Mythic Rogue Options

Mythic rogues are the source of urban legends and fairy tales of clever and mischievous heroes.

Mythic Sneak Attack (Ex)

The rogue is an expert at creating situations where she can make an unexpected attack. Her first attack each round targeting a non-mythic creature is a sneak attack, even if the creature is not flanked or denied its Dex to AC. Additionally, when the rogue sneak attacks a creature that is immune to sneak attacks (such as an elemental) or negates sneak attack damage (such as a target with armor of fortification), she may expend one use of mythic power to still deal her sneak attack damage to the creature.

Mythic Trapfinding (Ex)

The rogue has an amazingly sharp eye for details. She may search for something (such as a trap or hidden creature) as a swift action.

Mythic Evasion (Ex)

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

Mythic Rogue Talents

To take a mythic talent, a rogue must have the non-mythic version of the talent. No mythic talent may be taken more than once.

Mythic Bleeding Attack (Ex)

The rogue adds half her tier to the amount of bleed damage she inflicts with bleeding attack (minimum +1), and adds her full tier to the DC of the Heal check required to stop the bleed.

Mythic Combat Trick

The rogue gains a bonus combat feat. She adds her tier to her fighter level for purposes of meeting this feat’s prerequisites. (Thus a rogue with mythic tier 4 could take Weapon Specialization, if she also had Weapon Focus).

Mythic Fast Stealth (Ex)

If people are observing the rogue using any of their senses, and the observers are momentarily distracted (such as by a Bluff check), the rogue can attempt a Stealth check if she can get to an unobserved place of some kind without taking the normal –10 penalty for having to move quickly. If the rogue is sniping (having already successfully used Stealth at least 10 feet from her target) and she makes one ranged attack and then immediately use Stealth again, she takes only a –10 penalty on her Stealth check to maintain her obscured location (rather than the normal –20).

Mythic Finesse Rogue (Ex)

The rogue adds her Dexterity bonus to damage instead of her Strength bonus when attacking with any melee weapon to which Weapon Finesse applies.

Mythic Ledge Walker (Ex)

The rogue need not make an Acrobatics check to avoid being knocked prone after taking damage when moving along a narrow surface, nor even to move along the narrow surface. The rogue treats narrow surfaces as normal terrain.

Mythic Major Magic (Sp)

The rogue gains an additional number of 1st-level sorcerer/wizard spells equal to half her mythic tier (minimum +1). Each may be cast twice per day, following the rules for the major magic talent. A rogue must have the mythic minor magic talent to take the mythic major magic talent.

Mythic Minor Magic (Sp)

The rogue may cast the 0-level spell she gained through minor magic an unlimited number of times per day.

Mythic Quick Disable (Ex)

The rogue can disable any trap as a full round action. If she also has the astounding disable trickster path ability, she can disable a device as a move action, or in place of a melee attack.

Mythic Resiliency (Ex)

As an immediate or swift action, the rogue may expend a use of mythic power to use the resiliency talent, even if she has already used it that day. Additionally, any time she uses resiliency, she adds her tier to the number of temporary hit points gained.

Mythic Rogue Crawl (Ex)

The rogue may move normally while prone, and does not have a –4 penalty on melee attack rolls or to AC against melee attacks when prone.

Mythic Slow Reaction (Su)

The rogue adds half her tier (minimum +1) to the number of rounds during which a foe hit by her sneak attack cannot make attacks of opportunity. Additionally, she may expend a use of mythic power to force a foe hit by her sneak attack to attempt a Fortitude save (DC 10 + rogue’s Int bonus + rogue’s mythic tier) or also be slowed for this duration (as the spell).

Mythic Stand Up (Ex)

Neither the rogue, nor any allies adjacent to her, provokes an attack of opportunity by standing from prone.

Mythic Surprise Attack (Ex)

Non-mythic targets are considered flat-footed to the rogue until the end of the rogue’s turn in the first full round of combat.

Mythic Trap Spotter (Ex)

If an ally the rogue can see, who is within 60 feet of her, comes within 10 feet of a trap, she receives an immediate Perception check to notice the trap. This check is made in secret by the GM. If successful, the rogue notices the trap before the ally can trigger it, and may shout a warning as a free action (even if it is not the rogue’s turn).

Mythic Weapon Training (Ex)

The rogue’s Weapon Focus feat applies to all weapons she gains proficiency with as a rogue.

Mythic Trap Sense (Ex)

The rogue’s ability to sense traps even allows her to position and warn allies so they are less likely to be damaged by traps. All allies within 60 feet of the rogue that she can see gain the benefits of her trap sense class feature. Additionally, she adds her tier to her AC against attacks made by traps, and to any saving throw she makes against a trap’s attack or effects.

Mythic Uncanny Dodge (Ex)

Against attacks from non-mythic sources, the rogue is never considered to be flat-footed or to have lost her Dex bonus to AC unless she is helpless.

Mythic Improved Uncanny Dodge (Ex)

The rogue adds half her tier (minimum +1) to the number of rogue levels a creature must have to be able to flank her.

Mythic Advanced Talents

To take a mythic advanced talent, a rogue must have the non-mythic version of the talent. No mythic advanced talent may be taken more than once.

Mythic Crippling Strike* (Ex)

When the rogue uses her crippling strike talent, she may choose to deal 4 points of Strength damage, 4 points of Dexterity damage or 2 points of Strength and 2 points of Dexterity damage.

Mythic Defensive Roll (Ex)

The rogue adds half her tier (minimum +1) to Reflex saves made as part of her defensive roll. If the rogue successfully uses her defensive roll advanced talent, she takes no damage from the attack she used it against. Additionally, she may expend 2 uses of mythic power to use her defensive roll even if she has already used it that day.

Mythic Dispelling Attack* (Su)

When the rogue uses her dispelling attack, it applies to every spell on her target. A rogue must have the major magic rogue talent and mythic major magic talent before choosing mythic dispelling attack.

Mythic Improved Evasion (Ex)

On a failed Reflex save the rogue 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. A rogue must have the mythic evasion class feature before choosing the mythic improved evasion advanced talent.

Mythic Opportunist (Ex)

The rogue may continue to use the opportunity talent as long as she has attacks of opportunity left – she is not limited to only using opportunity once per round.

Mythic Skill Mastery (Ex)

When the rogue takes 10 with a skill she has skill mastery for, she adds her tier to the result.

Mythic Slippery Mind (Ex)

If a rogue with mythic slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again once per round. After her first additional attempt, the DC increases by a successive +1 on each additional attempt thereafter (+1 on her 3rd attempt, +2 on her 4th attempt, and so on).

Mythic Feat

The rogue may select a mythic feat. Treat her mythic tier as being 2 higher for purposes of meeting this feat’s prerequisites, and for any tier-related calculations made for this feat.

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