Mythic Item Creation Feats

Brew Potion (Item Creation, Mythic)

You have mastered the art of brewing potions.

Prerequisites: Brew PotionCRB

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 one potion you are brewing. You can only do this once per day per potion you are brewing, though you may also add an actual eight-hour work day toward the brewing of such a potion. Unlike normal potion brewing, work accomplished by expending a use of mythic power does not require any special work space or quiet (though the cost of making magic items created this way is normal).

Additionally, there is no limit to the level of spell you can turn into a potion.

Craft Construct (Item Creation, Mythic)

You are a master craftsman of animate constructs of surpassing magnificence.

Prerequisite: Craft ConstructB1

Benefit: You add your mythic rank or tier on skill checks related to crafting a construct. In addition, you can create constructs at a much faster rate than normal. Each day of labor on a construct enables you to craft up to 1,000 gp times your mythic tier of a construct’s base price, up to a maximum of 10,000 gp of its price per day at 10th mythic tier.

In addition, you can craft mythic constructs, including both constructs with the mythic subtype as well as constructs with one or more mythic simple templates applied. When adding a mythic simple template, use the normal construction rules; however, the cost of the construct is increased by 50% times its mythic tier, and any skill check DCs for its construction are increased by an amount equal to 5 plus the creature’s mythic rank. For constructs with the mythic subtype, use the listed construction rules if they are provided; if they are not provided, adjust the construct’s price and associated DCs as described above. Crafting a mythic construct requires the expenditure of a number of uses of mythic power equal to the construct’s mythic rank each day of construction.

At the GM’s option, you can use this feat to create a sentient construct. Crafting a sentient construct increases the construct’s cost by 100% and increases the DC of all associated skill check DCs by 5; these adjustments stack with those for creating a mythic construct as described above if you also make a construct mythic. A sentient construct gains an Intelligence score equal to 3d6 Intelligence, increases its Charisma score by 1d3 Charisma, and gains 2 racial Hit Dice. It can speak one language that you know, plus one additional language that you know per point of its Intelligence bonus (if any). You cannot use this feat to grant sentience to a construct that already has an Intelligence score greater than 2. A sentient construct loses its immunity to mind-affecting effects and to Intelligence, Wisdom, and Charisma ability damage, drain, and penalties.A sentient construct is no longer under your control, though its initial attitude towards you is friendly.

You can add mythic simple templates or sentience to an existing construct. Deduct the construct’s normal base cost from its final adjusted cost to determine the cost of adding these enhancements to the construct.

Craft Magic Arms and Armor (Item Creation, Mythic)

Your ability to create magic weapons and defenses is unmatched.

Prerequisites: Craft Magic Arms and ArmorCRB

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 one magic armor or weapon you are crafting. You can only do this once per day per item you are crafting, though you may also add an actual eight-hour work day toward the crafting of such an item. Unlike normal magic item crafting, work accomplished by expending a use of mythic power does not require any special work space or quiet (though the cost of making magic items created this way is normal).

Additionally, by expending two uses of mythic power you can change the magic properties of any weapon or suit of armor in your possession. For one hour the armor or weapon loses one or more abilities of your choice (though it must always retain at least a +1 enhancement bonus), and gains other magic properties of your choice. The total cost of the armor or weapon with the new properties cannot exceed its total cost with its normal magic properties, and you must meet all the prerequisites of each magic property you temporarily grant the armor or weapon.

Craft Rod (Item Creation, Mythic)

You are a master rod crafter.

Prerequisites: Craft RodCRB

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 one rod you are crafting. You can only do this once per day per rod you are crafting, though you may also add an actual eight-hour work day toward the crafting of such a rod. Unlike normal magic item crafting, work accomplished by expending a use of mythic power does not require any special work space or quiet (though the cost of making magic items created this way is normal).

You can also cause any constant or command-word magic item to function while holding it, rather than wearing it on the appropriate magic item body slot.

Craft Staff (Item Creation, Mythic)

You are a master staff crafter.

Prerequisites: Craft StaffCRB

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 one magic staff you are crafting. You can only do this once per day per staff you are crafting, though you may also add an actual eight-hour work day toward the crafting of such a staff. Unlike normal magic item crafting, work accomplished by expending a use of mythic power does not require any special work space or quiet (though the cost of making magic items created this way is normal).

You can also cause any magic items you create to function with a caster level equal to its user’s total level, rather than a set caster level. You must meet all the creation prerequisites of the magic item in question, and must create the item to have a caster level of at least 8th level. This has no effect on the function of items with effects not based on caster level (such as boots of elvenkind), but does change the items level in use for purposes of what auras it gives off, and how difficult it is to effect with dispel magic (and similar effects).

Craft Wand (Item Creation, Mythic)

You are a master wand crafter.

Prerequisites: Craft WandCRB

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 one wand you are crafting. You can only do this once per day per wand you are crafting, though you may also add an actual eight-hour work day toward the crafting of such a wand. Unlike normal magic item crafting, work accomplished by expending a use of mythic power does not require any special work space or quiet (though the cost of making magic items created this way is normal).

Additionally, rather than create a wand with 50 charges, for the same cost and time you may create a wand that functions 3 times/day.

Craft Wondrous Item (Item Creation, Mythic)

You are a master crafter of wondrous magic items.

Prerequisites: Craft Wondrous ItemCRB

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 one wondrous item you are crafting. You can only do this once per day per item you are crafting, though you may also add an actual eight-hour work day toward the crafting of such an item. Unlike normal magic item crafting, work accomplished by expending a use of mythic power does not require any special work space or quiet (though the cost of making magic items created this way is normal).

You can also combine magic items, or change the form of a magic item. You can only do these things to a magic item you meet all the prerequisites to create (though it need not be a wondrous item, as long as you have the appropriate crafting feat). Changing the form of a magic item takes the same time and costs as much as making a magic item with a cost equal to 20% of the item to be changed, if the new form takes a magic item slot. If the new form can be hand-held, changing its form takes the same time and costs as much as making a magic item with a cost equal to 40% of the item to be changed. If the new form is an ioun stone, changing its form takes the same time and costs as much as making a magic item with a cost equal to 100% of the item to be changed. Some magic items may not be able to be changed into some forms (either due to the essential function of the items original form – such as a magic musical instrument or weapon, or because the end result is too silly – such as a clown nose of intellect) at the discretion of the GM.

Combining two magic items requires they have the same basic shape or magic item slot, and takes the same time and costs as much as making a magic item with a cost equal to 100% of the cheaper of the two items to be combined.

Forge Ring (Item Creation, Mythic)

You have mastered the art of forging magic rings, and can even imbue them with a portion of your essence.

Prerequisites: Forge RingCRB, 2nd mythic tier

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 one magic ring you are forging. You can only do this once per day on each ring you are forging, though you may also add an actual eight-hour work day toward the forging of such an item. Unlike normal magic item crafting, work accomplished by expending a use of mythic power does not require any special work space or quiet (though the cost of making magic items created this way is normal).

When you successfully forge a magic ring, you may choose to imbue it with one spell, spell-like ability, or supernatural ability you possess. You cannot use this ability unless you are wearing the ring, but when you are wearing it you may either use the ability one more time per day (if it has limited uses per day), or cast it one without having it count against your spells/day (for spells or spell-like abilities), have your effective level be considered 4 levels higher for determining the abilities effects (for abilities with level-dependent effects), or have its save DC increased by +1 (for abilities with a save DC). If the ability qualifies for more than one of these benefits, you may select which it benefits from at the beginning of each day when you regain your pool of mythic power.

For every 3 full mythic tiers you have, you may imbue another spell, spell-like ability, or supernatural ability you possess into such a ring. Rings with your powers imbued into them are treated as minor artifacts for purposes of destroying them. A ring with 4 or more abilities imbued in it is treated as a full artifact, and can only be destroyed by a specific set of circumstances selected by the GM. You may only use the spell or ability imbued in such a ring while the ring is in your possession.

When the ring is on your possession, you also gain one use of mythic power per day that can only be used in regards to the imbued spell or ability (any mythic ability that applies to the spell or ability can be fueled with this use of mythic power). If a ring imbued with powers of yours is destroyed, you lose the imbued spell or ability permanently – only a miracle, wish, or similar power can restore it to you.

When a ring imbued with powers of yours is not in your possession, once per day you may meditate for one hour to gain a sense of how to reach it. This acts as a find the path spell, except it allows you to know the shortest, most direct physical route to your ring, rather than to a location.

Inscribe Magical Tattoo (Item Creation, Mythic)

You can infuse great magical energy into magical tattoos.

Prerequisite: Inscribe Magical TattooISM

Benefit: You can inscribe multiple tattoos per day, as long as their total value does not exceed 1,000 gp plus 500 gp times your mythic tier, to a maximum of 6,000 gp value per day of work. If you expend one use of your mythic power, you can inscribe a single magical tattoo worth up to 1/10 this amount as a full-round action, or up to half this amount in 1 minute.

You can also infuse one use of your mythic power into a tattoo you create. This costs nothing but takes 1 hour. This use of mythic power remains potent for a number of hours equal to your mythic tier or until expended. The tattooed creature can expend the stored mythic power as a swift action when he is activating the magical tattoo, granting the benefit of a mythic surge using your surge die. The tattooed creature need not be a mythic creature to use this mythic surge. A creature cannot hold more than one use of your mythic power, regardless of how many magical tattoos it has.

Scribe Scroll (Item Creation, Mythic)

You can invoke scrolls without even reading them.

Prerequisites: Scribe ScrollCRB

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 one magic scroll you are scribing. You can only do this once per day on each scroll you are scribing, though you may also add an actual eight-hour work day toward the scribing of such an item. Unlike normal magic item crafting, work accomplished by expending a use of mythic power does not require any special work space or quiet (though the cost of making magic items created this way is normal).

Additionally, you can cast a spell from a scroll in your possession without having it in hand. As long as it is on your person, or in containers on your person, you may use a scroll.

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