Universal Mythic Class Features

Universal Mythic Spherecaster Class Features

Any mythic spherecaster or champion may choose the following mythic class abilities.

Mythic Casting

You gain a +1 mythic bonus to your caster level in two spheres. This bonus increases by +1 at 3rd tier and each odd tier thereafter.

Author’s Note: Treat this like a bonus from implements (which mythic casting stacks with) when determining the benefits.

Mythic Spell Pool

Once per day as a free action, you can spend one mythic power to regain a number of spell points equal to your mythic tier (minimum 3). This does not count for any effects that trigger when you regain spell points normally. Any spell points above your maximum become temporary spell points that last for one minute per tier.

Mythic Magic Talents

You gain one bonus magic talent at each odd tier, including odd tiers gained after taking this ability.

Universal Mythic Practitioner Class Features

Any mythic practitioner or champion may take these mythic class abilities.

Mythic Martial Knowledge

You gain a +1 mythic bonus to your effective base attack bonus and effective skill ranks in two spheres. This bonus increases by +1 at 3rd tier and each odd tier thereafter. This does not improve your attack rolls or skill rolls (regardless of whether or not you are using that sphere), but it does improve the effects of many talents.

Author’s Note: This cannot accelerate hit dice growth for the Leadership sphere, nor any similar effects.

Mythic Martial Focus

Once per day as a free action, you can expend one mythic power to instantly regain your martial focus, even if you have already regained your martial focus this round. This is an exception to the normal one-per-round limit on regaining martial focus. At 3rd and 6th tiers, you may use this ability one additional time per day, but you do not need to expend mythic power for daily uses of this ability after the first.

Mythic Combat Talents

You gain one bonus combat talent at each odd tier, including odd tiers gained after taking this ability. You cannot have both this ability and the Mythic Magic Talents ability.

Mythic Advisor Abilities

Mythic Advisor Class Features

Mythic Coordinate Synergy

You may have a number of additional synergies given out at a time equal to your mythic tier. In addition, you may grant a synergy as a swift action rather than a standard action.

Mythic Leader

You gain an additional talent from the Communication sphere. Once per day, when you wake up or prepare for the day, you may swap this talent for any other Communication talent.

Mythic Rigorous Teacher

Whenever you spend mythic power to apply your mythic surge die to a skill check to teach or an aid another roll, the targeted creature can add your mythic surge die result to a single d20 roll they make before the start of your next turn.

Mythic Synchronized Tactics

Whenever your synergized action becomes expended, you may spend a point of mythic power to prevent it from becoming expended.

Mythic Advisor Lessons

Once each day, as a full-round action, you may change one advisor lesson you have selected. In essence, you lose the advisor lesson, and gain a new advisor lesson to replace it, as if you had retrained the feature. You may not swap out any advisor lesson you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of advisor lessons you have. Each time it is selected, it allows you to swap out an advisor lesson one additional time per day. You may swap out the same advisor lesson multiple times, or swap out different advisor lessons.

Mythic Extensive Aid

Whenever you use the aid another action on an ally that has synergy, you may use the aid another action on another ally that has synergy as part of the same action.

Mythic Factotum [Utility]

You treat all skills as if you had a minimum number of ranks in the skill equal to your mythic tier + your bonus from factotum (to a maximum of your level).

Mythic Base of Operations [Utility]

You may have a number of additional permanent bases of operations active at a time equal to your mythic tier. By spending a use of mythic power in a process that takes one minute, you may teleport any number of willing creatures in one of your bases of operation to another one of your bases of operation. This is a supernatural teleportation effect.

Mythic Undermine Strategy

You may apply two effects from undermine strategy at a time rather than just one.

Mythic Tailored Advice [Utility]

Add your mythic tier to your advisor level for the purpose of determining how many tailored advice effects you may apply to your base of operations. By spending a point of mythic power as a full-round action, you may change what tailored advice effects apply to your base of operations.

Mythic Shared Experience

Whenever you spend mythic power to apply your mythic surge die to a skill check to teach or an aid another roll, the targeted creature can add your mythic surge die result to a two d20 rolls they make before the start of your next turn. You must have mythic rigorous teacher to select this ability.

Mythic Advisor’s Edge [Utility]

Once per day, as a full-round action, you may change one skill you have selected with advisor’s edge. In essence, you lose one chosen skill and gain a new skill to replace it, as if you had retrained the class feature.
Alternatively, you can gain access to mythic exploits in a skill you have selected with this ability. If you already qualify for access to mythic exploits with that skill, you gain access to greater mythic exploits too.

Mythic Collaborative Leverage [Utility]

All creatures within your rapport share any skill unlocks that other members possess. In addition, you gain a number of additional uses of skill leverage from collaborative leverage equal to your mythic tier.

Mythic Capitalize

Whenever you add a mythic surge to your attack roll against a target affected by your undermine strategy class feature, you also add the same value to the damage done on a successful attack.

Mythic Reliable Synergy

Whenever you coordinate synergies, choose an ally. That ally is treated as being part of all synergies that you create.

Mythic Grand Lecture [Utility]

Each creature taught using grand lecture may use your skill modifier for an additional skill check for each mythic tier you possess.

Mythic Peerless Leverage [Utility]

whenever you would spend more than 1 use of skill leverage, you reduce its cost by 3 (minimum 1 use of skill leverage).

Mythic Training Regimen

You may grant two additional +2 enhancement bonuses to each creature affected by training regiment, choosing to either increase existing ability score bonuses (to a maximum of +6) or improving different ability scores.

Mythic Harmonic Interplay

The two synergy benefits granted using coordinate synergy apply to all instances of synergy between allies, not just the first.

Mythic Esprit de Corps

As a swift action, you may spend a use of mythic power to double any morale bonuses that members of your rapport are benefiting from until the start of your next turn. This does not stack with similar effects that double morale bonuses.

Mythic Therapeutic Refuge

Add your mythic tier to the temporary hit points granted by therapeutic refuge. These temporary hit points restore themselves at a rate of 1 temporary hit point per round.

Mythic Veracious Tutelage [Utility]

All skill checks rolled by members of your rapport add your mythic surge die to the result.

Mythic Agent Abilities

Mythic Agent Class Features

Mythic Discerning Strike

Your first attack each round targeting a non-mythic creature is a discerning strike, even if the creature is not threatened by an ally or denied its Dex to AC. Additionally, when you use discerning a strike a creature that is immune to precision damage (such as an elemental) or negates precision damage (such as a target with fortification armor), you may expend one use of mythic power to still deal your discerning strike damage to the creature.

Mythic Ploy

You gain an additional talent from the sphere associated with your ploy. Once per day, when you wake up or prepare for the day, you may swap this talent for any other talent from the same sphere.

Mythic Surgical Finesse

You may add your operative modifier to damage rolls while still adding your Strength modifier (or another ability modifier) to the damage.

Mythic Conspiracy

You gain an additional talent from the sphere associated with your conspiracy. Once per day, when you wake up or prepare for the day, you may swap this talent for any other talent from the same sphere.

Mythic Devious Technique

Whenever you apply one or more devious technique effects to a creature, you may spend a use of mythic power to force the target to reroll each saving throw and take the lower of the two results.

Mythic Web of Secrets [Utility]

Any skill check you or any ally makes as part of using web of secrets gains a bonus equal to your mythic tier.

Mythic Efficient Heist [Utility]

Add your tier to your Strength score for determining your carrying capacity, and you treat the storage space of any backpack, pouch, or similar container as though it were three times its normal size.

Mythic Coordinated Combat

On any damage roll for an attack that benefits from coordinated combatant, you may roll twice on all dice and take the higher result.

Mythic Conspiratorial Ploy

Increase the range of your conspiratorial ploy abilities by 10 feet per mythic tier you possess.

Mythic Silent Engagement

Whenever you add a mythic surge to your attack roll, you also add the same value to the Stealth check made from silent engagement and the DC made to disbelieve the devious technique.

Mythic Devastating Disclosure [Utility]

When you use devastating disclosure, you may spend a use of mythic power to affect the target with two conditions from among the options for success or failure rather than just one and to multiply the duration by 10.

Mythic Just a Bad Dream [Utility]

Add your mythic tier to your agent level for the purpose of determining the DC of just a bad dream and the memories that you can affect. When a target you can perceive attempts a Will saving throw to remember you, you may spend a use of mythic power to force the target to reroll their saving throw and take the lower of the two results.

Mythic Always a Clue [Utility]

When you spend skill leverage on always a clue, you automatically learn one of the target creature’s motivations and may learn both types of information at the same time.

Mythic You Do not Know Me [Utility]

When you use you do not know me, you may select an additional motivation for every 2 mythic tiers you possess and the effects last for 1 year per level.

Mythic Twin Technique

You may spend a use of mythic power to apply a third devious technique to the same discerning strike.

Mythic Ghost [Utility]

Multiply the duration of a false memory you can implant with this ability by 10. You may implant false memories in multiple unconscious creatures within 30 feet as part of the same action.

Mythic Armiger Abilities

Mythic Armiger Class Features

Mythic Customized Weapons

Once per day, as a full-round action, you may spend one mythic power to customize a weapon. This may include changing the customizations on an existing weapon or discarding an older customized weapon in favor of a new one. Weapons customized this way have a lingering aura of mythic energy that lasts for 1 hour per tier and provides the benefits of an additional talent, chosen when customizing the weapon, until the energy dissipates.

Mythic Quick Change

You can quickly draw items of any kind, not just your customized weapons, provided they are stored or concealed on your person. As a move action, you can expend one use of mythic power to retrieve up to two hidden items. You must have two hands free to do so.

Mythic Prowess

Once per day as a full-round action, you may change one prowess you have selected. In essence, you lose one prowess, and gain a new prowess to replace it, as if you had retrained the class feature. You may not swap out any prowess you are using as a prerequisite, but you may change which customized weapon the prowess applies to when you change it in this way.

This mythic class feature may be selected more than once, but not more times than the total number of prowesses you have. Each time it is selected, it allows you to swap out a prowess one additional time per day. You may swap out the same prowess multiple times, or swap out different prowesses.

Mythic Focusing Switch

When you change your weapon with focusing switch, you may shift any temporary effects from your active weapon, such as poison on a blade or enchantments cast to improve the power of that weapon, to your new customized weapon. Effects must be applicable to the new weapon.

Mythic Rapid Assault

When you make a rapid assault, you may double one of your currently-available speeds. In addition, you may expend one use of mythic power to gain the ability to move between any of the attacks you make during your rapid assault. You may move more than once during this rapid assault, but your total movement cannot exceed your normal speed for the type of movement you are using.

Mythic Enhanced Customization

Select a weapon special ability that costs a +1 bonus. You may apply this special ability to all weapons in your active weapon set (as long as that weapon could normally benefit from that ability). At 3rd tier, you may select any combination of weapon special abilities that provide a maximum of a +2 bonus. At 6th tier, you may select any combination of weapon special abilities that provide a maximum of a +3 bonus. These special abilities do not count against a weapon’s normal +10 limit on enhancements.

Mythic Lightning Change

As mythic focusing switch, but the effects apply when you use lightning change. You do not need mythic focusing switch to take this mythic class ability.

Mythic Lightning Assault

When you make a lightning assault, you may expend one use of mythic power to make a third attack action. This must be made with a different customized weapon, does not trigger your rapid assault ability, and does not deal weapon damage. However, if the attack is successful, treat the effects of all talents used for that attack action as if you had done damage.

Mythic Unlimited Assault

You may choose which of your attacks during a lightning assault triggers your rapid assault ability. You must decide this after making the attack roll, but before the results are revealed.

Mythic Armorist Abilities

Mythic Armorist Class Features

Mythic Summon Equipment

When summoning equipment, you may summon two pieces of equipment with the same action. This does not increase the spell point cost. At 3rd and 6th tier, summoned equipment gain an additional +1 enhancement bonus. A piece of summoned equipment still cannot have higher than a +5 enhancement bonus; any bonuses beyond this amount must be traded for special abilities.

Mythic Bound Equipment

At 1st, 3rd, and 6th tiers, one of your pieces of bound equipment gains a +1 enhancement bonus and increases its maximum enhancement by one (to a maximum of +6 enhancement bonus and +13 overall). You may apply all of these bonuses to the same piece of bound equipment or select a different piece of bound equipment each time you gain this bonus. You may also choose to gain a special ability instead of an enhancement bonus, but do not have to apply the special ability immediately if you want to save this bonus for a future improvement.

Mythic Arsenal Trick

Once per day as a full-round action, you may change one arsenal trick you have selected. In essence, you lose one arsenal trick, and gain a new arsenal trick to replace it, as if you had retrained the class feature. You may not swap out any arsenal trick you are using as a prerequisite. Effects that currently apply to bound equipment are not considered prerequisites, but you must spend one point of mythic power to change these arsenal tricks and the bound equipment immediately loses those special abilities. If the new arsenal trick grants special abilities, you may immediately apply those to the bound equipment that lost special abilities from this swap.

This mythic class feature may be selected more than once, but not more times than the total number of arsenal tricks you have. Each time it is selected, it allows you to swap out an arsenal trick one additional time per day. You may swap out the same arsenal trick multiple times, or swap out different arsenal tricks.

Mythic Armor Training

When you are wearing armor, you add your armor training bonus to all Reflex and Will saves you make (+1 at 3rd level, +2 at 7th, and so on). You also add this bonus to any Intimidate or Sense Motive check you make while wearing armor.

Mythic Boost Equipment

You may boost two pieces of summoned equipment at the same time. You may also boost equipment within close range, rather than being limited to gear you can touch.

Mythic Quick Summons

When using quick summons, you may summon or switch two pieces of equipment onto yourself instead of one. At 20th level, once per round you may switch equipment as a free action during another creature’s turn.

Mythic Infinite Arsenal

You may summon equipment with a +5 enhancement bonus and an additional +5 in special abilities—you may reduce the enhancement bonus to gain additional special abilities. You may only have one such piece of equipment in existence at a time.

Mythic Blacksmith Abilities

Mythic Blacksmith Class Features

Mythic Equipment Specialist

You gain a bonus Equipment talent. Once each day, when you wake up or otherwise prepare for the day, you may change this talent to any other Equipment talent.

Mythic Maintenance

You may perform maintenance when the party has as little as 2 hours of rest. When performing maintenance, you may expend one use of mythic power to have the effects last for one additional day per tier, even if the recipient rests. This does not allow you to stack more maintenance than is normally possible on a given piece of equipment.

Mythic Thunderous Blows

You may expend one mythic power to add your tier to all sunder checks you make for one minute per tier. When your sunder checks are improved by mythic thunderous blows and you would destroy an item, you may instead choose to break it in such a way that you can put it back together as a move action (as long as you have all of its pieces). This removes the broken condition, if relevant, and otherwise restores the item to functional status.

Mythic Skilled Craftsman [Utility]

Add half your tier (rounded down, minimum 1) to all skill checks that skilled craftsman improves. By expending one use of mythic power when attempting a skill check that skilled craftsman improves, you may change the bonus granted by this mythic class feature to equal three times your tier for that roll. You may also add your tier to your blacksmith level for determining which magical items you can repair with skilled craftsman.

Mythic Smithing Insight

Once per day as a full-round action, you may change one smithing insight you have selected. In essence, you lose one smithing insight, and gain a new smithing insight to replace it, as if you had retrained the class feature. You may not swap out any smithing insight you are using as a prerequisite.

This mythic class feature may be selected more than once, but not more times than the total number of smithing insights you have. Each time it is selected, it allows you to swap out a smithing insight one additional time per day. You may swap out the same smithing insight multiple times, or swap out different smithing insights.

Mythic Artisan Savant

You may create mythic magic items as if you possessed the relevant path ability and/or feats. In addition, you gain an additional crafting feat of your choice.

Mythic Reforge [Utility]

You may spend one mythic power to reforge a piece of equipment as a full-round action, rather than one hour per effective bonus level.

Mythic Rapid Maintenance

You may perform an additional maintenance at once; this stacks with the increases provided by rapid maintenance. At 5th tier, you may perform two additional maintenances instead of one.

Mythic Smith’s Masterpiece

Your masterpiece also functions as a 20th CL charm, implement, or spell engineUSoP. The GM must approve the final effects. If it is a spell engine, you may recharge one spell point per day while performing maintenance on equipment, and you do not need to know the base magical sphere or meet any other requirements in order to use it.

Mythic Bravo Abilities

Mythic Bravo Class Features

Mythic Confounding Strike

You may use confounding strike as a free action that can be taken outside your turn rather than an immediate action even if you don’t have martial focus.

Mythic Moxie [Utility]

The DC to affect you with skill checks increases by your mythic tier. Whenever a creature successfully affects you with a skill check, you may spend a use of mythic power to force them to reroll the skill check and take the lower of the two results.

Mythic Whim (Power)

Once per round when you use one of your whim abilities which normally requires an immediate action, you may spend an attack of opportunity and a use of mythic power in place of an immediate action.

Mythic Whim (Selection)

You gain an additional talent from a sphere associated with your whim. Once per day, when you wake up or prepare for the day, you may swap this talent for any other talent from the same sphere.

Mythic Cunning Celerity

By spending a use of mythic power as an immediate action, you may refill your dodge pool to its maximum amount.

Mythic Steadfast (Ex)

Add half your tier (rounded down, minimum 1) to the number of attacks of opportunity you may make each round..

Mythic Exploit Uncertainty (Ex)

By spending a use of mythic power when you use exploit uncertainty, you may apply the bonus to attack and damage rolls (as well as any other specific bonuses against the outwitted creature) against all creatures for the duration, not just the outwitted creature.

Mythic Careful Footwork

Whenever you move from your space, the first two squares you move from are not considered threatened by any opponent (even opponents you can’t see).

Once per round, you may take a 5-foot step as a free action which does not count as movement for the purposes of determining if you can 5-foot step or otherwise move during your turn.

Mythic Spontaneous Technique

Add your mythic tier to your level when determining this ability’s effectiveness. At 20th level, you treat all combat and skill talents as prepared for the purpose of this ability.

Mythic Mercurial Celerity

You no longer need to outwit a target to make an attack of opportunity against them when you avoid their attack using cunning celerity.

Mythic Uncanny Dodge

Against attacks from non-mythic sources, you are never considered to be flat-footed or to have lost your Dex bonus to AC unless you are helpless.

Mythic Adamant Astonishment (Ex)

Any condition that you expend to outwit a creature may be expended to outwit them a second time. You may not expend the same condition more than twice.

Mythic Dynamic Dodge (Ex)

You may expend a use of mythic power rather than martial focus when using dynamic dodge. If you do, the miss chance is equal to the amount spent from your dodge pool rather than half.

Mythic Sudden Shift (Ex)

Whenever you take a 5-foot step, you may move 5 additional feet.

You may move up to your speed as part of rolling initiative

Mythic Incredible Stunt (Ex)

When you perform an incredible stunt, you may spend a use of mythic power to not become fatigued afterwards.

You may spend two uses of mythic power in place of spending a use of incredible stunt.

Mythic Improved Uncanny Dodge

Add half your tier (minimum +1) to the number of rogue levels a creature must have to be able to flank you.

Mythic Capricious (Ex)

Against any attack roll or on any Reflex saving throw where you have spent at least 50% from your dodge pool, you may spend a use of mythic power to avoid the effect entirely.

Mythic Quicksilver Celerity

The maximum miss chance you may gain from your dodge pool increases by 5% for every 2 mythic tiers you possess, to a maximum of 100%.

Mythic Unfettered Alacrity (Su)

On any turn that you use unfettered alacrity, you only lose 10% of your dodge pool regardless of how many effects you ignored or automatically succeeded at.

Mythic Skirt Death (Ex)

By spending two uses of mythic power, you may use Skirt Death even if you have already used it within the last minute.

Mythic Outwit Mastery (Ex)

When attacking a creature under the exploit uncertainty ability, if you make an attack roll against the foe that hits its AC, and any defense or effect prevents you from dealing full damage to the target (including conditions and effects that create a percentile miss chance, DR, etherealness, incorporealness, mirror image, and any other effect that would prevent a successful attack roll from dealing full damage), you may expend one use of mythic power to attempt to bypass all such effects and deal full damage.

If the effect you wish to bypass is non-mythic, you automatically success. If the effect is from a mythic source, make a mythic tier check (1d20 + mythic tier) against a DC of 10 + the mythic tier of the source of the ability you wish to bypass. On a success, you bypass the effect.

Mythic Commander Abilities

Mythic Commander Class Features

Mythic Commander

You gain an additional talent from the Warleader sphere. Once per day, when you wake up or prepare for the day, you may change this talent to any other Warleader talent.

Mythic Lingering Commands

Add half your tier (rounded down, minimum 1) to the number of rounds your commands linger for.

Mythic Enhanced Tactics

You may have an additional enhanced tactic active at any time.

Mythic Battlefield Specialist

Select one enhanced tactic you do not already know for each terrain you choose for battlefield specialist. You and your allies always gain the benefits of that enhanced tactic while you are in the appropriate terrain. You may select the same enhanced tactic for all terrains, or different enhanced tactics for each terrain.

Mythic Seize the Moment

You may expend one use of mythic power to impose your will on the battlefield when using seize the moment, affecting allies within 10 feet per tier regardless of whether or not they can see or hear you. In addition, you may use seize the moment one additional time per day, plus one more time at 3rd and 6th tiers.

Mythic Logistic Specialty [Utility]

Once per day as a full-round action, you may change one logistic specialty you have selected. In essence, you lose one logistic specialty, and gain a new logistic specialty to replace it, as if you had retrained the class feature. You may not swap out any logistic specialty you are using as a prerequisite.

This mythic class feature may be selected more than once, but not more times than the total number of logistic specialties you have. Each time it is selected, it allows you to swap out a logistic specialty one additional time per day. You may swap out the same logistic specialty multiple times, or swap out different logistic specialties.

Mythic Conduit Abilities

Mythic Conduit Class Features

Mythic Internal Font

You may select a font you do not possess, gaining the font-bound esoterica and the ability to select font-bound wonders for that font.

Mythic Evoke Dweomer

You may spend two uses of mythic power to use evoke dweomer with an item you have already expended all uses of evoke dweomer for.

Mythic Thaumic Charge

You may spend a use of mythic power as a move or swift action to transfer a thaumic charge on an item you are holding to another item you are holding.

Mythic Wondercrafter

You gain an additional talent from the Spellhacking sphere. Once per day, when you wake up or prepare for the day, you may swap this talent for any other Spellhacking talent.

Mythic Quasi-Caster

Once each day, as a full-round action, you may change one feat you have selected. In essence, you lose the feat, and gain a new feat to replace it, as if you had retrained the feat. You may not swap out any feat you are using as a prerequisite.

Mythic Conduit Wonders

Once each day, as a full-round action, you may change one conduit wonder you have selected. In essence, you lose the conduit wonder , and gain a new conduit wonder to replace it, as if you had retrained the feature. You may not swap out any conduit wonder you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of conduit wonder you have. Each time it is selected, it allows you to swap out a conduit wonder one additional time per day. You may swap out the same conduit wonder multiple times, or swap out different conduit wonders.

Mythic Magical Magnetism

When making an attack roll against a creature in possession of a hacked item or under a magic effect, whenever you add a mythic surge to your attack roll, you also add the same value to the damage done on a successful attack. whenever you add a mythic surge to a dispel check to hack an item, you may deal damage equal to the mythic surge die’s result to either the item or the wielder.

Mythic Exhaust Dweomer

You may spend a use of mythic power to gain the benefits of exhausting an item without actually suppressing it.

Mythic Unravel Arcana

You may spend a use of mythic power in place of dismissing a (hack) talent to use unravel arcana on a target.

Mythic Magical Expertise [Utility]

Add your tier to your conduit level when determining the bonus to skill checks granted by Magical Expertise. Once per day for every three tiers (minimum 1), you may roll twice on a Spellcraft or Use Magic Device check and take the higher result.

Mythic Spell Sight [Utility]

Multiply the range of spell sight by your mythic tier (minimum 2)

Mythic Mana Recycling

You only need to spend one daily uses of an esoterica as a free action to regain one daily use of a different esoterica.

Mythic Manifold Evocation

produces an esoterica from a thaumically charged item, you can add three of the listed options instead of two.

Mythic Effortless Hack

Whenever you use the hack magic ability on an item, you may spend a use of mythic power to use hack magic on another item in range as part of the same action.

Mythic Evolve Dweomer

Increase the bonus increases from boost arcana by 2. When you use exploit fundamentals, the spell engine gains 2 additional temporary spell points.

Mythic Metamagic Marvel

When using metamagic marvel, you may spend a use of mythic power to apply an additional metamagic effect.

Mythic Quick Evocation

When you use evoke dweomer as a swift action, you may spend a use of mythic power to use evoke dweomer a second time as part of the same action. You may evoke dweomer the second time with a different item.

Mythic Protoarcanum

You may spend a use of mythic power to use your protoarcanum as a swift action rather than a full-round action and may spend uses of mythic power in place of uses of esoterica for the purpose of your protoarcanum.

Mythic Universal Font

You can expend one use of mythic power when using evoke dweomer to increase its damage by 50%. If the sphere effect has a duration greater than 1 round, the duration doubles. Any saves required by the sphere effect take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This sphere effect ignores any spell resistance the targets have, although targets immune to the sphere effect or to magic still retain that protection.

Mythic Paragon of Quasi-Arcana

Once per day, when you wake up or prepare for the day, you may choose a single esoterica. Until the next time you choose an esoterica with this ability, the chosen esoterica can be used any number of times per day, although its ‘daily uses’ cannot be spent when using a protoarcanum (this is in addition to the normal esoterica selected with protoarcanum and follows the same restrictions).

Mythic Conscript Abilities

Mythic Conscript Class Features

Mythic Bonus Feats

Once each day, as a full-round action, you may change one bonus feat you have selected. In essence, you lose the bonus feat, and gain a new bonus feat to replace it, as if you had retrained the feat. You may not swap out any feat you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of bonus feats you have. Each time it is selected, it allows you to swap out a bonus feat one additional time per day. You may swap out the same feat multiple times, or swap out different feats.

Mythic Conscript Specializations (Choice)

You gain one conscript specialization—this does not count against the normal point limit and does not affect your conscript bonus feats. Any effects of this specialization that are capped at a specific level (which usually have text like “to a maximum of X at 20th level”, but not abilities you simply gain at 20th level) have that cap removed. You may instead choose to make a conscript specialization you already have into a mythic conscript specialization as described in the previous sentences.

You gain the spent specialization points back, which you may choose to invest into non-mythic conscript specializations as normal or trade back into bonus feats. This does not grant the effects of mythic conscript specialization (power) to either choice. You may take this mythic class feature more than once. Each time you do, you gain a different conscript specialization.

Mythic Conscript Specializations (Power)

You gain one of the following improvements to a conscript specialization you have. You may take this mythic class feature more than once. Each time you do, you may improve a different conscript specialization. Some of these options add your tier to your level for determining the effects of abilities. These never grant you higher-level abilities early. Instead, they only improve abilities you already have.

Mythic Sphere Specialization: Alchemy

At 3rd level, you may have one enhanced poison or formulae at a time that does not count against your normal maximum and does not expire. At 8th level, add your tier to the enhanced poisons or number of formulae you can have prepared at any one time. At 20th level, you may choose which squares within the range of your splash and burst items are affected when you throw the item.

Mythic Sphere Specialization: Athletics

At 3rd level, you gain a bonus to all Climb checks equal to your tier. At 8th level, you gain a bonus to all Swim checks equal to your tier. At 20th level, you stop aging, no longer die of old age, and are immune to all aging effects unless you want to be affected by them.

Mythic Sphere Specialization: Barrage

At 3rd level, add half your tier (rounded down, minimum 1) to your initiative rolls. At 8th level, creatures you successfully hit with a startling barrage remain flat-footed against you for one additional round. At 20th level, you do an additional +4d6 precision damage on your first attack in a barrage.

Mythic Sphere Specialization: Barroom

At 3rd level, you deal bludgeoning, piercing, and slashing damage with improvised weapons. At 8th level, increase the duration of your lasting drunkenness by 1 minute per tier. At 20th level, you may bypass 1 DR of any type per tier when attacking with an improvised weapon.

Mythic Sphere Specialization: Beastmastery

At 3rd level, your animal companion becomes a mythic creature (the full benefits of which are determined by the GM, but should not include gaining more than one mythic ability). At 8th level, add your tier to your class level for determining the effects of nature’s friend. At 20th level, you gain the other option for beast master.

Mythic Sphere Specialization: Berserker

At 3rd level, you gain a +1 bonus to the damage reduction granted by iron rage, and add your tier to your conscript level for determining its effects. At 8th level, you add your tier to your conscript level for determining the number of temporary hit points granted by steel rage. At 20th level, you gain a bonus equal to half your tier (rounded down, minimum 1) on all combat maneuver checks while your penalty to AC from a Berserker sphere ability lasts.

Mythic Sphere Specialization: Brute

At 3rd level, add half your tier (rounded down, minimum 1) to combat maneuver checks performed with mighty flex. At 8th level, add your tier as a mythic bonus to your CMD against bull rush, drag, reposition, and overrun combat maneuvers. At 20th level, your critical threat range for shoves, as well as bull rush, pull, reposition, and overrun combat maneuvers, increases by an additional 1 (after its doublings), to a maximum of 16-20.

Mythic Sphere Specialization: Boxing

At 3rd level, you deal an additional +1 damage with your counter punch, and add your tier to your conscript level for determining the effects of raw knuckle. You may spend one mythic power to instead add your tier to your damage for one counter punch. At 8th level, creatures you damage with your counter punch treat you as if you had concealment (or, later, total concealment) for 2 rounds instead of 1. At 20th level, as long as you have an action readied, you may also roll two times whenever you are required to attempt a Reflex saving throw and take the most favorable result.

Mythic Sphere Specialization: Dual Wielding

At 3rd and 8th levels, you gain an additional feat that requires or involves wielding two weapons. At 20th level, you gain a bonus equal to your tier on critical confirmation rolls for attacks made with your off-hand weapon.

Mythic Sphere Specialization: Duelist

At 3rd level, add half your tier (rounded down, minimum 1) to the DC of Fortitude saves foes must make against your death by a thousand cuts ability. At 8th level, add half your tier (rounded down, minimum 1) to disarm checks made with bloody riposte. At 20th level, add your tier to your base attack bonus for determining the extra damage of exsanguinating strike.

Mythic Sphere Specialization: Equipment

At 3rd level, any equipment you are proficient in gains 2 hardness. At 8th level, add half your tier (rounded down, minimum 1) to the bonus granted by guarding gear. At 20th level, you are immune to critical hits while wearing any armor or carrying a shield.

Mythic Sphere Specialization: Fencing

At 3rd level, add your tier to your base attack bonus for determining the benefits of subtlety. You may expend one mythic power when attempting a Bluff check to instead gain a bonus equal to three times your tier. At 8th level, enemies you deal precision damage to suffer a -2 penalty to AC against attacks from your allies for 1 round. At 20th level, you gain total concealment against the first attack made by a creature you have successfully feinted (as long as that attack is made before the start of your next turn).

Mythic Sphere Specialization: Gladiator

At 3rd level, you treat all weapons as if they had the performance special feature. At 8th level, treat all crowds as if they were one size larger and more positive for determining the benefits you receive. At 20th level, enemies must roll twice and take the lower result when confirming critical hits against you.

Mythic Sphere Specialization: Guardian

At 3rd level, you gain an additional hit point per conscript level. At 8th level, add your tier to the size of your delayed damage pool (this amount is not multiplied by other talents). At 20th level, you may keep damage in your pool for an additional round per tier.

Mythic Sphere Specialization: Lancer

At 3rd level, you gain a bonus equal to half your tier (rounded down, minimum 1) to impale creatures. This does not improve your attack rolls themselves, but may allow you to impale a creature even if you miss with the attack itself. At 8th level, as long as you are impaling a creature, that creature suffers a -2 penalty to all of their saving throws. At 20th level, creatures you have impaled suffer bleed damage equal to your tier as long as they are impaled.

Mythic Sphere Specialization: Leadership

At 3rd level, you gain a teamwork feat as a bonus feat, and add your tier to your conscript level for determining how many more feats you get from cohort coordination. At 8th level, add half your tier (rounded down, minimum 1) to the number of cohorts you can affect with directed motion. At 20th level, your cohorts also gain spell resistance equal to 12 + your tier.

Mythic Sphere Specialization: Open Hand

At 3rd level, the shield bonus granted by empty hand goes up by +1, and you add your tier to your conscript level for determining its effects. At 8th level, your unarmed strikes are always treated as if they were Large. At 20th level, you may apply the shield bonus from your empty hand class feature to two saving throws instead of one.

Mythic Sphere Specialization: Scoundrel

At 3rd level, you deal additional damage equal to your tier when using easy mark. At 8th level, you may stagger creatures for an additional round when using brutal trickster. At 20th level, when you use master thief, you may expend one mythic power to make foes roll three times and take the worst result.

Mythic Sphere Specialization: Scout

At 3rd level, you may use your scout ability on an additional creature you can see as part of making your first scout check. At 8th level, add your tier to your base attack bonus for determining the effects of stealth surge. At 20th level, add your tier to the Fortitude save creatures need to attempt for your hidden death ability.

Mythic Sphere Specialization: Shield

At 3rd level, you do not take penalties on attack rolls while wielding a tower shield. At 8th level, you may add your shield bonus to the Reflex saves of any ally benefiting from your active defense. At 20th level, you are immune to critical hits while carrying a shield and the hardness of shields you wield are increased by your tier.

Mythic Sphere Specialization: Sniper

At 3rd level, add your tier to your base attack bonus for determining the effect of precision shots. At 8th level, you may treat any weapon damage dice rolls of 1, 2, or 3 as 4’s when making a deadly shot. At 20th level, you may expend one mythic power to bypass all damage reduction when making a deadly shot. When you do this, your deadly shot deals increased damage equal the amount of damage reduction it bypassed.

Mythic Sphere Specialization: Trap

At 3rd level, creatures who fail their save against your traps also suffer a -2 penalty on further saving throws until they are no longer flat-footed. At 8th level, add your tier to your conscript level for determining the range of your dart traps, and you may choose to exclude a number of 5-foot squares from the range of your snares. At 20th level, double the duration of your traps.

Mythic Sphere Specialization: Warleader

At 3rd level, you gain a teamwork feat as a bonus feat, and add your tier to your conscript level for determining how many more feats you get from born leader. At 8th level, add your tier to the maximum bonus to your AC you can get through triumphant stand. At 20th level, your allies gain a bonus to their attack rolls equal to the AC bonus you can get from triumphant stand when making an attack for a concerted finish.

Mythic Sphere Specialization: Wrestling

At 3rd level, double the range you can move yourself and a grappled creature with mobile grappler. At 8th level, creatures suffering a condition from your bear hug suffer it for an additional round. At 20th level, add your tier to the DC of the Fortitude save creatures have to attempt against your fatal clutch.

Mythic Courser Abilities

Mythic Courser Class Features

Mythic Forage

You can choose an additional terrain benefit when using your forage class feature. This requires you to be within an area with multiple types of terrain, or to use their resourceful foraging class feature.

Mythic Survivalist

You gain an additional talent from the Herbalism or Navigation sphere. Once per day, when you wake up or prepare for the day, you may swap this talent for any other talent from the same sphere.

Mythic Courser Ventures

Once each day, as a full-round action, you may change one courser venture you have selected. In essence, you lose the courser venture, and gain a new courser venture to replace it, as if you had retrained the feature. You may not swap out any courser venture you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of courser ventures you have. Each time it is selected, it allows you to swap out a courser venture one additional time per day. You may swap out the same courser venture multiple times, or swap out different courser ventures.

Mythic Fast Movement

You may expend one mythic power to double the speed bonus of your fast movement for one minute per tier.

Mythic Determined Stalker

When you move with determined stalker, you gain a bonus to AC against attacks of opportunity equal to your mythic tier. By spending a use of mythic power, you may have your movement from determined stalker not provoke attacks of opportunity for 1 round.

Mythic Vigilant [Utility]

Add your tier to your courser level when determining the bonus to skill checks granted by Vigilant. Once per day for every three tiers (minimum 1), you may roll twice on a Perception or Survival check and take the higher result.

Mythic Harrying Assault

You may spend a use of mythic power as a free action to apply the effects of harrying assault to all attacks you make until the start of your next turn.

Mythic Relentless

You reduce any reductions to your movement or any forced movement they make (such as a bull rush) by an additional 5 feet per mythic tier (minimum 0 feet).

Mythic Stalwart

You gain the benefits of stalwart even when helpless. In addition, you may expend one mythic power to add your tier to any saving throw your stalwart applies to.

Mythic Distant Advance

You may spend a use of mythic power to use distant advance as a free action that can be taken outside your turn rather than an immediate action.

Mythic Resourceful Foraging

Once per day, when you wake up or prepare for the day, you may choose a single terrain. Until the next time you choose a terrain with this ability, the chosen terrain is considered one of your chosen terrains for resourceful foraging.

Mythic Deadly Assault

You do not need to spend a swift action to apply two effects from harrying assault to an attack.

Mythic Withstand Force

You may spend a use of mythic power to use withstand force as a free action that can be taken outside of your turn rather than an immediate action.

Mythic Opportune Stalker

Whenever you move with determined stalker, you gain a bonus to the next attack and damage roll you make against the provoking creature equal to your mythic tier.

Mythic Tireless

You do not need to breathe and are immune to the effects of inhaled poisons, diseases, and other gases.

Mythic Unyielding

On a failed Fortitude or Will save, you take only 10% of an effect’s damage (minimum 1). This applies to ability damage, ability drain, and other variable numeric effects which would affect you.

Mythic Tenacious Stalker

When you break free from a grapple or other form of restraint, you can move your speed as part of the action made to escape if it required a swift or immediate action to do so.

Mythic Incredible Vitality

If you fail a Fortitude saving throw against an effect that has a duration longer than 1 minute, you gain a new saving throw at the end of each minute to end the effect.

Mythic Master Courser

You are immune to ability damage and drain inflicted to your mental ability scores, as well as to energy drain and death effects.

Mythic Crimson Dancer Abilities

Mythic Crimson Dancer Class Features

Mythic Bloodletting

Add your mythic tier to your crimson dancer level for the purpose of determining the maximum amount of bleed damage you may apply with your bloodletting ability. By spending a use of mythic power when you trigger bloodletting, you may increase the total amount of bleed damage the target is taking to the maximum amount that you can inflict. Any target that is taking bleed damage equal to or exceeding your crimson dancer level is considered exsanguinated.

Mythic Hemomancy

You always knows if a creature you’re targeting is immune to any of your Blood Sphere abilities. As a free action when using a Blood Sphere ability, you can expend one use of mythic power to allow that ability to bypass any immunities the target would normally possess. Creatures are still allowed to make saving throws if one would normally be allowed.

Mythic Vitae

Whenever you expend a use of mythic power, you gain 1 point of vitae. This does not allow you exceed your maximum amount of vitae.

Mythic Autocautery

You can spend vitae to reduce damage from blood loss as a free action that can be taken outside your turn rather than an immediate action. Add your mythic tier to your crimson dancer level for the purpose of determining your saving throw and CMD bonus from autocautery.

Mythic Burst

When you use burst, you may spend a use of mythic power to cause your burst to still deal half damage on a successful saving throw and to not end any bleed damage to target is taking.

Mythic Bloodthirst

Your scent range is multiplied by your mythic tier (minimum 2). This does not affect the range of your blindsense.

Mythic Crimson Path

Add your mythic tier to your crimson dancer level when determining the effectiveness and duration of any crimson path abilities (though this does not impact what crimson path abilities you have access to at each class level).

Mythic Hemolytic Arts

Once each day, as a full-round action, you may change one hemolytic art you have selected. In essence, you lose the hemolytic art, and gain a new hemolytic art to replace it, as if you had retrained the feature. You may not swap out any hemolytic art you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of hemolytic arts you have. Each time it is selected, it allows you to swap out a hemolytic art one additional time per day. You may swap out the same hemolytic art multiple times, or swap out different hemolytic arts.

Mythic Voracity

You may spend a use of mythic power as a swift action to gain the benefits of voracity until the start of your next turn even if you have vitae in your pool.

Mythic Blood Identification [Utility]

When attempting any Knowledge checks to identify creatures by their blood, you gain an additional bonus equal to your mythic tier. By spending a use of mythic power as a swift action, you may track the location of the creature as if using the Dowsing talent from the Divination Sphere.

Mythic Empowered Hemomancy

By spending a use of mythic power as part of using a Blood sphere effect, you may treat all targets as exsanguinated for the purpose of determining your caster level against them.

Mythic Decimation

The damage dice from decimation improves from d4s to d8s. You may spend a use of mythic power to use decimation even if you used it and the target survived within the last minute.

Mythic Improved Blood Control

The vitae cost to concentrate as a swift action is reduced from 4 to 2. When attempting to establish blood control with the Blood sphere, creatures with less than half their maximum hit points suffer a -8 penalty to their save, rather than a -4 penalty.

Mythic Eternal Body [Utility]

The gp cost to resurrect you when you die is reduced by half. Your dead body does not decay and remains in perfect condition unless intentionally damaged.

Mythic Eat Pain

When you gain vitae from eat pain, you gain an additional point of vitae for every 2 mythic tiers you possess.

Mythic Dissident Abilities

Mythic Dissident Class Features

Mythic Dissonant Heart [Utility]

Add your mythic tier to your dissident level to the DC to learn true information about you. When a creature fails to learn information about you in this way, the creature that created the effect must succeed on a Will save (DC = 10 + ½ your dissident level + your operative modifier) to avoid being dumbfounded for a number of rounds equal to your mythic tier.

Mythic Struggle

When your struggle would be shifted, you may spend a use of mythic power to resist having your struggle shifted or to shift your struggle up to an additional 2 steps.

Mythic Strife

Your strife bonus improves to +3 while you are weakly or moderately attuned.

Mythic Shared Experience [Utility]

You may use shared experience as a free action rather than a move action.

Mythic Divided Skill Set

For each side of your struggle, select a single sphere that you gain or that you gain talents for when attuned to that side. You gain the mythic sphere talents for those spheres while attuned to their respective sides of the struggle.

You may select this ability multiple times, each time selecting two different mythic sphere talents.

Mythic Nuance

Once each day, as a full-round action, you may change one nuance you have selected. In essence, you lose the nuance, and gain a new nuance to replace it, as if you had retrained the feature. You may not swap out any nuance you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of nuances you have. Each time it is selected, it allows you to swap out a nuance one additional time per day. You may swap out the same nuance multiple times, or swap out different mystic nuances.

Mythic Balanced Viewpoint

While balanced, you gain a single mythic sphere talent from each side of your struggle that you could only use while attuned. This mythic class feature requires the Mythic Divided Skill Set class feature.

Mythic Power of Devotion

As a swift action, you may spend one mythic power to increase your strife bonus by +1 for 1 minute. This bonus increases by +1 at 3rd and 6th tiers and can allow your caster level and base attack bonus to exceed your character level.

Mythic Confront Motives

You may use confront motives as a swift action rather than a standard action. By spending a use of mythic power, you may use confront motives as a free action.

Mythic Commit to Change

Whenever your current attunement would shift, you may shift one additional or one fewer step.

Mythic Dire Switch

You may spend 2 uses of mythic power to use dire switch without expending a daily use and without becoming uncertain afterwards.

Mythic Paradigm Shift

By spending a use of mythic power when using confront motives, you may affect a number of additional creatures in range with paradigm shift equal to your mythic tier. You may choose to affect different targets differently.

Mythic Dissect Principles (Ex)

When you successfully discover a creature’s motivation, you may gain an answer to an additional question. In addition, when you discover a creature’s motivation, you may spend a use of mythic power to learn a piece of information from them as per the Read Mind powerful charm from the Mind sphere (caster level equal to twice your mythic tier).

Mythic Strife Mastery (Ex)

Whenever you are weakly or moderately attuned to one side of your struggle, you may choose to also be considered weakly attuned to the other side of your struggle.

Mythic Dragoon Abilities

Mythic Dragoon Class Features

Mythic Dragon Bond (Su)

You may spend a use of mythic power to begin your dragon bond as an immediate action without spending a spell point. If you can begin your dragon bond as a swift action, you may spend a use of mythic power to begin your dragon bond as a free action that can be taken outside your turn.

Mythic Drake Companion

Your drake companion gains a portion of your mythic power. The drake companion gains the hard to kill base mythic ability. If you are mythic tier 3, the drake companion also gains the amazing initiative base mythic ability. If you are mythic tier 5, the drake companion also gains the recuperation base mythic ability. If you are mythic tier 7, the drkae companion also gains the mythic saves base mythic ability. If you are mythic tier 9, the drake companion also gains the immortal base mythic ability.

Mythic Brutal Bond

You or your drake companion gain an additional talent from the Berserker sphere. Once per day, when you wake up or prepare for the day, you may swap this talent for any other Berserker talent.

Mythic Drake Talent

Your drake companion gains a mythic sphere mastery of your choice. This class feature may be selected multiple times.

Mythic Share Spells

Whenever you use a magic sphere ability which would affect you or your drake companion, you may spend a use of mythic power to have it affect both of you.

Mythic Draconic Might

While you are within 60 feet of your drake companion, whenever either of you adds a mythic surge to an attack roll, they also add the same value to the damage done on a successful attack.

Mythic Shared Vigor

As an immediate or swift action, when you or your drake companion is affected by a spell or effect, you may expend a use of mythic power to transfer the entirety of the spell or effect’s impact on one (all penalties, conditions, damage, changes of mental state, and so on) to the other.

Mythic Dragon Caller [Utility]

When you use this ability, you may spend a use of mythic power to extend its range to anywhere on the same planet. At 9th level, you may spend an additional use of mythic power to extend its range to infinite and allow it to function across planar boundaries.

Mythic Deathless Bond

if your drake companion is reduced to 0 or fewer hit points (but is not dead) and you have 1 or more hit points, the drake companion gains the benefits of the Diehard and Deathless Initiate feats. Whenever you or your drake companion is benefitting from the Diehard feat, you also gain the benefits of the Mythic Diehard feat.

Mythic United Healing

Whenever you or your drake companion would regain hit points, the other regains an equal number of hit points.

Mythic Dragon Soul (Ex)

You and your drake companion confirm all critical threats when under dragon bond.

Mythic Elementalist Abilities

Mythic Elementalist Class Features

Mythic Weave Energy

You gain the Admixture talent and one (blast type) talent. If you already have the Admixture talent, you may gain any other Destruction talent or an Admixture feat you meet the prerequisites for instead. When using Admixture with a (blast type) talent gained through this effect, you may use Admixture without spending an additional spell point or increasing the casting time.

Mythic Evasion

When you take damage, you may expend a use of mythic power to halve the amount of damage you take. This applies to ability damage and ability drain as well, but not to any ongoing damage from an effect you failed to save against. Thus, you could use mythic evasion to halve the damage you take from a poison if you fail your save, but not any damage the poison deals after its initial effect.

Mythic Combat Feat

Once each day, as a full-round action, you may change one combat feat you have. In essence, you lose one bonus feat, and gain a new bonus feat to replace it, as if you had retrained the feat. You may not swap out any feat you are using as a prerequisite. This mythic class feature may be selected more than once, but no more times than the total number of combat feats you have. Each time it is selected, it allows you to swap out a combat feat one additional time per day. You may swap out the same feat multiple times, or swap out different combat feats.

Mythic Favored Element

You gain an additional favored element that progresses like your first. Alternatively, you may increase the bonus granted by your favored elements by +1/2 damage per elementalist level. This mythic class feature may only be selected once.

Mythic Dodge Bonus

Add your mythic tier to your elementalist level for purposes of determining your AC bonus. This dodge bonus no longer caps at 20th level, but instead continues to improve at the same rate as before.

Mythic Elemental Defense

Once per round as an immediate action, you may expend one mythic power to gain immunity to one element your elemental defense provides resistance to. This immunity lasts until the end of your next turn.

Mythic Elemental Movement

You may move through your favored element(s) with no ill effects and as if you were flying through it with a fly speed equal to your fastest movement speed. The element must be reasonably continuous (such as a boulder, a bonfire, or a sphere of darkness), but it must be large enough to fit your body (which does not displace the element, but instead passes right through it). Negative energy counts as darkness and positive energy counts as light for this movement. Bludgeoning, piercing, and slashing count as rock and metal. The GM is the final arbiter of whether or not an element sufficiently matches for this ability. This ability does not provide a defense against attacks from a favored element if it targets you or is an instantaneous effect. However, ongoing effects (such as damaging walls of energy or floating orbs of power) can be passed through without harm as long as the effect is larger than you are.

Mythic Improved Evasion

On a failed Reflex save, you take only 10% of an effect’s damage. Additionally, you only take half damage from any area attack that does not allow a Reflex save.

Mythic Energy Body

Your elemental defense increases to resistance 25 and your damage reduction changes to damage reduction 10/epic.

Mythic Eliciter Abilities

Mythic Eliciter Class Features

Mythic Enchanter

You always knows if a creature you’re targeting is immune to mind-affecting abilities. As a free action when using a mind-affecting ability, you can expend one use of mythic power to allow that ability to bypass immunity to mind-affecting effects. Creatures are still allowed to make saving throws if one would normally be allowed.

Mythic Persuasive

You gain an additional +1 bonus to the DCs of your Mind sphere abilities and eliciter class features and add your mythic tier to Bluff, Diplomacy, and Intimidate checks.

Mythic Hypnotism

Add your tier to the number of hypnotisms you may use per day. In addition, you may expend one use of mythic power to use hypnotism as a swift action.

Mythic Emotions

Once each day, as a full-round action, you may change one emotion you have selected. In essence, you lose that emotion, and gain a new emotion to replace it, as if you had retrained the class feature. You may not swap out any emotion you are using as a prerequisite—lower-level emotions are always prerequisites for higher-level ones. For this mythic class feature, “one emotion” includes all levels of that emotion. For example, if you have the greater apathy emotion, you may also retrain the minor and lesser levels when using this mythic class feature, but you may only retrain the greater apathy emotion if you wants to keep the lower-level ones.

This mythic class feature may be selected more than once, but no more times than the total number of emotions you have. Each time it is selected, it allows you to swap out an emotion one additional time per day. You may swap out the same emotion multiple times, or swap out different emotions.

Mythic Defensive Empathy

When you are targeted by an enchantment (charm) or enchantment (compulsion) effect that allows a Will save, you may spend one mythic power to roll twice and take the higher result. Mythic defensive empathy may only be used once per effect.

Mythic Convincing [Utility]

When you use convincing to take 10 on a skill check, you may instead take 13. This is like taking 10, but treat the result as if you had rolled a 13 instead. In addition, once per day you may wait to take 20 using convincing until after you see the result of a roll. (Normally, you must declare that you are taking 20 before making the roll.)

The range of your link increases to 300 feet.

Mythic Domination

You may attempt a domination twice per day, though you may still only have one target dominated at a time. In addition, the Sense Motive check required to notice the target is under compulsion increases to DC 30.

Mythic Envoy Abilities

Mythic Envoy Class Features

Mythic Dispiriting Words

You may have up to two instances of dispiriting words applied to a target at one time, plus an additional instance for every 3 mythic tiers you possess.

Mythic Forte

You gain an additional talent from the sphere associated with your forte. Once per day, when you wake up or prepare for the day, you may swap this talent for any other talent from the same sphere.

Mythic Incredible Confidence

Add your mythic tier to your envoy level for purposes of determining your AC bonus.

Mythic Influence [Utility]

When you gain influence over a creature, you immediately learn one of the creature’s motivations.

Mythic Flair

Once each day, as a full-round action, you may change one flair you have selected. In essence, you lose the flair, and gain a new flair to replace it, as if you had retrained the feature. You may not swap out any flair you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of flairs you have. Each time it is selected, it allows you to swap out a flair one additional time per day. You may swap out the same flair multiple times, or swap out different flairs.

Mythic Wordless Disparagement

You do not need to increase the action cost of dispiriting words or outwit the target to affect the target of dispiriting words regardless of language. Targets do not gain a saving throw bonus from not sharing a language with you.

Mythic Confident Presence

Add your mythic tier to your envoy level for the purpose of determining the total amount of temporary hit points in your confident presence pool. By spending a use of mythic power as an immediate action, you may refill your confident presence pool by your envoy level + your mythic tier + your Charisma modifier.
The range of your confident presence extends an additional five feet per mythic tier, and functions even if you are unconscious (and for 24 hours after your death).

Mythic Powerful Personality

You gain an additional +1 bonus to the DCs of your forte sphere abilities and envoy class features and add your mythic tier to Charisma-based skill checks.

Mythic Rapid Persuasion [Utility]

Whenever you attempt a skill check to gain influence over a creature, add your mythic surge die to the check. Whenever you fail to gain influence over a creature, you may spend a use of mythic power to succeed instead.

Mythic Unyielding Voice

Allies within 30 feet of you share the benefits of your unyielding voice class feature.

Mythic Personable Presence

The range of your personable presence extends an additional five feet per mythic tier, and functions even if you are unconscious (and for 24 hours after your death).

Mythic Complex Phrase

You may apply two [phrase] abilities as a standard action rather than a full-round action. You may spend a use of mythic power to apply a third [phrase] to the target.

Mythic Boundless Words [Utility]

Allies within 30 feet of you share the benefits of your boundless words class feature.

Mythic Calming Presence

The range of your calming presence extends an additional five feet per mythic tier, and functions even if you are unconscious (and for 24 hours after your death).

Mythic Mercurial Influence

Whenever you attempt to gain influence over a creature, you may attempt to gain influence over another creature in range as part of the same action without needing to spend additional skill leverage.

Mythic Stabilizing Presence

The range of your stabilizing presence extends an additional five feet per mythic tier, and functions even if you are unconscious (and for 24 hours after your death).

Mythic Epic Socialite

You only need to spend 1 standard action speaking with a creature to gain influence over them or a move action by spending 1 use of skill leverage. You reduce the action cost when attempting to gain influence over a creature by outwitting them from a swift action to a free action.

Mythic Phenomenal Charisma [Utility]

Your dire request can be removed by a non-mythic limited wish, miracle, or wish only if the caster’s level is equal to or higher than your caster level. Your dire request remains in effect for up to a number of weeks equal to your envoy level + your mythic tier.

Mythic Fey Adept Abilities

Mythic Fey Adept Class Features

Mythic Fey Magic

You always know if a creature you’re targeting is immune to illusions. As a free action when creating an illusion, you can expend one use of mythic power to allow that ability to bypass immunity to illusions. Creatures are still allowed to make saving throws if one would normally be allowed.

Mythic Master Illusionist

Add your tier to your fey adept level for determining how long illusions remain before disappearing.

Mythic Shadowstuff

Add your tier to your level for determining how many shadow points you have. Once per day, you may expend one use of mythic power as a free action to gain a number of shadow points equal to half your tier (rounded down, minimum 1). Any shadow points above your maximum become temporary shadow points that last for one minute per tier before disappearing.

In addition, you may expend one use of mythic power when using shadowmark. If a creature is harmed by this shadowmark, it must roll an additional time and take the lowest result when making saving throws against your create reality abilities for as long as it has a penalty to Will saves caused by shadowmark.

Mythic Darkvision

Add 10 feet per mythic tier to the range of your darkvision. In addition, you can expend one use of mythic power as a free action to gain the ability to see through areas of magical darkness for 1 minute, with a range of 10 feet plus 10 feet per 2 mythic tiers.

Mythic Truesight

When you use truesight, you also gain the ability to detect magical auras (as if using the divine ability of the Divination sphere). In addition, as a free action you can take once per round while truesight is active, you may gain the effects of any sphere-based alternate divination (such as Divine Unnaturals, Divine Hostility, or Divine Illusions) as long as you possess the base sphere associated with that alternate divination. This additional divination lasts until changed or your truesight ends, whichever comes first.

Mythic Hide In Plain Sight

You can use this ability as long as an area of dim light or darkness is within 10 feet per mythic tier (except for your own shadow). If you are within or adjacent to an area of dim light or darkness, you can give yourself the invisible condition until the end of your turn as a swift action.

Mythic Feytouched

When targeted by spells or magical effects, you are treated as a fey or whatever your original type was—whichever is more advantageous to you. Once per day when making a saving throw, you may expend one use of mythic power to declare yourself lucky and automatically succeed.

Mythic Permanent Illusion

You may have an additional permanent illusion.

Mythic Genius Abilities

Mythic Genius Class Features

Mythic Eureka

When using eureka, you may spend one mythic power to increase your effective skill ranks by 2 and remove the risk of suffering backlash from using eureka until the end of your turn. Any penalties from backlash do not apply when using this ability.

Skill Comfort [Utility]

Add your mythic tier to your genius level when determining your bonus from skill comfort. In addition, skill comfort is no longer capped at 18th level.

Mythic Invocations

You may use invocations an additional number of times per day equal to half your tier (rounded down, minimum 1).

Mythic Flexible Feats

Once each day, as a full-round action, you may change one bonus feat you have selected. In essence, you lose the bonus feat, and gain a new bonus feat to replace it, as if you had retrained the feat. You may not swap out any feat you are using as a prerequisite.
This mythic class feature may be selected more than once, but no more times than the total number of bonus feats you have. Each time it is selected, it allows you to swap out a bonus feat one additional time per day. You may swap out the same feat multiple times, or swap out different feats.

Mythic Master Invoker

You may select an additional two insights other than rebuke death and use them at will.

Mythic Hedgewitch Abilities

Mythic Hedgewitch Class Features

Mythic Hedgewitch Paths (Selection)

Once each day, as a full-round action, you may change one path you have selected. In essence, you lose the path, and gain a new path to replace it, as if you had retrained the class ability. You may simultaneously switch out any path secrets that rely on the path you are losing for path secrets of your new path.

Mythic Hedgewitch Paths (Power)

You have become a true master of your powers and gain an additional benefit for one of your paths. Some mythic paths may be selected more than once—otherwise, you may select this mythic class feature once for each of your paths.

Mythic Academia Path

You may bind a masterwork item you crafted as a fetish. This fetish becomes a legendary item, even if you already have a legendary item. At 3rd and 6th tiers, you may take this mythic class feature again. The second time you take it, your legendary fetish becomes a minor artifact. The third time you take it, your legendary fetish becomes a major artifact. Upgrading your fetish through mundane or magical crafting takes half as long as usual.

Mythic Astrology Path

You gain an additional celestial aura. If you already have all of the celestial auras because you took the Extra Aura secret multiple times, you may immediately retrain that secret. As a free action while projecting a celestial aura, you may expend one mythic power to project a second aura for one minute per tier. When this time ends, you may choose which aura shuts off or spend another mythic power to renew its duration. If you have syzygy, you may spend one mythic power to project all celestial auras you know for one minute per tier.

Mythic Black Magic Path

As a free action, you may expend one use of mythic power to deactivate the negative effects of your curse for one minute. Add your mythic tier to your hedgewitch level for determining how many curses you may bestow with your black magic discipline power each day.

Mythic Charlatanism Path

You may select a second type of Perform skill and substitute its use for its associated skills, as the versatile performance ability of the bard. You also gain an additional +2 bonus to skill checks when you use a guile point. Add your mythic tier to your hedgewitch level for determining how many guile points you have each day.

Mythic Combat Path

You gain two magus arcana, as the magus arcana discipline secret. Add your mythic tier to your hedgewitch level for determining how many arcane points you have each day. When you enhance a weapon with your arcane pool, it gains an additional +1 enhancement bonus, to a maximum of +6 at 17th level.

Mythic Covenant Path

You may select a second alignment for the covenant’s discipline benefit. You gain two paladin mercies or antipaladin cruelties, as if taking the mercy secret twice. Add your mythic tier to your hedgewitch level for determining how many times you may use the covenant discipline power each day.

Mythic Dreamwalker Path

When you fall asleep, you may spend one mythic power to transform your body into dreamstuff. While made of dreamstuff, your body becomes transparent and intangible, unaffected by any physical or magical power unless that power is capable of affecting dreams. You may exclude a number of creatures equal to your tier from this effect—such creatures can touch you, talk to you, and even wake you (if you agree to wake up). Before waking, you may examine the area around your body for threats and cast any spell that only affects you on yourself.

Mythic Exorcism Path

You may expend one mythic power when you use a sanction to affect a second creature type of your choice. Add your tier to your class level for determining the effect of the exorcist’s discipline benefit. Once per day, you may expend one mythic power to regain twice your tier in rounds of sanctions you can use. Any rounds beyond your normal maximum become temporary rounds that expire after one minute per tier.

Mythic Font of Inspiration Path

You gain two investigator talents that use your inspiration pool. You must meet any prerequisites for these abilities, treating your hedgewitch level as your investigator level for the purpose of meeting level requirements. Add your mythic tier to your hedgewitch level for determining the size of your inspiration pool.

Once per day as a full-round action, you may change one investigator talent you know. In essence, you lose the investigator talent, and gain a new investigator talent to replace it, as if you had retrained the class feature. You may not swap out any investigator talent you are using as a prerequisite. You must meet any prerequisites of the new investigator talent.

Mythic Fortuneteller Path

Whenever you spend a fortune die, you may spend a point of mythic power to retain that specific roll for future use. Add your mythic tier to your hedgewitch level for determining your number of fortune dice.

Mythic Green Magic Path

Choose one of the following. You may select this mythic class feature more than once—each time you do, you gain a different choice from the list below.

  • You may use your wild empathy on animals, elementals, fey, humanoids, magical beasts, monstrous humanoids, and plants. If the creature affected does not have an Intelligence of 2 or more, you take a -10 penalty to your wild empathy check. Creatures affected by the wild empathy with an Intelligence of 1 or no Intelligence score do not attack you if friendly, and actively defend you if helpful, but cannot be given any directions.
  • Your woodland stride allows you to move freely through any naturally occurring difficult terrain. Additionally, thorns, briars, and overgrown areas that have been magically manipulated to impede motion have no affect on you unless they are from a mythic source.
  • Your animal companion gains a portion of your mythic power. The animal companion gains the hard to kill base mythic ability. If you are mythic tier 3, the animal companion also gains the amazing initiative base mythic ability. If you are mythic tier 5, the animal companion also gains the recuperation base mythic ability. If you are mythic tier 7, the animal companion also gains the mythic saves base mythic ability. If you are mythic tier 9, the animal companion also gains the immortal base mythic ability.

Mythic Herbology Path

You gain one alchemist’s discovery, choosing from those available through the alchemy secret. With your GM’s permission, you may choose another alchemist’s discovery instead. Add your mythic tier to your hedgewitch level for determining the number of concoctions you can create each day. You may distill compounds (or brew potions, if not using the updated crafting rules) in half the usual amount of time.

Mythic Magonian Path

You treat all weather effects as being two levels less severe for yourself and your attuned vehicles. This replaces and does not stack with the normal magonian discipline benefit. You may treat wind effects on your vehicle as being one level more severe if doing so would be beneficial. You may attune to a vehicle in 8 hours instead of 24 hours. Add your mythic tier to your hedgewitch level for determining the number of attunement points you have each day.

Mythic Spiritualism Path

You gain a bonus equal to half your tier (rounded down, minimum 1) on all Knowledge checks. When you gain knowledge of a magic talent through the spiritualism discipline power, you may also gain knowledge of an additional magic talent. This additional talent does not count against the number of times you can use the spiritualism discipline power each day. This effect stacks with the level-based improvements of the spiritualism discipline power. While you have knowledge of magic talents from the spiritualism discipline power, you may expend one use of mythic power to keep knowledge of these talents for one additional minute per tier.

Mythic Tempest-Tost Path

You gain two bonus Weather sphere talents. As a free action, you may spend one mythic power to switch into two weather states at once (determined randomly). You remain in these states for 10 minutes per tier (even if you would normally be forced to change), after which you randomly change into a different state.

Mythic Temporal Traveler Path

You regain one point in your insight pool when you expend a point of mythic power on any ability. You also gain two gunslinger or swashbuckler deeds that you meet the level prerequisites for. Once per day as a full-round action, you may change one gunslinger deed you have selected. In essence, you lose the gunslinger deed, and gain a new gunslinger deed to replace it, as if you had retrained the class feature. You may not swap out any gunslinger deed you are using as a prerequisite.

You must meet any prerequisites of the new gunslinger deed.

Mythic Transmuter Path

Add your mythic tier to your level for determining the number of times you may transmute objects with the transmuter’s discipline power each day. You may also add your tier to your caster level when determining the difficulty of removing your transformations. As a standard action, you may spend a mythic power to grant one creature other than yourself you are touching the benefit of the Transformation feat for one minute per tier if they do not possess it. You choose their form.

Mythic Umbral Path

Add your tier to your hedgewitch level for the purpose of determining the bonus from your umbral discipline benefit. You gain the benefits of the mythic shadowstuff feature (see mythic fey adept class features). You also gain a bonus surreal feat that you meet the prerequisites for.

Mythic Secret

Once per day as a full-round action, you may change one secret or grand secret you have selected. In essence, you lose the secret, and gain a secret to replace it, as if you had retrained the class feature. You may not swap out any secret you are using as a prerequisite. You must meet any prerequisites of the new secret.

Mythic Incanter Abilities

Mythic Incanter Class Features

Mythic Bonus Feats

Once each day, as a full-round action, you may change one bonus feat you have selected. In essence, you lose the bonus feat, and gain a new bonus feat to replace it, as if you had retrained the feat. You may not swap out any feat you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of bonus feats you have. Each time it is selected, it allows you to swap out a bonus feat one additional time per day. You may swap out the same feat multiple times, or swap out different feats.

Mythic Incanter Specializations (Choice)

You gain one incanter specialization—this does not count against the normal point limit and does not affect your incanter bonus feats. Any effects of this specialization that are capped at level 20 (which usually have text like “to a maximum of X at 20th level”, but not abilities you simply gain at 20th level) have that cap removed. You may instead choose to make an incanter specialization you already have into a mythic incanter specialization as described in the previous sentences. You gain the spent specialization points back, which you may choose to invest into non-mythic incanter specializations as normal or trade back into bonus feats. This does not grant the effects of mythic incanter specialization (power) to either choice.

You may take this mythic class feature more than once. Each time you do, you gain a different incanter specialization.

Wiki Note: This ability means you can gain additional sphere specializations, but not multiple copies of other specializations unless they specifically state you can take them more than once.

Mythic Incanter Specializations (Power)

You gain one of the following improvements to an incanter specialization you have. You may take this mythic class feature more than once. Each time you do, you may improve a different incanter specialization. Some of these options add your tier to your level for determining the effects of abilities. These never grant you higher-level abilities early. Instead, they only improve abilities you already have.

Mythic Sphere Specialization: Alteration

When you use battleshaping, you may grow an additional natural weapon on a qualifying limb (including your head), and you add your tier to the number of times you can use battleshaping each day. Natural weapons you create on yourself with battleshaping gain an enhancement bonus at 1st tier, 2nd tier and every even tier thereafter (maximum +6 enhancement bonus). You may exchange these enhancement bonuses for special abilities of the same cost. Add your tier to your incanter level when determining the number of times you can use change shape each day, and when using change shape, you may spend one use of mythic power as a free action to gain access to an additional talent for the same duration.

Mythic Sphere Specialization: Bear

Wild bears begin with an attitude of friendly towards you. Your bear companion gains a portion of your mythic power and acquires the hard to kill base mythic ability. If you are mythic tier 3, your bear companion also gains the amazing initiative base mythic ability. If you are mythic tier 5, your bear companion also gains the recuperation base mythic ability. If you are mythic tier 7, your bear companion also gains the mythic saves base mythic ability. If you are mythic tier 9, your bear companion also gains the immortal base mythic ability.

Mythic Sphere Specialization: Blood

Select one (blast type) talent that does not cost a spell point. When you deal bleed damage to a creature with a sphere effect, you may also apply any secondary effects of that blast type. A secondary effect is anything except changing the damage type or dice size. (At the GM’s discretion, some other effects may not work.) Also, add your tier to your incanter level when determining the number of rounds per day you can use your hemorrhagic aura. When you use your hemorrhagic aura, you may expend one use of mythic power to cause it to affect creatures that are immune to bleed damage until the next time you stop using this ability (they still receive a Fortitude saving throw).

Mythic Sphere Specialization: Conjuration

Add your tier to your incanter level when determining the effects of your summoner’s charm and to the number of rounds per day you can use your aura of banishment. As a swift action, you can expend one use of mythic power to attempt to banish any summoned or called creature within 60 feet (with the same DC as your Conjuration sphere talents).

Mythic Sphere Specialization: Creation

Add your tier to your incanter level when determining the effects of your creator’s focus. You may create a second item at a time with your master of creation ability. By expending one use of mythic power as an immediate action, you may change one object you’ve created with master of creation into any other object you could create with it (but you must be within range of your create ability to do so).

Mythic Sphere Specialization: Dark

The range of your blindsense from home in the dark doubles. Add your tier to your incanter level when determining how far you can travel with your shadow step ability, and you and your allies no longer re-enter off target when completing a shadow step. You may expend one use of mythic power when completing a shadow step to allow everyone who traveled during that shadow step to remain cloaked in shadow for a number of additional rounds equal to half your tier.

Mythic Sphere Specialization: Death

You receive Command Undead or Turn Undead as a bonus feat (whichever you did not choose before). If you already have both of these feats, you get a bonus feat you may use for any feat you qualify for. Add your mythic tier to your incanter level when determining the duration of bolster, and to the number of times you can use bolster each day. You may expend one use of mythic power to grant a mythic template to one undead you /reanimated for one round per tier. You may use mythic power this way once per day, and an additional time per day at 3rd and 6th tiers. This ability grants one use of mythic power to that undead that they can use on any abilities granted by the template you gave them.

Mythic Sphere Specialization: Destruction

Add your tier to your incanter level when determining the effects of intense magic and to the number of times per day you can use penetrating blast. When rolling to penetrate spell resistance, you may expend one use of mythic power to reduce that spell resistance by your tier.

Mythic Sphere Specialization: Divination

Add your tier to your level when determining the effects of forewarned and to the number of rounds per day you can use foretell. When you use the foretell ability, you may expend one use of mythic power to choose to both aid and hinder until the next time you stop using foretell; this does not cost any additional rounds per day.

Mythic Sphere Specialization: Enhancement

Add your tier to your level when determining the effect of your physical enhancement, and to the number of rounds you can use perfection of self each day. By expending one mythic power as an immediate action, you may switch which ability score your physical enhancement applies to.

Mythic Sphere Specialization: Fallen Fey

While under the effects of your fey-link, you gain energy resistance equal to the damage reduction granted by your fey nature against two of the following damage types: acid, cold, electricity, fire, or sonic. You must choose which elements to resist when you first gain this mythic class ability. This resistance stacks with any other energy resistance you have. If the energy resistance would be 30 or higher, it instead becomes immunity to that energy type. In addition, when you make a saving throw against mind-affecting abilities originating from creatures of the fey type, you may expend one use of mythic power to let any number of other creatures with 60 feet gain the benefit of your resist fey lures ability for one round.

Mythic Sphere Specialization: Fate

Add your tier to the number of rounds you can keep a die from prescience and to the number of times you can use prescience and tugging strands each day. By expending one use of mythic power when using tugging strands, you may take the unused die roll and substitute it for a future roll of the same die size. You may not store more than one die this way at once (including through similar powers), and using this die prevents any other die-replacing abilities from being used (such as the Twists of Fate mythic quality).

Mythic Sphere Specialization: Illusion

Add your tier to your incanter level when determining the number of rounds your extended illusions last and the number of rounds per day you can use your bedeviling aura. When you use your bedeviling aura, you may expend one use of mythic power to allow it to affect creatures that are ordinarily immune to mind-affecting effects. This improvement lasts until the next time you stop using your bedeviling aura.

Mythic Sphere Specialization: Life

Add your tier to the number of rounds your temporary hit points from bolstering essence can last, and to the number of times you can use it each day. Also, double the range of your life sight ability. You may expend one use of mythic power as a swift action to identify the current hit points and condition(s) of all creatures within 60 feet. After doing so, you may cast one of your Life sphere abilities on one of those creatures as a free action (this does not provoke attacks of opportunity and is unaffected by negative parts of your general casting drawbacks).

Mythic Sphere Specialization: Light

Add your tier to your incanter level when determining the effects of your lighteyes ability and to the number of rounds per day you can use disappearance. By spending one use of mythic power as a free action when using disappearance, creatures can no longer automatically notice you, even through special senses, and must make Perception checks to do so. This benefit lasts as long as you are using your disappearance ability.

Mythic Sphere Specialization: Mana

Add your tier to your incanter level when determining the bonus granted by your mana master ability and to the number of times per day you can use reinforce magic. When you or one of your allies successfully dispel a sphere effect, you may expend one use of mythic power to let the character who dispelled that effect expunge the caster of that effect as a free action (counting you as the source for all options, including the range of the ability, which expunge talents can be selected, and so on).

Mythic Sphere Specialization: Mind

Add your tier to your incanter level when determining the bonus granted by enchanting smile and add your tier to the number of rounds you can use aura of despair each day. You may expend one use of mythic power when activating aura of despair to cause it to affect creatures who are immune to mind-affecting effects; this benefit lasts as long as you are using your aura of despair.

Mythic Sphere Specialization: Nature

Your animal companion gains a portion of your mythic power and acquires the hard to kill base mythic ability. If you are mythic tier 3, your animal companion also gains the amazing initiative base mythic ability. If you are mythic tier 5, your animal companion also gains the recuperation base mythic ability. If you are mythic tier 7, your animal companion also gains the mythic saves base mythic ability. If you are mythic tier 9, your animal companion also gains the immortal base mythic ability.

Mythic Sphere Specialization: Protection

Add your tier to your incanter level for determining the power of your resistance, and for determining how much damage you can absorb with your energy absorption each day. When you take energy damage, you may spend one use of mythic power to gain energy resistance against that type of damage type equal to that of your resistance ability for one round per tier.

Mythic Sphere Specialization: Telekinesis

Add your tier to your incanter level for determining the effects of your telekinetic impediment ability, and add your tier to the number of times per day you can use telekinetic impediment and the number of minutes per day you can use great flight. You may expend one use of mythic power when activating great flight to grant one ally per tier a fly speed of 50 feet with perfect maneuverability for one minute per tier.

Mythic Sphere Specialization: Time

Add your tier to your incanter level for determining the boost to your speed you gain from fast and the number of times per day you can use retry. By expending one use of mythic power when using retry, you may take the unused die roll and substitute it for a future roll you make of the same die size. You may not store more than one die this way at once (including through similar powers), and using this die prevents any other die-replacing abilities from being used (such as the Twists of Fate mythic quality).

Mythic Sphere Specialization: War

Add your tier to the number of times per day you can use seize the initiative and to your incanter level when determining how many times per day you can use cooperative defense. When you use cooperative defense, you may expend one use of mythic power to change the type of saving throw allies need to make. For example, if they would normally need to make a Reflex saving throw against a damaging area-of-effect ability, you could have all creatures (including yourself) roll their Will saving throws instead.

Mythic Sphere Specialization: Warp

Add your tier to your incanter level when determining the number of times you can use shift and dimensional lord each day, and add 10 feet per tier to the range of your dimensional lord ability. When a creature within range of your dimensional lord ability uses any type of teleportation ability, you may expend one use of mythic power to change their destination to any other valid target they could reach. The chosen location must be a safe place for them (for example, you cannot redirect most enemies into solid rock). Unwilling creatures receive a Will saving throw equal to your Warp sphere DC to negate this interference.

Mythic Sphere Specialization: Weather

You are no longer affected by weather effects unless you want to be. By expending one use of mythic power, you can share this immunity with one ally per tier for 24 hours; these allies must be within 60 feet of you to benefit from this effect (although they do not actually lose it if they travel further away from you; it immediately reactivates while it persists if they leave and then return close enough for it to work). In addition, add your tier to your incanter level for determining the maximum size of your cyclone, and add half your tier to the DC of movement checks to pass through your vortex.

Mythic Mageknight Abilities

Mythic Mageknight Class Features

Mythic Resist Magic

When making a saving throw that resist magic applies to, you may spend one mythic power to roll twice and take the better result. You may only use this ability once for each saving throw, but do not need to be conscious or even aware of the threat to activate this ability.

Mythic Mystic Combat

Once each day, as a full-round action, you may change one mystic combat you have selected. In essence, you lose the mystic combat, and gain a new mystic combat to replace it, as if you had retrained the feature. You may not swap out any mystic combat you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of mystic combats you have. Each time it is selected, it allows you to swap out a mystic combat one additional time per day. You may swap out the same mystic combat multiple times, or swap out different mystic combats.

Mythic Stalwart

Your stalwart ability applies even when you are helpless. If you fail a Fortitude or Will saving throw against any effect that still affects you on a successful save, you may spend one mythic power to automatically succeed on that save instead.

Mythic Marked

When you mark a target, you may expend one mythic power to increase the duration by one minute per tier and double both the penalty on the target and the bonus you receive. While you have an active mark you spent mythic power on, you can move that mark from its current target to a new target as a free action when you deal damage with a weapon or natural attack to the new target. Your marks are considered active for their full duration, even if the current target is dead or disintegrated.

Mythic Mystic Defense

Add your tier to your mageknight level when determining the power of your mystic defense. Once per round as an immediate action, you may spend one mythic power to double the power of your mystic defense against abilities from one foe. This improved defense lasts until the start of your next turn.

Mythic Draw Power

The temporary spell point you gain from draw power lasts for one additional round per tier. Temporary spell points gained from draw power stack with each other, to a maximum of 1 for every three mythic tiers you have.

Mythic Spell Critical

When you threaten a critical hit, you may spend one mythic power to use a sphere ability as an free action, as if you had confirmed a critical hit with spell critical. This sphere ability is otherwise subject to the same limitations imposed by spell critical.

Mythic Spellsword

You may select an additional mystic combat ability for spellsword—it no longer costs a spell point to use. At 6th tier, you may select another mystic combat for this effect. Once per day, as a full-round action, you may change one mystic combat that spellsword applies to.

Mythic Mastermind Abilities

Mythic Mastermind Class Features

Mythic Conspiracy

Once per round, when you would use your conspiracy’s feature as a swift or immediate action, you may instead use it as a free action.

Mythic Expose Vulnerability

You may spend a use of mythic power when using expose vulnerability to allow the expose vulnerability damage to applied one additional time without being expended plus an additional time for every 3 mythic tiers you possess.

Mythic Insightful Defense

As a swift action, you may expend one use of mythic power to grant an adjacent ally a bonus to AC equal to your key ability modifier for a number of rounds equal to your mythic tier.

Mythic Overseer

You gain an additional talent from the Communication or Faction sphere. Once per day, when you wake up or prepare for the day, you may swap this talent for any other talent from the same sphere.

Mythic Schemer

Whenever you reveal a plan, you may spend a use of mythic power to reveal a second plan as part of the same action.

Mythic Mastermind Trick

Once each day, as a full-round action, you may change one mastermind trick you have selected. In essence, you lose the mastermind trick, and gain a new mastermind trick to replace it, as if you had retrained the feature. You may not swap out any mastermind trick you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of mastermind tricks you have. Each time it is selected, it allows you to swap out a mastermind trick one additional time per day. You may swap out the same mastermind trick multiple times, or swap out different mastermind tricks.

Mythic Deadly Expertise

Whenever you add a mythic surge to a skill check made to use expose vulnerability, you also add the same value to the next attack and damage roll made against the subject before the end of your next turn..

Mythic Web of Secrets [Utility]

Any skill check you or any ally makes as part of using web of secrets gains a bonus equal to your mythic tier.

Mythic Put Off-Guard

You may select two options for put off-guard rather than just one when you successfully use expose vulnerability on a target, making a skill check for each option.

Mythic Spur Action

When you use spur action, you may spend a use of mythic power to affect one more ally plus an additional ally for every 3 mythic tiers you possess.

Mythic Unsurprised

All allies within 60 feet of you that you can perceive gain your competence bonus to skill checks to avoid being surprised. Additionally, you add your tier to your level for the purpose of determining your (and your allies’) bonus from unsurprised.

Mythic Quick Study

Whenever you temporarily gain a feat or talent with quick study, you may spend a use of mythic power to also gain the mythic version of that feat or the Mythic Sphere Talent corresponding to that talent for the duration.

Mythic Stratagem

You do not need to have studied a target for at least three rounds to apply a stratagem the first time that you expose that target’s vulnerability. When you apply a stratagem to a target, you may spend a use of mythic power to prevent the target from becoming immune to that stratagem for 1 minute.

Mythic Informed Prediction

Adds half your tier (minimum +1) to the number of levels a creature whose motivation you know must have to be able to flank you. When you force an opponent to roll using gauge focus, the opponent rolls twice and takes the lower result.

Mythic Windows of the Soul [Utility]

The range of windows of the soul increases by 10 feet per mythic tier you possess. In addition, you may spend a use of mythic power to force a creature who has succeeded on their saving throw against windows of the soul to attempt another saving throw.

Mythic Puppet Master

When you use puppet master to allow an ally to reroll a saving throw, you may target any number of allies within range rather than just one. You may spend a use of mythic power to allow allies to reroll their saving throw as a free action that can be taken outside your turn rather than as an immediate action.

Mythic Master Plan

You may reveal a plan as an immediate action whenever an enemy within 30 feet + 30 feet per mythic tier takes a distracting action.

Mythic Always Prepared [Utility]

You always add your mythic surge die to any die roll made as part of revealing a plan. The Knowledge DC increases by 2 rather than 5 whenever you successfully reveal a plan while you have no plans remaining.

Mythic Mountebank Abilities

Mythic Mountebank Class Features

Mythic Trickster Training

You gain an additional talent from the Illusion sphere. Once per day, when you wake up or prepare for the day, you may swap this talent for any other Illusion talent.

Mythic Natural Scoundrel

You gain an additional talent from the Scoundrel sphere. Once per day, when you wake up or prepare for the day, you may swap this talent for any other Scoundrel talent.

Mythic Thief’s Mark

You add your thief’s mark bonus to saving throws against spells and abilities from marked targets and to his AC against attacks made by marked targets to confirm critical threats.

Mythic Creative Strike

You may add the additional damage to your creative strike while still adding your Strength modifier (or another ability modifier) to the damage. You may use creative strike with weapons that don’t normally apply an ability modifier to damage.

Mythic Social Talent [Utility]

You may select mythic social talents as a mythic vigilante

Mythic Veiled Magic

Increase the DC to discover veiled magic by your mythic tier. As part of the action to use veiled magic, you may spend a use of mythic power to force any creatures attempting to discover veiled magic to roll twice and take the lower result.

Mythic Trick Casting

When using trick casting, you may feint a number of additional creatures equal to your mythic tier.

Mythic Skill Breaker [Utility]

Once per day, as a full-round action, you may change one skill you have selected with skill breaker. In essence, you lose one chosen skill and gain a new skill to replace it, as if you had retrained the class feature.
Alternatively, you can gain access to mythic exploits in a skill you have selected with this ability. If you already qualify for access to mythic exploits with that skill, you gain access to greater mythic exploits too.

Mythic Secretive Spell

The bonus to DC from secretive spell applies to the first magic sphere effect you use each round targeting a non-mythic creature, even if the creature is not denied its Dex to AC.

Mythic Swift Veil

You may spend a use of mythic power as part of the action to use veiled magic to move up to 5 feet per mythic tier. This movement does not provoke attacks of opportunity.

Mythic Advanced Trickery

When using trick casting, you may spend a use of mythic power to automatically succeed on any feint attempts made as part of the action.

Mythic Shade Stepper

Whenever you attempt a Stealth check to hide, you may also become invisible (as the spell) as a free action. Your invisibility lasts until you attack (per the spell’s definition of an attack) or you are no longer in a circumstance that allows a Stealth check.

Mythic Master Trickster

Whenever you successfully feint against a creature with your trick casting class feature, that creature remains flat footed for a number of rounds equal to your mythic tier.

Mythic Lord of Shade

You may expend martial focus to use this ability as a free action rather than a swift action.

Mythic Skill Mastery [Utility]

You unlock all skills (even those you don’t have ranks in) and are considered to have 10 ranks in all skills your have fewer than 10 ranks in.

Mythic Necros Abilities

Mythic Necros Class Features

Mythic Channel Energy

Add your tier to all damage dealt or healed with your channel energy ability.

Mythic Corpse Puppet

Your corpse puppet gains a portion of your mythic power and can expend uses of your mythic power for some purposes. The corpse puppet gains the hard to kill base mythic ability.
If you are mythic tier 3, the corpse puppet also gains the amazing initiative base mythic ability.
If you are mythic tier 5, the corpse puppet also gains the recuperation base mythic ability.
If you are mythic tier 7, the corpse puppet also gains the mythic saves base mythic ability.
If you are mythic tier 9, the corpse puppet also gains the unstoppable base mythic ability.

Mythic Deathbound

You gain an additional talent from the Death sphere. Once per day, when you wake up or prepare for the day, you may swap this talent for any other Death talent.

Mythic Rebuke Undead

You gain the Mythic Command Undead feat as a bonus feat

Mythic Undead Affinity

As a standard action, you may expend one use of mythic power to grant an adjacent ally the benefits of the undead affinity class feature for a number of hours equal to your mythic tier.

Mythic Fleshcraft

Each undead creature you affect with fleshcrafting gains DR 5/epic for the duration of the fleshcrafting.

Mythic Decaying Form

The DR from decaying form changes to DR/bludgeoning and epic and magic

Mythic Preserve Flesh

Any alterations that you apply to an undead using preserve flesh have a duration of permanent.

Mythic Darkvision

The range of your darkvision improves by 10 feet per mythic tier. In addition, your darkvision penetrates all darkness, even magic darkness, to a range of 10 feet.

Mythic Flesh Bond [Utility]

You are not helpless while maintaining a connection with an undead to see through its eyes. In addition, you can use this connection to hear whatever sound the undead can hear and can talk through the undead. A listener sees the undead’s mouth move and hears the necros’ voice come from the animal.

Mythic Necrotic Shield

Whenever an enemy confirms a critical hit against an undead affected by your fleshcrafting, you can expend one use of your mythic power as an immediate action to convert the critical hit into a normal hit. Effects that trigger only on a critical hit don’t trigger when you use this ability to negate the critical hit.

Mythic Advanced Fleshcraft

When you use fleshcrafting to affect a single undead, you can expend one use of mythic power to give it the agile or savage mythic simple template for the duration of the fleshcrafting.

Mythic Fear Aura

The radius of your fear aura increases to 5 feet per mythic tier. You may spend a use of mythic power as a swift action to force all creatures in your fear aura who have successfully saved against its effects to attempt another saving throw.

Mythic Undead Rebirth

Add twice your mythic tier to the amount of healing granted by this ability. Rather than spending 5 uses of channel energy, you may choose to spend 1 use of channel energy and one use of mythic power.

Mythic Multicrafting

You do not need to spend an additional spell point or use of channel energy to affect multiple creatures with fleshcrafting. You may affect a number of additional creatures equal to your mythic tier.

Mythic Fleshcrafting Artisan

You may apply an additional ability from the advanced fleshcrafting ability to an undead.

Mythic Dead Skin

You gain fast healing equal to half your mythic tier

Mythic Unholy Revivification

You can use your unholy revivification ability on any ally within 5 feet per mythic tier as a free action which can be taken at any time.

Mythic Master Multicrafting

Any undead affected by your fleshcrafting can use the surge ability a number of times per day equal to your tier, spending your mythic power rather than its own. Its surge ability uses the same bonus die type as you do when you use your surge ability.

Mythic Fleshcrafting Master

As a swift action, you may spend a use of mythic power to exchange any abilities you have granted undead using fleshcrafting for any other abilities you could grant them using fleshcrafting.

Mythic Lich Form

Your phylactery can’t be harmed by non-mythic sources. If you have 8 or more mythic tiers, the phylactery becomes a minor artifact and can be destroyed by only one specific method

Mythic Prodigy Abilities

Mythic Prodigy Class Features

Mythic Sequence

Add your tier to your prodigy level for determining the maximum length of your sequences. As a free action you can take once per combat, you can spend one mythic power to add half your tier (rounded down, minimum 1) to the number of links in your current sequence. This does not allow you to add more links than you normally could; any extras are lost.

Mythic Integrated Techniques and Imbued Sequences

As a free action, you can spend one mythic power to gain access to additional sequence options and/or imbuements from two combat or magic spheres you do not have for 1 minute. This does not grant you the ability to cast or use any techniques you do not have, but it does allow you to use effects that do not rely on sphere-specific abilities (such as the Tentacle Swarm (finish) imbuement or the Big Move (link) sequence option).

Mythic Inspired Sequence

When you start a sequence, you may spend one mythic power to gain an additional +1 insight bonus to everything affected by your inspired sequence until your sequence ends. This bonus increases by +1 at 3rd and 6th tiers. This stacks with other insight bonuses.

Mythic Adaptation

When you use adaptation, you can expend one mythic power to gain an additional magic talent or combat talent from the same sphere as your first talent. Add your tier to your prodigy level when determining the number of times you can use adaptation each day.

Mythic Steady Skill [Utility]

You may select an additional skill when choosing which skill to focus on with steady skill. At 3rd and 6th tiers, you may select a third and fourth skill, respectively, for this effect. Once per day per steady skill, you may expend a use of mythic power to take 20 on that steady skill without increasing the time it takes to use the skill.

Mythic Unbroken Sequence

Add your tier to the number of rounds you can prevent your sequence from ending when using unbroken sequence. You may expend mythic power in place of martial focus to activate an unbroken sequence. When you use mythic power this way, you add one link per turn you are dazed, helpless, paralyzed, stunned, or unconscious (up to your normal maximum of links). This increase to your link happens at the end of your turn.

When you gain flawless sequence, you may exchange this ability for mythic flawless sequence.

Mythic Improved Adaptation (requires Mythic Adaptation)

You gain an additional combat or magic talent when you use mythic adaptation. This talent does not have to be from the same sphere as your other talents.

Mythic Reflect Spell

You may expend one use of mythic power to add your tier to your magic skill check when using reflect spell. When you do so, you are no longer staggered on your next turn.

Mythic Greater Adaptation

When you use adaptation, you may gain the benefits of two talents as a swift action.

Mythic Share Adaptation

When you use share adaptation, you may spend one mythic power to grant that ally an additional two combat or magic talents from the same sphere as the first. The ally must meet the prerequisites for those granted talents.

Mythic Variable Skill (requires Mythic Steady Skill) [Utility]

When you change your main steady skill, you may also change the additional steady skills granted by mythic steady skill. This does not provide additional uses of the ability to spend a mythic power to take 20.

When you get skill juggler, you may exchange this ability for mythic skill juggler.

Mythic Master Adaptation (requires Mythic Greater Adaptation)

When you use adaptation, you may select two talents as a free action or three talents as a swift action.

When you get grandmaster adaptation, you may exchange this ability for mythic grandmaster adaptation.

Mythic Flawless Sequence

If you are dazed, helpless, paralyzed, stunned, or unconscious, you may still spend one mythic power to gain one link in your sequence per turn (as in mythic unbroken sequence).

Mythic Greater Reflect Spell (requires Mythic Reflect Spell)

When you expend mythic power while using reflect spell, you gain a +2 bonus to your caster level for one round if you successfully reflect a spell and you may use any talents that applied to the spell you reflected for one round.

Mythic Grandmaster Adaptation (requires Mythic Greater Adaptation)

When you use adaptation, you may select two talents as an immediate action or three talents as a free action or four talents as a swift action.

Mythic Skill Juggler (requires Mythic Steady Skill) [Utility]

When you change your main steady skill with skill juggler, you may also change the additional steady skills you selected with mythic steady skill.

Mythic Perfected Prodigy

You may spend one mythic power to add half your tier (rounded down, minimum 1) to your casting ability modifier when determining the number of links your sequence starts with.

Mythic Professional Abilities

Mythic Professional Class Features

Mythic Bonus Talents

Once each day, as a full-round action, you may change one bonus talent you have selected. In essence, you lose the bonus talent and gain a new bonus talent to replace it, as if you had retrained the talent. You may not swap out any talent you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of bonus talents you have. Each time it is selected, it allows you to swap out a bonus talent one additional time per day. You may swap out the same talent multiple times, or swap out different talents.

Mythic Consummate Professional [Utility]

Once per day, as a full-round action, you may change which non-Profession skill you have selected with consummate professional. In essence, you lose the benefits with one skill and gain them with a new skill specialty to replace it, as if you had retrained the class feature.

Alternatively, you can gain access to mythic exploits in the chosen Profession skill and the non-Profession skill you have selected with this ability. If you already qualify for access to mythic exploits with these skills, you gain access to greater mythic exploits too.

Mythic Professional Interest [Utility]

When you use professional interest, you may roll a number of additional skill checks to gather information equal to your mythic tier. In addition, you may select a number of additional subjects or your professional interest equal to your mythic tier, dividing the questions among them.

Mythic Contingent Planning

You may use contingent planning an additional number of times per day equal to your mythic tier. The maximum value of your fund increases by 400 gp per mythic tier you possess.

Mythic Improved Consummate Professional [Utility]

You may use improved consummate professional a number of additional times per day equal to your mythic tier. When you use improved consummate professional, treat any d20 roll of 10 + half your mythic tier or lower on a skill check using either skill she selected with consummate professional as if she had rolled a value of 11 + half your mythic tier.

Mythic Corner the Market [Utility]

The chance of a buyer or seller having heard of you increases to 50% + 5% for each mythic tier you possess. In addition, you may make an impressive display with your Profession skill as a full-round action rather than taking 1 minute.

Mythic Pivotal Innovation

Once each day, as a full-round action, you may change the feat or talent you have selected with pivotal innovation. In essence, you lose the feat or talent, and gain a new feat or talent to replace it, as if you had retrained the feature. You may not swap out any feat or talent you are using as a prerequisite.

Mythic Best in the Business [Utility]

Whenever you roll a natural 20 on a skill check or treat the result as a 20, add twice your mythic tier to the check’s result.

Mythic Professional Method (Selection)

You gain an additional professional method, gaining the benefits of its individual abilities at the same level that you would gain the corresponding abilities from your secondary method.

Mythic Professional Method (Power)

You gain one of the following improvements to a professional method you have. You may take this mythic class feature more than once. Each time you do, you may improve a different professional method. Some of these options add your tier to your level for determining the effects of abilities. These never grant you higher-level abilities early. Instead, they only improve abilities you already have.

Mythic Artifice Method

You may add your mythic tier to the hardness of any item that you create and to damage rolls you make against objects. Any masterwork bonus your equipment possesses improves by an additional 1 plus another 1 per 3 mythic tiers you possess.

Mythic Bluster Method

You no longer need to spend skill leverage to gain the additional benefits of twisted tale or always a tell. Whenever you affect a target with a successful use of a Bluff or Intimidate skill, the target is affected for twice the normal duration.

Mythic Body Control Method

Increase your ability score bonus from physical training by 1 and add half your mythic tier to the number of times you can use accelerated healing each day. By expending one mythic power as an immediate action, you may switch which ability score your physical training applies to.

Mythic Communication Method

Add half your tier to your professional level for the purpose of determining the effects of weighty words. Your bonuses from battle shout apply to all saving throws and damage dealt, including damage from spells and other abilities used by you and your allies.

Mythic Faction Method

For every 2 mythic tiers you possess, you gain one additional Faction authorization when you successfully use professional interest which must be immediately spent. Whenever you temporarily gain a feat or talent with remembered achievement, you may spend a use of mythic power to also gain the mythic version of that feat or the Mythic Sphere Talent corresponding to that talent for the duration.

Mythic Herbalism Method

You may spend a use of mythic power in place of a number of herbs or uses of a healer’s kit equal to your mythic tier. Each effective herb you gain from spending mythic power can count as a different type of herb you are capable of harvesting.

Mythic Infiltration Method

You may search for something (such as a trap or hidden creature) as a swift action and do not need to spend skill leverage to learn about traps or similar hazards with infiltrator’s interest or use fast disable as a move action with Saboteur! Additionally, add your tier to your AC against attacks made by traps, and to any saving throw you make against a trap’s attack or effects.

Mythic Investigation Method

You can analyze your professional interest for a detailed analysis as a swift action without needing to spend skill leverage or outwit. If you have the critical thinking ability, You can analyze any target for a detailed analysis as a swift action without needing to spend skill leverage or outwit

Mythic Navigation Method

You gain a bonus to movement in your favored terrain equal to +5 feet to all movement types for every +2 favored terrain bonus you gain in that terrain. When you grant your skill bonus from favored terrain to your allies, they also count as mythic creatures for purposes of how spells and abilities from creatures native to that terrain affect them.

Mythic Performance Method [Utility]

For one non-Perform skill you may substitute for entertainer’s interest, you may select a second skill with the same key ability score to associate to the same Perform skill and use the Performance skill in place of the new associated skill bonus. For example, a professional who has selected to associate Acrobatics with Perform (dance) may select any other Dex-based skill to also be associated with Perform (dance).
In addition, you gain a bonus on Perform checks equal to your mythic tier.

Mythic Spellhacking Method

Add your tier to your level when determining the effect of magesmith. When you use hack magic, you may spend a use of mythic power to increase all variable, numeric effects of the spell to their maximum values. Saving throws and opposed rolls are not affected, nor are spells without random values.

Mythic Study Method [Utility]

For one non-Knowledge skill you may substitute for academic’s interest, you may select a second skill with the same key ability score to associate to the same Knowledge skill and use the Performance skill in place of the new associated skill bonus. For example, a professional who has selected to associate Survival with Knowledge (geography) may select any other Wis-based skill to also be associated with Knowledge (geography).
In addition, you no longer need to spend skill leverage to have your theory become a topic of research.

Mythic Subterfuge Method

When you make an attack or Sleight of Hand check against a creature, you may spend a use of mythic power as an immediate action to treat the target as being denied their Dexterity bonus to AC and to apply your additional damage from cheap shot to the attack.

Mythic Survivalism Method [Utility]

You no longer need to spend skill leverage to improve the benefits of steady preparation or naturalist’s erudition. The time needed to refine a component or dredge an area is reduced to 1 minute.

Mythic Vocation Method

You no longer need to spend skill leverage to improve the benefits of versatile leverage or assured expertise. When using a weapon from weapons of the trade, whenever you add a mythic surge to your attack roll, add the same value to the damage done on a successful attack.

Mythic Raveler Abilities

Mythic Raveler Class Features

Mythic Limited Pool

Your pool of spell points increases by half your tier (minimum 2).

Mythic Ravels (Su)

Choose a ravel you know. You may exchange the woven and unwoven effects of that ravel. Any effects that trigger when the ravel becomes unwoven instead trigger when it becomes woven and vice versa.
You may select this option multiple times, each time selecting a different ravel.

Mythic Magicweaving (Su)

When you use magicweaving, you may spend a use of mythic power to gain additional temporary spell points equal to you half your tier (minimum 1).

Mythic Mightweaving (Su)

You may spend a use of mythic power to gain the bonuses from mightweaving without unweaving a ravel. If you do, the effect only lasts until the start of your next turn rather than for as long as the ravel is unwoven.

Mythic Combat Casting

If you successfully make a check to cast a spell defensively and the spell requires a ranged attack roll, that ranged attack does not provoke an attack of opportunity.

Mythic Metaweaving

You may spend a use of mythic power as part of using a magic sphere effect that uses 1 or more spell points gained from your magicweaving ability. If you do, the spell point cost of each metamagic feat applied to the effect is reduced by 1 spell point.

Mythic Bonus Feats

Once each day, as a full-round action, you may change one bonus feat you have selected. In essence, you lose the bonus feat, and gain a new bonus feat to replace it, as if you had retrained the feat. You may not swap out any feat you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of bonus feats you have. Each time it is selected, it allows you to swap out a bonus feat one additional time per day. You may swap out the same feat multiple times, or swap out different feats.

Mythic Improved Combat Casting

Whenever you add your mythic surge die to concentration check, you may also apply the die’s result to a single attack and damage roll made as part of the magic sphere effect.

Mythic Greater Combat Casting

Whenever you fail a concentration check to cast a spell that uses 1 or more spell points gained from your magicweaving ability, you may spend a use of mythic power to reweave the ravel as an immediate action.

Mythic Raveler’s Ascendance

You may spend a use of mythic power as a move action to reweave an unwoven ravel.

Mythic Reaper Abilities

Mythic Reaper Class Features

Mythic Bloodletter

You gain an additional talent from the Duelist sphere. Once per day, when you wake up or prepare for the day, you may swap this talent for any other Duelist talent.

Mythic Favored Enemy

You add half your favored prey bonus to saving throws against spells and abilities from favored prey, and to their AC against attacks made by favored prey to confirm critical threats.

Mythic Reaper Trophy

You may spend a use of mythic power to meditate on a new reaper trophy as a swift action rather than spending 1 hour.

Mythic Reaper Cult

As a swift action, you may spend a use of mythic power to ignore any penalties or conditions gained from your reaper cult ability for 1 minute.

Mythic Track [Utility]

Whenever you take 10 on a Survival skill check to follow tracks, you gain a +10 bonus to the total.

Mythic Reaper Techniques

Once each day, as a full-round action, you may change one reaper technique you have selected. In essence, you lose the reaper technique, and gain a new reaper techniquet to replace it, as if you had retrained the feature. You may not swap out any reaper technique you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of reaper techniques you have. Each time it is selected, it allows you to swap out a reaper technique one additional time per day. You may swap out the same reaper technique multiple times, or swap out different reaper techniques.

Mythic Prey Casting Bonus

Whenever you use a magical sphere effect which targets or includes in its effect only favored prey, roll twice and take the higher result on spell penetration rolls. In addition, you may spend a use of mythic power to force the targets to roll twice on their saving throws and take the lower result.

Mythic Blessing of Silver

When you successfully damage a creature, you may spend a use of mythic power as an immediate action to give it vulnerability to silver for a number of rounds equal to your mythic tier.

Mythic Blood Hunter [Utility]

Your scent range is multiplied by your mythic tier (minimum 2)

Mythic Tireless Foe [Utility]

You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation.

Mythic Discern True Form [Utility]

Add your mythic tier to all Perception checks to see through disguises.

Mythic Engorged Scent

By spending a use of mythic power as a swift action, you may gain scentsight out to the range of your scent for a number of rounds equal to your mythic tier.

Mythic Reality Shudders

You are treated as the a type you have selected as your favored prey rather than your original type whenever it would be beneficial (for example, harmful spells which target only humanoids such as Charm Person or Hold Person will automatically fail unless you specifically chooses otherwise; rangers will not be able to use Favored Enemy against you unless they have both your original type and your favored prey as favored enemies, in which case you suffer the lesser bonus of the two).

Mythic Eternal Foe [Utility]

As long as you have attempted to hunt one of their favored prey within the last decade, you cannot die of old age. You require no food, water, or sleep.

Mythic Soul Crisis

Increase your natural armor bonus by your mythic tier. You gain DR 10/epic or add epic to the qualities needed to bypass your existing damage reduction and increase it to 10. For example, a reaper with DR 5/bludgeoning that gains DR 10/epic from the mythic subtype gains DR 10/bludgeoning and epic.

Mythic Sage Abilities

Mythic Sage Class Features

The sage is an unusual class. It may still take mythic casting, mythic spell pool, and mythic magic talents, even though it does not have those class features by name.

Mythic AC Bonus

Add your tier to your sage level when determining the level-based bonuses you get from AC bonus. These bonuses are no longer capped at 20th level. As a free action, you may expend one use of mythic power to increase your AC bonus from this ability by your tier for one round per tier.

Mythic Chi Gong

At each odd tier, your chi gong gains a +1 enhancement bonus. This increases its accuracy (when you attack directly with chi gong, but not when applying it as a bonus to your unarmed strikes or natural attacks) and its damage, and allows it to overcome damage reduction as an enchanted weapon.

Mythic Esoteric Training

When you gain this mythic class ability, you gain one of the following benefits for an esoteric training package you possess. You may select this mythic class feature more than once, but only one time for each esoteric training you have. Each time you do, you gain the mythic benefits for a different esoteric training package.

Mythic Chakra Disruptor

Add your tier to the CMD penalty inflicted by your chi gong. When you use your chi gong, you may expend one mythic power to make your opponent roll twice on their Fortitude saving throw against your chakra disruptor effect and take the lower result.

Mythic Enhancer

Add your tier to your Wisdom modifier when determining the duration of your enhancer ability bonus. At 1st, 3rd and 6th tiers, you gain an additional +2 bonus you may apply to any qualifying ability score when using your enhancer ability bonus. If you have mental escalation esotery, you may also apply these bonuses to your mental ability scores when using mental escalation, but those uses count against the number of increases you can add to physical ability scores.

Mythic Infuser

Add your tier to your class level when determining the DC of the Reflex save creatures need to attempt against your infuser ability. Creatures no longer get a bonus on their saving throw based on their size category against your infuser ability. Finally, select one feat or combat talent you do not know that applies to your disarm, grapple, or trip attempts. You must meet the prerequisites for this choice (except knowing any base sphere). You gain the benefits of this feat or combat talent when creatures fail their Reflex save against your infuser ability and you make the relevant type of combat maneuver.

Mythic Ki Blaster

Double the range of your ki blasts. You may apply a second (blast type) talent to your ki blasts, as if using the Admixture talent (normally, you cannot use Admixture on ki blasts).

Mythic Manipulator

Add your tier to the DC of Will saves that opponents must attempt against your manipulator ability. When you spend a ki point to try and establish a manabond as part of using your manipulator ability, you may also expend one use of mythic power to apply the effects of any (manabond) talent, even if you do not know that talent. This replaces the normal manabond you could apply, and you do not need to pay any further spell point costs for that use of a manabond.

Mythic Meditation

Add your tier to your class level when determining the number of bonus dice you get from meditation and the maximum number of meditation dice you have. You may use your surge die size instead of a 1d6 when rolling a meditation die. When you meditate, you may expend one mythic power roll a meditation die twice and choose a result to save. You may repeat this for as many meditation dice as you want. When you use a meditation die, you may use a saved result instead of rolling. This still expends one of your meditation dice, as if you had rolled it. Any saved rolls are lost when you regain mythic power.

Mythic Esotery

Once each day, as a full-round action, you may change one esotery you have selected. In essence, you lose the esotery, and gain a new esotery to replace it, as if you had retrained the feature. You may not swap out any esotery you are using as a prerequisite, nor can you swap out your signature technique. This mythic class feature may be selected more than once, but no more times than the total number of esoteries you have. Each time it is selected, it allows you to swap out an esotery one additional time per day. You may swap out the same esotery multiple times, or swap out different esoteries.

Mythic Skill Focus [Utility]

At 1st tier and 3rd level, 3rd tier and 6th level, and 6th tier and 9th level, you gain the Mythic Skill FocusMA feat for one skill you have the Skill Focus feat for.

Mythic Signature Technique

Once each day, as a full-round action, you may change your signature technique. In essence, you lose the signature technique, and gain a new signature technique to replace it, as if you had retrained the feature.

Mythic Savant Abilities

Mythic Savant Class Features

Mythic Strain

When using strain, you may spend one mythic power to increase your base attack bonus by 2 and remove the risk of suffering fatigue from using strain until the end of your turn. Any penalties from being fatigued or exhausted do not apply when using this ability.

Mythic Kinesthetic Intuition [Utility]

Add your mythic tier to your savant level when determining your bonus from kinesthetic intuition. In addition, kinesthetic intuition is no longer capped at 18th level. You may use your kinesthetic intuition bonus on Escape Artist and Ride checks.

Mythic Insights

You may use insights an additional number of times per day equal to half your tier (rounded down, minimum 1).

Mythic Combat Trained

Once each day, as a full-round action, you may change one bonus combat feat you have selected. In essence, you lose the bonus feat, and gain a new bonus feat to replace it, as if you had retrained the feat. You may not swap out any feat you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of bonus combat feats you have. Each time it is selected, it allows you to swap out a bonus feat one additional time per day. You may swap out the same feat multiple times, or swap out different feats.

Mythic Masterful Insights

You may select an additional two insights other than rebuke death and use them at will.

Mythic Scholar Abilities

Mythic Scholar Class Features

Mythic Careful Packer [Utility]

Add your tier to your Intelligence score for determining your carrying capacity, and you treat the storage space of any backpack, pouch, or similar container as though it were three times its normal size instead of two.

Mythic Medical Training [Utility]

Add your tier to all Heal checks you attempt. You may instead expend one use of mythic power to add three times your tier to one Heal check you attempt.

Mythic Problem Solver

You gain a bonus combat talent from the Alchemy or Scout spheres. At 3rd and 6th tiers, you gain an additional talent from one of those spheres.

Mythic Flashbangs

You may expend one mythic power to hurl two flashbangs at the same time. These must target different creatures.

Mythic Scholar’s Knack

Once each day, as a full-round action, you may change one scholar’s knack you have selected. In essence, you lose the scholar’s knack, and gain a new scholar’s knack to replace it, as if you had retrained the knack. You may not swap out any scholar’s knack you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of scholar’s knacks you have. Each time it is selected, it allows you to swap out a scholar’s knack one additional time per day. You may swap out the same scholar’s knack multiple times, or swap out different scholar’s knacks.

Mythic Material Imposition

As mythic scholar’s knack (above), but it applies to material impositions instead. Also, you may expend mythic power instead of martial focus when using your material impositions (to a maximum of once per round).

Mythic Advanced Medical Training

You no longer need to spend uses of a healer’s kit on your medical training abilities, and add half your tier (rounded down, minimum 1) to the number of times you can use your medical training on creatures each day.

Mythic Expert Medical Training

You may use your expert medical training to try and remove any effect that can be removed by break enchantment, remove curse, or similar effects (Heal DC 20 + the caster level of that effect, or the creature’s CR if the effect does not have a caster level).

Mythic Mastered Imposition

You may select a second material imposition as a mastered imposition.

Mythic Sentinel Abilities

Mythic Sentinel Class Features

Mythic Defender’s Soul

You gain an additional talent from the Guardian sphere. Once per day, when you wake up or prepare for the day, you may swap this talent for any other Guardian talent.

Mythic Guardian Challenge

You gain a +1 bonus to the effect of your guardian challenge and add your tier to your sentinel level for determining its effects. Your guardian challenge is no longer capped at 17th level.

Mythic Sentinel’s Reserve

You gain an additional number of reserve points equal to half your tier (rounded down, minimum 1). Once per day, you may spend one mythic power to regain a number of reserve points equal to your tier. Any points in excess of your maximum become temporary reserve points that dissipate in one minute per tier.

Mythic Wise Reflexes

Add half your tier (rounded down, minimum 1) to the maximum bonus allowed by wise reflexes.

Mythic Guard Wall

You gain the benefits of guard wall as long as you end your turn without moving more than 15 feet.

Mythic Dedicated Defense

The damage reduction of your dedicated defense increases by 1, and add your tier to your sentinel level for determining the effects of your dedicated defense.

Mythic Second Wind

If you have conditions or other non-damaging effects stored in your delayed damage pool, you may spend two points of healing created by a reserve point per hit point the effect takes in your delayed damage pool to cure it. You can only cure effects this way while they are still in your delayed damage pool.

Mythic Sentinel’s Imposition

You gain a bonus equal to your tier on attacks of opportunity granted by sentinel’s imposition.

Mythic Opportunistic Offense

Choose one base sphere, or a talent from a sphere you already have, that applies to attack actions. You may expend one use of mythic power to instead apply the effects of that talent to all of your attacks of opportunity for one round, even if they are not all attack actions.

Mythic Counter Critical

If you succeed at a counter critical, you take half damage from the attack. This reduction occurs before any other reductions, such as from your damage reduction.

Mythic Defender’s Determination

You may ignore a specific instance of a condition one additional time before resting, plus one additional time at 3rd and 6th tiers.

Mythic Deathless Challenge

Add your tier to your Constitution when determining your death threshold. Once per day, when you are acting as though you are disabled instead of dying through the effect of deathless challenge, you can expend one mythic power to reduce all damage from creatures except the target of your active challenge (who must be hostile) to 0 for one round per tier.

Mythic Stalwart

You gain the benefits of stalwart even when helpless. In addition, you may expend one mythic power to add your tier to any saving throw your stalwart applies to.

Mythic Empowering Challenge

You gain an additional number of temporary hit points equal to your tier from your empowering challenge. These hit points last for one additional minute per tier.

Mythic Sentinel’s Wrath

You may roll damage three times and choose whichever result you want when using sentinel’s wrath.

Mythic Sentinel’s Poise

You may use your second wind even when you are unable to take purely mental actions. When you use your second wind, you gain additional hit points equal to twice your tier.

Mythic Eternal Challenge

Add your tier to your Wisdom modifier for determining the fast healing granted by eternal challenge.

Mythic Instant Challenge

You can change the target of your challenge as a free action you may only take during your turn, even if the target of your challenge has not been reduced to 0 or fewer hit points.

Mythic Diamond Aegis

You may spend two reserve points as a free action instead of one when you fail a saving throw.

Mythic Sentinel’s Surge

You gain additional hit points equal to twice your tier when your sentinel’s surge activates.

Mythic Invincible Soul

Any damage reduction the target of your challenge possesses is reduced by your tier (to a minimum of 0), but only against your attacks.

Mythic Final Challenge

Once per day, you may spend one mythic power as a free action even when it is not your turn. For 1 round per tier, you cannot die by any method.

Mythic Shifter Abilities

Mythic Shifter Class Features

Mythic Shapeshifter

You always know if a creature you’re targeting is immune to polymorph effects. As a free action when using a polymorph effect—which includes all Alteration sphere abilities—you can expend one use of mythic power to allow that ability to bypass immunity to polymorph effects. Creatures are still allowed to make saving throws if one would normally be allowed.

Mythic Wild Empathy [Utility]

You may use your wild empathy on animals, elementals, fey, humanoids, magical beasts, monstrous humanoids, and plants. If the creature affected does not have an Intelligence of 2 or more, you take a -10 penalty to your wild empathy check. Creatures affected by your wild empathy with an Intelligence of 1 or no Intelligence score do not attack you if friendly, and actively defend you if helpful, but cannot be given any directions.

Mythic Quick Transformation

You may spend one mythic power to apply a shapeshift to yourself and only yourself as a free action.

Mythic Bestial Trait

Once each day, as a full-round action, you may change one bestial trait you have selected. In essence, you lose one bestial trait, and gain a new bestial trait to replace it, as if you had retrained the feat. You may not swap out any bestial trait you are using as a prerequisite and must meet any prerequisites for the new trait.

This mythic class feature may be selected more than once, but no more times than the total number of bestial traits you have. Each time it is selected, it allows you to swap out a bestial trait one additional time per day. You may swap out the same trait multiple times, or swap out different traits.

Mythic Endurance [Utility]

You gain the Mythic Endurance feat. In addition, you may go one night per tier without sleeping. As long as you do not engage in strenuous activity for more than a short time (as judged by the GM) for eight hours, or whatever length of time you normally need to rest, you receive all the normal benefits of rest at the end of that period.

Mythic Lingering Transformation

Add your mythic tier to your shifter level when determining how long your shapeshifts last without concentrating. You may always choose to end your shapeshift earlier.

Mythic Enhanced Attacks

As a free action, you may expend one mythic power to add the effects of any weapon special ability to one of your natural attacks for one minute. This weapon special ability must work with the selected natural attack. The enhancement bonus cost of the special ability must be equal to or less than 1/2 your mythic tier (rounded down, minimum 1) and cannot be a special ability that only requires gp to add to a weapon when making it. This weapon special ability cannot be the same as any special ability that already applies to that natural attack, but otherwise stacks with other weapon special abilities to a maximum total bonus on that natural attack of +13.

Mythic Steal Language [Utility]

When you use steal language, you may acquire one additional language from the target for every odd tier you have. You steal all of these languages at the same time; acquiring languages from a different creature or from the same creature again dismisses all of the languages you have currently acquired through steal language.

Mythic Enhanced Physicality

Once per round as a free action you may take even when it is not your turn, you may spend one mythic power to gain three temporary hit points per tier. These hit points last for one minute. Multiple uses of this ability do not stack, but these temporary hit points do stack with other temporary hit points.

Mythic Immunity To Poison

As a swift or immediate action, you can absorb a poison used against you. This requires making a successful saving throw of the type and DC normally required by the poison (though you are still immune if you fail this save). You may then add this poison to the next bite or claw attack you make (normally from being shapeshifted or through a bestial trait) within 1 minute per level. You may use this ability a number of times per day equal to your mythic tier.

Mythic Extended Transformation

Instead of spending a spell point to allow a shapeshift to continue without concentration, you may spend a spell point and a mythic power to allow yourself to rapidly shift forms for one minute per level. During this time, you may use quick transformation to shift to a new form, but this form lingers as if you spent a spell point to allow it to last for one minute per level.

You must pay any required spell point costs if a form you are switching to requires them, but you only need to pay the cost once per talent while this ability is active.

At the end of this time, you may spend another spell point and a mythic power to renew this effect, spend a spell point to let your current form last for ten minutes per level, or cease the effect. For one round after shapeshifting while this ability is active, you have a 50% chance to negate any critical hit made against you.

Mythic Boundless Communication [Utility]

You may understand and be understood by any creature, even those that do not have a language. For creatures that do not have languages, you instead communicate as if using a form of telepathy, gaining a suitable understanding of the creature’s intents and desires. They understand the same from you. If you have endless communication, you may exchange this ability for mythic endless communication.

Mythic Immunity To Disease

As a swift or immediate action, you can absorb a disease used against you. This otherwise functions as mythic immunity to poison, including the ability to apply the disease to your next bite or claw attack.

Mythic Endless Communication (Su)

You may grant any creature you touch the ability to speak and understand all languages you know for 24 hours, even if that creature cannot normally speak or understand languages. If that creature normally has an Intelligence of 2 or lower, they cannot speak well but can still communicate any concept they understand.

Mythic Greater Transformation (requires Mythic Extended Transformation)

When you spend a mythic power and a spell point for mythic extended transformation, the time you have to freely shift forms without paying an additional cost increases to 10 minutes per level.

Mythic Second Skin

Once per round as a free action, you may change your own form with the Alteration sphere. If you have mythic quick transformation, mythic extended transformation, or mythic greater transformation, you may use those mythic class features on others.

Mythic Soul Weaver Abilities

Mythic Soul Weaver Class Features

Mythic Channel Energy

Add your tier to all damage dealt or healed with your channel energy ability. In addition, you gain the Channel Destruction and Channel Life feats. If you already have either of these feats, you may immediately replace them with any other feat(s) you meet the prerequisites for. If you have the Death sphere and choose to harm while channeling, you may expend one mythic power to apply any (ghost strike) talent you know to your channeling. This ghost strike affects all creatures your channeled energy harms.

Mythic Master of Life and Death

You always know if a creature you can see is immune to positive or negative energy effects. As a free action when using a positive or negative energy effect—which generally includes Death and Life sphere abilities, among others—you can expend one use of mythic power to allow one ability to bypass those immunities. Creatures are still allowed to make saving throws if one would normally be allowed.

Mythic Bound Nexus

Select one of your bound nexus abilities. That ability no longer costs a soul to use. Each time you gain access to new bound nexus abilities, you may change which bound nexus ability you may use for free. You may only have one free bound nexus ability active at a time—if you use it again, the effects of any previous use end immediately.

Mythic Blessing/Blight

You may use your blessings or blights without expending uses of channel energy once per day per tier.

Mythic Gravewalker

You are immune to all negative energy effects except those you want to be affected by. When you die, you may choose to rise 2d4 days later as any type of undead creature your creature type could become, as long as that undead’s CR is equal to or less than your own. (A 20th level PC is normally CR 20. Mythic tiers can increase CR.)

Mythic Striker Abilities

Mythic Striker Class Features

Mythic AC Bonus

Add your tier to your class level for determining the maximum amount of your AC bonus. As a free action, you may expend one use of mythic power to increase your AC bonus from this ability by your tier for one round per tier.

Mythic Bare Knuckles

You gain a bonus talent from the Boxing, Brute, or Open Hand spheres (including the base spheres if you do not already have it, but you must have the base sphere for any other talents). Once per day, when you wake up or prepare for the day, you may change this to any other Boxing, Brute, or Open Hand talent you meet the prerequisites for.

Mythic Tension

Add your tier to your maximum tension.

Mythic Tension Techniques

You gain a daily pool of bonus tension points equal to your tier. You may spend these points to activate your tension techniques, even if you do not otherwise have tension. Once per day, as a free action you may take during your turn, you may expend one mythic power to refill this bonus tension pool.

Mythic Striker Art

Once each day, as a full-round action, you may change one striker art you have selected. In essence, you lose the striker art, and gain a new striker art to replace it, as if you had retrained the art. You may not swap out any striker art you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of striker arts you have. Each time it is selected, it allows you to swap out a striker art one additional time per day. You may swap out the same striker art multiple times, or swap out different striker arts.

Mythic Tension Boost

You gain an additional point of tension at the start of your first turn in combat.

Mythic Drill Knuckle

You ignore one additional point of damage reduction or hardness when using drill knuckle, and add your tier to your striker level for determining the effects of drill knuckle.

Mythic Uncanny Dodge

Against attacks from non-mythic sources, you are never considered to be flat-footed or to have lost your Dexterity bonus to AC unless you are helpless.

Mythic Desperate Tension

Once per day, you may expend one use of mythic power at the start of your turn to gain your maximum amount of tension. If you have the striker’s ultimate tension ability, immediately replace this ability with mythic ultimate tension.

Mythic Tension Training

You gain an additional type of tension training.

Mythic Pummeling Punisher

When you spend tension for pummeling punisher, your attacks only suffer a -2 penalty instead of a -4 penalty.

Mythic Rising Tension

You gain 1 additional tension at the start of your turn if a creature dealt hit point damage to you since the end of your last turn.

Mythic Improved Uncanny Dodge

Add half your tier (minimum +1) to the number of rogue levels a creature must have to be able to flank you.

Mythic Ultimate Tension

Once per day, you may expend one mythic power to reduce the cost of all abilities that require tension to 1 tension. This effect lasts for 1 round per tier.

Mythic Symbiat Abilities

Mythic Symbiat Class Features

Mythic Mental Powers

When a creature succeeds on a saving throw against your Mind or Telekinesis effects, you may expend one mythic power to force them to reroll and take the lower result. You may only use mythic mental powers once each time a creature succeeds on its save.

Mythic Battlefield Sense

Add your tier to your symbiat level for the purpose of determining the bonus to AC and CMD granted by battlefield sense. Battlefield sense no longer caps at 20th level. You may maintain your bonus from battlefield sense while immobilized or helpless and while wearing light armor.

Mythic Psionics

You may use your psionics for an additional two rounds per day per tier.

Mythic ESP

Add your tier to your symbiat level when determining the bonus to skill checks granted by ESP. Once per day for every three tiers (minimum 1), you may roll twice on a Perception or Sense Motive check and take the higher result.

Mythic Evasion

When you take damage, you may expend a use of mythic power to halve the amount of damage you take. This applies to ability damage and ability drain as well, but not to any ongoing damage from an effect you failed to save against. Thus, you could use mythic evasion to halve the damage you take from a poison if you failed your save, but not any damage the poison deals after its initial effect.

Mythic Pushed Movement

You may expend one mythic power to double the speed of your pushed movement for one minute per tier.

Mythic Danger Sense

Your ability to sense traps even allows you to position and warn allies so they are less likely to be damaged by traps. All allies within 60 feet of you that you can see gain the benefits of your danger sense class feature. Additionally, add your tier to your AC against attacks made by traps, and to any saving throw you make against a trap’s attack or effects.

Mythic Uncanny Dodge

Against attacks from non-mythic sources, you are never considered to be flat-footed or to have lost your Dexterity bonus to AC unless you are helpless.

Mythic Two Minds

You may always roll three times and take the best result when making a Will saving throw.

Mythic Improved Uncanny Dodge

Add half your tier (minimum +1) to the number of rogue levels a creature must have to be able to flank you.

Mythic Improved Evasion

On a failed Reflex save, you take only 10% of an effect’s damage. Additionally, you only take half damage from any area attack that does not allow a Reflex save.

Mythic Greater Psionics

You only have to spend one round of psionic power each round to maintain two psionic effects.

Mythic Technician Abilities

Mythic Technician Class Features

Mythic Gadgets

Add your tier to the number of gadgets you may create each day.

Mythic Trap Specialist

You gain a bonus talent from the Trap sphere. When you wake up, or when you prepare for the day, you may switch this talent to any other talent from the Trap sphere.

Mythic Trapfinding

You may search for something (such as a trap or hidden creature) as a swift action.

Mythic Inventions

You may expend one use of mythic power to build an invention as a full-round action. You may not have more than one invention created in this way at a time.

Mythic Technical Insights

Once each day, as a full-round action, you may change one technical insight you have selected. In essence, you lose the technical insight, and gain a new technical insight to replace it, as if you had retrained the insight. You may not swap out any technical insight you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of technical insights you have. Each time it is selected, it allows you to swap out a technical insight one additional time per day. You may swap out the same technical insight multiple times, or swap out different technical insights.

Mythic Technically Minded

Add your tier to all skill checks affected by technically minded. You may spend one mythic power when attempting such a check to instead gain a bonus equal to three times your tier.

Mythic Danger Sense

All allies within 60 feet of you that you can see gain the benefits of your danger sense class feature. Additionally, you add your tier to your AC against attacks made by traps, and to any saving throw you attempt against a trap’s attack or effects.

Mythic Trap Insight

You gain a bonus equal to your tier on Perception skill checks when using heightened awareness. You may instead expend one mythic power to gain a bonus equal to three times your tier on one Perception skill check, even when not using heightened awareness.

Mythic Trapmaster [Utility]

You gain the benefits of trapmaster whenever you successfully disarm a trap through the Disable Device skill, even if you did not beat the DC by 10 or more.

Mythic Greater Trapmaster

When you disable a magical effect with greater trapmaster, you may trap the magic inside of a roll of parchment. A creature with the Scribe Scroll or Capture Spell feats can use this to transform the trapped magic into a usable scroll as if they knew all of the necessary talents or spells, and at half of the usual cost. You may have up to one effect per tier trapped at a time. If you manage to disable multiple magical effects at once, each effect is captured separately. This can only be used to capture spells or sphere effects a character could normally learn to use; it does not allow for capturing any unique effects or powers beyond your abilities.

Mythic Supreme Trapmaster

When using supreme trapmaster, you may choose to not disable specific effects on a target.

Mythic Perfect Trapmaster (requires Mythic Greater Trapmaster)

When you are the direct target of an unwanted magical effect, you may spend one mythic power to gain a bonus equal to three times your tier on Disable Device checks made with perfect trapmaster. If you succeed, you may immediately capture the effect in a roll of parchment that can be used to craft a spell, as detailed under mythic greater trapmaster.

Mythic True Genius

You gain an additional +4 permanent bonus to one mental ability score of your choice.

Mythic Thaumaturge Abilities

Mythic Thaumaturge Class Features

Mythic Forbidden Lore

When using forbidden lore, you may spend one mythic power to increase your caster level bonus by 2 and reduce your chance of backlash to 0. Any penalties from backlash do not apply to your effective caster level when using mythic power for this ability.

Mythic Invocations

You may use invocations an additional number of times per day equal to half your tier (rounded down, minimum 1).

Mythic Occult Knowledge [Utility]

Add your mythic tier to your thaumaturge level when determining your bonus from occult knowledge. In addition, occult knowledge is no longer capped at 18th level. You may use your meditation invocation on Spellcraft and Use Magic Device checks.

Mythic Bonus Feats

Once each day, as a full-round action, you may change one bonus feat you have selected. In essence, you lose the bonus feat, and gain a new bonus feat to replace it, as if you had retrained the feat. You may not swap out any feat you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of bonus feats you have. Each time it is selected, it allows you to swap out a bonus feat one additional time per day. You may swap out the same feat multiple times, or swap out different feats.

Mythic Master Invoker

You may select an additional two invocations other than rebuke death and use them at will.

Mythic Theorist Abilities

Mythic Theorist Class Features

Mythic Hypothesis Dice

By spending a use of mythic power when they roll their hypothesis dice, the theorist can roll twice as many hypothesis dice as normal.

Mythic Models

Choose a model you have selected. Whenever you roll your hypothesis dice, you may assign hypothesis dice to that model regardless of their roll.

This mythic class feature may be selected more than once, each time selecting a different model.

Mythic Student of the Cosmos

You gain an additional talent from the Study sphere. Once per day, when you regain spell points, you may swap this talent for any other Study talent.

Mythic Theory Bonus

When spending a hypothesis die to apply your theory bonus, you may spend a use of mythic power to increase your theory bonus by 1 and have it apply to all rolls of the type you applied it to until the start of your next turn (for example, if you applied it to an attack roll, it would apply to all attack rolls you make until the start of your next turn).

Mythic Research Methods

Choose a research method you have selected. You do not need to spend a spell point to roll your hypothesis dice as a result of that research method.

This mythic class feature may be selected more than once, each time selecting a different research method.

Mythic Postulate

Once each day, as a full-round action, you may change one postulate you have selected. In essence, you lose the postulate, and gain a new postulate to replace it, as if you had retrained the feature. You may not swap out any postulate you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of postulates you have. Each time it is selected, it allows you to swap out a postulate one additional time per day. You may swap out the same postulate multiple times, or swap out different postulate.

Mythic Rigorous Analysis

By spending a use of mythic power as a swift action, you may change any penalties negated by rigorous analysis into equivalent untyped bonuses until the start of your next turn (for example, a negated -4 penalty to AC would become a +4 bonus to AC).

Mythic Networked Understanding [Utility]

When you apply one or more (complication) talents to a plan, you may choose to automatically succeed on an additional skill check required by a single (complication) or ignore the DC increase of a single (complication). If you spend a use of mythic power, you may automatically succeed or ignore the DC increase for all (complication) talents you apply.

Mythic Universal Axiom

When you use universal axiom, you may choose the results of a number of additional dice equal to twice your mythic tier.

Mythic Troubadour Abilities

Mythic Troubadour Class Features

Mythic Performer’s Synergy

Add your tier to your level when determining the morale bonus from your performer’s synergy. In addition, double the morale bonus from your performer’s synergy for saving throws you attempt against abilities that would exercise mental control over you (including most charm and compulsion effects).

Mythic Personas

You may have a second active persona. This second persona is known as a co-conscious personality. You gain the benefits of having each persona active, such as qualifying for racial feats or talents, but not the trope benefit or persona quirks of your co-conscious personality. Whenever you would be affected by something, you may use the traits of either persona, whichever is more beneficial. (For example, if you have an active human persona and an active elf persona, and a special ability would deal bonus damage to elves, you can choose to be treated as a human even though your elf persona is active.) The co-conscious personality is an active participant and may interrupt you to talk or interact. If the two personalities want to do different things, roll a d20. On a roll of 11 or higher, the troubadour’s personality dominates the actions for the round; on a roll of 10 or lower, the co-conscious personality dominates the actions for a round.

Any power that would control your actions, such as a mental domination effect, must affect both of your personalities. Otherwise, it must vie for dominance with your co-conscious personality, as detailed above.

You may gain and change the co-conscious personality whenever you change your personas, including having them not manifest at all. This can, itself, manifest in different ways.

Some mythic troubadours have a different co-conscious personality for each of their personas, while others have a single co-conscious personality that changes personas just like the troubadour does. Any co-conscious personality that is not active is functionally unconscious, but still exists within the troubadour’s mind. Co-conscious personalities can have different alignments from the troubadour’s.

Roleplaying Co-Conscious Personalities

Co-conscious personalities can be challenging to roleplay and can have many different types of backstories or origins. They could exist as a fictional and idealized version of the troubadour’s self, a mirrored opposite, an imaginary childhood friend come to protect the troubadour, or even some type of external power such as possession by a deity or fiendish figure.

While mythic personas have some similarities to things like Dissociative Identity Disorder, this ability is not DID or any other type of disorder and should not be treated as such. Co-conscious personalities are, for all intents and purposes, real people or entities that were created, summoned, or otherwise made manifest in the troubadour through their mythic powers.

If you are not confident in your ability to roleplay this ability accurately, consider asking your game master or a fellow player you trust to roleplay the co-conscious personality. Optionally, you may limit mythic personas to active combat, which means co-conscious personalities are not active at other times. Mythic personas are much harder to roleplay than many of the other options in this book, so consider talking with your game master before taking this ability.

Mythic Method Acting

If you have mythic personas, you gain your co-conscious personality’s trope benefit, but not any of their persona quirks.

Once each day, as a full-round action, you may change one persona quirk that one of your personas has. In essence, you lose the persona quirk, and gain a new persona quirk to replace it, as if you had retrained the quirk. You may not swap out any quirk you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of persona quirks any one persona has. Each time it is selected, it allows you to swap out a persona quirk one additional time per day. You may swap out the same quirk multiple times, or swap out different quirks.

Mythic Actor Training [Utility]

Once each day, as a full-round action, you may change one actor training you know. In essence, you lose the actor training, and gain a new actor training to replace it, as if you had retrained the actor training. You may not swap out any actor training you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of actor trainings you know. Each time it is selected, it allows you to swap out an actor training one additional time per day. You may swap out the same actor training multiple times, or swap out different actor trainings.

Mythic Master of Disguise [Utility]

Add your tier to your class level when determining the bonus you get from your master of disguise ability. In addition, you can attempt a Disguise check when selecting your personas to dress in such a way that you are believably either of them (though anyone who recognizes that persona may recognize that the persona is not wearing their ‘normal’ clothes).

Mythic Quick Change

Add your tier to your class level when determining how many times you can use quick change each day. If you have mythic personas, you gain a second pool of quick change uses that can only be used for your split personality.

Mythic Flexible Truth [Utility]

Add half your tier (rounded down, minimum 1) to the DC of caster level checks creatures must attempt to succeed at using truth-detecting and thought-detecting magic on you. If you have mythic personas, creatures must succeed at a second check at the same DC to accurately read your thoughts. If they fail on either check and the magic is reading your mind, you may choose which of your personalities’ thoughts are displayed.

Mythic Greater Actor

You gain one permanent persona quirk. You retain this persona quirk even when you change your personas and when you do not have any personas active. At 3rd and 6th tiers, you gain an additional permanent persona quirk. You must meet the prerequisites for these persona quirks, if any, and they do not stack with other instances of the same quirk (unless it would normally do so).

Mythic Master Actor

Once each day for each persona, as a full-round action, you may change one trope that one of your personas has. In essence, you lose the trope, and gain a new trope to replace it, as if you had retrained the trope. You may not swap out any trope you are using as a prerequisite.

Mythic Master of Roles (requires Mythic Personas)

Whenever you prepare your personas, you may prepare a second co-conscious personality in addition to a second regular persona. When swapping personas as a free action, you may only swap your regular persona with the persona you readied for the regular role and your co-conscious personality with the second co-conscious personality you prepared.

Mythic Warden Abilities

Mythic Warden Class Features

Mythic Vigil

Once per day, as a full-round action, you may change your vigil. In essence, you lose your vigil, then gain a new vigil to replace it, as if you had retrained the vigil. In addition, you gain two talents associated with your vigil sphere. Each time you change vigils, or at the start of the day if you have not changed your vigil in 24 hours, exchange these talents for talents from your current vigil sphere (you may choose the same two talents if you are not changing your vigil sphere).

Mythic Mystical Guardian

You gain a flexible talent from the Guardian sphere. Treat this like gaining a bonus talent, except that you may change this talent to any other talent from the Guardian sphere after resting for eight hours or by spending one use of mythic power as a free action.

Mythic Steadfast

Add your tier to your warden level when determining the number of additional attacks of opportunity you can make each round (minimum +1). You may expend one use of mythic power to gain a bonus equal to your tier on attack rolls for attacks of opportunity for 1 round.

Mythic Guard

Add your tier to your character level when determining the bonus of your guard ability. By expending one use of mythic power as an immediate action, you may share your guard with one additional ally within 30 feet for every two tiers you have (minimum +1); this effect lasts for one round.

Mythic Reinforcement

Once each day, as a full-round action, you may change one reinforcement you have selected. In essence, you lose the reinforcement, and gain a new reinforcement to replace it, as if you had retrained the reinforcement. You may not swap out any reinforcement you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of reinforcements you have. Each time it is selected, it allows you to swap out a reinforcement one additional time per day. You may swap out the same reinforcement multiple times, or swap out different reinforcements.

Mythic Indomitable

Your indomitable bonus increases by 1. At 3rd and 6th tiers, it increases by an additional +1. As an immediate action, you may spend one use of mythic power to share your indomitable bonus with all allies in close range (25 feet + 5 feet per 2 character levels) for 1 round.

Mythic Routine Patrol

Add your tier to your warden level for determining the size of your increased threatened area when using patrol. You may expend martial focus to instead add double your tier to the size of your patrol area for 1 round.

Mythic Focusing Guard

You may expend one use of mythic power when using your guard ability as a swift action to regain martial focus.

Mythic Expanded Guard

You may guard an additional ally at the same time. At 3rd and 6th tiers, the number of allies you can guard increases by an additional +1.

Mythic Projected Empathy

You may expend one use of mythic power as a free action to treat all allies as if they were one stage of projected empathy closer to you for one round. (For example, at 10th level, you could use mythic power to treat allies like they were 100 feet closer instead of 30 feet closer.)

Mythic Lingering Guard

Your lingering guard lasts for an additional number of rounds equal to half your tier (rounded down, minimum 1). When you would fall unconscious or be killed, you may expend one use of mythic power to let lingering guard instead last for an additional number of rounds equal to your tier.

Mythic Self Sufficiency

You no longer need to have a guarded ally to treat yourself as being guarded.

Mythic Improved Indomitable

You may expend one use of mythic power to negate any effect that would teleport you against your will (unless it comes from a creature with equal to or more mythic tiers than you, or is from a creature of at least demigod status). In addition, you may further reduce any non-teleportation forced movement (such as bull rush attempts) by 5 feet per tier.

Mythic Improved Patrol

You may choose to allow creatures to attempt attacks of opportunity against you while you are on patrol. If you do, you may make a counterattack against any creature that makes an attack of opportunity against you while you were on patrol, as if you were using the counter punch of the Boxing sphere (except that your counterattack comes after their attack, and you cannot counterattack any creature this way more than once per round).

Mythic Tireless Protector [Utility]

You no longer need to sleep, and once per day, you can gain the benefits of 8 hours of rest by entering into a meditative trance for 2 hours. You may enter or exit this trance as a full-round action, and can remain in it for as long as you want. While in this trance, you are treated as if you are constantly on patrol, except that any round in which you are not fighting you must either remain in the spot where you started your trance or return to it as quickly as possible. While in your meditative trance, you do not need to eat, drink, or breathe, and you do not age.

Mythic Warden Of The Many

You can remain in your ethereal form for an additional round per tier. When finished with your ethereal form (either because the duration ran out or you voluntarily return to your body), you may expend all of your mythic power to regain 10 hit points per tier. If you were slain and this healing would be enough to revive you (that is, not being so far into negative hit points that you are dead, rather than merely unconscious), you become stable and conscious with the appropriate number of hit points.

Mythic Wraith Abilities

Mythic Wraith Class Features

Mythic Haunt Paths

You gain a specific bonus that depends on your haunt path. You may select this mythic class feature more than once, but only one time for each haunt path you have.

Mythic Path of the Ancestor

When you redirect damage to yourself with your path possession, you only take half of the damage you would normally receive. You may also choose to redirect up to three-quarters of the damage the willing creature you are possessing would take.

Mythic Path of the Anima

Your elementals and animated plants remain for one round per tier after you stop possessing them. During this time, they follow all of your instructions and use the same stats as when you were possessing them.

Mythic Path of the Corruptor

Select five combat talents. Any dead body you possess and reanimate with your path possession gains those combat talents while you are possessing it.

Mythic Path of the Cryptid

Creatures of the animal and magical beast types take an additional -2 penalty on their saves against your possession attempts.

Mythic Path of the Despoiler

As a swift or immediate action, you can absorb a poison used against you. This requires making a successful saving throw of the type and DC normally required by the poison. You may then add this poison to the next natural attack a vermin-type creature you are possessing makes within 1 minute per level. You may use this ability a number of times per day equal to your mythic tier.

Mythic Path of the Moroi

You and creatures you are possessing are immune to bleed damage and effects from the Blood sphere unless you want to be affected by them.

Mythic Path of the Poltergeist

Increase the size of objects you can possess with your path possession by 1. Items you are possessing gain an additional point of hardness per tier.

Mythic Path of the Phantasm

When a creature attempts a saving throw to recognize your illusions for what they are, you may spend one mythic power to force them to roll twice and take the worse result.

Mythic Path of the Shadow

When a creature you are possessing enters your area of darkness, you may either allow them to see through your darkness as if it wasn’t there or turn the darkness opaque for them so they cannot see through it by any ability.

Mythic Path of the Spook

You always know when a creature you are possessing is immune to mind-affecting abilities. When attempting to target such a creature with a mind-affecting ability, you may expend one use of mythic power to bypass that immunity. They are still allowed to make a saving throw if they would normally be allowed to.

Mythic Wraith Form

Add your tier to the number of rounds you may remain in wraith form each day. In addition, while in wraith form, you gain the following effects:

  • You take one-quarter damage from non-magic weapons
  • Non-force effects that do not deal damage and originate from corporeal sources have a 40% chance to fail against you
  • You may activate your wraith form as a free action during your turn.

Mythic Possession

You may expend one mythic power to possess a non-mythic creature without giving them a saving throw to resist your possession.

Mythic Wraith Haunts

Once each day, as a full-round action, you may change one wraith haunt you have selected. In essence, you lose the wraith haunt, and gain a new wraith haunt to replace it, as if you had retrained the feature. You may not swap out any wraith haunt you are using as a prerequisite.

This mythic class feature may be selected more than once, but no more times than the total number of wraith haunts you have. Each time it is selected, it allows you to swap out a wraith haunt one additional time per day. You may swap out the same haunt multiple times, or swap out different haunts.

Mythic Greater Possession

Add half your tier (rounded down, minimum 1) to the number of creatures you may possess at one time. As a move action, you may spend one mythic power to instantly teleport into any creature you are actively possessing as long as they are on the same plane as you.

Mythic Wraith Form Mastery

When in wraith form, you are immune to all nonmagical damage.


Archived: Ultimate version (before Polished)