Angel (Mythic Path)

*"The Angel is a mighty champion of good who sets a shining example for their followers, smiting demons with a sword of holy flame. Those who fight alongside the Angel can be certain that they will be protected, healed, and even resurrected in the event of their untimely demise."*

## Abilities

### Close to the Heavens (Su)

Mythic heroes that draw their power from Purity gain an ability to unleash a ray of heavenly light, targeting an ally or a foe within 50 feet as a ranged touch attack. This ray heals allies for 4d6 plus 2d6 per mythic rank points of damage or deals the same amount of damage to enemies. They can use this ability 3 times per day plus one extra time for each mythic rank beyond the first.

### Sword of Heaven (Su)

Angels can imbue their weapons with holy power. Weapons imbued with holy power deal an additional 2d6 divine damage on attacks, while spells and abilities used while holding imbued weapons deal an additional 2 dice of damage or heal an additional 2 dice of damage.

At 2nd, 4th, 6th, 8th, and 10th mythic ranks, an Angel can select an improvement to the Sword of Heaven ability. Improvements that are available at 8th and 10th mythic ranks are significantly more powerful.

#### Sword of Heaven Improvements

**Abolish Disease:** Weapons of the angel become a bane to all diseases. A creature wielding them becomes immune to all diseases. Healing spells cast by that creature now remove all diseases from the target and also remove fatigued, exhausted, sickened, and nauseated conditions. Creatures that apply diseases on attacks or are otherwise closely linked to diseases suffer an additional 50% of damage from the wielder as divine damage.

**Abolish Guile:** Weapons of the angel become a bane to all guile. A creature wielding them becomes immune to compulsion effects. Healing spells cast by that creature now remove all mind-affecting effects from the target. Creatures that commonly use compulsion suffer an additional 50% of damage from the wielder as divine damage.

**Abolish Poison:** Weapons of the angel become a bane to all poisons. A creature wielding them becomes immune to poisons. Healing spells cast by that creature now remove all poisons from the target and heal all ability damage and ability drain. Creatures that apply poison on attacks or are otherwise closely linked to poisons suffer an additional 50% of damage from the wielder as divine damage.

**Abolish Undeath:** Weapons of the angel become a bane to all undeath. A creature wielding them becomes immune to death effects and energy drain. Healing spells cast by that creature now remove paralysis and all negative levels from the target. Undead creatures suffer an additional 50% of damage from the wielder as divine damage.

**Bestow the Divine:** Angel can now imbue weapons of others with the same holy power. Angel can still imbue the weapons of only one creature.

**Everlasting Flame:** Sword of Heaven now lasts for 1 minutes per mythic rank.

**Grand Blessing:** Additional damage and healing from Sword of Heaven are now maximized.

**Guide the Faithful:** Attacks with the imbued weapon now mark the target for 1 minute, making the target visible, giving the target a -40 penalty to stealth checks and a -4 penalty to AC.

**Demon Bane:** Weapons of Angel become the bane to all demons. You gain a +2 bonus on attack and damage rolls made against creatures with Demon subtype, and successful hits deal additional 2d6 divine damage. This bonus stacks with Bane special quality. **Prerequisite:** Rank 8

**Heavenly Host:** You can grant your sword enhancement to all allies in 50-feet raidus. **Prerequisite:** Bestow the Divine, Rank 8

**Overwhelming Flames:** Attacks of the owner of the imbued weapon now additionally deal weapon damage to all enemies within 5 feet. **Prerequisite:** Rank 8

**Speed of Light:** The owner of the imbued weapon now is under effect similar to Haste, but granting 2 additional attacks and making all spells of level 2 or lower quickened, as though using the Quicken Spell feat. **Prerequisite:** Rank 8

### Heaven's Breath (Ex)

On the 2nd mythic rank, they become closer to angels, gaining resist acid 20, resist cold 20, and an immunity to petrification.

### Angelic Halo (Su)

At 3rd mythic rank, an Angel gains a celestial halo. Each ally within 50 feet of the Angel gains a bonus equal to half Angel’s mythic rank plus 1 to AC and saving throws against attacks made or effects created by evil creatures.

At 5th, 7th, and 9th mythic rank, an Angel can select an improvement to the Angelic Halo ability.

#### Angelic Halo improvements

**Blinding Light:** Whenever Angelic Halo is active, an enemy that attacks the Angel first time in a round must pass a Fortitude saving throw (DC = 10 + twice the Angel’s mythic rank) or be blinded for 1d4+1 rounds. On a successful saving throw, the enemy becomes dazzled for 1 minute.

**Burning Bright:** Whenever Angelic Halo is active, all demons and undead creatures in the 50-feet area suffer (2d6 + mythic rank) points of divine damage each round.

**Flame of Life:** While Angelic Halo is active, whenever an ally suffers damage, they receive fast healing equal to Angel’s mythic rank for 1 round.

**Piercing Rays:** Whenever Angelic Halo is active, all enemies in 50 feet area suffer a penalty to Spell Resistance equal to 1 + half the Angel’s mythic rank, as well as a penalty to all saving throws equal to half the penalty to Spell Resistance.

**Solar Winds:** Whenever Angelic Halo is active, all allies in the 50 feet area get a bonus to fire, cold, acid, and electricity resistances equal to 5 per Angel’s mythic rank, and a bonus to sonic and negative energy resistance equal to 3 per Angel’s mythic rank, as well as a bonus to force and divine resistance equal to Angel’s mythic rank.

**Unfailing Beacon:** Whenever Angelic Halo is active, the Angel doesn’t suffer any damage from the allies’ spells that have an area of effect. If Angel is the main target of such a spell, it becomes empowered, as though using the Empower Spell feat, and the DC of the saving throw against it is increased by 2.

### Sword of Holy Damage (Su)

At 6th mythic rank, Whenever Sword of Heaven is active, this ability allows the Angel to transform all damage dealt by the Angel into divine damage.

### Halo's Holy Aura (Su)

At 7th mythic rank, angel’s Halo now emanates an aura similar to the effect of holy aura spell.

A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This ability has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. This benefit applies against all attacks, not just against attacks by evil creatures.

Second, each warded creature gains spell resistance 20 + Angel’s mythic rank against evil spells and spells cast by evil creatures.

Third, this ability protects from all mind-affecting spells and effects.

Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blind, but against holy aura’s save DC).