Mythic Combat (N-Z) Feats
Table of Contents

Neckbreaker (Combat, Mythic)

Your mighty thews can snap the neck of your grappled foe.

Prerequisite: NeckbreakerUC

Benefit: You take no penalty on your attack roll when using a Stunning Fist attempt to use this feat. If you choose to take the -5 penalty on your attack roll, you may add one-half your mythic tier to the Strength or Dexterity damage you deal with this feat. If you expend one use of your mythic power, the target temporarily paralyzed on a failed save. It may attempt a new saving throw against your Stunning Fist save DC each round on its turn as a full-round action to recover from this paralysis. If the target is not a mythic creature and it fails two consecutive saving throws, the paralysis lasts 24 hours. 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.

Net Adept (Combat, Mythic)

You have peerless skill using a net as a melee weapon.

Prerequisites: Net AdeptUC

Benefit: When you wield a net as a melee weapon you gain a shield bonus to AC as if wearing a buckler (without the armor check penalty or spell-failure chance). Additionally, when you make a successful melee attack with your net you may make an automatic combat maneuver check to trip that opponent.

Net and Trident (Combat, Mythic)

Your attacks against foes entangled by your net are brutal.

Prerequisites: Net and TridentUC

Benefit: You gain a bonus equal to tour mythic tier on rolls made to confirm critical threats made with a trident against opponents entangled by your net. Any critical threat made with a trident against a non-mythic foe entangled in your net is automatically a critical hit.

Net Maneuvering (Combat, Mythic)

You may entangle multiple creatures in your net.

Prerequisites: Net ManeuveringUC

Benefit: By spending one point of mythic power you may throw your net and target all creatures in a 10-foot square as a ranged touch attack. If successful, all creatures in the area are entangled in your net.

Net Trickery (Combat, Mythic)

You may slip away after distracting your opponents with your net.

Prerequisites: Net TrickeryUC

Benefit: You may unfold and spin your net as a move action in order to use Bluff to feint or to create a diversion. If you choose to feint, your opponent is flat-footed to your attacks until the beginning of your next turn. If you create a diversion you may immediately make a Stealth check to hide from that opponent until the end of your next turn.

Nightmare Fist (Combat, Mythic)

You are a terror in the dark.

Prerequisites: Nightmare FistUC

Benefit: When you successfully damage an opponent with an unarmed strike in an area of magical darkness you may make an Intimidate check to demoralize them as a free action. If the target of your unarmed strike is already shaken, your Intimidate check instead makes them frightened, and so on. Creatures you attack in magical darkness that are panicked are always considered flat-footed to you, even if they are able to see in darkness.

Nightmare Striker (Combat, Mythic)

You exploit critical weaknesses in foes illuminated by your faerie fire.

Prerequisites: Nightmare StrikerUC

Benefit: An opponent who fails to resist your Stunning Fist while outlined in a faerie fire you have cast (not one cast from a spell completion or spell trigger item) is paralyzed for 1 round, plus one round for every 4 mythic tiers you possess.

Nimble Striker (Combat, Mythic)

Your steady feet spring and slip through combat with ease.

Prerequisite: Nimble StrikerARG

Benefit: You gain an additional 10-foot racial bonus to your speed when using the charge, run, or withdraw action and are not denied your Dexterity bonus to AC when running or using Acrobatics to balance on a narrow, slippery, or otherwise difficult surface. You gain a +2 dodge bonus to AC against attacks of opportunity provoked by your movement during any round in which you charge or use Cleave or Lunge.

Opening Volley (Combat, Mythic)

Your ranged assault leaves a fatal opening in your enemies defenses.

Prerequisites: Opening VolleyUC

Benefit: Whenever you deal damage with a ranged attack, the opponent you damaged is flat-footed to your melee attacks until the beginning of your next turn.

Orc Hewer (Combat, Mythic)

Orcish arms and armor are cloven like flesh before your reaping blade.

Prerequisite: Orc HewerARG

Benefit: Your critical threat range is increased by 1 on additional attacks you make against orcs, and critical hits you confirm against orcs with your additional attacks gain the benefit of the Sundering StrikeAPG feat. In addition, once per round when you hit a orc with an additional attack granted by Cleave or Great Cleave, you can attempt a combat maneuver check as a free action to sunder an item worn or wielded by that orc. This does not provoke attacks of opportunity.

Orc Weapon Expertise (Combat, Mythic)

Your mastery of orcish weapons is legendary.

Prerequisite: Orc Combat ExpertiseARG

Benefit: The benefits you gain when wielding a weapon with “orc” in its name increase as follows.

Bully: Gain a +2 bonus on damage rolls against creatures at least one size smaller than you. You can expend one use of mythic power as a free action to make an Intimidate check to demoralize a creature you hit.

Defender: Gain a +2 shield bonus to your AC (or +3 if wielding a two-handed weapon). You can expend one use of mythic power to increase the shield bonus to +3 (+4 when fighting defensively), or +4 (+5 when using the total defense action).

Disrupter: Add +5 to the DC of concentration checks for opponents you threaten. If a creature you threaten provokes an attack of opportunity and you have already expended your attacks of opportunity for the round, you may expend one use of mythic power as a free action to take an attack of opportunity, with a bonus on your attack roll equal to one-half your mythic tier (minimum 1) if the attack of opportunity was provoked by casting a spell or using a spell-like ability.

Killer: Gain a +4 competence bonus on attack rolls made to confirm critical hits. You can expend one use of mythic power when you confirm a critical hit to increase the critical multiplier of your weapon by 1 for that hit.

Thug: Deal +2 points of nonlethal damage with the weapon. If you expend one use of mythic power after a successful hit that deals damage, the target must succeed at a Fortitude save (DC 10 + one-half your level + your Strength modifier) or be dazed for 1 round. A mythic target whose rank or tier equals or exceeds yours is staggered for 1 round on a failed save rather than being dazed.

Trickster: Gain a +4 bonus on a single type of combat maneuver check you can perform with that weapon. You also gain a bonus to your CMD equal to one-half your mythic tier (minimum 1) against that same combat maneuver. Furthermore, you can make an attack of opportunity against any creature that attempts that combat maneuver against you, unless it has the mythic version of the Improved feat associated with that combat maneuver.

Ostentatious Weakness (Combat, Mythic, Performance)

You are a master at baiting and flustering your favored foes.

Prerequisite: Ostentatious WeaknessISC

Benefit: When fighting one of your favored enemies, you can make performance combat checks that normally require a swift action as a free or immediate action, though you can only take one of each action per round. On any performance combat check against a favored enemy, you can roll twice and select the better result if your opponent is not a mythic creature.

If you expend a mythic surge as part of a performance combat check, you may roll the surge die twice and select the better result.

Outflank (Combat, Mythic, Teamwork)

You can help any ally outflank your foes.

Prerequisites: OutflankAPG

Benefit: Whenever you and an ally are flanking the same creature, the flanking bonus on attack rolls for both of you increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Normal: Outflank normally requires your ally to also have the Outflank feat.

Pack Attack (Combat, Mythic, Teamwork)

You circle around your foes and bring them down.

Prerequisites: Pack AttackUC

Benefit: When you are adjacent to an ally with this feat, the first time you attack an opponent you can take a 5-foot step as a free action even if you have already moved this round. In addition, any time an ally with this feat attacks a target you also threaten, you can take a 5-foot step as an immediate action (or as a free action if you expend one use of your mythic power).

Normal: You can only take a 5-foot step if you have not otherwise moved in the same round.

Paired Opportunists (Combat, Mythic, Teamwork)

You can use any ally to take advantage of a foe’s lax defenses.

Prerequisites: Paired OpportunistsAPG

Benefit: Whenever you are adjacent to an ally, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

Normal: Paired Opportunists is a teamwork feat that only functions if you and your adjacent ally both have it.

Panther Claw (Combat, Mythic)

You punish opponents who overreach in their attempts to take advantage of your movement.

Prerequisites: Panther ClawUC

Benefit: You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier plus one-half your mythic tier (minimum 1). In addition, if an opponent’s attack of opportunity fails to hit you, you gain a bonus equal to one-half your tier (minimum +1) on the attack and damage rolls for your retaliatory unarmed strike.

Panther Parry (Combat, Mythic)

Your pre-emptive retaliations can prevent attacks against you.

Prerequisites: Panther ParryUC

Benefit: If your retaliatory unarmed strike deals damage to an opponent, you add one-half your mythic tier (minimum 1) to your attacker’s penalty on their attack and damage roll, or you may spend one use of mythic power to negate the triggering attack of opportunity completely.

Panther Style (Combat, Mythic, Style)

You punish opponents who dare to strike you.

Prerequisites: Panther StyleUC

Benefit: If an opponent’s attack of opportunity succeeds in hitting you, you gain a bonus equal to one-half your tier (minimum 1) on attack and damage rolls for your retaliatory unarmed strike. You can spend one use of your mythic power as a free action to gain a dodge bonus to your AC equal to one-half your tier (minimum 1) against an opponent’s attack of opportunity.

Parting Shot (Combat, Mythic)

You are always able to shot at a foe as you move away.

Prerequisites: Parking ShotAPG

Benefit: When using the withdraw action, you can make a single ranged attack at any point during your movement.

Normal: Parting Shot can be used only once per encounter.

Passing Trick (Combat, Mythic)

You slither through your enemies and leave them guessing where you’ve gone.

Prerequisites: Passing TrickUC

Benefit: When you make a successful Acrobatics check to move through an opponent’s space, you can make a Bluff check to feint against that opponent as a free action rather than a swift action. If you move through the spaces of multiple creatures, you can make a Bluff check to feint against each of them. If you fail on an Acrobatics check to move through an opponent’s space, you can expend one us of your mythic power as a swift action to make a Bluff check to feint against that opponent.

Perfect Strike (Combat, Mythic)

Your attacks are extremely precise.

Prerequisites: Perfect StrikeAPG

Benefit: You can use Perfect Strike with any weapon. If you are using a kama, nunchaku, quarterstaff, sai, siangham, or unarmed strike, you may expend a use of Perfect Strike to reroll an attack roll after it misses. This counts as a use of Perfect Strike for the round.

Perfect Style (Combat, Mythic, Style)

You are as one with the element of your monastic perfection.

Prerequisites: Perfect StyleISC

Benefit: You add your mythic tier to the energy resistance granted by your Perfect Style. In addition, if you take energy damage that would normally bypass your energy resistance, you can spend 1 ki point or one use of your mythic power as an immediate action to retain your energy resistance against that attack and any other effects that would bypass your energy resistance until the end of your next turn.

Performance Weapon Mastery (Combat, Mythic)

You wield all your weapons with the flair of a consummate performer.

Prerequisite: Performance Weapon MasteryUC

Benefit: You treat all weapons you are proficient in as if they had the performance weapon quality. When wielding weapons with the performance weapon quality, you gain an additional +2 on all combat performance checks. You can spend one use of mythic power to treat all weapons you wield, even if you are not proficient with them, as if they had the performance weapon quality.

Performing Combatant (Combat, Mythic)

You are as much a showman as a warrior, and ensure every battle is a grand spectacle.

Prerequisite: Performing CombatantUC

Benefit: You can make performance combat checks in any combat. All of your performance combat feats are available to you for use. Make a DC 20 performance combat check each time you use a feat. On a success, you gain the full effect of any feat you use. You can expend one use of mythic power to treat the die roll as if it were a natural 20. You must choose to use your mythic power before you roll the check.

Pin Down (Combat, Mythic)

None shall pass, and any who try are boxed in by your maneuvers.

Prerequisites: Pin DownUC

Benefit: Whenever you use the attack of opportunity provided by Pin Down it deals damage normally in addition to the effects of Pin Down. Furthermore, your opponent must succeed at a Fortitude save (DC 10 + 1/2 your level + your Strength Modifier) or be staggered for one round.

Pinning Knockdown (Combat, Mythic)

When you pin your opponent, you take them to the ground.

Prerequisite: Improved Grapple or grab special attack.

Benefit: Whenever you succeed at a grapple combat maneuver to pin a creature, you also knock that creature prone. You need not make a separate combat maneuver check to trip the target, and abilities such as stability that grant a bonus to CMD against trip maneuvers do not apply. As long as you remain stationary and adjacent to the target while maintaining the pin, you are no longer considered grappled.

Pinning Knockout (Combat, Mythic)

You wrap foes up and knock them out.

Prerequisite: Pinning KnockoutUC

Benefit: When you deal nonlethal damage to a pinned target, you deal triple damage instead of double damage. In addition, if your target has damage reduction that applies specifically to nonlethal damage, such as an invulnerable rager barbarian, or temporary immunity to nonlethal damage due to a spell, item, or similar effect, you can expend one use of your mythic power as a free action to ignore that damage reduction for 1 minute. This does not apply to creatures that are naturally immune to nonlethal damage, such as constructs and undead.

Pinning Rend (Combat, Mythic)

When you have an opponent pinned, you can literally tear them apart.

Prerequisite: Pinning RendUC

Benefit: When you use this feat, you can also deal 1d4 points of Strength, Constitution, or Dexterity damage (your choice) each time you succeed on a combat maneuver check to deal damage while maintaining a pin.

Pinpoint Poisoner (Combat, Mythic)

You use your needles to augment your unarmed strikes, and can throw them with pinpoint accuracy.

Prerequisite: Pinpoint PoisonerUC

Benefit: You can make your full allotment of unarmed strikes when you spend a full attack action, and your attacks deal your full unarmed strike damage in addition to the 1d2 damage and poison delivery from the blowgun dart. If you instead throw the darts as shuriken, you can likewise make your full allotment of attacks with a full attack action, and you resolve these attacks as ranged touch attacks as long as the target is within 10 feet, plus 10 additional feet for each use of your mythic power you expend while making the full attack action.

Piranha Strike (Combat, Mythic)

Your strikes are as savage as they are swift.

Prerequisite: Piranha StrikeSLC

Benefit: When you use Piranha Strike, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. You can expend one use of mythic power when you activate Piranha Strike to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.

Point-Blank Master (Combat, Mythic)

You are deadly with your ranged attacks even when enemies are close at hand.

Prerequisites: Point-Blank MasterAPG

Benefit: When attacking an adjacent enemy with the weapon you selected for the Point Blank Master feat, you may spend a swift action to take careful aim with your next shot, allowing you to ignore a number of points equal to your mythic tier of either the target’s armor and shield bonuses to AC (including enhancement bonuses) or its dodge and Dexterity bonuses to AC. You also may expend one use your mythic power as a swift action to automatically confirm a critical threat (against a non-mythic creature) or add your mythic tier as a bonus on critical hit confirmation rolls (against a mythic creature) against adjacent targets with your chosen ranged weapon.

Precise Shot (Combat, Mythic)

You can shoot wasps out of a swarm, or even hit targets on the ethereal plane.

Prerequisites: Precise ShotCRB

Benefit: Your ranged attacks can damage swarms and ignore miss chances from spells or magic effects (such as blink, blur, and mirror images). If you expend a use of mythic power, for one minute your ranged attacks also affect ethereal and insubstantial foes.

Precise Strike (Combat, Mythic, Teamwork)

You can work with an ally to deal more damaging blows.

Prerequisites: Precise StrikeAPG

Benefit: Whenever you and an ally are flanking the same the creature, you both deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit. Normal: Precise Strike only works with allies who also have the feat.

Prone Shooter (Combat, Mythic)

You are difficult to hit with ranged attacks while prone.

Prerequisites: Prone ShooterUC

Benefit: Once per round, whenever you are targeted by a ranged attack and are benefiting from the effects of Prone Shooter, you may immediately move 5 feet and negate the ranged attack made against you.

Prone Slinger (Combat, Mythic)

Enemies do not expect your prone sling technique.

Prerequisites: Prone SlingerUC

Benefit: Creatures are flat-footed to the first ranged attack you make with a sling while prone each round.

Punishing Kick (Combat, Mythic)

Your Punishing Kick can push several creatures back, or knock them prone.

Prerequisite: Punishing KickAPG

Benefit: If you use your Punishing Kick to knock your target prone, you can choose whether the target receives a Fortitude or a Reflex saving throw to avoid the effect, and you add one-half your tier to the saving throw DC.

If you decide to push the target, it need not end this move in a safe space it can stand in. If there is another creature in the way of your target’s movement, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If your bull rush maneuvers succeed, you push all the creatures 5 feet directly away from you, each creature’s movement provokes attacks of opportunity. If any bull rush maneuver fails, or if a solid obstacle prevents movement, each target you successfully bull rushed must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Wisdom modifier) or fall prone. For each use of mythic power you expend as a free action when delivering your Punishing Kick, you reduce the penalties for bull rushing multiple creatures by 4 and increase the save DC by 1.

If you have exhausted your daily uses of the Punishing Kick feat, you may make additional Punishing Kicks by expending one use of your mythic power as a free action with each kick you attempt.

Pushing Assault (Combat, Mythic)

Your mightiest blows move foes around.

Prerequisites: Pushing AssaultAPG

Benefit: If you expend a use of mythic power, for one minute there is no size limit to how big a foe you can move with Pushing Assault.

Normal: Pushing assault does not work on foes larger than yourself.

Quarterstaff Master (Combat, Mythic)

Your staff is a conduit for your mythic power.

Prerequisite: Quarterstaff MasterUM

Benefit: When wielding your quarterstaff as a one-handed weapon you may add 1-1/2 times your Strength bonus on attacks. In addition you may expend one use of your mythic power as a move action to grant any quarterstaff you wield an enhancement bonus equal to one-half your mythic tier (minimum 1) for 1 minute per mythic tier. This bonus stacks with any existing enhancement bonus the quarterstaff already has, up to a maximum of +5. You may apply the bonus granted through this feat to only one end of the quarterstaff, or divide it between both ends as you wish.

Quick Bull Rush (Combat, Mythic)

You can slam into opponents with stunning speed.

Prerequisites: Quick Bull RushUC

Benefit: Once per round you may perform the bull rush combat maneuver as a free action against a foe within reach and add your mythic tier to the combat maneuver check. You may not move with your opponent unless you spend 1 point of mythic power, which allows you to move up to your speed with your opponent.

Quick Dirty Trick (Combat, Mythic)

You’re always able to deliver a low-blow to your enemies.

Prerequisites: Quick Dirty TrickUC

Benefit: Once per round you may perform the dirty trick combat maneuver as a free action against a foe within reach and add your mythic tier to the combat maneuver check.

Quick Drag (Combat, Mythic)

You drag enemies around in battle with ease.

Prerequisites: Quick DragUC

Benefit: Once per round you may perform the drag combat maneuver as a free action against a foe within reach and add your mythic tier to the combat maneuver check.

Quick Reposition (Combat, Mythic)

You can swiftly maneuver your opponents around in battle.

Prerequisites: Quick RepositionUC

Benefit: Once per round you may perform the reposition combat maneuver as a free action against a foe within reach and add your mythic tier to the combat maneuver check.

Quick Steal (Combat, Mythic)

You pick your enemies pockets before they can even notice.

Prerequisites: Quick StealUC

Benefit: Once per round you may perform the steal combat maneuver as a free action against a foe within reach and add your mythic tier to the combat maneuver check.

Rapid Grappler (Combat, Mythic)

You can grapple and pin your foes with astonishing speed.

Prerequisite: Rapid GrapplerUC

Benefit: If you use Greater Grapple to successfully maintain a grapple as a move action, you can make a grapple combat maneuver as a free action. If you spend one use of your mythic power when making this grapple check, you may roll twice and use the better result. You can use this feat only once per round.

Normal: Using Rapid Grappler is a swift action.

Rapid Recovery (Combat, Ki, Mythic)

Your body works in harmony with your mind and spirit to recover quickly.

Prerequisite: Rapid RecoveryWK

Benefit: You can use this feat to heal yourself regardless of your current hit point total. If you spend a point from your ki pool to heal damage when you are at 0 or fewer hit points, or when you receive an effect that cures hit point damage, you add your mythic tier to the damage cured. This curing ends bleed effects as a cure wounds spell does.

Ray Shield (Combat, Mythic)

You can deflect, and reflect, rays with your shield.

Prerequisites: Ray ShieldAPG

Benefit: Anytime you deflect a ranged touch attack with Ray Shield, you may make a ranged touch attack to reflect it back to the original target. You may also expend a use of mythic power to use Ray Shield to deflect a ranged touch attack even if you have already done so in the same round.

Rebounding Leap (Combat, Mythic)

Your leaping attacks from your mount are astounding.

Prerequisites: Rebounding LeapUC

Benefit: When you spent one point of mythic power and use Acrobatics to leap from your mount as part of your leaping lance class feature, the distance of your jump is equal to twice the result of your Acrobatics check. Additionally, you may make one melee attack against every creature within reach in the path of your leap. At the end of this jump you can remount your steed as a swift action.

Rebuffing Reduction (Combat, Mythic)

Your damage reduction can turn your enemies’ attacks back on them.

Prerequisites: Rebuffing ReductionUC

Benefit: When you successfully bull rush an opponent as a result of your Rebuffing Reduction feat, they take damage equal to the amount of damage they inflicted that failed to penetrate your DR, plus twice your mythic tier.

Redirected Shot (Combat, Grit, Mythic)

Your bullets can knock your ally’s shots back on course.

Prerequisite: Redirected ShotISC

Benefit: You can use this feat after the result of an ally’s ranged attack has been revealed. In addition, if your ally uses a ranged attack against a creature that has cover from its position but has no cover or less cover from your position, use the lower cover bonus to AC when resolving the ranged attack.

Rending Claws (Combat, Mythic)

You can shred the flesh of creatures you hit with your claws.

Prerequisites: Rending ClawsAPG

Benefit: You add your mythic rank or tier to the damage you deal when you rend a creature with your claws. If your target has damage reduction or hardness, you combine the damage from both of your claw attacks as well as your rending damage as if it were a single attack for the purpose of overcoming that damage reduction or hardness.

Rending Fury (Combat, Mythic)

Your ripping and tearing attacks come in a savage frenzy.

Prerequisites: Rending FuryUC

Benefit: If you hit with all of the natural weapons normally required to rend your opponent, your rend deals double normal damage. In addition, whenever you rend if you confirm a critical hit with any of the natural weapons you use to rend, you can spend one use of your mythic power as a free action to double the damage dealt by your rend.

Repositioning Strike (Combat, Mythic)

Your movement in combat is like a dance, and you can bring your allies along for a few of the steps

Prerequisites: Repositioning StrikeAPG

Benefit: You may expend a use of mythic power to use Repositioning Strike on any successful melee attack. Additionally, whenever you successfully use the reposition combat maneuver, you may also change the position of all willing allies that are adjacent to you by 5 feet.

Reverse-Feint (Combat, Mythic)

You can quickly goad your opponent into attacking, allowing you to retaliate with a powerful counter.

Prerequisite: Reverse-FeintARG

Benefit: You can use this feat as a swift action, and if your opponent’s attack hits you can make your counterattack as a free action rather than an immediate action. If you spend a move action to use this feat and an immediate action to make your counterattack, you gain an additional bonus on attack and damage rolls on that attack equal to one-half your mythic tier (minimum 1).

Risky Striker (Combat, Mythic)

You dive dangerously into combat in order to strike telling blows.

Prerequisite: Risky StrikerARG

Benefit: When you use this feat, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. You can expend one use of mythic power to negate the AC penalty for using this feat for a number of rounds equal to your mythic tier.

Saddle Shrieker (Combat, Mythic)

Your battle cries drive your mount into a killing fervor.

Prerequisite: Saddle ShriekerGoG

Benefit: During any round when you use your Saddle Shrieker feat, your mount gains a morale bonus on saving throws and a dodge bonus to AC equal to the bonus it gains on attack and damage rolls, and you gain a +5 bonus on Ride checks and Handle Animal checks to control or push your mount. In addition, you can expend one use of mythic power to negate the penalties on attack rolls and combat maneuver checks caused by using Saddle Shrieker for 1 minute.

Sap Adept (Combat, Mythic)

You know just where to hit to knock your opponents senseless.

Prerequisites: Sap AdeptUC

Benefit: Whenever you use a bludgeoning weapon to successfully deal nonlethal sneak attack damage to an opponent, you may spent one point of mythic power to inflict a penalty to either their attack rolls or AC equal to the number of sneak attack dice rolled for one round. Mythic foes receive a Fortitude save (DC 10 + damage dealt + your mythic tier) to negate this effect.

Sap Master (Combat, Mythic)

If you hit them just right, you can knock your opponents unconscious.

Prerequisites: Sap MasterUC

Benefit: When you use Sap Master you roll your sneak attack dice three times. On a successful critical hit, non-mythic foes must succeed at a Fortitude save (DC 10 + damage dealt + your mythic tier) or fall unconscious for 1 round per mythic tier you possess.

Savage Critical (Combat, Critical, Mythic)

Your devastating blows can literally tear your target apart.

Prerequisite: Savage CriticalCAF, 5th mythic tier.

Benefit: When you confirm a critical hit, your target takes 1 point of Strength or Dexterity damage (50% chance of either). If you expend one use of mythic power, you may select whether the target takes Strength or Dexterity damage, and you deal a number of points of ability damage equal to your critical multiplier. A mythic creature can attempt a Fortitude save against a DC of 10 + your base attack bonus + your mythic tier to reduce this ability damage by half (minimum 1).

Savage Display (Combat, Mythic, Performance)

Your victory roar shows that you are the mightiest of all.

Prerequisites: Savage DisplayUC

Benefit: When you use this feat, you add one-half your mythic tier on your performance combat check and on damage rolls until the end of your turn. If you make an Intimidate check before the end of your turn, you also add this bonus. If you have the frightful presence ability, you can spend one use of your mythic power as a move action to force a number of creatures equal to one-half your mythic rank or tier within range to reroll their saves against your frightful presence, even if they have already saved.

Savage Surge (Combat, Mythic, Performance)

Your towering rage is awe-inspiring to behold.

Prerequisite: Savage SurgeISC

Benefit: When you expend rounds of rage to gain a bonus on a performance combat check, you gain a bonus equal to the number of rounds of rage you expend, and the bonus applies for a number of rounds equal to one-half your mythic tier (minimum 1), rather than on a single performance check.

Scorching Weapons (Combat, Mythic)

The elemental fire in your body protects you and sets your weapons aflame.

Prerequisite: Scorching WeaponsARG

Benefit: Your bonus on saving throws against fire attacks and spells with the fire descriptor or light descriptor increase to +4. When you heat your weapons with this feat, they remain hot for a number of rounds equal to your mythic tier. Additionally, you can spend one use of mythic power to give your wielded weapons the flaming weapon ability for a number of rounds equal to one-half your mythic tier.

Sea Hunter (Combat, Mythic)

You foul the fins of your target when you successfully strike.

Prerequisite: Sea HunterARG

Benefit: You can use this feat against non-mythic creatures with a swim speed or that are using freedom of movement, though not against creatures that cannot be tripped. If you expend one use of mythic power on a successful trip combat maneuver check, you also entangle the target as if you had made a successful dirty trick combat maneuver. This does not require a separate action or combat maneuver check.

Second Chance (Combat, Mythic)

Your first attack is deadly accurate.

Prerequisites: Second ChanceAPG

Benefit: When the first attack you make on your turn misses, you may forgo making any other attacks for the rest of your turn to reroll that attack at your highest base attack bonus.

Shadow Strike (Combat, Mythic)

You accurately strike even those you cannot see.

Prerequisite: Shadow StrikeAPG

Benefit: As a swift action, you can expend one use of mythic power to gain the ability to deal precision damage, such as sneak attack damage, against targets with total concealment for a number of rounds equal to your tier.

Shaitan Earthblast (Combat, Mythic)

Your tremors unleash a geyser of caustic fluid.

Prerequisites: Shaitan EarthblastUC

Benefit: You add your mythic tier to the damage dealt by your Shaitan Earthblast, and the eruption of the ground that accompanies it turns the ground in the area into difficult terrain. Creatures failing their save against your Shaitan Earthblast are knocked prone.

Shaitan Skin (Combat, Mythic)

Your skin burns with sizzling solvents.

Prerequisites: Shaitan SkinUC

Benefit: While you are using this style, you increase your acid 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 Shaitan 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 Shaitan Style, you can expend one use of your mythic tier as an immediate action to gain immunity to acid until the end of your next turn. Non-mythic creatures that fail their save against your Elemental Fist are sickened with pain for 1 round 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 acid 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 acid damage per hit and must succeed at a Reflex save or be staggered (and sickened, if a non-mythic creature) for 1 round. A creature need save only once per round against this effect.

Shaitan Style (Combat, Mythic, Style)

Your caustic touch causes earth to crumble before you.

Prerequisites: Shaitan 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 acid resistance or acid immunity of creatures you strike with your Elemental Fist or with feats in the Shaitan 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 acid.

Sharpclaw (Combat, Mythic)

Your savage claws tear your prey apart.

Prerequisite: SharpclawARG

Benefit: If you hit a creature twice in the same round with your claw attacks, you may rend that target for 1d4 additional points of damage plus 1-1/2 times your Strength modifier. If you expend one use of mythic power as a swift action, for a number of rounds equal to your mythic tier your claw attacks deal 1 point of bleed damage on every hit. This bleed damage stacks with itself and other sources of bleed damage.

Shattering Strike (Combat, Ki, Mythic)

Your focused soul-force allows you to shatter stone.

Prerequisite: Shattering StrikeWK

Benefit: As long as you have at least 1 point in your ki pool, you add you mythic tier to your Wisdom bonus to determine the amount of hardness you can ignore when attacking objects or creatures with hardness, including with sunder combat maneuvers. You also add your mythic tier and your Wisdom bonus to Strength checks made to break an object with sudden force. If you spend 1 point from your ki pool, you can add your Wisdom modifier to on sunder combat maneuver checks and damage rolls against objects until the end of your turn. If you expend 2 points from your ki pool, you can add this bonus for a number of rounds equal to one-half your mythic tier (minimum 1).

Shatterspell (Combat, Mythic)

Your enemy’s magic crumbles before your determined assault.

Prerequisite: ShatterspellARG

Benefit: You add your mythic tier to your base attack bonus to determine the number of times per day you can use this feat, and you can use it in place of any melee attack rather than as a standard action. If your target is a non-mythic spell, you add your mythic tier to your combat maneuver check to sunder it.

Shield Master (Combat, Mythic)

You punish your foes’ failures with a smack from your shield.

Prerequisites: Shield MasterCRB

Benefit: When you have a shield equipped, if a foe in reach makes an attack against you and misses by 5 or more that foe provokes an attack of opportunity from you. If a foe attempts to make a combat maneuver targeting your shield (such as sunder) and after the maneuver is resolved your shield is still in hand and not broken or destroyed, that foe provokes an attack of opportunity from you. You can only use this attack of opportunity to attack the foe with your shield.

Additionally, you may make a number of additional attacks of opportunity per round depending on what kind of shield you have equipped (buckler = +1 AoO, small shield = +2 AoO, large shield = +3 AoO, tower shield = +1 AoO). You can only use these attacks of opportunity to attack foes with your shield.

Shield of Swings (Combat, Mythic)

Your mighty assault is also a great defense.

Prerequisites: Shield of SwingsAPG

Benefit: When you take a full-attack action while wielding a two-handed weapon modified by Power Attack, you can choose to not deal the additional damage from Power Attack to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.

Normal: Shield of swings functions with or without Power Attack, but halves the damage you deal.

Shield Proficiency (Combat, Mythic)

You can interpose your shield between yourself and all dangers.

Prerequisites: Shield ProficiencyCRB

Benefit: Add the AC bonus you gain from your shield to your CMB.

Shield Specialization (Combat, Mythic)

With your shield you can deflect even the most lethal blows.

Prerequisite: Shield SpecializationAPG

Benefit: You gain the ability to negate critical hits and precision-based damage when using your chosen shield type, as the fortification armor special ability. The chance to negate critical hits or precision-based damage is equal to 5% times your mythic tier. If your shield already has the fortification ability, this chance stacks with the percentage chance provided by the shield itself, up to a maximum of 100%.

Shield Wall (Combat, Mythic, Teamwork)

You can always benefit from an adjacent ally’s shield, and aid them with your shield.

Prerequisites: Shield WallAPG

Benefit: Whenever you are wielding a shield and are adjacent to an ally wielding a shield, the AC bonus to both your and your ally from your shields increase, depending on the shields wielded.

  • If your ally is wielding a buckler or a light shield, your shield bonus increases by +1.
  • If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2.
  • If you are wielding a buckler or a light shield, your ally’s shield bonus increases by +1.
  • If you are wielding a heavy shield or a tower shield, your ally’s shield bonus increases by +2.

If you or an adjacent ally uses a tower shield to grant total cover, the other also benefits if an attack targeting that character passes through the edge of the shield.

Normal: Shield Wall is a teamwork feat that only functions if you and your adjacent ally both have it.

Shrewd Tactician (Combat, Mythic)

Your dealings with cutthroats and rascals has taught you to anticipate and counter their dirty tricks.

Prerequisite: Shrewd TacticianISWG

Benefit: You cannot be flanked by non-mythic creatures, though a non-mythic creature can provide flanking to a mythic creature. In addition, you add your mythic tier to your Sense Motive bonus to set the DC for Bluff checks made to feint against you in combat. If a creature attempts a feint or dirty trick combat maneuver against you and fails, you can expend one use of your mythic power as a free action immediately after the failed check to make a Bluff check to feint that creature, with a bonus equal to your mythic tier on the check. If your feint is successful, you can also make an attack of opportunity against that creature.

Special: The base feat text states that you gain a +3 bonus on Sense Motive checks made to resist a foe’s Bluff checks to feint in combat; however, the rules for feinting state that a Bluff check is made against a fixed DC equal to 10 plus the defender’s Sense Motive bonus as a fixed DC rather than an opposed check. The mythic feat has been written to comply with the feint rules.

Sickening Critical (Combat, Critical, Mythic)

You can sicken foes with weapon strikes at will.

Prerequisites: Sickening CriticalCRB, 2nd mythic tier.

Benefit: Once per round when you hit a foe with an attack, but the attack is not a critical, you may expend one use of mythic power to inflict the effect of the Sickening 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.

Sidestep (Combat, Mythic)

You follow an opponent’s missed blow with a swift step out of the way.

Prerequisites: SidestepAPG

Benefit: When you take a 5-foot step after an attack misses you in melee, you do not need to remain within your attacker’s threatened area. Alternatively, when attacked in melee you can use this feat to take a 5-foot step as an immediate action before the attack is resolved. You must remain within the target’s threatened area, but your sudden movement at the last moment grants you a dodge bonus to your AC against that attack equal to one-half your mythic tier (minimum +1). You can use this ability more than once per round by expending one use of your mythic power per use after the first. Any movement you take while using this feat is deducted from your total movement on your next turn.

Siege Commander (Combat, Mythic)

Under your leadership your allies are masters of siege combat.

Prerequisites: Siege CommanderUC

Benefit: When you lead a siege engine assembly crew the time required to assemble a siege engine is reduced to 1/4th. Additionally, any creature who can see and hear you is treated as if they had a number of non-mythic siege engine or ranged weapon related feats you possess (up to a maximum number of feats equal to your mythic tier). These feats may only be used in conjunction with a siege engine.

Siege Engineer (Combat, Mythic)

Siege weaponry under your control can fell even the mightiest of foes.

Prerequisites: Siege EngineerUC

Benefit: A siege engine you operate penetrates mythic damage reduction.

Siege Gunner (Combat, Mythic)

You have peerless aim with siege weapons.

Prerequisites: Siege GunnerUC

Benefit: You do not automatically miss on the roll of a 1 when making attack rolls with a siege weapon and resolve the attack. Additionally, you deal twice the normal damage against objects and structures when you fire a siege weapon.

Simple Weapon Proficiency (Combat, Mythic)

Your prowess with a specific simple weapon is beyond compare.

Prerequisites: Simple Weapon ProficiencyCRB

Benefit: Select one simple 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, Thorne is a 19th level cleric proficient with the morningstar who has taken Mythic Simple Weapon Proficiency with that weapon. Normally she would receive three attacks as a result of her base attack bonus, at +14/+9/+4. However as a result of this feat, her three attacks are instead at +14/+10/+6.

Smash (Combat, Mythic)

You are a master at breaking things.

Prerequisites: SmashAPG

Benefit: When you attack an object, you ignore the first 5 points of its hardness. This stacks with the reduction you gain from Smash for attacking an inanimate, unattended object. You also receive an additional +5 bonus on Strength checks made to knock down or break open doors (total of +10 with Smash).

Snake Fang (Combat, Mythic)

You capitalize on poor attack attempts to deliver rapid combinations.

Prerequisites: Snake FangUC

Benefit: Once per round while using the Snake Style feat, when an opponent’s attack misses you, you can make a Sense Motive check opposed by your attacker’s Bluff check. If the check succeeds, you may use the result of your Sense Motive check in place of your attack roll for your attack of opportunity. If this attack of opportunity misses, you can spend one use of mythic power as an immediate action to make an additional unarmed strike against the same opponent.

Snake Sidewind (Combat, Mythic)

Your unancitipated movements make it difficult for opponents to maneuver you in combat, and you take advantage of your telling blows to reposition yourself.

Prerequisites: Snake SidewindUC

Benefit: While using Snake Style, you gain a +4 bonus to your CMD against bull rush, drag, reposition, and overrun maneuvers. Whenever you use hit an opponent with a Stunning Fist attempt while using this style, you can spend one use of mythic power as a free action to use the result of a Sense Motive check in place of the saving throw DC. In addition, whenever you score a critical hit or a successful Stunning Fist attempt with your unarmed strike, rather than an immediate action, you may spend one use of your mythic power as a free action to take a 5-foot step even if you have otherwise moved this round.

Snake Style (Combat, Mythic, Style)

Your anticipation of your foe’s attacks makes you difficult to hit.

Prerequisites: Snake StyleUC

Benefit: When using Snake Style, add one-half your mythic tier (minimum 1) on Sense Motive checks you make to use the result as your AC or touch AC against an attack. In addition, you can use this feat as a free action rather than an immediate action by spending one use of your mythic power.

Snap Shot (Combat, Mythic)

You gain more opportunities to take advantage of your opponents letting their defenses down.

Prerequisite: Snap ShotUC

Benefit: When you hit a creature with an attack of opportunity using a ranged weapon, you gain a +2 dodge bonus to AC against that creature’s attacks until the end of your next turn. If you expend one use of your mythic power, this bonus lasts for a number of rounds equal to your mythic tier. Additionally, you can expend one use of your mythic power to gain the benefits of Combat Reflexes feat for purposes of making attacks of opportunity with your ranged weapon using this feat. This lasts a number of rounds equal to your mythic tier. If you already have the Combat Reflexes feat, increase the number of attacks of opportunity you can take by 1 for every three mythic tiers you possess.

Snapping Turtle Clutch (Combat, Mythic)

You can sacrifice two attacks to make a single devastating strike.

Prerequisites: Snapping Turtle ClutchUC

Benefit: You take no penalty on your combat maneuver check to grapple an opponent that attacks and misses you, and if your grapple maneuver succeeds against an attacker that missed with a manufactured weapon you may choose to disarm your opponent instead of grappling it. If you expend one use of your mythic power, you may both disarm and grapple your opponent on a successful combat maneuver check to grapple. Disarming your opponent in this way does not provoke attacks of opportunity.

If a creature attempts to grapple you using the grab ability, you can use an immediate action to roll a combat maneuver check to grapple with a bonus equal to your mythic tier against a DC equal to your attacker’s combat maneuver check. If your check succeeds, your opponent’s grapple attempt fails. If you expend one use of your mythic power, you may grapple your opponent instead.

Snapping Turtle Shell (Combat, Mythic)

Your shielding hand turns away telling blows before they strike home.

Prerequisites: Snapping Turtle ShellUC

Benefit: While you are using this style, the shield bonus the style grants to your AC also applies to Reflex saves against burst effects. In addition, you increase the penalty on your opponents’ critical confirmation rolls by an amount equal to one-half your mythic tier (minimum 1). If a non-mythic creature or creature whose mythic rank or tier is less than yours confirms a critical hit against you in melee, you can expend one use of your mythic power to negate that critical hit. The attack is instead resolved as a normal hit.

Snapping Turtle Style (Combat, Mythic, Style)

Your free hand wards off attacks with ease.

Prerequisites: Snapping Turtle StyleUC

Benefit: The shield bonus to AC provided by this style is increased by 1. In addition, as an immediate action you can expend one use of your mythic power to increase your shield bonus to AC by an amount equal to your mythic tier until the end of your next turn.

Spectacular Exit (Combat, Mythic, Performance)

Your astonishing acrobatics leave your foes amazed and agog.

Prerequisite: Spectacular ExitISC

Benefit: You add one-half your mythic tier (minimum 1) on Acrobatics checks you make when using this withdraw action, and when you succeed on an Acrobatics check to avoid provoking an attack of opportunity from a non-mythic creature, you can attempt to feint that creature as a free action. If you expend one use of mythic power, you can feint mythic creatures as well, and non-mythic creatures you successfully feint are dazzled for 1 round (blinded for 1 round if you exceed the DC by 10) and repositioned (as the combat maneuver) 5 feet in a direction of your choice. This does not require a separate combat maneuver check to reposition the creature, and modifiers to that maneuver do not apply.

Spinning Throw (Combat, Mythic)

Your spinning throw is fast and you can use its momentum to quickly shift your position.

Prerequisite: Spinning ThrowUC

Benefit: When using Spinning Throw, your bull rush combat maneuver is a free action, though you may use against a given creature only once per round. If your bull rush maneuver is successful, you can also move 5 feet. 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). If you target a creature your size or smaller with your Spinning Throw, you may expend one use of your mythic power after succeeding on your bull rush maneuver to push the target an additional 5 feet times your mythic tier.

Spit Venom (Combat, Mythic)

You spit gouts of venom with uncanny deadliness.

Prerequisite: Spit VenomARG

Benefit: You add your mythic tier to your Hit Dice to determine the number of times per day you may spit venom, and you may spit your venom at a target up to 10 feet away as a swift action rather than a full-round action. If you use a full-round action to spit, you may spit your poison an additional 5 feet per mythic tier. You may expend one use of mythic power as a swift action to spit your poison in a 10-foot cone-shaped burst; all creatures within the cone are blinded (Fortitude negates).

Splintering Weapon (Combat, Mythic)

Fragments from your broken weapon are lodged deeper in your enemies.

Prerequisites: Splintering WeaponUC

Benefit: Add your mythic tier to the total bleed damage provided by Splintering Weapon. Additionally, you add your mythic tier to the DC of any made to staunch the bleeding.

Stabbing Shot (Combat, Mythic)

Arrows and bolts are not mere ammunition in your hands.

Prerequisites: Stabbing ShotAPG

Benefit: You can use Stabbing Shot with any arrow or bolt. If your first attack in a round is a melee attack made with Stabbing Shot, you do not suffer the normal –2 penalty to the rest of your ranged attacks in the round. If you make a successful Stabbing Shot, still have foes adjacent, and still have ranged attacks available, you may continue to use ranged attacks to make Stabbing Shots.

Stage Combatant (Combat, Mythic)

Even against heavily resilient foes you are capable of dealing nonlethal blows.

Prerequisites: Stage CombatantUC

Benefit: When you attempt to deal nonlethal damage with a weapon that you have Weapon Focus in, you ignore an amount of your opponent’s damage reduction equal to your mythic tier.

Staggering Critical (Combat, Critical, Mythic)

You can stagger foes with a weapon blow at will.

Prerequisites: Staggering 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 Staggering 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.

Stand Still (Combat, Mythic)

None shall pass.

Prerequisites: Stand StillCRB

Benefit: When you successfully use the Stand Still feat to make a combat maneuver check to force a foe to stop moving, you may also deal melee damage to that foe with a natural or unarmed attack or a weapon you have in hand.

Step Up (Combat, Mythic)

No one can escape you.

Prerequisites: Step UpCRB

Benefit: Whenever an adjacent foe attempts to move away from you, you may move up to your movement rate as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you move more than 1/2 your movement rate, you may only take a move or standard action on your next turn.

If you expend a use of mythic power, you may move up to twice your movement rate to follow an adjacent foe, and still take a full action on your next turn.

Step Up and Strike (Combat, Mythic)

It is nearly impossible to move away from you.

Prerequisites: Step Up and StrikeAPG

Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a two melee attacks against that foe. If you use a single weapon, the first attack is at your highest base attack bonus and the second takes a –5 penalty. If you use two different weapons, the second attack takes only a –2 penalty.

Stony Step (Combat, Mythic)

The earth does not impede your movement, and favors you when you attack.

Prerequisite: Stony StepARG

Benefit: You may move through up to 5 additional feet of earth or stone-based difficult terrain per two mythic tiers you possess (minimum 5 feet) each round as if it were normal terrain. You can expend one use of your mythic power to make a charge attack that ignores earth or stone-based difficult terrain between you and your opponent. Creatures with the earth subtype do not impede your charge, and if you and the target of your charge are both touching an earth or stone surface you gain a +2 circumstance bonus on your attack roll and you deal additional damage equal to one-half your mythic tier if your charge attack hits.

Strangler (Combat, Mythic)

You can swiftly kill or knock out enemies in your grasp.

Prerequisite: StranglerUC

Benefit: You need not spend a swift action to deal your sneak attack damage to the creature you are grappling. If you choose to deal nonlethal damage with your sneak attack, you can roll d8s instead of d6s to determine damage from your sneak attack.

Alternatively, you can choose to forgo your sneak attack damage to attempt to knock the target unconscious. You must declare this intent before making your grapple maneuver check to maintain the grapple. If the check succeeds, your grapple check deals nonlethal damage equal to your unarmed strike damage and the target falls unconscious for 1d4 rounds. A successful Fortitude save (DC 10 + 2 per die of sneak attack damage you would normally deal) reduces this effect to staggered for 1 round. Creatures that are immune to bleed damage, stunning, or critical hits are immune to this ability.

Stunning Assault (Combat, Mythic)

Your mythically powerful blows can stun foes with ease.

Prerequisites: Stunning AssaultAPG

Benefit: You can expend a use of mythic power to use Stunning Assault without taking a –5 penalty to your attack and CMB checks, and to add half your mythic tier to the save DC against the effect.

Stunning Critical (Combat, Critical, Mythic)

You may stun foes with a weapon blow at will.

Prerequisites: Stunning 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 Stunning 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.

Stunning Pin (Combat, Mythic)

You can deliver a stunning attack to incapacitate pinned foes that try to break free.

Prerequisite: Stunning PinUC

Benefit: When using Stunning Pin, your Stunning Fist attack is a free action, though you may use this feat only once per round. If your pinned opponent attempts to free itself, such as through a combat maneuver check or Escape Artist check, or attempts to cast a spell or use a spell-like ability, you can spend one use of mythic power as an immediate action to make an unarmed strike attack, applying your Stunning Fist feat to the attack. This use counts as a use of Stunning Fist for the next round, and towards your daily limit of Stunning Fist attempts.

Stunning Shout (Combat, Ki, Mythic)

The power of your kiai leaves your opponents reeling.

Prerequisite: Stunning ShoutWK

Benefit: When using an Improved (or Greater or Mighty) Kiai, you need spend only one use of Stunning Fist per target in the area that you wish to attempt to stun (including alternate effects allowed to monks from their stunning fist class feature). If creatures you target are non-mythic, you add one-half your mythic tier to the save DC of your Stunning Fist.

Sundering Strike (Combat, Mythic)

You can cut any weapon apart.

Prerequisites: Sundering StrikeAPG

Benefit: You may expend a use of mythic power to use Sundering Strike on any successful melee attack. Additionally, you always add your mythic tier to the damage you inflict with a successful sunder maneuver.

Surprise Follow-Through (Combat, Mythic)

When sweeping through enemies, you can disrupt their defensive stance.

Prerequisite: Surprise Follow-ThroughARG

Benefit: When using Cleave or Great Cleave, if you hit more than one creature you may choose any of the creatures you hit to become flat-footed until the beginning of your next turn or until it is struck by an attack that requires an attack roll.

Surprise Strike (Combat, Mythic)

Your sudden thrust from a defensive stance catches your foe off-guard.

Prerequisite: Surprise StrikeARG

Benefit: When you use this feat, the target is denied its Dexterity bonus to AC against your attack. You can use this feat more than once per day by expending one use of mythic power for each additional use.

Swift Aid (Combat, Mythic)

Your aid is invaluable to your allies.

Prerequisite: Swift AidAPG

Benefit: You may use aid another as a swift action to grant an ally either a +3 bonus on his next attack roll or a +3 bonus to his armor class. Alternatively, you may use a swift action to aid up to three allies, granting them a +1 bonus on attack rolls or armor class. By expending one use of mythic power as part of the aid another action, you may add one-half your mythic tier to the bonuses granted by your aid.

Sword and Pistol (Combat, Mythic)

You are deadly in combat with the pairing of melee and ranged weapons.

Prerequisite: Sword and PistolUC

Benefit: When you confirm a critical hit with your melee weapon, you can make an additional attack against that opponent with your crossbow or firearm. Normal two-weapon fighting penalties apply. If you expend a use of your mythic power, you can double the critical threat range of your ranged weapon for that extra attack.

Sympathetic Rage (Combat, Mythic)

The fury of your allies is contagious.

Prerequisite: Sympathetic RageARG

Benefit: You can continue raging as long as you are within 5 feet per mythic tier of an ally who is raging. If more than one ally is raging, you can maintain your rage as long as you end your turn within this distance of a raging ally; you need not remain near the ally who was raging when you first used this feat. If you move away from your raging ally or if your ally dies or its rage ends, you can expend one use of mythic power to continue your sympathetic rage for a number of rounds equal to one-half your mythic tier (minimum 1). If you come within range of a raging ally before this duration expires, you can continue raging.

Tail Terror (Combat, Mythic)

Your tail is a deadly weapon.

Prerequisite: Tail TerrorARG

Benefit: Your tail is considered a primary natural weapon. If you take Weapon Focus or Weapon Specialization with any kobold tail attachmentsARG, you gain the benefit of those feats with all kobold tail attachments. If you expend one use of mythic power, you may treat your Weapon Focus or Weapon Specialization feat with a kobold tail attachment as Mythic Weapon Focus or Mythic Weapon Specialization for a number of minutes equal to your mythic tier; this applies only with that specific kobold tail attachment, not with all of them.

Tangle Feet (Combat, Mythic)

Your scrambling acrobatics cause larger foes to stumble.

Prerequisite: Tangle FeetARG

Benefit: You can use this feat against an additional number of larger creatures each round equal to one-half your mythic tier (minimum 1). If you use this feat against only one creature, add your mythic tier to the DC of its Acrobatics check to avoid falling prone if it moves. If you use this feat against multiple creatures, add one-half your mythic tier (minimum 1) to the DC of each creature’s Acrobatics check to avoid falling.

Taskmaster (Combat, Mythic)

Your fearsome leadership drives your underlings to push harder for success.

Prerequisite: TaskmasterARG

Benefit: You can use this feat as a swift or move action, and you can affect an ally whose Hit Dice (and mythic rank or tier, if any) do not exceed your Hit Dice plus your mythic tier. If you use this ability as a standard action, your ally gains a +2 morale bonus on attack rolls, weapon damage rolls, and Will saves against mind-affecting effects. You can expend one use of mythic power to negate the ─2 penalty to AC and on skill checks caused by this feat. Alternatively, you may retain the penalty but extend the duration of the effect by a number of minutes equal to your mythic tier.

Team Up (Combat, Mythic)

You are a master at aiding allies.

Prerequisites: Team UpAPG

Benefit: You can aid another as a move action.

Special: If you have both Mythic Swift Aid and Mythic Team Up, you can aid another as a swift actions and a move action, in the same round. You cannot aid the same ally twice in one turn.

Teleport Tactician (Combat, Mythic)

It is difficult to teleport away from you.

Prerequisites: Teleport TacticianAPG

Benefit: A foe you strike with Teleport Tactician cannot teleport more than 30 feet away, even if it successfully teleports. You can make the attack for Teleport Tactician even if you are out of attacks of opportunity.

Terrifying Critical (Combat, Critical, Mythic)

When you strike a telling blow, your target quakes with fear.

Prerequisite: Terrifying Critical.

Benefit: If you select this feat as a mythic feat, a critical hit increases the severity of fear effects affecting your target, including the effects of this feat. If your target is already shaken, it becomes frightened; if already frightened, it becomes panicked. A foe that is already panicked is cowering. In addition, you can expend one use of your mythic power to add one-half your mythic tier (minimum 1) to the save DC. If you score a critical hit against a non-mythic creature when expending a use of mythic power in this way, it becomes frightened (or increases the severity of an existing fear effect by two steps).

Terrorizing Display (Combat, Mythic)

Your marvelous martial puissance inspires your allies even as it intimidates your enemies.

Prerequisite: Terrorizing DisplayARG

Benefit: You can perform a Dazzling Display as a standard action. You can perform it as a move action with a ─5 penalty on your Intimidate check or as a swift action with a ─10 penalty on your Intimidate check. Allies within 30 feet gain a +2 morale bonus on attack rolls, weapon damage rolls, and Will saves against mind-affecting effects on a successful check, while allies between 30 and 60 feet away gain a +1 bonus; all affected allies take a ─2 penalty to AC and on skill checks. You can expend one use of mythic power to negate the ─2 penalty to AC and on skill checks caused by this feat. Alternatively, you may retain the penalty but extend the duration of the effect by a number of minutes equal to your mythic tier. Either choice applies to all allies affected by this feat.

Thrilling Vengeance (Combat, Mythic, Performance)

Your avenging anger helps you unleash a punishing performance on those that stand against you.

Prerequisite: Thrilling VengeanceISC

Benefit: When you use this feat, you add one-half your mythic tier (minimum 1) on performance checks made against creatures that damaged you within a number of rounds equal to your mythic tier. This bonus is doubled against a creature that confirmed a critical hit against you.

Thrown Slam (Combat, Mythic)

Your hammer throw mows down enemies in its path like a steel meteor.

Prerequisite: Thrown SlamBPFHT

Benefit: You can use this feat in place of an attack. If you use a standard action, you increase the length of the line by 5 feet, plus 5 feet per 2 mythic tiers you possess, and reduce the attack roll penalty for using this feat by 1 per 2 mythic tiers you possess.

Tiger Claws (Combat, Mythic)

You can sacrifice two attacks to make a single devastating strike.

Prerequisites: Tiger ClawsUC

Benefit: You can expend your first two unarmed strikes as part of a full attack action, rather than a full-round action, to make the single unarmed strike with both hands, allowing you to use any further unarmed strikes as normal.

Tiger Pounce (Combat, Mythic)

You can charge down foes with unexpected speed.

Prerequisites: Tiger PounceUC

Benefit: You can spend one use of mythic power as a swift action to charge up to one-half your speed against a target you hit with an unarmed strike or made a successful combat maneuver against since the beginning of your last turn.

Tiger Style (Combat, Mythic, Style)

Your tiger style tears muscle and causes bleeding wounds.

Prerequisites: Tiger StyleUC

Benefit: You gain a bonus equal to your tier on rolls to confirm critical hits with your slashing unarmed strike. Whenever you confirm a critical hit with your slashing unarmed strike, your opponent bleeds for an additional number of rounds equal to one-half your tier (minimum 1), and if you spend one use of mythic power as a free action, your opponent also takes 1 point of Strength bleed per turn.

Tiring Critical (Combat, Critical, Mythic)

You can tire foes with a weapon blow at will.

Prerequisites: Tiring CriticalCRB

Benefit: Once per round when you hit a foe with an attack, but the attack is not a critical, you may expend one use of mythic power to inflict the effect of the Tiring 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.

Tower Shield Proficiency (Combat, Mythic)

You move a tower shield with stunning ease.

Prerequisites: Tower Shield ProficiencyCRB

Benefit: You treat a tower shield as having no maximum Dexterity bonus to AC, a -3 armor check penalty, and 20% arcane spell failure. You do not take a -2 penalty to attack rolls when using a tower shield.

Normal: A tower shield has a +2 maximum Dex bonus to AC, -10 armor check penalty, 50% arcane spell failure, and causes anyone wearing it to take a -2 penalty to attack rolls.

Trick Riding (Combat, Mythic)

You and your mount are as one.

Prerequisite: Trick RidingAPG

Benefit: You no longer take any armor check penalties on your Ride skill checks and can use Trick Riding when wearing medium armor. You no longer need to make a Ride skill check for any action with a DC of 20 or lower. Finally, while mounted you may spend one use of mythic power as a move action to grant your mount a number of temporary hit points equal to your total Ride skill bonus plus your mythic tier. These temporary hit points last for a number of hours equal to your mythic tier or until expended.

Tripping Strike (Combat, Mythic)

Your blows overbalance your foes with ease.

Prerequisites: Tripping StrikeAPG

Benefit: You may expend a use of mythic power to use Tripping Strike on any successful melee attack. Additionally, you always add your mythic tier to your CMD against being tripped.

Twin Thunders (Combat, Mythic)

When you fight giants your combined blows are devastating..

Prerequisites: Twin ThundersUC

Benefit: When you use Twin Thunders, roll your off-handed damage three times and add the results together before adding any bonuses. This additional weapon damage is multiplied on a critical hit.

Twin Thunders Flurry (Combat, Mythic)

Your rapid strikes topple even giants.

Prerequisites: Twin Thunders FlurryUC

Benefit: Once per round when you deal additional damage from Twin Thunders you may spent one point of mythic power to make a free trip attempt against the target and you add one-half your mythic tier to the combat maneuver check to trip.

Twin Thunders Master (Combat, Mythic)

Your enemies are battered into submission for longer periods of time.

Prerequisites: Twin Thunders MasterUC

Benefit: The duration of dazed, shaken, staggered, and stunned from Twin Thunders Master increases by 1 round for every three mythic tiers you possess (minimum 1).

Two-Handed Thrower (Combat, Mythic)

You hurl weapons with both hands with mighty force.

Prerequisites: Two-Handed ThrowerUC

Benefit: Whenever you use two hands to throw a one-handed or two-handed weapon, you gain a bonus on damage rolls equal to twice your Strength bonus, and you can throw a weapon with two hands in place of a normal attack. When you confirm a critical hit with a weapon you throw with two hands, you can attempt an awesome blow combat maneuver with a ─5 penalty on your combat maneuver check. You can attempt such a maneuver on any hit against a non-mythic creature with a weapon thrown with both hands if you expend one use of your mythic power.

Two-Weapon Feint (Combat, Mythic)

Your clever thrusts throw your foe off-guard.

Prerequisite: Two-Weapon FeintUC

Benefit: When using this feat, add your mythic tier on your Bluff check to feint your opponent. You may expend one use of your mythic power as part of the Bluff check in order to roll twice, taking the better result. In addition, you may sacrifice more than one attack with your primary weapon in order to feint the same opponent multiple times in the same round. Each Bluff check after the first increases the DC of the Bluff check by 5.

Unblinking Flame Feint (Combat, Mythic)

Your dancing fists distract your foe from your true strikes.

Prerequisites: Unblinking Flame FeintISC

Benefit: You add one-half your mythic tier on Bluff checks you make to feint when you are unarmed and using Perfect Style. You can spend 1 ki point as a free action to gain the benefits of Improved Feint for a number of rounds equal to your mythic tier, and during this time (or if you already have the Improved Feint feat) you can spend 1 additional ki point as a swift action to gain the benefits of Greater Feint for 1 round.

Unblinking Flame Fist (Combat, Mythic)

Your consuming flame seeks out the heart-fire of your enemies.

Prerequisites: Unblinking Flame FistISC

Benefit: When using Perfect Style and making a Stunning Fist attack, you gain a bonus on critical confirmation rolls equal to one-half your mythic tier, and if your target has a percentage chance to avoid critical hits (such as with the fortification ability) or if you have a percentage miss chance against the target of your Stunning Fist attack (whether due to concealment or some other effect), you may roll twice and take the better result. If your charge provokes an attack of opportunity while you are using Perfect Style, you can use an immediate action or an attack of opportunity to attempt a feint against the creature attacking you. If your feint succeeds, the target takes a penalty to its attack roll against you equal to one-half your mythic tier, in addition to the normal effect of a successful feint.

Uncanny Defense (Combat, Mythic)

Your nimble defense keeps you on your toes against any attack.

Prerequisite: Uncanny DefenseARG

Benefit: When fighting defensively or taking the total defense action, or when using Combat Expertise, you gain a bonus on your Reflex saving throws and to your CMD equal to the dodge bonus to AC you gained from taking that action.

Under and Over (Combat, Mythic)

You are able to take advantage of an adjacent enemy’s overconfidence.

Prerequisite: Under and OverAPG

Benefit: The bonus you gain on your trip attack is increased by an amount equal to one-half your mythic tier (minimum 1). If you successfully trip your opponent, it also becomes entangled and cannot make attacks of opportunity for 1 round. In addition, you may use this feat when an opponent you threaten fails on a combat maneuver check to grapple an adjacent ally.

Underfoot (Combat, Mythic)

Your slip easily around larger foes.

Prerequisites: UnderfootAPG

Benefit: You gain an additional +4 bonus on Acrobatics checks made to move through the space or threatened area of opponents. You also gain an additional dodge bonus to Armor Class against attacks of opportunity provoked by moving through the threatened area of larger creatures, with a +2 bonus per size category larger than you. In addition, creatures two or more size categories larger than you do not increase the Acrobatics DC to move without provoking attacks of opportunity when you are threatened by multiple opponents. If you fail an Acrobatics check to move through a threatened square, you may spend a use of mythic power to be able to complete your move action after resolving the attack of opportunity. This does not allow you to move through an opponent’s space on a failed Acrobatics check.

Unfolding Wind Rush (Combat, Mythic)

The roaring winds race in your wake as you fling deadly missiles all along your path.

Prerequisites: Unfolding Wind RushISC

Benefit: You can move up to one-half your speed and make a full attack with thrown weapons without sacrificing the attack at your highest attack bonus. If you expend one use of your mythic power, you can move your full speed while making a full attack at no penalty, or up to twice your speed while making a full attack and sacrificing the attack you make at your highest attack bonus. If you expend 1 ki point, the wind wall that trails behind you as you move lasts for a number of rounds equal to one-half your mythic tier (minimum 1).

Unfolding Wind Strike (Combat, Mythic)

The floating air currents guide your weapons from your hands to your foes and back.

Prerequisites: Unfolding Wind StrikeISC

Benefit: You add one-half your mythic tier (minimum +1) on critical confirmation rolls with thrown weapons, and if the target is a non-mythic creature against whom you have a percentage miss chance, you can roll twice and take the better result. If you spend 1 ki point to imbue thrown weapons on your person with the seeking or returning special ability, they retain this ability for a number of rounds equal to one-half your mythic tier. Alternatively, you can imbue this ability in a number of weapons equal to your Wisdom modifier that are wielded or carried by you and/or any adjacent allies. Such weapons retain the chosen ability for one round.

Untwisting Iron Skin (Combat, Mythic)

Your inner strength buttresses your skin with the strength of steel.

Prerequisites: Untwisting Iron SkinISC

Benefit: While you are using Perfect Style, you increase the damage reduction you gain by 1 and also add your mythic tier to your level for the purpose of determining your DR/adamantine (maximum 10). If you gain DR/─ from breaking an object with hardness of 10 or greater, you add your mythic tier to the number of rounds you retain that damage reduction (maximum 20). If a creature uses an ability against you that allows it to bypass damage reduction that would normally apply, such as a paladin’s smite evil or a mythic champion’s fleet charge, you can expend one use of your mythic power as an immediate action to retain your damage reduction against that creature until the beginning of your next turn.

Untwisting Iron Strength (Combat, Mythic)

The union of your mind and flesh embody the shattering strength of twisted metal.

Prerequisites: Untwisting Iron StrengthISC

Benefit: When using Perfect Style, you can ignore an amount of hardness equal to your character level plus your mythic tier, and the bonus you gain on Strength checks to break objects is increased by an amount equal to your mythic tier. You can spend 1 ki point as a free action to gain the benefits of Improved Sunder for a number of rounds equal to your mythic tier, and during this time (or if you already have the Improved Sunder feat) you can spend 1 additional ki point as a swift action to gain the benefits of Greater Sunder or Sundering Strike for 1 round.

Unyielding Stance (Combat, Ki, Mythic)

Your unity with the universe makes it impossible for others to move you.

Prerequisite: Unyielding StanceWK

Benefit: When a creature attempts to move you physically with a combat maneuver, including an awesome blow, bull rush, drag, overrun, reposition, or trip, you can spend 1 point from your ki pool as an immediate action to force that creature to roll twice and use the worse result. If the effect that would move you is a spell that does not use the combat maneuver mechanics, including reverse gravity and teleportation effects, spending 1 point from your ki pool grants you spell resistance of 11 plus your mythic tier plus the number of points in your ki pool against that effect.

Vast Hatred (Combat, Mythic)

Your xenophobic hatred extends to many kindreds.

Prerequisite: Vast HatredARG

Benefit: Each time you select the Vast Hatred feat, you may select three creature types (and subtypes where appropriate), and your hatred bonus against such creatures is increased by 1.

Vicious Stomp (Combat, Mythic)

Your brutal attacks impede a prone opponent’s ability to stand up.

Prerequisite: Vicious StompUC

Benefit: If you damage a creature with your Vicious Stomp attack attempts to stand up from prone before the beginning of your next turn, it must use a standard action to do so (or move action if normally able to stand up as a swift or free action, such as with the stand up rogue talent). In addition, if you are not prone you can expend one use of your mythic power as a swift action to make an unarmed attack against a prone creature you threaten.

Wave Strike (Combat, Mythic)

Your sudden strike is more lethal.

Prerequisites: Wave StrikeUC

Benefit: When you use Wave Strike to feint as a swift action on the first round of combat, your first melee attack made against that target during the first round of combat is automatically a critical threat.

Whip Mastery (Combat, Mythic)

Your expertise in this weapon allows you to disarm and trip opponents more easily.

Prerequisite: Whip MasteryUC

Benefit: You gain a +2 bonus on combat maneuver checks to disarm or trip an opponent with your whip. You can expend one use of mythic power to take an attack with your whip at your highest attack bonus against any target you have just successfully disarmed or tripped with your whip.

Whirlwind Attack (Combat, Mythic)

You can strike multiple times at every foe within reach.

Prerequisites: Whirlwind AttackCRB, 5th mythic tier.

Benefit: When you use Whirlwind Attack as a full-round action, you may make all your attacks from a full attack action against one foe, and one additional attack against every foe within reach. If you expend two uses of mythic power, you may make all your attacks from a full attack action against every foe within reach.

Wind Stance (Combat, Mythic)

You always seem to be in motion.

Prerequisites: Wind StanceCRB

Benefit: If you move more than 5 feet this turn, you gain 20% concealment for 1 round against all attacks. If you expend a use of mythic power, you gain this benefit for 1 minute without needing to move.

Normal: Wind Stance grants you 20% concealment for 1 round against ranged attacks if you move more than 5 feet.

Worm Rider (Combat, Mythic)

You are as one with your worm-like mount.

Prerequisites: Worm Rider.

Benefit: You add your mythic tier to Ride when astride a worm-like creature (GM’s discretion) and one-half your mythic tier to the bonus your worm-like mount gains on overrun combat maneuvers and to your CMD to resist being dismounted. This latter bonus also applies against any effect that would physically separate you from your mount. You can also use your Mounted Combat feat to deflect attacks against your worm mount an additional number of times per round equal to one-half your mythic tier. You can cling to your worm’s back while burrowing, climbing, or swimming for 1 minute times your mythic tier, plus a number of rounds equal to your number of ranks in the Ride skill. If your worm mount burrows through solid ice or stone, you can cling to it for a number of rounds equal to your mythic tier.

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