Godling Path Abilities
Source: Mythic Adventures
Path abilities for godlings, mythic characters born of a deity.
Path Features and Abilities
Barbs of Ecstasy (Su) tier 1
**Requirement**: Zon-Kuthon
Barbs and spikes grow out of you—piercing your flesh, ripping through any armor or clothing, and filling you with exquisite pleasure but your enemies with pain. These spines function as *+2 armor spikes*. Any creature striking you with a natural weapon or grappling with you takes 1d6+2 points of piercing damage. As a swift action, you can expend one use of mythic power to give these spikes the* unholy* weapon special ability for 1 round per tier.
Drunken Luck (Su) tier 1
**Requirement**: Cayden Cailean
You can expend one use of mythic power to gain an insight bonus equal to double your tier to your AC against a single attack, or on your saving throw against a single effect. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. After using this ability, you are staggered for 1 round.
Fires of Dawn (Su) tier 1
**Requirement**: Sarenrae
As a swift action, you can expend one use of mythic power to burst into flames. You are protected as though by *fire shield* (warm shield), except the flames deal a number of points of fire damage equal to 1d8 + double your tier to attackers. A creature wielding a melee weapon with reach is still affected by this damage. These flames last for 1 minute per tier or until you dismiss them as a free action.
Gozreh's Grace (Su) tier 1
**Requirement**: Gozreh
As a move action, you can expend one use of mythic power to surround yourself with wind or waves for 1 minute per tier. If you choose wind, swirling winds surround you, guarding you from ranged weapons as though you were protected by *wind wall* and increasing the effective caster level of any spells you cast that have the air descriptor by 2. If you choose waves, rippling water manifests and swirls around your body, giving melee attacks against you a 20% miss chance, reducing any fire damage taken by 50%, and making it impossible for you to catch on fire.
Mantle of the Inheritor (Su) tier 1
**Requirement**: Iomedae
As a swift action, you can expend one use of mythic power to automatically rid yourself of any one disease, fear, or poison effect affecting you. As a standard action, you can expend one use of mythic power to rid an ally within 30 feet of an effect of one of these types.
Prior Claim (Su) tier 1
**Requirement**: Asmodeus
As an immediate action, you can expend one use of mythic power to delay the effects of a mind-affecting effect for a number of rounds equal to your mythic tier. You can continue to delay the effects each round with further expenditures of mythic power as a free action. Any mind-affecting effect already affecting you or any mind-affecting effect to which you are exposed during this ability's duration does not affect you until the ability's duration has expired.
Roar of Triumph (Su) tier 1
**Requirement**: Gorum
As a free action when you kill an enemy or render it unconscious, you can expend one use of mythic power to give voice to a fearsome roar that rattles the very essence of any foes who hear. Nonmythic enemies within 30 feet are deafened and shaken for 1 round per mythic tier you possess (Will halves this duration; DC = 10 + your tier + your Cha modifier). Using this ability on creatures that are already shaken increases the duration; it does not create a stronger fear condition.
Savored Sting (Su) tier 1
**Requirement**: Calistria
As a free action after making a successful melee attack, you can expend one use of mythic power to poison the target. A successful Fortitude save (DC = 10 + your tier + your Con modifier) negates the poison. This poison deals 1d3 points of Dexterity damage and 1d3 points of Charisma damage per round for a number of rounds equal to your tier. The duration is halved for poisoned mythic creatures.
Still the Blade (Su) tier 1
**Requirement**: Shelyn
As an immediate action, you can expend one use of mythic power to prevent a single creature within 30 feet from attacking another creature (Will negates; DC = 10 + your tier + your Cha modifier). The target doesn't lose the action and can take any other action that doesn't directly cause harm to another creature. This effect can affect only creatures with fewer mythic ranks or tiers than yourself.
Tempered Steel (Su) tier 1
**Requirement**: Torag
As a swift action while wearing armor, you can expend one use of mythic power to gain DR 5/adamantine. Once this effect has prevented a total of 20 points of damage per tier you possess, the protection ends. For example, a mythic character with 3 mythic tiers could prevent a total of 60 points of non-adamantine damage with this effect.
Wanderer's Touch (Su) tier 1
**Requirement**: Desna
As a swift action, you can expend one use of mythic power to imbue a weapon in your hand with the *throwing* and* returning* weapon special abilities. These weapon special abilities apply only to you, and this effect lasts for 1 minute per tier. By expending one use of mythic power as part of a full attack, you can will the thrown weapon to slice through multiple foes in 1 round, allowing you to make up to your full number of attacks that round against multiple opponents. The weapon strikes the first foe, then bounces to the next, and so on, before returning to you at the beginning of your next turn.
Way of Knowing (Su) tier 1
**Requirement**: Erastil
As a standard action, you can expend one use of mythic power and name a creature to determine what direction it lies from you. You must choose a creature you have encountered before and can unambiguously identify. If this creature is on another plane, you instead become aware of this fact, but not which plane. This effect doesn't reveal the distance to the selected creature. This ability can be blocked only by effects that can also block *discern location*.
World Breaker (Ex) tier 1
**Requirement**: Rovagug
As a free action after you confirm a critical hit with a melee weapon, you can expend one use of mythic power to shatter the ground beneath your foe. This creates difficult terrain in an area centered on your target with a radius equal to 10 feet × your tier. You movement is not impeded by the difficult terrain created by this effect. By expending two uses of mythic power when you use this ability, you can create an additional shock wave that extends beneath your target's feet in a cylinder with a depth equal to 5 feet × your tier. If this shock wave breaks the surface of the floor (such as if you used this ability on the second floor of a building), the area beneath the target collapses entirely and anyone in the area lands prone on the level below (possibly incurring falling damage in the process).
