Mythic General (G-M) Feats
Table of Contents

Giant Steps (Mythic)

Your strides are swift and span great distances when you increase your size.

Prerequisite: Giant StepsARG

Benefit: Add one-half your mythic tier (minimum 1) times 5 feet to the increase in base speed granted by Giant Steps.

Gliding Steps (Mythic)

Your grace and agility in movement are uncanny.

Prerequisite: Gliding StepsUM

Benefit: You gain the benefits of this feat even when your ki pool is empty. In addition, you can expend one use of your mythic power in place of one point from your ki pool to avoid provoking attacks of opportunity during your move.

Gloom Sight (Mythic)

Your vision in darkness is highly acute.

Prerequisite: Gloom SightARG

Benefit: The range of your darkvision is increased to 120 feet, and you do not gain the light sensitivity weakness.

Go Unnoticed (Mythic)

Creatures larger than you find it difficult to spot you.

Prerequisite: Go UnnoticedAPG

Benefit: When using the Go Unnoticed feat, opponents take a penalty on their Perception checks to notice you equal to −2 per size category they are larger than you. In addition, if you expend one use of mythic power as a free action, any creature failing its Perception check to notice you treats you as if you were invisible until the end of your turn. If you have cover or concealment at the end of your turn, you may make a Stealth check to remain hidden.

Godless Healing (Mythic)

You call upon your inner strength to suppress pain and recover from injury.

Prerequisite: Godless HealingISWG

Benefit: You can use this feat even if you have more than half your hit points, adding your mythic tier to your Hit Dice to determine the amount of damage cured. If you are half your hit points or below, you heal twice the normal amount of damage. If you are at 0 hit points or below, you can use this feat on your turn without taking an action, curing three times the normal amount. If you are affected by a pain effect when you use this feat, you can attempt a new saving throw to end the effect. If the effect does not allow a save, the remaining duration of the effect is halved (minimum 1 round).

Grant Initiative (Mythic)

Your allies share in the benefits of your battlefield intuition.

Prerequisite: Grant InitiativeUM

Benefit: When you grant your Wisdom modifier on initiative to an ally, you still retain some or all of your Wisdom bonus on your own initiative, up to a maximum equal to your mythic tier. If you expend one use of your mythic power, you can share your Wisdom modifier with an additional number of allies equal to one-half your mythic tier (minimum 1).

Grasping Tail (Mythic)

Your tail can do most anything your hands could do if they didn’t have thumbs.

Prerequisite: Grasping TailARG

Benefit: As a swift action, you may expend one use of mythic power to pick up, put down, move, stow, unstow or place any small object within 5 feet with the same level of dexterity as if you’d used your hand, though you may not manipulate items. You may expend one use of mythic power as a swift action to throw a small item held in your tail into any square within 30 feet; you may use this ability to make a ranged attack against a creature within 30 feet.

Grave Elemental (Mythic)

Your necromental servants are inured to negative energies.

Prerequisite: Grave ElementalGCC

Benefit: You can use this feat when you summon multiple elementals. If you summon only a single elemental, you add twice your mythic tier to its energy resistance against negative energy and a bonus equal to one-half your mythic tier (minimum 1) to its saving throws against death effects, energy drain, negative energy, and necromantic effects, and to the save DC of its chill touch special attack.

Greater Channel Force (Mythic)

Your eruption of holy power leaves your enemies reeling.

Prerequisite: Greater Channel ForceARG

Benefit: When using this feat, add a +2 bonus on combat maneuver checks made to push or pull targets in the area; this bonus stacks with the bonus for Mythic Channel Force and Mythic Improved Channel Force. You may push some targets and pull others. If you expend one use of mythic power, you can increase the save DC by an amount equal to one-half your mythic tier (minimum 1), and creatures that fail their saves are staggered for 1 round in addition to other effects. When you use this feat, you may expend one use of mythic power to increase or decrease the radius of your burst by 5 feet, plus 5 feet per 2 tiers after 1st.

Greater Drow Nobility (Mythic)

Your racial spell-like abilities are infused with your spark of mythic power.

Prerequisite: Greater Drow NobilityARG

Benefit: Three times per day you can use the mythic version (though not the augmented mythic version) of any of your racial spell-like abilities without needing to expend mythic power.

Greater Eldritch Heritage (Mythic)

The magical power that runs through your veins is beyond compare.

Prerequisite: Greater Eldritch HeritageUM

Benefit: You gain sorcerer bloodline powers of the bloodline tied to Eldritch Heritage as if your sorcerer level were equal to your character level, and you use your full character level to determine the effects of your bloodline powers.

Greater Elemental Focus (Mythic)

Your elemental spells create additional effects.

Prerequisites: Elemental Focus (mythic), Greater Elemental FocusAPG

Benefit: When you inflict points of damage to foes with a spell that deals damage of the elemental type you selected for Greater Elemental Focus, any foe that fails a save against the spell suffers an additional effect as well. These additional effects depend on the type of damage inflicted, as defined below.

  • Acid: Targets take an additional 1d6 points of acid damage per spell level the round after they are first damaged by the spell.
  • Cold: Targets are staggered for 1 round per 2 levels of the spell.
  • Electricity: Targets are fatigued for 1 round per 2 levels of the spell.
  • Fire: Targets catch on fire. Nonmagic means of extinguishing the fire are ineffectual for 1 round per 2 levels of the spell.
  • Sonic: Targets are deafened for 1 round per level of the spell.

Greater Mercy (Mythic)

Your powers of healing are miraculous indeed.

Prerequisite: Greater MercyUM

Benefit: Whenever you use your lay on hands ability and the target has no conditions your mercies can remove, you add your mythic tier to the additional 1d6 points of damage you cure. If this brings the target to full health, any leftover healing is gained by the target as temporary hit points that last one hour or until expended. In addition, if you expend one use of your mythic power you may add the effect of one additional mercy that you do not possess but for which you qualify.

Greater Spell Specialization (Mythic)

You are the consummate master of one spell.

Prerequisite: Greater Spell SpecializationUM

Benefit: When you specialize in a spell, you may spontaneously cast any communal, greater, lesser, or mass versions of the same spell, or any alternate versions of that spell designated by a Roman numeral (such as beast shape I, II, III, or IV) by sacrificing a prepared spell of the same level or higher. Adding metamagic feats to your spontaneously cast specialized spell(s) does not increase their casting time.

If you have the Mythic Spell Focus feat, you can change your specialized spell to a different spell of the same school by expending one use of your mythic power per level of the spell and concentrating for 1 hour. You add any variants of your new specialized spell (as described above) to your list of spells known, and any variants of your former specialized spell that were previously added your list of spells known by this feat are lost.

Greater Wild Empathy (Mythic)

You possess a harmonic empathy with all creatures of nature.

Prerequisite: Greater Wild EmpathyUM

Benefit: Your insight bonus on wild empathy checks is increased by an amount equal to your mythic tier, and you can use wild empathy in place of Intimidate or Diplomacy to influence a creature’s reaction regardless of its Intelligence, as long as it is an animal, magical beast, or one of the creature types you have selected when taking the non-mythic Greater Wild Empathy feat. If you expend one use of your mythic power when using a mind-affecting effect against creatures of one of these types, you increase the save DC by an amount equal to one-half your mythic tier, and non-mythic creatures must save twice and use the lower result.

Green Guardian (Mythic)

Your magical energies do not harm the things of nature.

Prerequisite: Green GuardianISWG

Benefit: You can select one of the following creature types per two mythic tiers you possess or gain (minimum 1) to remain unharmed when you cast spells that deal damage, channel negative energy, or otherwise harm life: animals, elementals, fey, magical beasts, or vermin. When you cast spells that affect, heal, or enhance plants, your caster level is increased by 2 rather than 1.

Groundling (Mythic)

You are the Mole King.

Prerequisites: GroundlingAPG

Benefit: You can use charm animal as a spell-like ability at will, but only to charm burrowing animals like gophers, moles, and the like.

Guardian of the Wild (Mythic)

You are one with the land, and it is your shield as you are its guardian.

Prerequisite: Guardian of the WildARG

Benefit: Your dodge bonus to AC in your chosen terrain increases to +4, and you also gain a +2 bonus on Reflex saves in your attuned terrain type. You can expend one use of mythic tier to ignore that cover or concealment (other than total cover or total concealment) granted by natural terrain or vegetation for a number of rounds equal to your mythic tier. This does not affect cover or concealment from other sources, such as an enemy using a tower shield or blur spell.

Gunsmithing (Mythic)

Your skill at crafting firearms and ammunition is legendary.

Prerequisites: GunsmithingUC

Benefit: At the beginning of each day when you regain your uses of mythic power, you can expend one use of mythic power to accomplish eight hours of work on crafting one firearm or a batch of ammunition. Unlike normal firearm or ammunition crafting, work accomplished by expending a use of mythic power does not require any special work space (though the cost of firearms or ammunition in this fashion is not changed).

Additionally, by expending one use of mythic power during one day of work you can repair a broken or destroyed firearm as if by make whole.

Half-Drow Paragon (Mythic)

The traditional darkling magic of the drow comes naturally to you.

Prerequisite: Half-Drow ParagonARG

Benefit: You can expend mythic power to use the mythic versions of any of your drow spell-like abilities. If you are able to cast any of those abilities as spells, you are considered to know those as mythic spells as well, as if you had taken the Mythic Spell Lore feat.

Harmonic Sage (Mythic)

Your harmonies ward your allies and are sustained even longer.

Prerequisites: Harmonic SageUC

Benefit: When you use Harmonic Sage you gain additional abilities:

  • Reinforcing Harmony: By creating buffering sound waves you grant all allies a +1 bonus on saves against sonic effects.
  • Mythic Reverberation: Your reverberation ability now lasts a number of rounds equal to your mythic tier.

Harrowed (Mythic)

The cards have foretold your fate and charted your epic destiny.

Prerequisite: HarrowedISWG

Benefit: Your bonus on Will saves is increased by 1, and when you draw a harrow card you can use the +2 bonus you gain an additional number of times per day equal to one-half your mythic tier (minimum 1). In addition, you can expend two of your remaining bonuses as a swift action to draw a new harrow card; your remaining bonuses that day apply to rolls modified by the suit of the new card.

Harrowed Summoning (Mythic)

The cards of fate make your summoned monsters mighty.

Prerequisite: Harowed SummoningHH

Benefit: You may draw three cards from your harrow deck. If all three cards are of the same suit, your summoned creatures gain a +8 enhancement bonus to the ability score corresponding to the suit of the cards. If you expend one use of your mythic power, you can discard any or all of your three cards and replace them with newly drawn cards. If you draw a card whose alignment conflicts with the creature you summon, you can expend one use of mythic power to negate the reduction in duration that normally occurs with an alignment conflict.

Heavenly Radiance (Mythic)

You channel the holy light of the heavens.

Prerequisite: Heavenly RadianceARG

Benefit: You can expend mythic power to use the mythic or augmented mythic versions of any aasimar racial spell-like abilities you possess. If you can cast the spells of the same name, you can also cast the mythic versions of those spells, as though you had learned them with Mythic Spell Lore.

Heroic Will (Mythic)

You can quickly shrug off effects sapping your will.

Prerequisite: Heroic WillARG

Benefit: You can choose to use this feat as a swift or move action. If you use it as a standard action, you can expend a mythic surge as part of the same action and add the result to your second save. You can use this feat more than once per day by expending one use of mythic power for each additional use.

Hex Strike (Mythic)

You blend your secret mystical arts with your martial skills.

Prerequisite: Hex 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 witch level to determine the effect of the hex you apply to your unarmed strike.

Hobgoblin Discipline (Mythic)

The presence of your fellow hobgoblins steels your will.

Prerequisite: Hobgoblin DisciplineARG

Benefit: Add one-third your mythic tier (minimum 1) to the morale bonus granted by Hobgoblin Discipline, and this bonus is doubled against emotion-based effects, including fear. You may expend one use of mythic power to share that bonus with all other hobgoblins within 30 feet, and the bonus is increased by 1 if there are 10 or more hobgoblins within 30 feet of you.

Hoist the Colors (Mythic)

Your dread banner strikes terror into the hearts of enemies.

Prerequisite: Cha 15, Intimidate 5 ranks, Profession (sailor) 5 ranks.

Benefit: You can use Intimidate to demoralize creatures that can see your distinctive banner or flag at any distance, as long as they can clearly see your ensign. This functions as normal for the Intimidate skill but does not require you to threaten the creature.

If you expend one use of your mythic power while making an Intimidate check, you can demoralize the entire crew of a ship by successfully demoralizing the captain of that ship; at the GM’s option, you can also use this ability to demoralize a troop of soldiers or similar military unit, using their commander to set the DC of the Intimidate check. If you beat the Intimidate DC, the captain and crew are shaken for a number of minutes equal to the difference between your check and the DC. You may also choose to take a -10 penalty on this Intimidate check; if your check succeeds despite this penalty, the target ship and crew are frightened instead of shaken. This penalty is reduced by an amount equal to one-half your mythic tier.

If you expend two uses of your mythic power, you may choose to increase the severity of the fear you cause by one step or increase the duration to 10 minutes times the difference between your check and the DC. Ships that are frightened or panicked and unable to flee will strike their colors and surrender to you.

Horse Master (Mythic)

Your mount is as legendary as your horsemanship.

Prerequisites: Horse MasterUC

Benefit: Your mount counts as a mythic creature for purposes of determine what abilities affect it.

Human Spirit (Mythic)

Your human side is raw and strong.

Prerequisite: Human SpiritARG

Benefit: Each time you gain a level, you can choose to gain a bonus skill rank or the favored class bonus for whatever class level you select; all classes are considered your favored classes for this purpose. You are not limited to gaining only 4 skill ranks.

Huntmaster (Mythic)

Your favored hunting beasts are relentless.

Prerequisite: HuntmasterARG

Benefit: You are considered two levels higher for all purposes related to animal companions or mounts of your chosen type, and your bonus on Handle Animal and Knowledge (nature) checks with creatures of that type increases to +4. If you are adjacent to your animal companion, it can always take 10 on Survival checks and on Constitution checks, and you can expend one use of mythic power to allow your companion to treat the result of such a check as a 20.

Special: If you have the favored terrain, quarry, swift tracker, or woodland stride class feature, you can expend one use of mythic power for each ability (or each terrain type, for favored terrain) to share that ability with your companion or mount for a number of hours equal to your mythic tier. It gains the benefits of this ability only while within 30 feet of you. If it moves farther than 30 feet from you, this ability is suppressed and until it comes back within range.

Hydraulic Maneuver (Mythic)

Your hydraulic pushes baffle your enemies with their strength and subtlety.

Prerequisite: Hydraulic ManeuverARG

Benefit: Add one-half your mythic tier to your combat maneuver bonus when using a hydraulic push to perform a combat maneuver. You may expend one use of mythic power to treat your target as if denied its Dexterity bonus against your hydraulic push, eliminating its Dexterity modifier and any dodge bonuses from its CMD.

Impaling Charge (Mythic)

This charging creature impales opponents on its deadly horns and drives them forcefully across the battlefield.

Prerequisites: Impaling ChargeCMR

Benefit: When the creature hits an opponent with a gore attack and successfully grapples its opponent as part of an impaling charge attack, the creature can continue its movement in the line of the charge after making its attack, moving the grappled opponent with it without impeding its own movement or requiring a separate combat maneuver check (up to the limit of its movement). At the end of the attacking creature’s movement, the creature can place its opponent in any square adjacent to it. If the creature attempts to place its opponent in a hazardous location, the opponent can attempt to break the grapple as a free action (though the opponent does not receive the usual +4 bonus to its CMB). Additionally, if the attacking creature moves its opponent at least 5 feet, the creature can expend one use of mythic power as a swift action to automatically render its opponent staggered for a number of rounds equal to the attacking creature’s mythic rank.

Implant Bomb (Mythic)

You can implant bombs of surpassing power inside unwilling flesh.

Prerequisite: Implant BombUM

Benefit: Damage dealt by your implanted bomb is increased by one die size (generally, d6s to d8s). If you expend one use of your mythic power when implanting the bomb, its damage dice are increased by two die sizes (generally, d6s to d10s) and the damage from the bomb bypasses non-mythic forms of energy resistance or immunity. You can remove an implanted bomb without the need for dispel magic by expending one use of your mythic power or a successful Disable Device check as usual. You gain a bonus on this Disable Device check equal to your mythic tier.

Improved Channel Force (Mythic)

Your waves of righteous force wash over your enemies.

Prerequisite: Improved Channel ForceARG

Benefit: When using this feat, add a +2 bonus on combat maneuver checks made to push or pull targets in the area; this bonus stacks with the bonus for Mythic Channel Force. You may push some targets and pull others. If you expend one use of mythic power, you increase the save DC by 1 and add 10 feet to the length of the line you create, plus an additional 10 feet per 3 tiers after 1st; if creating a cone-shaped burst, you increase its length by 5 feet, plus 5 feet per 3 tiers after 1st.

Improved Dark Sight (Mythic)

Your eyes can pierce any dark shroud.

Prerequisite: Improved Dark SightARG

Benefit: You do not gain the light blindness weakness.

Improved Drow Nobility (Mythic)

You can unleash great powers of darkness that ordinary drow cannot match.

Prerequisite: Improved Drow NobilityARG

Benefit: You may choose a number of your racial spell-like abilities equal to one-half your mythic tier (minimum 1). You can expend mythic power to use the mythic version of that spell-like ability. In addition, if you are able to cast the spell of the same name, you can cast that as a mythic spell, as if you had learned it with Mythic Spell Lore.

Improved Eldritch Heritage (Mythic)

The magical power in your veins grows in strength.

Prerequisite: Improved Eldritch HeritageUM

Benefit: You add gain a bonus feat from your list of bloodline feats, or you gain the mythic version of a bloodline feat you already possess. In addition, you treat your character level as your sorcerer level for any 3rd or 9th-level bloodline powers you gain from the Improved Eldritch Heritage feat.

Improved Flight (Mythic)

You are unusually swift and graceful in flight.

Prerequisite: Fly speed, Fly 1 rank.

Benefit: Your fly speed is increased by 20 feet and your maneuverability is improved by one category.

Improved Great Fortitude (Mythic)

You can draw upon a mythic reserve to resist nearly any disease, poison, or other grievous harm.

Prerequisites: Improved Great FortitudeCRB

Benefit: Once per day, when you fail a Fortitude save, you may choose to replace your saving throw result with 20 + your total Fortitude save bonus (as if you had rolled a 20 on the d20 roll for your Fortitude save, though this does not count as an automatic success). You must make this decision immediately after discovering your initial Fortitude save failed.

This benefit is in addition to (does not replace) the normal benefit of Improved Great Fortitude.

Improved Improvisation (Mythic)

You can pull off astonishing feats with little preparation or study.

Prerequisite: Improved ImprovisationARG

Benefit: Your skill bonus on skill checks for skills in which you have no ranks increases by 1 (this bonus stacks with the bonus from Mythic Improvisation), and once per day per two mythic tiers (minimum 1) you can add a mythic surge to such a skill check without expending mythic power. You may also use these mythic surges when making an attack roll with an improvised weapon or broken weapon or a weapon in which you are not proficient.

Once per day, you can expend one use of mythic power to gain a mythic feat for which you qualify as a bonus feat; you gain the benefits of this feat for a number of rounds equal to your mythic tier. This feat cannot serve as a prerequisite for any purpose or to perform an action that takes longer than the amount of time you retain the bonus feat, such as creating a magic item or preparing a spell using a feat to which you have only temporary access.

Improved Iron Will (Mythic)

Your legendary clarity of thought allows you to resist nearly any mental attack.

Prerequisites: Improved Iron WillCRB

Benefit: Once per day, when you fail a Will save, you may choose to replace your saving throw result with 20 + your total Will save bonus (as if you had rolled a 20 on the d20 roll for your Will save, though this does not count as an automatic success). You must make this decision immediately after discovering your initial Will save failed.

This benefit is in addition to (does not replace) the normal benefit of Improved Iron Will.

Improved Lightning Reflexes (Mythic)

Your legendary speed allows you to avoid nearly any area effect.

Prerequisites: Improved Lightning ReflexesCRB

Benefit: Once per day, when you fail a Reflex save, you may choose to replace your saving throw result with 20 + your total Reflex save bonus (as if you had rolled a 20 on the d20 roll for your Reflex save, though this does not count as an automatic success). You must make this decision immediately after discovering your initial Reflex save failed.

This benefit is in addition to (does not replace) the normal benefit of Improved Lightning Reflexes.

Improved Monster Lore (Mythic)

Your obsessive study of monsters lends you uncanny insights.

Prerequisite: Improved Monster LoreUM

Benefit: You add one-half your mythic tier (minimum 1) on skill checks made to identify the abilities and weaknesses of creatures, and if you expend one use of mythic power you can treat the result of such a skill check as a natural 20. If you spend a standard action carefully studying a creature while making such a check, you may add an insight bonus equal to the result of your skill check divided by 10 to any one d20 roll you make against that creature before the end of your next turn.

Improved Share Spells (Mythic)

Your connection to your bonded ally runs stronger than most.

Prerequisite: Improved Share SpellsAPG

Benefit: The range of your share spells is increased by 5 feet per mythic tier before your bonded creature loses the benefit of spells it shares with you. In addition you may target your bonded creature with touch spells (including shared spells) at a range of 5 feet per mythic tier. When you use a spell-trigger or spell-completion item to produce a spell effect, you can expend one use of your mythic power to share that spell effect with your bonded creature.

Improved Stalwart (Mythic)

You adopt a defensive stance that absorbs mighty blows.

Prerequisites: Improved StalwartUC

Benefit: You may spend 1 point of mythic power as an immediate action to grant the damage reduction you gain from Stalwart to one ally within reach.

Improved Umbral Scion (Mythic)

Your magical heritage is a glorious endowment.

Prerequisite: Improved Umbral ScionARG

Benefit: You add clairaudience/clairvoyance, detect secret doors, discern lies, message, and see alignmentUC to your list of spell-like abilities which you may use once per day. These uses are in addition to the daily uses gained from the Umbral Scion or Mythic Umbral Scion feat.

Improvisation (Mythic)

You are a consummate dilettante, able to do a bit of almost everything and do it well.

Prerequisite: ImprovisationARG

Benefit: Your skill bonus on skill checks for skills in which you have no ranks increases by 1, and once per day per two mythic tiers (minimum 1) you can add a mythic surge to such a skill check without expending mythic power.

Once per day, you can expend one use of mythic power to gain a feat for which you qualify as a bonus feat; you gain the benefits of this feat for a number of rounds equal to your mythic tier. This feat cannot serve as a prerequisite for any purpose or to perform an action that takes longer than the amount of time you retain the bonus feat, such as creating a magic item or preparing a spell using a feat to which you have only temporary access.

Incremental Elemental Assault (Mythic)

You may activate multiple elements simultaneously, or increase the damage of one type.

Prerequisite: Incremental Elemental AssaultARG

Benefit: When you use your elemental assault ability, you may choose to sheathe each arm in a separate energy type, such as fire on one arm and ice on the other, dealing damage as appropriate. If you choose a single energy type for both arms, your elemental damage is increased by an amount equal to one-half your mythic tier (minimum 1). If you spend one use of your mythic power, targets damaged by your elemental assault also suffer the following effect(s) based on the type of energy you use. The save DC for these secondary effects is 10 + 1/2 your level + your Constitution modifier.

  • Acid: Target must succeed at a Fort save or be sickened for one round.
  • Cold: Target must succeed at a Fort save or be staggered for one round.
  • Electricity: Target must succeed at a Reflex save or be dazed for one round.
  • Fire: Target must succeed at a Reflex save or catch fire (1d6 damage)

Inexplicable Luck (Mythic)

Your luck bails you out of any situation.

Prerequisite: Inexplicable LuckARG

Benefit: The bonus you gain on the d20 roll is increased to +10 if you apply the bonus before the roll, +5 if you apply the bonus after the roll. You can use this ability more than once per day if you expend one use of mythic power for each additional use. If you are affected by a curse, an effect that requires you to roll multiple times and select the worse result, or an effect that explicitly states it causes you to have bad luck (GM’s discretion), you can trigger this feat to negate that effect on you. If an effect granting you a luck bonus is dispelled, you can expend one use of mythic power to negate that dispelling.

Inner Breath (Mythic)

You can use the elemental air suffusing your body to purify the air around you.

Prerequisite: Inner BreathARG

Benefit: You gain a +2 racial bonus on saving throws against inhaled poisons and cloud, gas, or mist attacks (such as cloudkill). If you spend one use of your mythic power you can, as a full-round action that draws attacks of opportunity, expel elemental air from your body to end the effects of any inhaled poison, cloud, mist, or gas affecting you or an adjacent ally. If you are the area of such an effect when you use this ability, you can instead choose to dispel and disperse a 10-foot cube of such cloud, gas, or mist for every two mythic tiers you possess (minimum 1).

Insightful Gaze (Mythic)

You can see through deceptions and prevarications with ease.

Prerequisite: Insightful GazeUM

Benefit: Whenever you make a Sense Motive check to oppose someone’s Bluff check, you add your mythic tier on the check if your opponent is a non-mythic creature, or one-half your mythic tier (minimum 1) on the check if your opponent is mythic. If both die roll results are less than 10, as an immediate action you can take 10 on the check.

Instant Judgment (Mythic)

You may condemn a foe without a second thought.

Prerequisites: Instant JudgmentUC

Benefit: You may spend 1 point of mythic power to pronounce a judgment or change an active judgment as a free action.

Intimidating Bane (Mythic)

Your deadly weapons bring baneful terror to your chosen foes.

Prerequisite: Intimidating BaneUC

Benefit: Whenever you use Dazzling Display while your bane feature is active, you add your mythic tier on your Intimidate check against creatures of the type your bane weapon currently affects. If your Intimidate check exceeds the DC by 10 or more, creatures are frightened rather than shaken. If it exceeds the DC by 20 or more, they are panicked rather than shaken. In either case, the fear effect remains as long as your bane feature is still active and effective against their creature type.

In addition, you gain the benefit of the non-mythic Intimidating Bane feat whenever you are wielding a weapon that possesses the bane property, provided you have Weapon Focus with that weapon. When doing so, add one-half your mythic tier to the number of rounds a creature is shaken by your successful Intimidate check (instead of the condition lasting as long as the bane effect lasts).

Normal: You can use this feat only when using your bane class feature.

Intimidating Confidence (Mythic)

Your single-minded focus cows and dismays your enemies.

Prerequisite: Intimidating ConfidenceARG

Benefit: You can make an Intimidate check as a free action against a non-mythic creature whenever you threaten a critical hit, even if you do not confirm the critical hit. If you confirm the critical hit and succeed on this Intimidate check, you can replace the shaken condition with the effects of crushing despair for the same duration. This is an extraordinary ability and a mind-affecting emotion effect. You can expend a mythic surge as part of your critical hit confirmation roll. If the critical hit is confirmed, you apply the bonus from the mythic surge to the Intimidate check as well.

Intimidating Gaze (Mythic)

Your stern gaze causes even stout-hearted enemies to quail before it.

Prerequisites: Intimidating GazeUM

Benefit: You gain an additional number of daily uses of this feat equal to one-half your mythic tier (minimum 1). If both die roll results are less than 10, as an immediate action you can take 10 on the check. Instead of rolling twice on your Intimidate check, you may use this feat to make an Intimidate check against a non-mythic living creature that is normally immune to fear; in this case, you roll only once and cannot take 10 on the check.

Ironguts (Mythic)

Your digestion can take any amount of punishment.

Prerequisites: IrongutsAPG

Benefit: You become immune to the sickened condition. In addition, you may select a single ingested poison for every mythic tier you possess. You are immune to this poison. Each time you gain a new mythic tier you may select an additional poison. You may choose one inhaled, injury, or contact poison in place of two ingested poisons.

Ironhide (Mythic)

Your skin’s toughness is legendary.

Prerequisites: IronhideAPG

Benefit: The natural armor bonus you gain from the Ironhide feat increased by one. It increases by one more at mythic tier 4, 7, and 10.

Island Blood (Mythic)

Your ancestry traces back to the forbidden island of perfection.

Prerequisite: Island BloodISWG

Benefit: You may choose three skills with the same associated ability score, or any two skills you wish; these skills are always considered class skills for you. Whenever you use a mythic surge to boost a skill check using one of these skills, you may roll the surge die twice and select the better result. You can also use know direction at will as a spell-like ability (caster level = your Hit Dice), though rather than learning which way is north you discern the direction to the forbidden island of your ancestors.

Judgment Surge (Mythic)

Your righteous wrath surges with divine power.

Prerequisite: Judgment SurgeUM

Benefit: You gain an additional number of daily uses of this feat equal to one-half your mythic tier. In addition, if you become frightened, panicked, paralyzed, stunned, unconscious, or otherwise subject to an effect that would normally suppress the bonuses from your judgment, you can expend one use of your mythic power or one daily use of this feat to retain the bonuses of your judgment even while you are unable to participate in combat. Your bonuses still immediately end if you voluntarily leave combat.

Keen Scent (Mythic)

Your sense of smell is highly acute.

Prerequisites: Keen ScentAPG

Benefit: The range of your scent ability increases by 30 feet. In addition you may select a single creature type (and subtype) from the ranger’s favored enemy list per mythic tier. You can use scent to detect creatures of that type from an additional 30 feet and can note the direction of their scent as a free action. Each time you gain an additional mythic tier choose an additional creature type (and subtype).

Leadership (Mythic)

Even those who follow you are mythic.

Prerequisites: LeadershipCRB, 2nd mythic tier.

Benefit: Add your mythic tier to your leadership score. The cohort you gain from the Leadership feat is a mythic character with a mythic tier equal to 1/2 your own mythic tier. Additionally if your cohort dies you may replace him in 24 hours by calling on the source of your mythic power. However, doing so causes you to have 1 fewer uses of mythic power per day for the next 30 days.

If you are of the 5th or greater mythic tier, your 10 highest level followers are also 1st mythic tier.

Leaf Singer (Mythic)

Your voice is legendary.

Prerequisites: Leaf SingerAPG

Benefit: When you use bardic performance with audible components in any outdoor setting, the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the fey type, regardless of where the performance occurs. These bonuses stack with the benefits from Leaf Singer.

Learn Ranger Trap (Mythic)

You are a quick study in the art of trapmaking.

Prerequisites: Learn Ranger TrapUM

Benefit: You learn an additional number of ranger traps equal to one-half your mythic tier (minimum 1). In addition, if you expend one use of your mythic power when creating an extraordinary trap, the DC is not reduced by 2.

Ledge Walker (Mythic)

You are a consummate cliffside combatant.

Prerequisite: Ledge WalkerARG

Benefit: You add your mythic tier on Acrobatics checks to maintain your balance or reduce damage from a fall and on Climb checks to catch yourself or another creature when falling, and you do not risk falling when you take damage while climbing. You do not take penalties on Acrobatics checks on sloped or severely sloped surfaces, and your attack roll bonus for being on high ground is increased to +2, while creatures that have the high ground on you do not gain a bonus on their attack rolls. If you fall while within 5 feet of a cliff or wall, you can expend one use of mythic power to feather fall for a number of rounds equal to your mythic tier.

Life Lure (Mythic)

Your potent channeling of the power of life draws undead to you like moths to a flame.

Prerequisites: Life LureUM

Benefit: Undead creatures that fail their saving throws are captivated (similar to the captivating song of a harpy), being compelled to move towards you by the most direct means available. If the path leads the creature into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A non-mythic undead creature within 5 feet of you becomes dazed for the remainder of the Life Lure’s duration, while a mythic undead creature is fascinated. Non-mythic undead with fewer Hit Dice than you are fascinated for 1 round even if they successfully save.

Life’s Blood (Mythic)

Your blood contains powerful healing properties.

Prerequisite: Life’s BloodARG

Benefit: When you use this feat, the creature healed by the ritual gains hit points equal to twice the damage you take.

Additionally, you can spend a use of mythic power to add lingering effects to the ritual. The affected creature gains fast healing 1 for a number of rounds equal to the number of points of damage you take.

Light Step (Mythic)

You can move through the most hazardous terrain.

Prerequisites: Light StepAPG

Benefit: You can expend a use of mythic power to grant yourself freedom of movement for ten minutes per mythic tier.

Lighten Weapon (Mythic)

You can use oversized weapons with ease.

Prerequisite: Lighten WeaponCAF

Benefit: The effects of this feat apply to any weapon within the same weapon group (as described in Pathfinder Roleplaying Game Ultimate Combat) as your chosen weapon. If the weapon belongs to more than one weapon group, you must choose one group to which this benefit applies. In addition, you can expend one use of mythic power to eliminate the usual ─2 penalty on attack rolls for 1 minute when wielding a weapon sized for a creature one size category larger than your size.

Special: Unlike the non-mythic Lighten Weapon feat, Mythic Lighten Weapon can be taken only once; its effects apply to all Lighten Weapon feats you have selected.

Lingering Invisibility (Mythic)

Your translucence lasts longer, and you can even force your invisibility to resume.

Prerequisite: Lingering InvisiblityARG

Benefit: Your concealment you gain after the expiration of an invisibility effect lasts for 2 rounds per minute of duration the invisibility effect had remaining (minimum 2 rounds). This occurs even if the invisibility is from an item or a spell cast on you by another creature. While you have this concealment, you can spend one use of mythic power to become invisible again, with a duration equal to the duration the invisibility effect had remaining, minus 1 minute (minimum 1 minute).

Lingering Performance (Mythic)

The power of your performance continues to echo even after it ends.

Prerequisites: Lingering PerformanceAPG

Benefit: The effects of your bardic performances or masterpieces continue for an additional number of rounds equal to one-half your mythic tier (minimum +1) after you stop performing.

Additionally, if you begin a new bardic performance while the effects of a previous performance linger, you may spend one use of your mythic power as a swift action to allow the effects of the first performance to continue to linger as normal. If you begin a third performance, you can cause your second performance to linger as well by expending two uses of your mythic power, and you can continue causing additional performances to linger simultaneously, with the cost in mythic power increasing by one for each additional performance.

Long-Nose Form (Mythic)

You have increased olfactory abilities in your human form.

Prerequisite: Long-Nose FormARG

Benefit: When in your long-nosed human form, you gain a bonus equal to one-half your mythic tier (minimum 1) on all Perception checks and on Survival checks to track by smell. You can spend one use of mythic power as a move action to temporarily heighten your olfactory senses to preternatural levels, granting blindsense in a 10-foot radius for 1 round per mythic tier you possess. Creatures with overpowering scents, such as skunks or troglodytes, can be detected by your blindsense up to 30 feet away.

Lucky Healer (Mythic)

Your luck with healing turns mortal wounds into mere scratches.

Prerequisite: Lucky HealerARG

Benefit: When you spend a use of adaptive luck to use this feat, you may roll twice and select the better result for all healing effects that affect you for a number of rounds equal to one-half your mythic tier (minimum 1). In addition, if a conjuration (healing) effect requires a caster level check, such as remove disease or neutralize poison, you may spend a use of adaptive luck or a use of mythic power to reroll the result of that caster level check.

Mage of the Wild (Mythic)

You and your magic are in communion with the land.

Prerequisite: Mage of the WildARG

Benefit: Your bonus on concentration, Knowledge (arcana), and Spellcraft checks in your attuned terrain is increased to +4. In addition, if you can expend one use of mythic power when casting an area spell, that spell does not harm animals, plants, or the natural terrain and environment.

Mage’s Tattoo (Mythic)

The intricate traceries of ink in your skin enhance and focus the power of your chosen magical specialty.

Prerequisite: Mage’s TattooISWG

Benefit: Up to three times per day, in lieu of using your chosen school’s spell-like ability, you may expend mythic power to cast a prepared arcane spell (or an arcane spell you are able to cast, if a spontaneous caster) of your chosen school as a mythic spell, even if you do not normally know the mythic version of that spell. The level of the mythic spell you cast cannot exceed one-half your mythic tier (treating 0-level cantrips as 1/2 level).

Special: If you have Mythic Spell Focus in your chosen school, you can use this feat to cast mythic spells of your chosen school whose level is lower than your mythic tier (rather than 1/2 your mythic tier).

Magical Tail (Mythic)

Your extra tail provides you further magical power.

Prerequisite: Magical TailARG

Benefit: Your spell-like abilities can be used 4 times per day, and DCs for these abilities gain a bonus equal to 1/3 your mythic tier (minimum +1). If you spend a use of your mythic power and 2 uses of your spell-like ability, you can instead invoke a more powerful spell-like effect. The effects depend on which tail you use. You do not gain the bonus to DC when using the more powerful spell-like abilities.

1. Adjustable disguise
2. Charm monster
3. Mislead
4. Greater invisibility
5. Mass suggestion
6. Project image
7. Insanity
8. Dominate monster

Major Spell Expertise (Mythic)

Your mythic power fuels one of your moderate spells.

Prerequisites: Major Spell ExpertiseAPG, ability to cast 9th-level spells.

Benefit: You can cast any spell you have selected with Major Spell Expertise feat as a spell-like ability an additional number of times per day equal to your mythic tier.

Master Alchemist (Mythic)

Your alchemical skills are beyond compare.

Prerequisites: Master AlchemistAPG

Benefit: You gain a bonus on Craft (alchemy) checks equal to one-half your mythic tier. In addition, you may craft magical potions as if you had the Brew Potion feat, and you may create magical dusts, elixirs, glues, ointments, pastes, powders, salves, soaps, solvents, and similar limited-use alchemically-themed items (GM’s discretion) as if you had the Craft Wondrous Item feat, using Craft (alchemy) in place of Spellcraft for any relevant skill checks. When brewing potions, you may ignore one prerequisite (including the ability to cast the spell) without increasing the Spellcraft DC. Your caster level is equal to your ranks in Craft (alchemy) plus your mythic tier.

Master Craftsman (Mythic)

Your skill with a craft is like magic.

Prerequisites: Master CraftsmanCRB

Benefit: Select one spellcasting class. For purposes of using or creating magic items, you are considered to know all the spells on that classes’ spell list, up to a spell level equal to half your ranks in the Craft or Profession skill you selected with the Master Craftsman feat.

Master of Falconry (Mythic)

You are a master at the training and breeding of birds of prey.

Prerequisite: Master of FalconryISWG

Benefit: You add one-half your mythic tier (minimum 1) on Handle Animal and wild empathy checks made with birds of prey. If you have a bird of prey as an animal companion or familiar, it gains any two of the listed benefits, and it is considered a mythic creature and it gains the mythic version of any one feat it possesses. If your bird is within 60 feet, you can expend one use of your mythic power as a swift action to grant your bird DR/epic equal to your mythic tier and allowing its natural weapons to overcome epic damage reduction for a number of rounds equal to your mythic tier.

Maximized Spellstrike (Mythic)

If your foe doesn’t see you coming, you can maximize your attack spell with minimal effort.

Prerequisite: Maximized SpellstrikeUC

Benefit: Using this feat costs only 2 points from your arcane pool, and you can expend uses of mythic power interchangeably with points from your arcane pool. You can use your maximized magic arcanaUM more than once per day by expending two uses of mythic power for each use after the first. If the spell’s level (including any adjustments for metamagic feats) is less than one-half your mythic tier, this cost is reduced to one use of mythic power.

Menacing Bane (Mythic)

You combine fear and wrath into a great force.

Prerequisites: Menacing BaneUC

Benefit: When you use Menacing Bane your melee weapon is considered both menacing and bane.

Special: If you have the Double Bane feat, both weapons you wield are considered bane and menacing.

Merciful Bane (Mythic)

Your nonlethal bane weapons can easily subdue an opponent.

Prerequisites: Merciful BaneUC

Benefit: When you choose to deal nonlethal damage with a weapon that is under the effect of your bane ability, your weapon’s critical multiplier is increased by an amount equal to 1/2 your mythic tier (minumum 1).

Metallic Wings (Mythic)

Your metallic wings are deadly sharp weapons.

Prerequisite: Metallic WingsARG

Benefit: Your wings deal damage as a creature one size larger than normal, and your wings are considered either cold iron or silver (your choice) for the purpose of overcoming damage reduction. You can expend one use of mythic power to use your wings as primary natural weapons for 1 minute.

Minotaur’s Charge (Mythic)

The ferocity of this creature’s charge surprises its opponents and sends them reeling.

Prerequisites: Minotaur’s ChargeCMR

Benefit: When the creature hits with a charge attack and successfully performs a bull rush against its opponent, it adds 10 feet to the distance it pushes its opponent, knocks its opponent prone, and dazes its opponent for 1 round. Additionally, as a swift action, the creature can expend one use of mythic power to extend the duration of the dazed effect an additional round.

Minor Spell Expertise (Mythic)

Your mythic power fuels one of your lesser spells.

Prerequisites: Minor Spell Expertise, ability to cast 4th-level spells.

Benefit: You can cast any spell you have selected with Minor Spell Expertise feat as a spell-like ability an additional number of times per day equal to your mythic tier.

Monastic Staff (Mythic)

You knock the feet from under creatures with your staff.

Prerequisite: Weapon Focus (quarterstaff), flurry of blows class feature, ki strike class feature, 1st mythic tier.

Benefit: You can expend one use of your mythic power or one point from your ki pool as a full-round action to imbue any quarterstaff you touch with the ki focus weapon property for 1 hour. This property functions only in your hands. When you use this quarterstaff to perform a flurry of blows, you add one-half your mythic tier on combat maneuver checks made to disarm or sunder.

Monstrous Mount (Mythic)

Even savage beasts willingly serve you if trained and well treated.

Prerequisite: Monstrous MountISC

Benefit: You are considered one level higher for all purposes related to the class feature that grants you a mount or companion. Your monstrous mount is considered a mythic creature and gains the hard to kill base mythic ability, as described in Pathfinder Roleplaying Game Mythic Adventures. Whenever you expend a mythic surge your mount also gains a mythic surge that it can use at any time before the beginning of your next turn.

Special: You can select the mythic companion 1st-tier path ability, as described in Pathfinder Roleplaying Game Mythic Adventures, regardless of your path.

Monstrous Mount Mastery (Mythic)

You are able to drive your monstrous mount to perform amazing feats.

Prerequisite: Monstrous Mount MasteryISC

Benefit: You are considered one level higher for all purposes related to the class feature that grants you a mount or companion; this stacks with the increase granted by Mythic Monstrous Mount. Your mount also gains the recuperation base mythic ability, as described in Pathfinder Roleplaying Game Mythic Adventures. You may expend one use of your mythic power to allow your mount to use this ability recover more quickly. You may expend one use of your mythic power as a full-round action to allow your monstrous mount to use the mythic version of any one feat it knows for 1 minute. If the mythic feat has effects that are not constant effects and require the use of mythic power, you must be riding your mount and must expend your mythic power to allow it to use these abilities. You can change the mythic feat your mount possesses by expending one use of mythic power; it may only gain one mythic bonus feat in this way.

Special: You can select the blessed companion or possess companion 3rd-tier path abilities, as described in Pathfinder Roleplaying Game Mythic Adventures, regardless of your path.

Moonlight Summons (Mythic)

Your summons are charged with lunar power.

Prerequisite: Moonlight SummonsUM

Benefit: Creatures you summon gain DR/silver equal to your mythic tier. In addition, when a summoned creature confirms a critical hit, the target is confused (as the confusion spell) for 1 round unless it succeeds on a Will save (DC 10 + 1/2 summoned creature’s HD + your mythic tier); mythic creatures may add their mythic tier on the saving throw against this effect. Multiple failed saves extend the duration. If you expend one use of your mythic power when summoning a creature, it gains DR/silver equal to twice your mythic tier.

Mother’s Gift (Mythic)

The boons of your hag parentage have increased power.

Prerequisite: Mother’s GiftARG

Benefit: The manifestation you’ve chosen increases as follows.

  • Hag Claws (Ex): You gain a +2 bonus on attack and damage rolls with your claws. You can expend a use of your mythic power to lengthen your claws, increasing the damage die by one size category, for a number of rounds equal to your mythic tier.
  • Surprisingly Tough (Ex): Your natural armor bonus increases by +2. You can expend a use of your mythic power to harden your defenses, providing you with a DR/– equal to half your mythic tier for a number of rounds equal to your mythic tier. Uncanny Resistance (Su): You gain spell resistance equal to 11 + your character level. You can expend a use of your mythic power to take the form of a hag, as if you had cast monstrous physique II, for a number of rounds equal to your mythic tier.

Multitalented Mastery (Mythic)

You are a polymath who achieves excellence in every field to which you devote yourself.

Prerequisite: Multitalented MasteryARG

Benefit: In addition to gaining either 1 hit point or 1 skill point per level, you also gain the favored class bonus for whichever class level you select. If you have the Elven Spirit or Human Spirit feat, you may select the favored class bonus for that race rather than for half-elves.

Murmurs of Earth (Mythic)

You are even more sensitive to what the earth tells you.

Prerequisite: Murmurs of EarthARG

Benefit: You can gain your tremorsense ability as a swift action. Additionally, you can expend one use of mythic power to increase the range to 30 feet and increase the duration by 1 round for every three mythic tiers you possess.

Mutagenic Summons (Mythic)

You can summon deformed mutants to serve you.

Prerequisite: Mutagenic SummonsGCC

Benefit: You can apply the mana-wasted mutant template to creatures you call as well as those you summon. If the called or summoned creature would normally have the celestial, entropic, fiendish, or resolute template, it retains that template in addition to the mana-wasted mutant template.

If you have the mutagen class feature and use your mutagen as the material component of the spell, add one-half your mythic tier (minimum 1) to your alchemist level to determine the benefits gained by your summoned creatures. In addition, if you have other discoveries that modify your mutagen, select one of those discoveries; your summoned creatures gain the benefit of that discovery as well as your mutagen.

Mystic Stride (Mythic)

You may shrug off even the most grasping and tangled briars.

Prerequisite: Mystic StrideUM, 4th mythic tier.

Benefit: You are protected as freedom of movement against attacks or effects created by plants or plant creatures that would cause you to become engulfed, entangled, grappled, or pinned.

In addition, you may spend one use of mythic power as a move action to travel through plants (as if by transport via plants) up to 100 feet. You may use this ability to enter or exit a single plant creature of at least your size as if it were a natural tree. If there is another creature of the same type within 100 feet, you may enter the body of one plant creature and exit the body of another. Entering the creature’s square or moving through its threatened area provokes an attack of opportunity as usual.

Mythic Arcane Discovery (Mythic)

Your arcane discoveries are the stuff of legend

Prerequisites: At least one arcane discoveryUM, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks.

Benefit: Any numeric bonuses granted to you by arcane discoveries are increased by 2, and you are treated as if you were 2 levels higher than normal for determining the effect of an arcane discovery. At the GM’s option, you can also design specific improvements to your arcane discoveries, such as the following:

  • Artistic StudiesUO: You add your Intelligence modifier and your Charisma modifier (if positive) on Bluff, Diplomacy, and Perform checks. You also gain a bonus equal to your mythic tier on Appraise, Linguistics, and Perception checks made to examine works of art, determine their value, and detect forgeries. Your eye for artistic detail is such that creatures attempting Will saves to disbelieve your illusions take a ─2 penalty.
  • Deep Bond: FamiliarUO: You can use this ability an additional number of times per day equal to one-half your mythic tier (minimum 1), and you can expend two uses of this ability to cast a spell through your familiar as a standard action rather than a full-round action. If you are at least a 7th-level wizard, you can expend two uses of mythic power to prepare imbue with spell ability as a wizard spell; you may cast this spell only upon your familiar and can imbue only beneficial spells, and your familiar can target only itself with spells you imbue. If your familiar dies, you can reduce the time you must wait before summoning a new familiar by one day for every point of mythic power you expend. You can spend mythic power over the course of multiple days in order to reduce this duration.
  • Master of Magic LoreUO: You add a bonus equal to one-half your wizard level on Appraise checks made to determine the price of a magic item and on Use Magic Device checks. When identifying a magic item, you can roll twice on your Spellcraft check and select the better result.
  • UndyingUO: If you are affected by an effect that blocks teleportation at the time of your death, you can expend one use of mythic power at the time of your death to make a caster level check with a bonus equal to your mythic tier against a DC of 11 plus the caster level of the effect blocking teleportation. If the creator of the effect is a mythic creature, its mythic rank or tier is also added to this DC. You can spend an additional use of mythic power to use a mythic surge as part of this action; roll your surge die twice and select the better result. If your caster level check succeeds, you successfully teleport to your destination. You can change the destination of your teleport as an immediate action immediately before death by expending a use of mythic power.

Mythic Minor Magic (Mythic)

You have learned how to infuse mythic power into small and subtle magics.

Prerequisites: Ability to cast cantrips or orisons

Benefit: You learn the mythic versions of any cantrips and/or orisons that you know. In addition, you may select one additional mythic spell to learn for each mythic tier after 1st; however, the level of this spell cannot exceed one-half your mythic tier. You must know and be able to cast the non-mythic version of a spell to learn its mythic version.

Mythic Spell Scaling (Mythic)

You know how to adapt mythic power to spells that have multiple versions that scale in power.

Prerequisites: Mythic Spell Lore or Mythic Spellcasting path ability

Benefit: You can learn a number of mythic spells equal to twice your mythic tier and can expend mythic power to enhance those spells. Each time you gain a new tier, you can learn two additional mythic spells. However, you may only learn spells with this feat if they are scaled-up or scaled-down versions of a mythic spell that you already know, including the following:

  • Communal versions of a known spell
  • Cure wounds spells of a different level
  • Inflict wounds spells of a different level
  • Lesser versions of a known spell
  • Greater versions of a known spell
  • Mass versions of a known spell
  • Standard versions of a known greater or lesser version of that spell
  • Any spells whose scaling versions are indicated with a Roman numeral, such as beast shape, elemental body, and summon monster

You may not learn spells with this feat that are merely similar to other spells, even if they are very similar, such as silent image and minor image or fireball and delayed blast fireball. You must already know the non-mythic versions of any mythic spells you learn with this feat.

Mythic Spell Expertise (Mythic)

Your mythic power fuels one of your most powerful spells.

Prerequisites: Minor Spell ExpertiseAPG, ability to cast 9th-level spells, mythic tier 10.

Benefit: Choose one spell that you know of any level. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your caster level in the class from whose spell list the spell is taken. The spell-like ability’s save DC is Charisma-based. If the spell has an expensive focus or material component, it may not be chosen for this feat. You cannot apply metamagic feats to this spell.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell.

Mythic Trainer (Mythic)

You are a legendary trainer of beasts of all kinds.

Prerequisite: Expert trainer or wild empathy class feature, Handle Animal 5 ranks

Benefit: You ignore the normal DC increase for training mythic creatures, and you gain a bonus equal to one-half your mythic tier on Handle Animal checks to train non-mythic creatures. Creatures you train can learn an additional number of tricks equal to your mythic tier, and if your bonus on a skill check to command or push a creature you have trained would be an automatic success, it is a free action for you to command or push that creature.

If you train an animal for 30 days, spending one use of your mythic power each day, you can awaken that creature as the spell, treating your caster level as twice your mythic tier.

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