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Table of Contents
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Mythic shamans are the avatars of spirits on earth.
Mythic Spell List
The shaman can add one cleric spell of a spell level she can cast to her shaman class spell list. If she is mythic tier 4 or higher, she can add one witch spell of a spell level she can cast to her shaman class spell list. If she is mythic tier 8 or higher, she can add one druid spell of a spell level she can cast to her shaman class spell list. This mythic class feature may be selected more than once. Each time it is selected, it adds another appropriate spell to the shaman’s class spell list.
Mythic Orisons
The shaman adds her mythic tier to the number of orisons she can prepare each day.
Mythic Spirit (power)
The shaman talks directly with mythic spiritual forces. She adds her mythic tier to her shaman level when determining the effectiveness and duration of any spirit power (though this does not impact what abilities or spells she has access to at each class level).
Additionally, if a spirit power deals 1d6 points of damage + 1 point for every two class levels the shaman possesses, it deals an additional 1d6 of damage at mythic tier 1, and again at mythic tiers 4, 7, and 10. If a spirit power deals 1d4 points of damage for every class level the shaman possesses, it deals an additional 1d4 of damage at mythic tier 1, and again at mythic tiers 4, 7, and 10.
If a spirit power grants a power that can be used 3 or more times per day, and the number of times per day does not add her class level or half her class level, the shaman adds her tier to the number of times per day it can be used. If it grants an ability that can be used once or twice per day, the shaman gains one additional use per day of the ability at mythic tier 5, and again at mythic tier 10.
Some spirit powers gain other specific benefits when the shaman has mythic spirit, as noted below.
Mythic Battle Spirit
Manifestation: The shaman selects one weapon. With attacking with this weapon, the shaman uses her class level as her base attack bonus.
Mythic Bones Spirit
Manifestation: Once per round, the shaman can cast cause light wounds or cure light wounds as a free action. No individual creature can be targeted by either spell more than once per 24 hours.
Mythic Flame Spirit
Manifestation: The shaman adds one of the following metamagic feats per 2 mythic tiers (minimum 1) to the list of feats she may add to fire spells without increasing the spell’s level: Bouncing Spell, Disruptive Spell, Ectoplasmic Spell, Focused Spell, Intensified Spell, Lingering Spell, Piercing Spell, Selective Spell, Toppling Spell. Once a metamagic feat is selected for this ability, it cannot be changed.
Mythic Heavens Spirit
Void Adaptation: The shaman needs no more to eat and drink, and has cold resistance 10 and fire resistance 10.
Manifestation: Should the shaman die, she is reborn 1 day later in the form of a star child, who matures over the course of 7 hours. Treat this as the reincarnate spell, with the shaman able to select her incarnation.
Mythic Life Spirit
Healer’s Touch: The shaman may stabilize a number of additional people at once equal to half her mythic tier (minimum +1).
Manifestation: Ability damage and drain cannot reduce the shaman below 1 + her mythic tier in any ability score.
Mythic Lore Spirit
Perfect Knowledge: The shaman can choose to automatically succeed at a Knowledge, Linguistics, and Spellcraft check a number of times per day equal to her mythic tier.
Manifestation: The shaman may use the final revelation’s wish twice per day.
Mythic Nature Spirit
Spirit of Nature: If the total of the shaman’s class level plus her mythic tier is 25 or higher, her fast healing acts as regeneration instead.
Companion Animal: The shaman’s spirit animal transforms into a monstrous companion, following the rules of the Monstrous Companion feat.
Manifestation: The shaman’s cocoon takes only 1 hour to transform her.
Mythic Stone Spirit
Manifestation: The shaman adds one of the following metamagic feats per 2 mythic tiers (minimum 1) to the list of feats she may add to acid or earth spells without increasing the level: Bouncing Spell, Disruptive Spell, Ectoplasmic Spell, Focused Spell, Intensified Spell, Lingering Spell, Piercing Spell, Selective Spell, Toppling Spell. Once a metamagic feat is selected for this ability, it cannot be changed.
Mythic Waves Mystery
Manifestation: The shaman adds one of the following metamagic feats per 2 mythic tiers (minimum 1) to the list of feats she may add to cold or water spells without increasing the level: Bouncing Spell, Disruptive Spell, Ectoplasmic Spell, Focused Spell, Intensified Spell, Lingering Spell, Piercing Spell, Selective Spell, Toppling Spell. Once a metamagic feat is selected for this ability, it cannot be changed.
Mythic Wind Mystery
Manifestation: The shaman adds one of the following metamagic feats per 2 mythic tiers (minimum 1) to the list of feats she may add to air or electricity spells without increasing the level: Bouncing Spell, Disruptive Spell, Ectoplasmic Spell, Focused Spell, Intensified Spell, Lingering Spell, Piercing Spell, Selective Spell, Toppling Spell. Once a metamagic feat is selected for this ability, it cannot be changed.
Mythic Spirit Animal
The shaman’s spirit animal is considered a mythic creature with a mythic tier equal to half its master’s (minimum tier 1). The shaman may choose to have any spell she casts originate and calculate its range from her spirit animal, rather than from herself. She must either be able to see her familiar, or have line of effect to her familiar, to cast spells in this way. In addition, a mythic spirit animal is granted special abilities depending from the shaman’s spirit, detailed below:
Battle
The spirit animal gains Improved Natural Attack as a bonus feat.
Bones
The spirit animal is under the constant effect of mythic blur.
Flame
Once per day, the spirit animal can burn brightly, gaining a blinding gaze attack. This gaze blinds one creature within 30 feet for 1d6 rounds. A creature that succeeds at a Fortitude save (DC = 10 + ½ the shaman’s level + her Constitution modifier) is instead dazzled for 1 round. Creatures with the fire subtype are immune to this blindness.
Heavens
The spirit animal can levitate at will.
Life
Three times per day, the spirit animal can lay on hands (licking a wounded creature or touching it with its paws) as a paladin with a level equal to the shaman’s mythic tier.
Lore
The spirit animal is able to use mythic memorize page on itself once per day as a spell-like ability.
Nature
The spirit animal gains the Giant template.
Stone
The spirit animal gains the earth glide universal monster ability. If it didn’t already possess a burrow speed, it can now burrow at a speed equal to its land speed.
Waves
If the spirit animal didn’t have a swim speed, it now can swim at a speed equal to its land speed. If the animal already had a swim speed, it doubles.
Wind
If the spirit animal didn’t have a fly speed, it now can fly at a speed equal to its land speed, with average maneuverability. If the animal already had a fly speed, it doubles and its maneuverability improves of one category.
Mythic Spirit Magic (slots)
The shaman gains an additional spirit magic spell slot for each spell level, 1st-9th, to a maximum of her mythic tier -1. If the shaman cannot yet prepare spells of an extra spirit magic slot’s level, she cannot yet use the additional spirit magic slot for any purpose.
Mythic Spirit Magic (spells)
The shaman selects one spell granted from a spirit she’s not bonded with and of a level she can cast. She can now cast this spell as a spirit magic spell. This mythic class feature may be selected more than once. Each time it is selected, it adds another appropriate spell to the shaman’s list of spirit magic spells.
Mythic Hex (power)
The shaman empowers one of her hexes with additional mythic power. Once this choice is made, it cannot be changed. If a creature cannot normally benefit from a hex it has already benefited from for 24 hours (or once per day), or be targeted by it again for 24 hours (or once per day) after having been targeted, the shaman can ignore that restriction on each mythic hex, a number of times per day equal to her mythic tier.
If the shaman chooses to empower a hex granted by her spirit, she adds her mythic tier to her shaman level when determining the effectiveness and duration of that hex. If a spirit hex grants a power that can be used 3 or more times per day, and the number of times per day does not add her class level or half her class level, the shaman adds her tier to the number of times per day it can be used. If it grants an ability that can be used once or twice per day, the shaman gains one additional use per day of the ability at mythic tier 5, and again at mythic tier 10.
Some mythic hexes have additional benefits, as detailed below.
Universal Hexes
Mythic Chant
The shaman’s spirit animal can chant as a standard action, which functions as if the shaman had chanted.
Mythic Evil Eye
The shaman adds half her mythic tier to her Wisdom modifier (minimum +1) for purposes of determining the evil eye ability’s duration.
Mythic Fetish
The shaman gains Mythic Craft Wondrous Item.
Mythic Secret
The shaman gains the mythic version of the selected metamagic feat.
Mythic Shapeshift
This ability functions as the mythic version of the equivalent spell. Alternatively, the shaman may use the non-mythic version of the shapeshift hex on her spirit animal.
Mythic Tongues
The shaman gains truespeech.
Mythic Ward
The shaman can have a number of additional wards in effect at a time equal to half her mythic tier (minimum +1).
Mythic Witch’s Hex
The shaman gains the mythic version of a chosen witch’s hex. Alternatively, she can gain the nonmythic version of a major hex or grand hex. The shaman must meet the level prerequisites for this hex and uses her Wisdom modifier in place of her Intelligence modifier for the purposes of determining the hex’s DC and effects.
Spirit Hexes
Battle Master (Battle)
The shaman adds ½ her mythic tier to the number of additional attacks of opportunity she can make in a round. At mythic tier 1, the bonus feats the shaman gains apply to an additional weapon of her choice. Once this selection is made it cannot be changed. The shaman applies these feats to an additional weapon at mythic tiers 4, 7, and 10.
Deathly Being (Bones)
If the shaman is a living creature, she gains channel resistance equal to her mythic tier against positive energy. At 8th level, her bonus on saves against death effects and effects that drain energy doubles. At 16th level, any negative levels she suffers are automatically removed after an hour. If the shaman is an undead creature, she adds her mythic tier to her channel resistance bonus.
Cinder Dance (Flame)
Once per day the shaman can teleport from one fire source to another. This functions as tree stride, but the shaman can only teleport from one fire large enough to engulf her to another. All such fires are treated as “any coniferous tree” for purposes of tree stride.
Gaze of Flames (Flame)
The shaman cannot be dazzled.
Life Link (Life)
The shaman adds +1 to the healing she provides each round to linked creature, but does not take any additional damage for doing so. This increases to +2 at mythic tier 5, and +3 at mythic tier 10.
Arcane Enlightenment (Lore)
The shaman may cast spells she gains access to with this revelation as if they were on her spirit magic spells list.
Benefit of Wisdom (Lore)
The shaman adds half her mythic tier (minimum +1) to her effective Wisdom bonus when determining the effectiveness of the benefit of wisdom ability.
Friend to Animals (Nature)
The shaman adds all summon nature’s ally spells of the appropriate level to her list of spirit magic spells.
Stormwalker (Nature)
By expending one use of mythic power, the shaman can protect a number of creatures equal to her mythic tier as well for 8 hours.
Stone Stability (Stone)
The shaman adds her mythic tier to her CMD against bull rush, drag, reposition, and trip maneuvers.
Crashing Waves (Waves)
By spending one use of mythic power, the shaman can knock a target unconscious rather than prone when the target fails the save against a spell affected by this ability. This decision must be made before the reuslts of the save are made known.
Fluid Magic (Waves)
The shaman may cast any spell with the water descriptor as a spirit magic spell. If she changes her wandering spirit, any prepared spirit magic spell belonging to that spirit is replaced with the corresponding level spell belonging to the new spirit.
Vortex Spells (Wind)
The duration of the staggered condition is doubled.
Mythic Hex (selection)
Once per day, as a full-round action, the shaman may change one hex she has selected. In essence, she loses one hex, and gains a new hex to replace it, as if she had retrained the class feature. The shaman may choose a hex granted by her main spirit or an universal hex. She may not swap out any hex she is using as a prerequisite. Mythic Wandering Spirit (power): The shaman gains the mythic powers of her chosen wandering spirit, as described above.
Mythic Wandering Spirit (selection)
As a standard action, the shaman can change her wandering spirit for the day. She remains bonded with the new spirit for the remainder of the 24 hours or until she uses this power again. She can use this power a number of times per day equal to one-half her mythic tier.
Mythic Wandering Hex
The shaman gains the mythic version of one selected wandering hex. Alternatively, she can select a hex granted by any spirit as her wandering hex, even that of a spirit she’s not bonded with. The shaman chooses one or the other form of this ability each day when selecting her wandering hexes.








