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Warshard Warrior

Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 84
From the earliest days of civilization, many heroes became associated with their legendary weapons. These brave adventurers, who faced many mythic challenges in their time, eventually moved on to the afterlife, for such is the way of mortality. While their mortal remains were consumed by cremation, interment, or the natural process of decay, the magical weapons they left behind suffered no such deterioration. These artifacts and relics would often later be taken up by new heroes, and thus the cycle would repeat. When shards of Gorum’s body rained down upon the world during the Godsrain, this cycle transformed. Known today as warshards, the divine remnants of Gorum’s physical form quickly became highly sought-after treasures wherever they fell. As one might expect from fragments shed from the body of war god, these shards became invaluable components for the forging of new weapons or the bolstering of existing ones.

But what of those rare cases where a warshard, however small, strikes the body of a hero? What of those rare cases where a physical embodiment of the dead god of war becomes absorbed into the soul of a mortal? In these astonishing instances, a new type of hero can arise, one who doesn’t shed their mortal shell in death but instead continues their legacy in the form of the weapon they wielded.

These so-called warshard warriors bear or once bore a piece of the divine metal that fell during the Godsrain. It might have been shaped into crude looking armor or carried as a makeshift shield, or it might simply adorn that hero’s clothing. It could even have pierced their flesh and left its influence behind, transforming into an unremarkable fragment of slag. Regardless of the manner of infusion, these warshards impart both fortitude and purpose to the affected warriors. For most, the shard unifies both the wielder and weapon, elevating the pairing when the tide of battle rises. For others, the shard enables an even more perfect union, blending the essence of both until they become one, the weapon forever holding the spirit of the warshard warrior.

Among those few who combined with their weapons to become one unique intelligent item, the soul of Yrrelin (malicious male serpentfolk lich 21) now resides within his scythe Villainy. He now seeks to behead Golarion’s greatest heroes, one after another, in a zealous push to “bring all life closer to the headless god, Ydersius.” Those who hold the blade are overcome by the wickedness of its former master and aren’t in control of their own actions.

For good or ill, the skybound slaughter of Gorum threw the world into a new age of heroes, villains, and mythic artifacts. Most warriors who received the war god’s blessing knew right away the spark of partnership between them and the weapon that was once merely regarded as a tool of their trade. The more time spent wielding the weapon, the greater its magical abilities and the greater the warrior’s understanding of its singular nature. In the end, few can say how powerful the bond between a weapon and its warshard warrior will grow.

Destiny Definitions

This destiny revolves around a concept that is summarized below.

Warshard Weapon: This is a specific weapon you have chosen to infuse your destiny into during your daily preparations. Most warshard warrior feats work best when coupled with a warshard weapon. You can only have one warshard weapon at a time. A warshard weapon gains the mythic trait.

How Did You Become a Warshard Warrior?

When a PC chooses the warshard warrior destiny, they must decide how they encountered the warshard in question. In the Revenge of the Runelords Adventure Path, the Godsrain is still a relatively recent event, and so it could be that a PC was struck by a tiny fragment as it fell during the event, or perhaps they were infused after touching a fallen shard they discovered. The nature and flavor of this infusion don’t need to have any bearing on the character’s subsequent feat choices as they gain levels nor on the type of weapon they choose to bond with.

In time, as the Godsrain is separated from the present by generations, it’s possible for a hero in the future to become a warshard warrior much in the same way a sorcerer gains their magical power—through a supernatural legacy handed down from ancestors—but for the purposes of this campaign, a PC should have a more direct link to the original warshard. They might even wear the fragment as a token or have it embedded harmlessly but impressively in their flesh.

Warshard Warrior Dedication Feat 12

This Feat may contain spoilers from the Revenge of the Runelords Adventure Path

Rare Destiny Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 84
Archetype Warshard Warrior

When you became infused with a shard of the god of war, you knew in your gut that your destiny would be one for the ages—yet you may not, at first, know the exact way such a destiny would play out. If you still carry the warshard that empowered you, you might carry it as a token or wear it as jewelry—if indeed it’s not simply embedded into your body. Regardless, the warshard itself no longer has any intrinsic power of its own, and even if you toss the warshard aside, its gifts do not leave you, nor can another benefit from them. If you throw the warshard away or lose it, your destiny remains unaltered; you have, in effect, become the warshard itself. This power manifests through a weapon you wield.

When you make your daily preparations, choose one weapon in your possession in which you have at least expert proficiency. That weapon becomes your warshard weapon until you choose a different weapon in your possession during another of your daily preparations. You can choose a mundane nonmagical weapon, a weapon with magical runes, one made of an unusual material, or even a specific magic weapon such as a storm flash or a bloodletting kukri, but not an intelligent weapon or an artifact like the bastard sword Serithtial or one of the seven swords of sin. While you don’t lose access to your warshard warrior feats if your warshard weapon is taken from you or destroyed, note that several of this destiny’s feats require you to be wielding your warshard weapon. You can etch or remove runes from a warshard weapon normally. You can have only one warshard weapon at a time.

Your gain the Mythic Strike feat, but you can only use it with your warshard weapon.

Whenever you make a Strike with your warshard weapon at mythic proficiency, you double the amount of additional damage you deal with the weapon specialization class feature. When you make Crafting checks to Repair your warshard weapon, your treat your proficiency rank in Crafting as legendary for determining how many Hit Points you restore to the item; in addition, if your Crafting result is a critical failure, you get a failure instead.

You also gain the following action.

Call Warshard Weapon [one-action]

Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 85
Requirements You are not holding your warshard weapon, and you have a hand or hands free to be able to wield your warshard weapon;
Your warshard weapon teleports into your hand, as long as you and your warshard weapon are on the same planet. At 15th level, you need only be on the same plane as your warshard weapon to call it, and at 18th level, you can call your warshard weapon across any distance. If your warshard weapon is in the possession of a mythic creature that’s higher level than you or placed in an area where teleportation magic doesn’t function, attempt a DC 16 flat check. On a success, your warshard weapon still teleports to your hand.

Athlete's Ally [one-action] Feat 14

Magical Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 85
Archetype Warshard Warrior
Prerequisites Warshard Warrior Dedication
Requirements You're wielding your warshard weapon.

You channel the power of your warshard through your weapon to better perform athletic maneuvers. Spend a Mythic Point. For 1 minute, when you attempt Athletics checks to Disarm, Grapple, Reposition, Shove, or Trip with your warshard weapon, you do so at mythic proficiency. Note that this ability doesn’t grant additional weapon traits to your weapon, so your options for which of these maneuvers you can attempt might be limited by your weapon’s existing traits.

Lightless Sight Feat 14

Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 85
Archetype Warshard Warrior
Prerequisites Warshard Warrior Dedication

You gain darkvision as long as you wield your warshard weapon; if you already have darkvision, it becomes greater darkvision. You also gain the following ability.

Weaponsight [one-action]

Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 85
Close your eyes and concentrate on your warshard weapon. You perceive the world as if you were observing it from your weapon rather than your own eyes. You can see in all directions simultaneously and therefore can’t be flanked. If you’re not holding your weapon, this ability fails if your warshard weapon is on a different plane than you. If you spend a Mythic Point as part of this action, you attempt saving throws against visual effects at mythic proficiency while observing through your warshard weapon. You can observe through your weapon for up to 1 minute or until you open your eyes as a free action, whichever comes first.

Steadfast Grip Feat 14

Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 85
Archetype Warshard Warrior
Prerequisites Warshard Warrior Dedication

The connection you have with your warshard weapon strengthens it and assists you in maintaining your grip on it in battle. Your DCs against attempts made to Disarm, Steal, or otherwise remove your warshard weapon from your possession are calculated at mythic proficiency. When you designate a warshard weapon, its Hardness increases by an amount equal to half your level, and its Hit Points increase by an amount equal to your level for as long as it is your warshard weapon.

Transmute Weapon Feat 14

Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 86
Archetype Warshard Warrior
Prerequisites Warshard Warrior Dedication

When you choose a warshard weapon during daily preparations, you can transform the material it’s composed of so that the weapon is made of a precious material (like adamantine, dawnsilver, or cold iron). The material and quality of the material you select must be of a level equal to or less than your character level. You can transmute the weapon into a standard-grade item of that material only if the weapon is at least level 9. You can transmute the weapon into high-grade item of that material only if the weapon is at least level 15.

Warshard Rune Feat 14

Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 86
Archetype Warshard Warrior
Prerequisites Warshard Warrior Dedication

When you choose a warshard weapon during your daily preparations, you can empower it with an additional magical effect. Choose one common weapon property rune that’s of a level equal to or lower than your level. That rune is applied to your warshard weapon as if it were etched onto it normally, but this weapon property does not count against the normal maximum number of property runes a weapon can have. If you empower a weapon with a property rune of the same type, only the highest-level one applies. This additional rune functions only when you wield your warshard weapon and have at least 1 unspent Mythic Point; otherwise, the rune becomes dormant until these conditions are met.

Divide and Conquer [two-actions] Feat 16

Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 86
Archetype Warshard Warrior
Prerequisites Warshard Warrior Dedication
Requirements You are wielding a melee warshard weapon.

When you face multiple foes, you wield your warshard weapon with vigor. Spend 1 Mythic Point, then Step to a space where you threaten at least two opponents with your warshard weapon. Attempt two Strikes at mythic proficiency, each against a different target. If you hit with both Strikes, you gain an additional effect based on the type of damage you inflict with your weapon. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them. If your weapon doesn’t deal one of these three damage types, you can’t use it to Divide and Conquer, and if you deal two different types of damage to each target, you don’t gain any additional effect.

Bludgeoning You knock your enemies around. Each damaged target becomes off-guard until the start of your next turn.
Piercing Your strikes punch through your enemies, leaving bloody wounds. Each damaged target takes 1d8 persistent bleed damage.
Slashing Your slashes leave particularly painful wounds. Each damaged target becomes sickened 2.

Indomitable Shot [two-actions] Feat 16

Attack Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 86
Archetype Warshard Warrior
Prerequisites Warshard Warrior Dedication
Requirements You are wielding a ranged warshard weapon.

You can fire a single shot that penetrates multiple foes. Spend 1 Mythic Point, then fire a single shot from your ranged warshard weapon. You inflict your weapon’s damage on all creatures in a line, to a maximum distance equal to your weapon’s maximum range or until the line hits a solid object that’s either thicker than 5 feet or has a Hardness in excess of 20, whichever comes first. Each creature in the area attempts a basic Reflex save against your class DC or spell DC, whichever is higher, calculated at mythic proficiency. For each range increment beyond the first, a creature gains a cumulative +2 circumstance bonus to their Reflex save. This ability counts as two attacks when calculating your multiple attack penalty.

Prescient Parry [reaction] Feat 16

Manipulate Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 87
Archetype Warshard Warrior
Prerequisites Warshard Warrior Dedication
Trigger You are targeted by a melee or ranged Strike with a weapon.
Requirements You are wielding your warshard weapon.

Spend a Mythic Point. Your warshard weapon intervenes at the last second, rising to deflect the incoming blow. For this attack, calculate your AC at mythic proficiency, then add any item bonus from your weapon to that value. If the attack misses and the target is within your reach, or if your warshard weapon is a ranged weapon and the target is within the weapon’s first range increment, you can Strike the creature who made the triggering attack with your warshard weapon.

Final Shot Knows the Way [two-actions] Feat 18

Mythic Press 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 87
Archetype Warshard Warrior
Requirements You are wielding a ranged warshard weapon and used it to make a ranged Strike against a foe this round.

You judge a foe’s defenses after attacking them and channel that knowledge into your warshard weapon and its ammunition. Spend a Mythic Point, then Stride twice. At any point during this movement, attempt a ranged Strike at mythic proficiency with your warshard weapon against the same foe you already attacked this round. This Strike ignores any modifiers from cover or concealment the target may have, as the ammunition weaves and twists through the air in an impossible flight. All penalties from range increments are negated during this Strike. If this shot hits its target, the target is so astounded by the shot that they become off-guard until the end of your next turn.

Throw and Catch [two-actions] Feat 18

Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 87
Archetype Warshard Warrior
Requirements You are wielding a melee warshard weapon.

You hurl your warshard weapon at an opponent, even though the weapon isn’t designed to be thrown. Spend a Mythic Point. Your weapon gains the thrown trait with a range increment of 40 feet; if your weapon already has the thrown trait, increase its range increment by 40 feet. Make a ranged Strike at mythic proficiency at an opponent within range. For this ranged Strike, apply your full Strength modifier to the damage, as if it were a melee Strike. After the Strike resolves, the weapon flies back to your hand, and you can then attempt a melee Strike (at your normal proficiency, not mythic proficiency) against a target in reach of your weapon. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both attacks.

I Am the Weapon Feat 20

Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 87
Archetype Warshard Warrior
Prerequisites Warshard Warrior Dedication

Your supernatural bond with your weapon infuses it with a powerful echo of your sentience, your memory, and even fragments of your very soul. When you would be killed while wielding your warshard weapon, you instead disappear and your warshard weapon falls to the ground. You reappear adjacent to your warshard weapon as soon as any sapient creature picks it up. If the creature is a close ally (such as another PC), you return to life with only 1 Hit Point. However, if a stranger does so, you return to life with full Hit Points. At your discretion, you can delay your return to life for up to 24 hours after a creature picks up the weapon, but you still return to life adjacent to your weapon (or as close to it as possible). If no one picks up your weapon within a week of your death, your soul enters the River of Souls, and you can be brought back to life using other means. No matter how you're brought back to life, you can Call Warshard Weapon as a free action as soon as you regain consciousness.

Alternatively, if no one picks up your warshard weapon within a week of your death, you can choose to fuse with your weapon rather than entering the River of Souls. You can no longer be brought back to life, but your soul remains bound to the weapon, and together you are an intelligent item, gaining the same Perception modifier, senses, communication, languages, attribute modifiers, and Will save as you. You retain the same Intelligence-, Wisdom-, and Charisma-based skills. You must still be carried and wielded, and your options are now limited to actions you can take as an intelligent item. You no longer gain or can spend Mythic Points, but as a weapon, you are still mythic. You can spend your actions to attack using the attack modifier with your warshard weapon you had in life, but your damage bonus uses the Strength modifier of your wielder instead of the Strength modifier you had in life. You gain the Impart Martial Wisdom action below, and you might gain other powers at the GM’s discretion, such as the ability to influence or even control your wielder. If you’re destroyed in this weapon form, your soul moves on to the River of Souls and you can be brought back to life using other means, but you must designate a new warshard weapon normally thereafter.


Activate—Impart Martial Wisdom [two-actions] (concentrate, mythic, prediction); Frequency once per 10 minutes; Effect You call upon your experience in battle to see how best to attack a foe and give that knowledge to your wielder. Your wielder makes a Strike against a creature within reach or within your first range increment at mythic proficiency. This Strike ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.