Mythic General (T-Z) Feats

Taunt (Mythic)

Your needling barbs drive your opponents into a frenzy.

Prerequisites: TauntAPG

Benefit: Creatures you successfully demoralize lose the benefit of morale bonuses on attack rolls, damage rolls, and saving throws for as long as they remain demoralized, up to a maximum number of rounds equal to your mythic tier. In addition, you may spend one use of mythic power to gain a bonus equal to twice your mythic tier on your Bluff check made to demoralize an opponent. You must declare that you are using this ability before the roll is made.

Tenacious Survivor (Mythic)

Your soul clings tightly to life even after your body breathes its last.

Prerequisite: Tenacious SurvivorARG

Benefit: You don’t die until your total number of negative hit points is equal to or greater than three times your Constitution score, and you add your mythic tier to the number of rounds you remain savable after you have been killed. If you are healed enough hit points that you would no longer be dead, you can expend three uses of mythic power to avoid gaining a permanent negative level.

Tenacious Transmutation (Mythic)

Your transmutations are exceptionally difficult to reverse.

Prerequisites: Tenacious TransmutationAPG

Benefit: The DC of caster level checks to dispel or remove your transmutations is increased by an amount equal to your mythic tier, and you may add one-half your mythic tier (minimum +1) on caster level checks made to overcome spell resistance with your transmutation spells. In addition, if you are under the effects of a polymorph effect which is dispelled, you may choose to maintain one of the following features (if provided by the dispelled spell): a size bonus to one physical ability score, darkvision, low-light vision, natural armor bonus to AC, scent, climb speed, or swim speed. This feature persists for the remaining duration of the spell or until you are subject to another polymorph effect or another successful dispelling attempt.

Tengu Raven Form (Mythic)

You can shift easily into avian form.

Prerequisite: Tengu Raven FormARG

Benefit: When you use this ability, you can assume the form of a Tiny, Small, Medium, or Large black bird resembling a raven, gaining the normal effects of beast shape I or beast shape II with a caster level equal to your character level plus your mythic tier. You can freely switch between sizes and between raven form and your normal tengu form throughout the duration of the effect; switching shapes is a move action that does not provoke attacks of opportunity. You can use this ability more than once per day by expending one use of mythic power for each use after the first.

Tengu Wings (Mythic)

You can swoop and soar on avian wings.

Prerequisite: Tengu WingsARG

Benefit: Your fly speed when using your Tengu Wings increases by 10 feet, plus 10 feet per 3 mythic tiers you possess. You can use these wings for a total number of minutes per day equal to your character level plus your mythic tier. This duration need not be continuous but must be used in 1-minute increments.

You can increase the duration to a number of hours equal to your character level plus your mythic tier; however, your speed is halved and your maneuverability is reduced to poor. You can resume your normal speed and maneuverability at any time, but doing so immediately ends that hour of the effect’s duration and begins a new minute of its normal duration.

Theurgy (Mythic)

You entwine arcane and divine magic into a magnificent synergy.

Prerequisites: TheurgyUM

Benefit: When using Theurgy to enhance the level of a divine spell, its caster level is increased by an amount equal to the level of the arcane spell sacrificed, with a maximum increase equal to your mythic tier. When using Theurgy to enhance an arcane spell, the spell deals additional holy or unholy damage (as per the non-mythic feat) equal to your mythic tier times the level of the divine spell sacrificed.

Thoughtful Discernment (Mythic)

You cleave truth from lies with the power of your mind and will.

Prerequisite: Thoughtful DiscernmentUM

Benefit: You gain an additional number of daily uses of this feat equal to one-half your mythic tier. In addition, if you expend one use of your mythic power when using this feat, you can determine whether a statement is a lie even if you did not personally hear it or if you heard it longer than one day ago. However, your ability to evaluate the statement’s truth is predicated on having an accurate report or recollection of the statement. If the statement is altered or distorted from the original, you cannot accurately evaluate its truthfulness.

Thrill of the Kill (Mythic)

Bringing your foes down brings you exultant joy.

Prerequisite: Thrill of the KillARG

Benefit: When you are raging and reduce an enemy below 0 hit points, you regain a round of rage and also gain a bonus mythic surge, which you must use before the end of your next turn and which does not require you to expend mythic power. If the creature you kill is a mythic creature whose mythic rank or tier is equal to or greater than yours, you also gain an additional use of mythic power, which you must use within 1 minute.

Tomb Monolith (Mythic)

Your elementals are paragons of necromental power.

Prerequisite: Tomb MonolithGCC

Benefit: You can use this feat when you summon multiple elementals. If you summon only a single elemental, you add your mythic tier to your caster level to determine the effect of the death knell and death ward abilities your elemental gains, as well as the save DC of its death knell ability. When your elemental confirms a critical hit against a non-mythic creature, it gains two temporary negative levels.

Totem Spirit (Mythic)

You tap into the ancestral spirits of your tribal totems to give you strength.

Prerequisite: Totem SpiritISWG

Benefit: All numeric effects for you tribe are increased by 1. Your associated tribal skill is always a class skill for you, and if the result of a skill check for that skill is less than 5 + your mythic tier, treat the result of the d20 roll as if it were equal to 5 + your tier. If you use a mythic surge to enhance a skill check using that skill, you may roll the surge die twice and select the better result. If you expend one use of your mythic power, you can gain the effects of a different tribe’s Totem Spirit for a number of rounds equal to your mythic tier; these effects are in addition to the benefits provided by your own clan’s Totem Spirit.

Touch of Serenity (Mythic)

Your touch fills the target with peaceful contemplation.

Prerequisite: Touch of SerenityAPG

Benefit: When using this feat against a non-mythic target, the effect lasts for a number of rounds equal to your mythic rank or tier on a failed save. If you expend one use of your mythic power, you can use this ability as a melee touch attack rather than a melee attack until the end of your turn. You can use this feat more than once per round if you are making multiple attacks, including a flurry of blows.

Toxic Recovery (Mythic)

Poisons that do not kill you only make you stronger.

Prerequisite: Toxic RecoveryARG

Benefit: Whenever you succeed at a saving throw against poison, you heal 1 point of ability drain or an additional number of points of ability damage of the same type equal to one-half your mythic tier (minimum 1). You treat penalties to ability scores, such as from fatigue, exhaustion, or bestow curse, as ability damage for the purpose of recovery.

Trap Wrecker (Mythic)

Your brutal assault demolishes booby traps.

Prerequisite: Trap WreckerARG

Benefit: You can use this feat in place of a melee attack. If you use a standard action to use this feat, you add one-half your mythic tier (minimum 1) on your attack roll against a trap and add your mythic tier to the damage you deal to that trap. If you expend one use of mythic power, you can use this feat to disarm a magical trap.

Trapper’s Setup (Mythic)

Your keen sense of timing makes your traps superbly dangerous.

Prerequisites: Trapper’s SetupUC

Benefit: Traps you manually trigger gain a bonus equal to your mythic tier on attack rolls, and the save DC is increased by an amount equal to one-half your tier.

Tree Hanger (Mythic)

Your tail is a powerful aid in climbing and maintaining your perch in the trees.

Prerequisite: Tree HangerARG

Benefit: You gain a bonus equal to one-half your mythic tier on Climb checks in trees (or equal to your mythic tier on Climb checks to keep your grip when you take damage while climbing), and you are not denied your Dexterity bonus when climbing in trees. You can use this feat to jump up and hang as a free action; if you use it as a swift action, you add your mythic tier on the Acrobatics check to jump up and hang.

If you expend one use of mythic power as a free action, you gain the benefits of this feat for a number of minutes equal to your mythic tier whenever you are in a square with a branch or other sturdy large object that you could hang from, without needing to make an Acrobatics check or stop moving.

Tripping Twirl (Mythic)

You knock your foes down like ninepins with a sweeping blows of your staff.

Prerequisite: Tripping TwirlUM

Benefit: When using this feat, you add an amount equal to one-half your mythic tier on your combat maneuver checks to trip your opponents.

Special: If you are a magus and successfully trip a creature with your quarterstaff, if you then use your spellstrike ability against that target in the same round you gain a +4 bonus on caster level checks to overcome the target’s spell resistance.

Triton Portal (Mythic)

Your aqueous powers create a bridge into and through the verges of the Plane of Water.

Prerequisite: Triton PortalARG

Benefit: You may expend your hydraulic push ability to cast lesser planar ally to call an ally with the aquatic or water subtype, or to create an effect like dimension door, save that you can only use this ability when immersed in water and the destination point must also be immersed in water. You need not arrive on a stable surface when using this ability.

If you are at least 6th tier, you can expend two uses of mythic power to create an effect that duplicates shadow walk, but rather than passing through the Shadow Plane you pass through swift currents within the Plane of Water. This journey takes place completely underwater. If you bring companions that are unable to breathe water, you may expend one additional use of mythic power for each companion to allow them to breathe water for the duration of this underwater shadow walk.

You can use this ability more than once per day by expending one use of mythic power for each use after the first.

Triumph of the Will (Mythic)

Your words have great power to sway listeners’ minds.

Prerequisite: Triumph of the WillGCC

Benefit: You add your mythic tier to the result of your Intimidate check to determine the duration that creatures act friendly towards you. If you affect multiple creatures, add one-half your mythic tier (minimum 1) to the number of creatures you can affect, and the DC of your Intimidate check only increases by 1 for each creature after the first.

Tunnel Rat (Mythic)

You are comfortable fighting in very close quarters.

Prerequisite: Tunnel RatARG

Benefit: You count as two sizes smaller than normal for the purpose of squeezing or being able to move through a creature’s space. You can use your swarming racial trait to share the square of any Small or smaller ally, even if that ally is not a ratfolk. You gain the benefit of your swarming racial trait; your ally does not gain this benefit but does not take any penalties from sharing your space.

Ultimate Mercy (Mythic)

Your healing touch can bring even those long dead back to life.

Prerequisites: Ultimate MercyUM

Benefit: You subtract one-half your mythic tier (minimum 1) from the number of uses of lay on hands you must expend to raise a dead creature from death. If you expend a number of uses of mythic power equal to one-half the dead creature’s Hit Dice you may duplicate a resurrection spell rather than raise dead.

Ultimate Resolve (Mythic)

Your auras of holiness linger on even if you have fallen.

Prerequisite: Ultimate ResolveUM

Benefit: All of your paladin auras, including aura of courage, aura of resolve, aura of faith, and aura of righteousness, persist even if you are unconscious or otherwise helpless. If you are killed, the effects of your auras persist for a number of rounds equal to your mythic rank or tier.

Special: An antipaladin can select this feat (and the non-mythic version of Ultimate Resolve) using his aura of despair as a prerequisite and affecting that feat as Ultimate Resolve.

Umbral Scion (Mythic)

Your exalted status among the drow grants you additional magical power.

Prerequisite: Umbral ScionARG

Benefit: You may select a number of spell-like abilities from the following list equal to one-half your mythic tier (minimum 1): clairaudience/clairvoyance, detect secret doors, discern lies, dispel magic, divine favor, message, see alignmentUC, or suggestion. You may use each spell-like ability once per day, though you may use your chosen spell-like ability more often by expending one use of mythic power per additional use. You may choose the same spell-like ability more than once; each time you select it, you gain an additional daily use of that ability.

Uncanny Alertness (Mythic)

You are ready for anything.

Prerequisite: Uncanny AlertnessUM

Benefit: You gain an additional +1 bonus on Perception and Sense Motive checks, and a +2 bonus on saves against all mind-affecting effects. These bonuses stack with those from Alertness and Uncanny Alertness. In addition, you gain a +2 insight bonus to Armor Class whenever you are flat-footed or otherwise denied your Dexterity bonus. If you have improved uncanny dodge, you are treated as two levels higher in the class that grants that ability for the purpose of rogues being able to flank you.

Uncanny Concentration (Mythic)

You are cool and unflappable in dire circumstances.

Prerequisites: Uncanny ConcentrationUM

Benefit: You do not need to make concentration checks for wind or weather effects unless magically created, or extremely violent motion while casting. In addition, you gain a bonus on all concentration checks equal to one-half your mythic tier and when you fail a concentration check you may spend one use of mythic power as a swift action to reroll the check.

Unsanctioned Detection (Mythic)

Your intuition for truth is penetrating indeed.

Prerequisite: Unsanctioned DetectionUM

Benefit: You may use the normal benefit of this feat a number of times per day equal to your mythic tier. In addition, as a swift action you expend one use of your mythic power to alter your ability to detect evil to allow you to detect chaos, detect good, detect law, detect undead, or detect outsider. This latter ability functions identically to detect undead, but applies to only one outsider subtype (which may be a general type, such as fire or evil, or a specific outsider race such as devil or qlippoth), which you must choose at the time you activate this feat. This new type of detection functions like and replaces your normal detect evil ability for the next 24 hours or until you dismiss the change as a standard action.

Unsanctioned Knowledge (Mythic)

You are a clever study in fields outside the normal purview of paladin-ly power.

Prerequisite: Unsanctioned KnowledgeUM

Benefit: You may add one additional spell to your list of spells known for each mythic tier you possess, adding an additional spell each time you gain a new tier. The level of the spell you select may not exceed one-half your mythic tier (minimum 1st). In addition, when you gain a new tier you may choose to unlearn a number of spells you have gained with this feat equal to one-half your mythic tier, selecting new spells of the same level in their place.

Vermin Heart (Mythic)

As a monarch among vermin you can exert mastery over all drones.

Prerequisite: Vermin HeartAPG

Benefit: Natural vermin you encounter have a starting attitude of friendly towards you. Against a controlled or summoned vermin, you may make a wild empathy check as a move action opposed by its controller’s Charisma check. If this check is successful, this creature will refuse to harm you unless you attack it first. It may still share your space as normal. In addition, you may spend one use of mythic power as a standard action to make an additional wild empathy check, opposed by its controller’s Charisma check. If you are successful, you gain control of the vermin for 1 round per mythic tier (or until it returns to its place of origin, if summoned).

Versatile Channeler (Mythic)

You can switch freely between channeling the power of life and death.

Prerequisites: Versatile ChannelerUM

Benefit: You no longer treat your cleric level as 2 lower when channeling the opposite type of energy. In addition, you may channel both negative and positive energy simultaneously, dividing your total number of channeling dice between the two. You must still decide whether you are channeling each type of energy to harm or heal. Feats and abilities that allow you to exclude or target specific creatures within your burst can be applied to either or both types of energy, but the total number of creatures you can exclude remains unchanged.

Vigilant Eidolon (Mythic)

You and your eidolon are always alert for danger.

Prerequisite: Vigilant EidolonUM

Benefit: You gain the benefits of this feat as long as your eidolon is within 5 feet times your mythic tier. If your eidolon is adjacent to you, you add one-half your mythic tier (minimum 1) to the Perception bonus you gain from your eidolon, and your eidolon gains a bonus equal to one-half the bonus you gain. If either of you is aware of an opponent, both of you are aware of that opponent. If either of you is not surprised, both of you may act during the surprise round.

Wand Dancer (Mythic)

Your elegant strut and swirl with wand or staff is both delicate and deadly.

Prerequisite: Wand DancerISWG

Benefit: When you use Wand Dancer, you don’t need to move at least 5 feet before or after using your spell trigger item. If you do so, however, you gain a +2 dodge bonus to AC against attacks of opportunity until the end of your turn, and you gain an additional bonus on your CMD against disarm, steal, and sunder combat maneuvers made against a spell trigger item you carry or wield. If you expend one use of mythic power when you start using Wand Dancer, your movement until the end of your turn doesn’t provoke attacks of opportunity.

War Singer (Mythic)

Your songs echo with the voices of a hundred dead ancestors.

Prerequisites: War SingerAPG

Benefit: When your bardic performance gains the benefit of your War Singer feat, the range or area of your chosen performance is tripled rather than doubled and the DC for saving throws against your bardic performance is increased by +2.

This stacks with the bonus War Singer applies for creatures of the orc subtype.

Water Skinned (Mythic)

Your dripping touch dampens fires.

Prerequisite: Water SkinnedARG

Benefit: You can extinguish a fire of up to 5 square feet as a swift or move action. You may extinguish a 5-foot cube of fire as a standard action, and if you expend one use of your mythic power you may all non-magical fire in a 10-foot cube or a single 5-foot cube of magical fire (as dispel magic, using your level plus your mythic tier for the caster level check).

Well-Prepared (Mythic)

If you need it, chances are you have it.

Prerequisites: Well-PreparedAPG

Benefit: When you use your Well-Prepared feat, you may expend a use of mythic power to recover a magical, rather than mundane, object. The DC for this is 25, and the cost cannot exceed 1,000 gp per mythic tier. The item must still be something you can easily carry, and cannot be an item you could not buy at the nearest metropolis. The GM has final discretion on what can be acquired with this, but if you cannot gain the item desired you do not expend a use of mythic power (though your use of Well-Prepared is still expended for the day).

Wild Speech (Mythic)

You have mastered the language of beasts.

Prerequisite: Wild SpeechUM

Benefit: You may use speak with animals to communicate with animals of any form you assume at will, with no limit on the number of minutes per day. In addition, the DC of any language- dependent spells you cast on a creature the same kind as your current form is increased by +2, and any wild empathy or Handle Animal check you use with such animals gains a +4 bonus. Finally you may spend one use of mythic power to ignore any somatic or material component (up to a maximum value of 100 gp) when casting a spell while using wild shape.

Wings of Air (Mythic)

You are borne aloft on gusts and puffs of air.

Prerequisite: Wings of AirARG

Benefit: You add 10 feet to your fly speed, plus an additional 10 feet times your mythic tier. If you are affected by an effect with the air or electricity descriptor, you can expend one use of mythic power as an immediate action to gain spell resistance of 15 plus your mythic tier against such effects.

Word of Healing (Mythic)

Your prayers heal and purify as your touch.

Prerequisite: Word of HealingUM

Benefit: The range at which you can use your lay on hands ability is extended by 10 feet per mythic tier and the healing is not halved if the target is within 5 feet times your mythic tier. In addition, you may use this ability to harm undead as well as to heal the living.

Worm Wrangler (Mythic)

Your communion with worms transcends normality.

Prerequisites: Worm Wrangler.

Benefit: You add your mythic tier to your bonus on Handle Animal checks and one-half your mythic tier to your bonus on saving throws when dealing with worm-like creatures. If you have a worm-like animal companion or mount, that creature is considered a mythic creature, and if you are adjacent to it when you expend your mythic power to use a mythic surge, you can roll your surge die twice. You use the lower result and the worm-like creature uses the higher result.

When you affect worm-like creatures with a spell that normally specifically affects animals, you can expend one use of your mythic power to affect the worm-like creatures as if you had cast the mythic version of that spell.

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