TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  Angelic Heritage
  
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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 angelic 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.
  Angelic Heritage 
   
  Characters with an angelic heritage are touched 
  by the forces of good and righteousness. As with many 
  mythic heritages, the most obvious source of a mythic 
  angelic heritage might be a blood relation to some angelic 
  being: although unions between angels and mortals are not 
  common, they do occur, and while such unions often lead 
  to the birth of aasimars and half-celestials, in some cases, 
  especially if one of the two parents is mythic, it may lead to 
  a creature with this heritage, instead. There are many other 
  ways for a character to have an angelic heritage, however: 
  he or she may have come into their mythic power from a 
  holy artifact, or they may have had angelic power bestowed 
  directly upon them by an angel or even a deity, in order to 
  perform some great heroic task for the forces of good. Some 
  rumors also speak of blessed pools and glades, found in the 
  upper planes, which have transformative effects on those who 
  visit them, and may also provide a character with a source of 
  mythic angelic power. Whatever the origin of a character’s 
  angelic heritage, the power of angels is undeniable, although 
  with that power comes a heavy responsibility to wield it nobly 
  and courageously.
   
  Prerequisite: Only characters that are good-aligned 
  can have the angelic mythic heritage.
  1st-Tier Mythic Abilities 
   
  Angelic Aura (Su): You are surrounded by a holy aura 
  that protects you against evil. You gain a +2 sacred bonus to 
  AC against attacks made by evil creatures, and a +2 sacred 
  bonus on saving throws made to resist the abilities of evil 
  creatures. Additionally, by expending a use of mythic power 
  as a standard action, you can cast magic circle against evil on 
  yourself as a spell-like ability.
   
  Angelic Body (Su): Like the angels, your body is 
  resistant to a number of the perils often employed by the 
  forces of evil. You gain a bonus equal to your mythic tier 
  on saving throws made to resist diseases, poisons, and 
  petrification effects. Additionally, whenever you fail a saving 
  throw to resist a disease, poison, or petrification effect, 
  you can expend 5 uses of mythic power. If you do, you 
  automatically succeed on that saving throw, regardless of the 
  result of your die roll.
   
  Disrupting Weapon (Su): Your touch empowers 
  weapons with holy energy that makes them particularly 
  effective against the undead. You gain a +1 morale bonus 
  on attack and damage rolls made against undead creatures. 
  Additionally, as a standard action, you can expend one use 
  of mythic power in order to cause any weapon you wield in 
  the next minute to function as though it had the disruption 
  special ability. The saving throw DC for the disruption effect 
  is equal to 10 + 1/2 your mythic tier + your Charisma modifier. 
  Mythic undead creatures gain a +4 bonus on saving throws to 
  resist this effect.
   
  Halo (Su): You are surrounded by a heavenly aura, 
  marking you as unmistakably good. You are treated as a 
  cleric of a good deity for the purposes of how you are seen 
  with detect good. If you are already a cleric of a good deity, 
  add your mythic tier to your Hit Dice when determining 
  the effect, instead. Additionally, any creature that spends 
  at least 5 minutes interacting with you and succeeds on a 
  DC 10 Sense Motive check intuitively realizes that you are a 
  good person. If such a creature is good-aligned, their attitude 
  towards you automatically improves by 1 step, and as long as 
  they are non-evil, you gain a +2 bonus on Diplomacy checks 
  involving them. Further, animals, plants, and small children 
  are automatically friendly towards you, and will not attack 
  you normally (although they can be magically compelled to 
  do so). Finally, as a standard action, you can expend one use 
  of mythic power to surround your head in a glowing halo, 
  which functions as light except it is always centered on your 
  head, is treated as being of a spell level equal to 1/2 your 
  mythic tier for the purposes of how it interacts with darkness 
  and similar spells, and lasts for 24 hours (you can dismiss it as 
  a standard action).
   
  Heavenly Choir (Su): You are capable of singing 
  divinely beautiful songs, increasing the effect of any bardic 
  performance you make. Add your mythic tier to your bard 
  level for the purposes of determining any bonuses granted 
  to creatures by your bardic performances. Additionally, 
  whenever you use a bardic performance that allows a saving 
  throw to resist some or all of its effects, you can expend 
  one use of mythic power. If you do, evil creatures suffer 
  a -2 penalty on their saving throws to resist the bardic 
  performance. Additionally, you can sing in harmonic 
  accompaniment when another character uses a bardic 
  
  3
  performance. Treat this as a special use of the aid another 
  action. You make a Perform check (DC 10) to determine if 
  you successfully aid the performer. If you do, you can choose 
  one of the following benefits to grant: the bardic performer 
  gains a bonus equal to your mythic tier on all Perform checks 
  made as part of the performance, or any bonuses granted by 
  the bardic performance are increased by 1, or all saving throw 
  DCs associated with the bardic performance are increased 
  by 1. Aiding another performer in this way does not count 
  against your own allotment of bardic performance for the day.
   
  Heaven’s Judgment (Su): As a semi-angelic being, 
  judgment comes naturally to you. Treat your class level as 1 
  higher for the purposes of determining the effects of all of 
  your judgments. For every 2 mythic tiers you possess beyond 
  1st, this bonus increases by 1 (to a maximum of 5 levels higher 
  at 9th tier). Additionally, whenever you use your judgment 
  class feature, you can expend one use of mythic power in 
  order to select one additional judgment (for example, if you 
  could normally select one judgment, you would select two 
  instead, and if you could normally select three judgments, you 
  would select four instead, etc.). The additional judgment lasts 
  until the end of combat.
   
  Heavenly Mercy (Su): Your link to the heavens 
  empowers your mercies, making them more effective. Each 
  day, you can change which mercies are associated with 
  your lay on hands ability. For each mercy you have, you can 
  choose to replace it with a different mercy of the same level 
  (for example, you could exchange fatigued for sickened or 
  exhausted for poisoned, but could not exchange sickened for 
  poisoned). Additionally, whenever you use your lay on hands 
  class feature, you can expend a use of mythic power. If you 
  do, you can select one additional mercy that you qualify for, 
  and apply that mercy to the lay on hands effect.
   
  Holy Channel (Su): When you channel positive 
  energy, it carries with it the righteous anger of the heavens to 
  punish those who are wicked. Your channel positive energy 
  class feature can harm outsiders with the evil subtype as 
  though they were undead. Additionally, whenever you use 
  your channel positive energy class feature to harm undead 
  creatures and evil outsiders, you can expend one use of 
  mythic power. If you do, the damage dice are increased from a 
  d6 to a d8.
   
  Truespeech (Su): Like the angels, you can speak 
  with any creature that has a language, and both you and the 
  other creature can understand one another perfectly, even 
  if you do not share a common language. Additionally, as a 
  standard action, you can expend one use of mythic power 
  in order to gain the ability to speak to creatures that don’t 
  have languages for 10 minutes. This includes creatures with 
  animal intelligence, and even mindless creatures, but does 
  not include living things that are not technically creatures 
  (such as non-creature plants). As with speak with animals, 
  creatures of animal intelligence or a mindless state may not 
  have much worthwhile to say. This ability does not grant you 
  the ability to read writing written in languages that you do 
  not speak. 
  
  4
  3rd-Tier Mythic Abilities 
   
  Angelic Wings (Su): You can draw upon your angelic 
  heritage to suddenly sprout a pair of magnificent white, 
  feathered wings, which can allow you to take to the skies 
  to battle the forces of evil. As a move action, by expending 
  one use of mythic power, you can grow a pair of wings which 
  grant you a fly speed of 60 feet with good maneuverability. 
  These wings do not damage any clothing or armor you may 
  be wearing, and last for 1 minute per mythic tier you possess 
  before they begin to fade. At the end of this time, you are 
  gently returned to the ground, affected by feather fall for as 
  long as it takes for you to reach the ground (to a maximum 
  distance fallen of 1,000 feet per mythic tier you possess, after 
  which the feather fall effect ends). Although summoning 
  these wings is a supernatural ability, once they have been 
  grown, they are perfectly mundane, and are not subject to an 
  antimagic field, or similar effects.
   
  Celestial Word (Su): As a standard action, by 
  expending one use of mythic power, you can channel the 
  very voice of the divine in order to produce a sound that is 
  devastating to mortal ears. This takes the form of a cone 
  whose length is equal to 10 feet per mythic tier you possess. 
  Creatures in the cone suffer 1d10 points of sonic damage 
  per mythic tier you possess, and are deafened for 24 hours. 
  A successful Fortitude save (DC 10 + your mythic tier + the 
  higher of your Wisdom or Charisma modifiers) halves this 
  damage and negates the deafened condition. Good creatures 
  receive a +4 bonus on their saving throws, and are never 
  deafened by this ability, and evil creatures suffer a -4 penalty 
  on their saving throws, and are deafened permanently if 
  they fail their save. If you have the bardic performance class 
  feature, you can expend 10 rounds of bardic performance 
  instead of expending a use of mythic power when activating 
  this ability.
   
  Greater Angelic Aura (Su): Your protective holy aura 
  is particularly strong. The sacred bonuses granted by your 
  angelic aura path ability apply to all allies within 20 feet of 
  you, instead of just to you. Additionally, all allies within 20 
  feet of you are protected from spells with the evil descriptor. 
  This functions as lesser globe of invulnerability, except it 
  only applies to spells of the evil descriptor, and it can affect 
  spells whose spell level is equal to or less than your mythic 
  tier minus 2. Finally, by expending 2 uses of mythic power, 
  you can increase the sacred bonuses granted by your angelic 
  aura path ability to +4 for a number of rounds equal to your 
  mythic tier. You must have the angelic aura path ability in 
  order to select this path ability.
   
  Healing Touch (Su): Your very touch can provide 
  comfort and healing, magically restoring wounds. As a 
  standard action, you can expend a use of mythic power and 
  touch a living creature in order to cause that creature to 
  regain a number of hit points equal to 1d10 per mythic tier 
  you possess.
   
  Lesser Angelic Energy Resistance (Su): You share 
  the angels’ resistance to acid and cold. You gain an amount 
  of acid resistance and cold resistance equal to your mythic 
  tier. Additionally, by expending one use of mythic power as a 
  move action, you can increase your acid and cold resistance 
  by 10 for a number of rounds equal to your mythic tier.
   
  Stunning Weapon (Su): Whenever you confirm a 
  critical hit against an evil creature with a melee weapon, that 
  creature must succeed on a Will save (DC 10 + your mythic 
  tier + the higher of your Wisdom or Charisma modifiers) 
  or be stunned for 1d4 rounds. If the creature has a mythic 
  rank or mythic tier, and fails its save, it is only stunned for 1 
  round, instead. Additionally, as a swift action, you can expend 
  two uses of mythic power in order to deliberately channel 
  this holy power into your weapon. If you do, then until the 
  beginning of your next turn, this ability applies whenever 
  you successfully hit a creature with a melee attack, instead 
  of whenever you confirm a critical hit with a melee attack. 
  Multiple instances of this ability do not stack.
  6th-Tier Mythic Abilities 
   
  Greater Angelic Energy Resistance (Su): Your acid 
  resistance and cold resistance increase to be equal to twice 
  your mythic tier. You gain electricity and fire resistance equal 
  to your mythic tier. By expending one use of mythic power 
  as a move action, you can grant yourself immunity to acid 
  damage or immunity to cold damage, or you can increase 
  your electricity resistance and fire resistance by 10 for a 
  number of rounds equal to your mythic tier.
   
  Holy Sword (Su): You can infuse any weapon you 
  wield with intense holy power. As a standard action, by 
  expending two uses of mythic power, you can increase 
  the enhancement bonus of any weapon you are currently 
  wielding to +6, and grant it the holy weapon special ability. 
  Additionally, whenever you successfully hit an evil creature 
  with the affected weapon, you can affect that creature with 
  dispel magic.  These benefits last for 1 round per mythic tier 
  you possess. The caster level for this effect is equal to twice 
  your mythic tier.
   
  Martyr’s Shelter (Su): Whenever an ally within 30 feet 
  of you fails a saving throw or is subject to a critical hit, you 
  may choose to redirect the consequences of that failed saving 
  throw or critical hit to yourself, instead. This means that the 
  original target is unaffected, and you suffer all damage and 
  ill effects instead. If you do, you gain a single use of mythic 
  power. You are not entitled to a new saving throw to resist the 
  effect. You must wait at least one minute between uses of this 
  ability, and cannot use it to redirect spells or abilities where 
  the saving throw entry is denoted as harmless.
  
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  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, 
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  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, LLC; Authors: Jason 
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  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 
  Mythic Mastery: Missing Mythic Magic Volume V Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Traps 2 Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Items of the Nile Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Efreeti Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VI Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Sphinxes Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Magic of the Nile Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Babau and Hezrou Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VII Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Nabasus and Shadow Demons Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Heritage of the Egyptian Gods Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VIII Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Sci-Fi Relics Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Angelic 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 - Angelic Heritage.pdf