Mythic Reforging

### Mythic Rules:

Upon reaching level 5, 10, 15, 20, and 25 you gain a mythic rank. Once you gain level 20 you are able to start working on making progress for the remaining 5 mythic ranks that would be possible to get.

### Mythic Feats:

All third party mythic feats found upon the PFSRD are currently available.

## 1st-Tier Universal Path Abilities

* **Dramatic Reveal (Su)**: You gain a striking personal feature for which you are famous. This could be a strangely shaped birthmark or scar, unusual hair or skin color, oddly or differently colored eyes, a distinctive voice or laugh, an extra digit on your hand, or even a distinctive article of clothing that is your trademark. If you wish to conceal this trademark, it goes unnoticed by those around you unless their mythic rank or tier exceeds yours, and your appearance and actions seem hard to describe, causing Sense Motive checks and Diplomacy checks to gather information about you to take a penalty equal to twice your mythic tier. In addition, once per day as a free action you can suddenly reveal yourself and your trademark while making a Diplomacy or Intimidate check, granting you a bonus on that check equal to your mythic tier.
* **Planar Scholar (Ex)**: You have mastered the mysteries of planar codes, symbols, and portals that are inscrutable to most. Knowledge (planes) is always a class skill for you, and you gain a bonus on (Knowledge) planes checks equal to one-half your mythic tier. If you spend one use of your mythic power, for the next 24 hours you become sensitive to the presence of planar portals within 30 feet, and you can note their exact location even if hidden or deactivated if you pass within 5 feet. If you cast an augury, contact other plane, or divination to gain information about entering another plane, you may subtract your mythic tier from the percentile roll to determine a successful divination. In addition, if you cast plane shift, you may subtract your mythic tier from the percentile roll (before multiplying by 5) to determine how many miles away you appear from your intended destination. In addition, you can decipher the subtle symbology of portals known as the Portal Code, which can be left intentionally to mark portals but which also forms natural patterns that reflect the portal’s nature. Deciphering the true meaning of these planar symbols (and detecting forgeries or misleading symbols) requires a DC 20 Knowledge (planes) check and a DC 20 Linguistics check. If both checks fail, the code is indecipherable. If either check succeeds, you gain a +2 circumstance bonus on any ability checks, skill checks, caster level checks, or saving throws that must be made within the next minute as part of entering the entering or the plane to which the portal connects. This bonus does not apply against other creatures or effects created by other creatures. If both checks succeed, this bonus is equal to the higher of the two skill check results divided by 10 (rounding down, minimum +2). If you enter the plane to which the symbols refer, as long as you remain on that plane you can also apply this bonus on Survival skill checks and can determine the direction back to your point of entry of that plane as a standard action with a DC 20 Survival check.
* **Bound by Honor (Ex)**: You may take a single monk’s vow even if you are not a monk. If you are a monk (or other class with a ki pool), add your mythic tier to your class level to determine how many ki points you gain from your vow. Rather than using the vow you take as part of this ability to add points to your ki pool (or if you do not have a ki pool), you may instead choose to add an equal number of uses of mythic power to your daily total, treating your mythic tier as your monk level for the purpose of determining how many uses of mythic power you gain. As long as you remain true to your vow, you gain a +2 bonus on saving throws against mind-affecting effects that would cause you to violate your vow. If you have the challenge, smite evil, quarry, or ranger’s focus class feature or a similar ability that involves swearing to defeat a specific enemy, this bonus on saving throws applies whenever you are using that ability. At the GM’s option, this bonus can be applied more broadly against mind-affecting effects that would cause you to violate other types of promises, vows, oaths, or sworn duties. You may select this ability more than once. Each time you select it, you may select an additional monk’s vow and add 1 to the saving throw bonus against effects that would cause you to violate any of your vows. If you have taken multiple vows, whether through taking this ability multiple times or from another source, add your mythic tier to your class level to determine how many ki points you gain from each of your vows. If you choose to gain uses of mythic power rather than ki points from your vows, you gain one additional daily use of mythic power for each vow after the first.
* **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)**: You are skilled at figuring out the tropes and tactics typically used in the dangerous world of adventure in which you live and are rarely caught unprepared. You 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 DR/epic) or one type of energy resistance until the beginning of your next turn.
* **Versatile Skill Mastery (Ex)**: You can select a number of skills equal to your mythic tier. You can now take 10 in these skills even when rushed or threatened, as if you had the skill mastery advanced rogue talent. If you have that advanced rogue talent, these skills are in addition to those you are normally allowed. In addition, you can spend one use of mythic power and one hour of practice to permanently exchange a skill in which you have chosen skill mastery, either through the rogue talent or this path ability, for a different skill. If you are at least 3rd mythic tier, you can exchange a skill by practicing for 1 minute rather than one hour. If you are at least 6th mythic tier, you can exchange a skill by practicing for 1 full round, or as an immediate action by spending two uses of your mythic power.

## 3rd-Tier Universal Path Abilities

* **Bon Vivant (Ex)**: Your fame brings with it a taste for the finer things in life, and you always seem to be invited to the best parties or have people offer to take care of your expenses. You enjoy the benefits of extravagant living expenses at no cost to you. In addition, since people love telling you rumors and gossip, you gain a bonus equal to one-half your mythic tier on Knowledge (local) and Knowledge (nobility) checks, as well as Diplomacy checks made to gather information.
* **Contingency Plan (Sp)**: By spending one use of your mythic power, you can use contingency as a spell-like ability, treating your mythic tier as your caster level. The companion spell for your contingency can be a spell you cast or a spell from a scroll or other spell-completion item. If you expend two uses of your mythic power, you treat your character level plus your mythic tier as your caster level for the contingency spell. If you are at least 6th mythic tier, you can expend one additional use of your mythic power to cast mythic contingency, as well as spending additional uses of mythic power to augment the effect of your mythic contingency.
* **Eternal Youth (Ex/Su)**: You look youthful and ignore aging penalties to Strength, Dexterity, and Constitution for being middle-aged, as if using the lesser age resistance spell. 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, as if using the age resistance spell. At 9th tier, when you gain the immortal base mythic ability, you ignore penalties from venerable age as if using the greater age resistance spell. You cease aging, and gaining immunity to effects that cause unnatural aging, such as the curse of the ages, 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.
* **Planar Savant (Sp)**: When you travel to another plane that is not your home plane, you gain the benefits of endure elements and one-half your mythic tier on saving throws against effects that would banish, dismiss, or otherwise involuntarily transport you off that plane. While on planes other than your own, you can use know direction at will, except that instead of learning the direction of north you learns the direction to the portal through which you entered the plane (or your point of entry, if you arrived via plane shift or a similar effect). In addition, when you are preparing to enter a new plane of existence, whether through an existing portal or by some other means, you can spend one use of your mythic power to perform an augury or two uses of your mythic power to perform a divination; either divination must be related to your entry to that plane. At 6th tier and above, if you are within 30 feet of a portal to another plane, you may spend two uses of your mythic power to use contact other plane, though the plane you contact must be the one to which the portal leads. You may also spend three uses of your mythic power to use find the path to a location on that plane. These spell-like abilities have a caster level equal to your mythic tier.

## 6th-Tier Universal Path Ability

* **Companion Mythic Ability (Su)**: You can awaken the mythic nature within your animal companion, cohort, eidolon, familiar, or bonded mount. This creature gains any one mythic monster special ability that a mythic or advanced mythic creature of its type possesses. If that ability can be used only by expending mythic power, your companion can instead use the ability three times per day.
* **Spectacular Death (Ex)**: If you are killed or permanently incapacitated (including being petrified, disintegrated, or subject to a spell like binding, imprisonment, temporal stasis, or trap the soul), you may expend all of your remaining points of mythic power to fuel a final rampage before succumbing. This rampage occurs immediately, regardless of normal initiative order. Expending one use of your mythic power allows you to take a move action or a 5-foot step, two points allows an immediate or swift action, three points allows a standard action, four points allows a full-round action (this may include a 5-foot step, which does not increase the cost of taking additional 5-foot steps that are made as separate actions), and five points allows an action that normally requires one round to complete. This is in addition to any mythic point cost associated with the actions you take. You can take more than one of each type of action during your spectacular death; however, each time you take an action of the same type as an action you have already taken, its cost increases by one point for each such action after the first. Hence, your first move action (or 5-foot step) costs one point of mythic power, your second costs two, your third three, and so on. You can take attacks of opportunity during your spectacular death without spending uses of your mythic power. When you run out of uses of your mythic power or do not have enough uses of mythic power to trigger another action, this ability ends. Any leftover uses of mythic power are wasted. After using this ability, you die (or are disintegrated, petrified, or otherwise permanently imprisoned or incapacitated, as appropriate to the effect that triggered this ability), even if you take an action that would normally negate the effect that triggered your spectacular death. You may not use or be affected by conjuration (teleportation) effects while using this ability. You may use this ability even if you are helpless or otherwise unable to take actions before being killed or permanently incapacitated, such as being asleep or paralyzed, though you must first spend one use of your mythic power if the effect that left you helpless or unable to take actions was a non-mythic effect and 2 points if it was a mythic effect.

## 1st-Tier Guardian Path Abilities

* **Chargebreaker (Ex)**:Whenever you hit with a melee attack against a creature that has charged since the beginning of your last turn, you deal additional damage equal to your mythic tier. You deal an additional 1d6 points of damage if you hit a charging creature with a readied action or attack of opportunity while the creature is charging. This damage is not multiplied on a critical hit, but it is doubled if you are using a weapon with the brace quality to ready an attack. Alternatively, you may forgo dealing this additional damage and make a combat maneuver check to stop the movement of a charging creature, as if you had the Stand Still feat, or you may expend one use of your mythic power to make a combat maneuver check to bull rush or trip a charging creature, with a bonus equal to one-half your mythic tier. This does not provoke attacks of opportunity.
* **Eyes on the Skies (Ex and Sp)**:You immediately become aware of any Medium or larger flying creature within 100 feet times your mythic tier as long as you have line of effect; you do not need line of sight. If you expend one use of your mythic power as a swift action or move action, you can locate flying creatures as if using locate creature as a spell-like ability, treating your mythic tier as your caster level. You do not need to specify the type of creature you are locating (though you may specify the size of creature you wish to detect, or even a minimum size, detecting all creatures that size or larger); as long as creatures are flying they can be detected. You can pinpoint the location of flying creatures within 20 feet plus 10 feet times your mythic tier as if you had blindsense, and you gain the uncanny dodge ability against attacks made by flying creatures whose location you know.
* **Instantaneous Armamentarium (Ex and Su)**: You are never at a loss for protection. You can draw or ready a shield or pick up a shield or weapon from the ground as a free or immediate action that does not provoke attacks of opportunity, and you can put on or take off a suit of armor of any kind as a move action that does not provoke attacks of opportunity. If your armor or shield are not adjacent to you, you can expend one use of your mythic power as a standard action to summon them onto your person from a distance of up to 30 feet times your mythic tier, or as an immediate action by expending two uses of your mythic power. Alternatively, you can expend two uses of your mythic power as a standard action to summon your armor and shield from any distance as long as you are on the same plane.
* **Flanking Foil (Ex)**: You gain the ability to dance deftly in between foes surrounding you, gaining a dodge bonus to your Armor Class equal to one-half your mythic tier (minimum +1) whenever you are flanked. If a creature flanking you attacks you and misses, you gain this bonus on your next attack roll against that creature.
* **Pike Chopper (Ex)**: When you are attacked with a reach weapon or any weapon in the spears or polearms weapon groups (as described in Pathfinder Roleplaying Game Ultimate Combat), you can use an attack of opportunity to attempt a combat maneuver check to sunder that reach weapon. The sunder maneuver occurs simultaneously with the attack against you; the attack may harm you even if you destroy the attacking weapon, and you may sunder the weapon even if you are killed or incapacitated by the attack. If you spend one use of your mythic power as an immediate action, you can use this ability until the end of your next turn against any manufactured weapon. This ability has no effect on natural weapons or weapons with natural reach, except for the heads of a hydra or other creature whose natural weapons can be sundered in a similar fashion.
* **Terrible Courage (Ex)**: You gain a bonus equal to your mythic tier on your saving throws against fear effects and to the DC to Intimidate you. If a fear effect normally has a partial effect on a successful save, it has no effect on you. Even if you fail your save or no save is allowed, the duration of the effect is halved (minimum 1 round) If you successfully save against a fear effect, you may spend one use of your mythic power to affect the creature that created the fear effect with its own fear effect. That creature may attempt to resist the fear effect with a saving throw or spell resistance if that is normally allowed. If the creature that created the fear effect is immune to fear, it is unaffected if it is a mythic creature; however, a non-mythic creature’s immunity to fear does not apply against this ability.

## 3rd-Tier Guardian Path Abilities

* **Reflexive Retaliation (Ex)**: You strike back unerringly and without thought against foes that land a telling blow against you. Whenever you take 10 or more points of damage from a single melee attack made by a foe within your reach, as an immediate action you can strike your attacker a glancing blow dealing 1d6 points of damage; you automatically hit your attacker without requiring an attack roll. Damage reduction applies against the damage you deal with this ability, but if you are wielding a weapon you can apply that weapon’s characteristics for the purpose of overcoming damage reduction. If you expend one use of your mythic power when making this attack, you add your mythic tier to the damage dealt and you ignore the target’s damage reduction for the purpose of this ability until the beginning of your next turn. You must have the retributive reach path ability as described in Pathfinder Roleplaying Game Mythic Adventures in order to select this ability.
* **Blade of Reason (Ex)**:When you successfully identify a creature with a Knowledge check, attacks you make against that creature are treated as if you were wielding a weapon with the bane property against that opponent for a number of rounds equal to one-half your mythic tier. If you expend one use of your mythic power when using this ability, this bane property applies against all creatures of the same type (and subtype, if applicable) as the creature you identified. You must have the knowledgeable guardian path ability as described in Pathfinder Roleplaying Game Mythic Adventures in order to select this ability.
* **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 spells, including both ongoing spell effects and spells 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 spell 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 spells, 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 spell 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 spell.If you successfully identify a spell being cast and you have the ability to cast an appropriate counterspell (including dispel magic), 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 caster level check required.
* **Mythic Rider (Ex)**: If any effect would make you fall from the back of your mount or cause your mount to fall or become prone, you can spend one use of your mythic power as a free action to remain mounted or for your mount to remain standing (unless your mount is killed or knocked unconscious). In addition, you can spend one use of your mythic power attuning yourself to your mount. For the next 24 hours, your mount gains the hard to kill, recuperation, and mythic saves abilities as a creature whose mythic tier was 2 tiers lower than yours. If you have the unstoppable ability and use it on yourself while mounted, you may remove one of the listed effects from your mount at the same time; this may be a different effect from the one affecting you.
* **Parting Shot (Ex)**: If you are killed or incapacitated, including being petrified, paralyzed, disintegrated, knocked unconscious, or otherwise made helpless and unable to take actions, you can make one attack of opportunity for every three mythic tiers before becoming helpless. You may direct these attacks against any creatures you threaten, but each creature may be attacked only once. If you do not threaten any creature, you may instead make a single ranged attack against a target within 30 feet, provided you are wielding a ranged weapon, including a thrown weapon or even an improvised weapon. If you spend one use of your mythic power, these attacks ignore miss chance due to concealment. Any attacks you make with this ability are considered simultaneous with the action that kills or incapacitates you; killing or incapacitating your attacker does not prevent you from being killed or incapacitated.
* **Shielded Perimeter (Ex)**: As a full-round action, you can move a distance equal to your speed. All allies whose spaces you move through gains a cover bonus equal to one-half your mythic tier to their Armor Class until the beginning of your next turn, and enemies add this number to the DC of Acrobatics checks made to move through these squares without provoking attacks of opportunity. This cover bonus is increased by 1 if you are using a heavy shield and by 2 if you are using a tower shield. If you expend one use of your mythic power, this bonus also applies to your allies’ Reflex saves and CMD and any square though which you have moved is considered difficult terrain for your enemies.
* **Trick Rider (Ex)**: You gain one bonus feat for every 2 mythic tiers you possess, which must be Animal Affinity, Skill Focus (Ride), or a mounted combat feat, or a mythic version of one of these feats.

## 6th-Tier Guardian Path Abilities

* **Skyshield (Ex and Su)**:You always keep your shield readied against attacks from above. When wielding a heavy shield or tower shield, you gain cover (+4 bonus to AC, +2 bonus to Reflex saves) against attacks made from above. This includes attacks made by flying creatures or creatures on higher ground, dropped objects, and indirect fire from siege weapons. You gain half the above cover bonuses if wielding a light shield and one-fourth the above cover bonus when wielding a buckler. You must be aware of a creature to gain this bonus but it does not require an action.In addition, when wielding any kind of shield you can expend one use of your mythic power as a standard action to create a horizontal wall of force (treating your mythic tier as your caster level for all purposes other than its area) that hovers 5 feet over your head and moves with you. The wall of force is circular, covering the space you occupy, though if you wish you can extend its radius up to 5 feet beyond your space per 2 mythic tiers. Reducing or expanding its radius after it is created is a move action., The wall cannot be forced into a space too small for it, nor forced through an opponent’s space (though it moves with you if you pass through a creature’s space using Acrobatics, an overrun combat maneuver, or a similar action and does not harm creatures or objects in your path). This wall of force lasts a number of rounds equal to your mythic tier, and you must hold your shield arm overhead to maintain it, forfeiting your shield bonus to AC against opponents that are not overhead. You can end the wall of force at any time by voluntarily dropping your shield arm, but if you are incapacitated or killed the wall of force remains hovering over your body until its duration expires. This is a supernatural effect.
* **Healing Sink (Ex)**: Any conjuration (healing) effect with a variable numeric effect that affects you is maximized, as if the Maximize Spell metamagic feat had been applied to it, though this ability also applies to supernatural and exceptional abilities and magic item effects that heal hit point damage or ability damage. If a healing effect targets multiple creatures, this maximization only affects you. However, if a creature adjacent to you receives a conjuration (healing) effect that would cure more hit point damage than the creature has, if you are at less than full hit points you heal damage equal to one-half of any unused curing beyond the amount required to bring the adjacent creature to full hit points. This leftover healing is not maximized.
* **To the Last Breath (Ex)**: You remain clear-headed and able to function even while hovering on death’s door. When at or below 0 hit points, you are not staggered and do not lose 1 hit point each round. While at or below 0 hit points, you gain immunity to effects with the pain descriptor and to the sickened and staggered conditions. You must have the To the Death 3rd-level guardian mythic path ability to select this ability.

## 1st-Tier Archmage Path Abilities

* **Alchemical Archmagery (Ex)**: You treat extracts as if they were spells for the purpose of mythic feats, path abilities, and all other effects. You may also select a number of mythic alchemical extracts equal to your tier and can expend mythic power when using them to enhance the results. This ability otherwise functions as the mythic spellcasting universal path ability in Chapter 1 of Pathfinder Roleplaying Game Mythic Adventures.
* **Arcane Naturalist (Sp)**: You gain the ability to use detect animals or plants at will as a spell-like ability, save that when you activate this ability you may expend one use of your mythic power in order to specify any one type or subtype of creatures to be detected. Thereafter, you may continue using that detection as often as desired; mythic power must be spent only when changing the type or subtype you wish to detect. You gain an insight bonus on Knowledge checks made to identify creatures of the type and/or subtype you are able to detect.
* **Explosive Alchemy (Su)**: If you expend one use of mythic power, any bombs or alchemical splash weapons you use for a number of rounds equal to your tier explode with greater effect, increasing the radius of your splash damage by 5 feet. Add your mythic tier to the damage dealt by a direct hit and one-half your tier to the splash damage dealt by your bomb or splash weapon.
* **Spell Dilation (Ex)**: When casting a spell that affects an area, you can increase or decrease the spell’s radius, length, height, or width by 5 feet, plus 5 feet for every 5 mythic tiers you possess. You cannot use this ability to reduce any dimension of a spell’s area below 5 feet, nor to increase any dimension by more than 50%. If you use this ability in conjunction with the Widen Spell metamagic feat, apply the effects of that feat before you apply the effects of this path ability.
* Cackling Chorus (Su): If you expend one use of your mythic power when you use your cackle hex, you can cause your cackle to erupt simultaneously from yourself, your familiar, and (if you have the cauldron hex) your cauldron, plus one additional creature or object for every 3 mythic tiers. Objects you wish to affect (other than your cauldron) must depict a face or head (though it need not be humanoid) or must have a reflective surface in which your face appears when you cause the object to cackle. Creatures within 30 feet of you or any creatures or objects you designate are affected by your cackle hex and also take a penalty equal to one-third your mythic tier on saving throws against emotion, fear, or language-dependent effects you create until the beginning of your next turn. All creatures or objects you wish to be part of the cackling chorus must be within 20 feet plus 10 feet per mythic tier of you. Unwilling creatures can attempt a Will save to resist; if they fail, they must spend a move action cackling on their next turn. Magical or attended objects are also entitled to a Will save to negate the effect.
* Purging Alchemy (Su): You can use Craft (alchemy) checks in place of Heal checks to treat diseases or poisons. You also can create alchemical remedies (as described in the Gear chapter of Pathfinder Roleplaying Game Ultimate Equipment) in 1/10 the normal amount of time, and you may manufacture a number of doses of the same alchemical remedy simultaneously equal to your mythic tier. Finally, you may select a number of conjuration (healing) spells or extracts equal to your mythic tier and can expend mythic power when using them to enhance the results. To select a mythic spell or extract, you must be able to cast the non-mythic version or have it on your list of spells or extracts known. Every time you gain a new tier, you can select an additional conjuration (healing) spell or extract.
* Repeating Arcana (Su): You can expend one use of mythic power or 1 point from your arcane pool when activating a magus arcana to repeat the arcana’s effect on your next turn. This extends the duration of any magus arcana by 1 round; effects that normally last until the end of your turn instead last until the end of your next turn. If the arcana allows you to modify a spell, such as Quickened Magic or Silent Magic, you can choose a different spell to modify when the arcana repeats; if you do not cast a spell on your next turn, the effect is wasted.

## 3rd-Tier Archmage Path Abilities

* Dirty Bombs (Su): Your base bomb damage die is increased by d8’s instead of d6’s. In addition, if you expend one use of mythic power while using a bomb to attack, its damage dice are increased to d10s and they ignore energy resistance or immunity.
* Eldritch Dread (Su): When you cast a spell or use a spell-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 level of the spell 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 do not maintain the aura during any round, you cannot resume it unless you cast another spell 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.
* Oozechemist (Su): You gain the bottled ooze alchemist discovery, and you can create an ooze by expending a spell or alchemical extract whose level is equal to the ooze’s CR. In addition, if you expend one use of mythic power while creating a bottled ooze, you can create a mythic ooze, either applying the savagetemplate as described in the Mythic Monster Advancement section of chapter 6 of Pathfinder Roleplaying Game Mythic Adventures or using one of the mythic oozes described Mythic Monsters: Oozesor Mythic Monsters: Oozes Toofrom Legendary Games. Note that applying the savage template increases an ooze’s CR, which increases the level of spell or extract that must be used to bottle it.If you already have the bottled ooze discovery, you can spend one or more uses of mythic power when using that discovery. Each use of mythic power you expend reduces the level of extract that you must expend to bottle an ooze by two. This allows you to bottle oozes with a CR that exceeds the highest-level extract you can use, provided you reduce its effective CR to be equal to or less than the highest level of extracts you can use.
* Wallbuilder (Su): When you cast a spell that creates a wall effect, you may add your mythic tier to your caster level to determine the wall’s thickness and the size of the wall’s effect, as well as the caster level check to dispel the wall if it is not an instantaneous creation. If the wall is solid, you also add your mythic tier to its hardness and break DC. If the wall deals damage, you add your mythic tier to that damage. As a standard action, you may expend one use of mythic power to relocate the wall from its current location to another valid location within range.
* **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 spells, including both ongoing spell effects and spells 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 spell 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 spells, 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 spell 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 spell. If you successfully identify a spell being cast and you have the ability to cast an appropriate counterspell (including dispel magic), 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 caster level check required.
* **Blighted Alchemy (Su)**: You learn a number of minor spellblights (as described in Chapter 2 of Pathfinder Roleplaying Game Ultimate Magic) equal to one-half your mythic tier. You gain a bonus equal to one-half your mythic tier on saving throws to avoid acquiring those spellblights or on caster level checks to remove those spellblights. You add remove curse to your list of extracts known, and you can expend mythic power to enhance the results as if you knew the mythic version of remove curse as described in Mythic Magic: Core Spellsfrom Legendary Games. Whenever you successfully confirm a critical hit with or a target rolls a natural 1 on their save against an alchemical weapon, alchemist bomb, or alchemist extract that you use, the target must succeed on a Will save (DC 10 + 1/2 your number of ranks in Craft (alchemy) + your Intelligence modifier + your mythic tier) or contract one of the minor spellblights you know.
* **Bloodline Transfusion (Su)**: If you have a sorcerer bloodline, you can expend one use of mythic power to infuse your enchanted blood into another creature, and temporarily granting it the Eldritch Heritage feat for your bloodline. If you spend one round giving the transfusion, its effects last for a number of rounds equal to your mythic tier. If you increase the transfusion time to 1 minute, you likewise increase the duration to one minute per tier. You cannot grant the target a bloodline that it already possesses or that you do not possess. If you are at least 6th tier, you can expend two uses of mythic power to grant the target Improved Eldritch Heritage. If you are at least 9th tier, you can expend three uses of mythic power to grant the target Greater Eldritch Heritage. Eldritch Heritage feats are described in Pathfinder Roleplaying Game Ultimate Magic.
* **Multimorph (Su)**: You may select a number of transmutation (polymorph) spells or extracts equal to your mythic tier and can expend mythic power when using them to enhance the results. To select a mythic spell or extract, you must be able to cast the non-mythic version or have it on your list of spells or extracts known. Every time you gain a new tier, you can select an additional transmutation (polymorph) spell or extract. If you are affected by a polymorph effect whose spell level is lower than your mythic tier (regardless of whether you originally cast the spell), you use a swift action or move action to shift into a different form allowed by the spell. If you expend one use of your mythic power, you can expend 1 minute of the spell’s duration as a full-round action to alter the polymorph effect to a different polymorph spell or extract that you know (though you need not have it prepared) of the same or lower level, taking on a new form allowed by that spell. If you are using a mythic polymorph spell and shift into a form that requires a spell for which you also know the mythic version, you exchange the mythic version of the original spell for the mythic version of the new spell. If you do not know the mythic version of the spell required for the new form you wish to assume, the mythic benefit of your original polymorph spell is forfeited. If you use a mutagen or cognatogen, as a swift action you can change the ability scores it modifies to a different set of valid ability scores for your mutagen or cognatogen. Hence, an alchemist could switch from gaining a bonus on Strength and a penalty on Intelligence to a bonus on Dexterity and a penalty on Wisdom but could not choose to switch to a bonus on Dexterity and a penalty on Charisma, as that is not a valid option for the alchemist’s mutagen. You must have the shifting mastery path ability, as described in Chapter 1 of Pathfinder Roleplaying Game Mythic Adventures, to select this ability.

## 6th-Tier Archmage 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 dimension door. If you are affected by a non-mythic effect that blocks teleportation, such as forbiddance, dimensional anchor, or antimagic field, you can double the cost to four uses of mythic power to make a caster level 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.
* **Greater Blighted Alchemy (Su)**: You learn a number of minor or major spellblights (as described in Chapter 2 of Pathfinder Roleplaying Game Ultimate Magic) equal to one-half your mythic tier, with which you gain the benefits listed for blighted alchemy. Whenever you successfully confirm a critical hit with, or a target rolls a natural 1 on their save against, an alchemical weapon, alchemist bomb, or alchemist extract that you use, the target must succeed on a Will save (DC 10 + 1/2 your number of ranks in Craft (alchemy) + your Intelligence modifier + your mythic tier) or contract one major or two minor spellblights you know. You must have the blighted alchemy path ability to select this ability.

## 1st-Tier Champion Path Abilities

* **Combat Feat Mastery**: By spending one use of your mythic power and spending one hour practicing, you gain one bonus combat feat for which you qualify. You gain this bonus feat for 24 hours or until the next time you use this ability, whichever is less; when you use it to gain a new bonus combat feat, that feat replaces the current one. This bonus feat cannot be used as a prerequisite for any other feat, prestige class, or other purpose. At 4th tier and above, you can use this path ability to gain a number of combat feats equal to one-half your mythic tier. Each feat you gain requires one hour of practice and the expenditure of one use of mythic power. You may use feats you gain with this path ability as prerequisites for other feats you gain with this path ability, but not as prerequisites for anything else. At 6th tier and above, you can spend two uses of your mythic power to gain a combat feat with only one minute of practice rather than one hour.
* **Smashmouth (Ex)**: By spending one use of your mythic power when you hit with an attack that deals bludgeoning damage, you injure the target’s mouth for 1 minute. If the target has a bite attack, it takes a -2 penalty on attack and damage rolls. This penalty increases by 1 for every 3 mythic tiers you possess. If the target attempts to cast spells with a verbal component or to activate a spell-completion or spell-trigger item or item that is activated with a command word, it has a 20% chance of spell failure or of the item failing to function. This chance is increased by 10% for every 3 mythic tiers you possess. Abilities that grant the target immunity to (or a percentage chance to ignore) critical hits apply to this ability.
* **Ancestral Arms (Su)**: You receive a masterwork weapon, shield, or suit of armor as an inheritance. You may discover this disused relic among a collection of junk or be gifted it by someone who knows its history, but you immediately feel a deep connection with it. As long as you are wearing or wielding it, add your mythic tier to the item’s hardness and saving throws. If you expend one use of your mythic power, the item gains temporary hit points equal to twice your mythic tier that last for 24 hours. You can enchant the weapon, armor, or shield as if you are a spellcaster with the Craft Magic Arms and Armor feat whose level is equal to your character level plus your mythic tier. You can use Craft in place of Spellcraft when enchanting the item, and you add your mythic tier to all skill checks involved in crafting the item. If the item is damaged or destroyed, you can expend one use of your mythic power as a full-round action to repair a number of hit points equal to twice your mythic tier. If you are at least 3rd mythic tier, you can alter the material of which your item is made, paying the difference in cost and taking time as if it were a magical enhancement. You may also enchant your ancestral arms as if you had the Mythic Crafter feat. You can select this ability more than once, gaining a different item each time.
* **Mythic Challenge (Ex)**: As a free action, you can expend one use of mythic power to regain one use of your challenge ability. Until the beginning of your next turn, attacks you make against a challenged creature bypass all damage reduction and any creatures you threaten take a ─2 penalty to their Armor Class. You must have the challenge class feature to select this ability.
* **Mythic Flair (Su)**: As a free action, you can expend one use of mythic power to regain 2 points of grit or panache (up to your maximum). For the rest of your turn, any attacks you make with one-handed or light piercing weapons or firearms bypass all damage reduction. You must have the grit or panache class feature to select this ability.
* **Mythic Pool (Su)**: As a free action, you can expend one use of mythic power to regain 2 points in your arcane pool (up to your maximum). For the rest of your turn, you add your mythic tier on concentration checks and caster level checks with magus spells you cast. If you make a spellstrike attack before the end of your turn, the weapon damage from that attack bypasses all damage reduction. You must have the arcane pool class feature to select this ability.
* **Mythic Resolve (Ex)**: As a free action, you can expend one use of mythic power to regain one use of your resolve ability. Until the beginning of your next turn, activating your resolve is a free action, allowing you to spend multiple uses of resolve if you wish. You must have the resolve class feature to select this ability.
* **Swift Swap (Ex)**: You can sheathe a weapon as a free action. If you expend one use of your mythic power, you can also draw a weapon as a free action.
* **Take a Knee (Ex)**: Whenever you would be knocked prone, you fall to your knees instead. Melee attacks against you gain a +2 bonus while ranged attacks take a -2 penalty. You can stand up from kneeling as a move or swift action that does not provoke attacks of opportunity.

## 3rd-Tier Champion Path Abilities

* **Mythic Marine (Ex)**: Water does not provide a cover bonus to Armor Class against your attacks. If you are underwater, you can fight without penalty as if using freedom of movement. You can use any kind of ranged weapon underwater, including thrown weapons, without penalty if you are attacking targets within 10 feet plus 5 feet per mythic tier. Normal penalties for underwater ranged combat apply beyond this distance.
* **Mythic Rider (Ex)**: If any effect would make you fall from the back of your mount or cause your mount to fall or become prone, you can spend one use of your mythic power as a free action to remain mounted or for your mount to remain standing (unless your mount is killed or knocked unconscious). In addition, you can spend one use of your mythic power attuning yourself to your mount. For the next 24 hours, your mount gains the hard to kill, recuperation, and mythic saves abilities as a creature whose mythic rank was 2 lower than your mythic tier. If you have the unstoppable ability and use it on yourself while mounted, you may remove one of the listed effects from your mount at the same time; this may be a different effect from the one affecting you.
* **Reaping the Chaff**: When facing inferior opponents, you can carve through their ranks with lethal speed and precision. As a full-round action, you can make a single melee attack at your highest base attack bonus. If you hit and the target’s Hit Dice are less than or equal to your mythic tier, deal damage as normal. You can then move and make another attack at your highest base attack bonus, continuing this process until you miss, attack an opponent whose Hit Dice exceed your mythic tier, or attack an opponent you already hit this round. You can’t move more than double your speed in this way in 1 round. Your movement does not provoke attacks of opportunity against creatures whose Hit Dice are less than or equal to your mythic tier.
* **Trick Rider (Ex)**: You gain one bonus feat for every 2 mythic tiers you possess, which must be Animal Affinity, Skill Focus (Ride), or a mounted combat feat, or a mythic version of one of these feats.
* **Stand and Fight (Ex)**: You do not provoke attacks of opportunity when standing up from prone and can stand up as a swift action. As a move action, you can stand up from prone and immediately attempt a combat maneuver to bull rush, dirty trick, disarm, reposition, overrun, or trip an adjacent creature. This maneuver does not provoke attacks of opportunity, and your target is denied its Dexterity bonus to its CMD against it.
* **To the Victor (Su)**: When you confirm a critical hit in melee against a mythic foe, you drain one use of the target’s mythic power. You may add this use of mythic power to your own, up to your maximum, or you may infuse your weapon with mythic power until the end of your next turn, increasing its enhancement bonus by an amount equal to one-half your mythic tier (maximum enhancement bonus +6) and allowing it to bypass damage reduction.
* **Unarmed Critical (Ex)**: You gain the benefit of Critical Focus with unarmed strike attacks. In addition, you can select feats for which Critical Focus is a prerequisite as bonus monk feats, treating your base attack bonus as if it were equal to your monk level plus your mythic tier for the purpose of meeting feat prerequisites. These critical feats apply only to unarmed strike attacks.
* **Violent Vigor (Ex)**: At the end of any round in which you make a melee attack, you regain hit points equal to one-half your mythic tier. If you use the charge action or full attack action to make melee attacks, you regain hit points equal to your mythic tier. In addition, after attacking in melee you may expend one use of your mythic power as a swift action to remove the fatigued condition, reduce exhaustion to fatigue, or remove 1d4 points of ability damage or temporary penalties from one ability score.

## 6th-Tier Champion Path Abilities

* **Blood Oath (Su)**: Once per day as a free action, you may declare an oath of bloody vengeance against a creature that has harmed you in the past. Against that enemy, any weapon you wield becomes a potent wounding weapon and you add your mythic tier on damage rolls and your critical multiplier is increased by 1. In addition, any weapon you wield gains the heartseeker (melee) or seeking (ranged) quality against your sworn foe, and you can detect your enemy’s presence as if you had the scent special quality, adding your mythic tier on Perception or Survival checks made to locate or track the target. If your enemy is within 60 feet and is taking bleed damage, you can automatically pinpoint its location. You take a ─1 penalty on attack rolls against all creatures other than your sworn enemy. These effects last for 7 days or until your sworn enemy is destroyed.
* **Stunning Shockwave (Su)**: When you use Stunning Fist, you can affect all creatures adjacent to you or all creatures in a 15-foot cone-shaped burst or a 30-foot line-shaped burst. You may instead affect a single target up to 60 feet away. Creating a stunning shockwave requires you to expend two uses of Stunning Fist, 2 points from your ki pool, or 2 uses of your mythic power (or any combination of these that equals 2).
* **Violent Vitality (Ex)**: At the end of any round in which you make a melee attack, you gain a bonus equal to one-half your level on saving throws against death effects and necromantic effects until the beginning of your next turn. If you use the charge action or full attack action to make melee attacks, you gain immunity to energy drain until the beginning of your next turn, and you can remove 1 temporary negative level. If you expend two uses of mythic power, you can remove 1 permanent negative level, 1d4 temporary negative levels, or 1d4 points of ability drain from one ability score. You must have the violent vigor path ability to select this ability.

## 1st-Tier Marshal Path Abilities

* **Expert Aid (Ex)**: You can use the aid another action to assist any creature you threaten, including using reach provided by a reach weapon. You need not be adjacent to a creature or threaten a creature they attack or that attacks them. In addition, the bonus you provide with the aid another action is increased by one-half your mythic tier (minimum 1), and you may add your mythic tier to any attack roll made as part of the aid another action.
* **Teamwork Feat Mastery (Ex)**: By spending one use of your mythic power and spending one hour practicing, you gain one bonus teamwork feat for which you qualify. You gain this bonus feat for 24 hours or until the next time you use this ability; when you use it to gain a new bonus teamwork feat, that feat replaces the current one. This bonus feat cannot be used as a prerequisite for any other feat, prestige class, or other purpose. At 4th tier and above, you can use this path ability to gain a number of teamwork feats equal to one-half your mythic tier. Each feat you gain requires one hour of practice and the expenditure of one use of mythic power. You may use feats you gain with this path ability as prerequisites for other feats you gain with this path ability, but not for any other purpose. At 6th tier and above, you can spend two uses of your mythic power to gain a teamwork feat with only one minute of practice rather than one hour.
* **Unbroken Will (Ex)**: If you are affected by a mind-affecting effect or an Intimidate check, you are filled with a resurgent fury, gaining a +2 morale bonus on attack rolls and saving throws until the end of your next turn. If the effect affecting you normally results in a penalty on attack rolls or saving throws, those penalties are suppressed until the end of your next turn. In addition, if you attack the creature that affected you with a mind-affecting effect or Intimidate check, your opponent is flat-footed against any attacks you make until the end of your next turn if it is a non-mythic creature. A mythic creature can avoid being flat-footed against your attack with a successful Sense Motive check opposed by your Bluff check. At 4th tier and above, you can spend one use of your mythic power as an immediate action to confer the effects of this ability on an ally within 30 feet that is affected by a mind-affecting effect or Intimidate check. That ally must be able to see or hear you. At 8th tier and above, you can spend two uses of your mythic power as an immediate action to confer the benefits of this ability on all allies within 30 feet that are affected by a mind-affecting effect or Intimidate check. Your allies must be able to see or hear you.
* **Banner Bearer (Su)**: You can hand your personal banner to an ally as a move action. As long as that creature holds your banner in one hand, it gains the benefits of inspire courage as if used by a bard whose level was equal to your character level plus your mythic tier. If you are at least 3rd tier and expend one use of your mythic power when delivering your banner, your ally also gains the benefit of inspire greatness. If you are at least 6th tier and expend two uses of mythic power, your ally also gains the benefit of inspire heroics. The benefits you provide last a number of rounds equal to your mythic tier, but they are also lost if the banner is destroyed or if your ally ends its turn without the banner in hand. You must have the inspire courage or banner class feature to select this ability.
* **Hold the Line (Ex)**: When an enemy attempts an awesome blow, bull rush, drag, overrun, reposition, or trip combat maneuver against you or an ally within 30 feet, as an immediate action you can grant yourself or that ally a bonus to CMD equal to one-half your mythic tier against that maneuver. If you use this ability on an ally adjacent to you, you grant a bonus equal to your tier. This bonus also applies on Reflex saves made against an engulf or trample special attack.
* **Inspiring Word (Su)**: This ability functions as the resurging words path ability, but it affects only a single target and it can be activated as a swift, move, or standard action. You cannot use this ability on yourself. When an ally uses the total defense or withdraw action or receives the benefit of an aid another action, you can use this ability on that ally as an immediate action without expending mythic power.
* **War Mind (Ex)**: You add your mythic tier to the duration of your tacticianability, and you add your mythic tier to your class level in the class that grants that ability to determine how many times per day you can use it. In addition, you can share any teamwork feat you possess with your tactician ability, not only those that you selected as bonus feats. If you expend one use of your mythic power when activating your tactician ability, you can share different teamwork feats you possess with each of your allies. Allies affected by this ability treat each other as if they had the teamwork feat you shared for the purpose of gaining the feat’s benefits, though each ally only gains the benefit for the feat you shared with them. You must have the tactician class feature to select this ability.

## 3rd-Tier Marshal Path Abilities

* **Conflicting Orders (Ex/Su)**: When an enemy within 30 feet uses a teamwork feat or the aid another action or uses Handle Animal to direct an animal’s actions, as an immediate you can negate the effect of that feat or aid another action. This is automatic if the creature performing the action is a non-mythic creature or if your mythic tier equals or exceeds their mythic tier or rank but does not affect creatures whose mythic tier or rank exceeds yours. In addition, if an enemy within 30 feet issues a command to a called, charmed, dominated, or summoned creature or as part of a compulsion effect, you can expend one use of your mythic power to countermand that order by rolling 1d20 and adding your character level plus your mythic tier; this check is opposed by a caster level check by your enemy. If your check equals or exceeds theirs, the creatures receiving the order to take no actions for a number of rounds equal to your mythic tier. If your enemy issues a command to multiple creatures, you can countermand their orders to a number of creatures equal to your mythic tier by expending two uses of your mythic power. This use of the ability is a supernatural effect.
* **Friendly Flanking (Ex)**: You are considered to be flanking whenever an ally is adjacent to an enemy that is adjacent to you; you need not be on opposite sides of that enemy. You can expend one use of your mythic power as a swift action to share this ability with a number of allies equal to one-half your mythic tier for 1 minute.
* **Shatter Resistance (Su)**: You can focus your mythic power through your attacks to break down your opponent’s resistance to magic. When you hit a creature that has spell resistance, you can expend one use of mythic power as part of the attack to lower the target’s spell resistance by an amount equal to your tier (to a minimum of 0) for 1 minute. Multiple uses of this ability on the same creature do not stack.
* **Deadly Dance (Ex)**: You dive into the middle of every battle, with enemies on every hand. If you are attacked by a creature in position to flank you (even if you cannot be flanked), you can use an attack of opportunity to attempt a combat maneuver check to reposition that creature prior to resolving its attack. This maneuver does not provoke attacks of opportunity, and if it succeeds your opponent is flat-footed against you until the end of your next turn. If you have no more attacks of opportunity available, you can expend 1 point of ki or panache or 1 round of rage to attempt this maneuver. If a creature attacks you while in a flanking position, you can expend one use of your mythic power as an immediate action to attempt a Reflex save with a bonus equal to your mythic tier against a DC equal to the attacker’s attack roll. On a successful save against an attack by a non-mythic creature, you take no damage as the attack instead hits your attacker’s ally with whom it was flanking. On a successful save against an attack by a mythic creature, you and your attacker’s flanking ally each take half damage from the attack, though associated effects from the attack, such as bleed, poison, or spell effects, apply fully to both you and your attacker’s ally.
* **Healing Surge (Su)**: When you grant temporary hit points or heal hit point damage (including when using the Heal skill) to an ally adjacent to you, you add your mythic surge die to the number of hit points you heal or grant. If you expend one use of your mythic power when using an effect that affects multiple targets or an area, this ability applies to all allies you affect, even if they are not adjacent to you. In addition, when an injured ally adjacent to you uses a mythic surge, he heals a number of hit points equal to the result of his mythic surge die, up to his maximum hit points. If an ally within 30 feet of you uses a mythic surge, you can expend one use of mythic power as a free action to use this ability on that ally.
* **Soaring Banner (Su)**: Your banner is a symbol of triumph recognized wherever you go. You gain the banner class feature, which functions as if you were a cavalier whose level was equal to your mythic tier (minimum of 5th, regardless of your tier). In addition, if you expend one use of your mythic power, the image of your banner rises high into the sky and can be seen up to 1 mile away per mythic tier you possess. If you are a cavalier, you add your mythic tier to your cavalier level to determine the bonuses provided by your banner, and all allies with line of sight to your banner gain these bonuses.
* **To Me! (Ex)**: When you use the charge or withdraw action, you can designate a number of allies equal to one-half your mythic tier to move with you on your turn, up to a maximum distance equal to their speed or your speed (whichever is lower). Your allies must end their movement adjacent to you. Their movement does not provoke attacks of opportunity even if your movement does.

## 6th-Tier Marshal Path Abilities

* **Resurging Speech (Su)**: You can use your resurging words path ability as a full-round action. If you spend one minute delivering a resurging speech, you remove the fatigued condition from all allies within 30 feet, and you may choose to heal damage to your allies in place of granting temporary hit points; the amount of hit points is unchanged. If you spend 10 minutes delivering your resurgent speech, you also remove the exhausted condition, and your allies gain both healing of hit point damage and temporary hit points equal to your mythic tier plus your Charisma modifier. You must have the resurging words marshal path ability to select this ability.
* **Irresistible Authority (Sp)**: You can use charm person, command, enthrall, and forbid action at will as spell-like abilities, and you can expend one use of your mythic power to use control summoned creature, greater command, greater forbid action, or geas/quest as spell-like abilities. Any creature with a language can understand your commands when you use these abilities, but you do not otherwise gain fluency in other languages. You can expend one additional use of mythic power to use the mythic version of one of these spells, or to use the non-mythic version as a swift action. Your caster level for these abilities is equal to twice your mythic tier, and the save DCs are Charisma-based.

## 1st-Tier Trickster Path Abilities

* **Heartsong (Su)**: When you grant a competence or morale bonus with your bardic performance, you increase the bonus it grants by 1. If your bardic performance cures hit point damage or grants temporary hit points or Hit Dice, add your mythic tier to the number of hit points cured or granted. A spell that ends a bardic performance in order to produce its effect, such as reviving finale, gains the same benefits.
* Insider Trading (Ex): Whenever you are crafting an item in a city, including using the Craft skill or item crafting feats, you can attempt Appraise, Bluff, Diplomacy, Intimidate, and Sleight of Hand checks against the item’s Craft DC (or the DC of Spellcraft or other associated skill checks for crafting a magic item). Each successful check reduces the gp cost of the item you are creating by 5% and increasing the next DC by 5, reflecting your ability to obtain materials through illicit contacts and circumvention of legitimate business practices. You must have the black market connections rogue talent or at least 10 ranks in Appraise and Bluff to select this path ability
* **Shadow Cloak (Su)**: You can expend one use of your mythic power as a swift action to reduce the illumination within the space(s) you occupy to dim lightfor a number of rounds equal to your mythic tier. This shadow cloak grants you concealment (20% miss chance) and obscures your features. The shadow cloak moves with you and flows around you, granting you a +2 circumstance bonus on Disguise, Sleight of Hand, and Stealth checks. While using your shadow cloak, you gain darkvision with a range of 5 feet times your mythic tier. You add your mythic tier on Acrobatics checks made to jump from an area of dim light or darkness to another area of dim light or darkness. Creatures with darkvision can see you normally, and the benefits of this ability do not apply against them.
* **Technological Tinker (Ex)**: You gain Technologist as a bonus feat, and you add your mythic tier as a bonus on Craft, Disable Device, Knowledge (engineering), Linguistics, and Perception checks related to robots, technological objects, or technological traps. Any timeworn technology items you use do not automatically glitch on a natural 1, and you reduce the chance of glitches at other times by 5% times your mythic tier. If a glitch does occur, you can add or subtract twice your mythic tier from the d% roll to determine the effect of the glitch. When crafting an item using a technological crafting lab, you reduce the necessary energy expenditure of the facility by 5% times your mythic tier.
* **Analytical Eye (Ex)**: When a creature has attacked you, you can spend one use of your mythic power as an immediate action to analyze your attacker’s fighting style and capabilities, learning a number of your opponent’s combat feats equal to your Intelligence bonus plus one-half your mythic tier (minimum 1). If this result is less than your opponent’s number of combat feats, the exact feats you learn are determined randomly, starting with any feats your opponent used in its attack against you. You can use this path ability more than once if you are attacked by the same creature in multiple rounds. Each additional use reveals new combat feats until you have learned all combat feats the creature possesses; feats already discovered through previous use of this ability are not repeated. The mythic and non-mythic versions of a combat feat are considered just one feat, not two separate feats.
* **Backstabber (Ex)**: You are an expert in the fine art of attacking when an opponent’s back is turned. When flanking an opponent, add one-half your tier to attack rolls (minimum +1) and if you have the sneak attack class feature you may add 1d6 to your sneak attack damage for every two mythic tiers you possess (rounding down). If you are in flanking position threatening a non-mythic enemy that normally cannot be flanked, you can expend one use of your mythic power to treat that creature as flanked until the end of your next turn.
* **Caress of Steel (Ex)**: You can deal nonlethal damage instead of lethal damage with any type of weapon without taking a penalty on your attack roll, including ranged attacks. If you use this ability while making a sneak attack, any additional damage dealt by your sneak attack ability is also nonlethal damage. You cannot use this ability in conjunction with attacks that are not made with weapons.
* **False Allegiance (Ex)**: When an enemy uses a charm or compulsion effect against you or makes a Bluff, Diplomacy, or Intimidate check to try to convince you to aid them or follow their instructions, you gain a bonus to your saving throw or to the DC to affect you equal to one-half your mythic tier (minimum 1). In addition, if you resist the effect by any means, including but not limited to a successful saving throw, you can attempt a Bluff check with a bonus equal to your mythic tier, opposed by your opponent’s Sense Motive check, to convince your opponent that their attempt has been successful. If your check succeeds, you are treated as an ally by your opponent in all respects. You are still treated as an ally by your actual allies as well. If you attack an opponent that believes you are its ally, it is flat-footed against the first attack you make.
* **Out of the Way (Ex)**: You never provide cover to an enemy when your ally attacks a creature and you are between the ally and the creature. You also do not provide a penalty to allies’ ranged attack rolls for being in melee with a creature. You do not take splash damage from splash weapons used by your allies and add your tier to Reflex saves against harmful area effects used by your allies. If you roll a natural 1 on a Reflex save against an effect used by an ally, you can spend one use of mythic power as an immediate action to reroll the saving throw.

## 3rd-Tier Trickster Path Abilities

* **Killing Joke (Ex)**: Your comedy knocks them dead, rendering people near-helpless with giggles and gales of laughter. You can use Perform (comedy) in place of Intimidate to make a creature’s reaction temporarily friendly or to demoralize them. In addition, if you successfully demoralize a target you can choose to make them flat-footed rather than shaken for the same duration. If you attack a flat-footed creature, the flat-footed condition ends after the attack is resolved and they are shaken for the remaining duration that they would have been demoralized.
* **Masterful Skill Focus (Ex)**: If you have Skill Focus in any skill that you have mastered with the skill mastery advanced rogue talent, you can select one additional skill per two mythic tiers in which you have skill mastery. You gain Skill Focus as a bonus feat with the selected skill(s).
* **Perfect Pickpocket (Ex)**: You gain a bonus equal to half your mythic tier on combat maneuver checks made to steal and on Sleight of Hand checks made to take an item from another creature. Making either type of check never provokes an attack of opportunity, and attempting a steal combat maneuver does not count as an attack by you for the purpose of breaking an invisibility effect or interfering with your ability to use the Stealth skill.
* **Stealspell (Su)**: Add your mythic tier to Spellcraft checks made to identify a spell as it is being cast. If your attack hits a spellcaster while she is casting a spell, including readied actions and attacks of opportunity, add your mythic tier to the concentration check to avoid having the spell disrupted. If the spell is disrupted and you have identified the spell, you may spend a number of uses of mythic power equal to one-half the spell’s level to steal the spell, allowing you to complete the spell and assign its target(s), area of effect, and any other optional elements as you choose, as if you were the original caster. The spell’s other effects, including damage, duration, saving throws, and caster level checks, are based on the original spellcaster.
* **That Trick Doesn’t Work on Me Anymore (Ex)**: When you learn a creature’s combat feats using the analytical eye path ability, and if that creature attacks you again you can select a number of its combat feats equal to one-half your mythic tier as an immediate action, spending one use of mythic power per feat you select. Your attacker gains no benefit from using those feats against you for the next 24 hours, though it may use them against other creatures and still takes any penalties associated with using those feats. If negating the benefits of these feats results in your opponent provoking an attack of opportunity from you, such as negating the Improved Trip feat, you gain a bonus equal to one-half your mythic tier to your attack roll on your attack of opportunity. You may also expend one additional mythic power to permanently add one of those feats to your feats known You must have the analytical eye path ability to select this path ability.
* **Haunting Melody (Su)**: Your transcendent music is simultaneously awe-inspiring and unsettling. Non-mythic creatures saving against your bardic performance must roll two saving throws. If the first save fails, the target becomes shaken; the penalty for being shaken applies to the second save against the performance’s usual effect. The shaken condition lasts as long as the companion performance lasts. If your bardic performance creates a fear effect, failing this saving throw causes that fear effect to become one step more severe. If your performance creates a fear effect but does not normally allow a saving throw, such as dirge of doom, affected creatures gain a saving throw against the usual DC of your bardic performance; a successful save results in the normal effect of the performance, rather than a more severe fear effect. If you expend one use of your mythic power when beginning a performance, you can use this ability against mythic creatures whose mythic rank or tier is lower than your own. If you do this, non-mythic creatures failing their saving throw against your haunting melody remain shaken for a number of rounds thereafter equal to your mythic tier after the effect of the companion performance ends.
* **Magic Trick (Sp)**: You can select a spell from the class list of any arcane spellcasting class to use twice per day as a spell-like ability. The spell’s level cannot exceed one-half your mythic tier, and you can expend one use of your mythic power use the mythic version (or additional uses to activate augmented versions of that spell for which your tier qualifies you) of that spell, as well as any spell-like abilities you selected with your major magic and minor magic rogue talents. In addition, at any time you can expend one use of your mythic power as a full-round action to choose a new spell to use with your major magic or minor magic rogue talent or magic trick path ability, replacing the previous spell. This change is permanent unless you spend your mythic power to change it again. You must have the major magic rogue talent or have the ability to spontaneously cast arcane spells in light armor with no chance of spell failure in order to select this path ability.
* **Shadow Blending (Su)**: In any lighting conditions other than bright light, you can disappear into the shadows as a move action, as if using invisibility.You remain invisible until you attack, enter an area of bright light, or choose to reveal yourself. Mythic creatures with darkvision can see you if their mythic rank or tier is equal to or greater than yours. When you disappear into the shadows, you can expend one or more uses of mythic power to become undetectable by one of the following exceptional senses for as long as you remain invisible: blindsight (including blindsense), lifesense (including effects like the deathwatch spell that detect a creature’s life force), magical divinations (as if using nondetection, with a caster level equal to twice your mythic tier), scent (including keen scent), or tremorsense. You must expend one use of your mythic power for sense you select. You must have the shadow cloak path ability to select this ability.
* **Try Something New (Su)**: You can permanently exchange any one rogue talent, ninja trick, investigator talent, grit feat, performance combat feat, or feat that affects bardic performance that you possess for a different talent, trick, or feat of the same kind for which you qualify. If you spend one hour practicing the new talent, trick, or feat, you must expend one use of your mythic power. You may use this ability as a full-round action by expending two uses of mythic power or as a swift action by expending three uses of mythic power.

## 6th-Tier Trickster Path Ability

* **Role Reversal (Su)**: If an opponent uses a charm or compulsion effect against you or attempts to influence your behavior with a Bluff, Diplomacy, or Intimidate check and you succeed on your saving throw, you may expend two uses of your mythic power as an immediate action to reverse the effect and target your opponent with the same effect it unsuccessfully used against you. All characteristics of the effect, including caster level, range, duration, skill modifier, and save DC, remain the same as when the creature uses the ability itself, but you are considered the caster or user of the effect. You must reverse the effect upon its creator; you cannot redirect its effect to a different creature. You can use this ability to reverse effects that target multiple creatures or an area, as long as they target or include you; however, your reversed effect affects only the original creator of the effect.
* **Make Your Own Luck (Ex)**: Whenever you gain a competence, insight, or morale bonus from any effect, you may choose to treat that bonus as a luck bonus.
* **Shadow Form (Su)**: When you disappear into the shadows using shadow blend, you become invisible and incorporeal. Your speed is increased by 10 feet in normal light, by 20 feet in darkness, and by 30 feet in dim light. You cannot enter an area of bright light while using this ability, and you cannot pass through solid objects that are larger than your space. If you are inside a solid object, your shadowy silhouette appears on the surface of the object and moves as you move across the object’s surface, allowing mythic creatures with darkvision to locate you if their mythic rank or tier equals or exceeds your own. You must have the shadow blend path ability to select this ability.