TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
   
  This book introduces rules for mythic heritages, 
  which allow players to further customize their mythic 
  characters and explore the source of their mythic power. It 
  also includes the pharaonic heritage, and a number of mythic 
  abilities associated with that heritage.
  Mythic Heritage Rules
   
  A mythic heritage is similar in many ways to a mythic 
  path, but instead of representing a character’s mythic destiny, 
  it instead represents that character’s mythic origins. Any 
  given character can only have one mythic heritage, and once 
  the character’s mythic heritage is chosen, it cannot later be 
  changed, but a mythic character’s player need not choose 
  which mythic heritage the character possesses as soon as 
  the character becomes mythic. Indeed, in many cases a 
  character’s mythic heritage is not immediately apparent, and 
  can serve as a dramatic revelation later on.
   
  Whenever a mythic character would gain a path 
  ability from his chosen mythic path, he can instead choose 
  to take an ability associated with his mythic heritage. Some 
  mythic heritages have a prerequisite. If the mythic character 
  ever fails to meet this prerequisite, he loses access to all 
  abilities he gained from his mythic heritage. If he meets the 
  prerequisite again later, he regains these abilities, or he can 
  retrain them the next time he gains a level or a mythic tier.
  Pharaonic Heritage 
   
  Characters with a pharaonic heritage are in some 
  way touched by or related to the mystical power of the 
  ancient pharaohs of the old kingdom, or possibly even 
  have a connection to the modern pharaohs of today. The 
  character could be a descendant of a pharaoh (ancient or 
  contemporary), and may even be somewhere in line to 
  become pharaoh one day in the future. Alternatively, it’s 
  possible that the character’s family has a long history of 
  association with pharaohs: perhaps serving as handmaidens, 
  bodyguards, or even spiritual advisors for pharaohs 
  throughout the ages, to the point where some small part 
  of the semi-divine nature of the pharaoh’s office has 
  rubbed off on them. The character may also have received 
  his connection to the pharaohs purely by accident, after 
  stumbling into an ancient tomb and coming into contact 
  with a mystic relic or curse that somehow left him imbued 
  with pharaonic essence. In some extreme cases (with GM 
  permission), such characters might even be past pharaohs 
  (either resurrected centuries after their reign through 
  mysterious or unusual circumstances, or returned to life as 
  a free-willed undead), or possibly even currently-reigning 
  pharaohs of particularly small kingdoms. Whatever the origin 
  of a character’s pharaonic heritage, the powers of the pharaoh 
  are ancient, and steeped in tradition that demands reverence, 
  if only for its ability to survive for eons.
  1st-Tier Mythic Abilities 
   
  Ambassador to the Entombed (Su): As one who is 
  steeped in the traditions of the old kingdom, where the dead 
  are revered and respected, and their tombs are sacrosanct, 
  you have a special empathy for the deceased. Mindless 
  undead creatures will not attack you unless specifically 
  ordered to do so, or unless you take a hostile action against 
  them. Intelligent undead creatures have their initial 
  attitude towards you increased by one step (hostile becomes 
  unfriendly, unfriendly becomes neutral, and so on).
   
  Additionally, you gain some ability to influence the 
  dead. You gain the Command Undead feat, if you do not have 
  it already, even if you do not meet the prerequisites. If you do 
  not have the channel energy class feature, you must expend 
  one daily use of mythic power each time you use the feat, 
  the saving throw DC to resist the effect is equal to 10 + your 
  mythic tier + your Charisma modifier, and the maximum 
  number of Hit Dice of undead you can control is equal to 
  twice your mythic tier. If you have the channel energy class 
  feature (either negative or positive energy), you can expend 
  uses of that ability or uses of mythic power in order to use the 
  feat, and the saving throw DC to resist the effect is either 10 
  + 1/2 your cleric level + your Charisma modifier or 10 + your 
  mythic tier + your Charisma modifier, whichever is higher. 
  The maximum number of Hit Dice of undead you can control 
  is equal to either your cleric level or twice your mythic tier, 
  whichever is higher.
   
  Call Forth the Sun (Sp): You may not quite be the 
  reason that the sun rises each day, but you can still replicate 
  a sunrise, at least in part. Three times per day, you can create 
  a ball of intense light that functions as a miniature sun. This 
  ball appears in an unoccupied square of your choice within 
  60 feet of you, and floats in the air. The ball creates bright 
  light in a 120-foot radius, and increases the light level by 1 
  step for a further 120 feet beyond that. Additionally, the ball 
  increases the temperature by 30 degrees Fahrenheit within 
  120 feet of the ball of light, and increases the temperature by 
  20 degrees Fahrenheit from 121 feet to 240 feet. Creatures that 
  enter the ball’s square automatically suffer 1d6 points of fire 
  damage per mythic tier you possess. The ball of light persists 
  for 1 minute.
   
  If you expend a use of mythic power when you 
  use this ability, then creatures within 120 feet of the ball of 
  light are affected as though by actual sunlight (including 
  the weaknesses of creatures such as vampires and shadow 
  demons). Additionally, the ball of light automatically dispels 
  all non-mythic darkness effects within 240 feet of it.
   
  Curse Master (Su): As a scion of pharaonic power, 
  your words and your wrath are more potent than those of 
  lesser mortals, lending weight to your curses. Whenever you 
  cast a spell with the curse descriptor, you may expend one 
  use of mythic power. If you do, the spell’s saving throw DC 
  (if any) is increased by +2. Additionally, the DC of any caster 
  level check made to remove the effect with remove curse 
  or similar effects is increased by an amount equal to your 
  mythic tier. Finally, if the curse is ever lifted, you immediately 
  become aware of it, as well as the relative distance and 
  direction of the cursed creature at the time the curse was 
  lifted.
  
  3
   
  Footsteps of Life (Su): Wherever you walk, small 
  plants sprout around you, growing up under your feet 
  wherever you step. Most of the time this has no effect, and 
  you can suppress or resume this effect as a swift action. By 
  expending one use of mythic power as a full-round action, 
  however, you can cause these tiny plants to grow suddenly 
  and rapidly in the area around you. This creates heavy 
  undergrowth around you in an area with a radius of 5 feet per 
  mythic tier you possess. This undergrowth is mildly sentient, 
  and bends out of your way, so while you are not completely 
  immune to this undergrowth, you treat it as though it were 
  light undergrowth, instead of heavy undergrowth (causing 
  it to cost you only 2 squares of movement to move through, 
  instead of 4, and granting opponents only 20% miss chance 
  against your attacks, rather than 30%). This effect last for 1 
  minute, after which the undergrowth shrivels and fades to 
  dust.
   
  Form of the Pharaoh (Su): When you would take 
  the form of an animal or similar creature, you can instead 
  choose to take a form that is a combination of several 
  different creatures. Whenever you are the subject of a beast 
  shape spell, or an ability that mimics a beast shape spell (such 
  as a druid’s wild shape class feature, or a polymorph spell), 
  you can expend one use of mythic power. If you do, then 
  instead of choosing a single animal or magical beast, you 
  may choose up to three. You are treated as being all three of 
  the chosen creatures for the purposes of which abilities you 
  gain, although you must choose one of the three animals to 
  determine the size that you become. All of the animals and/
  or magical beasts that you choose must still be creatures that 
  the spell or ability could normally transform you into (for 
  example, you could use beast shape I to become a mix of an 
  eagle, a squid, and a wolf, allowing you to gain a fly speed, a 
  swim speed, low-light vision, and scent, but could not choose 
  a spider or dragon as one of your three creatures, as beast 
  shape I does not allow you to transform into such creatures).
   
  Intercede with the Gods (Su): Your link to the 
  ancient pharaohs allows you to act as an intermediary to the 
  gods, and you can call upon one or more gods for guidance, 
  and ask them to intercede on your behalf. By spending one 
  minute intoning ancient ritual words, and expending a use of 
  mythic power, you can gain the benefits of a commune spell, 
  except that the number of questions you can ask is equal to 
  your mythic tier. Additionally, after doing so, you are infused 
  with a tiny amount of divine good will, which you can use to 
  your benefit. At any time after using this ability, after making 
  a d20 roll, you can expend this divine good will in order to 
  add a +2 sacred bonus to the result. You may do so even after 
  learning the result of the roll, and can do so in addition to 
  surging, if desired. Once you have used this divine good will 
  in this way once, it is lost. If you do not use your divine good 
  will within one hour of using this ability, it is wasted.
   
  Relic Master (Su): As a scion of the old kingdom 
  and an inheritor of the power of pharaohs, you are intimately 
  familiar with the trappings of strange relics and unusual 
  magic items, and are more at home with such things 
  than most. By expending a use of mythic power, you can 
  automatically identify the magic properties of a magic item 
  in your possession after a round of study, provided that the 
  item is not an artifact or a cursed item. You also gain a bonus 
  on all Spellcraft checks made to identify items, as well as 
  on all Use Magic Device checks, equal to your mythic tier. 
  Finally, by expending a use of mythic power, you can treat any 
  Use Magic Device check you make as though the result had 
  been a 15, instead of the actual result of the roll. You can use 
  this ability even after learning the result of the roll.
   
  Retributive Curse (Su): Divine blood flows in your 
  veins, and you can call down celestial retribution upon those 
  who would dare lift a hand against you. Whenever a creature 
  confirms a critical hit against you, you can expend a daily use 
  of mythic power. If you do, then the creature that scored the 
  critical hit is immediately affected as though by the bestow 
  curse spell, except that you do not need to make a melee 
  touch attack. Non-mythic targets suffer a -4 penalty on their 
  saving throw. Additionally, if you expend an additional use 
  of mythic power, you can affect the target with the mythic 
  version of bestow curse (found in Mythic Mastery: Missing 
  Mythic Magic II), instead.
   
  Sandwalker (Su): You can walk atop sand as though 
  it were solid ground. This functions as the spell water walk, 
  except that it applies to sand and similar environments 
  (including quicksand), rather than water. This allows you to 
  avoid any difficulties of walking through particularly deep 
  sand, and allows you to avoid some or all of the effects of 
  certain sand-based spells (such as shifting sandAPG and soften 
  earth and stone). Further, you leave no trail when traveling 
  over a sandy environment, and cannot be tracked over such 
  terrain. You can choose to leave a trail while traveling over 
  sandy terrain, if you desire.
   
  Finally, you can call upon sand to lift you off the 
  ground in times of need. As a move action, by expending 
  a use of mythic power, you can cause sand underneath 
  your feet to solidify and rise up, forming a platform that 
  lifts you into the air. This effectively creates a pillar of sand 
  underneath you that is 5 feet square, and as tall as you desire, 
  up to 30 feet in height. The pillar of sand remains for up to 
  one minute, after which it gently lowers back to the ground. 
  The pillar of sand can be climbed with a DC 20 Climb check. 
  In order to use this ability, there must be sufficient sand in 
  the area: the ability does not create sand where there is none. 
  3rd-Tier Mythic Abilities 
   
  Blessed Oasis (Su): As a successor to the power 
  of the pharaohs, you can call upon the elements to produce 
  a spring of fresh water wherever you go. As a full-round 
  action, by expending one use of mythic power, you can call 
  into being a small oasis, which gradually appears over the 
  course of 1 minute. The oasis is full of pure, disease-free 
  water, and produces roughly 3 gallons of such water per tier. 
  Additionally, anyone who drinks from this water receives the 
  benefits of a cure serious wounds spell, as well as the drinker’s 
  choice of a cure disease, neutralize poison, or remove curse 
  spell. Any given character cannot benefit from this ability 
  more than once per day, even if you use the ability multiple 
  times. The oasis vanishes after one hour, and while any water 
  from the oasis that was bottled remains, it loses its magical 
  properties after this time.
   
  Curse Location (Sp): You can create a powerful 
  curse that protects a small area from interlopers. Doing so 
  requires performing a 1-hour ritual in the location where 
  the curse is to take effect, and the expenditure of 6 uses of 
  
  4
  mythic power. The curse affects a single area or structure, up 
  to a maximum area with a radius equal to 50 feet per mythic 
  tier you possess. If the location or structure to be affected is 
  smaller than the maximum area, only that specific location or 
  structure is affected (for example, if used to protect a shrine 
  or house, the effect would extend only as far as the walls of 
  that structure, even if that is less than the maximum area 
  the ability can affect). The location to be affected must be 
  one that was man-made and has clearly-defined borders, 
  and must be a single, distinct place (a palace or castle could 
  qualify, but an entire city, or even a city block, would not).
   
  When you use this ability, determine whether 
  the curse will affect everyone, or just creatures of certain 
  alignments, or just creatures of certain religions. In the case 
  of alignments and religions, you can choose any number of 
  specific alignments or deities, and the curse will only affect 
  creatures of the chosen alignments or who worship the 
  chosen deities (to save time, choices like “any deity but mine” 
  or “any non-good alignments” are perfectly acceptable). 
  Affected creatures that enter the cursed area suffer from all 
  of the following effects: bane, bestow curse (you determine 
  the curse when the ability is used), cause fear, dimensional 
  anchor (this also prevents such creatures from entering the 
  area by teleportation or similar means), and glitterdust. The 
  caster level for these effects is equal to your caster level, and 
  the saving throw for each effect is equal to 10 + the spell level 
  + your mythic tier.
   
  The curses remain in place for a number of days 
  equal to your mythic tier, but each day, when you regain new 
  uses of mythic power, you can choose to immediately spend 
  3 of those uses to maintain the curse, regardless of your 
  distance from the cursed location. If you do, that day does 
  not count against the number of days that the curse lasts.
   
  Mummified Return (Su): Upon your death, as long 
  as your body is preserved, your spirit will eventually return 
  to it, allowing you to continue life as an undead creature. 
  If you die, then as long as your body remains more-or-less 
  intact (as defined by the raise dead spell), after 24 hours, your 
  corpse magically desiccates, and your mummified remains 
  rise as an undead creature. Your creature type becomes 
  undead, and you gain all undead traits (including losing your 
  Constitution score), though your racial Hit Dice and saving 
  throw bonuses, if any, are not altered. If you are affected by 
  a raise dead spell, or similar, while animated in this way, you 
  immediately return to life, and do not suffer any negative 
  levels or Constitution drain as a result of being restored to life 
  in this way.
   
  While mummified in this way, you gain only half as 
  many daily uses of mythic power each day. Additionally, you 
  can remain animated in this way only for a number of days 
  equal to 3 + your mythic tier, after which, if you have not 
  been restored to life, your body crumbles to dust.
   
  Overwhelming Aura (Su): You are capable of 
  projecting your semi-divine power in an intense burst of 
  overwhelming presence, causing nearby creatures to freeze 
  at your whim. Depending on your mood and nature, this 
  may take the form of overwhelming feelings of despair and 
  helplessness, or it may be awe and wonder at you and your 
  glory. Whatever the exact nature of the overwhelming aura, 
  you can activate it as a standard action, by expending one use 
  of mythic power. While activated, the aura forces all creatures 
  that enter or begin their turn within 30 feet of you to succeed 
  on a Will save (DC 10 + 1/2 your Hit Dice + your mythic tier) 
  or be paralyzed for 1d4 rounds. Creatures that succeed on 
  this saving throw are shaken for 1d4 rounds, instead, but 
  are otherwise immune to the effects of your overwhelming 
  aura for the next 24 hours. Once the overwhelming aura is 
  activated, it lasts for a number of rounds equal to your mythic 
  tier. Because this paralysis is caused by an emotional reaction 
  and not physical paralysis, it can affect even creatures that 
  are normally immune to paralysis. This is a mind-affecting 
  emotion effect.
   
  Pharaoh’s Command (Su): Your connection to 
  the mystical and majestic pharaohs is strong, and when you 
  speak, the power of a millennia-old empire lends weight 
  to your words. As a swift action, by expending a use of 
  mythic power, you can call upon the mantle of the pharaoh 
  to magically imbue your words with power. If you do, then 
  you can affect a single creature that can see and hear you 
  as though by the spell command. Non-mythic creatures do 
  not receive a saving throw to resist this effect, but mythic 
  creatures can resist your commands by succeeding on a Will 
  save (DC 10 + 1/2 your Hit Dice + your mythic tier). You can 
  issue one command each round as a swift action for one 
  minute each time you use this ability.
   
  Swarmshape (Su): Your link to the power of the 
  pharaohs allows you to call upon one of the symbols of their 
  power to transform yourself into a cloud of angry, biting 
  scarab beetles. As a standard action, by expending one use 
  of mythic power, you can transform yourself into a swarm 
  of scarabs. While in this state you gain swarm traits, and are 
  treated as a swarm of diminutive creatures with an area of 
  10 feet and a reach of 0 feet. You gain a fly speed of 60 feet 
  (perfect), and you gain a swarm attack that deals 1d6 points 
  of damage for every mythic tier you possess (to a maximum 
  of 10d6 at 10th tier). You cannot cast spells while transformed 
  in this way, nor can you wield weapons or wear armor, 
  though such items meld into you and reappear on your body 
  at the end of the effect, in the same fashion as spells of the 
  polymorph subschool. You also gain the distraction special 
  attack, and the saving throw DC to resist its effects is equal 
  to 10 + 1/2 your Hit Dice + your mythic tier. You remain 
  transformed for one minute, or until you end the effect (a 
  full-round action).
  6th-Tier Mythic Abilities 
   
  Entomb in Oblivion (Su): Your connection to 
  pharaonic might gives you the power to bring doom upon a 
  foe, imprisoning him within a tiny amber pyramid that forms 
  in your hand, and striking his very memory from existence. 
  Once per day, as a full-round action, by expending three uses 
  of mythic power, you can force a single creature within 60 
  feet to succeed on a Will save (DC 10 + 1/2 your Hit Dice + 
  your mythic tier) or be magically imprisoned within a 3-inch-
  tall amber pyramid that forms in your outstretched hand 
  when you use this ability. Creatures imprisoned in this way 
  cannot escape on their own, but are automatically freed if the 
  pyramid in which they are imprisoned is destroyed (hardness 
  10 + your mythic tier, hit points equal to 5 x your mythic tier). 
  Mythic creatures gain a +2 bonus on their saving throw to 
  resist this effect.
  
  5
   
  Additionally, as long as the target is entombed in 
  this way, his name is stricken from history and from memory. 
  Non-mythic creatures and texts throughout the world 
  forget who the target was, and that he ever existed. Mythic 
  characters who knew of the target previously can retain those 
  memories with a successful Will save (DC 10 + your mythic 
  tier + your Charisma modifier). You automatically remember 
  the target. Depending on how well a given individual knew 
  the target, this memory alteration may be fairly seamless 
  and undetectable (if they only met briefly, or the individual 
  only had casual knowledge of the target), or it may be fairly 
  obvious to those affected that their memory has been altered 
  (if removing the target from the individual’s memories would 
  leave large amounts of unexplainable gaps).
   
  Despite the harrowing nature of the imprisonment, 
  if the pyramid is broken, the target returns in the same state 
  he was in when he was imprisoned.
   
  Summon Guardians of the Old Kingdom (Su): 
  Your privileged status and link to the pharaohs allows you to 
  command the power of some of the exemplary guardians of 
  the old kingdom. As a full-round action, by expending one 
  use of mythic power, you can summon your choice of either 
  a mythic sphinx, or 1d3 mythic mummies. The summoned 
  creatures serve you faithfully for 1 minute, as though 
  summoned by a summon monster spell. The summoned 
  creatures do not have any uses of mythic power; however, 
  you can allow them to access your own font of mythic power, 
  effectively expending uses of your own mythic power in order 
  to fuel any of their abilities that require uses of mythic power. 
  In the case of mythic mummies, while they can create spawn, 
  their spawn depart with them when the effect ends. 
   
  Summon Sandstorm (Su): You can draw upon 
  your pharaonic heritage and intimate connection to the 
  primal force of the desert in order to call forth a sandstorm of 
  incredible proportions, even when indoors. As a full-round 
  action, by expending two uses of mythic power, you can 
  conjure a powerful sandstorm, which affects an area with a 
  radius of 10 feet per mythic tier you possess (to a maximum 
  of a 100-foot radius at 10th tier), centered on your location 
  at the time that you use this ability. In the affected area, the 
  wind speed increases to over 50 miles per hour (windstorm 
  speeds), and intense sand in the air imposes a -8 penalty on 
  Perception checks and grants all creatures in the affected 
  area concealment. Finally, the sand whipping through the air 
  is imbued with your semi-divine wrath, and each round, at 
  the beginning of your turn, each creature in the affected area 
  suffers 1d6 points of damage per mythic tier you possess (to a 
  maximum of 10d6 points of damage, at 10th tier). A successful 
  Reflex save (DC 10 + 1/2 your Hit Dice + your mythic tier) 
  halves this damage. You are immune to this damage, and your 
  movement is not hampered by the wind, but you suffer all the 
  other negative effects of the sandstorm. The sandstorm lasts 
  for 1 minute, or until you dismiss it (a move action).
  
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  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the License itself. No other 
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  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.  
   
  5.Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You 
  have sufficient rights to grant the rights conveyed by this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and 
  the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which 
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of 
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  10. Copy of this License: You MUST include a copy of this License with every copy of the 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
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  or governmental regulation then You may not Use any Open Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.  
   
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse 
  Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, 
  Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray 
  Vallese. 
  Pathfinder Roleplaying Game Bestiary 3 Copyright 2011, Paizo Publishing, LLC; Authors Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick 
  Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Mythic Mastery: The Mythic Glabrezu Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume I Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Heritages: Demonic Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Archery Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: The Mythic Succubus Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume II Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: The Mythic Balor Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Items of the Orient Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Traps Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume III Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Draconic Heritage Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Curses Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Creatures of the Nile Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume IV Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Dretches and Quasits Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Pharaonic Heritage Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  Unlock a New Kind of Mythic Power!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Mythic Mastery - Pharaonic Heritage.pdf