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Table of Contents
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The following are new feats introduced in the Mythic Hero's Handbook.
Amphibious Adaptation
You can survive out of water far longer than your aquatic kin.
Prerequisite: Aquatic subtype.
Benefit: You can survive out of water for a number of hours equal to your Constitution score before you risk suffocation. If you already have the ability to survive out of water for a limited amount of time before suffocating or suffering other ill effects, that amount of time is doubled. If you do not possess a land speed, you gain a land speed of 5 feet. If you possess a land speed that is less than 20 feet, your speed on land increases by 5 feet.
Blessing of the Dilung
A grateful forest dragon has rewarded you with a shred of its power.
Prerequisite: Non-good alignment, you must have performed a service for a mythic forest dragon.
Benefit: You gain a +4 bonus on Survival checks while in forest terrain, and the DC to follow your tracks is 2 higher than normal.
Mythic: You gain a +4 bonus on Survival checks while in forest terrain, and the DC to follow the tracks of you and your companions (up to 2 per mythic tier) is 4 higher than normal in such terrain. You can expend one use of mythic power to gain the benefits of pass without trace for 1 hour per mythic tier you possess.
Blessing of the Jiaolung
A grateful sea dragon has rewarded you with a shred of its power.
Prerequisite: Non-evil alignment, you must have performed a service for a mythic sea dragon.
Benefit: Swim is a class skill for you, and you can always take 10 on Swim checks in calm or rough water. You gain a +2 bonus on Swim checks in stormy water.
Mythic: Swim is a class skill for you, and you can always take 10 on Swim checks in any type of water. You can expend one use of mythic power to gain a swim speed of 30 feet and water breathing for 2 hours per mythic tier you possess. If you expend two uses of mythic power, you can share the swim speed and water breathing with all creatures you touch when you activate the ability, dividing the duration evenly among all affected.
Blessing of the Tienlung
A grateful sky dragon has rewarded you with a shred of its power.
Prerequisite: Any good alignment, you must have performed a service for a mythic sky dragon.
Benefit: Fly is a class skill for you, and the DC for you to move against strong winds, whether on land or flying, is reduced by 5.
Mythic: Fly is a class skill for you, and you are unaffected by strong winds when flying. You can expend one use of mythic power to fly as the spell, as if the caster level were twice your mythic tier. If you expend two uses of mythic power, you gain overland flight instead.
Blessing of the Lungwang
A grateful sovereign dragon has rewarded you with a shred of its power.
Prerequisite: You must have performed a service for a mythic sovereign dragon.
Benefit: When an opponent strikes you in combat, you gain a +2 circumstance bonus on your next attack against that opponent. You can only receive this bonus against a single opponent in any given round. If you are hit by multiple opoonents in a gven round, you may choose the opponent against whom this benefit applies.
Mythic: When an opponent strikes you in combat, you gain a +2 circumstance bonus on your next attack against that opponent. In a given round, you can gain this bonus against a total number of opponents equal to your mythic tier. If you expend one use of mythic power, you can strike an opponent that just hit you as an immediate action, applying the bonus to attack to this roll.
Blessing of the Futsanglung
A grateful underworld dragon has rewarded you with a shred of its power.
Prerequisite: Any non-good alignment, you must have performed a service for a mythic underworld dragon. Benefit: Once per day, you can treat a melee weapon or unarmed strike as if it were adamantine for the purposes of overcoming damage reduction or bypassing hardness. This effect lasts until your next turn.
Mythic: You choose a single opponent when activating this feat instead. Against that opponent, all melee weapon and unarmed strikes that you make are considered to be adamantine for the purposes of overcoming damage reduction or bypassing hardness for the remainder of the encounter, or until 1 minute has passed. You can expend one use of mythic power to extend the duration of this feat to a full 24 hours.
Blessing of Nirvana
In return for your aid, the powers of Nirvana will answer your call.
Prerequisite: Any non-evil alignment, ability to cast summon monster.
Benefit: With this feat, you add the foo dog to the list of creatures you can summon with summon monster II, and the foo lion to the summon monster IV list. If you use a higher-level spell to summon multiple foo creatures, they always arrive in pairs. At the GM’s discretion, other types of foo creatures could be available with other summon monster spells.
Mythic: In addition to adding foo creatures to the summon monster lists, you can also summon a pair of them to aid you through the various planar ally and planar binding spells, as if they were a single creature. The Hit Dice limit of the spell used still applies.
Communal Spell (Metamagic)
You can share spells between multiple targets.
Benefit: You can alter the duration and targets of a harmless spell with a range of touch in order to affect multiple targets, treating each target as a subject of the spell. You must split the spell’s duration in whole increments equal to the duration increment listed in the spell’s duration. Hence, if a spell’s duration is 1 minute per level, you must allocate the split duration in 1-minute increments, divided as evenly as possible. Some targets may be assigned one additional duration increment if some are left over after equal distribution, or the remainder can be wasted. A communal spell uses up a spell slot one level higher than the spell’s actual level.
Dark Force Adept
Fear is the path to anger, to hate, to suffering… and to power.
Benefit: You may freely spend ki points, arcane pool, grit, panache, and daily uses of touch of corruption interchangeably, using any of them in any combination to activate any power which may be activated by any of the others.
You gain access to the spell-like abilities below, which you may activate by expending the listed amount of ki, arcane pool, grit, or daily uses of touch of corruption. Your character level is the caster level for these spell-like abilities, and you use Charisma to determine your concentration check bonus. The saving throw against these special spell-like abilities, if any, is equal to 10 + ½ your character level + Charisma bonus.
- feather fall (self only), jump (self only) – 1 point
- telekinetic charge (self only) – 2 points
- haste (self only) – 3 points
- telekinesis – 4 points
- mythic hasteMA (self only) – 5 points
Special: If you are a time thief, you may freely spend motes of time interchangeably with the class feature pools normally allowed for this feat.
Mythic: As a swift action, you can expend one use of mythic power to gain two points or daily uses to use with your arcane pool, grit, ki, panache, or touch of corruption class feature. You must use these additional points or daily uses within a number of minutes equal to your mythic tier or they are lost. You also add your mythic tier to your caster level for the purpose of the spell-like abilities you gain from this feat, and you can expend mythic power to use the mythic versions (and augmented mythic versions, if you meet the minimum mythic tier prerequisites) of these spell-like abilities.
Eel Strike (Combat)
You can strike swiftly and retreat beyond your enemy’s reach.
Prerequisite: Dex 13, swim speed.
Benefit: While swimming, if you use the withdraw action you can take a single melee attack as a swift action before you begin your movement.
Elemental Expert
The creatures of the elemental plane are yours to study and command.
Prerequisites: Spell Focus (conjuration), Knowledge (planes) 3 ranks.
Benefit: You gain a +2 bonus on Knowledge checks related to the elemental planes and creatures with the elemental subtype. In addition, whenever you call a creature with the elemental subtype using planar ally, planar binding, or similar effects, you increase the maximum Hit Dice of elemental you can call by 2, and you treat the creature’s Hit Dice and Charisma score as if they were 2 lower for the purpose of bargaining for its services.
Mythic: Your bonus on Knowledge checks increases to +4, and you can expend one use of your mythic power to detect elementals (as detect evil but affecting only creatures with the elemental subtype or native to the Elemental Planes) as a spell-like ability. If you are casting summon monster or summon nature’s ally to summon an elemental, you treat the spell as if it were one level higher for the purpose of summoning a creature with the elemental subtype.
Fast Swimmer
Your have exceptional speed in the water.
Prerequisite: Swim speed.
Benefit: Your swim speed increases by 10 feet.
Inhuman Inside
The skin you were long-ago born into has always been false; within, you’re something much more – and much less – than a normal, living person. There is an idea of you, certainly; some kind of abstraction. But there is no reality behind this: only an entity, something illusory. Though you can hide your cold gaze, there is a rough and alien beast burning under your smooth and seemingly-mundane flesh … and its blood-lust cannot be assuaged long. It’s growing stronger every night.
Prerequisite: Humanoid or outsider with the native subtype; any evil alignment.
Benefit: You add your Intelligence modifier as a bonus on Bluff and Diplomacy checks when interacting with humanoids and outsiders and on Disguise checks to appear as a humanoid of one specific subtype. This is in addition to your Charisma modifier. Opponents do not gain bonuses against you from abilities like favored enemy, hatred racial traits, and similar abilities, as your atypical and aberrant psychology and physiology belies your true nature within. If they are using true seeing or if you reveal your true nature, their bonuses apply normally against you. For purposes of magical effects such as bane weapons or the charm person spell, you are still treated as a creature of your actual type.
If you have the ability to cast spells, you also add misdirection to all of your spell lists, and it is always a 1st-level spell for you.
In addition, you may ignore race-based prerequisites for traits, feats, and archetypes, allowing you to select them even if they are normally exclusive to a race–such as Scarred Witch DoctorARG or Elven AccuracyAPG–no matter your actual species, so long as the rules element does not require or affect a racial ability you do not possess.
If you have the Additional TraitsAPG feat, you may select a second race trait, although it may not be one from your original race; thus, a tiefling with the Blessing of Darkness racial trait could not select Dark Magic Affinity, but could freely choose Smoke Resistant, Traumatic Shift, or any other non-tiefling race trait.
Mythic: You add your Intelligence modifier as a bonus on Disguise checks to appear as a humanoid of any type, and you can expend one use of mythic power as a standard action to use misdirection (self only) as a spell-like ability, treating your character level plus your mythic tier as our caster level. If you expend two uses of mythic power, this functions as mythic misdirection.
If you are struck by a bane weapon, as an immediate action you can expend one use of mythic power to suppress your true nature until the end of your next turn. During this time, the bane weapon does not function against you. You cannot use this ability to protect yourself from a mythic bane weapon or an artifact weapon with the bane property.
If you have the Additional TraitsAPG feat, you may select a third race trait, though all three of your race traits must be from different races. When you gain a new level, you may exchange this third race trait for a different race trait, which again must be from a different race than your other traits and from the previous third race trait you possessed.
Menacing Blow (Combat)
Your deadly blows strike fear into the heart of your enemies.
Prerequisite: Base attack bonus +6, Intimidate 6 ranks.
Benefit: Whenever you score a critical hit, you can make an Intimidate check as a swift action to demoralize your target.
Naval Commander
Your clever tactics and forceful leadership help your crew tackle any task.
Prerequisite: Leadership, Profession (sailor) 7 ranks.
Benefit: If you are on board a ship, you can use the aid another action to assist every ally on board that is performing a type of action specified by you, either performing a skill or making an attack. Alternatively, you can use aid another to assist them defensively, granting a +2 circumstance bonus to Armor Class and a +1 bonus on Reflex saves until the beginning of your next turn. Any ally that is your follower increases the bonus they gain from the aid another action by 1.
Savvy Seafarer
You live and breathe with the sea and its natural rhythms.
Prerequisite: Profession (sailor) 3 ranks.
Benefit: You gain a +1 bonus on Knowledge (geography) and Profession (sailor) checks and on any Craft checks made to repair a ship. In addition, while on board a ship you can use a Profession (sailor) check in place of a Survival check to avoid getting lost, get along in the wild, gain a bonus to saving throws against severe weather, or to predict the weather at sea. If you spend one week familiarizing yourself with a ship, all bonuses provided by this feat are doubled while on board that ship. This additional bonus is lost if you spend more than a month away from that ship or familiarize yourself with a different ship.
Swift Trapper
You can set traps swiftly.
Prerequisites: Trap class feature or Learn Ranger Trap
Benefit: When you use a full-round action to set a trap, you do not provoke attacks of opportunity. You can set a trap more quickly, though this provokes attacks of opportunity. In addition, if you set a trap as a standard action the DC for Disable Device and Perception checks and for saving throws against the trap is reduced by 2. If you set the trap as a move action they are reduced by 5, and if you set the trap as a swift action they are reduced by 10.
Swim-By Attack
You fluid grace allows you to effortlessly combine your actions while moving beneath the waves.
Prerequisite: Swim speed.
Benefit: When you are using a move action to swim, you can take a standard action at any point during your movement; you are not required to complete your move action before using your standard action (or vice versa). You cannot use your standard action to perform a second move (though you can use it to perform other move actions).
Terrifying Critical (Combat, Critical)
When you strike a telling blow, your target quakes with fear.
Prerequisite: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit, your target becomes shaken for 1d4+1 rounds. On a successful Will save, the duration is reduced to 1 round. The DC for this save is equal to 10 plus your base attack bonus. Additional critical hits increase the duration of the shaken condition (even if the shaken condition comes from a different source) but do not increase the severity of fear.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Worm Rider (Combat)
You and your riding worm are a deadly combat team.
Prerequisites: Mounted Combat, Ride-by Attack, Worm Wrangler
Benefit: You can ride your worm companion even if you and it are the same size, and when riding a worm-like mount you gain a +2 bonus on Ride checks and combat maneuvers your mount makes to overrun, and to your CMD against combat maneuvers that would dismount you. When your worm uses its burrow, climb, or swim speed, you can cling to its back with no chance of falling off (though you can still be dismounted by an attacker) for a number of rounds equal to your number of ranks in the Ride skill. This amount of time is added to the length of time you can hold your breath to avoid suffocation. You cannot cling to the worm’s back if it is burrowing through solid ice or stone. This does not prevent you from being dismounted. If you are dismounted, burrowing, climbing, or swimming, you are subject to falling, drowning, or being buried alive.
Worm Wrangler
Your empathy with worms is uncanny.
Prerequisites: Animal companion, mount, or similar class feature, Handle Animal 2 ranks, Knowledge (dungeoneering) 2 ranks, Knowledge (nature) 2 ranks
Benefit: You can substitute a worm companion for your normal type of animal companion or mount. You treat wormlike creatures (GM’s discretion) as animals for the purpose of using Handle Animal, wild empathy, and any magical effect that affects animals. You gain a +2 circumstance bonus on Handle Animal checks with worm-like creatures and on saving throws against the exceptional and supernatural abilities of worm-like creatures.








