Mythic Barbarian (Unchained) Options

Mythic unchained barbarians are masters of survival and possess legendary rages.

Mythic Fast Movement

The barbarian adds the additional 10 feet from fast movement to all her forms of movement, even temporary movement (such as gaining flight through a fly spell). In the case of movement based on the barbarian’s normal speed (such as making a Climb check to move ¼ the barbarian’s speed), the additional movement is added both to the barbarian’s normal speed and again after all other calculations. Thus an unarmored human barbarian with a 40 speed (30 feet, +10 feet for fast movement) can make a Climb check to climb 20 feet; 10 feet (¼ of her 40 foot speed) +10 feet for mythic fast movement.

Mythic Rage

As the champion path ability of the same name.

Mythic Uncanny Dodge

Against attacks from non-mythic sources, the barbarian is never considered to be flat-footed or to have lost her Dexterity bonus to AC unless she is helpless.

Mythic Trap Sense

When the barbarian makes a successful saving throw against a trap, she takes no damage from that trap. In addition, the barbarian cannot be surprised by nonmythic foes.

Mythic Improved Uncanny Dodge

The barbarian adds half her mythic tier (minimum +1) to the number of rogue levels a creature must have to be able to flank her.

Mythic Damage Resistance

The barbarian applies the DR she gains from the barbarian class to all damage she takes, from any source. This stacks with other damage-reducing abilities, such as energy resistance.

Mythic Greater Rage

The barbarian adds half her tier (minimum +1) to all weapon damage done while raging. Mythic Indomitable Will: A number of times per day equal to half her mythic tier (minimum 1/day), as a free or immediate action, the barbarian may choose to be immune to a single mind-affecting effect while she is raging.

Mythic Tireless Rage

A number of times per day equal to half her mythic tier (minimum 1/day), as a free or immediate action the barbarian may choose to end any fatigued or exhausted condition she is suffering. In addition, the barbarian gains temporary hit points as normal when entering a rage within 1 minute of ending the previous rage.

Mythic Mighty Rage

The barbarian confirms all critical threats when raging. If the barbarian also has the mighty swing rage power, once per rage she may turn any successful attack roll into a critical hit.

Mythic Rage Power (Selection)

Once per day, as a full-round action, the barbarian may change one rage power (but not a mythic rage power) she has selected. She loses one existing rage power and gains a new rage power to replace it, as if she had retrained the class feature. She may not swap out any rage power she is using as a prerequisite.

Mythic Rage Powers (Power)

To take a mythic rage power, a barbarian must have the non-mythic version of the rage power. No mythic rage power may be taken more than once.

Mythic Accurate Stance

Activating the stance is a swift action. A number of times per day equal to ½ the barbarian’s mythic tier, this stance does not end when another one is activated and can be activated without ending a stance already in effect.

Mythic Animal Fury

The barbarian’s bite attack gained from animal fury does not take a -5 penalty to attack rolls if used as part of a full attack action with manifactured weapons, and the damage die is calculated as if the barbarian was one size category larger.

Mythic Auspicious Mark

The barbarian may use this power an additional time per day for every 3 mythic tiers she possesses beyond 1st.

Mythic Bleeding Blow

Each hit with a bleeding blow causes 1 point of Constitution damage. Both the bleeding and the ability damage stack with themselves.

Mythic Calm Stance

Activating the stance is a swift action. A number of times per day equal to ½ the barbarian’s mythic tier, this stance does not end when another one is activated and can be activated without ending a stance already in effect.

Mythic Clear Mind

The barbarian adds her mythic tier to her saving throw reroll.

Mythic Crippling Blow

The barbarian may use this power an additional time per day for every 3 mythic tiers she possesses beyond 1st.

Mythic Deadly Accuracy

The barbarian applies the doubled bonus to the critical damage roll too.

Mythic Eater of Magic

The temporary hit points gained stack with themselves and remain until lost, even if the rage ends.

Mythic Elemental Stance

When the barbarian confirms a critical hit, she creates an elemental explosion, inflicting the normal damage from her elemental stance power to all creatures in a 5 ft. radius.

Mythic Energy Absorption

The barbarian increases the temporary hit points from her rage by an amount equal to the energy damage she would have taken from an attack. At 4th, 7th, and 10th tier she can use this ability an additional time per day.

Mythic Energy Resistance

Once per day as a standard action, the barbarian can change the energy type she has resistance to with another.

Mythic Fearless Rage

While raging, the barbarian’s fearless rage ability also applies to all her allies within 60 feet who can see and hear her.

Mythic Flesh Wound

The barbarian may use this power an additional time per day for every 3 mythic tiers she possesses beyond 1st.

Mythic Ground Breaker

The barbarian may select a number of creatures equal to ½ her mythic tier who are immune to the effect of the difficult terrain created with this power.

Mythic Ground Breaker, Greater

The effect radius increases by 10 feet rather than 5 every time the barbarian selects the non-mythic greater ground breaker rage power.

Mythic Guarded Stance

Activating the stance is a swift action. A number of times per day equal to ½ the barbarian’s mythic tier, this stance does not end when another one is activated and can be activated without ending a stance already in effect.

Mythic Increased Damage Reduction

The barbarian’s increased damage reduction always applies, even when she is not raging.

Mythic Inspire Ferocity

The radius of the power increases to 60 ft.

Mythic Internal Fortitude

The barbarian is immune to the sickened and nauseated conditions, even when she is not raging.

Mythic Intimidating Glare

The barbarian adds both her Strength and Charisma bonus to her Intimidate checks, and she can use this power on any foe in a 30 ft. radius.

Mythic Knockback

The barbarian adds double her mythic tier to the bull rush CMB check made as part of the Knockback ability.

Mythic Knockdown Stance

Activating the stance is a swift action. A number of times per day equal to ½ the barbarian’s mythic tier, this stance does not end when another one is activated and can be activated without ending a stance already in effect.

Mythic Lethal Accuracy

The barbarian’s wielded weapons also have their critical threat range increased by 2 (20 becomes 18-20, 19-20 becomes 17-20, and so on).

Mythic Low-Light Vision

The barbarian gains low-light vision, even when not raging. When she is raging, her senses become so acute that she always treats an area as if it was at least dimly illuminated. A darkness spell negates this ability, but only if its spell level is greater than the barbarian’s mythic tier.

Mythic Mighty Swing

The barbarian may use this power an additional time per day for every 3 mythic tiers she possesses beyond 1st.

Mythic Night Vision

The barbarian gains darkvision 60 feet, even when not raging. When raging, her darkvision penetrates all darkness, even magic darkness, to a range of 10 feet.

Mythic No Escape

The barbarian doesn’t provoke attack of opportunity during her movement.

Mythic Perfect Clarity

The barbarian adds her mythic tier to the second roll of miss chances or Will saving throws.

Mythic Powerful Stance

Activating the stance is a swift action. A number of times per day equal to ½ the barbarian’s mythic tier, this stance does not end when another one is activated and can be activated without ending a stance already in effect.

Mythic Protect Vitals

The barbarian can roll to parry her opponent’s blow when she would suffer a critical hit. This functions as a swashbuckler’s opportune parry and riposte deed.

Mythic Quick Reflexes

A number of times per rage equal to half her mythic tier (minimum 1/rage), the barbarian may take a second attack of opportunity against a target for moving out of a space the barbarian threatens, even if the barbarian has already made such an attack for that reason in the same round. The target must move out of a second threatened space to provoke this second attack of opportunity. This counts against the barbarian’s maximum number of attacks of opportunity per round.

Mythic Raging Climber

The barbarian gains this rage power’s benefits even when not raging.

Mythic Raging Leaper

The barbarian gains this rage power’s benefits even when not raging.

Mythic Raging Swimmer

The barbarian gains this rage power’s benefits even when not raging.

Mythic Reckless Stance

Activating the stance is a swift action. A number of times per day equal to ½ the barbarian’s mythic tier, this stance does not end when another one is activated and can be activated without ending a stance already in effect.

Mythic Reflexive Dodge

The barbarian can apply her guarded stance bonus also to her CMD.

Mythic Regenerative Stance

The barbarian may also regenerate one lost limb or organ for every 4 rounds of regenerative stance, as per the regenerate spell.

Mythic Renewed Vigor

The barbarian may use this ability a number of additional times per day equal to half her mythic tier (minimum +1/day), but no more than once per rage.

Mythic Renewed Vitality

At the end of her rage, the barbarian can attempt a new saving throw against each suppressed ability penalty, ability damage, or negative levels she has, applying her mythic tier as a bonus. A successful save means that the affliction is permanently removed.

Mythic Roused Anger

While raging, the barbarian adds half her mythic tier (minimum +1) to attack rolls made against creatures that use abilities that require the barbarian to make a saving throw or be fatigued or exhausted.

Mythic Scent

The barbarian gains the scent ability, even when not raging.

Mythic Sharpened Accuracy

The barbarian treats total cover as partial cover, and her miss chance against a target with total concealment drops to 10%.

Mythic Shove Aside

Repositioning allies also moves them away from the line of fire. An ally shoved aside by the barbarian gains a circumstance bonus on all saving throws equal to one-half the barbarian’s mythic tier for the remainder of that round.

Mythic Shove Aside, Greater

As mythic shove aside, but the bonus is equal to the barbarian’s mythic tier and this ability applies also to allies adjacent to the target of the charge.

Mythic Smasher

The barbarian adds her mythic tier to the number of points of hardness she can ignore.

Mythic Sprint

The barbarian adds her full base speed to the distance she can move when she runs or charges.

Mythic Strength Surge

Activating the stance is a swift action. A number of times per day equal to ½ the barbarian’s mythic tier, this stance does not end when another one is activated and can be activated without ending a stance already in effect.

Mythic Superstition

While raging, a number of times per day equal to half her mythic tier (minimum 1/day), if the barbarian successfully makes a saving throw against a spell, supernatural ability, or spell ability, she may immediately take an attack against the creature that used the ability, as a free action.

Mythic Swift Foot

The barbarian always gains the benefit of swift foot, even when not raging, and it applies to all her forms of movement (as mythic fast movement).

Mythic Taunting Stance

Taunted enemies gain no bonus on attack and damage rolls against the barbarian when she is in this stance.

Mythic Terrifying Howl

The barbarian may use terrifying howl as a swift action, rather than a standard action.

Mythic Unexpected Strike

The barbarian may use unexpected strike even if there are other foes in a square she threatens and adds one-half her mythic tier to the attack roll.

Mythic Witch Hunter

The barbarian adds her bonus gained from this rage power to all saving throws against spells. In addition, when she confirms a critical hit against a creature affected by an ongoing beneficial spell effect, there’s a 50% chance that the effect is completely negated.

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