Feats

SRD feats and custom campaign feats. Filter by category or view all.

Feat Name Category/Type Prerequisites Benefit Source
Accursed Hex, Mythic Mythic Accursed Hex.

When you use Accursed Hex to target a creature with one of your hexes a second time, that creature must roll its saving throw twice and take the lower result.

Mythic Adventures
Acrobatic, Mythic Mythic Acrobatic.

The bonus on Acrobatics and Fly skill checks from Acrobatic increases by 2. In addition, you can expend one use of mythic power to treat an Acrobatics or Fly check …

Mythic Adventures
Alertness, Mythic Mythic Alertness.

The bonus on Perception and Sense Motive skill checks from Alertness increases by 2. In addition, you can expend one use of mythic power to treat a Perception or Sense …

Mythic Adventures
Alignment Channel, Mythic Mythic Alignment Channel.

Your channeled energy affects any creatures with the alignment chosen when you took Alignment Channel (not just outsiders, and not just those with the alignment subtype), but grants only half …

Mythic Adventures
Animal Affinity, Mythic Mythic Animal Affinity.

The bonus on Handle Animal and Ride skill checks from Animal Affinity increases by 2. In addition, you can expend one use of mythic power to speak with animals as …

Mythic Adventures
Arcane Armor Training, Mythic Mythic Arcane Armor Training.

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 wearing light armor, reduce your arcane …

Mythic Adventures
Arcane Blast, Mythic Mythic Arcane Blast.

When you use Arcane Blast, you may halve the damage dice to also perform your choice of either a trip or bull rush combat maneuver against the target of the …

Mythic Adventures
Arcane Shield, Mythic Mythic Arcane Shield.

You add half your tier to the deflection bonus granted to your AC when you use your Arcane Shield. You can expend one use of mythic power when using this …

Mythic Adventures
Arcane Strike, Mythic Mythic Arcane Strike.

Whenever you use Arcane Strike to enhance your weapons, the effect lasts for 1 minute instead of 1 round. If you expend one use of mythic power when using Arcane …

Mythic Adventures
Ascendant Spell, Mythic Metamagic

You can modify a spell to imitate the mythic version of that spell. An ascendant spell uses the mythic version of the spell, but doesn't count as a mythic spell …

Mythic Adventures
Aspect of the Beast, Mythic Mythic Aspect of the Beast.

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 it.

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Athletic, Mythic Mythic Athletic.

The bonus on Climb and Swim skill checks from Athletic increases by 2. In addition, you can expend one use of mythic power to treat a Climb or Swim check …

Mythic Adventures
Augment Summoning, Mythic Mythic Augment Summoning.

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 mythic abilities or power, but is …

Mythic Adventures
Bleeding Critical, Mythic Mythic Bleeding Critical, Critical Focus (mythic).

The bleed damage dealt with Bleeding Critical increases by your tier. Stopping this bleed damage requires a Heal check with a DC equal to 15 + 1/2 your tier. Any …

Mythic Adventures
Blind-Fight, Mythic Mythic Blind-Fight.

As a swift action, you can expend one use of mythic power to ignore all miss chances due to concealment or total concealment for a number of rounds equal to …

Mythic Adventures
Catch Off-Guard, Mythic Mythic Catch Off-Guard.

The damage dealt when you use improvised weapons increases by your tier. You also gain a bonus to CMD equal to your tier when an opponent attempts to sunder or …

Mythic Adventures
Channel Smite, Mythic Mythic Channel Smite.

When using Channel Smite, you gain a bonus on your attack roll equal to the number of d6s granted by your channel energy class feature. This is either a sacred …

Mythic Adventures
Charge Through, Mythic Mythic Charge Through.

When charging, you can ignore allies in your path when determining whether or not you can charge your target. Furthermore, after you have attempted at least one overrun with Charge …

Mythic Adventures
Cleave, Mythic Mythic Cleave.

Whenever you use Cleave or Great Cleave, one of your attacks can be made against a foe that is within your reach, but not adjacent to the foe you attacked. …

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Combat Expertise, Mythic Mythic Combat Expertise.

Whenever you use Combat Expertise, you gain an additional +2 dodge bonus to your Armor Class. You can expend one use of mythic power to negate the penalties on melee …

Mythic Adventures
Combat Reflexes, Mythic Mythic Combat Reflexes.

You can make any number of additional attacks of opportunity per round. As a swift action, you can expend one use of mythic power to, until the start of your …

Mythic Adventures
Command Undead, Mythic Mythic Command Undead.

When you command undead, the DC of the Will save increases by half your tier, and intelligent undead get no additional saves beyond their first to resist your commands. Any …

Mythic Adventures
Critical Focus, Mythic Mythic Critical Focus.

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 special ability or similar effect, that …

Mythic Adventures
Critical Mastery, Mythic Mythic Critical Focus (mythic), Critical Mastery.

When using Critical Mastery, increase the number of critical feats you may apply by every 3 tiers that you possess.

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Dastardly Finish, Mythic Mythic Dastardly Finish.

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 coup de …

Mythic Adventures
Dazzling Display, Mythic Mythic Dazzling Display.

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 a move …

Mythic Adventures
Deadly Aim, Mythic Mythic Deadly Aim.

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, the bonus …

Mythic Adventures
Deadly Stroke, Mythic Mythic Deadly Stroke.

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 base attack …

Mythic Adventures
Death from Above, Mythic Mythic Death from Above.

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 doesn't stack …

Mythic Adventures
Deceitful, Mythic Mythic Deceitful.

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 Disguise check …

Mythic Adventures
Deepsight, Mythic Mythic Deepsight.

The range of your darkvision increases by 10 feet per tier.

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Defensive Combat Training, Mythic Mythic Defensive Combat Training, 4th mythic tier.

Add half your tier to your CMD.

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Deflect Arrows, Mythic Mythic Deflect Arrows.

When using Deflect Arrows, you can deflect an additional number of ranged attacks per round equal to half your tier. You can expend one use of mythic power as an …

Mythic Adventures
Deft Hands, Mythic Mythic Deft Hands.

The bonus on Disable Device and Sleight of Hand skill checks from Deft Hands increases by 2. In addition, you can expend one use of mythic power to treat a …

Mythic Adventures
Detect Expertise, Mythic Mythic Detect Expertise.

You gain the benefit of Detect Expertise immediately (without needing to observe a creature for 3 rounds) when using the divinations listed in Detect Expertise. Non-mythic creatures cannot attempt a …

Mythic Adventures
Disruptive, Mythic Mythic Disruptive.

The DC to cast spells defensively within your threatened area increases by half your tier. This stacks with the increase granted by Disruptive. In addition, even if you can't make …

Mythic Adventures
Distance Thrower, Mythic Mythic Str 17, Distance Thrower.

Thrown weapons wielded by you have twice their normal range.

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Divine Interference, Mythic Mythic Divine Interference.

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 expend one use of mythic power …

Mythic Adventures
Dodge, Mythic Mythic Dodge.

The bonus to AC from Dodge increases by 1. As an immediate action, you can expend one use of mythic power to grant yourself an additional +10 dodge bonus to …

Mythic Adventures
Dreadful Carnage, Mythic Mythic Dreadful Carnage.

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 use of mythic power before making …

Mythic Adventures
Drink Is Life, Mythic Mythic Con 19, 3rd mythic tier.

You never take penalties for consuming nonmagical alcohol, and you can consume an alcoholic beverage as a swift action instead of a move action. Each time you consume an alcoholic …

Mythic Adventures
Dual Path, Mythic Mythic 1st mythic tier.

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, champion's strike, divine surge, guardian's call, …

Mythic Adventures
Eagle Eyes, Mythic Mythic Eagle Eyes.

You ignore up to –10 in penalties due to distance on visual Perception checks, instead of the normal –5. As a swift action, you can expend one use of mythic …

Mythic Adventures
Eldritch Heritage, Mythic Mythic Eldritch Heritage.

You gain sorcerer bloodline powers of the bloodline tied to Eldritch Heritage as if your sorcerer level were your character level – 2. For that bloodline's 1st-level bloodline power, use …

Mythic Adventures
Elemental Channel, Mythic Mythic Elemental Channel.

Your Elemental Channel can affect any elemental subtype, not just the one you chose when you took Elemental Channel. Each time you use Elemental Channel, you must pick one elemental …

Mythic Adventures
Elemental Fist, Mythic Mythic Elemental Fist.

The extra energy damage dealt by Elemental Fist increases to 1d8 points, and you gain additional uses of Elemental Fist per day equal to your tier. You can expend one …

Mythic Adventures
Elemental Focus, Mythic Mythic Elemental Focus.

Choose an energy type in which you already have Elemental Focus. The increase to save DC provided by Elemental Focus and Greater Elemental Focus for spells of the selected energy …

Mythic Adventures
Elven Accuracy, Mythic Mythic Elven Accuracy.

When you make an attack with a longbow or short bow (including composite bows), you can ignore concealment, but not total concealment. You still suffer a miss chance for total …

Mythic Adventures
Endurance, Mythic Mythic Endurance.

The bonus on checks and saves from Endurance increases by half your tier. You take half the damage when you fail a check to avoid nonlethal damage from a forced …

Mythic Adventures
Eschew Materials, Mythic Mythic Eschew Materials.

You can cast any spell with a material component costing 10 gp per tier or less without providing that component. If you expend one use of mythic power while casting …

Mythic Adventures
Extra Mythic Power, Mythic Mythic

You gain two extra uses of mythic power each day.

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Extra Path Ability, Mythic Mythic 3rd mythic tier.

Choose one mythic ability from your path or from the universal path abilities that you meet the prerequisites for. You gain that path ability.

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Fabulous Figments, Mythic Mythic Spell Focus (illusion).

Non-mythic creatures can't identify your illusion spells with Spellcraft, including checks attempted as part of arcane sight, detect magic, or similar effects. When mythic creatures attempt to identify …

Mythic Adventures
Far Shot, Mythic Mythic Far Shot.

As a swift action, you can expend one use of mythic power to ignore all range increment penalties for your ranged attacks until the end of your turn.

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Fast Empathy, Mythic Mythic Fast Empathy.

You can use wild empathy as a swift action.

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Fire Music, Mythic Mythic Fire Music.

When you use Fire Music to change any of the damage dealt by a bard spell to fire damage, that damage ignores fire resistance up to your tier.

If you …

Mythic Adventures
Fleet, Mythic Mythic Fleet.

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 gained from Fleet.

Mythic Adventures
Furious Focus, Mythic Mythic Furious Focus.

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 free action, you can expend one …

Mythic Adventures
Gnome Trickster, Mythic Mythic Gnome Trickster.

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 day equal to half your tier. …

Mythic Adventures
Gorgon's Fist, Mythic Mythic Gorgon's Fist.

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 of staggered. You can expend one …

Mythic Adventures
Great Fortitude, Mythic Mythic Great Fortitude.

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 higher result.

Mythic Adventures
Guided Hand, Mythic Mythic Guided Hand.

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.

Mythic Adventures
Heroic Defiance, Mythic Mythic Heroic Defiance.

Once per day as an immediate action, you can attempt to negate the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on) that allowed …

Mythic Adventures
Heroic Recovery, Mythic Mythic Heroic Recovery.

As a swift action, you can expend one use of mythic power to use Heroic Recovery additional times. Whenever you do, add your tier to the result of the Fortitude …

Mythic Adventures
Improved Bull Rush, Mythic Mythic Improved Bull Rush.

You gain a bonus equal to half your tier on checks to bull rush, and to your CMD when an opponent bull rushes you. These bonuses stack with those granted …

Mythic Adventures
Improved Channel, Mythic Mythic Improved Channel.

Non-mythic creatures that take damage from your channel energy must roll their saving throws twice and take the lower result.

Mythic Adventures
Improved Counterspell, Mythic Mythic Improved Counterspell.

When counterspelling, you can use a spell of the same school that is the same or higher spell level as the target spell.

Mythic Adventures
Improved Critical, Mythic Mythic Improved Critical, base attack bonus +8.

Your critical multiplier with your chosen weapon is increased by 1 (to a maximum of ×6).

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Improved Dirty Trick, Mythic Mythic Improved Dirty Trick.

You gain a bonus equal to half your tier on checks to attempt a dirty trick, and to your CMD when an opponent attempts to perform a dirty trick on …

Mythic Adventures
Improved Disarm, Mythic Mythic Improved Disarm.

You gain a bonus equal to half your tier on checks to disarm, and to your CMD when an opponent tries to disarm you. These bonuses stack with those granted …

Mythic Adventures
Improved Drag, Mythic Mythic Improved Drag.

You gain a bonus equal to half your tier on checks to attempt a drag combat maneuver, and to your CMD when an opponent attempts a drag combat maneuver against …

Mythic Adventures
Improved Familiar, Mythic Mythic Improved Familiar.

For every 3 tiers you possess, your familiar gains a +2 bonus to an ability score of your choice. These bonuses stack. Your familiar adds your tier to its natural …

Mythic Adventures
Improved Grapple, Mythic Mythic Improved Grapple.

You gain a bonus equal to half your tier on checks to grapple, and to your CMD when an opponent tries to grapple you. These bonuses stack with those granted …

Mythic Adventures
Improved Initiative, Mythic Mythic Improved Initiative.

The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of …

Mythic Adventures
Improved Overrun, Mythic Mythic Improved Overrun.

You gain a bonus equal to half your tier on checks to overrun, and to your CMD when an opponent tries to overrun you. These bonuses stack with those granted …

Mythic Adventures
Improved Reposition, Mythic Mythic Improved Reposition.

You gain a bonus equal to half your tier on checks to attempt a reposition combat maneuver, and to your CMD when an opponent attempts to perform a reposition combat …

Mythic Adventures
Improved Steal, Mythic Mythic Improved Steal.

You gain a bonus equal to half your tier on checks to attempt a steal combat maneuver, and to your CMD when an opponent attempts a steal combat maneuver on …

Mythic Adventures
Improved Stonecunning, Mythic Mythic Improved Stonecunning.

You gain stone tell as a spell-like ability usable once per day with a caster level equal to twice your tier.

Mythic Adventures
Improved Sunder, Mythic Mythic Improved Sunder.

You gain a bonus equal to half your tier on checks to sunder, and to your CMD when an opponent tries to sunder an object used by you. These bonuses …

Mythic Adventures
Improved Trip, Mythic Mythic Improved Trip.

You gain a bonus equal to half your tier on checks to trip, and to your CMD when an opponent tries to trip you. These bonuses stack with those granted …

Mythic Adventures
Improved Unarmed Strike, Mythic Mythic Improved Unarmed Strike.

You can add half your tier to your damage with unarmed strikes. As a swift action, you can expend one use of mythic power to overcome the hardness of objects …

Mythic Adventures
Intimidating Prowess, Mythic Mythic Intimidating Prowess.

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 have the Persuasive (mythic) feat, you …

Mythic Adventures
Iron Will, Mythic Mythic Iron Will.

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 higher result.

Mythic Adventures
Knockout Artist, Mythic Mythic Knockout Artist.

When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent, roll d8s for each sneak attack die instead of d6s.

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Legendary Teamwork, Mythic Mythic Any two teamwork feats.

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 are not numeric bonuses, such as …

Mythic Adventures
Lightning Reflexes, Mythic Mythic Lightning Reflexes.

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 higher result.

Mythic Adventures
Lucky Halfling, Mythic Mythic Lucky Halfling.

When you use Lucky Halfling, add your tier as a bonus on the saving throw. You can expend one use of mythic power when an ally uses your save but …

Mythic Adventures
Lucky Surge, Mythic Mythic Potent Surge, 3rd mythic tier.

Whenever you use your surge ability, you can roll your surge dice twice and take the higher result. If you can already roll your surge dice twice and take the …

Mythic Adventures
Lunge, Mythic Mythic Lunge.

Whenever you use Lunge and hit a creature with the melee attack, you no longer take a –2 penalty to AC against that creature. You can expend one use of …

Mythic Adventures
Magical Aptitude, Mythic Mythic Magical Aptitude.

The bonus on Spellcraft and Use Magic Device skill checks from Magical Aptitude increases by 2. In addition, you can expend one use of mythic power to treat a Spellcraft …

Mythic Adventures
Manyshot, Mythic Mythic Manyshot.

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 just your first attack.

Mythic Adventures
Marked for Glory, Mythic General Great Fortitude, Iron Will, or Lightning Reflexes.

You can use the surge ability once per day (adding 1d6). If you are or become mythic, you can use your surge one additional time per day.

Mythic Adventures
Maximize Surge, Mythic Mythic 6th mythic tier.

Once per day when you surge, you can expend two uses of mythic power to treat your surge die as though it rolled the maximum result.

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Medusa's Wrath, Mythic Mythic Medusa's Wrath.

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. If you successfully hit your opponent, …

Mythic Adventures
Missile Shield, Mythic Mythic Missile Shield.

When using Missile Shield, you can deflect an additional number of ranged attacks per round equal to half your tier. You can expend one use of mythic power as an …

Mythic Adventures
Mobility, Mythic Mythic Mobility.

Whenever you use Mobility, you gain a +6 dodge bonus to AC instead of the normal +4. In addition, once per round when an attack of opportunity provoked by your …

Mythic Adventures
Monastic Legacy, Mythic Mythic Monastic Legacy.

Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your AC bonus. As a free action, you …

Mythic Adventures
Mounted Archery, Mythic Mythic Mounted Archery.

When using the Ride skill to use your mount as cover, you can still make a single ranged weapon attack as a standard action. While your mount is moving, you …

Mythic Adventures
Mounted Combat, Mythic Mythic Mounted Combat.

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 expend one use of …

Mythic Adventures
Mythic Companion, Mythic General You must be non-mythic.

You're considered a mythic creature for the purposes of determining how mythic spells and effects affect you. If you ever become mythic, you gain a +1 bonus on all saves …

Mythic Adventures
Mythic Crafter, Mythic Mythic Any item creation feat.

You can create any mythic magic item for which you have the appropriate item creation feat. In addition, you gain a +5 bonus on skill checks when creating non-mythic magic …

Mythic Adventures
Mythic Paragon, Mythic Mythic

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 or greater versions of mythic spells …

Mythic Adventures
Mythic Spell Lore, Mythic Mythic Ability to cast spells.

You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you …

Mythic Adventures
Natural Spell, Mythic Mythic Natural Spell.

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. You don't need to physically manipulate …

Mythic Adventures
Nimble Moves, Mythic Mythic Nimble Moves.

For every 2 tiers you possess, you can move through up to 5 feet of difficult terrain each round as if it were normal terrain (minimum 5 feet). This effect …

Mythic Adventures
Penetrating Strike, Mythic Mythic Penetrating Strike.

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 effects apply to damage reduction …

Mythic Adventures
Persuasive, Mythic Mythic Persuasive.

The bonus on Diplomacy and Intimidate skill checks granted by Persuasive increases by 2. In addition, you can expend one use of mythic power to treat a Diplomacy or Intimidate …

Mythic Adventures
Pinpoint Targeting, Mythic Mythic Pinpoint Targeting.

You can use this feat even if you move this round, but only if the distance you move is equal to or less than 5 feet per tier.

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Point-Blank Shot, Mythic Mythic Point-Blank Shot.

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 mythic power to gain an additional …

Mythic Adventures
Potent Surge, Mythic Mythic

Whenever you use your surge ability, add 1 to your surge result.

Mythic Adventures
Power Attack, Mythic Mythic Power Attack.

When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the …

Mythic Adventures
Powerful Shape, Mythic Mythic Powerful Shape.

You can apply the giant simple template (quick rules version, from Pathfinder RPG Bestiary 295) to any form you take with wild shape. This replaces the benefit from Powerful Shape.

Mythic Adventures
Prophetic Visionary, Mythic Mythic Prophetic Visionary.

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 increases by 1% per tier. A …

Mythic Adventures
Quick Draw, Mythic Mythic Quick Draw.

You can use Quick Draw to draw items of any kind, not just weapons, provided they are stored or concealed on your person. As a move action, you can expend …

Mythic Adventures
Racial Heritage, Mythic Mythic Racial Heritage.

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 modify your size or ability scores. …

Mythic Adventures
Rapid Reload, Mythic Mythic Rapid Reload.

You gain the benefits of Rapid Reload with all crossbows and firearms, not just the one you originally chose when you gained that feat. As a swift action, you can …

Mythic Adventures
Rapid Shot, Mythic Mythic Rapid Shot.

When using Rapid Shot, you can either ignore the feat's –2 penalty on attack rolls or make two additional attacks instead of one.

Mythic Adventures
Rhetorical Flourish, Mythic Mythic Rhetorical Flourish.

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 a mythic creature, you instead increase …

Mythic Adventures
Ride-By Attack, Mythic Mythic Ride-By Attack.

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 one additional attack per 3 tiers …

Mythic Adventures
Run, Mythic Mythic Run.

When running, you move seven times your normal speed if wearing medium, light, or no armor and carrying no more than a medium load, or six times your speed if …

Mythic Adventures
Saving Shield, Mythic Mythic Saving Shield.

The shield bonus you grant an ally with Saving Shield increases to +3. If you use Saving Shield to successfully negate an attack against an adjacent ally, you can immediately …

Mythic Adventures
Scorpion Style, Mythic Mythic Scorpion Style.

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 expend one use of mythic power …

Mythic Adventures
Selective Channeling, Mythic Mythic Selective Channeling.

When you channel energy, the damage you heal or deal increases by a number of points equal to twice the number of targets you excluded from your channeled energy. You …

Mythic Adventures
Self-sufficient, Mythic Mythic Self-Sufficient.

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 treat a Heal or Survival check …

Mythic Adventures
Shatter Defenses, Mythic Mythic Shatter Defenses.

An opponent you affect with Shatter Defenses is flat-footed to all attacks, not just yours.

Mythic Adventures
Shield Focus, Mythic Mythic Shield Focus.

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 power to add your shield bonus …

Mythic Adventures
Shield Slam, Mythic Mythic Shield Slam.

When using Shield Slam to bull rush, an opponent knocked prone because of an intervening wall or other surface also takes damage from the collision. The damage dealt is equal …

Mythic Adventures
Shot on the Run, Mythic Mythic Shot on the Run, base attack bonus +6.

Whenever you use Shot on the Run, you can make two ranged attacks at your highest base attack bonus at any point during your movement, instead of just one.

Mythic Adventures
Skill Focus, Mythic Mythic Skill Focus.

You can always take 10 or 20 on checks with your choice of skill for Skill Focus, even when you are rushed or threatened.

Mythic Adventures
Snatch Arrows, Mythic Mythic Snatch Arrows.

When you use Snatch Arrows to catch a thrown weapon that can also be used as a melee weapon, you can make a melee attack with it as an immediate …

Mythic Adventures
Sociable, Mythic Mythic Sociable.

You grant and benefit from the +2 bonus on Diplomacy checks from Sociable constantly without having to spend a move action. You can spend a move action to increase the …

Mythic Adventures
Spell Focus, Mythic Mythic Spell Focus.

Choose a school of magic you already have Spell Focus in. The bonus to save DCs provided by Spell Focus and Greater Spell Focus for that school increases by 1. …

Mythic Adventures
Spell Mastery, Mythic Mythic Spell Mastery.

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 spells you have not mastered. As …

Mythic Adventures
Spell Penetration, Mythic Mythic Spell Penetration.

Add half your tier to caster level checks to overcome spell resistance. If you have Greater Spell Penetration, add your full tier instead.

Mythic Adventures
Spellbreaker, Mythic Mythic Spellbreaker.

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 or casting a quickened spell.

If …

Mythic Adventures
Spirited Charge, Mythic Mythic Spirited Charge.

When you hit an opponent with a mounted charge, that opponent must succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or …

Mythic Adventures
Spontaneous Metafocus, Mythic Mythic Spontaneous Metafocus.

You can change which spell your Spontaneous Metafocus feat applies to each morning when you restore your expended spell slots. The spell it applies to can be of any level, …

Mythic Adventures
Spring Attack, Mythic Mythic Spring Attack, base attack bonus +6.

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 of mythic power when you start …

Mythic Adventures
Stealthy, Mythic Mythic Stealthy.

The bonus on Escape Artist and Stealth skill checks from Stealthy increases by 2. In addition, you can expend one use of mythic power to treat an Escape Artist or …

Mythic Adventures
Strike Back, Mythic Mythic Strike Back.

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 that foe. If you expend one …

Mythic Adventures
Strong Comeback, Mythic Mythic Strong Comeback.

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 adding the bonus from Strong Comeback.

Mythic Adventures
Stunning Fist, Mythic Mythic Stunning Fist.

The DC of your Stunning Fist increases by half your tier, and you can use Stunning Fist multiple times during the same round. As a free action, you can expend …

Mythic Adventures
Throw Anything, Mythic Mythic Throw Anything.

You gain a +2 bonus on attack rolls and damage rolls made using an improvised thrown weapon or splash weapon. This bonus stacks with the bonus from the non-mythic Throw …

Mythic Adventures
Titan Strike, Mythic Mythic Improved Unarmed Strike (mythic).

Your unarmed strike deals damage as if you were one size category larger. You also gain a +1 bonus for each size category that your target is larger than you …

Mythic Adventures
Toughness, Mythic Mythic Toughness.

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 any other DR/epic you might possess.

Mythic Adventures
Trample, Mythic Mythic Trample.

Your mount can make two hoof attacks against an opponent you knock down with an overrun, instead of one. You can expend one use of mythic power when you score …

Mythic Adventures
Tripping Staff, Mythic Mythic Tripping Staff.

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 quarterstaff and an opponent you threaten …

Mythic Adventures
Turn Undead, Mythic Mythic Turn Undead.

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 to your tier.

You can expend …

Mythic Adventures
Two-Fisted Drinker, Mythic Mythic Quick Draw.

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 action. As a standard action, you …

Mythic Adventures
Two-Weapon Defense, Mythic Mythic Two-Weapon Defense.

When using Two-Weapon Defense, you apply the highest enhancement bonus from your two weapons to the shield bonus granted by that feat.

Mythic Adventures
Two-Weapon Fighting, Mythic Mythic Two-Weapon Fighting.

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 number of rounds equal to your …

Mythic Adventures
Two-Weapon Rend, Mythic Mythic Two-Weapon Rend.

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 gain a bonus on this damage …

Mythic Adventures
Undead Master, Mythic Mythic Undead Master.

When you cast animate dead or use the Command Undead feat, add your tier to your caster level when determining the number of Hit Dice of undead you animate. This …

Mythic Adventures
Unseat, Mythic Mythic Unseat.

When you successfully bull rush an opponent off his mount with Unseat, your opponent takes 1d6 points of falling damage per 2 tiers you possess. Items or abilities that reduce …

Mythic Adventures
Valiant Vault, Mythic Mythic Mounted Combat, Ride-By Attack, Ride 5 ranks.

Your mount is always considered to have a running start when using Acrobatics to jump. You can expend one use of mythic power to grant your mount a +10 bonus …

Mythic Adventures
Vital Strike, Mythic Mythic Vital Strike.

Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit …

Mythic Adventures
Voice of the Sibyl, Mythic Mythic Voice of the Sibyl.

You gain a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks for every 3 tiers you possess. This bonus stacks with the bonus from Voice of the …

Mythic Adventures
Warrior Priest, Mythic Mythic Warrior Priest.

You gain a bonus equal to half your tier both on initiative checks and on concentration checks to cast a spell or use a spell-like ability when casting defensively or …

Mythic Adventures
Weapon Finesse, Mythic Mythic Weapon Finesse.

When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls. If you carry a shield, its armor check penalty doesn't …

Mythic Adventures
Weapon Focus, Mythic Mythic Weapon Focus.

Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. As a swift action, you can expend one use of mythic power to gain a bonus …

Mythic Adventures
Weapon Specialization, Mythic Mythic Weapon Specialization.

When using your chosen weapon, you gain a bonus equal to half your tier on damage rolls. This stacks with the bonus from Weapon Specialization and Greater Weapon Specialization.

Mythic Adventures
Witch Knife, Mythic Mythic Witch Knife.

You can use your witch knife as an additional focus component for all your witch spells, not just your patron spells, adding 1 to their DC. This bonus stacks with …

Mythic Adventures

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