Mythic Paths
Mythic Paths in Pathfinder are sourced from the War of Immortals supplemental text. See the Reference section for more information on the rules and the source material.
The Player Characters of the World of Adaptation game were granted Mythic Paths on completion of their prologues, setting them as Inheritors. These are people that have received mythical gifts that no others in Alleria have. The characters will rank up not at the same time as regular levels but any time a Mythic Deed is completed. Usually, the players will know ahead of time if a mission is Mythic or a regular heroic mission. In the first session, the characters' gifts are as follows:
Everyone gets the Mythic Feat: Rewrite Fate. You can write it in your little handouts but it allows you to spend a Mythic Point to reroll a failed check or save that has mythic proficiency. You take that new result.
Mythic Proficiency: Mythic characters have access to abilities that allow them to roll various checks using mythic proficiency instead of their normal proficiency. These abilities typically involve drawing on your reserves of mythic power to perform superhuman exploits that would be beyond normal mortal capabilities. Your proficiency bonus when using mythic proficiency is 10 plus your level. Mythic proficiency is the step above legendary proficiency, so a character attempting a check at mythic proficiency can complete any task that normally requires a specific proficiency, even if they wouldn't normally meet that requirement (such as disabling a hazard that normally requires expert or greater proficiency.)
Unlike trained, expert, master, and legendary proficiency, you use mythic proficiency only when an ability tells you to, and these abilities typically require you to expend a Mythic Point to gain their benefits.
Mythic Points: Everyone will start with 3 Mythic Points. These last for only a single session. Mythic Points are required to cast mythic spells, use some mythic feats, activate mythic items, and can be required to attempt some mythic deeds. You will always start a session with 3 Mythic Points but that is your maximum. Technically, you shouldn't get Hero Points. For this campaign, though, I still want Hero Points so I have them separated. Hero Points are for when you do something that is in line with your character, background, or personal quest. Mythic Points, however, are to do with your Mythic Quest.
Keep in mind, while an action may be anathema to your Mythic Calling, it may be true to your character and could reward you a Hero Point.
The following callings are custom but pull from callings that already exist in Pathfinder 2e.
Inferno's Calling (Yen)
You are the raging inferno. Despite the efforts of those around you, you persist.
Edicts - Survive at all costs. Seek justice. Preserve craft and technology meant to protect humanity. Embrace rage.
Anathema - Allow yourself to be captured. Abuse power by subjecting others. Destroy craft and technology meant to protect humanity. Subdue rage.
Feat 1 - You can always escape those that wish to put you out while always finding a way to grow. When you attempt to Subsist, Cover Tracks, Sense Direction, and Track, you can spend a Mythic Point to attempt the check at mythic proficiency. The first time each day that you critically succeed on a check to Sense Direction, you regain a Mythic Point.
Feat 2 - When making a Reflex save, you can spend a Mythic Point to make the check at mythic proficiency.
Spellcasting: Ignition, Scorching Blast, Blazing Bolt
Seeker's Calling (Noor)
You are the whisper in the wind. You collect knowledge from all sources to catalogue for eternity.
Edicts - Collect knowledge wherever you venture: Primary sources are best. Use knowledge to outsmart opponents. Seek opinions from all sides before coming to a conclusion.
Anathema - Destroy scrolls, texts, or other forms of stored information. Leave any information without logging it in some way. Attack without thinking.
Feat 1 - When you attempt to Recall Knowledge, you can spend a Mythic Point to attempt the check at mythic proficiency. The first time each day that you critically succeed on a Recall Knowledge check against an enemy creature, you regain a Mythic Point.
Feat 2 - When you attempt to Decipher Writing or Identify Magic, you can spend a Mythic Point to attempt the check at mythic proficiency. The first time each day that you critically succeed on a Recall Knowledge check against an enemy creature, you regain a Mythic Point.
Spellcasting: Slashing Gust, Buffeting Winds, Sudden Bolt
Tide's Calling (Sefu)
You are the crashing wave, the changing tides, the frigid ice caps. You bow to no one and go where you please.
Edicts - Fight with purpose. Visit wherever you please, whenever you please.
Anathema - Fighting for the sake of violence. Staying in one place for too long.
Feat 1 - None can withstand the might of the sea. When you attempt to Disarm, Reposition, or Shove an opponent, you can spend a Mythic Point to make the check at mythic proficiency. You can attempt these maneuvers against a creature of any size when performing them at mythic proficiency. The first time each day that you critically succeed on a check to Disarm, Reposition, or Shove an opponent, you regain a Mythic Point.
Feat 2 - River, lake, sea, or ocean, the water calls to you, and you don’t fear its depths. When you attempt an Athletics check to Swim, you can spend a Mythic Point to attempt the check at mythic proficiency. When you would run out of air and begin suffocating, you can instead spend a Mythic Point to hold your breath for 10 more rounds.
Spellcasting - Spout, Aqueous Blast, Chill Wind (Rime Slick)
Evergreen's Calling (Charlie)
You are the evergreen forest, the land so many creatures call home. You protect and heal all that you see.
Edicts - give aid to others, heal all living creatures no matter their creed, protect the land and its creatures
Anathema - deny care, refuse to heal, harm nature or kill animals without cause
Feat 1 - When you Treat Disease, Treat Poison, Treat Wounds, or use Battle Medicine, you can spend a Mythic Point to attempt the check at mythic proficiency. The first time each day that you critically succeed on a check to Treat Wounds, you regain a Mythic Point.
Feat 2 - When making a Will save, you can spend a Mythic Point to make the check at mythic proficiency.
Spellcasting - Bramble Bush, Pummeling Rubble, Animal Form
Respite's Calling (Casimir)
You are the soft embrace of nostalgia and the dread of oblivion. You are both freedom and fear, forever seeking balance. You are what exists in between.
Edicts - Provide solace and sanctuary to those that ask. Help others to face their fears. Liberate all.
Anathema - Bind anyone in chains (mental or physical (without consent)). Torture of any kind (without consent). Use knowledge of past to harm.
Feat 1 - When you attempt to Lie, Gather Information (CHA), Make an Impression, or Coerce, you can spend a Mythic Point to attempt the check at mythic proficiency. The first time each day that you critically succeed on a check to Make an Impression you regain a Mythic Point.
Feat 2 - When you attempt to Conceal an Object, Hide, or Sneak, you can spend a Mythic Point to attempt the check at mythic proficiency. The first time each day that you critically succeed on a check to Lie you regain a Mythic Point.
Spellcasting - Phase Bolt; Phantom Pain; Darkness
Prophet's Calling (Sakchai)
You are the light that guides and the eyes that see. You are both what is and what is yet to come. You see what lies ahead and must protect all from what could bring them harm.
Edicts - Protect allies above all else. Use foresight for protection. Protect others from the truth.
Anathema - Fortunetelling (foresight for a profit). Abandoning allies. Carelessly telling others of the future.
Feat 1 - When you attempt to Sense Motive, or when you roll Perception for initiative, you can spend a Mythic Point to attempt the check at mythic proficiency.
Feat 2 - When making a Fortitude save, you can spend a Mythic Point to make the check at mythic proficiency.
Spellcasting - Divine Lance; Force Barrage; Inner Radiance Torrent
References
Mythic Rules - Rules - Archives of Nethys: Pathfinder 2nd Edition Database 2e.aonprd.com/Rules.aspx?ID=3320.