Mythic General (A-F) Feats
Table of Contents

Ability Focus (Mythic)

One of this creature’s special abilities is extraordinarily powerful.

Prerequisite: Ability FocusB1

Benefit: Choose a special ability for which the creature already has Ability Focus. The bonus to save DCs provided by Ability Focus for the creature’s chosen special ability increases by 2. Additionally, the creature can expend one use of mythic power as part of using its chosen special ability to force the targets of the special ability to roll their saves twice, taking the lower result.

Special: If the creature has taken non-mythic Ability Focus multiple times, it must choose which of those feats this enhances. A creature can take this feat multiple times. The effects do not stack. Each time the creature takes this feat, it applies to a different non-mythic Ability Focus feat.

Abundant Revelations (Mythic)

Your study of the mysteries grants you great revelatory powers.

Prerequisite: Abundant RevelationsUM

Benefit: You gain a number of additional uses of your chosen revelation equal to one-half your mythic tier (minimum 1). If you expend one use of your mythic power while meditating for 1 hour to refresh your spellcasting ability, you may change the revelation you have chosen for this feat.

Adaptive Fortune (Mythic)

Your share of luck is of mythic proportions.

Prerequisite: Adaptive FortuneARG

Benefit: Increase the number of times you can use the adaptable luck racial trait by 1, and the luck bonus of each type by 2. If you spend one use of your mythic power, you can choose to consider any roll modified by this feat to be an automatic 20, before adding your bonuses.

Additional Traits (Mythic)

Mythic power has changed you for the better.

Prerequisites: Additional TraitsAPG

Benefit: Select up to 4 points of racial traits from the list of defensive racial traits, feat and skill racial traits, magical racial traits, movement racial traits, offense racial traits, senses racial traits, or other racial traits from the Creating New Races rules in Pathfinder® Roleplaying Game: Advanced Race Guide™. The traits must be standard traits (rather than advanced or monstrous traits), and you must meet the traits’ prerequisites.

Special: You may select this mythic feat more than once. Each time it is selected, you gain an additional 4 points of racial traits.

Adept Champion (Mythic)

Your divine insights provide deadly expertise on the battlefield.

Prerequisite: Adept ChampionUC

Benefit: Activating this feat is a free action rather than a swift action. In addition, on any round in which you do not activate this feat you gain a +1 sacred bonus on combat maneuver checks against the target of your smite for every 5 points of your base attack bonus.

Advanced Alchemy (Mythic)

Your mastery of the alchemical arts is legendary.

Prerequisite: Advanced AlchemyCAF

Benefit: You add one-half your mythic tier (minimum 1) to the save DC of alchemical items you create. If you expend one use of mythic power when you use an alchemical item, bomb, extact, mutagen, or poison, you can force any non-mythic creature(s) affected by it to roll twice and use the worse result on their saving throws against it. If the item has a non-instantaneous effect, this applies to saving throws against it by non-mythic creatures until the end of their next turn.

Special: If you prepare extracts as an alchemist, you may also select a number of mythic alchemical extracts equal to your tier and can expend mythic power when using them to enhance the results as if they were spells. This ability otherwise functions as the mythic spellcasting universal path ability in Chapter 1 of Pathfinder Roleplaying Game Mythic Adventures.

Advanced Ranger Trap (Mythic)

You can produce traps that are both long-lasting and devastatingly deadly.

Prerequisites: Advanced Ranger TrapUM

Benefit: You add your mythic tier to the Perception, Disable Device, and saving throw DCs for your ranger traps. In addition, you may spend one use of your mythic power when setting a ranger trap to have that trap deal additional damage equal to twice your mythic tier in the first round it is activated. This damage is of the same type as the trap normally deals. If the trap deals no damage, spending one use of your mythic power allows it to affect one additional creature adjacent to the creature that triggered the trap.

In addition to the above, you can expend multiple uses of your trap ability when creating a trap in order to increase the trap’s duration. Multiply the number of uses you expend times your ranger level to determine the number of days (for an extraordinary trap) or hours (for a supernatural trap) your trap lasts. The trap’s DC decreases more slowly as well, being reduced by 1 every time a number of days (or hours) pass that is equal to the number of uses of your trap ability that you expended when crafting the trap.

Agile Tongue (Mythic)

You are particularly adept at using your tongue in combat.

Prerequisite: Agile TongueARG

Benefit: You can use your tongue to pick up objects weighing no more than 10 pounds. You can make trip combat maneuvers with your tongue, and gain a bonus equal to half your mythic tier (minimum +1) to steal and disarm combat maneuvers made with your tongue.

Airy Step (Mythic)

You elemental nature allows you to literally walk on air.

Prerequisite: Airy StepARG

Benefit: You gain a +4 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of any fall when determining falling damage. Alternately, you may spend one use of your mythic power, as an immediate action when falling, to air walk for 1 round.

Altitude Affinity (Mythic)

You are inured to high alpine conditions.

Prerequisite: Altitude AffinityISWG

Benefit: You add one-half your mythic tier (minimum 1) on Acrobatics, Climb, and Survival checks in mountain terrain, regardless of elevation. You apply the same bonus on checks or saving throws made to withstand natural cold climate, wind, and weather effects. If you expend one use of your mythic power, you gain the benefit of endure elements and a +2 circumstance bonus on saves vs. all cold and wind effects for 24 hours.

Amphibious Adaptation (Mythic)

You can survive out of water far longer than your aquatic kin.

Prerequisite: Aquatic subtype

Benefit: You gain the amphibious special quality and your land speed increases to 10 feet (or by 10 feet, if you already have a land speed that is less than 30 feet).

Anatomical Precision (Mythic)

Your study of anatomy allows you to strike telling blows.

Prerequisite: Anatomical PrecisionGCC

Benefit: You can use this feat as a swift action, adding your mythic tier as a bonus on your Knowledge skill to identify a creature’s anatomy. You can use this ability as a full-round action to study the anatomy of a number of creatures within 30 feet equal to your Intelligence modifier plus your mythic tier. When you confirm a critical hit or make a successful sneak attack against a creature you have studied with this feat, you can expend one use of your mythic power as a free action to roll all damage dice twice and select the better result against that creature until the end of your turn.

Anesthetist (Mythic)

You are a master of nonlethal subdual techniques.

Prerequisite: AnesthetistGCC

Benefit: When you use a poison that causes unconsciousness, such as blue whinnis and drow poison, you add one-half your mythic tier (minimum 1) to the save DC, and you automatically succeed on Heal checks to determine how much time remains until a target awakens. You can compound a pain-relieving mixture as a standard action, and it takes effect immediately, granting a bonus equal to one-half your mythic tier (minimum +1) if the target is already affected by a pain effect or is sickened or staggered. If you are at least 4th tier and expend one use of your mythic power, the duration of pain relief is multiplied by one-half your mythic tier.

Angel Wings (Mythic)

Your wings bear you aloft on the winds of heaven.

Prerequisite: Angel WingsARG

Benefit: If you wish, your wings radiate light as a torch. Your fly speed is increased by 10 feet per 3 mythic tiers (minimum 10 feet). If you expend one use of mythic power, your maneuverability increases to good for a number of minutes equal to your mythic tier.

Angelic Blood (Mythic)

Your blood is infused with distilled holiness.

Prerequisite: Angelic BloodARG

Benefit: Your bonus on saving throws against effects with the evil descriptor increases to +4, and this bonus also applies on caster level checks made to dispel or remove an effect with the evil descriptor from you.

When an undead creature or creature with the evil subtype deals bleed damage or blood drain damage to you with a melee attack, you can use an attack of opportunity or an immediate action to make a melee touch attack against that creature to spill your angelic blood upon them, affecting them as a vial of holy water.

Angelic Flesh (Mythic)

Your very flesh mimics that of the angels.

Prerequisite: Angelic FleshARG

Benefit: The effect of this feat depends on which version of angelic flesh you select:

Brazen: You gain fire resistance 10, which increases by 5 for every 5 mythic tiers you possess. If you use a mythic surge on a saving throw against a fire effect, you may roll the surge die twice and select the better result.

Golden: Your saving throw bonus increases to +4. When you cast a spell with the illusion (pattern) subschool or the light descriptor, you can expend a mythic surge to increase the caster level of the effect by a number of caster levels equal to one-half the result of the surge die (minimum +1).

Silver: Your saving throw bonus increases to +4. If you expend a mythic surge when attacking a creature with DR/silver with an unarmed strike or natural weapon, you may add one-half the result of the surge die (minimum 1) to all attack rolls you make against creatures with DR/silver until the beginning of your next turn. You add the full value of your surge die on the first attack you make.

Steel: Your natural armor bonus to AC increases to +2. If you expend a mythic surge when attacking a creature with DR/ cold iron with an unarmed strike or natural weapon, you may add one-half the result of the surge die (minimum 1) to all attack rolls you make against creatures with DR/cold iron until the beginning of your next turn. You add the full value of your surge die on the first attack you make.

Antagonize (Mythic)

Your needling patter drives your enemies wild.

Prerequisite: AntagonizeUM

Benefit: You can use this feat as a swift or move action, and when using it against non-mythic creatures you add one-half your mythic tier (minimum 1) to your Diplomacy or Intimidate check. If you use Intimidate to drive a creature into a rage and it is unable to attack you, you can continue the effect for a number of rounds equal to your mythic tier by making an Intimidate check each round as a free action.

If you expend one use of you mythic power, you can activate this feat as a standard action and affect a number of creatures equal to your mythic tier simultaneously, making one check and applying it to all creatures. When you do so, you take a penalty on your Diplomacy or Intimidate check equal to the number of creatures you target. You can maintain the rage effect for a number of rounds equal to one half your mythic tier (minimum 1) with a successful Intimidate check as an immediate action.

Normal: Using this feat is a standard action, and maintaining a creature’s rage for 1 round requires an Intimidate check as an immediate action. This feat affects only a single target.

Aquatic Ancestry (Mythic)

Your outsider bloodline makes the waters a place of sanctuary for you.

Prerequisite: Aquatic AncestryARG

Benefit: Your swim speed increases by +20 feet. Your darkvision range is doubled when underwater, unless you have the deepsight racial trait, in which case your underwater darkvision range is increased by 60 feet. You may spend one use of your mythic power to double your swim speed for 1 round.

Arcane Missiles (Mythic)

Your magic missiles can be enhanced with an array of effects.

Prerequisite: Arcane MissilesBPMMF

Benefit: When you use this feat, you may use any two pieces of magical ammunition (not just arrows or bolts) in your possession as material components for this spell. When you do this, you may apply the enhancement bonus and magical properties of each piece of ammunition individually to two of the magic missiles created by your spell. You may instead add the effects of both arrows or bolts to a single magic missile, though enhancement bonuses and identical abilities do not stack. Ammunition that has been temporarily enchanted, such as with a magic weapon or flame arrow spell, cannot be used in conjunction with this feat.

If you expend one use of mythic power, you may apply the enhancement bonus and properties of one piece of ammunition to a number of magic missiles equal to one-half your mythic tier (minimum 1).

Arcane Talent (Mythic)

You have a natural knack for a particular field of magic.

Prerequisites: Arcane TalentAPG

Benefit: Every two mythic tiers, you can select an additional 0-level spell from the same class spell list as the spell chosen for Arcane Talent. You can use these cantrips at will as spell-like abilities. In addition, your caster level increases by +1 when casting arcane spells from the spell list of that class that are of the same school(s) as your chosen cantrips.

Arcane Vendetta (Mythic)

Your loathing of arcane spellcasters fills you with a fatal fury.

Prerequisite: Arcane VendettaISWG

Benefit: You add your mythic tier as a bonus on Spellcraft checks to identify spells as they are cast. If you successfully identify the spell, you are able to determine whether or not that spell is arcane. If you witness a creature casting an arcane spell, your add one-half your mythic tier (minimum 1) on weapon damage rolls and on critical hit confirmation rolls against that creature for 1 minute. A creature you hit with a weapon attack takes a penalty equal to one-half your mythic tier (minimum 1) on concentration checks when casting arcane spells until the end of its next turn.

Armor of the Pit (Mythic)

You can draw upon your fiendish ancestry to enhance your scaly hide.

Prerequisite: Armor of the PitARG

Benefit: You gain an additional +2 natural armor bonus. By spending one use of your mythic power, you can gain DR 5/good (DR 10/good if you have 10 mythic tiers) for a number of rounds equal to your mythic tier.

Arms of the Deep (Mythic)

Your lashing strikes reach up from the water to strike from all directions.

Prerequisite: Large or larger size, two or more natural weapons, swim speed.

Benefit: While you are in the water, you gain the benefit of flanking whenever an ally threatens an enemy that is threatened by you. In addition, if you attack the same creature with two or more natural weapons, you provide the benefits of flanking to yourself against that target for each attack after the first.

Attuned to the Wild (Mythic)

You have a powerful connection with the land, drawing on its strength for additional healing.

Prerequisite: Attuned to the WildARG

Benefit: While you are in your selected terrain type, your natural healing rate (the amount of hit points and ability damage you heal from a full night’s rest) triples. Add a bonus equal to your mythic tier to any Survival checks made in your selected terrain. You can spend one use of your mythic power to gain fast heal equal to 1/2 your mythic tier (minimum 1) for 1 minute.

Beast Rider (Mythic)

A mythic hero deserves a mythic mount.

Prerequisite: Beast RiderARG

Benefit: Your monstrous animal companion or mount gains 1 mythic rank. Choose either the invincible or savage simple mythic template and apply this template to your mount. If you have 10 mythic tiers, add a second mythic rank to your mount.

Bestow Luck (Mythic)

You share your good fortune with allies.

Prerequisite: Bestow LuckARG

Benefit: You gain an extra daily use of either your Defiant Luck or Inexplicable Luck feat, which you must share with an ally. In addition, you can grant additional uses your Inexplicable Luck to allies by expending one use of mythic power each time you wish to use an immediate action to Bestow Luck.

Betrayer (Mythic)

Your guileless facade conceals your treacherous intentions.

Prerequisite: BetrayerUC

Benefit: You use this feat when you improve a creature’s attitude towards you by any means, including skills such as Diplomacy or Intimidate, class features such as wild empathy, or spells such as charm person. An attack you make using this feat gains a bonus on attack and damage rolls equal to one-half your mythic tier (minimum +1), and if the target survives it takes a penalty to initiative equal to twice your mythic tier. If the creature whose attitude you improve is within 30 feet, you can use this feat to make a ranged attack rather than a melee attack.

Normal: You can use this feat only after improving a creature’s reaction towards you with the Diplomacy skill, and you may only make a melee attack.

Bind the Ancient Dead (Mythic)

You can call upon the mummified dead of the ancients.

Prerequisite: Bind the Ancient DeadGCC

Benefit: You can apply the mummified zombie template (Gothic Campaign Compendium p. 121) to any creature made of flesh and bone that you call or summon. When you apply it to an animal, magical beast, or humanoid, add one-half your mythic tier (minimum 1) to the mummified zombie’s DR and as a bonus on its saving throws.

Black Cat (Mythic)

Those that dare attack you risk ill luck falling upon them.

Prerequisite: Black CatARG

Benefit: You can use this feat as a free action rather than an immediate action. If your attacker is non-mythic, its ─4 penalty on attack rolls applies to all attacks it makes against you until the end of its turn. You can expend a mythic surge as part of the action to use his feat, adding the result of your surge die to the penalty on your attacker’s attack roll; this applies only against the first attack roll the attacker makes. You can use this feat more than once per day by expending one use of mythic power for each additional use.

Blood Drinker (Mythic)

The blood of your chosen prey renews and refreshes you.

Prerequisite: Blood DrinkerARG

Benefit: You add your mythic tier to the number of temporary hit points you gain, but you may forgo the normal benefits of this feat and instead gain the benefit of lesser restoration. The maximum number of temporary hit points you may have is equal to 5 temporary hit points per Hit Die you have.

Blood Feaster (Mythic)

You grow strong with the blood of life flowing through your veins.

Prerequisite: Blood FeasterARG

Benefit: You gain the listed benefits when you drain 2 or more points of Constitution from a living creature, and the benefits last an additional number of rounds equal to your mythic tier.

Blood Salvage (Mythic)

You can digest blood that has long since cooled and congealed.

Prerequisite: Blood SalvageARG

Benefit: You can use your Blood Drinker feat on a corpse of the appropriate type that has been dead for up to 1 day per mythic tier.

Blood Vengeance (Mythic)

Those that fell your friends face your bloody rampage of revenge.

Prerequisite: Blood VengeanceARG

Benefit: When attacking the creature whose attack reduced your ally below 0 hit points and triggered your blood vengeance, you deal 1 point of bleed damage and your critical threat range is increased by 1. If you confirm a critical hit, you deal 1d4 points of bleed damage. This bleed damage stacks.

While raging with this feat, you can make an Intimidate check as a move action against the target of your blood vengeance. If you have previously struck the target this round, you add your mythic tier as a bonus on this Intimidate check.

Bolstered Resilience (Mythic)

Your increased damage reduction can take a pounding and resists all but the most rarified attacks.

Prerequisite: Bolstered ResilienceUC

Benefit: The increased damage reduction granted by Bolstered Resilience applies against a number of successful attacks equal to your mythic tier. While your damage reduction is increased, it is also treated as DR/epic in addition to the normally qualities required to overcome it. When you are struck by a weapon against which your damage reduction applies, you can expend one use of mythic power as a free action to deal damage equal to the amount of your damage reduction to the weapon that hit you (or a creature if using a natural weapon or unarmed strike). This damage ignores an amount of hardness or damage reduction equal to your mythic tier.

Bones of the Earth (Mythic)

You can call upon the ancient and mysterious fossils to serve you.

Prerequisite: Bones of the EarthGCC

Benefit: You can apply the fossil skeleton template (Gothic Campaign Compendium p. 120) to any creature made of flesh and bone that you call or summon. When you apply it to an animal, magical beast, or vermin, add one-half your mythic tier (minimum 1) to the fossil skeleton’s hardness and as a bonus on its saving throws.

Born Alone (Mythic)

The benefits you gain from felling your opponents stay with you as you wreak carnage on the battlefield.

Prerequisite: Born AloneARG

Benefit: Whenever you use a melee attack to kill your opponent or knock them unconscious, you gain temporary hit points equal to twice your Constitution bonus (minimum 2) for a number of rounds equal to your mythic tier. These temporary hit points do not stack. You do not gain this bonus if your opponent is helpless or has less than half your Hit Dice.

Branded for Retribution (Mythic)

You brand your target nearly effortlessly—when you put your power behind it you can make the brand last much longer.

Prerequisite: Branded for RetributionUC

Benefit: You need expend only one round of bane to brand a creature as a standard action, or you can brand a creature in place of a melee attack by expending two rounds of bane. If you expend one use of mythic power, the brand created by your strike lasts a number of rounds equal to your mythic tier.

Breaching Leap (Mythic)

You can hurl your body out of the water up and over obstacles and creatures, and even crash down on those below.

Prerequisite: Str 13, swim speed.

Benefit: While swimming, you are always considered to have a running start when using Acrobatics to jump, and you gain a bonus on such checks equal to your mythic rank or tier. In addition, when making using the run or withdraw action or making a charge attack, you can expend one use of mythic power to include a single Acrobatics check made to jump, adding 10 feet per rank or tier to the height or distance you jump.

You take no falling damage from the height gained as part of this leap. If you charge while using this feat and your attack hits, you may deal an amount of additional damage equal to the falling damage appropriate for the height you reached.

Alternatively, you may replace your melee attack from this charge with a grapple check. If you successfully grapple a creature, you bring it down to the water with you at the end of your jump, and it takes an appropriate amount of falling damage for the height it was at when you grappled it.

Breadth of Experience (Mythic)

Your vast experience makes your typical efforts better than anyone else’s.

Prerequisites: Breadth of ExperienceAPG

Benefit: Whenever you take 10 on a skill, you gain a +3 bonus. If you are 10th level or higher, this is a +6 bonus.

Brewmaster (Mythic)

You can concoct foaming brews of amazing potency.

Prerequisite: BrewmasterARG

Benefit: Your bonus on Craft (alchemy) and Profession (brewer) checks increases by 2. In addition, when you create an ingested poison or alcoholic beverage you can expend a mythic surge to increase its save DC by an amount equal to one-half the result of your surge die (rounding down).

Burn! Burn! Burn! (Mythic)

Your fervent love of fire allows you to burn even that which doesn’t burn.

Prerequisite: Burn! Burn! Burn!ARG

Benefit: You deal additional fire damage equal to 1d4 + one-half your mythic tier when you attack with fire from a non-magical or alchemical source, and gain a +8 competence bonus on Reflex saves made to avoid catching on fire or to put yourself out when you are on fire. If you expend one use of your mythic power as a free action, any fire damage from your attacks bypasses an amount of fire resistance or hardness equal to your mythic tier until the beginning of your next turn.

Burrowing Teeth (Mythic)

You dig rapidly, and can even tunnel through stone.

Prerequisite: Burrowing TeethARG

Benefit: You gain a burrow speed equal to your base speed. You may choose to leave a tunnel behind you by burrowing at half your speed. Unless reinforced, this tunnel collapses behind you after a number of rounds equal to your mythic tier. If you spend one use of your mythic power, you can burrow through stone (but not metal) at one-quarter your normal speed for a number of rounds equal to half your mythic tier (minimum 1 round).

Call LeviathanSE

The sea creatures you summon are giants of their kind.

Prerequisite: Conjuration school or Ocean, Sea Monster, or Water Domain

Benefit: When you summon a creature with the aquatic subtype, you can choose to apply the giant creature simple template to that creature. If the creature is already Colossal, it instead gains a +4 bonus to Strength and Constitution.

Call Leviathan (Mythic)

The sea creatures you summon are terrible titans of the pelagic depths.

Prerequisite: Call LeviathanSE. mythic tier 5th.

Benefit: Your Call Leviathan feat increases the size of any creature with a swim speed that you summon, as long as you are in aquatic terrain. In addition, when you summon such creatures or creatures with the aquatic subtype, you may apply the effects of enlarge person in addition to the usual size increase for this feat. If you expend one use of mythic power, you may instead apply the effects of animal growth. These size-increasing effects use your caster level for the summoning ability you are using, and they affect any creature with the aquatic subtype, regardless of its type.

Careful Speaker (Mythic)

Your paranoid suspicions about tyrannical thought police make you guard your speech.

Prerequisite: Careful SpeakerISWG

Benefit: You add your mythic tier on Bluff checks made to convey secret messages, and once per day you can use memory lapseAPG as a spell like ability, using your Hit Dice as your caster level and your Charisma modifier to set the save DC. If you expend one use of your mythic power, you can use mythic memory lapse as a spell-like ability as an immediate action.

When a non-mythic scrying, mind-reading, or alignment detection effect is used against you, you can roll twice and take the better result on your saving throw. If the effect does not normally allow a saving throw, you can expend one use of your mythic power to gain spell resistance of 11 plus your Hit Dice plus your mythic tier against the effect for 1 minute.

Carrion Feeder (Mythic)

You can eat nearly anything without ill effects.

Prerequisite: Carrion FeederARG

Benefit: You gain a +4 racial bonus on saving throws against diseases and ingested poisons, and you receive a +4 bonus on Survival skill checks to find food for yourself. If you fail a saving throw against a disease or ingested poison, you can spend one use of your mythic power to reroll the saving throw with a bonus equal to one-half your mythic tier (minimum 1). You must take the results of this second roll.

Cartwheel Dodge (Mythic)

You flip and turn away from damage, cartwheeling across the battlefield and away from danger.

Prerequisites: Cartwheel DodgeUC

Benefit: When you use this feat, your movement does not provoke attacks of opportunity. You may choose to continue moving up to your speed, but any movement that you take that exceeds the distance you can travel at half speed provokes attacks of opportunity. If a willing ally of your size or smaller is adjacent to you when you use this feat, you can expend one use of your mythic power to bring your ally with you when you move, though your speed is halved when doing so. Your ally is considered to occupy your space while you are moving together, and your ally’s movement provokes attacks of opportunity only when your movement does.

Casual Illusionist (Mythic)

Your innate illusory talents make you a master of deceit.

Prerequisite: Casual IllusionistARG

Benefit: As long as you have at least one racial spell-like ability unused from one of your gnome racial traits, you gain a +3 racial bonus on Bluff, Disguise, and Sleight of Hand checks, and on concentration checks when casting illusion spells. At 10th level, these bonuses increase to +6. Additionally, you can expend one use of your mythic power to make a Sleight of Hand check as a swift action.

Catfolk Exemplar (Mythic)

You embody the essence of your felinity.

Prerequisite: Catfolk ExemplarARG

Benefit: You can change the exemplar ability you possess by expending one use of mythic power (requiring one hour) or two uses (as a full-round action). You cannot have more than one exemplar ability at a time.

Special: If you also have the Aspect of the BeastAPG feat, you may change which aspect you select in the same way you change which exemplar ability you manifest.

Celestial Servant (Mythic)

Your companion is mightily blessed by the heavens.

Prerequisite: Celestial ServantARG

Benefit: Your animal companion, familiar, or mount’s natural weapons are considered good for the purpose of overcoming damage reduction. Its spell resistance does not apply to spells, spell-like abilities, or magic item effects that you use, but it is increased by an amount equal to one-half your mythic tier (minimum 1) against effects with the evil descriptor or effects created by fiendish creatures, half-fiends, or creatures with the evil subtype.

Cetacean Smash (Mythic)

You can hurl your body with devastating force, leaping out of the water and crashing down on your enemies.

Prerequisite: Large or larger size, swim speed.

Benefit: While swimming, you are always considered to have a running start when using Acrobatics to jump, and you can use your Strength modifier in place of your Dexterity modifier on such checks. In addition, you can use this feat to hurl your body out of the water to land on foes three or more sizes smaller as a standard action, using your whole body to crush them. This attack affects as many creatures as fit within your space, dealing damage based on your size plus 1-1/2 times your Strength modifier. When attacking objects or structures, you ignore an amount of their hardness equal to your mythic rank or tier.
Size Damage
Large 2d6
Huge 2d8
Gargantuan 4d6
Colossal 4d8

If at least half your body lands out of the water when making a cetacean smash, you fall prone. However, creatures damaged by your leap are pinned under you unless they succeed on a Reflex save (DC 10 + 1/2 your Hit Dice + your Strength modifier). Pinned creatures take bludgeoning damage each round they end their turn still pinned. You must make a combat maneuver check on your turn to maintain the pin, though you do not take a penalty on this check for being prone.

If you land on creatures in the water, they are not pinned but instead are staggered for 1 round and pushed 1d6 x 5 feet below the water’s surface. If they strike a solid obstruction while being pushed in this way, they take 1d6 points of damage per 10 feet they were pushed.

If you expend one use of your mythic power, you can affect creatures two sizes smaller with your cetacean smash. If you expend two uses, you can affect creatures one size smaller.

Channel Force (Mythic)

You have great skill at wielding positive energy.

Prerequisite: Channel ForceARG

Benefit: When using this feat, add a +2 bonus on combat maneuver checks made to push or pull the target on a failed save. If you expend one use of mythic power, you increase the distance you can push or pull the target to 5 feet per 1d6 points of your channel energy ability on a failed save, and the target is knocked prone at the end of that movement. If the target succeeds on its save against your channeled energy, you can still attempt to push or pull the target 5 feet.

Channeled Revival (Mythic)

Your channeling is so powerful that it can overcome even potent death effects, restoring the dead to life with enough stray power to heal nearby allies.

Prerequisite: Channeled RevivalUC

Benefit: When you use this feat, allies within range of your channel energy are healed as if you had expended one use of channel energy for that purpose. This does not apply to the target of your Channeled Revival. Additionally, you may expend one use of mythic power to restore the dead as if you had cast mythic breath of life. If you can cast breath of life as a spell, you can expend mythic power or an equal number of uses of channel energy to cast the mythic or augmented versions of the spell.

Channeled Shield Wall (Mythic)

Your holy power shields your allies.

Prerequisite: Channeled Shield WallUM

Benefit: Using this feat provides a sacred bonus to AC rather than a deflection bonus, and you and adjacent shield-using allies also gain a +2 sacred bonus on Reflex saves. If you channel negative energy, you grant a profane bonus rather than a sacred bonus. In addition, you and any adjacent allies using shields can use a standard action to gain total cover on one side of your space as if wielding a tower shield. This does not require Tower Shield Proficiency and does not have any of the hindrances normally associated with tower shields.

Channeling Scourge (Mythic)

Your channeling is especially powerful while visiting your faith’s wrath on your enemies and can cover an unusually large territory.

Prerequisite: Channeling ScourgeUC

Benefit: When you use channel energy to deal damage, add your mythic tier to your effective cleric levels for determining the number of damage dice and the saving throw DC. Additionally, you may expend one use of mythic power to increase the radius of that channel energy effect by 5 feet, plus 5 feet per 2 mythic tiers you possess.

Childlike (Mythic)

Your ability to appear to be a human child is second to none.

Prerequisites: ChildlikeAPG

Benefit: A number of times per day equal to 3 + your mythic tier you may assume the form of a Small human child, as alter self. This is a supernatural ability. Each use lasts 10 minutes per character level.

Cloud Gazer (Mythic)

Your elemental heritage keeps your sight unhindered by even magic.

Prerequisite: Cloud GazerARG

Benefit: You can see through fog, mist, and clouds without penalty, even those created by magic. You can expend one use of your mythic power as a standard action to grant the use of your non-mythic Cloud Gazer feat on an adjacent ally; this effect lasts a number of rounds equal to your mythic tier. If you expend two uses of mythic power, you grant this effect to all adjacent allies. Your allies need not remain adjacent to you to retain this ability.

Cloud Step (Mythic)

Your light steps linger in pure air.

Prerequisite: Cloud StepAPG

Benefit: When using Cloud Step, you may air walk your full slow fall distance, up to a maximum of 100 feet. If you do not end your movement on a solid, level surface, you may spend one point from your ki pool, or one use of mythic power, as a swift action to stay aloft until the start of your next turn, at which point you may use Cloud Step to move again.

Cockatrice Strike (Mythic)

Your mystic strike petrifies your opponent.

Prerequisite: Cockatrice StrikeAPG

Benefit: You can use this feat as a standard action, and if your target is not a mythic creature it must save or be petrified on any hit, not only a critical hit.

Combat Casting (Mythic)

You rarely lose concentration in combat.

Prerequisites: Combat CastingCRB

Benefit: The bonus from Combat Casting increases to +8. Anytime you fail a concentration check, you do not lose the spell or spell slot you were attempting to use. You do not manage to cast the spell, but it remains available for you to use at a later time.

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

Companion Mythic Ability (Mythic)

Your companion gains a mythic ability characteristic of its kind.

Prerequisite: Animal companion, bonded mount, eidolon, or familiar with Mythic Companion feat or an animal companion, bonded mount, eidolon, or familiar whose master has the Mythic Companion path ability and is at least 3rd mythic tier.

Benefit: If a mythic version of your companion’s creature type exists, it can select one mythic special ability from those possessed by mythic creatures of its type, subject to GM discretion. You cannot select a major mythic ability that counts as two mythic abilities.

Special: You can select this feat more than once. Each time, it applies to a different mythic special ability.

Contingent Channeling (Mythic)

Your imbued allies erupt in a blast of positive energy on death.

Prerequisites: Contingent ChannelingUC

Benefit: If an ally you have imbued with positive energy from contingent channeling is reduced to 0 hp or less they immediately erupt in a burst of positive energy in a 30-foot radius, healing the imbued ally and all creatures within the area of effect the same number and type of dice as normal for your channel energy feature. Undead are damaged by this effect and the save DC is the same as if you were using your channel energy class feature.

Special: If you have the Selective Channeling feat you may determine at the time you imbue positive energy with Contingent Channeling who may be affected by this burst.

Cooperative Crafting (Mythic)

You can aid in the creation of any magic item.

Prerequisites: Cooperative CraftingAPG

Benefit: You can assist another character in crafting mundane and magical items. At least one of you must possess the relevant Craft skill or item creation feat, and either one of you can fulfill any other prerequisites for crafting the item. You provide a +4 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance triples the gp value of items that can be crafted each day.

Normal: You must both have all the appropriate skills and feats, you only provide a +2 bonus, and you double the gp of items that can be crafted each day.

Corsair (Mythic)

You are a nimble and dangerous foe aboard a ship.

Prerequisite: CorsairCG

Benefit: You gain the benefits of this feat whenever you are in aquatic terrain, not just when you are on board a ship. If you are on board a ship, the bonuses granted by this feat are doubled. While on board a ship you cannot be flanked, and if you expend one use of your mythic power you can treat enemies as flanked as long as at least one of your allies threatens the enemy you attack. Activating this ability is a free action and it lasts a number of rounds equal to your mythic tier.

Cosmopolitan (Mythic)

You have gained an eldritch link to the knowledge of civilization.

Prerequisites: CosmopolitanAPG

Benefit: When you hear a language being spoken or find it in written form, you may expend on point of mythic power to become fluent in that language for 24 hours. You may also expend one point of mythic power to temporarily gain ranks you have in any one Intelligence-, Wisdom-, or Charisma-based skill. For 24 hours, treat the skill as if you had total ranks equal to half your character level. You may only have a single language or skill enhanced with this feat at a time, gaining a new language or set of skill ranks with this feat ends any previous use. Using this feat is a swift action, and it is a supernatural ability.

Courageous Resolve (Mythic)

You can muster up a courage that burns brightly in the face of panic.

Prerequisite: Courageous ResolveARG

Benefit: Whenever you would become panicked, frightened, or shaken by a fear effect, that effect is treated as one step less severe. Effects that would leave you shaken have no effect. When you fail a save against a fear effect that does not cause you to become panicked, frightened, or shaken, such as phantasmal killer or a mummy’s despair ability, you can expend one use of mythic power to reroll your save.

Create Reliquary Arms and Shields (Mythic)

You can imbue magical armaments with the power of your deity.

Prerequisite: Create Reliquary Arms and ShieldsUM

Benefit: The reliquary item you create can serve as a reliquary for any creature that shares your patron deity or religion. In addition, a mythic creature that shares your patron deity or religion can expend one use of its mythic power to use consecrate or desecrate as a spell-like ability, centering the spell on the reliquary item, with a caster level equal to its caster level in any divine spellcasting class, or equal to its mythic tier if it is not a divine spellcaster.

In addition, when creating a reliquary item you can imbue a number of levels of mythic divine spells that you know equal to your mythic tier into the reliquary item at the end of the crafting process, expending one use of your mythic power per spell in the process. These spells can include domain spells. Once the item is complete, a mythic divine spellcaster that follows your patron deity or religion can expend mythic power to cast those spells as mythic spells while wielding the reliquary item.

You can change the spells stored within a reliquary item dedicated to your deity, even if you did not personally craft that item, by spending 8 hours praying over the item and casting the new mythic spells into it.

Create Sanguine Elixir (Mythic)

Magic is in your blood, and you can share it powerfully with those who dare to drink.

Prerequisite: Create Sanguine ElixirUM

Benefit: When you create a sanguine elixir of a bloodline power whose minimum level is equal to or less than your mythic tier (or twice your mythic tier, if you expend one use of mythic power when creating the elixir), you do not lose access to that bloodline power. A creature that drinks the elixir can choose to delay the onset of the elixir’s power for a number of rounds equal to your mythic tier. The drinker’s effective sorcerer level for determining the effect of the bloodline power is equal to your sorcerer level or its own Hit Dice, whichever is lower, plus one-half your mythic tier (minimum 1).

Crusader’s Flurry (Mythic)

The sacred weapon of your deity is a conduit for the power of your spirit.

Prerequisite: Crusader’s FlurryUC

Benefit: When you perform a flurry of blows with your deity’s favored weapon, you can expend two uses of your channel energy ability as a free action to gain a sacred (or profane, if you channel negative energy) bonus on your damage rolls during that flurry equal to the number of dice granted by your channel energy class feature. If you expend one use of your mythic power, this bonus also applies on your attack rolls made as part of that flurry of blows.

Cultic Opiate (Mythic)

Many mind-altering substances bring you close to your divine communion.

Prerequisite: Cultic OpiateGCC

Benefit: You may choose a number of additional drugs equal to your mythic tier, and you gain the benefits of using this feat when taking any of those drugs. You can take multiple drugs simultaneously, gaining a separate benefit from each. These benefits do not stack, but you can gain multiple different benefits at the same time.

Cypher Magic (Mythic)

Your knowledge of ancient secrets allows you to draw forth greater power from magical writings.

Prerequisite: Cypher MagicISWG

Benefit: You add a bonus equal to one-half your mythic tier on caster level checks you make when casting a spell from a scroll. This bonus also applies on Use Magic Device checks made to use written magical items (including tattoos, if they include writing). If the spell you read from a scroll is on your spell list and is a spell that you can cast, you can expend one use of your mythic power to cast the spell with your own caster level and ability score modifier rather than the default value for the scroll, and you can expend two uses of your mythic power to cast the mythic version of that spell (though not the augmented version of a mythic spell). These effects can be combined if you expend three uses of mythic power.

Cypher Script (Mythic)

Your arcanographic erudition allows you to record spells more quickly and efficiently.

Prerequisite: Cypher ScriptISWG

Benefit: You can scribe multiple scrolls per day, as long as their total value does not exceed 1,000 gp plus 500 gp times your mythic tier, to a maximum of 6,000 gp value per day of work. If you expend one use of your mythic power, you can scribe a single magical scroll worth up to 1/10 this amount as a full-round action, or up to half this amount in 1 minute. It only takes you 1 minute per spell level to scribe a spell into your spellbook (5 rounds for cantrips; if you expend one use of your mythic power, the time is reduced to 1 minute per spell level (1 round for cantrips). Any spellbook or scroll you write gains a bonus equal to your mythic tier on saving throws against erase and similar effects.

Dampen Presence (Mythic)

You are difficult to perceive for creatures that rely on non-visual cues.

Prerequisite: Dampen PresenceDH

Benefit: You may use the Stealth skill to hide from any creature attempting to perceive you using blindsense, blindsight, lifesense, or tremorsense. When using Dampen Presence, creatures using those senses take a penalty on Perception to detect you checks equal to your mythic tier (or one-half your mythic tier, if they are mythic creatures). In addition, you can expend one use of mythic power to force all creatures using those senses to detect you to roll twice and select the worse result on their Perception checks made to oppose your Stealth check. You must decide to use this ability before making your Stealth check.

Dark Sight (Mythic)

Magical darkness is no barrier to your sight.

Prerequisite: Dark SightARG

Benefit: You can see through up to 30 feet of magical darkness, plus 10 feet per 3 mythic tiers after 1st.

Dauntless Destiny (Mythic)

You embrace the bold possibility of your existence.

Prerequisite: Dauntless DestinyARG

Benefit: You increase your save bonus against emotion effects by 1. When using this feat, you can expend one use of mythic power to add a mythic surge to your reroll. If this results in a successful attack or save, you also add the result of the mythic surge on your Intimidate check to demoralize your attacker or the target of your attack. You can use this feat more than once per day by expending a use of mythic power for each additional use.

Deafening Explosion (Mythic)

The deafening effect of your bombs is persistent.

Prerequisite: Deafening ExplosionARG

Benefit: A creature that takes a direct hit from your bomb is deafened for 1 minute plus 1 minute per mythic tier you possess. Any creatures caught taking splash damage is also deafened for 1 round per mythic tier you possess if it fails its save against the bomb’s splash.

Deep Drinker (Mythic)

Your capacity for martial arts when drunk is… mythic!

Prerequisites: Deep DrinkerAPG

Benefit: Whenever you gain temporary ki for drunken ki, you retain all your temporary ki for 1 hour per mythic tier or until used. This resets the duration of temporary ki points you already have. Also whenever you have temporary hit points from drunken ki, your mythic tier is considered one level higher for all calculations other than the duration of your drunken ki.

Defending Eidolon (Mythic)

Your eidolon is devoted to your defense.

Prerequisite: Defending EidolonUM

Benefit: Whenever your eidolon uses this feat, you and your eidolon both gain a +1 dodge bonus to Armor Class. In addition, you can expend one use of your mythic power to negate your eidolon’s penalty on attack rolls and combat maneuver checks caused by using this feat for 1 minute. If your eidolon is aware of an attack and you are not, you still gain this dodge bonus to Armor Class even if you are otherwise denied your Dexterity bonus.

Defiant Luck (Mythic)

You shrug off spells that lay others low.

Prerequisite: Defiant LuckARG

Benefit: You can use this feat to force an enemy to reroll an ability check, skill check, caster level check, or combat maneuver check made against you. In addition, you can use this feat more than once per day by expending a use of mythic power for each additional use.

Deny Death (Mythic)

Your powerful ki shrugs off death.

Prerequisite: Deny DeathUM

Benefit: You gain a bonus on saving throws against death effects equal to the current number of ki points you have in your ki pool. In addition, you may spend one use of mythic power instead of a ki point on a successful stabilization check to heal yourself 1d6 hit points per character level.

Desert Dweller (Mythic)

You are highly tolerant of the merciless heat and glare of the deep desert.

Prerequisite: Desert DwellerISWG

Benefit: You add one-half your mythic tier (minimum 1) on Acrobatics, Climb, and Survival checks in desert terrain. You apply the same bonus on checks or saving throws made to withstand hot climates, wind, natural glare blindness, and thirst. If you expend one use of your mythic power, you gain the benefit of endure elements (against heat only) and a +2 circumstance bonus on saves vs. all fire, wind, blindness, and thirst effects and gain immunity to the dazzled condition for 24 hours. If you become fatigued because of heatstroke or thirst, including magical heat or thirst effects, you can expend one use of mythic power as a free action to remove that fatigue.

Destructive Dispel (Mythic)

You dispel your enemy’s even more ferociously, breaking their will to fight back.

Prerequisite: Destructive DispelUC

Benefit: You add one-half your mythic tier to the DC of the Fortitude to avoid being stunned. If the target is a non-mythic creature, it is stunned (or sickened, on a successful save) for a number of rounds equal to one-half your mythic tier (minimum 1). If you expend one use of mythic power when using an area dispel, all creatures on whom you successfully dispel a spell are staggered and sickened until the start of your next turn. A successful Fortitude save (as for the targeted dispel) negates this effect for mythic creatures, or eliminates the sickened condition for non-mythic creatures.

Die for Your Master (Mythic)

Your little secret friend is your failsafe against a lethal attack.

Prerequisite: Die for Your MasterUM

Benefit: Your tumor familiar adds your mythic tier to its Reflex save to intercept an attack that would reduce you to 0 or fewer hit points, and it can intercept a targeted spell or other special ability (including effects that do not deal hit point damage), though not from area effects. Your tumor familiar gains DR/epic equal to twice your mythic tier when it intercepts an attack that was originally targeted at you.

Diehard (Mythic)

You are difficult to put down, and almost impossible to kill.

Prerequisites: DiehardCRB

Benefit: When your hit point total is below 0, you are staggered but do not take damage from taking standard actions. When you reach the negative hit point total that would normally result in your death, you have an additional number of negative hit points equal to your Constitution score + mythic tier beyond that. When in this range of negative hit points you automatically stabilize, but are unconscious.

Dimensional Agility (Mythic)

You are so adept at short-range teleportation that you act more quickly than your enemies expect.

Prerequisite: Dimensional AgilityUC

Benefit: You add your mythic tier on concentration checks when casting teleportation spells. You can use abundant step or cast dimension door as a standard action at any point during your movement, and you may expend one use of mythic power to gain an additional move action after you teleport.

Dimensional Assault (Mythic)

Your interdimensional charge leaves your foes off-balance and vulnerable.

Prerequisite: Dimensional AssaultUC

Benefit: When attacking with the special charge allowed by Dimensional Assault, your opponent is considered flat-footed. Your add one-half your mythic tier (minimum 1) to your bonus on attack rolls for charging, and if your charge attack hits you can make a combat maneuver check to reposition the target as a free action. This maneuver does not provoke attacks of opportunity. If you successfully reposition a non-mythic creature, you can expend one use of mythic power to make that creature flat-footed until the beginning of your next turn.

Dimensional Dervish (Mythic)

Using your mastery of dimensional travel you attack your foe seemingly from all directions at once.

Prerequisite: Dimensional DervishUC

Benefit: You can teleport up to three times your speed when using Dimensional Dervish. If you attack a single foe more than once while using Dimensional Dervish, you gain the benefit of flanking that for each attack after the first, and you also gain a cumulative +2 bonus on damage rolls for each attack that hits that target after the first.

Dimensional Maneuvers (Mythic)

You flicker rapidly in and out of reality, making it impossible for your foes to punish you for your audacious maneuvers.

Prerequisite: Dimensional ManeuversUC

Benefits: Add one-half your mythic tier (minimum 1) to the bonus on combat maneuver checks granted by this feat. Your combat maneuvers made while benefiting from Dimensional Maneuvers do not provoke attacks of opportunity.

Dimensional Savant (Mythic)

You rain disconnected attacks on your foe until they expect false attacks and miss the true attack.

Prerequisite: Dimensional SavantUC

Benefit: When allies attack a creature you have attacked while using Dimensional Dervish since the beginning of your last turn, they add one-half your mythic tier to the attack roll bonus they gain from flanking that foe. In addition, you can replace any of your melee attacks while using Dimensional Dervish with a Bluff check to feint or an Intimidate check to demoralize a creature you threaten.

Discerning Eye (Mythic)

Your keen eye for detail helps you spot subtle inconsistencies.

Prerequisite: Discerning EyeARG

Benefit: Your racial bonus increases to +3, and it also applies on Perception checks to oppose a creature’s Disguise or Sleight of Hand checks. if you fail a save or check on which this feat provides a bonus, you can expend one use of mythic power to reroll.

Discordant Voice (Mythic)

Your discordant vibrations can damage crystalline creatures.

Prerequisites: Discordant VoiceUC

Benefit: Whenever you are using bardic performance to create a spell-like or supernatural effect, all crystalline creatures suffer 1d6 points of damage per mythic tier you possess every round they remain within 30 feet of you.

Disengaging Feint (Mythic)

Your deft maneuvers create an opening for your safe retreat.

Prerequisite: Disengaging FeintUC

Benefit: You can use this feat as a swift action rather than a standard action. If you use a standard action to feint, your movement until the end of your turn does not provoke attacks of opportunity from the creature you feint, regardless of how far you move within its threatened area. If you attempt to move through the space of the creature you feinted, you add your mythic tier on the check.

Disengaging Flourish (Mythic)

Your dramatic panache leaves your enemies grasping at empty air.

Prerequisite: Disengaging FlourishUC

Benefit: You can use this feat as a swift action rather than a standard action. If you use a standard action to feint, you add your mythic tier on each Bluff check you make to feint against enemies that threaten you at any point during your movement. If you attempt to move through the space of a creature you feinted, you add your mythic tier on the check.

Disengaging Shot (Mythic)

Your adroit evasive maneuvers leave your foes baffled, bleeding, and unable to pursue.

Prerequisite: Disengaging ShotUC

Benefit: If you hit a creature with the attack you gain from using this feat, you can attempt a dirty trick combat maneuver against the same creature as a free action that does not provoke attacks of opportunity.

Disorienting Maneuver (Mythic)

Your acrobatic lunges and quick turns allow you to get inside your opponent’s guard.

Prerequisites: Disorienting ManeuverUC

Benefit: You add one-half your mythic tier on Acrobatics checks to tumble through a mythic opponent’s space; if the opponent is not a mythic creature, you add your mythic tier on such checks. In addition, the bonus this feat provides on attack rolls and combat maneuver checks to trip is increased to +3 and +6 respectively against mythic opponents and to +4 and +8 against non-mythic opponents.

Dispel Synergy (Mythic)

Your opponent’s magical defenses in shreds, you create openings that your allies can exploit.

Prerequisite: Dispel SynergyUC

Benefit: The penalty your opponent takes from Dispel Synergy applies to saving throws the opponent makes against all spells, not just yours, until the end of your next turn, and to your spells for a number of rounds equal to one-half your mythic tier (minimum 1).

Disposable Weapon (Mythic)

You can level attacks so powerful that your weapon is destroyed along with your opponent.

Prerequisite: Disposable WeaponUC

Benefit: The benefits of Disposable Weapon apply to all melee weapons, not just those with the fragile weapon special quality. When you use Disposable Weapon to confirm a critical hit you may expend one use of mythic power to destroy the weapon entirely (dropping it to 0 hp) to increase the critical multiplier by 1.

Disruptive Recall (Mythic)

When you disrupt your opponent’s spell you can take it for yourself, or use it to power your own spells .

Prerequisite: Disruptive RecallUC

Benefit: When you use Disruptive Recall, you may add one-half your mythic tier to the level of the spell you disrupted and spend those points on recalling either one or two spells, following the rules for this feat. If you choose not to recall any spells, you may instead absorb the spell you disrupted and then cast that spell yourself, using the disrupted spellcaster’s caster level or your own, whichever is higher. You may only cast the spell once and must do so within a number of rounds equal to your mythic tier or you lose the spell. You may cast any spell absorbed this way, whether or not it is on your spell list, part of a prohibited school, or has any other restriction.

Diverse Palate (Mythic)

You can feast upon a broad variety of blood that other dhampirs find impossible to digest.

Prerequisite: Diverse PalateARG

Benefit: You may choose an additional humanoid subtype, plus one additional subtype per 3 tiers after 1st. This feat functions when drinking the blood of any of the chosen subtypes. Alternatively, you may choose a single creature type other than humanoids from which you can draw blood to survive. The creatures you drain must have blood and Intelligence 3 or greater.

Diviner’s Delving (Mythic)

Your divinations are almost second nature to you.

Prerequisites: Diviner’s DelvingAPG

Benefit: Your bonus on caster level checks from Diviner’s Delving increases by an amount equal to your mythic tier. In addition, you gain information from divination spells which require concentration 2 rounds sooner than normal. Finally, you may spend a use of mythic power to maintain concentration on a divination spell as a swift or move action; as long as you spend this action each round, your concentration remains uninterrupted, even if you cast another spell.

Domain Strike (Mythic)

You blend the spirit of divine with the spirit within in your martial arts.

Prerequisite: Domain StrikeUM

Benefit: You can use this feat as a free action rather than a swift action. If you spend a swift action, you add your mythic tier to your cleric level to determine the effect of the domain power you apply to your unarmed strike.

Double Bane (Mythic)

Your zeal to slay your worst enemies extends to both of your weapons and woe to the foe hit by both at once.

Prerequisite: Double BaneUC

Benefit: For a number of rounds per day equal to your mythic tier you may apply your bane class feature to two weapons while only expending one round of that feature. If you hit a creature of the same type as your chosen bane with both weapons in the same round, you may expend two uses of mythic power to treat the second hit as a critical threat.

Draconic Aspect (Mythic)

The qualities you possess from your dragon ancestry are strong, and can flare into true draconic greatness.

Prerequisite: Draconic AspectARG

Benefit: You gain resistance 10 to the energy type that corresponds to the color of your scales. If you spend a use of your mythic power, you gain immunity to that energy type for a number of rounds equal to 1/2 your mythic tier (minimum 1 round).

Special: If you have the dragon-scaled racial trait, your scale color does not change, and you gain a +2 natural armor bonus instead. If you spend a use of your mythic power, you gain DR 5/magic for a number of rounds equal to you mythic tier.

Draconic Breath (Mythic)

Your mythic power makes your draconic defenses stronger and breath weapon more deadly.

Prerequisite: Draconic BreathARG

Benefit: You gain a +4 bonus against sleep and paralysis effects. You can use your breath weapon once per day, plus one additional use for every three mythic tiers you possess.

  • Black (Su): You breathe a 30 foot line of acid that deals 4d6 points of acid damage.
  • Blue (Su): You breathe a 30 foot line of electricity that deals 4d6 points of electricity damage.
  • Green (Su): You breathe a 15 foot cone of acid that deals 4d6 points of acid damage.
  • Red (Su): You breathe a 15 foot cone of fire that deals 4d6 points of fire damage.
  • White (Su): You breathe a 15 foot cone of cold that deals 4d6 points of cold damage.

You can spend a use of your mythic power to boost your breath weapon. This increases the damage of your next breath weapon attack by 2d6 and increases the Reflex save DC by 2, or it increases the range of the effect.

Special: Kobold sorcerers with either the Draconic or Kobold bloodline add their Charisma modifier to their breath weapon damage, and +1 to the DC of the Reflex save for every 3 mythic tiers they possess.

Draconic Glide (Mythic)

You have improved draconic defenses, and wings that allow you to truly glide.

Prerequisite: Draconic GlideARG

Benefit: You gain a + 4 bonus on saving throws against sleep and paralysis effects. Your wings allow you to glide 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 30 feet per round, with a DC 15 Fly check.

Special: If you have the gliding wings racial trait your base speed increases to 120 feet. By spending one use of your mythic power, you can gain true flight with a speed of 60 feet for up to 1 minute per mythic tier you possess.

Draconic Paragon (Mythic)

The draconic blood that flows in your veins grants you great power.

Prerequisite: Draconic ParagonARG

Benefit: You gain an additional +4 bonus against sleep and paralysis effects. You can use your breath weapon two additional times per day, and your breath weapon damage increases to 6d6. Your wings from the Draconic Glide feat grow stronger, granting you a fly speed of 40 feet (average maneuverability).

Special: If you have the mythic versions of both the Draconic Breath and Draconic Glide feats, you gain immunity to sleep and paralysis effects. If you have Draconic Glide and the gliding wings racial trait, your fly speed increases to 60 feet (good maneuverability).

Dragonbane Aura (Mythic)

Your dragonbane aura protects against the breath weapon of your hated foe.

Prerequisite: Dragonbane AuraUM

Benefit: As a move action, you can enhance your aura of courage to grant affected creatures resistance equal to five times your mythic tier to a single type of energy until the beginning of your next turn. This resistance is halved against effects other than the exceptional and supernatural abilities of dragons (including creatures using the dragon breath or form of the dragon spells). You may spend one use of mythic power as a swift action to either double this resistance or extend its duration to 1 minute, or both if you expend two uses of mythic power.

Drow Nobility (Mythic)

The powers of your drowic heritage are strong within you.

Prerequisite: Drow NobilityARG

Benefit: You add your mythic tier to your caster level for your racial spell-like abilities, and for abilities usable once per day you can use them more than once per day by expending one use of mythic power for each additional use.

Dwarf Blooded (Mythic)

Your dwarven blood is strong.

Prerequisite: Dwarf BloodedARG

Benefit: Your dwarven blood manifests further in the following ways. First, you gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Second, you gain a +4 racial bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Echoes of Stone (Mythic)

Your senses are so keen among the rocks and stone, you can hear them speak.

Prerequisite: Echoes of StoneARG

Benefit: You gain a +6 racial bonus on Perception checks underground, and on Survival checks to avoid becoming lost in caverns and rocky areas. So long as you do not move, you gain tremorsense up to 10 feet. If you spend one use of your mythic power, you can stone tell, as the spell, using your level as your caster level.

Eclectic (Mythic)

You have numerous odd talents.

Prerequisites: EclecticAPG

Benefit: Each time you take a favored class, you may select two favored class bonuses and gain them both. This replaces the normal benefit of the eclectic feat.

Ecstatic Euphoria (Mythic)

Sexual passion unleashes a surge of power within you.

Prerequisite: Ecstatic EuphoriaGCC

Benefit: After spending one hour obtaining sexual release, you gain a bonus mythic surge, which must be used within a number of hours equal to your mythic tier or it is lost. Using this mythic surge does not expend your mythic power; however, you may expend one use of mythic power when using this surge, allowing you to roll twice and select the better result for your surge.

If you obtain sexual release with an aberration, fey, or outsider that serves your cultic patron, you gain one additional use of mythic power in addition to the bonus mythic surge, both of which must be used within a number of hours equal to your mythic tier or be lost.

Eldritch Eye (Mythic)

Your study into the ancient teachings of the mightiest archwizards allows you greater perception of magical secrets.

Prerequisite: Eldritch EyeISWG

Benefit: You can use your eldritch third eye for a number of minutes per day equal to your mythic tier. This duration need not be continuous, but must be used in 1-minute increments. Additionally, while your third eye is open, you add your mythic tier on Perception checks to detect invisible creatures.

Elemental Boost (Mythic)

Your elemental and energetic power erupts with a mighty surge.

Prerequisite: Elemental BoostCAF

Benefit: The effects of this feat apply to spell-like abilities and effects created by magic items that you wield or activate as well as spells and supernatural abilities. In addition, you can choose a number of additional energy descriptors from those listed equal to one-half your mythic tier (minimum 1); the effects of this feat apply to all of your chosen energy types. When you roll damage for an effect you create (including with a magic item) using your chosen energy type, you may expend one use of mythic power as a free action to reroll damage.

Elemental Jaunt (Mythic)

You can return to your ancestral home, protecting those you bring with you.

Prerequisite: Elemental JauntARG

Benefit: You can share the planar adaptation you receive when you plane shift as if it were mass planar adaptation, using your level as your caster level.

Elusive Redirection (Mythic)

You redirect attacks with precision and power.

Prerequisite: Elusive RedirectionUC

Benefit: You can use this feat as a free action whenever you use your elusive target class feature. If you expend one use of mythic power as a free action when redirecting an attack, using this feat does not require expenditure of a point from your ki pool and the attack and damage rolls for the attack you redirect gain a bonus equal to one-half your mythic tier (minimum +1).

Elven Spirit (Mythic)

The spirit of your elven ancestry lies deep within you, body and soul.

Prerequisite: Elven SpiritARG

Benefit: You gain two elven racial traits. These traits may include elven magic and/or traits which can be exchanged for elven magic. Alternatively, you may select a single trait which normally can be exchanged for elven magic and another trait, such as lightbringer (normally exchanged for elven immunities and elven magic) or spirit of the waters (elven magic and weapon familiarity).

Evolved Familiar (Mythic)

Your familiar can gain an array of powers.

Prerequisite: Evolved FamiliarUM

Benefit: Each time you take the Evolved Familiar feat, your familiar can select an evolution from the list of 2-point evolutions, or can select two evolutions from the list of 1-point evolutions.

Special: Unlike the non-mythic Evolved Familiar feat, you cannot take this feat more than once; however, its effects each time you take Evolved Familiar as a feat.

Exile’s Path (Mythic)

Your bifurcated mind is difficult for others to penetrate.

Prerequisite: Exile’s PathARG

Benefit: You think simultaneously in Common and Elven, so attempts to read your mind automatically fail unless the creature reading your mind is able to understand both Common and Elven. You can use this feat to reroll any Will save, not only against enchantment effects, and you can use this feat more than once per day by expending one use of mythic power for each use after the first.

Exotic Weapon Proficiency (Mythic)

Your prowess with a specific exotic weapon is beyond compare.

Prerequisites: Exotic Weapon ProficiencyCRB

Benefit: Select one exotic 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 spiked chain who has taken Mythic Exotic 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.

Expanded Arcana (Mythic)

You have learned magic normally forbidden to you.

Prerequisites: Expanded ArcanaAPG

Benefit: Add one spell from any class’s spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. This spells must be at least one level lower than the highest level spell you can cast in that class. Once made, this choice cannot be changed.

Expanded Fiendish Resistance (Mythic)

Your fiendish blood provides you with more powerful resistances.

Prerequisite: Expanded Fiendish ResistanceARG

Benefit: Pick one of the following energy types that you do not already have resistance to: acid, cold, electricity, or fire. You gain resistance 10 to that energy type. Then pick one resistance you already have and increase it to 10. You can spend one use of mythic power and choose one resistance you have. That resistance becomes immunity for a number of rounds equal to your mythic tier.

Special: You can take this feat multiple times. Each time you do, pick another energy type you do not have resistance to. You gain resistance 10 to that energy type. Then take one resistance you do have, and increase it to 10.

Expanded Resistance (Mythic)

You are resistant to many forms of magic.

Prerequisite: Expanded ResistanceARG

Benefit: Each time you select the Expanded Resistance feat, you may select two schools of magic to which you gain resistance, and the racial bonus on saving throws against all schools is increased to +3. If you expend a mythic surge on a saving throw against a spell from one of the schools to which you have resistance, you may roll your surge die twice and select the better result.

Expert Driver (Mythic)

You manipulate your vehicle of choice with great finesse, leaving more of your time and energy free for other activities.

Prerequisite: Expert DriverUC

Benefit: You do not need to make drive checks when not in combat. When in combat, your DC for drive checks is reduced to 10. You can make a keep it going action as a swift action instead of a standard action. You may expend one use of mythic power to make a DC 10 driving check (DC 20 in combat) to rig the controls to automatically accelerate, decelerate, turn or keep it going for a number of turns equal to your mythic tier. Another driver who accesses the vehicle’s driving mechanism may unrig the controls with a DC 10 driving check as a move action, at which point the vehicle becomes uncontrolled.

Exploit Lore (Mythic)

Your keen study of your enemies allows you to wreak havoc upon them.

Prerequisite: Exploit LoreUM

Benefit: When you use this ability to identify the strengths and weaknesses of a creature, you gain the benefits of this feat against all creatures of that same kind within 30 feet. This does not apply to all creatures of the same type or subtype, but only creatures of the same specific kind (e.g., frost giants, not all giants or all humanoids). In addition, you can use this feat an additional number of times per day equal to one-half your mythic tier (minimum 1).

Extended Bane (Mythic)

Your wrath is endless against your hated foes

Prerequisite: Extended BaneUM

Benefit: You add your Wisdom bonus and your mythic tier to the number of rounds per day that you can use your bane ability. In addition, when you confirm a critical hit against a creature whose type matches your bane, you gain an additional number of rounds of bane equal to your weapon’s critical multiplier.

Eyes of Judgment (Mythic)

Your perception of the hearts of others is unerring.

Prerequisite: Eyes of JudgmentUM

Benefit: When using your detect alignment class feature, you can study a number of creatures within 60 feet equal to your mythic tier simultaneously, learning all of their alignments after 3 rounds of concentration. Alternatively, you can study a single creature within 60 feet as a full-round action to learn its alignment. If the creature’s alignment is obscured by a non-mythic effect, you add your mythic tier on any caster level check made to overcome that protection. If the protective effect does not normally allow such a check, you can expend one use of your mythic power to attempt to overcome that effect with a caster level check (adding your mythic tier as a bonus to your check) against a DC of 15 plus the caster level of the effect.

False Casting (Mythic)

You are a master charlatan, melding deceptive stage magic with actual casting.

Prerequisite: False CastingISM

Benefit: You add your mythic tier to the DC of Spellcraft checks made to identify your spells or to determine when you are actually using a magic item or spell-like ability. If a creature fails a Spellcraft check to discern what you are doing, you may make a Bluff check as a free action, opposed by the result of the target’s Spellcraft check. If your Bluff check succeeds, you choose the spell the target believes it saw you cast. This need not be a spell you are actually able to cast. Convincing a creature that you cast a spell with an obvious visual or sensory effects that is different from the spell you actually cast (or magic item or spell-like ability you used) results in a -5 or -10 penalty on your Bluff check, or may make it impossible at the GM’s discretion.

If the creature failing its Spellcraft check is a non-mythic creature, you may substitute an Intimidate check to demoralize that creature in place of a Bluff check to deceive them about the nature of the spell.

False Focus (Mythic)

Your holy symbol is a powerful talisman for your arcane magic.

Prerequisite: False FocusISM

Benefit: The value of your fake divine focus can be up to 100 gp times your mythic tier, and it can substitute for any material component for arcane spells whose value is equal to or less than the value of your false focus. In addition, you may select a number of arcane spells equal to your mythic tier that you know and can cast and which also appear on the class spell list of a divine spellcasting class (including domain spells, if you worship a deity). You can expend mythic power to cast these spells as mythic spells. Each time you gain a mythic tier, you can select one additional such spell.

Familiar Range Extension (Mythic)

Your familiar’s mind is never far from yours, wherever it may roam.

Prerequisite: Familiar Range ExtensionCAF

Benefit: Your empathic communication with your familiar has unlimited range, as long as you are on the same plane.

Fast Drinker (Mythic)

Every event is a good time to take a drink.

Prerequisites: Fast DrinkerAPG

Benefit: You may drink an alcoholic drink to regain ki as an immediate action, or in place of an attack of opportunity provoked by a creature with a CR or HD no lower than your level –2.

Fast Healer (Mythic)

Your body heals itself at a rapid rate.

Prerequisites: Fast HealerAPG

Benefit: The bonus hit points you gain from the Fast Healer feat are equal to your Constitution modifier. In addition, you may spend a use of mythic power as a swift action to gain fast healing equal to your Constitution modifier for a number of rounds equal to your mythic tier.

Fast Learner (Mythic)

You study a variety of racial traditions to broaden your skill set.

Prerequisite: Fast LearnerARG

Benefit: When you gain a level in a favored class, you gain +1 hit point, +1 skill point, and the alternate class reward for your favored class.

Fast Swimmer (Mythic)

Your have incredible speed in the water.

Prerequisite: Fast Swimmer.

Benefit: Your swim speed increases by 20 feet. This stacks with the increase gained from the non-mythic Fast Swimmer feat. In addition, if you expend one use of your mythic power as a swift action, your swim speed is doubled when using the charge, withdraw, or run action for a number of rounds equal to your mythic rank or tier. Apply this doubling before applying the normal multiplier to your speed. This is an exception to the normal rule for stacking multipliers.

Favored Judgment (Mythic)

Your judgment is severe against the subjects of your wrath.

Prerequisite: Favored JudgmentUM

Benefit: You add your mythic tier to your inquisitor level to determine the effect of your judgments against creatures of your chosen creature type. This does not increase the number of judgments you can use per day.

Fearless Aura (Mythic)

Your allies adopt your fearlessness in the face of peril.

Prerequisite: Fearless AuraUM

Benefit: Your aura of courage expands to a 30-foot-radius emanation, and you and your allies gain immunity to all harmful non-mythic emotion effects whose spell level is lower than your tier. If you use your lay on hands ability to heal an ally, in place of a mercy you can grant that ally an aura of courage for a number of rounds equal to your Charisma modifier plus your mythic tier.

Fearless Curiosity (Mythic)

Your courage leads you into and through dire situations.

Prerequisite: Fearless CuriosityARG

Benefit: You increase your save bonus against emotion effects by 1. In addition, when rolling a new save to reduce an existing fear effect, you can roll twice and select the better result if the effect is a non-mythic fear effect. If the fear effect did not allow a saving throw or has an effect even on a successful save, you can still reduce the severity of the fear effect with a successful Will save against the standard default DC for an ability used by the creature that created the fear. When creature you threaten makes an Intimidate check or uses a fear effect, it provokes an attack of opportunity from you, regardless of the type of ability or actions such as casting defensively. Fear auras, frightful presence, and similar constant fear effects (GM’s discretion) do not provoke attacks of opportunity from you.

Feline Grace (Mythic)

You nimbly slip aside from dangerous advances.

Prerequisite: Feline GraceARG

Benefit: Your CMD bonus against bull rush, grapple, overrun, reposition, and trip combat maneuvers increases to +4, and you can spend a use of mythic power as an immediate action to force an attacker to reroll their combat maneuver check when attempting one of these maneuvers against you; they must use the result of the second roll.

Ferocious Action (Mythic)

As long as you can keep damaging your foes you can claw your way back even from the brink of death.

Prerequisite: Ferocious ActionARG

Benefit: As long as you have 0 hit points or fewer, every time you deal damage with a melee attack you may roll to stabilize. Once you have stabilized, you gain a number of hit points equal to one-half your mythic tier (minimum 1) every time you deal damage with a melee attack until you reach 1 hit point.

Ferocious Resolve (Mythic)

When you go down, you go down fighting to the last.

Prerequisite: Ferocious ResolveARG

Benefit: You add your mythic tier to the number of negative hit points you can endure before dying. When fighting on at negative hit points, you can expend one use of mythic power to negate the staggered condition for as long as you remain at negative hit points. You add one-half your mythic tier (minimum 1) on the bonus this feat grants on Intimidate checks.

Ferocious Summons (Mythic)

Your summoned creatures are vicious and bloodthirsty.

Prerequisite: Ferocious SummonsARG

Benefit: Creatures you summon gain the blood rage universal monster ability.

Fey Foundling (Mythic)

You were orphaned as a child, bearing the sure sign of noble faerie parentage.

Prerequisite: Fey FoundlingISWG

Benefit: You can speak and understand Aklo or Sylvan (your choice), and when you select the feat you may choose to gain a permanent +2 circumstance bonus on either Wisdom checks and Wisdom-based skill checks or on Charisma checks and Charisma-based skill checks made when interacting with fey. When you are targeted with a magical healing effect, you can expend one use of your mythic power to gain the maximum healing from that effect, as if it were maximized with the Maximize Spell feat. This has no effect on magical healing effects that are already maximized or that heal a fixed amount of damage, such as heal.

Field Repair (Mythic)

You can repair even complex mechanisms like constructs.

Prerequisites: Field RepairUC

Benefit: You may use the appropriate Craft skill to repair damage to a creature with the construct type as a full-round action that provokes an attack of opportunity (utilizing the same Craft skill required to create the construct; Craft (Sculpture) or Craft (Stonemasonry) for a stone golem, for example.)

This action repairs 1d8 points of damage to the construct for every 2 ranks in the appropriate craft skill you have. If you spend 1 point of mythic power when using this ability you repair the maximum amount of damage possible and it the action does not provoke an attack of opportunity.

Fiend Sight (Mythic)

Your gaze pierces fog, murk and gloom.

Prerequisite: Fiend SightARG

Benefit: You can see through fog without penalty, ignoring any cover or concealment bonuses from fog or vapors. This does not allow you to see anything you could not otherwise see (for example, invisible creatures are still invisible).

Fight On (Mythic)

You myth does not end by you dying.

Prerequisites: Fight OnAPG

Benefit: Add your mythic tier to the number of temporary hit points you gain from the Fight On feat. You may activate the Fight On feat after you have already used it for the day by expending a use of mythic power.

Fire Tamer (Mythic)

You are marked by the flame, and it lives within you.

Prerequisite: Fire TamerARG

Benefit: Your saving throw bonus against fire spells increases to +4, and it applies against all fire effects, not just spells. Your bonus on Diplomacy and Intimidate checks against other goblins is increased to +4. You can use sparkAPG at will as a spell-like ability, and you can expend one use of mythic power to use quench as a spell-like ability. These spell-like abilities have a caster level equal to your tier.

Firearm Familiarity (Mythic)

You are facile with every kind of firearm.

Prerequisite: Firearm FamiliarityISC

Benefit: You can use this feat twice per day, and you may expend one use of your mythic power to negate a misfire.

Firesight (Mythic)

The flames grant you extra insight, revealing your enemies.

Prerequisite: FiresightARG

Benefit: You can see any invisible creatures or objects within 10 ft. of a fire source within your line of sight, as if using see invisibility.

Flagellant Focus (Mythic)

Self-inflicted suffering brings you focus and power.

Prerequisite: Flagellant FocusGCC

Benefit: You can use this feat as a full-round action, and your maximum damage reduction against nonlethal damage is equal to your level plus your Wisdom modifier plus your mythic tier. This damage reduction also applies against spells and other magical effects that deal nonlethal damage. As long as you have any amount of nonlethal damage, you add a +1 bonus to the result of your surge die when you use a mythic surge. This bonus is increased to +2 if your nonlethal damage exceeds your level plus your Constitution modifier plus your mythic tier.

Flame Heart (Mythic)

The fire recognizes you as its own and burns you not.

Prerequisite: Flame HeartARG

Benefit: Your fire resistance increases to 10, and when you are affected by a fire effect you can expend one use of mythic power to gain fire resistance of 5 times your mythic tier until the end of your next turn. When casting fire spells with the fire descriptor or throwing alchemist bombs that deal fire damage, treat your caster level or alchemist level as though it was.

Flick of the Wrist (Mythic)

A hidden weapon is a deadly implement in your hands.

Prerequisites: Dex 17, Quick Draw, Sleight of Hand 5 ranks.

Benefit: When you can draw a light weapon, as a free action you can make a Sleight of Hand check with a bonus equal to your mythic tier, opposed by the Perception check of your target. If you win this opposed check, you treat the target as flat-footed against this attack.

You can use this feat a number of times in each combat equal to your mythic tier, though the DC increases by 2 for each use after the first and you cannot use it more than once per round against a given opponent. You may use it more than once per round if you use it against different opponents; however, the DC for each Sleight of Hand check increases by 5 for each Flick of the Wrist attack you make after the first check in each round.

Flyby Attack (Mythic)

You are able to avoid counterattacks when swooping swiftly in and out of combat.

Prerequisite: Flyby AttackB1

Benefit: When you make a melee attack as part of a Flyby Attack, your movement does not provoke attacks of opportunity from the target of your melee attack. In addition, if you expend one use of your mythic power as a free action at the beginning of your turn, you can move up to twice your fly speed during a round when you use Flyby Attack, rather than being limited to your fly speed.

Focused Eidolon (Mythic)

Your harmonic resonance with your eidolon aids your focus in spellcasting.

Prerequisite: Focused EidolonUM

Benefit: When you are within your eidolon’s reach, you gain a +4 bonus on concentration checks. When you are adjacent to your eidolon, you add one-half your mythic tier (minimum 1) to this bonus, and if you fail a concentration check you can leach away one evolution from your eidolon in order to reroll your concentration check with an additional bonus equal to the evolution’s point cost. You must accept the result of the second check even if worse than the first. That evolution is lost until the next time you summon your eidolon.

Foment the Blood (Mythic)

As you channel, orcs around you rise to the occasion with renewed vigor.

Prerequisite: Foment the BloodARG

Benefit: When using Foment the Blood, add one-half your mythic tier (minimum 1) to the bonuses granted by the feat. You may expend one use of mythic power to heal all orcs within range a number of hit points equal to your mythic tier plus the number of dice of healing you normally provide when channeling energy.

Fortunate One (Mythic)

Good luck follows you around.

Prerequisite: Fortunate OneARG

Benefit: The number of times per day you can use the adaptable luck trait is increased by one-half your mythic tier (minimum 1). When you use a mythic surge, you may expend one use of your adaptable luck at the same time to maximize the result of the surge die. You must choose to do this before you roll the surge die.

Fortune Teller (Mythic)

You are well-versed in the divinatory traditions of your people, opening your inner eye to see what cannot be seen by others.

Prerequisite: Fortune TellerISWG

Benefit: When you use your chosen focus item to help cast a divination spell, you can expend two uses of your mythic power to use the mythic version of that spell, even if you do not normally know the mythic version of that spell. If the spell’s level is less than half your mythic tier (treating cantrips as 1/2 level for this purpose), you need spend only 1 use of mythic power to cast a mythic divination. You cannot use augmented versions of mythic divination spells unless you actually know the spell in question. If you do know a mythic divination, the cost in mythic power to cast an augmented mythic divination is reduced by 1 (minimum 1).

Free Spirit (Mythic)

Your embrace of freedom for all helps you throw off the shackles of those that would bind you.

Prerequisite: Free SpiritISWG

Benefit: Your bonus on saving throws against mind-affecting effects is increased by 2, and you can add one-half your mythic tier (minimum 1) on Escape Artist and grapple checks made to escape a grapple or escape from bonds. If you fail such an Escape Artist or grapple check, you can expend one use of your mythic power as a free action to reroll the check, adding your mythic surge die to the result. You must accept the results of the second check, even if it is worse.

Funerary Servant (Mythic)

Your necromental servants unite the power of death with the elements.

Prerequisite: Funerary ServantGCC

Benefit: You can use this feat when you summon multiple elementals. If you summon only a single elemental, you add a bonus equal to one-half your mythic tier (minimum 1) to the elemental’s natural armor bonus to AC against incorporeal creatures, up to a maximum equal to its full natural armor bonus. You also add one-half your mythic tier to the DC of your elemental’s engulf special attack.

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