- Introduction
- Mythic Traditions
- Universal Path Abilities
- The Spheremaster Mythic Path
- The Gifted Mythic Path
- Mythic Sphere Talents
- Mythic Class Abilities
- Universal Mythic Class Features
- Mythic Armiger Abilities
- Mythic Armorist Abilities
- Mythic Blacksmith Abilities
- Mythic Commander Abilities
- Mythic Conscript Abilities
- Mythic Elementalist Abilities
- Mythic Eliciter Abilities
- Mythic Fey Adept Abilities
- Mythic Hedgewitch Abilities
- Mythic Incanter Abilities
- Mythic Mageknight Abilities
- Mythic Prodigy Abilities
- Mythic Sage Abilities
- Mythic Savant Abilities
- Mythic Scholar Abilities
- Mythic Sentinel Abilities
- Mythic Shifter Abilities
- Mythic Soul Weaver Abilities
- Mythic Striker Abilities
- Mythic Symbiat Abilities
- Mythic Technician Abilities
- Mythic Thaumaturge Abilities
- Mythic Troubadour Abilities
- Mythic Warden Abilities
- Mythic Wraith Abilities
- Mythic Prestige Class Abilities
- Mythic Feats
- Mythic Spheres Monster Abilities
- Mythic Spheres Solutions
Before you start checking out the mythic content, however, there are a few things to know. These are important for using these rules, so please read all of the following first.
First, the magical section of this material generally represents content as it appears in Ultimate Spheres of Power, the updated and improved version of the original Spheres of Power rules. They're still very broadly compatible with the original versions of classes, but if you're sticking with the old content, you may need to tweak them a little.
Second, the last tab - Mythic Spheres Solutions - contains rule adjustments that should be considered standard for Mythic Spheres games. While you are free to dismiss the alternative rules proposed, you should know that all of this content was balanced around the Highly Recommended rules (marked as [HR] on that page) and there could be strange results if you disregard too many of those. (Not all of these rules are bad for the players, either. Notably, the official suggestion gives mythic characters significantly more mythic feats than the base mythic rules provide.)
Third, some options grant access to things like spellcasting abilities. In general, these powers never grant spellcasting stronger than your equivalent spell level or your caster level (depending on if it grants traditional casting or spherecasting).
Fourth, if a mythic path gives a character an ability that is functionally useless for them (such as enhancing full attacks on a character only designed to do attack actions), the GM may, at their discretion, swap that ability for a mythic sphere mastery or a path ability the character meets the prerequisites for.
Fifth, Rules Priority, and this one is important. Sometimes, rules from different sources can conflict. When determining which of them takes precedence, there are two factors to consider. First, specific rules take precedence over general rules. For example, characters normally provoke attacks of opportunity for making many combat maneuvers, but feats or talents that say you do not provoke overwrite this general rule. In addition, stronger power sources overwrite weaker ones. In most settings, deities are the highest source of power and can overwrite any lesser effect. Artifacts come after deities, then mythic sources, then other non-mythic sources. This is why if a mythic source says you cannot get rid of a vulnerability, a non-mythic source can never overwrite that even if it is more specific. Rules priority only comes into play when rules directly conflict with each other; otherwise, things function as written. Everything else should be addressed on a case-by-case basis.
Sixth, mythic practitioners and spherecasters may take any mythic path ability or mythic class ability that affects a class feature they have (i.e. something that is specifically included in the ‘Special’ column of a class table), regardless of its original path or class. You must meet any other requirements for that choice, such as minimum mythic tier. With GM permission, universal path abilities that grant spell-like abilities can be taken as normal and are not changed.
Finally, let's go over how all of the content is split up.
Mythic Traditions are basically Casting Traditions, but for how characters achieved their mythic abilities. These consist of drawbacks, qualities, and boons, and they can be used to heavily customize the unique mythic capabilities of each character. The GM has the final say on all of these - and should probably make them - but they serve as a foundation for Mythic Spheres that supports the creativity and flexibility this system promotes.
The Spheremaster is the new mythic path that focuses on spherecasters. While this has a chassis of path abilities and options, it's supported by Mythic Sphere Talents (including mastery options for each sphere) and many Mythic Class Abilities (which improve characters' class abilities). In regular Mythic games, characters usually focus on their mythic path abilities, but Mythic Spheres promotes mythic sphere masteries and mythic class abilities above just the path options.
The Gifted is the new mythic path that focuses on practitioners. It is similar in general structure to the Spheremaster, but also does well if people want to use the Dual Path mythic feat and grab abilities from the original paths, such as Champion or Guardian.
The Mythic Feats section only has a few options - there was a limit to how may could be published in Mythic Spheres of Power - but this section is planned for expansion in an upcoming product. At that time, it may be moved to a new page (or, realistically, new pages) due to length.
Mythic Traditions
Just as a casting tradition can represent the training and techniques of a spherecaster, a mythic tradition can represent the way a mythic spherecaster acquires and uses their abilities. The GM is the final arbiter of which traditions a character may take since, in many cases, aspects of each tradition are determined by the plot of a game rather than character choices. Mythic traditions are split into drawbacks (which are significant penalties), qualities (which offer balanced effects), and boons (which can be gained by taking drawbacks). Mythic traditions are usually set when a character first ascends to mythic power, but may change later (at the GM’s discretion).
Author's Note: You may only take drawbacks, qualities, or boons once unless they specifically state otherwise (or the GM permits it in order to enable a specific concept). Mythic traditions are unaffected by things that increase your effective tier (such as Mythic Paragon) unless the option specifically states otherwise.
Creating a Mythic Tradition
Mythic traditions work best when they are highly thematic and match both the origin of a character’s mythic power and the story your game is telling. In other words, traditions should be made to fit the story, rather than picking whatever is most mechanically useful for any given character.
For example, if a character received their mythic powers from a fey queen, they might gain the Mythic Vulnerability (cold iron) drawback because fey are famously vulnerable to that, as well as the Patron drawback because they need to keep the queen happy. This character might also get the Beloved (fey of the patron’s court) boon because their queen’s obvious favor means lesser members of the court go out of their way to be respectful and helpful and the character interacts with them frequently enough to find their help useful.
Similarly, if your powers come from a crystal, you might have the Relic-Bound drawback because losing the crystal will result in your power fading away. In turn, however, the crystal might also grant you an additional use of mythic power each day as its boon, charging and gathering energy on your behalf to make you stronger.
Drawbacks should come into play regularly. Some, like Cursed, have constant effects and need no further attention, but drawbacks like Burden Of The Master and Phobia should only be used if their negative aspects would come into play at least every few in-game days. If your game is set up such that the drawback almost never penalizes the character, then it is not really a drawback and they should not get the mechanical benefit of having it. Drawbacks like Relic-Bound should not have players lose power every few days, but enemies should make the occasional attempt to steal said relic and force the player to try and protect it.
The same goes for boons - if a character will not regularly get value from the boon, they should not be forced to take it.
Creating New Tradition Effects
Sometimes, you may find that existing drawbacks, qualities, and boons do not fit your story - and you should not feel obligated to adjust your story just to fit with the options presented here. Instead, you may make new effects to better fit your story, following these guidelines:
- Mythic drawbacks should be a serious penalty for a character, either as a permanent and ongoing detriment or a story problem that is not easily solved and regularly limits the character. To an extent, mythic drawbacks (and a character’s struggle to deal with them) may even be central to a PC’s personal story and mythic journey. The GM should have control over when a drawback affects a character, rather than letting players creatively avoid its effects. Mythic drawbacks are significant penalties and new ones should be treated as such.
- Mythic qualities should offer a balance of positive and negative effects. If the effect is optional, the player should always be the one to decide when it is activated (as in Twists Of Fate and When All Seems Lost), rather than the GM imposing the effect upon them. This forces the player to willingly accept the penalty in return for a benefit and better suits the style of mythic qualities.
- Mythic boons should be significantly and regularly useful, typically more valuable than one path ability because players are suffering a penalty to take them at all. New boons should thematically match the character’s mythic story, usually relating to how the character obtained mythic power or the drawback used to purchase it (or both).
- Any of these categories may allow a small number of options for players to choose from, such as Mythic Vulnerability (fire or acid).
Mythic Drawbacks
Mythic drawbacks are an optional rule that represent limits on your mythic powers, but come with benefits for those willing (or forced) to accept their price. Each mythic drawback, to a maximum of three, grants you one additional use of mythic power per day or one mythic boon (see below). As with drawbacks in casting traditions, GMs may choose to require certain mythic drawbacks for mythic spherecasters.
Some of these abilities are purposefully vague - we cannot predict or write abilities for every conceivable mythic origin story your GM may choose to use, so some details and benefits should be set by the GM to match the story being told at your table. If you have a specific idea in mind, talk to your GM and ask about ways to work it into your game.
Author's Note: Mythic drawbacks are significant penalties and should always be treated as such. This means that players should generally not be able to find easy ways of getting around them or preventing them from being some sort of hindrance when they're supposed to come up. For example, when the Mythic Vulnerability drawback says that it bypasses "any special defenses", you should interpret this relatively broadly. If there's a question over whether or not something counts as a special defense, the Mythic Vulnerability will probably bypass it, even if players try to point to a complicated, obscure trick in the rules that would theoretically protect them despite not being explicitly labeled as a special defense. Similarly, it would stack with any existing vulnerabilities and make them worse. Just like mythic powers function on a higher level than regular abilities (indeed, they have rules priority during direct conflicts), mythic drawbacks work on a higher level in the rules and should take priority over things that would normally mitigate them, unless those things are themselves from a source stronger than mythic power (i.e. artifacts or deities). Mythic drawbacks are closer to mythological weaknesses than mere vulnerabilities or penalties, and are therefore much harder to get around compared to most flaws a character might have. (That said, there is some discretion if players have to actively do something to mitigate their drawback. For example, if a character is hiding in a cave from a blizzard and they have a Mythic Vulnerability to cold, lighting a fire to stay warm is an acceptable way of dealing with their drawback… but just being near a fire won't protect them if someone tries to stab them with a sword made of ice.)
Variant Drawbacks
In some games, such as living world communities that are mainly session-based, the traditional mythic drawbacks aren't always appropriate options. This is especially true for options like Recharge Required, where players can handwave fulfilling their obligations outside of sessions. The general principle of mythic traditions is that players should only get the benefit of their boons when their drawbacks actually and consistently penalize them, so these variant drawbacks offer alternative rules that are focused on session-based games, rather than single-group stories.
Variant drawbacks are generally harsher and more immediate than regular mythic drawbacks. These are only meant for games where players often have several days of downtime between each session, and should not be used in traditional games. The GM(s) should determine whether to use the regular or variant versions of drawbacks.
Burden Of The Master
Select one creature type or subtype that is thematically related to how you gained mythic power. Whenever you would be affected by an effect that depends on your type/subtype, you count as either your original type/subtype or your acquired type/subtype (whichever is worse). For example, if you are a lawful neutral character and your powers come from a devil, you may be treated as having the evil subtype. In this case, you would detect as evil when your alignment is scanned regardless of your actual alignment and could be targeted by a paladin’s smite evil ability, but would not automatically detect as evil when trying to prove to a fiendish cultist checking your alignment that you really are evil and they should let you into their base because of that.
Burden Of The Master (Variant): You count as all creature types and subtypes when determining whether or not you can be affected by a negative effect (such as attacks, being a favored enemy, or detecting as a particular alignment). You do not count as any creature types or subtypes when determining whether or not you can benefit from positive effects (except for your own abilities).
Cursed
You gain the negative effects of an oracle curse you do not already have, but not the positive effects, as an oracle of your total character level. The overcome curse path ability does not negate this curse, nor do any similar effects.
Hatred
You have an irrational hatred of something selected by the GM (often something in opposition to the source of your power, such as fiendish outsiders if you got your powers from an angelic lord). You never willingly cooperate with or spend significant time around the subject of your hatred and compulsively avoid or attack it whenever it is present, regardless of the consequences.
Hatred (Variant): You have an irrational hatred of mythic power from any source except your own. You never count as willing or as an ally for the purpose of benefiting from effects from any source that you know has or uses mythic power, except sources identical to yours. (What qualifies as a source varies by campaign setting, but typically includes things like divine gifts, using special items, or having a mythic patron.)
Master Of One
You may only expend mythic power on abilities that affect yourself or creatures of a single type (such as outsider or undead). You may take this drawback a second time. If you do, you may only expend mythic power on abilities that affect yourself or creatures of a single subtype (such as devils or elves). You cannot take this drawback a second time if your mythic power is limited to a creature type that does not have subtypes. You must have at least one ability that expends mythic power and is usable on creatures besides yourself to take this mythic drawback.
Mythic Vulnerability
You are vulnerable to a specific material or damage type, selected by the GM, such as acid damage or cold iron. This mythic vulnerability bypasses any special defenses you have (like damage reduction, spell resistance, or temporary hit points), does 50% more damage to you, and being within 5 feet of it for more than 1 round (such as marching through a cold snowfield or standing near an enemy brandishing a silver weapon) drains one use of mythic power per round. If your vulnerability drains your last use of mythic power, you lose access to all of your mythic abilities until you’ve been more than 5 feet away from the substance and unharmed by it for at least 1 minute. This mythic drawback may be taken more than once. Each time it is, you become vulnerable to an additional material or damage type.
Mythic Vulnerability (Variant): Your defensive abilities are more fragile than they look. The first time each day you are struck by a given material or damage type (such as cold iron weapons or acid damage), roll 1d100. On a roll of 1-20, that material or damage type becomes a mythic vulnerability until the next time you rest for eight hours. You can only gain one mythic vulnerability each day. No method, power, or ability can alter or affect the roll to see if you gain a mythic vulnerability. You may take this drawback more than once, to a maximum of three times. Each time you do, you can develop an additional vulnerability each day.
Oathsworn
You have taken on a mighty oath to behave in a particular way and are compelled to follow through. The details of this oath are up to you and the GM, but it should be treated similar to a paladin’s code of conduct or a monk vow (from Ultimate Magic) and occur relatively regularly within your game. For example, you might swear to always grant mercy to enemies who ask for it, to serve and protect another party member with your life, or to avoid committing any chaotic action. If you break your oath, you immediately lose the benefits of your mythic powers until you have adequately atoned.
Patron
Your mythic powers come from a patron such as an angelic lord, an archdevil, a fey queen, a mythic monarch, or some other legendary figure. You must obey their whims - which could include anything from following a complex set of rules to making bizarre sacrifices at irregular intervals - to retain access to your mythic powers, and they may actively interfere in your life while in pursuit of their own goals. Your patron’s goals are never wholly in line with yours.
Patron (Variant): Your patron takes a personal interest in your activities. Each time you use mythic power, roll a d10. On a roll of 1-2, your patron gives you an order that you must follow during your next turn. Roll 1d4; in order, the orders require a swift action, a move action, a standard action, or a full-round action to accomplish. If you receive multiple orders from expending mythic power more than once in a round, you must complete them in sequential order. Orders can vary from things like standing still and praying to using specific abilities you have, and are entirely at the discretion of your patron (i.e. the GM).
Phobia
You have an irrational fear of something (often a Mythic Vulnerability) selected by the GM. Whenever you are exposed to your phobia, you must make a Will save against a DC of 10 + 1/2 your character level + your highest ability modifier + your mythic tier or become frightened for as long as you are exposed to your phobia. This bypasses any resistance or immunity to fear, and bonuses to saves against fear effects do not apply to this phobia.
Phobia (Variant): You have an irrational fear that occasionally manifests. Whenever you are harmed by something that could qualify as a mythic vulnerability, typically including weapon materials and damage types, it has a 20% chance of becoming a phobia for you (with effects as described in the regular phobia drawback) until you rest for eight hours. You only need to check for each potential phobia once per day, and cannot develop more than one phobia per day. The exception to this is if you have the mythic vulnerability (standard or variant) drawback, in which case your vulnerability is always a phobia beyond any you temporarily develop each day.
Price Of Power
You must pay for your mythic power. When you would normally regain mythic power each day, you must sacrifice wealth or items equal to at least 10 gp per mythic tier multiplied by your character level for each use of mythic power you want to regain.
Radiant Power
You have a hard time hiding your presence. All creatures gain a bonus equal to three times your tier to notice you (such as by using the Perception skill). You also leave lingering trails of magic that others can find and follow for one day per tier. Finally, all creatures you interact with can sense that you are not normal and get a general understanding of your abilities, regardless of any disguises you use.
Recharge Required
You must return to the origin of your mythic power or meet some other criteria in order to recharge it. This could involve visiting a font of energy, finding the person who gave you your power, praying at the grave of a mythic ancestor, plugging into a magitech system, consuming an addictive drug, or anything else deemed appropriate by the GM.
Recharge Required (Variant): Once activated, your mythic powers get more expensive to use. Each time you use mythic power, you must spend 3 times as much mythic power as normal to activate any of your abilities that require it; this increased cost lasts for 1d4 rounds, starting immediately after you first expend mythic power. (This means that if you spend more than one mythic power in a round, it will take 2d4 or more rounds to regain the ability to spend at the normal cost.) This increased cost does not apply to mythic surges. While your powers are at an increased cost, you may perform a ritual or activity that requires your standard, move, and swift actions on the same turn to reset the cost. You cannot use any abilities or benefit from effects that grant you additional actions on the same round you perform this quick reset.
Rejected
All creatures begin with an attitude of unfriendly towards you (unless their attitude would start worse). This overrides any other effects that change starting attitudes (except the Beloved mythic boon). You cannot use Bluff, Diplomacy or Intimidate to make creatures act friendlier to you than indifferent.
Relic-Bound
Your mythic powers only function while you remain in possession of a relic (usually one that granted you mythic power). You lose all mythic abilities and bonuses if separated from this relic for more than 24 hours, but your powers return immediately if you regain possession of the relic. Relics are often mythic magic items, but may be another type of object as well. You may take this drawback a second time. If you do, you lose all mythic abilities and bonuses as soon as you are separated from your relic for more than 1 round, but may regain the abilities as previously described.
Sealed
You can only access your mythic powers (including path abilities, mythic feats, etc., but excluding passive bonuses like increased hit points and ability scores) under conditions predetermined by the GM, such as when facing creatures of a certain type or while you are within a certain distance of a specific location like a castle or magical tree. (If your powers require proximity to an object, use the Relic-Bound drawback instead.)
As a free action you can take even when it isn’t your turn, you may access your mythic powers for one minute per tier by paying two mythic power, even when you do not meet the regular conditions for accessing your abilities. This drawback counts as two mythic drawbacks for the purpose of determining benefits.
Traditional
Your casting tradition applies when you use your mythic power. You must have at least three general casting drawbacks to take this mythic drawback; if you do not, you may gain additional general casting drawbacks when you first gain this drawback (though only with your GM’s permission). You may not gain or use the drawback freedom path ability nor any other effect that allows you to bypass your casting drawbacks, including for regular casting.
Unfit For Power
Your body cannot handle the strain of using mythic powers. Each time you spend a use of mythic power, you suffer damage equal to your mythic tier. This damage cannot be reduced, redirected or healed in any manner until you take an 8 hour rest. This rest does not heal the damage, but does allow it to be healed normally (such as by healing magic or further rest).
Wild Mythic Power
Each time you use mythic power, roll 1d20. On a roll of 1-4, you trigger a universal wild magic effect on the first thing you do that makes sense for the effect rolled (which is often casting a sphere effect). On a roll of a 1, roll another 1d20 - if you roll a 1 or 20, you instead trigger a major wild magic event. See the Wild Magic page for the effects. At the GM’s discretion, this ability may skip using the major wild magic effects due to their potentially game-changing effects.
Mythic Qualities
Mythic qualities are unique quirks or traits that can affect mythic creatures and - unlike drawbacks and boons - have both positive and negative effects. A character should have no more than one mythic quality, and having none is fine, though you may take more with GM permission when it makes thematic sense. A mythic tradition may have one mythic quality and no drawbacks or boons.
Aura Of Power (Ex)
You gain a single aura that is not an alignment aura, such as the paladin’s aura of courage or the antipaladin’s aura of cowardice. For the purposes of this ability, an aura is an effect with the word aura in its name that impacts an area around a character (usually at least 10 feet); at the GM’s discretion, other powers may qualify. This aura must be from a class or archetype (not a monster ability) and it must be an aura that is normally constant while you are conscious. You do not need to meet the normal level requirement for the aura, but the GM may impose this as an added restriction if they feel the aura is too strong for you to gain earlier. If they do so, this mythic quality has no effect until you reach that level. Unlike regular auras, an aura of power is an extraordinary effect that affects all creatures within its range (including you) as your mythic powers impose an effect on the world. You are never immune to your own Aura Of Power and can be affected by anything the aura affects. For example, if you gain an antipaladin’s aura of depravity with this quality, you are never immune to compulsion effects (or anything the GM judges is sufficiently similar), even if someone casts a spell on you that would normally make you immune to compulsion effects. If the aura has a negative effect and requires a saving throw, you must attempt it once per minute; whether you succeed or fail determines if it affects you for that minute. (For the sake of practicality, however, you generally only need to roll in combat or when it would actually matter.) When relevant, treat your total character level as your class level for determining the strength and size of your aura of power, and use your highest mental ability modifier if the ability needs to reference that. Auras of power do not stack with other auras.
Example: You use this mythic quality to gain the paladin's aura of courage ability. You, and all other creatures within range of the ability, gain the +4 morale bonus on saving throws against fear effects. However, you do not gain the immunity to fear, because you cannot be immune to things that your aura of power affects. (This is one of the downsides of this mythic quality. You can benefit from numerical bonuses, but not immunities.)
Example: You use this mythic quality to gain the antipaladin's aura of cowardice ability. You, and all other creatures within range of the ability, take a -4 penalty on saving throws against fear effects, and creatures with immunity to fear lose that immunity. You are always vulnerable to fear effects, and cannot gain immunity to those from any source.
Challenged Duelist
You must accept any challenge to a duel (see Ultimate Combat), regardless of the circumstances, unless doing so is impossible or you are at less than half of your maximum hit points. (For example, a foe cannot challenge you to a duel on a floor of lava unless you can survive walking on lava.) When participating in a duel, your mythic powers enforce the rules on both combatants, usually by rendering you impervious to all outside influences but also forcing all combatants to abide by both the word and the spirit of the agreed-upon rules until the duel ends. This protection from outside forces extends to covering the negotiation of the rules of the duel, if any. In addition, once per day when a foe rejects your challenge to a duel, you may regain two uses of mythic power.
Combat Instincts (Ex)
Once per day, as an immediate action, you may activate your mythic instincts for three rounds. While in this form, you gain a bonus equal to your tier to your AC, your MSD, your CMD, and all of your saving throws, as well as a 50% miss chance + 5% per tier against all effects (including those that do not target you directly). This miss chance overlaps (and does not stack with) any other sources of miss chance.
Afterwards, you suffer a penalty equal to twice your tier to your AC, your MSB, your CMD, and your saving throws. This penalty cannot be removed through any means except 8 hours of rest (including abilities that shorten the amount of rest you normally require or reverse time). You may choose to activate your combat instincts at a lower level than your maximum tier, which reduces the bonuses and penalties.
Corrupted
You gain a stage zero corruption (see Horror Adventures) with a manifestation level equal to your mythic tier (to a maximum of 9). Depending on your actions, your corruption may progress to higher stages. Once per month (or otherwise, at the GM’s discretion, such as when you would progress normally), you may spend all of your mythic power to revert your corruption to a previous stage (selected by the GM) and reset any penalties.
Emotionless
You have a hard time reacting emotionally. You are immune to positive and negative emotional effects, including (but not limited to) fear effects, morale effects, eliciter emotions, and any (charm) powers of the Mind sphere unless they come from a creature with equal to or more mythic tiers than you. You are immune to your own emotional effects. You also take a penalty on Bluff, Diplomacy, and Intimidate checks equal to your mythic tier.
Flowing Power (Ex)
You can temporarily increase your powers at the cost of straining your body. As a free action during your round, you may increase all of your ability scores by up to your mythic tier; this bonus lasts until the start of your next round, when you may choose to either maintain the effect, change the increase, or let the effect end. Each round this ability is active, you take damage equal to the square of the increase, as detailed on the table below. This damage always affects your real hit points, never any temporary hit points. You cannot heal this damage through any means except eight hours of rest, at which point you heal all of the damage. When you regain your daily uses of mythic power, you may expend one use of mythic power to gain the ability to use flowing power for a number of rounds that day equal to half your tier (rounded down, minimum 1) without taking damage; you must use these rounds before those in which you would take damage, and any unused rounds at the end of the day are lost.Ability Increase | Damage Per Round | Ability Increase | Damage Per Round |
---|---|---|---|
1 | 1 | 7 | 49 |
2 | 4 | 8 | 64 |
3 | 9 | 9 | 81 |
4 | 16 | 10 | 100 |
5 | 25 | 111 | 121 |
6 | 36 | 121 | 144 |
1: While characters cannot normally exceed tier 10 for this power, Mythic Paragon (or, rarely, other effects) may allow a character to do so.
Nature’s Balance (Ex)
One category of animals, such as cats, fish, or birds, is always helpful towards you when they first meet you and will not stop being helpful unless artificially controlled or subjected to a hostile effect. Another category of animals is always hostile towards you and cannot be made friendlier except through artificial means like mind-affecting magic. Both categories of animals can understand you as if you shared a language, though you cannot inherently understand them through this ability.
Spherebound
Select one of the following:
- You gain a +2 inherent bonus to your caster level in one magic sphere but take a -1 penalty to caster level in all other magic spheres
- You gain a +2 inherent bonus to your effective base attack bonus or skill ranks for determining the effects of one combat sphere, but take a -1 penalty to your effective base attack bonus and skill ranks for determining the effects of all of your other combat spheres
- You gain a +2 inherent bonus to your effective ranks in all skills for determining the effects of one skill sphere, but take a -1 penalty to your effective ranks in all skills for determining the effects of all of your other skill spheres
The penalty from spherebound cannot reduce your effective caster level, base attack bonus, or skill ranks below 1. You must have at least two spheres in the same system to take this mythic quality for that system. You may take this quality up to three times; when you do, you must select a choice you did not take before. You may not apply this power to the same system twice. The bonus granted by spherebound permanently improves a character’s power in a sphere and can provide more hit dice for companions, allow a character to meet prerequisites earlier, and so on, as if they were a higher-level character. The reverse is also true - a character is permanently slowed in their other spheres and may require additional levels to meet prerequisites. Note that for combat and skill spheres, the bonus/penalty is to your effective skill ranks for determining the effects of talents, but is not a bonus or penalty to your skill rolls.
Supervisor
Your mythic power has a will and directive of its own. Treat this effect as if you were always carrying around an intelligent magic item with you, except the magic item is usually a part of you (though it may still be an actual item). The supervisor is created by the GM with a gp budget of a heroic NPC of your character level + mythic tier + 3. If this goes above 20, multiply their gp budget by x1.3 for each rank above 20, to a maximum effective rank of 30. The supervisor has a goal that must be met and will use their own abilities to try and force you to help achieve the goal it was created for. The supervisor gains a +5 bonus to its DC to possess you and this dominance bypasses any immunity to mind-affecting effects you may have. The supervisor may assist you in achieving its goal using its own set of powers, but this goal must never be so directly in line with your own motives as to not be a burden in some manner, and the supervisor may disable all of your mythic abilities if sufficiently upset (or re-enable them, if placated). Supervisors cannot be targeted by Mana sphere effects, including powers similar to those of the Mana sphere, and supervisors that are not items cannot be targeted at all.
Twists Of Fate (Ex)
Three times per day, you may reroll any d20 roll you make (after seeing the result) and choose which result you want to use. The GM keeps the other roll and may force any creature (including you, but excluding the other PCs) to use that result for any d20 roll you have not used Twists Of Fate on. The GM must announce when they are using a saved roll, and you may not use this ability nor any other ability to change that roll. You regain your uses of Twists Of Fate once per day when you regain spell points, while the GM keeps saved rolls until they are used.
When All Seems Lost (Ex)
You can pull out just a little more power when you need it most - though only at a price. As a free action you may take once per day even when it is not your turn, you may enter an empowered state for three rounds. While empowered, you do not need to expend any resources (such as spell points, mythic power, or daily uses of class features) to use your abilities, though you cannot spend any more resources per round than you would normally be able to. In addition, your hit points cannot go below 1 and you succeed on all saving throws. After your empowered state ends, you unavoidably fall unconscious and cannot be woken by any method, including mythic abilities, until you receive 8 hours of rest.
Errata: While in your empowered state, you also gain immunity to negative conditions and spell resistance that cannot be bypassed by hostile effects, but can be automatically bypassed by beneficial effects. (In this context, hostile effects are any effects allowing spell resistance that the player does not want to get through this defense, while beneficial effects are any effects affected by spell resistance that the player does want to be affected by.) Additionally, the duration and unconsciousness effect of this ability cannot be avoided by any method once it has been activated. Once the character has had the opportunity to take three rounds worth of actions, whether or not they used those actions, they fall unconscious. This applies even in areas with unusual flows of time - that is, an area with faster time cannot cause a character to fall unconscious earlier by tripling the speed at which time flows, and an area with slowed or no time cannot extend the duration of the ability or attempt to make it infinitely long. The GM may need to make a judgment call as to how specific effects or environments apply, but the intention is that a character activating this ability has three rounds worth of actions to do things, and then they are out. Note that the unconsciousness applies to the character's entire ability to take action and cannot be subverted by effects like having multiple consciousnesses or possessing another body and trying to make them fall unconscious instead. If there is any question as to whether or not an ability or combination of abilities should be able to prevent the unconsciousness, the answer is no, it should not.
Mythic Boons
Mythic boons are benefits that mythic creatures can receive for taking mythic drawbacks, though no creature can ever have more than three mythic boons.
Beloved
A specific group of creatures thematically appropriate to your mythic origin or patron recognize you as blessed and always have a starting attitude of helpful towards you. This is not extensive enough to cover an entire species, but could affect an entire organization, church, city, or similarly specific group. If you have the Rejected mythic drawback, it does not apply to this group.
Expertise
You gain access to a single class feature from a class or prestige class you do not have, treating your total character level as your class level for determining its effects. Archetypes of that class are valid sources. Features from prestige classes subtract the minimum number of levels required to enter the prestige class (usually 5) from your total character level before determining the feature's effects. You must meet any other prerequisites the feature has. If it is affected by an ability modifier (such as by getting additional uses for having a high Wisdom score), you may use your highest mental ability modifier instead if that would be better. You may not gain any form of casting or talent progression through this power (such as incanter magic talents, wizard spellcasting, or spell slots/spell points), though you may gain features that modify casting (such as an incanter sphere specialization) or abilities that grant specific spell-like abilities. If the ability allows you to select from a list of options or grants more options over time, such as mageknight mystic combats or incanter bonus feats, you only gain one of those choices even if you would normally get more at higher levels. For example, you would only get one bonus feat from the incanter. Your character level must be equal to or greater than the level requirement of the feature you acquire with this boon, though it is possible to select this boon early and not get that feature until you reach the appropriate level.
Each time you gain a tier, you may choose to lose the feature you currently know and replace it with another feature, as if you had retrained this boon. You may also retrain this boon if you would ever gain that feature normally, such as by taking levels in the class that gives it. The GM must approve your choice, and at their discretion, they may choose it for you instead.
Author's Note: This does not work with options that, for example, say they grant you all of the class features for a prestige class (such as Aligned Class from the Evangelist prestige class). To put it another way, you can't wish for more wishes, and GM's should discourage wording abuses that attempt to get more power from this already-powerful option.
Finishing Move (Su)
You gain a special supernatural attack known as a finishing move. This finishing move includes the effects of the Spell AttackUSoP feat, a strike talent, and up to three more talents from the same sphere as the strike talent (the base sphere must be one of these talents, even if you already have the base sphere). You must make the same choices each time you use your finishing move; for example, if you are applying effects from the Destruction sphere and choose to increase its damage to one die per caster level, you must always increase its damage that way when using your finishing move. Treat your character level as your caster level and your highest mental ability modifier as your casting ability modifier when determining the power of those talents. You may apply additional talents and effects you know to your finishing move if they are applicable, but they do not benefit from the enhanced caster level of this ability (or the benefits from expending mythic power described below) and you must pay their costs (if applicable) separately. Your finishing move is unaffected by your casting tradition, and if using it would require spending spell points, you may expend martial focus instead of spending those spell points. In addition, finishing moves reduce any miss chance the opponent has against them by 5% per tier (this only affects the finishing move, not any other attacks you make). You may spend one use of mythic power when activating a finishing move to increase its DC’s (if any) by your tier; if you do so, your finishing move gains the same amount as a bonus to its attack roll. You may use your finishing move once per minute.
Note: If you do not have martial focus, taking this ability grants you a martial focus that you may expend only on your finishing move. If you gain a martial focus through another method, you lose this effect.
Form Of Power (Ex)
You gain a single constant, permanent (transformation) form from the Alteration sphere, selected by the GM, that is thematically appropriate to the way you acquired your mythic power. Alternatively, the GM may select a basic form (limbs/speed) and apply any 3-5 Alteration traits to create a thematically appropriate form. This form is considered a natural part of your body and uses your character level as your caster level and uses your casting ability modifier or practitioner modifier (your choice, or your Charisma modifier if you lack either) to determine its effects. If the form requires the expenditure of spell points to use, you can only gain that form for a number of minutes equal to your mythic tier by spending a use of mythic power as a free action. At 3rd and 6th tiers, you gain an additional Alteration trait selected by the GM as a permanent addition to your form.
Author's Note: Form of Power changes your basic, natural form, but is not itself a polymorph effect. It is possible to apply shapeshifts on top of it, such as regular uses of the Alteration sphere.
Legendary Gear
You gain the legendary item universal path ability. At 3rd tier, this item becomes a minor artifact. At 6th tier, this item becomes a major artifact. This boon costs two drawbacks and counts as two boons. If you already have the legendary item ability, you may immediately retrain it.
Author's Note: The item gains additional abilities as normal when it becomes a greater type of artifact, capped to 6 (as a minor artifact) or 10 (as a major artifact) abilities. This ability cannot be accelerated by options that treat your mythic tier as if it were higher, such as Mythic Paragon.
Mythic Exemplar
You gain a first-tier path ability (from any path), a first-tier universal path ability (like a mythic sphere mastery), a mythic feat, or a mythic class ability thematically appropriate for your character, selected by the GM. You must meet the prerequisites for this choice, if any. If that ability requires spending mythic power to activate its effects, you may use it once per day without spending mythic power. This mythic boon can be taken more than once.
Native-Born (Ex)
Your ascension to mythic power allows you to survive like a native in areas related to the origin of your mythic power. For example, if your patron is a deity that resides within the Plane of Chaos, you can survive there without being subject to the negative effects of a chaotically-shifting realm. Similarly, if you achieved mythic power from a font of power in the heart of the Plane of Fire, you can survive in that Plane without you or your belongings burning and may constantly have harmless flames swirling around you. You also count as a native resident (and not extraplanar, unless it would be beneficial) for the purpose of effects that apply to native or extraplanar creatures while in relevant areas. The GM should set the exact benefits of being Native-Born, but as a general rule, you should be able to survive in and traverse relevant areas with no more difficulty or danger than any creature normally calling it home. Appropriate areas generally include specific planes or types of terrain.
Recharging Magic
Whenever you would spend one or more spell points, you may instead choose to lose access to all of your talents and abilities that require spending spell points for 1d6 rounds per spell point you would have spent. You can still use any abilities that do not require spending spell points. For example, you could make a basic destructive blast, but you could not spend a spell point to increase the damage of your destructive blast while your powers are recharging. You may use this ability twice each day per tier. You may take this boon a second time. If you do, you may use recharging magic any number of times per day.
Sample Mythic Traditions
The following are sample mythic traditions that may appear in your world. Remember, mythic traditions are always at their best when customized for a game, so do not feel like you have to limit yourself to these.
A Deal For Power
You made a dangerous deal for mythic power, but as long as you keep paying, the power will keep coming.
Drawbacks: Price Of Power, Recharge Required (pay at infernal church)
Boons: Mythic Exemplar (Destruction mythic sphere mastery), Native-Born (Lawful Evil planes)
A Robot All Along
Huh, turns out you are a robot on the inside…
Drawbacks: Burden Of The Master (construct), Mythic Vulnerability (electricity), Price Of Power (pay for parts), Radiant Power
Boons: Mythic Exemplar (display of strength), Form Of Power (construct), +2 MP per day
Classy
You seem to be unnaturally good at what you trained to do.
Drawbacks: Traditional
Boons: Mythic Exemplar (any mythic class ability you qualify for)
Cryptwood Ascendant
Your power comes from the magical forests known as cryptwoods (see The Player’s Guide to Skybourne).
Drawbacks: Burden Of The Master (plant), Recharge Required (cryptwood)
Qualities: Spherebound (Fallen Fey or Nature)
Boons: Form Of Power (Fey Transformation or Plant Transformation), Mythic Exemplar (Fallen Fey or Nature mythic sphere mastery)
Fate-Spun
Destiny itself seems to toy with you in unpredictable ways when you ask it for help.
Qualities: Twists Of Fate
Grizzly Executioner
I hate to be the bearer of bad news, but…
Drawbacks: Burden Of The Master (animal)
Boons: Form Of Power (Animalistic Transformation; bear only)
Legendary Leader
You are powerful and beloved by your followers, though you serve someone else still higher.
Drawbacks: Patron, Radiant Power
Boons: Beloved, Mythic Exemplar
Oathmaker
You swore an oath in return for power - and fulfilling it is all that matters to you.
Drawbacks: Oathsworn
Qualities: Emotionless, When All Seems Lost
Boons: Mythic Exemplar
Protector Of The Mortal Realms
Your power exists to protect from outside influences. Against them, you are mighty indeed - but against the merely mundane, you are much like any other.
Drawbacks: Master Of One (outsider)
Qualities: Supervisor
Boons: Native-Born (Outer Planes)
Relic Bearer
Your power is inextricably tied to the item that gave you mythic power… and it has opinions.
Drawbacks: Relic-Bound
Qualities: Supervisor
Boons: +1 MP/day
Shackled
Your powers often feel more like a curse than a blessing.
Drawbacks: Cursed, Patron, Unfit For Power
Qualities: Challenged Duelist
Boons: Form Of Power (Fiendish Transformation), +2 MP/day
Wild Energies
Your mythic powers are difficult to control and make you exceptionally noticeable.
Drawbacks: Radiant Power, Unfit For Power, Wild Mythic Power
Boons: Mythic Exemplar, +2 MP/day
New Universal Path Abilities
1st-Tier Universal Path Abilities
Ever Ready (Ex)
You can always act in a surprise round. In addition, when a creature uses a readied action that affects you, you gain an insight bonus equal to one-half your mythic tier to your Armor Class and on saving throws related to that action.
Genre Savvy (Ex)
Add your mythic tier on Knowledge checks to learn the abilities of creatures you observe, and you learn a number of creature abilities equal to your mythic tier. If a creature you identify with a Knowledge check has damage reduction or energy resistance, you can spend one use of your mythic power as a free action to ignore one type of damage reduction (other than damage reduction/epic) or one type of energy resistance until the beginning of your next turn.
Mythic Aristeia [HMH]
You may spend two points of mythic power as a free action to enter Aristeia even when a trigger does not occur. When your Aristeia ends, you may negate any number of negative levels by spending 2 points of mythic power per negative level you wish to negate. This path ability counts as an Aristeia feat for the purpose of determining the level of Aristeia that a character can reach.
Mythic Execution [HMH]
When performing a technique or casting a spell or ritual that would take longer than a standard action to cast, you may spend mythic power to reduce the time needed to use the ability. Each point of mythic power spent reduces the time needed to use the spell or technique by 1 round. If this would reduce the time below 1 round, the ability is reduced to a full-round action or a standard action if one additional point of mythic power is spent. You cannot spend more points of mythic power on a spell, technique, or ritual than your mythic tier.
Mythic Ritual Knowledge [HMH]
For every mythic tier the character possesses, they select one mythic spell. They are capable of using that spell as a mythic ritual so long as they know or have created such a ritual (see Mythic Rituals for more information).
This path ability may be selected multiple times, each time allowing for the selection of new mythic spells.
3rd-Tier Universal Path Abilities
Eternal Soul [Gravecaller's HB]
Your soul has reached a level of immortality that transcends your body. You are immune to energy drain and negative levels from non-mythic sources. You may expend one use of mythic power to remove a number of negative levels from yourself equal to your mythic tier as a free action that can be taken even when it is not your turn.
In addition, you are immune to effects and spells from non-mythic sources that would redirect, trap, transform, or otherwise consume your soul (such as magic jar, soul bind, trap the soul, or the Death sphere Possession or Soul Trap advanced talents). You are always granted a save to negate such an effect from a mythic source and may expend one use of mythic power to roll twice and take the better result. You are granted this saving throw even if you are dead or unable to take actions (an effect without a saving throw has a DC equal to that spell or sphere effect’s normal DC, or 10 + 1/2 the source's Hit Dice + the source's Charisma modifier). Successfully saving against such an effect makes you immune to any further attempts from that source for 24 hours. If you ever fail a saving throw against such an effect, you may attempt a new saving throw to end the effect once every 24 hours even if the effect would not allow for additional saving throws.
Eternal Youth (Ex/Su)
You look youthful and ignore aging penalties to Strength, Dexterity, and Constitution for being middle-aged. While you do not suffer the penalties for aging, you do continue to age and can eventually die of old age. At 6th tier and above, you ignore penalties for middle age and old age. At 9th tier, when you gain the immortal base mythic ability, you ignore penalties from venerable age. You cease aging, gain immunity to effects that cause unnatural aging, and cannot die of old age. This effect is not magical and cannot be dispelled or suppressed.
In addition, as a full-round action you can spend one use of your mythic power to change your appearance to match any age you wish. Your appearance is still your own; only your apparent age is changed. This change in your appearance is permanent until you spend another use of your mythic power to adopt a different apparent age. This is a supernatural polymorph effect that is suppressed whenever you use another polymorph effect.
Few casters are as flexible with their power as the masters of the spheres. These epic figures channel the energies of the world in ways few others can match. Some focus specifically on improving their abilities with each sphere, while others delve into magical power beyond the spheres.
Role: As a spheremaster, your role can be whatever you wish it to be. Your extensive knowledge of the spheres gives you access to unique abilities and ways of improving your talents in your chosen field—or even for overcoming your weaknesses.
Classes: The spheremaster is a suitable mythic path for any spherecaster or champion character, though Mid-Casters and High-Casters will get the most value from it. Depending on the character’s build, Low-Casters and champions may want to consider taking the Dual Path mythic feat and splitting their focus between this and another mythic path (such as champion, guardian, or trickster).
Bonus Hit Points: Whenever you gain a spheremaster tier, you gain 4 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics.
Sphere Mastery
At 1st tier, you gain one mythic sphere mastery (see the Mythic Sphere Talents tab). You must know the base sphere associated with it.
True Magic
At 10th tier, whenever you cast a sphere effect that targets one or more non-mythic creatures, each of those creatures must roll any saving throws against the spell twice and take the lower result.
You also gain spell resistance equal to 15 + your caster level, but only against sphere effects. Once per round when your spell resistance protects you from a sphere or spell effect cast by an enemy mythic creature, you regain one use of mythic power.
Table: The SpheremasterTier | Path Features |
---|---|
1st | Path ability, sphere mastery |
2nd | Path ability |
3rd | Path ability |
4th | Path ability |
5th | Path ability |
6th | Path ability |
7th | Path ability |
8th | Path ability |
9th | Path ability |
10th | Path ability, true magic |
Spheremasters also have access to the following mythic path abilities. Some abilities are originally from other mythic paths and may have been changed to fit the spheremaster.
Special: Mythic spherecasters may take any mythic path ability or mythic class ability that affects a class feature they have (i.e. something that is specifically included in the ‘Special’ column of a class table), regardless of its original path or class. You must meet any other requirements for that choice, such as minimum mythic tier. With GM permission, universal path abilities that grant spell-like abilities can be taken as normal and are not changed.
Retraining: Mythic feats and path abilities are usually fixed once chosen, but may be retrained with GM permission. Any time, cost, or trainer requirements are set by the GM but should generally not take less than 1 week to complete. If you permanently lose access to a regular feat or class ability you previously had, such as through retraining the regular feat, you may retrain any associated mythic options immediately.
1st-Tier Spheremaster Path Abilities
Abundant Casting (Ex)
Whenever you cast a sphere effect that affects a specific number of targets (such as “one creature/level”), add your tier to the number of targets the talent can affect. Alternatively, you can expend one use of mythic power when casting a sphere effect that affects only one target (such as “one creature”) to have it affect an additional target. If the talent requires you to succeed at a melee touch attack, you must hold the charge in order to make a second touch attack.
Adamantine Mind (Ex)
Your mind is as hard as any armor and is dangerous to engage. You gain a bonus equal to your tier on saving throws against mind-affecting effects. Whenever you succeed at a save against a mind-affecting effect, the creature attacking you with that effect must succeed at a Will save (at the same DC) or be stunned for 1 round.
Adaptive Energy Resistance (Su)
If you have energy resistance against acid, cold, electricity, fire, or sonic damage and you are attacked by one of these energy types other than the one(s) to which you have resistance, you can spend one use of your mythic power as an immediate action to switch your energy resistance to that type of energy for a number of rounds equal to your mythic tier.
Arcane Endurance (Ex)
Treat your caster level as 4 higher when determining the duration of sphere effects you cast. This does not alter any other variable effects of your talents.
Coupled Arcana (Ex)
Whenever you spend a standard action, move action, or swift action to activate an arcane school power, bardic performance, blessing, blight, bloodline power, bound nexus ability, emotion, esotery, hex, hypnotism, imbuement, integrated technique, invocation, magus arcana, mystic combat, shadowstuff effect, symbiat psionic effect, wraith haunt, or similar class ability (GM’s discretion), you can also activate an ability that uses mythic power as a free action. The mythic ability you activate must require the same action type as the other ability you activated or faster (a swift action is faster than a move action, and a move action is faster than a standard action).
Crafting Mastery (Ex)
You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you are crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost or any other requirements.
Curse-bearer (Ex)
You may touch, wear, wield, or carry a non-mythic cursed item without being affected by the curse. You may choose to be affected by the curse if you wish. Mythic cursed items affect you as normal, but you may expend one use of mythic power as a free action to suppress the effects of the item’s curse on you for one round.
At 6th tier, you are immune to all curse effects. For example, the Enmity talent of the Fate sphere has no effect on you, and you can handle, carry, or discard a cursed magic item without harm. If a cursed item has useful functions and a cursed effect (such as armor of arrow attraction) or drawback (such as a mace of blood), you are immune to the cursed effect and drawback, and can still use its other abilities. If a cursed item works normally for a period of time before its curse triggers (such as gauntlets of fumbling), the item stops working for you when the curse would normally trigger. Finally, you can ignore the negative effects of your oracle’s curse (unless the source of your curse forbids this).
Deep Understanding (Ex)
You automatically identify any sphere effect cast within 60 feet of you. Whenever you attempt to identify a non-artifact magic item using the divine ability of the Divination sphere, you automatically learn its properties and command words in the first round of the effect (no Spellcraft roll needed), but you cannot automatically determine whether it is cursed.
Eldritch Breach (Su)
You are adept at breaching magical defenses and overcoming resistance to your magic. When attempting a magic skill check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target, roll twice and take the higher result.
Elemental Bond (Su)
You are connected to one of the elements. Select one package from the Nature sphere. Whenever you cast a sphere effect with a descriptor matching that package, add your tier to your caster level for that effect. You gain resistance 10 against an energy type associated with the descriptor of your chosen Nature package—electricity for air, acid for earth or metal, fire for fire, and cold for water or plant. At 6th tier, this resistance increases to 20. At 9th tier, this resistance increases to 30. The GM is the final arbiter of whether or not a sphere effect has a descriptor, but in general, sphere effects have elemental descriptors when they create, protect against, or directly manipulate that element. (For example, the Destruction sphere’s Fire Blast and the Nature sphere’s Create Fire geomancing have the fire descriptor.)
Enduring Armor (Su)
You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is a Protection sphere effect with a caster level equal to twice your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.
Enhance Magic Items (Ex)
Your mythic presence enhances the power of certain magic items. Add half your tier to the caster level of compounds, scrolls, implements, and spell engines you use. When using a spell engine, you may activate the item by expending one use of mythic power instead of one (or more) of the item’s spell points.
Exorcist (Su)
As a full-round action, you can tap into the power of your magic to unravel the power of hostile spirits to control the bodies, minds, and souls of mortals. When you use this ability, you must target one creature within 30 feet to which you have line of sight. A successful Will save (DC = 10 + 1/2 your Hit Dice + your Charisma modifier) negates the effects of this feat. If your target is not a mythic creature, you add one-half your mythic tier (minimum +1) to the DC.
An incorporeal undead creature that fails its save against this effect is staggered. If you target a possessed creature, the possessing entity must succeed at a Will save to resist being staggered for 1 round. If it is staggered, the creature it possesses can immediately attempt a new saving throw to end the possession effect (possession effects that do not allow saving throws to resist them cannot be ended with this power, but the feat can still stagger a possessed creature). You can use this ability a number of times per day equal to your mythic tier.
Flash of Omniscience (Ex)
Your ability to recall information is astounding. When you take 10 on any Intelligence-based skill check, add your tier to the result. As a free action, you can expend one use of mythic power to ask one question as if using the Divine Knowledge advanced Divination talent. The base chance for a correct answer is 70% + your caster level + your tier (maximum 100%). The answer does not come from a divine agent, but from your own native understanding; therefore, the answer is never cryptic. If you do not get a correct answer, it is like failing a Knowledge check, and you cannot use this ability on that question again.
Flexible Counterspell (Su)
Your mythic power enhances your ability to counter others’ talents. As an immediate action, you can expend one use of mythic power to attempt to counter a spell or sphere effect. This ability otherwise works like using the Counterspell feat.
Flexible Specialization (Ex)
Select one incanter sphere specialization you do not have. You gain the powers from that sphere specialization, treating your sphere wizard level as twice your tier for the purposes of these powers. Once you have chosen the sphere specialization, it cannot be changed. You cannot select a sphere specialization for a base sphere you do not have.
You must have the sphere wizard’s sphere specialization power to select this mythic path ability. You can choose this ability up to three times, each time selecting another sphere specialization you do not have.
Greater Familiar Link (Su)
You have bound yourself so deeply to your familiar that your life forces are intertwined. Anytime you or your familiar takes damage, you may split the damage evenly between you and your familiar. Using this ability does not require an action, but it works only if you are conscious and both you and your familiar are alive (or in whatever is the normal state for your respective races). You must have a familiar to select this ability.
Heirloom (Ex)
You gain a legendary item that is an ancestral relic of your house, family, or culture. This functions as the legendary item universal path ability described in Mythic Adventures, but you are so protective of this item that you add your mythic tier as a bonus to CMD against disarm, steal, and sunder combat maneuvers directed at the item, and one-half your mythic tier as a bonus on saving throws made by the item. You can take this ability again at 3rd and 6th tier to grant additional abilities to your heirloom item. You can have both an heirloom and a legendary item; however, the total number of legendary abilities between the two items combined cannot exceed your mythic tier +3.
Implement Master (Su)
Your mastery of implements enable you to use their powers in ways they are not normally capable of. When using an implement of power, you can expend one use of mythic power to use the implement’s enhancement bonus on the next talent you cast, even if the talent’s base sphere does not match that of the implement.
Imprinting Hand (Su)
By touching a foe, you can gain knowledge about it, including its weaknesses. To use this ability, you must first successfully hit a foe with an unarmed strike, natural weapon, or melee touch attack to make contact, then use this ability is a free action. As long as the target remains within 1 mile of you, you always know the direction and approximate distance to it. If the foe has any weaknesses or vulnerabilities (including a mythic flaw), you immediately know this information.
You can maintain this connection with only one creature at a time; if you use this ability on another creature, your connection with the previous creature is lost.
Insightful Interaction (Ex)
Add half your tier to Wisdom-based skill checks in which you are trained. Additionally, by expending one use of mythic power, you can use your Wisdom modifier plus half your tier in place of your Charisma modifier for Bluff, Diplomacy, and Intimidate checks for 1 hour.
Inspire Trust (Ex)
You can inspire instant trust in those you meet. As a swift or immediate action, you can expend one use of mythic power to make a Diplomacy check to improve a non-mythic creature’s attitude toward you. There is no maximum on how much its attitude can improve at once this way. If you are in combat but have not attacked the target, you must expend an additional use of mythic power and the DC is increased by the target’s Hit Dice. You cannot affect a target that knows you have ever attacked it.
Mythic Bloodline (Su)
When determining the effects of your bloodline powers, you are considered 4 levels higher. This increases the effects of powers you have access to, but does not grant you powers at a lower level than normal. If you have a sorcerer bloodline power that can be used multiple times per day, such as metamagic adept, you gain a number of extra uses of that power equal to half your tier (minimum 1). You must have the bloodline class feature to select this ability.
Mythic Hex (Su)
When you gain this path ability you learn one witch hex. Additionally, you may expend one use of mythic power when using any hex you know to target a creature a second time with the same hex.
Persuasive Countenance (Su)
Whenever you encounter a creature whose alignment is within one step of yours, treat its starting attitude as one step better. If the creature’s starting attitude is helpful, you can make requests of the creature with a +5 bonus on your Diplomacy or Intimidate skill check.
Relentless Healing (Su)
You can restore life to the recently dead. If a creature has died within 1 round, as a free action you can expend one use of mythic power to apply healing magic to that creature. This healing can be from a sphere or other effect you cause or from a magic item you wield (because this is a free action, using items or casting healing powers does not require the normal casting time). If this healing brings the creature’s hit points above the threshold for death, it comes back to life and stabilizes at its new hit point total; otherwise, it remains dead.
Alternatively, you can expend two uses of mythic power on a dead creature that would have the ability to magically heal itself if it were alive (such as a dead cleric with the cure ability of the Life sphere) in order to trigger the most powerful healing magic it knows or has prepared. If this brings the creature’s hit points above its death threshold, it returns to life.
Remixer (Ex)
You can instantly remix any potion, oil, or powder—collectively known as compounds—you touch to alter its effects (see the Distill Compound crafting feat). You can expend one use of mythic power to change the talents contained in the compound to that of any other talent you know. The resulting compound uses the caster level of the original compound.
The new talent(s) contained in the compound must be one that could normally serve as a compound of that type. If the effect you are trying to use requires expensive material components, you must provide them at the time of the change.
Resilient Arcana (Su)
Your sphere effects become more difficult to identify and dispel. Add your tier to the DC of any checks to identify your sphere effects, recognize them as they are being cast, or dispel them.
Sensory Link (Su)
As a standard action, you can see and hear through your familiar’s eyes and ears. While using this ability, you cannot see or hear using your normal senses. You can speak through your familiar using any language you know, even if the familiar cannot normally speak. You may end the link and restore your own senses as a standard action. While linked, you can expend one use of mythic power to cast a spell and have it originate from your familiar instead of you. You must have a familiar to select this ability.
Spellbane Counterstrike (Su)
With a quick sprint, you retaliate against the caster of a spell you countered. When you successfully use the Counterspell feat (or a similar ability gained through other means), you can move up to your speed as part of the same action, as long as you end your movement with the target of the counterspell within melee reach. Your movement from this ability does not count toward your total movement for the round.
If the target’s casting would have provoked an attack of opportunity, you can immediately take an attack of opportunity against the target.
Sustained by Faith (Su)
You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours.
Throw Spell (Su)
When casting a melee touch sphere effect, you can expend one use of mythic power to throw that sphere effect as a ranged touch attack. The range of this thrown spell is 10 feet per tier. If the spell allows you to make multiple melee touch attacks, you may make any number of the attacks as melee touch attacks and throw the rest as you see fit.
3rd-Tier Spheremaster Path Abilities
Abundant Healing (Su)
When you use a sphere effect or class ability to heal a creature’s hit point damage, you can apply excess healing (over the target’s full hit points) to one ally adjacent to you. You can continue to apply excess healing to other adjacent allies until no injured allies are adjacent or you run out of excess healing. For example, if you could cure 40 points of damage with your cure and the target has taken only 20 points of damage, you can apply the remaining 20 points of healing to an adjacent ally; if that second ally has taken only 15 points of damage, you can apply the remaining 5 points of healing to another adjacent ally.
Battlemagic Sense (Su)
You have an intuitive sense for friendly and hostile magics being thrown around a battlefield. You gain a bonus equal to your mythic tier on Spellcraft checks to identify sphere effects, including both ongoing effects and effects as they are being cast, and you may make such checks untrained. If you expend one use of your mythic power as a swift or immediate action, you can treat your base attack bonus as the number of ranks you have in the Spellcraft skill for 1 minute.
You are automatically aware when a sphere effect with a range greater than personal or touch is cast within 20 feet plus 10 feet times your mythic tier, and you can make a Spellcraft to identify such effects, though you take a -4 penalty on your check if you have no line of sight to the caster or are otherwise unaware of the caster’s presence. If you successfully identify a sphere effect while forcing the caster to make a concentration check, whether to cast defensively because you threaten the target or by harming or distracting the caster in any way, you add your mythic tier to the DC of the concentration check for that sphere effect.
If you successfully identify a sphere effect being cast and you have the ability to cast an appropriate counterspell (usually through the Counterspell feat), you can expend one use of your mythic power to perform that counterspell as an immediate action, even if you do not have line of sight to the caster. If you have readied an action to counterspell, you gain a bonus equal to your mythic tier on any magic skill check required.
Borrowed Power (Su)
As a swift action, you can expend one use of mythic power and pick any one mythic path ability from a path other than spheremaster (including universal abilities) that is of a tier you have access to. You immediately gain access to this mythic path ability for a number of rounds equal to twice your mythic tier.
Don’t Cross Me (Ex)
Even when you are away from your thralls, they fear and obey you. When you successfully use Intimidate to make someone helpful, you can expend one use of mythic power to cause the creature to remain helpful to you even in your absence for up to a number of days equal to your tier. At the beginning of each day, the creature may attempt a Will save; if it succeeds, this effect ends prematurely (DC equal to the result of your original Intimidate check minus 2 for each day since the creature last had direct contact with you). This is a mind-affecting fear effect.
Drawback Freedom (Ex)
When you cast a sphere effect, you can ignore one (non-mythic) general drawback that would otherwise apply to it. You can select this ability more than once; each time you take this ability, the number of drawbacks you may ignore for each sphere effect you cast increases by 1.
Eldritch Dread (Su)
When you cast a sphere effect or use a sphere-like ability, you may expend one use of your mythic power to activate an aura of fear affecting all creatures within a radius of 5 feet plus 5 feet per two caster levels of the effect that lasts until the beginning of your next turn. Each round, you may continue exuding this aura of fear by spending a move action to do so, up to a maximum number of rounds equal to your mythic tier.
If you do not maintain the aura during any round, you cannot resume it unless you cast another sphere effect and expend another use of your mythic power. Enemies within the aura are shaken (or panicked if they have fewer Hit Dice than your mythic tier) as long as they remain within this radius and for a number of rounds thereafter equal to your mythic tier. A Will save (DC 10 + 1/2 your Hit Dice + your mythic tier) negates the effects of this aura.
Eldritch Flight (Sp, Su)
You gain a bonus on Fly checks equal to your tier. As a standard action, you can expend one use of mythic power to fly (as the Flight talent of the Telekinesis sphere) for a number of minutes equal to your tier. At 6th tier, you instead gain a permanent supernatural fly speed of 60 feet (40 feet if you wear medium or heavy armor, or are carrying a medium or heavy load).
Hand of Mercy (Su)
If you have the channel energy ability, you can touch a creature and expend one use of channel energy to remove a condition afflicting that creature. Each time you use this ability, you can choose one of the following conditions: dazed, fatigued, shaken, sickened, or staggered. At 6th tier, you can also choose from among the cursed, exhausted, frightened, and nauseated conditions. At 9th tier, you can also choose from among the blinded, deafened, paralyzed, and stunned conditions.
Infectious Spell (Su)
You know no limits when it comes to the potency and ravaging effects of your talents. Whenever you cast a sphere effect that specifically targets a limited number of targets (such as “one creature/level” or “one or more creatures”) and has a duration longer than 1 round, you can expend one use of mythic power to make the effect infectious. Each round on your turn, so long as at least one creature is still under the effect of the infectious talent, the talent targets one additional enemy per mythic tier you possess (chosen by the original caster). The range of the spell is the same, but it originates from a creature currently affected by the sphere effect (your choice). A creature affected by an infectious spell suffers all of the effects of the original effect (and may attempt any saving throws as appropriate at the original save DC), but the duration does not reset (meaning the effect ends for all affected targets when the original duration of the spell expires).
A creature can only be targeted by a given infectious spell once per casting. Once a round passes without any additional creatures affected by the effect, the spell stops being infectious. This ability can only affect sphere effects whose caster level is equal to or less than double your tier.
Life Current (Su)
You are more attuned to the source of life or unlife and better able to access its power. When casting a cure effect of the Life sphere, dealing hit point damage with negative energy, or using a class feature that uses positive or negative energy (such as channel energy or lay on hands), treat any natural 1s or 2s on the dice rolled to heal or deal damage as 3s. You can select this ability up to three times. The second time you select it, treat natural 1s, 2s, and 3s as 4s. The third time you select it, treat natural 1s, 2s, 3s, and 4s as 5s.
Magical Potency (Su)
You gain four spell points. You can select this ability more than once. If you do, you gain six spell points the second time, eight spell points the third time, and so on.
Many Forms (Su)
You can alter your appearance at will as if using the Blank Form of the Alteration sphere (this does not allow you to gain traits aside from the +10 bonus to Disguise checks, or similar cosmetic changes with your GM’s permission). You can expend one use of mythic power to change your shape as if using the Alteration sphere and any three Alteration talents (whether or not you know those talents), with a duration of 1 minute per tier. Your caster level for this ability is a number equal to 10 + your tier. At 6th tier, the duration of this shapeshift increases to 10 minutes per tier.
Mirror Dodge (Su)
When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate. Using this ability requires a line of effect to the square into which you teleport.
Pilgrim of the Waves (Su)
You can breathe water as easily as you breathe air. You can also walk on any body of water (which includes fresh water, sea water, and anything else that is entirely or almost entirely water), though this ability does not allow you to walk upon any bodies of liquid other than water (such as pools of acid). You can choose to sink to the bottom of any body of water you could walk upon, descending at a rate of 60 feet per round, and thereafter you can travel along the bottom of the water as though it were dry land. While at the bottom of a body of water, you can attack and act normally, as though under the effects of the Freedom word of the Fate sphere, though this ability does not impart the other benefits of that sphere effect.
Spell Sieve (Sp)
If you successfully counterspell a sphere effect of a caster level equal to or lower than your own, you can absorb the countered effect’s power and use it for your own purposes. On your next turn, you can cast that sphere effect as a sphere-like ability using your caster level as the caster level for the effect. (A spherelike ability is not affected by general or sphere-specific drawbacks and never requires expensive material components.)
Sphere Metamastery (Su)
As a swift action, you can expend one use of mythic power and pick any one metamagic feat you know that increases the slot level of the spell by 0 or 1 levels or costs 0 or 1 spell points. For the next 10 rounds, you can apply this metamagic feat to any sphere effect you cast without increasing the spell point cost or casting time.
You can also use this ability on sphere effect you cast from a scroll or spell engine. You cannot have more than one use of this ability active at a time. If you use this ability again, any previous use immediately ends (though this does not affect sphere effects already cast). You can select this ability more than once. Each time you select this ability, the maximum spell slot level or spell point increase of the metamagic feat you can choose goes up by 1, to a maximum of 4.
Tangible Illusion (Su)
You can temporarily transform an illusory object into a real one. As a full-round action, you can expend one use of mythic power to temporarily transform a single object created using the Illusion sphere that you cast into a physical, non-magical version of that object. The object lasts for 10 minutes per tier, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion has expired). During that time, the illusion gains all the physical properties of the depicted illusory object. You must touch the illusion to use this ability, and the object can be no larger than 5 cubic feet per tier. For example, if you create an illusory stone door, you transform it into an actual non-magical stone door.
6th-Tier Spheremaster Path Abilities
Arcanist’s Escape (Su)
Whenever you are entangled, grappled, or pinned, you may expend two uses of mythic power as a free action on your turn to teleport to safety, as if using the teleport ability of the Warp sphere. If you are affected by a non-mythic effect that blocks teleportation, you can double the cost to four uses of mythic power to make a magic skill check with a bonus equal to your mythic tier to bypass that effect for the purpose of this teleportation.
The DC for this check is equal to 15 plus the caster level of that effect. This ability can be used to escape from an effect or area that blocks teleportation, but it cannot be used to enter such an area from outside it.
Channel Power (Su)
You gain the ability to channel raw magical power into a sphere effect. You can expend one use of mythic power when casting a sphere effect to increase its damage by 50%. If the sphere effect has a duration greater than 1 round, the duration doubles. Any saves required by the sphere effect take a –4 penalty, although for mythic creatures, this penalty is reduced to –2. This sphere effect ignores any spell resistance the targets have, although targets immune to the sphere effect or to magic still retain that protection.
Eldritch Reciprocation (Su)
You can choose to take extra damage from a sphere effect to replenish mythic power. When you are hit by or fail a saving throw against a sphere effect that deals hit point damage, as an immediate action you can choose to take damage as if that effect were affected by the Maximize Spell feat. If the effect’s damage cannot be increased by the Maximize Spell feat or is already under the effect of the Maximize Spell feat, you instead take double damage from it. The effect’s damage ignores your spell resistance, energy resistance, energy immunities, and other protections against damage.
If you take at least 25 points of damage from the effect, you regain one use of mythic power.
Extended Abundant Casting (Ex)
When you cast a sphere effect that normally affects only a single target (such as “one creature”), you can affect one additional target adjacent to that target without expending additional resources to do so. In addition, you can affect an additional number of targets anywhere within range equal to one-half your mythic tier by expending one use of mythic power for each additional target normally granted. You cannot target the same creature more than once with this sphere effect. If the sphere effect requires you to succeed at a melee touch attack, you must hold the charge in order to make touch attacks against targets after the first. You must have the abundant casting path ability in order to select this ability.
High Clerist (Ex)
You are acknowledged as a great leader within your religion and even by those outside your faith. Add one-half your mythic tier on Diplomacy checks and gain Leadership as a bonus feat or the Leadership sphere (GM’s choice). If you already have the Leadership feat, you gain Mythic Leadership as a bonus feat. If you gain the Leadership sphere, you may spend your magic talents on additional Leadership talents. If you build a shrine, temple, monastery, cathedral, or monument devoted to your deity, offerings from fellow believers cover one-half the cost of construction, whether you are constructing them with your own personal funds or using the kingdom-building rules described in Ultimate Campaign or Ultimate Rulership from Legendary Games. At the GM’s option, you may also obtain this discount when building other types of buildings, such as a park, graveyard, or castle, if they are connected to a religious edifice.
In addition to the above, you gain the power to call for a crusade, declaring a specific goal (typically a military goal of some kind related to the faith) that you wish to achieve and summoning the ranks of the faithful to help you accomplish that goal. Calling a crusade requires spending a number of uses of mythic power equal to your mythic tier, and it enables you to multiply the number of followers you gain by an amount equal to your mythic tier. These followers arrive over the course of one month and serve without pay for as long as you keep the crusade going. For as long as the crusade lasts, the uses of mythic power you spent to call the crusade are unavailable to you. However, during the crusade all of your followers gain a morale bonus equal to one-half your tier on attack rolls and on saving throws against mind-affecting effects and effects that would cause them to become fatigued or exhausted (as well as Constitution checks to avoid damage or fatigue from a forced march).
If using the mass combat rules in Ultimate Battle from Legendary Games, you can recruit armies using your followers. Those armies have only half the normal maintenance cost (as they must still be fed) and gain a bonus to their OM and Morale equal to one-half your mythic tier.
You may call off the crusade at any time, at which point your additional followers depart.
Mindthrall (Su)
When a creature fails its saving throw against a Mind sphere effect you create, you can expend one or more uses of mythic power to make the effect permanent. You must expend one use of mythic power, plus one additional use per four caster levels of the effect. If the effect’s normal duration is less than 1 day/ level, you must spend additional mythic power to make the effect permanent, depending on the effect’s normal duration:
Normal Duration | Additional MP Cost |
---|---|
1 hour/level | +1 MP |
10 minutes/level | +2 MP |
1 minute/level | +4 MP |
1 round/level | +6 MP |
Saintly Shroud (Su)
You are suffused with an aura of sacred (if good) or profane (if evil) power; a neutral character must choose which type to gain. This choice is permanent. You gain a bonus equal to one-half your mythic tier on Intimidate checks against creatures with an alignment subtype that is opposed to your alignment, even if they share one alignment subtype in common (e.g., if you are chaotic good and use Intimidate against a demon, which has both the chaotic and evil subtypes). You gain the same bonus on saving throws against fear and charm effects used by such creatures, as well as against effects with an alignment descriptor that opposes yours.
If a non-mythic creature whose alignment subtype is opposed to yours touches you, including striking you with a natural weapon or melee touch attack, it takes damage equal to your mythic tier every time it strikes you; a mythic creature takes this damage only the first time each round that it strikes you. If you touch such a creature to deliver a melee touch effect, once per round you may choose to deal this damage to the target in addition to any other effect you deliver with that touch. If you expend one use of your mythic power as a free or immediate action, you gain damage reduction 5/chaotic, damage reduction 5/evil, damage reduction 5/good, or damage reduction 5/lawful for a number of rounds equal to your mythic tier. The type of damage reduction you gain must match an alignment subtype opposed to yours. This damage reduction increases to 10 at tier 3 and to 15 at tier 6.
Undying Healer (Su)
Whenever you fall unconscious, a ghostly image of you manifests from out of your body. Even though you are unconscious, you control this image. On your turn each round, this image can fly up to 30 feet and use your ability to lay on hands to heal, channel energy to heal, or cast any Life talent that you could cast. This consumes these abilities as normal. Abilities used by the image cannot benefit you.
This image lasts a number of rounds equal to your tier. This ability can be dispelled, using double your tier as the caster level. If you die or regain consciousness, the image immediately ends.
The Gifted are those who have somehow acquired true mastery of the martial spheres, capable of unleashing powers and abilities beyond those of other warriors. Whether their abilities are acquired through training, deals, luck, or even the whims of the gods, the Gifted are warriors, craftsmen, and experts in their trade.
Role: The Gifted can fulfill almost any role in a party, though like regular practitioners, they lean in favor of dealing damage, protecting allies, debuffing their enemies, and using skills. Many Gifted choose to take the Dual PathMA mythic feat, which significantly expands their options.
Classes: This mythic path is suitable for any character with expert, adept, or proficient progression with martial talents, as well as all champion classes that mix Spheres of Power and Spheres of Might. It can be used by classes that have acquired martial talents through spending feats or by special items like talent crystalsTotS, but characters with these builds may find another mythic path to be more useful.
Bonus Hit Points: Whenever you gain a gifted tier, you gain 4 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics. These do not stack with the hit points from your Dual PathMA choice (if you take that feat).
Sphere Mastery
At 1st tier, you gain one mythic sphere mastery (see Mythic Sphere Talents). You must know the base sphere associated with it.
Martial Mastery
At 10th tier, you have perfected your fighting style. Choose three base sphere effects and/or specific talents that require you to expend martial focus to use them. Once per minute, you may use any of those options without expending martial focus.
Table: The GiftedTier | Path Feature |
---|---|
1st | Path ability, sphere mastery |
2nd | Path ability |
3rd | Path ability |
4th | Path ability |
5th | Path ability |
6th | Path ability |
7th | Path ability |
8th | Path ability |
9th | Path ability |
10th | Martial mastery, path ability |
The Gifted also have access to the following mythic path abilities. Some abilities are originally from other mythic paths (particularly those published by Legendary Games) and may have been changed to fit the Gifted.
Special: Mythic practitioners may take any mythic path ability or mythic class ability that affects a class feature they have (i.e. something that is specifically included in the ‘Special’ column of a class table), regardless of its original path or class. You must meet any other requirements for that choice, such as minimum mythic tier. With GM permission, universal path abilities that grant spell-like abilities can be taken as normal and are not changed.
1st-Tier Path Abilities
Always Prepared
You are immune to poison.
Avenging Maneuver (Ex)
Taking grievous wounds only empowers you. Any creature that confirms a critical hit with a melee attack against you provokes an attack of opportunity from you. You can use this attack of opportunity only to attempt a bull rush, disarm, sunder, or trip combat maneuver check. You do not provoke attacks of opportunity for attempting this combat maneuver check.
Blind Luck (Ex)
When making an attack roll against a target with concealment or total concealment, if your attack roll is a critical threat your attack ignores any miss chance. Against a creature using mirror image or a similar effect, if your attack roll is a critical threat you automatically target the actual opponent rather than one of the images.
Clear Your Heads (Ex)
When you fire a shot from a firearm, attack with an alchemist bomb, or use a similar attack like a scholar’s flashbangs or many formulae from the Alchemy sphere, you can expend one use of mythic power to dispel a mind-affecting effect within 30 feet. This functions as a targeted dispel magic, using your base attack bonus as your caster level (adding your mythic tier, if the effect is non-mythic), affecting the mind-affecting effect you designate. You can dispel supernatural mind-affecting effects with this ability, treating the DC of the dispel check as 15 + the Hit Dice of the effect’s creator.
Curse-bearer (Ex)
You may touch, wear, wield, or carry a non-mythic cursed item without being affected by the curse. You may choose to be affected by the curse if you wish. Mythic cursed items affect you as normal, but you may expend one use of mythic power as a free action to suppress the effects of the item’s curse on you for one round.
Deadly Dodge (Ex)
As a swift action, you can expend one use of mythic power to gain a +4 dodge bonus to your AC until the start of your next turn. During this time, whenever a creature misses on a melee attack against you, it provokes an attack of opportunity from you. You can choose to either take this attack of opportunity or force that creature to reroll the attack and change the target to a creature of your choice that is adjacent to you and within the attacker’s reach. This reroll uses the same modifiers as the initial attack roll.
Defensive Move (Ex)
Once per round, you can designate one opponent. Unless you attempt to move through that opponent’s space, your movement (including standing up from a prone position) does not provoke attacks of opportunity from that opponent. If you move through the opponent’s space, you can still attempt an Acrobatics check to do so without provoking an attack of opportunity. You can take this ability more than once. Each additional time you select it, you can designate one additional opponent when you move.
Distracting Flurry (Ex)
When you make multiple attacks in the same round against a creature, each missed attack against that target results in a -1 penalty to that target’s AC until the end of your turn. This penalty stacks with multiple missed attacks. If you expend one use of mythic power as a swift action, this AC penalty persists until the beginning of your next turn. You cannot use this ability on a creature whose mythic rank or tier exceeds yours.
Heirloom (Ex)
You gain a legendary item that is an ancestral relic of your house, family, or culture. This functions as the legendary item universal path ability described in Pathfinder Roleplaying Game Mythic Adventures, but you are so protective of this item that you add your mythic tier as a bonus to CMD against disarm, steal, and sunder combat maneuvers directed at the item, and one-half your mythic tier as a bonus on saving throws made by the item. You can take this ability again at 3rd and 6th tier to grant additional abilities to your heirloom item. You can have both an heirloom and a legendary item; however, the total number of legendary abilities between the two items combined cannot exceed your mythic tier +3.
Honor Between Thieves
You cannot be robbed (including by mythic characters, unless they have at least three more tiers than you). Any possessions you carry simply cannot be stolen, although this does not extend to objects not currently on you or within 10 feet per tier. Your items can still be destroyed. Any attempt to swindle or cheat you out of your possessions is immediately obvious to you.
Impeccable Balance (Ex)
Even the smallest of handholds and outcroppings are more than sufficient for your purposes. You automatically succeed at all Acrobatics checks to walk along narrow ledges. Your Acrobatics checks never take a penalty because of obstructed, slippery, sloped, or unsteady surfaces, and you can move at full speed across such surfaces with no penalty. You also gain a +10 bonus to CMD against trip attacks.
Perfect Aid (Ex)
Whenever you successfully use the aid another action, your ally also adds your tier to the aid another bonus. If you use your surge ability on the aid another roll, add the result of the surge die to this bonus as well.
Quick Recovery (Ex)
Whenever you are dazed, dazzled, deafened, sickened, or stunned, reduce the duration of that condition by half (minimum 1 round). Any other effects relating to the source of that condition are unaffected; for example, if you are panicked and sickened from an eyebite spell, the panicked effect has the normal duration even though you are sickened for only half as long. You can select this ability twice. The second time you select it, you also reduce the duration of the blinded, nauseated, and paralyzed conditions by half.
Reluctant Stand (Ex)
When you are the only creature threatening an enemy, you take no penalty on attack rolls against that creature when fighting defensively. If you are using the total defense action, you can make a single melee attack and gain the normal dodge bonus to AC, or if you choose to take total defense without making an attack the dodge bonus you gain to AC increases to +6 (or +9 if you have 3 or more ranks in Acrobatics).
Shot in the Dark (Ex)
You can deal precision damage to targets with concealment or total concealment. When you attack a creature whose location is unknown, you may designate two adjacent squares when making an attack. If a target is in either square, you may attack it. If a creature in a square you designate is an ally, you instinctively are aware of this and can choose not to attack or to direct your attack elsewhere.
Speed Of Thought
Once per encounter, as an immediate action, you may expend your martial focus and one use of mythic power to take a full round of actions. You may only do this after an opponent has declared an action (such as making an attack or casting a spell) and cannot regain your martial focus during this turn of actions.
Strange Style (Ex)
You gain proficiency in a number of exotic weapons equal to your mythic tier. In addition, you can practice with an exotic weapon for 1 hour in order to wield it as if it had one of the following special features for the next 24 hours: blocking, brace, deadly, disarm, distracting, monk, nonlethal, performance, or trip. Alternatively, you may treat the weapon if it did not have the fragile or nonlethal feature. If you expend one use of mythic power, you may practice as a full-round action to gain the above benefit. If you spend an hour practicing and expend one use of mythic power, you may add the grapple or reach special feature to an exotic weapon, or you may add (or subtract) a number of special features listed above when using that exotic weapon equal to one-half your mythic tier (minimum 1).
Take a Breather (Ex)
When subject to a spell or effect that heals hit point damage or ability damage, if you take no actions other than movement in the following round you are healed again at the end of your next turn an amount equal to 50% of the all hit point or ability damage healed in the previous round.
The Road Goes Ever On (Su)
You are a skilled traveler, inured to long journeys and heavy loads. You add your mythic tier to your Strength score to determine your carrying capacity, and you (and any mount you ride) add your mythic tier to the number of hours per day you can hustle or forced march when traveling overland before you risk taking nonlethal damage or becoming fatigued (see Chapter 7 of the Pathfinder Roleplaying Game Core Rulebook for details on encumbrance and overland travel). You can expend one use of your mythic power to remove the fatigued condition from yourself or an ally by touch, and if your ally has nonlethal damage incurred from a hustle, forced march, or similar exertion, you also cure an amount of that nonlethal damage equal to your surge die plus your mythic tier.
This Might Just Work (Ex)
You are adept at combining optimistic resourcefulness with natural skill. You can attempt a skill check with a class skill in place of a skill that uses the same ability score modifier. For example, you could attempt an Acrobatics check in place of a Stealth check because both skills are based on Dexterity. You take a –5 penalty on this check and cannot take 10 or 20 on it. The GM can disallow certain uses of this ability when the skill cannot possibly be applied to the task.
Trusty Tools (Su)
When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon you take no penalties for using an improvised weapon. In addition, that weapon gains an enhancement bonus equal to half your mythic tier (minimum +1), and its critical threat range is increased by 1 for every 2 mythic tiers you possess. Your tool’s hardness is increased by an amount equal to your mythic tier as long as it is on your person, and you can expend one use of mythic power as a standard action to grant the item 5 temporary hit points per mythic tier you possess.
Unfocused Focus (Ex)
If you have more than one class, you may select a single class ability (other than spellcasting) from one of your classes (such as wildshape, channel energy, or sneak attack). You may treat your class level for that ability as up to 4 higher than your class level in that class, up to a maximum equivalent class level equal to your Hit Dice.
Unorthodox Tactics (Ex)
When you take a readied action, you may take an additional move action before or after your readied standard action. In addition, your unorthodox tactics confound your enemies, negating any competence, insight, or morale bonuses they would gain against you until the end of your next turn.
Unspeakable Name (Su/Sp)
Like demon lords and the witch-kings of legend, you know when others dare to speak of you or your fell deeds. You hear your name and title whenever it is spoken, regardless of distance, and you can expend one use of your mythic power to use scrying as a spell-like ability targeting the creature speaking your name. If your scrying is successful, you can expend an additional use of mythic power to deliver a message to the target as sending. If you have at least 3 mythic ranks or tiers, this ability functions across planar boundaries. Expending one use of mythic power allows you to use greater scrying on the speaker instead. If you succeed in scrying on the target, you can spend one additional use of mythic power to use project image as a spell-like ability. The image appears at the location of the scrying sensor, which is considered the point of origin of the spell. If your scrying sensor is dispelled, so is the project image.
If you have at least 6 mythic ranks or tiers, if you successfully scry on a creature you can also read its mind as detect thoughts, and you can spend one additional use of your mythic power to discern location on the speaker. If a creature says your name three times in a single breath, you learn that creature’s true name.
Untrained Warrior (Ex)
As a full-round action you may expend one use of mythic power to gain proficiency in a type of weapon or a type of armor (light, medium, heavy) for 24 hours. In addition, you may expend a use of mythic power to change the weapon or armor specific parameters of a feat or class ability you have. For example, if you have Weapon Focus (club), you could alter that feat to become Weapon Focus (light crossbow), or if you had weapon training (light blades) you could alter that ability to become weapon training (heavy blades). You must meet the prerequisites for an altered feat. This effect lasts 24 hours or until you expend another use of mythic power to change that feat again.
Unwavering Skill (Ex)
You can always take 10 or 20 on checks using class skills, even if threatened or in a hazardous situation. You cannot use this ability with skill checks that do not normally allow you to take 10 or take 20.
3rd-Tier Path Abilities
Bodily Ricochet (Ex)
A creature that confirms a critical hit against you with a melee weapon must succeed at a Reflex save (DC 10 + one-half the damage dealt) or drop its weapon in your square. You may expend a use of mythic power as an immediate action to use this ability on any successful attack with a melee weapon, even if it is not a critical hit.
Can’t Touch This (Ex)
When you use Combat Expertise, fight defensively, or total defense and all attack rolls against you since the beginning of your last turn have missed and all combat maneuver checks have failed, you can attempt an Intimidate check as a free action to demoralize every creature you threaten. You cannot use this ability if you have not been attacked, or have only been attacked by effects that do not require attack rolls or combat maneuver checks.
Confidence (Su)
You can draw upon a deep reserve of confidence in times of need. You can call on confidence three times per day to use the surge mythic ability without expending one use of mythic power. You can select this ability up to three times. Each additional time you select it, you gain three additional uses of confidence per day.
Critical Skill (Ex)
Whenever you roll a natural 20 on a skill check, you perform that skill with exceptional proficiency. Typically, this means that the task takes half the normal amount of time to accomplish. If the skill would normally take a full-round action, it instead takes a standard action. If it would normally take a standard or move action, it instead takes a swift action. If it would normally take a swift or free action, it instead takes no time at all. The GM might rule that instead of reducing the amount of time needed, using the skill takes the normal amount of time but the critical success results in some other added benefit, depending on the skill being used and the situation.
Eldritch Shield (Su)
As an immediate action you may expend one use of mythic power to surround yourself with a protective field of energy bestowed by your source of mythic power. This shield grants you temporary hit points equal to 10 + three times your tier. Each round you regain a number of temporary hit points equal to your mythic tier. Once your temporary hit points provided by this power are reduced to 0, your eldritch shield is dismissed and you must spend another use of mythic power to reactivate it. While your eldritch shield is active you shed light like a torch.
Feel Your Pain (Su)
Whenever an adjacent ally gains one of the following conditions, you can expend one use of mythic power as a free action to have that condition affect you rather than your ally: bleed, blinded, confused, cowering, cursed, dazed, dazzled, deafened, diseased, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, poisoned, shaken, sickened, staggered, or stunned, as well as any pain-based effect.
You can expend two uses of mythic power to instead take on one of the above conditions that would affect an ally within 30 feet. If the effect is not instantaneous or permanent, you can attempt a new saving throw to end the effect each round at the end of your turn by expending one use of mythic power, or two uses of mythic power if it is caused by a mythic effect. This does not require an action. If the effect is instantaneous or permanent or does not allow a saving throw, you can end the effect after 1 minute by expending two uses of mythic power, or four uses if the effect is caused by a mythic effect.
Menacing Whisper (Ex)
Whenever you are adjacent to a creature that cannot see you (whether through Stealth, magic, or the creature being unable to see) but can hear you, as a swift action you can attempt an Intimidate check to demoralize that creature. You can expend one use of mythic power as a free action to give such a creature a suggestion. The save DC against this effect is 10 + your tier + your Charisma modifier.
Mirror Dodge (Su)
When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the teleportation target square.
Penetrating Damage (Su)
Whenever you deal damage to a creature with damage reduction, you can overcome one of the following types of damage reduction: chaotic, cold iron, evil, good, lawful, magic, or silver. You can change this type with each attack. This ability only aids in overcoming one type of damage reduction; if the creature’s damage reduction requires a combination of different types of damage, you must be able to overcome the other types using other means.
Right Place, Right Time (Ex)
Your allies are treated as if they possessed the same teamwork feats as you do for the purpose of determining whether you receive a bonus from your teamwork feats. Your allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for you to receive the listed bonus. As a swift action you may expend one use of mythic power when an ally’s action or position is allowing you to use a teamwork feat to grant that ally the benefits of that teamwork feat for 1 minute. If that ally already has that teamwork feat and you expend one use of mythic power in this way, you and that ally both gain the benefits of the mythic version of that teamwork feat.
Speak My Name (Su)
When you take this path ability you must choose a “true name” that represents your spiritual self and serves as a binding representation of your mythic power. You may teach this name to up to one creature per tier. Whenever someone successfully says your true name, you can appear at that creature’s location by expending two uses of mythic power as if taken there by word of recall. You know who is saying your true name, and you can choose not to be transported if you wish.
Stalwart Companion (Su)
Select one of the following: your animal companion, eidolon, familiar, or phantom. It gains DR 5/epic. This ability can be taken a second time at 6th tier or higher and a third time at 9th tier or higher. Each additional time it is taken, the damage reduction increases by 5. This benefit does not stack with blessed companion.
Storied Ally (Su)
Select one of the following: your animal companion, eidolon, familiar, or phantom. It counts as a mythic creature for all purposes and unless it is an outsider, it gains the hard to kill special quality. You can apply your mythic surge ability to that ally.
Take Your Best Shot (Su)
If you are targeted by a harmful spell, spell-like ability, or supernatural ability and suffer no harm from it, whether because of a successful saving throw, spell resistance, the attack missing, or some other protection, as an immediate action you can attempt an Intimidate check to demoralize the creature that produced the effect, adding a bonus on the check equal to your mythic tier. The creature you attempt to demoralize must be within 10 feet times your mythic tier and must have line of sight to you. At 6th tier, you can use this ability after succeeding at a saving throw to reduce the effects of an attack (if no save is allowed, you cannot use this ability).
6th-Tier Path Abilities
Class Mimic (Ex)
The abilities of your allies are available to you with a touch. As a standard action, you can expend one use of mythic power and touch a willing creature to copy one of that creature’s class features. You gain the use of this class feature for 10 minutes per tier, using the level of the creature touched as your level for any effects based on level. You cannot copy an ability that has a limited number of uses per day (such as rage, smite evil, medical training, or spellcasting) or an ability that involves a companion (such as eidolon, hunter’s bond, or nature bond). You can have only one use of this ability in effect at one time. If you use this ability again, any previous use immediately ends. You cannot copy the same ability more than once per day.
Cling to Life (Su)
When you die, as long as your body remains, you can be healed by any spell or effect that heals damage, though you regain only half the normal number of hit points. If you are healed to full hit points, you come back to life and gain 1 permanent negative level for each minute you were dead (these negative levels can be removed as normal). Until you are healed to full hit points, you do not regain consciousness and are still dead no matter what other abilities you might have. If you are not brought back to life within a number of minutes equal to your total character level, your death is permanent (although you can still be brought back by spells such as raise dead).
Defiance
As an immediate action, you may expend your martial focus to negate one attack or effect dealing bludgeoning, piercing, and/or slashing damage, as well as any additional effects from that attack (such as elemental damage from special abilities on a weapon). If the effect deals ongoing damage (such as being crushed under rocks and taking damage each round), this only negates one round of damage from that effect.
Defy Destiny (Sp)
You can call upon powerful forces to rewrite the immediate past and defy destiny itself. As an immediate action, you can expend three uses of mythic power to change an action you took during your previous turn. If you take the same action again, you roll any dice anew and keep the new result instead of the original result (even if it is worse). Reality changes to suit the new result.
Inscrutable (Sp)
You gain the benefits of permanent mind blank, with a caster level equal to your character level plus your tier. You can suppress this effect as a standard action; if you do so (or if the mind blank is dispelled), you can resume it as a standard action. Non-mythic creatures automatically fail Diplomacy checks or Knowledge checks to learn information about you.
Shunned by Magic (Su)
You gain spell resistance equal to 5 + your character level + your tier. This interferes with spells cast by all other creatures including allies, but not your own spells. You can expend one use of mythic power without using an action to allow a spell to bypass your spell resistance.
You Shall Be Avenged! (Su)
When you witness an enemy taking an offensive action against an ally, you may expend one use of mythic power as a swift action to challenge that creature as the cavalier class feature, treating your mythic tier as your cavalier level; this stacks with any cavalier levels you possess. When you select this mythic power, choose one cavalier order; you also gain that order’s challenge bonus when using this ability (though you do not gain any other order benefits). Each time you gain a new mythic tier, you may select an additional order, and when you trigger this ability you may select which order’s ability you will use. If you have cavalier levels, those levels stack for the purpose of your order challenge bonus only when using the bonus of your actual order. If an attack you make against the target of your challenge has a miss chance or a percentage chance to negate a critical hit or precision damage, you may roll twice and select the better result. You may also roll twice and select the better result if you expend a mythic surge to add a bonus on your attack roll against the target of your challenge.
If you witness a creature reduce an ally to 0 hit points or less, or permanently incapacitate an ally in a way other than by hit point damage, you may challenge that creature as a free action without expending mythic power. If you expend one use of mythic power as a swift action to challenge that foe, the power of your challenge is greatly enhanced. Your attacks against that creature bypass damage reduction and hardness (and any energy damage dealt by your weapon or through it (including spells delivered by a spell storing weapon or a magus’ spellstrike) bypasses energy resistance or immunity), and your first successful hit against the target adds 1d6 points of damage times your mythic tier rather than your usual damage bonus. If you expend a mythic surge to add a bonus on your attack roll against the target of your challenge, that die is automatically treated as the maximum result.
This effect lasts for 1 minute or until you or your target is reduced below 0 hit points. You may use this ability once per day plus one additional time per day for each mythic tier you gain beyond 6th.
Mythic Sphere Talents
Mythic sphere talents are 1st-tier universal path abilities except when noted otherwise. You must possess the base sphere for any mythic sphere mastery you choose.
Some mythic sphere talents change the talents you know. When this occurs, you may continue concentrating on abilities or spend a spell point to keep them going if you could normally do so, even if you lose access to the talent before doing either of these things. Existing sphere effects gained through a mythic sphere talent persist for their normal duration regardless of whether or not you currently have access to the talent.
Mythic Miracle (requires tier 9)
Twice per day as a standard action, you may spend 1 mythic power and five spell points to cast miracle as a sphere-like ability. Treat the mythic miracle as a talent from the Fate sphere, though you do not need to know the Fate sphere to use it. (A sphere-like ability is not affected by general or sphere-specific drawbacks and never requires expensive material components.)
Mythic Spellcrafting
You gain one spellcrafted spell at each odd mythic tier. These spells do not count against the normal limit of spellcrafted spells you may know. When casting a spell gained through this ability, you may expend one point of mythic power to cast it as if its complexity were two lower (to a minimum of 1 complexity). You may create original spells to gain with this ability, but the GM is the final arbiter of which spells are acceptable.
Mythic Spherecaster
Your sphere talents are much harder to dispel or counterspell. Add your tier to the DC of all counterspell or dispel attempts non-mythic creatures make against your magic, and add half your tier (rounded down, minimum 1) to the DC of all counterspell or dispel attempts mythic creatures make against your magic, and add your tier to your MSD for the purpose of suppression effects such as Spell Ward (ward, aegis).
Mythic Sphere Knowledge
As a free action, you may spend 1 mythic power to acquire any base sphere (or any talent from a sphere you already know) for one minute. If a talent gained with this ability normally allows you to expend martial focus or a spell point to make its effect persist, you may do so even if you lose access to this talent before spending the resource. You may not have more than one active effect lasting 1 hour or more created through this ability at any given time.
Note: While a character can use this ability more than once per turn, the GM decides how many free actions it is reasonable for a character to take each turn. If you aren't sure how many is appropriate, a character should not be able to take more than five free actions each turn. This ability still does not allow gaining any advanced talents without GM permission, and the GM may limit this ability to once per round.
Mythic Sphere Mastery: Alchemy
You gain one Alchemy talent you do not already have. Choose one of the following:
- You may have one permanent formulae at a time per tier, chosen when you craft it. Permanent formulae do not count against your normal limit of formulae crafted and do not expire, though they are still consumed on use. As a swift action, you may expend one mythic power and attempt a Craft (alchemy) check to transform an existing formulae you possess into any other formulae you are capable of crafting. The power of the new formulae is determined by your skill check.
- When creating a poison from the Alchemy sphere, you may expend one use of mythic power to have the poison work in two forms. For example, you may poison a weapon and also throw the poison to create an inhaled cloud as part of the same action. You may also expend one use of mythic power to create a poison from the Alchemy sphere that contains two toxins, rather than just one. (The base poison is considered a toxin.) Creatures attempt separate saving throws against each of these toxins.
You may select this mythic sphere mastery a second time. When you do, you gain the ability you did not acquire before.
Mythic Sphere Mastery: Alteration
You may transform into a different form as if you possessed the Transformation, Hybrid Transformation, and Improved Transformation feats, except that the form you choose may be one that normally costs one or more spell points. You do not need to pay spell points to transform into the form provided by this ability. You may take this ability even if you already have any of the feats listed above—this transformation is separate from the one normally granted by those feats.
Mythic Sphere Mastery: Athletics
You gain one Athletics talent you do not already have. You gain the following effects if you have their associated Athletics package:
- Climb: You may climb at your full movement speed without taking a penalty and gain a bonus equal to your tier on all Climb checks. By expending one use of mythic power, you can climb any solid or liquid surface for one minute per tier.
- Fly: You do not need to attempt Fly checks to remain flying, regardless of the distance you move, and you gain a bonus to all Fly checks equal to your tier. When flying, you may multiply your carrying capacity by 4, though you cannot carry any one thing heavier than your regular carrying capacity.
- Leap: You may expend one use of mythic power to take no damage from a fall, no matter the distance, and gain a bonus equal to your tier on all skill checks to jump. If using an ability that would have benefited from you taking fall damage, you may use that ability as if you had taken damage from your fall.
- Run: You may expend one use of mythic power to move twice as fast as normal for one minute per tier while running. This applies after all other modifiers to your speed.
- Swim: You are unaffected by currents and environmental threats in aquatic environments, and may pass through them as if they were not present.
Mythic Sphere Mastery: Barrage
You gain one (blitz) talent you do not already have and, as a free action, can expend one mythic power to transform any ammunition you are holding into a different type of ammunition (as long as the new ammunition is not more expensive than the old ammunition or composed of a different special material). For example, you could transform a slow burn arrowEoG into a splintering arrowEoG. This transformation reverts back in one round. If you have the Sniper sphere, you may expend one mythic power when making a barrage to apply a (snipe) talent you know to the first attack in your barrage.
Mythic Sphere Mastery: Barroom
You gain one Barroom talent you do not already have. As a swift action, you may expend one mythic power to grant any improvised weapon you use a +1 enhancement bonus per odd tier you possess, and you may exchange these bonuses for weapon special abilities (to a maximum of +5 enhancement bonus and +10 overall on the item). This effect applies to all improvised weapons you handle for one minute per tier, but only when you are the one using the weapon. Also, add your tier to your Constitution modifier for determining how long your drunk status lasts, and add twice your tier to the number of alcoholic beverages you can drink without being sickened.
Mythic Sphere Mastery: Bear
When you activate your bear spirit, you may spend one mythic power to gain the effects of any three bearacteristics you do not already possess until the end of the bear spirit channeling.
Mythic Sphere Mastery: Beastmastery
You gain one Beastmastery talent you do not already have. Additionally, choose one of the following:
- You may expend one mythic power to attempt to tame an animal in one minute.
- You may use Defensive Rider against effects that require a Fortitude save or a Will save from your mount.
You may gain this mythic sphere mastery more than once. When you do, you gain the ability you did not gain before.
Mythic Sphere Mastery: Berserker
You gain one Berserker talent you do not already have. When berserking, you may increase the penalty to your AC by -4 in order to gain additional temporary hit points equal to your base attack bonus (to a maximum of twice your tier from this ability). Add your tier to your base attack bonus when determining the amount of additional damage you can cause with your brutal strike. If you are using (adrenaline) talents, you may instead reduce your AC by increments of 2 (even if you would not normally reduce your AC) to gain a +1 bonus (maximum +5) to any bonuses that (adrenaline) talent gives you.
Mythic Sphere Mastery: Blood
When you establish blood control on a creature, you may spend one mythic power to form an additional magical connection to that creature. This connection lasts until you no longer have blood control over that creature. While this magical connection persists, you may target that creature with any talent you know that targets a single creature when used, regardless of the normal range of that ability.
Mythic Sphere Mastery: Boxing
You gain one (counter) talent you do not already have. You may expend one mythic power to make a counter punch against a foe performing an action that could trigger a counter punch from you, even if you have not readied a counter punch; you cannot make more than one counter punch against any triggering action (even if it has multiple triggers in it). When you do, you may apply an additional (counter) talent you know to that counter punch.
Author's Note: At the GM's discretion, this ability may be limited to once per creature per round.
Mythic Sphere Mastery: Brute
You gain one (manhandle) talent you do not already have. Add your tier to your Strength modifier when determining the damage of your shove. You may expend one mythic power to apply the effects of an additional (manhandle) talent to a successful combat maneuver that allows (manhandle) talents.
Mythic Sphere Mastery: Conjuration
Choose one Conjuration companion. As a free action, you may expend two mythic power to give a single chosen companion one of the following mythic simple templates for 1 minute: arcane, divine, invincible, or savage. You may select this mythic sphere mastery more than once. Each time you do, you may apply its effects to a different conjuration companion. You must spend this mythic power for each companion you wish to empower with a template, though you can empower multiple companions at the same time. You must always apply the same template, with the same choices if any need to be made, to any given companion. (You may update these templates when you levelup or increase in tier, to match your current power level, but the choices should otherwise be the same.)
Note: Applying a mythic simple template to a creature grants 1 mythic power per mythic rank gained.
Mythic Sphere Mastery: Creation
You gain the Potent Alteration talent. Any object you create gains additional hardness equal to your mythic tier and twice as many hit points as usual. Finally, choose one material you can create. When you create an item (or items) exclusively with that material, you may create the equivalent of up to one additional Small object per caster level. This stacks with talents like Larger Creation.
You may select this mythic sphere talent more than once. Each time you do, select two different materials to create more of that you have not already selected for this mythic sphere mastery. If you can create items using more than one material, you may use any materials you have expanded access to through this talent when creating complex objects without sacrificing your ability to create more material than usual.
Mythic Sphere Mastery: Dark
As a swift action, you may spend one mythic power to transform any source of light within the range of your darkness (usually medium range) into a source of your darkness with the opposite strength. Sources of normal light become dim light and sources of bright light become absolute darkness. The range of this darkness equals the range of the original light source or your maximum darkness size, whichever is smaller. You may apply any talent you could normally use on your darkness to the effect created with this path ability. Once this darkness has been established, it persists for one minute per caster level, though you may end it early as a free action. The darkness created this way does not rely on the light source once established, and dousing the light source (such as by putting out a torch or campfire) has no effect on this darkness.
This ability always works against light from non-mythic sources and mythic targets with fewer mythic tiers than you, but you must succeed on a magic skill check to convert any light from a mythic source with equal to or more mythic tiers than you into .
Mythic Sphere Mastery: Death
When you make a ghost strike, you may spend 1 mythic power to target one additional creature in range for every two mythic ranks you have (rounded down, minimum 1). You may target each creature with a different ghost strike you know, but you must pay the highest spell point cost among each of the ghost strikes you use. As a free action, you may expend two mythic power to give a single undead you reanimated (with the Death sphere) that is within close range one of the following mythic simple templates for 1 minute: arcane, divine, invincible, or savage. You must always apply the same template, with the same choices if any need to be made, to any given type of undead. (You may update these templates when you levelup or increase in tier, to match your current power level, but the choices should otherwise be the same.)
Note: Applying a mythic simple template to a creature grants 1 mythic power per mythic rank gained. This ability cannot grant spellcasting abilities more powerful than your equivalent spell level or regular caster level.
Mythic Sphere Mastery: Destruction
As a free action, you may spend one mythic power and select a (blast type) talent you know that is part of a blast type group. For the next 24 hours, you have access to all talents from the blast type group the talent you selected belongs to. In addition to this effect, you also permanently gain two (blast shape) talents and can use those (blast shape) talents without paying their spell point cost three times per day. You may instead choose to designate one or two (blast shape) talents you already know for this reduced cost effect, replacing the reduction for one or both of the new blast shapes, respectively.
Mythic Sphere Mastery: Divination
Select three basic divinations (either the basic divine or any alternate divinations associated with a sphere). You may use any of these as a swift action. You do not need to know or possess the base spheres for the alternate divinations, nor pay any spell point costs to use them.
You may select this mythic sphere talent more than once. Each time you do, you may select three more divinations to use as a swift action.
Mythic Sphere Mastery: Dual Wielding
You gain one Dual Wielding talent you do not already have. When you make a dual attack, you may choose whether to use the magical enhancements and effects of your main hand or your off-hand weapon for each attack, regardless of which weapon is actually making the attacks.
Mythic Sphere Mastery: Duelist
You gain one Duelist talent you do not already have. If you miss an attack you could apply your blooded strike to by a number equal to or lower than your mythic tier, you may apply the effects of your blooded strike to that creature. The target must be one that you are capable of hitting (for example, most characters cannot hit a target on the other side of a planet). You may also expend one mythic power to apply the effects of an additional (bleed) or (disarm) talent to an action that normally permits you to use talents of those types.
Mythic Sphere Mastery: Enhancement
You gain the Mass Enhancement talent. When you use Mass Enhancement, you may spend one mythic power to apply any one (enhance) talent you know to each target instead of applying the same enhancement to all of them, but you must pay the highest spell point cost among the enhancements you use.
Mythic Sphere Mastery: Equipment
You gain two Equipment talents you do not already have. Once per day, as a full-round action, you may spend one mythic power to lose one (discipline) talent you know and replace it with another (discipline) talent.
Mythic Sphere Mastery: Fallen Fey
You may gain a second fey-blessing each time you spend a spell point to gain the benefits of a fey-blessing. You do not need to spend an additional spell point to benefit from the second fey-blessing.
Also, as a free action you may perform when your fey-link is active, you may spend one mythic power to immediately gain the effects of any two fey-blessings, including fey-blessings you do not know.
Mythic Sphere Mastery: Fate
Choose one of the following:
- You gain the Echoing Word talent. When you use Echoing Word, you may spend one mythic power to apply any one word you know to each target instead of applying the same word to all of them, but you must pay the highest spell point cost among the words you use. Also, any creature affected by one of your (motif) may reduce its remaining duration by half to gain the benefit of discharging it without actually losing the motif effect. A creature may only do this once each time they are affected by that motif.
- Select a (consecration) talent you know. This consecration no longer requires concentration to maintain and you may activate or deactivate it as a free action. Any mythic creature that makes a successful save against your consecration is immune to its effects for 24 hours; any non-mythic creature that makes a successful save against it is only immune to its effects for 1 minute.
You may select this mythic sphere talent multiple times. Each time you do, you either gain the first ability (if you do not already have it) or you may select a different (consecration) talent you know if you already selected the second choice.
Mythic Sphere Mastery: Fencing
You gain one Fencing talent you do not already have. Add your tier to your base attack bonus when determining the additional damage of your fatal thrust. Also, you may expend one use of mythic power as a free action to gain the ability to apply your fatal thrust to one appropriate attack you make per round, even if you do not meet the normal requirements for making a fatal thrust. When you do this, you may apply the effects of an additional (exploit) talent you know. This effect lasts for 1 round per tier.
Mythic Sphere Mastery: Gladiator
You gain one Gladiator talent you do not already have. When you make a boast, you may expend one mythic power to apply the effects of an additional (boast) talent. When you attempt to demoralize one or more creatures, you may expend one use of mythic power to roll twice and take the better result, then add your tier to the result you took.
Mythic Sphere Mastery: Guardian
You gain one Guardian talent you do not already have. In addition, choose one of the following:
- You take one less point of damage per tier from each attack made by a creature you are currently challenging.
- You may expend one mythic power as a swift action to gain an enhanced patrol for 1 minute per tier; this effect is only active while you are making a patrol. During an enhanced patrol, you may make an additional move action. (This can never be used to make an attack.)
You may gain this mythic sphere mastery more than once. When you do, you gain the ability you did not gain before.
Mythic Sphere Mastery: Illusion
As a swift action, you may change which (sensory) talents you have that apply to your illusions. For example, you can make an illusion feel solid one round, then not solid the next. In addition, when a creature makes a save against your illusions, you may spend one mythic power to force them to roll twice and take the lower result.
Mythic Sphere Mastery: Lancer
You gain one Lancer talent you do not already have. When you impale a creature, you may attempt to move it to any square within your reach; treat this as a reposition combat maneuver that does not provoke an attack of opportunity for any creature involved, and add your tier to your CMB for the check.
Mythic Sphere Mastery: Leadership
You gain one Leadership talent you do not already have. Once a day, as a full-round action, you may expend one mythic power to retrain one group of your followers. Essentially, you lose one (followers) talent and gain another to replace it, but the personnel themselves do not change; only their skills and abilities do. Add your tier to your checks when attempting to recruit a cohort.
Mythic Sphere Mastery: Life
You gain the Latent Healing talent. When you use Latent Healing, you may delay it indefinitely. When your Latent Healing is activated, the subject of the effect can choose which of your Life sphere talents affect it (the effect or combination of effects must be something you can normally cast). Also, when you restore a target, you may spend one mythic power and make a magic skill check (adding your mythic tier to the result) against DC 20. If successful, you may remove any one condition, effect, or penalty you know they’re affected by that could be removed by a basic or advanced life talent (except the dead condition).
Mythic Sphere Mastery: Light
As a swift action, you may spend one mythic power to transform any dimness or darkness (magical or mundane) within the range of your glow (usually medium range) into a source of your light with the opposite strength. Dim light becomes normal light and sources of absolute darkness become bright light.
The range of this light equals the range of the original darkness source or your maximum Bright Light size, whichever is smaller. You may apply any Light talent you could normally use on your Bright Light to the effect created with this path ability. Once this light has been established, it persists for one minute per caster level, though you may end it early as a free action. The light created this way does not rely on a source of darkness once established, and eliminating the source of darkness (such as by canceling a darkness effect) has no effect on this light.
This ability always works against dimness or darkness from non-mythic sources and mythic targets with fewer mythic tiers than you, but you must succeed on a magic skill check to convert any darkness from a mythic source with equal to or more mythic tiers than you into light.
Mythic Sphere Mastery: Mana
Add half your tier (rounded down, minimum 1) to your caster level when determining the burn size of your Spellburn ability. Your Spellburn is no longer capped at caster level 25; instead, it increases by one category for every four caster levels above 25th (to 4d4 at caster level 29, then 4d6, then 5d4, and so on). You may expend one use of mythic power to cast a manipulation as an immediate action; if you do so, the effect only lasts for one round (ending on the same initiative count as it started). When you create a manabond, you may expend one use of mythic power to activate a second manabond talent on the same target(s). You may concentrate on both effects with the same action.
Mythic Sphere Mastery: Mind
You gain the Mass Charm talent. When you use Mass Charm, you may spend one mythic power to apply any one charm you know to each target instead of applying the same charm to all of them, but you must pay the highest spell point cost among the charms you use. You only need to spend spell points once if you use any greater charms or powerful charms (rather than for every usage). For example, if you affect two different targets with different powerful charms and three other targets with lesser charms, you would only need to pay two spell points for the powerful charms instead of four.
Mythic Sphere Mastery: Nature
Choose one of the following:
- As a swift action, you may spend one mythic power to swap one Nature package you know for one you do not already know. This exchange lasts for 1 minute per mythic tier. When you do this, you may also swap any talents you have that require that Nature package as a prerequisite.
- As a swift action, you may spend one mythic power to gain access to all talent options that have a Nature package you possess as a prerequisite (including spirit talents). You retain access to these talents for 1 minute per mythic tier. (This means you do not get access to the options for other Nature sphere packages within that talent.)
You may select this mythic sphere talent more than once. The second time you gain it, you acquire the ability you did not gain the first time.
Mythic Sphere Mastery: Open Hand
You gain one Open Hand talent you do not already have. Once per round, when you successfully attack a foe or make a successful combat maneuver against them, you may make a sweep against another target in your melee range as a free action.
Mythic Sphere Mastery: Protection
Choose one of the following:
- As an immediate action, you may spend one mythic power to cast any ward or aegis you know on a valid target. You may apply any other talents you could normally use when casting that ward or aegis—for example, if you have the Mass Aegis talent, you can use that to protect multiple targets. You may use this ability before resolving the previously announced action— for example, if a dragon breathes fire at you, you can use this ability to activate an appropriate defense.
- If a non-ally creature would be stopped from performing an action by one of your wards (such as being unable to enter due to Impedance or being unable to teleport due to Quantum Lock), you may allow them to perform the action. If you do, you may spend a point of mythic power as an immediate action to make any decisions regarding the action taken (for example, you could choose where the creature would teleport using the teleportation ability obstructed by Quantum Lock, choose what creatures are targeted by a spell stopped by Spell Ward, or choose how the creature moves if it would be stopped by Impedance).
- Any targets affected by your aegis have a 50% chance to treat any critical hit or sneak attack against them as a normal hit, as if the target were wearing medium fortification armor. You may spend a point of mythic power when casting an aegis on them to improve this to a 100% chance for 10 minutes per tier.
You may select this mythic sphere mastery more than once. Each time you do, select an option you did not choose before.
Mythic Sphere Mastery: Scoundrel
You gain one Scoundrel talent you do not already have. Add your tier to your rolls when using the benefits of your swift hands ability, and add your tier to your ranks in Sleight of Hand for determining the effects of marked target. Whenever you apply a (trick) talent, you may expend one use of mythic power to apply one additional (trick) talent you know.
Mythic Sphere Mastery: Scout
You gain one Scout talent you do not already have, and once a day per tier, you may choose to automatically succeed when scouting a foe. The effects of your scout last for an additional day per tier.
Mythic Sphere Mastery: Shield
You gain one Shield talent you do not already have and may use your active defense anytime, even in situations where you would normally be unable to take actions. You may expend one use of mythic power to use your active defense without spending an action (including attacks of opportunity). When you use a (deflect) talent, you may expend one use of mythic power to apply the effects of one additional (deflect) talent you know.
Mythic Sphere Mastery: Sniper
You gain one (snipe) talent you do not already have and may apply an additional (snipe) talent you know to your deadly shot. If you have the Barrage sphere, you may expend one mythic power when making a deadly shot to apply a (blitz) talent you know to your deadly shot; treat this as if making two shots or striking a foe twice with a barrage. For example, you only need to strike a target once with Hammering Shots to penalize their initiative.
Mythic Sphere Mastery: Telekinesis
When you use Sustained Force, you may spend one mythic power to have the effect persist for 1 hour per mythic tier. If you have a caster level of at least 24 in the Telekinesis sphere, you may instead maintain the lifting of a single object without concentration until you choose to stop lifting it. You may only sustain one object in this way at a time.
Additionally, you may treat an object as if it were one size category larger when using it to Bludgeon a target. (This stacks with all other size increases.)
Mythic Sphere Mastery: Time
As an immediate action, you may spend one mythic power to cast any (time) effect you know. You may apply any other talents you could normally use when using that talent. You may use this ability before resolving the previously announced action—for example, if an enemy attacks you, you could use this to activate the After Image talent to gain concealment against them.
In addition, you may spend a point of mythic power when using alter time. If you do, targets affected by your Slow ability are denied their Dexterity bonus to AC for as long as they are Slowed and targets affected by your Haste ability gain an additional move action each round.
Mythic Sphere Mastery: Trap
You gain one Trap talent you do not already have. When you create a trap, you may expend one use of mythic power to apply one additional (dart) or (snare) talent you know to that trap, as long as the talent is appropriate for the type of trap you are making.
Mythic Sphere Mastery: War
Choose one of the following:
- When activating a totem, you may spend one mythic power to activate a second totem as part of the same action. You may concentrate on either or both of these totems with the same action, and may spend a spell point to allow either or both of them to persist without concentration. All totems activated together in this way have twice the usual range. When activating a mandate, you may spend a mythic power to make it last for 24 hours.
- You may designate one ally per tier as a trusted ally and your momentum pool lasts indefinitely. Trusted allies can spend points from your momentum pool as long as they are on the same plane as you, regardless of range. Add your tier to the size of your momentum pool.
You may select this mythic sphere talent more than once. The second time you gain it, you acquire the ability you did not gain the first time.
Mythic Sphere Mastery: Warleader
You gain one Warleader talent you do not already have. You may expend one use of mythic power to activate an additional tactic or shout at the same time you activate one normally; the tactic or shout must have an action requirement equal to or slower than your first one, but you can use either type of effect when activating them in this way.
Mythic Sphere Mastery: Warp
You can expend one use of mythic power when casting any sphere effect from the Warp sphere to visualize your destination before you or your warped targets fully materialize there, gaining sensory information of the area as though using the Viewing talent of the Divination sphere. After gaining this sensory information, you can choose to alter your teleportation destination by up to 100 feet in any direction. The new destination must be a legal location for the effect.
Mythic Sphere Mastery: Weather
Choose one of the following:
- When you use control weather, you may spend a mythic power to adjust the severity of the weather you’re controlling by two levels per round instead of one. When you use your mantle on someone, you may spend a mythic power to make that mantle permanent, though you may choose to end the effect at any time. You may only have one permanent mantle at a time.
- You gain the Encompassing Weather talent. When you use Encompassing Weather, you may spend one mythic power to apply any one shroud you know to each target instead of applying the same shroud to all of them.
You may select this mythic sphere talent more than once. The second time you gain it, you acquire the ability you did not gain the first time.
Mythic Sphere Mastery: Wrestling
You gain one Wrestling talent you do not already have. Whenever you use a (slam) talent, you may expend one use of mythic power to apply an additional (slam) talent.
Mythic Talent
You may select one talent you know, or one group of talents that work together that you know, and designate it as a mythic talent. You may cast your mythic talent three times per day without expending any spell points, regardless of its normal spell point cost. Casting times for mythic talents remain the same (normally a standard action). You may apply any metamagic feat(s) you know to your mythic talent without spending spell points or increasing its casting time as long as their total spell point cost or level increase is not greater than half your mythic tier (rounded down, minimum 1). If a mythic sphere mastery would apply to your mythic talent, you also gain that benefit, even if you do not have the appropriate mythic sphere mastery. At 3rd and 6th tiers, you gain an additional mythic talent. You may change your mythic talent(s) each time you gain a mythic tier.
For example, you can choose one (blast type), one (blast shape), and spending a spell point to increase the damage of your destructive blast, collectively designating all of them as your mythic talent. However, you cannot apply two (blast shape) talents or add the Curse talent of the Fate sphere to your destructive blast unless you could normally do that.
You cannot select spellcrafted powers for this ability.
Persistent Power
You may designate one talent (or combination of talents that work together) you know that you can cast on yourself and that has a duration of hours per caster level when cast (without being affected by other abilities, such as metamagic) as a persistent power. This choice cannot be changed once it is made, but as long as you know that talent, you may cast it on yourself (or deactivate its effects on you) as a free action. You do not need to spend spell points to activate a persistent power. At 3rd and 6th tiers, you may designate an additional talent as a persistent power.
Author's Note: For clarification, you may only use a persistent power on yourself. You cannot give other creatures the same effect for free. Also, all effects must have a duration of at least hours per caster level. Talents which have shorter effects as part of a persistent power (such as many effects of the Life sphere) cannot be combined with a persistent power.
Additionally, there are some options which could become significantly overpowered or unfair if used normally as a persistent power, such as the Protection sphere's Peacebound (aegis, ward) talent. Such abilities should be evaluated on a case-by-case basis to determine whether or not they are appropriate, with the GM having the final say on any changes. For example, a GM might decide that a creature who makes a Will save against a persistent Peacebound (aegis), or who is attacked by a creature carrying that power, becomes immune to the effects of that aegis for 1 hour (so that a creature cannot simply attack, then freely reactivate their aegis and constantly force Will saves from their opponents). This is the intended method of controlling potentially problematic choices, and GMs should adjust abilities as necessary if they seem too strong instead of permitting things exactly as written. (This is mainly the case because spheres function in different ways, and it is impossible to predict every future possibility or corner-case balancing issue.)
While there are numerous mythic spells and a long list of mythic feats to help mythic characters develop their amazing powers, the actual class features of each class do not have mythic upgrades available. There are heroic path abilities that tie into some class abilities and common skills, but no upgrades for the classes’ main abilities and talents themselves. This is unfortunate, because many characters focus much more on their core class abilities and powers than on feats. Mythic class abilities help solve this by providing new powers.
Much like the classes themselves, mythic class abilities are organized not alphabetically, but by the order in which it is typically possible to gain them - thus, low-level class abilities are at the top, while high-level class abilities are at the bottom.
Rules for mythic class abilities were previously published in the Mythic Hero’s Handbook by Legendary Games. This section reflects classes as they appear in Ultimate Spheres of Power, but most abilities are broadly compatible with the original version of each class.
Gaining Mythic Class Features
A mythic class feature is considered a 1st tier universal path ability and may also be taken in place of a mythic feat. You must have a class feature in order to gain its mythic version. A mythic class feature cannot be taken more than once unless it says otherwise. Remember that mythic spherecasters can also take mythic class abilities from other classes if they match the spherecaster’s class feature. For example, if an archetype grants you the uncanny dodge feature, you can take the rogue’s mythic uncanny dodge as a mythic class feature.
Universal Mythic Spherecaster Class Features
Any mythic spherecaster or champion may choose the following mythic class abilities.
Mythic Casting
You gain a +1 mythic bonus to your caster level in two spheres. This bonus increases by +1 at 3rd tier and each odd tier thereafter.
Author's Note: Treat this like a bonus from implements (which mythic casting stacks with) when determining the benefits.
Mythic Spell Pool
Once per day as a free action, you can spend one mythic power to regain a number of spell points equal to your mythic tier (minimum 3). This does not count for any effects that trigger when you regain spell points normally. Any spell points above your maximum become temporary spell points that last for one minute per tier.
Mythic Magic Talents
You gain one bonus magic talent at each odd tier, including odd tiers gained after taking this ability.
Universal Mythic Practitioner Class Features
Any mythic practitioner or champion may take these mythic class abilities.
Mythic Martial Knowledge
You gain a +1 mythic bonus to your effective base attack bonus and effective skill ranks in two spheres. This bonus increases by +1 at 3rd tier and each odd tier thereafter. This does not improve your attack rolls or skill rolls (regardless of whether or not you are using that sphere), but it does improve the effects of many talents.
Author's Note: This cannot accelerate hit dice growth for the Leadership sphere, nor any similar effects.
Mythic Martial Focus
Once per day as a free action, you can expend one mythic power to instantly regain your martial focus, even if you have already regained your martial focus this round. This is an exception to the normal one-per-round limit on regaining martial focus. At 3rd and 6th tiers, you may use this ability one additional time per day, but you do not need to expend mythic power for daily uses of this ability after the first.
Mythic Combat Talents
You gain one bonus combat talent at each odd tier, including odd tiers gained after taking this ability. You cannot have both this ability and the Mythic Magic Talents ability.
Mythic Armiger Class Features
Mythic Customized Weapons
Once per day, as a full-round action, you may spend one mythic power to customize a weapon. This may include changing the customizations on an existing weapon or discarding an older customized weapon in favor of a new one. Weapons customized this way have a lingering aura of mythic energy that lasts for 1 hour per tier and provides the benefits of an additional talent, chosen when customizing the weapon, until the energy dissipates.
Mythic Quick Change
You can quickly draw items of any kind, not just your customized weapons, provided they are stored or concealed on your person. As a move action, you can expend one use of mythic power to retrieve up to two hidden items. You must have two hands free to do so.
Mythic Prowess
Once per day as a full-round action, you may change one prowess you have selected. In essence, you lose one prowess, and gain a new prowess to replace it, as if you had retrained the class feature. You may not swap out any prowess you are using as a prerequisite, but you may change which customized weapon the prowess applies to when you change it in this way.
This mythic class feature may be selected more than once, but not more times than the total number of prowesses you have. Each time it is selected, it allows you to swap out a prowess one additional time per day. You may swap out the same prowess multiple times, or swap out different prowesses.
Mythic Focusing Switch
When you change your weapon with focusing switch, you may shift any temporary effects from your active weapon, such as poison on a blade or enchantments cast to improve the power of that weapon, to your new customized weapon. Effects must be applicable to the new weapon.
Mythic Rapid Assault
When you make a rapid assault, you may double one of your currently-available speeds. In addition, you may expend one use of mythic power to gain the ability to move between any of the attacks you make during your rapid assault. You may move more than once during this rapid assault, but your total movement cannot exceed your normal speed for the type of movement you are using.
Mythic Enhanced Customization
Select a weapon special ability that costs a +1 bonus. You may apply this special ability to all weapons in your active weapon set (as long as that weapon could normally benefit from that ability). At 3rd tier, you may select any combination of weapon special abilities that provide a maximum of a +2 bonus. At 6th tier, you may select any combination of weapon special abilities that provide a maximum of a +3 bonus. These special abilities do not count against a weapon’s normal +10 limit on enhancements.
Mythic Lightning Change
As mythic focusing switch, but the effects apply when you use lightning change. You do not need mythic focusing switch to take this mythic class ability.
Mythic Lightning Assault
When you make a lightning assault, you may expend one use of mythic power to make a third attack action. This must be made with a different customized weapon, does not trigger your rapid assault ability, and does not deal weapon damage. However, if the attack is successful, treat the effects of all talents used for that attack action as if you had done damage.
Mythic Unlimited Assault
You may choose which of your attacks during a lightning assault triggers your rapid assault ability. You must decide this after making the attack roll, but before the results are revealed.
Mythic Armorist Class Features
Mythic Summon Equipment
When summoning equipment, you may summon two pieces of equipment with the same action. This does not increase the spell point cost. At 3rd and 6th tier, summoned equipment gain an additional +1 enhancement bonus. A piece of summoned equipment still cannot have higher than a +5 enhancement bonus; any bonuses beyond this amount must be traded for special abilities.
Mythic Bound Equipment
At 1st, 3rd, and 6th tiers, one of your pieces of bound equipment gains a +1 enhancement bonus and increases its maximum enhancement by one (to a maximum of +6 enhancement bonus and +13 overall). You may apply all of these bonuses to the same piece of bound equipment or select a different piece of bound equipment each time you gain this bonus. You may also choose to gain a special ability instead of an enhancement bonus, but do not have to apply the special ability immediately if you want to save this bonus for a future improvement.
Mythic Arsenal Trick
Once per day as a full-round action, you may change one arsenal trick you have selected. In essence, you lose one arsenal trick, and gain a new arsenal trick to replace it, as if you had retrained the class feature. You may not swap out any arsenal trick you are using as a prerequisite. Effects that currently apply to bound equipment are not considered prerequisites, but you must spend one point of mythic power to change these arsenal tricks and the bound equipment immediately loses those special abilities. If the new arsenal trick grants special abilities, you may immediately apply those to the bound equipment that lost special abilities from this swap.
This mythic class feature may be selected more than once, but not more times than the total number of arsenal tricks you have. Each time it is selected, it allows you to swap out an arsenal trick one additional time per day. You may swap out the same arsenal trick multiple times, or swap out different arsenal tricks.
Mythic Armor Training
When you are wearing armor, you add your armor training bonus to all Reflex and Will saves you make (+1 at 3rd level, +2 at 7th, and so on). You also add this bonus to any Intimidate or Sense Motive check you make while wearing armor.
Mythic Boost Equipment
You may boost two pieces of summoned equipment at the same time. You may also boost equipment within close range, rather than being limited to gear you can touch.
Mythic Quick Summons
When using quick summons, you may summon or switch two pieces of equipment onto yourself instead of one. At 20th level, once per round you may switch equipment as a free action during another creature’s turn.
Mythic Infinite Arsenal
You may summon equipment with a +5 enhancement bonus and an additional +5 in special abilities—you may reduce the enhancement bonus to gain additional special abilities. You may only have one such piece of equipment in existence at a time.
Mythic Blacksmith Class Features
Mythic Equipment Specialist
You gain a bonus Equipment talent. Once each day, when you wake up or otherwise prepare for the day, you may change this talent to any other Equipment talent.
Mythic Maintenance
You may perform maintenance when the party has as little as 2 hours of rest. When performing maintenance, you may expend one use of mythic power to have the effects last for one additional day per tier, even if the recipient rests. This does not allow you to stack more maintenance than is normally possible on a given piece of equipment.
Mythic Thunderous Blows
You may expend one mythic power to add your tier to all sunder checks you make for one minute per tier. When your sunder checks are improved by mythic thunderous blows and you would destroy an item, you may instead choose to break it in such a way that you can put it back together as a move action (as long as you have all of its pieces). This removes the broken condition, if relevant, and otherwise restores the item to functional status.
Mythic Skilled Craftsman
Add half your tier (rounded down, minimum 1) to all skill checks that skilled craftsman improves. By expending one use of mythic power when attempting a skill check that skilled craftsman improves, you may change the bonus granted by this mythic class feature to equal three times your tier for that roll. You may also add your tier to your blacksmith level for determining which magical items you can repair with skilled craftsman.
Mythic Smithing Insight
Once per day as a full-round action, you may change one smithing insight you have selected. In essence, you lose one smithing insight, and gain a new smithing insight to replace it, as if you had retrained the class feature. You may not swap out any smithing insight you are using as a prerequisite.
This mythic class feature may be selected more than once, but not more times than the total number of smithing insights you have. Each time it is selected, it allows you to swap out a smithing insight one additional time per day. You may swap out the same smithing insight multiple times, or swap out different smithing insights.
Mythic Artisan Savant
You may create mythic magic items as if you possessed the relevant path ability and/or feats. In addition, you gain an additional crafting feat of your choice.
Mythic Reforge
You may spend one mythic power to reforge a piece of equipment as a full-round action, rather than one hour per effective bonus level.
Mythic Rapid Maintenance
You may perform an additional maintenance at once; this stacks with the increases provided by rapid maintenance. At 5th tier, you may perform two additional maintenances instead of one.
Mythic Smith’s Masterpiece
Your masterpiece also functions as a 20th CL charm, implement, or spell engineUSoP. The GM must approve the final effects. If it is a spell engine, you may recharge one spell point per day while performing maintenance on equipment, and you do not need to know the base magical sphere or meet any other requirements in order to use it.
Mythic Commander Class Features
Mythic Commander
You gain an additional talent from the Warleader sphere. Once per day, when you wake up or prepare for the day, you may change this talent to any other Warleader talent.
Mythic Lingering Commands
Add half your tier (rounded down, minimum 1) to the number of rounds your commands linger for.
Mythic Enhanced Tactics
You may have an additional enhanced tactic active at any time.
Mythic Battlefield Specialist
Select one enhanced tactic you do not already know for each terrain you choose for battlefield specialist. You and your allies always gain the benefits of that enhanced tactic while you are in the appropriate terrain. You may select the same enhanced tactic for all terrains, or different enhanced tactics for each terrain.
Mythic Group Focus
You may expend one use of mythic power to impose your will on the battlefield when using group focus, affecting allies within 10 feet per tier regardless of whether or not they can see or hear you. In addition, you may use group focus one additional time per day, plus one more time at 3rd and 6th tiers.
Mythic Logistic Specialty
Once per day as a full-round action, you may change one logistic specialty you have selected. In essence, you lose one logistic specialty, and gain a new logistic specialty to replace it, as if you had retrained the class feature. You may not swap out any logistic specialty you are using as a prerequisite.
This mythic class feature may be selected more than once, but not more times than the total number of logistic specialties you have. Each time it is selected, it allows you to swap out a logistic specialty one additional time per day. You may swap out the same logistic specialty multiple times, or swap out different logistic specialties.
Mythic Advanced Tactician
You may expend one use of mythic power to grant additional battlefield prowess to your allies for one minute per tier. While this effect is active, all allies who are benefiting from your enhanced tactics also gain the benefits of one base package from the Athletics sphere and one additional talent from that sphere (of your choice).
Mythic Expert Tactician
Select one enhanced tactic you know. All allies within 10 feet per tier constantly gain the benefits of that enhanced tactic, whether or not they are currently benefiting from your talents or shouts.
Mythic Conscript Class Features
Mythic Bonus Feats
Once each day, as a full-round action, you may change one bonus feat you have selected. In essence, you lose the bonus feat, and gain a new bonus feat to replace it, as if you had retrained the feat. You may not swap out any feat you are using as a prerequisite.
This mythic class feature may be selected more than once, but no more times than the total number of bonus feats you have. Each time it is selected, it allows you to swap out a bonus feat one additional time per day. You may swap out the same feat multiple times, or swap out different feats.
Mythic Conscript Specializations (Choice)
You gain one conscript specialization—this does not count against the normal point limit and does not affect your conscript bonus feats. Any effects of this specialization that are capped at a specific level (which usually have text like “to a maximum of X at 20th level”, but not abilities you simply gain at 20th level) have that cap removed. You may instead choose to make a conscript specialization you already have into a mythic conscript specialization as described in the previous sentences.
You gain the spent specialization points back, which you may choose to invest into non-mythic conscript specializations as normal or trade back into bonus feats. This does not grant the effects of mythic conscript specialization (power) to either choice. You may take this mythic class feature more than once. Each time you do, you gain a different conscript specialization.
Mythic Conscript Specializations (Power)
You gain one of the following improvements to a conscript specialization you have. You may take this mythic class feature more than once. Each time you do, you may improve a different conscript specialization. Some of these options add your tier to your level for determining the effects of abilities. These never grant you higher-level abilities early. Instead, they only improve abilities you already have.
Mythic Sphere Specialization: Alchemy
At 3rd level, you may have one enhanced poison or formulae at a time that does not count against your normal maximum and does not expire. At 8th level, add your tier to the enhanced poisons or number of formulae you can have prepared at any one time. At 20th level, you may choose which squares within the range of your splash and burst items are affected when you throw the item.
Mythic Sphere Specialization: Athletics
At 3rd level, you gain a bonus to all Climb checks equal to your tier. At 8th level, you gain a bonus to all Swim checks equal to your tier. At 20th level, you stop aging, no longer die of old age, and are immune to all aging effects unless you want to be affected by them.
Mythic Sphere Specialization: Barrage
At 3rd level, add half your tier (rounded down, minimum 1) to your initiative rolls. At 8th level, creatures you successfully hit with a startling barrage remain flat-footed against you for one additional round. At 20th level, you do an additional +4d6 precision damage on your first attack in a barrage.
Mythic Sphere Specialization: Barroom
At 3rd level, you deal bludgeoning, piercing, and slashing damage with improvised weapons. At 8th level, increase the duration of your lasting drunkenness by 1 minute per tier. At 20th level, you may bypass 1 DR of any type per tier when attacking with an improvised weapon.
Mythic Sphere Specialization: Beastmastery
At 3rd level, your animal companion becomes a mythic creature (the full benefits of which are determined by the GM, but should not include gaining more than one mythic ability). At 8th level, add your tier to your class level for determining the effects of nature’s friend. At 20th level, you gain the other option for beast master.
Mythic Sphere Specialization: Berserker
At 3rd level, you gain a +1 bonus to the damage reduction granted by iron rage, and add your tier to your conscript level for determining its effects. At 8th level, you add your tier to your conscript level for determining the number of temporary hit points granted by steel rage. At 20th level, you gain a bonus equal to half your tier (rounded down, minimum 1) on all combat maneuver checks while your penalty to AC from a Berserker sphere ability lasts.
Mythic Sphere Specialization: Brute
At 3rd level, add half your tier (rounded down, minimum 1) to combat maneuver checks performed with mighty flex. At 8th level, add your tier as a mythic bonus to your CMD against bull rush, drag, reposition, and overrun combat maneuvers. At 20th level, your critical threat range for shoves, as well as bull rush, pull, reposition, and overrun combat maneuvers, increases by an additional 1 (after its doublings), to a maximum of 16-20.
Mythic Sphere Specialization: Boxing
At 3rd level, you deal an additional +1 damage with your counter punch, and add your tier to your conscript level for determining the effects of raw knuckle. You may spend one mythic power to instead add your tier to your damage for one counter punch. At 8th level, creatures you damage with your counter punch treat you as if you had concealment (or, later, total concealment) for 2 rounds instead of 1. At 20th level, as long as you have an action readied, you may also roll two times whenever you are required to attempt a Reflex saving throw and take the most favorable result.
Mythic Sphere Specialization: Dual Wielding
At 3rd and 8th levels, you gain an additional feat that requires or involves wielding two weapons. At 20th level, you gain a bonus equal to your tier on critical confirmation rolls for attacks made with your off-hand weapon.
Mythic Sphere Specialization: Duelist
At 3rd level, add half your tier (rounded down, minimum 1) to the DC of Fortitude saves foes must make against your death by a thousand cuts ability. At 8th level, add half your tier (rounded down, minimum 1) to disarm checks made with bloody riposte. At 20th level, add your tier to your base attack bonus for determining the extra damage of exsanguinating strike.
Mythic Sphere Specialization: Equipment
At 3rd level, any equipment you are proficient in gains 2 hardness. At 8th level, add half your tier (rounded down, minimum 1) to the bonus granted by guarding gear. At 20th level, you are immune to critical hits while wearing any armor or carrying a shield.
Mythic Sphere Specialization: Fencing
At 3rd level, add your tier to your base attack bonus for determining the benefits of subtlety. You may expend one mythic power when attempting a Bluff check to instead gain a bonus equal to three times your tier. At 8th level, enemies you deal precision damage to suffer a -2 penalty to AC against attacks from your allies for 1 round. At 20th level, you gain total concealment against the first attack made by a creature you have successfully feinted (as long as that attack is made before the start of your next turn).
Mythic Sphere Specialization: Gladiator
At 3rd level, you treat all weapons as if they had the performance special feature. At 8th level, treat all crowds as if they were one size larger and more positive for determining the benefits you receive. At 20th level, enemies must roll twice and take the lower result when confirming critical hits against you.
Mythic Sphere Specialization: Guardian
At 3rd level, you gain an additional hit point per conscript level. At 8th level, add your tier to the size of your delayed damage pool (this amount is not multiplied by other talents). At 20th level, you may keep damage in your pool for an additional round per tier.
Mythic Sphere Specialization: Lancer
At 3rd level, you gain a bonus equal to half your tier (rounded down, minimum 1) to impale creatures. This does not improve your attack rolls themselves, but may allow you to impale a creature even if you miss with the attack itself. At 8th level, as long as you are impaling a creature, that creature suffers a -2 penalty to all of their saving throws. At 20th level, creatures you have impaled suffer bleed damage equal to your tier as long as they are impaled.
Mythic Sphere Specialization: Leadership
At 3rd level, you gain a teamwork feat as a bonus feat, and add your tier to your conscript level for determining how many more feats you get from cohort coordination. At 8th level, add half your tier (rounded down, minimum 1) to the number of cohorts you can affect with directed motion. At 20th level, your cohorts also gain spell resistance equal to 12 + your tier.
Mythic Sphere Specialization: Open Hand
At 3rd level, the shield bonus granted by empty hand goes up by +1, and you add your tier to your conscript level for determining its effects. At 8th level, your unarmed strikes are always treated as if they were Large. At 20th level, you may apply the shield bonus from your empty hand class feature to two saving throws instead of one.
Mythic Sphere Specialization: Scoundrel
At 3rd level, you deal additional damage equal to your tier when using easy mark. At 8th level, you may stagger creatures for an additional round when using brutal trickster. At 20th level, when you use master thief, you may expend one mythic power to make foes roll three times and take the worst result.
Mythic Sphere Specialization: Scout
At 3rd level, you may use your scout ability on an additional creature you can see as part of making your first scout check. At 8th level, add your tier to your base attack bonus for determining the effects of stealth surge. At 20th level, add your tier to the Fortitude save creatures need to attempt for your hidden death ability.
Mythic Sphere Specialization: Shield
At 3rd level, you do not take penalties on attack rolls while wielding a tower shield. At 8th level, you may add your shield bonus to the Reflex saves of any ally benefiting from your active defense. At 20th level, you are immune to critical hits while carrying a shield and the hardness of shields you wield are increased by your tier.
Mythic Sphere Specialization: Sniper
At 3rd level, add your tier to your base attack bonus for determining the effect of precision shots. At 8th level, you may treat any weapon damage dice rolls of 1, 2, or 3 as 4’s when making a deadly shot. At 20th level, you may expend one mythic power to bypass all damage reduction when making a deadly shot. When you do this, your deadly shot deals increased damage equal the amount of damage reduction it bypassed.
Mythic Sphere Specialization: Trap
At 3rd level, creatures who fail their save against your traps also suffer a -2 penalty on further saving throws until they are no longer flat-footed. At 8th level, add your tier to your conscript level for determining the range of your dart traps, and you may choose to exclude a number of 5-foot squares from the range of your snares. At 20th level, double the duration of your traps.
Mythic Sphere Specialization: Warleader
At 3rd level, you gain a teamwork feat as a bonus feat, and add your tier to your conscript level for determining how many more feats you get from born leader. At 8th level, add your tier to the maximum bonus to your AC you can get through triumphant stand. At 20th level, your allies gain a bonus to their attack rolls equal to the AC bonus you can get from triumphant stand when making an attack for a concerted finish.
Mythic Sphere Specialization: Wrestling
At 3rd level, double the range you can move yourself and a grappled creature with mobile grappler. At 8th level, creatures suffering a condition from your bear hug suffer it for an additional round. At 20th level, add your tier to the DC of the Fortitude save creatures have to attempt against your fatal clutch.
Mythic Elementalist Class Features
Mythic Weave Energy
You gain the Admixture talent and one (blast type) talent. If you already have the Admixture talent, you may gain any other Destruction talent or an Admixture feat you meet the prerequisites for instead. When using Admixture with a (blast type) talent gained through this effect, you may use Admixture without spending an additional spell point or increasing the casting time.
Mythic Evasion
When you take damage, you may expend a use of mythic power to halve the amount of damage you take. This applies to ability damage and ability drain as well, but not to any ongoing damage from an effect you failed to save against. Thus, you could use mythic evasion to halve the damage you take from a poison if you fail your save, but not any damage the poison deals after its initial effect.
Mythic Combat Feat
Once each day, as a full-round action, you may change one combat feat you have. In essence, you lose one bonus feat, and gain a new bonus feat to replace it, as if you had retrained the feat. You may not swap out any feat you are using as a prerequisite. This mythic class feature may be selected more than once, but no more times than the total number of combat feats you have. Each time it is selected, it allows you to swap out a combat feat one additional time per day. You may swap out the same feat multiple times, or swap out different combat feats.
Mythic Favored Element
You gain an additional favored element that progresses like your first. Alternatively, you may increase the bonus granted by your favored elements by +1/2 damage per elementalist level. This mythic class feature may only be selected once.
Mythic Dodge Bonus
Add your mythic tier to your elementalist level for purposes of determining your AC bonus. This dodge bonus no longer caps at 20th level, but instead continues to improve at the same rate as before.
Mythic Elemental Defense
Once per round as an immediate action, you may expend one mythic power to gain immunity to one element your elemental defense provides resistance to. This immunity lasts until the end of your next turn.
Mythic Elemental Movement
You may move through your favored element(s) with no ill effects and as if you were flying through it with a fly speed equal to your fastest movement speed. The element must be reasonably continuous (such as a boulder, a bonfire, or a sphere of darkness), but it must be large enough to fit your body (which does not displace the element, but instead passes right through it). Negative energy counts as darkness and positive energy counts as light for this movement. Bludgeoning, piercing, and slashing count as rock and metal. The GM is the final arbiter of whether or not an element sufficiently matches for this ability. This ability does not provide a defense against attacks from a favored element if it targets you or is an instantaneous effect. However, ongoing effects (such as damaging walls of energy or floating orbs of power) can be passed through without harm as long as the effect is larger than you are.
Mythic Improved Evasion
On a failed Reflex save, you take only 10% of an effect’s damage. Additionally, you only take half damage from any area attack that does not allow a Reflex save.
Mythic Energy Body
Your elemental defense increases to resistance 25 and your damage reduction changes to damage reduction 10/epic.
Mythic Eliciter Class Features
Mythic Enchanter
You always knows if a creature you’re targeting is immune to mind-affecting abilities. As a free action when using a mind-affecting ability, you can expend one use of mythic power to allow that ability to bypass immunity to mind-affecting effects. Creatures are still allowed to make saving throws if one would normally be allowed.
Mythic Persuasive
You gain an additional +1 bonus to the DCs of your Mind sphere abilities and eliciter class features and add your mythic tier to Bluff, Diplomacy, and Intimidate checks.
Mythic Hypnotism
Add your tier to the number of hypnotisms you may use per day. In addition, you may expend one use of mythic power to use hypnotism as a swift action.
Mythic Emotions
Once each day, as a full-round action, you may change one emotion you have selected. In essence, you lose that emotion, and gain a new emotion to replace it, as if you had retrained the class feature. You may not swap out any emotion you are using as a prerequisite—lower-level emotions are always prerequisites for higher-level ones. For this mythic class feature, “one emotion” includes all levels of that emotion. For example, if you have the greater apathy emotion, you may also retrain the minor and lesser levels when using this mythic class feature, but you may only retrain the greater apathy emotion if you wants to keep the lower-level ones.
This mythic class feature may be selected more than once, but no more times than the total number of emotions you have. Each time it is selected, it allows you to swap out an emotion one additional time per day. You may swap out the same emotion multiple times, or swap out different emotions.
Mythic Defensive Empathy
When you are targeted by an enchantment (charm) or enchantment (compulsion) effect that allows a Will save, you may spend one mythic power to roll twice and take the higher result. Mythic defensive empathy may only be used once per effect.
Mythic Convincing
When you use convincing to take 10 on a skill check, you may instead take 13. This is like taking 10, but treat the result as if you had rolled a 13 instead. In addition, once per day you may wait to take 20 using convincing until after you see the result of a roll. (Normally, you must declare that you are taking 20 before making the roll.)
Mythic Link
The range of your link increases to 300 feet.
Mythic Domination
You may attempt a domination twice per day, though you may still only have one target dominated at a time. In addition, the Sense Motive check required to notice the target is under compulsion increases to DC 30.
Mythic Fey Adept Class Features
Mythic Fey Magic
You always know if a creature you’re targeting is immune to illusions. As a free action when creating an illusion, you can expend one use of mythic power to allow that ability to bypass immunity to illusions. Creatures are still allowed to make saving throws if one would normally be allowed.
Mythic Master Illusionist
Add your tier to your fey adept level for determining how long illusions remain before disappearing.
Mythic Shadowstuff
Add your tier to your level for determining how many shadow points you have. Once per day, you may expend one use of mythic power as a free action to gain a number of shadow points equal to half your tier (rounded down, minimum 1). Any shadow points above your maximum become temporary shadow points that last for one minute per tier before disappearing.
In addition, you may expend one use of mythic power when using shadowmark. If a creature is harmed by this shadowmark, it must roll an additional time and take the lowest result when making saving throws against your create reality abilities for as long as it has a penalty to Will saves caused by shadowmark.
Mythic Darkvision
Add 10 feet per mythic tier to the range of your darkvision. In addition, you can expend one use of mythic power as a free action to gain the ability to see through areas of magical darkness for 1 minute, with a range of 10 feet plus 10 feet per 2 mythic tiers.
Mythic Truesight
When you use truesight, you also gain the ability to detect magical auras (as if using the divine ability of the Divination sphere). In addition, as a free action you can take once per round while truesight is active, you may gain the effects of any sphere-based alternate divination (such as Divine Unnaturals, Divine Hostility, or Divine Illusions) as long as you possess the base sphere associated with that alternate divination. This additional divination lasts until changed or your truesight ends, whichever comes first.
Mythic Hide In Plain Sight
You can use this ability as long as an area of dim light or darkness is within 10 feet per mythic tier (except for your own shadow). If you are within or adjacent to an area of dim light or darkness, you can give yourself the invisible condition until the end of your turn as a swift action.
Mythic Feytouched
When targeted by spells or magical effects, you are treated as a fey or whatever your original type was—whichever is more advantageous to you. Once per day when making a saving throw, you may expend one use of mythic power to declare yourself lucky and automatically succeed.
Mythic Permanent Illusion
You may have an additional permanent illusion.
Mythic Hedgewitch Class Features
Mythic Hedgewitch Paths (Selection)
Once each day, as a full-round action, you may change one discipline you have selected. In essence, you lose the discipline, and gain a new discipline to replace it, as if you had retrained the class ability. You may simultaneously switch out any discipline secrets that rely on the discipline you are losing for discipline secrets of your new discipline.
Mythic Hedgewitch Paths (Power)
You have become a true master of your powers and gain an additional benefit for one of your disciplines. Some mythic disciplines may be selected more than once—otherwise, you may select this mythic class feature once for each of your disciplines.
Mythic Academia Path
You may bind a masterwork item you crafted as a fetish. This fetish becomes a legendary item, even if you already have a legendary item. At 3rd and 6th tiers, you may take this mythic class feature again. The second time you take it, your legendary fetish becomes a minor artifact. The third time you take it, your legendary fetish becomes a major artifact. Upgrading your fetish through mundane or magical crafting takes half as long as usual.
Mythic Astrology Path
You gain an additional celestial aura. If you already have all of the celestial auras because you took the Extra Aura secret multiple times, you may immediately retrain that secret. As a free action while projecting a celestial aura, you may expend one mythic power to project a second aura for one minute per tier. When this time ends, you may choose which aura shuts off or spend another mythic power to renew its duration. If you have syzygy, you may spend one mythic power to project all celestial auras you know for one minute per tier.
Mythic Black Magic Path
As a free action, you may expend one use of mythic power to deactivate the negative effects of your curse for one minute. Add your mythic tier to your hedgewitch level for determining how many curses you may bestow with your black magic discipline power each day.
Mythic Charlatanism Path
You may select a second type of Perform skill and substitute its use for its associated skills, as the versatile performance ability of the bard. You also gain an additional +2 bonus to skill checks when you use a guile point. Add your mythic tier to your hedgewitch level for determining how many guile points you have each day.
Mythic Combat Path
You gain two magus arcana, as the magus arcana discipline secret. Add your mythic tier to your hedgewitch level for determining how many arcane points you have each day. When you enhance a weapon with your arcane pool, it gains an additional +1 enhancement bonus, to a maximum of +6 at 17th level.
Mythic Covenant Path
You may select a second alignment for the covenant’s discipline benefit. You gain two paladin mercies or antipaladin cruelties, as if taking the mercy secret twice. Add your mythic tier to your hedgewitch level for determining how many times you may use the covenant discipline power each day.
Mythic Dreamwalker Path
When you fall asleep, you may spend one mythic power to transform your body into dreamstuff. While made of dreamstuff, your body becomes transparent and intangible, unaffected by any physical or magical power unless that power is capable of affecting dreams. You may exclude a number of creatures equal to your tier from this effect—such creatures can touch you, talk to you, and even wake you (if you agree to wake up). Before waking, you may examine the area around your body for threats and cast any spell that only affects you on yourself.
Mythic Exorcism Path
You may expend one mythic power when you use a sanction to affect a second creature type of your choice. Add your tier to your class level for determining the effect of the exorcist’s discipline benefit. Once per day, you may expend one mythic power to regain twice your tier in rounds of sanctions you can use. Any rounds beyond your normal maximum become temporary rounds that expire after one minute per tier.
Mythic Font of Inspiration Path
You gain two investigator talents that use your inspiration pool. You must meet any prerequisites for these abilities, treating your hedgewitch level as your investigator level for the purpose of meeting level requirements. Add your mythic tier to your hedgewitch level for determining the size of your inspiration pool.
Once per day as a full-round action, you may change one investigator talent you know. In essence, you lose the investigator talent, and gain a new investigator talent to replace it, as if you had retrained the class feature. You may not swap out any investigator talent you are using as a prerequisite. You must meet any prerequisites of the new investigator talent.
Mythic Fortuneteller Path [3PP]
Whenever you spend a fortune die, you may spend a point of mythic power to retain that specific roll for future use. Add your mythic tier to your hedgewitch level for determining your number of fortune dice.
Mythic Green Magic Path
Choose one of the following. You may select this mythic class feature more than once—each time you do, you gain a different choice from the list below.
- You may use your wild empathy on animals, elementals, fey, humanoids, magical beasts, monstrous humanoids, and plants. If the creature affected does not have an Intelligence of 2 or more, you take a -10 penalty to your wild empathy check. Creatures affected by the wild empathy with an Intelligence of 1 or no Intelligence score do not attack you if friendly, and actively defend you if helpful, but cannot be given any directions.
- Your woodland stride allows you to move freely through any naturally occurring difficult terrain. Additionally, thorns, briars, and overgrown areas that have been magically manipulated to impede motion have no affect on you unless they are from a mythic source.
- Your animal companion gains a portion of your mythic power. The animal companion gains the hard to kill base mythic ability. If you are mythic tier 3, the animal companion also gains the amazing initiative base mythic ability. If you are mythic tier 5, the animal companion also gains the recuperation base mythic ability. If you are mythic tier 7, the animal companion also gains the mythic saves base mythic ability. If you are mythic tier 9, the animal companion also gains the immortal base mythic ability.
Mythic Herbology Path
You gain one alchemist’s discovery, choosing from those available through the alchemy secret. With your GM’s permission, you may choose another alchemist’s discovery instead. Add your mythic tier to your hedgewitch level for determining the number of concoctions you can create each day. You may distill compounds (or brew potions, if not using the updated crafting rules) in half the usual amount of time.
Mythic Magonian Path
You treat all weather effects as being two levels less severe for yourself and your attuned vehicles. This replaces and does not stack with the normal magonian discipline benefit. You may treat wind effects on your vehicle as being one level more severe if doing so would be beneficial. You may attune to a vehicle in 8 hours instead of 24 hours. Add your mythic tier to your hedgewitch level for determining the number of attunement points you have each day.
Mythic Spiritualism Path
You gain a bonus equal to half your tier (rounded down, minimum 1) on all Knowledge checks. When you gain knowledge of a magic talent through the spiritualism discipline power, you may also gain knowledge of an additional magic talent. This additional talent does not count against the number of times you can use the spiritualism discipline power each day. This effect stacks with the level-based improvements of the spiritualism discipline power. While you have knowledge of magic talents from the spiritualism discipline power, you may expend one use of mythic power to keep knowledge of these talents for one additional minute per tier.
Mythic Tempest-Tost Path
You gain two bonus Weather sphere talents. As a free action, you may spend one mythic power to switch into two weather states at once (determined randomly). You remain in these states for 10 minutes per tier (even if you would normally be forced to change), after which you randomly change into a different state.
Mythic Temporal Traveler Path
You regain one point in your insight pool when you expend a point of mythic power on any ability. You also gain two gunslinger or swashbuckler deeds that you meet the level prerequisites for. Once per day as a full-round action, you may change one gunslinger deed you have selected. In essence, you lose the gunslinger deed, and gain a new gunslinger deed to replace it, as if you had retrained the class feature. You may not swap out any gunslinger deed you are using as a prerequisite.
You must meet any prerequisites of the new gunslinger deed.
Mythic Transmuter Path
Add your mythic tier to your level for determining the number of times you may transmute objects with the transmuter’s discipline power each day. You may also add your tier to your caster level when determining the difficulty of removing your transformations. As a standard action, you may spend a mythic power to grant one creature other than yourself you are touching the benefit of the Transformation feat for one minute per tier if they do not possess it. You choose their form.
Mythic Umbral Path
Add your tier to your hedgewitch level for the purpose of determining the bonus from your umbral discipline benefit. You gain the benefits of the mythic shadowstuff feature (see mythic fey adept class features). You also gain a bonus surreal feat that you meet the prerequisites for.
Mythic Secret
Once per day as a full-round action, you may change one secret or grand secret you have selected. In essence, you lose the secret, and gain a secret to replace it, as if you had retrained the class feature. You may not swap out any secret you are using as a prerequisite. You must meet any prerequisites of the new secret.
Mythic Incanter Class Features
Mythic Bonus Feats
Once each day, as a full-round action, you may change one bonus feat you have selected. In essence, you lose the bonus feat, and gain a new bonus feat to replace it, as if you had retrained the feat. You may not swap out any feat you are using as a prerequisite.
This mythic class feature may be selected more than once, but no more times than the total number of bonus feats you have. Each time it is selected, it allows you to swap out a bonus feat one additional time per day. You may swap out the same feat multiple times, or swap out different feats.
Mythic Incanter Specializations (Choice)
You gain one incanter specialization—this does not count against the normal point limit and does not affect your incanter bonus feats. Any effects of this specialization that are capped at level 20 (which usually have text like “to a maximum of X at 20th level”, but not abilities you simply gain at 20th level) have that cap removed. You may instead choose to make an incanter specialization you already have into a mythic incanter specialization as described in the previous sentences. You gain the spent specialization points back, which you may choose to invest into non-mythic incanter specializations as normal or trade back into bonus feats. This does not grant the effects of mythic incanter specialization (power) to either choice.
You may take this mythic class feature more than once. Each time you do, you gain a different incanter specialization.
Wiki Note: This ability means you can gain additional sphere specializations, but not multiple copies of other specializations unless they specifically state you can take them more than once.
Mythic Incanter Specializations (Power)
You gain one of the following improvements to an incanter specialization you have. You may take this mythic class feature more than once. Each time you do, you may improve a different incanter specialization. Some of these options add your tier to your level for determining the effects of abilities. These never grant you higher-level abilities early. Instead, they only improve abilities you already have.
Mythic Sphere Specialization: Alteration
When you use battleshaping, you may grow an additional natural weapon on a qualifying limb (including your head), and you add your tier to the number of times you can use battleshaping each day. Natural weapons you create on yourself with battleshaping gain an enhancement bonus at 1st tier, 2nd tier and every even tier thereafter (maximum +6 enhancement bonus). You may exchange these enhancement bonuses for special abilities of the same cost. Add your tier to your incanter level when determining the number of times you can use change shape each day, and when using change shape, you may spend one use of mythic power as a free action to gain access to an additional talent for the same duration.
Mythic Sphere Specialization: Bear
Wild bears begin with an attitude of friendly towards you. Your bear companion gains a portion of your mythic power and acquires the hard to kill base mythic ability. If you are mythic tier 3, your bear companion also gains the amazing initiative base mythic ability. If you are mythic tier 5, your bear companion also gains the recuperation base mythic ability. If you are mythic tier 7, your bear companion also gains the mythic saves base mythic ability. If you are mythic tier 9, your bear companion also gains the immortal base mythic ability.
Mythic Sphere Specialization: Blood
Select one (blast type) talent that does not cost a spell point. When you deal bleed damage to a creature with a sphere effect, you may also apply any secondary effects of that blast type. A secondary effect is anything except changing the damage type or dice size. (At the GM’s discretion, some other effects may not work.) Also, add your tier to your incanter level when determining the number of rounds per day you can use your hemorrhagic aura. When you use your hemorrhagic aura, you may expend one use of mythic power to cause it to affect creatures that are immune to bleed damage until the next time you stop using this ability (they still receive a Fortitude saving throw).
Mythic Sphere Specialization: Conjuration
Add your tier to your incanter level when determining the effects of your summoner’s charm and to the number of rounds per day you can use your aura of banishment. As a swift action, you can expend one use of mythic power to attempt to banish any summoned or called creature within 60 feet (with the same DC as your Conjuration sphere talents).
Mythic Sphere Specialization: Creation
Add your tier to your incanter level when determining the effects of your creator’s focus. You may create a second item at a time with your master of creation ability. By expending one use of mythic power as an immediate action, you may change one object you’ve created with master of creation into any other object you could create with it (but you must be within range of your create ability to do so).
Mythic Sphere Specialization: Dark
The range of your blindsense from home in the dark doubles. Add your tier to your incanter level when determining how far you can travel with your shadow step ability, and you and your allies no longer re-enter off target when completing a shadow step. You may expend one use of mythic power when completing a shadow step to allow everyone who traveled during that shadow step to remain cloaked in shadow for a number of additional rounds equal to half your tier.
Mythic Sphere Specialization: Death
You receive Command Undead or Turn Undead as a bonus feat (whichever you did not choose before). If you already have both of these feats, you get a bonus feat you may use for any feat you qualify for. Add your mythic tier to your incanter level when determining the duration of bolster, and to the number of times you can use bolster each day. You may expend one use of mythic power to grant a mythic template to one undead you /reanimated for one round per tier. You may use mythic power this way once per day, and an additional time per day at 3rd and 6th tiers. This ability grants one use of mythic power to that undead that they can use on any abilities granted by the template you gave them.
Mythic Sphere Specialization: Destruction
Add your tier to your incanter level when determining the effects of intense magic and to the number of times per day you can use penetrating blast. When rolling to penetrate spell resistance, you may expend one use of mythic power to reduce that spell resistance by your tier.
Mythic Sphere Specialization: Divination
Add your tier to your level when determining the effects of forewarned and to the number of rounds per day you can use foretell. When you use the foretell ability, you may expend one use of mythic power to choose to both aid and hinder until the next time you stop using foretell; this does not cost any additional rounds per day.
Mythic Sphere Specialization: Enhancement
Add your tier to your level when determining the effect of your physical enhancement, and to the number of rounds you can use perfection of self each day. By expending one mythic power as an immediate action, you may switch which ability score your physical enhancement applies to.
Mythic Sphere Specialization: Fallen Fey
While under the effects of your fey-link, you gain energy resistance equal to the damage reduction granted by your fey nature against two of the following damage types: acid, cold, electricity, fire, or sonic. You must choose which elements to resist when you first gain this mythic class ability. This resistance stacks with any other energy resistance you have. If the energy resistance would be 30 or higher, it instead becomes immunity to that energy type. In addition, when you make a saving throw against mind-affecting abilities originating from creatures of the fey type, you may expend one use of mythic power to let any number of other creatures with 60 feet gain the benefit of your resist fey lures ability for one round.
Mythic Sphere Specialization: Fate
Add your tier to the number of rounds you can keep a die from prescience and to the number of times you can use prescience and tugging strands each day. By expending one use of mythic power when using tugging strands, you may take the unused die roll and substitute it for a future roll of the same die size. You may not store more than one die this way at once (including through similar powers), and using this die prevents any other die-replacing abilities from being used (such as the Twists of Fate mythic quality).
Mythic Sphere Specialization: Illusion
Add your tier to your incanter level when determining the number of rounds your extended illusions last and the number of rounds per day you can use your bedeviling aura. When you use your bedeviling aura, you may expend one use of mythic power to allow it to affect creatures that are ordinarily immune to mind-affecting effects. This improvement lasts until the next time you stop using your bedeviling aura.
Mythic Sphere Specialization: Life
Add your tier to the number of rounds your temporary hit points from bolstering essence can last, and to the number of times you can use it each day. Also, double the range of your life sight ability. You may expend one use of mythic power as a swift action to identify the current hit points and condition(s) of all creatures within 60 feet. After doing so, you may cast one of your Life sphere abilities on one of those creatures as a free action (this does not provoke attacks of opportunity and is unaffected by negative parts of your general casting drawbacks).
Mythic Sphere Specialization: Light
Add your tier to your incanter level when determining the effects of your lighteyes ability and to the number of rounds per day you can use disappearance. By spending one use of mythic power as a free action when using disappearance, creatures can no longer automatically notice you, even through special senses, and must make Perception checks to do so. This benefit lasts as long as you are using your disappearance ability.
Mythic Sphere Specialization: Mana
Add your tier to your incanter level when determining the bonus granted by your mana master ability and to the number of times per day you can use reinforce magic. When you or one of your allies successfully dispel a sphere effect, you may expend one use of mythic power to let the character who dispelled that effect expunge the caster of that effect as a free action (counting you as the source for all options, including the range of the ability, which expunge talents can be selected, and so on).
Mythic Sphere Specialization: Mind
Add your tier to your incanter level when determining the bonus granted by enchanting smile and add your tier to the number of rounds you can use aura of despair each day. You may expend one use of mythic power when activating aura of despair to cause it to affect creatures who are immune to mind-affecting effects; this benefit lasts as long as you are using your aura of despair.
Mythic Sphere Specialization: Nature
Your animal companion gains a portion of your mythic power and acquires the hard to kill base mythic ability. If you are mythic tier 3, your animal companion also gains the amazing initiative base mythic ability. If you are mythic tier 5, your animal companion also gains the recuperation base mythic ability. If you are mythic tier 7, your animal companion also gains the mythic saves base mythic ability. If you are mythic tier 9, your animal companion also gains the immortal base mythic ability.
Mythic Sphere Specialization: Protection
Add your tier to your incanter level for determining the power of your resistance, and for determining how much damage you can absorb with your energy absorption each day. When you take energy damage, you may spend one use of mythic power to gain energy resistance against that type of damage type equal to that of your resistance ability for one round per tier.
Mythic Sphere Specialization: Telekinesis
Add your tier to your incanter level for determining the effects of your telekinetic impediment ability, and add your tier to the number of times per day you can use telekinetic impediment and the number of minutes per day you can use great flight. You may expend one use of mythic power when activating great flight to grant one ally per tier a fly speed of 50 feet with perfect maneuverability for one minute per tier.
Mythic Sphere Specialization: Time
Add your tier to your incanter level for determining the boost to your speed you gain from fast and the number of times per day you can use retry. By expending one use of mythic power when using retry, you may take the unused die roll and substitute it for a future roll you make of the same die size. You may not store more than one die this way at once (including through similar powers), and using this die prevents any other die-replacing abilities from being used (such as the Twists of Fate mythic quality).
Mythic Sphere Specialization: War
Add your tier to the number of times per day you can use seize the initiative and to your incanter level when determining how many times per day you can use cooperative defense. When you use cooperative defense, you may expend one use of mythic power to change the type of saving throw allies need to make. For example, if they would normally need to make a Reflex saving throw against a damaging area-of-effect ability, you could have all creatures (including yourself) roll their Will saving throws instead.
Mythic Sphere Specialization: Warp
Add your tier to your incanter level when determining the number of times you can use shift and dimensional lord each day, and add 10 feet per tier to the range of your dimensional lord ability. When a creature within range of your dimensional lord ability uses any type of teleportation ability, you may expend one use of mythic power to change their destination to any other valid target they could reach. The chosen location must be a safe place for them (for example, you cannot redirect most enemies into solid rock). Unwilling creatures receive a Will saving throw equal to your Warp sphere DC to negate this interference.
Mythic Sphere Specialization: Weather
You are no longer affected by weather effects unless you want to be. By expending one use of mythic power, you can share this immunity with one ally per tier for 24 hours; these allies must be within 60 feet of you to benefit from this effect (although they do not actually lose it if they travel further away from you; it immediately reactivates while it persists if they leave and then return close enough for it to work). In addition, add your tier to your incanter level for determining the maximum size of your cyclone, and add half your tier to the DC of movement checks to pass through your vortex.
Mythic Mageknight Class Features
Mythic Resist Magic
When making a saving throw that resist magic applies to, you may spend one mythic power to roll twice and take the better result. You may only use this ability once for each saving throw, but do not need to be conscious or even aware of the threat to activate this ability.
Mythic Mystic Combat
Once each day, as a full-round action, you may change one mystic combat you have selected. In essence, you lose the mystic combat, and gain a new mystic combat to replace it, as if you had retrained the feature. You may not swap out any mystic combat you are using as a prerequisite.
This mythic class feature may be selected more than once, but no more times than the total number of mystic combats you have. Each time it is selected, it allows you to swap out a mystic combat one additional time per day. You may swap out the same mystic combat multiple times, or swap out different mystic combats.
Mythic Stalwart
Your stalwart ability applies even when you are helpless. If you fail a Fortitude or Will saving throw against any effect that still affects you on a successful save, you may spend one mythic power to automatically succeed on that save instead.
Mythic Marked
When you mark a target, you may expend one mythic power to increase the duration by one minute per tier and double both the penalty on the target and the bonus you receive. While you have an active mark you spent mythic power on, you can move that mark from its current target to a new target as a free action when you deal damage with a weapon or natural attack to the new target. Your marks are considered active for their full duration, even if the current target is dead or disintegrated.
Mythic Mystic Defense
Add your tier to your mageknight level when determining the power of your mystic defense. Once per round as an immediate action, you may spend one mythic power to double the power of your mystic defense against abilities from one foe. This improved defense lasts until the start of your next turn.
Mythic Draw Power
The temporary spell point you gain from draw power lasts for one additional round per tier. Temporary spell points gained from draw power stack with each other, to a maximum of 1 for every three mythic tiers you have.
Mythic Spell Critical
When you threaten a critical hit, you may spend one mythic power to use a sphere ability as an free action, as if you had confirmed a critical hit with spell critical. This sphere ability is otherwise subject to the same limitations imposed by spell critical.
Mythic Spellsword
You may select an additional mystic combat ability for spellsword—it no longer costs a spell point to use. At 6th tier, you may select another mystic combat for this effect. Once per day, as a full-round action, you may change one mystic combat that spellsword applies to.
Mythic Prodigy Class Features
Mythic Sequence
Add your tier to your prodigy level for determining the maximum length of your sequences. As a free action you can take once per combat, you can spend one mythic power to add half your tier (rounded down, minimum 1) to the number of links in your current sequence. This does not allow you to add more links than you normally could; any extras are lost.
Mythic Integrated Techniques and Imbued Sequences
As a free action, you can spend one mythic power to gain access to additional sequence options and/or imbuements from two combat or magic spheres you do not have for 1 minute. This does not grant you the ability to cast or use any techniques you do not have, but it does allow you to use effects that do not rely on sphere-specific abilities (such as the Tentacle Swarm (finish) imbuement or the Big Move (link) sequence option).
Mythic Inspired Sequence
When you start a sequence, you may spend one mythic power to gain an additional +1 insight bonus to everything affected by your inspired sequence until your sequence ends. This bonus increases by +1 at 3rd and 6th tiers. This stacks with other insight bonuses.
Mythic Adaptation
When you use adaptation, you can expend one mythic power to gain an additional magic talent or combat talent from the same sphere as your first talent. Add your tier to your prodigy level when determining the number of times you can use adaptation each day.
Mythic Steady Skill
You may select an additional skill when choosing which skill to focus on with steady skill. At 3rd and 6th tiers, you may select a third and fourth skill, respectively, for this effect. Once per day per steady skill, you may expend a use of mythic power to take 20 on that steady skill without increasing the time it takes to use the skill.
Mythic Unbroken Sequence
Add your tier to the number of rounds you can prevent your sequence from ending when using unbroken sequence. You may expend mythic power in place of martial focus to activate an unbroken sequence. When you use mythic power this way, you add one link per turn you are dazed, helpless, paralyzed, stunned, or unconscious (up to your normal maximum of links). This increase to your link happens at the end of your turn.
When you gain flawless sequence, you may exchange this ability for mythic flawless sequence.
Mythic Improved Adaptation (requires Mythic Adaptation)
You gain an additional combat or magic talent when you use mythic adaptation. This talent does not have to be from the same sphere as your other talents.
Mythic Reflect Spell
You may expend one use of mythic power to add your tier to your magic skill check when using reflect spell. When you do so, you are no longer staggered on your next turn.
Mythic Greater Adaptation
When you use adaptation, you may gain the benefits of two talents as a swift action.
Mythic Share Adaptation
When you use share adaptation, you may spend one mythic power to grant that ally an additional two combat or magic talents from the same sphere as the first. The ally must meet the prerequisites for those granted talents.
Mythic Variable Skill (requires Mythic Steady Skill)
When you change your main steady skill, you may also change the additional steady skills granted by mythic steady skill. This does not provide additional uses of the ability to spend a mythic power to take 20.
When you get skill juggler, you may exchange this ability for mythic skill juggler.
Mythic Master Adaptation (requires Mythic Greater Adaptation)
When you use adaptation, you may select two talents as a free action or three talents as a swift action.
When you get grandmaster adaptation, you may exchange this ability for mythic grandmaster adaptation.
Mythic Flawless Sequence
If you are dazed, helpless, paralyzed, stunned, or unconscious, you may still spend one mythic power to gain one link in your sequence per turn (as in mythic unbroken sequence).
Mythic Greater Reflect Spell (requires Mythic Reflect Spell)
When you expend mythic power while using reflect spell, you gain a +2 bonus to your caster level for one round if you successfully reflect a spell and you may use any talents that applied to the spell you reflected for one round.
Mythic Grandmaster Adaptation (requires Mythic Greater Adaptation)
When you use adaptation, you may select two talents as an immediate action or three talents as a free action or four talents as a swift action.
Mythic Skill Juggler (requires Mythic Steady Skill)
When you change your main steady skill with skill juggler, you may also change the additional steady skills you selected with mythic steady skill.
Mythic Perfected Prodigy
You may spend one mythic power to add half your tier (rounded down, minimum 1) to your casting ability modifier when determining the number of links your sequence starts with.
Mythic Sage Class Features
The sage is an unusual class. It may still take mythic casting, mythic spell pool, and mythic magic talents, even though it does not have those class features by name.
Mythic AC Bonus
Add your tier to your sage level when determining the level-based bonuses you get from AC bonus. These bonuses are no longer capped at 20th level. As a free action, you may expend one use of mythic power to increase your AC bonus from this ability by your tier for one round per tier.
Mythic Chi Gong
At each odd tier, your chi gong gains a +1 enhancement bonus. This increases its accuracy (when you attack directly with chi gong, but not when applying it as a bonus to your unarmed strikes or natural attacks) and its damage, and allows it to overcome damage reduction as an enchanted weapon.
Mythic Esoteric Training
When you gain this mythic class ability, you gain one of the following benefits for an esoteric training package you possess. You may select this mythic class feature more than once, but only one time for each esoteric training you have. Each time you do, you gain the mythic benefits for a different esoteric training package.
Mythic Chakra Disruptor
Add your tier to the CMD penalty inflicted by your chi gong. When you use your chi gong, you may expend one mythic power to make your opponent roll twice on their Fortitude saving throw against your chakra disruptor effect and take the lower result.
Mythic Enhancer
Add your tier to your Wisdom modifier when determining the duration of your enhancer ability bonus. At 1st, 3rd and 6th tiers, you gain an additional +2 bonus you may apply to any qualifying ability score when using your enhancer ability bonus. If you have mental escalation esotery, you may also apply these bonuses to your mental ability scores when using mental escalation, but those uses count against the number of increases you can add to physical ability scores.
Mythic Infuser
Add your tier to your class level when determining the DC of the Reflex save creatures need to attempt against your infuser ability. Creatures no longer get a bonus on their saving throw based on their size category against your infuser ability. Finally, select one feat or combat talent you do not know that applies to your disarm, grapple, or trip attempts. You must meet the prerequisites for this choice (except knowing any base sphere). You gain the benefits of this feat or combat talent when creatures fail their Reflex save against your infuser ability and you make the relevant type of combat maneuver.
Mythic Ki Blaster
Double the range of your ki blasts. You may apply a second (blast type) talent to your ki blasts, as if using the Admixture talent (normally, you cannot use Admixture on ki blasts).
Mythic Manipulator
Add your tier to the DC of Will saves that opponents must attempt against your manipulator ability. When you spend a ki point to try and establish a manabond as part of using your manipulator ability, you may also expend one use of mythic power to apply the effects of any (manabond) talent, even if you do not know that talent. This replaces the normal manabond you could apply, and you do not need to pay any further spell point costs for that use of a manabond.
Mythic Meditation
Add your tier to your class level when determining the number of bonus dice you get from meditation and the maximum number of meditation dice you have. You may use your surge die size instead of a 1d6 when rolling a meditation die. When you meditate, you may expend one mythic power roll a meditation die twice and choose a result to save. You may repeat this for as many meditation dice as you want. When you use a meditation die, you may use a saved result instead of rolling. This still expends one of your meditation dice, as if you had rolled it. Any saved rolls are lost when you regain mythic power.
Mythic Esotery
Once each day, as a full-round action, you may change one esotery you have selected. In essence, you lose the esotery, and gain a new esotery to replace it, as if you had retrained the feature. You may not swap out any esotery you are using as a prerequisite, nor can you swap out your signature technique. This mythic class feature may be selected more than once, but no more times than the total number of esoteries you have. Each time it is selected, it allows you to swap out an esotery one additional time per day. You may swap out the same esotery multiple times, or swap out different esoteries.
Mythic Skill Focus
At 1st tier and 3rd level, 3rd tier and 6th level, and 6th tier and 9th level, you gain the Mythic Skill FocusMA feat for one skill you have the Skill Focus feat for.
Mythic Signature Technique
Once each day, as a full-round action, you may change your signature technique. In essence, you lose the signature technique, and gain a new signature technique to replace it, as if you had retrained the feature.
Mythic Savant Class Features
Mythic Strain
When using strain, you may spend one mythic power to increase your base attack bonus by 2 and remove the risk of suffering fatigue from using strain until the end of your turn. Any penalties from being fatigued or exhausted do not apply when using this ability.
Mythic Kinesthetic Intuition
Add your mythic tier to your savant level when determining your bonus from kinesthetic intuition. In addition, kinesthetic intuition is no longer capped at 18th level. You may use your kinesthetic intuition bonus on Escape Artist and Ride checks.
Mythic Insights
You may use insights an additional number of times per day equal to half your tier (rounded down, minimum 1).
Mythic Combat Trained
Once each day, as a full-round action, you may change one bonus combat feat you have selected. In essence, you lose the bonus feat, and gain a new bonus feat to replace it, as if you had retrained the feat. You may not swap out any feat you are using as a prerequisite.
This mythic class feature may be selected more than once, but no more times than the total number of bonus combat feats you have. Each time it is selected, it allows you to swap out a bonus feat one additional time per day. You may swap out the same feat multiple times, or swap out different feats.
Mythic Masterful Insights
You may select an additional two insights other than rebuke death and use them at will.
Mythic Scholar Class Features
Mythic Careful Packer
Add your tier to your Intelligence score for determining your carrying capacity, and you treat the storage space of any backpack, pouch, or similar container as though it were three times its normal size instead of two.
Mythic Medical Training
Add your tier to all Heal checks you attempt. You may instead expend one use of mythic power to add three times your tier to one Heal check you attempt.
Mythic Problem Solver
You gain a bonus combat talent from the Alchemy or Scout spheres. At 3rd and 6th tiers, you gain an additional talent from one of those spheres.
Mythic Flashbangs
You may expend one mythic power to hurl two flashbangs at the same time. These must target different creatures.
Mythic Scholar’s Knack
Once each day, as a full-round action, you may change one scholar’s knack you have selected. In essence, you lose the scholar’s knack, and gain a new scholar’s knack to replace it, as if you had retrained the knack. You may not swap out any scholar’s knack you are using as a prerequisite.
This mythic class feature may be selected more than once, but no more times than the total number of scholar’s knacks you have. Each time it is selected, it allows you to swap out a scholar’s knack one additional time per day. You may swap out the same scholar’s knack multiple times, or swap out different scholar’s knacks.
Mythic Material Imposition
As mythic scholar’s knack (above), but it applies to material impositions instead. Also, you may expend mythic power instead of martial focus when using your material impositions (to a maximum of once per round).
Mythic Advanced Medical Training
You no longer need to spend uses of a healer’s kit on your medical training abilities, and add half your tier (rounded down, minimum 1) to the number of times you can use your medical training on creatures each day.
Mythic Expert Medical Training
You may use your expert medical training to try and remove any effect that can be removed by break enchantment, remove curse, or similar effects (Heal DC 20 + the caster level of that effect, or the creature’s CR if the effect does not have a caster level).
Mythic Mastered Imposition
You may select a second material imposition as a mastered imposition.
Mythic Sentinel Class Features
Mythic Defender’s Soul
You gain an additional talent from the Guardian sphere. Once per day, when you wake up or prepare for the day, you may swap this talent for any other Guardian talent.
Mythic Guardian Challenge
You gain a +1 bonus to the effect of your guardian challenge and add your tier to your sentinel level for determining its effects. Your guardian challenge is no longer capped at 17th level.
Mythic Sentinel’s Reserve
You gain an additional number of reserve points equal to half your tier (rounded down, minimum 1). Once per day, you may spend one mythic power to regain a number of reserve points equal to your tier. Any points in excess of your maximum become temporary reserve points that dissipate in one minute per tier.
Mythic Wise Reflexes
Add half your tier (rounded down, minimum 1) to the maximum bonus allowed by wise reflexes.
Mythic Guard Wall
You gain the benefits of guard wall as long as you end your turn without moving more than 15 feet.
Mythic Dedicated Defense
The damage reduction of your dedicated defense increases by 1, and add your tier to your sentinel level for determining the effects of your dedicated defense.
Mythic Second Wind
If you have conditions or other non-damaging effects stored in your delayed damage pool, you may spend two points of healing created by a reserve point per hit point the effect takes in your delayed damage pool to cure it. You can only cure effects this way while they are still in your delayed damage pool.
Mythic Sentinel’s Imposition
You gain a bonus equal to your tier on attacks of opportunity granted by sentinel’s imposition.
Mythic Opportunistic Offense
Choose one base sphere, or a talent from a sphere you already have, that applies to attack actions. You may expend one use of mythic power to instead apply the effects of that talent to all of your attacks of opportunity for one round, even if they are not all attack actions.
Mythic Counter Critical
If you succeed at a counter critical, you take half damage from the attack. This reduction occurs before any other reductions, such as from your damage reduction.
Mythic Defender’s Determination
You may ignore a specific instance of a condition one additional time before resting, plus one additional time at 3rd and 6th tiers.
Mythic Deathless Challenge
Add your tier to your Constitution when determining your death threshold. Once per day, when you are acting as though you are disabled instead of dying through the effect of deathless challenge, you can expend one mythic power to reduce all damage from creatures except the target of your active challenge (who must be hostile) to 0 for one round per tier.
Mythic Stalwart
You gain the benefits of stalwart even when helpless. In addition, you may expend one mythic power to add your tier to any saving throw your stalwart applies to.
Mythic Empowering Challenge
You gain an additional number of temporary hit points equal to your tier from your empowering challenge. These hit points last for one additional minute per tier.
Mythic Sentinel’s Wrath
You may roll damage three times and choose whichever result you want when using sentinel’s wrath.
Mythic Sentinel’s Poise
You may use your second wind even when you are unable to take purely mental actions. When you use your second wind, you gain additional hit points equal to twice your tier.
Mythic Eternal Challenge
Add your tier to your Wisdom modifier for determining the fast healing granted by eternal challenge.
Mythic Instant Challenge
You can change the target of your challenge as a free action you may only take during your turn, even if the target of your challenge has not been reduced to 0 or fewer hit points.
Mythic Diamond Aegis
You may spend two reserve points as a free action instead of one when you fail a saving throw.
Mythic Sentinel’s Surge
You gain additional hit points equal to twice your tier when your sentinel’s surge activates.
Mythic Invincible Soul
Any damage reduction the target of your challenge possesses is reduced by your tier (to a minimum of 0), but only against your attacks.
Mythic Final Challenge
Once per day, you may spend one mythic power as a free action even when it is not your turn. For 1 round per tier, you cannot die by any method.
Mythic Shifter Class Features
Mythic Shapeshifter
You always know if a creature you’re targeting is immune to polymorph effects. As a free action when using a polymorph effect—which includes all Alteration sphere abilities—you can expend one use of mythic power to allow that ability to bypass immunity to polymorph effects. Creatures are still allowed to make saving throws if one would normally be allowed.
Mythic Wild Empathy
You may use your wild empathy on animals, elementals, fey, humanoids, magical beasts, monstrous humanoids, and plants. If the creature affected does not have an Intelligence of 2 or more, you take a -10 penalty to your wild empathy check. Creatures affected by your wild empathy with an Intelligence of 1 or no Intelligence score do not attack you if friendly, and actively defend you if helpful, but cannot be given any directions.
Mythic Quick Transformation
You may spend one mythic power to apply a shapeshift to yourself and only yourself as a free action.
Mythic Bestial Trait
Once each day, as a full-round action, you may change one bestial trait you have selected. In essence, you lose one bestial trait, and gain a new bestial trait to replace it, as if you had retrained the feat. You may not swap out any bestial trait you are using as a prerequisite and must meet any prerequisites for the new trait.
This mythic class feature may be selected more than once, but no more times than the total number of bestial traits you have. Each time it is selected, it allows you to swap out a bestial trait one additional time per day. You may swap out the same trait multiple times, or swap out different traits.
Mythic Endurance
You gain the Mythic Endurance feat. In addition, you may go one night per tier without sleeping. As long as you do not engage in strenuous activity for more than a short time (as judged by the GM) for eight hours, or whatever length of time you normally need to rest, you receive all the normal benefits of rest at the end of that period.
Mythic Lingering Transformation
Add your mythic tier to your shifter level when determining how long your shapeshifts last without concentrating. You may always choose to end your shapeshift earlier.
Mythic Enhanced Attacks
As a free action, you may expend one mythic power to add the effects of any weapon special ability to one of your natural attacks for one minute. This weapon special ability must work with the selected natural attack. The enhancement bonus cost of the special ability must be equal to or less than 1/2 your mythic tier (rounded down, minimum 1) and cannot be a special ability that only requires gp to add to a weapon when making it. This weapon special ability cannot be the same as any special ability that already applies to that natural attack, but otherwise stacks with other weapon special abilities to a maximum total bonus on that natural attack of +13.
Mythic Steal Language
When you use steal language, you may acquire one additional language from the target for every odd tier you have. You steal all of these languages at the same time; acquiring languages from a different creature or from the same creature again dismisses all of the languages you have currently acquired through steal language.
Mythic Enhanced Physicality
Once per round as a free action you may take even when it is not your turn, you may spend one mythic power to gain three temporary hit points per tier. These hit points last for one minute. Multiple uses of this ability do not stack, but these temporary hit points do stack with other temporary hit points.
Mythic Immunity To Poison
As a swift or immediate action, you can absorb a poison used against you. This requires making a successful saving throw of the type and DC normally required by the poison (though you are still immune if you fail this save). You may then add this poison to the next bite or claw attack you make (normally from being shapeshifted or through a bestial trait) within 1 minute per level. You may use this ability a number of times per day equal to your mythic tier.
Mythic Extended Transformation
Instead of spending a spell point to allow a shapeshift to continue without concentration, you may spend a spell point and a mythic power to allow yourself to rapidly shift forms for one minute per level. During this time, you may use quick transformation to shift to a new form, but this form lingers as if you spent a spell point to allow it to last for one minute per level.
You must pay any required spell point costs if a form you are switching to requires them, but you only need to pay the cost once per talent while this ability is active.
At the end of this time, you may spend another spell point and a mythic power to renew this effect, spend a spell point to let your current form last for ten minutes per level, or cease the effect. For one round after shapeshifting while this ability is active, you have a 50% chance to negate any critical hit made against you.
Mythic Boundless Communication
You may understand and be understood by any creature, even those that do not have a language. For creatures that do not have languages, you instead communicate as if using a form of telepathy, gaining a suitable understanding of the creature’s intents and desires. They understand the same from you. If you have endless communication, you may exchange this ability for mythic endless communication.
Mythic Immunity To Disease
As a swift or immediate action, you can absorb a disease used against you. This otherwise functions as mythic immunity to poison, including the ability to apply the disease to your next bite or claw attack.
Mythic Endless Communication (Su)
You may grant any creature you touch the ability to speak and understand all languages you know for 24 hours, even if that creature cannot normally speak or understand languages. If that creature normally has an Intelligence of 2 or lower, they cannot speak well but can still communicate any concept they understand.
Mythic Greater Transformation (requires Mythic Extended Transformation)
When you spend a mythic power and a spell point for mythic extended transformation, the time you have to freely shift forms without paying an additional cost increases to 10 minutes per level.
Mythic Second Skin
Once per round as a free action, you may change your own form with the Alteration sphere. If you have mythic quick transformation, mythic extended transformation, or mythic greater transformation, you may use those mythic class features on others.
Mythic Soul Weaver Class Features
Mythic Channel Energy
Add your tier to all damage dealt or healed with your channel energy ability. In addition, you gain the Channel Destruction and Channel Life feats. If you already have either of these feats, you may immediately replace them with any other feat(s) you meet the prerequisites for. If you have the Death sphere and choose to harm while channeling, you may expend one mythic power to apply any (ghost strike) talent you know to your channeling. This ghost strike affects all creatures your channeled energy harms.
Mythic Master of Life and Death
You always know if a creature you can see is immune to positive or negative energy effects. As a free action when using a positive or negative energy effect—which generally includes Death and Life sphere abilities, among others—you can expend one use of mythic power to allow one ability to bypass those immunities. Creatures are still allowed to make saving throws if one would normally be allowed.
Mythic Bound Nexus
Select one of your bound nexus abilities. That ability no longer costs a soul to use. Each time you gain access to new bound nexus abilities, you may change which bound nexus ability you may use for free. You may only have one free bound nexus ability active at a time—if you use it again, the effects of any previous use end immediately.
Mythic Blessing/Blight
You may use your blessings or blights without expending uses of channel energy once per day per tier.
Mythic Gravewalker
You are immune to all negative energy effects except those you want to be affected by. When you die, you may choose to rise 2d4 days later as any type of undead creature your creature type could become, as long as that undead’s CR is equal to or less than your own. (A 20th level PC is normally CR 20. Mythic tiers can increase CR.)
Mythic Striker Class Features
Mythic AC Bonus
Add your tier to your class level for determining the maximum amount of your AC bonus. As a free action, you may expend one use of mythic power to increase your AC bonus from this ability by your tier for one round per tier.
Mythic Bare Knuckles
You gain a bonus talent from the Boxing, Brute, or Open Hand spheres (including the base spheres if you do not already have it, but you must have the base sphere for any other talents). Once per day, when you wake up or prepare for the day, you may change this to any other Boxing, Brute, or Open Hand talent you meet the prerequisites for.
Mythic Tension
Add your tier to your maximum tension.
Mythic Tension Techniques
You gain a daily pool of bonus tension points equal to your tier. You may spend these points to activate your tension techniques, even if you do not otherwise have tension. Once per day, as a free action you may take during your turn, you may expend one mythic power to refill this bonus tension pool.
Mythic Striker Art
Once each day, as a full-round action, you may change one striker art you have selected. In essence, you lose the striker art, and gain a new striker art to replace it, as if you had retrained the art. You may not swap out any striker art you are using as a prerequisite.
This mythic class feature may be selected more than once, but no more times than the total number of striker arts you have. Each time it is selected, it allows you to swap out a striker art one additional time per day. You may swap out the same striker art multiple times, or swap out different striker arts.
Mythic Tension Boost
You gain an additional point of tension at the start of your first turn in combat.
Mythic Drill Knuckle
You ignore one additional point of damage reduction or hardness when using drill knuckle, and add your tier to your striker level for determining the effects of drill knuckle.
Mythic Uncanny Dodge
Against attacks from non-mythic sources, you are never considered to be flat-footed or to have lost your Dexterity bonus to AC unless you are helpless.
Mythic Desperate Tension
Once per day, you may expend one use of mythic power at the start of your turn to gain your maximum amount of tension. If you have the striker's ultimate tension ability, immediately replace this ability with mythic ultimate tension.
Mythic Tension Training
You gain an additional type of tension training.
Mythic Pummeling Punisher
When you spend tension for pummeling punisher, your attacks only suffer a -2 penalty instead of a -4 penalty.
Mythic Rising Tension
You gain 1 additional tension at the start of your turn if a creature dealt hit point damage to you since the end of your last turn.
Mythic Improved Uncanny Dodge
Add half your tier (minimum +1) to the number of rogue levels a creature must have to be able to flank you.
Mythic Ultimate Tension
Once per day, you may expend one mythic power to reduce the cost of all abilities that require tension to 1 tension. This effect lasts for 1 round per tier.
Mythic Symbiat Class Features
Mythic Mental Powers
When a creature succeeds on a saving throw against your Mind or Telekinesis effects, you may expend one mythic power to force them to reroll and take the lower result. You may only use mythic mental powers once each time a creature succeeds on its save.
Mythic Battlefield Sense
Add your tier to your symbiat level for the purpose of determining the bonus to AC and CMD granted by battlefield sense. Battlefield sense no longer caps at 20th level. You may maintain your bonus from battlefield sense while immobilized or helpless and while wearing light armor.
Mythic Psionics
You may use your psionics for an additional two rounds per day per tier.
Mythic ESP
Add your tier to your symbiat level when determining the bonus to skill checks granted by ESP. Once per day for every three tiers (minimum 1), you may roll twice on a Perception or Sense Motive check and take the higher result.
Mythic Evasion
When you take damage, you may expend a use of mythic power to halve the amount of damage you take. This applies to ability damage and ability drain as well, but not to any ongoing damage from an effect you failed to save against. Thus, you could use mythic evasion to halve the damage you take from a poison if you failed your save, but not any damage the poison deals after its initial effect.
Mythic Pushed Movement
You may expend one mythic power to double the speed of your pushed movement for one minute per tier.
Mythic Danger Sense
Your ability to sense traps even allows you to position and warn allies so they are less likely to be damaged by traps. All allies within 60 feet of you that you can see gain the benefits of your danger sense class feature. Additionally, add your tier to your AC against attacks made by traps, and to any saving throw you make against a trap’s attack or effects.
Mythic Uncanny Dodge
Against attacks from non-mythic sources, you are never considered to be flat-footed or to have lost your Dexterity bonus to AC unless you are helpless.
Mythic Two Minds
You may always roll three times and take the best result when making a Will saving throw.
Mythic Improved Uncanny Dodge
Add half your tier (minimum +1) to the number of rogue levels a creature must have to be able to flank you.
Mythic Improved Evasion
On a failed Reflex save, you take only 10% of an effect’s damage. Additionally, you only take half damage from any area attack that does not allow a Reflex save.
Mythic Greater Psionics
You only have to spend one round of psionic power each round to maintain two psionic effects.
Mythic Technician Class Features
Mythic Gadgets
Add your tier to the number of gadgets you may create each day.
Mythic Trap Specialist
You gain a bonus talent from the Trap sphere. When you wake up, or when you prepare for the day, you may switch this talent to any other talent from the Trap sphere.
Mythic Trapfinding
You may search for something (such as a trap or hidden creature) as a swift action.
Mythic Inventions
You may expend one use of mythic power to build an invention as a full-round action. You may not have more than one invention created in this way at a time.
Mythic Technical Insights
Once each day, as a full-round action, you may change one technical insight you have selected. In essence, you lose the technical insight, and gain a new technical insight to replace it, as if you had retrained the insight. You may not swap out any technical insight you are using as a prerequisite.
This mythic class feature may be selected more than once, but no more times than the total number of technical insights you have. Each time it is selected, it allows you to swap out a technical insight one additional time per day. You may swap out the same technical insight multiple times, or swap out different technical insights.
Mythic Technically Minded
Add your tier to all skill checks affected by technically minded. You may spend one mythic power when attempting such a check to instead gain a bonus equal to three times your tier.
Mythic Danger Sense
All allies within 60 feet of you that you can see gain the benefits of your danger sense class feature. Additionally, you add your tier to your AC against attacks made by traps, and to any saving throw you attempt against a trap’s attack or effects.
Mythic Trap Insight
You gain a bonus equal to your tier on Perception skill checks when using heightened awareness. You may instead expend one mythic power to gain a bonus equal to three times your tier on one Perception skill check, even when not using heightened awareness.
Mythic Trapmaster
You gain the benefits of trapmaster whenever you successfully disarm a trap through the Disable Device skill, even if you did not beat the DC by 10 or more.
Mythic Greater Trapmaster
When you disable a magical effect with greater trapmaster, you may trap the magic inside of a roll of parchment. A creature with the Scribe Scroll or Capture Spell feats can use this to transform the trapped magic into a usable scroll as if they knew all of the necessary talents or spells, and at half of the usual cost. You may have up to one effect per tier trapped at a time. If you manage to disable multiple magical effects at once, each effect is captured separately. This can only be used to capture spells or sphere effects a character could normally learn to use; it does not allow for capturing any unique effects or powers beyond your abilities.
Mythic Supreme Trapmaster
When using supreme trapmaster, you may choose to not disable specific effects on a target.
Mythic Perfect Trapmaster (requires Mythic Greater Trapmaster)
When you are the direct target of an unwanted magical effect, you may spend one mythic power to gain a bonus equal to three times your tier on Disable Device checks made with perfect trapmaster. If you succeed, you may immediately capture the effect in a roll of parchment that can be used to craft a spell, as detailed under mythic greater trapmaster.
Mythic True Genius
You gain an additional +4 permanent bonus to one mental ability score of your choice.
Mythic Thaumaturge Class Features
Mythic Forbidden Lore
When using forbidden lore, you may spend one mythic power to increase your caster level bonus by 2 and reduce your chance of backlash to 0. Any penalties from backlash do not apply to your effective caster level when using mythic power for this ability.
Mythic Invocations
You may use invocations an additional number of times per day equal to half your tier (rounded down, minimum 1).
Mythic Occult Knowledge
Add your mythic tier to your thaumaturge level when determining your bonus from occult knowledge. In addition, occult knowledge is no longer capped at 18th level. You may use your meditation invocation on Spellcraft and Use Magic Device checks.
Mythic Bonus Feats
Once each day, as a full-round action, you may change one bonus feat you have selected. In essence, you lose the bonus feat, and gain a new bonus feat to replace it, as if you had retrained the feat. You may not swap out any feat you are using as a prerequisite.
This mythic class feature may be selected more than once, but no more times than the total number of bonus feats you have. Each time it is selected, it allows you to swap out a bonus feat one additional time per day. You may swap out the same feat multiple times, or swap out different feats.
Mythic Master Invoker
You may select an additional two invocations other than rebuke death and use them at will.
Mythic Troubadour Class Features
Mythic Performer’s Synergy
Add your tier to your level when determining the morale bonus from your performer’s synergy. In addition, double the morale bonus from your performer’s synergy for saving throws you attempt against abilities that would exercise mental control over you (including most charm and compulsion effects).
Mythic Personas
You may have a second active persona. This second persona is known as a co-conscious personality. You gain the benefits of having each persona active, such as qualifying for racial feats or talents, but not the trope benefit or persona quirks of your co-conscious personality. Whenever you would be affected by something, you may use the traits of either persona, whichever is more beneficial. (For example, if you have an active human persona and an active elf persona, and a special ability would deal bonus damage to elves, you can choose to be treated as a human even though your elf persona is active.) The co-conscious personality is an active participant and may interrupt you to talk or interact. If the two personalities want to do different things, roll a d20. On a roll of 11 or higher, the troubadour’s personality dominates the actions for the round; on a roll of 10 or lower, the co-conscious personality dominates the actions for a round.
Any power that would control your actions, such as a mental domination effect, must affect both of your personalities. Otherwise, it must vie for dominance with your co-conscious personality, as detailed above.
You may gain and change the co-conscious personality whenever you change your personas, including having them not manifest at all. This can, itself, manifest in different ways.
Some mythic troubadours have a different co-conscious personality for each of their personas, while others have a single co-conscious personality that changes personas just like the troubadour does. Any co-conscious personality that is not active is functionally unconscious, but still exists within the troubadour’s mind. Co-conscious personalities can have different alignments from the troubadour’s.
Roleplaying Co-Conscious Personalities
Co-conscious personalities can be challenging to roleplay and can have many different types of backstories or origins. They could exist as a fictional and idealized version of the troubadour’s self, a mirrored opposite, an imaginary childhood friend come to protect the troubadour, or even some type of external power such as possession by a deity or fiendish figure.
While mythic personas have some similarities to things like Dissociative Identity Disorder, this ability is not DID or any other type of disorder and should not be treated as such. Co-conscious personalities are, for all intents and purposes, real people or entities that were created, summoned, or otherwise made manifest in the troubadour through their mythic powers.
If you are not confident in your ability to roleplay this ability accurately, consider asking your game master or a fellow player you trust to roleplay the co-conscious personality. Optionally, you may limit mythic personas to active combat, which means co-conscious personalities are not active at other times. Mythic personas are much harder to roleplay than many of the other options in this book, so consider talking with your game master before taking this ability.
Mythic Method Acting
If you have mythic personas, you gain your co-conscious personality’s trope benefit, but not any of their persona quirks.
Once each day, as a full-round action, you may change one persona quirk that one of your personas has. In essence, you lose the persona quirk, and gain a new persona quirk to replace it, as if you had retrained the quirk. You may not swap out any quirk you are using as a prerequisite.
This mythic class feature may be selected more than once, but no more times than the total number of persona quirks any one persona has. Each time it is selected, it allows you to swap out a persona quirk one additional time per day. You may swap out the same quirk multiple times, or swap out different quirks.
Mythic Actor Training
Once each day, as a full-round action, you may change one actor training you know. In essence, you lose the actor training, and gain a new actor training to replace it, as if you had retrained the actor training. You may not swap out any actor training you are using as a prerequisite.
This mythic class feature may be selected more than once, but no more times than the total number of actor trainings you know. Each time it is selected, it allows you to swap out an actor training one additional time per day. You may swap out the same actor training multiple times, or swap out different actor trainings.
Mythic Master of Disguise
Add your tier to your class level when determining the bonus you get from your master of disguise ability. In addition, you can attempt a Disguise check when selecting your personas to dress in such a way that you are believably either of them (though anyone who recognizes that persona may recognize that the persona is not wearing their ‘normal’ clothes).
Mythic Quick Change
Add your tier to your class level when determining how many times you can use quick change each day. If you have mythic personas, you gain a second pool of quick change uses that can only be used for your split personality.
Mythic Flexible Truth
Add half your tier (rounded down, minimum 1) to the DC of caster level checks creatures must attempt to succeed at using truth-detecting and thought-detecting magic on you. If you have mythic personas, creatures must succeed at a second check at the same DC to accurately read your thoughts. If they fail on either check and the magic is reading your mind, you may choose which of your personalities’ thoughts are displayed.
Mythic Greater Actor
You gain one permanent persona quirk. You retain this persona quirk even when you change your personas and when you do not have any personas active. At 3rd and 6th tiers, you gain an additional permanent persona quirk. You must meet the prerequisites for these persona quirks, if any, and they do not stack with other instances of the same quirk (unless it would normally do so).
Mythic Master Actor
Once each day for each persona, as a full-round action, you may change one trope that one of your personas has. In essence, you lose the trope, and gain a new trope to replace it, as if you had retrained the trope. You may not swap out any trope you are using as a prerequisite.
Mythic Master of Roles (requires Mythic Personas)
Whenever you prepare your personas, you may prepare a second co-conscious personality in addition to a second regular persona. When swapping personas as a free action, you may only swap your regular persona with the persona you readied for the regular role and your co-conscious personality with the second co-conscious personality you prepared.
Mythic Warden Class Features
Mythic Vigil
Once per day, as a full-round action, you may change your vigil. In essence, you lose your vigil, then gain a new vigil to replace it, as if you had retrained the vigil. In addition, you gain two talents associated with your vigil sphere. Each time you change vigils, or at the start of the day if you have not changed your vigil in 24 hours, exchange these talents for talents from your current vigil sphere (you may choose the same two talents if you are not changing your vigil sphere).
Mythic Mystical Guardian
You gain a flexible talent from the Guardian sphere. Treat this like gaining a bonus talent, except that you may change this talent to any other talent from the Guardian sphere after resting for eight hours or by spending one use of mythic power as a free action.
Mythic Steadfast
Add your tier to your warden level when determining the number of additional attacks of opportunity you can make each round (minimum +1). You may expend one use of mythic power to gain a bonus equal to your tier on attack rolls for attacks of opportunity for 1 round.
Mythic Guard
Add your tier to your character level when determining the bonus of your guard ability. By expending one use of mythic power as an immediate action, you may share your guard with one additional ally within 30 feet for every two tiers you have (minimum +1); this effect lasts for one round.
Mythic Reinforcement
Once each day, as a full-round action, you may change one reinforcement you have selected. In essence, you lose the reinforcement, and gain a new reinforcement to replace it, as if you had retrained the reinforcement. You may not swap out any reinforcement you are using as a prerequisite.
This mythic class feature may be selected more than once, but no more times than the total number of reinforcements you have. Each time it is selected, it allows you to swap out a reinforcement one additional time per day. You may swap out the same reinforcement multiple times, or swap out different reinforcements.
Mythic Indomitable
Your indomitable bonus increases by 1. At 3rd and 6th tiers, it increases by an additional +1. As an immediate action, you may spend one use of mythic power to share your indomitable bonus with all allies in close range (25 feet + 5 feet per 2 character levels) for 1 round.
Mythic Routine Patrol
Add your tier to your warden level for determining the size of your increased threatened area when using patrol. You may expend martial focus to instead add double your tier to the size of your patrol area for 1 round.
Mythic Focusing Guard
You may expend one use of mythic power when using your guard ability as a swift action to regain martial focus.
Mythic Expanded Guard
You may guard an additional ally at the same time. At 3rd and 6th tiers, the number of allies you can guard increases by an additional +1.
Mythic Projected Empathy
You may expend one use of mythic power as a free action to treat all allies as if they were one stage of projected empathy closer to you for one round. (For example, at 10th level, you could use mythic power to treat allies like they were 100 feet closer instead of 30 feet closer.)
Mythic Lingering Guard
Your lingering guard lasts for an additional number of rounds equal to half your tier (rounded down, minimum 1). When you would fall unconscious or be killed, you may expend one use of mythic power to let lingering guard instead last for an additional number of rounds equal to your tier.
Mythic Self Sufficiency
You no longer need to have a guarded ally to treat yourself as being guarded.
Mythic Improved Indomitable
You may expend one use of mythic power to negate any effect that would teleport you against your will (unless it comes from a creature with equal to or more mythic tiers than you, or is from a creature of at least demigod status). In addition, you may further reduce any non-teleportation forced movement (such as bull rush attempts) by 5 feet per tier.
Mythic Improved Patrol
You may choose to allow creatures to attempt attacks of opportunity against you while you are on patrol. If you do, you may make a counterattack against any creature that makes an attack of opportunity against you while you were on patrol, as if you were using the counter punch of the Boxing sphere (except that your counterattack comes after their attack, and you cannot counterattack any creature this way more than once per round).
Mythic Tireless Protector
You no longer need to sleep, and once per day, you can gain the benefits of 8 hours of rest by entering into a meditative trance for 2 hours. You may enter or exit this trance as a full-round action, and can remain in it for as long as you want. While in this trance, you are treated as if you are constantly on patrol, except that any round in which you are not fighting you must either remain in the spot where you started your trance or return to it as quickly as possible. While in your meditative trance, you do not need to eat, drink, or breathe, and you do not age.
Mythic Warden Of The Many
You can remain in your ethereal form for an additional round per tier. When finished with your ethereal form (either because the duration ran out or you voluntarily return to your body), you may expend all of your mythic power to regain 10 hit points per tier. If you were slain and this healing would be enough to revive you (that is, not being so far into negative hit points that you are dead, rather than merely unconscious), you become stable and conscious with the appropriate number of hit points.
Mythic Wraith Class Features
Mythic Haunt Paths
You gain a specific bonus that depends on your haunt path. You may select this mythic class feature more than once, but only one time for each haunt path you have.
Mythic Path of the Ancestor
When you redirect damage to yourself with your path possession, you only take half of the damage you would normally receive. You may also choose to redirect up to three-quarters of the damage the willing creature you are possessing would take.
Mythic Path of the Anima
Your elementals and animated plants remain for one round per tier after you stop possessing them. During this time, they follow all of your instructions and use the same stats as when you were possessing them.
Mythic Path of the Corruptor
Select five combat talents. Any dead body you possess and reanimate with your path possession gains those combat talents while you are possessing it.
Mythic Path of the Cryptid
Creatures of the animal and magical beast types take an additional -2 penalty on their saves against your possession attempts.
Mythic Path of the Despoiler
As a swift or immediate action, you can absorb a poison used against you. This requires making a successful saving throw of the type and DC normally required by the poison. You may then add this poison to the next natural attack a vermin-type creature you are possessing makes within 1 minute per level. You may use this ability a number of times per day equal to your mythic tier.
Mythic Path of the Moroi
You and creatures you are possessing are immune to bleed damage and effects from the Blood sphere unless you want to be affected by them.
Mythic Path of the Poltergeist
Increase the size of objects you can possess with your path possession by 1. Items you are possessing gain an additional point of hardness per tier.
Mythic Path of the Phantasm
When a creature attempts a saving throw to recognize your illusions for what they are, you may spend one mythic power to force them to roll twice and take the worse result.
Mythic Path of the Shadow
When a creature you are possessing enters your area of darkness, you may either allow them to see through your darkness as if it wasn’t there or turn the darkness opaque for them so they cannot see through it by any ability.
Mythic Path of the Spook
You always know when a creature you are possessing is immune to mind-affecting abilities. When attempting to target such a creature with a mind-affecting ability, you may expend one use of mythic power to bypass that immunity. They are still allowed to make a saving throw if they would normally be allowed to.
Mythic Wraith Form
Add your tier to the number of rounds you may remain in wraith form each day. In addition, while in wraith form, you gain the following effects:
- You take one-quarter damage from non-magic weapons
- Non-force effects that do not deal damage and originate from corporeal sources have a 40% chance to fail against you
- You may activate your wraith form as a free action during your turn.
Mythic Possession
You may expend one mythic power to possess a non-mythic creature without giving them a saving throw to resist your possession.
Mythic Wraith Haunts
Once each day, as a full-round action, you may change one wraith haunt you have selected. In essence, you lose the wraith haunt, and gain a new wraith haunt to replace it, as if you had retrained the feature. You may not swap out any wraith haunt you are using as a prerequisite.
This mythic class feature may be selected more than once, but no more times than the total number of wraith haunts you have. Each time it is selected, it allows you to swap out a wraith haunt one additional time per day. You may swap out the same haunt multiple times, or swap out different haunts.
Mythic Greater Possession
Add half your tier (rounded down, minimum 1) to the number of creatures you may possess at one time. As a move action, you may spend one mythic power to instantly teleport into any creature you are actively possessing as long as they are on the same plane as you.
Mythic Wraith Form Mastery
When in wraith form, you are immune to all nonmagical damage.
Mythic Prestige Class Abilities
Mythic prestige class abilities are the same as mythic class abilities, but may only be taken by members of the respective prestige class.
Mythic Aeronaut Captain Class Features
Mythic Air of Command
Add half your tier (rounded down, minimum 1) to your aeronaut captain level when determining the benefits of air of command.
Mythic Siege Engineer
You gain two of the following feats: Siege CommanderUC (combat), Siege EngineerUC (combat), Siege GunnerUC (combat), or Master Siege EngineerUC (combat). If you already have the chosen feats, you may immediately retrain them for any other feats that you qualify for.
Mythic Veteran Sailor
Add half your tier (rounded down, minimum 1) to your aeronaut captain level when determining the benefits of vetrean sailor. In addition, you may expend one use of mythic power to gain a bonus equal to three times your mythic tier on any skill roll that benefits from veteran sailor.
Mythic Inspire Crew
Add your tier to your aeronaut captain level when determining the duration of your inspire crew ability. When you use inspire crew, you may expend one use of mythic power to let your inspire crew last for ten minutes per level.
Mythic Aura of Command
Add 10 feet per tier to the range of your aura of command. You may expend one use of mythic power as an immediate action to let creatures within your Aura of command reroll a saving throw against a charm or compulsion effect and take the higher result.
Mythic Advanced Inspire Crew
You may expend one use of mythic power to double the number of crews affected by your inspire crew ability when you activate it.
Mythic Master Commander
You may rally your crew with master commander one additional time per day, plus an extra time per day at 3rd and 6th tiers.
Mythic Bokor Class Features
Mythic Spherespell
When you use spherespell to recall a spent spell, you may pay one mythic power when you next cast the recalled spell to cast the mythic version of it, even if you do not know the mythic version of the spell. The list of spells you can cast the mythic versions of is reset each time you rest or regain spell points. You may cast mythic spells this day once for every odd tier you have.
Mythic Dissolve Spell
You may spend one mythic power to add half your tier to the enhancement bonus provided by dissolve spell.
Mythic Spell Synthesis
When you use spell synthesis, you may spend one mythic power to add the effects of any metamagic feat you know (except metamagic that changes casting times) without changing the casting time or spell point cost of your combined magical effect. The total spell point cost and/or level adjustment of the metamagic cannot exceed half your tier (rounded down, minimum 1).
Mythic Forest Lord Class Features
Mythic Cryptwood Connection
Add half your tier (rounded down, minimum 1) to your forest lord level when determining the benefits of cryptwood connection.
Mythic Favored Terrain
You gain a bonus to movement in your favored terrain, equal to +5 feet to all movement types for every +2 favored terrain bonus you gain in that terrain.
Mythic Master Leaper
Add half your tier (rounded down, minimum 1) to your forest lord level when determining the bonus to Acrobatics granted by master leaper. You can expend one mythic power to take 15 when attempting an Acrobatics check to jump. This is like taking 10, but treat the result as if you had rolled a 15.
Mythic Forest’s Strength
Increase your climb speed by 10 feet per tier. When you are in a cryptwood, you gain a +2 increase to your inherent bonus to Strength at 1st, 3rd, and 6th tiers.
Mythic Geomancer
You gain both effects of Mythic Sphere Mastery: Nature. If you already have either or both of these features, you may immediately retrain them.
Mythic Forest Heart
All wild animals within a cryptwood have a starting attitude of friendly towards you (unless it would already be better). Once per week, you may expend five mythic power to change the type of magic that infuses a cryptwood for one day per tier. For example, if the cryptwood has the fire manifestation, you could change that to the time manifestation. If the cryptwood has multiple manifestations, you may change all of them when you use this ability. This change also affects all native creatures, adjusting their abilities and templates as appropriate.
Mythic Tempestarii Class Features
Mythic Rapid Weather
You may change an additional type of weather whenever you use control weather.
Mythic Ship Smasher
You may ignore up to your tier in hardness when damaging objects with your Weather sphere effects. If you have ship killer, you may immediately swap this for mythic ship killer.
Mythic Grand Weather
You may exercise more precise control over your Weather sphere effects and choose whether or not each range (close, medium, long, or climate) is affected by each aspect of your control weather. For example, you may increase the severity of wind only at medium range, and also increase the severity of cold in both close and medium range.
Mythic Ship Killer
You may ignore up to twice your tier in hardness when damaging objects with your Weather sphere effects.
Mythic Deadly Weather
As a free action, you may expend one mythic power to increase the damage of a weather effect created by your control weather by 50%. This is functionally the same as the Empower Spell metamagic feat and does not stack with that feat. This increase happens to all damage caused by your weather effects for one full round, but does not persist beyond that unless activated again.
Mythic Instant Weather
When you use control weather to change the weather’s severity, you may expend one mythic power to immediately change as many types of weather as you want. You must be able to control those types of weather to change them in this way.
Mythic Waking Sleeper Class Features
Mythic Sleeper Training
Add half your tier (rounded down, minimum 1) to your waking sleeper level when determining the number of combat feats granted by your sleeper training pool. In addition, as a free action you may expend one mythic power to gain access to any two feats in your sleeper training pool for one minute per tier.
Mythic Second Self
You are aware of all attempts to scry upon both your typical and sleeper selves. If you succeed at a magic skill check against a scryer’s MSD, you may show the scryer whatever scene you wish instead of a blank result.
Mythic Recall
Add twice your tier to the number of rounds per day you may be in your state of recall each day. You also gain access to an additional feat from your sleeper training pool and are only fatigued for half as long after exiting your state of recall.
Mythic Catatonia
Whenever you complete a full night’s rest, full day of bed rest, or perform no activities for 24 hours (such as while petrified), you may attempt a magic skill check against the MSD of any creature that applied a permanent effect to you. On a success, you recover from that effect.
Mythic Deep Conditioning
Add half your tier (rounded down, minimum 1) to your morale bonus to Will saves while in a state of recall. Once per round, as a free action you may only take while in a state of recall, you may exchange any feat gained from your state of recall for any other feat available through your sleeper training.
Mythic Regimented Thought
When a creature uses a mind-affecting effect against you, you may spend one mythic power to force them to roll twice and take the lower result when attempting their magic skill check. If they fail, as a standard action on your next turn you may attempt to apply the same effect to them, regardless of distance, without spending any resources of your own. This cannot be used against effects the creature spent mythic power on.
Mythic Perfect Clarity
When in your state of recall, you gain access to an additional combat feat. This stacks with the bonus from mythic recall. In addition, you gain a +4 inherent bonus to Dexterity, Constitution, or Wisdom while in your state of recall. This must be chosen when you enter your state of recall and can only be changed by exiting this state, then resuming it later.
Mythic Feats
Note: All mythic feats with non-mythic versions require those non-mythic versions as a prerequisite.
Advanced Magic Training (Mythic)
Treat your levels in non-casting classes as mid-casting classes when determining your total caster level.
Aerial Trip (Mythic)
When you trip a flying opponent, you may have them fall in any direction, including straight back. If they are moving up, they only move half as far.
Basic Magic Training (Mythic)
You gain a second base sphere and gain a bonus mythic sphere mastery for any base sphere you have. If you exchange Basic Magic Training for Extra Magic Talent, exchange this mythic feat for an additional mythic sphere mastery.
Cautious Incantation (Mythic) [HMH]
If you fail an incantation for which you may use the Cautious Incantation feat, you may spend a number of points of mythic power equal to the level of the incantation (to a maximum of your mythic tier) to negate the failure effect upon yourself (other creatures are affected normally). You cannot negate the failure effect of an incantation greater than your mythic tier.
Combat Sphere Specialization (Mythic)
Select one sphere you chose for combat sphere specialization. The effective base attack bonus for that sphere is no longer capped at your character level, and you add half your tier (rounded down, minimum 1) to your effective base attack bonus for that sphere. This does not allow you to make more attacks than you normally could.
Author's Note: This improves your BAB when calculating effects of the chosen sphere. It does not count as increased BAB for prerequisites or other purposes.
Companion Trigger (Mythic)
As a free action they may take once per day per tier you have, your animal companion or mount may add your surge dice to a combat maneuver check they make. They may only activate this ability once per check they make.
Contingency (Mythic)
You may have 1 + half your tier (rounded down, minimum 1) contingencies cast on creatures at any given time. Each creature may only have one contingency from any given caster at a time. In addition, you may spend a point of mythic power to prepare a contingency in 1 round rather than in 10 minutes.
Customized Bond (Mythic)
Add your tier to your armorist level for determining the maximum enhancement bonus value of your bound equipment. If you possess the enhanced customization class feature, you may add your tier to your armiger level for determining the maximum enhancement bonus from enhanced customization. This ability cannot cause the enhancement bonuses from either ability to exceed your respective class level.
Dimensional Archer (Mythic)
Add half your tier (rounded down, minimum 1) to your MSD when foes attempt a magic skill check against you while under the effect of your anchoring shot. You may expend one use of mythic power to teleport and reload as a swift action when using retreating reload. When you use warp shot, you may expend one use of mythic power to reduce the miss chance against your target by 5% per tier.
Dispelling Attack (Mythic)
Add half your tier (rounded down, minimum 1) to your MSB for the purposes of counterspelling when you are using Dispelling Attack. This is applied after any other modifiers and can allow your MSB to exceed your Hit Dice.
Dragon’s Tattoos (Mythic)
By consuming one pound of any material that can be used to forge weapons, you may treat your unarmed strikes as if they were made from that material. For example, if you consume cold iron, you can bypass DR/cold iron. Consuming the material is always harmless to you and it disappears when consumed. Eating a new type of material replaces the old material.
Dual Wielding Mystic Fusion (Mythic)
You do not provoke attacks of opportunity for spellcasting when using Dual Wielding Mystic Fusion. Add your tier to your base attack bonus for determining the maximum caster level of effects you can use with Dual Wielding Mystic Fusion.
Dual Wielding Mystic Strike (Mythic)
When using Dual Wielding Mystic Strike, your sphere ability may use your weapon’s threat range (to a maximum of 18-20) instead of its own.
Expedited Incantation (Mythic) [HMH]
You do not need to increase the DCs of an incantation to perform it in half the time. If you spend a number of points of mythic power equal to the level of the incantation, you may reduce the casting time to 1/10th of the original casting time (minimum 1 minute).
Extra Combat Talent (Mythic)
You gain a mythic sphere mastery for any base combat sphere you have.
Focused Stamina (Mythic)
Once per round, you may expend your martial focus when using an ability that requires stamina. When you do so, reduce the stamina cost of that ability by your tier.
Great Focus (Mythic)
Once per day per tier, you may regain your martial focus twice in one round. Once per round, you may expend one use of mythic power to regain martial focus as a free action.
Heroic Resolve (Mythic)
Add your tier to your Constitution modifier for determining how long you may suppress conditions. In addition, you may suppress two applicable conditions with Heroic Resolve instead of one.
Life Taker (Mythic)
Subtract your tier from the minimum CR of creatures when determining which creatures you can use Life Taker on.
Muscular Reflexes (Mythic)
You can make any number of additional attacks of opportunity per round. As a swift action, you can expend one use of mythic power to, until the start of your next turn, make attacks of opportunity against foes you have already made attacks of opportunity against this round if they provoke attacks of opportunity from you by moving. (This mythic feat does not allow you to make more than one attack of opportunity per triggering event.)
Mythic Crafting Expertise (Item Creation, Mythic) [HMH]
Prerequisites: Any item creation feat.
Benefit: At the beginning of each day when you regain your uses of mythic power, you can expend one use of mythic power to accomplish eight hours of work on one magic item you are crafting. You can only do this once per day per item you are crafting, though you may also add an actual eight-hour work day toward the crafting of such an item. Unlike normal magic item crafting, work accomplished by expending a use of mythic power does not require any special work space or quiet (though the cost of making magic items created this way is normal). Additionally, by expending two uses of mythic power as a fullround action, you can change the magic properties of any item in your possession you are capable of crafting. For one hour the item loses one or more abilities of your choice and gains other magic properties of your choice. The total cost of the item with the new properties cannot exceed its total cost with its normal magic properties, and you must meet all the prerequisites of each magic property you temporarily grant the item.
Mystic Focus (Mythic)
You may expend one use of mythic power to use Mystic Focus as a free action instead of a swift action. This does not allow you to regain martial focus more than once per round.
Oneiric Assault (Mythic) [Alienist HB]
Prerequisite: Dreamspace, Oneiric Assault, caster level 10th.
When you leave a dream as a result of using Oneiric Assault, you may move to another dreamscape whose location you know rather than returning to your own dreamscape. No time is elapsed in moving between dreams or using Oneiric Assault in each dream, allowing you to target any number of creatures so long as you know the locations of each of their dreamscapes.
Practiced Interruption (Mythic)
You gain a bonus equal to your tier on attack rolls made as part of using your Practiced Interruption feat. In addition, you may expend one use of mythic power to ignore any miss chance a foe is benefiting from (such as from concealment) when using Practiced Interruption.
Solitary Incantation (Mythic) [HMH]
Prerequisites: 5 ranks in any 1 skill, Solitary Incantation.
Benefit: Rather than increasing the DC of the incantation when using Solitary Incantation, you may spend 1 point of mythic power for every secondary caster omitted from the incantation.
Spell Attack (Mythic)
When you miss an enemy within the range of your weapon while using the Spell Attack feat, you may expend one use of mythic power to launch the magical energy off of your weapon and towards the enemy. Unless they succeed at a Reflex save (DC 10 + 1/2 your Hit Dice + your casting ability modifier + your tier), they are struck by the magical effect as though you had struck them with your weapon. If the sphere effect would normally require a Reflex save, they automatically fail it, but may roll a Fortitude or Will saving throw against any other effects of the spell as normal. This mythic feat works with all magical effects that are compatible with the Spell Attack feat, including some talent-based abilities applied to weapons. (See the whip of command in Treasures of the Spheres for an example.)
Sphere Focus (Mythic)
Choose a sphere you have Sphere Focus in. You gain an additional +1 to saving throw DCs for all abilities from that sphere; this stacks with all other increases to saving throw DCs. You may take this mythic feat more than once; each time you do, apply its effects to a different sphere you have Sphere Focus in. The first time you take this mythic feat, you gain the mythic sphere mastery for the base sphere this mythic feat applies to.
Studied Scout (Mythic)
You do not take a -5 penalty on Perception checks when using your scout ability as a free action after using your studied target or studied combat class feature. In addition, you may expend one mythic power when using your scout ability to learn one piece of additional information for every odd tier you possess. You may request specific pieces of information when learning information in this way, although you cannot get exact numbers through this ability. For example, you may ask if a creature has a high or low bonus to saving throws of one particular type, but you may not ask for its exact Will save bonus. The exact information you can learn is up to the GM’s discretion.
Target Spotting (Mythic)
You add half your favored enemy bonus to your saving throws against spells and abilities from creatures you have scouted, and to your AC against attacks made by creatures you have scouted to confirm critical threats. This does not stack with the mythic favored enemy ability.
Transformation (Mythic)
You gain a second transformation, as if gaining the Transformation feat a second time. When you first gain this mythic feat, you may also change which form-granting talent you use for your regular Transformation. If you have Improved Transformation, you may select one trait that costs spell points for every three tiers you have (minimum 1).
Unarmored Mastery (Mythic)
You no longer lose the benefits of Unarmored Training while carrying a medium or heavy load.
Zodiac Tattoos (Mythic)
By consuming one pound of any material that can be used to forge armor, you may treat your skin as if it were made from that material. For example, if you consume elysian bronzeUE, you are protected against strikes from certain types of creatures. Consuming the material is always harmless to you and it disappears when consumed. Eating a new type of material replaces the old material.
Outlined below are several mythic universal monster abilities designed to be used with Spheres of Power. It should be noted that mythic monsters can take mythic traditions in the same manner as PCs.
Wiki Note: These abilities are not intended for player characters. GMs should not allow players to take them, even if they are playing monstrous characters.
Flexible Sphere Mastery [Cata. HB]
Three times per day as a free action, the monster may gain the benefits of a mythic sphere mastery path ability which they do not have for 1 round.
Imbued Incantation [Cata. HB]
Select an incantation with a level no greater than the monster’s mythic rank - 1. The monster can perform that incantation in a process that takes 1 hour, treating all skill checks as if they had rolled the exact value needed to succeed. The monster must still provide any material or focus components for the incantation, although they may spend a point of mythic power to avoid the backlash.
This ability can be selected multiple times. If this ability is selected a second time and is used to select an incantation already chosen, the incantation’s effects constantly emanate out from the monster to the incantation’s normal range (not any escalated form).
Immunities [Cata. HB]
The monster becomes immune to two of the following: ability damage, ability drain, aging, banishment, death effects, disease, divinations (as the Mind Blank advanced talent), energy drain, mind-affecting effects, paralysis, petrification, poison, polymorph, sleep, and stunning. Alternatively, the monster can become immune to a single energy type. These immunities can be bypassed by talents or similar effects as normal. This ability can be selected multiple times.
Path Ability [Cata. HB]
The monster gains a single mythic path ability, be it a universal path ability or an ability from a specific path. The monster uses its mythic rank as its effective mythic tier for the purpose of effects and for meeting prerequisites. This ability can be selected multiple times.
Talent Progression [Cata. HB]
The monster gains a number of magic or combat talents equal to half their Hit Dice. If the monster does not already possess a caster level, they gain Advanced Magic Training as a bonus feat even if they do not meet the prerequisites. The monster also gains a casting tradition (if any of the selected talents are magic talents). This ability can be selected multiple times.
Mythic Spheres Solutions
The Challenges of Mythic Play
The mythic rules offer a rich toolbox of options for enhancing your Pathfinder campaign. That said, they are not without their challenges and pitfalls, some of which have become progressively more apparent in play during the time since the mythic rules were released. This section examines those problems and suggests remedies for them, either by amending the existing official mythic rules or by proposing new alternative rules to compensate for them. You may choose to implement some or all of these rule changes, and in some cases a number of alternatives are suggested for dealing with particular challenges. Remember, these rules are optional and should be tailored to the kind of mythic spheres game you want to run, though all alternative rules marked [HR] are highly recommended and should be treated as the base rules for a mythic spheres game. Some of these solutions were previously published in the Mythic Hero’s Handbook and Mythic Character Codex by Legendary Games and have been modified for mythic spheres games.
Action Economy
This issue is always in play in a Pathfinder game, and it becomes more pronounced in higher-level games. Unless the villain so far outclasses the heroes that almost nothing they do can even touch her, the simple fact that the PCs get to act 4-5 times as often as the villain means that there is no way the lone villain can keep up, especially as the consequences for failure continue to ratchet up. Those issues are, if anything, exaggerated in mythic play.
Problematic Rule: The amazing initiative basic mythic ability
This ability adds insult to injury by allowing PCs to go more often than the bad guys, and also to usually go first. This ability actually makes more sense as a villain-only ability, allowing them a lever to balance the imbalance in actions. In the hands of PCs, it makes the imbalance worse. The dual initiative universal monster rule fills a similar niche. The two abilities overlap and can be combined, but neither should remain an option for mythic PCs.
Alternative Rule #1: At 2nd tier, you gain a bonus on initiative checks equal to one-half your mythic tier. In addition, as a free action when rolling initiative you can expend one use of mythic power to add your surge die to your initiative roll.
[HR] Alternative Rule #2: Eliminate this ability entirely from mythic PCs and replace it with an additional mythic feat slot. This ability can be reserved for villains and creatures expected to fight alone against a group of PCs, helping them to get a first shot at PCs and to be able to take extra actions when they will be most impactful. Some monsters might also have the dual initiative ability; these abilities stack.
The Nova Problem
Mythic power is a limited resource, so clever players will often bank their uses of it in order to get close to a perceived objective before unleashing a storm of it all at once. Being able to “go nova” is sometimes a matter of extra actions, as described above, but it also represents the ability to stack mythic power onto single actions to make those individual actions ultra-effective.
There is some room for this in a mythic game, as on a certain level you want a mythic character to be able to knock out a giant with a single punch, for example, but what you do not want is the ability to blitz any major villain into oblivion by going all-in with what should be a day’s worth of mythic power in one shot.
Problematic Rule: Unlimited expenditure of mythic power
In the standard mythic rules, the only limits on spending mythic power are your daily uses and your actions. This does serve as something of a brake on these abilities when actions you could take use the same type of action (typically swift or immediate actions), but there are ways to circumvent this by stacking different types of abilities, legendary items, and more.
Alternative Rule #1: Player characters (and their allies) can use only one ability that requires the expenditure of mythic power per round. Characters can still use abilities that require spending more than one use of mythic power. Legendary power should be considered separately, but otherwise follows the same rule. That is, that no more than one ability using legendary power can be used per round.
[HR] Alternative Rule #2: As #1, but PCs and their allies can also use one mythic surge per round. Mythic surges, while useful, are a fairly straightforward effect that do not significantly contribute to the nova problem.
Problematic Rule: Retroactive and scaling mythic surges
Mythic surges are not inherently a problem; action points, hero points, fate points, luck points, and the like have been around the game for years, though typically they must be invoked before a die is rolled, resulting in some wasted uses on rolls too high or too low to reasonably be expected to have any chance of success. A mythic surge, on the other hand, can be used after the fact, when the chance of changing failure into success from adding a surge it is often fairly clear. Shifting surges into a realm of more uncertainty creates the opportunity to bleed more mythic power, but it also has the potential to simply discourage the use of surges in favor of other mythic abilities that are more reliable. This is not a major issue, but it is a small change that is easily made if you wish.
[HR] Alternative Rule: Mythic surges may be spent after a d20 has been rolled but before the success or failure of the die roll has been revealed.
Stacking Multipliers
In most cases, the Pathfinder Roleplaying Game uses a mathematical limiter when it comes to multiplication, adding multiples rather than multiplying them. Those who have played extensively with the mythic rules have discovered that it is entirely possible to stack multipliers in a way to deal over 1000 points of damage in a single blow that virtually automatically hits and ignores virtually all resistances.
Problematic Rule: Foe-biting legendary item ability
This ability doubles everything, the total amount after all modifiers and multipliers, including things that would not normally be doubled. This is the ur-example of stacking multipliers.
[HR] Alternative Rule: Banned.
Problematic Rule: Mythic Power Attack feat
Power Attack is already a very strong feat, one of the best in the core rules, and the improvements offered by the basic effects of this mythic feat are an escalation of those effects.
[HR] Alternative Rule: Delete the following text from the Mythic Power Attack feat: In addition, the bonus damage from this feat is doubled on a critical hit, before it is multiplied by the weapon’s critical multiplier.
Problematic Rule: Mythic Vital Strike feat
This feat is problematic because of its ambiguity. In some interpretations, it implies the possibility of multiplying effects literally dozens of times, to say nothing of its interactions with Spheres of Might.
[HR] Alternative Rule: Banned. (This ban includes all other mythic feats related to Vital Strike, such as Mythic Improved Vital Strike.)
Single Ability Focus
Many classes in the Pathfinder Roleplaying Game are dependent on multiple ability scores, but others focus most of their abilities around a single ability score. There are advantages to being a well-rounded character, but the game also greatly rewards specialization, and this remains true in the mythic rules. Some of the corollary problems of exceptionally high attack rolls, save DCs, and the like are rooted in the ability to hyperspecialize ability scores.
Problematic Rule: Mythic ability score bonuses
Characters can presently stack up a +10 untyped ability increase to their primary attribute as a free bonus for advancing along their mythic tiers, which stacks with all other types of bonuses.
[HR] Alternative Rule: Instead of granting PCs a +2 mythic bonus to an ability score every 2 mythic tiers, grant a +1 inherent bonus to an ability score every tier. These bonuses are cumulative if an inherent bonus is applied to the same score more than once, with the restriction that a mythic character cannot apply this bonus to the same ability score at consecutive tiers.
Problematic Rules: Display of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma universal path abilities and the adroit legendary item ability
Whether or not these abilities are truly overpowered is up for debate, but they certainly play into the issue of single issue hyper-focus. A +20 advantage is huge at low tiers, but as skills and ability checks in general become less relevant at high levels these abilities gradually shift from too much to too little.
[HR] Alternative Rule #1: Instead of granting a flat +20 bonus on the relevant ability check or related skill check, these path abilities grant a bonus equal to three times your mythic tier.
Alternative Rule #2: As #1, but with a minimum of a +10 bonus. This front-loads the ability and makes it more powerful at low tiers, but still permits growing in usefulness at higher tiers. This works better for games that want to be a bit more high-power from the start of mythic play.
Rapid Recovery
In some ways, this is the heart of the problem with the mythic rules: player characters have mythic abilities and they want to use them, and they have a lot of mythic power to use, which then makes them spend it profligately. There’s no sense of cost involved since their mythic power is just replenished the next day.
Problematic Rules: Daily uses of mythic power
Characters currently gain daily uses of mythic power equal to 3 plus twice their mythic tier. This allows them to use mythic power freely in many situations, which is not all bad, as you do not want players to only use their mythic power in big boss fights. However, you do want to make mythic power feel special and its use non-trivial, so that players feel that they are dipping into a well of finite power to bend the universe their way.
Note: If you use this alternative rule to reduce the uses of mythic power available to characters, you should consider carefully before applying other alternative rules that increase the mythic power cost of various abilities, either not using those alternative rules or reducing the increase.
[HR] Alternative Rule: Mythic PCs gain one use of mythic power per tier (before Mythic Traditions), and regain this power each day as normal unless limited by their mythic tradition. Mythic monsters with mythic ranks gain a number of uses of mythic power equal to 3 plus their mythic rank. Mythic opponents with mythic tiers gain a number of daily uses of mythic power equal to 3 plus twice their tier. This gives mythic opponents more of a chance to use their abilities during the few rounds of life they may have remaining to them when they encounter mythic PCs, allowing them to spend more freely while PCs are more cautious with their mythic power.
Problematic Rules: Recuperation base mythic ability
This ability is not actually a problem; in fact, its existence helps combat the dreaded “15-minute adventuring day” by allowing PCs to take a breather, refresh their non-mythic abilities, and continue playing instead of quitting for the day and coming back later. However, the benefits gained far outstrip the cost as characters continue advancing in level.
[HR] Alternative Rule: Using this ability costs one-half of each character’s remaining daily uses of mythic power (minimum 1). If you prefer a flatter scaling curve, increase the cost to one use of mythic power, plus one additional use per 4 character levels.
Bypassing Immunity And Resistance
Energy resistance and immunity, damage reduction, spell resistance, and similar abilities are key defensive abilities for creatures, but many of them are bypassed partially or completely by mythic talents, effects, and abilities. This has the twofold effect of making creatures generally more vulnerable but also of rewarding hyperspecialization. If a pyromaniac fire mage can blast through fire resistance or immunity, there is no need for the character to diversify his magical portfolio. A single tool can now serve for all purposes.
Problematic Rules: Any effect that bypasses immunity and resistance
These abilities invalidate the basic game’s assumptions about what monsters can and cannot do. This is not wholly bad, some of the point of the mythic rules are that players get to break the rules. However, these abilities are perhaps a step too far.
Alternative Rule: Any ability that allows you to ignore immunity or resistance allows you to ignore up to 5 points of resistance or immunity, plus 5 points per 2 mythic ranks or tiers you possess.
Problematic Rules: Attacks that ignore damage reduction
Damage reduction already has issues keeping up with the attacks available to PCs, as many forms of damage reduction are easily bypassed, and the sheer volume of damage dealt with each attack makes the relatively low cap on damage reduction, which almost never exceeds 15, little more than a speed bump.
The following alternative rules specifically apply to mythic creatures with damage reduction, but you could also apply them for non-mythic creatures with damage reduction.
[HR] Alternative Rule #1: Against a mythic creature with damage reduction, any ability that allows you to ignore or bypass damage reduction instead allows you to ignore 5 points of damage reduction, plus 1 point of damage reduction per mythic rank or tier you possess. This applies to mythic abilities like the fleet charge champion path feature as well as non-mythic effects like a paladin’s smite evil.
Alternative Rule #2: Unlike normal damage reduction, the damage reduction of a mythic creature applies against objects or weapons created by spells, spell-like abilities, supernatural abilities, and similar effects. It does not apply against acid, cold, electricity, fire, sonic, positive or negative energy, or other forms of energy damage. It applies against force effects that create objects or constructs made of force, but not against instantaneous force effects.
[HR] Alternative Rule #3: To make damage reduction more effective against critical hits use the following rule. You may incorporate this as a mythic monster ability that you may select when building a mythic monster, or you may choose to apply this universally to all mythic creatures with damage reduction.
Mythic Damage Reduction (Ex/Su): When a critical hit is confirmed against a mythic creature that has damage reduction and the attack does not ignore damage reduction, the creature has a percentage chance equal to twice its damage reduction to negate the critical hit and treat the hit as a normal hit. If the creature also has the fortification universal monster ability or a similar ability to negate critical hits, add these two percentage chances together and make a single roll.
Problematic Rules: Effects that inflict harmful conditions on a successful save
There are a modest number of such effects in the standard Pathfinder rules, so there is precedent for such effects, though usually such conditions are relatively minor (like shaken or dazzled) and last for only 1 round or a few rounds at most. There are many more such effects for mythic powers. Tactics that always work erode the sense of fun and challenge at the table, especially if they always work against foes stronger than the heroes.
[HR] Alternative Rule: Harmful conditions that occur even on a successful save are halved in duration (minimum 0 rounds) if the mythic rank or tier of an affected creature equals or exceeds that of the creature that created the effect. They are also halved (minimum 0 rounds) for a non-mythic creature whose CR equals or exceeds the caster level (or Hit Dice, for supernatural effects) of the creature that created the effect. This does not apply to effects with an instantaneous or permanent duration.
Alternative Rule: Three times per day, mythic characters (except player characters) can spend one use of mythic power when they would normally fail a saving throw to treat the result as if they had succeeded (regardless of the DC).
Rocket Tag, Or There Is No Kill Like Overkill
There are some elements in a mythic game where the numbers just stop mattering, and offense so far outstrips defense that there is almost no point in even rolling the dice. Many of these issues can be solved by applying the alternative rules in this section, but there is also a point at which ludicrous numbers can still happen. An encounter with a mythic foe should be special and awesome, and nothing says anticlimax like a onepunch knockout.
[HR] Defensive Surge (Su): A mythic creature can expend a mythic surge as a swift action to add a sacred (if good), profane (if evil), or luck (if neutral) bonus to its AC equal to the result of its surge die. If the creature has damage reduction or hardness, it also adds the result of its surge die to its damage reduction or hardness (as well as the hardness of any items it carries). If the creature has energy resistance, it adds twice the result of its surge die to each type of energy resistance it possesses. This bonus lasts until the beginning of the character’s next turn; if you expend two uses of mythic power, it lasts for a number of rounds equal to one-half your mythic rank or tier (minimum 1 round).
[HR] I Will Survive (Ex): When the actions taken by a creature during its turn would reduce you below 0 hit points, you can expend one or more uses of mythic power to survive with 10% of your current hit points (before that creature began its turn) for each use of mythic power you spend. All damage dealt as part of a full attack action is considered a single effect for this.
Too Few Mythic Feat Slots?
In the standard mythic rules, characters and creatures alike gain mythic feats only at every odd-numbered mythic rank or tier. With such a small number of feat slots, you might tend to see frequent repetition of common and effective mythic feats.
Seeing only the obvious feats repeated somewhat defeats the purpose of the great variety the game offers. The simple solution is allowing more mythic feat slots. This also helps balance out the loss of power from giving characters fewer points of mythic power to use, as recommended above.
[HR] Alternative Rule #1: Increase the number of mythic feats characters gain to one at every tier.
Alternative Rule #2: As above, but those concerned about power creep for mythic spellcasters could choose to limit this benefit to non-spellcasting characters and creatures.
Alternative Rule #3: You might also allow characters to swap one mythic feat they have learned for another mythic feat for which they already have the non-mythic version, perhaps by spending an hour training and expending one use of mythic power. This allows characters to explore different options of how to use their mythic feats without feeling forced to simply choose a handful of familiar feats that they are sure will be effective.
Excessively High Caster Level/Base Attack Bonus
Many options in the mythic rules can increase a character’s caster level or effective base attack bonus, but smart players might be able to stack permanent bonuses to unbalancing extremes. Fortunately, this is easy to address.
[HR] Alternative Rule: Mythic characters cannot gain more than a +6 bonus to caster level or base attack bonus from mythic sources (whether temporary or permanent increases). This is high enough to be noticeably stronger, but not overwhelmingly so for well-made enemies, and discourages focusing exclusively on number increases instead of flavorful and thematic options.
Perfectly Hidden Characters
The Undetectable ability for Legendary Items prevents invisible players from being detected “by any method”, and at-will invisibility is fairly easy to get. The wording of this ability is highly abusable.
[HR] Alternative Rule #1: Banned. Trust us and do not open this particular can of worms.
Alternative Rule #2: Replace the effects of Undetectable with the following: Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill. Against divination spells and Divination sphere sense abilities, including those from spell, sphere, spell-like, or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception (such as when scrying or using the Divination sphere‘s divine abilities), creatures must succeed on a caster level check against a DC of 6 + your levels in casting classes + your tier.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book