Archmage | Champion | Guardian | Hierophant | Marshal | Trickster

Hierophant Path Abilities | Hierophant (Starstone) Path Abilities | Godling Path Abilities | Universal Path Abilities


Source Mythic Adventures pg. 32
Those who draw upon a god’s power find themselves becoming closer to the divine. Some aspire to become immortal servants of their gods, and others reach for apotheosis itself. A hierophant could be either of these, channeling divine power directly or indirectly—whether from a deity, the spirit of nature, or the power of life itself—and eventually becoming more like a patron of divine power than a mere devotee.

Role: As a hierophant, your role in the group is to act as a conduit to the divine, healing and helping your allies through the miracles that you bestow. This focus is just as strong if you are instead a servant of nature, using the powers granted to you by this path to protect the wilderness and bring its fury to those who would dare to defile it.

Classes: Members of any class that draws upon divine magic will find the path of the hierophant useful— particularly clerics, druids, and oracles. Even classes with limited divine spellcasting, such as the inquisitor and paladin, have a number of useful options in this path.

Bonus Hit Points: Whenever you gain a hierophant tier, you gain 4 bonus hit points. These hit points stack with themselves, and don’t affect your overall Hit Dice or other statistics.

Path Features

TierPath Features
1stDivine surge, path ability
2ndPath ability
3rdPath ability
4thPath ability
5thPath ability
6thPath ability
7thPath ability
8thPath ability
9thPath ability
10thDivine vessel, path ability
As you gain tiers, you gain the following abilities.

Divine Surge: Select one of the following abilities. Once chosen, it can’t be changed.

Beast’s Fury (Su): As a swift action, you can expend one use of mythic power to imbue your animal companion, cohort, eidolon, familiar, or bonded mount with some of your mythic power. As an immediate action, that creature can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage dealt by this attack bypasses all damage reduction. A creature affected by this ability can take these actions in addition to any other actions it takes during its turn.

Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

Recalled Blessing (Su): You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you’re a spontaneous caster, this spell must be one of your spells known. You can’t apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an aff liction or remove a condition, roll twice and take the higher result.

Path Ability: At 1st tier and every tier thereafter, select one new path ability from the hierophant path abilities lists or from the universal path abilities lists (see page 50). 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.

Divine Vessel (Ex): At 10th tier, whenever you cast a spell that targets one or more non-mythic creatures, those creatures must roll twice for any saving throws associated with the spell and take the lower result. Whenever you are healed of hit point damage by a spell or effect, you are healed for the maximum possible amount. You also gain DR 10/epic. Once per round when you take more than 20 points of damage (after damage reduction is applied), you regain one use of mythic power.