If the creature becomes mythic again, it regains the use of all the mythic feats it once had. Attacks made with your deity's favored weapon are divinely inspired. If you successfully hit your opponent, it must succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Wisdom modifier) or be staggered for 1 round. Benefit: When using Rapid Shot, you can either ignore the feat's –2 penalty on attack rolls or make two additional attacks instead of one. Benefit: You gain stone tell as a spell-like ability usable once per day with a caster level equal to twice your tier. Benefit: You add one-half your mythic tier to your spell resistance. Your deadliest blows unleash rivers of blood. You can expend one use of mythic power when you sacrifice the spell to increase the penalty to triple the level of the spell sacrificed. | 5th Edition SRD Benefit: Toughness provides you twice as many hit points. That racial trait can't modify your size or ability scores. If a character doesn’t possess any of the necessary prerequisite feats when she gains a mythic feat, she can wait to select a mythic feat until the next time she gains a tier or level. You can manipulate raw eldritch energies to do more than just deal damage. Mythic Feats. Benefit: When making a Deadly Stroke attack, you can expend one use of mythic power to instantly kill a non-mythic living creature. You're expert at knocking your enemies' weapons away. Each time you take this feat, it applies to a different non-mythic Spell Focus feat. Benefit: Your bestial nature manifests itself in one of the following ways. Benefit: You can deliver a coup de grace to dazed and staggered non-mythic opponents. mythic skills and feats have no macro text, and the mythic paragon button doesn't seem to change the result of macros calling for the mythic tier. Most mythic feats require a non-mythic feat as a prerequisite. All bonuses from your feats and mythic feats that apply to another school of magic, such as Spell Focus feat and School Specialization mythic feat, now apply to the chosen school of magic too. This movement doesn't count against your total overall movement for the round, but it does provoke attacks of opportunity. As a standard action, you can drink two potions or other beverages. Prerequisite: Bleeding Critical, Critical Focus (mythic). You can have only one of these benefits active at a time. In addition, you can expend one use of mythic power to treat an Acrobatics or Fly check as if you had rolled a natural 20. A value in a mythic feat based on a fraction of your tier (such as a +1 bonus for every 3 tiers you possess) always has a minimum of 1. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description. Benefit: You may forgo the two additional unarmed strikes of Medusa's Wrath to instead make a single unarmed strike at your highest base attack bonus. Benefit: Whenever you use your surge ability, you can roll your surge dice twice and take the higher result. Benefit: Add your shield bonus and your shield's enhancement bonus to your touch AC. Your kills are truly frightening to behold. There's virtually no limit to your powerful throwing arm. The power of your divine energy can not only cause undead to flee but also destroy them where they stand. Benefit: You can modify a spell to imitate the mythic version of that spell. Benefit: The bonus to AC from Dodge increases by 1. 1: Races of Nature Unleashed (PF1), Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder RPG), Aegis of Empires 4: Legend of the Burning Star (PF1), Channeled energy effects creatures with the, Gain the benefits of this feat without taking a, Arcane strike lasts 1 minute, and expend mythic power to grant magic weapon special abilities, Aspect manifests itself in new and powerful ways, Bleed damage and the DC to staunch it increases by, Gain a bonus on attacks based on power of channel, Make additional cleaves to any foes in reach regardless of position, Automatically confirm critical hits against non-mythic foes and increased chance to bypass fortification, Expend mythic power to instantly kill non-mythic targets, Increase critical threat modifier and make a, Deflect additional attacks, and expend mythic power to deflect rays, Increase the DC to cast spells defensively within your, Double or triple the penalty on your opponent’s, Your carnage has a greater effect against non-mythic foes and expend mythic power to frighten foes, Increase the DCs and expend mythic power to force opponents to roll twice and take the lowest result when saving against focus spells, Increase bonus on checks and saves based on, Cast spells without need for costly material, Expend mythic power to ignore range increments, Land speed increases by 5 feet regardless of armor or encumbrance, Once per day, attempt to negate the onset of a harmful condition or affliction, Expend mythic power to save again against a condition or affliction, Non-mythic creatures that take damage from your channel roll twice on their saves and take the lower result, Spells of the same school and equal or higher level can, Increase any fixed numeric bonuses to teamwork feats by 1, Increase the bonus based on tier and expend mythic power to negate the effects of a successful save, Roll surge twice and take the highest result, When you hit with lunge, don’t take an AC penalty against that creature, Expend use of mythic power to maximize surge, Deflect a number of ranged attacks equal to 1/2 your, Gain a +6 bonus instead of +4 and when an attack misses move 5 feet, Negate additional number of hits against your mount based on, Use spell completion and spell trigger items while in, Ignore an amount of difficult terrain based on your tier, Gain a single racial trait of your choice, Ignore the –2 penalty or make two additional attacks, Make additional attacks against successive targets after you hit, Increase the power of your channel based on the number of creatures excluded, Those knocked into walls or other barriers take additional damage, Make two attacks during a move instead of one, Use snatched thrown weapons as immediate attack melee weapons, Change the spells of your metafocus each morning, When rerolling, roll twice and take the higher result, Gain a +2 bonus on attack and damage rolls with improvised thrown weapons and, Mount can make two hoof attacks instead of one, Turning range increases by tier, and you can use, When unseated, your target takes falling damage based on tier, When mount leaps over foes attack as you pass, Add half your heavy armor bonus to your CMD, Add half your light armor bonus to your CMD, Add half your medium armor bonus to your CMD, Alter the properties of magic arms & armor, Cause items to function when held, even if not properly worn, Create magic items that function at the user’s level. Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities. You can expend one use of mythic power to gain a bonus on this damage equal to twice your tier. You can expend one use of mythic power when making your attack to slow your target, as the spell slow, unless it succeeds at a Fortitude save (DC 10 + 1/2 your character level + your Wisdom modifier). Mythic characters and monsters gain mythic feats as they gain tiers or ranks. The power of your faith harms all creatures that follow the alignment you abhor. These bonuses stack with those granted by Improved Reposition. You must have a ranged weapon in hand or have a free hand and the non-mythic Quick Draw feat to use this ability. In addition, you gain a +5 bonus on skill checks when creating non-mythic magic items. Benefit: The bonus on Diplomacy and Intimidate skill checks granted by Persuasive increases by 2. Furthermore, you can make an attack of opportunity against any creature that attempts to trip you, unless it also has this feat. You can make multiple attacks as you ride past your enemies. Benefit: When making attacks with your deity's favored weapon, you can add your Wisdom modifier instead of your Strength or Dexterity modifier on damage rolls. These bonuses stack with those granted by Improved Drag. With greater potency and frequency, your fists stun those who stand against you. You can't use this ability to attack a foe more than once per round. Prerequisite: Defensive Combat Training, 4th mythic tier. Benefit: You can use this feat even if you move this round, but only if the distance you move is equal to or less than 5 feet per tier. The effects do not stack. Accursed Hex (Mythic) Acrobatic (Mythic) Alertness (Mythic) Alignment Channel (Mythic) Animal Affinity (Mythic) Arcane Armor Training (Mythic) Arcane Blast (Mythic) Arcane Shield (Mythic) Arcane Strike (Mythic) Ascendant Spell (Metamagic) Aspect of the Beast (Mythic) Athletic (Mythic) Augment Summoning (Mythic) Bleeding Critical (Mythic) Blind-Fight (Mythic) Mythic Feats: Wilderness is the key to epic adventures in the wild, with over 120 all-new mythic feats from Pathfinder Roleplaying Game Ultimate Wilderness, all of them, from Ambush Awareness to Woodland Wraith and all feats in between. You've adapted your spellcasting to overcome limitations of wearing armor. You make a Ride check or your mount makes an Acrobatics check (whichever is lower) during the charge, using the rules for the leap task under the Ride skill. Your light fingers can lift even the most closely held item off an enemy. Mythic Eschew Materials is interesting but you should have spells in mind when you take it. You must move at least 10 feet between each attack. This stacks with the bonus from Weapon Specialization and Greater Weapon Specialization. Benefit: When running, you move seven times your normal speed if wearing medium, light, or no armor and carrying no more than a medium load, or six times your speed if wearing heavy armor or carrying a heavy load. You can expend one use of mythic power when you stagger a target with Medusa's Wrath to extend the duration of the staggered condition by a number of rounds equal to half your tier. Benefit: You can create any mythic magic item for which you have the appropriate item creation feat. Many mythic feats enhance non-mythic feats with the same name. Claim Mythic Power Bring mythic adventure into the Pathfinder world with Pathfinder Campaign Setting: Mythic Realms. If the creature becomes mythic again, it regains the use of all the mythic feats it once had. Your magical specialties are particularly effective. Benefit: Select a mythic path other than the path you selected at your moment of ascension. In addition, you can expend one use of mythic power to change the damage dice of your Arcane Blast to d8s instead of d6s. Prerequisite: Improved Critical, base attack bonus +8. You must use your staff for this attack of opportunity. As a swift action, you can expend one use of mythic power to ignore all penalties due to distance on visual Perception checks for 1 round. The effects do not stack. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. Your illusions are astonishingly realistic. There is also a non-mythic metamagic feat for casting spells as their mythic versions: Ascendant Spell. Mythic Leadership [Mythic] Special: This Feat replaces the Mythic Leadership feat from Mythic Hero's Handbook. This stacks with the increased caster level of Undead Master. Each time you gain a path ability, you can select that path ability from either path's list or the list of universal path abilities. This section includes some non-mythic feats. You gain that path's 1st-tier ability (either archmage arcana, champion's strike, divine surge, guardian's call, marshal's order, or trickster attack). Your caster level for this effect is equal to twice your tier. Additionally, the effects apply to damage reduction without a type (such as DR 10/—). In addition, you can expend one use of mythic power to treat a Perception or Sense Motive check as if you had rolled a natural 20. You can use this ability against a mythic creature by expending two uses of mythic power. Benefit: You don't have to spend a swift action to gain the reduction to arcane spell failure chance from Arcane Armor Training. Benefit: Any fixed numeric bonuses you gain from teamwork feats are increased by 1. As a free action, you can expend one use of your mythic power to use Stunning Fist without spending one of your daily uses of the feat. For races with multiple racial languages, you gain all of them. If an object's hardness is greater than 15, you don't ignore any of its hardness. As a swift action, you can expend one use of mythic power to gain the ability to reload crossbows and firearms without provoking attacks of opportunity for 1 minute. You have legendary resilience and durability. Benefit: When using Missile Shield, you can deflect an additional number of ranged attacks per round equal to half your tier. In addition, when you threaten a critical hit against a creature wearing armor with the fortification special ability or similar effect, that creature must roll twice and take the worse result when determining critical hit negation. Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. Benefit: Your critical multiplier with your chosen weapon is increased by 1 (to a maximum of ×6). Your skill as a rider allows you to take cover and shoot with amazing accuracy. Benefit: Whenever you use Mobility, you gain a +6 dodge bonus to AC instead of the normal +4. Benefit: As an immediate action, you can expend one use of mythic power to negate the penalties on attack rolls for two-weapon fighting for a number of rounds equal to your tier. Benefit: The bonus on Acrobatics and Fly skill checks from Acrobatic increases by 2. As a swift action, you can expend one use of mythic power to gain a bonus on attack rolls with your selected weapon equal to half your tier until the end of your turn. Benefit: You gain a bonus equal to half your tier on checks to grapple, and to your CMD when an opponent tries to grapple you. If you expend one use of mythic power while casting a spell that requires a material component costing 50 gp per tier or less, you can cast it without providing that component. You're so skilled at throwing weapons that it hardly matters what you throw. Benefit: Whenever you're allowed to reroll an ability check, a skill check, or a saving throw, roll two dice and take the higher result, before adding the bonus from Strong Comeback. You can't use the augmented version of the mythic spell, or use spells effects that require you to expend uses of mythic power (even if you have uses of mythic power available). Special: You can take this feat multiple times. FAQ. | 3.5e SRD Against spells or spell-like abilities used by dwarves or elves (including other drow), you add your mythic tier to your spell resistance. You are viewing the legacy Pathfinder Reference Document website.Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info. Mythic Feats: Wilderness is the key to epic adventures in the wild, with over 120 all-new mythic feats from Pathfinder Roleplaying Game Ultimate Wilderness, all of them, from Ambush Awareness to Woodland Wraith and all feats in between. You still suffer a miss chance for total concealment, but if you miss due to total concealment, you may reroll your miss chance as per Elven Accuracy. You're a paragon of down-and-dirty fighting. Through your fearsome mythic nature, you have matchless power over the undead. Your mythic power is even more potent than that of most other mythic beings. Benefit: Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your AC bonus. 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