Mythic Monk Options

Mythic monks grow to be grand masters who establish their own schools of philosophy and combat.

Mythic AC Bonus

The monk adds his mythic tier to his monk level for purposes of determining his AC bonus.

Mythic Flurry of Blows

The monk may add the extra attacks gained from flurry of blows to the single melee attack he gains as an attack action. At mythic tiers 1-5 this is limited to a single extra attack from furry of blows. At mythic tier 6-9, a monk of 8th or higher level may add two extra attacks from flurry of blows to a single melee attack taken as an attack action. At mythic tier 10, a monk of 8th or higher level may add three extra attacks from flurry of blows to a single melee attack taken as an attack action. This does not allow a monk to gain extra attacks from any other source when taking an attack action, and any abilities or attack options that normally apply to only a single attack (such as a charge taken as a partial action, or Vital Strike) do not apply to the additional attacks gained from flurry of blows.

Mythic Unarmed Strike

The monk may deal his unarmed damage dice in place of his weapon damage dice whenever he deals damage with a monk weapon. This does not change any other aspect of the attack (such as threat range).

Mythic Bonus Feat

Once each day, as a full-round action, the monk may change one bonus feat he has selected from his list of available combat feats. In essence, he loses one bonus feat, and gains a new bonus feat from his list of available combat feats to replace it, as if he had retrained the feat. He may not swap out any feat he is using as a prerequisite.

This mythic class feature may be selected more than once, but not more times than the total number of bonus combat feats the monk has. Each time it is selected, it allows him to swap out a bonus feat one additional time per day. He may swap out the same feat multiple times, or swap out different bonus feats.

Mythic Stunning Fist

The monk adds his mythic tier to his monk level when determining how many times per day he may use his stunning fist, and what conditions he may apply to targets of such attacks.

Mythic Evasion

The monk is a master of evading attacks. When the monk takes damage, he may expend a use of mythic power to halve the amount of damage he takes. This applies to ability damage and ability drain as well, but not to any ongoing damage from an effect the ranger failed to save against. Thus the ranger could use mythic evasion to halve the damage you take from a poison if he failed his save, but not any damage the poison deals after its initial effect.

Mythic Fast Movement

The monk adds the additional 10 feet from fast movement to all his forms of movement, even temporary movement (such as gaining flight through a fly spell). In the case of movement based on the monk’s normal speed (such as making a Climb check to move 1/4 the monk’s speed), the additional movement is added both to the monk’s normal speed, and again after all other calculations. Thus, an unarmored human monk with a 40 speed (30 feet, +10 feet for fast movement) can make a Climb check to climb 20 feet; 10 feet (1/4 of her 40 foot speed) +10 feet for mythic fast movement.

Mythic Maneuver Training

As long as he is in his normal form, the monk adds his mythic tier to his Combat maneuver Bonus. If the monk’s size or shape changes, he does not gain this bonus.

Mythic Still Mind

The monk adds his mythic tier to saving throws against enchantment spells and effects.

Mythic Ki Pool

The monk may expend one use of mythic power to fuel abilities that require ki points without spending a ki point. Once per day the monk may expend 3 points from his ki pool as a free action to recover one use of mythic power.

Mythic Slow Fall

The monk’s slow fall works even when not within arm’s reach of a wall.

Mythic High Jump

The monk adds his mythic tier to all Acrobatics checks made to jump.

Mythic Purity of Body

As a standard action, the monk may expend one use of mythic power to grant an adjacent ally immunity as the purity of body class feature, for a number of hours equal to his mythic tier.

Mythic Wholeness of Body (Su)

The monk can heal himself a number of points of ability damage equal to his mythic tier by expending two points from his ki pool.

Mythic Improved Evasion

On a failed Reflex save, the monk takes only 10% of an effect’s damage. Additionally, she only takes half damage from any area attack, even if it does not allow a Reflex save.

Mythic Diamond Body

As a standard action, the monk may expend one use of mythic power to grant an adjacent ally immunity as the diamond body class feature, for a number of minutes equal to his mythic tier.

Mythic Abundant Step

The monk may use abundant step as a swift action, rather than a move action.

Mythic Diamond Soul

Once per day, the monk may designate a number of creatures equal to his Wisdom bonus who, for the next 24 hours, bypass his SR when casting spells that note they are (helpless) on either the saving throw or SR line of the spell.

Mythic Quivering Palm

The monk may use his quivering palm a second time each day. If he is mythic tier 6 or higher, can use quivering palm a third time each day.

Mythic Timeless Body

The monk removes any penalties he already suffers from age, and his maximum lifespan is extended by a number of centuries equal to his mythic tier.

Mythic Tongue of the Sun and the Moon

The monk gains telepathy, as the telepathy universal monster ability, with a range of 100 feet per mythic tier.

Mythic Empty Body

The monk’s empty body ability costs only 1 point from his ki pool.

Mythic Perfect Self

The monk can cast plane shift as a supernatural ability by expending 1 point from his ki pool.

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