Subsystems and You 10: Mythic Update for the Occult Classes
Back when I reviewed the various mythic paths of the mythic rules, I lamented that, at the time, Paizo had not published an update to them to account for the group of classes most unable to take advantage of them: the occult classes from Occult Adventures. Thankfully, near the end of the system’s publication, we did get an update to them in the Heroes of Golarion paperback, which I will go over here today.
It doesn’t actually surprise me that it took so long to get this update, though. After all, the themes of secretive mystery associated with the occult classes doesn’t immediately gel with the epic, larger-than life nature of the mythic rules. Even still, when facing cosmic horrors, the greatest mysteries of the multiverse, and more, there are indeed those legendary mystics that can delve into the truth behind them.
Let’s start first by talking about how each occult class interacts with the ideas behind mythic heroes. Spellcasting occult classes can choose to count their psychic magic as either arcane or divine for the purposes of interacting with mythic powers, but not both.
Kineticists make their way by channeling energies both elemental and esoteric, so it would only make sense that whatever cosmic forces separate the mythic and mere mortals could be similarly channeled by them, in addition to the many other ways that one might become mythic. They tend to favor the champion or the guardian path.
Mediums are interesting, since they already have a taste of legendary power through the various types of spirits they channel, and as a result, they can actually channel the mythic power in two ways. If they do so through their spirits, channeling truly mythic figures, then their mythic powers change depending on which spirit they are channeling each day, though they cannot take universal abilities, nor can they change their individual mythic power suites. However, they can instead favor a single path, having it not interact with their spirit abilities, in which case many seem to favor the versatility of the trickster path.
Mesmerists already impose their wills on others, so becoming mythic only empowers them further. Some may even claim to be half-god descendants of gods with powerful wills, though this is best taken with a grain of salt. Many favor the trickster path, though others might favor the marshal path.
Occultists, with the ability to tap into the power of objects, might handle implements that are artifacts or otherwise once connected to other mythic beings, and tend to favor either the trickster or the archmage path depending on whether they prefer physical or magical means of progressing.
Psychics, being the full casters of the occult classes, typically favor the archmage or hierophant, typically based on the nature of their discipline.
Finally, spiritualists might attract phantoms of mythic proportions due to their own mythic nature, or gain such power from the same. They are often hierophants, but also treat any references to eidolons as also referring to their phantoms, integrating with such abilities.
Keep in mind that these paths are only suggestions, and like any other class, you are free to pick whichever you like.
In any case, each path got a few new path abilities that integrate directly with class features of the occult classes!
Firstly, Archmages got an ability to activate mythic abilities for free alongside activating various class feature abilities of the occult classes. Another lets an occultist gain more spells from an implement school and burn mythic power to infuse mental focus into an implement of that school. Finally, Psychics gained an ability that lets them expend mythic power to add a phrenic amplification to a spell.
Next up, Champions gain a few abilities useful for a kineticist, including the ability to open a conduit to reduce burn cost, add extra infusions while also reducing burn, and even alter an infusion to be used with all blasts of any element. The former two abilities cost mythic power to perform, of course.
Guardians also grant kineticist abilities, namely the ability to enter a state where they absorb incoming energy and empower a blast with it, protect themselves with swirling energy and matter while gathering power, and even strike with opportunity when an ally deals a blow to a foe.
The Hierophant grants the ability for mesmerists to end harmful effects with their touch treatment beyond mere mental ones. Another allows healers to heal others through a telepathic bond. Hierophant spiritualists boast phantoms that are especially good at protecting others nearby.
A Marshal could potentially have the ability to clear mental effects from allies. Mediums following the path can grant even more allies the blessing of their séance, or they could grant an ally access to their spirit surge in an emergency.
Finally, Tricksters gain some unique potential talents, such as copying a special ability of another into an object so it can be used later by themselves or another mythic individual. Some Trickster Mesmerists can implant a trick in the instant before it would be triggered, or use the very eyes of their prey to reflect and refract their hypnotic gaze towards secondary targets.
Additionally, there are a handful of universal abilities, such as mediums gaining mythic power in exchange for ceding influence from their spirit; burning mythic power to fuel kinetic blasts and talents, or vice versa; occultists gaining access to extremely powerful otherworldly contacts that provide large amounts of useful information or other services, but are mor expensive; Gain total mastery over occult skill unlocks; and even project your spirit outside of your body as a spiritualist, letting your phantom control your body in the meantime.
This update did a lot to provide not only abilities specific to the various occult classes for each mythic path, but also special rules for how psychic magic and the medium/spiritualist classes interact with the caveats of the mythic rules. My one lament about this update is that they didn’t also spare pages to give mythic versions of spells that were introduced with the classes and are considered staples of them. I’d love to see a mythic telekinetic storm or spirit-bound blade.
With that said, I am still grateful for late upgrade to 1st edition, assuaging some of my wishes for what might have been had they continued with first edition and fleshed out some of the later classes and options that were left with less robust options.
That does it for today, but this special has only just started!













