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==The Mythic Paths== The game has a modified version of the Mythic Path system used in the adventure path, using new paths with different rules to the tabletop. Only the player character can get a Mythic Path, with your companions only getting the "Mythic Companion" path which offers only Mythic Abilities and Mythic Feats, but none of the unique shit specific to the player's Paths. You choose your path fairly early on in the game and which choices are available to you depends on whether you have unlocked them through certain character interactions. Each path also has alignment restrictions, and choosing a path with an unsuitable alignment has the game give you a quest that shifts your alignment to something acceptable. Once chosen, the path gives you a spellbook that goes up to level 6 spells as you increase in Mythic Rank (except the Angel and Lich, which go up to ninth level spells) and a grab-bag of powers. All of them also give you the power to summon some thematically-appropriate minions, such as the Azata summoning more benevolent fey and nature spirits or the Aeon summoning various constructs. Six paths are available when you choose a Mythic Path. *The '''Aeon''' is unlocked when you find the remains of a destroyed Aeon, and requires that you be lawful in some way, or True Neutral. Its main abilities are Enforcing Gaze, which allows you to buff allies and debuff enemies in an area around you, and Aeon's Banes, which are pretty much just Inquisitor's Banes but much stronger and they stack with Inquisitor's Banes. They also become immune to many different status effects as they increase in rank. *The '''Angel''' is unlocked early on in the main quest and requires you to not be evil. It offers some powerful divine spells and players with levels in a full divine caster class can merge their Angel and class spellbooks. Their main abilities are Sword of Heaven, which makes their weapon attacks deal holy damage as well as making their healing and damaging spells more effective and can later be upgraded to grant various other bonuses, and Angelic Aura, which buffs allies within 50 feet and can be upgraded to grant various other bonuses. It also shows up quite a bit in dialogue, since taking on the aspect of goodness personified tends to be a good way to convince people you're trustworthy. * The '''Azata''' is unlocked by helping some people and then singing with them, and requires you to not be Lawful or Evil. They get Azata Perfomances, which are pretty much just Bardic Performances but much stronger (and their uses per day stack with those of Bardic Performances), and a list of Superpowers (powerful passive buffs) to choose from at certain levels. Some of the Superpowers include All-Skilled, which grants a bonus to all skill checks and proficiency in all equipment; Supersonic Speed, which grants a permanent Haste effect and 20% chance to dodge all melee and ranged attacks; and Zippy Magic, which makes all single-target spells also hit another valid target within 30 feet of the original as well as making damaging single-target spells deal bonus damage. They also get a free animal companion in the form of a Havoc Dragon named Aivu, who will interject in conversations and interact with NPCs much like your humanoid companions. * The '''Demon''' is unlocked early on in the main quest and requires you to not be good or lawful. Its main mechanic is the Demonic Rage, which is like a Barbarian or Bloodrager rage but it also improves spellcasting, and Demonic Aspects, which let you pick between various aspects that give you a bonus both in-combat and out of it. Generally agreed to be the worst of the paths in terms of both gameplay and story. * The '''Lich''' is unlocked when you find an evil wand and keep it with you until you get to a basement in a particular chapel. It offers some powerful arcane spells (mostly necromancy, of course) and players with levels in an full arcane caster class can merge their Lich and class spellbooks. Its main mechanics are the Skeletal Champion, a permanent undead minion that can be upgraded in various ways as you increase your rank and equipped with whatever magic swag you and your companions don't need, and Lich Powers, which are similar to the Azata's Superpowers in that they let you pick between various powerful bonuses. Some of the Lich Powers include Decaying Touch, which lets your natural weapon attacks deal bonus unholy damage and reduce the target's Strength; Withering Life, which makes all of your spells deal ability damage; and Indestructible Bones, which grants DR10/- and make it so enemies that hit you get a penalty to attack rolls until the end of combat. They also get a few passive abilities that buff spellcasting in general and Necromancy in particular, and are unable to romance any of the companions due to one of the steps on the path of Lichdom involving killing your ability to feel love. * The '''Trickster''' is unlocked by playing a trick on some enemies early on in the game, and requires that you be True Neutral or some kind of Chaotic. It grants sneak attack dice and lets you sneak attack with healing spells, as well as allowing you to pick a few Mythic Tricks which let you use skill checks to do things like automatically demoralizing every enemy at the start of combat or identifying magic items so well that they inexplicably become more powerful. On top of these six options, there are four that the player can switch over to later in the game. * The '''Devil''' can be accessed by either choosing the Aeon path and being both evil and competent enough that hell offers you a job, or by picking the Azata path and being so terrible at being Chaotic Good that you become Lawful Evil. * The '''Gold Dragon''' is unlocked by giving the Storyteller a scale and a claw (which can be found right next to the wand that unlocks the Lich path) of Terendelev, investigating her lair, meeting her gold dragon mentor and being very Sarenrae-like about one of the cultists squatting there. If everything is done right, the dragon shows up at the beginning of Act 5 to fry some demons and say you have what it takes to be cool and shiny too, if you want to. * The '''Swarm-That-Walks''' is accessed by interacting with what's left of a Vescavor Queen and doing some research into swarms. It allows your character to become a ravenous humanoid swarm of locusts, devouring crusader and demon alike and generally being such a menace that the crusaders have to put the crusade on hold so they can fight you instead. Switching over to this path causes all of your companions to abandon you, but you make up for it by being able to split your swarm up into copies of yourself, being able to create more copies the more corpses you devour. * The '''Legend''' is accessed by choosing to cast away any extraplanar influence and instead draw only on your own personal might for your mythic power. This removes all but one of your Mythic Abilities and Feats, but gives a massive boost to XP gain and doubles the level cap, allowing you to go up to character level ''40.''
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