Mythic General (N-S) Feats
Table of Contents

Natural Charmer (Mythic)

You are suave and disarming with humanoids of all kinds.

Prerequisite: Natural CharmerARG

Benefit: You can expend a use of mythic power to use this feat as a standard action rather than taking 20 times as long as normal. Your caster level when using charm effects against humanoids is increased by 1, and you can expend a mythic surge to increase the save DC of any charm effect used against a humanoid by an amount equal to one-half the result of the surge die (minimum 1).

Naval Commander (Mythic)

Your clever tactics and forceful leadership help your crew tackle any task.

Prerequisite: Naval Commander.

Benefit: If you expend one use of your mythic power when you use this ability, the benefits persist for a number of rounds equal to your mythic tier, as long as your allies continue performing the specified action each round. If you are providing a bonus on attack rolls, this bonus applies only once per round; each creature may choose which attack will gain this bonus and may apply the bonus either before or after dice are rolled. Allies on board your ship that are your followers gain an additional bonus equal to one-half your mythic tier (minimum +1).

Necromantic Affinity (Mythic)

Your indomitable life force withstands the power of death.

Prerequisite: Necromantic AffinityISWG

Benefit: Your saving throw bonus against negative energy effects, energy drain, ability drain, ability damage, and ability penalties increases to +4, and any ability drain, damage, or penalty you take is reduced by 1. When an effect would cause you to gain a negative level, you can expend one use of mythic power as an immediate action to negate that negative level. If the effect causes you to gain multiple negative levels, you reduce the number of negative levels you gain by 1. As a standard action, you can expend one use of your mythic power to suppress the effects of this feat and the base Necromantic Affinity feat for a number of minutes equal to your mythic tier.

Neither Elf nor Human (Mythic)

Your de-personalization is eerie indeed.

Prerequisite: Neither Elf nor HumanARG

Benefit: If you expend one use of mythic power as a swift action, you are not considered a humanoid for a number of rounds equal to one-half your mythic tier (minimum 1) for the purpose of harmful spells or effects based on your type, like a bane weapon or ranger’s favored enemy class feature, or effects that affect only humanoids, such as charm person or hold person.

Nightmare Fuel (Mythic)

The terror you inspire in others leads to lingering mental disturbance.

Prerequisite: Intimidate 9 ranks or frightful presence or horrific appearance (qlippoth) special quality.

Benefit: Whenever you affect a creature with a confusion, fear, or insanity effect, including demoralizing a creature with a successful Intimidate check, that creature becomes more susceptible to effects that unbalance its mind or pull it down into slumber. As long as that effect lasts, the creature takes a penalty equal to one-half your mythic tier (minimum -1) on saving throws against confusion, fear, or insanity effects. This penalty does not stack with itself, and if multiple such effects affect a creature the penalty remains until all such effects are removed.

When you affect a creature with a confusion, fear, or insanity effect, you may spend one use of your mythic power to also affect that target with a nightmare (Will DC 10 + 1/2 your character level + your Charisma modifier + 1/2 your mythic tier), with a caster level equal to your mythic tier. If you can use nightmare as a spell or spell-like ability, you add your mythic tier to your caster level when casting it in this way, and you can expend two uses of your mythic power to create a mythic nightmare, though you may not augment the spell.

Special: A qlippoth can use this feat in conjunction with its horrific appearance special quality, regardless of whether it is a confusion, fear, or insanity effect.

Noble Scion (Mythic)

Your membership in a proud and ancient noble house brings you a glorious heritage.

Prerequisite: Noble ScionISWG

Benefit: Your bonus on Knowledge (nobility) checks increases to +4, and you can always take 10 on Knowledge (nobility) checks.

Scion of the Arts: Your bonus on Perform checks increases to +2, and if the result of your roll on a Perform check is lower than your mythic tier, treat the result as equal to your mythic tier. You gain a +4 bonus on Appraise checks with pieces of fine art such as paintings or sculpture, and on checks to spot forgeries of such items.

Scion of Lore: Your bonus on Knowledge checks increases to +2, and if the result of your roll on a Knowledge check is lower than 5 + your mythic tier, treat the result as equal to 5 + your mythic tier. You also gain the same benefit on Appraise and Linguistics checks that you gain with Knowledge checks.

Scion of Magic: You learn one additional language per 2 mythic tiers (minimum 1) from those listed, and once per day you can gain a +4 bonus on a Spellcraft or Use Magic Device check as a free action. If you expend a mythic surge to improve a Spellcraft or Use Magic Device check, you may roll the surge die twice and select the better result.

Scion of Peace: Whenever you take 10 on a Wisdom-based skill, you may add one-half your mythic tier (minimum 1) to the result. If you expend a mythic surge to improve a Wisdom- based skill check, you may roll the surge die twice and select the better result.

Scion of War: When rolling for initiative, you add your Charisma modifier plus an additional bonus equal to your mythic tier or your Dexterity modifier (minimum 0), whichever is lower. If you expend a mythic surge to improve your initiative roll, you may roll the surge die twice and select the better result.

Noble Spell Resistance (Mythic)

You shrug off hostile magic as if it were nothing.

Prerequisite: Noble Spell ResistanceARG

Benefit: You add one-half your mythic tier to your spell resistance. Against spells or spell-like abilities used by dwarves or elves (including other drow), you add your mythic tier to your spell resistance. Your bonus on Diplomacy and Intimidate checks made against drow is increased to +2.

Oracular Intuition (Mythic)

The harmony of your mind and spirit grant insight into all things magical.

Prerequisites: Oracular IntuitionUM

Benefit: The bonus on Sense Motive checks from Oracular Intuition is doubled when sensing if someone’s behavior is being influenced by a magical enchantment and on identifying divine spells, spell effects, and magic items. In addition, you can spend a use of mythic power as a full round action to gain a +10 bonus on a single Sense Motive check or a Spellcraft check to determine the properties of a magic item you are touching.

Oread Burrower (Mythic)

The ground parts for you like water, and you can virtually swim through the earth.

Prerequisite: Oread BurrowerARG

Benefit: You gain a burrow speed equal to your base speed through sand, dirt clay, gravel, and similar materials. You can expend one use of mythic power to leave a tunnel behind you with a diameter equal to one-half your space. This tunnel lasts for 1 round per mythic tier you possess before collapsing. Alternately, you can spend one use of mythic power to burrow through stone at 1/3 your base speed or to leave a tunnel whose width is equal to your size.

Oread Earth Glider (Mythic)

The earth aids your passage, moving you at great speeds.

Prerequisite: Oread Earth GliderARG

Benefit: You can earth glide at a speed equal to your base speed plus 5 feet for every two mythic tiers (minimum 5 feet) you possess. You can burrow through stone at your base speed.

Painful Anchor (Mythic)

Fiends of all kinds are ravaged with agony by your holy presence.

Prerequisite: Painful AnchorUM

Benefit: You add one-half your mythic tier to the save DC of your anchoring aura. In addition, when an evil outsider uses a calling, summoning, or teleportation effect or similar ability to physically transport a creature to or from another plane within your anchoring aura, you add your mythic tier to the damage dealt and this damage is taken by the creature(s) being called, summoned, teleported, or otherwise transported as well as by the creature using the ability. A creature teleporting or transporting itself to or from another plane takes damage only once.

You can spend one use of your mythic power as a swift action to intensify the effect of your anchoring aura for a number of rounds equal to your mythic rank or tier. All evil outsiders called, summoned, teleported, or otherwise transported into or out of your anchoring aura during this time become sickened for a number of rounds equal to your Charisma modifier. A successful Will save against the DC of your anchoring aura reduces the sickened effect to 1 round.

Parry Spell (Mythic)

Your ability to parry enemy spells is unmatched.

Prerequisites: Parry SpellAPG

Benefit: You can expend a use of mythic power to attempt to counterspell an enemy’s spell as an immediate action. You may attempt a Spellcraft check to identify the spell you wish to counterspell prior to deciding to take this immediate action. You are staggered on your next turn after attempting the counterspell.

Pass for Human (Mythic)

You can easily pass for human.

Prerequisites: Pass for HumanAPG

Benefit: You may alter self into the form of a half-elf, half-orc, halfling, or human as a spell-like ability at will. This has a duration of 24 hours, but may be dismissed normally. You do not gain the normal ability score bonus granted by alter self.

Planar Preservationist (Mythic)

You can summon and shrink miniature mythic bottled allies from other planes.

Prerequisite: Planar PreservationistUM

Benefit: You can prepare and use mythic versions of all summon monster and summon nature’s ally extracts you know by spending uses of your mythic power. You can always communicate with extraplanar creatures you summon using your bottled ally class feature, as though you were fluent in its native language, and your bottled allies add one-half your mythic tier (minimum 1) to their spell resistance and saving throws against effects that would banish them back to their home plane.

Planar Wild Shape (Mythic)

You can transform into an array of planar entities.

Prerequisites: Planar Wild ShapeUC

Benefit: When you use wild shape to take the form of an animal, you can expend two additional daily uses of your wild shape class feature and 2 points of mythic power to add the half-celestial template or half-fiend template to your animal form. (Good druids must use the half-celestial template, while evil druids must use the half-fiend template.)

Powerful Flyer (Mythic)

Your mighty muscles propel you through the skies with unstoppable force.

Prerequisite: Str 15, fly speed.

Benefit: You add one-half your Strength modifier on all Fly checks, or your full Strength modifier on Fly checks made to avoid being checked or blown away by strong winds or plummeting to the ground after a collision. You can rise at full speed when climbing at an angle of up to 45 degrees, and at half speed when limbing straight up. When flying, you gain a bonus equal to one-half your mythic rank or tier on combat maneuver checks made to bull rush, drag, or overrun and to your combat maneuver defense against those maneuvers.

Practiced Tactician (Mythic)

You are always ready with more tactics.

Prerequisites: Practiced TacticianAPG

Benefit: You can expend one use of mythic power to restore a number of uses per day of the tactician class feature equal to your mythic tier. You may never have more than your maximum uses per day.

Preferred Spell (Mythic)

You are exceptionally flexible with the casting of your chosen spell.

Prerequisites: Preferred SpellAPG

Benefit: Each time you prepare or regain spells after resting you may change your Preferred Spell. In addition, you may spend a number of uses of mythic power equal to the level of your Preferred Spell to cast that spell once even if you have no spells or spell slots of a high enough level left that day.

Prodigy (Mythic)

You are highly gifted in several fields.

Prerequisites: ProdigyUM

Benefit: You gain an additional bonus on the skills selected for the Prodigy feat equal to one-half your mythic tier. You may spend one use of your mythic power to treat the result of a skill check against one of these skills as a natural 20. You must decide to use this ability before making the roll. In addition, when using the skills chosen for the Prodigy feat to craft mundane items that have a save DC, such as a thunderstone, tanglefoot bag, or poison, you can expend one use of your mythic power to increase the save DC of the item by 1. Similarly, if you expend one use of your mythic power, any performance you give (including bardic performance) with your chosen skill is considered one step more impressive than your roll would indicate and any associated save DC is increased by 1. If you expend one use of your mythic power when making a Profession check in your chosen skill, you earn a number of gold pieces per week equal to the result of your skill check (instead of one-half your skill check result).

Pure Faith (Mythic)

Your faith purifies your bloodstream.

Prerequisite: Pure FaithUM

Benefit: Your bonus on saving throws against poisons is increased by an amount equal to one-half your mythic tier. In addition, you may expend one use of your mythic power as a standard action to use neutralize poison on yourself, using your character level plus your mythic tier as your caster level. If you successfully neutralize the poison, you can capture a vial of perfectly purified blood in a suitable container as a full-round action. This purified blood functions as holy water (if good or neutral) or unholy water (if evil or neutral), though it loses its potency after 1 minute.

Quick Channel (Mythic)

You may channel energy in an instant.

Prerequisite: Quick ChannelUM

Benefit: You may channel energy as an immediate action by expending three uses of channel energy. You may expend one or two uses of mythic power in place an equal number of uses of channel energy to use Quick Channel or Mythic Quick Channel.

Quick Wild Shape (Mythic)

You may change forms in the blink of an eye.

Prerequisite: Quick Wild ShapeUM

Benefit: You can wild shape into any form available to you as a move action, and into a form available to a druid two levels lower when using wildshape as a swift action. In addition, you may use expend one use of your mythic power to use wild shape as an immediate action, though you are limited to forms available to a druid four levels lower.

Radiant Charge (Mythic)

The power of holiness infuses your charge attack.

Prerequisite: Radiant ChargeUM

Benefit: You add your mythic tier to the damage dealt by your charge attack, and you may choose to expend any number of your remaining uses of lay on hands; you are not required to expend all of them. If your attack roll on your charge attack misses the target’s AC but hits its touch AC, the target still takes untyped damage from holy power as normal for this feat but is not otherwise harmed by the attack.

Razortusk (Mythic)

Your jaws are like those of a wolf.

Prerequisites: RazortuskAPG

Benefit: Your bite attack is treated as a primary attack, even if you take a full-attack action, and is treated as a 2-handed weapon for purposes of calculating your Strength modifier to damage, Power Attack, and similar feats.

Realistic Likeness (Mythic)

When in human form, you can take the likeness of another with remarkable accuracy.

Prerequisite: Realistic LikenessARG

Benefit: You gain a bonus equal to your mythic tier on Disguise checks to fool others with your impersonation. If you expend one use of your mythic power, you can emulate the effects of misdirection with the impersonated human as your target, as long as the human is within 30 feet of you when you make the transformation. This effect lasts for one hour per mythic tier you possess.

Rememorize (Mythic)

Your memory for magic allows you to refocus your mystic preparations with ease.

Prerequisite: RememorizeCAF

Benefit: When you use this feat, you can change a number of additional prepared spells equal to your mythic tier for other spells you know of the same or lower level. If you expend one use of mythic power, you can do this even if you do not have access to your spellbook, holy symbol, or other materials normally required to prepare spells.

Remote Bomb (Mythic)

You can place bombs for carefully time activation from a safe distance.

Prerequisite: Remote BombUM

Benefit: The maximum delay for your delayed bombs increases to a number of hours equal to your alchemist level. You add your mythic tier to the Intelligence check you make to detonate a delayed bomb remotely. The modifier to this check’s DC based on your distance from the bomb is equal to +1 for every 10 feet times your mythic tier; hence, at 5th tier, it would increase by +1 for every 50 feet.

Resilient Brute (Mythic)

You can survive terrifying wounds that would kill others.

Prerequisite: Resilient BruteARG

Benefit: You can use this feat whenever you take damage, not only when a critical hit is confirmed against you. You can also use it more than once per day by expending two uses of mythic power for each additional use. If the attack against you was made by a non-mythic creature, you may treat 75% of the damage as nonlethal.

Resilient Eidolon (Mythic)

Your eidolon stands by your side even when you have fallen.

Prerequisite: Resilient EidolonUM

Benefit: You add your mythic tier to the number of rounds your eidolon remains without being banished after you have been killed, knocked unconscious, or fallen asleep. In addition, when you are killed, fall asleep, or become unconscious, you can spend one or more points of your mythic power. This does not require an action. Multiply the number of uses of mythic power you expend times your mythic tier to determine how many additional rounds your eidolon remains. If you wake up, regain consciousness, or are returned from death before this duration expires, your eidolon is not banished.

Revelation Strike (Mythic)

You blend the oracular mysteries with the martial arts.

Prerequisite: Revelation 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 oracle level to determine the effect of the revelation you apply to your unarmed strike.

Reward of Grace (Mythic)

Channeling your holy blessing infuses you with righteous exultation.

Prerequisite: Reward of GraceUM

Benefit: Each time you use your lay on hands ability, you gain a +1 sacred bonus on attack and damage rolls for a number of rounds equal to your mythic tier. If you heal a good-aligned creature with your lay on hands ability, it also gains a +1 sacred bonus on attack and damage rolls for 1 round. When you use lay on hands to heal yourself, these bonuses stack.

Reward of Life (Mythic)

You receive the same merciful measure you dole out to your allies.

Prerequisite: Reward of LifeUM

Benefit: When you use your lay on hands ability to heal another creature, you heal a number of hit points equal to your mythic tier plus your Charisma modifier. In addition, you may apply the effects of any one mercy you possess to yourself, or you may choose to heal 1 point of ability damage you have taken.

Ricochet Splash Weapon (Mythic)

Your luck and skill with splash weapons leads to uncanny accuracy.

Prerequisite: Ricochet Splash WeaponUM

Benefit: When you miss with a splash weapon, you roll twice to determine the direction and distance of the miss, choosing which result you wish to use for each. If the splash weapon lands in a square occupied by another creature, you reduce the attack roll penalty against that secondary target by an amount equal to one-half your mythic tier (minimum 1). If this attack roll misses but there is a creature adjacent to the target of this attack, you can make an attack roll against that tertiary target with a ─10 penalty (reduced by an amount equal to one-half your mythic tier, minimum 1). If that attack roll succeeds, the splash weapon hits the tertiary target with a direct hit, dealing splash damage into adjacent squares.

Righteous Healing (Mythic)

Your healing spells are as potent as possible when you have a judgment active.

Prerequisites: Righteous HealingUC

Benefit: If you cast a cure spell while you have a judgment active it heals the maximum amount of damage as if modified by the Maximize Spell metamagic feat.

Rugged Northerner (Mythic)

You scoff at freezing cold that would chill others to the bone.

Prerequisite: Rugged NorthernerISWG

Benefit: You treat cold climate conditions as two steps less severe than normal, and you ignore the penalty on Acrobatics and Climb checks for slippery or slightly slippery conditions due to ice and snow. You can move normally in most snowy conditions and do not treat snow as difficult terrain unless it is very deep or unstable (GM’s discretion). If you expend one use of your mythic power, you gain the benefit of endure elements (against cold only) and gain a +2 circumstance bonus on saves vs. all cold and wind effects for 24 hours. You can also spend one use of mythic power as a swift action to gain mistsight with a range of 60 feet for a number of rounds equal to your mythic tier. If you become fatigued due to hypothermia or a cold effect, you can expend one use of mythic power as a free action to negate that effect.

Sacred Summons (Mythic)

The scions of your patron alignment heed your call with dispatch.

Prerequisites: Sacred SummonsUM

Benefit: You may summon creatures whose alignment matches your aura, as well as those whose alignment subtype matches your aura, as a standard action. In addition, any creatures you summon gain the benefits of protection from chaos, protection from evil, protection from good, or protection from law, whichever is the opposite of their own alignment subtype, for as long as they are summoned. If a summoned creature has more than one subtype, you must choose one of the above spells to provide to them. When summoning a creature whose alignment subtype(s) match yours, you may spend one use of your mythic power to double the duration of the summoning effect.

This does not stack with the Extend Spell feat.

Savvy Seafarer (Mythic)

You live and breathe with the sea and its natural rhythms.

Prerequisite: Savvy Seafarer.

Benefit: The bonuses provided by this feat are increased by 1, and you can use a Profession (sailor) check in place of a Survival check to track swimming creatures or ships moving through the water, with a base DC of 30, increasing by 1 for every hour that passes since the trail was made. You may add your mythic tier on Profession (sailor) checks made to track in this way. If you are tracking a ship rather than creatures, treat the ship as a single creature of its size; any passengers on board the ship do not affect the DC to track it.

If you expend one use of your mythic power while on board your familiar ship, the bonuses provided by this feat are tripled instead of doubled for a number of rounds equal to your mythic tier. Alternatively, you can expend one use of your mythic power to enhance magical effects you create on board your familiar ship for a number of rounds equal to your mythic tier. This increases your effective caster level for spells and spell-like abilities by 1 and increases the save DC of a supernatural ability you use by 1. In addition, magical effects you create while using this ability deal no damage to your familiar ship.

Scavenger’s Eye (Mythic)

You are quick to see and seize the most valuable shiny objects.

Prerequisite: Scavenger’s EyeARG

Benefit: You gain a bonus on Appraise checks equal to one-half your mythic tier (minimum 1). You may determine the most valuable item in a hoard as a move action and gain a bonus equal to your mythic tier on Appraise checks to do so. You can spend one use of mythic power to reroll any failed Appraise check. You must take the results of the second roll, even if worse; however any roll on your Appraise check that is less than your mythic tier is treated as if it were equal to your mythic tier.

Scholar (Mythic)

Your studies under the master academicians of your age have granted you a vast breadth of knowledge.

Prerequisite: ScholarISWG

Benefit: You may pick one additional Knowledge skill for every 2 mythic tiers (minimum 1) in which to gain this feat’s benefits. You can select a Knowledge skill a second time; this increases the bonus to +3 (+6 if you have 10 ranks in that skill) and allows you to take 10 in that skill.

School Strike (Mythic)

You blend the magical and martial arts as one.

Prerequisite: School 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 wizard level to determine the effect of the school power you apply to your unarmed strike.

Sea Legs (Mythic)

Your balance and gait are undisturbed on the rolling and raging seas.

Prerequisite: Sea LegsUC

Benefit: You ignore penalties on Acrobatics and Climb checks for slippery, slightly slippery, or sloped surfaces, and you are not denied your Dexterity bonus when making Acrobatics checks to keep your balance unless the DC exceeds 10 plus your mythic tier. In addition, your movement is not impeded by bogs, deep bogs, or water of similar depth, nor do you treat cluttered ship decks as difficult terrain, even if they are filled with crowds.

Secret Signs (Mythic)

Your mastery of the mystic arts is both secret and subtle.

Prerequisite: Secret SignsISWG

Benefit: You add your mythic tier on Bluff checks made to convey secret message. You also add your mythic tier on Sleight of Hand checks to cast spells without being noticed, and can do so when casting on spells with somatic, material, focus, or divine focus components. Creatures observing you take a penalty equal to one-half your mythic tier (minimum 1) to notice your spellcasting, and the penalty to identify spells you cast with somatic components is increased by the same amount.

Seen and Unseen (Mythic)

You excel at staying out of sight and are especially good at evading the kin that shun you.

Prerequisite: Seen and UnseenARG

Benefit: You add one-half your mythic tier (minimum 1) to the bonus this feat provides on saves vs. divinations and on Stealth checks. If you expend one use of mythic power, elves, half-elves, and humans must roll twice and select the worse result on any Survival check made to track you for a number of hours equal to your mythic tier. If you expend multiple uses of mythic power, the duration stacks.

Sense Link (Mythic)

You and your eidolon perceive your surroundings as one.

Prerequisite: Sense LinkUM

Benefit: You add your mythic tier to the number of rounds per day that you can use your bond senses class feature, and while using it you add one-half your mythic tier to the bonus you gain on Perception checks. In addition, you may allow your eidolon to use your senses at the same time, and it gains the same bonus when using your senses that you gain when using its senses.

Shade of the Woodlands (Mythic)

You are a favored disciple of the albino god of pain who rules the dark and shadowed woodlands.

Prerequisite: Shade of the WoodlandsISWG

Benefit: You can expend mythic power to cast the mythic versions of any of the spells granted by this feat whose spell level is lower than your mythic tier. In addition, you add your mythic tier to the hardness of your mystic token, and you add twice your mythic tier to its hit points.

Shadow Caster (Mythic)

Your spells draw upon the deepest wells of dark power.

Prerequisite: Shadow CasterARG

Benefit: You add one-half your mythic tier (minimum 1) to your caster level to determine the duration of spells you cast from the shadow subschool or with the darkness descriptor. You also add this to the DC to dispel such spells. If you expend one use of your mythic power, you add your full mythic tier or level. Darkness spells you cast are considered to be 2 levels higher for the purpose of determining whether they are countered or suppressed by magical light effects.

Shadow Gambit (Mythic)

Your connection with the Shadow Plane infuses your illusions.

Prerequisite: Shadow GambitISM

Benefit: You can attack with your figment an additional number of times equal to one-half your mythic tier (minimum 1) before the figment ends. Alternatively, you may discharge the spell while making a single attack with the figment and adding your mythic tier to the damage dealt by the figment and adding one-half your mythic tier on attack rolls and to the figment’s save DC.

Shadow Ghost (Mythic)

You shift and slide through the verges of the shadow world.

Prerequisite: Shadow GhostARG

Benefit: You add your mythic tier to your effective caster level for all purposes related to your racial spell-like abilities, including at what level you can access those abilities. You can use your spell-like abilities more often than once per day by expending one use of mythic power per additional use. You may also expend mythic power to use the mythic version of any of your spell-like abilities, and if you know the spells of the same name you can cast them as mythic spells, as if you had learned them with Mythic Spell Lore.

Shadow Walker (Mythic)

You step through the inky wells of blackness in the spaces between worlds.

Prerequisite: Shadow WalkerARG

Benefit: You can expend one use of mythic power and one use of your shadow walk spell-like ability to enable you to dimension door a number of times equal to one-half your mythic power, as long as all are used within a number of minutes equal to your mythic tier. When using these dimension doors, you may expend one additional use of mythic power to use mythic dimension door instead, and when you arrive the destination is filled with darkness until the end of your next turn.

Shadowy Dash (Mythic)

You are swift and silent as a shadow even when moving quickly.

Prerequisite: Shadowy DashARG

Benefit: Whenever you are in dim light or darkness, you can make Stealth checks even while running or charging. If you use the withdraw action, in an area of dim light or darkness, you can make a Stealth check at any point during your movement even if you are under direct observation. You may also choose to leave a trail of shadows in your wake when you move. If you expend one use of mythic power as a swift action, the light conditions in any square through which you pass until the end of your turn is reduced by one step, or by two steps if you expend two uses of mythic power when using this ability. This is a supernatural darkness effect and lasts for a number of rounds equal to your mythic tier.

Shapeshifter Foil (Mythic)

You can bend a shapeshifter’s abilities to your will.

Prerequisites: Shapeshifter FoilUC

Benefit: If you deal damage to an opponent under a polymorph effect or possessing the shapechanger subtype you may spend one point of mythic power to alter your opponent’s form within the limits of the effect, provided it allows for ad-hoc changes (such as shapechange spell or a doppelganger’s change shape ability.) An opponent can resist this effect by succeeding at a Will save (DC 10 + 1/2 your character level + your Wisdom modifier + your mythic tier). This transformation lasts a number of rounds equal to your mythic tier, and to change out of the form you determined or to use another polymorph effect the creature must make a concentration check (DC 15 + twice the level of the effect + your mythic tier).

Shapeshifting Hunter (Mythic)

Defeating your most hated foes reinvigorates your ability to shapechange.

Prerequisites: Shapeshifting HunterUC

Benefit: Whenever you reduce one of your favored enemies (with a minimum HD equal to your level -4) to -1 hit points or less, you regain one daily use of wild shape.

Shaping Focus (Mythic)

You are at your most powerful when clothed in the forms of beasts.

Prerequisite: Shaping FocusUM

Benefit: Your effective druid level is increased by your mythic tier for all purposes related to your wild shape ability. In addition you may spend a number of uses of mythic power up to half your tier to further increase your effective druid level by that amount for the purpose of wild shape.

Share Breath (Mythic)

You and your allies can share another’s breath above the waves or below them.

Prerequisite: Aquatic or water subtype.

Benefit: As a full-round action, you can imbue an ally with the ability to breathe water. Your ally must remain within 5 feet times your mythic rank or tier. This ability persists until you revoke it as a full-round action or until the creature moves farther from you than the above distance. If the ability ends while that creature is still underwater, it may begin to drown. If you expend one use of your mythic power, you can share this ability with a number of additional allies equal to your mythic rank or tier.

Shared Insight (Mythic)

You constantly and subtly aid your allies in noticing the world around them.

Prerequisites: Shared InsightAPG

Benefit: All allies able to see and hear you gain a bonus to their Perception checks equal to 1 + your mythic tier. This replaces the bonus from Shared Perception.

Shared Judgment (Mythic)

You extend the benefits of your judgment to more allies.

Prerequisites: Shared JudgmentUC

Benefit: The number of allies you can share your judgments with increases by +1 per mythic tier you possess.

Shared Manipulation (Mythic)

Your powers of persuasion assist your allies in fooling or frightening foes.

Prerequisite: Shared ManipulationARG

Benefit: You can use this feat as a swift action. If you expend one use of mythic power as a move action, the bonus is increased to +3 and applies to both Bluff and Intimidate checks made by your allies for a number of rounds equal to your Charisma modifier plus your mythic tier.

Sharp Senses (Mythic)

Your senses are particularly keen.

Prerequisites: Sharp SensesAPG

Benefit: You gain a bonus to Perception checks equal to 3+your mythic tier. You can expend a use of mythic power to gain one of the following senses for 1 hour per mythic tier: darkvision (60 feet, or +60 feet to the range of existing darkvision), low-light vision, scent.

Signature Focus (Mythic)

Your focus item channels your magical energies without the usual reagents.

Prerequisite: Signature FocusCAF

Benefit: You can create (or have created for you) a focus item worth up to 100 gp times your caster level plus your mythic tier.

Sin Seer (Mythic)

You can perceive the powers of darkness of all kinds, not only those from beyond the grave.

Prerequisite: Sin SeerUM

Benefit: When you use your detect evil or detect undead ability, you may choose to gain the benefit of both effects simultaneously. You may instead choose to detect evil or detect undead instead of both effects; if you do so, you gain the effect of mythic detect evil or mythic detect undead.

Skeleton Summoner (Mythic)

You can summon the bones of the dead to serve you with ease.

Prerequisite: Skeleton SummonerUM

Benefit: Whenever you cast a summon monster spell, you can choose to summon a skeleton version of the creature(s) you summon, as long as the creature is one that possesses a skeleton or exoskeleton. You also add the following creatures to the list of creatures you may summon with your summon monster spells:

  • Summon Monster I: acid skeleton, exploding skeleton, skeletal archer
  • Summon Monster II: four-armed mudra skeleton
  • Summon Monster III: armored ogre skeleton, owlbear skeleton
  • Summon Monster IV: megaraptor skeleton, troll skeleton
  • Summon Monster VI: cloud giant skeleton
  • Summon Monster VII: multiplying tyrannosaurus skeleton

In addition, once per day you can expend one use of your mythic power when casting a summon monster spell to apply the bloody skeleton or burning skeleton template, as described in the Pathfinder Roleplaying Game Bestiary, or the mythic skeleton template, as described in Pathfinder Roleplaying Game Mythic Adventures. If you are at least 5th mythic tier, you may expend two uses of mythic power to apply the mythic bloody skeleton or mythic burning skeleton template to the creature(s) you summon with a summon monster spell.

Special: This spell also applies to summon and summon monster spell-like abilities.

Skilled Driver (Mythic)

You are a peerless driver, even under pressure.

Prerequisites: Skilled DriverUC

Benefit: You can always take 10 or 20 on driving checks with your chosen vehicle, even when you are rushed or threatened.

Slayer’s Knack (Mythic)

You know how to lay your enemies low.

Prerequisites: Slayer’s KnackUC

Benefit: Your critical multiplier against the chosen enemy from Slayer’s Knack is increased by 1 (to a maximum of ×6). Special: You can gain this feat multiple times. The effects do not stack. Each time you take this feat, it applies to a different favored enemy enhanced by Slayer’s Knack.

Sleep Venom (Mythic)

Your soporific venom is potent and plentiful.

Prerequisite: Sleep VenomARG

Benefit: You add one-half your mythic tier (minimum 1) to the save DC of your venom when you use it as a sleep poison, and you gain an additional number of daily uses of your venom equal to one-half your mythic tier (minimum 1); these additional uses may only be used to create sleep venom.

Sling Flail (Mythic)

You are adept as bludgeoning your opponents with your sling.

Prerequisites: Sling FlailUC

Benefit: When you hit an opponent with your sling as a melee attack you may make a ranged attack as an immediate action at the same attack bonus. This ranged attack does not provoke an attack of opportunity from the opponent you struck.

Smell Fear (Mythic)

You can sense fear.

Prerequisites: Smell FearAPG

Benefit: You have blindsight to a range of 60 feet that only functions to locate creatures suffering a fear effect.

Sneaking Precision (Mythic)

Your opening sneak attacks are enhanced by your focus on inflicting punishment.

Prerequisite: Sneaking PrecisionUC

Benefit: You need not spend a swift action to apply the effects of a critical feat when using Sneaking Precision. As a swift action, you can expend one use of mythic power to apply the effects of one critical feat you know to an opponent you successfully sneak attack for the first time on your turn even if you do not confirm a critical hit.

Sorcerous Bloodstrike (Mythic)

You leach sorcerous power from the spirits of vanquished enemies.

Prerequisite: Sorcerous BloodstrikeUM

Benefit: You can use this feat an additional number of times per day equal to one-half your mythic tier (minimum 1), and you may activate the feat whenever you reduce a creature to 0 or fewer hit points with any spell or spell-like or supernatural ability. In addition, once per day when you reduce a mythic creature to 0 or fewer hit points with a mythic sorcerer spell, you also regain one use of your mythic power. The creature’s mythic tier must be at least one-half yours.

Sorcerous Strike (Mythic)

You can channel mythic power in addition to your sorcerous power on an attack.

Prerequisites: Sorcerous StrikeUC

Benefit: When you deliver a bloodline power through an unarmed strike you can also activate an ability that uses mythic power as a free action. This ability must normally require a swift action or less to activate.

Sow Terror (Mythic)

This devious creature is a virtuoso at instilling its prey with ever increasing, and eventually incapacitating, dread.

Prerequisite: Sow TerrorCMR

Benefit: Creatures failing their saving throw against this feat are cowering for 1 round, after which they are shaken for an additional 2d4 rounds. Additionally, as a swift action, the creature can expend one use of mythic power to extend the duration of the cowering effect an additional round and add its mythic rank to the number of rounds the creature remains shaken.

Spell Bane (Mythic)

Creatures affected by your bane weapon find your spells nearly impossible to resist.

Prerequisites: Spell BaneUC

Benefit: While your bane class feature is affecting a creature type you can expend one use of mythic power as part of casting a spell from your chosen school to force any of the spell’s targets of that creature type to roll their saving throws twice, taking the lower result.

Spell Bluff (Mythic)

Your clever casting leaves observers baffled as to what you are doing.

Prerequisites: Spell BluffUM

Benefit: The penalty to the DC for identifying spells you cast is increased by an amount equal to one-half your mythic tier (minimum +1). In addition, if you omit any of the spell’s standard components (such as by using Still Spell, Silent Spell, Eschew Materials, or similar) the DC to identify the spell increases by an additional +4 for each component omitted.

Furthermore, you can choose to modify the appearance of any spell you cast that has a visible effect, such as making a fireball appear as a burst of green liquid that resembles acid. The spell’s type and effect are unchanged but the Spellcraft DC to recognize the effect increases by +4. Finally, you become aware whenever an opponent successfully identifies a spell you are about to cast, provided you are aware of that opponent, and you may spend one use of your mythic power as a swift action to switch the spell you are casting to a different spell of the same school at least 1 level lower than the spell you intended to cast. When you cast that spell instead, you need not target the same creature, creatures, or area as originally intended with the prior spell.

Spell Hex (Mythic)

You can convert your practiced spells into the practical magic of hexes.

Prerequisites: Spell HexUM

Benefit: You may replace the spell selected for the Spell Hex feat with a spell of 2nd level or lower. Each day when preparing spells you may change the spell selected for your Spell Hex by expending a number of uses of mythic power equal to the level of the new spell.

Spell Perfection (Mythic)

Your power to cast a small set of spells is nearly deific.

Prerequisites: Spell PerfectionAPG

Benefit: Pick one spell which you have the ability to cast, that you have not already selected with Spell Perfection. Whenever you cast that spell, or your Spell Perfection spell, you may apply any metamagic feats you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot higher than 9 + 1/2 your mythic tier. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), triple the bonus granted by that feat when applied to this spell.

Spell Specialization (Mythic)

You are a studied master of a single spell.

Prerequisite: Spell SpecializationUM

Benefit: When you specialize in a spell, you add any communal, greater, lesser, or mass versions of the same spell to your list of spells known, as well as alternate versions of that spell designated by a Roman numeral (such as beast shape I, II, III, or IV), and all of these spells are considered your specialized spells for the purpose of this feat. You may also expend mythic power to cast the mythic or augmented mythic versions of your specialized spell(s), and you treat your mythic tier as 2 higher for the purpose of qualifying to cast augmented mythic specialized spells.

Spellsong (Mythic)

Your music and magic are melded into a magnificent melody.

Prerequisites: SpellsongUM

Benefit: You add your mythic tier to the DC of Perception or Sense Motive checks to detect your spellcasting when you mask it within performance. Whenever you spend rounds of bardic performance to cast or maintain a spell using Spellsong, or to cast a spell while maintaining a bardic performance, you increase the DC of that spell by 1. When casting a spell from the bard list, you may expend one use of your mythic power as a swift action in order to increase the save DC or caster level of a spell you cast while using Spellsong by an amount equal to one-half your mythic tier.

Spider Step (Mythic)

You can use your ki to cling to any surface.

Prerequisite: Spider StepAPG.

Benefit: When using Spider Step, you may traverse a distance up to your full slow fall distance, up to a maximum of 100 feet. If you do not end you movement on a solid, level surface, you may spend a point from your ki pool, or one use of mythic power, as a swift action to remain standing on a surface that normally could not bear your weight until the start of your next turn.

Spider Step (Mythic)

You step gently yet securely as only a spider can.

Prerequisite: Spider StepARG

Benefit: You can walk through natural or magical webs as if using freedom of movement, and may climb on webs as if you had a climb speed of 20 feet. When climbing on a web, you gain tremorsense 20 feet with respect to other creatures touching the same web. You can use spider climb as a spell-like ability more than once per day by expending one use of your mythic power for each additional use.

Spider Summoner (Mythic)

The spiders you summon are infused with great power.

Prerequisite: Spider SummonerARG

Benefit: Spiders you summon are considered mythic creatures and gain DR/epic equal to your mythic tier, and the save DC of their poison is increased by 2. In addition, you can expend mythic power when summoning spiders to grant them the savage mythic template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, expending one use of mythic power if you summon a single spider and two uses of mythic power if you summon multiple spiders.

Spirit of the Wild (Mythic)

Your bond with the land is a sacred thing.

Prerequisite: Spirit of the WildARG

Benefit: You gain a +4 bonus on all Perception checks made in your chosen terrain, not only in surprise rounds, and you can always act in any surprise round while in that terrain. If you expend one use of mythic power at the beginning of a battle, whether or not there is a surprise round, you gain blindsense 30 feet for a number of rounds equal to your mythic tier.

Split Hex (Mythic)

You can share the power of your hexes among numerous targets while losing none of their potency.

Prerequisites: Split HexUM

Benefit: The second target of your Split Hex may be up to 30 feet plus 10 feet per mythic tier from the first target. In addition, you choose which target must save against the hex first; if that target’s save is successful, the second target takes a -2 penalty on its save.

Split Major Hex (Mythic)

Your powerful hexes can be spread around with elan.

Prerequisites: Split Major HexUM

Benefit: The second target of your Split Major Hex may be up to 30 feet plus 20 feet per mythic tier from the first target. In addition, you may choose which target must save against the major hex first. If the first target’s save is successful, the second target takes a -2 penalty on its save.

Stalwart (Mythic)

You adopt a defensive stance that absorbs mighty blows.

Prerequisites: StalwartUC

Benefit: You may spend 1 point of mythic power as an immediate action to add your mythic tier to the total damage reduction granted by the Stalwart feat.

Starlight Summons (Mythic)

Your summoned creatures are shrouded in dappled shadows shot through with pinpricks of light.

Prerequisites: Starlight SummonsUM

Benefit: Creatures you summon are surrounded with an aura of semisolid shadow and whirling motes of star-stuff that protects them as entropic shield. In addition, when your summoned creatures confirm a critical hit, the target is shrouded in faerie fire for 1d4 rounds.

Steam Caster (Mythic)

Your burning spells take the form of searing steam.

Prerequisite: Steam CasterARG

Benefit: You can use this feat without increasing the casting time of your fire spells, and you can use this feat in conjunction with spell-like abilities and supernatural abilities as well as spells. When you use this spell to cast a fire spell that affects an area, the area of effect is filled with steam equivalent to obscuring mist that lasts until the beginning of your next turn.

If you expend one use of mythic power, this steam lasts for a number of rounds equal to your mythic tier and deals a number of points fire damage equal to the spell level of the effect each round a creature enters or begins its turn within the hot steam. A successful Fortitude save against the spell’s save DC (or the DC of a spell of that level, if the fire effect allows no save) negates this fire damage.

Steel Soul (Mythic)

You are amazingly resistant to magic.

Prerequisites: Steel SoulAPG

Benefit: If you succeed at a saving throw against a spell or spell-like ability, you may expend a use of mythic power to be unaffected by it. You may make this decision immediately after seeing the specific effect of any spell or spell-like ability (including how much damage it does).

Stoic (Mythic)

You stand indefatigable and unmoved in the face of life’s mightiest trials and tribulations.

Prerequisite: StoicISWG

Benefit: You gain a +2 bonus on all saving throws against fear and emotion effects. If you successfully save against any fear or emotion effect, you are unaffected by that effect (even if it normally has a partial effect on a successful save).

Stoic Pose (Mythic)

You become one with the stone to hide in plain sight in rocky
areas.

Prerequisite: Stoic PoseARG

Benefit: You can use this feat as a standard action without spending 5 rounds finding a suitable location as long as you are in rocky terrain, such as an area of rubble or underground. If you are at least 3rd mythic tier, you can expend one use of mythic power to meld into stone, and if you are at least 6th tier you can expend two uses of mythic power to turn yourself into stone as statue while hiding with your Stoic Pose. These are supernatural abilities that duplicate the spells of the same name, with a caster level equal to your mythic tier.

Stone-Faced (Mythic)

Even magic can’t tell when you are lying.

Prerequisites: Stone FacedAPG

Benefit: Magic divinations do not reveal when you are lying or what emotions you are feeling unless the caster makes a caster level check with a DC equal to 10 + your level or HD + your mythic tier + your Wisdom bonus. Once a caster has failed such a check, he cannot try again (even with other spells) for 24 hours.

Stone Sense (Mythic)

Stone speaks to you, warning of impending danger.

Prerequisites: Stone SenseAPG

Benefit: Your tremorsense increases to a range of 20 feet, At mythic tier 5 it increases to 25 feet, and at mythic tier 10 it increases to 30 feet.

Stone Singer (Mythic)

Rock and earth joins the songs of your voice.

Prerequisites: Stone SingerAPG

Benefit: When you use bardic performance with audible components within stone or earth structures, in hills, mountains, plains, or underground, the range or area of your chosen performance is tripled, and you can affect deaf creatures if they are in con- tact with a rock surface or the ground.

In addition, the DC for saving throws against your bardic performance is increased by +4 for creatures of the earth subtype, regardless of where the performance occurs. This replaces the bonuses for Stone Singer.

Storm-Lashed (Mythic)

You are a master of the seagoing life, able to brave every high and stormy gale.

Prerequisite: Storm-LashedISWG

Benefit: You are treated as two sizes larger for the purpose of wind effects and gain a +4 bonus on saving throws against electricity or wind effects. You gain mistsight with a range of 10 feet, and you can expend one use of your mythic power as a swift action to extend this range to 60 feet (or to unlimited range, if you are in aquatic terrain) for a number of rounds equal to your mythic tier.

Stretched Wings (Mythic)

Your once-crippled wings are now mighty pinions.

Prerequisite: Stretched WingsARG

Benefit: Your racial fly speed increases by 10 feet, plus 10 feet per 3 mythic tiers you possess. If you expend one use of mythic power, you can use the WingoverB1 feat for a number of rounds equal to your mythic tier

Suicide Bomber (Mythic)

You can immolate yourself with a devastating bomb burst.

Prerequisite: Suicide BomberCAF

Benefit: When you use this feat, you can make a Reflex save for half damage from all of your bombs, though you may not use evasion, improved evasion, or similar effects to reduce or avoid damage from your bombs. If you expend one use of mythic power, any non-mythic creature you target with this ability or within the splash range of your bombs must roll twice on its Reflex save and use the worse result. You may also expend one use of mythic power to apply a discovery to your bombs; that discovery applies to all of your bombs.

Summoner’s Call (Mythic)

Your eidolon borrows part of your power when it is first summoned.

Prerequisites: Summoner’s CallAPG

Benefit: Whenever you summon your eidolon, it is more powerful for a brief period of time. It gains a +2 innate bonus to its Strength, Dexterity, and Constitution. This bonus lasts a number of minutes summoning ritual is complete equal to 10 times your mythic tier.

Sundering Bomb (Mythic)

Your bombs are potent for blasting objects apart.

Prerequisite: Sundering BombCAF

Benefit: When you use a bomb for a sunder attempt, it deals full damage to the target object (rather than half damage as normal for energy attacks against objects) and ignores a number of points of hardness equal to your mythic tier.

Sunlight Summons (Mythic)

Your summoned creatures shine like the noonday sun.

Prerequisites: Sunlight SummonsUM

Benefit: Creatures you summon shed light as a daylight spell, though with only half the normal radius of effect. In addition, when your summoned creatures confirm a critical hit, the target is blinded for 1 round. A successful Reflex save (DC 10 + 1/2 the creature’s Hit Dice + the creature’s Charisma modifier) reduces the effect to being dazzled for 1 round.

Superior Ranger Trap (Mythic)

Your mastery of improvised traps bypasses enemy defenses and creates perilous pits.

Prerequisites: Advanced Ranger TrapUM

Benefit: Exceptional ranger traps you create that deal damage are considered magical for the purpose of overcoming damage reduction, and they can bypass other forms of damage reduction as if they were weapons with an enhancement bonus equal to one-half your mythic tier. If they deal energy damage, they can ignore 5 points of energy resistance plus 5 points per 2 mythic tiers you possess.

In addition, when using your trap ability you can expend one use of your mythic power to create a supernatural pit trap that functions as create pitAPG with a caster level equal to one-half your ranger level; the save DC for the spell is Wisdom-based. This pit is a supernatural effect and is not subject to spell resistance. If you are at least 3rd mythic tier, you can spend two uses of your trap ability to create a spiked pitAPG. If you are at least 5th mythic tier, you can spend two uses of your trap ability to create a hungry pitAPG. If you are at least 7th mythic tier, you can spend four uses of your trap ability to create an acid pitAPG. If you are at least 9th mythic tier, you can spend additional uses of your mythic power to create the supernatural equivalent of the mythic version of any of these spells.

Superior Summoning (Mythic)

You can summon hordes of creatures to serve at your command.

Prerequisite: Superior SummoningUM

Benefit: Each time you cast a summoning spell that summons multiple creatures, if the spell’s level is lower than your mythic tier you may roll twice to see how many creatures are summoned, choosing the better result. If the spell’s level is equal to or greater than your mythic tier, you must spend one use of your mythic power to roll twice to see how many creatures are summoned.

Special: This spell also applies to summon and summon monster spell-like abilities.

Sure and Fleet (Mythic)

You are swift afoot and able to keep your balance.

Prerequisite: Sure and FleetARG

Benefit: Your racial bonus on Acrobatics and Climb checks increases to +4, and you can move at full speed when using Acrobatics to balance on narrow, slippery, or otherwise treacherous terrain. If you expend one use of mythic power, you are not denied your Dexterity bonus when climbing or making Acrobatics checks for 1 minute.

Sure Grasp (Mythic)

You can effortlessly catch yourself when falling while climbing.

Prerequisites: Sure GraspUC

Benefit: You gain a bonus equal to your mythic tier on Climb checks and Reflex saves made to avoid falling damage or to catch yourself when falling. If you fall, you can expend one or more uses of mythic power to reduce falling damage by an amount equal to your mythic tier, and one-half of this damage is nonlethal.

Surge of Success (Mythic)

You are buoyed by your success to even greater heights.

Prerequisite: Surge of SuccessARG

Benefit: You can use this feat whenever you roll a natural 20 on a die roll. This does not apply when taking 20, using an ability that automatically grants you a natural 20, or on meaningless die rolls (GM’s discretion). When you confirm a critical hit or roll a natural 20 on a saving throw, the circumstance bonus you gain applies to one of the following until the beginning of your next turn: attack rolls, saving throws, or ability checks and skill checks.

Survivor (Mythic)

You have survived a punishing upbringing, and that which did not kill you made you stronger.

Prerequisite: SurvivorISWG

Benefit: When you are reduced to negative hit points, you gain fast healing 1 for a number of rounds equal to your mythic tier. You can increase this fast healing to cure 1d4 hit points per round if you expend one use of your mythic power. You may use your ability to negate a critical hit or sneak attack more than once per day by expending one use of your mythic power as an immediate action. Each additional time you use this feat within one day, the cost in mythic power increases by 1.

Swift Trapper (Mythic)

Your deft fingers and deadly expertise allow you to set traps with incredible speed.

Prerequisites: Learn Ranger TrapUM or trap class feature.

Benefit: You never provoke an attack of opportunity when setting a trap, regardless of which action type you use. The penalties associated with setting a trap using a standard, move, or swift action are halved, and if you expend one use of your mythic power when setting the trap they are eliminated entirely.

Swim-By Attack (Mythic)

You glide through the water with deadly grace.

Prerequisite: Swim-By Attack.

Benefit: If you make a melee attack as your standard action while using this feat, your movement does not provoke attacks of opportunity from the creature you attack. In addition, if you spend one use of your mythic power, you can move up to twice your swim speed in addition to your standard action, rather than being limited to your swim speed.

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