Mythic Combat (A-M) Feats
Table of Contents

Adder Strike (Combat, Mythic)

Your unarmed strikes increase the difficulty of resisting the poison they deliver, and they can remain capable of poisoning your opponents with additional attacks.

Prerequisite: Adder StrikeUC

Benefit: When you deliver poison with an unarmed attack using your Adder Strike feat, the target takes a −2 penalty on its saving throw versus the poison (-4 on a critical hit). In addition, if you expend one use of your mythic power as a free action when applying a dose of poison to your body part(s), that poison remains effective for a total number of hits equal to 1 + your mythic tier.

Agile Maneuvers (Combat, Mythic)

You can find just the right place to apply pressure to a foe.

Prerequisites: Agile ManeuversCRB, 4th mythic tier.

Benefit: You may add both your Strength and Dexterity bonuses to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.

Normal: Agile Maneuvers allows you to add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.

Align Ki (Combat, Ki, Mythic)

Your spiritual strength infuses your strikes.

Prerequisite: Align KiWK

Benefit: When you activate this feat, the effect lasts for an additional number of rounds equal to one-half your mythic tier. If you have taken this feat twice, this mythic feat applies to both alignment properties you select.

Amateur Gunslinger (Combat, Mythic)

Although not a gunslinger, you have a grit pool at your disposal.

Prerequisite: Amateur GunslingerUC

Benefit: At the start of each day, you gain a number of grit points equal to your Wisdom modifier (minimum 1), and you gain the ability to perform a single 3rd-level deed from the gunslinger deed class feature. If you have a single grit point left, you can expend one use of your mythic power to perform a deed, rather than spend the grit point.

Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Mythic Extra Grit feat.

Anticipatory Advance (Combat, Ki, Mythic)

You read and react to your foe’s every move.

Prerequisite: Anticipatory AdvanceWK

Benefit: You can use this feat as a free action, and you can expend uses of your mythic power interchangeably with points from your ki pool. Whenever you are required to make a Reflex save as a result of an attack of opportunity, whether that attack is made by you or another creature, you may substitute your Wisdom bonus for your Dexterity bonus on that save. In addition, when you expend a point from your ki pool you may select a creature that you threaten or that threatens you as the focus of this feat, and you may also apply its benefit against a number of creatures you do not threaten and that do not threaten you equal to your mythic tier.

Arc Slinger (Combat, Mythic)

Your mastery of the sling imparts extra accuracy and force to your attacks at close range.

Prerequisite: Arc SlingerUC

Benefit: When using a sling or sling staff, you reduce range penalties by an amount equal to your mythic tier, and you apply the effect of Point Blank Shot on both attack and damage rolls within 50 feet (80 feet for a staff sling), plus 5 feet times your mythic tier. You take no penalty on attack and damage rolls when using ammunition other than sling bullets, as long as they are of an appropriate size. If you expend one use of your mythic tier, you add a bonus equal to one-half your mythic tier (minimum +1) to damage for a number of rounds equal to your mythic tier.

Arcane Armor Mastery (Combat, Mythic)

Armor has almost no effect on your spellcasting.

Prerequisites: Arcane Armor MasteryCRB, 2nd mythic tier.

Benefit: You don’t have to spend a swift action to gain the reduction to arcane spell failure chance from Arcane Armor Mastery. Furthermore, you reduce your total arcane spell failure reduction for any armor you are proficient with by 30%.

Armor Proficiency (Heavy) (Combat, Mythic)

You know how to turn heavy armor to your advantage against any offense, not just attacks designed to harm you.

Prerequisites: Armor Proficiency (heavy)CRB

Benefit: When wearing heavy armor, add half its non-magic armor bonus to your CMD. You may expend a use of mythic power to also add it to your touch AC for one minute.

Armor Proficiency (Light) (Combat, Mythic)

You know how to turn light armor to your advantage against any offense, not just attacks designed to harm you.

Prerequisites: Armor Proficiency (light)CRB

Benefit: When wearing light armor, add half its non-magic armor bonus to your CMD. You may expend a use of mythic power to also add it to your touch AC for one minute.

Armor Proficiency (Medium) (Combat, Mythic)

You know how to turn medium armor to your advantage against any offense, not just attacks designed to harm you.

Prerequisites: Armor Proficiency (medium)CRB

Benefit: When wearing medium armor, add half its non-magic armor bonus to your CMD. You may expend a use of mythic power to also add it to your touch AC for one minute.

Awe-Inspiring Smash (Combat, Mythic, Performance)

Your strength and bravado are an awesome combination.

Prerequisite: Awe-Inspiring SmashISC

Benefit: You can add your Strength and your Charisma modifier to performance combat checks, and you can spend a swift action to gain a bonus as the base feat on combat maneuver checks after a successful bull rush, drag, overrun, or sunder combat maneuver.

Barreling Overrun (Combat, Mythic)

You blast through enemy lines like a living juggernaut.

Prerequisite: Barreling OverrunCAF

Benefit: You need not move in a straight line when using this feat. If you fail a combat maneuver check to overrun an opponent, you can reroll the check as a swift action. If you expend one use of mythic power, you can reroll the check as a free action with a bonus equal to your mythic tier.

Bashing Finish (Combat, Mythic)

You are always ready to smash a foe with your shield.

Prerequisites: Bashing FinishAPG

Benefit: Whenever you score a hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as an immediate or swift action.

Binding Throw (Combat, Mythic)

Your throw prevents your enemy from adequately opposing your grapple.

Prerequisite: Binding ThrowUC

Benefit: When using Binding Throw, your grapple combat maneuver is a free action that you may use once per round. Additionally, although your target is grappled you do not gain the grappled condition until the end of your next turn (if you choose to maintain the grapple).

Black Powder Spectacle (Combat, Grit, Mythic, Performance)

Your thunderous gunplay is daunting and delightful.

Prerequisite: Black Powder SpectacleISC

Benefit: You add one-half your mythic tier on Intimidate and Perform checks you make in conjunction with this feat. You also add an additional +1 for each of the following feats that you possess for firearms: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, Weapon Specialization, or the mythic versions of any of these feats.

Blazing Aura (Combat, Mythic)

The intense heat radiated by your body can destroy what touches you.

Prerequisite: Blazing AuraARG

Benefit: When you use Scorching Weapons, on your turn as a free action, you may create an aura of heat that lasts for 1 round per mythic tier you possess. This aura deals 2d6 points of fire damage to any creature that begins its turn adjacent to you. If an opponent successfully strikes you with a melee attack, its weapon takes 2d6 fire damage which ignores the weapon’s hardness. If the opponent strikes you with an unarmed strike or natural weapon, it must make a Reflex save (DC = 10 + 1/2 your character level + your Con modifier) or catch fire.

Blinding Critical (Combat, Critical, Mythic)

You can blind foes with a weapon blow at will.

Prerequisites: Blinding CriticalCRB, 3rd mythic tier.

Benefit: Once per round when you hit a foe with an attack, but the attack is not a critical, you may expend two uses of mythic power to inflict the effect of the Blinding Critical feat rather than your attack’s normal damage.

You may not add the effects of more than one mythic critical feat to a single attack.

Blinding Sneak Attack (Combat, Mythic)

Your precise strikes blind your opponents with supernatural darkness.

Prerequisite: Blinding Sneak AttackBF

Benefit: When using Blinding Sneak Attack, an opponent that fails its Fortitude save is blinded until the end of your next turn. You can expend one use of mythic power when you blind a target with Blinding Sneak Attack to extend the duration of the blinded condition by a number of rounds equal to one-half your mythic tier.

Blistering Feint (Combat, Mythic)

The distracting flames of your weapon give you further openings in your opponent’s defenses.

Prerequisite: Blistering FeintARG

Benefit: You gain a +4 bonus on feint checks while wielding a weapon that deals fire damage. Anytime you successfully feint a creature while using such a weapon, you may deal its fire damage to the enemy, plus a damage bonus equal to your mythic tier, and it must make a Reflex save (DC = 10 + 1/2 your character level + your Dex modifier) or catch fire. If your opponent catches fire, you may make an attack at your highest attack bonus as an immediate action.

Blood Beak (Combat, Mythic)

Your beak attack can bloody and disable opponents.

Prerequisite: Blood BeakARG

Benefit: Add a bonus to the damage of your beak attack equal to 1/2 your mythic tier (minimum +1). When you confirm a critical hit with your beak attack, you also deal 1d4 bleed damage. Furthermore, if you spend one use of your mythic power, you can inflict one of the following conditions on a critical hit: blinded, dazed, or sickened. This condition lasts as long as the target retains the bleeding condition.

Bloody Assault (Combat, Mythic)

Your vicious attack leaves your enemies bloody.

Prerequisites: Bloody AssaultAPG

Benefit: You add one-half your mythic rank or tier to bleed damage you deal with this feat and to the Heal DC to stop the bleeding. Magical healing still halts the bleeding automatically. If you expend one use of your mythic tier, you can ignore the the penalty on attack rolls and combat maneuver checks for a number of rounds equal to your mythic rank or tier. During this time, you add your full mythic rank or tier to the Heal DC to stop the bleeding. Non-mythic healing magic only halts the bleeding if the caster succeeds at a caster level check against the Heal DC. A creature using a supernatural healing effects can use its Hit Dice in place of its caster level when making this check. A mythic creature using a non-mythic effect can add its mythic tier when making this check.

Bludgeoner (Combat, Mythic)

You know that anything can be a bludgeon if you hold it just right.

Prerequisite: BludgeonerUC

Benefit: You take no penalty on attack rolls when you use any melee weapon (including improvised weapons) to deal nonlethal damage. When dealing nonlethal damage with a bludgeoning weapon, add one-half your mythic tier to your damage roll (minimum 1), and if you confirm a critical hit you can expend one use of mythic power to apply the effects of the Staggering Critical feat. If you are at least 6th tier, you can expend two uses of mythic power to apply the effects of Stunning Critical.

Blundering Defense (Combat, Mythic)

Your frantically funny defensive measures distract enemies and aid allies across the battlefield.

Prerequisite: Blundering DefenseARG

Benefit: Whenever you fight defensively or use the total defense action, allies gain a luck bonus to their AC equal to one-half the dodge bonus to AC you gain from the action you are taking. This affects all allies within 5 feet plus 5 feet for every 2 mythic tiers you possess.

Boar Ferocity (Combat, Mythic)

Your victims flee in terror at the sight of your flesh-ripping strikes.

Prerequisites: Boar FerocityUC

Benefit: When using Boar Ferocity to demoralize an opponent, the duration of the shaken condition is increased by a number of rounds equal to one-half your mythic tier (minimum 1). In addition, if the result of your check would cause the target to be shaken for 4 or more rounds, you can choose to make the target frightened instead for 1 round for every 4 rounds it would have been shaken. If you expend one use of mythic power as a free action, the target is frightened instead of shaken on a successful Intimidate check, or you may choose to make the target panicked for every 4 rounds it would have been frightened.

Boar Shred (Combat, Mythic)

The bleeding wounds you inflict with your unarmed strikes damage your opponents’ vitality.

Prerequisites: Boar ShredUC

Benefit: The amount of ongoing bleed damage you deal when you tear flesh is increased by one-half your mythic tier (minimum 1). In addition, if you expend one use of mythic power as a free action when tearing flesh, you also deal 1 point of Constitution bleed. This use of mythic power is separate to that from the Mythic Boar Style feat.

Boar Style (Combat, Mythic, Style)

You tear the flesh of your opponents more swiftly, and are able to damage their health and vitality.

Prerequisites: Boar StyleUC

Benefit: You may tear flesh more than once per round, against different creatures or against the same opponent, provided you hit with two unarmed strikes for each time you tear flesh. Hence, to tear flesh against the same opponent you would need to hit with at least four unarmed strikes. If you expend one use of mythic power as a swift action when tearing flesh, you deal 1d2 points of Constitution damage.

Body Shield (Combat, Mythic)

You can pivot your grappled foe into harm’s way.

Prerequisite: Body ShieldUC

Benefit: You add your one-half your mythic rank or tier to the cover bonus you receive to your Armor Class when using your grappled foe for cover. If the attack misses you and targets your grappled foe, the attack gains a bonus on its attack roll equal to one-half your mythic tier (minimum +1). If your grappled foe is a non-mythic creature, it is also denied its Dexterity bonus against the attack. If you expend one use of your mythic power when you use this feat, you can use your grappled foe as cover against a number of attacks equal to one-half your mythic tier or until the end of your next turn, whichever happens first.

Bodyguard (Combat, Mythic)

You spring to your ally’s side to render aid.

Prerequisite: BodyguardAPG

Benefit: When an ally is attacked, you may use one of your attacks of opportunity to improve your ally’s Armor Class. If your ally is not adjacent but is within 5 feet (and your movement is not impeded so that you are unable to take 5-foot steps), you may take a 5-foot step to move next to that ally and him a +2 circumstance bonus to his AC. This functions similarly to the aid another action but does not require you to threaten the attacker. If you are already adjacent to your ally when it is attacked, you may not take a 5-foot step but you increase the bonus to AC that you grant by an amount equal to one-half your mythic tier.

If an ally that you cannot reach with a 5-foot step is attacked, you can use this feat to move adjacent to them by spending one use of your mythic power for every 10 feet or fraction thereof that you must move to reach them. This movement does not provoke attacks of opportunity, but the distance you move cannot exceed your speed. Using this feat to move does not affect your movement on your next turn.

Normal: You must be adjacent to your ally to use this feat. While the standard Bodyguard feat states you are using the aid another action to improve your ally’s AC, you do not need to threaten your ally’s attacker to use it.

Bonebreaker (Combat, Mythic)

Your brutal strikes shatter bone.

Prerequisite: BonebreakerUC

Benefit: When you use this feat, you also cripple one of the target’s forms of movement, as if you confirmed a critical hit with the Crippling Critical feat. If the target is a non-mythic creature, it also becomes fatigued by pain on a failed saving throw.

Break Guard (Combat, Mythic)

While your foe is busy holding off one weapon, the other goes in for the kill.

Prerequisite: Break GuardUC

Benefit: You can make your attack following a successful disarm is a free action rather than a swift action. If you spend a swift action, you add one-half your mythic tier (minimum 1) as a bonus on your attack roll. You may expend one use of mythic power to use Break Guard to make a swift action attack even if your disarm attempt failed.

Broken Wing Gambit (Combat, Mythic, Teamwork)

Your feeble attacks draw your opponent in as you enable more allies to take advantage of their temptation.

Prerequisite: Broken Wing GambitUC

Benefit: When using this feat, you need only hit your target’s touch Armor Class to gain the benefits of this feat, though your attack deals no damage unless you hit the target’s normal Armor Class. In addition, if your opponent attacks you using the bonus from this feat, you can expend one use of your mythic power as an immediate action to grant allow one ally per two mythic tiers (minimum 1) to make an attack of opportunity against your attacker if it attacks you, as if they had the Broken Wing Gambit feat.

Brutal Grappler (Combat, Mythic, Teamwork)

You and your allies can tear enemies apart when you tag-team them in a grapple.

Prerequisite: Brutal GrappleOG

Benefit: If you and an ally grapple the same creature, each of you adds one-half your mythic tier (minimum 1) to your ally’s combat maneuver bonus and CMD for the purpose of grapple checks. If your ally deals damage with a successful grapple check, they add your mythic rank or tier to the damage dealt. If you roll a natural 20 on your grapple check, you may choose to double this bonus damage or to deal no bonus damage at all but instead substitute a dirty trick, disarm, sunder, or trip combat maneuver with a bonus equal to one-half your ally’s mythic tier (minimum 1).

Bull Rush Strike (Combat, Mythic)

Your mythic strikes can push back foes.

Prerequisites: Bull Rush StrikeAPG

Benefit: You may expend a use of mythic power to use Bull Rush Strike on any successful melee attack. Additionally, you always add your mythic tier to the number of feet you can bush back a foe you successfully bull rush.

Bullying Blow (Combat, Mythic)

A single blow from your weapon can send an opponent fleeing.

Prerequisite: Bullying BlowARG

Benefit: You gain a bonus on your Intimidate check equal to your mythic tier. Additionally, if you expend one use of your mythic power, your target is frightened for 1 round and then shaken for the remaining duration that it is demoralized (or frightened for the entire duration, if a non-mythic creature).

If your Intimidate check succeeds, you may make additional Intimidate checks to demoralize other opponents adjacent to you. These Intimidate checks are free actions, with a cumulative ─5 penalty for each check after the original Intimidate check against your target. You can continue making Intimidate checks until you fail a check or until you run out of adjacent opponents.

Cannon Master (Combat, Mythic)

You are an innovative artillerist and a master of advanced siege weapons.

Prerequisite: Cannon MasterISC

Benefit: You add your mythic tier to the bonus you gain on Craft (siege engine) checks to make or repair firearm siege engines. When you are the crew leader for a firearm siege engine, its misfire chance increases by only 1 when it has the broken condition, and it must misfire three times before it explodes. In addition, you can expend one use of mythic power to negate a misfire with a siege weapon when it occurs.

Casterbane Shot (Combat, Grit, Mythic)

Your bullets are extremely distracting to spellcasters.

Prerequisite: Casterbane ShotISC

Benefit: As long as you have at least 1 grit point remaining, a creature you have hit with a ranged attack from your firearm takes a penalty on concentration checks equal to one-half your mythic tier (minimum 1) until the end of your next turn. If you ready an action to attack a spellcaster while casting, or if their spellcasting provokes a ranged attack of opportunity from you with your firearm (such as with the Snap Shot feat), the DC of the caster’s concentration check is increased by an amount equal to one-half your mythic tier (minimum 1); if you spend 1 grit point, this increase is equal to 5 plus your mythic tier.

Cautious Fighter (Combat, Mythic)

Your master stratagem: outlive the enemy.

Prerequisite: Cautious FighterARG

Benefit: When fighting defensively or using the total defense action, your dodge bonus increases by 4. When you use the withdraw action, you can expend one use of your mythic power to take a single melee or ranged attack at any point during your movement, applying the modifiers to your AC and attack rolls for fighting defensively until the beginning of your next turn.

Cavalry Formation (Combat, Mythic, Teamwork)

The coordinated charges of you and your allies leave your foes especially vulnerable.

Prerequisite: Cavalry FormationUC

Benefit: When charging while mounted, you and your mount can overlap the space of other mounted creatures as normal for this feat even if their riders do not have this feat. In addition, when you make a charge attack against a creature that has been the target of a charge attack by another creature with this feat since the end of your last turn, add one-half your mythic tier (minimum 1) to your attack and damage roll.

Charging Hurler (Combat, Mythic)

Your have developed the ability to put all of your considerable prowess into a thrown weapon attack, given the proper momentum.

Prerequisite: Charging HurlerUC

Benefit: When making a ranged charge attack with this feat, you add one-half your mythic tier (minimum 1) as a bonus on your attack roll, and you choose to exchange some or all of your attack roll bonus from this feat (including the +2 bonus from the base Charging Hurler feat) for a damage bonus, adding 2 points of damage for each 1 point of attack roll bonus you exchange. If you expend one use of mythic power, your hurled weapons deal damage as if you were two size categories larger and you negate the ─2 AC penalty for using this feat for a number of rounds equal to your mythic tier. This does not eliminate the penalty when making melee attacks when charging.

Chokehold (Combat, Mythic)

You crush the life and breath out of creatures you grapple.

Prerequisite: ChokeholdUC

Benefit: You take no penalty when using Chokehold against targets of your own size or smaller. In addition, when you succeed on a grapple check to maintain the pin on your opponent you also deal nonlethal damage equal to your unarmed strike damage.

Claw Pounce (Combat, Mythic)

Your rear claws are as deadly as your foreclaws when charging.

Prerequisite: Claw PounceARG

Benefit: When you charge, you can also make a single rake attack; this rake is identical to your claw attacks but is a secondary natural weapon. If you expend one use of mythic power when charging, you can make two rake attacks as secondary natural weapons or a single rake attack as a primary natural weapon.

Cleave Through (Combat, Mythic)

The force of your attacks mows down the enemies in your path.

Prerequisite: Cleave ThroughARG

Benefit: Whenever you hit a target of one of your Cleave attacks, you may make a trip attempt as part of the attack, with a bonus equal to 1/2 your mythic tier (minimum +1) on your combat maneuver check. This trip maneuver does not provoke attacks of opportunity.

Cleaving Finish (Combat, Mythic)

When you fell a foe, you follow up with a deadly blow.

Prerequisites: Cleaving FinishUC

Benefit: Whenever you make an attack with Cleaving Finish against a foe within reach, you may make an additional attack at a ─5 penalty.

Close-Quarters Thrower (Combat, Mythic)

You follow-up an attack with a thrown weapon with a sudden strike.

Prerequisites: Close-Quarters ThrowerUC

Benefit: When you successfully hit an opponent with a thrown weapon while you are threatened by an opponent, you may make a melee attack at your highest attack bonus at one creature within your reach as a swift action.

Cloven Helm (Combat, Mythic)

Your helm stands strong against the strongest blows.

Prerequisite: Cloven HelmARG

Benefit: The AC bonus your helmet provides against attack rolls to confirm critical hits is increased to +2. You can use this feat on any hit, not only on a critical hit. If the hit is a critical hit and your helmet is destroyed, you can expend one use of mythic power to attempt a Fortitude save with a DC equal to the remaining damage dealt to you. If the save succeeds, the remaining damage is halved and is nonlethal; if you are immune to nonlethal damage, the damage is lethal.

Clustered Shots (Combat, Mythic)

Your arrows cluster in the bullseye.

Prerequisite: Clustered ShotsUC

Benefit: When you make multiple ranged attacks against the same opponent, whether with a full-attack action or any other action or ability that allows you to make more than one attack, you add a bonus to your total damage equal to the number of ranged attacks that hit the target during your turn, and the damage from all ranged attacks is considered a single attack for the purpose of overcoming damage reduction or death from massive damage. In addition, when you hit an opponent with a ranged attack, you gain a +2 circumstance bonus on ranged attack rolls against that opponent until the beginning of your next turn. If you hit more than one opponent with a ranged attack, the bonus applies against each of them. It does not stack if you hit a creature more than once.

Combat Patrol (Combat, Mythic)

You rove across the battlefield, lashing enemies that cross your path.

Prerequisite: Combat PatrolAPG

Benefit: Your threatened area when using this feat is increased by 5 feet, increased to 10 feet at 5th tier and 15 feet at 10th tier. In addition, your movement when performing a Combat Patrol does not provoke attacks of opportunity from non-mythic creatures.

Combat Style Master (Combat, Mythic)

Your mastery of fighting styles allows you to emulate fighting styles on the fly.

Prerequisites: Combat Style MasterUC

Benefit: By spending 1 point of mythic power you gain the benefit of one combat style feat you do not possess and may enter it as a free action. You must be able to meet the prerequisites of this style feat. This additional combat style feat lasts for one round per mythic tier.

Coordinated Defense (Combat, Mythic, Teamwork)

You and your allies keep on guard for unusual tactics.

Prerequisite: Coordinated DefenseAPG

Benefit: The bonus to your CMD provided by this feat is increased by 50% if you are adjacent to an ally that has the standard Coordinated Defense feat, and it is doubled if you are adjacent to an ally with the mythic Coordinated Defense feat. In addition, you provide one-half the normal bonus to CMD for adjacent allies that do not possess this feat.

Coordinated Maneuvers (Combat, Mythic, Teamwork)

You can match your movements to anyone.

Prerequisite: Coordinated ManeuversAPG

Benefit: Whenever you are adjacent to an ally, you and the ally receive a +2 bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple. This stacks with the bonus for the coordinated maneuvers teamwork feat.

Special: Coordinated Maneuvers is a teamwork feat that only functions if you and your adjacent ally both have it.

Cornugon Smash (Combat, Mythic)

Your mighty blows are terrifying to your foes.

Prerequisite: Cornugon SmashCED

Benefit: When you damage an opponent while using Power Attack, you add one-half the damage bonus your Power Attack provides as a bonus on your Intimidate check.

Cornugon Stun (Combat, Mythic)

Your deft control of monkish weapons floors your opponents.

Prerequisite: Cornugon StunCED

Benefit: The DC of your Stunning Fist is increased by one-half your mythic tier (minimum 1) when using it in conjunction with a special monk weapon, and you can make more than one Stunning Fist attack per round as long as all attacks after the first are made with a special monk weapon. As a free action, you can expend one use of your mythic power to make a Stunning Fist attack with a monk weapon without expending one of your daily uses of the feat.

Cornugon Trip (Combat, Mythic)

Your spiked chain is a tornado of tangling steel.

Prerequisite: Cornugon TripCED

Benefit: When you succeed on a trip combat maneuver with your spiked chain, you can attempt a reposition or dirty trick combat maneuver (the latter entangling the target if successful) that does not provoke attacks of opportunity against the same target. Alternatively, when you throw your spiked chain, you can attempt a combat maneuver check to trip two adjacent targets.

Covering Defense (Combat, Mythic)

You shield yourself and your allies from harm.

Prerequisite: Covering DefenseAPG

Benefit: When you use the total defense action, both you and your ally treat your shield bonus to AC as a cover bonus to AC, and you may add one-half this bonus (minimum +1) on Reflex saves. Against attacks by non-mythic creatures, you also add your shield’s enhancement bonus (if any) to this cover bonus to AC.

If you expend one use of your mythic power, you can use this feat while fighting defensively for a number of rounds equal to your mythic tier.

Crane Riposte (Combat, Mythic)

Your focus on counterattacks improves their accuracy and enables you to deliver them regardless of your attackers success.

Prerequisites: Crane RiposteUC

Benefit: You gain a bonus equal to one-half your mythic tier (minimum 1) on attacks of opportunity made using Crane Riposte. In addition, if you use Crane Wing to add a dodge bonus to your Armor Class while fighting defensively and the attack hits anyway, you may take an attack against your attacker, either as an immediate action or an attack of opportunity (your choice).

Crane Style (Combat, Mythic, Style)

Your supreme poise and graceful movements enable you to reactively adopt a defensive fighting style while continuing to take advantage of opportunities to strike.

Prerequisites: Crane StyleUC

Benefit: The dodge bonus you gain when using Crane Style to fight defensively or take the total defense action is increased by 1, and as long as you are not flat-footed or already using a different style, you can begin using Crane Style as if you were fighting defensively as an immediate action. The effects of Crane Style apply until the end of your next turn (though you may choose to continue fighting defensively if desired). When using the total defense action and Crane Style, you threaten normally and can make attacks of opportunity with a -2 penalty on your attack rolls.

Crane Wing (Combat, Mythic)

Your sweeping blocks and graceful motions allow you to redirect melee attacks towards your attacker’s allies.

Prerequisites: Crane WingUC

Benefit: You can designate more than one attack per round against which to apply your Crane Wing feat by expending one use of your mythic power as a free action for each attack after the first. In addition, whenever a melee attack you have designated to apply your additional dodge bonus to AC misses you, or you automatically deflect a melee attack when using the total defense action, you can select a different target within your attacker’s reach and force your attacker to make a new attack roll with a -4 penalty against that target.

Crippling Critical (Combat, Mythic)

Your deadly blows shatter bone and muscle.

Prerequisites: Crippling CriticalAPG

Benefit: Whenever you cripple an opponent with this feat, they are treated as fatigued for the same duration. In addition, if you expend one use of your mythic power the crippling effect (though not the fatigue) lasts one or more weeks. It can be removed immediately with a regenerate spell or by receiving long-term care with the Heal skill. The Heal DC is equal to the save DC plus your mythic rank or tier, and it is increased by 5 if the crippled character is not on complete rest, or by 10 if the crippled character engages in combat or other strenuous activity. If the check is failed, another week of long-term care is required before the check can be repeated.

Critical Versatility (Combat, Mythic)

You can master new deadly techniques with incredible speed.

Prerequisite: Critical VersatilityARG

Benefit: You can gain or replace a critical feat by spending 1 minute practicing. If you expend one use of mythic power, you may gain a critical feat as a full-round action, or you may spend 1 hour practicing in order to gain both a critical feat and the mythic version of that feat. You may gain only one critical feat (and, potentially, its mythic version) at a time with this feat. You can practice and learn a new critical feat as often as desired, but the new replaces the previous bonus critical feat you gained. You still cannot apply the effects of more than one critical feat to a critical hit unless you have the Critical Mastery feat.

If you are at least 5th tier, you can practice and learn a second critical feat by spending one additional use of mythic power. One critical feat you learn in this fashion can serve as a prerequisite for another critical feat you learn with Critical Versatility, but not as a prerequisite for anything else. If you are 10th tier, you can practice and learn a third critical feat, as described above, by expending two additional uses of mythic power.

Crooked Charge (Combat, Mythic)

Your agility in making charge attacks is unparalleled.

Prerequisites: Powerful charge special attack or Mounted Combat feat.

Benefit: When you use the charge action, the line of your charge need not be in a straight line. Instead, you may take a single 90-degree turn or two 45-degree diagonal turns during your charge. In addition, even if you do not make an actual turn in the path of your charge, your zigzag movement grants you a +2 dodge bonus to your Armor Class against attacks of opportunity provoked by your movement. If an attack of opportunity made against you during your charge involves a Reflex save, you gain a +2 bonus on that Reflex save. If you expend one use of your mythic power as part of your charge, you can make as many turns as you wish, and your bonus to AC and saves described above increases by an amount equal to one-half your mythic rank or tier (minimum increase of 1).

Crossbow Mastery (Combat, Mythic)

Your crossbow shots are swift and deadly like a rain of sharpened steel.

Prerequisites: Crossbow MasteryAPG

Benefit: Any bonuses you gain from class abilities or feats that affect crossbow attack rolls or damage rolls (such as Weapon Focus, Weapon Specialization, or a fighter’s weapon training) are doubled, up to a maximum increase equal to your mythic tier.

Crusader’s Fist (Combat, Mythic)

Your divine energy cascades on a critical hit.

Prerequisites: Crusader’s FistUC

Benefit: If you score a critical hit with Crusader’s Fist, you may spend one point of mythic power to have the additional damage from Crusader’s Fist multiplied as well.

Crushing Blow (Combat, Mythic)

The power of your attack stuns your enemy while destroying its defenses.

Prerequisite: Crushing BlowUC

Benefit: If the target of your Crushing Blow fails its Fortitude save, its AC is reduced as normal and it is stunned for 1 round. You may also expend one use of mythic power as a free action after a successful Crushing Blow to add one-half your mythic tier (minimum 1) to the reduction in the target’s AC.

Dazing Assault (Combat, Mythic)

Your blows often daze foes.

Prerequisites: Dazing AssaultAPG

Benefit: Before you make any attacks in a round, you can choose to take a –2 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit. The attacks deal damage normally, and targets must make a successful Fortitude save (DC 10 + your base attack bonus + 1/2 your mythic tier) or be dazed for 1 round. You must choose to use this feat before making the attack roll, and its effects last until your next turn.

Normal: Dazing Assault requires a –5 penalty to active, and the save DC does not include your mythic tier in the calculation.

Deadly Finish (Combat, Mythic)

Your killing blows create a shockwave of terror.

Prerequisites: Deadly FinishUC

Benefit: This feat functions with ranged attacks as well as melee attacks, and if you kill the target you can use the clean blade champion path ability as a free action against either a single opponent within 30 feet of the target, or against all opponents adjacent to the target. If you expend one use of mythic power when killing a creature, it is more difficult to bring back that creature from the dead, requiring a caster level check against a DC equal to your base attack bonus plus your mythic tier plus the result of your surge die.

Deafening Critical (Combat, Critical, Mythic)

You can deafen foes with a weapon blow at will.

Prerequisites: Deafening CriticalCRB, 3rd mythic tier.

Benefit: Once per round when you hit a foe with an attack, but the attack is not a critical, you may expend two uses of mythic power to inflict the effect of the Deafening Critical feat rather than your attack’s normal damage.

You may not add the effects of more than one mythic critical feat to a single attack.

Death or Glory (Combat, Mythic)

Your great risks offer greater reward.

Prerequisites: Death or GloryUC

Benefit: When you use this feat, if your attack hits it is automatically considered a critical threat. If the target is a mythic creature, its attack against you as an immediate action is also automatically a critical threat if it hits you. Your target can also expend one use of mythic power to make its return attack against you even if your attack kills or incapacitates it or it has already used its immediate action.

Deathless Initiate (Combat, Mythic)

For you, death is a means to an end.

Prerequisites: Deathless InitiateUC

Benefit: When in combat while at -1 hit points or below, you do not take 1 point of damage for taking a move and standard action or a full-round action, and your bonus on attack and damage rolls is increased by 1, plus 1 more for every 10 negative hit points you possess.

Deathless Master (Combat, Mythic)

Death’s approach only makes you harder to kill.

Prerequisites: Deathless MasterUC

Benefit: When at negative hit points, you gain immunity to ability damage, ability drain, bleed, and death effects, and you also gain a +1 enhancement bonus to natural armor, increasing by 1 for every 5 negative hit points you possess. This natural armor bonus stacks with itself, but not with other enhancement bonuses to natural armor.

Deathless Zealot (Combat, Mythic)

Non-mythic foes have greater difficulty killing you.

Prerequisites: Deathless ZealotUC

Benefit: Attackers take a penalty equal to one-half your mythic tier (minimum 1) on attack rolls to confirm critical hits against you. If a non-mythic creature confirms a critical hit against you, you can expend one use of mythic power to negate that critical hit and resolve the attack as a normal hit. If the creature’s mythic rank or tier exceeds yours, or if its CR exceeds twice your mythic tier, you must spend one additional use of mythic power to negate a critical hit.

Deceptive Exchange (Combat, Mythic)

You deftly swap your opponent’s item with your own.

Prerequisite: Deceptive ExchangeUC

Benefit: When you successfully feint an opponent, as part of the same action you can attempt a combat maneuver check to disarm or steal an object from the creature you feint. This maneuver does not provoke attacks of opportunity. If the maneuver succeeds, you may remove the chosen object from the target’s hands (if a disarm maneuver) or body (if a steal maneuver) and replace it with a different object that can be held in one or both hands or worn in the same body slot.

Defensive Weapon Training (Combat, Mythic)

Your intimate familiarity with certain weapons confounds your enemies with your countermoves.

Prerequisite: Defensive Weapon TrainingUC

Benefit: Your dodge bonus to AC against the chosen weapon group is increased by 1. In addition, as a swift action you can exchange some or all of your dodge bonus to AC for an equal bonus on combat maneuver checks made to disarm or sunder weapons of that group. If an ally adjacent to you is attacked by a weapon from your chosen group or attempts a disarm or sunder maneuver against a weapon from that group, you can spend an immediate action or an attack of opportunity to share one-half your bonus (whether a dodge bonus to AC or a bonus on combat maneuvers) with your ally. If you spend one use of your mythic power, you increase your bonus by an amount equal to one-half your mythic tier (rather than by 1) for 1 minute.

Demon Hunter (Combat, Mythic)

Your skill at hunting Abyssal fiends is legendary.

Prerequisite: Demon HunterISWG

Benefit: You add one-half your mythic tier on Knowledge (planes) checks to identify the powers and abilities of demons. You gain a +3 morale bonus on attack rolls and caster level checks to overcome spell resistance against creatures with the demon subtype that you recognize as demons, and if you fail an attack roll or caster level check against a demon you can expend one use of your mythic power to reroll, adding your mythic surge die to the result. You must accept the result of this reroll even if worse.

Demoralizing Lash (Combat, Mythic)

The touch of your whip can send an enemy fleeing, and cow those that witness it.

Prerequisite: Demoralizing LashARG

Benefit: If your attack hits a creature shaken by your Intimidate check, it becomes frightened for the next round, and is shaken for the following round. Any creatures within 30 feet that witness the attack and already are demoralized by your Intimidate check, have the duration of their shaken condition increased by one round.

Dented Helm (Combat, Mythic)

Your trusty helm turns aside telling blows.

Prerequisite: Dented HelmARG

Benefit: The AC bonus your helmet provides against attack rolls to confirm critical hits is increased to +2. You can use this feat as a free action rather than an immediate action, and you add your mythic tier to the hardness of your helmet before applying damage. You do not become staggered when using this feat unless your helmet is destroyed. You can use this feat even if your helmet has the broken condition or the attack ignores armor bonuses to AC.

Dervish Dance (Combat, Mythic)

You substitute speed for power, partnering with your flashing, curved blade in a dance of death.

Prerequisite: Dervish DanceISWG

Benefit: When wielding a scimitar, you can use Perform (dance) checks in place of Acrobatics checks to avoid attacks of opportunity or move through occupied squares, in place of Bluff checks to feint, and in place of Sleight of Hand checks to hide objects. You can use Sleight of Hand to hide a scimitar as if it were a light weapon, and hiding or drawing a hidden scimitar is a move action. You can expend one use of your mythic power to draw a hidden scimitar as a free action. If you were unarmed before drawing your hidden scimitar in this fashion, you can treat an adjacent foe as flat-footed for the first attack you make with your scimitar. A creature made flat-footed against your attack is immune to this ability for the remainder of the combat.

Desperate Battler (Combat, Mythic)

You are a master at holding your ground against impossible odds.

Prerequisite: Desperate BattlerISWG

Benefit: When no ally is within 10 feet of you and you are not receiving the benefits of an aid another action, you add one-half your mythic tier (minimum 1) to your CMD and you gain a +2 circumstance bonus that you can apply on your attack rolls, damage rolls, Armor Class, or saving throws. You can change this bonus once per round on your turn as a free action. The bonuses provided by this feat are increased by 1 against any creature that is flanking you.

Desperate Swing (Combat, Mythic)

When hard-pressed on defense, you can still make deadly and desperate lunges at your foes.

Prerequisite: Desperate SwingARG

Benefit: You may take a 5-foot step before or after making your attack with this feat, or whenever you confirm a critical hit with an attack of opportunity or while fighting defensively. You can do this even if you have already taken a 5-foot step or if it is not your turn. If you do not move, you may use a feat or ability that allows you to make a melee attack as a standard action, such as Cleave, Deadly Stroke, or Vital Strike, or you may make a single standard attack that ignores the usual ─4 penalty on your attack roll. You can use this feat more than once per day by expending one use of mythic power for each use after the first.

Destroyer’s Blessing (Combat, Mythic)

Your furious destructive rage brings you vigor.

Prerequisite: Destroyer’s BlessingARG

Benefit: You can regain only one round of rage per round, but you can heal damage every time you cause an object to gain the broken condition. If you destroy an object with a sunder maneuver, you heal 1d4+1 hit points, or you may forfeit this healing to end the fatigued condition, reduce exhaustion to fatigue, or heal 1 point of ability damage.

Devastating Charge (Combat, Mythic)

When charging, you strike as one with the powerful onset of your steed, adding its strength to your own.

Prerequisites: Mounted Combat, Ride 5 ranks, 3rd mythic tier.

Benefit: When you make a charge attack while mounted, you may choose to add one-half your mount’s Strength modifier (rounding down) to your own Strength modifier when determining your damage bonus on attacks made as part of a charge. You can also substitute a Strength check to break an object in place of making an attack at the end of a charge, adding one-half your mount’s Strength modifier (rounding down) to your own Strength modifier when making this check.

You also may use the modifier for your mount’s size rather than your own size for the purpose of calculating your combat maneuver bonus for any maneuvers you perform during or as part of your charge action. This feat does not affect your attack roll. When using this feat, your mount may not attack as part of your charge.

If you spend use of mythic power as part of your charge action, you may add your mount’s Strength modifier to your Strength modifier to determine your total damage bonus (or your Strength check) and add its size modifier to your CMB instead of using its modifier in place of yours. This effect lasts until the end of your charge and includes any attacks or combat maneuvers made as part of your charge.

Devastating Strike (Combat, Mythic)

Your devastating strike causes great harm to all nearby enemies.

Prerequisites: Devastating StrikeUC

Benefit: When you hit an opponent with Vital Strike, Improved Vital Strike, or Greater Vital Strike all enemies adjacent to your target suffer damage equal to the bonus damage provided by Devastating Strike. A successful Fortitude save (DC 10 + 1/2 your level + your Strength modifier) negates this extra damage. Non-mythic foes may not save against this damage.

Disarming Strike (Combat, Mythic)

You are a master of disarming foes.

Prerequisites: Disarming StrikeAPG

Benefit: You may expend a use of mythic power to use Disarming Strike on any successful melee attack. Additionally, whenever you successfully disarm a foe you may choose to tuck the weapon into a belt or open container it fits.

Dispelling Fist (Combat, Mythic)

Your fists shatter spells as easily as they shatter bone.

Prerequisites: Dispelling FistUC

Benefit: If you have dispel magic, greater dispel magic, or mage’s disjunction prepared or can cast it spontaneously or use it as a spell-like ability, you can cast it as a targeted dispel using a free action when you hit an opponent with an unarmed strike. If you know and can cast dispel magic, greater dispel magic, or mage’s disjunction but do not have it prepared, as a swift action you can spontaneously convert a different prepared spell of 3rd level or higher into dispel magic (or a spell of 6th level or higher into greater dispel magic or 9th level into mage’s disjunction) and cast it as a targeted dispel on an opponent you hit with an unarmed strike. This spell affects only the target of your attack, even if it would normally affect an area.

Disrupting Shot (Combat, Mythic)

Spellcasters fear your devastating missiles.

Prerequisites: Disrupting ShotAPG

Benefit: The DC of the concentration check required when you strike a spellcasting target with your readied shot increases by an amount equal to your mythic tier. This stacks with the penalty from Disrupting Shot. In addition, if you expend one use of your mythic power the target must continue to make concentration checks (DC 20 + spell level) to cast spells for a number of rounds equal to one-half your mythic tier.

Djinni Spin (Combat, Mythic)

You can unleash the power of the storm.

Prerequisites: Djinni SpinUC

Benefit: You add your mythic tier to the damage dealt by your Djinni Spin, and ranged attacks against you take a penalty equal to one-half your mythic tier (minimum 1) until the beginning of your next turn. In addition, creatures of any size that fail their save against your Djinni Spin are pushed 5 feet away from you. If that space is already occupied, they are instead staggered for 1 round. Non-mythic creatures of your size or smaller are automatically pushed back (or staggered) even if they successfully save.

Djinni Spirit (Combat, Mythic)

Your body with the living lightning within you.

Prerequisites: Djinni SpiritUC

Benefit: While you are using this style, you increase your electricity resistance by an amount equal to your mythic tier. You can expend one use of your mythic power as an immediate action to enter the Djinni Style and gain this resistance until the end of your next turn, even if you are flat-footed or otherwise denied your Dexterity bonus to AC. If you are already using Djinni Style, you can expend one use of your mythic tier as an immediate action to gain immunity to electricity until the end of your next turn. Non-mythic creatures of your size or smaller that fail their save against your Elemental Fist are pushed 5 feet away from you (if you wish) in addition to being deafened. If that space is already occupied, they are instead staggered for 1 round.

You can also expend one use of your Elemental Fist feat as a free action to sheathe your body in crackling electricity until the beginning of your next turn. Any creature that hits you with a natural weapon, unarmed strike, or melee touch attack during this time takes 1 point of electricity damage per hit and must succeed at a Fortitude save or be deafened for 1 round (and pushed away, if a non-mythic creature). A creature need save only once per round against this effect.

Djinni Style (Combat, Mythic, Style)

You strike with the power of the storm in your fists.

Prerequisites: Djinni StyleUC

Benefit: You gain an additional number of Elemental Fist attempts per day equal to one-half your mythic tier, and you add one-half your mythic tier to the acid damage you deal with your Elemental Fist attack. In addition, you can expend one use of your mythic power when making an Elemental Fist attack in order to bypass the electricity resistance or electricity immunity of creatures you strike with your Elemental Fist or with feats in the Djinni Style group for a number of rounds equal to your mythic tier. If attacking an object (other than an artifact or legendary weapon), you can bypass a number of points of hardness equal to your mythic tier. This does not allow you to bypass their resistance or immunity with other forms of electricity.

Drag Down (Combat, Mythic)

You injure opponents when you drag them down, and can prevent them from getting up again.

Prerequisite: Drag DownUC

Benefit: If you successfully trip an opponent using this feat, you deal damage equal to your unarmed strike damage. In additionally, if you are prone and an opponent you threaten attempts to stand up from prone, you can use an attack of opportunity to perform a trip combat maneuver against that opponent; if your combat maneuver succeeds, your target fails to stand up and remains prone.

Normal: A creature standing up from prone cannot be tripped, as it is already considered prone at the time of the attack of opportunity since that attack precedes the act that triggers it; in this case, standing up from prone.

Dragon Ferocity (Combat, Mythic)

Your ferocious attacks cause your enemies to flee in terror.

Prerequisites: Dragon FerocityUC

Benefit: When you confirm a critical hit or when an opponent fails its save against a Stunning Fist attempt while using this style, the target is frightened for a number of rounds equal to 1 plus one-half your tier, and then shaken for a number of rounds equal to 1d4 + your Strength bonus. In addition, you can spend one use of your mythic power as a free action when a non-mythic opponent becomes frightened by this ability, causing that opponent to instead become panicked for the first 1d4 rounds of the effect.

Dragon Roar (Combat, Mythic)

Your concussive roar overwhelms your enemies’ resolve.

Prerequisites: Dragon RoarUC

Benefit: You can expend one use of your mythic power instead of a Stunning First attempt to use your roar. Creatures in the area of your roar take damage equal to your unarmed strike damage and become frightened for 1d4 rounds and then shaken for 1d4 rounds. The save DC against your roar is increased by one-half your mythic tier (minimum 1). A non-mythic target that is shaken for 1d4 rounds but not frightened on a successful save.

Dragon Style (Combat, Mythic, Style)

Your call upon the spirit of dragonkind grants you even greater resistances, increases the reach of your powerful strike, and enhances your senses.

Prerequisites: Dragon StyleUC

Benefit: While using Dragon Style, you are immune to sleep effects, and your bonus on saving throws against paralysis effects and stunning effects increases by one-half your tier (minimum 1). In addition, once per round as a free action you can increase your reach by 5 feet when attacking with an unarmed strike. In addition, if you spend one use of mythic power while using Dragon Style, you gain darkvision 60 ft. and blindsense 30 ft. for 1 minute. If you already possess darkvision or blindsense, the range of these senses instead increases by 60 ft. and 30 ft., respectively. If you switch to using a different style, you lose these senses.

Dramatic Display (Combat, Mythic, Performance)

Your weapon skill is overwhelmingly obvious to both your enemies and the audience.

Prerequisite: Dramatic DisplayUC

Benefit: When you spend a swift action to make a performance check, you exude an aura of awe-inspiring skill. You gain a +4 bonus on your performance check, and gain a +4 bonus on all attack rolls and combat maneuver checks until the end of your next turn. If you expend a use of mythic power, treat your combat maneuver check roll as a 20.

Dueling Disciple (Combat, Mythic)

Your bravado is unassailable with your trusty blade in hand.

Prerequisite: Dueling DiscipleISC

Benefit: You add one-half your mythic tier on Intimidate checks made to demoralize an opponent when you are wielding a dueling sword. You also add an additional +1 for each of the following feats that you possess for the dueling sword: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, Weapon Specialization, or the mythic versions of any of these feats. You add one-half your mythic tier to the DC for attempts to demoralize you with an Intimidate check, and creatures wielding weapons in which you have Weapon Focus automatically fail Intimidate checks to demoralize you.

Dueling Mastery (Combat, Mythic)

You have mastered the dueling tricks of the sword lords.

Prerequisite: Aldori Dueling MasteryISWG

Benefit: Your bonus on initiative checks increases to +4 when you begin combat with a dueling sword in your hand, and you increase the shield bonus to AC granted when using a dueling sword by 1, or by 2 if you are using Combat Expertise or are fighting defensively or using the total defense action.

Duelist of the Falls (Combat, Mythic)

Your sweeping strokes are like the rushing waterfall, routing your foes.

Prerequisite: Duelist of the FallsISC

Benefit: You add one-half your mythic tier (minimum 1) to your Dexterity modifier to determine your bonus damage when attacking shaken, frightened, panicked, or cowering foes. If you already add your Dexterity bonus to damage rolls, you add a competence bonus equal to your mythic tier against shaken, frightened, panicked, or cowering foes. You can expend one use of mythic power to ignore the penalty on your attack roll when making dueling parries for 1 minute. If you succeed in a dueling parry in a duel or confirm a critical hit against a shaken, frightened, panicked, or cowering foe, you can attempt a reposition combat maneuver as a free action that does not provoke attacks of opportunity.

Duelist of the Shroud (Combat, Mythic)

You get your opponent moving and never let them get stable.

Prerequisite: Duelist of the ShroudISC

Benefit: The bonuses provided by this feat are increased by 1. In addition, when you succeed on a bull rush or reposition combat maneuver against a creature, or when a creature attempts such a maneuver against you and fails, you can attempt a feint against the same creature as a free action. If this feint is successful against a non-mythic creature, it is denied its Dexterity bonus against you until the beginning of your next turn.

If you expend one use of your mythic power, you may select any one of combat maneuver, gaining the same benefits with regard to that combat maneuver as you do with bull rush and reposition maneuvers for a number of rounds equal to one-half your mythic tier (minimum 1 round).

Earth Child Binder (Combat, Mythic)

You channel the power of the earth into powerful strikes that bring low the mightiest giants.

Prerequisites: Earth Child BinderUC

Benefit: While using Earth Child Style, you can use any combat maneuver against a creature with the giant subtype no matter its size. In addition, whenever you hit a creature with the giant subtype with an attack of opportunity you can use your Stunning Fist against it, and this does not count against your normal limit of one Stunning Fist attack per round. If you expend one use of your mythic power when using your Stunning Fist against a creature with the giant subtype, it applies to all unarmed strikes you make against giants until the end of your next turn.

Earth Child Style (Combat, Mythic, Style)

You are a difficult target for giants to pin down.

Prerequisites: Earth Child StyleUC

Benefit: While using Earth Child Style, you add one-third your mythic tier (minimum +1) to your dodge bonus to AC against creatures with the giant subtype, and you also add this bonus on Reflex saves against exceptional, supernatural, or spell-like abilities used by such creatures. In addition, you can expend one use of your mythic power to enter Earth Child Style as an immediate action even if you are flat-footed, gaining the benefits of uncanny dodge against all creatures with the giant subtype for a number of rounds equal to your mythic tier. During this time, non-mythic giants treat you as if you also had improved uncanny dodge.

Earth Child Topple (Combat, Mythic)

You can tilt the battlefield and send giants toppling into other creatures like ninepins.

Prerequisites: Earth Child ToppleUC

Benefit: While you successfully trip a creature with the giant subtype, you can cause it to crash into another creature within 10 feet when it falls prone. This deals damage equal to your unarmed strike damage to the second creature and also allows you to attempt a combat maneuver check to bull rush or trip (your choice) that creature as a free action that does not provoke attacks of opportunity, with a bonus equal to the size modifier of the giant you tripped. In addition, whenever you confirm a critical hit against a creature with the giant subtype, you can expend one use of your mythic power to attempt a combat maneuver check to trip that giant as a free action.

Eater of the Dead (Combat, Mythic)

You hunger for the flesh of the dead.

Prerequisite: Eater of the DeadGCC

Benefit: Your bonuses on attack and damage rolls against corporeal undead and saving throws are increased to +2. In addition, whenever you fail a save against an effect causing disease, fear, or the nauseated or sickened condition, you can expend one use of your mythic power as a free action to roll twice and select the better result on the saving throw. If the effect is created by a non-mythic undead creature, you can use this ability as an immediate action without expending mythic power. You are allowed only one reroll per save.

Eel Strike (Combat, Mythic)

You strike swiftly and retreat with uncanny speed

Prerequisite: Eel Strike.

Benefit: When using this feat, you can take a single missile or ranged attack at any point during your withdraw action, and you are able to complete your movement even after making that attack (rather than making the attack before you move). This attack is a free action rather than a swift action.

Efreeti Stance (Combat, Mythic)

Your searing-hot flesh inures you to fire’s kiss.

Prerequisites: Efreeti StanceUC

Benefit: While you are using this style, you increase your fire resistance by an amount equal to your mythic tier. You can expend one use of your mythic power as an immediate action to enter the Efreeiti Style and gain this resistance until the end of your next turn, even if you are flat-footed or otherwise denied your Dexterity bonus to AC. If you are already using Efreeti Style, you can expend one use of your mythic tier as an immediate action to gain immunity to fire until the end of your next turn. Non-mythic creatures that fail their save against your Elemental Fist are dazzled for as long as they remain on fire, and the DC 1 minute from hypothermia in addition to being staggered.

You can also expend one use of your Elemental Fist feat as a free action to shroud your body in flames until the beginning of your next turn. Any creature that hits you with a natural weapon, unarmed strike, or melee touch attack during this time takes 1 point of fire damage per hit and must succeed at a Reflex save or catch on fire (and be dazzled, if a non-mythic creature) for 1d4 rounds. A creature need save only once per round against this effect.

Efreeti Style (Combat, Mythic, Style)

Your fists are shrouded in fierce flames.

Prerequisites: Efreeti StyleUC

Benefit: You gain an additional number of Elemental Fist attempts per day equal to one-half your mythic tier, and you add one-half your mythic tier to the fire damage you deal with your Elemental Fist attack. In addition, you can expend one use of your mythic power when making an Elemental Fist attack in order to bypass the fire resistance or fire immunity of creatures you strike with your Elemental Fist or with feats in the Efreeti Style group for a number of rounds equal to your mythic tier. If attacking an object (other than an artifact or legendary weapon), you can bypass a number of points of hardness equal to your mythic tier. This does not allow you to bypass their resistance or immunity with other forms of fire. In addition, you can expend one use of your mythic power to extend your reach by 5 feet for the purpose of an unarmed strike.

Efreeti Touch (Combat, Mythic)

You unleash the scorching breath of heart of fire.

Prerequisites: Efreeti TouchUC

Benefit: You add your mythic tier to the damage dealt by your Efreeti Touch, and the area of fire is also filled with noxious smoke until the beginning of your next turn. This smoke blocks vision as fog cloud, and any air-breathing creature in the cone or entering it before it dissipates must succeed at a Fortitude save at the same DC or be nauseated for 1 round. You can see and breathe normally within the smoke created by your Efreeti Touch.

Eldritch Claws (Combat, Mythic)

Your natural weapons tear through your enemies with ease.

Prerequisite: Eldritch ClawsAPG

Benefit: Your natural weapons bypass an amount of damage reduction equal to your mythic rank or tier. This applies to all types of damage reduction, including DR/- and DR/epic. In addition you may expend one use of your mythic power as a swift action to select any one type of damage reduction; your natural weapons bypass damage reduction (of any amount) of that type for 1 minute. You may use this ability multiple times, expending one use of mythic power and selecting a different form of damage reduction each time.

Elven Battle Training (Combat, Mythic)

The traditional weapons of the elves are ever your faithful friends in battle.

Prerequisite: Elven Battle TrainingARG

Benefit: Your bonus to CMD against disarm and sunder maneuvers increases to +4, and this bonus also applies to your CMD against steal combat maneuvers against any of the listed weapons you are wearing or carrying, and to any saving throws that those weapons must make against attacks or effects that specifically affect them. You may also choose one of the listed weapons in which you are proficient; you gain a +2 circumstance bonus to your AC against attacks made with that weapon.

If you expend one use of mythic power, this circumstance bonus to AC applies to attacks made with all of the listed weapons for a number of rounds equal to tier.

Enfilading Fire (Combat, Mythic, Teamwork)

Your allies’ diversions grant you the perfect opportunity to strike the enemy’s weakest point.

Prerequisite: Enfilading FireUC

Benefit: Add one-half your mythic tier to the bonus on ranged attacks granted by Enfilading Fire. When you confirm a critical hit, you may expend one use of mythic power to deal additional damage equal to your mythic tier, plus the mythic tier of each ally who has Enfilading Fire that is flanking the target. This damage is not multiplied on a critical hit.

Enforcer (Combat, Mythic)

Foes flee from your mythic presence.

Prerequisite: EnforcerAPG

Benefit: If the target of your attack is a non-mythic creature, it is frightened for 1 round and then shaken as normal for this feat if your Intimidate check succeeds. If you confirm a critical hit and succeed on your Intimidate check, the target is frightened for an additional number of rounds equal to onehalf your mythic tier (minimum 1) before being shaken for a number of rounds equal to the damage dealt; a non-mythic creature is panicked for 1 round, then frightened and shaken as above. You cannot frighten or panic a creature whose CR or mythic rank or tier exceeds yours.

Enhanced Ki Throw (Combat, Mythic)

The force of your ki throws crushes and disorients your opponents.

Prerequisite: Enhanced Ki ThrowDEP

Benefit: When using Enhanced Ki Throw, you need not expend a ki point to deal damage to the target of your Ki Throw. If you have the Improved Ki Throw feat and use it to throw your target into another creature, however, you may expend one point from your ki pool to deal your unarmed strike damage to the target of your bull rush maneuver. If you hurl a larger creature into the space of two or more creatures, you must expend two points from your ki pool to deal damage to all targets of your bull rush maneuver.

In addition, if you expend one use of mythic power as a free action after successfully using your Ki Throw feat, the target must succeed on a Fortitude save (DC 10 + your level in the class that grants your ki pool + your mythic tier) or be dazed for 1 round.

Exhausting Critical (Combat, Critical, Mythic)

You can exhaust foes at will.

Prerequisites: Exhausting CriticalCRB, 3rd mythic tier.

Benefit: Once per round when you hit a foe with an attack, but the attack is not a critical, you may expend two uses of mythic power to inflict the effect of the Exhausting Critical feat rather than your attack’s normal damage.

You may not add the effects of more than one mythic critical feat to a single attack.

Falcata Duelist (Combat, Mythic)

Your training in the elite dueling academies of a waning empire makes you a master of the style.

Prerequisite: Falcata DuelistISWG

Benefit: When wielding a falcata and buckler, your shield bonus to AC increases by +2, and creatures attempting a feint or disarm or sunder combat maneuver against you take a penalty equal to your shield bonus (not including any enhancement bonus). If you successfully use Acrobatics to move through a creature’s space or threatened area without provoking an attack of opportunity, you can expend an attack of opportunity at any point during your movement to make a Bluff check to feint or a combat maneuver check to disarm that creature; making a disarm check does not provoke an attack of opportunity.

Falling Water Gambit (Combat, Mythic)

You meld the falls and shroud styles in a deadly dance.

Prerequisite: Falling Water GambitISC

Benefit: You add one-half your mythic tier (minimum 1) on to your bonus on attack rolls when making attacks of opportunity during a duel and on attack rolls to confirm a critical hit against a creature denied its Dexterity bonus by your successful feint, and if the critical hit is confirmed your critical multiplier is increased by 1.

False Opening (Combat, Mythic)

You lure enemies into incautious advances when you make ranged attacks.

Prerequisites: False OpeningUC

Benefit: When you use this feat to provoke an attack of opportunity, you increase the the dodge bonus to Armor Class against that attack of opportunity that this feat provides by an amount equal to one-half your mythic tier (minimum 1). In addition, an opponent that makes such an attack and misses is denied its Dexterity bonus to AC against you until the end of your next turn, rather than the end of your current turn.

Fatal Finesse (Combat, Ki, Mythic)

Your subtle grace and swift hands bring death to your enemies who thought themselves stronger than you.

Prerequisite: Mythic Weapon Finesse, ki pool, sneak attack +1d6.

Benefit: As long as you have at least 1 point in your ki pool and one use of mythic power remaining, you may add your Charisma modifier or your Dexterity modifier to damage (instead of your Strength modifier) with melee weapons or thrown weapons, as long as the weapon can be used with Weapon Finesse in melee. You can also use this feat with shuriken.

When you confirm a critical hit or deal sneak attack damage with an attack you can expend one use of mythic power or 1 point from your ki pool to reroll all damage dice from your attack.

If you threaten a critical hit while making a sneak attack, you can also expend one use of mythic power or one point from your ki pool in order to reroll your attack roll to confirm the critical hit. If the target has an effect that grants it a percentage chance to ignore critical hits or sneak attack damage, this also allows you to reroll this chance.

Favored Defense (Combat, Mythic)

Your expertise at fighting your favored foes keeps your allies from harm.

Prerequisite: Favored DefenseAPG

Benefit: All allies adjacent to you gain a competence bonus to AC equal to 1 less than the dodge bonus to AC you gain from your Favored Defense feat (or feats, if you have selected the feat more than once). If you spend one use of your mythic power, all adjacent allies gain a competence bonus equal to your dodge bonus─ and all allies within 30 feet gain a competence bonus 1 less than your dodge bonus─for a number of rounds equal to your mythic tier.

Felling Escape (Combat, Mythic)

When others try to hold you, a quick counter puts them on the ground.

Prerequisite: Felling EscapeUC

Benefit: You add your mythic tier on combat maneuver checks made to escape an opponent’s grapple. If your check fails, you can spend one use of your mythic power to reroll the check, though this roll is made without the bonus. If your check succeeds, you can make a combat maneuver check to trip that opponent as a free action. If you spend a swift action instead, you add your mythic rank or tier on the check.

Felling Smash (Combat, Mythic)

You can channel the force of your Felling Smash into knocking your opponent’s legs away.

Prerequisite: Felling SmashUC

Benefit: You may use Felling Smash as a free action. If you use it as a swift action, you ignore the penalty on your combat maneuver bonus from using the Power Attack feat. If you already have the ability to ignore that penalty, such as with the Furious Focus feat, you may instead gain a bonus on your combat maneuver check to trip your opponent by forfeiting some or all of your bonus damage from Power Attack. You gain a +1 bonus for every 2 points of your Power Attack damage bonus you forfeit, and you must decide how much to forfeit before rolling damage for your attack.

Feral Combat Training (Combat, Mythic)

Your ascetic discipline allows you to fight with martial precision even with beast weapons.

Prerequisite: Feral Combat TrainingUC

Benefit: You can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as other effects that augment an unarmed strike, to any of your natural attacks. In addition, if you are a monk and use your natural weapon(s) to perform a flurry of blows, you add one-half your mythic tier to your monk level to determine the number of additional attacks you may perform.

Ferocious Tenacity (Combat, Mythic, Rage)

Your furious rage keeps you alive in spite of horrible wounds.

Prerequisite: Ferocious TenacityARG

Benefit: You can use this feat more than once per day, as long as you have rounds of rage remaining. Each round of rage you spend reduces the attack’s damage by 2 points. If the damage from the attack is still enough to render you unconscious and you have rounds of rage remaining, you continue expending one round of rage each round rather than your rage ending immediately. Your rage-based bonus to Constitution does not disappear, along with any bonus hit points it grants, until you run out of rounds of rage.

Final Embrace (Combat, Mythic)

Your crushing coils are deadly snares for your enemies.

Prerequisite: Final EmbraceUC

Benefit: Add one-half your mythic rank or tier (minimum +1) to the damage you deal with your constrict special attack and to the DC of Escape Artist checks to escape your grapple or to your CMD for the purpose of a grappled creature trying to escape from your grapple. In addition, you can grab and constrict opponents up to one size category larger than you with your grab ability if you expend one use of your mythic power as part your grapple check.

Normal: You can grab and constrict creatures one size smaller than you (or your size, with the Final Embrace feat).

Final Embrace Horror (Combat, Mythic)

Creatures caught in your grasp are struck with mortal terror.

Prerequisite: Final Embrace HorrorUC

Benefit: A creature that takes damage from your constrict attack is also frightened until the start of your next turn. If you constrict a non-mythic creature, this effect lasts for a number of rounds equal to one-half your mythic tier (minimum 1 round) after the creature last takes damage from your constrict attack.

Final Embrace Master (Combat, Mythic)

Few survive your devastating constriction.

Prerequisite: Final Embrace MasterUC

Benefit: Double not only the damage dice dealt by your constrict attack, but also any modifiers to that damage, including the bonus gained from the mythic Final Embrace feat. If you roll a natural 20 on any grapple maneuver, you deal triple damage instead of double damage.

Fire Hand (Combat, Mythic)

You delight in setting your foes alight.

Prerequisite: Fire HandARG

Benefit: Any non-mythic creature you hit with a torch or flaming weapon catches on fire (DC 15 Reflex negates). You can expend a mythic surge to add the result of your surge die to this DC, though this increase applies only against non-mythic creatures.

Flagbearer (Combat, Mythic)

You bear an ever-victorious banner that rallies your allies to you.

Prerequisite: FlagbearerISWG

Benefit: All allies of your clan, house, or party with line of sight to you and your banner gain the benefits of this feat. Cohorts and followers within 30 feet gain double the normal bonus, and if you are a cavalier allies using a teamwork feat granted by your tactician ability also gain double the normal bonus from the Flagbearer feat. If you have the banner cavalier class feature, you add your mythic tier to your cavalier level to determine the effect of your banner, and those bonuses stack with those granted by this feat even if both are morale bonuses.

Flanking Foil (Combat, Mythic)

Foes find it nearly impossible to flank you.

Prerequisites: Flanking FoilUC

Benefit: Whenever you hit an adjacent opponent with a melee attack that opponent does not gain any flanking bonus on attack rolls while it is flanking you and cannot deal sneak-attack damage to you for a number of rounds equal to your mythic tier. It also cannot provide a flank for its allies against you.

Flowing Stance (Combat, Ki, Mythic)

You dance with grace through the battlefield.

Prerequisite: Flowing StanceWK

Benefit: As long as you have at least 1 point in your ki pool, your dodge bonus to AC increases to +3. When you activate this feat’s secondary effect, you add your Wisdom bonus as a dodge bonus to your AC against attacks of opportunity, and as a bonus to your CMD, even against combat maneuvers that are not part of an attack of opportunity, until the end of your next turn.

Focused Discipline (Combat, Mythic)

You embody the soldierly ideal of reliability and toughness, standing firm with discipline and fearlessness.

Prerequisite: Focused DisciplineISWG

Benefit: Your bonus on saving throws against fear is increased by 2, and when you successfully save against a fear effect you are completely unaffected by it, even if it normally has a partial effect on a successful save. If you fail a save against a fear effect, you can expend one use of your mythic power as a free action to reroll the save, adding your mythic surge die to the result. You must accept the results of the second save, even if worse.

Focused Kiai (Combat, Ki, Mythic)

The power of your ki is a mighty tool in your hands.

Prerequisite: Focused KiaiWK

Benefit: You add your mythic tier to the sonic damage dealt by your kiai, and you can shape your shout into a cone-shaped burst 15 feet long or a line 30 feet long per point you spend from your ki pool. If you expend one use of your mythic power, your kiai bypasses resistance or immunity to sonic damage and increases the area to a cone-shaped burst 20 feet long or a line 40 feet long per point you spend from your ki pool.

Focused Shot (Combat, Mythic)

You know where to shoot things.

Prerequisites: Focused ShotAPG

Benefit: You add your Intelligence bonus to damage dealt on all ranged attacks you make against creatures within 30 feet that are vulnerable to critical hits and sneak attacks.

Focused Strike (Combat, Ki, Mythic)

Your focused insight guides your blows with terrific force.

Prerequisite: Focused StrikeWK

Benefit: You need spend only 1 point from your ki pool to use this feat; however, if you expend 2 points from your ki pool you can use this feat as a free action and its effects last for an additional number of rounds equal to one-half your mythic tier (minimum 1), though after this time you forfeit the benefits of all ki feats you possess for an equal number of rounds.

If you expend one use of your mythic power, its effects last an additional number of rounds equal to your mythic tier, and you do not forfeit the benefits of your ki feats.

Following Step (Combat, Mythic)

No one can interrupt you when you follow a foe.

Prerequisites: Following StepAPG

Benefit: Movement you take as part of using Step Up, or any feat that has Step Up as a prerequisite, does not provoke attacks of opportunity, and ignores difficult terrain.

Fortified Armor Training (Combat, Mythic)

Your enemies weapons break against your resolve.

Prerequisites: Fortified Armor TrainingUC

Benefit: If an opponent confirms a critical hit against you and you turn it into a normal hit with Fortified Armor Training, your opponent’s weapon suffers an equal amount of damage as you do. If your opponent is using a natural weapon or unarmed strike they suffer the damage themselves. Damage dealt in this fashion ignores hardness and damage reduction on non-mythic foes.

Furious Finish (Combat, Mythic)

Channeling your rage into a massive blow does not hinder your.

Prerequisites: Furious FinishUC

Benefit: When you use Furious Finish to end your rage you are not fatigued afterward.

Gang Up (Combat, Mythic)

You can help your allies take advantage of overwhelmed foes.

Prerequisite: Gang UpUC

Benefit: Allies threatening an enemy you and at least one other ally also threaten gain the same dodge bonus to AC you gain if you are using Combat Expertise. In addition, you can use the aid another action to simultaneously aid a number of adjacent allies up to one-half your mythic tier (minimum 1). If you make a combat maneuver check to grapple against a target that is threatened by at least two of your allies, you gain a bonus on your check equal to the number of allies that threaten the target.

Giant Killer (Combat, Mythic)

Giants fear your unbridled wrath.

Prerequisite: Giant KillerARG

Benefit: Your critical threat range is increased by 1 on additional attacks you make against giants, and critical hits you confirm against giants with your additional attacks gain the benefit of the Crippling CriticalAPG feat. In addition, once per round when you hit a giant with an additional attack granted by Cleave or Great Cleave, you can attempt a combat maneuver check as a free action to trip that giant. This does not provoke attacks of opportunity, and the giant may not attempt to trip you in return if you fail your check.

Gloom Strike (Combat, Mythic)

You lash out from the shadows with deadly strokes.

Prerequisite: Gloom StrikeARG

Benefit: In dim light, your bonus on attack rolls increases to +2; in darkness, it increases to +3. If you expend one use of mythic power you add this bonus to damage rolls for a number of rounds equal to your mythic tier. If you confirm a critical hit while in dim light or darkness, the target is dazzled for a number of rounds equal to one-half your mythic tier. The penalties for being dazzled are doubled as long as the target is in dim light or darkness.

Gnome Weapon Focus (Combat, Mythic)

You are a master of your racial heritage weapons.

Prerequisite: Gnome Weapon FocusARG

Benefit: Your bonus on attack rolls with “gnome” weapons is increased by 1. If you expend one use of mythic power, you gain a bonus on attack rolls with “gnome” weapons equal to half your tier until the end of your turn. Firearms modified by an experimental gunsmithARG are considered “gnome” weapons for the purpose of this feat.

Goblin Cleaver (Combat, Mythic)

Goblins fly before your flashing blade.

Prerequisite: Goblin CleaverARG

Benefit: Your critical threat range is increased by 1 on additional attacks you make against goblins, and critical hits you confirm against giants with your additional attacks gain the benefit of the Bull Rush StrikeAPG feat. In addition, once per round when you hit a goblin with an additional attack granted by Cleave or Great Cleave, you can attempt a combat maneuver check as a free action to overrun that goblin, moving into its space. This does not provoke attacks of opportunity.

Goblin Gunslinger (Combat, Mythic)

Your big frakking gun knocks your targets for a loop.

Prerequisite: Goblin GunslingerARG

Benefit: When you hit with a Medium-sized firearm, you can expend one use of your mythic power to attempt a bull rush or trip combat maneuver as a free action against the target, with a ─5 penalty on the combat maneuver check but using your Dexterity modifier in place of your Strength modifier to calculate your CMB. On a critical hit, this functions instead as an awesome blow combat maneuver. If your target is a non-mythic Medium humanoid, you reduce the penalty on the combat maneuver check by an amount equal to one-half your mythic tier (minimum 1).

Gore Fiend (Combat, Mythic)

Your exultant fury surges when the blood flows freely.

Prerequisite: Gore FiendARG.

Benefit: When you are raging and confirm a critical hit with a melee weapon or when a critical hit is confirmed against you, all morale bonuses granted by your rage are increased by 2 until the end of your next turn. This stacks if you confirm multiple critical hits or multiple critical hits are confirmed against you, up to a maximum of double your normal morale bonuses.

Gory Finish (Combat, Mythic)

Your savage bloodletting terrifies your enemies.

Prerequisite: Gory FinishUC.

Benefit: You can use this feat in conjunction with a charge action, a coup de grace, or a combat feat that normally requires its own standard action, such as Cleave, Deadly Stroke, Great Cleave, Pinpoint Targeting, or Vital Strike. In addition, you may expend one use of your mythic power as a free action to use this feat whenever you reduce a target to 0 or fewer hit points with any attack wielding a weapon in which you have Weapon Focus, including attacks of opportunity or attacks made as part of a full attack action.

Normal: Using Gory Finish requires using the attack action to make a single attack.

Great Hatred (Combat, Mythic)

Your hatred for your ancient enemies is unending and without remorse.

Prerequisite: Great HatredARG

Benefit: Your attack roll bonus against targets of your hatred racial trait is increased by 2 rather than by 1, and you apply your hatred bonus on saving throws against charm or fear effects used by such creatures. If you fail a saving throw against a charm or fear effect used by the object of your hatred, you can expend one use of mythic power as an immediate action to reroll the save.

Greater Blind-Fight (Combat, Mythic)

Your perception goes well beyond the senses of the mortal realm.

Prerequisites: Blind-Fight (Mythic), Greater Blind-FightAPG, Improved Blind-Fight (Mythic), mythic tier 5th.

Benefit: You gain blindsight with a range of 5 feet per mythic tier. You can expend a use of mythic power to gain tremorsense with the same range and true seeing (as the spell) with a caster level equal to your character level + mythic tier. The tremorsense lasts as long as the true seeing does. When you do this, you can strike and do full damage to any creature with your weapons, even if they are normally immune (such as fine swarms), have a miss percentage (even if it is from a source such as the blink spell), or on another plane of existence (such as ethereal creatures).

Greater Channel Smite (Combat, Mythic)

The power of your faith thrums through your weapon.

Prerequisite: Greater Channel SmiteUC

Benefit: Activating this feat is a free action, not a swift action, and you retain all unused dice until they are expended. They are not lost if not used by the end of your turn. You can use this feat only once per round, but you can use it in multiple rounds to acquire a larger pool of dice; however, the number of channeled energy dice you can have at one time cannot exceed your mythic tier.

Greater Dirty Trick (Combat, Mythic)

You fight as dirty as a trickster god.

Prerequisites: Greater Dirty TrickAPG

Benefit: A foe cannot take an action to remove the condition you impose with a successful dirty trick combat maneuver without expending one use of mythic power, though it’s duration ends normally.

Greater Disarm (Combat, Mythic)

You can disarm a foe with such precision as to place its weapons in the hands of allies.

Prerequisites: Greater DisarmCRB

Benefit: When you disarm a foe, as a free action you can choose to have the item you disarm be in your hand (if you have a free hand), in the hand of any ally within 15 feet who has a free hand, or tucked into a belt, bag, or haversack in your possession.

Greater Drag (Combat, Mythic)

Foes go where you want them to.

Prerequisites: Greater DragAPG

Benefit: If you succeed at a drag combat maneuver, you can move a foe a distance up to your movement as part of the standard action to perform the maneuver, and are not limited to a straight line. If you expend a point of mythic power, there is no size limit to how big a foe you can drag for 1 minute.

Greater Feint (Combat, Mythic)

Your ability to confuse a foe in combat is legendary.

Prerequisites: Greater FeintCRB

Benefit: When you successfully feint a foe, in addition to losing his Dexterity to AC against every attack you make until the beginning of your next turn, he also loses it against the first attack made by each creature that attacks him before the beginning of your next turn.

Additionally, the target is so distracted that until the beginning of your next turn creatures that do not attack or interact with the target may make stealth checks to escape his attention, even if they are in bright light or in his direct line of sight.

Greater Finesse (Combat, Mythic)

You can use almost any weapon in a lashing, graceful dance of death.

Prerequisite: Mythic Weapon Finesse, Weapon Focus.

Benefit: You can use Weapon Finesse with any one-handed melee weapon or two-handed reach weapon with which you have Weapon Focus. You cannot use Weapon Finesse with two-handed weapons that do not have reach.

Greater Kiai (Combat, Ki, Mythic)

Your shout of spirit-power is devastating to your foes.

Prerequisite: Greater KiaiWK

Benefit: Your kiai deals sonic damage equal to three times your Wisdom modifier, and creatures failing their save are pushed away an additional 5 feet, plus 5 feet per 5 mythic tiers you possess. If you expend one use of your mythic power, creatures failing their save are also knocked prone. The damage and effects are cumulative with Improved Kiai.

Greater Rending Fury (Combat, Mythic)

Your ferocious assault very nearly tears your foes limb from limb.

Prerequisites: Greater Rending FuryUC

Benefit: Whenever you rend an opponent, you temporarily cripple one of its forms of movement, as if you had confirmed a critical hit with the Crippling CriticalAPG feat. If you expend one use of your mythic power, you can deal 1 point of Constitution bleed in addition to the hit point bleed damage you deal with this feat.

Greater Reposition (Combat, Mythic)

You can shove foes into pits and off cliffs.

Prerequisites: Greater RepositionAPG

Benefit: If you succeed at a reposition combat maneuver, you can move a foe into an intrinsically dangerous space (such as into a wall of fire). If you expend a point of mythic power, for 1 minute there is no size limit to how big a foe you can reposition.

Greater Shield Specialization (Combat, Mythic)

Your shield is a near-divine bulwark that protects you.

Prerequisites: Greater Shield SpecializationAPG

Benefit: As long as you have a shield equipped with which you have Shield Specialization, you can expend a use of mythic power to negate the effect of any one attack roll against you, as long as it is not a critical hit. You can expend a use of mythic power to negate the effect of any one critical hit against you, causing it to be treated as a normal successful attack.

Greater Shield Specialization (Combat, Mythic)

Your skill with the shield protects you from the most vicious attacks.

Prerequisite: Greater Shield SpecializationAPG

Benefit: The bonus on to your Armor Class against critical hits is increased by an amount equal to your mythic tier. In addition, you may gain additional uses of the ability to negate critical hits with this feat by expending one use of mythic power for each critical hit you negate each day after the first.

Greater Snap Shot (Combat, Mythic)

You can exploit any gap in your foe’s defenses, and at extreme range.

Prerequisite: Greater Snap ShotUC

Benefit: Whenever you hit with an attack of opportunity using a ranged weapon, you add a bonus equal to one-half your mythic tier (minimum 1) on the damage roll and on rolls to confirm a critical hit with that attack. You may instead expend one use of your mythic power to automatically confirm the critical hit.

Greater Steal (Combat, Mythic)

Nothing is beyond your grasp.

Prerequisites: Greater StealAPG

Benefit: You do not have to have a hand free to attempt a steal combat maneuver. If you expend a use of mythic power, you can attempt to steal an item secured in a bag or pouch, or worn closely on the body (such as a ring or gloves), though not something that requires more than a standard action for the wearer to remove (such as armor). The target gains a +10 bonus to his CMD against steal combat maneuvers made against items closely worn or stored in containers.

Greater Trip (Combat, Mythic)

You can drive foes to land on the ground in uncoordinated heaps.

Prerequisites: Greater TripCRB

Benefit: When you successfully trip an opponent, the opponent is flat-footed for the attacks of opportunity provoked as a result of being tripped.

Greater Two-Weapon Fighting (Combat, Mythic)

You strike with two weapons as easily as with one.

Prerequisites: Greater Two-Weapon FightingCRB, 5th mythic tier.

Benefit: If you hit a creature with your primary weapon and your off-hand weapon in the same round, you gain a +2 circumstance bonus on attack rolls and to your Armor Class against that creature until the beginning of your next turn. If you hit a creature twice with your primary weapon and your offhand weapon, this bonus is increased to +4.

In addition, you can expend one use of mythic power as a full-round action to move up to your speed while taking a full attack action, taking your attacks at any point during your movement. Your movement provokes attacks of opportunity; however, any creature that you it with both your primary and off-hand weapon cannot make attacks of opportunity against you until the beginning of your next turn.

Special: If your base attack bonus is +16 or greater, you gain a fourth attack with your off-hand weapon, albeit at a -15 penalty.

Greater Vital Strike (Combat, Mythic)

You can deliver blows that shatter mountains and cut adamantine.

Prerequisites: Greater Vital StrikeCRB, 10th mythic tier.

Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, your attack ignores all damage reduction, energy resistance, and hardness your target possesses.

Greater Whip Mastery (Combat, Mythic)

Your whip is like an extension of yourself.

Prerequisite: Greater Whip MasteryUC

Benefit: You gain a +4 on all combat maneuver checks made with your whip. If you have to pull a creature adjacent to you to grapple it with your whip, you do not provoke an attack of opportunity from that opponent. If you attempt to tie up a grappled opponent with your whip, you take no penalty on the combat maneuver check to do so. Finally, if you expend a use of mythic power, you can use the Chokehold feat on an opponent grappled by your whip for the duration of the grapple.

Grudge Fighter (Combat, Mythic)

You never forgive and never forget.

Prerequisite: Grudge FighterARG

Benefit: Add one-half your mythic tier (minimum 1) to the morale bonuses granted by Grudge Fighter. You gain those bonuses against any creature that has ever attacked you as long as you remember their attack.

Hadouken (Combat, Ki, Mythic)

The power of the elements lies in your fists.

Prerequisite: HadoukenWK

Benefit: When you confirm a critical hit while using Elemental Fist, you add your mythic tier to the elemental damage dealt; this damage is not multiplied. If you expend one use of your mythic power when confirming a critical hit with Elemental Fist, your Elemental Fist damage bypasses any elemental resistance or immunity the target possesses (except for that of mythic creatures with the cold or fire subtype) for a number of rounds equal to your mythic power. When using your Elemental Fist as a ranged touch attack, the range increment and maximum range of your attack are doubled.

Hamatulatsu Strike (Combat, Mythic)

Your deadly fighting style makes your limbs like a whirlwind of knives.

Prerequisite: Hamatulatsu StrikeISWG

Benefit: Your unarmed strikes deal may bludgeoning damage, piercing damage, or both simultaneously, and the duration of the sickened or staggered condition caused by your critical hits stacks with itself and other sources of becoming sickened or staggered.

Hammer the Gap (Combat, Mythic)

Your repeated blows crush your enemies.

Prerequisites: Hammer the GapUC

Benefit: At the end of a full-attack action you may knock your opponent back 5 feet for every successful, consecutive attack you made against them in that round. Against non-mythic foes you may also make a Combat Maneuver Check as a free action to knock them prone at the end of their move. Movement made in this fashion does not provoke attacks of opportunity.

Hard-Headed (Combat, Mythic)

Your hard head is both weapon and shield for you.

Prerequisite: Hard-HeadedARG

Benefit: When wearing a helmet, you gain a +1 shield bonus to AC. Even if helmetless, you can attack with a head-butt as if it were a shield bash attack, treating your head as a light shield if you are bare-headed or as a heavy shield if you are wearing a helmet; your head is always considered a light weapon. If you expend one use of mythic power, you can treat your helmet as if it had the bashing shield property for making shield bash attacks and gain the benefits of Bull Rush StrikeAPG on any critical hit you confirm with your head for a number of rounds equal to your mythic tier.

Haunted Gnome (Combat, Mythic)

Your gnome magic takes on mythic qualities.

Prerequisites: Haunted GnomeUC

Benefit: You can use haunting mistsUM once per day as a racial spell-like ability, and you can expend mythic power to use the mythic or augmented mythic versions of your ghost sound, haunted fey aspect UC, and haunting mist spell-like abilities. If you can cast the spells of the same name, you can also cast the mythic versions of those spells, as though you had learned them with Mythic Spell Lore.

Haunted Gnome Assault (Combat, Mythic)

Your haunting magic can terrorize your opponents.

Prerequisites: Haunted Gnome AssaultUC

Benefit: You can gain a number of additional independent uses of your racial spell-like abilities equal to one-half your mythic tier (minimum 1). In addition, if you discharge your haunted fey aspect after a successful charge attack or critical hit, it does not end the spell if you choose to make your target shaken for 1 round; however, you may choose to make all targets you threaten shaken or to force your target to succeed on a Will save (DC 10 + 1/2 your Hit Dice + your Charisma modifier + one-half your mythic tier) or become frightened for 1 round and then shaken for a number of rounds equal to one-half your mythic tier; this ends the spell.

Haunted Gnome Shroud (Combat, Mythic)

You disappear into a hazy shroud of haunting visions.

Prerequisites: Haunted Gnome ShroudUC

Benefit: The miss chance granted by Haunted Gnome Shroud increases to 50%. You can see through haunting mists that you create and are never harmed by them. While under the effect of haunted fey aspect, you may spend one point of mythic power as a swift action to become incorporeal for a number of rounds equal to one-half your mythic tier (minimum 1) or until the haunted fey aspect ends, whichever comes first.

Heart Ripper (Combat, Mythic, Mythos)

Your bloody blows can tear out a foe’s beating heart.

Prerequisite: Heart RipperGCC

Benefit: Your critical multiplier with your unarmed strike is increased to x3 against humanoids or monstrous humanoids no more than one size category larger than you. On any confirmed critical hit with your unarmed strike against such a creature, you can expend one use of your mythic power to attempt to rip its heart out. You can use this ability against a mythic creature whose tier is equal to or lower than yours by expending two uses of mythic power. If the creature has fortification or a similar percentage chance to ignore critical hits, you can expend one additional use of your mythic power to force the target to roll twice and select the worse result to determine whether it ignores an unarmed critical hit from you. You add one-half your mythic tier (minimum 1) to the save DC when you attempt to rip out a non-mythic creature’s heart.

At 3rd tier and every 3 tiers thereafter, you can select an additional creature type against which you can use this feat, though you are limited to affecting creatures more than one size category larger than you.

Hero’s Display (Combat, Mythic, Performance)

A dramatic display of your weapons elates onlookers and demoralizes, more so when you put your weapons to work.

Prerequisite: Hero’s DisplayUC

Benefit: When you spend a swift action to make a performance combat check, you present the weapon in which you have Weapon Focus in a triumphant display. You gain a +4 bonus on the performance combat check and make an Intimidate check to demoralize all foes within 30 feet who can see your display. Each time you make a successful attack with the weapon in which you have Weapon Focus against a demoralized opponent, the duration of that opponent’s shaken condition increases by 1 round.

Impact Critical Shot (Combat, Mythic)

Foes knocked down or away by your ranged attacks are crippled.

Prerequisites: Impact Critical ShotUC

Benefit: When you successfully bull rush or trip an opponent with Impact Critical Shot they are also staggered for 1 round.

Impaling Critical (Combat, Critical, Mythic)

When you run your enemies through you can make them bleed out.

Prerequisites: Impaling CriticalUC

Benefit: When your weapon is removed after successfully impaling an opponent, they take bleed damage equal to the weapon’s base damage dice for a number of rounds equal to your mythic tier.

Improved Blind-Fight (Combat, Mythic)

You do not need to see your enemies to strike them.

Prerequisites: Blind-Fight (Mythic), Improved Blind-FightAPG

Benefit: You gain blindsense with a range of 5 feet per mythic tier.

Improved Charging Hurler (Combat, Mythic)

Every muscle in your body adds its force to your thrown weapons. You can throw your weapon such that it pushes your foes rather than pushing through them.

Prerequisites: Improved Charging HurlerUC

Benefit: When you use Charging Hurler and your target is within 30 feet, you add your mythic tier to damage rolls. On a successful hit, you may expend one use of mythic power to make a combat maneuver check to bull rush the target, with a +5 bonus on the check for every 10 points of damage dealt by the attack. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.

Improved Cleaving Finish (Combat, Mythic)

You are a whirlwind of death.

Prerequisites: Improved Cleaving FinishUC

Benefit: Whenever you make an attack with cleaving finish against a foe within reach, you may make a two additional attacks against them. The first attack is made with a -5 penalty, and the second a -10 penalty.

Improved Devastating Strike (Combat, Mythic)

Your crushing blows are deadly and crippling to your enemies.

Prerequisite: Improved Devastating StrikeUC

Benefit: When you confirm a critical hit when making a Vital Strike attack, you may forgo the bonus hit point damage from this feat to instead deal 2 points of Strength, Dexterity, or Constitution damage (your choice) to the target. A successful Fortitude save (DC 10 + 1/2 your Hit Dice + your Strength modifier + your mythic tier) halves this ability damage for non-mythic targets or negates it for a mythic target.

If you have Improved Vital Strike, you deal 4 points of ability damage; if you have Greater Vital Strike, you deal 6 points of ability damage.

Improved Feint (Combat, Mythic)

You can draw a foe out of position with a twitch of your eyes.

Prerequisites: Improved FeintCRB

Benefit: You can feint a foe as a swift action.

Improved Impaling Critical (Combat, Critical, Mythic)

You can pin your impaled opponents to the ground.

Prerequisites: Improved Impaling CriticalUC

Benefit: When you confirm a critical hit and have successfully impaled an opponent, you may perform a combat maneuver check as a free action to immobilize your opponent as with the weapon impaling them. Your opponent must be adjacent to a solid, immobile object (such as the ground). If your combat maneuver check is successful, your opponent is immobilized and may not move from the square they are in. You must maintain your hold on the impaling weapon (with at least one hand) and succeed at a Combat Maneuver Check every round to maintain the immobilization. Your opponent may attempt to make a Combat Maneuver Check on his turn to attempt to escape immobilization.

Improved Ki Throw (Combat, Mythic)

Your use of an enemy’s body to knock other enemies to the ground is unparalleled.

Prerequisite: Improved Ki ThrowAPG

Benefit: When using Improved Ki Throw, your bull rush combat maneuver check does not receive the –4 penalty against the secondary target. Additionally, if you throw a Large or larger creature into an area containing multiple secondary targets, each additional penalty of –4 on your combat maneuver check can be negated by expending one use of mythic power. In addition, you can affect creatures larger than your own size by expending one use of mythic power (or 1 point from your ki pool) per two size categories of difference (round up).

Improved Low Blow (Combat, Mythic)

Your strikes from below pierce the soft underbelly of your enemies.

Prerequisite: Improved Low BlowARG

Benefit: Your bonus on critical hit confirmation rolls increases by 1 for each size category the target is larger than you. In addition, you can use your ability to reroll a critical hit confirmation roll against a larger creature more than once per day by expending one use of mythic power for each additional use.

Improved Precise Shot (Combat, Mythic)

Your prowess with ranged attacks is legendary.

Prerequisites: Improved Precise ShotCRB, 5th mythic tier.

Benefit: When you make a ranged attack, you automatically hit your target (regardless of its AC) on a natural roll of 17 or better (the d20 roll shows a 17, 18, 19, or 20). This is treated as if you had rolled a natural 20 on the attack, although your attack is not a critical threat unless the die roll actually rolls within your attack’s threat range.

Improved Rending Fury (Combat, Mythic)

Your savage brutality leaves your foes battered and bruised.

Prerequisites: Improved Rending FuryUC

Benefit: When rend an opponent, you deal 1d6 points of bonus damage for each of the natural weapons you use to rend that hits that opponent. You may choose to forfeit this damage and instead deal 1 point of Strength or Dexterity damage to the target for every 1d6 points of damage you would have dealt with this feat. Neither hit point damage nor ability damage is multiplied on a critical hit.

Improved Second Chance (Combat, Mythic)

Your accuracy is legendary.

Prerequisites: Improved Second Chance APG.

Benefit: When you reroll a missed attack using the Second Chance feat, you can expend a use of mythic power to still make the rest of your attacks that turn without the –5 penalty to each attack normally imposed by Improved Second Chance.

Improved Shield Bash (Combat, Mythic)

You use your shield for offense almost as much as defense.

Prerequisites: Improved Shield BashCRB, 2nd mythic tier.

Benefit: You can make a shield bash attack as a swift action.

Improved Sidestep (Combat, Mythic)

You can sidle away from harm at the last moment.

Prerequisites: Improved SidestepAPG

Benefit: Whenever an opponent misses you with an attack, you can use the withdraw action as an immediate action, though you can move only up to your speed. You gain a dodge bonus to AC equal to one-half your mythic tier (minimum +1) against attacks of opportunity provoked by your movement that are made by the attacker that missed you. If you expend one use of your mythic power, you can move up to twice your speed when using this feat. Movement you take during this immediate action does not affect your movement on your next turn.

Improved Snap Shot (Combat, Mythic)

Take advantage of your opponents’ vulnerabilities and reposition yourself at the same time.

Prerequisite: Improved Snap ShotUC

Benefit: When taking an attack of opportunity with your ranged weapon, you may take a 5 foot step as part of that attack. This does not count against the 5-foot step you can take during your turn. Additionally, by expending one use of your mythic power, you can reload your ranged weapon as an immediate action if you have a free hand.

Improved Surprise Follow-Through (Combat, Mythic)

Your follow-up strikes leave your foes reeling.

Prerequisite: Improved Surprise Follow-ThroughARG

Benefit: When using Great Cleave, all opponents you hit are treated as flat-footed until the beginning of your next turn or until they are struck by an attack that requires an attack roll.

Improved Two-Weapon Feint (Combat, Mythic)

Your flashing blades distract your target and leave him open to deadly countermoves.

Prerequisite: Improved Two-Weapon FeintUC.

Benefit: When you use this feat, you can forgo your first (highest base attack bonus) attack with either your primary hand or your off hand in order to make a Bluff check to feint.

If the Bluff check succeeds, your target is denied its Dexterity bonus to AC against you until the end of your turn. If you forgo your first (highest base attack bonus) attack with both your primary hand and your off hand and both Bluff checks to feint succeed, your target is denied its Dexterity bonus until the beginning of your next turn against attacks by you and any one ally you choose that also threatens the target.

Improved Two-Weapon Fighting (Combat, Mythic)

You strike with two weapons as easily as with one.

Prerequisites: Improved Two-Weapon FightingCRB, 5th mythic tier.

Benefit: As a standard action, you may make one attack with your primary weapon and one with your off-hand weapon. When you make an attack of opportunity, if your primary weapon hits you may also make an attack with your secondary weapon as a free action.

Improved Vital Strike (Combat, Mythic)

You can deliver blows that shatter bone and liquefy internal organs.

Prerequisites: Improved Vital StrikeCRB, 5th mythic tier.

Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply all damage (even damage from sources that wouldn’t normally be multiplied on a critical hit) by the number of weapon damage dice you roll for that feat.

Improvised Weapon Mastery (Combat, Mythic)

Everything is a deadly weapon in your hands.

Prerequisites: Improvised Weapon MasteryCRB

Benefit: When using a one-handed improvised weapon, you may always choose to treat it as a light weapon. You also treat any improvised melee weapon as having any two of the following special weapon features (decided by you at the beginning of each turn before you take any other actions): blocking, deadly, disarm, distracting, grapple, monk, nonlethal, performance, sunder, trip. If using a 2-handed improvised melee weapon you may also select from the brace, double, or reach special weapon features. When using an improvised ranged weapon, treat it as having a 40 ft. range increment.

Improved Whip Mastery (Combat, Mythic)

No one is safe within the reach of your lash.

Prerequsite: Improved Whip MasteryUC

Benefit: While wielding a whip, you threaten the area of your natural reach plus 10 feet. You can use your whip to drag an unattended Medium object into your square. To do so, you must hit AC 10 with a melee touch attack. If you trip an opponent of Medium or smaller size with you whip, you can immediately attempt to drag the prone opponent with your whip, as per the combat maneuver, without provoking attacks of opportunity.

In Harm’s Way (Combat, Mythic)

Your body is a shield for your allies.

Prerequisite: In Harm’s WayAPG

Benefit: When using the Bodyguard feat to improve an ally’s AC, you can spend either an immediate action or one of your attacks of opportunity to intercept that attack, taking its effects upon yourself. If an attack you intercept would have struck your ally, it hits you; it need not hit your AC.

In addition, if an ally that you can reach an ally by making a 5-foot step is successfully attacked, you can use an immediate action to take a 5-foot step to move adjacent to that ally and intercept the attack. If an ally that you could reach with a single move action is attacked, you can move adjacent to that ally and intercept the attack by spending one use of your mythic power for every 10 feet or fraction thereof you must move to reach them. Your movement does not provoke attacks of opportunity.

Normal: You must be adjacent to your ally to use this feat. While the standard Bodyguard and In Harm’s Way feats states you are using the aid another action to improve your ally’s AC, you do not need to threaten your ally’s attacker to use them.

Inescapable Grasp (Combat, Mythic)

It is almost impossible for foes to wriggle free from your grasp.

Prerequisite: Improved Grapple or grab special attack.

Benefit: Your CMD against attempts to escape from your grapple is increased by an amount equal to your mythic tier, whether such attempts are made as a grapple combat maneuver or an Escape Artist skill check. In addition, you can grapple creatures using freedom of movement, though you take a base -20 penalty on combat maneuver checks made to grapple such a target. This penalty is reduced by an amount equal to your mythic tier (if your target is a mythic creature or is using mythic freedom of movement) or by twice your mythic tier otherwise.

Inner Flame (Combat, Mythic)

The heat your body generates can set others aflame.

Prerequisite: Inner FlameARG

Benefit: Your bonus on saves against fire attacks and spells with the fire or light descriptors increases to +6. When you use Scorching Weapons or grappling, targets that take fire damage from your attacks or successful grapple checks must succeed at a Reflex save or catch on fire (DC = 10 + 1/2 your level + your Con modifier). This fire does not harm you even if you are grappling a burning creature.

Janni Rush (Combat, Mythic)

Your leaping charges crash down upon your enemies like thunder.

Prerequisites: Janni RushUC

Benefit: When using Janni Rush, you gain a bonus on Acrobatics checks made to jump equal to your mythic tier. In addition, you can expend one use of your mythic power as a free action when jumping to increase this bonus to 5 times your mythic tier. If jump while charging and hit your opponent with an unarmed strike, you add your mythic tier to the damage you deal. This damage is multiplied on a critical hit.

Janni Style (Combat, Mythic, Style)

You are a whirling dervish as you dash in and out of crowded combats.

Prerequisites: Janni StyleUC

Benefit: When using the charge action, you take no penalty on your Armor Class, and you reduce the attack roll that flanking creatures gain against you by an amount equal to one-half your mythic tier (minimum 0). In addition, when charging while unarmed you can expend one use of your mythic power to gain the ability to move through the spaces of allied creatures and to turn as often as desired until the end of your charge.

Janni Tempest (Combat, Mythic)

Your spinning strikes send foes flying across the field.

Prerequisites: Janni TempestUC

Benefit: When you are using this style and hit an opponent with an unarmed strike, until the end of your next turn you can make a combat maneuver check to bull rush or trip that target as a swift action, or as a move action you can attempt both bull rush and trip maneuvers against the target. If you expend one use of your mythic power, you can attempt a bull rush and a trip maneuver against the target as part of the same swift action.

Jawbreaker (Combat, Mythic)

Your powerful punch smashes your target’s teeth in.

Prerequisite: JawbreakerUC

Benefit: After the bleed damage caused by this feat is ended, the target’s mouth remains damaged. Its bite attack (if any) is treated as if it had the broken condition. The target takes a -2 penalty on skill checks involving talking and has a 20% chance of spell failure on any spell with a verbal component, and the save DC of any language-dependent effect or verbal bardic performance is also reduced by 2. These penalties can be removed with one week of long-term care with the Heal skill, with a DC equal to your Stunning Fist save DC. A regenerate spell removes these effects immediately, and a creature with regeneration can remove this condition in 1d4 rounds. You can expend one use of your mythic power or a point from your ki pool to use this feat rather than a daily use of your Stunning Fist feat.

Ki Regeneration (Combat, Ki, Mythic)

You can use the power of your spirit to repair your body.

Prerequisite: Ki RegenerationWK

Benefit: You add your mythic tier to the number of hit points you regain when you expend a point from your ki pool. You may choose to heal 1 point of ability damage in place of these additional hit points.

Ki Rush (Combat, Ki, Mythic)

Your mental focus lets you barrel through obstacles.

Prerequisite: Ki RushWK

Benefit: When you spend a point from your ki pool as part of a charge action, you can make a number of the following maneuvers equal to your Wisdom modifier plus one-half your mythic tier (minimum 1): turn up to 90 degrees, move through the space of an allied creature, or move through a square of difficult terrain. If you expend one use of mythic power, you can make a combat maneuver check as a free action to bull rush or overrun a creature in the path of your charge. If you fail to move the creature out of your way, you must move around them using the maneuvers listed above or else end your charge adjacent to that creature.

Ki Throw (Combat, Mythic)

Your throw enables you to switch positions with your enemy or send it flying.

Prerequisite: Ki ThrowAPG

Benefit: When using Ki Throw, you may switch places with the target, knocking it prone in your own square and simultaneously moving into the space it just vacated. If the target occupies multiple squares, you cannot move it into a square occupied by other creatures, and you must move into the nearest square within its space. This movement does not provoke attacks of opportunity and does not count as a 5-foot step. In addition, you can affect creatures larger than your own size by expending one use of mythic power (or 1 point from your ki pool) per two size categories of difference (round up).

Ki Touch (Combat, Ki, Mythic)

Your spirit guides your blows

Prerequisite: Ki TouchWK

Benefit: You can spend 1 point from your ki pool to use this feat as part of any single attack, regardless of the type of action it uses, including an attack of opportunity, charge attack, Vital Strike, or an attack made as a swift or immediate action. It does not require a separate action to activate this feat, and you can use this feat multiple times per round by spending 1 point from your ki pool for each attack you wish to resolve as a touch attack.

Kiai (Combat, Ki, Mythic)

Your shout focuses your inner strength.

Prerequisite: KiaiWK

Benefit: You can use this feat as a free action, as long as you are able to speak, and you can expend uses of your mythic power interchangeably with points from your ki pool. You can apply the bonus you gain to Dexterity checks and Dexterity- based skill checks. If you expend one use of your mythic power, the bonus you choose persists for a number of additional rounds equal to one-half your mythic tier (minimum 1). You can benefit from only one kiai at a time; if you use this feat again before the previous use has expired, the new benefit replaces the previous benefit.

Kirin Path (Combat, Mythic)

You walk a careful path around your enemies, knowing their every move before they make it.

Prerequisites: Kirin PathUC

Benefit: When making a Knowledge check to identify a creature, you can take 20 on the check a number of times per day equal to one-half your mythic tier (minimum 1). In addition, when you use an attack of opportunity to move after a creature you have studied ends its turn in your threatened area, you can end your move in a square that is not threatened by the creature. Alternatively, you can remain within the creature’s threatened area but move an additional 5 feet per 2 mythic tiers (minimum 5 feet).

Kirin Strike (Combat, Mythic)

You are a masterful student of all opponents, and your cunning blows always pierce your target’s defenses.

Prerequisites: Kirin StrikeUC

Benefit: You add your mythic tier to your insight bonus on Knowledge checks made to identify creatures. If you use a swift action to deal additional damage to a creature you have studied, your attack also bypasses an amount of damage reduction (including DR/- or DR/epic) equal to your mythic tier, or one-half your mythic tier if your target is a mythic creature.

Kirin Style (Combat, Mythic, Style)

Your awareness of enemies helps keep you safe from harm.

Prerequisites: Kirin StyleUC

Benefit: When using this style, you can make a Knowledge check to identify a single creature as an immediate action, even if you are flat-footed. In addition, once per round on your turn, you can make a check to identify a creature within 5 feet times your mythic tier as a free action rather than a swift action. If you succeed on your check to identify a creature, you increase the bonus you gain on saving throws and to AC by one-third your mythic tier (minimum 1). If you expend one use of mythic power, you gain this bonus against all creatures of the same specific kind as the creature you identified; hence, if you identified a frost giant, you would gain these bonuses against other frost giants but not other giants or other humanoids.

Kobold Ambusher (Combat, Mythic)

You are practically unnoticeable even when running, and do more damage against unsuspecting opponents.

Prerequisite: Kobold AmbusherARG

Benefit: Your penalty on Stealth checks when running or charging is reduced to –5. When you hit a creature who is unaware of your presence, you gain a bonus on your weapon damage roll equal to your mythic tier. In addition, whenever you roll a critical threat during a surprise round or against an opponent that is unaware of you, you add one-half your mythic tier (minimum 1) to the attack roll to confirm that critical hit.

Kobold Sniper (Combat, Mythic)

Your sniping ability is without equal, and you do extra damage to unsuspecting opponents.

Prerequisite: Kobold SniperARG

Benefit: Your penalty on Stealth checks to stay hidden after sniping is reduced to –5. When you hit a creature who is unaware of your presence with a ranged attack, you gain a bonus on your weapon damage roll equal to your mythic tier. Alternatively, if there is another creature within 5 feet of you times your mythic tier, you can forgo this bonus damage in order to attempt a Bluff check as a free action with a bonus equal to your mythic tier, opposed by your target’s Perception check. If your Bluff check succeeds, the target believes the creature you designate was the one that used the ranged attack against it.

Landing Roll (Combat, Mythic)

You are as nimble flat on the ground as most are standing up.

Prerequisites: Landing RollUC.

Benefit: When you use this feat, you can stand up after falling prone as part of the same immediate action. Standing up provokes attacks of opportunity from creatures that threaten your new location. If you expend one use of your mythic power, you do not provoke attacks of opportunity when standing up. Alternatively, when you use this feat you can move up to half your speed as an immediate action before falling prone at the end of your movement. This movement does not provoke attacks of opportunity.

Lightning Stance (Combat, Mythic)

Your movements cannot be predicted.

Prerequisites: Lightning StanceCRB, 3rd mythic tier.

Benefit: If you move more than 5 feet, you gain 50% concealment for 1 round. If you expend one use of mythic power, you gain this concealment for one minute rather than 1 round.

Lookout (Combat, Mythic, Teamwork)

You and your allies are alert for danger.

Prerequisites: LookoutAPG

Benefit: For purposes of using the Lookout feat, you count as adjacent to any ally with the Lookout feat you can see. Additional, you can expend a use of mythic power to grant an ally the Lookout feat for a number of hours equal to your mythic tier.

Low Profile (Combat, Mythic)

You can maximize the benefits of your small size.

Prerequisites: Low ProfileAPG

Benefit: You gain a +1 dodge bonus to AC against ranged attacks. This stacks with the bonus from Low Profile. In addition, you can choose whether or not you count as occupying a space when enemies and allies try to move through the space, make ranged attacks against adjacent foes, and determine whether or not you provide soft cover to creatures when ranged attacks pass through your square.

Lucky Strike (Combat, Mythic)

Your blows land at just the right moment to hit hardest.

Prerequisite: Lucky StrikeARG.

Benefit: When you spend a use of adaptive luck to use this feat, you may roll twice and select the better result on all weapon damage rolls until the beginning of your next turn. In addition, you may expend one use of mythic power to cause a single weapon damage roll to deal maximum damage without needing to roll.

Mantis Style (Combat, Mythic, Style)

The crippling accuracy of your strikes pierces your opponents’ ability to resist their effects.

Prerequisites: Mantis StyleUC.

Benefit: If you use your Stunning Fist while using Mantis Style, the target must roll twice on its saving throw and use the lower result. If your Stunning Fist can create multiple different effects, you must choose one of these effects before making your attack roll. However, you may expend one or more uses of your mythic power as a free action in order to deliver additional effects on a failed save, adding one effect of your choice for each use of mythic power you expend.

Mantis Torment (Combat, Mythic)

Your knowledge of the mysteries of anatomy allows you to inflict crippling pain and weaken your enemies to exhaustion.

Prerequisites: Mantis TormentUC.

Benefit: You can expend one use of your mythic power instead of a Stunning First attempt to use Mantis Torment. The save DC for your Mantis Torment is increased by one-half your mythic tier (minimum 1), and the duration of the dazzled condition it inflicts is increased by a number of rounds equal to your mythic tier. Opponents who fail their saves also become fatigued; creatures already fatigued become exhausted.

Mantis Wisdom (Combat, Mythic)

Your knowledge of vital areas is enhanced, and your debilitating strikes land with uncanny precision.

Prerequisites: Mantis WisdomUC.

Benefit: Add one-half your mythic tier (minimum 1) to your monk level to determine which effects you inflict with your Stunning Fist, as the monk class feature. If you miss with an unarmed Stunning Fist attack while using Mantis Style, you can expend one use of mythic power to reroll that attack. You must take the result of the second roll, even if it is lower.

Marid Coldsnap (Combat, Mythic)

Your unleash a frozen torrent at your foes.

Prerequisites: Marid ColdsnapUC.

Benefit: You add your mythic tier to the damage dealt by your Marid Coldsnap, and the ground in the area of Marid Coldsnap becomes as difficult to traverse as the area of a grease spell, and any creature falling prone within the affected line takes cold damage equal to one-half your mythic tier. Any creature entering or remaining within that area takes cold damage equal to one-half your mythic tier. Creatures damaged by your Marid Coldsnap become entangled (and fatigued, if non-mythic) for 1d4 rounds on a failed Fortitude save against the same DC as the feat’s Reflex save DC.

Marid Spirit (Combat, Mythic)

Your freezing flesh keeps you safe from harm.

Prerequisites: Marid SpiritUC.

Benefit: While you are using this style, you increase your cold resistance by an amount equal to your mythic tier. You can expend one use of your mythic power as an immediate action to enter the Marid Style and gain this resistance until the end of your next turn, even if you are flat-footed or otherwise denied your Dexterity bonus to AC. If you are already using Marid Style, you can expend one use of your mythic tier as an immediate action to gain immunity to cold until the end of your next turn. Non-mythic creatures that fail their save against your Elemental Fist are fatigued for 1 minute from hypothermia in addition to being staggered.

You can also expend one use of your Elemental Fist feat as a free action to sheathe your body in ice until the beginning of your next turn. Any creature that hits you with a natural weapon, unarmed strike, or melee touch attack during this time takes 1 point of cold damage per hit and must succeed at a Reflex save or be entangled (and sickened, if a non-mythic creature) for 1d4 rounds. A creature need save only once per round against this effect.

Marid Style (Combat, Mythic, Style)

The icy waters of the depths swirl around your every blow, lashing your enemies.

Prerequisites: Marid StyleUC.

Benefit: You gain an additional number of Elemental Fist attempts per day equal to one-half your mythic tier, and you add one-half your mythic tier to the cold damage you deal with your Elemental Fist attack. In addition, you can expend one use of your mythic power when making an Elemental Fist attack in order to bypass the cold resistance or cold immunity of creatures you strike with your Elemental Fist or with feats in the Marid Style group for a number of rounds equal to your mythic tier. If attacking an object (other than an artifact or legendary weapon), you can bypass a number of points of hardness equal to your mythic tier. This does not allow you to bypass their resistance or immunity with other forms of cold.

In addition, you can expend one unit of your mythic power as a free action to extend your reach by an additional 5 feet for a number of rounds equal to your mythic tier. This extended reach applies only to unarmed strikes made while using Marid Style.

Martial Mastery (Combat, Mythic)

All weapons are one in your hands, and each functions in your hands with masterful skill.

Prerequisite: Martial MasteryARG.

Benefit: You can use all combat feats that apply to a specific weapon (such as Weapon Focus) with any weapon in any weapon group in which you have weapon training.

Special: If you are a gunslinger with the gun training class feature (or equivalent substitute feature), you can use all combat feats that apply to a specific firearm (such as Improved Critical) with any firearm.

Martial Versatility (Combat, Mythic)

You practice your specialized tricks with many weapons.

Prerequisite: Martial VersatilityARG.

Benefit: You can use the chosen feat with any weapon in any weapon group in which you have weapon training.

Special: If you are a gunslinger with the gun training class feature (or equivalent substitute feature), you can use the chosen feat with any firearm.

Martial Weapon Proficiency (Combat, Mythic)

Your prowess with a specific martial weapon is beyond compare.

Prerequisites: Martial Weapon ProficiencyCRB.

Benefit: Select one martial weapon you are proficient with. When making additional attacks as a result of a high base attack bonus, each attack after the first has its attack bonus reduced by 4, rather than by 5. This does not change the number of additional attacks you gain, only the attack bonus used by each additional attack.

For example, Jacinth is a 14th level fighter proficient with the longsword who has taken Mythic Martial Weapon Proficiency with that weapon. Normally he would receive three attacks as a result of his base attack bonus, at +14/+9/+4. However as a result of this feat, his three attacks are instead at +14/+10/+6.

Master Siege Engineer (Combat, Mythic)

You are a one-man engine of war.

Prerequisites: Master Siege EngineerUC

Benefit: You may operate a siege engine by yourself, without the aid of a crew.

Masterful Display (Combat, Mythic, Performance)

Your unique victory performance gets the crowd on your side.

Prerequisite: Masterful DisplayUC.

Benefit: Choose the effects of any two mythic performance feats you have, or any three performance feats. When you make a performance combat check, you gain the benefits of those feats, but you only gain a +2 on the performance combat check.

Masterful Flourish (Combat, Mythic, Performance)

Your true martial training shines through even when making fanciful flourishes.

Prerequisite: Masterful FlourishISC.

Benefit: You add twice your weapon training bonus as a bonus on performance combat checks. If you expend a mythic surge when making a performance combat check, you may roll the surge die twice and select the better result. If you are using a weapon from one of your weapon training groups in which you have Weapon Focus and you are facing an opponent that is also using a weapon from one of your weapon training groups, you may roll twice and select the better result on your performance checks.

Menacing Blow (Combat, Mythic)

Your devastating blows terrorize your enemies.

Prerequisite: Menacing Blow.

Benefit: Add your mythic tier as a bonus on Intimidate checks you make when using this feat. If you exceed the DC by 10 or more, the target becomes frightened for rather than shaken. If the target is a non-mythic creature, it becomes shaken for 1 round even on a failed Intimidate check.

Mocking Dance (Combat, Mythic, Performance)

You peform a dance that both humiliates your foe and wins over the crowd.

Prerequisite: Mocking DanceUC.

Benefit: When you spend a swift action to make a performance combat check, before making that check you can either move 5 feet without provoking attacks of opportunity, or you can move your speed and provoke attacks of opportunity. You cannot end this move in a space where you threaten an enemy.

If you do move at least 5 feet, you gain a +4 bonus on the combat performance check, and make an Intimidate check to demoralize all foes within 30 feet who can see your display. If you have the Antagonize feat, you can instead make a Diplomacy or Intimidate check to antagonize your foes.

Monkey Moves (Combat, Mythic)

You shift constantly around your opponent and can climb like a monkey.

Prerequisites: Monkey MovesUC.

Benefit: While using Monkey Style, you can spend a swift action or one use of your mythic power to take a 5-foot step, even if you have moved this round, whenever you hit an opponent with your unarmed strike. In addition, while using Monkey Style, you can spend one use of your mythic power to gain a climb speed of half your normal land speed for as long as you continue using that style, up to 1 minute.

Monkey Shine (Combat, Mythic)

You are an expert in extreme close-quarters fighting and are difficult to shake off.

Prerequisites: Monkey ShineUC.

Benefit: While using Monkey Style, you can enter your opponent’s space without successfully delivering a Stunning Fist attempt by spending one use of your mythic power. In addition, if your opponent’s movement provokes an attack of opportunity from you and your attack hits, you may move with your opponent for up to 5 feet times your mythic tier (maximum distance equal to your speed). As long as your opponent does not move farther than you do or use a form of movement you do not possess, you remain in its square. You may expend one use of your mythic power as an immediate action to remain in the creature’s space until the end of its movement, regardless of how far it moves or what form of movement it uses. If it uses teleportation effect, you may spend two uses of your mythic power to accompany it to its destination.

Monkey Style (Combat, Mythic, Style)

Your ground-fighting style is supreme.

Prerequisites: Monkey StyleUC.

Benefit: While using this style, you take no penalty on melee attack rolls or to AC while kneeling or sitting. Further, you can stand up as a swift action without needing to make an Acrobatics check. If you spend one use of your mythic power, you can stand up as an immediate action that does not provoke attacks of opportunity.

Normal: You take a –2 penalty on attack rolls and AC against melee attacks while kneeling or sitting.

Moonlight Stalker (Combat, Mythic)

You are a master at using shadows to conceal your attacks and deliver deadly wounds.

Prerequisite: Moonlight StalkerUC.

Benefit: Your bonus on attack and damage rolls against an opponent from which you have concealment increases to +3. In addition, while you have concealment from an opponent, the critical multiplier of your weapon increases by 1 against that opponent. This does not stack with other abilities that increase a weapon’s critical multiplier.

Moonlight Stalker Feint (Combat, Mythic)

Your strikes from the shadows easily penetrate your opponent’s defenses.

Prerequisite: Moonlight Stalker FeintUC.

Benefit: When using Moonlight Stalker Feint, you gain a bonus on your Bluff check equal to your mythic tier against non-mythic creatures, or one-half your mythic tier against mythic creatures. In addition, you can expend one use of mythic power to treat the Bluff check as if you had rolled a natural 20. You must decide to use this ability before making the roll.

Moonlight Stalker Master (Combat, Mythic)

Your opponent’s swings at shadows enable you to shift and deliver a devastating counterattack.

Prerequisite: Moonlight Stalker MasterUC.

Benefit: While you have concealment or total concealment, the miss chance for attacks against you increases by 10%. This increase stacks with the increase from Moonlight Stalker Master. If an opponent’s attack misses you because of this miss chance, you treat that foe as flat-footed until the end of your next turn and as an immediate action you can move 5 feet; this movement does not provoke attacks of opportunity and does not count as a 5-foot step.

Mounted Shield (Combat, Mythic)

Your shield protects yourself and your mount.

Prerequisites: Mounted Combat, Mounted Shield, Shield Focus.

Benefit: If you are mounted and using a shield, your mount gains the full benefits of the shield (including any magic abilities it has, but not any attacks the shield can make).

Mounted Skirmisher (Combat, Mythic)

You and your mount are a blur of deadly strikes.

Prerequisites: Ride rank 14, Mounted Combat, Mounted Skirmisher, Trick Riding.

Benefit: You can take a full attack routine from your mount even if it moves twice its movement o0r runs, as long as it does not charge.

Murderer’s Circle (Combat, Mythic, Performance)

After savaging your foe, you circle in for the kill, ready to give the crowd a spectacular end to the show.

Prerequisite: Murderer’s CircleUC.

Benefit: When you spend a swift action to make a performance combat check after confirming a critical hit or successfully performing a combat maneuver, you can move to any other space that is adjacent to the target without provoking attacks of opportunity. You must have a clear path to that space and the ability to reach it by spending a move action. If you end this move in any space other than the one where you started, you gain a +4 bonus on the performance combat check. By spending one use of mythic power, you can take an additional attack at the end of your move, gaining a bonus on your attack, damage, and critical confirmation rolls equal to one-half your mythic tier.

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