Dragon Sovereign
Like other mythic paths, the Dragon Sovereign grants a number of specific abilities. However, the Dragon Sovereign path can only be followed if an appropriate artifact is found by the individual, or the knowledge passed on by another Dragon Sovereign. As a mythic character gains tiers, he can choose any mythic abilities in common with other paths (see Table 1–1: Base Mythic Abilities in Mythic Adventures), or those listed in the Dragon Sovereign mythic path description below.
Dragon sovereigns are masters of dragonkind and keepers of ancient dragon knowledge. Once, long ago, the sovereigns roamed the primordial world, warring against one another alongside their dragon companions, dividing the land into their own territorial domains. Although these powerful beings have gone the way of the dust, vestiges of their obscure legacy have emerged throughout the ages in the form of armor, weapons, or objects of significant importance to them. Most of these relics vanished into the memories and myths of the past, only to reemerge throughout the latter part of history. Such ancient relics can bestow upon the wearer the mythic path of the dragon sovereign, imbuing him with the knowledge and a portion of its master’s might. Any dragon sovereign that now appears is but a mere shadow of the original sovereign’s former power and glory. However, when such power is compared to that of mortals, it is unmatched by the current peoples of the world.
Dragon sovereigns are powers to be reckoned with in their own right. If encountered, one should never take a sovereign’s powers or abilities lightly. Such a mistake will likely cost an individual, or even an entire adventuring party their very lives. It is difficult for most to fully comprehend the might of one who has obtained the mature powers of a dragon sovereign, for they are a force powerful enough to give even the demonic balors, devilish pit fiends, or angelic solars cause to be wary.
Role: In ages past, the dragon sovereigns ruled the world unopposed, dividing the spoils between them to further their power and circle of influence. Now, with a multitude of races inhabiting the world, the power and influence of dragon sovereigns has greatly diminished. Despite this deficiency, some sovereigns blaze their own path to power and domination through bloodshed, intimidation, and dark magic, while others seek to serve and protect others through courage, compassion, and divinely imbued might. Regardless of their nature, dragon sovereigns seek to establish their own kingdoms from which to command their armies and cohorts, and govern their realm alongside their dragon companion.
Classes: Barbarians, cavaliers, fighters, rangers, and paladins will all find a host of useful abilities in the dragon sovereign path. In fact, almost any character who seeks to further their knowledge, enhance their combat skills, or gain influence over creatures of the draconic bloodline will likewise find that the path of the dragon sovereign includes a number of valuable abilities that will help in their endeavors.
Bonus Hit Points: Whenever you gain a dragon sovereign tier, you gain 5 bonus hit points. These hit points stack with themselves, and don't affect your overall Hit Dice or other statistics.
Table: Dragon Sovereign
Dragon Sovereign Features
As you gain tiers, you gain the following abilities.
Dragon Mount (Su)
You gain the service of an unusually intelligent, strong, and loyal dragon mount to carry you into battle and serve you as you further the cause of dragonkind. This dragon mount is always of a type appropriate to his alignment. A dragon sovereign’s dragon mount is described below (see Dragon Mount).
Once per day, as a full-round action, a dragon sovereign may magically call his dragon mount to his side. This ability is the equivalent of a spell of a level equal to one-third the dragon sovereign's combined class and mythic level. The dragon mount immediately appears adjacent to the dragon sovereign. A dragon sovereign can use this ability once per day at 1st tier, and one additional time per day for every 3 tiers thereafter, for a total of four times per day at 10th tier.
A dragon sovereign does not take an armor check penalty on Ride checks while riding his dragon mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A dragon sovereign’s dragon mount gains the share spells special ability only if the sovereign has a class feature that grants spellcasting.
A dragon sovereign’s bond with his dragon mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a dragon sovereign’s mount die, the dragon sovereign may summon another dragon mount to serve him after 1 week of mourning. This new mount does not gain the wyrm link, share spells, evasion, devotion, or improved evasion special abilities until the next time the dragon sovereign gains a tier.
Special
As you gain tiers in the Dragon Sovereign path, your dragon mount gains the following abilities, in addition to those normally gains by the mount. If you have a dragon steed from the Dragonrider* class, your mount immediately undergoes the changes described in the Dragon Sovereign Mount section. It also gains the Special abilities listed on Table: Dragon Sovereign Mount below. (*Super Genius Games)
Aura (Su): At 1st tier, a dragon mount emanates a particularly powerful aura corresponding to its alignment. This is similar to a cleric’s aura ability.
Change Shape (Su): At 1st tier, a dragon mount can turn itself into any animal or humanoid form and back again a number of times per day equal to the dragon sovereign’s tier as if using polymorph. Changing form (to animal or humanoid and back) is a standard action and doesn't provoke an attack of opportunity.
Dragon Resistance (Su): At 1st tier, a dragon mount gains spell resistance equal to 11 + its Hit Dice. In addition, a dragon mount gains DR 5/magic, or increases it by 5 if it already has damage reduction.
Battle Prowess (Ex): At 2nd tier, a dragon mount gains a +2 bonus to Hit Dice, base attack bonus, and natural armor. At 6th tier, a dragon mount gains an additional +2 bonus to Hit Dice, base attack bonus, and natural armor.
Draconic Might (Ex): At 3rd tier, a dragon mount gains 2 wing attacks (1d6), a tail slap (1d8), and its breath weapon damage increase by 2 damage die. For example, a dragon mount that deals 6d6 damage with its breath weapon now deals 8d6 damage. At 7th tier, a dragon mount’s wing attacks increase to 1d8, its tail slap increases to 2d6, and its breath weapon damage increase by an additional 2 damage die. It also gains a crush attack (2d8).
Majestic Insight (Ex): At 4th tier, a dragon mount gains a +1 bonus to all saving throws, +8 bonus skill points, and 1 bonus feat of its choice. At 8th tier, a dragon mount gains an additional +1 bonus to saves, +8 bonus skill points, and 1 bonus feat.
Ancient Arcana (Ex): At 5th tier, a dragon mount gains the ability to cast spells as a young adult dragon of its type. It also gains the spell-like abilities of a young and juvenile dragon of its type. At 9th tier, a dragon mount can cast spells as a mature dragon and gains the spell-like abilities of an adult and old dragon of its type.
Enhanced Aura: At 6th level, a dragon mount aura generates one of the following additional effects, according to its alignment.
Chaos Aura (Su): A chaotic dragon mount’s aura manifests itself as a swirling mist of scintillating sparks. Creatures within the aura hear a steady hiss of harmless static. Any nonchaotic creature that enters the aura takes 1d6 points of electricity damage each round from jolts of magical energy that randomly strikes them. This has no affect on creatures with a chaotic alignment. In addition, the dragon mount is treated as having concealment (20% missed chance) from all melee and ranged attacks made against it from within the aura.
Corrupting Aura (Su): An evil dragon mount’s aura manifests itself as thick shadows interspersed with ghostly, translucent images swirling within. Any nonevil living creature within the aura must make a Fortitude save (DC 10 + the dragon’s Hit Dice + the dragon’s Charisma) or take 1 point of Constitution and Wisdom damage. In addition, due to the shadowy light within the aura, all creatures (except the evil dragon mount) receive a –4 penalty to all Perception checks.
Order’s Aura (Su): A lawful dragon mount’s manifests itself as perfectly vertical raindrops of energy that fall at a uniform rate and speed. Any nonlawful creaturethat enters the aura is under the effects of a doom spell as long as they remain in the aura. In addition, any attack based upon an energy type such as fireball or lightning bolt (except those that originate from the dragon mount) deals minimum damage within the aura, even if they originate from outside the aura. .
Righteous Aura (Su): A good dragon mount’s aura manifests itself as a soft white light with golden motes floating within. All good creatures gain fast healing 1 as long as they remain within the aura. Evil creature within the aura must make a successful Will (DC 10 + the dragon’s Hit Dice + the dragon’s Charisma) save each round or take 1d6 points of damage. Evil outsiders and undead take 2d6 points of damage each round instead. In addition, due to the relaxing nature of the aura, all creatures (except the dragon mount) receive –1 penalty on all attack and damage rolls (minimum 1) while within the aura.
Improved Spellcasting (Ex): At 7th tier, a dragon mount may cast spells from the following domains according to its alignment, but loses access to any spells that oppose its alignment. A chaotic dragon mount can cast spells from the Chaos, Luck and Trickery domains as arcane spells, an evil dragon mount can cast spells from the Death, Evil, and War domains, a good dragon mount can cast spells from the Good, Healing and Protection domains, and a lawful dragon mount can cast spells from the Knowledge, Law, and Strength domains.
Advanced Senses (Su): At 8th tier, a dragon mount gains telepathy up to 100 feet. It is also under the constant effect of a true seeing spell, and can suppress or reactivate it as a free action.
Greater Breath Weapon: At 9th tier, a dragon mount’s breath weapon gains the chaotic, evil, good, or lawful type according to its alignment, and deals aligned damage as well as its normal energy damage. In addition, a dragon mount’s breath weapon generates one of the following additional effects, according to its alignment.
Antimagic Breath (Su): A lawful dragon mounts breath weapon gains an antimagic quality. Any creature damaged by the dragon mount’s breath weapon is affected as if by an antimagic field that affects only the creature and its equipment. This antimagic effect lasts for 1d4 rounds.
Blinding Breath (Su): A chaotic dragon mount’s breath weapon is infused with sparkling dust identical in effect to the glitterdust spell. A separate successful Will save negates the glitterdust-infused breath weapon. The effects of the glitterdust remain until the dragon can use its breath weapon again.
Holy Breath (Su): A good dragon mount’s breath weapon gains a disrupting quality, dangerous to undead creatures. Any undead damaged by the dragon mount’s breath weapon must make a separate Fortitude save or be disintegrated and utterly destroyed.
Infectious Breath (Su): An evil dragon mount’s breath weapon spreads a deadly contagion. Any creature damaged by the dragon mount’s breath weapon is automatically infected with the demon fever disease.
Archdragon (Ex): At 10th tier, a dragon mount is epitome of dragonkind and becomes an archdragon. It gains the extraplanar type and an alignment type (chaotic, evil, good, law) according to its alignment. A dragon mount also gains immunity to disease, fear, and polymorph effects. In addition, a dragon mount gains the following energy resistances, according to its alignment: chaotic (resist acid 10, fire 10), evil (resist cold 10, fire 10), good (resist acid 10, cold 10, electricity 10), lawful (resist acid 10, cold 10, fire 10).
Table: Dragon Sovereign Mount
Sovereign’s Might
Select one of the following abilities. Once chosen, it can't be changed.
Absorb Blow (Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the abs orb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
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 others that it takes during its turn.
Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Path Ability
At 1st tier and every tier thereafter, select one new path ability from the dragon sovereign path abilities lists (below) or from the universal path abilities lists (see Mythic Adventures). 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.
Lord of Dragons (Ex)
At 10th tier, you undergo a physical transformation into something more akin to the dragons you command. First, your body becomes bulkier, taking on greater mass and size. This allows you to function in many ways as if you they were one size category larger. Whenever you are subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. These benefits stack with the effects of powers, abilities, and spells that change your size category. Your ears also become slightly pointed, your eye color changes to match that of your dragon mount’s scales, and your hair takes on the same slight hue. Lastly, your skin becomes hard as dragon scales, granting you a +4 natural armor bonus. This transformation gives you a somewhat alien and outlandish appearance.
In addition, your life span is extended to that of a dragon and count your age according to a dragon’s the age in years (see Table: Dragon Age Categories in the Bestiary). Thus, your life span is extended to that of 1,200 + years. Although death may come at any time, your natural life span will not begin to dwindle until over a millennium has passed.
1st–Tier Dragon Sovereign Path Abilities
You can select these path abilities at any tier.
Adamantine Mind (Ex): Your mind is as hard as any armor, and is dangerous to engage. You gain a bonus equal to your tier on saving throws against mind-affecting effects. Whenever you succeed at a save against a mind-affecting effect, the creature attacking you with that effect must succeed at a Will save (at the same DC) or be stunned for 1 round.
Additional Might (Ex): You learn an additional sovereign's might ability. You can s elect this ability twice.
Aerial Assault (Su): 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 (Ex): You don't automatically miss when you roll a 1 on an attack roll.
Armored Might (Ex): You treat the armor bonus from your armor as 50% higher than normal, to maximum increase of half your tier (minimum 1). For example, if you are 4th tier and wearing +2 breastplate, you treat the armor's +6 armor bonus as +8 (50% of +6 is +3, limited to +2 by half your tier).
Backlash (Ex): 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.
Basic Dragon Magic (Sp): You learn to cast the following basic dragon spells as a spell-like ability: cause fear, detect magic, disguise self, feather fall, jump, mage hand, mirror strike. The caster level for these spells is equal to 10 + your dragon sovereign tier. The save DC for these spells is 10 + your Charisma modifier. You must have a Charisma score of at least 11 to take this power. You can cast your basic dragon spells a number of times per day equal to 3 + your Charisma modifier by expending one use of mythic power.
Bleed Holy Power (Su): If you channel positive energy, when an undead creature damages you with a melee attack, you can expend one use of channeled energy as an immediate action to channel energy to deal damage to undead creatures around you (as detailed in the channel energy ability). Alternatively, you may focus this channeled energy so it affects only the undead creature that hit you. If you focus solely on that creature, you are considered 4 levels higher in the class that grants you the channel energy feature when determining its effects.
Blowback (Ex): 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 (Ex): Whenever you charge, you can move through squares containing allies and opponents almost as if they were not obstructing your charge. 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 the s e 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.
Clarion Call (Ex): You bestow your wrath on your allies. As a swift action, you can expend one use of mythic power to grant all allies within 30 feet the benefits of your active smite or challenge ability, directed at the same opponent you're targeting with that ability. Only the constant effects from the smite or challenge are conferred with this ability, not the ones you can use only once. This ability lasts a number of rounds equal to your tier or until either the combat ends or the subject of the smite or challenge is dead or unconscious.
Crusader (Ex): 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 (Su): 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 o and add double your tier to damage instead.
Divine Countenance (Su): Whenever you encounter a creature whose alignment is within one step of yours, treat its attitude as one step better. The creature's starting attitude is helpful, you can make requests of the creature with a +5 bonus on your Diplomacy or Intimidate skill check.
Dragon Bite (Ex): You gain a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if you are Small), plus 1–1/2 times your Strength modifier. Upon reaching 6th tier, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by your dragon mount's type.
Dragon Claws (Ex): You grow a pair of vicious claws at the end of your hands, giving you two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d3 if you are Small). At 5th tier, these claws are considered magic weapons for the purpose of overcoming DR. At 9th tier, the damage increases by one step to 1d6 points of damage (1d4 if you are Small).
Empathic Healing (Su): You can expend one use of mythic power to transfer up to 10 points of damage per tier from a touched ally to yourself, healing the target and damaging you. This transferred damage bypasses all effects that reduce or negate hit point damage (such as damage reduction). Alternatively, you can expend two uses of mythic power to transfer an ongoing disease or poison from a touched ally to yourself, which halts ongoing effects on the target from that affliction and requires you to attempt any remaining save s against it. If you're immune to the disease or poison, transferring it to yourself destroys the affliction.
Endless Hatred (Ex): 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 (Ex): Whenever you make an attack of opportunity, you gain a bonus on the attack and damage rolls 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.
Fast Healing (Ex): As a swift action, you can expend one use of mythic power to gain fast healing 5 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier or higher. Each additional time you take this ability, the fast healing increases by 5.
Flash of Omniscience (Ex): Your ability to recall information is astounding. When you take 10 on any Intelligence-based skill check, add your tier to the result. As a free action, you can expend one use of mythic power to ask one question as if using divination. The base chance for a correct answer is 70% + your highest spellcaster level + your tier (maximum 100%). The answer doesn't come from a divine agent, but from your own native understanding; therefore, the answer is never cryptic. If you don't get a correct answer, it's like failing a Knowledge check, and you can't use this ability on this question again.
Flash of Rage (Ex): 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.
Greater Surge (Su): Your surge is more powerful than most. Treat your tier as if it were 3 higher for the purpose of determining your mythic surge die (maximum 10th tier). When you gain your 10th tier, your surge die become s 2d8.
Immovable (Su): Add your tier to your CMD whenever an enemy attempts a bull rush, drag, reposition, or trip combat maneuver check against you. If the check is successful, you can expend one use of mythic power as an immediate action to cause it to fail instead.
Impossible Speed (Ex): 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.
Inspiring Surge (Ex): Your surge inspires non-mythic allies to greater acts of martial daring. Each time you use your surge ability, each non-mythic ally within 30 feet gains a +1 bonus on attack rolls and damage rolls for the next weapon attack it makes before the start of your next turn. An ally must be able to see and hear you to gain the bonus. You can take this ability up to three times. When you take it the second time, the bonus on attack and damage rolls increases to a number equal to half your tier. When you take it a third time, the bonus on attack and damage rolls increases to a number equal to your tier instead of half your tier.
Knowledgeable Sovereign (Su): Add double your tier as a bonus on Knowledge checks you attempt to identify monsters, including checks made to learn any special powers and vulnerabilities. As a free action, you can expend one use of mythic power to telepathically communicate the knowledge you obtain from this check to all allies within 100 feet.
Lend Power (Su): You are an invaluable asset to your comrades. As an immediate action, you can expend one use of mythic power or your confidence ability (see Mythic Adventures) to grant the benefit of your surge ability to a mythic ally within 30 feet. The ally uses your surge die.
Lesson Learned (Ex): 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.
Menacing Presence (Su): Something about you puts others on edge. You can attempt an Intimidate check to influence a creature's attitude as full-round action instead of it taking 1 minute. In combat, you can attempt an Intimidate check to demoralize an opponent as a move action. If you expend one use of mythic power, you can attempt to use Intimidate to demoralize all enemies within 30 feet as a standard action, or as a move action if using the Dazzling Display feat (see Core Rulebook).
Mounted Maniac (Ex): 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 u s e 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 Companion (Su): Select one animal companion, cohort, eidolon, familiar, or bonded mount. That creature can use the surge ability a number of times per day equal to your tier. Its surge ability uses the same bonus die type as you do when you use your surge ability.
Mythic Domain (Su): When determining the effects of your domain's granted powers, you're considered 4 levels higher. This increases the effects of powers you have access to, but doesn't grant you powers at a lower level than normal. Once per day, you can expend one use of mythic power as a standard action to regain the use of all your domain granted powers as if you had rested for 8 hours. If you're an oracle, all aspects of this ability apply to your revelations instead of to domain granted powers. You must have the domain class feature or mystery class feature to select this ability.
Mythic Mercy (Su): When you use the mercy paladin class feature, your caster level check to remove curses, diseases, and poisons automatically succeeds unless the affliction is from a mythic source. If you expend one use of mythic power when using a mercy, you add break enchantment to its effect, using your paladin level as your caster level. You must have the mercy class feature to select this ability.
Mythic Rage (Su): 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 (Su): 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 (Ex): 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 s elect this ability, it applies to a different weapon group.
Overflowing Grace (Su): When you heal a creature with positive energy (such as by channeling positive energy to heal the living, using cure spells, or using lay on hands), any affected creature at full hit points (whether already at full hit points or healed to full hit points by your channeled energy) gains a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 minute. If you channel negative energy to heal undead, this is a profane bonus rather than a sacred bonus.
Press the Advantage (Ex): When an ally seriously harms a foe, you seize the moment. When an ally within 30 feet confirms a critical hit against a creature you threaten, the target of the critical hit provokes an attack of opportunity from you. If you hit with your attack of opportunity, all of your allies gain a +2 bonus on attack rolls against that creature for 1 round.
Punishing Blow (Ex): 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.
Quick Recovery (Ex): Whenever you are dazed, dazzled, deafened, sickened, or stunned, reduce the duration of that condition by half (minimum 1 round). Any other effects relating to the source of that condition are unaffected; for example, if you are panicked and sickened from an eyebite spell, the panicked effect has the normal duration even though you are sickened for only half as long. You can select this ability twice. The second time you select it, you also reduce the duration of the blinded, nauseated, and paralyzed conditions by half.
Raise Animal (Su): By burying the corpse of a dead animal (at least its bones) and expending one use of mythic power, you raise it from the dead overnight. You can use this ability on an animal companion, familiar, or bonded mount even if it is not a creature of the animal type. At 1st tier, this functions like raise dead. At 3rd tier, this functions like resurrection. At 6th tier, this functions like true resurrection.
Retributive Reach (Ex): Treat your reach as 5 feet greater than normal for the purpose of determining whether or not you can make an attack of opportunity. If a creature provokes an attack of opportunity within this area of increased reach, you can expend one use of mythic power to gain a bonus equal to your tier on the attack roll and damage roll of the attack of opportunity.
Sacrificial Shield (Ex): Once per round when you would normally be hit by a weapon attack, you can use your shield to block the attack. You must be using a shield in order to use this ability. Subtract your shield's hardness and hit points (see Table 7-12 in the Core Rulebook) from the damage of the attack and apply the remaining damage to your hit points. If the shield takes enough damage to destroy it, it's destroyed. Otherwise, it gains the broken condition, even if the damage was not enough to give it the broken condition under other circumstances. You can expend one use of mythic power when using this ability to negate any damage dealt to the shield, though you still take any damage that exceeds its hardness and hit points. You can choose to negate the damage after the damage is rolled.
Shout of Defiance (Su): You can channel holy energy into a righteous shout of defiance. As a standard action, you can expend one use of mythic power and one use of either channel energy or lay on hands to create a 100-foot spread of healing energy. All allies within this spread heal a number of hit points equal to 1d6 plus double your tier. If this brings an ally from negative hit points to 0 hit points or more, the ally can immediately stand up from prone without provoking an attack of opportunity.
Smiting Aura (Su): Whenever you use your smite evil ability, you can expend one use of your mythic power to create a 20-foot-radius aura centered on you that lasts for a number of rounds equal to your tier. Any evil creature that starts its turn in or moves into this area takes a number of points of damage equal to your tier. This damage comes from holy power, and is not affected by damage reduction or energy resistance. You must have the smite evil class ability to select this ability.
Sovereign's Cry (Ex): Your warning shouts keep allies from danger. Whenever you attempt a Reflex save to avoid an effect that affects multiple creatures, you can expend one use of your mythic power to call out a warning to your allies. Any allies within 100 feet who can hear you gain a bonus equal to your tier on their saving throws against that effect.
Sustained by Faith (Su): You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours.
Telekinetic Master (Su): You can u se mage hand or open/close at will as a standard action, and you can affect unattended magical objects with mage hand. The weight limit for these abilities increases by 5 pounds per tier. Treat your caster level as 2 levels higher when casting levitate, telekinesis, and similar spells.
Titan's Bane (Ex): You can move through the 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.
3rd–Tier Dragon Sovereign Path Abilities
You must be at least 3rd tier to select these path abilities.
Alignment Insight (Ex): You can automatically detect the alignment of any outsider you can see. This ability doesn't function if the creature is magically disguised or has been polymorphed into a different shape. You can automatically detect the alignment of any creature you see casting a divine spell; if that creature worships a deity, you also learn its deity. Spells and effects that mask a creature's alignment prevent the use of this ability. Whenever you cast a spell that affects creatures differently based on their alignment (such as holy smite), you may have the spell treat creatures of one particular alignment as an alignment one step away from that alignment. For example, when casting holy smite, you could treat all lawful neutral creatures as lawful good or lawful evil, all chaotic neutral creature as chaotic good or chaotic evil, or all neutral creatures as neutral good or neutral evil.
Blessed Companion (Su): Select one animal companion, eidolon, familiar, or bonded mount. It gains DR 5/epic. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it's taken, the DR increases by 5.
Breath Weapon (Su): You gain a breath weapon similar to that of your dragon mount. This breath weapon deals 3d6 points of damage of your dragon mount’s energy type. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + your tier level + your Charisma modifier. The shape of the breath weapon depends on your dragon mount (either a 30-foot cone or 60-foot line). You can use this ability once per day. This ability can be selected again at 6th and 9th tier. Each time it is selected, your energy damage increases by 3d6 points and you can use the ability one additional time per day.
Caster's Friend (Ex): You bolster the concentration of spellcasting allies standing next to you. A spellcaster who is adjacent to you gains a bonus on concentration checks equal to your tier. Furthermore, if a spellcaster fails a concentration check while adjacent to you, as an immediate action you can exp end one use of mythic power to allow that spellcaster to instead automatically succeed at that concentration check.
Commanding Presence (Ex): Your force of presence is so overwhelming that others know what you want and can comprehend what you are saying even if they don't understand the words you speak. You can use your body language and tone of voice alone to ask questions and make statements to those who don't know your language. When they answer or respond to your communications, you must succeed at a DC 20 Sense Motive check to get the general idea of what they are saying in return. Furthermore, when you use a spell or ability with the language- dependent descriptor, you can still affect creatures that cannot understand the language you are using, but they must be able to hear you and must have an Intelligence score of 1 or higher.
Dimensional Grappler (Su): When you have an opponent grappled or pinned and it attempts to use a teleportation effect, you can attempt a Will save against the effect, even if it would not normally allow a save. If you succeed, you learn the type of teleportation effect (such as dimension door) and the creature's intended destination, and then may prevent the effect (as if using a quickened dimensional anchor, using your character level as your caster level) or accompany the opponent as if you were part of its gear with negligible weight.
Drive Back (Ex): As a full-round action, you can attempt one bull rush combat maneuver check and apply it to all opponents within reach. If you have the Whirlwind Attack feat , you can use this ability at the same time that you make an attack against each foe within reach, allowing you to attempt a free bull rush combat maneuver check against each foe that you hit. After you've pushed opponents backward, you may move with any one of your bull rush targets.
Eldritch Flight (Sp, Su): You gain a bonus on Fly checks equal to your tier. As a standard action, you can expend one use of mythic power to fly (as the fly spell) for a number of minutes equal to your tier. At 6th tier, you instead gain a supernatural fly speed of 60 feet (40 feet if you wear medium or heavy armor, or are carrying a medium or heavy load).
Hurling Vengeance (Su): Whenever you are wielding your deity's favored weapon or your paladin bonded weapon, you can throw it as if it had the returning and throwing weapon special abilities. If using a paladin bonded weapon, it retains its bonded abilities when thrown this way. By expending one use of mythic power as part of a full attack, the weapon returns to you immediately after each time you throw it (instead of just before your next turn) allowing you to make your full number of attacks that round.
Impervious Body (Su): You gain DR 5/epic. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it's taken, the DR increases by 5.
Impervious Companion (Su): You can make your bonded creature more resistant to damage. Select one animal companion, eidolon, familiar, or bonded mount. This creature gains any epic damage reduction that you gain from the impervious body path ability. You must have the impervious body path ability to select this ability.
Maximized Critical (Ex): Whenever you score a critical hit, the weapon's damage result is always the maximum possible amount you could roll. This doesn't affect other dice added to the damage, such as from sneak attack or the flaming weapon special ability. For example, if you score a critical hit with a longsword (1d8/×2), treat the sword's damage dice as if you had rolled 8 both times, then add any other damage bonuses that you would normally apply to a critical hit.
Minor Dragon Magic (Sp): You learn to cast the following minor dragon spells as a spell-like ability: alter self, blur, levitate, minor image, protection from arrow, see invisibility. The caster level for these spells is equal to 10 + your dragon sovereign tier. The save DC for these spells is 10 + your dragon sovereign tier + your Charisma modifier. You must have a Charisma score of at least 12 to take this power. You can cast your minor dragon spells three times per day by expending one use of mythic power.
Mythic Spellpower {Sp): You have a pool of magical power you can draw upon for casting mythic spells (see Chapter 3 in Mythic Adventures). Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.
Penetrating Damage (Su): Whenever you deal damage to a creature with damage reduction, you can overcome one of the following types of damage reduction: chaotic, cold iron, evil, good, lawful, magic, or silver. You can change this type with each attack. This ability only aids in overcoming one type of damage reduction; if the creature's damage reduction requires a combination of different types of damage, you must be able to overcome the other types using other means.
Shrug It Off (Ex): Whenever an enemy confirms a critical hit against you or your animal companion, eidolon, familiar, or bonded mount, you can expend one use of your mythic power as an immediate action to convert the critical hit into a normal hit. Effects that trigger only on a critical hit don't trigger when you use this ability to negate the critical hit.
To the Death (Ex): You can shrug off wounds that others would find devastating. When below 0 hit points, you don't fall unconscious, but are instead staggered. You lose 1 hit point at the end of each turn when you take a standard action while staggered in this way.
6th–Tier Dragon Sovereign Path Abilities
You must be at least 6th tier to select these path abilities.
Companion Power (Su): You can imbue your bonded creature with your own mythic nature. Select one animal companion, eidolon, familiar, or bonded mount. This creature gains any one dragon sovereign path ability as if it were a 1st-tier dragon sovereign. If that ability can be used only by expending mythic power, your companion can instead use the ability three times per day.
Conduit of Divine Will (Su): Your mythic nature is directly connected to the divine. As a standard action, you can expend one use of mythic power to use channel energy, use lay on hands, or cast any one spell from your domain spell lists (as long as you can normally prepare a spell of that level). Whenever you use this ability, you also gain spell resistance equal to 10 + your tier and a +4 sacred bonus (or profane bonus if you're evil) to your AC for a number of rounds equal to your tier.
Critical Master (Ex): Whenever you roll a critical threat against a non-mythic creature, you automatically confirm the critical hit and deal the maximum amount of damage to that creature. This ability can be selected twice. The second time it is selected, it also applies to mythic creatures.
Dragon Wings (Su): You grow leathery dragon wings from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Major Dragon Magic (Sp): You learn to cast the following minor dragon spells as a spell-like ability: arcane sight, dispel magic, displacement, fly, major image. The caster level for these spells is equal to 10 + your dragon sovereign tier. The save DC for these spells is 10 + your dragon sovereign tier + your Charisma modifier. You must have a Charisma score of at least 13 to take this power. You can cast your major dragon spells twice per day by expending one use of mythic power.
Perfect Strike (Ex): You can expend one use of mythic power as a standard action to deliver a perfect strike. A perfect strike attack is made using your full base attack bonus. If the attack hits, it deals double the normal amount of damage, and this damage bypasses all damage reduction and hardness. If the perfect strike is a critical hit, increase the critical multiplier for the attack by 1 (so a ×2 weapon deals ×3 damage). Damage that isn't multiplied on a critical hit isn't multiplied on a perfect strike. Perfect strike can be used in conjunction with any champion's strike if you expend uses of mythic power for each ability separately.
Sanctum (Su): You gain access to your own personal extradimensional sanctum. By concentrating for 1 minute without interruption, you conjure the door to your own personal sanctum, similar to mage's magnificent mansion, but with the following differences. The sanctum takes up a space equal to six 20-foot cubes per tier, shapeable when you first create it as if it were a spell whose area or effect is shapeable. The sanctum is permanent and persistent, so you can store objects within the sanctum and retrieve them on future visits. The sanctum includes one unseen servant per tier. When you conjure the sanctum's door, you decide which creatures can see and use it (to all other creatures it's invisible and impermeable). The door remains until you dismiss it-a standard action with unlimited range as long as you are on the same plane as the door. If you dismiss the door while you are outside the sanctum, all creatures other than your familiar are immediately shunted outside. Conjuring the door automatically dismisses any other active door. As a full-round action, your familiar can enter or leave the sanctum from any square adjacent to you, without using the conjured door.
Ultimate Dragon Magic (Sp): You learn to cast the following minor dragon spells as a spell-like ability: dimensional anchor, dismissal, persistent image, telekinesis, telepathic bond. The caster level for these spells is equal to 10 + your dragon sovereign tier. The save DC for these spells is 10 + your dragon sovereign tier + your Charisma modifier. You must have a Charisma score of at least 14 to take this power. You can cast your ultimate dragon spells once per day by expending one use of mythic power.
Unswerving Loyalty (Su): You are a bastion of strength and resolve, and you possess the ability to protect your mind from even the most powerful charms and compulsions. You gain immunity to non-mythic mind-affecting effects, though you can choose to be affected by them if you wish. When subject to a mind-affecting effect from a mythic source, you can expend one use of mythic power as an immediate action to gain immunity to that effect.