Dastardly Finish, Mythic
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 survive one of your …
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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 survive one of your …
While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as a standard action with a –5 penalty on your Intimidate check, as …
As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you …
When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, …
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 (DC 10 + your …
Whenever you charge an opponent from higher ground, or from above while flying, the critical multiplier of your weapon increases by 2 (to a maximum of ×6). This …
When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action.
Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.
Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.
The bonus on Bluff and Disguise skill checks from Deceitful increases by 2. In addition, you can expend one use of mythic power to treat a Bluff or …
You gain the ability to see up to 15 feet clearly in magical darkness, such as that created by the deeper darkness spell.
You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with those granted by Fearless Curiosity and …
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your …
You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed …
When you hit with a melee attack and reduce your opponent to –1 or fewer hit points, you can force that opponent to succeed …
Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. …
You may reduce your bomb damage by one die to give it the ability to deafen the creature struck by it. The bomb must …
Against a creature of size Large or larger, you can make a single melee attack as a full-round action, gaining a +4 bonus on …
If you successfully feint an opponent, you can trick that opponent into accepting a one-handed object you are holding instead of denying that opponent …
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