Mythic Style Feats
Table of Contents

Djinni Style (Combat, Mythic, Style)

You strike with the power of the storm in your fists.

Prerequisites: Djinni StyleUC

Benefit: You gain an additional number of Elemental Fist attempts per day equal to one-half your mythic tier, and you add one-half your mythic tier to the acid damage you deal with your Elemental Fist attack. In addition, you can expend one use of your mythic power when making an Elemental Fist attack in order to bypass the electricity resistance or electricity immunity of creatures you strike with your Elemental Fist or with feats in the Djinni Style group for a number of rounds equal to your mythic tier. If attacking an object (other than an artifact or legendary weapon), you can bypass a number of points of hardness equal to your mythic tier. This does not allow you to bypass their resistance or immunity with other forms of electricity.

Djinni Spin (Combat, Mythic)

You can unleash the power of the storm.

Prerequisites: Djinni SpinUC

Benefit: You add your mythic tier to the damage dealt by your Djinni Spin, and ranged attacks against you take a penalty equal to one-half your mythic tier (minimum 1) until the beginning of your next turn. In addition, creatures of any size that fail their save against your Djinni Spin are pushed 5 feet away from you. If that space is already occupied, they are instead staggered for 1 round. Non-mythic creatures of your size or smaller are automatically pushed back (or staggered) even if they successfully save.

Djinni Spirit (Combat, Mythic)

Your body with the living lightning within you.

Prerequisites: Djinni SpiritUC

Benefit: While you are using this style, you increase your electricity resistance by an amount equal to your mythic tier. You can expend one use of your mythic power as an immediate action to enter the Djinni Style and gain this resistance until the end of your next turn, even if you are flat-footed or otherwise denied your Dexterity bonus to AC. If you are already using Djinni Style, you can expend one use of your mythic tier as an immediate action to gain immunity to electricity until the end of your next turn. Non-mythic creatures of your size or smaller that fail their save against your Elemental Fist are pushed 5 feet away from you (if you wish) in addition to being deafened. If that space is already occupied, they are instead staggered for 1 round.

You can also expend one use of your Elemental Fist feat as a free action to sheathe your body in crackling electricity until the beginning of your next turn. Any creature that hits you with a natural weapon, unarmed strike, or melee touch attack during this time takes 1 point of electricity damage per hit and must succeed at a Fortitude save or be deafened for 1 round (and pushed away, if a non-mythic creature). A creature need save only once per round against this effect.


Dragon Style (Combat, Mythic, Style)

Your call upon the spirit of dragonkind grants you even greater resistances, increases the reach of your powerful strike, and enhances your senses.

Prerequisites: Dragon StyleUC

Benefit: While using Dragon Style, you are immune to sleep effects, and your bonus on saving throws against paralysis effects and stunning effects increases by one-half your tier (minimum 1). In addition, once per round as a free action you can increase your reach by 5 feet when attacking with an unarmed strike. In addition, if you spend one use of mythic power while using Dragon Style, you gain darkvision 60 ft. and blindsense 30 ft. for 1 minute. If you already possess darkvision or blindsense, the range of these senses instead increases by 60 ft. and 30 ft., respectively. If you switch to using a different style, you lose these senses.

Dragon Ferocity (Combat, Mythic)

Your ferocious attacks cause your enemies to flee in terror.

Prerequisites: Dragon FerocityUC

Benefit: When you confirm a critical hit or when an opponent fails its save against a Stunning Fist attempt while using this style, the target is frightened for a number of rounds equal to 1 plus one-half your tier, and then shaken for a number of rounds equal to 1d4 + your Strength bonus. In addition, you can spend one use of your mythic power as a free action when a non-mythic opponent becomes frightened by this ability, causing that opponent to instead become panicked for the first 1d4 rounds of the effect.

Dragon Roar (Combat, Mythic)

Your concussive roar overwhelms your enemies’ resolve.

Prerequisites: Dragon RoarUC

Benefit: You can expend one use of your mythic power instead of a Stunning First attempt to use your roar. Creatures in the area of your roar take damage equal to your unarmed strike damage and become frightened for 1d4 rounds and then shaken for 1d4 rounds. The save DC against your roar is increased by one-half your mythic tier (minimum 1). A non-mythic target that is shaken for 1d4 rounds but not frightened on a successful save.


Earth Child Style (Combat, Mythic, Style)

You are a difficult target for giants to pin down.

Prerequisites: Earth Child StyleUC

Benefit: While using Earth Child Style, you add one-third your mythic tier (minimum +1) to your dodge bonus to AC against creatures with the giant subtype, and you also add this bonus on Reflex saves against exceptional, supernatural, or spell-like abilities used by such creatures. In addition, you can expend one use of your mythic power to enter Earth Child Style as an immediate action even if you are flat-footed, gaining the benefits of uncanny dodge against all creatures with the giant subtype for a number of rounds equal to your mythic tier. During this time, non-mythic giants treat you as if you also had improved uncanny dodge.

Earth Child Binder (Combat, Mythic)

You channel the power of the earth into powerful strikes that bring low the mightiest giants.

Prerequisites: Earth Child BinderUC

Benefit: While using Earth Child Style, you can use any combat maneuver against a creature with the giant subtype no matter its size. In addition, whenever you hit a creature with the giant subtype with an attack of opportunity you can use your Stunning Fist against it, and this does not count against your normal limit of one Stunning Fist attack per round. If you expend one use of your mythic power when using your Stunning Fist against a creature with the giant subtype, it applies to all unarmed strikes you make against giants until the end of your next turn.

Earth Child Topple (Combat, Mythic)

You can tilt the battlefield and send giants toppling into other creatures like ninepins.

Prerequisites: Earth Child ToppleUC

Benefit: While you successfully trip a creature with the giant subtype, you can cause it to crash into another creature within 10 feet when it falls prone. This deals damage equal to your unarmed strike damage to the second creature and also allows you to attempt a combat maneuver check to bull rush or trip (your choice) that creature as a free action that does not provoke attacks of opportunity, with a bonus equal to the size modifier of the giant you tripped. In addition, whenever you confirm a critical hit against a creature with the giant subtype, you can expend one use of your mythic power to attempt a combat maneuver check to trip that giant as a free action.


Janni Style (Combat, Mythic, Style)

You are a whirling dervish as you dash in and out of crowded combats.

Prerequisites: Janni StyleUC

Benefit: When using the charge action, you take no penalty on your Armor Class, and you reduce the attack roll that flanking creatures gain against you by an amount equal to one-half your mythic tier (minimum 0). In addition, when charging while unarmed you can expend one use of your mythic power to gain the ability to move through the spaces of allied creatures and to turn as often as desired until the end of your charge.

Janni Rush (Combat, Mythic)

Your leaping charges crash down upon your enemies like thunder.

Prerequisites: Janni RushUC

Benefit: When using Janni Rush, you gain a bonus on Acrobatics checks made to jump equal to your mythic tier. In addition, you can expend one use of your mythic power as a free action when jumping to increase this bonus to 5 times your mythic tier. If jump while charging and hit your opponent with an unarmed strike, you add your mythic tier to the damage you deal. This damage is multiplied on a critical hit.

Janni Tempest (Combat, Mythic)

Your spinning strikes send foes flying across the field.

Prerequisites: Janni TempestUC

Benefit: When you are using this style and hit an opponent with an unarmed strike, until the end of your next turn you can make a combat maneuver check to bull rush or trip that target as a swift action, or as a move action you can attempt both bull rush and trip maneuvers against the target. If you expend one use of your mythic power, you can attempt a bull rush and a trip maneuver against the target as part of the same swift action.


Kirin Style (Combat, Mythic, Style)

Your awareness of enemies helps keep you safe from harm.

Prerequisites: Kirin StyleUC

Benefit: When using this style, you can make a Knowledge check to identify a single creature as an immediate action, even if you are flat-footed. In addition, once per round on your turn, you can make a check to identify a creature within 5 feet times your mythic tier as a free action rather than a swift action. If you succeed on your check to identify a creature, you increase the bonus you gain on saving throws and to AC by one-third your mythic tier (minimum 1). If you expend one use of mythic power, you gain this bonus against all creatures of the same specific kind as the creature you identified; hence, if you identified a frost giant, you would gain these bonuses against other frost giants but not other giants or other humanoids.

Kirin Path (Combat, Mythic)

You walk a careful path around your enemies, knowing their every move before they make it.

Prerequisites: Kirin PathUC

Benefit: When making a Knowledge check to identify a creature, you can take 20 on the check a number of times per day equal to one-half your mythic tier (minimum 1). In addition, when you use an attack of opportunity to move after a creature you have studied ends its turn in your threatened area, you can end your move in a square that is not threatened by the creature. Alternatively, you can remain within the creature’s threatened area but move an additional 5 feet per 2 mythic tiers (minimum 5 feet).

Kirin Strike (Combat, Mythic)

You are a masterful student of all opponents, and your cunning blows always pierce your target’s defenses.

Prerequisites: Kirin StrikeUC

Benefit: You add your mythic tier to your insight bonus on Knowledge checks made to identify creatures. If you use a swift action to deal additional damage to a creature you have studied, your attack also bypasses an amount of damage reduction (including DR/- or DR/epic) equal to your mythic tier, or one-half your mythic tier if your target is a mythic creature.


Mantis Style (Combat, Mythic, Style)

The crippling accuracy of your strikes pierces your opponents’ ability to resist their effects.

Prerequisites: Mantis StyleUC

Benefit: If you use your Stunning Fist while using Mantis Style, the target must roll twice on its saving throw and use the lower result. If your Stunning Fist can create multiple different effects, you must choose one of these effects before making your attack roll. However, you may expend one or more uses of your mythic power as a free action in order to deliver additional effects on a failed save, adding one effect of your choice for each use of mythic power you expend.

Mantis Torment (Combat, Mythic)

Your knowledge of the mysteries of anatomy allows you to inflict crippling pain and weaken your enemies to exhaustion.

Prerequisites: Mantis TormentUC

Benefit: You can expend one use of your mythic power instead of a Stunning First attempt to use Mantis Torment. The save DC for your Mantis Torment is increased by one-half your mythic tier (minimum 1), and the duration of the dazzled condition it inflicts is increased by a number of rounds equal to your mythic tier. Opponents who fail their saves also become fatigued; creatures already fatigued become exhausted.

Mantis Wisdom (Combat, Mythic)

Your knowledge of vital areas is enhanced, and your debilitating strikes land with uncanny precision.

Prerequisites: Mantis WisdomUC

Benefit: Add one-half your mythic tier (minimum 1) to your monk level to determine which effects you inflict with your Stunning Fist, as the monk class feature. If you miss with an unarmed Stunning Fist attack while using Mantis Style, you can expend one use of mythic power to reroll that attack. You must take the result of the second roll, even if it is lower.


Marid Style (Combat, Mythic, Style)

The icy waters of the depths swirl around your every blow, lashing your enemies.

Prerequisites: Marid StyleUC

Benefit: You gain an additional number of Elemental Fist attempts per day equal to one-half your mythic tier, and you add one-half your mythic tier to the cold damage you deal with your Elemental Fist attack. In addition, you can expend one use of your mythic power when making an Elemental Fist attack in order to bypass the cold resistance or cold immunity of creatures you strike with your Elemental Fist or with feats in the Marid Style group for a number of rounds equal to your mythic tier. If attacking an object (other than an artifact or legendary weapon), you can bypass a number of points of hardness equal to your mythic tier. This does not allow you to bypass their resistance or immunity with other forms of cold.

In addition, you can expend one unit of your mythic power as a free action to extend your reach by an additional 5 feet for a number of rounds equal to your mythic tier. This extended reach applies only to unarmed strikes made while using Marid Style.

Marid Coldsnap (Combat, Mythic)

Your unleash a frozen torrent at your foes.

Prerequisites: Marid ColdsnapUC

Benefit: You add your mythic tier to the damage dealt by your Marid Coldsnap, and the ground in the area of Marid Coldsnap becomes as difficult to traverse as the area of a grease spell, and any creature falling prone within the affected line takes cold damage equal to one-half your mythic tier. Any creature entering or remaining within that area takes cold damage equal to one-half your mythic tier. Creatures damaged by your Marid Coldsnap become entangled (and fatigued, if non-mythic) for 1d4 rounds on a failed Fortitude save against the same DC as the feat’s Reflex save DC.

Marid Spirit (Combat, Mythic)

Your freezing flesh keeps you safe from harm.

Prerequisites: Marid SpiritUC

Benefit: While you are using this style, you increase your cold resistance by an amount equal to your mythic tier. You can expend one use of your mythic power as an immediate action to enter the Marid Style and gain this resistance until the end of your next turn, even if you are flat-footed or otherwise denied your Dexterity bonus to AC. If you are already using Marid Style, you can expend one use of your mythic tier as an immediate action to gain immunity to cold until the end of your next turn. Non-mythic creatures that fail their save against your Elemental Fist are fatigued for 1 minute from hypothermia in addition to being staggered.

You can also expend one use of your Elemental Fist feat as a free action to sheathe your body in ice until the beginning of your next turn. Any creature that hits you with a natural weapon, unarmed strike, or melee touch attack during this time takes 1 point of cold damage per hit and must succeed at a Reflex save or be entangled (and sickened, if a non-mythic creature) for 1d4 rounds. A creature need save only once per round against this effect.


Monkey Style (Combat, Mythic, Style)

Your ground-fighting style is supreme.

Prerequisites: Monkey StyleUC

Benefit: While using this style, you take no penalty on melee attack rolls or to AC while kneeling or sitting. Further, you can stand up as a swift action without needing to make an Acrobatics check. If you spend one use of your mythic power, you can stand up as an immediate action that does not provoke attacks of opportunity.

Normal: You take a –2 penalty on attack rolls and AC against melee attacks while kneeling or sitting.

Monkey Moves (Combat, Mythic)

You shift constantly around your opponent and can climb like a monkey.

Prerequisites: Monkey MovesUC

Benefit: While using Monkey Style, you can spend a swift action or one use of your mythic power to take a 5-foot step, even if you have moved this round, whenever you hit an opponent with your unarmed strike. In addition, while using Monkey Style, you can spend one use of your mythic power to gain a climb speed of half your normal land speed for as long as you continue using that style, up to 1 minute.

Monkey Shine (Combat, Mythic)

You are an expert in extreme close-quarters fighting and are difficult to shake off.

Prerequisites: Monkey ShineUC

Benefit: While using Monkey Style, you can enter your opponent’s space without successfully delivering a Stunning Fist attempt by spending one use of your mythic power. In addition, if your opponent’s movement provokes an attack of opportunity from you and your attack hits, you may move with your opponent for up to 5 feet times your mythic tier (maximum distance equal to your speed). As long as your opponent does not move farther than you do or use a form of movement you do not possess, you remain in its square. You may expend one use of your mythic power as an immediate action to remain in the creature’s space until the end of its movement, regardless of how far it moves or what form of movement it uses. If it uses teleportation effect, you may spend two uses of your mythic power to accompany it to its destination.


Panther Style (Combat, Mythic, Style)

You punish opponents who dare to strike you.

Prerequisites: Panther StyleUC

Benefit: If an opponent’s attack of opportunity succeeds in hitting you, you gain a bonus equal to one-half your tier (minimum 1) on attack and damage rolls for your retaliatory unarmed strike. You can spend one use of your mythic power as a free action to gain a dodge bonus to your AC equal to one-half your tier (minimum 1) against an opponent’s attack of opportunity.

Panther Claw (Combat, Mythic)

You punish opponents who overreach in their attempts to take advantage of your movement.

Prerequisites: Panther ClawUC

Benefit: You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier plus one-half your mythic tier (minimum 1). In addition, if an opponent’s attack of opportunity fails to hit you, you gain a bonus equal to one-half your tier (minimum +1) on the attack and damage rolls for your retaliatory unarmed strike.

Panther Parry (Combat, Mythic)

Your pre-emptive retaliations can prevent attacks against you.

Prerequisites: Panther ParryUC

Benefit: If your retaliatory unarmed strike deals damage to an opponent, you add one-half your mythic tier (minimum 1) to your attacker’s penalty on their attack and damage roll, or you may spend one use of mythic power to negate the triggering attack of opportunity completely.


Perfect Style (Combat, Mythic, Style)

You are as one with the element of your monastic perfection.

Prerequisites: Perfect StyleISC

Benefit: You add your mythic tier to the energy resistance granted by your Perfect Style. In addition, if you take energy damage that would normally bypass your energy resistance, you can spend 1 ki point or one use of your mythic power as an immediate action to retain your energy resistance against that attack and any other effects that would bypass your energy resistance until the end of your next turn.

Unblinking Flame Feint (Combat, Mythic)

Your dancing fists distract your foe from your true strikes.

Prerequisites: Unblinking Flame FeintISC

Benefit: You add one-half your mythic tier on Bluff checks you make to feint when you are unarmed and using Perfect Style. You can spend 1 ki point as a free action to gain the benefits of Improved Feint for a number of rounds equal to your mythic tier, and during this time (or if you already have the Improved Feint feat) you can spend 1 additional ki point as a swift action to gain the benefits of Greater Feint for 1 round.

Unblinking Flame Fist (Combat, Mythic)

Your consuming flame seeks out the heart-fire of your enemies.

Prerequisites: Unblinking Flame FistISC

Benefit: When using Perfect Style and making a Stunning Fist attack, you gain a bonus on critical confirmation rolls equal to one-half your mythic tier, and if your target has a percentage chance to avoid critical hits (such as with the fortification ability) or if you have a percentage miss chance against the target of your Stunning Fist attack (whether due to concealment or some other effect), you may roll twice and take the better result. If your charge provokes an attack of opportunity while you are using Perfect Style, you can use an immediate action or an attack of opportunity to attempt a feint against the creature attacking you. If your feint succeeds, the target takes a penalty to its attack roll against you equal to one-half your mythic tier, in addition to the normal effect of a successful feint.

Unfolding Wind Rush (Combat, Mythic)

The roaring winds race in your wake as you fling deadly missiles all along your path.

Prerequisites: Unfolding Wind RushISC

Benefit: You can move up to one-half your speed and make a full attack with thrown weapons without sacrificing the attack at your highest attack bonus. If you expend one use of your mythic power, you can move your full speed while making a full attack at no penalty, or up to twice your speed while making a full attack and sacrificing the attack you make at your highest attack bonus. If you expend 1 ki point, the wind wall that trails behind you as you move lasts for a number of rounds equal to one-half your mythic tier (minimum 1).

Unfolding Wind Strike (Combat, Mythic)

The floating air currents guide your weapons from your hands to your foes and back.

Prerequisites: Unfolding Wind StrikeISC

Benefit: You add one-half your mythic tier (minimum +1) on critical confirmation rolls with thrown weapons, and if the target is a non-mythic creature against whom you have a percentage miss chance, you can roll twice and take the better result. If you spend 1 ki point to imbue thrown weapons on your person with the seeking or returning special ability, they retain this ability for a number of rounds equal to one-half your mythic tier. Alternatively, you can imbue this ability in a number of weapons equal to your Wisdom modifier that are wielded or carried by you and/or any adjacent allies. Such weapons retain the chosen ability for one round.

Untwisting Iron Skin (Combat, Mythic)

Your inner strength buttresses your skin with the strength of steel.

Prerequisites: Untwisting Iron SkinISC

Benefit: While you are using Perfect Style, you increase the damage reduction you gain by 1 and also add your mythic tier to your level for the purpose of determining your DR/adamantine (maximum 10). If you gain DR/─ from breaking an object with hardness of 10 or greater, you add your mythic tier to the number of rounds you retain that damage reduction (maximum 20). If a creature uses an ability against you that allows it to bypass damage reduction that would normally apply, such as a paladin’s smite evil or a mythic champion’s fleet charge, you can expend one use of your mythic power as an immediate action to retain your damage reduction against that creature until the beginning of your next turn.

Untwisting Iron Strength (Combat, Mythic)

The union of your mind and flesh embody the shattering strength of twisted metal.

Prerequisites: Untwisting Iron StrengthISC

Benefit: When using Perfect Style, you can ignore an amount of hardness equal to your character level plus your mythic tier, and the bonus you gain on Strength checks to break objects is increased by an amount equal to your mythic tier. You can spend 1 ki point as a free action to gain the benefits of Improved Sunder for a number of rounds equal to your mythic tier, and during this time (or if you already have the Improved Sunder feat) you can spend 1 additional ki point as a swift action to gain the benefits of Greater Sunder or Sundering Strike for 1 round.


Shaitan Style (Combat, Mythic, Style)

Your caustic touch causes earth to crumble before you.

Prerequisites: Shaitan StyleUC

Benefit: You gain an additional number of Elemental Fist attempts per day equal to one-half your mythic tier, and you add one-half your mythic tier to the acid damage you deal with your Elemental Fist attack. In addition, you can expend one use of your mythic power when making an Elemental Fist attack in order to bypass the acid resistance or acid immunity of creatures you strike with your Elemental Fist or with feats in the Shaitan Style group for a number of rounds equal to your mythic tier. If attacking an object (other than an artifact or legendary weapon), you can bypass a number of points of hardness equal to your mythic tier. This does not allow you to bypass their resistance or immunity with other forms of acid.

Shaitan Earthblast (Combat, Mythic)

Your tremors unleash a geyser of caustic fluid.

Prerequisites: Shaitan EarthblastUC

Benefit: You add your mythic tier to the damage dealt by your Shaitan Earthblast, and the eruption of the ground that accompanies it turns the ground in the area into difficult terrain. Creatures failing their save against your Shaitan Earthblast are knocked prone.

Shaitan Skin (Combat, Mythic)

Your skin burns with sizzling solvents.

Prerequisites: Shaitan SkinUC

Benefit: While you are using this style, you increase your acid resistance by an amount equal to your mythic tier. You can expend one use of your mythic power as an immediate action to enter the Shaitan Style and gain this resistance until the end of your next turn, even if you are flat-footed or otherwise denied your Dexterity bonus to AC. If you are already using Shaitan Style, you can expend one use of your mythic tier as an immediate action to gain immunity to acid until the end of your next turn. Non-mythic creatures that fail their save against your Elemental Fist are sickened with pain for 1 round in addition to being staggered.

You can also expend one use of your Elemental Fist feat as a free action to sheathe your body in acid until the beginning of your next turn. Any creature that hits you with a natural weapon, unarmed strike, or melee touch attack during this time takes 1 point of acid damage per hit and must succeed at a Reflex save or be staggered (and sickened, if a non-mythic creature) for 1 round. A creature need save only once per round against this effect.


Snake Style (Combat, Mythic, Style)

Your anticipation of your foe’s attacks makes you difficult to hit.

Prerequisites: Snake StyleUC

Benefit: When using Snake Style, add one-half your mythic tier (minimum 1) on Sense Motive checks you make to use the result as your AC or touch AC against an attack. In addition, you can use this feat as a free action rather than an immediate action by spending one use of your mythic power.

Snake Fang (Combat, Mythic)

You capitalize on poor attack attempts to deliver rapid combinations.

Prerequisites: Snake FangUC

Benefit: Once per round while using the Snake Style feat, when an opponent’s attack misses you, you can make a Sense Motive check opposed by your attacker’s Bluff check. If the check succeeds, you may use the result of your Sense Motive check in place of your attack roll for your attack of opportunity. If this attack of opportunity misses, you can spend one use of mythic power as an immediate action to make an additional unarmed strike against the same opponent.

Snake Sidewind (Combat, Mythic)

Your unancitipated movements make it difficult for opponents to maneuver you in combat, and you take advantage of your telling blows to reposition yourself.

Prerequisites: Snake SidewindUC

Benefit: While using Snake Style, you gain a +4 bonus to your CMD against bull rush, drag, reposition, and overrun maneuvers. Whenever you use hit an opponent with a Stunning Fist attempt while using this style, you can spend one use of mythic power as a free action to use the result of a Sense Motive check in place of the saving throw DC. In addition, whenever you score a critical hit or a successful Stunning Fist attempt with your unarmed strike, rather than an immediate action, you may spend one use of your mythic power as a free action to take a 5-foot step even if you have otherwise moved this round.


Snapping Turtle Style (Combat, Mythic, Style)

Your free hand wards off attacks with ease.

Prerequisites: Snapping Turtle StyleUC

Benefit: The shield bonus to AC provided by this style is increased by 1. In addition, as an immediate action you can expend one use of your mythic power to increase your shield bonus to AC by an amount equal to your mythic tier until the end of your next turn.

Snapping Turtle Clutch (Combat, Mythic)

You can sacrifice two attacks to make a single devastating strike.

Prerequisites: Snapping Turtle ClutchUC

Benefit: You take no penalty on your combat maneuver check to grapple an opponent that attacks and misses you, and if your grapple maneuver succeeds against an attacker that missed with a manufactured weapon you may choose to disarm your opponent instead of grappling it. If you expend one use of your mythic power, you may both disarm and grapple your opponent on a successful combat maneuver check to grapple. Disarming your opponent in this way does not provoke attacks of opportunity.

If a creature attempts to grapple you using the grab ability, you can use an immediate action to roll a combat maneuver check to grapple with a bonus equal to your mythic tier against a DC equal to your attacker’s combat maneuver check. If your check succeeds, your opponent’s grapple attempt fails. If you expend one use of your mythic power, you may grapple your opponent instead.

Snapping Turtle Shell (Combat, Mythic)

Your shielding hand turns away telling blows before they strike home.

Prerequisites: Snapping Turtle ShellUC

Benefit: While you are using this style, the shield bonus the style grants to your AC also applies to Reflex saves against burst effects. In addition, you increase the penalty on your opponents’ critical confirmation rolls by an amount equal to one-half your mythic tier (minimum 1). If a non-mythic creature or creature whose mythic rank or tier is less than yours confirms a critical hit against you in melee, you can expend one use of your mythic power to negate that critical hit. The attack is instead resolved as a normal hit.


Tiger Style (Combat, Mythic, Style)

Your tiger style tears muscle and causes bleeding wounds.

Prerequisites: Tiger StyleUC

Benefit: You gain a bonus equal to your tier on rolls to confirm critical hits with your slashing unarmed strike. Whenever you confirm a critical hit with your slashing unarmed strike, your opponent bleeds for an additional number of rounds equal to one-half your tier (minimum 1), and if you spend one use of mythic power as a free action, your opponent also takes 1 point of Strength bleed per turn.

Tiger Claws (Combat, Mythic)

You can sacrifice two attacks to make a single devastating strike.

Prerequisites: Tiger ClawsUC

Benefit: You can expend your first two unarmed strikes as part of a full attack action, rather than a full-round action, to make the single unarmed strike with both hands, allowing you to use any further unarmed strikes as normal.

Tiger Pounce (Combat, Mythic)

You can charge down foes with unexpected speed.

Prerequisites: Tiger PounceUC

Benefit: You can spend one use of mythic power as a swift action to charge up to one-half your speed against a target you hit with an unarmed strike or made a successful combat maneuver against since the beginning of your last turn.

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