Mythic Adventures | Rules | Mythic Heroes | Champion | Champion Features | 1st-Tier Champion Path Abilities

1st-Tier Champion Path Abilities

You can select these path abilities at any tier.

Aerial Assault

You can charge at creatures in the air, or leap across obstacles as part of a charge. When making a charge attack, you can expend one use of mythic power to include a single Acrobatics check made to jump, adding 10 feet per tier to the height or distance you jump. You take no falling damage from the height gained as part of this leap. If your attack hits, you may deal an amount of additional damage equal to the falling damage appropriate for the height you reached. Alternatively, you may replace your melee attack from this charge with a grapple check. If you successfully grapple a creature, you bring it to the ground with you at the end of your jump, and it takes an appropriate amount of falling damage for the height it was at when you grappled it.

Always a Chance

You don't automatically miss when you roll a 1 on an attack roll.

Always Armed

You don't take any penalties from using an improvised weapon. In addition, whenever you confirm a critical hit with an improvised weapon, you can treat its critical multiplier as ×3 instead of ×2, but the weapon is destroyed.

Armor Master

You don't take an armor check penalty or incur a 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.

Backlash

You strike back at those who penetrate your defenses. Whenever an adjacent enemy confirms a critical hit against you, that enemy also provokes an attack of opportunity from you. If you have used all of your attacks of opportunity for the round, you may expend one use of mythic power to make this attack of opportunity anyway.

Blowback

As a standard action, you can expend one use of mythic power to make one melee or ranged attack at your full base attack bonus. If the attack hits, your foe is also knocked directly away from you a distance equal to 10 feet per tier. If the foe strikes a solid object before reaching this distance, it takes 1d6 points of bludgeoning damage for every 10 feet it couldn't travel. If it strikes another creature, both it and the creature it strikes take half this damage.

Burst Through

When you charge, you can move through allies and opponents almost as if they were not there to obstruct your path. You can move through squares containing allies freely, but you must succeed at an overrun combat maneuver check for each opponent that obstructs your path to the target of your charge. If the result of the check exceeds the opponent's CMD, you may move through the opponent's square and continue toward the target without provoking an attack of opportunity from that opponent. If you fail any of these combat maneuver checks, your movement ends in the square before that opponent, but you may resolve the charge attack against the foe that stopped you.

Clean Blade

Whenever you score a critical hit, as a free action you can make a ranged touch attack to fling the blood and gore at another opponent within 30 feet. If the touch attack hits, the foe is sickened for a number of rounds equal to your tier. If the touch attack is a critical hit, the foe is also blinded for the same duration. A blinded foe can spend a full-round action to remove the gore and end the blindness. At the GM's discretion, creatures that are immune to disease, those that live in filth (such as otyughs), or those that revel in bloodshed (such as demons) might be immune to the sickened effect of this ability.

Climbing Master

You gain a climb speed equal to your base land speed and a +8 racial bonus on Climb checks. If you already have a climb speed, your base climb speed increases by 30 feet. In addition, you retain your Dexterity bonus to AC while climbing. You can climb perfectly flat or smooth surfaces, treating them as if they had a Climb DC of 40.

Crusader

Your prowess and ability draw countless followers to your banner. 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 or gain the Leadership feat, you gain followers from both this ability and the Leadership feat (in effect doubling the number of followers gained).

Devastating Smash

Whenever you attack a construct or object, treat its hardness (or damage reduction in the case of constructs) as 10 less than normal. Add your tier to damage rolls against constructs and objects. If you expend one use of mythic power as part of an attack against a construct or object, you treat its hardness (or damage reduction) as 0 and add double your tier to damage instead.

Endless Hatred

You can expend one use of mythic power as a free action to increase all of your favored enemy bonuses by 2 for 1 minute. When you use this ability, for the rest of your turn any attacks you make against a favored enemy bypass all damage reduction. You must have the favored enemy class feature to select this ability.

Ever Ready

Whenever you make an attack of opportunity, you gain a bonus on the attack roll and damage roll equal to your mythic tier. You can make attacks of opportunity while flat-footed, even if you don't have the Combat Reflexes feat. At 3rd, 6th, and 9th tier, the number of attacks of opportunity you can make each round increases by one.

Flash of Rage

Whenever you or an ally within 30 feet is struck by a critical hit, you can enter a rage as a free action on your next turn. 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. Rounds of rage granted by this ability don't stack, but the duration is reset if another critical hit occurs.

Impossible Speed

Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Imprinting Hand

By touching a foe, you can gain knowledge about it, including its weaknesses. To use this ability, you must first successfully hit a foe with an unarmed strike, natural weapon, or melee touch attack to make contact, then use this ability is a free action. As long as the target remains within 1 mile of you, you always know the direction and approximate distance to it. If the foe has any weaknesses or vulnerabilities (including a mythic flaw), you immediately know this information. You can maintain this connection with only one creature at a time; if you use this ability on another creature, your connection with the previous creature is lost.

Lesson Learned

Whenever you fail a saving throw against a supernatural or spell-like ability, you gain a +5 bonus on all further saving throws against that ability, including subsequent saves against an ongoing effect, or against the same effect produced by a different source or creature. This bonus lasts for a number of minutes equal to your tier. For example, if you fail a save against a demon's fireball spell-like ability, you gain this bonus against a fireball spell-like ability from any creature; if you fail a save against a blue dragon's electricity breath weapon, you gain this bonus against all blue dragon electricity breath weapons, but not against a black dragon's acid breath weapon or a gorgon's petrification breath weapon. If you fail another saving throw against the same ability, the duration of lesson learned resets but the bonus doesn't stack with itself.

Limitless Range

Multiply the range increment on all of your ranged and thrown weapons by 5 feet, and these weapons no longer have a maximum range increment for you. You can throw any melee weapon as if it had a range increment of 20 feet—this increment isn't multiplied by 5, but the weapon doesn't have a maximum range increment.

Meat Shield

You can use a creature you're grappling to protect you from harm. If you're grappling a creature and are attacked with a melee or ranged attack, as an immediate action you can attempt a grapple combat maneuver check against your grappled opponent. If you succeed, the incoming attack targets your grappled opponent instead of you. If you fail, the grappled opponent breaks free from the grapple and the incoming attack targets you as normal.

Mounted Maniac

Your unstoppable momentum while mounted is terrifying. Whenever you charge a creature while mounted, you can attempt an Intimidate check to demoralize all enemies within 30 feet of your target, adding your tier to the result of the check. If you expend one use of mythic power, any creature demoralized by this ability is frightened instead of shaken. The duration of this condition is dependent upon your check, as noted in the Intimidate skill.

Mythic Ki

As a free action, you can expend one use of mythic power to regain 2 points in your ki pool (up to your maximum). For the rest of your turn, your successful attacks with unarmed strikes or monk weapons bypass all damage reduction. You must have the ki pool class feature to select this ability.

Mythic Rage

As a free action, you can expend one use of mythic power to regain 1/4 your maximum number of rage rounds (minimum 4 rounds). For the rest of your turn, your successful attacks while raging bypass all damage reduction. You must have the rage class feature to select this ability.

Mythic Smite

As a free action, you can expend one use of mythic power to regain one use of your smite evil ability. For the rest of your turn, your successful attacks against evil creatures bypass all damage reduction. You must have the smite evil class feature to select this ability.

Mythic Weapon Training

Select one group of weapons from the list of fighter weapon groups. You gain proficiency with all weapons in this group. If you possess a feat such as Weapon Focus that requires you to choose a kind of weapon, you can instead apply the effects of that feat to all weapons from that weapon group. When wielding a weapon from that group, add a number equal to your tier to your CMD against disarm and sunder attempts made against that weapon. You can select this ability more than once. Each time you select this ability, it applies to a different weapon group.

Punishing Blow

Any opponent you hit with a melee or ranged attack loses the benefits of regeneration and fast healing for 1 round. In addition, if you score a critical hit against the target, it loses the benefit of its damage reduction for 1 round. A creature whose regeneration can't be suppressed or ignored (such as the tarrasque) is immune to this effect.

Sunder Storm

As a full-round action, you can expend one use of mythic power to attempt a sunder combat maneuver against each opponent within reach, selecting one item on each opponent to sunder. The damage from these sunder attempts ignores item hardness. If you destroy an item in this way, you drive the shattered pieces of the item into the flesh of its wearer or wielder, dealing 1d6 + a number of points equal to your tier of piercing damage. This damage bypasses all damage reduction.

Swimming Master

You gain a swim speed equal to your base land speed and a +8 racial bonus on Swim checks. If you already have a swim speed, your base swim speed increases by 30 feet. You can hold your breath for a number of minutes equal to 10 × your Constitution score, but afterward you must succeed at checks as normal to avoid drowning. If you expend one use of mythic power, for 1 hour your base swim speed increases by 10 feet per mythic tier.

Tear Apart

You can attempt to rend the armor of your opponent, reducing its effectiveness. Using this ability is a standard action that requires you to attempt a sunder combat maneuver check against your foe. If the check is successful, reduce the target's armor bonus, natural armor bonus, or shield bonus (your choice) by half your tier (minimum 1). If the creature has an enhancement bonus to the bonus you chose, reduce the normal bonus first, then apply any leftover reduction to the enhancement bonus. You can't reduce the bonus below 0. Armor and shields damaged in this way can be repaired as if they had the broken condition. Natural armor regains the lost bonus at the rate of 1 point per day. Lesser restoration restores 1d4 points of natural armor bonus, and restoration restores all of it.

Titan's Bane

You can move through the space of any creature two or more size categories larger than you without provoking attacks of opportunity, and you can share such a creature's space. When sharing a larger opponent's space, you gain cover against all melee and ranged attacks made by the creature, and it is considered flat-footed for the purposes of any melee or ranged attacks you make against it.

Uncanny Grapple

Upon making a successful grapple combat maneuver check against a creature you are grappling, you can perform one of the following actions: throw, crush, or swing. For a throw, you can throw the target of your grapple up to 10 feet per tier; if the creature strikes a solid object before reaching this distance, it takes 1d6 points of damage per 10 feet of the remaining throwing distance and lands prone. For a crush, you deal 1d6 points of nonlethal damage per tier. For a swing, you can use the target as a weapon against another creature, treating the grappled creature as a two-handed weapon. If you succeed at a melee attack against an opponent adjacent to the target, both that opponent and the grappled creature take 1d8 points of bludgeoning damage from this attack + 1-1/2 × your Strength modifier.

Wall Smasher

Whenever you succeed at a ki throw or a bull rush or reposition combat maneuver, you can smash your opponent against a wall (or suitable large obstacle) within the range you could move the target into as a result of the maneuver, dealing unarmed strike damage to your opponent and the wall. If you expend one use of mythic power when you use this ability, this damage ignores the hardness of the wall. If the damage destroys the wall, you move the opponent into the space beyond the wall and it immediately falls prone.