mythic 1st level character be so much more powerful that they are clearly no longer a 1st level character. (because then they should be adding Level = 2 to their proficiencies, etc.)

Your example gives them, for a class feat, a heritage and a couple ancestry feats, and gives them what looks much like an Oracle multiclass...

Thanks for your advice. I will check out the link, didn't know there were threads that tackled a similar concept.

My group do plan to play with the free archetype feat optional rule, so these rules were made with that in mind. I was mainly trying to translate the angelmythic path abilities from wrath of the righteous. I usually try to implement these rules in a way that is consistent with other similar abilities in second edition, so I took major inspiration from angel type creatures from the bestiary in how to translate them. One good example being sword of heaven granting weapon property runes, as I seen this on both the movanic deva and planetar. I also noticed that while the inspiration for holy aura, angelic halo l, granted 1+half your mythic rank to AC and saving throws in wrath of the righteous. This is beyond the power of even the solar's aura and needed to be more in line with what second edition angels actually have.

When it comes to sword of heaven at lvl 4 in particular, you might have noticed it is the only one granting weapon propery runes above the level of by the feat. I did consider this might be a problem, but as archetype feats are only granted on even levels, my only choice is either grant the property runes early or move the feat to lvl 6, possibly changing place with holy aura, though the reason I placed holy aura where I did was that I felt it was more powerful than sword of heaven. Do you think switching their required levels is a good idea?


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Pathfinder Maps, Pathfinder Accessories, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I didn't have time to lookup and compare all the feats to equivalent leveled items, so I hadn't really evaluated the Holy Aura ability. In retrospect, I do recall noting that your feats that enabled taking an ancestry feat, were all set to get a feat from the level lower, so I had noticed those weren't inflated. However, I had a feeling many of the custom ones were probably targeting a level you might expect a first edition character to get that ability with increasing number of tiers of Mythic as their levels advanced.

Just quickly looking, Holy Aura seems extremely powerful. A +2 Status bonus to AC, that seems really high, double inspire defense without the sustain/casting, or again double protective ward with a static size but not significant radius with no sustain.

Honestly a part of me is inclined to suggest dropping it down to a +1 status bonus, and make it 4th level.

as to if Sword of Heaven 'needs' to be moved up to 6th, I am not absolutely positive. I understand that targeting one group makes it less powerful, but I'm not sure it is that mus less powerful, especially given how easy the power is to use, and not only gives them access to one high level rune, but actually two.

So at least a gut feeling, I'd probably move the aura down to 4th, but make it +1 status bonus, and move the sword ability up to 6th. At least based on your current framework.

However what if mythic gave you a couple extra columns of feats advancements to choose from.
One being a pseudo ancestry associated with your path, the other a multiclass or other similar powered archetype which would advance per the Free Archetype rules. And yes, you could also have another new set of class/archetype feats that are more general, that you can take with your class feats to get some sort of more generic mythic ability.

So when you enter into the Mythic rules, via whatever story trigger that kicks it off, it gave you a new (additional) versatile heritage, including a lineage ancestry feat. It would otherwise gains additional ancestry feats chosen from that particular granted ancestry at the odd numbered levels, somewhat similar to ancestral paragon option. Depending on the level you are entering into Mythic aspects, this might grant you additional (higher than 1st level) ancestry feats if you for instance enter in when around 3rd or 5th level.

So in addition too the chosen/appropriate ancestry abilities you get from becoming mythic, you would also get granted an appropriate multi-class dedication feat.

Looking back, I'm realizing that the way Owlcat implemented Mythic may be far different from that the first edition implemented Mythic. Angelic wasn't a path in first edition, but for whatever reason I hadn't really thought about that. So I am comparing what you created to a different source. So I apologize. However, I suspect we both share a like for it being 'Mythic', being something above and beyond more, perhaps a bit more 'destined' to be an epic story from the start.

But in 1st edition paths were things like Archmage, Champion, Guardian, Heirophant, Marshall and Trickster. As an example, I could imagine being able to tie each path to a set of option/choices of multiclass archetypes, and versatile heritages you might be able to take. (or might even be able to instead of taking a versatile heritage, you get granted a second heritage of your staring ancestry, and get the extra racial feats/progressions for it making you an exceptional specimen mythic paragon of your starting ancestry.

Archmage might give you choices of Wizard, Sorcerer(arcane/occult), Witch, Magus, Summoner multiclass and offer potentially the various Elemental, Changling, perhaps Dhampir ancestries for instance.

Champion offering Champion, Fighter, Gunslinger, Inventor, etc. Offering Aasimar/Tiefling/Aphorite/Ganzi options for ancestry.

Heirophant, being Cleric, Oracle, Sorcerer (divine/primal), Druid, etc.; Offering Assimar/tiefling/Aphorite/Ganzi, Elemental heritages, and Beastkin,

Trickster, giving Investigator, Rogue, Swashbuckler multiclass options; potentially Beastkin, Ganzi, Changling, Duskwalker, Iffrit, Undine, Slyph, Suli, or potentially being offered the ability to acquire a Fleshwarped heritage of their choice.

So actually, you might be able to build a sort prebuilt method by simply making a 'build-a-path' by picking a versatile heritage (or your own starting heritage, or a potential subset of alternate heritages) and they pick a free multiclass archetype (potentially might be able to enable some other archetypes too) and that becomes their path, granting them extra powers, but the combination of the two being subject to GM approval.

Add either somewhat generous distribution of hero points, or potential other rule increasing the creation of critical, or potentially granting the mythic hero a hero point anytime they roll a natural 1 (and potentially also a 20) on an individually relevant roll.

So for example, your angle path could be the combination of Aasimar/Angelkin versitile heritage combined with Sorcerer(divine) multiclass since looking it seemed like you didn't their spell casting to deal with oracle curses.

Anyway, that is the thoughts that came to mind as I looked over your proposal a little more and reconsidered what I said.


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So I reworked the angel path a bit using the input you given me and fixed a few typos. I also added one new mythic path, the velstrac. A path that wasn't in wrath of the righteous, but I found it to be a cool idea.

Angelic Dedication Feat 2
Prerequisites: Trained in Religion, the character has been exposed to both a Nalhyndrian crystal and energies from the upper planes.
You gain angelkin, celestial eyes and halo aasimar ancestry feats. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for mythic angel archetype spells is Wisdom or Charisma (your choice), and they are divine angel spells.

Sword of Heaven Feat 4
You gain the sword of heaven ability.

Sword of Heaven (1 action)
You grant a weapon you touch the bane(fiends), disrupting or pacifying property rune for 1 minute. Only one of them may be active at a time.

Angelic Spellcasting Feat 4
Prerequisites: expert in Religion
You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the mythic angel archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level.

Holy Aura Feat 4
You gain the holy aura ability.

Holy Aura (abjuration, aura, divine) 20 feet
Allies in your aura gain a 1+ status bonus to AC against evil creatures and a 2+ status bonus to saves against effects from evil creatures.

Sword of Heaven Feat 6
You gain the sword of heaven ability.

Sword of Heaven (1 action)
You grant a weapon you touch the bane(fiends), disrupting or pacifying property rune for 1 minute. Only one of them may be active at a time.

Lesser Angelic Blood Feat 6
You gain a single ancestry feat available to angelkin aasimar with a maximum required level of 5.

Elemental Sword Feat 8
Prerequisite: Sword of Heaven
When using the sword of heaven ability, you may also apply the, flaming, frost, shock or thundering weapon property rune. You can only have one elemental weapon property at the same time.

Burning Bright Feat 8
Prerequisite: Holy Aura
any undead or fiend that starts its turn within the Angel’s holy aura suffer 2d6 points of holy damage each round.

Blinding Light Feat 10
Prerequisite: Holy Aura
an enemy that attacks the Angel first time in a round must pass a Fortitude saving throw (DC = 10 + Angel's Spellcasting proficiency) or be blinded for 1d4+1 rounds. On a successful saving throw, the enemy becomes dazzled for 1 minute.

Angelic Blood Feat 10
You gain a single ancestry feat available to angelkin aasimar with a maximum required level of 9. You may take this feat any number of times

Sword of Light Feat 12
Prerequisite: Sword of Heaven
When using the sword of heaven ability, you may also apply the holy or brilliant weapon property rune. You can only have one light weapon property at the same time.

Expert Angelic Spellcasting Feat 12
Prerequisites:Angelic Spellcasting, master in Religion
You gain the expert spellcasting benefits.

Greater Angelic Blood Feat 14
You gain a single ancestry feat available to angelkin aasimar with a maximum required level of 13. You may take this feat any number of times

Aura of Righteousness Feat 14
Prerequisite: Holy Aura
Any ally within your holy aura gains a +2 status bonus to damage rolls against evil creatures. The area in the aura is difficult terrain for evil creatures.

Greater Elemental Sword Feat 16
Prerequisite: Elemental Sword
When using elemental sword, you can apply the greater motion of the flaming, frost, shock or thundering weapon property runes

Aura of Protection Feat 16
Prerequisite: Blinding Light
blinding light triggers when an enemy takes any ally within the angel’s holy aura. The AC and saving throw bonus from the holy aura increases to +2. This increases to 4+ against control by evil creatures and attacks from summoned evil creatures

Superior Angelic Blood Feat 18
You gain a single ancestry feat available to angelkin aasimar with a maximum required level of 17. You may take this feat any number of times

Master Angelic Spellcasting Feat 18
Prerequisites: Expert Angelic Spellcasting, legendary in Religion
You gain the master spellcasting benefits.

Supreme Holy Aura Feat 20
Prerequisites: Holy Aura
the radius of the angel’s holy aura increases to 50 feet

Superior Sword of Heaven Feat 20
Prerequisites: Sword of Heaven, Holy Aura
when you use sword of heaven, any ally within your holy aura benefits from the weapon property runes from sword of heaven

Velstrac

Velstrac Dedication Feat 2
You gain shackleborn and fiendish eyes tiefling ancestry feats, in addition, they are trained on the spiked chain if they are not already. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for mythic velstrac archetype spells is Charisma, and they are divine velstrac spells.

Painsight Feat 4
You gain the painsight ability.

Painsight (divination, divine) A velstrac automatically knows whether a creature it sees has any of the doomed, dying, and wounded conditions, as well as the value of those conditions.

Velstrac Spellcasting Feat 4
You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the mythic velstrac archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level.

Aura of Torment Feat 6
Prerequisite: painsight
You gain the aura of torment ability.

Aura of Torment (aura, divine, enchantment, fear, mental, visual) 30 feet
When a creature ends its turn in the aura, it feels an overwhelming sense of physical and mental pain. The creature must succeed a Will save (DC = 10 + Velstrac's Spellcasting proficiency) or become frightened 1 (frightened 2 on a critical failure).

Lesser Velstrac Blood Feat 6
You gain a single ancestry feat available to shackleborn tieflings with a maximum required level of 5.

Impaling Chain Feat 8
Any spiked chain you are wielding are magical and gain the wounding weapon property rune. In addition, when the velstrac critically hits with a chain Strike, the target is impaled and anchored in place, becoming grabbed by the chain. The creature is unable to recover from persistent bleed damage until it gets free (Escape DC=10+velstrac Spellcasting modifier).

Unnerving Gaze Feat 8
Prerequisite: Aura of Torment
You gain the focus gaze action

Focus Gaze (1Action) (concentrate, divine, enchantment, fear, mental, visual) The velstrac stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against aura of torment. After attempting this save, the creature is then temporarily immune until the start of the evangelist's next turn. In addition, if the saving throw fails, the creature is frightened 2 instead of 1 (frightened 2 on a critical failure)

Velstrac Blood Feat 10
You gain a single ancestry feat available to shackleborn tiefling feat with a maximum required level of 9. You may take this feat any number of times

Shadow Scream Feat 10
Prerequisites: Aura of Torment
You gain the shadow scream action

Shadow Scream (3 Actions)(aura, concentrate, darkness, divine, evocation, mental, sonic) Frequency once per hour;
Effect: The velstrac opens their mouth to unloose the wailing howls and mind-twisting darkness of the Shadow Plane. This creates a 30-foot emanation of darkness and wailing sounds around the sacristan. Creatures with darkvision can't see through this darkness. The sacristan can Sustain Shadow Scream for up to 1 minute. Non-velstrac creatures in the area when the ability is used, as well as those who enter or start their turn in the area, must attempt a Will save (DC = 10 + Velstrac's Spellcasting proficiency).

Critical Success: The creature is unaffected and is then temporarily immune for 24 hours

Success: The creature is deafened for 1 round.

Failure :The creature is confused and deafened for 1 round.

Critical Failure: The creature takes 20 mental damage, and is confused and deafened for 1 round.

Animate Chains Feat 12
Prerequisite: impaling chain
You have expert proficiency in spiked chains, in addition, any spiked chain you are wielding gain the dancing weapon property rune. You can only have one chain dancing at a time. All dancing spiked chains benefit from impaling chain.

Expert Velstrac Spellcasting Feat 12
You gain the expert spellcasting benefits. When you gain a spell slot of a new level from the mythic velstrac archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level.

Greater Velstrac Blood Feat 14
You gain a single ancestry feat available to shackleborn tiefling feat with a maximum required level of 13. You may take this feat any number of times

Greater Unnerving Gaze Feat 14
Prerequisite: unnerving gaze
You may have your focus gaze action inflicts the stun 1 condition on a creature if they fail their saving throw. (Stun 2 on a critical failure)

Greater Animate Chains Feat 16
Prerequisite: Animate Chains
Any dancing spiked chain remain dancing for 1 minute instead of 4 rounds. In addition, any spiked chain you are wielding gain the extending weapon property rune

Shadow Traveller Feat 16
You can cast shadow walk once per day. You always arrive exactly at intended destination.

Superior Velstrac Blood Feat 18
You gain a single ancestry feat available to shackleborn tiefling feat with a maximum required level of 17. You may take this feat any number of times

Master Velstrac Spellcasting Feat 18
You gain the master spellcasting benefits. When you gain a spell slot of a new level from the mythic velstrac archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level.

Paralytic Perfection Feat 20
Prerequisite: greater unnerving gaze
You may have your focus gaze action inflicts the paralyzed condition for one round on a creature if they fail their saving throw.

Ignore Pain Feat 20
Prerequisite: aura of torment
Your actions cannot be disrupted due to damage or strikes (such as attack of opportunity)

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