Mythic Rogue (Unchained) Options
Table of Contents

Mythic unchained 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 fortification armor), 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 Finesse Training (Ex)

The rogue gains Mythic Weapon Finesse as a bonus feat. In addition, with her chosen weapons, she adds her Intelligence, Wisdom, or Charisma bonus (her choice) to the damage roll in addition to her Dexterity bonus.

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 (selection)

Once per day, as a full-round action, the rogue may change one rogue talent (but not a mythic rogue talent) she has selected. In essence, she loses one rogue talent, and gains a new rogue talent to replace it, as if she had retrained the class feature. She may not swap out any rogue talent she is using as a prerequisite.

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 bleeding.

Mythic Camouflage (Ex)

The rogue automatically succeeds at all Stealth checks while within the appropriate terrain. When failing a saving throw against an area-effect spell that deals acid, cold or fire damage, the rogue’s camouflage has only a 50% chance of becoming ineffective.

Mythic Certainty (Ex)

The rogue adds her mythic tier to any reroll made with this ability.

Mythic Combat Swipe

The rogue gains Mythic Improved Steal as a bonus feat.

Mythic Combat Trick

The rogue gains a bonus combat feat. She adds her tier to her fighter level (if any) 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 Esoteric Scholar (Ex)

The rogue can apply this ability to all Intelligence-based skills.

Mythic Expert Leaper (Ex)

The rogue adds her mythic tier in addition to her rogue level to Acrobatics check to jump. Whenever she deliberately falls, she ignores a number of feet fallen equal to 20 feet + 10 feet for every mythic tier she possesses with a successful Acrobatics check. This distance increases as normal with very high check results.

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 uses Stealth again, she takes only a –10 penalty on her Stealth check to maintain her obscured location (rather than the normal –20).

Mythic Follow Clues (Ex)

The rogue can add her Intelligence or Charisma bonus, in addition to her Wisdom bonus, to all Perception and Survival skill checks.

Mythic Hold Breath (Ex)

The rogue can hold her breath for four times as long as normal.

Mythic Lasting Poison (Ex)

Applying the poison is a standard action (or a move action if the rogue has the swift poison talent), and saves made against the poison gain no bonus.

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 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 as spell-like abilities equal to half her mythic tier (minimum +1) that can be cast with this ability. She also adds her mythic tier to the number of times she can use major magic per day. A rogue must have the mythic minor magic talent to take the mythic major magic talent.

Mythic Minor Magic (Sp)

The rogue gains an additional number of 0-level sorcerer wizard spells as spell-like abilities equal to her mythic tier that can be cast with this ability.

Mythic Multitalented (Ex)

The rogue may use this talent one additional time per day, plus another one for every 3 mythic tiers she possesses after 1st.

Mythic Nimble Climber (Ex)

The rogue adds her mythic tier as a bonus on all Climb checks.

Mythic Positioning Attack (Ex)

At the end of her movement granted by positioning attack, the rogue may attempt a sneak attack against the creature she has hit. This requires no action. Additionally, the rogue may execute a positioning attack an additional number of times per day equal to half her tier.

Mythic Powerful Sneak (Ex)

A rogue using this ability does not take a penalty on attack rolls from using powerful sneak, and treats any 1s or 2s on sneak attack damage dice as 3s instead..

Mythic Quick Disable (Ex)

The rogue can disable any trap as a full round action, or as a move action if the trap could normally be disabled as a full-round action. If she also has the astounding disable trickster path ability, she can disable a device as a move action (a swift action if the trap could normally be disabled as a full-round 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 penalties on melee attack rolls or to AC due to being 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 + the rogue’s Intelligence modifier + the rogue’s mythic tier) or also be slowed for this duration (as the slow spell).

Mythic Stand Up (Ex)

Neither the rogue, nor any ally adjacent to her, provokes an attack of opportunity by standing from prone as a free action.

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 Terrain Mastery (Ex)

The rogue increases her terrain mastery, treating her rogue level as her ranger level.

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 Danger Sense (Ex)

The rogue’s ability to sense traps and enemies even allows her to position and warn allies so they are less likely to be damaged or surprised. All allies within 60 feet of the rogue that she can see gain the benefits of her danger sense class feature. Additionally, she adds her tier to all dice rolls that are affected by the danger sense ability.

Mythic Debilitating Injury (Ex)

The penalties inflicted with this ability stack with themselves, and two different penalties can be active at the same time.

Mythic Uncanny Dodge (Ex)

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

Mythic Rogue’s Edge (Ex)

Once per day, as a full-round action, the rogue may change one skill specialty she has selected. In essence, she loses one skill specialty, and gains a new skill specialty to replace it, as if she had retrained the class feature.

Alternatively, the rogue can gain access to mythic exploits in a skill she has selected with this ability. If the rogue already qualifies for access to mythic exploits with that skill, she gains access to greater mythic exploits too. Mythic skills are detailed in the Mythic Hero’s Handbook.

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 (selection)

Once per day, as a full-round action, the rogue may change one advanced rogue talent (but not a mythic talent) she has selected. In essence, she loses one advanced rogue talent, and gains a new advanced rogue talent to replace it, as if she had retrained the class feature. She may not swap out any advanced rogue talent she is using as a prerequisite.

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 Cutting Edge

The rogue may select three skills to unlock with this ability, rather than two.

Mythic Deadly Sneak (Ex)

A rogue using this ability does not take a penalty on attack rolls from using deadly sneak, and may reroll any 1s, 2s, or 3s on sneak attack damage dice taking the highest result. If she also has mythic powerful sneak, she can choose which sneak attack damage 1s, 2s or 3s to reroll, and which of the 1s and 2s to be treated as 3s. 1s and 2s treated as 3s by mythic powerful sneak are not eligible for mythic deadly sneak rerolls, though.

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 mythic major magic talent before choosing mythic dispelling attack.

Mythic Double Debilitation (Ex)

The rogue may apply three penalties at a time to the target of her sneak attack. Any healing effect negates only one penalty at a time.

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.

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 Light Walker

The rogue may run and charge through difficult terrain.

Mythic Master of Disguise

The rogue may use this ability an additional number of times per day equal to ½ her mythic tier.

Mythic Multitalented, Greater (Ex)

The rogue may use this talent one additional time per day, plus another one for every 3 mythic tiers she possesses after 1st.

Mythic Opportunist (Ex)

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

Mythic Quick Shot (Ex)

The bonus ranged attack gained from this ability requires no action.

Mythic Skill Mastery (Ex)

Whenever 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 Terrain Mastery, Greater (Ex)

The rogue gains additional favored terrains and increases her bonuses for all her favored terrains, treating her rogue level as her ranger level.

Mythic Master Strike

The rogue adds her mythic tier to this ability’s save DC. In addition, she may expend a use of mythic power to use master strike on a target, even if she has already done so within 24 hours.

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