TEXT: 1
  
  1
  Designer: Christen N. Sowards
  Editor: James Durchenwald
  Cover Art and Background: Nick Russell
  Graphic Design: Christen N. Sowards, James Durchenwald
  Graphic Elements: Evan Monterio
  Playtesters: Aaron Gulledge, Donald J. Decker, James Durchenwald, Matt Groen, Michael Lefavor, Orion 
  Peterson, Shawn Rhoades, Vanessa Moon
  Special Thanks to Owen K.C. Stephens and Steve Russell for their contributions to 3pp Gaming. All 
  references to Rite Publishing or  Rogue Genius products are by permission only.
  Compatibility with Ultimate Psionics requires Ultimate Psionics: Core Psionics System from Dreamscarred 
  Press. See http://dreamscarredpress.com for more information on Ultimate Psionics. Dreamscarred Press 
  does not guarantee compatibility, and does not endorse this product.
  Psionics Unleashed is copyright 2010 Dreamscarred Press and is referenced with permission.
   Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Inc.. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo 
  Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under 
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  for more information on the compatibility license.
  DESIGNATION OF PRODUCT IDENTITY: The Lost Spheres Publishing company names and logos; the “Mythic 
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  dress, and graphic design elements.
  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige classes, archetypes, 
  feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the names of abilities presented within 
  this book are Open Game Content as described in Section 1(d) of the License. Proper names including but 
  not limited to Detria, Aldra, Allialla, Meddikar, Otrius, Thaon, and Sarros are not open content and may not 
  be used without Christen Sowards’ written permission. 
  Lost Spheres Publishing, ©2014 - www.lostspherespublishing.com
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  2
  Introduction  ..............................................................3
  Mythic Cultures  ........................................................4
  The Lost Spheres .......................................................4
  Sources of Power  ......................................................4
  Godhunter ...............................6
  1st-Tier Godhunter Path Abilities:  ............................7
  Rules Element: Detria  ...............................................8
  3rd-Tier Godhunter Path Abilities:  ..........................10
  6th-Tier Godhunter Path Abilities:  ..........................11
  Hivemaster ............................. 12
  1st-Tier Hivemaster Path Abilities:  .........................13
  Rules Element: Custom Summons  ..........................13
  Rules Element: Servitors  .........................................14
  3rd-Tier Hivemaster Path Abilities:  .........................16
  6th-Tier Hivemaster Path Abilities:  .........................17
  Hollow One ........................... 18
  Rules Element: Affliction  ........................................19
  1st-Tier Hollow One Path Abilities:  .........................19
  3rd-Tier Hollow One Path Abilities:  ........................22
  Rules Element: Possession  ......................................23
  6th-Tier Hollow One Path Abilities:  ........................23
  Master-of-Shapes ............... 24
  1st-Tier Master-of-Shapes Path Abilities:  ...............25
  Rules Element: Shapechanging  ...............................25
  3rd-Tier Master-of-Shapes Path Abilities:  ...............27
  6th-Tier Master-of-Shapes Path Abilities:  ...............29
  Overmage ................................. 30
  1st-Tier Overmage Path Abilities:  ...........................31
  3rd-Tier Overmage Path Abilities:  ..........................33
  6th-Tier Overmage Path Abilities:  ..........................35
  Scion-of-High-Sorcery....36
  1st-Tier Scion-of-High-Sorcery Path Abilities:  .........37
  Rules Element: Blood-Relation  ...............................38
  3rd-Tier Scion-of-High-Sorcery Path Abilities:  ........40
  6th-Tier Scion-of-High-Sorcery Path Abilities:  ........41
  Super-Genius ......................... 43
  1st-Tier Super-Genius Path Abilities:  ......................44
  3rd-Tier Super-Genius Path Abilities: ......................46
  6th-Tier Super-Genius Path Abilities: ......................47
  Timelord .................................. 48
  1st-Tier Timelord Path Abilities:  .............................49
  Rules Element: Temporal Effects  ............................49
  3rd-Tier Timelord Path Abilities:  .............................51
  6th-Tier Timelord Path Abilities:  .............................52
  The Will-of-All ................... 53
  1st-Tier Will of All Path Abilities:  ............................54
  Rules Element: Zones  .............................................55
  3rd-Tier Will-of-All Path Abilities:  ...........................57
  Rules Element: Past Lives  .......................................58
  6th-Tier Will of All Path Abilities:  ............................58
  Rules Element: Contact  ..........................................59
  Worldsinger ......................... 60
  1st-Tier Worldsinger Path Abilities:  ........................61
  Rules Element: World”Song”  ..................................62
  3rd-Tier Worldsinger Path Abilities: ........................64
  6th-Tier Worldsinger Path Abilities: ........................65
  Appendix 1: The Lost 
  Spheres ...................................... 67
  Aldra .......................................... 67
  The Black Lattice ............... 67
  City at the End of Dream . 68
  Empire of the Banner ...... 69
  Essaria ....................................... 70
  Meddikar ................................. 70
  Otrius ........................................ 71
  Sarros ........................................ 72
  Thaon ........................................ 73
  Table of Contents
  
  3
  Introduction
  The Mythic rule-set for the Pathfinder RPG, 
  as presented in Pathfinder Roleplaying Game 
  Mythic Adventures rulebook, adds aspects 
  to the game that allow for characters that 
  transcended the limits of their peers, elevating 
  them to the heights of legend. The system 
  showcases powerful archetypes classic to the 
  roots of all fantasy and wrapped around the 
  origins of classes of the game system itself. But 
  in the body of the fantasy genre there are other 
  Paths that can only be described as mythic.
   
  These potential Paths are as unique and 
  varied as the gifted writers and creators that 
  craft them. Some among these fall into groups: 
  Shapeshifters of great power, mages that swim 
  through time like water, and gifted prodigies of 
  skills so profound they are magical.
   
  Beyond these groupings there are 
  also ranges of multiclass characters, unusual 
  archetypes, and third party content that don’t 
  readily mesh with the basic mythic paths. 
  In particular this book supports may of the 
  psionic, spirit-binding, temporal (time thief 
  and time warden by Owen K. C. Stephens and 
  Rogue Genius Games) and shapechanging 
  classes (such as taskshaper from Secrets of 
  Adventuring, by Steven D. Russell, David 
  Mallon, Jonathan McAnulty, Will McCardell, 
  Benjamin Rombeaut) Many paths presented in 
  this product are designed with a specific eye to 
  allow mythic characters of these classes.
   
  This book expands on the base mythic 
  paths with the addition of ten new path options 
  to serve the needs of characters that do not 
  fall under the “core” mechanics of the main 
  mythic rule-set. You may notice that the scope 
  of these paths include options that are both 
  heroic and darker in tone than the core paths. 
  The main mythic rule-set favored heroes of 
  legend. The new rules in this book also include 
  mechanics that favor villainous progressions. A 
  game-master will find as many ideas for stories 
  to oppose his groups as well as provide new 
  options for characters wanting to serve less 
  classical or more specialized roles.
   
  This supplement also provides the basic 
  overviews of the worlds from the Lost Spheres 
  meta-setting. This campaign “capstone setting” 
  is a backdrop of mythic cultures that have 
  reasons to interact with pre-existing games. 
  
  4
  Mythic Cultures
  The Sidhe. The Norns. The Heroes of Valhalla. 
  Myth is crawling with references to cultures and 
  creatures where the baseline understanding is 
  that even one of them was a primal force and 
  their armies shattered worlds.
   
  This product presents a number of 
  cultures who have among them staggering 
  numbers of mythic beings. Game-masters 
  implementing these aspects of the Lost 
  Spheres meta-setting or choosing to model 
  such civilizations in their own home-brew 
  setting should be careful in how they use these 
  cultures so that they do not impact the sense 
  of wonder mythic game-play provides.
   
  When GMs utilize this source, they 
  would do well to remember that mythic 
  cultures are subject to mythic enemies, 
  conflicts and magic strictures of their own and 
  are often not free or interested in exerting 
  their unique potency on “lesser,” non-mythic 
  neighbors or associates. It is entirely possible 
  to run a mythic game within an existing setting 
  as a secret war of god-like beings bound by 
  laws invisible to the inhabitants of the more 
  mundande levels of reality.
  The Lost Spheres
  This product also uses the “meta-setting” of the 
  Lost Spheres. A capstone system of locations, 
  elements, and story backing meant to ease 
  integration of new material and serve as an 
  interstitial link between multiple campaign 
  settings and worlds. A brief summary of the 
  Lost Spheres is presented in the appendix of 
  this work.
   
  It is not necessary to use the Lost 
  Spheres meta-setting to utilize the rules 
  presented in this product however. All of 
  the paths included within this work may be 
  used as presented without any necessary 
  modifications to insert into any Pathfinder 
  Roleplaying Game campaign.
  Sources of Power
  Some products make references to magic 
  systems that draw on specific Sources of 
  power. GMs have the final say on what power 
  Source an effect comes from in their campaign. 
  For purposes of this product, six major Sources 
  of power are referenced:
  Arcane - The power of the universe drawn 
  through the innate gifts of Sorcerers and 
  studied in the tomes of Wizards. Bards, 
  bloodragers, magi, and other
  Divine - The power of the Gods, drawn through 
  creation and returned to their mortal vessels. 
  Clerics, Oracles and Druids use this power 
  source.
  Entropic - The power of system failures in the 
  universe, loopholes in Creation’s laws and 
  channeling broken entities of great power. 
  Binders, chaos mages, and other users of 
  broken or flawed energies likely derive their 
  powers from this Source.
  Material - The raw power of the cosmos and 
  the natural energies of the world. Some GMs 
  may wish to re-assign Druids this power source. 
  Other examples of the Material Source would 
  include characters that rely on extremes of skill 
  such as fighters, rogues, and martial initiators. 
  Psionic - The power of the mind unlocked 
  through self-awareness or rigorous study. 
  Psions, Wilders and similar classes fit this 
  power source. Some campaigns may wish to 
  assign ki using classes like monk or stalker to 
  this Source.
  Temporal - The power of the flow of time. 
  Exploited by time thieves, time reavers and 
  time wardens alike to alter the course of reality. 
  For more information on temporal magic and 
  mechanics refer to the Genius Guide to the 
  Time Warden or Genius Guide to the Time Thief, 
  and the motes of time mechanic by Owen K. C. 
  Stephens and Rogue Genius Games.
  
  5
  Mythic Paths
  This book adds ten new Mythic Paths to sup-
  plement those found in the Pathfinder Role-
  playing Game Mythic Adventures book. These 
  paths are meant to expand upon the classic 
  mythic roles presented in the “core” mythic 
  system. They support a broader array of char-
  acter builds and many third party options that 
  may not be accounted for otherwise in the 
  Pathinder Roleplaying Game Mythic Adventures 
  rulebook.
  The new paths presented in this product are: 
   
  The Godhunter - Foes of the divine and 
  opportunists of the overages of the faithful. 
  These predators claim the power of the Gods 
  for themselves.
   
  The Hivemaster - From summoners to 
  undead generals these are the greatest lead-
  ers of the magical masses.
   
  The Hollow One - Home to vestigial 
  lords, demons and broken spirits, these living 
  prisons are powered by their curses and other 
  burdens.
   
  The Master-of-Shapes - Shapeshifters 
  on a whole new level. These masters of trans-
  formation leave little of the self unexplored.
   
  The Overmage - Casters devoted to 
  breaking down the barriers of magic and draw-
  ing on all the sources of the multiverse.
   
  The Scion-of-High-Sorcery - The un-
  disputed masters of inborn sorcery and blood 
  magic.
   
  The Super-Genius - An omega level 
  intellectual with such skill that the results of 
  their efforts verge on or transform into the 
  supernatural.
   
  The Timelord - Dancers of the Rivers of 
  Ages, these mystics harness the power of time 
  and wield paradox like a weapon.
   
  The Will-of-All - A group of psychic and 
  mystic unifiers with the power to make the 
  Many into the One. 
   
  The Worldsinger - A masterful servant 
  of creation armed with the power of the First 
  Song.
  
  6
  Madmen. Heretics of the most extreme 
  blasphemy. Enemies of the Gods themselves. 
  Demigods spurned by their own parents. 
  Opportunistic leeches of the limitless power 
  of the Divinities. A lot of things can drive a 
  character to the Path of the Godhunter.
   
  These enemies of the divine are often 
  the result of stories of tragedy that would 
  shatter lesser beings but instead the Godhunter 
  learns to shatter and break the divine powers 
  that oppose them.
   
  Role: As an a Godhunter you are 
  primarily a striker with a specialty in 
  opposing and drawing strength from 
  divinely empowered enemies. You use 
  the spoils of your divine conflicts to fill 
  many purposes familiar to those of the 
  Heirophant. Godhunters have defensive 
  options that may be an similar to a 
  Guardian style character with high 
  resistances and defensive abilities.
   
  Classes: 
  The 
  Godhunter 
  often rises from the ranks of rogues, 
  fighters, rangers, and barbarians. 
  However the Hunters of Meddikar 
  require training in both magic and 
  steel resulting a large number of their 
  ranks having levels in spellcasting 
  classes like wizard or arcanist.
   
  Worlds and Cabals: The Hunters of 
  Meddikar are the single largest gathering 
  of the Godhunters in the Lost Spheres. 
  Endukai assassins, who are often tasked 
  with hunting priests for coin, and the 
  nihilistic Apaths of the Iron Pits are other 
  examples of groups including Godhunters 
  in their ranks..
   
  Bonus Hit Points: Whenever you 
  gain an Godhunter tier, you gain 5 bonus 
  hit points. These hit points stack with 
  themselves, and don’t affect your overall Hit 
  Dice or other statistics.
  Table 1-1: Godhunter
  Tier
  Path Features
  1st
  Path Ability, Devour the Divine
  2nd
  Path Ability
  3rd
  Path Ability
  4th
  Path Ability
  5th
  Path Ability
  6th
  Path Ability
  7th
  Path Ability
  8th
  Path Ability
  9th
  Path Ability
  10th
  Path Ability, Godslayer
   
   
   
  
  7
  Devour the Divine: Select one of the following 
  abilities. Once chosen, it cannot be changed:
   
  Swallow Prayer (Su): As an immediate 
  action, you may spend a use of mythic power 
  to add your tier as a bonus to a saving throw 
  versus a divine effect and re-roll a second save. 
  If either save would succeed with this bonus, 
  you take no effect from this spell and instead 
  gain 3 hit points of healing per level of the spell 
  saved against. If these hit points would take 
  you above your current maximum hit point 
  total, any excess hit points instead become 
  temporary hit points that fade after 1 hour.
   
  Gather Detria (Su): As an immediate 
  action, you may spend a use of mythic 
  power to collect a remnant of a fallen divine 
  spellcaster’s dwindling miracles. You gain a 
  physical remnant of this divine energy, usually 
  in the form of a crystal or powder residue. 
  These residues, called Detria, function as a 
  scroll storing one use of a currently available 
  divine spell or spell-like ability of a creature 
  slain by the Godhunter. The Godhunter can 
  target a specific spell for this power or is 
  granted a random offering if none is selected or 
  a chosen spell is not available. Detria created 
  in this way can only be used by the Godhunter 
  who created it or with a Use Magic Device skill 
  check of twice the effective scroll level of the 
  item. Detria not used within 1 hour per mythic 
  tier destabilizes and is useless.
   
  Godbane (Su): As a swift action, you 
  may spend a use of mythic power to grant your 
  weapon attacks a bonus to hit against divine 
  spellcasters or outsiders equal to your tier and 
  deal an extra +2d6 damage. This bonus lasts 1 
  round per mythic tier.
   
  Path Abilities: At 1st tier and every tier 
  thereafter, select one new path ability from 
  the Godhunter path abilities lists or from the 
  universal path abilities lists (see Pathfinder 
  Roleplaying Game: Mythic Adventures for 
  additional information). Once you select an 
  ability, it can’t be changed. Unless otherwise 
  noted, each ability can be selected only once. 
  Some abilities have requirements, such as a 
  class ability or minimum mythic tier, that you 
  must meet before you select them.
   
  Godslayer: At 10th tier, whenever you 
  are targeted with a divine spell by a non-mythic 
  creature roll any saving throws against the 
  spell twice and take the higher result. You gain 
  spell resistance equal to 15 + your character 
  level, but only against divine spells. Once per 
  round when your spell resistance protects you 
  from a spell cast by an enemy mythic creature, 
  you regain one use of mythic power.
  1st-Tier Godhunter Path 
  Abilities:
  You can select these path abilities at any tier.
   
  Additional Devouring (Ex): You learn 
  an additional Devour the Divine ability.
   
  Anchoring Blow (Su): As an immediate 
  action you may spend a use of mythic power 
  to deny the ability to teleport or plane shift to 
  any creature you have successfully hit with a 
  melee attack this round. This block lasts for 1 
  round per mythic tier. 
   
  Aura of Anathema (Su): Your Godbane 
  bonus damage is also inflicted on all eligible 
  targets within 10’ per tier on a successful 
  attack inflicting Godbane damage. You must 
  have the Godbane feature to select this path 
  ability.
   
  Blight of the Blessed (Su): Your 
  Godbane feature bonus damage can be applied 
  to any creature currently under a divine spells 
  effect. You must have the Godbane feature to 
  select this path ability.
   
  Brew Vitae (Su): Your Detria’s magic 
  can be infused into liquids. No change to the 
  Detria’s duration occurs but it can be consumed 
  as though a potion by any creature that could 
  do so. You must have the Gather Detria ability 
  to select this path ability.
   
  Channel Siphon (Su): Make a melee 
  touch attack against a non-mythic creature 
  with the channel energy class feature. You 
  
  8
  may expend a use of mythic power to steal 
  a use of that ability from that creature. They 
  must make a Will save equal to 10+1/2 your 
  character+your mythic tier. If they fail, you 
  may transfer a use of channel energy ability to 
  yourself for 1 hour pier tier.
   
  Consume Detria (Su): Your Detria’s 
  magic can be used to heal you instead of their 
  normal effects. You may consume a Detria to 
  heal 1d6 of hit points per effective level of the 
  spell of the Detria. You must have the Gather 
  Detria ability to select this path ability. If you 
  are an initiator you may instead recover a 
  maneuver of the same level as the Detria.
   
  Defiant Soul (Su): Any hostile divine 
  spell affecting you creates a backlash against 
  its caster. Enemy divine spellcasters targeting 
  you must save against their own spell (at their 
  DC) or be dazed for 1 round.
   
  Defensive Consumption (Su): If you 
  with in 30’ of an ally targeted by a divine spell 
  you may activate your Swallow Prayer ability 
  and become the spell’s new target instead. 
  Resolve the Swallow Prayer ability as normal. 
  You must have the Swallow Prayer ability to 
  select this path ability.
   
  Diminishing Divinity (Su): Any 
  hostile divine spell with a duration of 
  more than one round affecting you has 
  your mythic power tier subtracted from 
  its caster level before determining its 
  duration.
   
  Diverted Divinity (Su): Your mythic 
  nature allows you to take divine magic from 
  others. By expending one use of mythic 
  power as a standard action, you can make a 
  melee touch attack to transfer an active divine 
  magical effect from a target creature to you. 
  If you succeed, the highest-level effect on the 
  target transfers to you (determine randomly 
  if the target has multiple effects with the 
  same level), ending the effect for the target 
  and continuing it on you with the remaining 
  duration as if you were the original target. You 
  may end the effect on yourself as a standard 
  action; this doesn’t cause it to revert to the 
  original target. If the transferred magic can’t 
  affect you (for example, if it doesn’t affect 
  creatures of your type), it ends immediately as 
  if dispelled. You can’t use this ability to transfer 
  continuous bonuses from magic items.
   
  Enslaved Reliquary (Su): You may 
  use spell-completion and spell-trigger items 
  created by divine magic as though their spells 
  were available to you and on your spell lists. 
  By spending one use of mythic power, you may 
  use your primary ability modifier and caster 
  level instead of the original for divine items.
   
  Faith of the False God (Su): Select one 
  alignment component opposed to your own. 
  Your alignment is no longer impacted by casting 
  spells of the selected sub-types opposed to it.
   
  Harvest Soulflesh (Su): Your Gather 
  Detria ability now may effect creatures of the 
  outsider type that have an alignment subtype 
  or are otherwise identifiable as agents of the 
  divine as per GM ruling.
   
  Hostile Empathy (Su): Make a melee 
  touch attack against a non-mythic creature. 
  You may expend a use of mythic power to force 
  some of your wounds onto that creature. 
  They must make a Will save equal to 
  10+1/2 your character+your mythic 
  Rules Element:
   
  Detria - The power of the Gods is 
  a vast and flowing thing but in the right 
  circumstances, such as the death of a 
  divine spellcaster or an outsider that 
  serves as a proxie to a God, that ener-
  gy can solidify into a physcial mass. God 
  Hunters call this solid Detria. For most 
  mechanical purposes the same mechan-
  ical rulings that apply to scroll use apply 
  to a crystal of Detria. Vitae, the liquified 
  form of Detria is similar in many ways to 
  a potion. When path abilities don’t clari-
  fy use potion rules.
  
  9
  tier. If they fail you may transfer 5 hits points 
  per tier to them and heal the same amount.
   
  Infuse Detria (Su): As a swift action you 
  may expend a use of mythic power to add the 
  power of a Detria you have to an existing magic 
  item. The item’s next triggered ability resolves 
  at the Detria’s effective caster level instead of 
  its own. The items effect level must be equal or 
  lower to the Detria’s effect level or the ability 
  fails. Charged items of at least one level below 
  the Detria’s effective level do not lose a charge.
   
  Lasting Detria (Ex): Your Detria now 
  lasts one day per mythic tier. You can take this 
  path ability a second time at the 3rd mythic tier 
  at which your Detria last one week per mythic 
  tier. You must have the Gather Detria ability to 
  select this path ability.
   
  Leech Lifeforce (Su): As an immediate 
  action you may spend a use of mythic power 
  to become a target of a channel energy effect 
  within 60’ feet of you. This ability ignores the 
  benefits of the Selective Channeling feat. 
   
  Miracles Made Lies (Su): By expending 
  a use of mythic power as an immediate action 
  you may ready any spell or power you have 
  available as a counterspell against a divine 
  caster as long as it is of equal or higher level to 
  the spell to be countered. You gain a bonus to 
  this dispel check equal to your mythic tier.
   
  Psychic Consumption (Su): You may use 
  your Consume Detria ability to regain power 
  points instead of for healing. You regain your 
  psionic focus and 2 psionic power points for 
  each effective level of Detria consumed.
   
  Relentless Disbelief (Ex): You don’t 
  automatically fail when you roll a 1 on an save 
  versus a divine spell or effect. 
   
  Shared Hunting (Ex): You may use 
  another Godhunter’s Detria as though it was 
  your own. Durations are still based on the 
  original Godhunter’s mythic tier, caster levels, 
  HD and statistics.
   
  Shattered Dominion (Su): When you 
  defeat a divine spell caster with access to a 
  domain, you gain access to that domain’s spells 
  for 1 hour per mythic tier as though those were 
  on your spells known list and learned via Spell 
  Mastery. As a swift action with a use of mythic 
  power you may cast a spell of that domain 
  without having access to prepare or a slot to 
  cast it so long as the spell level is both less 
  than your mythic tier and your half your total 
  character level.
   
  Sin Eater (Su): You may expend a use of 
  mythic power to transfer the effects of a curse, 
  poison or another ability that could be cured 
  by the mercy class feature to yourself. You may 
  save against the effect as though you had just 
  been exposed to the it, making any relevant 
  save with a bonus equal to your mythic tier.
   
  Soaked in Miracles (Su): You may 
  spend a use of mythic power to anoint your 
  armor in the blood of fallen priests. For one 
  day per mythic tier, you don’t take an armor 
  check penalty or incur an arcane spell failure 
  chance when wearing light armor or using a 
  shield (including a tower shield). In addition, 
  the maximum Dexterity bonus of light armor 
  doesn’t apply to you. You can select this ability 
  up to three times. The second time, it also 
  applies to medium armor. The third time, it also 
  applies to heavy armor.
   
  Stolen Dominion (Su): When you defeat 
  a divine spell caster with access to a domain, 
  you gain access to that domain’s powers for 1 
  hour per mythic tier as though you were a cleric 
  of your character level. If an ability has uses per 
  day that you have exhausted, you may consume 
  a use of mythic power to use it again.
   
  Skin of Blasphemy (Su): Tattoos infused 
  with Detria mark your flesh and pulse with the 
  trapped energy of the Divine. You may select 
  one spell equal to or lower than your mythic 
  tier from a divine spell list. You gain immunity to 
  that spell. You may select this path ability more 
  than once each time gaining immunity to the 
  selected spell. Alternatively, you may select the 
  same spell again and if you have the Swallow 
  Prayer Devouring ability, you may trigger it for 
  that effect as a free action. 
  
  10
   
  Take Mercy (Su): Make a melee touch 
  attack against a non-mythic creature with the 
  mercy class feature. You may expend a use of 
  mythic power to steal that ability from that 
  creature. They must make a Will save equal 
  to 10+1/2 your character+your mythic tier. If 
  they fail you may transfer the mercy ability to 
  yourself for 1 hour pier tier.
  3rd-Tier Godhunter Path 
  Abilities:
  You must be at least 3rd tier to select these 
  path abilities.
   
  Broken Sanctuary (Su): Successful 
  attempts by non-mythic creatures around you to 
  cast defensively must make two concentration 
  checks, both with a penalty equal to twice your 
  mythic tier. If they fail, they lose their spell and 
  still provoke an attack of opportunity from you. 
   
  Burn Detria (Su): As a free action you 
  may expend a use of mythic power to apply a 
  metamagic feat you know to the next spell you 
  cast without increased its spell slot usage or 
  casting time powered instead by a Detria you 
  possess. The Detria must be twice the level of 
  the metamagic adjustment and is consumed by 
  the usage.
   
  Cups Overflowing (Su): When you are 
  within 10’ per tier of a spell or class ability used 
  to heal a creature’s hit point damage, you can 
  apply excess healing (over the target’s full hit 
  points) to yourself. For example, if a spell could 
  cure 40 points of damage to the target of a 
  cure critical wounds spell and the target has 
  taken only 20 points of damage, you can apply 
  the remaining 20 points of healing to yourself. 
  Damage already reassigned by abilities like 
  Abundant Healing from the Hierophant are not 
  excess healing.
   
  Dominion Denied (Su): Select one 
  domain available to a divine spellcaster you 
  have defeated. You become immune to any 
  spell of that domain equal to or lower than your 
  mythic tier.
   
  Evoke Detria (Su): You may expend one 
  use of mythic power to destroy a single Detria 
  you hold burning it into a ray of raw power. You 
  may unleash a beam of shattered divine power 
  as a ranged touch attack dealing 2d6 of untyped 
  damage per effective level of the Detria. This 
  ray has a range of 10’ per mythic tier.
   
  Flock of the False (Su): You gain followers 
  as if you had the Leadership feat. In addition, 
  you add your tier to your leadership score 
  when determining the number of followers 
  you gain. Whenever you are within 100 feet 
  of such followers, each follower can use the 
  surge ability once per day without needing to 
  expend mythic power. The followers use the 
  same die type as your surge ability. If you have 
  the Shattered Dominion or Stolen Dominion 
  ability, you may spend a use mythic power to 
  grant a number of your followers equal to your 
  tier those abilities when triggered. If you have 
  or gain the Leadership feat, you gain followers 
  from both sources (in effect doubling the 
  number of followers gained). 
   
  Hungry Zeal (Su): When successfully 
  using the Swallow Prayer ability, you can instead 
  forgo the healing effect to gain another use of 
  the Zealotry ability.
   
  Lasting Dominion (Su): Select one 
  domain from a divine spellcaster you have 
  defeated. You now gain access to that domain’s 
  1st level power permanently. You also may 
  prepare and cast spells of that domain as 
  though it was available on your spells known 
  list at each level of spell you know. You may 
  select this ability more than once. If you select 
  this ability again at the 6th tier of higher, you 
  may instead gain permanent access to another 
  power from a domain you previously selected 
  and gain a bonus spell slot of each level you 
  can cast that may be used for spells from that 
  domain.
   
  Residual Energy (Su): Your long exposure 
  to divine energies has opened conduits allowing 
  you to channel energy. You gain the channel 
  energy class feature as though a paladin of your 
  
  11
  character level. You cannot select this ability if 
  you already possess the channel energy class 
  feature.
   
  Token of Hunger (Su): When successfully 
  using the Swallow Prayer ability, you can instead 
  expend an additional use of mythic power to 
  create a Detria of the same effect that was cast 
  at you.
   
  Zealotry (Su): When fighting against the 
  agents of the divine your zeal to destroy them 
  grants you extra reserves. You can call on the 
  zealotry ability three times per day to use the 
  surge mythic ability without expending one 
  use of mythic power when confronting a divine 
  spellcaster or outsider. You can select this 
  ability up to three times. Each additional time 
  you select it, you gain three additional uses of 
  it per day.
  6th-Tier Godhunter Path 
  Abilities:
  You must be at least 6th tier to select these 
  path abilities.
   
  Greater Detria (Su): When you harvest 
  Detria from a divine spellcaster or other eligible 
  target (gained in lesser path abilities), you now 
  may gather 1 Detria residue per tier assuming 
  the divine energies were still available to the 
  creature you defeat.
   
  Forge of Broken Prayers (Su): You 
  may select one Item Creation feat. You do not 
  need to qualify for this feat other than this 
  tier requirement. You may salvage Detria as 
  though they were scrolls against the final costs 
  of the items you create with the selected feat 
  or any other Item Creation feat you have. If 
  the Detria meets the spell requisites or is the 
  same school or domain as a require spell then 
  you may subtract the Detria’s full equivalent 
  cost from the items total costs. If the Detria 
  does not match the school or domain of the 
  spell require then it is only worth one-half the 
  amount of the effect gold value of the scroll 
  cost when subtracting from the total resulting 
  cost. Regardless of the Detria used, items 
  crafted with this ability have a Divine Source for 
  resolving any ability that accounts for Source. 
  Crystalline materials and divine auras clearly 
  mark this item’s nature and may cause divine 
  casters to react negatively on sight. 
   
  Shard of Heaven (Su): You gain access 
  to your own personal extra-dimensional pocket 
  dimension. By concentrating for 1 minute 
  without interruption, you plane shift to your 
  own personal demiplane. The demiplane takes 
  up a space equal to six 20-foot cubes per tier, 
  shape-able when you first create it as if it were 
  a spell whose area or effect is shape-able. 
  The sanctum is permanent and persistent, so 
  you can store objects within the sanctum and 
  retrieve them on future visits. The demiplane 
  contains Detria of one 1st level divine spell per 
  tier. These spells are determined as they are 
  gained and cannot be changed. The form they 
  take may be decided by you when selected 
  but cannot be changed. By spending a use of 
  mythic power you can take one adjacent ally to 
  your demiplane who can stay there as long as 
  you remain. 
   
  Skin of Miracles (Su): Tattoos infused 
  with Detria mark your flesh and pulse with the 
  trapped energy of the Divine. Choose three 1st 
  level spells from the cleric spell list or three 
  1st-level spells from the druid spell list. You can 
  cast each of these spells once a day as a spell-
  like ability with a caster level equal to your 
  character level. You can select this ability up to 
  three times. Each time you select it, you choose 
  three more spells from the same class’s spell 
  list (cleric or druid), and the highest spell level 
  you can select from increases by 1 (up to 2nd 
  level the second time and up to 3rd level the 
  third time). 
   
  True Detria (Su): Your Detria now last 
  as though permanent items. Permanent Detria 
  may only be used by Godhunters or with Use 
  Magic Device checks with a check similar to 
  a scroll activation. You must have the Gather 
  Detria and Lasting Detria abilities to select this 
  path ability. 
  
  12
  The servants draw near. Your need is law. Their 
  minds, such as they are, dance in the web of 
  your will. Your mind rides your servitors, their 
  eyes always spying for their undisputed master. 
  The senses of this horde of eager hands and 
  mouths filter through your thoughts but there 
  are always more to claim and call.
   
  Mind 
  controllers, 
  summoners, 
  construct masters and generals of the dead 
  all find representation among the numbers of 
  the Hivemasters’ ranks. With more tenacious 
  controls, deep possessions, and unique 
  augmentations to their servitors a Hivemaster 
  can be a threat or protector to a community or 
  city alone. The rare Hivemasters that can share 
  control with one another can shape worlds.
   
  Role: As a Hivemaster your role is 
  rooted firmly in the support and control arena 
  of duty. Able to expand the scope of domination 
  effects, and bring forth masses of empowered 
  servitors. Swiftly you turn the tide of battles 
  you are feared as welcomed by your allies.
   
  Classes: The most obvious Hivemasters 
  begin life as psions, summoners, and wizards. 
  Less common are the Hivemasters that are 
  druids, priest, or bards. A rare few characters 
  simply with the Leadership feat still find 
  themselves lifted up to this path by followers.
   
  Worlds and Cabals: Hivemasters are 
  less likely than any other path of the Lost 
  Spheres to congregate in great numbers. 
  The most are found among the worlds of 
  the Black Banner in the Emaighan Legions 
  or in crystal vessels of the Emperor’s 
  greater armies. They are frequently at the 
  heads of an advance party of the Banner’s 
  exploratory or early invasion faces.
   
  Bonus Hit Points: Whenever you 
  gain an Hivemaster tier, you gain 4 bonus 
  hit points. These hit points stack with 
  themselves, and don’t affect your overall 
  Hit Dice or other statistics.
  Table 1-2 Hivemaster
  Tier
  Path Features
  1st
  Hivemaster’s Call, Path Ability
  2nd
  Path Ability
  3rd
  Path Ability
  4th
  Path Ability
  5th
  Path Ability
  6th
  Path Ability
  7th
  Path Ability
  8th
  Path Ability
  9th
  Path Ability
  10th
  Path Ability, Tyrant’s Triumph
   
  
  13
  Hivemaster’s Call: Select one of the following 
  abilities. Once chosen, it cannot be changed:
   
  Respawn (Su): As an immediate action, 
  you may spend a use of mythic power to 
  cause a dying summoned creature or undead 
  to be replaced by another of its kind so long 
  as its total hit dice are equal to or lower than 
  your tier. Alternatively you may attempt to re-
  establish control over a dominated or charmed 
  creature that has just made a saving throw. If 
  the target fails the new attempt, your original 
  effect continues until its duration would have 
  elapsed. 
   
  Succor the Children (Su): As a swift 
  action, you may spend a use of mythic 
  power to cause the next summoned or 
  Servitor creature (including an Eidolon) 
  to come under your command to count as 
  mythic for 1 round per tier. After this duration 
  the creature returns to a non-mythic state.
   
  Swell the Ranks (Su): As a swift action, 
  you may spend a use of mythic power to cause 
  the next summon monster or domination 
  spell, power or effect you create to summon 
  an additional creature that spell can call or to 
  target and attempt to dominate an additional 
  creature of the same type as the original 
  target of the ability. Dominate effects resolve 
  independently and each target may resist or 
  succumb without regard to the others.
   
  Path Ability: At 1st tier and every tier 
  thereafter, select one new path ability from 
  the Hivemaster path abilities lists or from the 
  universal path abilities lists (see Pathfinder 
  Roleplaying Game: Mythic Adventures for 
  additional information). Once you select an 
  ability, it can’t be changed. Unless otherwise 
  noted, each ability can be selected only once. 
  Some abilities have requirements, such as a 
  class ability or minimum mythic tier, that you 
  must meet before you select them. 
   
  Tyrant’s Triumph (Ex): At 10th tier up 
  to once a round, whenever a Servitor creature 
  you control kills a mythic foe you regain a use of 
  mythic power. 
  1st-Tier Hivemaster Path 
  Abilities:
  You can select these path abilities at any tier.
   
  Additional Call (Ex): You learn an 
  additional Hivemaster’s Call ability.
   
  Army of Death (Ex): Your Hivemaster 
  abilities work on undead creatures you control in 
  addition to summoned or dominated creatures. 
  Undead you control are considered targeted by 
  a mind-affecting power for purposes of your 
  Hivemaster path. Mind-affecting spells, powers 
  and supernatural abilities you activate 
  affect undead normally.
   
  Army of the Forge (Ex): Your Hivemaster 
  abilities work on construct creatures you control 
  or have crafted in addition to summoned or 
  dominated creatures. Constructs you control 
  or have crafted are considered targeted by 
  a mind-affecting power for purposes of your 
  Hivemaster path. Mind-affecting spells, powers 
  and supernatural abilities you activate affect 
  constructs normally.
   
  Army of the Forgotten (Su): You may 
  replace monsters from summon monster spells 
  with monsters of the same CRs as those you 
  replace. If your campaign already uses custom 
  Rules Element: 
   
  Custom Summons - Some GMs 
  will as a default allow monsters from 
  the summon monster and summon na-
  ture’s ally spell lists to be exchanged for 
  custom summons of approximately the 
  same CR ratings. As a general rule: sum-
  mon monster I: CR 1/2 or less summon 
  monster II: CR 1, summon monster 3: CR 
  2, summon monster IV: CR 3, summon 
  monster V: CR 4-5, summon monster 
  VI: CR 6-7, summon monster VII: CR 8-9, 
  summon monster VIII: CR 10-11, and 
  summon monster IX: CR 12-13.
  
  14
  summoning (see Rules Element sidebar) you 
  can move CR ranges from summon monster III 
  and beyond up by one CR.  You may select this 
  ability more than once, each time increasing 
  the CR of creatures you may summon but no 
  more than once for ever odd-numbered tier 
  you possess.
   
  Army 
  of 
  the 
  Green 
  (Ex): 
  Your 
  Hivemaster abilities work on plant creatures in 
  addition to summoned or dominated creatures. 
  Plants you control are considered targeted by 
  a mind-affecting power for purposes of your 
  Hivemaster path. Mind-affecting spells and 
  powers you activate affect plants normally. 
   
  Continual Swell (Ex): Each round after 
  the first round you may expend a use of 
  mythic power as swift action to use Swell 
  the Ranks on an ongoing effect you may 
  add another creature or target to, up to 
  a total of additional creatures or targets 
  equal to your tier.
   
  Doorway to Death (Su): You may control 
  twice as many undead HD of creatures as 
  normal. You may expend a use of mythic power 
  to have an undead creature resolve its create 
  spawn ability as a full-round action bypassing 
  any additional time needed to transform the 
  corpse. Spawn created in this manner are 
  considered automatically under your control 
  via the same effect you use to control its sire.
   
  Essence Bridge (Su): Your summoned 
  creatures can exchange life force as though 
  they possessed the life link summoner class 
  feature with one another. You control the use 
  of this ability and may use it as a free action. 
  Creatures must be from the same Summoning 
  effect or under the same domination to make 
  use of this ability.
   
  Evolved Servitors (Ex): You may expend 
  a use of mythic power when summoning 
  creatures, creating astral constructs, or 
  dominating creatures. If you do, your servitors 
  develop mutations or evolutions equal to 1 
  evolution point a tier. These points stack with 
  evolutions from other sources. By expending a 
  second use of mythic power you may reallocate 
  evolutions for a single group of servitors 
  (created, summoned or controlled by the same 
  effect) as a full-round action.
   
  Fanatic Following (Ex): You gain the 
  Leadership feat. Cohorts and creatures granted 
  by the leadership feat count as controlled 
  by mind-affecting power for purposes of 
  Hivemaster path abilities.
   
  Gathered Guardians (Su): As an 
  immediate action you may expend a use of 
  mythic power to gain a bonus to saves and AC 
  equal to the number of adjacent controlled 
  creatures to a maximum of your tier. These 
  bonuses last for 1 round per tier or until 
  the adjacent creature is no longer 
  adjacent to you.
   
  Grasping Subtlety (Ex): Your mind-
  affecting effects are harder to sense than most. 
  You may make a Bluff or Intimidate check 
  adding your tier to the result for each mind-
  affecting spell, power or ability you make. 
  Record the results and use this to set the DC of 
  any Sense Motive checks attempting to identify 
  the presence of your controlling effect of a 
  creature under your influence. You may end 
  this ability if you choose as a free action.
  Rules Element:
   
  Servitors - Each Hivemaster path 
  ability may make refence to a creature 
  designated as a “Servitor.” A Servitor is 
  any creature that the Hivemaster con-
  trols. Servitors include any astral con-
  structs, bound  or created companions, 
  dominated creatures, familiars, sum-
  moned creatures, and others controlled 
  by the Hivemaster. Some abilities may 
  add additional types of servitors to the 
  Hivemasters list of qualifying creatures. 
  Ask your GM if any other creatures are 
  possible as Servitors.
  
  15
   
  Heart of the Slave (Su): You may expend 
  a use of mythic power as a immediate action to 
  gain a single racial trait of a Servitor creature 
  you control. You retain use of the trait as long 
  as your control the Servitor.
   
  Leash and Saddle (Ex): Your controlled 
  Servitor creatures of at least one size category 
  larger than you are made suitable and capable 
  as trained battle mounts and you may use any 
  and all mount related feats and class features 
  with them. 
   
  Library of Souls (Ex): You benefit from a 
  bonus to skill checks your controlled creatures 
  possess ranks in equal to their ranks or your 
  tier, whichever is lower. If you fail a skill check, 
  you may expend a use of your mythic power 
  to make a controlled creature make the same 
  check with a bonus equal to your tier. You are 
  aware of the resulting success or failure as 
  though the check was your own.
   
  Loyalty (Su): Creatures you control 
  may use your control DC as their saving throw 
  versus mind-affecting attacks against them. You 
  may expend a use of mythic power to extend 
  your Will save to controlled creature as an 
  immediate action.
   
  Master’s Grasp (Su): You may use magic 
  items that are within the hands of a controlled 
  creature as though they were in your own. You 
  may cast touch spells on creatures you control 
  at close range.
   
  Master’s Reach (Su): Your control 
  abilities extend beyond normal ranges. Add 
  your tier to all level-based range calculations 
  when you summon, dominate or otherwise 
  exert control over another creature.
   
  Memory of Joyous Service (Su): As an 
  immediate action as your control effect ends you 
  may send an enormous wave of contentment 
  and joy at serving you. The creatures memories 
  are still full of the pleasure of your controlling 
  bliss. Their attitudes are adjusted to friendly 
  unless they make a second Will save against 
  your controlling effect as it ends.
   
  Mood’s Ring (Su): Creatures you 
  control benefit from morale effects on you as 
  long as they are within 30’ of you. You may 
  expend a use of mythic power to extend this 
  to the normal range of the controlling effect or 
  summoning spell.
   
  One of the Family (Su): You may expend 
  a use of mythic power to make a controlled 
  creature assume the form of another creature 
  you control. Treat this effect as though the 
  body of the second target was possessed by 
  a marionette possession spell by the creature 
  you wished to transform. The “donor” of the 
  original form is unaffected. This is a mind-
  affecting, metamorphosis and polymorph 
  subschool effect.
   
  Power of the Pack (Ex): As long as two 
  creatures you control flank the same foe, they 
  are considered mythic damage sources when 
  attacking or affecting that foe. They are not 
  mythic for any other purposes.
   
  Residual Control (Ex): Your domination 
  effects are potent enough to brainwash 
  creatures that have been freed of them. A 
  domination effect you created is still effective 
  for one round per tier in anti-magic or other 
  times it would be suppressed or dispelled. You 
  may expend a use of mythic power to make the 
  power last its full duration. 
   
  Sense the Reins (Su): You may make 
  a Perception check to recognizing influence 
  over other creatures. Your DC is equal to the 
  controlling effect’s DC for resistance or the DC 
  of the summon or creation effect as if it was a 
  resistible spell. 
   
  Shield of Sacrifice (Ex): Once per round 
  when you would normally be hit by a weapon 
  attack, you can use one of your adjacent 
  summoned or dominated creatures to block 
  the attack. Check for applicable resistances 
  and immunities and then apply the damage 
  to the creature. If the creature is killed by the 
  damage you take any remaining damage to 
  your hit points. If the creature was summoned, 
  you can expend one use of mythic power when 
  using this ability to automatically summon a 
  
  16
  new creature of the same type. Only one such 
  creature is summoned regardless of the original 
  effect. If the creature was dominated, you can 
  expend one use of mythic power when using 
  this ability to automatically attempt to transfer 
  the domination to a new creature of the same 
  type. You can choose to negate the damage 
  after the damage is rolled and you know the 
  results.
   
  Slaver of Hearts (Su): Your summoned 
  creatures are considered to have one 
  Heartbound feat devoted to you.
   
  Swarm of Vermin (Ex): Your Hivemaster 
  abilities work on vermin creatures you control in 
  addition to summoned or dominated creatures. 
  Vermin you control are considered targeted by 
  a mind-affecting power for purposes of your 
  Hivemaster path. Mind-affecting spells, powers 
  and supernatural abilities you activate affect  
  vermin normally.
   
  Unity of the Drone (Su): By spending 
  one use of mythic power you share the mind of 
  one creature currently under you control with 
  a mind-affecting spell or power to the body of 
  another. The recipient creature loses all access 
  to any class abilities it has instead gaining access 
  to those of the other creature. Treat this ability 
  as marionette possession. Remaining daily uses 
  of powers, spells and abilities possessed by the 
  target are discharged when this ability ends. 
  The original creature can have no more levels 
  than your tier. This effect lasts for 1 hour per tier.
  3rd-Tier Hivemaster Path 
  Abilities:
  You must be at least 3rd tier to select these 
  path abilities.
   
  Blessing of the Master (Su): You apply 
  a template of +1 to creatures you summon. 
  By expending a use of mythic power you may 
  impart this template to creatures you have 
  dominated. You may take this ability again a 
  second time at 6th tier and 9th tier, each time 
  increases the CR of the template you may 
  impart by +1.
   
  Body of the Master (Su): You may 
  choose each round as a free action if a worn 
  magic item affects a controlled creature or 
  instead benefits you. If you instead wish, your 
  magic items may benefit a controlled creature. 
  Regardless of these alterations, this ability can 
  not add an additional item of the same slot to a 
  creature that is already under the effects of an 
  item in that slot.
   
  Collective (Su): You gain a psionic 
  collective as though you were a tactician of 
  your tier.
   
  Collector’s Passion (Ex): Your What 
  is Mine ability can now be used on spells and 
  powers granted by class levels or hit die as 
  though they were spell-like abilities. This ability 
  fails on spells and powers with components 
  and foci over 10 gp per tier. 
   
  Gift of Sacrifice (Su): You may now use 
  your Shield of Sacrifice to divert hostile spells 
  to adjacent creatures you control. They instead 
  make relevant saves and take effects, but they 
  enjoy your tier as a bonus to do so. You may 
  not divert a spell to a servitor creature that is 
  already target it as well.
   
  Life Flare (Su): You may expend a use 
  of mythic power to sacrifice a summoned or 
  created creature in a violent explosion of life. 
  Treat the controlled creature as though it was 
  a cleric making a channel energy ability use 
  of a level equal to it’s hit dice. You may select 
  this ability a second time at 6th tier, if you 
  do, its effects extend to dominated Servitors. 
  Dominated creatures receive an immediate Will 
  save to break control and a Fortitude save versus 
  the turning DC to resist dying. If successful the 
  mythic power is wasted to no effect. Using this 
  ability on a unwilling, dominated creature is an 
  evil act.
   
  Master’s Secrets (Su): You may expend 
  a use of mythic power as a free action to grant 
  a creature you currently control a feat you 
  know. The creature does not need to meet 
  prerequisites for the feat. You may select this 
  ability more than once. Each time you do, the 
  
  17
  creature you control gets another feat. This 
  feat is extended through the duration of your 
  Servitor’s control.
   
  Seize the Reins (Su): You may expend a use 
  of mythic power to make an opposed caster level 
  check with the controller of a creature you have 
  sensed with Sense the Reigns. If successful you make 
  take control of the creature as though its governing 
  effects had just been cast by you including activating 
  other Hivemaster abilities on them.
   
  Tactics of the Pack (Su): Select a 
  teamwork feat a creature you control has 
  access to, by expending a use of mythic power 
  you and all creatures you control gain access to 
  this feat for 1 round per tier.
   
  Unity of the Hive (Su): By spending an 
  additional use of mythic power your Unity of 
  the Drone ability affects a number of creatures 
  equal to your tier. All recipient creatures lose 
  all access to any class abilities they may have 
  had previously instead gaining access to those 
  of the other creature at the time this ability is 
  used. Remaining daily uses of powers, spells 
  and abilities originally possessed by the target 
  are discharged when this ability ends. The 
  original creature can have no more levels than 
  your tier.
   
  Web of Essence (Su): You may use 
  Essence Bridge with all creatures you control 
  and may benefit from life link as well. All hit 
  point transferences are under your control and 
  may be decided as free actions whenever any 
  of your servitors or you take damage.
   
  What is Mine (Su): You may expend a 
  use of mythic power to select one spell-like or 
  psi-like ability a creature you control normally 
  has access to. This spell or power must be 
  equal to or lower than your tier and equal to 
  or less than half your hit dice. You may use this 
  power once during the duration of the control 
  as a spell-like or psi-like ability. You may expend 
  another use of mythic power to use this power 
  an additional time, however you may not 
  use the power more times than the original 
  creature. You may select this ability more than 
  once, if you do you gain an additional spell-
  like or psi-like ability with a single free use and 
  reusable as above.
  6th-Tier Hivemaster Path 
  Abilities:
  You must be at least 6th tier to select these 
  path abilities.
   
  Ascendant Drone (Su): Your Unity 
  of the Drone can now share the levels of a 
  creature equal your tier +2. You may select this 
  ability again at 8th tier and again at the 10th 
  tier. Your Unity of the Drone power now has a 
  duration equal to the controlling effect. You are 
  still limited to levels the original drone has.
   
  Avatar of the Master (Su): You may 
  transfer your consciousness to any one creature 
  you summon or control, by expending a use of 
  mythic power you may use the creatures form 
  as if your own. You may use its senses and 
  conduct powers through it as if your own. 
   
  Collector’s Zeal (Ex): You may use 
  abilities gained from What is Mine for 1 day 
  after your control ends. You may take this 
  a second time at 9th tier, if you do you may 
  continue to use these abilities for a week.
   
  Parasitic Immortal (Su): You may 
  expend a use of mythic power as an immediate 
  action in response to taking lethal damage. 
  If you do, your consciousness transfers to a 
  dominated servitor in a manner similar to 
  marionette possession. This  ability however 
  has an instantaneous duration. If you later are 
  returned to life or choose to use this ability 
  to find a new host, the current host can be 
  returned to life with a raise dead or similar 
  effect. After adjusting to the new body for 1 day 
  per HD you may use its racial abilities normally.
   
  Returns the King (Su): You may expend 
  a use of mythic power as an immediate action 
  when a summoned extraplanar creature you 
  control dies or is dismissed, if you do so you 
  may follow it to its plane of origin as though 
  you had cast plane shift.
  
  18
  You are the pariah. You are the prison. You are 
  the pain unending. Your suffering has passed 
  the limits of endurance and in the depths of 
  your fissured soul the Void has answered. Your 
  companions will never know of the price that 
  your presence protects them from.
   
  The 
  Hollow 
  One 
  is 
  the 
  literal 
  embodiment of salvation through degradation. 
  She is the dark martyr who saves all in her 
  damnation. Curses, suffering, afflictions and 
  even possessions become her weapons
   
  Role: As a Hollow One, your role is to 
  take on the prices the party is not likely to 
  otherwise pay. A living sink to negative statuses 
  you draw strength from your suffering or spread 
  them to your foes. You stand as a secondary 
  healer and controller with the possibility of 
  your altered possessions shifting you to more 
  offensive roles.
   
  Classes: The majority of Hollow 
  Ones are binders, fallen clerics, and 
  practitioners of arcane arts. However, any 
  class can come to the suffering of the Hollow 
  One. Many characters survive the hero’s 
  journey only to accumulate curses and 
  plagues, Any who have suffering may 
  wake one day to find within them the 
  Void.
   
  Worlds and Cabals: Hollow Ones lurk in 
  the shadows of the Void and are found in all 
  worlds of the Lost Spheres. Ambriddon’s 
  Hurathi are believed to have spread the 
  power through most of the Shattered 
  Gates of the Black Lattice and also to have 
  allegiances and ties with the Sleepers of 
  Otrius, the Stillsouled of Meddikar, and 
  the Breakers.
   
  Bonus Hit Points: Whenever you 
  gain an Hollow One tier, you gain 3 bonus 
  hit points. These hit points stack with 
  themselves, and don’t affect your overall 
  Hit Dice or other statistics.
  Table 1-3 Hollow One
  Tier
  Path Features
  1st
  Hollow One’s Submissions, Path Ability
  2nd
  Path Ability
  3rd
  Path Ability
  4th
  Path Ability
  5th
  Path Ability
  6th
  Path Ability
  7th
  Path Ability
  8th
  Path Ability
  9th
  Path Ability
  10th
  Path Ability, Pandemonium
  
  19
  Hollow One’s Submissions: Select one of the 
  following abilities. Once chosen, it cannot be 
  changed:
   
  Caress of the Afflicted (Su): As a swift 
  action, you may spend a use of mythic power 
  charging your touch attack with effects of a 
  bad pact, condition, curse, disease, poison 
  or damaged ability you are currently afflicted 
  with. For 1 round creatures struck by this touch 
  attack are forced to save against the DC of your 
  condition up to the limit of 10+1/2 your hit dice 
  + your tier as a maximum for 1 round per tier.
   
  Fury of the Fallen (Su): As a swift action, 
  you may expend a use of mythic power to gain a 
  luck bonus for each bad pact, condition, curse, 
  disease, poison or damaged ability you possess 
  to every d20 and damage roll you make for 1 
  round. This total luck bonus cannot be greater 
  than your tier.
   
  Moment of Lucidity (Su): As a swift 
  action you may ignore the detrimental effects 
  of one bad pact, condition, curse, disease, 
  poison or damaged ability. You are still afflicted 
  for the purposes of Hollow One class abilities 
  but suffer no penalties for one round.
  Path Abilities: At 1st tier and every tier 
  thereafter, select one new path ability from 
  the Hollow One path abilities lists or from the 
  universal path abilities lists (see the Pathfinder 
  Roleplaying Game Mythic Adventures rulebook 
  for more information).
   
  Pandemonium: Whenever two or more 
  afflictions successfully target or affect you in a 
  single round you regain a use of mythic power.
  1st-Tier Hollow One Path 
  Abilities:
  You can select these path abilities at any tier.
   
  Abandoned Heart (Ex): You count 
  as having one Forlorn feat for every odd-
  numbered tier you have (For more information 
  on Forlorn feats see Transcendent 10: Feats of 
  the Lost - Figures Forlorn).
   
  Accursed Beauty (Su): You gain a 
  mythic bonus to your Charisma score equal 
  to 1 per curse you a currently under the effect 
  of to a maximum of your tier. Multiple curses 
  of the same final effect do not count. For 
  example, bestow curse would count twice if it 
  affected two different ability scores but once 
  if two separate spells afflicted the same score. 
  Two bestow curse spells targeting different 
  attributes would both count for this ability’s 
  effects. Note that Accursed Beauty only counts 
  curses and not other afflictions.
   
  Accursed Body (Su): You gain a mythic 
  bonus to your Constitution score equal to 1 per 
  curse you a currently under the effect of to a 
  maximum of your tier. Multiple curses of the 
  same final effect do not count. See Accursed 
  Beauty for examples.
   
  Accursed Strength (Su): You gain a 
  mythic bonus to your Strength score equal to 1 
  per curse you a currently under the effect of to 
  a maximum of your tier. Multiple curses of the 
  same final effect do not count. See Accursed 
  Beauty for examples.
   
  Accursed Will (Su): You gain a mythic 
  bonus to your Wisdom score equal to 1 per 
  curse you a currently under the effect of to a 
  Rules Element:
   
  Affliction - Each Hollow One path 
  ability may make reference to an effect 
  or target designated as an “Afflction” 
  that is any negative mechanic current-
  ly impacting the Hollow One character. 
  Afflictions include things such as bad 
  pacts, condition, curse, disease, nega-
  tive levels, poison, possession or dam-
  aged ability scores. Other negative game 
  effects may be ruled as afflictions by the 
  GM. As a general rule, afflictions must 
  involve the influence of another crea-
  ture or a sacrifce by the Hollow One. 
  
  20
  maximum of your tier. Multiple curses of the 
  same final effect do not count. See Accursed 
  Beauty for examples.
   
  Additional Submission (Ex): You learn 
  an additional Hollow One Submission.
   
  Aura of Failure (Su): You shape your 
  suffering into a black cloud of fate increasing 
  the odds that all around you will not succeed. 
  Rolls of 1s and 2s are treated as automatic 
  failures with your aura. Games using fumble 
  cards, tables or optional rules should treat 2s 
  as 1s for fumbles. The Aura of Failure extends 
  10 feet per tier from you.
   
  Black Box (Su): You may alter one 
  possession per tier you suffer so that you may 
  ignore the possessing creature’s influence for 
  up to one hour per tier as an free action by 
  spending a use of mythic power.
   
  Brandish the Black (Su): You may expend 
  a use of mythic power to select one spell-like 
  or psi-like ability each creature possessing you 
  normally has access to. This spell or power must 
  be equal to or lower than your tier and equal to 
  less than half your hit dice. You may use this 
  power once per day during the duration of the 
  possession as a spell-like or psi-like ability. You 
  may expend another use of mythic power to 
  use this power an additional time, however 
  you may not use the power more times than 
  the original creature could. You may select this 
  ability more than once, if you do you gain an 
  additional spell-like or psi-like ability with a 
  single free use and reusable as above. 
   
  Brief Reprieve (Ex): Your Moment of 
  Lucidity now lasts 1 round per tier.
   
  Crack the Shell (Su): You may touch a 
  possessed creature and expend a use of mythic 
  power. If you do, you make a Will save with 
  against the possessing creatures possession 
  DC with a bonus equaling your tier. If they fail, 
  their possession is transfered to you.
   
  Cursedrinker (Su): You may touch a 
  cursed creature and expend a use of mythic 
  power. If you do, you make an opposed Will 
  save with against the initial DC of the curse 
  with a bonus equaling your tier. If you succeed 
  the curse is transfered to you.
   
  Deeper Dark (Su): Your Black Box ability 
  now lasts for 1 day per tier.
   
  Enslave Supernature (Ex): You may 
  expend a use of mythic power to gain more 
  powers from a creature possessing you. Select 
  one universal monster ability a creature 
  possessing you could normally manifest, you 
  may use this ability once per use of this ability. 
  You may use this ability again to trigger the 
  ability an additional time. The ability may not 
  be triggered more times than the possessing 
  creature could normally use it. All abilities 
  requiring HD or statistic based calculations are 
  recalculated off of your own HD and attributes. 
  You must have the Brandish the Black path 
  ability before selecting this ability. 
   
  Halo of the Fallen (Su): Your Fury of the 
  Fallen Power can effect one ally per tier who 
  are in you Aura of Failure. 
   
  Hate’s Blade (Ex): You gain 1d6 of Sneak 
  Attack (as the rogue class feature) per tier 
  versus creatures that have afflicted you. 
   
  Hellish Allure (Su): You may spend one 
  use of mythic power as an immediate action. If 
  you do any evil outsider, incorporeal creature, 
  or being with an ability to possess with in 10’ 
  per tier of you and not currently possessing 
  another creature must attempt to do so with its 
  next round of actions. The DC of the Will save 
  against this is 10+1/2 your hit dice + your tier.
   
  Life’s Recoil (Su): You gain 1d6 of 
  negative energy channeling per affliction you 
  currently bear. Treat this power as a cleric of 
  twice your tier but limited to a number of dice 
  equal to the number of afflictions you currently 
  suffer to a maximum of your tier. 
   
  Martyr’s Ease (Su): Select one ally 
  per condition, disease, poison or damaged 
  ability you possess, as an immediate action 
  you can allow these targets a second save 
  versus an enemy’s area of effect spell, power 
  or supernatural ability that both the targets 
  and you are in by expending a use of mythic 
  
  21
  power and choosing to fail your saving throws 
  versus the effect. The targets of this ability gain 
  a bonus of your tier to the second saving throw.
   
  Paradox Heart (Su): You may count 
  spells, powers and effects with morale bonuses 
  as curses for purposes for Hollow One powers. 
  Morale bonuses from Hollow One path abilities 
  do not count for this ability.
   
  Paradox Mind (Su): You may count 
  spells, powers and effects with insight bonuses 
  as curses for purposes for Hollow One powers. 
  Insight bonuses from Hollow One path abilities 
  do not count for this ability.
   
  Power of the Betrayed (Su): You may 
  expend a use of mythic power as a swift action 
  to maximize all random damage rolls against 
  creatures that have afflicted you for 1 round. 
  This ability affects spells, powers, supernatural 
  abilities and normal weapon attacks.
   
  Rage of the Betrayed (Ex): You may 
  lose you pent anger against creatures that 
  have afflicted you. When struck by a creature 
  that has afflicted a currently active effect upon 
  you, you may enter a rage. Treat this ability the 
  class feature of a barbarian or bloodrager (your 
  choice) of your tier. Add half-your tier to these 
  abilities’ class levels if you already have them.
   
  Shattered Strikes (Su): You share 
  your suffering with your enemies when you 
  successfully attack. Upon a successful melee 
  attack, you may inflict one condition, disease, 
  poison or damaged ability you are suffering 
  from by expending a use of mythic power as 
  a free action. If you choose to inflict ability 
  damage or drain, you may not inflict more 
  points than your tier or more than you currently 
  have taken. Any inflicted effect that allowed a 
  saving throw does so for your enemy but they 
  suffer a penalty equal to your tier. 
   
  Shifted Burden (Su): You may select 
  another affliction you currently suffer from to 
  inflict on allies in your Aura of Failure instead 
  of the fumble penalty normally inflicted. If you 
  select this ability a second time you may alter 
  the affliction for foes as well. Any group you 
  afflict must all suffer the same affliction.
   
  Speed of the Many (Su): You gain a 
  mythic bonus to your Dexterity score equal to 
  1 per creature currently possessing you to a 
  maximum of your tier. Expend a use of mythic 
  power to have a possessing creature use its skill 
  modifier to make a Dexterity-based check for 
  you with a bonus equal to your tier. 
   
  Thoughts of the Many (Su): You gain a 
  mythic bonus to your Intelligence score equal 
  to 1 per creature currently possessing you to a 
  maximum of your tier. Expend a use of mythic 
  power to have a possessing creature use its skill 
  modifier to make an Intelligence-based check 
  for you with a bonus equal to your tier.
   
  Thrill of the Fright (Ex): You gain a +2 
  morale bonus to attacks, damage and saves if 
  you would be shaken instead of the condition’s 
  normal effect. You may expend a used of mythic 
  power as an immediate action when you would 
  be frightened to change this to a +4 bonus, 
  or +6 instead of panicked. You maintain these 
  bonuses for the duration of the  fear effect.
   
  Talons of Affliction (Ex): You may choose 
  one rage power to gain when using Rage of the 
  Betrayed. You may take this ability more than 
  once, if you do you must be under the effect by 
  one unique affliction per rage power.
   
  Torn Spirit (Su): You may choose two 
  constellations from which you can choose 
  aspects from each day in a manner as the 
  occultist base class. These constellations must 
  be opposed (This is an exception to normal 
  spirit binding rules).
   
  Toxin Vector (Ex): You gain a Poison 
  effect for any poison you are currently afflicted 
  with with the same damage and DC. You may 
  deliver this poison with any natural attack. If 
  you possess the Aura of Failure path ability, you 
  may spend a use of mythic power to force all 
  creatures within your aura to save against any 
  poison you suffer. The DC of the poisons has a 
  bonus of 1/2 your tier (minimum 1).
   
  Weighted Scales (Su): For every 
  condition, disease, poison or damaged ability 
  
  22
  you possess you may exclude one ally from your 
  area affect abilities. Excluded allies also lose 
  benefits from your other Hollow One abilities.
  3rd-Tier Hollow One Path 
  Abilities:
  You must be at least 3rd tier to select these 
  path abilities.
   
  Accursed Revelations (Su): You may 
  select one Oracle mystery. For every curse 
  currently afflicting you, you may choose a 
  revelation to gain access to while so cursed. You 
  may have one revelation + one revelation for 
  every odd numbered mythic tier you possess. 
  You may select this ability again at 6th tier.
   
  Accursed Vitality (Su): You gain fast 
  healing equal to the number of curses afflicting 
  you to a maximum of your tier. If you have an 
  Aura of Failure, you may expend a use of mythic 
  power to grant this fast healing to anyone in 
  your Aura of Failure. 
   
  Circle of Despair (Su): You may expend 
  a use of mythic power to spread one of your 
  current afflictions per tier to your Aura of 
  Failure. Non-Mythic creatures receive no save 
  against this ability. Mythic creatures may make 
  a save against a DC of 10+1/2 your hit dice+your 
  tier. Affected creatures within your Aura of 
  Failure are afflicted as though they were the 
  original target. Possessions are still limited to 
  the number of actions the possessing entity 
  can take in a round regardless of how many 
  creatures become afflicted by their control. Any 
  creature leaving your Aura of Failure ceases to 
  be affected by your chose afflictions.
   
  Dual-Soulbind (Su): You may bind a 
  second spirit of an equal level to your tier. It 
  must be opposed to the first spirit. If you use 
  the major ability of either spirit, the major of 
  the other spirit goes on cooldown as well (This 
  is an exception to normal spirit binding rules).
   
  Gifts Unbidden (Su): You may touch a 
  creature and expend a use of mythic power as a 
  free action. If you do, you make an opposed Will 
  save against the target with a bonus equaling 
  your tier. If they fail, a possession currently 
  afflicting you is transfered to them from you.
   
  Lash of Grasping Talons (Su): You may 
  expend a use of mythic power as a swift action 
  to summon a writhing whip-like weapon of 
  darkness and disembodied talons. For every 
  creature possessing you, your lash gains a 1d6 
  of slashing damage up to a total of your tier. 
  Attacks with the weapon are resolved as touch 
  attacks. For every two creatures possessing 
  you, you gain 5’ of extra reach. The lash lasts 1 
  round per tier before it must be re-summoned.
   
  Martyr’s Mercy (Su): Select one ally per 
  condition, disease, poison or damaged ability 
  you possess, as an immediate action you can 
  exclude these targets from an enemies area of 
  effect spell, power or supernatural ability that 
  both the targets and you are in by expending 
  a use of mythic power and failing your saving 
  throw versus the effect. You must have Martyr’s 
  Ease path ability to select Martyr’s Mercy.
   
  Masochistic Might (Su): You find power 
  in the pain, expending a mythic point as a free 
  action to gain a +1 morale bonus to attack, 
  damage, and saving throws for every 10 points 
  of damage you have taken in the past round. 
  This bonus lasts 1 round per tier, and cannot 
  exceed a bonus greater than your tier. 
   
  Sadistic Glee (Su): You find joy in 
  carnage, expending a mythic point as a free 
  action to gain a +1 morale bonus to attack, 
  damage, and saving throws for every 10 points 
  of damage you have inflicted in the past round. 
  This bonus lasts 1 round per tier, and cannot 
  exceed a bonus greater than your tier. 
   
  Suffering Earth Cannot Bear (Ex): You 
  gain a fly speed of 5’ feet per affliction you 
  bear. Your maneuverability is poor until your 
  fly speed is 30’ then it is average until it is 60’ 
  when it becomes perfect.
   
  Masteries of the Many (Su): You gain 
  a single feat per creature currently possessing 
  you to a maximum number of feats equal to 
  your tier. The creature must possess the feat 
  you gain from it.
  
  23
  6th-Tier Hollow One Path 
  Abilities:
  You must be at least 6th tier to select these 
  path abilities.
   
  Abyss (Su): You may spend one use of 
  mythic power as an immediate action, if you do 
  you may force a creature that strikes you to be 
  drawn into your inner Void. It must make a Will 
  save of be forced to possess you as if it had the 
  malevolence ghost monster ability. The DC of 
  this save is 10+1/2 your hit dice + your 
  tier.
   
  Consuming Void (Su): You may expend 
  a use of mythic power to force a creature to 
  make a Will save to avoid an effect similar to 
  a trap the soul spell. Creatures failing their 
  saves are entrapped within the Void inside 
  your being. While so trapped you may consider 
  them as possessions for Hollow One abilities 
  interactions and abilities. You may only have 
  one being so entrapped within you if you 
  select this ability a single time. You may select 
  this ability more than once, each time you do 
  you may entrap two more entities within your 
  Consuming Void power. If you are slain all 
  creatures contained within you are released.
   
  Damning Blast (Su): You may release all 
  of the creatures possessing you in an explosion 
  of dimensional power and rending claws. You 
  do 2d6 of untyped raw magical damage and 
  1d6 of slashing damage to all creatures in 10’ 
  per possession released. You may only inflict 
  from this damage once per tier even if you 
  have more possessions that are released.  All 
  possessions are released regardless of damage.
   
  Meeting Place (Su): Your soul is a 
  refuge for the most forbidden loves. Select 
  one creature you currently are possessed by. 
  You may evoke your Hellish Allure to create 
  a gate effect to summon an outsider with an 
  opposed alignment and allow the to creatures 
  congress inside your being. The gated outsider 
  also possesses you for purposes of Hollow One 
  powers. If either creature has Heartbound feats 
  you are considered a Heartbound to them and 
  as thoug you all had the Polyamorous feat.
   
  Shadow of the Dark Angel (Su): You 
  gain a cone emanation equal in distance to 
  the speed of your flight from Suffering Earth 
  Cannot Bear ability. Creatures within the cone 
  are automatically afflicted with all afflictions 
  you currently suffer and have not ignored with 
  Moment of Lucidity. While creatures do not 
  receive saving throws against this cone attack, 
  they may move out of your cone to avoid it.
   
  Shards of the Black (Su): You may 
  choose to invest abilities from Brandish the 
  Black in another willing creature that may then 
  be used in a similar manner to a ring of spell 
  storing. These spells or powers may be in any 
  combination not to exceed your tier in levels. 
  The spells are resolved with the possessing 
  creature’s caster levels and statistics.
   
  Will of the Many (Su): You may spend 
  one use of mythic power as an immediate 
  action. If you choose any creature make an 
  opposed Will save with adding your tier to your 
  roll. If you win, you control its possession of you 
  like a dominate monster effect and may force it 
  to use its powers through you as though it was 
  possessing you normally.
  Rules Element:
   
  Possession - Each Hollow One 
  path ability may make refence to an 
  effect or target designated as an “Pos-
  session.” As layed out in the Pathfinder 
  Roleplaying Game Bestiary and other 
  sources, not very many creatures ac-
  tually have the ability to possess mor-
  tals, despite many creatures having it 
  in myths and legends. GMs may wish to 
  make Possession available to outsiders 
  as a feat or type based ability with rules 
  similar to the malevolence ability of the 
  ghost template.
  
  24
  Mages, druids, psions and other mystics all 
  touch on the power of self-transformation. 
  Some among those with the knowledge of 
  change take the art deeper, mastering subtle 
  powers of the flesh to become more powerful 
  versions of their intended shapes, creeping 
  ever closer to the truth of their becoming.
   
  Taking on a broader range of abilities 
  of the creatures they choose to transform 
  into, the Master-of-Shapes soon becomes a 
  deterrent to enemy hostilities as the reputation 
  of beings able to learn the deepest powers of 
  their enemies becomes more known.
   
  Role: As a Master-of-Shapes you are a 
  versatile agent of change, most often changing 
  to fill the momentary or unexpected needs of 
  the group. Your adaptability and low need of 
  specific support makes you blend into nearly 
  every group or situation.
   
  Classes: The most common Masters-
  of-Shapes are draw from the ranks of 
  egoist psions, transmuters, taskshapers, 
  and sorcerers with bloodlines of change. 
  Other classes without direct access to 
  shapechanging won’t have as an easy of 
  time with the needed synergies.
   
  Worlds 
  and 
  Cabals: 
  While 
  metamorphic masters are known in 
  nearly any long-term magical society, 
  they are most common among the Black 
  Banner’s taskshapers and Thaonic 
  sorcerers who move their blood to 
  the gift of self transformation. A small 
  number of dream-born shifters from 
  the City of Allialla have also surfaced.
   
  Bonus Hit Points: Whenever 
  you 
  gain 
  an 
  Master-of-Shapes 
  tier, you gain 5 bonus hit points. 
  These hit points stack with 
  themselves, and don’t affect 
  your overall Hit Dice or other 
  statistics.
  Table 1-4 Master-of-Shapes
  Tier
  Path Features
  1st
  Path Ability, Adaptations
  2nd
  Path Ability
  3rd
  Path Ability
  4th
  Path Ability
  5th
  Path Ability
  6th
  Path Ability
  7th
  Path Ability
  8th
  Path Ability
  9th
  Path Ability
  10th
  Path Ability, The Master’s Form
  
  25
  Adaptations: Select one of the following 
  abilities. Once chosen, it cannot be changed:
   
  Altered State (Su): As a swift action, 
  you may spend a use of mythic power to select 
  a new form for an ongoing metamorphosis, 
  shapechange or polymorph effect. The change 
  does not alter the duration or allow any choices 
  outside the normal options for the ability. 
   
  Metamorphic Charge (Su): At the 
  beginning of a charge attack action you may 
  expend a use of mythic power as a swift action, 
  you may cast a spell of the polymorph sub-
  school, manifest a metamorphosis, or use 
  a supernatural shapechanging effect that 
  would normally take a standard action.
   
  Reactive Resistance (Su): As an 
  immediate action you may expend a use of 
  mythic power to cast a spell of the polymorph 
  subschool, manifest a metamorphosis, or use a 
  supernatural shapechanging effect that would 
  provide energy resistance or immunity to an 
  energy attack you are being exposed to.
   
  Path Abilities: At 1st tier and every tier 
  thereafter, select one new path ability from the 
  Master-of-Shapes path abilities lists or from the 
  universal path abilities lists (see the Pathfinder 
  Roleplaying Game Mythic Adventures rulebook 
  for more information).
   
  The Master’s Form: Whenever a mythic 
  creature is defeated by you in the same round 
  as you have activated a shapechanging spell, 
  power or effect you regain a use of mythic 
  power.
  1st-Tier Master-of-Shapes 
  Path Abilities:
  You can select these path abilities at any tier.
   
  Accepting Essence (Ex): You learn to 
  alter your being to bear the strain of more 
  magical devices. Choose one magic item slot, 
  you gain an additional slot for that item. Keep 
  track of items occupying any bonus slot as that 
  anatomical changes were made to allow the 
  interaction (robe membranes, ring spurs, etc).
   
  Additional Adaptation (Ex): You learn 
  an additional Adaptation ability. 
   
  Altered Musculature (Ex): You have 
  made subtle permanent alterations to your for 
  to allow you to wield manufactured weapons 
  one size larger than normal without penalty. 
   
  Arcane Change (Su): You may spend a 
  prepared arcane spell or spell slot to regain a 
  moment of change. 
   
  Assume Enchantment (Su): As a free 
  action may expend a use of mythic power 
  to select one magic melee weapon 
  you are holding and one natural 
  weapon a form you are about to assume 
  with a polymorph, metamorphosis, or other 
  shapechange effect. That weapon’s magical 
  qualities are transfered to your new forms 
  natural attack. You may select this ability more 
  than once, each time allows you to assume an 
  additional weapon and assign its powers to a 
  different natural attack.
   
  Become the Venom (Su): You may 
  expend a use of mythic power to gain the 
  poison of a creature that has poisoned you for 
  the duration of your current shapechange. If 
  you do not have a natural weapon appropriate 
  to the poison, you instead extrude the venom 
  Rules Element:
   
  Shapechanging - Each Mas-
  ter-of-Shapes path ability may make 
  refence to an effect or target designat-
  ed as a “shapechange effect” that is 
  an ability that alters the physical form 
  of the character in some way. Spells 
  with the polymorph subschool, meta-
  morphosis psionic abilities, the change 
  form  monster ability, and supernatural 
  abilities created by creatures with the 
  shapechanger subtype are considered a 
  “shapechange effect.” Your GM may add 
  additional valid abilities to your list.
  
  26
  to pustules on your skin, creating 1 pustule per 
  tier. You or ally can burst a pustule to coat a 
  weapon or natural attack with a single dose of 
  the poison. You are immune to the poison for 
  the duration of the shapechange.
   
  Cerebral Node (Su): You have learned to 
  shape a portion of your internal anatomy into a 
  mass of bone and flesh that is appropriate to 
  be enchanted with Craft Wondrous item. This 
  Node can be enchanted with any magic affinity 
  appropriate to the Brow slot. You gain a +1 
  bonus to your Will save equal to every 20,000 
  gp the Node is enchanted with to a maximum 
  of your tier. This magic item “slot” is in addition 
  to the normal Brow slot.
   
  Clever Concealment (Ex): You may 
  conceal an additional ring, wand, and wondrous 
  item in your form. Rings that are concealed no 
  longer count against your ring slots. You must 
  have the Conceal Magic path ability to select 
  this ability.
   
  Conceal Magic (Su): You may expend a 
  use of mythic power to incorporate a ring, wand 
  or wondrous item into your form. Wondrous 
  items concealed must be able to be held in a 
  single hand. Items are usable as per normal. You 
  may conceal one item of each type. Concealed 
  rings still count against your ring slots.
   
  Claw and Tooth (Su): You may shift to 
  grow natural weapons as per two normal claw 
  and bite attacks appropriate for your size as a 
  free action. You may not use this ability while 
  under the effect of a shapechange that does 
  not allow them unless you have the Dual Form. 
   
  Dual Form (Ex): You may have a second 
  polymorph subschool spell effect going on at 
  the same time, gaining the benefits of both 
  spells or powers, though bonuses of the same 
  type do not stack.
   
  Evolved Metamorphosis (Ex): You 
  master 
  new 
  and 
  surprising 
  adaptations 
  through shapechanging. You may spend one 
  use of mythic power as a free action when you 
  polymorph, metamorphose, or use another 
  shapechange effect. If you do, you may select 1 
  point of eidolon evolutions per tier to manifest 
  in your new form as though it were an eidolon. 
  Doing so causes a -2 penalty per evolution point 
  to any Disguise checks you make in this form. 
   
  Extruded Weapon (Su): You learn to 
  shed bone and flesh to form any weapon you 
  are proficient in by expending a use of mythic 
  power. The weapon counts as both magical and 
  mythic for purposes of damage reduction. Your 
  weapon may last for 1 hour per tier and can 
  dismiss it sooner as a free action.
   
  Form of Reaction (Ex): You may choose 
  to activate a specialized Elemental Body effect 
  when you use Reactive Resistance. This form 
  acts as the fire form of an elemental accept 
  your resistance and burn ability are of the same 
  type that triggered reactive resistance. At 1st 
  tier this functions as elemental body I, at 3rd 
  tier elemental body II, 5th tier elemental body 
  III, and elemental body IV at 7th tier.
   
  Form of the Divinities (Su): Select one 
  Domain granted by your patron deity. If you 
  change into a form associated with your deity, 
  you gain access to the powers of this Domain 
  for the duration of your shapechange as though 
  you were a cleric with a level equal to your hit 
  dice. 
   
  Gore and Glory (Su): You may shift 
  to grow a natural weapon of a gore attack 
  appropriate for your size as a free action. You 
  also gain the Improved Overrun feat. You may 
  not use this ability while under the effect of a 
  shapechange that does not allow them unless 
  you have the Dual Form.
   
  Internalized Power Reserves (Su): Items 
  concealed with Conceal Magic or occupying 
  extra body slots from Accepting Essence may 
  be resolved with your own caster level if higher 
  than the items. The items may also be used 
  by expending a use of mythic power instead 
  of a daily use or charge. If you do so they 
  may benefit from your choice of Intelligence, 
  Charisma or Constitution modifier to their DCs 
  instead of the items original modifier.
   
  Plexus Node (Su): You have learned to 
  
  27
  shape a portion of your internal anatomy into 
  a mass of bone and flesh that is appropriate to 
  be enchanted with Craft Wondrous item. This 
  Node can be enchanted with any magic affinity 
  appropriate to the Wrist slot. You gain a +1 
  bonus to your Reflex save equal to every 20,000 
  gp the Node is enchanted with to a maximum 
  of your tier. This magic item “slot” is in addition 
  to the normal Wrist slot.
   
  Powerful 
  Supernature 
  (Su): 
  Your supernatural abilities derived from 
  shapechanges are particularly difficult to resist. 
  All such abilities have there DCs increase by 1. 
  If you expend a used of mythic power as a free 
  action when activating a supernatural ability 
  while shapechanged, you may add half your 
  tier to the DC in addition.
   
  Psionic Change (Su): You may spend 3 
  psionic power points to regain a moment of 
  change.
   
  Sacral Node (Su): You have learned to 
  shape a portion of your internal anatomy into 
  a mass of bone and flesh that is appropriate to 
  be enchanted with Craft Wondrous item. This 
  Node can be enchanted with any magic affinity 
  appropriate to the Waist slot. You gain a +1 
  bonus to your Fortitude save equal to every 
  20,000 gp the Node is enchanted with to a 
  maximum of your tier. This magic item “slot” is 
  in addition to the normal Waist slot. 
   
  Savage Shift (Ex): Your natural weapons 
  when assuming a form with a spell, power, or 
  supernatural ability are treated as one size 
  category larger than normal.
   
  Size Shift (Su): You may expend a use of 
  mythic power shift your size as though effected 
  by enlarge person or reduce person with a 
  caster level equal to your tier. You may take this 
  ability a second time to increase the duration 
  to 1 hour per tier.
   
  Symbiosis (Su): Select one willing 
  creature you are adjacent to. You may expend 
  a use of mythic power to envelop their form in 
  your own. In effect becoming one creature, with 
  separate Hit Points for Shaper and Host. This 
  action renders you into a state similar to that of 
  synthesist summoner archetype. See the rules 
  for Synthesist summoner. Once per round you 
  may change the active mind of the new being 
  between yours and the host creature as a free 
  action.
   
  Steal Enchantment (Su): You learn to 
  shift magic from an enemies weapon to your 
  own. By expending a use of mythic power you 
  may attempt to shift power from an enemies 
  weapon to your own. An enemy targeted with 
  this ability must make a will save (DC = 10+half 
  your level+your Con modifier+you tier) or have 
  1 effect +1 effect from his or her weapon to 
  your own. The shift lasts for 1 round per tier.
   
  Surprise Shift (Su): You may expend a 
  use of mythic power as a swift to extrude a limb 
  or other natural attack in an unexpected place 
  catching a foe off guard. Select a natural attack 
  from those currently available to you. You may 
  make a single attack with that attack adding 
  your tier to attack and damage. Your enemy is 
  considered flat-footed against this attack.
   
  Weapon Morph (Su): When you assume 
  a shape other than your own, any weapon you 
  are holding can be transmuted to a weapon 
  your are proficient with. That weapon’s magical 
  qualities are transfered, but transmuting 
  ranged weapons to or from melee weapons my 
  invalidate some enchantments.
   
  Wild Moments (Su): You may exchange 
  1 use of wildshape for 3 moments of change.
  3rd-Tier Master-of-Shapes 
  Path Abilities:
  You must be at least 3rd tier to select these 
  path abilities.
   
  Alpha Form (Su): Bonuses of the same 
  type but from difference spells or powers 
  altering your shape can stack. You may 
  designate one spell or power as stacking for 
  every 2 tiers you possess to a maximum of five 
  spells or effects at 10th tier.
   
  Arcana of the Flesh (Su): You may 
  
  28
  expend a use of mythic power to select one 
  spell-like or psi-like a form you have taken with 
  a shapeshifting effect normally has access to. 
  This spell or power must be equal to or lower 
  than your tier and equal to less than half your 
  hit dice. You may use this power once during 
  the duration of the shapechange as a spell-like 
  or psi-like ability. You may expend another use 
  of mythic power to use this power an additional 
  time, however you may not use the power 
  more times than the original creature could. 
  You may select this ability more than once, if 
  you do you gain an additional spell-like or psi-
  like ability with a single free use and reusable 
  as above.
   
  Chemical Imbalance, Rage (Su): By 
  expending a use of mythic power you can alter 
  your brain chemistry you can enter a rage as a
  free action. This rage functions as the barbarian 
  class feature, and lasts a number of rounds 
  equal to your tier. You aren’t fatigued after this 
  rage. If you have the rage class feature, these 
  rounds don’t count toward your daily uses of 
  that ability, you can use abilities that require 
  patience and concentration while in this rage
  (Although you are still restricted when using 
  your rage class feature normally), and these 
  rounds of rage don’t count toward the 
  total number of rounds of rage used when 
  determining how long you are fatigued.
   
  Chemical Imbalance, Focus (Su): By 
  expending a use of mythic power you can alter 
  your brain chemistry you can enter a state 
  similar to an alchemist under the influence of 
  a cognategen as a free action. This mutagen 
  functions as the alchemist class feature, and 
  lasts a number of minutes equal to your tier. 
  This usage does not count toward your daily 
  uses of the mutagen ability if you possess it 
  from another source.
   
  Empowered Charge (Su): At the end of a 
  Metamorphic Charge you may expend a second 
  use of mythic power to activate a supernatural 
  power of the form or an ability gained from 
  Arcana of the Flesh.
   
  Form of Wonder (Su): You have learned 
  enough of magic items to imitate them. Once a 
  day you may expend a use of mythic power to 
  gain the effect of a Wondrous Item with a value 
  of equal to 1,000gp per tier for 1 day. You can 
  take this ability a again to increase the value of 
  the item you mimic to 2,000 gp per tier.
   
  Glottal Node (Su): You have learned to 
  shape a portion of your internal anatomy into 
  a mass of bone and flesh that is appropriate 
  to be enchanted with Craft Wondrous item. 
  This Node can be enchanted with any magic 
  affinity appropriate to the Throat slot. You gain 
  a +1 bonus to your attack and damage equal to 
  every 30,000 gp the Node is enchanted with to 
  a maximum of half your tier. This magic item 
  “slot” is in addition to the normal Throat slot. 
   
  Mnemonic Transformation (Su): You 
  gain a bonus feat. This feat must have been one 
  that you have witnessed use of. You can change 
  this feat by touching a creature with the new 
  feat and expending a use of mythic power.
   
  Moment of Supernature (Ex): When 
  you polymorph, metamorphose or otherwise 
  shapechange you may also expend a use of 
  mythic power gain more powers. Select one 
  universal ability a form you assume could 
  normally manifest. All abilities requiring HD or 
  statistic based calculations are recalculated off 
  of your own HD and attributes. 
   
   
  Parasite (Su): You may expend a use of 
  mythic power to shapeshift into a diminutive 
  creature and infect a host you are touching 
  in a manner similar to marionette possession 
  with a caster level equal to your tier. Unlike 
  the spell, this effect is resisted by a Fortitude 
  save against a DC of 10+1/2 your hit dice+your 
  tier. You may take this ability a second time to 
  increase the duration to 1 hour per tier. If you 
  take the ability a third time you may force the 
  host creature to act in a manner consistent with 
  similar dominate monster but every time you 
  do so your host gains a new Fortitude save to 
  resist infection as if a Will save success against 
  an action of a dominate monster spell.
  
  29
   
  Shifting Finesse (Ex): By expending a 
  use of mythic power as a free action during 
  a shapechange, you may select one passive 
  Universal Monster ability that a creature 
  with your current shapechange would have. 
  Alternatively you may select one trait from its 
  type. You retain this ability for the duration of 
  the shapechange. You may select this ability 
  more than once. If you do, you may select 
  another trait or Universal Ability. 
   
  Trinity of Forms (Ex): You may have a 
  third polymorph subschool spell effect going on 
  at the same time others, gaining the benefits 
  of all spells or powers, though bonuses of the 
  same type do not stack.
   
  Volatile Blood (Su): You may expend a 
  use of mythic power as an immediate action 
  when you are struck in combat by a melee 
  attack, if you do your blood violently explodes 
  on contact with the air. Treat this explosion as 
  though you had hit the attacker with a bomb as 
  per the alchemist class feature of your tier. You 
  and all other adjacent characters are effected 
  by splash damage as normal. If you have 
  discoveries from a source applicable to bombs 
  you may apply them to this explosion.
  6th-Tier Master-of-Shapes 
  Path Abilities:
  You must be at least 6th tier to select these 
  path abilities.
   
  Assume Supernature (Su): You learn 
  a collection of specific supernatural abilities 
  from creatures you have encountered. When 
  you polymorph, metamorphose or otherwise 
  shapechange into any creature you may also 
  expend a use of mythic power gain one of 
  these abilities. You cannot learn an ability from 
  a creature with a CR more than twice your tier. 
  You may only learn a number of abilities equal 
  to your tier. All abilities requiring HD or statistic 
  based calculations are recalculated off of your 
  own HD and attributes.
   
  Body Thief (Su): Make a melee touch 
  attack against a target creature, if successful 
  you may spend a use of mythic power to 
  gain its physical form. Your physical statistics 
  become the same as its, as does your natural 
  AC. You gain abilities of its form similar as per 
  polymorph any object.
   
  Generative Internal Reserves (Su): 
  Wands concealed with Conceal Magic regain 
  one charge each time you rest. If you remove 
  these items extra charges accumulated bleed 
  away from the mystic disruption of severing 
  your body’s link to them.
   
  Lingering 
  Supernature 
  (Ex): 
  You 
  may use supernatural abilities from the last 
  shapechange you made for up to one day after 
  the shapeshift granting them has ended. This 
  ability includes those gained from Assume 
  Supernature or Moment of Supernature.
   
  Memory of the Flesh (Ex): You may use 
  spell-like or psi-like abilities from the a use of 
  Arcana of the Flesh for up to 1 day after the 
  shapeshift granting them ends. These abilities 
  require mythic power after their first usage.
   
  Sub-Mind (Su): You permanently alter 
  your mind to perform separately from the rest 
  of your brain’s core biology. You may select one 
  trait of a psi-crystal personality to represent 
  this minds personality. This mind may also have 
  an alignment separate from your own by one 
  degree. By expending a use of mythic power 
  as a free action it may take mental actions as 
  though your were under the effect of a schism 
  power manifested by a psion of twice your tier.
   
  Vascular Node (Su): You have learned to 
  shape a portion of your internal anatomy into a 
  mass of bone and flesh that is appropriate to 
  be enchanted with Craft Wondrous item. This 
  Node can be enchanted with any magic affinity 
  appropriate to the Chest slot or alternatively, 
  you may gain enhancement bonuses to AC 
  and armor enchantments as though your were 
  wearing armor. You gain a +1 Armor bonus to 
  your AC equal to every 20,000 gp the Node is 
  enchanted with to a maximum of your tier. This 
  magic item “slot” is in addition to the normal 
  Chest slot. 
  
  30
  The archmage and heirophant are both 
  specialists of their respective Source, focused 
  on ever honing their singular skills. The 
  overmage instead focuses on blurring the lines 
  of power and removing any distinction at all.
   
  The path’s origins in the traditions 
  of mystic theurges and cerebromancers of 
  various worlds are far more humble than 
  later generations limit-breaking pursuers of all 
  strengths supernatural and powers attainable. 
  Fearless explorers of the unknown and 
  experimenters with admixtures of energies 
  radiating from the stillborn universes of the 
  Void to the burning star-hearts of still-living 
  primals.
   
  Role: As a specialist in versatility the 
  overmage tends to be more fluid than his 
  spellcasting brethren. Utilizing any power 
  with the resources of all his others he rarely 
  runs low on a magic that is useful before he 
  decides it is time to do so. Drawing on multiple 
  Sources cements the Overmages unique gifts.
   
  Classes: 
  The 
  overmage 
  nearly 
  exclusively comes from the ranks of multi-
  class spellcasters or psions. Brining balance 
  and synergy to the most scattered of class 
  distributions the path’s fluidity allows the 
  broad studied caster, manifester or multiclass 
  character to finally come into his own.
   
  Worlds and Cabals: Overmages are 
  most common in zenith worlds like Otrius or 
  Nuanna’s Dream. Rare members of the path 
  are found in Meddikar’s hunting ranks but are 
  often among the first to leave the Emperor’s 
  service due to their lack to maintain a single 
  minded focus of hate for the gods.
   
  Bonus Hit Points: Whenever you gain 
  an Overmage tier, you gain 3 bonus hit points. 
  These hit points stack with themselves, and 
  don’t affect your overall Hit Dice or other 
  statistics.
  Table 1-5 Overmage
  Tier
  Path Features
  1st
  Overmage Masteries, Path Ability
  2nd
  Path Ability
  3rd
  Path Ability
  4th
  Path Ability
  5th
  Path Ability
  6th
  Path Ability
  7th
  Path Ability
  8th
  Path Ability
  9th
  Path Ability
  10th
  Path Ability, Obeisance of Magic
  
  31
  Overmage Masteries: Select one of the 
  following abilities. Once chosen, it cannot be 
  changed:
   
  Magic Answers (Su): As an immediate 
  action you may expend a use of mythic power 
  to attempt to dispel an enemy spell caster. 
  Make an opposed caster level check adding 
  your tier to the roll, the target effect must be 
  equal to or lower than your tier. If successful 
  you dispel the enemies attempted spell.
   
  Magic 
  Remembered 
  (Su): 
  As 
  an 
  immediate action in response to seeing one 
  non-mythic feat, power or spell you currently 
  don’t know used within your line of sight you 
  may expend a use of mythic power. You may 
  temporarily add the feat, power or spell to 
  those you know for a duration lasting 1 minute 
  per tier. Spells cannot exceed a level higher 
  than your tier or the highest level you can cast, 
  whichever is lower.
   
  Magic Unknown (Su): As a full round 
  action, you may expend use of mythic power to 
  cast a spell from a source you don’t currently 
  have class-based access to. You may not 
  choose a spell that is higher level than your tier 
  or the highest spell level your have access to 
  whichever is lower. The spell uses your primary 
  casting attribute to determine its DCs and 
  still requires all components. If you have no 
  spellcasting ability, this power fails.
   
  Path Abilities: At 1st tier and every tier 
  thereafter, select one new path ability from 
  the Overmage path abilities lists or from the 
  universal path abilities lists (see the Pathfinder 
  Roleplaying Game Mythic Adventures rulebook 
  for more information).
   
  Obeisance of Magic: Whenever a 
  creature fails its saves from three of your 
  spells or powers in a single round, each from 
  a different Source, you regain a use of mythic 
  power.
  1st-Tier Overmage Path Abilities:
  You can select these path abilities at any tier.
   
  Additional Mastery (Ex): You learn an 
  additional overmage mastery ability.
   
  Arcanum Core (Su): You may expend a 
  use of mythic power when activating a bomb 
  class feature, if you do you may imbue the 
  bomb with a spell equal to or lower than your 
  tier (see the Pathfinder Roleplaying Game 
  Advanced Players Guide for more information 
  about bombs and the alchemist class). Your 
  primary target with the bomb is also affect by 
  the spell. Targets in the splash are affected by 
  the spell at half-damage or -2 DC if they fail 
  their initial Reflex save.
   
  Arcane Bond (Su): You may gain a 
  familiar or bonded item as though you were a 
  wizard of the generalist wizard. Your effective 
  wizard level is equal to half your highest caster 
  level + your tier. You may not select this ability 
  if you already possess an arcane bond from a 
  class feature.
   
  Baiting Familiar (Su): You may expend 
  a use of mythic power as a free action to 
  prepare your familiar to drink the magic of 
  your enemies. During the next rounds for up to 
  1 round per tier, any spell effect your familiar 
  negates with a successful saving throw is added 
  to your spells known for the next 24 hours.   
   
  Blood Extracts (Su): You may use blood 
  from any spontaneous caster to brew extracts 
  of any spell from that caster’s bloodline as 
  though you had the spell on your class list and 
  had the extract in your spellbook. By expending 
  a use of mythic power you may instead use 
  the blood to make an extract of any spell you 
  are aware the spontaneous caster has access 
  to and that is lower than your tier (see the 
  Pathfinder Roleplaying Game Advanced Players 
  Guide for more information about extracts and 
  the alchemist class).
   
  Bridge Power (Ex): You may expend a 
  use of mythic power to link yourself to another 
  caster with the same Source and spellcasting 
  class. This link lasts for as long as one of you 
  concentrates plus one round per tier, while 
  linked you may use a caster level of the highest 
  single caster level+the number of other linked 
  
  32
  individuals+your tier. You may take this ability 
  more than once. Each time you do, you may 
  add another person to the link.
   
  Color of Magic (Ex): You learn a mosaic 
  mage spectrum power. Treat your highest caster 
  level as your mosaic mage level for this power. 
  If you take this ability again your may instead 
  select an another color’s spectrum power (See 
  the Genius Guide to the Mosaic Mage by Ryan 
  Costello Jr. and Rogue Genius Games for more 
  information on mosaic mages).
   
  Consume Dissipation (Su): You may 
  use a use of mythic power as an immediate 
  action to regain a spell slot of the same level 
  of a spell that just failed to effect you due to a 
  negating save or failure to penetrate your spell 
  resistance.
   
  Dispelling Wrack (Su): Your dispelling 
  effects inflict 1d6 per spell level to the dispelled 
  effect’s target or caster (your choice). Your 
  damage can’t exceed 2d6 per tier.
   
  Enduring Memory (Ex): Your Magic 
  Remembered ability lasts for 1 hour per tier 
  instead of 1 minute.
   
  Energize Mnemonics (Su): You may use 
  your highest caster level and ability modifier 
  with spells cast or prepared with Imprint Wand, 
  Imprint Staff, or Theurgic Mutability.
   
  Hexcraft (Ex or Su): You learn a Hex 
  ability as though your were a Witch of your 
  class level. You may participate in Hag Covens 
  and other witch specific rites.
   
  Imprint Wand (Su): Select a wand that 
  generates an effect of a level you could cast. 
  You may expend two charges from the wand 
  to gain access to it as though it was a spell 
  known of its level. If you are a prepared caster, 
  treat it as a spell known with the spell mastery 
  feat. Alternatively, you may expend a use of 
  mythic power per level of the spell to imprint 
  the wand with a spell you know or otherwise 
  have access to of the same level. Its charges 
  may be expended to cast that effect instead 
  of its original one. The imprint lasts one day 
  regardless of which usage is selected.
   
  Imprint Staff (Su): Select a staff that 
  generates an effect of a level you could cast. You 
  may expend a charge from the staff to gain link 
  that staff as though it was a group or additional 
  spells known. If you are a prepared caster, treat 
  it as a spell known with the spell mastery feat. 
  Spells unknown you require as many slots or 
  the appropriate level as charges they require 
  to use from the staff. Alternatively, you may 
  expend a use of mythic power per level of the 
  spell to imprint the staff with a spell you know 
  or otherwise have access to of the same level. 
  Its charges may be expended to cast that effect 
  instead of an original one. The imprint lasts one 
  day regardless of which usage is selected..
   
  Master Mutagen (Ex): You gain access 
  to the Mutagen class feature as though your 
  were an alchemist equal to your tier. You may 
  learn discoveries with the extra discovery feat.
   
  Metamastered School (Su): You may 
  select one metamagic feat with a spell level 
  adjustment equal or less than your tier and 
  one school of magic. You may cast spells from 
  that school with that metamagic feat without 
  increased slot cost or casting time by expending 
  a use of mythic power as a free action during 
  casting the spell. You may select this ability 
  more than once, each time pairing a different 
  school and metamagic feat. 
   
  Mystic Fluidity (Su): You may cast 
  any spell equal to your tier of less with any 
  combination of slots from the same class that 
  equals the correct total level.
   
  Power Overload (Su): You may sacrifice 
  a spell slot or prepared spell when using a daily 
  use damaging power from a bloodline power, 
  domain, revelation, or school ability. If you do 
  so you may add 2d6 per level of the sacrificed 
  spell of damage to a ranged touch attack and 
  2d8 per level of the sacrificed spell of damage 
  to a melee touch attack. The additional damage 
  is the same type as the original effect.
   
  Powers Unknown (Su): You echo a 
  supernatural ability granted by a class feature 
  you do not have access to. You must have 
  
  33
  seen this power within 1 round per tier. For 
  purposes of this class feature your effective 
  class level is equal to your tier. The ability has 
  a maximum duration of 1 round per tier if not 
  instantaneous. All abilities are calculated off of 
  your own statistics and hit dice. Any effective 
  class levels needed to resolve the ability are 
  equal to twice your tier.
   
  Quickbond (Su): You may expend a 
  use of mythic power while touching a magic 
  item as a free action. You may treat that magic 
  item as worn for 24 hours without occupying a 
  slot for 1 round per tier. If you replace a worn 
  magic item with the affected magic item before 
  this duration ends, you ignore other attuning 
  requirements under 1 day. 
   
  Revelation of Magic (Su): Select one 
  Oracle mystery. You gain a revelation from that 
  mystery as though you were an oracle of your 
  tier. You may select this ability again at 3rd, 6th, 
  and 9th tier.
   
  Sanguine Memory (Su): You may 
  imbibe a drought of blood from a spontaneous 
  caster and expend a use of mythic power as 
  a standard action. Up to one spell the caster 
  knows per spell level up to the level of your tier 
  may be prepared as though you had mastered 
  them with the Spell Mastery feat. You do not 
  need to have known the spells before activating 
  this ability.
   
  Shadow of the Sources (Su): When you 
  choose this path ability select one Source (see 
  Sources section in the Introduction). As a free 
  action once a round you may declare all of your 
  magic, psionics, or supernatural effects to be of 
  that source. You may only change Sources once 
  in any given round.
   
  Sourcecasting (Su): You may select two 
  Sources. As a full-round action you may cast 
  one spell from each of these sources with an 
  original casting time equal to a standard action. 
  You may select this ability more than once each 
  time selecting two sources that may be cast 
  together. 
   
  Spelltwine (Su): You may select two 
  spells each equal to your current tier and that 
  may be cast with a standard action. From now 
  on these two spells are cast with the same 
  action whenever one is cast. Area of effect 
  spells must maintain at least one square of 
  overlap.
   
  Spiritual Rejuvenation (Su): You may 
  discharge the major ability of a major spirit you 
  have bound in a good pact to restore a spell slot 
  of the spirit’s level - 1. You may do this once per 
  day per tier.
   
  Theurgic Mutability (Su): You may 
  choose one spellcasting class per tier. You 
  may use slots in each chosen class to prepare 
  or cast spells for any spellcasting class you 
  know. The original manner of casting, Source 
  or preparation for each chosen class doesn’t 
  alter. You may take this a second time, if you do 
  classes may also exchange Sources by slot.
   
  Umbral Mastery (Su): Shadow magic, 
  Entropic Source magic, and spells with (Shadow) 
  descriptor that deal partial damage or effects 
  expressed as percents instead resolve with 
  their original percents + 5% per tier. You may 
  expend a use of mythic power as a free action 
  to resolve your next shadow spell at 100% 
  effect. If your percentage would pass 100% you 
  may resolve these spells in a similar manner to 
  the empower spell feat.
   
  Zeal of the Overmage (Su): You revel in 
  the power of your magic. Each round you use 
  a supernatural power, manifest a power, use a 
  spell-like ability or cast as spell you gain a +1 
  morale bonus to attack and damage. These 
  bonuses stack up to a total morale bonus of 
  your tier. Each bonuses lasts for 1 round +1 
  round per tier.
  3rd-Tier Overmage Path Abilities:
  You must be at least 3rd tier to select these 
  path abilities.
   
  Arcane Sacrifice (Su): You may sacrifice 
  an arcane spell as part of a turning attempt. If 
  you do so, add a d6 of turning dice to the total 
  for each level of the sacrificed spell. 
  
  34
   
  Greater Color of Magic (Ex): You learn 
  an advanced mosaic mage spectrum power. 
  You use your twice your tier to resolve effects 
  of this mosaic mage ability. You must have Color 
  of Magic to select this ability (See the Genius 
  Guide to the Mosaic Mage by Ryan Costello Jr. 
  and Rogue Genius Games for more information 
  on mosaic mages).
   
  Greater Proxy (Su): You can invest your 
  allies with a greater number of spells with 
  your imbue proxy ability. Each proxy may now 
  be imbued with one spell per tier, each of a 
  different spell level with no spell exceeding half 
  the proxy’s hit dice.
   
  Imbue Proxy (Su): You may choose to 
  invest spells in another willing creature that 
  may then be used in a similar manner to a ring 
  of spell storing. These spells may be in any 
  combination so long as they do not exceed your 
  tier in total levels. The spells are resolved with 
  your caster level and statistics and slots expend 
  casting them are not recovered until they are 
  cast.
   
  Magic of Loyalty (Su): You may expend 
  a use of mythic power to duplicate an ongoing 
  magical or psionic effect on a cohort or follower 
  gained from Leadership feat or a similar ability. 
  The duplicate effect may not have a level 
  higher than your tier. The copied effect is in 
  all other ways resolved with your caster level 
  and statistics. The copy lasts for 1 round per 
  tier or until the original effect ends, whichever 
  happens first.
   
  Magic of the Mind (Su): Once a round 
  as a free action, you may sacrifice a spell to gain 
  twice its level in psionic power points. A power 
  manifested with points gained from this effect 
  adds your tier as a bonus to Spell Penetration 
  checks for the power.
   
  Miraculous Magic (Su): Once a day per 
  tier, you may sacrifice a divine spell of the same 
  spell level to cast a spell of a non-divine source 
  you currently have access to without losing its 
  preparation or spell slot. A spell cast this way 
  gains may be cast as an immediate action.
   
  Metapower (Su): Once a day per tier, 
  you may sacrifice a spell or spell slot of the 
  level needed to apply a metamagic effect to 
  a psionic power you are manifesting. You may 
  use this ability once per round. You may not 
  sacrifice a spell greater than your tier using this 
  ability.
   
  Phantom Limb (Su): You have a spiritual 
  space that allows you to harness an extra link to 
  a magic item. Select a magic item type, you may 
  “wear” an additional item of that type. Keep 
  track of which item is “worn” in this way. This 
  item adds half your tier to its effective caster 
  or manifester level. This item is suspended 
  magically near your person but is no easier to 
  sunder or steal than normal.  You may take this 
  ability more than once and more than once per 
  item type. 
   
  Resolve of the Overmage (Su): You 
  grow more resolute as you use the power of 
  your magic. Each round you use a supernatural 
  power, manifest a power, use a spell-like ability 
  or cast as spell you gain a +1 morale bonus to 
  saving throws. These bonuses stack up to a 
  total morale bonus of your tier. Each bonuses 
  lasts for 1 round +1 round per tier.
   
  Theurgic Thought (Su): You may pay 2 
  psionic power points per spell level to cast a 
  spell you currently have access to without losing 
  its preparation or spell slot. A spell cast this way 
  gains half your tier as a bonus to its effective 
  caster level. Spells may have metamagic or 
  metapsionic feats applied to them when cast 
  in this manner. You are still limited by your 
  manifester level as per normal.
   
  Trinicast (Su): You cast a spell from a 
  third source as a swift action when you cast 
  as a full-round Sourcecasting action. You must 
  have the Sourcecasting path ability to select 
  this ability.
   
  Weapon of Thought (Su): You learn to 
  manifest a mind blade as a soulknife with an 
  equal level to your tier. Any levels of soulknife 
  stack with this ability for total enhancement 
  bonus.
  
  35
  6th-Tier Overmage Path Abilities:
  You must be at least 6th tier to select these 
  path abilities.
   
  Craft Eidolon (Su): You gain an eidolon as 
  though your were a summoner of a level equal 
  to your tier. Your eidolon may be summoned by 
  expending a use of mythic power and lasts for a 
  duration of 1 minute per tier. Alternatively, you 
  may gain a fused eidolon as though your were 
  a Synthesist archetype summoner. You may 
  select this ability a second time to raise your 
  effective summoner level to twice your tier. 
  By expending a second use of mythic power, 
  your eidolon is considered a mythic creature. 
  Summoners may select this ability with GM 
  permission to gain a second eidolon as above.
   
  Grand Interdiction (Su): Select one spell 
  per tier with a level lower than your tier. You 
  may expend a use of mythic power to render 
  these spells suppressed in your presence with 
  the range of your line of sight. These spells 
  effectively are subjected to anti-magic if you 
  see their casting or feel their effects become 
  instantly suppressed or dispelled as appropriate 
  to their durations. If you have Magic of the 
  Realm, you may extend this power in your 
  recognized lands.
   
  Magic of the Realm (Su): You may 
  expend a use of mythic power per spell level 
  as part of casting a spell with a range or area 
  of effect expressed in feet. This spell is instead 
  resolved with a maximum range or area effect 
  measured in miles per tier. This spell can only 
  be cast in a place where you are a rightfully 
  acknowledged ruler or authority of magic, and 
  its power ends prematurely if the range would 
  cross your nations borders. You may choose to 
  limit the power to your borders automatically. 
  You may not use Magic of the Realm on a power 
  or spell greater your tier. If you are deposed 
  as a ruler, your Magic of the Realm ability 
  immediately ends until such a time that you 
  can reclaim your throne. The GM has final say 
  on what does or does not constitute recognized 
  rule of a land.
   
  Powers Forgotten (Su): You may expend 
  a use of mythic power to meditate for an 
  hour, if you do you may change your decisions 
  regarding an archetype that you had available 
  or selected. Your archetype (or lack thereof) 
  selection remains in place for 1 day per tier. 
  You lose access to previously known archetype 
  abilities and may not use them to interact with 
  other effects as though you had them.
   
  Power of the Cycle (Su): You learn to 
  grant increasing potency to your myriad spells 
  and abilities by drawing from different sources 
  in sequence. As long as each spell or power 
  you cast or manifest comes from a different 
  Source than the one preceding it, you may 
  increase the caster or manifester level and 
  DC by a +1 circumstance bonus. (Note: As laid 
  out in the Trinities of Power section above, 
  the recommended Source cap is six Sources: 
  Arcane, Divine, Entropic, Primal, Psionic and 
  Temporal).
   
  Spectrum’s Splinter (Ex): Select one 
  school of magic, all spells of that school equal 
  to or lower than your tier are added to the spell 
  lists of classes you know. Spells must still be 
  selected or learned in the normal manner and 
  if they are not part of your spell lists normally, 
  they must be learned at the highest listed spell 
  level. 
   
  Rebirth of Power (Su): Expend all uses 
  of mythic power you currently have remaining. 
  You explode in a burst of retributive power 
  dealing 2d6 damage per mythic power point 
  you spend with a Reflex save with a DC of 
  10+1/2 your level+your tier for half damage. 
  The blast has a radius of 10’ per mythic point 
  expended. All of your items must save or of be 
  damaged as well as your body incinerates to 
  the finest of dust. After a period of 24 hours 
  minus 1 hour per mythic point expended, you 
  are reincarnated and may have the benefits of  
  full retraining if so desired. You must make a 
  Will save upon waking against the above DC or 
  forget all but fleeting memories of your prior 
  existence.
  
  36
  Those who study magic “know” nothing. You 
  are magic. The heir to the endless powers of 
  the primal universe, you will show the world 
  what a true sorcerer is.
   
  No stranger to complex family politics 
  and rivalries, the Scion-of-High-Sorcery is often 
  a master manipulator with a long view, dynastic 
  perspective and thinks in terms of generations. 
  Not surprisingly, lineage based reincarnation 
  and parasitic immortality often run rampant 
  through these god-like sorcerer clans and often 
  the ruling bodies of these families are best and 
  worst generation upon generation had to offer. 
  Worlds fall under the shadow of the wills of the 
  Bloodclans of this path.
   
  Role: As a Scion-of-High-Sorcery your 
  role is to be a master of spontaneous arcane 
  power and heritage derived magics. A similar 
  specialist to the archmage, the Scion of high 
  sorcery is living embodiment of lineage and 
  power. She is the blood of the world and 
  the pulse of its magical heart. All others are 
  pretenders.
   
  Classes: Spontaneous casters of arcane 
  sources are almost exclusively the ranks of 
  the Scions. Bards, summoners, bloodragers 
  and others are but a sliver to the number of 
  sorcerers that come to this mythic path.
   
  Worlds and Cabals: Thaonic Auri’kiir 
  are the most common currently active group of 
  Scions, with their ancestral relations the Blood 
  of Ambriddon being a close second. These 
  primal-blooded hedonists are known to send 
  members of their families to locate potential 
  new sources of arcane might to breed into 
  their lines. They will use means as varied as 
  seduction or allegiance to bribes or kidnapping.
   
  Bonus Hit Points: Whenever you gain an 
  Scion-of-High-Sorcery tier, you gain 3 bonus hit 
  points. These hit points stack with themselves, 
  and don’t affect your overall Hit Dice or other 
  statistics.
  Table 1-6 Scion-of-High-Sorcery
  Tier
  Path Features
  1st
  Scion’s Primacy, Path Ability
  2nd
  Path Ability
  3rd
  Path Ability
  4th
  Path Ability
  5th
  Path Ability
  6th
  Path Ability
  7th
  Path Ability
  8th
  Path Ability
  9th
  Path Ability
  10th
  Path Ability, Child of All Blood
  
  37
  Scion’s Primacy: Select one of the following 
  abilities. Once chosen, it cannot be changed:
   
  Power of my Kin (Su): As a swift action, 
  you may spend a use of mythic power to cast 
  any arcane spell a living family member within 
  1 generation or removal per tier knew and 
  could cast so long as they are blood-related. 
  The spell must be on one of your arcane class 
  spell lists and must be of a level that you can 
  cast with that arcane spellcasting class. You 
  don’t need to have the spell prepared, nor does 
  it need to be on your list of spells known. When 
  casting a spell in this way, you treat your caster 
  level as 2 levels higher for the purpose of any 
  effect dependent on level. You can apply any 
  metamagic feats you know to this spell, but its 
  total adjusted level can’t be greater than that 
  of the highest-level arcane spell you can cast 
  from that spellcasting class.
   
  Ignite the Spark (Su): As a swift action, 
  you may spend a use of mythic power to allow 
  a spontaneous arcane caster with whom you 
  share a blood-relation access to a spell you 
  know. They may cast this spell for up to 1 
  round per tier. They cast this spell at 2 caster 
  levels higher than normal. They can apply any 
  metamagic feats you know to this spell, but its 
  total adjusted level can’t be greater than that 
  of the highest-level arcane spell they can cast 
  from that spellcasting class.
   
  Power Reclaimed (Su): As an immediate 
  action, you may spend a use of mythic power 
  to add your mythic tier bonus to a saving throw 
  versus a arcane spell effect and roll a second 
  save. If either save would succeed with this 
  bonus, you take no effect from this spell instead 
  regaining a spent spell slot of at least one level 
  below the spell saved against. You must have a 
  spent spell slot to use this ability.
   
  Path Abilities: At 1st tier and every 
  tier thereafter, select one new path ability 
  from the Scion-of-High-Sorcery path abilities 
  lists or from the universal path abilities lists 
  (see the Pathfinder Roleplaying Game Mythic 
  Adventures rulebook for more information).
   
  Child of All Blood: At 10th tier whenever 
  you take damage from an arcane source, the 
  damage is halved. This reduction is applied 
  after all other reductions in damage, such as 
  energy resistance or damage reduction. Once 
  per round, when you successfully save versus 
  an arcane spell effect, you regain one use of 
  mythic power.
  1st-Tier Scion-of-High-Sorcery 
  Path Abilities:
  You can select these path abilities at any tier.
   
  Additional Primacy (Ex): You learn an 
  additional Primacy ability.
   
  Bound to Blood (Su): You may treat 
  creatures bound to blood-relations as though 
  you had the share spell class feature with them.
   
  Blood of the Family (Su): As an 
  immediate action you may spend a use of 
  mythic power to gain access to the powers and 
  arcana of a bloodline belonging to an arcane 
  caster to whom you are blood-related. You may 
  access this bloodline for 1 minute per tier.
   
  Blood of the Forgotten (Su): Select a 
  power Source other than arcane, your spells 
  count as that source in addition to arcane. 
  This may allow qualification for feats, spell and 
  present the character new vulnerabilities as 
  well.
   
  Body of Eternal Magic (Su): Multiply 
  your maximum age by your highest arcane 
  caster level. Add your Charisma bonus to saving 
  throws versus disease, death and time-related 
  effects.
   
  Call Blood (Su): You may call blood 
  from a creature. By expending a use of mythic 
  power you may will the blood in an enemy to 
  come to you. You may draw blood to you at a 
  range of 5’ per tier. The creature may make a 
  Fortitude save versus a DC of 10+1/2 your hit 
  dice+your tier. If they fail they take one point of 
  temporary Constitution damage. The blood can 
  be gathered in your hand, or a container that 
  you have readied for the purpose. You may use 
  this blood for magical purposes.
  
  38
  Rules Element:
   
  Blood-Relation - Each Scion-
  of-High-Sorcery path ability may make 
  refence to an effect requiring or target 
  designated as a “Blood-Relation” that is 
  any creature that carries a biological or 
  heritage based link to the Scion. Work 
  with GM to get a sense of who or what 
  is blood-relation to the scion. Generally 
  any spontaneous arcane caster with a 
  biogical tie to your character is likely to 
  be a legal target. Some campaigns might 
  also include creatures linked to your 
  bloodline as well.
   
  Distant Blood (Ex): You learn the first 
  level power and bloodline arcana or bloodrage 
  ability a second bloodline of your choice. You 
  may select this ability more than once, but no 
  more than once every other tier.
   
  Diverging Blood (Su): When you regain 
  your spells in after rest you may expend a use 
  of mythic power to exchange a bloodline spell 
  for another spell from the same school as the 
  original that is on your spell list for that class. 
  If the spell had descriptors, the replacement 
  must have the same descriptors. For all other 
  purposes that spell is considered your 
  bloodline spell until you rest again. 
   
  Divine Heritage (Su): You gain 
  the Channel Energy ability and Aura of 
  a cleric of your alignment with an equal 
  level to your tier. As a free action, you 
  may expend a spontaneous spell slot to add 
  the spells level in d6 to your channel effects. 
  By expending a use of mythic power you may 
  channel as a move action instead of a standard 
  action. You are considered to have the Divine 
  Spark feat if your game allows godling rules (For 
  more information on godlings see the Genius 
  Guide to the Godling and the Genius Guide to 
  the Mystic Godling by Owen K.C. Stephens and 
  Rogue Genius Games). 
   
  Familial Font (Su): Your magic has 
  become part of the magic of your family. 
  Whenever a spontaneous arcane caster with 
  a blood-relation to you casts a spell you know 
  within close range of you, it receives a bonus 
  to its caster level equal to half your mythic tier 
  (minimum of 1). As an immediate action you 
  can spend a use of mythic power to have that 
  spell count as coming from a mythic source.
   
  Give of My Blood (Ex): You can expend 
  one use of mythic power to transfer up to 
  10 points of damage per tier from a touched 
  spontaneous arcane caster to yourself, healing 
  the target and damaging you. This transferred 
  damage bypasses all effects that reduce or 
  negate hit point damage (such as damage 
  reduction). Alternatively, you can expend two 
  uses of mythic power to transfer an ongoing 
  disease or poison from a touched arcane caster 
  to yourself, which halts ongoing effects on the 
  target from that affliction and requires you to 
  attempt any remaining saves against it. If you’re 
  immune to the disease or poison, transferring 
  it to yourself destroys the affliction.
   
  Heritage of the Otherworld (Sp): Select 
  a specific outsider relevant to a spontaneous 
  casting class bloodline you possess. You 
  gain access to a 1st level spell-like ability it 
  possesses as a spell-like ability usable once per 
  day. Additionally you may spend a use of 
  mythic power to activate this ability 
  as a swift action. Your caster level is equal to 
  your hit dice. You may select this ability more 
  than once. Each time you do you may select 
  another spell-like ability one level higher than 
  the last you chose. You also gain an additional 
  usage of each lower level ability from Heritage 
  of the Otherworld. Consult your GM for a list of 
  possible outsiders relevant to your bloodline.
   
  Improved Divine Heritage (Su): You 
  gain access to a single domain. These spells 
  are added to your spontaneous arcane spells 
  known as you become able to cast spells of 
  
  39
  the appropriate level. You gain access to the 
  domain powers of the domain as though you 
  were a cleric level of twice your tier. You must 
  have the Divine Heritage path ability to select 
  this path ability.
   
  Inherent Metapower (Su): You gain a 
  metamagic feat. You may cast spells with that 
  metamagic feat applied without increases to 
  its casting time. You still must pay the other 
  metamagic slot costs as normal.
   
  Lifeblood Elemental (Su): You may will 
  blood to life as it is freed from the confines of 
  a body. You may use your own blood losing up 
  to one Constitution point per tier. 1 point will 
  yield a creature with the stats of a Small water 
  elemental, At 3rd tier you may use 2 points will 
  yields a Medium water elemental, At 5th tier 
  4 points will yields a Large water elemental, 
  6 points a Huge water elemental. If you have 
  the Call Blood ability you may use another 
  creatures blood instead of your own, but this 
  ability fails if they succeed at their saving 
  throw. Creatures you create with Lifeblood are 
  considered blood-related to you. If you create 
  more than 2 Lifeblood elementals per tier, 
  additional Lifeblood elementals are considered 
  free-willed and have no loyalty to you.
   
  Linked Divinity (Su): You may consider 
  creatures with access to your domain from 
  divine heritage or the divine source universal 
  path ability to be blood-related to you.
   
  Linked Lives (Su): You may expend a 
  use of mythic power and bleed for 1 point of 
  Constitution damage. If another creature drinks 
  the blood it becomes linked to you. You gain an 
  immediate status effect. This link lasts for 1 day 
  per tier and while you are linked the creature is 
  considered a blood-relation.
   
  Minor Bloodline (Su): You unlock a an 
  additional sorcerer bloodline of spells known. 
  You are limited by to spells and selections equal 
  to your tier.
   
  Old Blood (Ex): Select a type and 
  subtype other than your own. For purposes of 
  magic, feats and other rules consideration, you 
  are that type and subtype in addition to your 
  own.
   
  Our Blood Remembers (Su): You may 
  cast magic on a blood-related creature to 
  greater effect. Add your tier to your caster level 
  when casting spells on blood-relations other 
  than yourself. By expending a use of mythic 
  power you may also double the duration of the 
  effect. This duration increase stacks with the 
  extend spell metamagic feat.
   
  Power Thick As Blood (Ex): You may 
  treat arcane casters with your a bloodline you 
  have access to as blood-related.
   
  Risen Blood (Ex): If your bloodline is 
  derived from a creature type other than your 
  own you gain that type for 1 round per tier 
  every time you cast a spell of that bloodline. 
  Alternatively, you can spend a use of mythic 
  power to gain its type for 1 minute per tier.
   
  River of Power (Ex): Your ambient 
  energies are refreshed by constant streams 
  of power from within. You no longer need to 
  sleep. You may refresh spells after an period of 
  eight hours without casting with only a minute 
  to reorganize the energy. You may replenish 
  any spell slot of up to your tier by expending a 
  use of mythic power.
   
  Rule of Blood (Ex): You gain followers 
  as if you had the Leadership feat. In addition, 
  you add your tier to your leadership score 
  when determining the number of followers 
  you gain. Whenever you are within 100 feet of 
  such followers, each follower can use the surge 
  ability once per day without needing to expend 
  mythic power. The followers use the same die 
  type as your surge ability. The followers must 
  all be spontaneous casters or blood-relations.
   
  Sanguine Elixir (Su): You may expend 
  one use of mythic power and 1 point of 
  constitution damage to create a potion of any 
  spell you can cast up to your tier and the limits 
  of brew potion. Potions created with Sanguine 
  Elixir last 1 hour per tier.
   
  Unlock the Sanguine Secrets (Su): 
  You may spend a use of mythic power while 
  
  40
  drinking the blood of another arcane caster to 
  gain access to its bloodline abilities. You may 
  use bloodline abilities as though your level was 
  twice your tier in sorcerer or bloodrager levels.
   
  War of Blood (Su): You may only select 
  this ability if you have a bloodline derived from 
  either or an outsider or elemental bloodline. 
  You may as a full-round action spend a use 
  of mythic power awaken the living conflict 
  within your veins transform your bloodline to 
  its oppositional blood (like air becoming earth 
  or infernal becoming celestial for example). 
  Reselect bonus feats and spells as appropriate 
  to your bloodline the first time you use this 
  ability, after which they are set. Until you spend 
  another mythic power use your bloodline and 
  related abilities and choices remain dominant 
  over your original selection. You GM has 
  final say over what bloodlines are eligible for 
  opposition in their game.
  3rd-Tier Scion-of-High-Sorcery 
  Path Abilities:
  You must be at least 3rd tier to select these 
  path abilities.
   
  Arcane Netherstorm (Su): You may 
  draw necromantic energy from a fallen blood-
  relation. If a blood-relation falls below 0 hit 
  points within 10’ per tier of you, you may 
  expend a use of mythic power to add your tier 
  in metamagic spell adjustment levels to your 
  next spell cast. These metamagic abilities do 
  not adjust casting time or spell level used.
   
  Burning Lifeblood (Su): You may deliver 
  touch spells through your Lifeblood elementals 
  as long as they are with in medium range (100’ 
  + 10’/tier) at your tier.
   
  Create Blood Proxy (Su): You may imbue 
  the ability cast a spell you can cast into another 
  creature or creatures. You invest a number of 
  spells equal to your tier, none of which may be 
  a level higher than your tier. These spells may 
  be cast by the creature imbued as though they 
  were casting the spell in question, with a caster 
  level equal to your own. If the creature does 
  not qualify to learn the spell due to attribute 
  restrictions, then the spell cannot be imbued. 
  Any spell imbued in a creature renders the 
  spell slot that cast it unavailable until the spell 
  is released or a use of mythic power recalls that 
  spell from the proxy. 
   
  Crown of Blood (Su): You gain your tier 
  as a bonus to all Charisma-based skill checks 
  against blood-relations. You may expend a use 
  of mythic power to enact a dominate monster 
  effect with a DC of 10+1/2 your hit dice+tier on 
  any blood-relation.
   
  Distilled Power (Ex): When you cast a 
  spell you can choose it to only count as a power 
  source other than arcane you selected with the 
  Blood of the Forgotten ability. While doing so 
  your caster level increases by 2. After casting 
  such a spell your spellcasting type is considered 
  that type for 1 round per tier. You may spend 
  a use of mythic power to return to your base 
  casting state (arcane and the added power 
  source) as an immediate action. 
   
  Flare the Fire (Su): Your Ignite the Spark 
  ability grants additional spell knowledge. In 
  addition to the spell granted with Ignite the 
  Spark, you may also grant 1 spell plus 1 spell 
  per mythic tier to the spells known of the 
  spontaneous arcane caster targeted. The must 
  still be able to cast spells of the level of any 
  granted spell to do so.
   
  Greater Diverging Blood (Su): When 
  you regain your spells in after rest you may 
  expend a use of mythic power to exchange a 
  bloodline spell for another spell from the same 
  school as the original that is on any spell list. 
  If the spell had descriptors, the replacement 
  must have the same descriptors. For all other 
  purposes that spell is considered your bloodline 
  spell until you rest again. You must have the 
  Diverging Blood ability to select this one.
   
  Heartblood Elixir (Su): You may now 
  expend one use of mythic power and 2 points 
  of constitution damage to create a potion of 
  any spell you can cast up to your tier and equal 
  to 6th level or less, exceeding the limits of 
  
  41
  brew potion. You must have the Sanguine Elixir 
  ability to select this one. Potions of 3rd level or 
  lower now last 1 day per tier.
   
  Knowledge Reclaimed (Ex): Spells 
  you absorb via your Power Reclaimed ability 
  become accessible as spells known for 1 round 
  per mythic tier. You can apply any metamagic 
  feats you know to this spell, but its total 
  adjusted level can’t be greater than that of the 
  highest-level arcane spell you can cast from a 
  spellcasting class.  You may select this ability a 
  second time to gain access to the spell known 
  for 1 hour per tier and a third time to retain 
  access for 1 day per tier.
   
  Raise the Tide (Su): You may expend a 
  use of mythic power to enter a state of blood 
  regeneration. You regain 1 constitution point 
  per round every round for your tier rounds. You 
  may activate this power once per tier per day.
   
  Remembrance of Blood (Ex): Select 
  a bloodline you chose with the Distant Blood 
  path ability. You add all spells of each level you 
  can cast from that bloodline’s bonus spells list 
  automatically. Spells from that bloodline are 
  cast with 1 level higher a caster level.
   
  Savored Secrets (Su): You may expend 
  a second use of mythic power using Unlock the 
  Sanguine Secrets to gain all bloodline spells 
  from a creatures for 1 minute per tier.
  6th-Tier Scion-of-High-Sorcery 
  Path Abilities:
  You must be at least 6th tier to select these 
  path abilities.
   
  Awaken Sorcery (Su): You grant 
  sorcerous power to others. By expending one 
  use of mythic power you grant the powers of a 
  sorcerer of your bloodline to another character. 
  NPC class characters may convert one level 
  power tier into a level of sorcerer. Players 
  targeted by this ability may use the retraining 
  rules presented in Ultimate Campaign to 
  retrain levels as sorcerer levels taking a number 
  of days off the required days equal to your tier 
  per sorcerer level trained.  If this reduction to 
  retraining time reduces the time required to 
  zero days, this effect is instantaneous.
   
  Living Pyres (Su): Your Lifeblood 
  Elementals may be imprinted with a harmful 
  or affliction spell or power of a level equal to 
  or lower than your tier. When your lifeblood 
  elemental uses its slam attack it releases a 
  copy of this spell as though from a spell storing 
  weapon.
   
  Quench Sorcery (Su): You may deny a 
  spontaneous arcane caster his powers. Expend 
  a use of mythic power and make a touch 
  attack. Mythic creatures can make a will save of 
  10+1/2 hit dice+tier to resist the effect. You may 
  expend extra uses of mythic power to extend 
  the duration: 1 point standard activation 1 hour 
  per tier, 2 points total 1 day per tier, 6 points 1 
  year per tier, and 10 points removes the ability 
  permanently.
   
  Sanguine Immortal (Su): As a free 
  action you may expend a use of mythic power 
  if you take lethal damage. You essence travels 
  to the nearest living blood-relation. They may 
  make a Fortitude save 10+1/2 hit dice+tier to 
  reject you. If they fail they need to make a will 
  save against the same DC. Success in the Will 
  save indicates that you slumber in their blood 
  and may attempt to take control in a manner 
  similar to magic jar once a day by expending a 
  use of mythic power.
   
  True Sanguine Elixir (Su): You may 
  expend one use of mythic power and 3 points 
  of constitution damage to create a potion 
  of any spell you can cast up to your tier and 
  equal to 8th level or less, exceeding the limits 
  of brew potion. Potions you create with this 
  ability are permanent. Spells with expensive 
  material components beyond 10gp per tier are 
  not eligible for use with this ability. Merchants 
  and other creatures you offer these potions to 
  immediately recognize these potions as blood 
  and may react poorly to attempts to sell them 
  at the GMs discretion. Potions may be used as 
  your blood for other magical effects. You must 
  have Heartblood Elixir to select this ability.
  
  42
  
  43
  Genius. Madness. Gifted. These words and so 
  many others have failed to accurately attach 
  themselves to the enormity of your mind, the 
  significance of your thoughts. You have tried 
  and tried but sometimes remembering those 
  early fumbling combinations of concepts long 
  enough to explain things to others is as hard for 
  you as it is for them to just understand.
   
  A hyper-intellect of preternatural levels 
  you may find the mysticism of spellcasting 
  classes off-putting or simply have a mind that 
  supersedes that singularity of your arcane 
  studies. Regardless of your relationship to 
  other sources of supernatural power your mind 
  is so potent that it has begun to transcend the 
  boundaries of what is normal or understood by 
  others. Psionicists would likely describe your as 
  a omnipath, one with the flow of knowledge.
   
  Role: As a Super-Genius you are the 
  party’s first line of skill-use aptitudes. Few can 
  approach your execution of the “mundane” or 
  achieve results in the realms of your near magic 
  range. With specialties and understandings in 
  a variety of circumstances your mind is one of 
  the most dangerous weapons in existence.
   
  Classes: The Super-Genius is most often 
  a investigator, rogue or psion. Wizards, slayers, 
  and other studied or Intelligence reliant classes 
  also suit abilities of this path. Artificers of 
  various sorts may also benefit from the classes 
  interactions with magic items.
   
  Worlds and Cabals: Super-Geniuses 
  most often are solitary by nature and are found 
  wherever the resources to support their vast 
  intellects allow them time enough to learn 
  and grow. Whispers mention a secret cabal of 
  Super-Genius intellects among the Apaths.
   
  Bonus Hit Points: Bonus Hit Points: 
  Whenever you gain an Super-Genius tier, you 
  gain 4 bonus hit points. These hit points stack 
  with themselves, and don’t affect your overall 
  Hit Dice or other statistics.
  Table 1-7 Super-Genius
  Tier
  Path Features
  1st
  Moment of Brilliance, Path Ability
  2nd
  Path Ability
  3rd
  Path Ability
  4th
  Path Ability
  5th
  Path Ability
  6th
  Path Ability
  7th
  Path Ability
  8th
  Path Ability
  9th
  Path Ability
  10th
  Path Ability, Triumph of Genius
   
  
  44
  Moment of Brilliance: Select one of the 
  following abilities. Once chosen, it cannot be 
  changed:
   
  Knowledge is Power (Ex): As a swift 
  action, you may spend a use of mythic power 
  to substitute the result of the appropriate 
  Knowledge skill check to identify a creature 
  for an attack roll to hit it. Attacks made with 
  this power add your Intelligence modifier to 
  damage and their critical ranges are doubled.
   
  Speed of Thought (Ex): As an immediate 
  action, you may spend a use of mythic power 
  to substitute the result the appropriate 
  Knowledge skill check to identify a creature for 
  your AC for a single attack or a saving throw 
  against a single ability. Add your tier as a bonus 
  to this Skill check. 
   
  Spy the Flaw (Ex): As swift action, you 
  may expend a use of mythic power to make a 
  Perception check adding your tier to the roll. 
  If the result of your check is higher than your 
  enemy’s AC they are considered flat-footed 
  against you for 1 round.
   
  Path Abilities: At 1st tier and every tier 
  thereafter, select one new path ability from the 
  Super-Genius path abilities lists or from the 
  universal path abilities lists (see the Pathfinder 
  Roleplaying Game Mythic Adventures rulebook 
  for more information). Once you select an 
  ability, it can’t be changed. Unless otherwise 
  noted, each ability can be selected only once. 
  Some abilities have requirements, such as a 
  class ability or minimum mythic tier, that you 
  must meet before you select them.
   
  Triumph of Genius: Whenever you 
  defeat a non-mythic foe who’s CR you beat on 
  Knowledge check to identify it by more than 
  10 points, you understand its nature enough 
  to gain energy enough to regenerate a point of 
  Mythic Power from its failing power.
  1st-Tier Super-Genius Path 
  Abilities:
  You can select these path abilities at any tier.
   
  Additional Moments (Ex): You may 
  select another Moment of Brilliance ability.
   
  Amazing Disguise (Su): You may use 
  alter self at will. If you instead make a Disguise 
  check equal to 20+the creature’s CR you may 
  use monstrous physique I appropriate by 
  expending a use of mythic power. 
   
  Anatomical Insight (Ex): As a swift 
  action you may spend a use of mythic power 
  to add your Intelligence modifier as an insight 
  bonus to attack and damage rolls. This bonus 
  lasts for 1 round per mythic tier.
   
  Astounding Training (Ex): Your ability to 
  train animals is such that you can expend a use 
  of mythic power as a full round action to make 
  a special Handle Animal check, if successful 
  may enact a suggestion effect on the creature. 
   
  Augment Device (Ex): You expend a 
  use of mythic power to make a Spellcraft or 
  Use Magic Device check on a magic or psionic 
  item in your possession. The check is versus a 
  DC of 10+twice the item’s caster level+the level 
  of its highest effect or power. If successful you 
  have identified flaws in its creation and taken 
  measures to correct them. For 1 hour per tier 
  the item benefits from adding your tier to its 
  caster or manifester level. 
   
  Critical Insight (Ex): When you make a 
  Knowledge check to recognize a creature you 
  may record the result. For the duration of any 
  combat or encounter with that creature, you 
  may substitute the result of your Knowledge 
  check for any rolls to confirm critical hits on it.
   
  Defy Belief (Su): Your understanding 
  of the nature of the universe has given you a 
  limited resistance to the power of the divine as 
  you deny their ultimate authority. You gain a 
  bonus equal to your tier to saving throws versus 
  divine effects. Additionally, as an immediate 
  action you spend a use of mythic power and 
  make a Knowledge Religion check. The result of 
  this roll is treated as spell resistance against the 
  next divine spell that targets you. 
   
  Defensive Tactics (Ex): As an immediate 
  action you my expend a use of mythic power 
  to make a Knowledge check appropriate to a 
  
  45
  creature that has just attacked you. You may 
  substitute the result of this check for your AC 
  versus that creature’s attack.
   
  Demolisher’s Eye (Ex): You may expend 
  a use of mythic power to exploit critical flaws 
  in structures, constructs and objects. Make 
  single standard action attack against the 
  chosen target, in addition make a Knowledge 
  (Engineering) and add the result to the attack 
  as bonus damage. The bonus damage still has 
  to overcome hardness or DR as usual.
   
  Diversified Trainer (Ex): You may now 
  use Handle Animal to train magical beasts with 
  Intelligence scores lower than your tier.
   
  Do As I Do (Ex): You may expend a use 
  of mythic power as an immediate action, if you 
  do you may make a skill check with a bonus 
  equal to your tier and substitute its results (if 
  better) for a check for the same skill for an ally 
  within 10’ a tier.
   
  Keenest Eye (Ex): You roll twice on 
  Appraise checks and take the better result. If 
  you identify an item in front of a buyer, add 
  your tier to Diplomacy checks for selling it. 
   
  Inspiring Creation (Ex): You may expend 
  a use of mythic power while using a Craft or 
  Profession skill that makes something. On first 
  exposure to your creation, struck with wonder 
  your allies gain temporary hit points equal to 
  twice your tier. The temporary hit points last 1 
  hour per tier. An ally only benefits from Inspiring 
  Creation once a day and once a creation. 
   
  Like a Book (Ex): You may expend a 
  use of mythic power as an immediate action 
  to make a special Sense Motive skill check 
  while witnessing an enemy attack. The check 
  is against a DC of 20+the CR of the attacking 
  enemy. If successful you have gained insight 
  into the fighting skills of your enemy. For one 
  round per tier you may add your tier to your AC 
  and saving throws against that enemy. 
   
  Lightning Lifting (Ex): You may perform 
  Sleight-of-Hand skill checks as move actions 
  without penalty. You may spend a use of mythic 
  power to instead make this check adding your 
  tier as a bonus as an immediate action. 
   
  Mad Genius (Ex): As a free action, you 
  may choose to inflict a penalty to AC and saving 
  throws you make equal to your tier for 1 round. 
  If you do so add the same number to the next 
  skill check you make.
   
  Mind of Stone, Body of Purpose (Su): 
  You may substitute your Wisdom modifier 
  for your Constitution modifier for any 
  calculation. Alternatively, you may substitute 
  your Constitution modifier for your Wisdom 
  modifier for any calculation. 
   
  Mighty Wit, Strength of Fire (Su): You 
  may substitute your Strength modifier for 
  your Charisma modifier for any calculation. 
  Alternatively, you may substitute your Charisma 
  modifier for your Strength modifier for any 
  calculation. 
   
  Mind 
  Over 
  Body 
  (Ex): 
  Your 
  understanding of the Healing arts and the 
  working of the natural body combine with 
  obscure meditation techniques to use your 
  mind to heal your body. As a full-round action 
  you may enter a healing trance entering a 
  healing trance to gain Fast Healing equal to 
  your Intelligence modifier. This Fast Healing 
  lasts for your tier in rounds. For a use of Mythic 
  Power you can use this power as a swift action.
   
  Overload Device (Ex): You may expend 
  a use of mythic power to make a Spellcraft or 
  Use Magic Device check on a magic or psionic 
  item in your possession. The check is versus a 
  DC of 10+twice the item’s caster level+the level 
  of its highest effect or power. If successful you 
  have exploited flaws in its creation and taken 
  measures to use them. For 1 hour per tier the 
  item benefits from having all variable effects 
  increased by 50%, it also loses 1 extra charge or 
  use an hour for the duration of the ability and 
  gains the broken condition at the ability’s end. 
  The ability cannot be ended early. 
   
  Perfected Technique (Ex): You may 
  expend a use of mythic power when you use 
  a Use Magic Device skill to activate a magic 
  item. You may replace the DC of the effect from 
  
  46
  the magic item with the same result as your 
  Use Magic Device check if it is higher than the 
  original effect.
   
  Quicksilver Wit (Ex): You gain access 
  to either the grit or panache abilities of a 
  gunslinger or swashbuckler of a level equal 
  to your tier. You also gain access to a grit or 
  panache deed of your choice. You may expend 
  a use of mythic power as a free action to use 
  your deed without using grit or panache.
   
  Saddleborn Hero (Ex): You may control 
  your mount, dismount, or mount with a swift 
  action instead of a move action. You may 
  still attempt a free action with your Ride skill 
  provided you still have a swift action remaining. 
  You take no penalties for riding bareback. You 
  may expend a use of mythic power to gain a 
  circumstance bonus to attack and damage 
  equal to your tier for 1 round while mounted.
   
  Shadowed Strike (Ex): You may expend 
  a use of mythic power as an immediate action 
  to make a Stealth skill check while making an 
  attack. The check is against a DC of 20+the CR 
  of the target enemy. If successful you have 
  confused the defenses of your enemy. For one 
  round per tier you may add your tier to damage 
  rolls against that enemy as you exploit them.
   
  Speed of Thought, Clever Thinking (Su): 
  You may substitute your Intelligence modifier 
  for your Dexterity modifier for any calculation. 
  Alternatively, you may substitute your Dexterity 
  modifier for your Intelligence modifier for any 
  calculation. 
   
  Studied Enemy (Ex): You may expend 
  a use of mythic power when you use a 
  Knowledge skill to identify a creature. For 1 
  round per tier you may replace BAB with your 
  ranks in the relevant knowledge skill when 
  fighting creatures of this type if it is a higher 
  total than your normal BAB. Your intense state 
  of focus prevents you from fighting creatures of 
  another type when you activate this ability.
   
  Unsettling Blow (Ex): You may expend a 
  use of mythic power as a free action to make an 
  Intimidate check as part of single attack against 
  an enemy. If you continue attacking a creature 
  after influencing its attitude, you may negate 
  previous successes at the GMs discretion.
   
  Wall Dancer (Ex): You expend a mythic 
  point to roll a special Acrobatics check against 
  a DC of 30 as a free action. Add your tier to this 
  roll. For each point above 30 you roll up to 5’ of 
  your movement can be along vertical surfaces.
  3rd-Tier Super-Genius Path 
  Abilities:
  You must be at least 3rd tier to select these 
  path abilities.
   
  Armor of False Intention (Ex): Expend 
  a use of mythic power to make a Bluff check 
  as a free action. You may use the result of that 
  check in place of your AC for 1 round.
   
  All-or-Nothing (Su): You expend a use of 
  mythic power as an immediate action to make 
  a Profession (Gambler) check with a bonus 
  equal to your tier. The DC of this check is 10+5 
  per target you select in line of sight. Select one 
  target, all other targets must take the result of 
  that target’s saving throw versus the next effect 
  that targets them both.
   
  Deflect Power (Ex): You may expend a 
  use of mythic power to negate a spell affecting 
  your. Make a Spellcraft check against the DC 
  required to dispel the effect. If successful, you 
  discover a way to negate the effect of the spell 
  or power for yourself. Other creatures in the 
  area of effect are affected normally.
   
  Deny Wounds (Su): As an immediate 
  action you may expend a use of mythic power 
  to make an Autohypnosis skill check adding 
  your tier as a bonus. If the result is higher than 
  the last single source of hit point damage you 
  took, you negate that damage.
   
  Devious Defense (Ex): Your Armor of 
  False Intention power can now last 1 round 
  per tier per use. If you spend a second use of 
  mythic power when activating it you also gain a 
  20% miss chance and have concealment. 
   
  Exploit Imbalance (Ex): You may add 
  your Intelligence modifier to damage rolls for 
  
  47
  attack made against creatures under the effect 
  of a condition. You may expend a use of mythic 
  power as a free action to automatically confirm 
  any critical threats against them. 
   
  Kit Bash (Ex): You may expend a use of 
  mythic power to make a Spellcraft or Use Magic 
  Device check on a dorje, psicrown, staff or 
  wand in your possession. The check is versus a 
  DC of 10+twice the item’s caster level+the level 
  of its highest effect or power. If successful you 
  have exploited flaws in its creation and taken 
  measures to use them. For 1 hour per tier the 
  item one of its powers or spells can be substituted 
  for another of the same level and school or 
  discipline, it also loses 1 extra charge or use per 
  activation for the duration of the ability and 
  gains the broken condition at this ability’s end. 
  The ability cannot be ended early. 
   
  Language of Magic (Su): You may 
  expend a use of mythic power as an immediate 
  action to make a special Linguistics skill check 
  while witnessing a spell being cast adding 
  your tier to the roll. The check is against a DC 
  of 20+twice the level of the spell being cast. 
  If successful you create a copy of the spell as 
  though you were the caster with a caster level 
  equaling your ranks in Linguistics. This ability 
  is language-dependent and fails on spells with 
  material components or foci worth more than 
  10 gp per tier. Each time you use this ability in 
  the same day, the DC to do so increases by 2.
   
  Lasting Defense (Ex): As an immediate 
  action you my expend a use of mythic power 
  to make a Knowledge check appropriate to a 
  creature that has just attacked you. You may 
  substitute the result of this check for you AC 
  versus that creature’s attack and any other 
  attacks by that creature for 1 round per tier. You 
  must have the Defensive Tactics path ability to 
  select Lasting Defense. 
   
  Miraculous Kitchen (Su): Once per day 
  your Inspired Creations from Profession (Cook) 
  can have effects bordering on the magical. By 
  expending an additional mythic power use per 
  effective spell level, your meals can gain the 
  effect of a single potion that could be made 
  with Brew Potion.
   
  Uncanny Refit (Ex): Your Kit Bash ability 
  may now replace spells and powers with an 
  ability of any spell or power that is both equal 
  to or lower than your tier, and one or more 
  levels below the original effect.
   
  Technologist (Ex): You re-roll the 
  results of any technological mishap result after 
  learning the result but before it resolves.
   
  Uncanny Disguise (Su): You may now 
  use Amazing Disguise to create a polymorph 
  effect when you use it to make a Disguise check.
  6th-Tier Super-Genius Path 
  Abilities:
  You must be at least 6th tier to select these 
  path abilities.
   
  Darkest 
  Intention 
  (Ex): 
  Creatures 
  missing you while your Armor of False Intention 
  is active are considered flat-footed versus you 
  for one round. Attacks against that creature 
  gain a bonus to damage equal to your tier.
   
  Food of the Gods (Su): Your Miraculous 
  Kitchen ability is usable three times per day 
  and has increased potency. Your ability to add 
  magical effects as per Brew Potion may now 
  include 5th level effects. You may take this 
  ability again, each time you do you gain another 
  level of effective potion effects. Targets may 
  now benefit from your Inspired Creation up to 
  three times a day.
   
  Reflect Power (Ex): If your Deflect Power 
  Spellcraft skill check exceeds the required DC 
  by 10 you can instead reflect the spell or power 
  back at its maker. Area of effect attacks are now 
  resolved with the centered on or starting at the 
  caster or manifester.
   
  Transcendent Genius (Su): You mind 
  knows no bounds. Select one 1st-level psionic 
  power of your choosing. This power is now 
  usable three times a day as a psi-like ability 
  with an ML of your HD. You may select this 
  ability more than once. Each time you do you 
  may select a power of one level higher. 
  
  48
  The Great River has been laid bare to you. 
  Ages, days, and moments are now only matters 
  of perspective. You may police the days gone 
  by for people with a lack of respect for what 
  was. You may pilfer the tombs of a thousand 
  yesterdays. Time is your servant now, and 
  currents only sweep the places where you ask 
  them to go.
   
  Role: As a Timelord, your role over the 
  group is to control the events of the present 
  and future to streamline the parties path 
  to success, generally filling a support role 
  similar to a Marshal. History itself can be your 
  weapon and is not as resolute as some might 
  believe. Temporal manipulation provides many 
  opportunities to play with game mechanics 
  and rules that are generally unalterable, that 
  said you may generally expect to see roles 
  more familiar to support characters. GMs 
  are encouraged to fully read this path before 
  allowing it into an ongoing campaign.
   
  Classes: The Timelord is most likely to 
  arise from a time thief, time warden, or psionic 
  clairsentient. Other possible candidates might 
  include wizards and arcanists with particular 
  skills in transmutation and other techniques or 
  clerics serving powers with dominion over time 
  or magic. 
   
  Worlds and Cabals: Rival orders of 
  temporal adepts have been warring since 
  temporal magic’s first discoveries but major 
  factions include the Riverwalkers of the Primal 
  Majority, the Riftwardens of Aldra, and the 
  Breakers of the Void. Most worlds of magical 
  advancement eventual develop a small body 
  of Timelord guardians of join a larger group of 
  such individuals.
   
  Bonus Hit Points: Bonus Hit Points: 
  Whenever you gain an Timelord tier, you gain 
  3 bonus hit points. These hit points stack with 
  themselves, and don’t affect your overall Hit 
  Dice or other statistics.
  Table 1-8 Timelord
  Tier
  Path Features
  1st
  Timelord Paradoxes, Path Ability
  2nd
  Path Ability
  3rd
  Path Ability
  4th
  Path Ability
  5th
  Path Ability
  6th
  Path Ability
  7th
  Path Ability
  8th
  Path Ability
  9th
  Path Ability
  10th
  Path Ability, Master of Finality
   
  
  49
  Timelord Paradoxes: Select one of the following 
  abilities. Once chosen, it cannot be changed:
   
  Alternate Self (Su): As a swift action 
  once per day you may expend a use of mythic 
  power to exchange one feat, power or spell 
  you currently know for another you qualify for. 
  Spells exchanged in this way replace all written 
  or prepared versions of the original, including 
  scrolls. Spontaneous casting occurs as though 
  the spell was a spell known and replaced spells 
  are no longer known. This ability cannot be 
  dispelled. These changes last 1 minute per tier.
   
  Defer Fate (Su): As an immediate action 
  you may expend a use of mythic power to delay 
  a roll of any d20 attack, check or saving throw. 
  You may delay using this result for 1 round 
  per tier. Record the result and re-roll. If you 
  have reached the round after the delay period 
  stops, you must apply the d20 result to the 
  next d20 you roll. You may have one roll 
  deferred at a time.
   
  Instant Excursion (Su): As an 
  immediate action sacrifice any amount 
  of gold or treasure you want up to 2,000 
  GP per mythic tier. You instead gain an item 
  of equivalent worth as though you had spent 
  the time to find it and prepare for your current 
  situation. The equipment and gear you select 
  must have been available to you with in 1 day 
  per mythic tier as determined by the GM.
   
  Path Abilities: At 1st tier and every tier 
  thereafter, select one new path ability from 
  the Timelord path abilities lists or from the 
  universal path abilities lists (see the Pathfinder 
  Roleplaying Game Mythic Adventures rulebook 
  for information about universal path abilities). 
  Once you select an ability, it can’t be changed. 
  Unless otherwise noted, each ability can 
  be selected only once. Some abilities have 
  requirements, such as a class ability or minimum 
  mythic tier, that you must meet before you 
  select them.   
   
  Master of Finality (Su): Once per round 
  when an effect from a mythic source ends on 
  you, you may regain one use of mythic power.
  1st-Tier Timelord Path Abilities:
  You can select these path abilities at any tier.
   
  Accelerated Evolution (Su): You exert 
  your powers over temporal energy to force 
  your body to attain a specialized adaptation 
  incarnating through generations in a moment. 
  Select one or more eidolon evolutions equaling 
  your tier. You gain these evolutions for 1 minute 
  per tier. 
   
  Additional Paradox (Ex): You learn an 
  additional Timelord Paradox ability.
   
  Alter Ally (Su): Your Alternate Self ability 
  can be used on a willing ally you are touching.
   
  Alter Training (Su): Your Alternate Self 
  ability can now redistribute skill points equaling 
  twice your tier instead of a feat, power or spell.
   
  Best Possible World (Su): You sift 
  through time-lines for the most effective 
  attack possible. As an immediate 
  action, you may expend a use of 
  mythic power to replace an attacks damage 
  with the potential result of all random aspects 
  at their highest possible results. You do not 
  need to declare the use of this ability until after 
  a your attack’s damage is determined. 
   
  Bestow Fate (Su): You may expend a 
  use of mythic power to give an ally a roll stored 
  Rules Element:
   
  Temporal 
  Effects 
  - 
  Many 
  Timelord path abilities may make re-
  fence to an effect as “duration based” or 
  “temporal effect.” Temporal effects are 
  unique in that they interact with even 
  non-magical durations in ways normal-
  ly reserved for magical effects. GMs are 
  advised to think through lasting effects 
  of the Timelord’s  path abilities before 
  making final rulings. For more informa-
  tion refer Genius Guide to the Time War-
  den by Rogue Genius Games by Owen K. 
  C. Stephens. 
  
  50
  via your Defer Fate power in place of a d20 roll 
  they just rolled as an immediate action. They 
  must be within 25’ + 5’/tier to do so. 
   
  Day in a Moment (Su): You may expend 
  a use of mythic power as a full round action 
  to have one day of subjective time pass for 
  your body. You heal damage as normal and 
  are allowed new daily saves against on going 
  effects. Your mind is engaged in this temporal 
  acceleration and as such you gain no benefits 
  for spell preparation or power point recovery.
   
  Dilate Durations (Su): You add your 
  tier to your caster or manifester level when 
  determining durations for spells and powers.
   
  Divergent Path (Su): You may expend 
  a use of mythic power as an immediate action 
  or a free action on your turn to retake a move 
  action you have already taken. When activating 
  recount any moved squares from your previous 
  turns location and place yourself in a new 
  legal square as you make a small alteration 
  to the events of the last few seconds. This 
  repositioning does not provoke attacks of 
  opportunity.
   
  Fate Pool (Su): You may store one roll 
  per tier with your Defer Fate power.
   
  Fate’s Fool (Su): You gain a morale 
  bonus to attack and damage equal to the 
  current number of recorded d20 rolls in your 
  Fate Pool.
   
  Fate’s Guardian (Su): You gain a morale 
  bonus to saving throws equal to the current 
  number of recorded d20 rolls in your Fate Pool.
   
  Fate’s Savant (Su): You gain a morale 
  bonus to skill checks equal to the current 
  number of recorded d20 rolls in your Fate Pool.
   
  Improved 
  Alternates 
  (Ex): 
  Your 
  Alternate Self ability now lasts for 1 hour per 
  tier. You may now use this ability once per day 
  per tier.
   
  Instantaneous Craft (Su): You may 
  expend a use of mythic power to accelerate 
  time around you complete crafting a minor 
  magic item as a full round action. The item must 
  be an item you could complete in 1 day per tier. 
  All other rules of item creation are unaffected.
   
  Lasting Alternate (Ex): Your changes 
  made by alternate self last for 1 hour per tier 
  instead of 1 minute. You may expend another 
  use of mythic power to end the effect early.
   
  Lasting Evolutions(Ex): Your evolutions 
  gained from your Accelerated Evolution path 
  ability now last for 1 hour per tier. You must 
  possess the Accelerated Evolution path ability 
  to select this power.
   
  Lingering Power (Su): As an immediate 
  action you can expend a use of mythic power 
  to continue an effect that is about to end. The 
  effects duration is extended by one round per 
  tier. 
   
  Motes of Time (Su): You gain access to 
  Motes of Time as the time thief class feature 
  with a level equal to your tier (Genius Guide 
  to the Time Thief by Rogue Genius Games by 
  Owen K. C. Stephens).
   
  Paradox Cloud (Su): By expending 
  a use of mythic power as a free action when 
  an encounter begins you exude an aura of 
  conflicting temporal energies. Enemies in this 
  aura are assaulted by choices no one made, 
  moments of false events from other possible 
  times. While not damaging the distraction 
  inflicts a circumstance penalty of -1 + 1 per 2 
  tiers to all initiatives rolled by creatures who 
  are not allies to the Timelord.
   
  Paradox Magic (Su): You may expend a 
  use of mythic power and discharge any number 
  d20 rolls from your Fate Pool when you cast a 
  spell or manifest a power. For each d20 roll 
  discharged your spell or power is resolved at 
  a caster or manifester level and DC with a +1 
  circumstance bonus.
   
  Paradox Strike (Su): You may expend 
  a use of mythic power and discharge two d20 
  rolls from your Fate Pool when making an attack 
  roll. If you do, you may add the lower d20 roll 
  to your attack roll as a luck bonus. You may add 
  the result of the second d20 roll to your attack’s 
  damage as a bonus die. If the attack misses, the 
  effect is wasted. 
  
  51
   
  Seed Destiny (Su): You may expend a 
  use of mythic power as an immediate action on 
  a successful attack (which required a d20 roll 
  to hit). If you currently had one or more d20 
  rolls active from your Defer Fate ability, you 
  may transfer one of these rolls to your attacks 
  target. They must then treat this roll as the next 
  d20 roll they make.
   
  Seed Mutation (Su): Your accelerated 
  evolution power may now be used on another 
  ally you touch.
   
  Twin Timeline - Resilience (Su): Once 
  per encounter, you may choose to roll twice 
  for a Fortitude save taking the best result. 
  Add your tier to determine final save result. 
  If both d20 rolls result in natural 20s you may 
  use Defer Fate (if known) to store the result 
  without expending a use of mythic power.
   
  Twin Timeline - Reaction (Su): Once per 
  encounter, you may choose to roll twice for a 
  Reflex save taking the best result. Add your tier 
  to determine final save result. If both d20 rolls 
  result in natural 20s you may use Defer Fate (if 
  known) to store the result without expending a 
  use of mythic power. 
   
  Twin Timeline - Speed (Su): You roll 
  twice for initiative taking the best result. Add 
  your tier to result to determine final initiative. 
  If both d20 rolls result in natural 20s you may 
  use Defer Fate (if known) to store the result 
  without expending a use of mythic power. 
   
  Twin Timeline - Willpower (Su): Once 
  per encounter, you may choose to roll twice for 
  a Will save taking the best result. Add your tier 
  to determine final save result. If both d20 rolls 
  result in natural 20s you may use Defer Fate (if 
  known) to store the result without expending a 
  use of mythic power.
  3rd-Tier Timelord Path Abilities:
  You must be at least 3rd tier to select these 
  path abilities.
   
  Advanced 
  Alternates 
  (Su): 
  Your 
  Alternate Self ability can change up to three 
  selections per use. You may use this ability on 
  yourself as often as you can expend mythic 
  power. Changes made now last one day per 
  mythic tier.
   
  Choice of Forgiveness (Ex): You may 
  use your Forgive and Forget power on willing 
  creatures.
   
  Fate’s Shield (Ex): You may now use 
  Bestow Fate to substitute a d20 result for all 
  allies with in range versus a single area of effect 
  attack.
   
  Favored of Fate (Ex): Your passive 
  understanding of possibilities tends to result 
  in the best results. Upon selecting this power 
  choose a category from: melee, ranged or touch 
  attack spells. When rolling damage for effects 
  of the selected category treat any natural 1s on 
  the dice rolled to deal damage as 2s. You can 
  select this ability up to four times per category. 
  The second time you select it for a category, 
  treat natural 1s and 2s as 3s. The third time you 
  select it for a category, treat natural 1s, 2s, and 
  3s as 4s. The fourth time, treat natural 1s, 2s, 
  3s, and 4s as 5s.
   
  Forgive and Forget (Su): You may expend 
  a use of mythic power to target a fallen ally. The 
  dead creature’s timeline is altered so that rather 
  than joining the current adventuring party they 
  made another choice. In their stead the player 
  of that character may bring into play another 
  character from an alternate reality. The new 
  character knows the current characters and has 
  memories of adventuring with them including 
  events leading to the current situation. Party 
  members watching the switch must make Will 
  saves versus a DC of 10 + 1/2 your character 
  level + your tier to resist remembering the new 
  character as though they too had adventured 
  with them. The original character is restored to 
  life elsewhere with no memory of the missing 
  time in circumstances dictated by the GM. This 
  change is retroactive for one week per tier. You 
  may select this a second time to extend the 
  revision to one year per character level. 
   
  Frozen Power (Su): You may expend a 
  use of mythic power to slow time for a duration 
  
  52
  based effect to enhance its duration. You may 
  extend the effect of any one class feature, spell, 
  power, or supernatural ability by 10 minutes 
  per tier. After this period the normal duration 
  reasserts itself. You may take Frozen Power a 
  second time, if you do the effect is extended 
  by 1 hour per tier. You may end the extension 
  as a free action. You may only have one Frozen 
  Power extension in effect at a time.
   
  Fuse Fate (Su): You may discharge 2 
  stored d20 rolls from your Fate Pool to grant a 
  single use of aevum as per the time thief ability.
  (See the Genius Guide to the Time Thief for 
  more information).
   
  Hold Fate (Ex): You may now store d20 
  rolls from Defer Fate for 10 minutes per tier.
   
  Hostile Alteration (Su): You may expend 
  a use of mythic power to make a touch attack 
  against an enemy. If successful, you may use 
  your Alter Ally ability to change a feat, power, 
  or spell selection made by that character. The 
  character may make a Will save against a DC of 
  10+1/2 your character level+your tier to avoid 
  this effect.
   
  Shatter Fate (Su): As a full round action 
  you may discharge any number of d20 rolls 
  from your Fate Pool. Each d20 roll discharged 
  grants your two motes of time.
   
  Temporal 
  Dilation 
  (Su): 
  When 
  employing time travel magic and effects, you 
  may multiply your temporal range by your 
  tier. You may expend a use of mythic power to 
  further multiply this range by a factor of 10.
  6th-Tier Timelord Path 
  Abilities:
  You must be at least 6th tier to select these 
  path abilities.
   
  Duality (Su): You cause your temporal 
  essence to diverge into two presences. As 
  a swift action, you may split your physical 
  existence into two rapidly physically shifting 
  existences. You may for one 1 round per tier 
  control two distinct copies of yourself diverging 
  from the same starting point. Both duplicates 
  receive their own allotments of actions but in 
  all other ways share all resources and statistics. 
  Damage to one self is instantly seen on the 
  other and they share a common HP total. While 
  using Duality, all other mythic powers and 
  characteristics may not be activated. 
   
  Guardian of Time (Su): You may expend 
  a use of mythic power to ward against temporal 
  manipulation in a single location. For 1 hour 
  per tier and in an area with a 10’ radius per tier 
  effect creatures from outside the current time 
  are warded in a manner similar to summoned 
  creatures by a protection from evil spell.
   
  Masterful 
  Alternates 
  (Su): 
  Your 
  Alternate Self ability is now instantaneous in 
  duration. Changes can be made by a new use 
  of this ability. If you yourself are in the aspect of 
  a Temporal Alternate, this mythic ability is the 
  only one you retain access to (along with your 
  mythic power pool) until you use this ability 
  to revert to your original self. You may use the 
  ability as often as you can expend mythic power 
  on an eligible target.
   
  Temporal Alternate (Su): You cause 
  your temporal essence to revert to another 
  version of yourself. As a swift action, you may 
  expend a use of mythic power to transform 
  into another character of the same level as 
  yourself, generated as per the standard rules 
  for your current campaign. This alternate must 
  share some common aspect with your current 
  character but may diverge in all other ways. This 
  character is brought into being fully prepared 
  and rested. Equipment is the same as the 
  original Time Lord. If you possess the Instant 
  Excursion ability, you may trigger it as part of 
  the Temporal Alternate ability by expending 
  a second use of mythic power. While using 
  Temporal Alternate, all other mythic powers 
  and characteristics are inactive. Temporal 
  Alternate lasts 1 day per tier unless you expend 
  a second mythic power use to prematurely end 
  the effect. You may select this path ability more 
  than once. Each time you do, create another 
  alternate character for this power.
  
  53
  All are one. One among all may find Union.
  True Union removes all barriers, through body 
  to body, person to person. Energy flows to and 
  through the one who is all. Empowering any 
  they travel with the Will-of-All is a vessel of the 
  power of Union.
   
  Primals, such as those of the Unity 
  claim to have first taught mortals the secrets 
  of this path though some claim it was merely 
  the destruction of ego and the acceptance of a 
  silence open enough to listen that allowed its 
  power to first join the hearts of men.
   
  Role: The Will-of-All has a simple place: 
  at the center. From the center the Will-of-All is 
  shelter, and the storm. A peer of the Marshals 
  of other traditions they often become staunch 
  allies or powerful rivals.
   
  Classes: The most likely, the Will-of-All 
  is a psionic character, monk or divine caster. 
  Rare bards or warriors of meditative traditions 
  find this path to their liking. Spiritualists, 
  ethermages and keepers of men are not total 
  strangers to this path either. Any who accept 
  another have taken the first step.
   
  Worlds and Cabals: The Will-of-All path 
  heavily influenced the early movements of the 
  Destari Jeweled Lords and their multiversal 
  crusades in the Eternal Dawning. The path 
  was likely originally introduced to them by Xoe 
  ascendants who in turn claim it was inspired 
  by ancient ancestral memories. The Dawning’s 
  movements helped spread the lore of this path 
  across creation. Additionally some members of 
  this path claim to have come to it themselves 
  through quiet lives of meditation with their 
  students and communities.
   
  Bonus Hit Points: Whenever you gain 
  an will-of-all tier, you gain 3 bonus hit points. 
  These hit points stack with themselves, and 
  don’t affect your overall Hit Dice or other 
  statistics.
  Table 1-9 The Will-of-All
  Tier
  Path Features
  1st
  Union, Path Ability
  2nd
  Path Ability
  3rd
  Path Ability
  4th
  Path Ability
  5th
  Path Ability
  6th
  Path Ability
  7th
  Path Ability
  8th
  Path Ability
  9th
  Path Ability
  10th
  Path Ability, Supreme Will
  
  54
  Will-of-All Unions: Select one of the following 
  abilities. Once chosen, it cannot be changed:
   
  Union of Minds (Su): As an immediate 
  action you may expend a use of mythic power to 
  extend the benefits of one of your own feats to 
  a ally making an action normally legally effected 
  by the feat. Combat feats may be applied to 
  any attack. Metamagic effects are applied to 
  the ally’s action only if your tier is equal to or 
  higher than the spell level adjustment of the 
  feat. Spells modified in this manner do not have 
  their casting time or spell slot cost modified.
   
  Union of Power (Su): As a swift action 
  you may sacrifice a spell, spell slot or power 
  points necessary to manifest a power or spell 
  of a specific level if you do, an ally may regains a 
  spell or power points equal to those sacrificed. 
  The next spell they cast or power they manifest 
  of that level is resolved with a bonus of half-
  your tier on its caster level.
   
  Union of Spirit (Su): As a swift action 
  your focus of purpose allows you renew an 
  ability exhausted by an ally. Select any class 
  ability with daily uses or a pool of points, the 
  ally is granted an additional daily use of the 
  ability or additional pool point. A single ally 
  cannot benefit from Union of Spirit more than 
  once per tier per day. Alternatively, you may 
  restore an ally’s psionic focus without requiring 
  actions on their part.
   
  Path Abilities: At 1st tier and every tier 
  thereafter, select one new path ability from 
  the Will-of-All path abilities lists or from the 
  universal path abilities lists (see Pathfinder 
  Roleplaying Game Mythic Adventures). Once 
  you select an ability, it can’t be changed. Unless 
  otherwise noted, each ability can be selected 
  only once. Some abilities have requirements, 
  such as a class ability or minimum mythic tier, 
  that you must meet before you select them.  
   
  Supreme Will: You regain a mythic 
  power point every time you or an ally you have 
  benefited with a path ability in the past round 
  rolls a natural 20 on a will save versus a mythic 
  effect.
  1st-Tier Will-of-All Path Abil-
  ities:
  You can select these path abilities at any tier.
   
  Ancestral Power (Su): You may spend 
  an hour meditating at the grave or memorial 
  of a fallen ancestor. If you do, you may spend 
  a use of mythic power to attune it and there 
  after call upon the fallen for aid. Select one feat 
  you are aware that an ancestor had access to 
  and that your qualify for. By expending a use 
  of mythic power you may gain access to that 
  feat for a period of 24 hours. You may select 
  this ability more than once, if you do you may 
  attune one extra location of remembrance and 
  have up to one more feat active. You still must 
  expend a use of mythic power for each feat 
  that you wish to recall.
   
  Additional Union (Ex): You learn an 
  additional Union ability.
   
  Awaken Past Life (Su): You expend a 
  use of mythic power to allow another willing 
  character you touch to recall a past life. To 
  be eligible for this ability your GM and the 
  other player must agree that the character 
  in question has been reincarnated. If eligible 
  the character in question may gain the mental 
  statistics and class abilities of a character they 
  could have had as a cohort via the leadership 
  feat. If the eligible player is not prepared for 
  this eventuality then all relevant abilities for 
  the past life are determined by the GM. This 
  awakening is permanent until the Will-of-All 
  uses this ability to reverse it. If this ability is used 
  more than once in a single day, the recalled life 
  (original or incarnation) returns with all spells, 
  power points and daily use abilities discharged. 
  It is assumed cohort lives made with this ability 
  are not mythic and any mythic powers are lost 
  with the use of this power until the original 
  character is restored.
   
  Collective Will (Su): You gain the 
  collective feature of a tactician psionic class 
  equal to your tier. If you do not use the psionic 
  rules, you instead gain telepathic bond as an 
  at will spell-like ability. In either case, you may 
  
  55
  expend a use of mythic power to add another 
  target into your effect beyond the normal limits 
  of the ability or spell.
   
  Council of the Fallen (Su): You gain 
  leadership with one special condition. All 
  of your followers and your cohorts are 
  incorporeal undead. These fallen councilors 
  are close to you and your mythic destiny in 
  someway. They cannot act directly to attack 
  your foes but rather exist in the borders of your 
  perception providing advice and wisdom. By 
  expending a use of mythic power point they 
  may offer your supernatural wisdom equal of 
  that to any divination school spell-like ability or 
  clairsentience discipline power equal to or less 
  than your tier.
   
  Denial of Union (Su): You may expend 
  a use of mythic power to deny yourself the 
  ability to use or benefit from Teamwork 
  feats. If you do, all enemies with in 5’ per 
  tier of you lose access to 1 Teamwork 
  feat or benefit per tier. This effect lasts 1 
  round a tier. This is a Zone effect, see Rules 
  Element: Zones for more information.
   
  Denial of Power (Su): You may 
  choose not to have access to a single class of 
  spellcasting you have access to. If you do all 
  spellcasters within 5’ per tier are denied spells 
  and spellcasting of any level lower than the a 
  spell you have lost access to or lower or your 
  tier, whichever is lower. This is a Zone effect, 
  see Rules Element: Zones for more information.
   
  Divine Tapestry (Su): You gain the feat 
  Divine Spark and are considered a godling of 
  your tier for purposes of taking feats and spells. 
  By expending a use of mythic power you may 
  gain one Scion talent or ascension of another 
  godling within 5’ per tier per level. You retain 
  this the ability for 1 minute per tier (For more 
  information on Godlings see the Genius Guide 
  to the Godling and the Genius Guide to the 
  Mystic Godling by Owen K.C. Stephens and 
  Rogue Genius Games).
   
  Drink the Well (Su): You may expend 
  a use of mythic power to transfer one pool 
  point per tier from a willing target to yourself. 
  If you possess the same pool ability you may 
  use these given pool points to power that 
  ability. Otherwise you may use them to gain 
  5 temporary hit points per point taken. For 
  purposes of this ability Pool points are any daily 
  usage pool based directly off a level or fraction 
  of level calculation. Pool points or temporary 
  hit points gained by this ability last for 1 hour 
  per tier.
   
  Echoing Union (Su): Your Union of 
  Power ability allows the ally effected to cast 
  a second copy of the spell effected as a swift 
  action if you spend a second use of mythic 
  power when activating it. Alternatively your 
  Union of Power may be used on an echo’s 
  Mirror Power as though it was resolved at 
  the echo’s highest spell-level of Mirror 
  Power.
   
  Feed the Well (Su): You may expend a 
  use of mythic power to transfer one pool point 
  per tier from yourself a willing target. If they 
  possess the same pool ability they may use 
  these given pool points to power that ability. 
  Otherwise you cause them to gain 5 temporary 
  hit points per point given. For purposes of this 
  ability Pool points are any daily usage pool 
  Rules Element:
   
  Zones - Many Will-of-All path 
  abilities may make refence to an effect 
  as a “Zone.” Zones are visual emanations 
  that are supernatural abilities. All zones 
  have a visual display-a creature can see 
  or react to its presence. Zones are indis-
  criminate so foes can benefit from pos-
  itive or avoid negative effects by move-
  ment. Zones do not allow saving throws 
  and are mobile, moving with you. For 
  more information on Zone see Transcen-
  dent 10: Psionics of Conflict - Zones of 
  Power by Lost Spheres Publishing.
  
  56
  based directly off a level or fraction of level 
  calculation. Pool points or temporary hit points 
  gained by this ability last for 1 hour per tier.
   
  Halls of Memory (Ex): You may use 
  Awaken Past Life on yourself, if you do you 
  may state a duration that the past life will last, 
  otherwise you are permanently switched until 
  another Will-of-All uses his power on you or 
  you are subjected to a properly worded reality 
  alteration, wish or miracle spell.
   
  Heroic Memory (Ex): Your Awaken Past 
  Life ability may be used to bring forth a “cohort” 
  past life with the characters current level-1 as 
  opposed to the standard limit of -2. You may 
  take this ability a second time, if you do so the 
  “cohort” self is the same level as the original 
  character.
   
  Many Hands, One Weapon (Su): You 
  gain the sacred weapon and weapon focus 
  powers of a warpriest equal to your tier (see the 
  Pathfinder Roleplaying Game Advanced Class 
  Guide for more information on warpriests). 
  If you already have this power increase your 
  effective level by half-your tier. You may expend 
  a use of mythic power to grant the effects of 
  your sacred weapon power to all creatures 
  within a collective, telepathic bond or zone 
  you are generating. This effect may replace 
  any weapon damage regardless of the actual 
  weapon the creature is holding. Creatures 
  under the effects of this power are proficient 
  with the sacred weapon you grant them. 
   
  Mnemonic Imprint (Su): Feats applied 
  with Union of Minds are granted to the ally as a 
  bonus feat for 1 round per level.
   
  Purpose of Unity (Su): As long as you 
  maintain physical contact, you may substitute 
  your hit dice for another willing character or 
  creature’s hit dice based abilities. The same is 
  true for caster level, binding level, manifester 
  level. Other level dependent abilities may 
  be eligible as determined by your GM. By 
  expending a use of mythic power, you may 
  extend this effect to any creature you are in 
  mental contact with. See the Rules Element: 
  Contact entry for more details.
   
  Purpose Returned (Su): As long as you 
  maintain physical contact, you may substitute 
  another willing character or creature’s hit dice 
  for your hit dice for hit dice based abilities. 
  The same is true for caster level, binding 
  level, manifester level. Other level dependent 
  abilities may be eligible as determined by your 
  GM. By expending a use of mythic power, you 
  may grant this effect to any creature you are 
  in mental contact with. See the Rules Element: 
  Contact entry for more details.
   
  Reliquary of the Ancestors (Su): You 
  may use your Ancestral Power by attuning a 
  ancestor’s  possession rather than a location 
  for each feat you choose to imprint.
   
  Shared Knowledge (Su): You may 
  expend one use of mythic power to gain 
  access an allies current skill modifier as a swift 
  action. You retain access to this skill for as long 
  as it takes to complete a use of the skill to a 
  maximum of 24 hours.
   
  Shared Purpose (Ex): Your Purpose of 
  Unity or Purpose Returned powers now may 
  be used on anyone with whom you have a 
  telepathic bond as long as you are psionically 
  focused. If you do not have a psionic focus, you 
  may instead spend a use of mythic power to 
  begin this ability per ally you wish to effect with 
  it.
   
  Supernatural Union (Su): Select one 
  supernatural ability you have access to that has 
  a non-instantaneous, non-persistent duration. 
  You may expend a use of mythic power to 
  duplicate the effect on another creature. For 
  level based purposes, they resolve the ability as 
  though they possessed your levels or hit dice. 
  This effect lasts for 10 minutes per tier or until 
  the original effect ends, whichever happens 
  first.
   
  Sustaining Sacrifice (Su): Creatures in 
  physical or telepathic contact with you are able 
  to sustain one another’s spells and powers. If 
  an effect in place on anyone you are in proper 
  contact with any other character in contact, 
  
  57
  including yourself, can sacrifice a spell, spell-
  slot or pay the equivalent power points as an 
  immediate action for an effect the same or 
  greater level to begin the effect over as though 
  just activated.
   
  Telepathic Gift (Ps): You may manifest 
  a mindlink as per the psionic power as a psi-
  like ability by expending one use of mythic 
  power. Your manifester level for this ability is 
  double your tier. Allied creatures within zones 
  you create are may always be considered in a 
  mindlink with you at your discretion.
   
  Twin Wells, One Will (Ex): You may 
  select two daily point pools: arcane pool, echo 
  pool, ki pool, moments of chance, moments of 
  change, riven pool, shadow pool. You may use 
  points in these two pools as though they were 
  the same pool. For level based effects you may 
  add levels in each class that grants these pools 
  together to resolve an effect in either class. 
  With GM ruling, other pools may be eligible for 
  this ability. Your Drink the Well and Feed the 
  Well abilities may freely exchange points from 
  other characters with either ability as though 
  the abilities were the same pool.
   
  Weapon of Unified Will (Ex): You may 
  expend a use of mythic power to gain access 
  to and use the form mind blade ability of a 
  soulknife. You also gain the enhanced mind 
  blade ability of a soulknife equal in level to the 
  number of creatures in a collective or zone you 
  generate when you form the mind blade to a 
  maximum of twice your tier.
   
  Wings of Will (Su): You gain a fly speed 
  of 5’ perfect for each other character you are in 
  telepathic communication with to a maximum 
  of 10’ per tier. 
   
  Zone Mastery (Su): You may exclude up 
  to one 5-foot square per tier from any zone you 
  manifest. You may spend a use of mythic power 
  to redistribute these squares as a swift action. 
   
  Zone of Judgment (Su): You share all 
  bonuses from the inquisitor judgment class 
  ability you are currently under the effect of 
  with all creatures within 5’ per tier (see the 
  Pathfinder Roleplaying Game Advanced Player 
  guide for more information on the inquisitor 
  class). You may establish or drop your zone as a 
  standard action. This is a Zone effect, see Rules 
  Element: Zones for more information.
   
  Zone of Insight (Su): You share all 
  insight bonuses you are currently under the 
  effect of with all creatures within 5’ per tier. You 
  may establish or drop your zone as a standard 
  action. This is a Zone effect, see Rules Element: 
  Zones for more information.
   
  Zone of Resolve (Su): You share all 
  morale bonuses you are currently under the 
  effect of with all creatures within 5’ per tier. You 
  may establish or drop your zone as a standard 
  action. This is a Zone effect, see Rules Element: 
  Zones for more information.
  3rd-Tier Will-of-All Path Abilities:
  You must be at least 3rd tier to select these 
  path abilities.
   
  Denial of Self (Su): You may select any 
  number of levels up to your current tier. You 
  may expend a use of mythic power to reduce 
  your effective level by that number, effectively 
  gaining one negative level per level reduction 
  and losing access to any level based abilities, 
  caster level progression and feats learned in 
  those levels of progression. If you do so, all 
  non-mythic creatures with in 5’ gain as many 
  negative levels and lose class abilities from the 
  last levels gained in that number.
   
  Focused Grace of One (Ex): For level 
  based determinations choose one: binder level, 
  caster level, effective fighter level, initiator level 
  or manifester level. You may use character level 
  instead of class level for that calculation. Other 
  level-based calculations may be available with 
  GM permission.
   
  Heartbinding Touch (Su): You may 
  spend a use of mythic power to fill a willing 
  ally with love and devotion at the same time 
  experiencing the same feelings. You are 
  considered each other’s Heartbound Partners. 
  If you have a Heartbound Partner you gain the 
  
  58
  Rules Element:
   
  Past Lives - Many Will-of-All path 
  abilities may make refence to an effect 
  as a “Past Lives.” Past Lives are in effect 
  characters that the characters soul has 
  been prior to the beginning of their cur-
  rent character’s lives. Past Lives require 
  a large investment of time and GM co-
  operation. Generally speaking they have 
  the statistics of a cohort the current 
  character could have with the leader-
  ship feat. Players should have past lives 
  fully created before use of the ability as 
  to not slow the game.
  Polyamorous feat (For more information on 
  Heartbound feats see Transcendent 10: Feats 
  of Synergy - Heartbound Heroes).
   
  Improved Imprints (Su): Feats applied 
  with Union of Minds are granted to the ally as 
  a bonus feat for 1 hour per level. If the action 
  could be modified by two feats you may apply 
  both. You must have the Mnemonic Imprint 
  ability to select this ability.
   
  Invoke Past Life (Su): You may use your 
  Awaken Past Life ability as an immediate 
  action and on any willing character you 
  are in telepathic contact with.
   
  One-Is-Two (Su): When you are 
  affected by a spell, power, supernatural 
  ability or class feature, you may expend a 
  use of mythic power to share that effect with 
  an ally your are in physical contact with. The 
  effect must be of a spell or power level equal to 
  your tier. If the effect is a supernatural ability or 
  class feature, the originator of the effect must 
  have had access to the effect at a HD totally 
  your twice your tier.
   
  Seed the Well (Su): You may expend a 
  use of mythic power to transfer one pool point 
  per tier from yourself a willing target. They 
  may use these given pool points to power that 
  ability. If they did not have that ability before, 
  you may have them gain access to it as though 
  they were a character of the appropriate class 
  and with a level equal to your tier or your own, 
  which ever is lower. Otherwise you cause them 
  to gain 5 temporary hit points per point given. 
  For purposes of this ability Pool points are any 
  daily usage pool based directly off a level or 
  fraction of level calculation. Benefits of this 
  ability (pool points or temporary hit points) last 
  for 1 hour per tier. 
   
  Two-As-One (Su): You may spend a use 
  a use of mythic power as a free action as part 
  of casting a spell, manifestation of a power or 
  use or a supernatural ability or class feature. If 
  you do, the selected effect now stacks with a 
  second power that grants the same bonus type 
  up to a total bonus equaling your tier or less.
   
  Twin Hearts, One Will (Su): You may 
  enter a trance by expending a use of mythic 
  power as an immediate action. Upon entering 
  the trance you form a bond with an ally of your 
  choosing. This ally may now act through you 
  as though your body was his or her own, you 
  thoughts an echo of theirs, taking their own 
  actions through your location.
   
  Weapon of the True Union (Ex): You 
  may grant your weapon of unified will mind 
  blade to people benefiting from your 
  many hands, one weapon ability. 
   
  Zone of Fortune (Su): You share all luck 
  bonuses you are currently under the effect of 
  with all creatures within 5’ per tier. You may 
  establish or drop your zone as a standard 
  action. This is a Zone effect, see Rules Element: 
  Zones for more information.
  6th-Tier Will-of-All Path Abil-
  ities:
  You must be at least 6th tier to select these 
  path abilities.
   
  Carry the Union (Su): Select one spell, 
  power, or spell-like ability available to a willing 
  creature you are in physical or telepathic 
  contact with. This spell or power must be equal 
  
  59
  to or lower than your tier and equal to less than 
  half your hit dice. You may use this power once 
  during the duration of the contact as a spell-
  like or psi-like ability. You may expend another 
  use of mythic power to use this power an 
  additional time, however you may not use the 
  power more times than the original creature 
  could. You may select this ability more than 
  once, if you do you gain an additional 
  spell-like or psi-like ability with a single 
  free use and reusable as above.
   
  Circle of Belief (Su): Your worshipers 
  empower you as you empower them. Select 
  one spell available to a worshiper, through 
  the divine source universal path ability, of 
  you within line of sight. As long as that spell is 
  available to the worshiper, you make spend a 
  use of mythic power to cast that spell as a swift 
  action.
   
  Grace of One (Ex): For all level based 
  determinations including effective binder 
  level, caster level, effective fighter level, and 
  manifester level, you may use character level 
  instead of class level. This effective increase to 
  level only accounts for resolving abilities you 
  already know and  does not grant new abilities.
   
  Invoke Symmetry (Su): You may expend 
  a use of mythic power as a swift action while 
  touching an enemy. If you do, you may compare 
  your relative levels. You may focus the effect on 
  them or yourself. If you focus on them, mythic 
  creatures receive a save vs. this ability equal to 
  10+1/2 character level+your tier. If you succeed 
  or choose yourself you may balance the level 
  or HD difference between you up to your tier. If 
  you choose to “bring down” an enemy to your 
  level, the gain 1 negative level per HD difference 
  up to your tier. If you choose to “rise up” you 
  gain a morale bonus to all d20 and damage rolls 
  you make up to the difference between you to 
  the limit of your tier. Non-mythic creatures do 
  not receive a save. They also suffer all Denial 
  abilities you have active. 
   
  Lasting Union (Su): By expending a 
  use of mythic power as a full round action any 
  ability currently accessed via a a mythic ability 
  you possess can trigger an instantaneous 
  retraining for the target creature toward that 
  ability. This is resolved as per the retraining 
  rules presented in Pathfinder Roleplaying Game 
  Ultimate Campaign, but without the time or 
  cost requirements.
   
  Zone of Fate Shared (Su): You 
  strengthen the zones you have to the point 
  where creatures within your zones may opt as 
  an immediate action to make a saving throw 
  for another creature with your own saving 
  throw modifiers. This is a Zone effect, see Rules 
  Element: Zones for more information.
   
  Zone of Mirror Moments (Su): You 
  strengthen the zones you have to the point 
  where creatures within your zones may opt 
  as an to ready an action to duplicate an action 
  you take. If you spend a use of mythic power 
  as a free action when using a spell, power, 
  supernatural ability or martial maneuver, all 
  allies within your zone may use their readied 
  actions to replicate the same effect provided it 
  is not of a greater level than your tier. This is a 
  Zone effect, see Rules Element: Zones for more 
  information.
  Rules Element:
   
  Contact - Many Will-of-All path 
  abilities may make refence to an effect 
  requiring a “physical or telepathic con-
  tact.” These abilities can be triggered by 
  anything allowing telepathic communi-
  cation, a mind-affecting spell or power 
  that allows visual or other information 
  to pass between characters, magical 
  conduits that allow “touch” effects to 
  pass through them, psionic zones you 
  generate or actual physical contact. Your 
  GM may indicate other forms of contact 
  that qualify.
  
  60
  When the first Created listened to the cries of 
  the Primal Ones, some knew it for music. The 
  very Song of Creation itself. These ancients 
  guarded close the scraps they managed to 
  remember, carving them in to stone and passed 
  down the secrets of the first days, the Songs to 
  make life and shatter nations.
   
  A Worldsinger carries with them the 
  embers from the first fires of Creation. They are 
  stewards of life, keepers of the oldest music. 
  Some claim the soul as their instrument while 
  others say they are but the reeds in the pipes of 
  the world. Regardless of the origins, even the 
  stones take notice of their lifted voices.
   
  Role: As a Worldsinger, you lift the 
  spirits of your allies, convey the power of spirit 
  through your music and steward the might 
  of nature itself. Your songs add new potent 
  effects to aid your allies and you powers over 
  life and the wild make your animal allies and 
  companions worthy of near any conflict.
   
  Classes: The Worldsinger most often 
  rises from the ranks of bards, druids and 
  skalds. Hunters, rangers and other animal 
  companion classes will find the magic 
  augmenting their allies incredibly useful 
  for their own animals.
   
  Worlds 
  and 
  Cabals: 
  The 
  dragonkin of Aldra have a large number 
  of Worldsingers among their leadership 
  as do many worlds with ancient druidic 
  orders. Surprisingly, very few worlds are 
  without a single Worldsinger, Meddikar 
  is known to be one. It seems likely that 
  the forces of creation and the masters of the 
  Worldsingers themselves will take measures to 
  correct such an absence in time.
   
  Bonus Hit Points: Whenever you gain a 
  Worldsinger tier, you gain 4 bonus hit points. 
  These hit points stack with themselves, and 
  don’t affect your overall Hit Dice or other 
  statistics.
  Table 1-10 Worldsinger
  Tier
  Path Features
  1st
  Chords of the World, Path Ability, 
  2nd
  Path Ability
  3rd
  Path Ability
  4th
  Path Ability
  5th
  Path Ability
  6th
  Path Ability
  7th
  Path Ability
  8th
  Path Ability
  9th
  Path Ability
  10th
  Path Ability, Glorious Echoes
   
  
  61
  Chords of the World: Select one of the following 
  abilities. Once chosen, it cannot be changed:
   
  Carrying Chord (Su): As a swift action, 
  you may expend a use of mythic power to 
  deliver a touch spell, power or supernatural 
  ability through the power of your song. Any 
  creature within the sound of your voice can 
  be targeted for 1 round as though you were 
  adjacent to them. If the power is hostile, you 
  may substitute the results of a perform check 
  to deliver touch attacks with this power.
   
  Chord of Power (Su): As a swift action, 
  you may expend a use of mythic power to 
  substitutive the result of a Perform check for 
  the DC of the next spell, power, or supernatural 
  ability you use. Non-mythic creatures must 
  save with this result, but mythic creatures can 
  as an immediate action expend a use of mythic 
  power (if they have any) to resist the effects 
  normal DC instead.
   
  Countering Chord (Su): As an immediate 
  action, you may expend a use of mythic power 
  to perform a special countersong check. If you 
  do you may counterspell any spell or power 
  effect equal to your tier or lower using your 
  perform check as a dispel check. In all other 
  ways this ability acts as a targeted dispel 
  magic. You must have the countersong bardic 
  performance to select this chord.
   
  Path Abilities: At 1st tier and every tier 
  thereafter, select one new path ability from 
  the Worldsinger path abilities lists or from the 
  universal path abilities lists (see page Pathfinder 
  RPG: Mythic Adventures). Once you select an 
  ability, it can’t be changed. Unless otherwise 
  noted, each ability can be selected only once. 
  Some abilities have requirements, such as a 
  class ability or minimum mythic tier, that you 
  must meet before you select them.
   
  Glorious Echoes: You regain a use of 
  mythic power up to once a round each time 
  a non-mythic creature other under a morale 
  effect you created defeats a mythic creature.
  1st-Tier Worldsinger Path 
  Abilities:
  You can select these path abilities at any tier.
   
  All Things Listen (Su): Your morale 
  effects can be beneficial to allied creatures that 
  are immune to mind-affecting effects.
   
  Additional Chord (Ex): You learn an 
  additional Chord of the World ability.
   
  Chorus of Air (Su): You may expend a 
  use of mythic power to bring your allies the 
  power of the Air. Upon activating this power 
  you may make a Perform check against a DC 
  of 20. If you are successful you may grant a 
  morale bonus to Will saves equal to your half 
  your tier, rounded up. You grant this bonus to 1 
  ally plus 1 per 5 points you beat your Perform 
  DC by. This bonus can be maintained as a move 
  action each round until 6th tier where it can be 
  maintained as a swift action. These allies must 
  be able to hear you.
   
  Chorus of Earth (Su): You may expend 
  a use of mythic power to bring your allies the 
  power of the earth. Upon activating this power 
  you may make a Perform check against a DC 
  of 20. If you are successful you may grant a 
  morale bonus to AC equal to your half your 
  tier, rounded up. You grant this bonus to 1 ally 
  plus 1 per 5 points you beat your Perform DC 
  by. This bonus can be maintained as a move 
  action each round until 6th tier where it can be 
  maintained as a swift action. These allies must 
  be able to hear you.
   
  Chorus of Fire (Su): You may expend 
  a use of mythic power to bring your allies the 
  power of the fire. Upon activating this power 
  you may make a Perform check against a DC 
  of 20. If you are successful you may grant a 
  morale bonus to Reflex saves equal to your half 
  your tier, rounded up. You grant this bonus to 1 
  ally plus 1 per 5 points you beat your Perform 
  DC by. This bonus can be maintained as a move 
  action each round until 6th tier where it can be 
  maintained as a swift action. These allies must 
  be able to hear you.
   
  Chorus of Water (Su): You may expend 
  
  62
  a use of mythic power to bring your allies the 
  power of the earth. Upon activating this power 
  you may make a Perform check against a DC of 
  20. If you are successful you may grant a morale 
  bonus to Fortitude saves equal to your half 
  your tier, rounded up. You grant this bonus to 
  1 ally plus 1 per 5 points you beat your Perform 
  DC by. This bonus can be maintained as a move 
  action each round until 6th tier where it can be 
  maintained as a swift action. These allies must 
  be able to hear you.
   
  Companion’s Ire (Ex): Your animal 
  companion, familiar, bonded mount or eidolon 
  reflects your mood so perfectly your rage 
  is its own. If you are under the effect or 
  a rage (or bloodrage) or morale bonus 
  you may transfer the effects to your companion 
  as an immediate action. Or by spending a use 
  of your mythic power you both may benefit 
  from the rage or morale effect simultaneously.
   
  Cries of the Pack (Ex): You gain access 
  to an a teamwork feat of your choice. You may 
  expend a use of mythic power as a swift action 
  to extend this feat or any teamwork feat you 
  know to all allied characters within the sound 
  of your voice that are currently benefiting from 
  a morale bonus created by you.
   
  Dance of the Hune (Su): Your dance 
  during performance calls up an ancient link of 
  the spirit and body. Willing creatures under the 
  effects of a morale bonus created by you may 
  freely exchange their Wisdom modifier for their 
  Constitution modifier or alternatively they may 
  exchange their Constitution modifier for their 
  Wisdom modifier. This effect lasts as long as 
  you continue to grant them a morale bonus. Hit 
  points gained from this ability function similarly 
  to those gained or lost while raging.
   
  Dance of the Nema (Su): Your dance 
  during performance calls up an ancient link of 
  the spirit and body. Willing creatures under the 
  effects of a morale bonus created by you may 
  freely exchange their Intelligence modifier for 
  their Dexterity modifier or alternatively they 
  may exchange their Dexterity modifier for their 
  Intelligence modifier. This effect lasts as long as 
  you continue to grant them a morale bonus.
   
  Dance of the Orhu (Su): Your dance 
  during performance calls up an ancient link of 
  the spirit and body. Willing creatures under 
  the effects of a morale bonus created by you 
  may freely exchange their Charisma modifier 
  for their Strength modifier or alternatively they 
  may exchange their Strength modifier for their 
  Charisma modifier. This effect lasts as long as 
  you continue to grant them a morale bonus.
   
  Echoes of Glory (Ex): Your morale 
  effects linger 1 round per tier after you stop 
  maintaining them. 
   
  Font of the Lifesong (Ex): You may 
  subtract your tier from ability damage and 
  drain against you. You may negate negative 
  levels inflicted on your by another creature 
  equal to half your tier, minimum of 1. You may 
  make perform checks to remove negative levels 
  instead of Fortitude saves.
   
  Heart of the Wild (Ex): You gain access 
  to an Animal Focus as though you are hunter of 
  your tier (see the Pathfinder Roleplaying Game 
  Advanced Class Guide for details). If you already 
  have Animal Focus you may instead raise your 
  effective level by half your tier.
  Rules Element:
   
  World “Songs” - Each Worldsing-
  er path ability may make refence to an 
  effect or target designated as a musical 
  term such as song, chord, or hymn. While 
  in the greater Lore of the Lost Spheres 
  Worldsingers are generally found evok-
  ing their powers through music it is also 
  possible to do so through other types of 
  Perform skill. Oratory, acting, and dance 
  are particularly appropriate but in some 
  games other options might include 
  mime, comedic monologue or even 
  weapon drills with GM permission.
  
  63
   
  Hymn of Remembrance (Ex): You 
  learn an ancient song of nearly interminable 
  length and beauty, its rhythms contain all 
  the lore of creation. You may expend a use 
  of mythic power to make a Perform check to 
  replace any required Knowledge check as you 
  may remember the lore of the grand story of 
  creation.
   
  Hymn of Life (Su): You make your music 
  healing. Any creature under the effect of a 
  morale bonus from you gains fast healing equal 
  to your tier.
   
  Hymn of Fading (Su): You expend a use 
  of mythic power to make a special Perform 
  check as a full-round action, if you do you may 
  use the results of your Perform check to oppose 
  survival checks to track you and anyone you are 
  granting a morale bonus to at the time of the 
  check. Additionally, you may use a immediate 
  action to end all morale effects you created 
  on allied creatures, any creature so effected 
  is effected with an invisibility effect at a caster 
  level equal to your tier.
   
  Piper’s Songs (Su): Creatures under the 
  effect of morale bonuses from you are penalized 
  on Will saves versus your mind-affecting effects 
  equal to the highest morale bonus you grant. 
  They receive no morale bonus to saves versus 
  any effect you generate. A creature may make a 
  Sense Motive check against your Perform check 
  DC to notice the will-weakening effect of your 
  music.
   
  Power’s Song (Su): You may expend a 
  use of mythic power to cause your songs to 
  bring extra energy to the spirits to an ally. You 
  may expend additional use of mythic power per 
  additional ally you wish this ability to target. 
  Casters , binders, and manifesters gain a bonus 
  of 1 + the same amount of any morale bonuses 
  you are granting them up to your current tier 
  to their effective level for resolving level-based 
  powers and abilities. This bonus to level-based 
  abilities only lasts for 1 round. If you select this 
  ability a second time, its effects last for one 
  round per tier.
   
  Quicksilver Song (Ex): You gain access 
  to either the grit or panache abilities of a 
  gunslinger or swashbuckler of a level equal 
  to your tier. You also gain access to a grit or 
  panache deed of your choice (see the Pathfinder 
  Roleplaying Game Advanced Player Guide or 
  Pathfinder Roleplaying Game Advanced Class 
  Guide for details). You may expend a use of 
  mythic power as a swift action to extend these 
  abilities to any allied character within the sound 
  of your voice that are currently benefiting from 
  a morale bonus from you. Any grit or panache 
  used comes from your own single pool.
   
  Shields of Song (Su): You gather up 
  magic with your music and craft a shield of 
  protective force around each of your allies 
  you effect with a morale effect. Expend a use 
  of mythic power to make a Perform check as 
  an immediate action, each of your allies are 
  protected replacing their AC temporarily with 
  your perform result against the next attack roll 
  resolved on them regardless of source. After 
  the first attack on each ally the shield collapses. 
  Alternatively, this result may be applied against 
  the CMB result of a maneuver against the 
  targeted character. This result discharges the 
  shield as normal.
   
  Spirit Song (Su): Weapon and natural 
  weapon attacks creatures under you morale 
  effects count as one component of your 
  alignment for purposes of penetrating damage 
  reduction. You may expend a use of mythic 
  power to add your tier to damage rolls against 
  creatures with alignments opposed to the 
  selected component. If you possess the bane 
  or smite class features and have them active on 
  you, you may expend a second use of mythic 
  power to extend these effects to an ally under 
  the effects of your Spirit Song.
   
  Song of Shelter (Su): You may spend ten 
  minutes and a use of mythic power to make a 
  special Perform check. The result of this song 
  is used as though a Heal check providing long-
  term care for a full day. Additionally, the allied 
  characters who hear the song also benefit as 
  
  64
  though they had consumed a goodberry.
   
  Twin-Tone (Ex): You may activate a 
  Chorus or Hymn path ability while activating 
  a bardic music effect with a single required 
  action. Any two effects triggered in this way 
  have the action type needed to activate the 
  longer of the two effects.
   
  Wards of Song (Su): You gather up 
  magic with your music and craft a ward of 
  protection around each of your allies you effect 
  with a morale effect. Expend a use of mythic 
  power to make a special Perform check as 
  an immediate action, each of your allies are 
  protected replacing any required roll with your 
  Perform result against the next saving throw 
  resolved on them regardless of source. After 
  the first attack on each ally the ward collapses. 
  Alternatively, this result may be applied 
  against as the skill result of the next opposed 
  Intimidate or Diplomacy check against the 
  targeted character. This result discharges the 
  ward as normal.
   
  Withering Chorus (Su): You may expend 
  a use of mythic power as a standard action to 
  have enemies within the sound of your voice 
  gain a bleed effect. Upon activating this power 
  you may make a Perform check against a DC 
  of 20. If you are successful you may inflict 
  bleed equal to your tier. You inflict this bleed 
  to 1 enemy plus 1 per 5 points you beat your 
  Perform DC by. These enemies must be able to 
  hear you and be vulnerable to bleed effects. 
  By taking this ability a second time you make 
  the afflicted creatures immune to natural and 
  magical healing while you sing.
  3rd-Tier Worldsinger Path 
  Abilities:
  You must be at least 3rd tier to select these 
  path abilities.
   
  Chorus of the Void (Su): You may 
  expend a use of mythic power to make a special 
  Perform check. The result of the Perform check 
  becomes a miss chance for attacks against you. 
  You may expend an additional use of mythic 
  power to add this miss chance to a willing ally 
  under a the benefits of a morale effect you 
  created. Miss chances granted by this ability 
  last 1 round per tier or until a target is no longer 
  benefiting from a morale bonus generated by 
  you.
   
  Chorus of the Lifesong (Su): You may 
  extend the benefits of Font of the Lifesong to 
  creatures under the effect of a morale bonus 
  you created.
   
  Chorus of the Raging Spirit (Su): You 
  may expend a use of mythic power as a standard 
  action to begin to grant the effects of your rage 
  or bloodrage to each allied creature within the 
  sound of your voice and currently receiving a 
  morale bonus from you. These creatures may 
  use or benefit from bloodline or rage powers 
  you know as though they had a class level equal 
  to your tier. 
   
  Chorus of the Rising Well (Su): You may 
  expend a use of mythic power as a standard 
  action to begin to grant 1 pool point to each 
  allied creature possessing a pool of power 
  (arcane pool, ki pool, motes of time, moments 
  of change, and reflection pools are examples 
  of pools of power) within the sound of your 
  voice. The GM has final say on qualifying pools 
  of power. 
   
  Chorus of Sanguine Hunger (Su): You 
  charge your song with necromantic hunger. You 
  may expend a use of mythic power to trigger 
  this power as a swift action. For 1 round per 
  tier damage inflicted due to morale damage 
  bonuses you is returned to attackers as healing. 
  The creatures damaged by these attacks only 
  grant healing if they possess a life-force. 
   
  Cleansing Song (Su): You may expend 
  a use of mythic power as a swift action when 
  activating a sound based supernatural ability. If 
  you do any enemy in the range of your effect 
  that is an aberration, construct or undead 
  take damage as though your were channeling 
  energy to harm creatures as though you were a 
  cleric of twice your tier channeling to damage  
  undead. 
  
  65
   
  Passionate Verse (Su): While singing 
  you gain access to the Polyamorous feat. 
  Creatures you grant a morale bonus to are 
  considered to be Heartbound partners to 
  you (See Transcendent 10: Feats of Synergy - 
  Heartbound Heroes for more information on 
  Heartbound Partners).
   
  Song of the Arcanist (Su): You may 
  spend a use of mythic power as a free action 
  to grant the effects of a magus arcana or 
  arcane exploit you are under the effects of to 
  a creature currently gaining a morale bonus 
  from your effects. If you take this ability a 
  second time you can share abilities with up to 
  your tier number of creatures benefiting from 
  morale bonuses from you. Pool points required 
  to activate the powers come from your pool 
  as per normal. If your morale effect ends, the 
  access to any granted abilities also end.
   
  Spreading Verse (Su): You may spend a 
  use of mythic power as a standard action, if you 
  do the next enchantment school spell or mind-
  affecting effect you generate may target an 
  additional number of creatures equal to your 
  tier.
   
  Song of the Shadowed Spirit (Su): 
  You may spend a use of mythic power as a 
  free action to grant the effects ability to use a 
  shaman or witch hex you know to a creature 
  currently gaining a morale bonus from your 
  effects. If you take this ability a second time you 
  can share abilities with up to your tier number 
  of creatures benefiting from morale bonuses 
  from you. Targets of this ability retain access 
  to the hex for 1 minute per tier. If your morale 
  effect ends, the access to any unused abilities 
  also end, but hexed enemies retain effects of 
  hexes for their normal durations.
   
  Song of the Wild (Su): You may spend a 
  use of mythic power as a free action to grant the 
  effects of a wildshape or animal focus you are 
  under to a creature currently gaining a morale 
  bonus from your effects. If you take this ability 
  a second time you can share abilities with up to 
  your tier number of creatures benefiting from 
  morale bonuses from you.
   
  Sound of Silence (Su): You may negate 
  all morale bonuses you are currently granting 
  as an immediate action to allow a creature 
  currently affected by a morale bonus to 
  automatically resist a saving throw. Additionally, 
  you may expend a use of mythic power to resist 
  an area-of-effect attack on a group under your 
  morale effects as outlined above.
   
  Summoning Song (Su): You may spend 
  a use of mythic power as a free action when 
  activating a music related supernatural ability. If 
  you do, you may call animals as though casting 
  a summon nature’s ally spell of a level equal to 
  your tier or the total morale or insight bonus of 
  the ability, whichever is lower. The summoned 
  creatures may also be under the effects of 
  your musical ability at your discretion. You may 
  instead expend a conjuration (summoning) 
  spell you have prepared or available as part of 
  the use of this ability in place of the summon 
  nature’s ally effect. 
   
  Wiildmind Chorus (Su): You may expend 
  a use of mythic power as a swift action to grant 
  the effects of your wilder surge to each allied 
  creature within the sound of your voice and 
  currently receiving a morale bonus from you. 
  Surges may be used to power psionic abilities 
  as normal. These creatures may use or benefit 
  from surge blast or surge effects you know as 
  though they had a class level equal to your tier. 
  6th-Tier Worldsinger Path 
  Abilities:
  You must be at least 6th tier to select these 
  path abilities.
   
  Caesura of Finality (Su): You may 
  expend a use of mythic power to make a special 
  Perform check. You grant a morale bonus to 
  damage equal to the result of this check to 
  the next rolled attack an allied creature of 
  your choice makes. This bonus overlaps other 
  existing morale bonuses to damage. The 
  effects only last for a single attack and are lost 
  
  66
  if the attack misses or is otherwise negated. 
  You may spend an additional use of mythic 
  power to share this bonus with an additional 
  creature. Any creatures discharging this bonus 
  lose all morale bonuses at the completion of 
  the attack, regardless of source and remaining 
  durations, spells are dispelled, rage and bardic 
  song effects end. All affected creatures must be 
  within the sound of your voice and currently 
  benefiting from a morale bonus created by you.
   
  Creator’s Song (Su): You may make a 
  special Perform check against a DC of 20+twice 
  the CR of a creature you are familiar with. If 
  you are successful you may expend one mythic 
  power per HD of the creature up to a limit of 
  your tier. If you pay enough uses of mythic 
  power you create a new creature of that 
  chosen type maturing to life within 1 hour per 
  HD. If you take Creator’s Song a second time 
  you may spend two uses of mythic power per 
  tier to a maximum HD of twice your tier and a 
  maximum resulting CR of equal to or less than 
  your tier. Creatures may continue to learn, 
  advance and grow as per normal rules for your 
  campaign. You may now also attempt to create 
  life unknown to you at the GMs discretion and 
  interpretation though Worldsingers developing 
  this level of creation have sometimes come to 
  regret the results. 
   
  Devil’s Dance (Su): You may expend 
  a use of mythic power to grant an inspire 
  greatness effect to a willing ally like the bardic 
  ability of the same name. Make a perform 
  check as part of this ability’s activation. For 
  the duration of the power this perform check 
  is compared to any saving throw the character 
  would have to make instead of a rolled result. 
  The character is immune to all conditions for the 
  duration of the performance. The performance 
  has a maximum duration of 1 round per tier. At 
  the end of the performance, the creature must 
  make a Fortitude save versus the perform DC 
  or die. If the Fortitude save is successful the 
  creature is instead exhausted for 1 round pier 
  tier.
   
  Magic’s Song (Su): You may expend a 
  use of mythic power to create a magical effect 
  you then may use as a spell-like ability. Upon 
  activating this power you may make a Perform 
  check against a DC of 20. If you are successful 
  you may gain access to a spell-like ability with 
  an effective spell or power level of 1 per 5 points 
  you beat your Perform DC by. If the spell-like 
  ability is one you do not know but is on a class 
  list you have access to, your base DC increases 
  by 5. If the spell-like ability is not on a class list 
  you have access to the base DC increases by 10. 
  You must use this ability within 1 round per tier 
  or it is wasted. If you take this ability again it 
  adds an additional use of the spell-like ability 
  within the rounds allowed. No effect generated 
  by this ability can have an effective level higher 
  than your tier.
   
  Song of Deep Awakening (Su): You 
  may expend a use of mythic power to create a 
  Place of Power (ley-line, worldfire, venge etc). 
  This creation is temporary, lasting 1 hour per 
  tier. Taking this power a second time moves 
  the duration to 1 day per tier. Taking it as a 
  third selection increases the duration to 1 
  month per tier. After the fourth selection the 
  duration increases to 1 year per tier. At the GMs 
  discretion a character with even one selection 
  may permanently reduce their mythic tier by 1 
  to make the Place of Power permanent.
   
  Traveling Music (Su): Whenever you 
  make a Perform skill check you gain a morale 
  bonus to your land speed equal to the nearest 
  5 foot speed your check resulted in. You may 
  expend a use of mythic power you may grant 
  this speed to anyone currently benefiting from 
  a morale bonus from you. If you select this 
  ability a second time, you may change this 
  bonus to a base fly speed instead (or a bonus to 
  existing fly speeds). If you select it a third time 
  you may use your perform check to travel with 
  any affected creatures as though using plane 
  shift to any target location the perform check 
  DC would have recognized if it was the result of 
  a Knowledge (Planes) check. 
  
  67
  Appendix 1: The Lost Spheres
  Aldra
  Aldra is also known as the Dancer or the 
  Dancing World. Drawn into the multi-planar 
  conflict between the Destari Jeweled Lords, the 
  Eternal Dawning and the Alliance of the Dark, 
  the draconic Zenith world of Aldra had become 
  a strategic battleground. As the conflict hit 
  an apex, the Storm Portals of the Alliance 
  overloaded rupturing the planar membranes 
  surrounding the world and caused it to tear 
  free of time and space.
  Location Type: “Rogue” Planet. Aldra is now 
  flickering through time and space manifesting 
  erratically. Most portals to it are effectively one 
  way though apertures to other worlds do exist 
  from time to time.
  Mythic Presences: The conflict of the Dawning 
  and the Alliance involved forces representing all 
  mythic paths presented in this product. Destari 
  Jeweled Lords are frequently mythic characters 
  and often have dual-paths most frequently 
  favoring Will-of-All and Overmage. Xeggan 
  voidcrowns are distinct examples of the Hollow 
  One paths. Xoe ascendants contain a number of 
  Will-of-All path masters. Scions of Ambriddon 
  were a major faction in organizing the Alliance 
  of the Dark. Even the indigenous dragonkin of 
  the world have a share of Worldsingers. The 
  nature of the world’s transitions also means a 
  number of singular mythic entities have found 
  their way to Aldra only to become trapped 
  there by its unique planar configuration.
  Connective Options: Transitive. Temporal. 
  Aldra is effectively unstuck in time and space, 
  providing a means to bridge nearly any group 
  of campaign settings. Its own energetic issues 
  surrounding the “Riftwall”--its damaged planar 
  membrane--can explain transitions between 
  rules variants and even game systems if needed. 
  A massive network of portals connected 
  the world to literally thousands of other 
  destinations and intermittently these portals 
  stabilize long enough to allow transitions. On 
  rare occasions, called Tangencies by Aldra’s 
  natives, the world will manifest in proximity 
  to another world, its rainbow hued sky and 
  luminous aura shining like a brilliant ghost for 
  moments, hours or days before vanishing again. 
  The Aldra campaign setting itself presents an 
  extended environment for mythic conflicts 
  while being contained within the Riftwall and 
  will feature in future Lost Spheres products.
  Adventures in Aldra: The most basic options 
  involving Aldra involve its manifestation, the 
  party’s exploration of the world or portal 
  leading to it, and their subsequent escape 
  from its time-lost motions. It is a perfect place 
  for mythic ascensions if the party has not yet 
  become mythic or just as a stomping ground 
  for mythic characters needing a new source 
  of challenge. For most GMs, Aldra serves as a 
  temporally inconsistent way to shift characters 
  between other settings.
  The Black Lattice
  The Black Lattice began as simple trading paths 
  between moderately advanced magical cultures 
  utilizing the Shadow Plane to connect their 
  relative empires in exchanges of knowledges 
  and goods. As the Lattice developed the 
  cultural network came to include dozens of 
  mystic empires and a sizable amount of native 
  Shadow-born settlements and races including 
  the shaded city of Hyraeatan, a metropolis of 
  massive proportions. Improvements to the 
  paths and portals of the Lattice continued 
  to advance as it grew and the civilizations it 
  connected shared their secrets.
  Location Type: Extraplanar portal and trade 
  network. The “roads” of the Black Lattice 
  are magically extruded Shadow-matter that 
  
  68
  resemble large spans of metal. Compressed 
  spatial distortions and the mutable nature 
  of distance in the plane are focused by the 
  “Shadow Paths” increase travel speeds and 
  make even its most hazardous spans worth the 
  rare treasures and astronomical profits.
  Mythic Presences: The Black Lattice itself is 
  primarily a crossroads. Overmages that are 
  attuned to the Shadow/Entropy source are 
  among the most common mythic characters 
  found there. Hyraeatan has a number of 
  Hollow Ones and God Hunters that have fled 
  the Apaths of the Iron Pits attempts to recruit 
  them and have founded rival factions. Destari 
  Jeweled Lords, a majority mythic ruling body, 
  and many Scions of High Sorcery were involved 
  in the creation and maintenance of the 
  Lattice. Otherwise Masters of Shapes that are 
  researching mutable matter and its applications 
  in shapeshifting.
  Connective Options: Transitive. The Black 
  Lattice spans hundreds of worlds and planar 
  locations. Its “roads” exploit Shadow’s nature 
  greatly accelerate travel times making near 
  impossible journeys a matter of hours or days. 
  The Lattice can be used to link any number of 
  campaign settings that may have been visited 
  by the cabals that created it.
  Adventures in the Black Lattice: The Black 
  Lattice was greatly damaged by the ripping of 
  the world Aldra, a major Lattice hub-world, 
  from the planar membranes around it. Echoes 
  of the world’s cataclysmic removal reverberated 
  through the network and shattering vast 
  lengths of shadow-road. The damages to the 
  roadways have caused unintended planar 
  ruptures and interactions rendering many parts 
  and paths of the Lattice dangerous and full of 
  unexpected wonder. Mythic monsters and 
  strange worlds litter these shattered reaches 
  and the extraplanar merchant guilds and arcane 
  cabals that seek to use the Lattice hire scores of 
  able-bodied mercenaries of all skills to secure 
  its troubled ways.
  The Black Lattice is a great place to join disparate 
  games, transfer characters from campaign to 
  campaign or base a world spanning adventuring 
  group from using Hyraeatan or another hub.
  City at the End of Dream
  Resting in the dual sunsets of the place of 
  Dreams’ End floats the city of Allialla. The City 
  at the End of Dreams is the capital of the King 
  Unseen, a zenith power of disputable origins. 
  Each day denizens of the city extend massive 
  nets into the cascades of the multi-hued of 
  rivers of collapsing dreams. Harvesting the 
  most resilient of fantasies and dangerous of 
  nightmares they make trade to the cities and 
  creatures beyond Dream.
  Each evening a youth, most often a maid, 
  finds herself summoned to the City beside a 
  thousand, thousand others only to find through 
  the course of grand adventure she is to be wed 
  to the King Unseen and take the throne as the 
  Queen at the end of Dream. This nightly drama 
  is central to Allialla’s nature and many beings 
  awake and sleeping, display an intuitive sense 
  of the story of each new Queen’s rise to power 
  and their role in it.
  Location Type: Extraplanar City in the fringe 
  of the Dreamlands, Nightmare Seas and Rivers 
  of Broken Hopes. Allialla is the last chance 
  for dreams to find true life and hopes to see 
  fulfillment.
  Mythic Presences: The City at the End of 
  Dream is full of mythic presences: Archmages, 
  Overmages and Worldsingers visit it to find lost 
  hopes and broken visions to render into reality. 
  Characters with the Will-of-All path seeking 
  to unify truly scattered or lost peoples have 
  searched its streets for hints of the missing. 
  
  69
  Heirophants and other spiritualists often 
  seek particular insight in the cities shifting, 
  shimmering street. Mythic beings are cautious 
  however because the City itself empowers 
  dreamers with might to rival their own, if only 
  for fleeting moments.
  Connective Options: Psychic and spiritual. 
  While it is possible to visit Allialla physically 
  with sufficient magic, the City most often calls 
  to sleepers with destinies, heroes of great will 
  or those at their most desperate. Anyone can 
  feel the call of the King Unseen, but when those 
  who visit suffer an ill fate it is often said that 
  their true bodies are found sightlessly staring 
  in their beds.
  Adventures in the City at the End of Dreams: 
  The streets of Allialla are great ways to cross 
  over characters from games that have no other 
  connections. Special care should be taken with 
  construct, elves and other characters that do 
  not sleep as that GMs may need to arrange 
  for their characters to be brought to the City 
  bodily to experience it. GMs will find enormous 
  latitude in the locale to bring challenges from 
  any game, story or fancy of their own to 
  challenge their parties while still enforcing the 
  sense of place.
  Villains who once wed the King Unseen, are 
  often known to be driven mad by memories of 
  the night they ruled Allialla and will sacrifice 
  any prize, taint any location in reality trying 
  to recapture the moments of Rule. These 
  Shattered Queens can be the foe of a night, a 
  story arc or an entire campaign. 
  Empire of the Banner
  When the Primals battled the Vengeants in 
  the early days the foundations of Creation 
  were shattered. Some few worlds remained 
  contested, other split to sides dominated by 
  each tradition of divinity, and some fell to the 
  Void between. Among the countless worlds 
  plunged into the Void, some fell that carried 
  the soldiers of both sides of the conflict.
  Among these soldiers a general existed who 
  knew the secrets of the Primals that had 
  promise a victory they failed to deliver him. 
  Betraying those he felt betrayed him, he used 
  their pacts to enslave ten of the Primals’ 
  greatest numbers. It is said that he took up 
  their banner and stained it black in the ashes 
  and blood of his men and that he raised his 
  “Black Banner” he promised himself and those 
  who followed him revenge on the divinities. So 
  began the Empire of the Banner, a hungering 
  movement of dominance and vengeance bent 
  on bringing both Primal and Vengeant to suffer.
  Location Type: Massive Extraterrestrial Military 
  Campaign. Multi-world, linked portal networks. 
  Ruled from the Crystal Prison of the Emperor.
  Mythic Presences: The Emperor of the Banner 
  is most likely a dual-pathed mythic being. Most 
  speculated that he is a Godhunter of some 
  kind and may be a Will-of-All born from the 
  anger and rage of his broken army. Regardless 
  of his actual powers he has amassed hordes 
  of followers from the darkened worlds of the 
  Void. Using the broken laws of nature in the 
  places between his armies sail ships of stone 
  between the stars to sweep ever more worlds 
  under the wings of the Banner. The cyclopean 
  Hollow-Ones of the Shattered Way are his allies 
  as are the Emaighan Hivemasters of the Grave 
  Legion. Many of the Zeraean metamorphic 
  masters have the Master-of-Shapes path.
  Connective Options: Invasive and extraplanar. 
  The Empire is ever seeking new resources, 
  commandeering portals, and invading worlds 
  nearer the Void. Conflicts with the Banner can 
  link one campaign setting to dozens of others 
  and is ideal for introducing new content to a 
  world, including mythic rule-sets.
  
  70
  Adventures with the Empire of the Banner: 
  The Banner recruited the metamorphs of the 
  world Zeraea, the Emaighan of the Clanworlds 
  of Herraea, and a dozen other unique order of 
  martial mystics. Its invasions often begin with 
  shapeshifting infiltrations and the construction 
  of secret portals back the Empire’s “home 
  worlds” and escalate into full scale military and 
  occupational regimes. If possible they will ally 
  with local forces and offer them provisional 
  governorships of their newest member world.
  The Empire of the Banner can present a 
  threat to any campaign world at any point in 
  an ongoing or at the beginning of a new one. 
  Whether its discovering the metamorphic 
  invasion or opposing the forward ships of a full-
  scale planetary assault the Banner may be just 
  the threat your game needs.
  Essaria
  Essaria is a collection of worlds set in the depths 
  of the Void–the broken expanse of Creation 
  between the domain of the Primals and the 
  realms of the Vengeant Gods. A collection of 
  a dozen worlds, the relative safety of ancient 
  Essaria meant it was a refuge from the broken 
  and lost worlds of the War of Union. As such 
  its worlds are teaming with life that is disparate 
  and resilient from the sky-eels Vanthos’ poison 
  skies to the crawlers under the radiant towers 
  of Xiat.
  Each of the worlds of Essaria’s shattered sphere 
  holds the survivors of the eons old apocalypse, 
  and each echoes with the dangers of those lost 
  and dangerous times. Powers forgotten outside 
  the Void are still in common practice and the 
  roving forces of the Empire of the Banner have 
  discovered its shielded safety.
  Location Type: Post-Apocalyptic Refuge System. 
  A collections of worlds most likely preserved 
  from the death of other shattered system and 
  preserved by an unknown force.
  Mythic Presences: Essaria’s origins as a safe 
  haven from the early ages of Creation mean 
  its worlds hold the shattered reliquary of eras 
  long erased elsewhere.  Secrets the Gods 
  want to remain unknown lie in the songs of 
  its Worldsingers and hearts of each Will-of-All. 
  Union itself is still a mystery to some places 
  outside the Void and one the Gods have been 
  known to doom worlds for.
  Connective Options: Reliquary Secrets and 
  Quested Antiquities. Essaria is far more likely a 
  destination for the heroes of your campaigns. 
  A collection of sheltered worlds cast together 
  by the hands of a lost preserving influence 
  lore and serving as a tombstone for the 
  Creation that was. Ancient beings seeking lost 
  remembrances or even wistful for things rare 
  and unknown may whisk travelers to this lost 
  and sheltered depths.
  Adventures in Essaria: The worlds of the 
  Essarian system are a fertile ground for a 
  thousand adventures, but more often than not 
  it will involve the secrets of the worlds that were 
  before the Union War and the destruction of 
  vast swathes of Creation before Primal clashed 
  with Gods.
  Additionally, Essaria itself may look outside 
  for allies as the Empire of the Banner comes 
  ever closer to try to bring its worlds under 
  their dominance of the dark master. Already 
  his metamorphic spies and Emaighan warriors 
  have been seen in the outer worlds of Telmoru 
  and Rog-Masru.
  Meddikar
  A people who know no limits to their hunger. 
  A devouring need for power and supremacy 
  unchecked and leading to the despoiling of 
  
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  land, of sea, of sky and at last... the Heavens. So 
  say people of the Meddikari. Those who hunt 
  Gods. The people of the world of Meddikar may 
  or may not have consumed their own divine 
  masters, but most certainly they have done so 
  to others.
  Like many predators, the Hunters are not fools. 
  They select their prey with caution and respect, 
  locating divinities with failing faiths or recoiling 
  from divine struggles that have left them and 
  their worshipers vulnerable. The Meddikari are 
  known to spy away in a likely world for decades 
  further fomenting chaos and manipulating 
  circumstances to the Hunter’s favor. The Gods 
  are not stalked lightly and a failed Hunt often 
  costs the Meddikari thousands of powerful 
  agents.
  Location Type: Dead and Hidden World. 
  Subterranean 
  cities 
  and 
  planar 
  military 
  infiltrations and invasions.
  Mythic 
  Presences: 
  The 
  Godhunters 
  of 
  Meddikar are one of the oldest and most 
  established groups of their mythic tradition 
  know to the worlds of Creation.  Shielded below 
  their Emperor’s grand interdictions, the world 
  seethes beneath a surface of charred ashes and 
  barren stone. Hollow Ones and Hivemasters 
  fill the ranks of their strike teams and seek to 
  profit from the shattered temples and reeling 
  flocks of their defeated foes.
  Connective Options: Invasive and deicidal 
  military campaign. Meddikar is likely a foreign 
  influence to your campaign world and one that 
  is corruptive and dangerous in an extreme 
  rarely experienced.  Sowing chaos and causing 
  holy wars are often only the initial steps in 
  a much longer and involved predation of a 
  world’s divine entities.
  Adventures in Meddikar: It is unlikely that 
  most PCs, even mythic ones will journey to 
  the Meddikari’s blasted homeworld and its 
  labyrinthine underground cities. Rather it is 
  more often that they will be encountered on 
  the heroes own world subverting faiths and 
  preparing for a full scale assaulted attempting 
  to draw a God in direct manifestation.
  Alternatively, a Primal, once wrongly targeted 
  by a Meddikari campaign mistaking it for a God 
  might take enough exception to manipulate 
  heroes into conflict with the Godhunters 
  elsewhere among the worlds of Creation. 
  Heroes once embroiled are likely to find such 
  conflicts far more difficult to abandon.
  Otrius
  When a world finds itself in a rare moment of 
  cosmic balance its magic can experience what 
  few worlds dream: Zenith. This state, rare 
  and delicate, opens the floodgates of magical 
  diversification in ways few wizards would 
  dream of. Wonders possible nowhere else are 
  achieved and legends are made with each 
  passing day. Such a world is Otrius.
  Otrius is in the depths of a period of magical 
  proliferation and its Overmages lead their 
  people to seek mystical experience and lore 
  from across the skies of all of creation.  Mages, 
  psions and dozens of other mystic traditions 
  find their ways from Otrius into any world that 
  may have a magic yet unknown. While others 
  act as missionaries of the little known varieties 
  of magic they represent to other worlds where 
  their traditions may take root.  And in the wide 
  worlds of creation sometimes a mystic is sent 
  cryptic summons or puzzle made to lead them 
  to the Otrian Overmages themselves.
  Location Type: Inquisitive Visitors and Magical 
  Utopia.
  Mythic Presences: The Overmages of Otrius 
  are said to encourage their people to seek 
  
  72
  new knowledges and secrets of lore. As such 
  “apprentice” Overmages travel the worlds of 
  Creation and often conduct experiments or 
  investigate fallen cultures. Otrian Masters-of-
  Shapes are among the most skilled manipulators 
  of internal magical reserves.  Rumors also 
  abound the that time-traveling Riverwalkers 
  may have been born sometime on Otrius in the 
  distant past or a future yet unknown.
  Connective Options: Strange Visitors or Distant 
  Paradise. The residents of Otrius could become 
  the founders of magic orders in nearly any 
  campaign setting or be explorers seeking to 
  understand a settings unique magical nature. 
  Misunderstandings in Otrian visitors initial 
  relations to the world may even cast them as 
  well-meaning villains disrupting the natural 
  flow of a campaign world’s magics with stern 
  interdictions or experiments unsafe for the 
  unknown environs.
  Adventures in Otrius: The likelihood exists 
  that Otrius could also be the end goal of a 
  campaign. The discovery of it and the journey 
  to travel there might be an effort reserved 
  for the greatest of heroes seeking a curative 
  miracle or magical solution unheard of on the 
  world of their birth.
  Alternatively, 
  an 
  Otrian 
  patron 
  secretly 
  operating to delve the secrets of their own 
  campaign world may entangle them in the 
  machinations of rival factions of mages, 
  scholars or scientists. Entanglements on this 
  scale might even take the heroes back to their 
  homeworld and involve them a game of mystic 
  politicians on a cosmic scale.
  Sarros
  Some say Sarros was the name of the man 
  who “created” this other planar doppleganger-
  world. Others say it has never meant more than 
  the name of the place it now is. What is known 
  that once there was a man in the earliest of 
  days who sought to make the perfect map. His 
  map was to be so grand, so magical it could 
  show him the lay of all of creation. In those 
  early days, it was said, that the laws of magic 
  were still being defined or perhaps tested and 
  no mapmaker had yet to try his craft with them.
  Dying in the effort and unleashing a final wild 
  burst of primal magic, the man wasn’t sufficient 
  to the task.
  His creation may yet be.
  The map lost form and distinction in a weave 
  of magic run wild and it became a planar 
  space deep with the Void. It continued with 
  its mapping imperative, imprinting itself 
  by echoing at random the vast infinities in 
  duplicate, to scale–a world of copied nations 
  and cities, mountains and seas. In an attempt 
  to express efficient power use, the magic of 
  the “map” has become such that it moves 
  until encounters sufficient mystic resistance 
  and then shifts its “edges” to another location 
  it has yet to encounter. The result is varied 
  copied aspects of reality randomly shifting into 
  another in disjointed, uneven replication, like a 
  quilt of patchwork.
  Creatures are most often involved in the 
  shifts of resistance. Individually, only the most 
  powerful resist the pull of the world, but those 
  who fail resist it completely are most often 
  copied as well or rare moments transitioned 
  with the maps passing. As time passes the 
  edges age and weather, but the borders are 
  often stark and knowable centuries after they 
  are mirrored.
  Location Type: Extraplanar shattered wild-
  magic 
  mirror 
  and 
  disjointed 
  reflection-
  landscape. Random landscapes allow fusions 
  of multiple previous campaign setting sites 
  regardless of origin. Creatures are transitioned, 
  
  73
  sometimes whole groups but often only in part 
  with a mix of copies and rarer originals, stolen 
  from where they once stood.
  Mythic Presences: The nature of Sarros’ 
  accidental creation was such that it was 
  formed “outside” of most normal cosmologies. 
  Powerful entities such as the Primals of Unity 
  have utilized Sarros to remain active even during 
  times of exile. On occasion mythic entities have 
  also been replicated by the “Mirrorstorm” 
  that is magic of Sarros’ sweeping replication. 
  Many varied mythic beings travel its strange 
  jigsaw terrain, some hiding and plotting, others 
  wondering how they came and how best to 
  leave. Lastly, the Five, a group of ascendant 
  Hivemaster monsters have become a central 
  part of Sarros’ rule and religious configurations.
  Connective Options: Replicative and abducting. 
  Sarros is capable of joining physical aspects 
  of two or more campaign settings into the 
  same space. Physical aspects of prior games 
  can be re-utilized in new and unique ways. 
  Additionally, the “cloning” effects of the mirror-
  world mean that a character in progress in an 
  existing campaign may be brought into Sarros 
  and still remain at large in their original world. 
  Characters finding their way into Sarros often 
  become aware of their duplicate nature and 
  react by trying to redefine themselves. Players 
  are advised to find ways to distinguish copied 
  Sarros characters from original versions up 
  to and including renaming the character as 
  they come to grips with their “clone” status. 
  Others uncertain of their nature realize that 
  the “Mirrorstorm” thwarts conventional means 
  of escape, including plane shift and teleport 
  magic, become obsessed with trying to find a 
  way to leave.
  Adventures in the Sarros, the Mirror World: 
  The opportunities for adventure with Sarros are 
  dizzying particularly if you’ve ever wondered 
  what would happen if the Dragonlords of 
  Iranthe were to face the Lich King of Peshat 
  from that other campaign two years ago. 
  Why wonder? You can run it and find out. Or 
  instead run a story of the fated few that find 
  themselves trapped in a twisted distortion of 
  their homeland and must quest to its strange 
  and unfamiliar surroundings to find a way 
  back home. Sometimes secrets are copied 
  over as well, libraries preserved before their 
  destruction or ancient cities swept up before 
  their upheavals–an adventuring group could 
  easily find getting into Sarros to recover what 
  was lost its goal.
  Sarros is a great place for experimental games, 
  short-term or crossover events. It also supports 
  a “contained” mythic environment that you can 
  try-out and leave behind if the systems don’t 
  suit your games normal play-style.
  Thaon
  Thaon is an ancient world of flaring ambient 
  magics called the Worldfire which empowers 
  the peoples of its lands. The Auri’kiir (Blood of 
  Power) are a group of lineage-based sorcerers 
  known to seek ways to strengthen their 
  unimaginable arcane abilities.  They are not 
  above kidnapping potential mates and seeking 
  congress with powers strange and otherworldly 
  to rise their respective family clans to the 
  highest degrees of magic.
  The Auri’kiir travel the worlds of the known 
  multiverse seeking new sources of strength 
  and are often prone to meddling in the affairs 
  of worlds they visit. Frequently experiencing 
  lives extended by their vast magical abilities 
  a season starting wars or testing mages on a 
  distant world is a common enough affair.
  Location Type: Sorcerer dominated high-magic 
  world.
  Mythic Presences: Across Thaon, the presence 
  
  74
  of Scions-of-High-Sorcery is a known reality 
  of the Auri’kiir’s ruling families. As high above 
  their sorcerous kin as those mages stand above 
  the lowest blooded commoners, the Scions 
  of Thaon predate other mythic beings with a 
  relentless prejudice and possessiveness over 
  their homelands.
  Connective Options: Abductive and Invasive. 
  The Scions of Thaon’s Auri’kiir are likely to show 
  up in other campaign worlds, testing the native 
  inhabitants looking for other spontaneous 
  casters and often, if pleased, adopting them 
  into their “family”, by force when necessary.  
  Otherwise they may seek sources of unique 
  magic and attempting to claim them for their 
  own. Occasionally even good-aligned Auri’kiir 
  will make their own claims to what (or who) 
  is “needed” to combat other clans of more 
  ruthless varieties.
  Adventures in Thaon: The sorcerers of Thaon 
  are most likely to visit another world, but 
  their home with its pervasive Bloodclan Wars 
  and the magic-granting risks of the Worldfire 
  present possibilities to the adventurer who is 
  bold enough.  Weaker clans have been known 
  to discretely reach off-world to adventurers 
  to handle complex affairs for them without 
  revealing their compromised strength to 
  others.
  Characters may also be likely to find that, to 
  their surprise, their own magical lineage has 
  ties to these ambitious bloodmages. An entire 
  campaign world may topple to chaos when 
  the “distant cousins” choose to stop by for a 
  holiday.
  OPEN GAME LICENSE Version 1.0a
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  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
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  Author: Owen K.C. Stephens
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  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Inc; Authors: Jason 
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  Genius Games. Author: Owen K.C. Stephens
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  Russell; Author: Steven D. Russell
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  Publishing. Author: Christen N. Sowards
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  Spheres Publishing. Author: Christen N. Sowards
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  Publishing. Author: Christen N. Sowards
  Classes of the Lost Spheres - Echo. © 2013, Lost Spheres Publishing. Author: 
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  Publishing. Author: Christen N. Sowards
  Pact Magic Unbound Vol. 1. Copyright 2012, Radiance House
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  Massey.
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  Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. 
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  Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Path of War, © 2014, Dreamscarred Press.
  Mythic Paths of the Lost Spheres. © 2014, Lost Spheres Publishing. Author: 
  Christen N. Sowards
  
  Mythic Paths of the Lost Spheres takes the concepts introduced in the Pathfinder Roleplaying 
  Game Mythic Adventures handbook and expands them into new options with a special eye 
  toward supporting non-traditional and third party classes, multi-class  or otherwise unusual 
  archetypes not currently empowered by the core mythic rules. Pathfinder Roleplaying Game 
  Advanced Class Guide support. Ultimate Psionics support. Pact Magic support. Rogue Genius 
  Games Genius Guide support. Over 500 new powers and path abilities, original art by Nick 
  Russell and 10 new mythic paths including:
  • The Worldsinger – A masterful servant of creation armed with the power of the First Song.
  • The Will-of-All – A group of psychic and mystic unifiers with the power to make the Many 
  into the One.
  • The Timelord – Dancers of the Rivers of Ages these harness the power of time and wield 
  paradox like a weapon.
  • The Super-Genius – An omega level intellect with such skill that their results verge on (or 
  transform into) the supernatural.
  • The Scion-of-High-Sorcery – The undisputed masters of inborn sorcery and blood magic.
  • The Overmage – Casters devoted to breaking down the barriers of magic and drawing on all 
  the Sources of the multiverse.
  • The Master-of-Shapes  – Shapeshifters on next level, these masters of transformation leave 
  little of the self unexplored.
  • The Hollow One – Home to vestigial lords, demons and broken spirits, these living prisons 
  are powered by their curses and other burdens.
  • The Hivemaster – From summoners to undead generals these are the greatest leaders of 
  the magical masses.
  • The Godhunter – Foes of the divine and opportunists of the overages of the faithful, these 
  predators claim the power of the Gods for themselves.
  Archmage. Champion. Guardian. Heirophant. Marshal. Trickster.
  Classic and Archetypal…
  …but on the shores of myth alone? …NO LONGER.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Lost Spheres/Mythic Paths of The Lost Spheres.pdf