Mythic Magic Items

New Legendary Item Abilities

An array of legendary item properties are described in Pathfinder Roleplaying Game Mythic Adventures. You may also use the following item properties when designing your character’s legendary item.

Inestimable Beauty

Your item is a matchless masterwork, so beautiful to behold that all who see it agree they have never seen its equal. Your item gains the imperviousUE quality as if it were a weapon with an enhancement bonus equal to one-half your mythic tier (minimum 1). In addition, its beauty is so enchantingly perfect that when you wear or wield it you can use bardic performance (distraction or fascinate), using your mythic tier as your bard level (your mythic tier stacks with any levels you possess in a class that grants you bardic performance) and functioning with these performances as though you had a number of ranks in a relevant Perform skill equal to twice your mythic tier. You can expend one use of the item’s legendary power to use enthrall or hypnotic pattern with a caster level equal to your Hit Dice plus your mythic tier. If you expend two uses of legendary power, you can use the mythic version of enthrall or hypnotic pattern.

Mighty Servant

As a standard action, your legendary item can assume the form of a Small construct, or a Medium construct by expending one use of legendary power or a Large form by expending two uses of legendary power. This construct body acts an animated object of its size, though it is considered a mythic creature and its natural weapons can overcome DR/ epic. It has a number of build points equal to one-half your mythic tier (minimum 1), though you can increase this total by 50% by expending one use of mythic power when it animates, or you can double this total by expending two uses of mythic power.

The form your item takes is up to you, though many items are molded into a generally humanoid shape or into a throne or vehicle of some sort. In mighty servant form, the item’s appearance suggests the item at its heart, often in inlay, filigree, or other decoration. A mighty servant can converse with its owner even if the item is not normally capable of speech. In this form, the item’s hardness is increased by an amount equal to twice your mythic tier, and it gains 10 hit points per mythic tier you possess, plus bonus hit points based on its size. If reduced to 0 hit points, it is forced back into its normal form and cannot resume mighty servant form for 24 hours.

The item must be a minor or major artifact with the intelligent legendary item ability, as described in Chapter 5 of Pathfinder Roleplaying Game Mythic Adventures, to take this ability.

Resonant Regalia

If you are at least 3rd tier, you can split the legendary power of your legendary item with another item, bonding with both of them at the same time. You add this ability to both the original item and the new bonded item. You also select a resonant power, an additional legendary ability that functions only when both items are worn or wielded by the same creature. This may be a standard legendary ability as described in Chapter 5 of Pathfinder Roleplaying Game Mythic Adventures, or at the GM’s option it instead could be a similar ability, like a special purpose or similar ability as an intelligent item, or a bonus mythic feat or a knowledge of a number of mythic spells equal to one-half your mythic tier. A creature with the non-mythic version of that feat or those spells can use their mythic counterparts when both items are worn together, and can expend either the legendary power of the items or his own mythic power to activate mythic versions.

When your tier increases, you can add a new mythic power to either piece of the resonant regalia, and such abilities can be used even when only that item is worn or wielded. The items in a resonant regalia are treated as a single item for the purpose of how many daily uses of legendary power they possess, though they gain one additional use per item if worn or wielded together.

If separated, their daily uses of legendary power are split between the two items. If you use a legendary surge while wearing or wielding both items, your surge die is increased to 1d8.

If you are at least 6th tier, you can add a third legendary item to your resonant regalia, adding this legendary ability and one other legendary ability or equivalent effect as a resonant power that functions only when all three items in the set are worn or wielded together. A set of three items of resonant regalia otherwise function as a set of two items, though if you use a legendary surge while wearing or wielding all three items, your surge die is increased to 1d10.

All items in a set of resonant regalia are considered legendary items, and if any item is considered a major or minor artifact, all items in the set are.

Soul Drinker

Whenever a blow from this weapon reduces a creature below 0 hit points, the target is affected as death knell with a caster level equal to twice your mythic tier. You gain the benefits of death knell only if the target’s CR equals or exceeds your mythic tier, but the effects stack up to a maximum bonus equal to 1 plus one-half your mythic tier (maximum 1). The save DC uses your Charisma modifier or the item’s (if it is intelligent), whichever is better. The weapon can expend one use of legendary power to add the result of its legendary surge die to the death knell save DC.

When you slay a creature with this weapon you can expend one use of its legendary power as a swift action (or two uses as a free action) to use rest eternalAPG upon the target (caster level equals twice your mythic tier), as the target’s soul is bound into the weapon. If the weapon gains the broken condition, any rest eternal effects it has created are suppressed until it is repaired.

Souls bound to the weapon are gradually devoured, and each day a soul remains bound to it that creature gains one negative level. This has no effect while the creature remains dead (though they become permanent negative levels if the creature is returned from death) unless its total negative levels equal its Hit Dice, in which case its soul is devoured and destroyed and the dead creature cannot be brought back from death by any means short of divine intervention unless a miracle or wish is used to recreate the victim’s soul (this eliminates the negative levels inflicted by the soul drinker), leaving him still dead but able to be brought back through normal means.

An item must be a weapon and must be a minor or major artifact to have this ability.

Soul Safe

Your item carries a part of your immortal spark within it, and unless the item is destroyed you cannot be permanently slain. If you are killed, your body reforms 24 hours later in the nearest open space within 30 feet of the item. If you are affected by death effect or energy drain while wearing or wielding the item, you may expend one use of legendary power as an immediate action to negate that effect; this cost is doubled if the effect is a mythic effect and tripled if the mythic rank or tier of the effect’s creator exceeds yours.

An item must have the eternal bond legendary ability and be a minor or major artifact to have this ability. This is a persistent ability.


Mythic Magic Items

Item Type/Slot Price
Force shield pin special 7,000 gp
Errant’s gage hands 12,000 gp
Book of the banned 14,000 gp
Arcanamach’s vambrace wrists 16,000 gp
Bullroarer’s bugle 16,000 gp
Serpentiginous gloves hands 18,000 gp
Foamfollower’s jack chest 20,000 gp
Felonious fingerless gloves hands 20,000 gp
Scorpion cloak shoulders 20,000 gp
Blade-eating battleaxe weapon 21,010 gp
Rod of spell focusing rod 22,000 gp
Ring of returning ring 25,000 gp
Cloudcloth armor armor 29,205 gp
Rod of defoliation rod 35,000 gp
Razor couters wrists 36,000 gp
Ring of warmth ring 40,000 gp
Pyroclastic rod rod 46,000 gp
Slippers of star-striding feet 46,000 gp
Kinslayer’s knife weapon 46,308 gp
Ring of truth ring 50,000 gp
Gnarlthorn rod rod 52,000 gp
Redflame trollblade weapon 56,335 gp
Diamond of everwinter 60,000 gp
Gauss ring ring 60,000 gp
Robe of tongues and teeth body 60,000 gp
Orb of the seventh star 62,000 gp
Dragonmail armor 64,500 gp
Earthenport plate armor 70,350 gp
Silverspark longbow weapon 71,500 gp
Cuirass of miracles armor 77,750 gp
Crown of iron sorcery head 88,000 gp
Midnight beacon (artifact)

Mythic Armor

The following magical armors have unique powers when worn by mythic characters.

Cloudcloth Armor

Price 29,205 gp
Slot armor; CL 10th; Weight
Aura moderate transmutation

This +3 padded armor is quilted from soft white quilted cloth. The wearer gains mistsight and is always shrouded in a faint mist and gains a +5 bonus on Stealth checks in areas of mist, cloud, or fog. The wearer can assume gaseous form for a total of 10 minutes per day. Entering or leaving gaseous form is normally a move action; however, if the wearer falls more than 5 feet she automatically assumes gaseous form. A mythic wearer can assume mythic gaseous form by expending one use of mythic power when triggering this ability; this effect persists until the wearer resumes her normal form.

Once per day as an immediate action, a mythic creature wearing cloudcloth armor can absorb a natural or magical area of cloud, fog, mist, or smoke, including toxic or harmful gases such as cloudkill, solid fog, or gaseous breath weapons. She must be within the area to absorb it. Absorbing a magical gas effect requires a successful caster level check, using the armor’s caster level plus the wearer’s mythic rank or tier, against a DC equal to 11 + the caster level (or Hit Dice, for supernatural effects) of the effect’s creator. Natural, non-magical gas is automatically absorbed.

This absorption effect is instantaneous and affects the entire area of a magical effect or a 30-foot-radius spread centered on the wearer for non-magical smoke, fog, or gas. This absorption does not prevent additional gas effects in the same area.

The wearer of cloudcloth armor can use this ability to force a creature in gaseous form back into its normal form. With a successful melee touch attack against the gaseous creature and a successful check as described above, the target is forced out of gaseous form and its ability to assume gaseous form is suppressed for a number of rounds equal to the wearer’s mythic rank or tier.

Construction Requirements
Cost 14,680 gp; Craft Magic Arms and Armor, Mythic Crafter, darkvision, dispel magic, fog cloud, gaseous form

Cuirass of Miracles

Price 77,750 gp
Slot armor; CL 13th; Weight 30 lbs.
Aura strong evocation

This +1 bolstering deathless determination breastplate is crafted of Elysian bronze, granting DR 2/─ against the natural weapons and unarmed strikes of monstrous humanoids and magical beasts. When worn by a mythic creature, the competence bonus granted by its bolstering property and the energy resistance and chance to ignore negative levels from its deathless property are doubled. When the armor’s determination ability is triggered, a mythic wearer adds her mythic rank or tier to the armor’s caster level to determine the healing granted by the breath of life effect, and the wearer can expend one use of mythic power to gain the benefit of mythic breath of life instead. If an ally within 30 feet is reduced below 0 hit points, the wearer can expend one use of her mythic power to transfer the armor’s determination ability to that ally, as long as the wearer can reach that ally within a number of rounds equal to one-half the wearer’s mythic tier (minimum 1 round) and touches that ally as a swift or move action. If the wearer expends two uses of mythic power, she instead grants the ally the effect of mythic breath of life.

Cuirass of miracles can also be used to store a reservoir of mythic power. The wearer can expend one mythic surge each day into the armor. After seven days of doing so, the cuirass of miracles stores a single mythic surge that the wearer can use at any time as a swift or immediate action. In addition to the normal uses of a mythic surge, the wearer can expend a mythic surge and add the result of the die roll as a dodge bonus to AC against a single attack. The cuirass of miracles can store up to seven mythic surges in this fashion. Any additional mythic surges imbued into the armor have no effect. Once the cuirass of miracles contains seven surges, a mythic wearer can expend all seven surges at once along with one use of mythic power to cast limited wish. If the wearer is at least 7th mythic tier, she can expend one additional use of mythic power to cast mythic limited wish, or two additional uses of mythic power to cast an augmented mythic limited wish.

Construction Requirements
Cost 40,050 gp; Craft Magic Arms and Armor, Mythic Crafter, breath of life, death ward, heroism, limited wish

Dragonmail

Price 64,500 gp
Slot armor; CL 8th; Weight
Aura moderate abjuration

This +3 dragon-defiant energy resistance banded mail is crafted from the hide of a mythic dragon. The armor’s dragon-defiant property applies against all dragons, though the specific type of energy resistance granted by the dragonmail is determined by the damage dealt by the breath weapon of the dragon from whose hide it was made. This energy resistance can apply to unusual damage types, such as negative energy damage, as long as they deal hit point damage, but it does not apply against negative levels or other harmful conditions or effects caused by breath weapons.

A mythic wearer adds his mythic rank or tier to the energy resistance granted by the armor, though this additional energy resistance applies only against the supernatural abilities of dragons. The wearer also gains the benefit of evasion against the supernatural abilities of dragons, and the wearer can expend one use of mythic power as an immediate action to gain improved evasion against the supernatural abilities of dragons for a number of rounds equal to his mythic tier.

Construction Requirements
Cost 32,500 gp; Craft Magic Arms and Armor, Mythic Crafter, jump, resist energy, summon monster I

Earthenport Plate

Price 70,350 gp
Slot ring; CL 18th; Weight
Aura strong abjuration

This hulking suit of oversized armor is +3 stoneplate crafted of shining stone engraved with dwarven runes and effigies in relief. Activating the full power of the armor requires deciphering the runic engravings in Dwarven and Terran, requiring fluency in those languages as well as a DC 25 Linguistics check. Mythic creatures may add their rank or tier to this check, and dwarves may add twice their mythic rank or tier. Once these checks are made, the wearer can expend one use of mythic power while chanting for 1 minute to imbue the armor with either the invulnerability, titanic, or wild armor property for 24 hours. This ritual can be repeated at any time to switch the armor’s special ability to a different one of those listed. If the armor is taken off and another creature puts it on, the ability is lost unless the ritual is repeated by the new wearer.

In addition, a creature who has unlocked the armor’s power can perform a different chant to traverse great distances from one point on a natural stone or earthen surface to another. Activating this earthenport is a full-round action that can be used once per day, though a mythic wearer can use this ability more than once per day by expending one use of its mythic power for each additional use. When the rune is recited, the earth at the wearer’s feet is riven apart, affecting a 10-foot-radius spread centered on the wearer as soften earth and stone as the wearer (and any companions teleporting with her) sink into the earth. This sinking takes 1 round, during which time the wearer and any companions cannot move and are considered grappled but gain improved cover against all attacks. Once they have sunk into the ground, they are whisked away to their destination as if using teleport, though their destination must be on a surface of natural, unworked earth or stone.

If the departure or arrival location is affected by a non-mythic effect that blocks teleportation, the wearer can expend one use of mythic power to attempt a caster level check (adding her mythic tier as a bonus on the check) against a DC of 15 plus the caster level of the effect in order to breach that effect. The ground at the destination is also affected as soften earth and stone and the wearer and any companions rise slowly out of the ground, taking 1 round, during which they cannot move and are considered grappled but also have improved cover, as above. If a mythic character wearing the armor is a dwarf, any dwarf traveling via this earthenport gains DR/adamantine equal to twice the wearer’s mythic rank or tier and spell resistance equal to 15 plus the wearer’s mythic rank or tier while performing this earthenport.

Construction Requirements
Cost 36,150 gp; Craft Magic Arms and Armor, Mythic Crafter, baleful polymorph, enlarge person, soften earth and stone, stoneskin, transport via plants


Mythic Weapons

The following magical weapons have unique powers when wielded by mythic characters.

Blade-Eating Battleaxe

Price 21,010 gp
Slot none; CL 18th; Weight 6 lbs.
Aura strong abjuration

This +1 adamantine battleaxe allows its wielder to make combat maneuver checks to sunder the weapons (or similar wielded objects) of two adjacent creatures as a standard action, making a separate combat maneuver check against each target. A mythic wielder can expend one use of mythic power to use a mythic surge, applying the result of the surge die to both sunder checks. A mythic wielder of 3rd tier or above can expend two uses of mythic power as a full-round action to attempt a sunder combat maneuver against the weapon of every creature he threatens. If he expends an additional use of mythic power, he can take a 5-foot step in the middle of his turn, making some of these sunder maneuvers before and some after the 5-foot step.

When an opponent attempts a combat maneuver check to disarm or sunder a blade-eating battleaxe, or uses a parrying ability (such as a duelist’s parry) to deflect an attack or sunder maneuver made with the axe, the blade-eating battleaxe wielder can use an attack of opportunity or an immediate action to attempt a sunder combat maneuver against the weapon used to perform the disarm, parry, or sunder. This attack of opportunity sunder maneuver is resolved before the opponent’s disarm, parry, or sunder. If the attacking weapon is broken, penalties for the broken condition apply immediately. If the attacking weapon is destroyed, the disarm, parry, or sunder automatically fails. If the disarm, parry, or sunder was performed with a natural weapon or unarmed strike, resolve this as a normal attack of opportunity (even if your attacker has Improved Disarm, Improved Sunder, or a similar ability), or a single melee attack if you used this ability as an immediate action, rather than a sunder maneuver.

Construction Requirements
Cost 12,010 gp; Craft Magic Arms and Armor, Mythic Crafter, haste, shatter

Kinslayer ’s Knife

Price 46,308 gp
Slot none; CL 10th; Weight 2 lbs.
Aura moderate conjuration and transmutation

This +2 keen kinslayerQC kukri shows the name of its current (or most recent) wielder written in blood on its black blade. Once per day, the wielder can use blood biographyAPG to learn information about the creature most recently wounded with the kinslayer’s knife. Once this ability is used, that creature’s name also appears written in blood on the knife’s blade. As long as that creature’s name is on the blade of the kinslayer’s knife, its kinslayer property also applies to blood relatives of that creature.

When a mythic wielder wounds a creature with a kinslayer’s knife, as a swift action she can discern which creatures (if any) within 30 feet are related to that creature by blood. If she expends one use of her mythic power when doing so, she can find the nearest creature related by blood to the target, as locate creature. A mythic wielder can use blood biography on a creature damaged by a kinslayer’s knife within the past 24 hours as a standard action by expending one use of mythic power, though only one name other than the wielder’s own can be inscribed on the knife’s blade.

Construction Requirements
Cost 23,308 gp; Craft Magic Arms and Armor, Mythic Crafter, blood biography, detect relations, keen edge, locate creature

Redflame Trollblade

Price 56,335 gp
Slot none; CL 12th; Weight 6 lbs.
Aura strong conjuration and evocation

This +1 flaming burst humanoid (giant) bane bastard sword is inlaid with red copper like licking flames down its blade. Its bane property is especially effective against trolls, increasing its enhancement bonus by +3 and adding 3d6 points of damage on each hit rather than the normal bane bonuses. A redflame trollblade glows yellow when orcs are within 120 feet, orange when giants are within 120 feet, and bright red when trolls are within 120 feet.

In the hands of a mythic wielder, a redflame trollblade gains the mighty cleaving property, and when the wielder uses Cleave or Great Cleave against giants or trolls it can expend one use of mythic power to use Mythic Cleave, and can take a 5-foot step in between making Cleave attacks. Creatures the wielder threatens after making this 5-foot step are valid targets for additional Cleave or Great Cleave attacks even if the wielder did not threaten them before taking the 5-foot step.

A redflame trollblade sends out an empathic call to trolls within 1 mile. They can sense the direction of the blade, and its presence fills them with hatred. Their attitude becomes hostile and each troll is compelled as suggestion (DC 14) to seek out the sword and destroy its wielder. A troll that successfully saves is immune to this effect for 24 hours unless it comes within 120 feet of the sword, in which case it must save again with a ─3 penalty.

Construction Requirements
Cost 28,335 gp; Craft Magic Arms and Armor, Mythic Crafter, divine power, flame strike, summon monster I, utter contemptUM

Silverspark Longbow

Price 71,500 gp
Slot none; CL 10th; Weight 3 lbs.
Aura moderate evocation
Int 10, Wis 10, Cha 10, Ego 10, AL: NG.

A silverspark longbow possesses blindsense in a 30-foot radius and communicates by empathy. Each was crafted with the special purpose to slay evil arcane spellcasters (including evil creatures that possess spell-like abilities) and can sense the presence of such creatures within 60 feet, alerting its wielder to their presence.

Created to serve an ancient inquisition against evil witches and wizards, these +1 adaptiveUE seeking shock composite longbows are crafted of magically flexible mithral. Arrows shot from a silverspark longbow are considered silver weapons for the purpose of overcoming damage reduction, and the bow itself gains spell resistance 25 (plus the wielder’s mythic tier, if any) against arcane spells and spell-like abilities that duplicate arcane spells. Once per day, the wielder of a silverspark longbow can fire a silvery lightning bolt (DC 14) from the bow as a standard action. This lightning bolt affects arcane spellcasters and creatures that possess spell-like abilities as the Disruptive SpellAPG metamagic feat. Electrical damage dealt by a silverspark longbow is one-half electricity and one-half divine energy that is not subject to electricity resistance or immunity.

Arrows shot from a silverspark bow by a mythic character gain the limningUE and shocking burst properties when they strike an evil arcane spellcaster or evil creature that possesses spell-like abilities. A mythic wielder can use the bow’s lightning bolt more than once per day by expending one use of mythic power per additional use.

Construction Requirements
Cost 36,000 gp; Craft Magic Arms and Armor, Mythic Crafter, dispel magic, faerie fire, lightning bolt, true seeing, warp wood


Mythic Rings

The following magical rings have unique powers when worn by mythic characters.

Gauss Ring

Price 60,000 gp
Slot ring; CL 7th; Weight
Aura moderate evocation

This ring of braided copper and crystal wire is typically unadorned with any stones. The wearer gains electricity resistance 20, and electricity damage prevented by this resistance is absorbed by the gauss ring, up to a maximum of 60 points per day. Each round as a swift action, the wearer can charge her melee attacks with stored electrical damage. While her melee attacks are charged in this way, she gains a +3 bonus on melee attack rolls against targets made of metal or that are wearing metal armor. If a charged melee attack hits, it deals an extra 1d6 points of electricity damage to the target, dissipating that charge. This electricity is dissipated without effect if she does not hit with a melee attack before the beginning of her next turn. If the wearer does not use this swift action while she has electricity stored in her gauss ring, she can discharge 1d6 points of electricity damage as an immediate action when she is struck with a natural weapon, unarmed strike, touch attack, or a melee attack with a metal weapon, dealing that damage to her attacker.

If a creature attempts a grapple combat maneuver against the wearer, she can discharge 2d6 points of electricity damage as an immediate action; the grappler takes this damage and also takes a ─2 penalty on combat maneuver checks to grapple until the end of its next turn. Unused electricity stored in a gauss ring fades 24 hours after being absorbed. Electricity discharged by a gauss ring cannot be absorbed by it.

A mythic wearer gains electricity resistance 30, and can expend one use of her mythic power as an immediate action to increase this resistance to 60 until the beginning of her next turn.

The maximum amount of electricity damage she can absorb is increased by 5 times her mythic tier. Unlike a non-mythic wielder, this is not a daily limit, but rather how much electricity can be stored at one time by the gauss ring. If some of its absorbed energy is discharged, it can absorb more electricity damage up to this maximum. If the wearer confirms a critical hit with a melee attack which she has charged with electricity, she can discharge an additional 1d10 points of electricity damage into the attack, plus an additional 1d10 for each of the weapon’s critical multiplier points greater than x2. If the wearer discharges electricity into an attacker as an immediate action when an enemy confirms a critical hit against her in melee, she can discharge an equivalent amount of additional electricity damage based on the attacker’s critical multiplier.

In addition, as a standard action, a mythic wearer can choose to discharge electricity damage in the form of a ray (range 60 feet) or a bolt of lightning that fills a 60-foot line-shaped burst (DC 14 Reflex half). The wearer can discharge up to 6d6 points of stored electricity, plus 1d6 times her mythic tier. The ray or line deals one-half this amount of damage to the target or creatures within its area, or the same amount of damage if the wearer expends one use of her mythic power.

Construction Requirements
Cost 30,000 gp; Forge Ring, Mythic Crafter, draconic reservoir, lightning bolt, shocking grasp

Ring of Returning

Price 25,000 gp
Slot ring; CL 13th; Weight
Aura strong conjuration

This ring is crafted from overlapping bands of several different precious metals. Once per day when the wearer uses a teleportation effect, he can attune the ring of returning to his point of origin. At any point within one minute of leaving that location by teleportation, the wearer can return to his point of origin as if he had cast the same teleportation effect he used to leave it, with no chance of error or arriving in a different location. The ring of returning only returns the wearer to his point of origin; other creatures that traveled there by teleportation do not return with him. A familiar, animal companion, or similar creature with the share spells ability may accompany the wearer when he returns, as long as it is touching the wearer. If 1 minute passes without activating the ring of returning, the attunement fades and its power cannot be used.

A mythic wearer can stay up to one hour at his destination before activating his ring of returning, and he may choose to bring some or all of the companions that accompanied him with the original teleportation effect back to their point of origin. All creatures returning with the wearer must be touching him. The wearer can extend the time spent at the destination by a number of hours equal to his mythic tier by expending one use of his mythic power. If the wearer is affected by a non-mythic effect that blocks teleportation, he can expend one use of his mythic power as part of activating the ring of returning to attempt a caster level check to overcome that effect. This check uses the ring’s caster level plus the wearer’s mythic tier against a DC of 11 plus the caster level of the effect.

A ring of returning must be worn for 24 hours before its power can be used.

Construction Requirements
Cost 12,500 gp; Forge Ring, Mythic Crafter, plane shift, greater teleport or word of recall

Ring of Truth

Price 50,000 gp
Slot ring; CL 7th; Weight
Aura moderate divination

This ring of pure silver is usually unadorned or else set with small white stones. The wearer gains a +5 competence bonus on Sense Motive checks, Diplomacy checks to gather information, Linguistics checks to spot forgeries, and Perception checks made to oppose Disguise or Sleight of Hand checks.

The wearer can discern lies at will, but the wearer himself is also constrained to never knowingly lie, as if bound by a mark of justice. The effect of this mark of justice lasts for 24 hours after the wearer removes the ring of truth.

A mythic wearer can expend one use of his mythic power to gain the benefits of mythic discern lies for as long as he continues concentrating (maximum 1 minute). He can also command the ring to radiate a zone of truth (DC 13) for a number of minutes per day equal to his mythic tier. These minutes need not be consecutive and can be allocated in 1-minute increments.

Non-mythic creatures take a penalty on their saving throws equal to the wearer’s mythic tier against this zone of truth. If the wearer expends one use of his mythic power, this functions as a mythic zone of truth.

Construction Requirements
Cost 25,000 gp; Forge Ring, Mythic Crafter, discern lies, zone of truth

Ring of Warmth

Price 40,000 gp
Slot ring; CL 7th; Weight
Aura moderate abjuration

The ring’s warmth flows through the wielder, granting her cold resistance 10, and whenever the wearer takes cold damage she begins healing 1 point of lethal and 1 point of nonlethal cold damage per round. This effect only heals cold damage taken while the ring of warmth was worn. Creatures adjacent to the wearer gain cold resistance 5 and gain the benefits of endure elements against cold environments only. Once per day, the wearer can dispel (as dispel magic) a spell with the cold descriptor by touch.

If the wearer is a mythic creature, the ring provides cold resistance 20, and all creatures within 10 feet gain cold resistance 10 and the benefits of endure elements against cold environments.

The wearer can increase this radius by 10 feet per use of mythic power she expends, up to a maximum of 60 feet, and she can also expend one use of mythic power to grant the benefits of mythic endure elements to all creatures within this radius. The wearer can also use the dispelling power of the ring of warmth multiple times per day by expending one use of mythic power for each use after the first. If the target spell is a non-mythic spell, the wearer adds her mythic tier as a bonus on the caster level check to dispel it.

Construction Requirements
Cost 20,000 gp; Forge Ring, Mythic Crafter, endure elements, resist elements


Mythic Rods

The following magical rods have unique powers when wielded by mythic characters.

Gnarlthorn Rod

Price 52,000 gp
Slot ─; CL 11th; Weight 5 lbs.
Aura moderate conjuration

This gnarled rod of twisted bramble vines is topped with an enormous thistle, surrounded by writhing nettles and thorns.

A gnarlthorn rod can be wielded as a +1 wounding morningstar, though the wielder may treat it as a club or morningstar for the purpose of weapon proficiency and combat feats. The wielder adds her mythic tier to the DC of Heal checks made to stop the bleeding caused by a gnarlthorn rod, and non-mythic curing effects stop the bleeding only if their creator succeeds at a caster level check (DC 15 + the wielder’s mythic tier). Each round a creature takes bleed damage from a gnarlthorn rod, it also takes 1 point Dexterity damage from the lacerating thorns and stinging spines. A successful Fortitude save (DC 14 + the amount of bleed damage taken by the target on its previous turn) negates this Dexterity damage.

In addition to its use as a weapon, the wielder of a gnarlthorn rod can use burst of nettles, entangle, and wall of thorns once per day each. If the wielder is a spellcaster with those spells on her spell list, she can expend her mythic power to use the mythic version of those spells.

Construction Requirements
Cost 26,000 gp; Craft Magic Arms and Armor, Craft Rod, Mythic Crafter, bleed, burst of nettles, entangle, wall of thorns

Pyroclastic Rod

Price 46,000 gp
Slot ─; CL 8th; Weight 4 lbs.
Aura moderate evocation

This hexagonal rod of black basalt is shot through with tiny cracks glowing with orange light and radiates intense heat that burns any non-mythic creature wielding it for 1d4 points of fire damage per round. The rod can be wielded as a +1 flaming light mace, and the wielder can dispel spells with the cold descriptor once per day (as per dispel magic) by touching the rod to the spell effect.A mythic wielder can use this ability more than once per day by expending one use of her mythic power per use after the first, and may also expend two uses of her mythic power as an immediate action to use this ability to counterspell a spell with the cold descriptor.

The wielder also can create an ash storm and a volcanic storm once per day each and can see normally through the ash and smoke created by these effects. A mythic wielder can see and breathe normally in any kind of smoky conditions, including those created by pyrotechnics or a nightmare’s breath, and can use the mythic version of ash storm or volcanic storm by expending one use of mythic power.

In addition, once per day when the wielder creates a fire effect while wielding a pyroclastic rod, she can cause the effect’s flame to manifest as clinging magma. A creature failing its saving throw against the effect takes full damage on the first round, half damage on the following round, and is also entangled until the end of its next turn. If the wielder expends one use of mythic power while activating this ability, the entangled condition lasts a number of rounds equal to one-half the wielder’s mythic tier (minimum 1), and the fire damage is halved again each round after the first, ending when the entangled condition ends. If the target takes at least 10 points of cold damage, the magma is immediately cooled and no longer deals fire damage, but the solidified magma entangles the creature (and causes it to become stuck an adjacent surface on which it is standing or climbing) as a tanglefoot bag for 2d4 rounds.

Construction Requirements
Cost 23,000 gp; Craft Magic Arms and Armor, Craft Rod, Mythic Crafter, ash storm, fireball, volcanic storm, wall of lava

Rod of Spell Focusing

Price 22,000 gp
Slot ─; CL 6th; Weight 3 lbs.
Aura moderate universal

This crystalline rod is graven with magical runes representing the eight schools of magic and the four primal energy types of acid, cold, electricity, and fire, and it aids in focusing magical energies of the school or energy to which it is attuned. Attuning the rod is a full-round action that requires expending one use of mythic power and casting any spell of the desired school, causing the rune corresponding to its school of magic or type of energy to glow faintly. The spell is absorbed by the rod of spell focusing and has no other effect, but the wielder of the rod is treated as if she possessed either the Elemental Focus feat for that type of energy or the Spell Focus feat for that school of magic. This choice is made when the spell is cast into the rod and cannot be changed later, though a new spell can be cast into the rod of spell focusing at any time. If the wielder is a mythic creature and possesses the same Elemental Focus or Spell Focus feat, she instead is treated as if she had the Mythic Elemental Focus or Mythic Spell Focus feat, as appropriate.

The wielder can use detect magic at will, though this detects only magic of the rod’s attuned school or element. Expending one use of mythic power allows the wielder to gain arcane sight for 1 hour, though it is likewise limited to the rod’s attuned school or energy, or to creatures able to use arcane spells or spell-like abilities of that school or energy type.

Construction Requirements
Cost 11,000 gp; Craft Rod, Elemental Focus, Spell Focus, Mythic Crafter, arcane sight

Rod of Defoliation

Price 35,000 gp
Slot ─; CL 7th; Weight 12 lbs.
Aura moderate necromancy

This gnarled and blighted cudgel seems ready to flake away at a touch, yet it is surprisingly stout and heavy, never cracking despite its superficial rot. A rod of defoliation can be wielded as a +1 plant bane greatclub, but a wielder using the total defense action can instead wield it as a +1 plant defiant heavy wooden shield.

A mythic wielder may add one-half her mythic tier to combat maneuver checks made to sunder wooden objects. If a rod of defoliation is held in one hand, the wielder can use blight (DC 16), defoliate, and diminish plants once per day each. A mythic wielder can use these abilities more than once per day by expending one use of mythic power for each additional use.

A mythic wielder also gains a special affinity for pestilential vermin that devour plant life. She can She can summon giant locusts and locust swarms as if they were 3rd-level monsters (using summon nature’s ally III or summon monster III or higher-level versions), and poison used by vermin created or summoned by the wielder can affect plants. In addition, if the wielder expends one use of mythic power when creating or summoning vermin (including creeping doom, giant vermin, insect plague, summon swarm, and vermin shape), those vermin carry a contagion (DC 16, type of disease chosen by the wielder) that affects only plant creatures.

A plant creature that saves against the contagion of such a vermin gains immunity to the contagion of any vermin created or summoned by that spell or effect.

Construction Requirements
Cost 17,500 gp; Craft Magic Arms and Armor, Craft Rod, Mythic Crafter, blight, defoliate, diminish plants, summon monster III or summon nature’s ally III


Mythic Wonderous Items

The following magical items have unique powers when worn or wielded by mythic characters.

Arcanamach ’s Vambrace

Price 16,000 gp
Slot wrists; CL 5th; Weight 1 lb.
Aura faint transmutation

This bracer of leather is embossed with mithral plates and links of mithral wire. The wearer can cast magic vestment once per day, and if the wearer targets a suit of armor or shield she is wearing or wielding, it is treated as mithral for the purpose of arcane spell failure and its armor check penalty for as long as the magic vestment effect lasts. In addition, an arcanamach’s vambrace grants a spellcaster with the Arcane Strike feat a number of benefits. When activating her Arcane Strike feat, she may choose to add the feat’s bonus to combat maneuver checks or to her CMD instead of as a bonus to damage. In addition, if she uses the aid another action to improve an ally’s Armor Class while using Arcane Strike, her ally adds the wearer’s Arcane Strike bonus as a deflection bonus to its AC until the beginning of the wearer’s next turn.

When the wearer attacks using the Arcane Strike feat, her weapon is considered magic and silver for the purpose of overcoming damage reduction. When she damages an enemy using her Arcane Strike feat, she may designate one adjacent ally; until the beginning of the wearer’s next turn, that ally also adds her Arcane Strike bonus on successful melee attacks against the same creature.

A mythic wearer can activate the Arcane Strike feat once per round as a free action rather than a swift action, and adds her mythic tier to her caster level to determine the bonus granted by her Arcane Strike feat.

Construction Requirements
Cost 8,000 gp; Craft Wondrous Item, Mythic Crafter, Arcane Strike, magic weapon, shield

Book of the Banned

Price 14,000 gp
Slot none; CL 5th; Weight 3 lbs.
Aura faint illusion and transmutation

This spellbook is coated in iridescent leather that changes color depending on the direction from which it is seen. A book of the banned can be commanded to create a secret page once per day by a character who knows the proper command word. A second command word can alter the book’s appearance, similar to a suit of armor with the glamered property, though the book must always appear as some sort of written work and its actual size and weight do not change.

When a mythic wizard uses the book’s secret page power, he can inscribe a spell that belongs to one of his opposition schools by expending one use of mythic power per level of the spell. Such a spell takes up a number of pages equal to twice its level (1 page for 0-level spells). Once the spell has been so inscribed, any wizard who can read the secret page can prepare the spell within as if it were not part of his opposition school.

Construction Requirements
Cost 7,000 gp; Craft Wondrous Item, Mythic Crafter, disguise self, secret page

Bullroarer’s Bugle

Price 16,000 gp
Slot none; CL 1st; Weight 1 lb.
Aura faint evocation

First crafted ages ago for a halfling war hero, a bullroarer’s horn can be used to sound a call as horn of pursuitUM once per day, and allies of the horn-sounder are affected as bless while enemies of the sounder are affected as bane (DC 11), with each effect centered on the horn.

A halfling can sound the horn three times per day, and halfling allies gain twice the normal bonus from the horn’s bless effect. A halfling sounding the horn may also choose for the horn’s bane effect to affect only a single humanoid subtype. Other enemies are unaffected, but humanoids of that subtype take a ─2 penalty on their saving throw against bane and take twice the normal penalties on a failed save, and take the normal penalties for bane even on a successful save.

If the sounder of a bullroarer’s bugle is a mythic creature, allies hearing its sound gain the benefits of longstrider for 1 minute, or expeditious retreat for halfling allies or mounts ridden by halflings. This increased speed applies only as long as those allies are moving toward the sound of the horn. The sounder can also expend one use of mythic power to use the mythic versions of horn of pursuit, bless, or bane, spending one use of mythic power for each effect he wishes to make mythic. The user can also use the horn more than once (or three times, for a halfling) per day by expending one use of mythic power for each additional use.

Construction Requirements
Cost 8,000 gp; Craft Wondrous Item, Mythic Crafter, bane, bless, expeditious retreat, horn of pursuit, longstrider

Crown of Iron Sorcery

Price 88,000 gp
Slot head; CL 10th; Weight 3 lbs.
Aura moderate evocation

This battered circlet resembles a twisted serpent with two heads, clutching a blackened crystal between their jaws. The wearer’s arcane spell failure chance from wearing metal armor or wielding a metal shield is decreased by 10%; this applies separately to armor and shield. In addition, if the wearer is wearing magical metal armor or wielding a magical metal shield, he gains DR/cold iron equal to the combined enhancement bonus of his armor and shield. This property of a crown of iron sorcery does not apply when wearing mithral armor or wielding a mithral shield.

Whenever the wearer targets a magical weapon with magic weapon, keen edge, lead blades, or a similar enhancing effect, that weapon is treated as a cold iron weapon as long as that spell effect persists. If the wearer possesses the Arcane Strike feat, a weapon she wields is treated as a cold iron weapon during any round in which she uses the feat.

Once per day, the wearer can store up to three spell levels of arcane spells in the crown of iron sorcery, as a minor ring of spell storing, and can also implant an arcane spell of up to 3rd level in a weapon she touches, as if that weapon had the spell storing property. This property only functions when the weapon is wielded by the wearer of the crown.

A mythic wearer reduces arcane spell failure from metal armor and shields by an amount equal to 10% plus her mythic tier, and any iron or steel object she carries is immune to rusting attacks. A mythic wearer can store an additional number of spell levels in the crown equal to one-half her mythic tier (minimum 1). The wearer can also expend mythic power to use the mythic version of any spell she imbues into her weapon with the spell storing property, even if she does not normally know the mythic version of that spell; however, she must spend one additional use of mythic power when doing so. If the spell stored in her weapon is discharged, she can store more than one spell per day by expending one use of mythic power for each spell after the first.

Construction Requirements
Cost 44,000 gp; Craft Wondrous Item, Mythic Crafter, fabricate, limited wish, major creation

Diamond of Everwinter

Price 60,000 gp
Slot neck; CL 9th; Weight 1 lb.
Aura moderate abjuration and evocation

This icy blue-white diamond is cold to the touch and mounted on a mithral chain. Crafted by an ancient cabal of winter witches and frost wizards, a diamond of everwinter protects its wearer from extremes of temperature as endure elements and allows the wearer to go without food and water as a ring of sustenance, and icy or snowy terrain do not impede the wearers movement; he moves at full speed in icy and sn. owy terrain, and the terrain does not impose penalties on Acrobatics or Climb checks.

The wearer also gains cold resistance 10 and fire resistance 10, and if she would be damaged by a cold or fire effect she can divert the remaining damage she would take into the diamond of everwinter. The diamond has 70 hit points, and it must absorb all remaining damage that the wearer would otherwise have taken. If this exceeds the diamond’s hit points, the diamond of everwinter absorbs all damage from the effect, leaving the wearer unharmed, but the diamond is destroyed. If the diamond of everwinter is damaged but has at least 1 hit point remaining, it regains 1 hit point per day. Spells like mending and make whole do not affect the diamond.

A mythic creature wearing a diamond of everwinter can grant endure elements to up to 9 allies per day, and if he expends one use of mythic power this functions as mythic endure elements. A mythic wearer’s cold resistance and fire resistance increase to 20, and the diamond of everwinter regains a number of hit points each day equal to the wearer’s mythic tier. A mythic wearer can expend one use of mythic power to enhance a spell with the Rime SpellUM metamagic feat without increasing the spell’s level or casting time.

A mythic wearer can expend two uses of mythic power to unlock the diamond’s power to transport himself and other creatures through arctic terrain. This effect functions like transport via plants, but the wearer’s current location and destination must each be adjacent to a Colossal mass of solid ice filling at least a 30-foot cube. The ancient covens that created the diamonds of everwinter had a series of hidden retreats, and it is believed that speaking the name of such a place when activating this ability will transport the wearer and his companions to that location. As a mythic wearer advances in mythic tiers, he gains additional abilities the longer he possesses the jewel.

Each time a creature gains a new mythic tier while possessing a diamond of everwinter, the diamond gains an additional ability from the following list. Each ability can be used once per day, though the wearer can gain an additional use of any of these abilities by expending one use of mythic power, and may expend mythic power to use the mythic versions of these spell effects. These effects affect only objects and terrain features of ice and snow, in place of the objects and terrain they can normally affect. The wearer can select an effect only if its spell level is equal to or lower than his mythic tier. The wearer can select from the following abilities: animate objects, create food and water, fabricate, hallucinatory terrain (DC 16 + the wearer’s mythic tier), meld into stone, move earth, shifting sandAPG, stone shape, water walking.

Construction Requirements
Cost 30,000 gp; Craft Wondrous Item, Mythic Crafter, Rime SpellUM, create food and water, endure elements, resist energy

Errant’s Gage

Price 12,000 gp
Slot hands; CL 7th; Weight 2 lbs.
Aura moderate enchantment

This leather gauntlet is sewn with a light steel mesh, but when worn with armor it adapts to match the appearance of the wearer’s armor and any other glove worn. When the wearer activates an ability that designates a specific creature that she threatens as the target of the wearer’s wrath, such as a cavalier’s challenge, paladin’s smite evil, or ranger’s quarry, she can make an unarmed strike with the errant’s gage against that creature as part of the action used to activate that ability. The hand wearing the errant’s gage must be free to make this attack, which is made using the wielder’s highest attack bonus and without penalties for two-weapon fighting. A blow with the errant’s gage is considered magical for the purpose of overcoming damage reduction.

If the attack hits, the wielder’s challenge, smite, or similar ability functions as though the wearer were 2 levels higher than her actual level, and the wielder gains a +2 bonus on Intimidate checks made to demoralize that creature.

If the wearer is a mythic creature, attacks made with the errant’s gage are considered epic and magic for the purpose of overcoming damage reduction, and the wearer adds one-half her mythic tier (minimum 1) to her effective level for determining the effect of her challenge, smite, or similar ability and on Intimidate checks made against the same creature.

Construction Requirements
Cost 6,000 gp; Craft Wondrous Item, Mythic Crafter, heroism, magic weapon

Felonious Fingerless Gloves

Price 20,000 gp
Slot hands; CL 3rd; Weight 1 lb.
Aura faint transmutation

These fingerless gloves of grayish silk disappear entirely when worn, or can be commanded as a swift action to change their appearance to look like any kind of handwear similar to glamered armor. The wearer gains a +5 bonus on Disable Device and Sleight of Hand checks, and she also treats her rogue level as 4 levels higher for the purpose of trap sense, trapfinding, and any rogue talent that scales directly with level, including her caster level for spell-like abilities gained through the minor or major magic rogue talents. Felonious fingerless gloves do not affect sneak attack damage per se; however, rogue talents whose effects are based on sneak attack, such as bleeding attack, do function as though the wearer were 4 levels higher in terms of sneak attack damage.

A mythic creature wearing felonious fingerless gloves can spend a use of mythic power when making a Disable Device or Sleight of Hand check to roll that check twice, selecting the higher result and adding her mythic tier to the result. In addition, if the wearer has the trickster path (including from the Dual Path feat), she can use the crime spree trickster path ability.

Construction Requirements
Cost 10,000 gp; Craft Wondrous Item, Mythic Crafter, cat’s grace, disguise self

Foamfollower ’s Jack

Price 20,000 gp
Slot chest; CL 6th; Weight 2 lbs.
Aura moderate transmutation

This sapphire-blue naval jacket sewn with silver pearls grants the wearer a +5 competence bonus on Profession (sailor) checks and allows the wearer to water walk up to one hour per day. This duration need not be continuous but must be expended in 1-minute increments. The wearer can share this duration with adjacent allies by expending 1 additional minute of the effect’s duration each time she grants the effect to an ally; this minute of duration is lost. The wearer can alter windsAPG at will, though can only have one such spell in effect at a time. If the wearer is aboard a ship, the effects of the altered wind apply to the entire ship and move with it.

A mythic wearer can maintain an additional number of alter winds effects simultaneously equal to his mythic tier, and he if he expends one use of mythic power he can cast those spells at long range of up to 600 feet, though the wearer must have line of sight to the target area. If the wearer targets another ship, the altered wind affects the entire ship and moves with it; however, the creature steering the target ship is entitled to a DC 11 Will save (and spell resistance, if applicable) to negate the effect.

The wearer can expend a mythic surge to add one-half the result of his surge die (minimum 1) to the save DC, and if the target creature is non-mythic, the DC is also increased by an amount equal to the wearer’s mythic tier.

Construction Requirements
Cost 10,000 gp; Craft Wondrous Item, Mythic Crafter, alter winds, water walk

Force Shield Pin

Price 7,000 gp
Slot see text; CL 5th; Weight
Aura faint abjuration and evocation

This silver stick-pin is crafted in the shape of a curved kite shield and can be attached to a normal or magical cloak, hat, headband, or garment in the chest slot; it does not take up an item slot of its own but it must be worn in order to function.

It functions similarly to a brooch of shielding, but it can absorb an unlimited amount of damage from non-mythic magic missiles. If the wearer is targeted with mythic magic missiles, the force shield pin absorbs that damage as well, and it can absorb up to 101 points of damage before being destroyed. A mythic wearer can expend a mythic surge directly into the force shield pin to restore a number of hit points of absorption capacity equal to the result of the surge die, up to a maximum of 101 hit points.

The wearer can command the pin to create a shield once per day, and can expend mythic power to command the pin to create an additional shield for an adjacent ally or a shield for herself even if she has already used that ability’s daily use. Alternatively, she can create a shield emanation that lasts 5 rounds and protects the wearer and all allies adjacent to her. The wearer can expend an additional use of mythic power to use mythic shield.

Construction Requirements
Cost 3,500 gp; Craft Wondrous Item, Mythic Crafter, shield

Midnight Beacon Price (Major Artifact)

Slot none; CL 7th; Weight 20 lbs.
Aura moderate evocation and necromancy
Int 10, Wis 12, Cha 20, Ego 23, AL: NE.

The midnight beacon possesses darkvision and ordinary senses with a range of 60 feet and can speak Common. It possesses 10 ranks of Intimidate and can cast detect undead 3/day and desecrate and animate dead 1/day each. The beacon has the special purpose of defending and protecting the undead, and it grants continuous death ward to its wielder as long as it is working to further that goal. The midnight beacon can cast death ward at will on an adjacent evil creature as a standard action. It can use this ability as often as desired; however, this effect persists only as long as that creature remains within 20 feet of the midnight beacon. The midnight beacon can dismiss any or all death ward effects it has created as a standard action. Its legendary surges can modify Intelligence, Wisdom, and Charisma-based skill checks, and it has the adroit (Intimidate), eternal bond, everlasting, intelligent, powerful, and unyielding legendary abilities.

This black iron lantern is 2 feet tall and a foot in diameter, with a skull-shaped hinged shutter inset with eyes of onyx. When the shutter is opened, the midnight beacon radiates darkness (as the spell) in a 20-foot cone-shaped spread. A creature wielding the midnight beacon can see through any darkness the lantern creates.

In the hands of a mythic wielder, the midnight beacon can create a 20-foot cone of deeper darkness rather than darkness, and if the wielder expends one use of mythic power this darkness fills a 60-foot-radius spread or a 120-foot cone for a number of rounds equal to the wielder’s mythic tier.

In the hands of an evil mythic wielder, the midnight beacon also reveals its greatest power. The wielder may expend one use of mythic power to emit a pulse of necromantic power that calls all undead within 300 feet toward it. Mindless non-mythic undead automatically heed the summons; mythic or intelligent undead can attempt a DC 14 Will save to resist. Undead successfully called by the midnight beacon move at their maximum speed toward the beacon for a number of rounds equal to the wielder’s mythic tier, as if compelled by a suggestion. Once the undead come within 30 feet of the midnight beacon, the wielder can expend one use of mythic power to command the undead as if she possessed the Command Undead feat, treating the wielder’s Hit Dice as her cleric level. The wielder can expend two uses of mythic power to instead duplicate the effect of the Mythic Command Undead feat, as described in Pathfinder Roleplaying Game Mythic Adventures. Undead called to the midnight beacon but not controlled typically attack any living creatures they encounter.

Construction Requirements
Cost 28,000 gp; Craft Wondrous Item, Mythic Crafter, Command Undead, animate dead, darkness, death ward, deeper darkness, desecrate, detect undead

Orb of the Seventh Star

Price 62,000 gp
Slot none; CL 7th; Weight 2 lbs.
Aura moderate divination, evocation, and transmutation

This melon-sized clear crystal sphere contains seven small winking points of light, which shed light as a candle. The wielder of the orb can use it to create dancing lights and detect magic once per day each for any wielder, but in the hands of an arcane spellcaster it can create dancing lights and detect magic at will and can detect thoughts (DC 13) 1/day. An arcane spellcaster can also launch a total of seven sparkling motes of light per day, each striking as a single magic missile. The wielder can launch all seven notes at once or may allocate them in smaller groups as desired. Launching these magic missiles is usually a standard action; however,

If the wielder of the orb casts magic missile or uses another magic item to create magic missiles, he may choose to add up to two of the orb’s magic missile motes to that magic missile effect as a free action. When a magic missile is used, one of the tiny stars within the orb winks out for 24 hours.

A mythic arcane spellcaster can tap into the tiny stars within the orb to prepare up to 7 additional levels of spells or spell slots (though no spell or spell slot can exceed 3rd level). Each spell level used in this way causes one star to wink out for 24 hours, and the prepared spells or spell slots must be used within 24 hours or they are lost. If all stars wink out, the orb’s other effects are suppressed until they return.

When a mythic wielder uses any of the orb’s powers or creates a magic missile spell effect with the orb in hand, even if the effect is created from a different magic item, he can expend mythic power to use the mythic version of that spell effect. If the wielder expends mythic power when adding magic missiles from the orb to an existing magic missile effect, the effects of the mythic spell apply to all magic missiles, not just those created by the orb.

Construction Requirements
Cost 28,000 gp; Craft Wondrous Item, Mythic Crafter, dancing lights, detect magic, detect thoughts, magic missile, mnemonic enhancer

Razor Couters

Price 36,000 gp
Slot wrists; CL 5th; Weight 1 lb.
Aura faint transmutation

These steel bracers are studded with jagged flanges of metal that sweep backwards, guarding her elbows and serving as a deadly adjunct to her attacks. When the wearer hits with an unarmed strike or shield bash attack, or when she succeeds on a combat maneuver check, she can spend a swift action to slash the same target with the razor couters, dealing 1d4 points of slashing damage plus 1 point of bleed damage. If the wearer is fighting defensively or using Combat Expertise, she increases the dodge bonus to AC she gains by 1, and if she is struck by an attack from a creature she threatens she can use a immediate action to deal 1d4 points of slashing damage and 1 point of bleed damage to her attacker.

In addition to their use in melee, the wearer can mentally command the razor couters to launch one or more flanges from the razor couters as if they were +1 wounding shuriken, using her highest attack bonus. The wearer can launch one flange as a swift action, two as a move action, three as a standard action, or all six as a full-round action. Attacking with the flanges does not provoke attacks of opportunity, and the wearer takes no nonproficiency penalty on attack rolls with them.

If the wearer is a mythic creature, the wearer adds her mythic tier to the Heal check DC to halt bleed damage dealt by the razor couters (including flanges used as wounding shuriken), and magical healing halts the bleed damage only with a successful caster level check (using the Hit Dice of the creator as its caster level if the effect is supernatural) against the same DC.

Construction Requirements
Cost 18,000 gp; Craft Wondrous Item, Mythic Crafter, bleed, keen edge

Robe of Tongues and Teeth

Price 60,000 gp
Slot body; CL 11th; Weight 1 lb.
Aura moderate conjuration and evocation

This simple robe is covered with images of fanged maws, which animate into jaws of force that deal 2d4 points of force damage per round at the end of the wearer’s turn to creatures grappling or grappled by the wearer. This damage is doubled if the wearer is engulfed, pinned, or swallowed whole.

As a swift action once per round, the wearer can extrude a think sticky tongue from the robe up to 15 feet and use it to make a single melee touch attack using the wearer’s base attack bonus. The target takes no damage on a hit but is stuck fast by the tongue, unable to move farther than 15 feet from the wearer without a successful DC 20 Strength check or DC 25 Escape Artist check or by severing a tongue (AC 16, DR 15/slashing, 5 hp). If the tongue strikes a target the same size as the wearer or smaller, the wearer can attempt a combat maneuver check to pull the target 5 feet closer. This forced movement does not provoke attacks of opportunity and cannot pull a creature into a space occupied by a creature or solid object. A tongue disappears if its attack misses or if it is severed, or if the wearer dismisses it as a free action. Each round, the wearer can make one additional combat maneuver check as a free action to pull (as the Universal Monster Rule) one of the creatures stuck to her tongues.

A mythic wearer can create multiple tongues, up to 3 plus one-half the wearer’s mythic tier at a time, using a swift action to create each one, and adds his mythic tier as a bonus on melee touch attacks with the tongues and to the DC of Strength or Escape Artist checks to escape a tongue. The tongues gain DR 15/epic and slashing, with hit points equal to 5 plus the wearer’s mythic tier. If the wearer directs more than one tongue at the same creature, he gains a +2 circumstance bonus on combat maneuver checks to pull the target for each additional tongue and adds the same amount to the DC of Strength or Escape Artist checks to escape. The wearer makes only a single combat maneuver check to pull the target closer, regardless of how many tongues are attached, and on a successful check he moves the target 5 feet closer per tongue that is attached.

Construction Requirements
Cost 30,000 gp; Craft Wondrous Item, Mythic Crafter, black tentacles, leashed shacklesUM, summon swarm

Scorpion Cloak

Price 20,000 gp
Slot shoulders; CL 6th; Weight 2 lbs.
Aura moderate transmutation

This speckled sandy-brown cloak grants the wearer a +5 competence bonus on Acrobatics and Stealth checks in desert terrain, and the wearer can move without impediment through soft or shifting sand. The wearer gains a +2 luck bonus on saving throws against poison from scorpions and also gains a +4 bonus to his CMD against grapple combat maneuvers. This bonus also applies on grapple or Escape Artist checks made to escape a grapple. During any round in which the wearer does not move, he gains tremorsense in a 10-foot radius, or 20 feet if the wearer is prone. The radius of this tremorsense increases by 5 feet (10 feet if the wearer is prone) each round that the wearer remains motionless, up to a maximum of 30 feet (or 60 feet).

If the wearer is prone in desert terrain, he gains double the normal bonus on Stealth checks and can crawl at half speed as a move action and can stand up from prone without provoking attacks of opportunity. A prone wearer takes only a ─2 penalty on attack rolls, and melee attacks against the wearer gain only a +2 bonus, regardless of terrain.

A prone wearer can attack with a lashing sting dealing 1d6 points of damage. Once per day, after a successful hit, the wearer can deliver a dose of Large scorpion venom (save Fortitude DC 17; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save) as a swift action. This sting attack can be used as a primary natural weapon, either as its own attack action or as part of a full attack action, in addition to any other attack the character has, using his highest melee attack bonus and taking no penalty on attack rolls for being prone.

A mythic wearer can communicate with scorpions as if using speak with animals to converse with animals, and once per day can hold scorpions at bay as if using repel vermin (DC 16). The wearer can expend one use of mythic power to gain tremorsense 30 feet for 1 minute even while moving; this is doubled to 60 feet if the wearer is prone. A mythic wearer can use the lashing sting to attack even while not prone, though when doing so it is considered a secondary natural weapon. A mythic wearer can use the sting’s poison a number of times per day equal to his mythic tier, and if he expends one use of mythic power when making a poisoned sting attack he can add one-half his mythic tier (minimum 1) to the save DC and duration of the poison increase its cure to 2 saves.

Construction Requirements
Cost 10,000 gp; Craft Wondrous Item, Mythic Crafter, poison, repel vermin, vermin shape IIUM

Serpentiginous Gloves

Price 18,000 gp
Slot hands; CL 5th; Weight 1 lb.
Aura faint necromancy

These supple snakeskin gloves are decorated in fang-like patterns of multicolored jade scales. The wearer gains immunity to contact poison and poisonous traps that would affect his hands, such as poisoned needle traps in the lock of a door or chest. The wearer is not otherwise protected from poison. The gloves can be worn individually or as a set. One glove allows the wearer to use pernicious poison by touch once per day. The other glove allows the use of accelerate poison (DC 13 Fortitude negates) by touch. The wearer can make a melee touch attack with either glove to deliver one of these effects as an attack action or as part of a full attack action in place of one of her normal attacks, or can deliver the same effect through a light or one-handed melee weapon held in the same hand as the glove as part of a melee attack with that weapon. The wearer also can activate one or both gloves as a standard action without attacking. The wearer can hold the charge on either or both effects for up to 1 minute or until a successful attack is made.

If a weapon used in conjunction with the serpentiginous gloves is poisoned, the effects of pernicious poison occur just before the target saves against the poison, while the effects of accelerate poison occur afterward the save.

A mythic creature wearing serpentiginous gloves can expend one use of its mythic power as a move action to cause the fingers of both gloves to extend and animate like a nest of tiny vipers for a number of rounds equal to the wearer’s mythic tier, during which each glove can be used to deliver a single poison spell (DC 14 Fortitude negates). This can be used in conjunction with the normal power of each glove, treating it as a poisoned weapon, but the abilities can also be used separately. On a hit the wearer can expend one use of mythic power as a swift action to add the result of her mythic surge to the save DC of the poison spell. Once a successful touch attack has been made, the gloves and the wearer’s hands return to normal.

Construction Requirements
Cost 9,000 gp; Craft Wondrous Item, Mythic Crafter, accelerate poison, pernicious poison, poison

Slippers of Star-Striding

Price 46,000 gp
Slot feet; CL 9th; Weight 1 lb.
Aura moderate conjuration and evocation

This soft-soled calf-high boots of black velvet are embedded with tiny glowing and swirling stars and galaxies, shedding light as a candle unless the wearer suppresses their radiance as a standard action. As long as the slippers are alight, the wearer can cause any one 5-foot square of a surface she travels across during her turn to glow as a light spell for 1d4 rounds. The wearer can also create dancing lights at will as a standard action, and once per day when the wearer succeeds on an overrun combat maneuver or confirms a critical hit with an unarmed strike she can create wandering star motesAPG (DC 16) around the target as a free action.

A mythic wearer can create wandering star motes more than once per day by expending one use of mythic power for each additional use, and she increases the duration of dancing lights, light, and wandering star motesAPG effects she creates by a number of rounds equal to one-half her mythic tier (minimum 1). In addition, a mythic wearer can expend one use of mythic power to teleport from a square containing a magical light effect to another square containing a magical light effect within her line of sight. The destination can be any magical light effect; it need not be created by the wearer. The wearer can teleport as part of a move action, moving both before and after teleporting, but she cannot use magical light effects cast on attended objects to teleport.

A mythic wearer transported into outer space or a similar airless void can expend one use of mythic power to encase herself in a life bubbleAPG for 12 hours. She can extend the duration of this life bubble by a number of hours equal to her mythic tier by expending one use of mythic power, and can do so repeatedly as long as she has mythic power remaining. She can also expend mythic power to move towards the nearest planetoid. This journey requires 3d20 hours, and the wearer must expend one use of mythic power per hour to continue moving. Once the wearer reaches the planet’s orbit, she can teleport to the surface by expending two uses of mythic power. The slippers of star-striding otherwise do not possess any powers of teleportation.

Construction Requirements
Cost 23,000 gp; Craft Wondrous Item, Mythic Crafter, dancing lights, life bubbleAPG, light, teleport, wandering star motesAPG

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