Accursed Hex, Mythic
When you use Accursed Hex to target a creature with one of your hexes a second time, that creature must roll its saving throw …
SRD feats and custom campaign feats. Filter by category or view all.
When you use Accursed Hex to target a creature with one of your hexes a second time, that creature must roll its saving throw …
The bonus on Acrobatics and Fly skill checks from Acrobatic increases by 2. In addition, you can expend one use of mythic power to …
The bonus on Perception and Sense Motive skill checks from Alertness increases by 2. In addition, you can expend one use of mythic power …
Your channeled energy affects any creatures with the alignment chosen when you took Alignment Channel (not just outsiders, and not just those with the …
The bonus on Handle Animal and Ride skill checks from Animal Affinity increases by 2. In addition, you can expend one use of mythic …
You don't have to spend a swift action to gain the reduction to arcane spell failure chance from Arcane Armor Training. Furthermore, if you're …
When you use Arcane Blast, you may halve the damage dice to also perform your choice of either a trip or bull rush combat …
You add half your tier to the deflection bonus granted to your AC when you use your Arcane Shield. You can expend one use …
Whenever you use Arcane Strike to enhance your weapons, the effect lasts for 1 minute instead of 1 round. If you expend one use …
Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and you can't change …
The bonus on Climb and Swim skill checks from Athletic increases by 2. In addition, you can expend one use of mythic power to …
Any creature you summon using a summon spell is considered mythic for the purpose of interacting with other mythic creatures. It doesn't gain any …
The bleed damage dealt with Bleeding Critical increases by your tier. Stopping this bleed damage requires a Heal check with a DC equal to …
As a swift action, you can expend one use of mythic power to ignore all miss chances due to concealment or total concealment for …
The damage dealt when you use improvised weapons increases by your tier. You also gain a bonus to CMD equal to your tier when …
When using Channel Smite, you gain a bonus on your attack roll equal to the number of d6s granted by your channel energy class …
When charging, you can ignore allies in your path when determining whether or not you can charge your target. Furthermore, after you have attempted …
Whenever you use Cleave or Great Cleave, one of your attacks can be made against a foe that is within your reach, but not …
Whenever you use Combat Expertise, you gain an additional +2 dodge bonus to your Armor Class. You can expend one use of mythic power …
You can make any number of additional attacks of opportunity per round. As a swift action, you can expend one use of mythic power …
When you command undead, the DC of the Will save increases by half your tier, and intelligent undead get no additional saves beyond their …
You automatically confirm critical threats against non-mythic opponents. In addition, when you threaten a critical hit against a creature wearing armor with the fortification …
When using Critical Mastery, increase the number of critical feats you may apply by every 3 tiers that you possess.
You can deliver a coup de grace to dazed and staggered non-mythic opponents. In addition, when any creature makes a Fortitude saving throw to …
While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as a standard action with a –5 penalty on …
When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus reaches +4, …
When making a Deadly Stroke attack, you can expend one use of mythic power to instantly kill a non-mythic living creature. A Fortitude save …
Whenever you charge an opponent from higher ground, or from above while flying, the critical multiplier of your weapon increases by 2 (to a …
The bonus on Bluff and Disguise skill checks from Deceitful increases by 2. In addition, you can expend one use of mythic power to …
The range of your darkvision increases by 10 feet per tier.
Add half your tier to your CMD.
When using Deflect Arrows, you can deflect an additional number of ranged attacks per round equal to half your tier. You can expend one …
The bonus on Disable Device and Sleight of Hand skill checks from Deft Hands increases by 2. In addition, you can expend one use …
You gain the benefit of Detect Expertise immediately (without needing to observe a creature for 3 rounds) when using the divinations listed in Detect …
The DC to cast spells defensively within your threatened area increases by half your tier. This stacks with the increase granted by Disruptive. In …
Thrown weapons wielded by you have twice their normal range.
When you use Divine Interference, the penalty on your opponent's attack roll is equal to twice the level of the spell sacrificed. You can …
The bonus to AC from Dodge increases by 1. As an immediate action, you can expend one use of mythic power to grant yourself …
When you use Dreadful Carnage, you affect non-mythic enemies within 60 feet in addition to all enemies within 30 feet. You can expend one …
You never take penalties for consuming nonmagical alcohol, and you can consume an alcoholic beverage as a swift action instead of a move action. …
Select a mythic path other than the path you selected at your moment of ascension. You gain that path's 1st-tier ability (either archmage arcana, …
You ignore up to –10 in penalties due to distance on visual Perception checks, instead of the normal –5. As a swift action, you …
You gain sorcerer bloodline powers of the bloodline tied to Eldritch Heritage as if your sorcerer level were your character level – 2. For …
Your Elemental Channel can affect any elemental subtype, not just the one you chose when you took Elemental Channel. Each time you use Elemental …
The extra energy damage dealt by Elemental Fist increases to 1d8 points, and you gain additional uses of Elemental Fist per day equal to …
Choose an energy type in which you already have Elemental Focus. The increase to save DC provided by Elemental Focus and Greater Elemental Focus …
When you make an attack with a longbow or short bow (including composite bows), you can ignore concealment, but not total concealment. You still …
The bonus on checks and saves from Endurance increases by half your tier. You take half the damage when you fail a check to …
You can cast any spell with a material component costing 10 gp per tier or less without providing that component. If you expend one …
You gain two extra uses of mythic power each day.
Choose one mythic ability from your path or from the universal path abilities that you meet the prerequisites for. You gain that path ability.
Non-mythic creatures can't identify your illusion spells with Spellcraft, including checks attempted as part of arcane sight, detect magic, or similar effects. …
As a swift action, you can expend one use of mythic power to ignore all range increment penalties for your ranged attacks until the …
You can use wild empathy as a swift action.
When you use Fire Music to change any of the damage dealt by a bard spell to fire damage, that damage ignores fire resistance …
Your base land speed increases by 5 feet, regardless of what armor you wear or whether you're encumbered. This bonus stacks with the bonus …
When you are using Furious Focus, you don't take Power Attack's penalty on attack rolls that are made as attacks of opportunity. As a …
You gain the following spell-like abilities: 1/day—blur and vanish.
You can use your gnome spell-like abilities an additional number of times per …
When you hit a creature while using Gorgon's Fist, if the target fails its Fortitude saving throw, it is dazed for 1 round instead …
Whenever you roll a Fortitude saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the …
When making attacks with your deity's favored weapon, you can add your Wisdom modifier instead of your Strength or Dexterity modifier on damage rolls.
Once per day as an immediate action, you can attempt to negate the onset of one harmful condition or affliction (such as panicked, paralyzed, …
As a swift action, you can expend one use of mythic power to use Heroic Recovery additional times. Whenever you do, add your tier …
You gain a bonus equal to half your tier on checks to bull rush, and to your CMD when an opponent bull rushes you. …
Non-mythic creatures that take damage from your channel energy must roll their saving throws twice and take the lower result.
When counterspelling, you can use a spell of the same school that is the same or higher spell level as the target spell.
Your critical multiplier with your chosen weapon is increased by 1 (to a maximum of ×6).
You gain a bonus equal to half your tier on checks to attempt a dirty trick, and to your CMD when an opponent attempts …
You gain a bonus equal to half your tier on checks to disarm, and to your CMD when an opponent tries to disarm you. …
You gain a bonus equal to half your tier on checks to attempt a drag combat maneuver, and to your CMD when an opponent …
For every 3 tiers you possess, your familiar gains a +2 bonus to an ability score of your choice. These bonuses stack. Your familiar …
You gain a bonus equal to half your tier on checks to grapple, and to your CMD when an opponent tries to grapple you. …
The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from …
You gain a bonus equal to half your tier on checks to overrun, and to your CMD when an opponent tries to overrun you. …
You gain a bonus equal to half your tier on checks to attempt a reposition combat maneuver, and to your CMD when an opponent …
You gain a bonus equal to half your tier on checks to attempt a steal combat maneuver, and to your CMD when an opponent …
You gain stone tell as a spell-like ability usable once per day with a caster level equal to twice your tier.
You gain a bonus equal to half your tier on checks to sunder, and to your CMD when an opponent tries to sunder an …
You gain a bonus equal to half your tier on checks to trip, and to your CMD when an opponent tries to trip you. …
You can add half your tier to your damage with unarmed strikes. As a swift action, you can expend one use of mythic power …
You gain a bonus on Intimidate checks equal to your tier against non-mythic creatures, or half your tier against mythic creatures. If you also …
Whenever you roll a Will saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the …
When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent, roll d8s for each sneak attack die …
Any fixed numeric bonuses you gain from teamwork feats are increased by 1. This doesn't apply to variable numeric bonuses or to effects that …
Whenever you roll a Reflex saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the …
When you use Lucky Halfling, add your tier as a bonus on the saving throw. You can expend one use of mythic power when …
Whenever you use your surge ability, you can roll your surge dice twice and take the higher result. If you can already roll your …
Whenever you use Lunge and hit a creature with the melee attack, you no longer take a –2 penalty to AC against that creature. …
The bonus on Spellcraft and Use Magic Device skill checks from Magical Aptitude increases by 2. In addition, you can expend one use of …
When making a full-attack action with a bow and using Manyshot, you fire two arrows with both your first and second attacks, instead of …
Once per day when you surge, you can expend two uses of mythic power to treat your surge die as though it rolled the …
You may forgo the two additional unarmed strikes of Medusa's Wrath to instead make a single unarmed strike at your highest base attack bonus. …
When using Missile Shield, you can deflect an additional number of ranged attacks per round equal to half your tier. You can expend one …
Whenever you use Mobility, you gain a +6 dodge bonus to AC instead of the normal +4. In addition, once per round when an …
Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your AC …
When using the Ride skill to use your mount as cover, you can still make a single ranged weapon attack as a standard action. …
You can negate an additional number of hits against your mount per round equal to your tier. Once per round as an immediate action, …
You can create any mythic magic item for which you have the appropriate item creation feat. In addition, you gain a +5 bonus on …
Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn't grant you access to mythic abilities …
You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. …
When you're using wild shape, you can use spell completion and spell trigger magic items that were on your person when you changed form. …
For every 2 tiers you possess, you can move through up to 5 feet of difficult terrain each round as if it were normal …
When using Penetrating Strike or Greater Penetrating Strike, you can ignore an additional point of damage reduction for every 3 tiers you posses. Additionally, …
The bonus on Diplomacy and Intimidate skill checks granted by Persuasive increases by 2. In addition, you can expend one use of mythic power …
You can use this feat even if you move this round, but only if the distance you move is equal to or less than …
The bonus on attack and damage rolls granted by Point-Blank Shot increases to +2. As a swift action, you can expend one use of …
Whenever you use your surge ability, add 1 to your surge result.
When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 …
You can apply the giant simple template (quick rules version, from Pathfinder RPG Bestiary 295) to any form you take with wild shape. This …
You can use Prophetic Visionary's augury ability at will, spending 10 minutes in a deep trance each time. Your chance of a successful augury …
You can use Quick Draw to draw items of any kind, not just weapons, provided they are stored or concealed on your person. As …
You gain a single racial trait of your choice from the race you picked when you took non-mythic Racial Heritage. That racial trait can't …
You gain the benefits of Rapid Reload with all crossbows and firearms, not just the one you originally chose when you gained that feat. …
When using Rapid Shot, you can either ignore the feat's –2 penalty on attack rolls or make two additional attacks instead of one.
When you successfully use Rhetorical Flourish against a non-mythic creature, the bonus on your Diplomacy check increases by your tier. If the target is …
When you successfully strike an opponent as part of a Ride-By Attack, you can continue to make attacks against successive targets. You can make …
When running, you move seven times your normal speed if wearing medium, light, or no armor and carrying no more than a medium load, …
The shield bonus you grant an ally with Saving Shield increases to +3. If you use Saving Shield to successfully negate an attack against …
Whenever you are using Scorpion Style, you add your tier to the number of rounds the target's base land speed is reduced. You can …
When you channel energy, the damage you heal or deal increases by a number of points equal to twice the number of targets you …
The bonus on Heal and Survival skill checks from Self-Sufficient increases by 2. In addition, you can expend one use of mythic power to …
An opponent you affect with Shatter Defenses is flat-footed to all attacks, not just yours.
Add your shield bonus and your shield's enhancement bonus to your touch AC. As an immediate action, you can expend one use of mythic …
When using Shield Slam to bull rush, an opponent knocked prone because of an intervening wall or other surface also takes damage from the …
Whenever you use Shot on the Run, you can make two ranged attacks at your highest base attack bonus at any point during your …
You can always take 10 or 20 on checks with your choice of skill for Skill Focus, even when you are rushed or threatened.
When you use Snatch Arrows to catch a thrown weapon that can also be used as a melee weapon, you can make a melee …
You grant and benefit from the +2 bonus on Diplomacy checks from Sociable constantly without having to spend a move action. You can spend …
Choose a school of magic you already have Spell Focus in. The bonus to save DCs provided by Spell Focus and Greater Spell Focus …
You can prepare spells you have selected with Spell Mastery as a full-round action. You must spend the appropriate amount of time preparing other …
Add half your tier to caster level checks to overcome spell resistance. If you have Greater Spell Penetration, add your full tier instead.
Any non-mythic creature you threaten provokes an attack of opportunity from you whenever it uses a spell or spell-like ability, even when casting defensively …
When you hit an opponent with a mounted charge, that opponent must succeed at a Fortitude saving throw (DC 10 + 1/2 your character …
You can change which spell your Spontaneous Metafocus feat applies to each morning when you restore your expended spell slots. The spell it applies …
When you use Spring Attack, you don't need to move at least 10 feet before making the first attack. If you expend one use …
The bonus on Escape Artist and Stealth skill checks from Stealthy increases by 2. In addition, you can expend one use of mythic power …
When you make a melee attack as a readied action against a foe outside your melee reach, you can take a 5-foot step toward …
Whenever you're allowed to reroll an ability check, a skill check, or a saving throw, roll two dice and take the higher result, before …
The DC of your Stunning Fist increases by half your tier, and you can use Stunning Fist multiple times during the same round. As …
You gain a +2 bonus on attack rolls and damage rolls made using an improvised thrown weapon or splash weapon. This bonus stacks with …
Your unarmed strike deals damage as if you were one size category larger. You also gain a +1 bonus for each size category that …
Toughness provides you twice as many hit points. In addition, when you're below 0 hit points, you gain DR 10/epic. This DR stacks with …
Your mount can make two hoof attacks against an opponent you knock down with an overrun, instead of one. You can expend one use …
You add half your tier to CMD against trip maneuvers and on combat maneuver checks to trip with a quarterstaff. When you're wielding a …
When you use Turn Undead, the range increases by 10 feet per tier, and non-mythic undead take a penalty on their saving throws equal …
You can draw two potions or other beverages—mundane or magical—from a pouch, bandolier, or similar holder (but not from a backpack) as a move …
When using Two-Weapon Defense, you apply the highest enhancement bonus from your two weapons to the shield bonus granted by that feat.
As an immediate action, you can expend one use of mythic power to negate the penalties on attack rolls for two-weapon fighting for a …
The damage of your Two-Weapon Rend increases to 2d8 points plus twice your Strength modifier. You can expend one use of mythic power to …
When you cast animate dead or use the Command Undead feat, add your tier to your caster level when determining the number of Hit …
When you successfully bull rush an opponent off his mount with Unseat, your opponent takes 1d6 points of falling damage per 2 tiers you …
Your mount is always considered to have a running start when using Acrobatics to jump. You can expend one use of mythic power to …
Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally …
You gain a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks for every 3 tiers you possess. This bonus stacks with …
You gain a bonus equal to half your tier both on initiative checks and on concentration checks to cast a spell or use a …
When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls. If you carry a …
Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. As a swift action, you can expend one use of …
When using your chosen weapon, you gain a bonus equal to half your tier on damage rolls. This stacks with the bonus from Weapon …
You can use your witch knife as an additional focus component for all your witch spells, not just your patron spells, adding 1 to …
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