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Godhunter – Lost Spheres Publishing

Note: This page uses some words or phrases which are the Product Identity of Lost Spheres Publishing and are used by permission of Christen N. Sowards. These terms are NOT Open Game Content and their usage here does not alter their status.

Godhunters are often the result of stories of tragedy that would shatter lesser beings but instead the Godhunter learns to shatter and break the divine powers that oppose them.

Role: As an a Godhunter you are primarily a striker with a specialty in opposing and drawing strength from divinely empowered enemies. You use the spoils of your divine conflicts to fill many purposes familiar to those of the Heirophant. Godhunters have defensive options that may be an similar to a Guardian style character with high resistances and defensive abilities.

Classes: The Godhunter often rises from the ranks of rogues, fighters, rangers, and barbarians.

Bonus Hit Points: Whenever you gain an Godhunter 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: Godhunter
Tier Path Features
1st Path ability, Devour the Divine
2nd Path ability
3rd Path ability
4th Path ability
5th Path ability
6th Path ability
7th Path ability
8th Path ability
9th Path ability
10th Path Ability, Godslayer

About “Detria”

The power of the Gods is a vast and flowing thing but in the right circumstances, such as the death of a divine spellcaster or an outsider that serves as a proxy to a God, that energy can solidify into a physical mass. God Hunters call this solid Detria. For most mechanical purposes the same mechanical rulings that apply to scroll use apply to a crystal of Detria. Vitae, the liquefied form of Detria is similar in many ways to a potion. When path abilities don’t clarify use potion rules.

Devour the Divine

Select one of the following abilities. Once chosen, it cannot be changed:

Swallow Prayer (Su) As an immediate action, you may spend a use of mythic power to add your tier as a bonus to a saving throw versus a divine effect and re-roll a second save. If either save would succeed with this bonus, you take no effect from this spell and instead gain 3 hit points of healing per level of the spell saved against. If these hit points would take you above your current maximum hit point total, any excess hit points instead become temporary hit points that fade after 1 hour.

Gather Detria (Su) As an immediate action, you may spend a use of mythic power to collect a remnant of a fallen divine spellcaster’s dwindling miracles. You gain a physical remnant of this divine energy, usually in the form of a crystal or powder residue. These residues, called Detria, function as a scroll storing one use of a currently available divine spell or spell-like ability of a creature slain by the Godhunter. The Godhunter can target a specific spell for this power or is granted a random offering if none is selected or a chosen spell is not available. Detria created in this way can only be used by the Godhunter who created it or with a Use Magic Device skill check of twice the effective scroll level of the item. Detria not used within 1 hour per mythic tier destabilizes and is useless.

Godbane (Su) As an swift action, you may spend a use of mythic power to grant your weapon attacks a bonus to hit against divine spellcasters or outsiders equal to your tier and deal an extra +2d6 damage. This bonus lasts 1 round per mythic tier.

Path Abilities

At 1st tier and every tier thereafter, select one new path ability from the Godhunter path abilities lists or from the universal path abilities lists. 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.

Godslayer

At 10th tier, whenever you are targeted with a divine spell by a non-mythic creature roll any saving throws against the spell twice and take the higher result. You gain spell resistance equal to 15 + your character level, but only against divine spells. Once per round when your spell resistance protects you from a spell cast by an enemy mythic creature, you regain one use of mythic power.

1st-Tier Godhunter Path Abilities

You can select these path abilities at any tier.

Additional Devouring (Ex) You learn an additional Devour the Divine ability.

Anchoring Blow (Su) As an immediate action you may spend a use of mythic power to deny the ability to teleport or plane shift to any creature you have successfully hit with a melee attack this round. This block lasts for 1 round per mythic tier.

Aura of Anathema (Su) Your Godbane bonus damage is also inflicted on all eligible targets within 10′ per tier on a successful attack inflicting Godbane damage. You must have the Godbane feature to select this path ability.

Blight of the Blessed (Su) Your Godbane feature bonus damage can be applied to any creature currently under a divine spells effect. You must have the Godbane feature to select this path ability.

Brew Vitae (Su) Your Detria’s magic can be infused into liquids. No change to the Detria’s duration occurs but it can be consumed as though a potion by any creature that could do so. You must have the Gather Detria ability to select this path ability.

Channel Siphon (Su) Make a melee touch attack against a non-mythic creature with the channel energy class feature. You may expend a use of mythic power to steal a use of that ability from that creature. They must make a Will save equal to 10+1/2 your character+your mythic tier. If they fail, you may transfer a use of channel energy ability to yourself for 1 hour pier tier.

Consume Detria (Su) Your Detria’s magic can be used to heal you instead of their normal effects. You may consume a Detria to heal 1d6 of hit points per effective level of the spell of the Detria. You must have the Gather Detria ability to select this path ability. If you are an initiator you may instead recover a maneuver of the same level as the Detria.

Defiant Soul (Su) Any hostile divine spell affecting you creates a backlash against its caster. Enemy divine spellcasters targeting you must save against their own spell (at their DC) or be dazed for 1 round.

Defensive Consumption (Su) If you with in 30′ of an ally targeted by a divine spell you may activate your Swallow Prayer ability and become the spell’s new target instead. Resolve the Swallow Prayer ability as normal. You must have the Swallow Prayer ability to select this path ability.

Diminishing Divinity (Su) Any hostile divine spell with a duration of more than one round affecting you has your mythic power tier subtracted from its caster level before determining its duration.

Diverted Divinity (Su) Your mythic nature allows you to take divine magic from others. By expending one use of mythic power as a standard action, you can make a melee touch attack to transfer an active divine magical effect from a target creature to you. If you succeed, the highest-level effect on the target transfers to you (determine randomly if the target has multiple effects with the same level), ending the effect for the target and continuing it on you with the remaining duration as if you were the original target. You may end the effect on yourself as a standard action; this doesn’t cause it to revert to the original target. If the transferred magic can’t affect you (for example, if it doesn’t affect creatures of your type), it ends immediately as if dispelled. You can’t use this ability to transfer continuous bonuses from magic items.

Enslaved Reliquary (Su) You may use spell-completion and spell-trigger items created by divine magic as though their spells were available to you and on your spell lists. By spending one use of mythic power, you may use your primary ability modifier and caster level instead of the original for divine items.

Faith of the False God (Su) Select one alignment component opposed to your own. Your alignment is no longer impacted by casting spells of the selected sub-types opposed to it.

Harvest Soulflesh (Su) Your Gather Detria ability now may effect creatures of the outsider type that have an alignment subtype or are otherwise identifiable as agents of the divine as per GM ruling.

Hostile Empathy (Su) Make a melee touch attack against a non-mythic creature. You may expend a use of mythic power to force some of your wounds onto that creature. They must make a Will save equal to 10+1/2 your character+your mythic tier. If they fail you may transfer 5 hits points per tier to them and heal the same amount.

Infuse Detria (Su) As a swift action you may expend a use of mythic power to add the power of a Detria you have to an existing magic item. The item’s next triggered ability resolves at the Detria’s effective caster level instead of its own. The items effect level must be equal or lower to the Detria’s effect level or the ability fails. Charged items of at least one level below the Detria’s effective level do not lose a charge.

Lasting Detria (Ex) Your Detria now lasts one day per mythic tier. You can take this path ability a second time at the 3rd mythic tier at which your Detria last one week per mythic tier. You must have the Gather Detria ability to select this path ability.

Leech Lifeforce (Su) As an immediate action you may spend a use of mythic power to become a target of a channel energy effect within 60′ feet of you. This ability ignores the benefits of the Selective Channeling feat.

Miracles Made Lies (Su) By expending a use of mythic power as an immediate action you may ready any spell or power you have available as a counterspell against a divine caster as long as it is of equal or higher level to the spell to be countered. You gain a bonus to this dispel check equal to your mythic tier.

Psychic Consumption (Su) You may use your Consume Detria ability to regain power points instead of for healing. You regain your psionic focus and 2 psionic power points for each effective level of Detria consumed.

Relentless Disbelief (Ex) You don’t automatically fail when you roll a 1 on an save versus a divine spell or effect.

Shared Hunting (Ex) You may use another Godhunter’s Detria as though it was your own. Durations are still based on the original Godhunter’s mythic tier, caster levels, HD and statistics.

Shattered Dominion (Su) When you defeat a divine spell caster with access to a domain, you gain access to that domain’s spells for 1 hour per mythic tier as though those were on your spells known list and learned via Spell Mastery. As a swift action with a use of mythic power you may cast a spell of that domain without having access to prepare or a slot to cast it so long as the spell level is both less than your mythic tier and your half your total character level.

Sin Eater (Su) You may expend a use of mythic power to transfer the effects of a curse, poison or another ability that could be cured by the mercy class feature to yourself. You may save against the effect as though you had just been exposed to the it, making any relevant save with a bonus equal to your mythic tier.

Soaked in Miracles (Su) You may spend a use of mythic power to anoint your armor in the blood of fallen priests. For one day per mythic tier, you don’t take an armor check penalty or incur an arcane spell failure chance when wearing light armor or using a shield (including a tower shield). In addition, the maximum Dexterity bonus of light armor doesn’t apply to you. You can select this ability up to three times. The second time, it also applies to medium armor. The third time, it also applies to heavy armor.

Stolen Dominion (Su) When you defeat a divine spell caster with access to a domain, you gain access to that domain’s powers for 1 hour per mythic tier as though you were a cleric of your character level. If an ability has uses per day that you have exhausted, you may consume a use of mythic power to use it again.

Skin of Blasphemy (Su) Tattoos infused with Detria mark your flesh and pulse with the trapped energy of the Divine. You may select one spell equal to or lower than your mythic tier from a divine spell list. You gain immunity to that spell. You may select this path ability more than once each time gaining immunity to the selected spell. Alternatively, you may select the same spell again and if you have the Swallow Prayer Devouring ability, you may trigger it for that effect as a free action.

Take Mercy (Su) Make a melee touch attack against a non-mythic creature with the mercy class feature. You may expend a use of mythic power to steal that ability from that creature. They must make a Will save equal to 10+1/2 your character+your mythic tier. If they fail you may transfer the mercy ability to yourself for 1 hour pier tier.

3rd-Tier Godhunter Path Abilities

You must be at least 3rd tier to select these path abilities.

Broken Sanctuary (Su) Successful attempts by non-mythic creatures around you to cast defensively must make two concentration checks, both with a penalty equal to twice your mythic tier. If they fail, they lose their spell and still provoke an attack of opportunity from you.

Burn Detria (Su) As a free action you may expend a use of mythic power to apply a metamagic feat you know to the next spell you cast without increased its spell slot usage or casting time powered instead by a Detria you possess. The Detria must be twice the level of the metamagic adjustment and is consumed by the usage.

Cups Overflowing (Su) When you are within 10′ per tier of a spell or class ability used to heal a creature’s hit point damage, you can apply excess healing (over the target’s full hit points) to yourself. For example, if a spell could cure 40 points of damage to the target of a cure critical wounds spell and the target has taken only 20 points of damage, you can apply the remaining 20 points of healing to yourself. Damage already reassigned by abilities like Abundant Healing from the Hierophant are not excess healing.

Dominion Denied (Su) Select one domain available to a divine spellcaster you have defeated. You become immune to any spell of that domain equal to or lower than your mythic tier.

Evoke Detria (Su) You may expend one use of mythic power to destroy a single Detria you hold burning it into a ray of raw power. You may unleash a beam of shattered divine power as a ranged touch attack dealing 2d6 of untyped damage per effective level of the Detria. This ray has a range of 10′ per mythic tier.

Flock of the False (Su) 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 the Shattered Dominion or Stolen Dominion ability, you may spend a use mythic power to grant a number of your followers equal to your tier those abilities when triggered. If you have or gain the Leadership feat, you gain followers from both sources (in effect doubling the number of followers gained).

Hungry Zeal (Su) When successfully using the Swallow Prayer ability, you can instead forgo the healing effect to gain another use of the Zealotry ability.

Lasting Dominion (Su) Select one domain from a divine spellcaster you have defeated. You now gain access to that domain’s 1st level power permanently. You also may prepare and cast spells of that domain as though it was available on your spells known list at each level of spell you know. You may select this ability more than once. If you select this ability again at the 6th tier of higher, you may instead gain permanent access to another power from a domain you previously selected and gain a bonus spell slot of each level you can cast that may be used for spells from that domain.

Residual Energy (Su) Your long exposure to divine energies has opened conduits allowing you to channel energy. You gain the channel energy class feature as though a paladin of your character level. You cannot select this ability if you already possess the channel energy class feature.

Token of Hunger (Su) When successfully using the Swallow Prayer ability, you can instead expend an additional use of mythic power to create a Detria of the same effect that was cast at you.

Zealotry (Su) When fighting against the agents of the divine your zeal to destroy them grants you extra reserves. You can call on the zealotry ability three times per day to use the surge mythic ability without expending one use of mythic power when confronting a divine spellcaster or outsider. You can select this ability up to three times. Each additional time you select it, you gain three additional uses of it per day.

6th-Tier Godhunter Path Abilities

You must be at least 6th tier to select these path abilities.

Greater Detria (Su) When you harvest Detria from a divine spellcaster or other eligible target (gained in lesser path abilities), you now may gather 1 Detria residue per tier assuming the divine energies were still available to the creature you defeat.

Forge of Broken Prayers (Su) You may select one Item Creation feat. You do not need to qualify for this feat other than this tier requirement. You may salvage Detria as though they were scrolls against the final costs of the items you create with the selected feat or any other Item Creation feat you have. If the Detria meets the spell requisites or is the same school or domain as a require spell then you may subtract the Detria’s full equivalent cost from the items total costs. If the Detria does not match the school or domain of the spell require then it is only worth one-half the amount of the effect gold value of the scroll cost when subtracting from the total resulting cost. Regardless of the Detria used, items crafted with this ability have a Divine Source for resolving any ability that accounts for Source.

Crystalline materials and divine auras clearly mark this item’s nature and may cause divine casters to react negatively on sight.

Shard of Heaven (Su) You gain access to your own personal extra-dimensional pocket dimension. By concentrating for 1 minute without interruption, you plane shift to your own personal demiplane. The demiplane takes up a space equal to six 20-foot cubes per tier, shape-able when you first create it as if it were a spell whose area or effect is shape-able.

The sanctum is permanent and persistent, so you can store objects within the sanctum and retrieve them on future visits. The demiplane contains Detria of one 1st level divine spell per tier. These spells are determined as they are gained and cannot be changed. The form they take may be decided by you when selected but cannot be changed. By spending a use of mythic power you can take one adjacent ally to your demiplane who can stay there as long as you remain.

Skin of Miracles (Su) Tattoos infused with Detria mark your flesh and pulse with the trapped energy of the Divine. Choose three 1st level spells from the cleric spell list or three 1st-level spells from the druid spell list. You can cast each of these spells once a day as a spell-like ability with a caster level equal to your character level. You can select this ability up to three times. Each time you select it, you choose three more spells from the same class’s spell list (cleric or druid), and the highest spell level you can select from increases by 1 (up to 2nd level the second time and up to 3rd level the third time).

True Detria (Su) Your Detria now last as though permanent items. Permanent Detria may only be used by Godhunters or with Use Magic Device checks with a check similar to a scroll activation. You must have the Gather Detria and Lasting Detria abilities to select this path ability.

ECOLOGY

Section 15: Copyright Notice

Mythic Paths of the Lost Spheres. © 2014, Lost Spheres Publishing. Author: Christen N. Sowards