TEXT: 1
  
  2
  Mythic BarBarian class 
  Features
  Mythic barbarians are masters of survival and 
  possess legendary rages.
  Mythic Fast Movement: The barbarian adds the 
  additional 10 feet from fast movement to all her 
  forms of movement, even temporary movement 
  (such as gaining flight through a fly spell). In the 
  case of movement based on the barbarian’s normal 
  speed (such as making a Climb check to move 1/4 
  the barbarian’s speed), the additional movement 
  is added both to the barbarian’s normal speed and 
  again after all other calculations. Thus an unarmored 
  human barbarian with a 40 speed (30 feet, +10 feet 
  for fast movement) can make a Climb check to 
  climb 20 feet; 10 feet (1/4 of her 40 foot speed) +10 
  feet for mythic fast movement.
  Mythic Rage: As the champion path ability of the 
  same name.
  Mythic Uncanny Dodge: As the mythic rogue 
  class feature of the same name (see below).
  Mythic Trap Sense: When the barbarian makes a 
  successful saving throw against a trap, she takes no 
  damage from that trap.
  W
  hile there are numerous mythic spells and 
  a long list of mythic feats to help mythic 
  characters develop their amazing powers, the actual 
  class features of each class do not have mythic 
  upgrades available. There are heroic path abilities 
  that tie into some class abilities and common skills, 
  but no upgrades for the classes’ main abilities and 
  talents themselves. This is unfortunate, because 
  many characters focus much more on their core 
  class abilities and powers than on feats. To alleviate 
  this lack, in this section, we offer mythic upgrades 
  for every class feature and talent for all the official 
  core classes from the core rulebook. This allows 
  characters to focus on classic abilities, such as 
  armor mastery, evasion, uncanny dodge, and even 
  bloodlines, domains, and arcane schools.
  GaininG Mythic 
  class Features
  A mythic class feature is considered a 1st tier 
  universal path ability, or may be taken in place of a 
  mythic feat. You must have a class feature in order to 
  gain its mythic version. A mythic class feature cannot 
  be taken more than once unless it says otherwise.
  
  3
  Mythic Improved Uncanny Dodge: The 
  barbarian adds half her mythic tier (minimum +1) 
  to the number of rogue levels a creature must have 
  to be able to flank her.
  Mythic Damage Resistance: The barbarian applies 
  DR she gains from the barbarian class to all damage 
  she takes, from any source. This stacks with other 
  damage-reducing abilities, such as energy resistance.
  Mythic Greater Rage: The barbarian adds half 
  her tier (minimum +1) to all weapon damage done 
  while raging.
  Mythic Indomitable Will: A number of times per 
  day equal to half her mythic tier (minimum 1/day), 
  as a free or immediate action, the barbarian may 
  choose to be immune to a single mind-affecting 
  effect while she is raging.
  Mythic Tireless Rage: A number of times per day 
  equal to half her mythic tier (minimum 1/day), as a free 
  or immediate action the barbarian may choose to end 
  any fatigued or exhausted condition she is suffering.
  Mythic Mighty Rage: The barbarian confirms all 
  critical threats when raging. If the barbarian also has 
  the mighty swing rage power, once per rage she may 
  turn any successful attack roll into a critical hit.
  Mythic Rage PoweRs
  To take a mythic rage power, a barbarian must 
  have the non-mythic version of the rage power. No 
  mythic rage power may be taken more than once.
  Mythic Animal Fury: The barbarian’s bite attack 
  gained from animal fury does not suffer a -5 penalty 
  to attack rolls, and the damage die is calculated as if 
  the barbarian was one size category larger.
  Mythic Clear Mind: The barbarian may use clear 
  mind a number of additional times per rage equal to 
  half her mythic tier (minimum +1/rage).
  Mythic Fearless Rage: While raging, the 
  barbarian’s fearless rage ability also applies to all 
  her allies within 60 feet who can see and hear her.
  Mythic Increased Damage Reduction: The 
  barbarian’s increased damage reduction always 
  applies, even when she is not raging.
  Mythic Guarded Stance: The barbarian adds a 
  number of rounds equal to her mythic tier to the 
  duration of her guarded stance.
  Mythic Internal Fortitude: The barbarian is 
  immune to the sickened and nauseated conditions, 
  even when she is not raging.
  Mythic Intimidating Glare: The barbarian adds 
  her mythic tier to Intimidate checks made with 
  intimidating glare.
  Mythic Knockback: The barbarian adds double 
  her mythic tier to the bull rush CMB check made as 
  part of the Knockback ability.
  Mythic Low-Light Vision: The barbarian gains 
  low-light vision, even when not raging. When she is 
  raging, her senses become so acute that she always 
  treats an area as if it was at least dimly  illuminated. 
  A darkness spell negates this ability, but only if its 
  spell level is greater than the barbarian’s mythic tier.
  Mythic Mighty Swing: The barbarian may use 
  mighty swing a number of additional times per rage 
  equal to half her mythic tier (minimum +1/rage).
  Mythic Moment of Clarity: The barbarian may use 
  moment of clarity a number of additional times per 
  rage equal to half her mythic tier (minimum +1/rage).
  Mythic Night Vision: The barbarian gains 
  darkvision 60 feet, even when not raging. When 
  raging, her darkvision penetrates all darkness, even 
  magic darkness, to a range of 10 feet.
  Mythic No Escape: The barbarian may use no 
  escape a number of additional times per rage equal 
  to half her mythic tier (minimum +1/rage).
  Mythic Powerful Blow: The barbarian may use 
  powerful blow a number of additional times per rage 
  equal to half her mythic tier (minimum +1/rage).
  Mythic Quick Reflexes: A number of times per rage, 
  equal to half her mythic tier (minimum 1/rage), the 
  barbarian may take a second attack of opportunity 
  against a target for moving out of a space the barbarian 
  threatens, even if the barbarian has already made 
  such an attack for that reason in the same round. The 
  target must move out of a second threatened space 
  to provoke this second attack of opportunity. This 
  counts against the barbarian’s maximum number of 
  attacks of opportunity per round.
  Mythic Raging Climber: The barbarian gains this rage 
  power’s bonus to skill checks, even when not raging.
  Mythic Raging Leaper: The barbarian gains this rage 
  power’s bonus to skill checks, even when not raging.
  Mythic Raging Swimmer: The barbarian gains 
  this rage power’s bonus to skill checks, even when 
  not raging.
  
  4
  Mythic Renewed Vigor: The barbarian may use 
  this ability a number of additional times per day 
  equal to half her mythic tier (minimum +1/day), but 
  no more than once per rage.
  Mythic Rolling Dodge: The barbarian adds a 
  number of rounds equal to her mythic tier to the 
  duration of her rolling dodge.
  Mythic Roused Anger: While raging, the barbarian 
  adds half her mythic tier (minimum +1) to attack 
  rolls made against creatures that use abilities that 
  require the barbarian to make a saving throw or be 
  fatigued or exhausted.
  Mythic Scent: The barbarian gains the scent 
  ability, even when not raging.
  Mythic Strength Surge: The barbarian may use 
  strength surge a number of additional times per rage 
  equal to half her mythic tier (minimum +1/rage).
  Mythic Superstition: While raging, a number of 
  times per day equal to half her mythic tier (minimum 
  1/day), if the barbarian successfully makes a saving 
  throw against a spell, supernatural ability, or spell 
  ability, she may immediately take an attack against 
  the creature that used the ability, as a free action.
  Mythic Surprise Accuracy: The barbarian may use 
  surprise accuracy a number of additional times per 
  rage equal to half her mythic tier (minimum +1/rage).
  Mythic Swift Foot: The barbarian always gains 
  the benefit of swift foot, even when not raging, and 
  it applies to all her forms of movement (as mythic 
  fast movement).
  Mythic Terrifying Howl: The barbarian may 
  use terrifying howl as a swift action, rather than a 
  standard action.
  Mythic Unexpected Strike: The barbarian may use 
  unexpected strike a number of additional times per 
  rage equal to half her mythic tier (minimum +1/rage).
  Mythic Bard class 
  Features
  A mythic bard may choose to have mythic 
  bardic performance, or to have specific types of 
  performance be mythic (such as mythic countersong 
  or mythic inspire competence), or both. Each 
  is treated as a separate mythic class feature – 
  selecting mythic bardic performance only gives 
  you the advantages listed under that entry, below. 
  Each specific form of mythic performance must be 
  selected as its own ability, and a bard may select any 
  type of performance he has access to as a mythic 
  class feature whether or not he has also selected the 
  mythic bardic performance option.
  Mythic Spell List: The bard can add one witch 
  spell of a spell level he can cast to his bard class 
  spell list. (He must still select it as a spell known 
  if he wishes to be able to cast it.) If he is mythic 
  tier 3, he can add one wizard spell of a spell 
  level he can cast to his bard class spell list. If he 
  is mythic tier 6, he can add one druid spell of a 
  spell level he can cast to his bard class spell list. 
  This mythic class feature may be selected more 
  
  5
  than once. Each time it is selected, it adds another 
  appropriate spell to the bard’s class spell list.
  Mythic Bardic Knowledge: The bard adds his 
  mythic tier to all Knowledge checks.
  Mythic Bardic Performance: The bard can begin 
  a mythic bardic performance as a free or immediate 
  action. Maintaining a mythic bardic performance 
  is also a free action. This acts as a normal bardic 
  performance, but the bard does not need to be able to 
  perform. The music, words, or visuals needed for the 
  performance appear around the bard through sheer 
  mythic power. As long as he can take mental actions, 
  the can use his mythic performance. He can maintain 
  a mythic performance while also using normal 
  bardic performance, even if using an ability to have 
  multiple bardic performances at once (even if those 
  abilities normally don’t stack with other methods of 
  maintaining multiple performances, such as virtuoso 
  performance). The bard can perform a number of 
  rounds of mythic bardic performance per day equal 
  to his mythic tier. No item or ability that grants 
  additional rounds of bardic performance can extend 
  this number. However, all other options that apply to 
  bardic performances (such as Lingering Performance) 
  also apply to mythic bardic performance.
  Mythic Countersong: The bard can expend 
  one round of bardic performance as a standard 
  action to attempt to counterspell any spell with 
  verbal components. This works as if the bard was 
  counterspelling using dispel magic, but only applies 
  to spells with verbal components and only against 
  targets able to see and hear the bard.
  Mythic Distraction: The bard can expend one round 
  of bardic performance as a standard action to attempt 
  to distract a foe from noticing anything else. The 
  target must be within 30 feet and able to see and hear 
  the bard. The bard makes a Perform check opposed 
  by the target’s Perception check or level check 
  (whichever is higher). If the bard wins this opposed 
  check, the target is flat-footed and does not count as 
  an observer for purposes of other creatures making 
  Stealth checks until the beginning of the creature’s 
  next round. This form of distracting performance 
  cannot be maintained, but it can be repeated. Each 
  additional use on the same target each day gives the 
  bard a -1 penalty to the opposed Perform check.
  Mythic Fascinate: The bard may attempt to use 
  fascinate even against targets distracted by nearby 
  combat or similar dangers, though they receive a 
  +5 bonus to their saving throws. Obvious dangers 
  do not break the fascinate, but targets do receive an 
  immediate saving throw against it with a +5 bonus 
  whenever a new obvious threat appears.
  Mythic Inspire Courage: The bard’s inspire 
  courage bonus applies to all saving throws and 
  damage dealt, including damage from spells and 
  other abilities used by the bard and his allies.
  Mythic Inspire Competence: The bard may expend 
  20 rounds of bardic performance and two minutes 
  of time to inspire competence in the skill check an 
  ally makes that takes up to 8 hours (such as a Craft 
  check). If the check takes even longer than a day, 
  the bard may use this ability each day to grant the 
  bonus to the eventual skill check made.
  Mythic Suggestion: The suggestion need not be 
  worded to sound reasonable (though asking the 
  creature to do some obviously harmful act still 
  automatically negates the effect of the spell.) and 
  the suggested course of action can include tasks that 
  require up to 1 day per bard level.
  Mythic Dirge of Doom: The bard’s dirge of doom 
  stacks normally with other fear effects (allowing it to 
  cause creatures to become frightened or panicked).
  Mythic Inspire Greatness: The number of bonus 
  Hit Dice and value of the competence bonuses 
  granted by the bard’s inspire greatness increases by 
  1/3 the bard’s mythic tier. The bard must be at least 
  mythic tier 3 to select this mythic class feature.
  Mythic 
  Soothing 
  Performance: 
  The 
  bard’s 
  performances can literally bring the dead to life. 
  When using soothing performance, as a free action 
  the bard may expend an additional 10 rounds of 
  bardic performance to have a creature within range 
  of his performance be affected as if the bard had cast 
  breath of life on the target.  This functions as long 
  as the bard began the soothing performance within 
  1 round of the target’s death. The breath of life heals 
  damage equal to the normal amount for the spell plus 
  the healing of the bard’s soothing performance. The 
  bard may affect multiple targets at once, but must 
  expend 10 rounds of bardic performance for each.
  Mythic Frightening Tune: The bard increases the 
  radius of his frightening tune by 5 feet per mythic 
  tier. If a creature rolls a natural 1 on its saving throw 
  against a mythic frightening tune, it dies of fear.
  
  6
  Mythic Inspire Heroics: Targets of the bard’s 
  inspire heroics that have a mythic tier lower than 
  the bard’s (including creatures with no mythic tier) 
  are treated as having a mythic tier equal to half that 
  of the bard (minimum mythic tier 1) for purposes of 
  abilities that affect creatures differently depending 
  on their mythic tier. Affected creatures with a mythic 
  tier at least equal to the bard’s gain a +1 bonus to 
  their mythic tier for the same purposes.
  Mythic Mass Suggestion: The bard gains a number 
  of follower slots equal to those he would gain if he 
  had the Leadership feat, and adds his mythic tier to 
  his Leadership score for this calculation. If a creature 
  fails a save against the bard’s mass suggestion 
  performance, and the bard has an open follower slot 
  of at least the level of the creature, the bard may turn 
  that creature into a follower. Creatures with natural 
  Hit Dice treat each natural Hit Die as two character 
  levels for purpose of what level follower slot they use. 
  If a follower is killed, or leaves due to mistreatment, 
  the follower slot does not become vacant – the only 
  way for the bard to gain new follower slots is to 
  increase his Leadership score.
  Mythic Deadly Performance: The bard adds 
  his mythic tier to the saving throw of his deadly 
  performance. If the target makes its save but has fewer 
  mythic tiers than the bard, add the different in mythic 
  tiers to the number of rounds the target is staggered.
  Mythic Cantrips: The bard adds his mythic tier 
  to the number of cantrips he knows.
  Mythic Versatile Performance: The bard selects 
  one skill he has already selected with versatile 
  performance. He may select a second skill with 
  the same key ability score to associate to the same 
  Performance skill, and use the Performance skill in 
  place of the new associated skill bonus. For example, 
  a bard who has selected to associate Acrobatics with 
  Perform (dance) may select any other Dex-based 
  skill to also be associated with Perform (dance).
  Mythic versatile performance may be selected a 
  number of times equal to the number of skills the bard 
  has selected with the versatile performance class feature.
  Mythic Well-Versed: The bard becomes immune 
  to bardic performance, sonic, and language-
  dependent effects from non-mythic sources.
  Mythic Lore Master: The bard adds his mythic 
  tier to all Knowledge checks (including when he 
  takes 10 or takes 20).
  Mythic Jack of All Trades: The bard treats all 
  skills as if he had a minimum number of ranks in the 
  skill equal to his mythic tier (to a maximum of half 
  his level). If the bard already has a number of ranks 
  in a skill equal to or greater than his tier, this ability 
  has no effect on that skill.
  Mythic cleric class 
  Features
  Mythic clerics are powerful and renowned 
  representatives of their deities, often with access to 
  all of their god’s available domains.
  Mythic Aura: The cleric adds her mythic tier to 
  the strength of her aura for all aspects of alignment 
  where her own alignment and her deity’s alignment 
  match. Additionally, for one aspect of her alignment 
  that matches, she gains SR equal to 5 + her tier 
  + her class level against spells with the opposing 
  descriptor. If the selected alignment is neutral the 
  cleric may choose one opposing alignment—once 
  this decision is made it cannot be changed.
  For example, Xasha is a neutral good 10th level 
  tier 4 cleric of a neutral good goddess. Xasha adds 
  her tier to her level to determine the strength of her 
  good aura. She also chooses to gain SR based on her 
  Good alignment matching that of her deity, giving 
  her SR 19 against spells with the evil descriptor.
  Mythic Orisons: The cleric adds her mythic tier 
  to the number of orisons she can prepare each day.
  Mythic Spell List: The cleric can add one paladin 
  spell of a spell level she can cast to her cleric class 
  spell list. If she is mythic tier 3, she can add one 
  spell from a domain available through her god to 
  her cleric class spell list (even if it is not a domain 
  she has selected). If she is mythic tier 6, she can add 
  one inquisitor or druid spell of a spell level she can 
  cast to her cleric class spell list.
  This mythic class feature may be selected more 
  than once. Each time it is selected, it adds another 
  appropriate spell to the cleric’s class spell list.
  Mythic Channel Energy: The cleric adds her 
  tier to all damage dealt or healed with her channel 
  energy ability.
  Mythic Domain (Power): The cleric infuses 
  her connection to divide power with her mythic 
  energies. She adds her mythic tier to her cleric level 
  when determining the effectiveness and duration of 
  any domain powers (though this does not impact 
  
  7
  what domain powers or spells she has access to at 
  each class level). If the cleric has more than two 
  domains, this mythic class feature only increases 
  the power of 2 of them, selected when the mythic 
  class feature is taken. (A cleric with more than two 
  domains may take this mythic class feature more 
  than once, applying it to 2 more domains she has 
  each time it is taken).
  Additionally, if a domain grants a power that deals 
  1d6 points of damage + 1 point for every two class 
  levels the cleric possesses, it deals an additional 1d6 
  of damage at mythic tier 1, and again at mythic tiers 
  4, 7, and 10.
  If a domain grants a power that can be used 3 or 
  more times per day, and the number of times per 
  day does not add her class level or half her class 
  level, the cleric adds her tier to the number of times 
  per day it can be used. If it grants an ability that can 
  be used once or twice per day, the cleric gains one 
  additional use per day of the ability at mythic tier 5, 
  and again at mythic tier 10.
  Some domains gain other specific benefits when 
  selected with mythic domain (power), as noted below.
  Mythic aiR DoMain
  At 6th level, the cleric can see through fog, mist, 
  and smoke (including magic fog, mist, and smoke), 
  ignoring any concealment such effects normally grant.
  Mythic aniMal DoMain
  At 4th level, the cleric adds her mythic tier to her 
  effective druid level when determining the abilities 
  of her animal companion. This cannot exceed her 
  total cleric level.
  Mythic Death DoMain
  At 8th level the cleric gains a bonus equal to her 
  mythic tier against all death effects, and takes no 
  effect from a death effect she successfully makes a 
  saving throw against.
  Mythic eaRth DoMain
  At 6th level the cleric gains DR 1/–. This increases 
  to DR 2/– at 12th level, and DR 3/– at 20th level.
  Mythic FiRe DoMain
  At 8th level, the cleric can give a weapon touched 
  the flaming special weapon quality for a number 
  of rounds equal to 1/2 her cleric level. This does 
  not stack with any similar effects already on the 
  weapon. She can use this ability once per day at 8th 
  level, and one additional time per day for every four 
  levels beyond 8th.
  Mythic healing DoMain
  At 1st level, the cleric’s rebuke death ability heals 
  an additional number of hp equal to her mythic tier.
  At 6th level, her healer’s blessing does stack with 
  the Empower Spell feat.
  Mythic KnowleDge DoMain
  At 1st level, the cleric adds her mythic tier to the 
  effective Knowledge check of her lore keeper ability.
  Mythic nobility DoMain
  At 8th level, the cleric adds her mythic tier to her 
  Leadership score.
  Mythic Rune DoMain
  At 8th level, the cleric can attack an instantaneous 
  spell with a radius to her blast rune. This spell affects 
  its normal area when the blast rune is triggered, 
  centered on the blast rune.
  Mythic sun DoMain
  At 1st level, whenever the cleric channels positive 
  energy to harm undead creatures, she adds her 
  mythic tier to the damage dealt.
  Mythic tRavel DoMain
  At 8th level, the cleric adds 10 feet per mythic tier 
  per day to the distance she can dimensional hop.
  Mythic wateR DoMain
  At 8th level, the cleric can breathe water as easily 
  as air.
  Mythic weatheR DoMain
  At 8th level, the cleric adds her mythic tier to the 
  number of lightning bolts she can call down each day.
  
  8
  Mythic Domain (Selection): The cleric may 
  select an additional domain from her deity’s list of 
  possible domains. This does not increase the number 
  of domain spell slots she gains, but it does give her 
  more domain spells to choose from when preparing 
  a domain spell.
  This mythic class feature can be selected more 
  than once, but not more than enough times to have 
  access to all of a deity’s domains.
  Mythic Domain (Spell Slots): The cleric gains an 
  additional domain spell slot for each spell level, 1st-
  9th, to a maximum of her mythic tier -1. If the cleric 
  cannot yet prepare spells of an extra domain slot’s 
  level, she cannot yet use the additional domain slot 
  for any purpose.
  Mythic Spontaneous Casting: The cleric can 
  channel stored spell energy into domain spells that 
  she did not prepare ahead of time. The cleric can 
  “lose” any prepared spell that is not an orison or 
  domain spell in order to cast any spell from her 
  domains of the same spell level or lower, up to a 
  spell level equal to her mythic tier -1. Thus a tier 2 
  cleric of 7th level can sacrifice any prepared spell 
  of first level or higher to cast a domain spell of the 
  same or lower level, to a maximum of a 2nd level 
  domain spell (based on her tier).
  Mythic Bonus Languages: The cleric gains a 
  number of bonus languages equal to her tier.
  Mythic druid class 
  Features
  Mythic druids are forces of nature no less feared 
  than storms, earthquakes, and wild fires.
  Mythic Spell List: The druid can add one ranger 
  spell of a spell level she can cast to her druid class 
  spell list. If she is mythic tier 3, she can add one spell 
  from a domain available through nature’s bond of a 
  spell level she can cast, to her druid class spell list. 
  If she is mythic tier 6, she can add one cleric spell of 
  a spell level she can cast to her druid class spell list.
  This mythic class feature may be selected more 
  than once. Each time it is selected, it adds another 
  appropriate spell to the druid’s class spell list.
  Mythic Spontaneous Casting: The druid selects 
  one spell of a level she can cast from her class spell 
  list. She can now cast this spell spontaneously, as she 
  does summon nature’s ally spells. This mythic class 
  feature may be selected more than once. Each time 
  it is selected, it adds another appropriate spell to the 
  druid’s list of spells that may be cast spontaneously.
  Mythic Orisons: The druid adds her mythic tier 
  to the number of orisons she can prepare each day.
  Mythic Bonus Languages: The druid can select 
  a number of creature types equal to her Wisdom 
  modifier. If she selects humanoids she must specify 
  a subtype (elf, human, and so on). If she selects 
  outsider, she must specify an alignment. The druid 
  can speak to and understand any creature of the 
  selected types as if she was under the effects of a 
  tongues spell.
  Mythic Nature’s Bond: The druid’s bond to 
  nature is so strong, it can grant multiple benefits. If 
  the druid has already selected the animal companion 
  nature’s bond, she can also select a domain. If she 
  selects the animal domain, she may end up with 
  two animal companions, in which case all feats and 
  abilities that grant animal companions apply to only 
  one companion each time they are selected. Such 
  feats and abilities may be selected multiple times 
  (once per animal companion) applying to a different 
  companion each time, even if they can’t normally 
  be selected more than once.
  If the druid has already selected the domain 
  nature’s bond, she may either select a second domain 
  (requiring her to decide which domain spells to 
  prepare each day from among those available to 
  her at each spell level, as a cleric does), or select an 
  animal companion.
  Alternatively, a druid with an animal companion 
  may choose to receive a mythic animal companion 
  (see below), while a druid who has gained a domain 
  may choose to gain a mythic domain (see below).
  Mythic Animal Companion: The druid’s animal 
  companion gains a portion of the druid’s mythic 
  power. The animal companion gains the hard to kill 
  base mythic ability. If the druid is mythic tier 3, the 
  animal companion also gains the amazing initiative 
  base mythic ability. If the druid is mythic tier 5, 
  the animal companion also gains the recuperation 
  base mythic ability. If the druid is mythic tier 7, 
  the animal companion also gains the mythic saves 
  base mythic ability. If the druid is mythic tier 9, 
  the animal companion also gains the immortal base 
  mythic ability.
  Mythic Domain: The druid infuses her connection to 
  divide power with her mythic energies. This acts as 
  the mythic domain (power) cleric mythic class feature.
  
  9
  Mythic Nature Sense: Whenever the druid takes 
  10 on a Knowledge (nature) or Survival skill check, 
  she gains a +10 bonus to the total.
  Mythic Wild Empathy: The bard may use her wild 
  empathy on animals, elementals, fey, humanoids, 
  magical beasts, monstrous humanoids, and plants. If 
  the creature affected does not have an Intelligence of 
  2 or more, she takes a -10 penalty to her wild empathy 
  check. Creatures affected by the wild empathy with 
  an Intelligence of 1 or no Intelligence score do not 
  attack the druid if friendly, and actively defend her if 
  helpful, but cannot be given any directions.
  Mythic Woodland Stride: The druid’s woodland 
  stride allows her to move freely through any 
  naturally occurring difficult terrain. Additionally, 
  thorns, briars, and overgrown areas that have been 
  magically manipulated to impede motion have no 
  affect on her unless they are from a mythic source.
  Mythic Trackless Step: The druid may choose to 
  have any creature within 30 feet of her, per mythic 
  tier, not leave a trail.
  Mythic Resist Nature’s Lure: The druid gains 
  a +4 bonus on saving throws against supernatural 
  abilities, spells, and spell-like abilities from 
  creatures of the animal, elemental, fey, magical 
  beast, and plant type. This replaces the +4 bonus 
  gained from resist nature’s lure.
  Mythic Wild Shape: When the druid uses 
  wild shape, she may choose to gain any one feat 
  possessed by the form she takes, if she meets its 
  prerequisites. She retains use of this feat only while 
  in the appropriate form. At mythic tier 3, she gains 
  two feats, and may use one as a prerequisite for the 
  other. At mythic tier 6, she gains three feats, and at 
  mythic tier 9 she gains four feats.
  Instead of a feat, a druid may gain a +2 inherent 
  bonus to an ability score. She must select an ability 
  score that is lower than that of the form she has taken.
  Mythic Venom Immunity: As a swift or 
  immediate action, the druid can absorb a poison 
  used against her. This requires making a successful 
  saving throw of the type and DC normally required 
  by the poison (though the druid is still immune if she 
  fails this save). The druid may then add this poison 
  to the next natural bite attack she makes (normally 
  from being in wild shape) within 1 minute per level. 
  The druid may use this ability a number of times per 
  day equal to her mythic tier.
  Mythic A Thousand Faces: A thousand faces 
  now works regardless of what form the druid is in.
  Mythic Timeless Body: Any penalties the druid 
  accrued from age are eliminated. The druid’s 
  maximum lifespan increases to 999 years or double 
  the maximum lifespan of a creature of her race, 
  whichever is longer.
  Mythic FiGhter class 
  Features
  Mythic fighters are paragons of combat in all 
  forms, often adapting to overcome foes who have 
  previously defeated them.
  Mythic Bonus Combat Feat: The fighter’s 
  mastery of combat feats is unmatched. Once each 
  day, as a full-round action, he may change one 
  combat feat he has selected. In essence, he loses one 
  bonus feat, and gains a new bonus feat to replace it, 
  as if he had retrained the feat. He may not swap out 
  any feat he is using as a prerequisite.
  This mythic class feature may be selected more 
  than once, but no more times than the total number of 
  combat feats the fighter has. Each time it is selected, 
  it allows him to swap out a combat feat one additional 
  time per day. He may swap out the same feat multiple 
  times, or swap out different combat feats.
  
  10
  Mythic Bravery (Ex): Not only is the fighter 
  extremely brave, but also, his steadfast nature can 
  unnerve those who seek to daunt him. The fighter 
  is never frightened or panicked. If circumstances 
  would normally result in him being frightened or 
  panicked, he is instead shaken for the same duration. 
  This is true even if he is already shaken, and a new 
  fear effect applies to the fighter.
  If a creature attempts to demoralize the fighter 
  (such as with the Intimidate skill) and fails, or 
  tries to affect him with a fear effect that allows a 
  saving throw, and he succeeds at his save, the fighter 
  may expend one use of mythic power as a swift or 
  immediate action to force that creature to make a 
  Will save (DC 10 +1/2 fighter level + mythic tier + 
  bravery bonus) or be shaken for a number of rounds 
  equal to the fighter’s level + mythic tier. This is a 
  mind-affecting fear effect.
  Mythic Armor Training (Ex): The fighter has 
  learned how to use his armor to help him avoid 
  damage from most sources. The knowledge that 
  he has this protection gives the fighter greater 
  confidence and resolve. 
  When the fighter is wearing armor he adds his 
  armor training bonus to any Reflex or Will save he 
  makes (+1 at 3rd level, +2 at 7th, and so on). He 
  also adds it to any Intimidate or Sense Motive check 
  he makes while wearing armor.
  Mythic Weapon Training (Ex): The fighter is 
  amazingly accurate and effective with the weapons 
  for which he has received weapon training. When 
  using a weapon from a group for which he have 
  weapon training, whenever the fighter adds a mythic 
  surge to his attack roll, he also adds the same value 
  to the damage done on a successful attack.
  Additionally, the fighter may add a mythic surge 
  to an attack roll with such a weapon without 
  expending one use of mythic power. The fighter 
  may do this a number of times per day equal to 
  the number of weapon groups he has selected with 
  weapon training (once per day at 5th, twice per 
  day at 9th, and so on).
  The fighter must have the weapon training 
  class feature to take this mythic class feature.
  Mythic Armor Mastery (Ex): The 
  fighter’s armor is almost a second skin, 
  a part of him that can be sacrificed to 
  save himself. If an attack, spell, or 
  effect would kill the fighter while 
  he is wearing armor or carrying 
  a shield, as a free action he 
  may negate the damage or 
  effect and give his armor or 
  shield the broken condition. 
  The fighter cannot sacrifice armor 
  or a shield with the broken condition 
  to activate this mythic ability.
  Mythic Weapon Mastery (Ex): The fighter is 
  the ultimate wielder of the weapon he has selected 
  for weapon mastery. When wielding this weapon, if 
  the fighter makes an attack roll against a foe that hits 
  its AC, and any defense or effect prevents the fighter 
  from dealing full damage to the target (including 
  conditions and effects that create a percentile miss 
  chance, DR, etherealness, incorporealness, mirror 
  image, and any other effect that would prevent a 
  successful attack roll from dealing full damage), as a 
  
  11
  free action, he may expend one use of mythic power 
  to attempt to bypass the effect and deal full damage.
  If the effect the fighter wishes to bypass is non-
  mythic, he automatically succeeds. If the effect is 
  from a mythic source, he makes a mythic tier check 
  (1d20 + mythic tier) against a DC of 10 + the mythic 
  tier of the source of the ability he wishes to bypass. 
  Mythic Monk class 
  Features
  Mythic monks grow to be grand masters who establish 
  their own schools of philosophy and combat.
  Mythic AC Bonus: The monk adds his mythic 
  tier to his monk level for purposes of determining 
  his AC bonus.
  Mythic Flurry of Blows: The monk may add the 
  extra attacks gained from flurry of blows to the single 
  melee attack he gains as an attack action. At mythic 
  tiers 1-5 this is limited to a single extra attack from 
  furry of blows. At mythic tier 6-9, a monk of 8th or 
  higher level may add two extra attacks from flurry 
  of blows to a single melee attack taken as an attack 
  action. At mythic tier 10, a monk of 8th or higher 
  level may add three extra attacks from flurry of blows 
  to a single melee attack taken as an attack action.
  This does not allow a monk to gain extra attacks 
  from any other source when taking an attack action, 
  and any abilities or attack options that normally 
  apply to only a single attack (such as a charge taken 
  as a partial action, or Vital Strike) do not apply to 
  the additional attacks gained from flurry of blows.
  Mythic Unarmed Strike: The monk may deal 
  his unarmed damage dice in place of his weapon 
  damage dice whenever he deals damage with a 
  monk weapon. This does not change any other 
  aspect of the attack (such as threat range).
  Mythic Bonus Feat: Once each day, as a full-
  round action, the monk may change one bonus feat 
  he has selected from his list of available combat feats. 
  In essence, he loses one bonus feat, and gains a new 
  
  12
  bonus feat from his list of available combat feats to 
  replace it, as if he had retrained the feat. He may not 
  swap out any feat he is using as a prerequisite.
  This mythic class feature may be selected more 
  than once, but not more times than the total 
  number of bonus combat feats the monk has. 
  Each time it is selected, it allows him to swap out 
  a bonus feat one additional time per day. He may 
  swap out the same feat multiple times, or swap 
  out different bonus feats.
  Mythic Stunning Fist: The monk adds his mythic 
  tier to his monk level when determining how many 
  times per day he may use his stunning fist, and what 
  conditions he may apply to targets of such attacks.
  Mythic Evasion: The monk is a master of evading 
  attacks. When the monk takes damage, he may 
  expend a use of mythic power to halve the amount 
  of damage he takes. This applies to ability damage 
  and ability drain as well, but not to any ongoing 
  damage from an effect the ranger failed to save 
  against. Thus the ranger could use mythic evasion 
  to halve the damage you take from a poison if he 
  failed his save, but not any damage the poison deals 
  after its initial effect.
  Mythic Fast Movement: The monk adds the 
  additional 10 feet from fast movement to all his 
  forms of movement, even temporary movement 
  (such as gaining flight through a fly spell). In the 
  case of movement based on the monk’s normal 
  speed (such as making a Climb check to move 1/4 
  the monk’s speed), the additional movement is 
  added both to the monk’s normal speed, and again 
  after all other calculations. Thus, an unarmored 
  human monk with a 40 speed (30 feet, +10 feet for 
  fast movement) can make a Climb check to climb 
  20 feet; 10 feet (1/4 of her 40 foot speed) +10 feet 
  for mythic fast movement.
  Mythic Maneuver Training: As long as he is in 
  his normal form, the monk adds his mythic tier to 
  his Combat maneuver Bonus. If the monk’s size or 
  shape changes, he does not gain this bonus.
  Mythic Still Mind: The monk adds his mythic tier to 
  saving throws against enchantment spells and effects.
  Mythic Ki Pool: The monk may expend one use 
  of mythic power to fuel abilities that require ki 
  points without spending a ki point. Once per day the 
  monk may expend 3 points from his ki pool as a free 
  action to recover one use of mythic power.
  Mythic Slow Fall: The monk’s slow fall works 
  even when not within arm’s reach of a wall.
  Mythic High Jump: The monk adds his mythic 
  tier to all Acrobatics checks made to jump.
  Mythic Purity of Body: As a standard action, 
  the monk may expend one use of mythic power 
  to grant an adjacent ally immunity as the purity of 
  body class feature, for a number of hours equal to 
  his mythic tier.
  Mythic Wholeness of Body (Su): The monk can 
  heal himself a number of points of ability damage 
  equal to his mythic tier by expending two points 
  from his ki pool.
  Mythic Improved Evasion: As the rogue mythic 
  class feature of the same name (see below).
  Mythic Diamond Body: As a standard action, the 
  monk may expend one use of mythic power to grant 
  an adjacent ally immunity as the diamond body 
  class feature, for a number of minutes equal to his 
  mythic tier.
  Mythic Abundant Step: The monk may use 
  abundant step as a swift action, rather than a 
  move action.
  Mythic Diamond Soul: Once per day, the monk 
  may designate a number of creatures equal to his 
  Wisdom bonus who, for the next 24 hours, bypass his 
  SR when casting spells that note they are (helpless) 
  on either the saving throw or SR line of the spell. 
  Mythic Quivering Palm: The monk may use 
  his quivering palm a second time each day. If he 
  is mythic tier 6 or higher, can use quivering palm a 
  third time each day.
  Mythic Timeless Body: The monk removes 
  any penalties he already suffers from age, and his 
  maximum lifespan is extended by a number of 
  centuries equal to his mythic tier.
  Mythic Tongue of the Sun and the Moon: The 
  monk gains telepathy, as the telepathy universal 
  monster ability, with a range of 100 feet per 
  mythic tier.
  Mythic Empty Body: The monk’s empty body 
  ability costs only 1 point from his ki pool.
  Mythic Perfect Self: The monk can cast plane 
  shift as a supernatural ability by expending 1 point 
  from his ki pool.
  
  13
  Mythic Paladin class 
  Features
  Mythic paladins are icons of virtue, able to turn the 
  tide of battle against the most monstrous of foes.
  Mythic Aura of Good: The paladin may expend 
  one use of mythic power to gain an aura of menace 
  (as the ability of creatures of the archon subtype) 
  for a number of minutes equal to her mythic tier. 
  The save DC is 10 +1/2 the paladin’s level +1/2 
  the paladin’s mythic tier + the paladin’s Charisma 
  bonus. The paladin does not gain the racial bonus to 
  DC a true archon gains.
  Mythic Detect Evil: The paladin may use her 
  detect evil ability as a swift action.
  Mythic Smite Evil: If the paladin strikes a creature 
  that is not evil with a smite evil attack, the paladin 
  becomes aware the creature is not evil and may choose 
  to deal no damage with the attack. If the paladin chooses 
  to do this, the smite evil ends and does not count against 
  the paladin’s number of smite evils per day.
  Mythic Divine Grace: As a standard action, the 
  paladin may expend one use of mythic power to grant 
  an adjacent ally a bonus to saving throws equal to her 
  Charisma bonus (as the divine grace class feature), 
  for a number of rounds equal to her mythic tier.
  Mythic Lay on Hands: The paladin may expend 
  one use of mythic power to lay on hands an adjacent 
  creature as a swift action.
  Mythic Aura of Courage: The range of paladin’s 
  aura of courage extends an additional five feet per 
  mythic tier, and functions even if the paladin is 
  unconscious (and for 24 hours after her death).
  Mythic Divine Health: As a standard action, the 
  paladin may expend one use of mythic power to 
  grant an adjacent ally immunity as the divine health 
  class feature, for a number of hours equal to her 
  mythic tier.
  Mythic Mercy: When the paladin uses her lay on 
  hands, as a swift action, she may expend one use of 
  mythic power to change her current mercies. She 
  may switch any mercy she has for another mercy 
  available to her at the same or lower level. The new 
  selection of mercies last until she changes them 
  again, or she next regains daily uses of lay on hands.
  Mythic Channel Energy: As the cleric mythic 
  class feature of the same name (see above).
  Mythic Spell List: The paladin can add one cleric 
  spell of a spell level she can cast to her paladin class 
  spell list. If she is mythic tier 5 she can add one 
  inquisitor or ranger spell of a spell level she can cast 
  to her paladin class spell list.
  
  14
  This mythic class feature may be selected more 
  than once. Each time it is selected, it adds another 
  appropriate spell to the paladin’s class spell list.
  Mythic Divine Bond: The paladin’s bond to her 
  god is so strong, it can grant multiple benefits. If the 
  paladin has already selected the steed divine bond, 
  she can also select the weapon divine bond. If she 
  selects the weapon divine bond, she can also select 
  the steed divine bond.
  Alternatively, a paladin with a steed divine bond 
  may choose to receive a mythic steed (see below), 
  while a paladin with the weapon divine bond may 
  select the mythic weapon divine bond (see below).
  Mythic Steed: The paladin’s steed gains a portion 
  of her mythic power. The steed gains the hard to 
  kill base mythic ability. If the paladin is mythic tier 
  3, the steed also gains the amazing initiative base 
  mythic ability. If the paladin is mythic tier 5, the 
  steed also gains the recuperation base mythic ability. 
  If the paladin is mythic tier 7, the steed also gains 
  the mythic saves base mythic ability. If the paladin 
  is mythic tier 9, the steed also gains the immortal 
  base mythic ability.
  Mythic Weapon Divine Bond: The paladin infuses 
  her connection to divide power with her mythic 
  energies. She adds her mythic tier to her paladin level 
  when determining the effectiveness and duration 
  of her divine weapon bond. Additionally, she may 
  expend one use of mythic power to grant the bane 
  weapon property to her bonded weapon (consuming 
  an amount of bonus equal to the property’s cost, as 
  normal with a divine weapon bond).
  Mythic Aura of Resolve: The range of paladin’s 
  aura of resolve extends an additional five feet per 
  mythic tier, and functions even if the paladin is 
  unconscious (and for 24 hours after her death).
  Mythic Aura of Justice: The range of paladin’s 
  aura of justice extends an additional five feet per 
  mythic tier, and she may choose to active it by 
  expending one use of mythic power.
  Mythic Aura of Faith: The range of paladin’s 
  aura of faith extends an additional five feet per 
  mythic tier, and causes weapons affected to strike 
  as good and cold iron (as well as whatever material 
  they are actually made of).
  Mythic Aura of Resolve: The range of paladin’s 
  aura of righteousness extends an additional five feet 
  per mythic tier, and functions even if the paladin is 
  unconscious (and for 24 hours after her death).
  Mythic Holy Champion: The paladin’s DR 
  become DR 10/–, and the banishment function of 
  her smite evil does not end the smite evil ability 
  (though it gains only one banishment effect per foe).
  Mythic ranGer class 
  Features
  Mythic rangers can cross any terrain, and hunt any foe.
  Mythic Favored Enemy: The ranger adds half his 
  favored enemy bonus to his saving throws against 
  spells and abilities from favored enemies, and to 
  his AC against attacks made by favored enemies to 
  confirm critical threats.
  Mythic Track: Whenever the ranger takes 10 on 
  a Survival skill check to follow tracks, he gains a 
  +10 bonus to the total.
  Mythic Wild Empathy: As the druid mythic class 
  feature of the same name.
  Mythic Combat Style Feat: The ranger’s mastery 
  of his selected combat style is unmatched. Once 
  each day, as a full-round action, he may change one 
  bonus feat he has selected from his combat style. In 
  essence, he loses one bonus feat, and gains a new 
  bonus feat from his combat style to replace it, as if 
  he had retrained the feat. He may not swap out any 
  feat he is using as a prerequisite.
  This mythic class feature may be selected more 
  than once, but not more times than the total number 
  of bonus combat style feats the ranger has. Each 
  time it is selected, it allows him to swap out a bonus 
  combat style feat one additional time per day. He 
  may swap out the same feat multiple times, or swap 
  out different bonus combat feats.
  Mythic Endurance: The ranger is immune to 
  nonlethal damage from extreme heat and cold, and 
  the penalties of the fatigued condition. He can still 
  be fatigued (causing him to become exhausted if 
  he gains a second fatigued condition), but does not 
  suffer any drawbacks from the fatigued condition.
  Mythic Favored Terrain: The ranger gains a 
  bonus to movement in his favored terrain, equal to 
  +5 feet to all movement types for every +2 favored 
  terrain bonus he gains in that terrain.
  Mythic Hunter’s Bond: The ranger’s power as a 
  hunter is so strong, it can grant multiple benefits. If 
  the ranger has already selected the animal companion 
  nature’s bond, he may gain a bond with his allied 
  companions. If he already has a bond with his allied 
  companions, he may gain an animal companion.
  
  15
  Alternatively, a ranger can make his existing 
  hunter’s bond stronger, gaining one of the mythic 
  hunter’s bonds below.
  Mythic Allied Companion Bond: When the ranger 
  takes a move action to grant half his favored enemy 
  bonus to his allies, they also count as mythic 
  creatures for purposes of how spells and abilities 
  from those favored enemies affect them.
  Mythic Animal Companion Bond: As the druid 
  mythic class feature (see above). A ranger must 
  have an animal companion to select this mythic 
  class feature.
  Mythic Spell List: The ranger can add one druid 
  spell of a spell level he can cast to his ranger class 
  spell list. If he is mythic tier 5 he can add one paladin 
  (if lawful good), antipaladin (if chaotic evil), or 
  inquisitor (for any other alignment) spell of a spell 
  level he can cast, to his ranger class spell list.
  This mythic class feature may be selected more 
  than once. Each time it is selected, it adds another 
  appropriate spell to the ranger’s class spell list.
  Mythic Woodland Stride: As the druid mythic 
  class feature of the same name (see above).
  Mythic Swift Tracker: The ranger never takes 
  penalties to tracking based on movement, even if 
  mounted or flying.
  Mythic Evasion: The ranger is a master of 
  evading attacks. When a ranger takes damage, he 
  may expend a use of mythic power to halve the 
  amount of damage he takes. This applies to ability 
  damage and ability drain as well, but not to any 
  ongoing damage from an effect the ranger failed 
  to save against. Thus the ranger could use mythic 
  evasion to halve the damage you take from a poison 
  if he failed his save, but not any damage the poison 
  deals after its initial effect.
  Mythic Quarry: The ranger adds half his mythic 
  tier (minimum +1) to the number of creatures he 
  may have designated as a quarry at a time. If the 
  ranger has a current quarry, he still must wait an 
  hour to designate a new quarry.
  Mythic Camouflage: When in a favored terrain, 
  if the ranger is in circumstances that allow him to 
  make a Stealth check, he may also become invisible 
  (as the spell) as a free action. His invisiblity lasts 
  until he attacks (per the spell’s definition of an 
  attack), or he is no longer in a circumstance that 
  allows a Stealth check.
  Mythic Improved Evasion: As the rogue mythic 
  class feature of the same name (see below).
  Mythic Hide in Plain Sight: When in favored 
  terrain, the ranger can cast improved invisibility 
  at will, using his ranger level as its caster level. A 
  ranger must have mythic camouflage to select this 
  mythic class feature.
  Mythic Improved Quarry: The ranger adds half 
  his mythic tier (minimum +1) to Survival checks 
  and attack rolls made against his quarry. If he also 
  has mythic quarry (see above), he can add a new 
  quarry after 10 minutes, up to his maximum number 
  of designated quarries.
  Mythic Master Hunter: The ranger adds half his 
  mythic tier (minimum +1) to the save DC of attacks 
  made using the master hunter ability.
  
  16
  Mythic roGue class 
  Features
  Mythic rogues are the source of urban legends and 
  fairy tales of clever and mischievous heroes.
  Mythic Evasion (Ex): The rogue is a master of 
  evading attacks. When the rogue takes damage 
  she may expend a use of mythic power to halve 
  the amount of damage she takes. This applies to 
  ability damage and ability drain as well, but not to 
  any ongoing damage from an effect the rogue failed 
  to save against. Thus the rogue could use mythic 
  evasion to halve the damage she takes from a poison 
  if she fails her save, but not any damage the poison 
  deals after its initial effect.
  Mythic Improved Uncanny Dodge (Ex): The rogue 
  adds half her tier (minimum +1) to the number of rogue 
  levels a creature must have to be able to flank her.
  Mythic Sneak Attack (Ex): The rogue is an expert at 
  creating situations where she can make an unexpected 
  attack. Her first attack each round targeting a non-
  mythic creature is a sneak attack, even if the creature 
  is not flanked or denied its Dex to AC. Additionally, 
  when the rogue sneak attacks a creature that is immune 
  to sneak attacks (such as an elemental) or negates 
  sneak attack damage (such as a target with armor of 
  fortification), she may expend one use of mythic power 
  to still deal her sneak attack damage to the creature.
  Mythic Trap Sense (Ex): The rogue’s ability to 
  sense traps even allows her to position and warn 
  allies so they are less likely to be damaged by traps. 
  All allies within 60 feet of the rogue that she can 
  see gain the benefits of her trap sense class feature. 
  Additionally, she adds her tier to her AC against 
  attacks made by traps, and to any saving throw she 
  makes against a trap’s attack or effects.
  Mythic Trapfinder (Ex): The rogue has an amazingly 
  sharp eye for details. She may search for something 
  (such as a trap or hidden creature) as a swift action. 
  Mythic Uncanny Dodge (Ex): Against attacks 
  from non-mythic sources, the rogue is never 
  considered to be flat-footed or to have lost her Dex 
  bonus to AC unless she is helpless.
  Mythic talents
  To take a mythic talent, a rogue must have the non-
  mythic version of the talent. No mythic talent may 
  be taken more than once.
  Mythic Bleeding Attack (Ex): The rogue adds half 
  her tier to the amount of bleed damage she inflicts 
  with bleeding attack (minimum +1), and adds her 
  full tier to the DC of the Heal check required to stop 
  the bleed.
  Mythic Combat Trick: The rogue gains a bonus 
  combat feat. She adds her tier to her fighter level 
  for purposes of meeting this feat’s prerequisites. 
  (Thus a rogue with mythic tier 4 could take Weapon 
  Specialization, if she also had Weapon Focus).
  Mythic Fast Stealth (Ex): If people are observing 
  the rogue using any of their senses, and the 
  observers are momentarily distracted (such as by a 
  Bluff check), the rogue can attempt a Stealth check 
  if she can get to an unobserved place of some kind 
  without taking the normal –10 penalty for having to 
  move quickly.
  If the rogue is sniping (having already successfully 
  used Stealth at least 10 feet from her target) and she 
  makes one ranged attack and then immediately use 
  Stealth again, she takes only a –10 penalty on her 
  Stealth check to maintain her obscured location 
  (rather than the normal –20).
  Mythic Finesse Rogue (Ex): The rogue adds her 
  Dexterity bonus to damage instead of her Strength 
  bonus when attacking with any melee weapon to 
  which Weapon Finesse applies.
  Mythic Ledge Walker (Ex): The rogue need not 
  make an Acrobatics check to avoid being knocked 
  prone after taking damage when moving along 
  a narrow surface, nor even to move along the 
  narrow surface. The rogue treats narrow surfaces 
  as normal terrain.
  Mythic Major Magic (Sp): The rogue gains an 
  additional number of 1st-level sorcerer/wizard 
  spells equal to half her mythic tier (minimum +1). 
  Each may be cast twice per day, following the rules 
  for the major magic talent.
  A rogue must have the mythic minor magic talent 
  to take the mythic major magic talent.
  Mythic Minor Magic (Sp): The rogue may cast 
  the 0-level spell she gained through minor magic an 
  unlimited number of times per day. 
  Mythic Quick Disable (Ex): The rogue can disable 
  any trap as a full round action. If she also has the 
  astounding disable trickster path ability, she can 
  disable a device as a move action, or in place of a 
  melee attack.
  
  17
  Mythic Resiliency (Ex): As an immediate or swift 
  action, the rogue may expend a use of mythic 
  power to use the resiliency talent, even if she has 
  already used it that day. Additionally, any time she 
  uses resiliency, she adds her tier to the number of 
  temporary hit points gained.
  Mythic Rogue Crawl (Ex): The rogue may move 
  normally while prone, and does not have a –4 
  penalty on melee attack rolls or to AC against melee 
  attacks when prone.
  Mythic Slow Reaction (Su): The rogue adds half 
  her tier (minimum +1) to the number of rounds 
  during which a foe hit by her sneak attack cannot 
  make attacks of opportunity. Additionally, she may 
  expend a use of mythic power to force a foe hit by 
  her sneak attack to attempt a Fortitude save (DC 10 
  +rogue’s Int bonus + rogue’s mythic tier) or also be 
  slowed for this duration (as the spell).
  Mythic Stand Up (Ex): Neither the rogue, nor 
  any allies adjacent to her, provokes an attack of 
  opportunity by standing from prone. 
  Mythic Surprise Attack (Ex): Non-mythic targets 
  are considered flat-footed to the rogue until the end 
  of the rogue’s turn in the first full round of combat.
  Mythic Trap Spotter (Ex): If an ally the rogue 
  can see, who is within 60 feet of her, comes 
  within 10 feet of a trap, she receives an immediate 
  Perception check to notice the trap. This check is 
  made in secret by the GM. If successful, the rogue 
  notices the trap before the ally can trigger it, and 
  may shout a warning as a free action (even if it is 
  not the rogue’s turn).
  Mythic Weapon Training (Ex): The rogue’s 
  Weapon Focus feat applies to all weapons she gains 
  proficiency with as a rogue.
  Mythic aDvanceD talents
  To take a mythic advanced talent, a rogue must have 
  the non-mythic version of the talent. No mythic 
  advanced talent may be taken more than once.
  Mythic Crippling Strike* (Ex): When the rogue 
  uses her crippling strike talent, she may choose 
  to deal 4 points of Strength damage, 4 points of 
  Dexterity damage or 2 points of Strength and 2 
  points of Dexterity damage.
  Mythic Defensive Roll (Ex): The rogue adds half 
  her tier (minimum +1) to Reflex saves made as 
  part of her defensive roll. If the rogue successfully 
  uses her defensive roll advanced talent, she takes 
  no damage from the attack she used it against. 
  Additionally, she may expend 2 uses of mythic 
  power to use her defensive roll even if she has 
  already used it that day.
  Mythic Dispelling Attack* (Su): When the rogue 
  uses her dispelling attack, it applies to every spell 
  on her target. A rogue must have the major magic 
  rogue talent and mythic major magic talent before 
  choosing mythic dispelling attack.
  Mythic Improved Evasion (Ex): On a failed 
  Reflex save the rogue takes only 10% of an effect’s 
  damage. Additionally, she only takes half damage 
  
  18
  from any area attack, even if it does not allow a 
  Reflex save. A rogue must have the mythic evasion 
  class feature before choosing the mythic improved 
  evasion advanced talent.
  Mythic Opportunist (Ex): The rogue may continue 
  to use the opportunity talent as long as she has 
  attacks of opportunity left – she is not limited to 
  only using opportunity once per round.
  Mythic Skill Mastery (Ex): When the rogue takes 
  10 with a skill she has skill mastery for, she adds her 
  tier to the result.
  Mythic Slippery Mind (Ex): If a rogue with mythic 
  slippery mind is affected by an enchantment spell 
  or effect and fails her saving throw, she can attempt 
  it again once per round. After her first additional 
  attempt, the DC increases by a successive +1 on 
  each additional attempt thereafter (+1 on her 3rd 
  attempt, +2 on her 4th attempt, and so on).
  Mythic Feat: The rogue may select a mythic feat. 
  Treat her mythic tier as being 2 higher for purposes 
  of meeting this feat’s prerequisites, and for any tier-
  related calculations made for this feat.
  Mythic sorcerer class 
  Features
  Mythic sorcerers grow to be more than human, and 
  often establish dynasties that build and rule kingdoms.
  Mythic Spell List: The sorcerer can add one 
  witch spell of a spell level she can cast, to her 
  sorcerer class spell list. If she is mythic tier 5 she 
  can add one bard or summoner spell of a spell level 
  she can cast, to her sorcerer class spell list. She must 
  still choose the spell as a spell known (counting 
  normally against her maximum spells known) to be 
  able to cast the spell.
  This mythic class feature may be selected more 
  than once. Each time it is selected, it adds another 
  appropriate spell to the sorcerer’s class spell list.
  Mythic Bloodline (Power): The 
  sorcerer infuses her connection to the 
  powers of her blood with mythic energies. 
  She adds her mythic tier to her sorcerer level 
  when determining the effectiveness and duration 
  of any bloodline power (though this does not 
  impact what bloodline powers or spells she has 
  access to at each class level). Additionally, if a 
  bloodline grants a power that deals 1d6 points of 
  damage + 1 point for every two class levels the 
  sorcerer possesses, it deals an additional 1d6 of 
  damage at mythic tier 1, and again at mythic tiers 
  4, 7, and 10. If a bloodline grants a power that deals 
  1d4 points of damage + 1 point for every two class 
  levels the sorcerer possesses, it deals an additional 
  1d4 of damage at mythic tier 1, and again at mythic 
  tiers 4, 7, and 10.
  If a bloodline grants a power that can be used 3 or 
  more times per day, and the number of times per day 
  does not add her class level or half her class level, 
  the sorcerer adds her tier to the number of times per 
  day it can be used. If it grants an ability that can be 
  used once or twice per day, the sorcerer gains one 
  additional use per day of the ability at mythic tier 5, 
  and again at mythic tier 10.
  Some bloodlines gain other specific benefits 
  when selected with mythic bloodline (power), 
  as noted below.
  
  19
  Mythic abeRRant blooDline
  At 1st level, the sorcerer’s bloodline arcana stacks 
  with Extend Spell.
  At 9th level, the sorcerer adds her mythic tier 
  to her % chance to ignore any critical hit or sneak 
  attack scored against her.
  At 11th level, the sorcerer’s actual reach increases 
  by 5 feet, extending her threatened area. At 17th 
  level, the sorcerer’s actual reach increases by 
  another 10 feet. These increases do not stack with 
  the extra reach gained from long limbs only when 
  making a melee touch attack. 
  Mythic abyssal blooDline
  At 3rd level, the sorcerer gains resist acid, cold, and 
  fire equal to 1/2 her mythic tier (minimum resist 1). 
  At 9th level, it is equal to her mythic tier. This stacks 
  with any other resist to acid, cold, or fire she has.
  Mythic aRcane blooDline
  At 1st level, the sorcerer’s bloodline arcana stacks 
  with Heighten Spell.
  The arcane bond the sorcerer selects acts as the 
  mythic arcane bond wizard mythic class feature.
  At 9th, 13th, and 17th level, the sorcerer may 
  choose to add a witch or magus spell with new 
  arcana, rather than a wizard spell.
  Mythic celestial blooDline
  At 3rd level, the sorcerer gains a +2 bonus to saves 
  against poison. This increases to +4 at 9th level.
  Mythic DestineD blooDline
  At 1st level, the luck bonus to saves gained from 
  the bloodline arcana lasts for 2 rounds. At mythic 
  tier 5, it lasts for 3 rounds. At mythic tier 10, it lasts 
  for 4 rounds.
  At 3rd level, the luck bonus to AC against attacks 
  the sorcerer is unaware of increases by 1. It increases 
  by another 1 at mythic tier 4, 7, and 10.
  Mythic DRaconic blooDline
  At 1st level, the sorcerer adds her mythic tier to damage 
  done by spells she casts with an energy descriptor that 
  matches her draconic bloodline’s energy type.
  At 3rd level, the sorcerer gains a +2 bonus to saves 
  against paralysis and sleep. This increases to +4 at 
  9th level, and +6 at 15th level.
  Mythic eleMental blooDline
  At 1st level, whenever the sorcerer casts a spell 
  with an energy descriptor that matches her elemental 
  bloodline’s energy type, that spell deals +1 point of 
  damage per die rolled.
  At 3rd level, whenever the sorcerer is affected by 
  a spell that deals damage that matches the sorcerer’s 
  elemental bloodline type, and the spell has a caster 
  level no lower than the sorcerer’s character level –2, 
  if the spell does not successfully harm the sorcerer 
  the sorcerer gains a +1 bonus to caster level for a 
  number of rounds equal to half the spell’s spell level. 
  At mythic tier 6, if the spell is mythic and does not 
  damage the sorcerer, the caster level bonus is +2.
  Mythic Fey blooDline
  At 1st level, the sorcerer adds half her mythic 
  tier (minimum +1) to her caster level when casting 
  spells of the compulsion subschool.
  At 3rd level, the sorcerer’s woodland stride even 
  works in undergrowth that has been magically 
  manipulated, as long as the magic is not mythic.
  At 15th level, the sorcerer can roll twice when 
  attempting to overcome spell resistance, and use 
  the best of the two results, rather than rerolling such 
  rolls at will.
  Mythic inFeRnal blooDline
  At 1st level, the sorcerer adds half her mythic 
  tier (minimum +1) to her caster level when casting 
  spells of the charm subschool.
  At 3rd level and higher, the sorcerer’s infernal 
  resistance grants her resist cold of the same amount 
  as resist fire.
  At 20th level, the sorcerer gains cold resist 20.
  Mythic unDeaD blooDline
  At 1st level, the sorcerer treats all undead as 
  humanoids for purposes of what spells can affect them.
  At 3rd level, the sorcerer gains a +2 bonus to saves 
  against paralysis and sleep. This increases to +4 at 
  9th level, and +6 at 15th level.
  Mythic Bloodline (Selection): The sorcerer may 
  select an additional bloodline. Each day when she 
  regains uses of the spells per day, she must select 
  which bonus bloodline spell she knows at each spell 
  level she has access to, selecting from the bloodline 
  spells of all her bloodlines. This selection remains 
  until she next regains spells per day. When she gains 
  a bonus bloodline feat, she may select it from all her 
  bonus feats from all bloodlines.
  Mythic Spontaneous Casting: The sorcerer 
  does not take additional time to cast spontaneous 
  metamagic spells.
  Mythic Cantrips: The sorcerer adds her mythic 
  tier to the number of cantrips she knows.
  
  20
  Mythic Eschew Materials: The sorcerer gains 
  the Mythic Eschew Materials feat.
  Mythic Bloodline Feat: The power of the 
  sorcerer’s bloodline is augmented by the mythic 
  abilities. Once each day, as a full-round action, she 
  may change one bloodline feat she has selected from 
  all her bloodlines. In essence, she loses one bonus 
  feat, and gains a new bonus feat from a bloodline to 
  replace it, as if she had retrained the feat. She may 
  not swap out any feat she is using as a prerequisite.
  This mythic class feature may be selected more 
  than once, but not more times than the total number 
  of bloodline feats the sorcerer has. Each time it is 
  selected, it allows her to swap out a bloodline feat 
  one additional time per day. She may swap out the 
  same feat multiple times, or swap out different 
  bloodline feats.
  Mythic Wizard class 
  Features
  Mythic wizards are scholars without peer, and 
  advisors to the most powerful mortals in their worlds.
  Mythic Skill Points: The wizard gains 1 additional 
  skill point per level, which must be spent on Craft, 
  Knowledge, or Profession.
  Mythic Skills: The wizard adds 
  half his mythic tier (minimum +1) to 
  all Craft, Knowledge, and Profession 
  skills in has at least one rank in.
  Mythic Spell List: The wizard 
  can add one witch spell of a spell 
  level he can cast, to his wizard 
  class spell list. If he is mythic tier 5 
  he can add one bard or summoner 
  spell of a spell level he can cast, to 
  his wizard class spell list. If he is 
  mythic tier 10 he can add one spell 
  from any class list of a spell level 
  he can cast, to his wizard class 
  spell list. He must still take time 
  and make a roll to learn the spell, 
  but he is considered to always have 
  access a source of the spell (as if he 
  had another spellcaster’s spellbook 
  with the spell in it).
  This mythic class feature may 
  be selected more than once. Each 
  time it is selected, it adds another 
  appropriate spell to the wizard’s 
  class spell list.
  Mythic Arcane Bond: The 
  wizard’s arcane powers are greatly 
  augmented by his mythic abilities, 
  allowing his arcane bond to grant 
  multiple benefits. If the wizard 
  has already selected a familiar, he 
  may also gain a bonded object. If 
  he already has a bonded object, he 
  may gain a familiar.
  
  21
  Alternatively, a wizard can make his existing 
  arcane bond stronger, gaining one of the mythic 
  arcane bonds below.
  Mythic Bonded Object: The wizard suffers no 
  penalties to cast spells when his bonded object is 
  not worn or in hand. However, when it is worn or 
  in hand, the wizard’s caster level (for purposes of 
  the effectiveness of spells and caster level checks) 
  is increased by 2.
  Mythic Familiar: The wizard’s familiar is 
  considered a mythic creature with a mythic tier 
  equal to half its master’s (minimum tier 1). The 
  wizard may choose to have any spell he casts 
  originate and calculate its range from his familiar, 
  rather than from himself. He must either be able to 
  see his familiar, or have line of effect to his familiar, 
  to cast spells in this way.
  Mythic Scribe Scroll: The wizard gains the 
  Mythic Scribe Scroll feat.
  Mythic Arcane School: Each day, before preparing 
  spells, the wizard selects one arcane school to 
  specialize in, and two opposed schools. (Alternately, 
  the wizard may specialize in the universalist school, 
  in which case, no opposed schools are selected). 
  The wizard retains selected specialized and opposed 
  schools until he first prepares spells the next day.
  When the wizard prepares spells, he may use his 
  additional spell slots gained for specialization to 
  prepare spells from the school he has specialized 
  in for the day, and must expend higher-level spell 
  slots to prepare schools from his opposed schools 
  for the day. If any of those spells are still prepared 
  when he next changes his school specialization, the 
  prepared spells are dismissed and new spells must 
  be prepared in those slots.
  Mythic Cantrips: The wizard adds his mythic 
  tier to the number of cantrips he can prepare.
  Mythic Bonus Languages: The wizard gains a 
  number of bonus languages equal to his tier.
  Mythic Bonus Feats: The wizard’s mastery of 
  magic feats is unmatched. Once each day as a full-
  round action he may change one metamagic or item 
  creation feat he has selected. In essence, he loses 
  one metamagic or item creation feat, and gains a 
  new metamagic or item creation feat to replace it, 
  as if he had retrained the feat. He may not swap out 
  any feat he is using as a prerequisite.
  This mythic class feature may be selected more 
  than once, but not more times than the total number 
  of metamagic or item creation feats the wizard has. 
  Each time it is selected, it allows him to swap out a 
  metamagic or item creation feat one additional time 
  per day. He may swap out the same feat multiple 
  times, or swap out different metamagic or item 
  creation feats.
  Mythic Spellbooks: The wizard creates one 
  spellbook that contains the secret knowledge of a 
  specific arcane school. If the wizard prepares spells 
  from this spellbook when he first prepares spells for 
  the day, he gains all the advantages of a specialist 
  wizard of the selected arcane school. The wizard 
  can only possess one such spellbook at a time, 
  and no other wizard may learn or prepare spells 
  from it. If it is destroyed, the wizard can create it 
  without access to a spellbook containing the same 
  spells by re-scribing all the spells it contained. It 
  must contain at least one spell of every spell level 
  the wizard can cast.
  A wizard must have the mythic arcane school 
  class feature before he can take this mythic class 
  feature. A wizard may take this mythic class feature 
  more than once. Each time, it allows him to create 
  a new spellbook with the secrets to another arcane 
  school. No matter how many arcane schools he 
  specializes in on a given day, he always has two (and 
  only two) opposition school (determined each day 
  when he prepares his spells). A wizard may never 
  be specialized in an arcane school he has selected as 
  an opposition school.
  
  22
  
  23
  credits
  Designer: Owen K.C. Stephens
  Cover Illustration: © Innovari / Dollar Photo Club
  Interior Illustrations: Storn Cook, courtesy of LPJ; 
  Eric Lofgren, Andrew Krahnke, David Lewis Johnson, 
  Sade, Joyce Maureira, Luigi Castellani, 
  Miguel Santos, and Mohammed Agbadi
  Editor: Lj Stephens
  Publisher: Owen K.C. Stephens
  Graphic Design and Typesetting: Lj Stephens
  Produced by: Rogue Genius Games
  Project Manager: Lj Stephens
  Consigliere: Stan!
  Contents Copyright 2015 Rogue Genius Games
  Rogue Genius Games Logo created by Lj Stephens 
  using designs by Claudio Pozas. Used with 
  permission.
  Trade Dress created by Lj Stephens, derived from 
  Fat Goblin Games’ Publisher’s Choice Quality 
  Stockart - Blood Throne (Page Backgrounds). 
  Fonts used in trade dress: Crom - created by 
  Rook543. Free for Personal and Commercial use. 
  Used with permission Folkard™ - created by The 
  Scriptorium. Purchased for Commercial use. Used 
  with permission.
  For more information about Rogue 
  Genius Games, follow us on Facebook: 
  www.Facebook.com/RogueGeniusGames
  on Twitter: @Owen_Stephens
  All logos are the trademark of 
  Rogue Genius Games
  All rights reserved
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, Inc. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, Inc. does 
  not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, Inc., 
  and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Publishing, Inc., and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See  http://paizo.
  com/pathfinderRPG/compatibility for more information on 
  the compatibility license.
  DESIGNATION OF PRODUCT IDENTITY: The Rogue 
  Genius Games (RGG) company name and logo; the “Mythic 
  Options: Core Mythic Class Features” name and logo; all 
  artwork, backgrounds, and logos; all trade dress, and graphic 
  design elements.
  DECLARATION OF OPEN CONTENT: All game 
  mechanics, proper names of classes, prestige classes, 
  archetypes, feats, skills, spells, magic items, monsters, rituals, 
  artifacts AND OR the names of abilities presented within this 
  book are Open Game Content as described in Section 1(d) of 
  the License.
  Product Code: RGG0152
  oPen gaMe license 
  veRsion 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d)”Open Game Content” means 
  the game mechanic and includes the methods, procedures, processes and 
  routines to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used by a Contributor 
  to identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” or “Using” means 
  to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson
  Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of Experimental Might, © 2008, Monte J. Cook. All rights 
  reserved
  Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under 
  and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from 
  this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this 
  License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are copying, modifying or 
  distributing, and You must add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall retain all rights, title 
  and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  
  24
  Author: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, 
  Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, 
  Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin 
  McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K 
  Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, 
  Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lawrence Schick.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Muth.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Philip Masters.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Ian Livingstone and Mark 
  Barnes.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Clark Peterson, based on original material by Gary 
  Gygax.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Tome of Horrors III, copyright 2005 Necromancer Games, Inc.; Author: 
  Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance 
  Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawringer, 
  Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 
  Martin Mason, Rob
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider,
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, 
  Erik Mona,
  Chris Pramas, Robert J. Schwalb.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Authors
  Scott Peterson and Clark Peterson, based on original material by Gary 
  Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Dermot Jackson.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Roger Musson.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, 
  Revised, © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Jean Wells.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Ian Livingstone.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Magma Ooze from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene and Erica Balsley, based on original material by Roger Moore 
  and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, 
  James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.
  koboldquarterly.com; Authors John Baichtal, Wolfgang Baur, Ross Byers, 
  Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip 
  Larwood, Richard Pett, and Stan! 
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Clark Peterson, based on original 
  material by Guy Shearer. 
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Authors Scott Greene, based on original material by Albie 
  Fiore. 
  Caryatid Column from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Jean Wells. 
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax. 
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax. 
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax. 
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Jeff 
  Wyndham. 
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Roger 
  Musson. 
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger 
  and Gary Gygax. 
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Simon 
  Tilbrook. 
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Ian McDowell and 
  Douglas Naismith. 
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Underworld 
  Oracle. 
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Nick Louth. 
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Gary Gygax.
  Pathfinder Roleplaying Game Advanced Player’s Guide. copyright 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors:
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. 
  Cortijo, Jim Groves,
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom 
  Phillips, Patrick
  Renie, Sean K Reynolds, and Russ Taylor.
  Anger of Angels. © 2003, Sean K Reynolds
  The Book of Hallowed Might. © 2002, Monte J. Cook
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike 
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal 
  MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Demodad, Slime from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Ian Liveingstone. 
  Hangman Tree from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary Gygax. 
  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, 
  Sean K Reynolds, Denis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim 
  Hitchcock, Tracey Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan 
  Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and 
  Ray Vallese.
  Pathfinder Roleplaying Game Advanced Class Guide. © 2014, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Ross Byers, Jesse Benner, 
  Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, 
  Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Annals of the Archfiends: Phosonith the Cruel Charmer. Copyright 2012, 
  Super Genius Games. Author: Darrin Drader
  The Genius Guide to Air Magic. Copyright 2010, Super Genius Games. 
  Author: Owen K.C. Stephens
  The Genius Guide to Crystal Magic. Copyright 2010, Super Genius 
  Games. Author: Owen K.C. Stephens
  The Genius Guide to Dream Magic. Copyright 2010, Super Genius Games. 
  Author: Owen K.C. Stephens
  The Genius Guide to Earth Magic. Copyright 2010, Super Genius Games. 
  Author: Owen K.C. Stephens
  The Genius Guide to Hellfire Magic. Copyright 2012, Super Genius 
  Games. Author: Owen K.C. Stephens
  The Genius Guide to Ice Magic. Copyright 2010, Super Genius Games. 
  Author: Owen K.C. Stephens
  Mythic Options: Core Mythic Class Features. ©2015, Rogue Genius 
  Games. Author: Owen K.C. Stephens
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rogue Genius Games (RGG)/Mythic Options/Mythic Options - Core Mythic Class Features.pdf