TEXT: 1
  
  2
  Mythic OptiOns: 
  the Missing 
  cOre Feats
  Khurva leapt over the front line of hell-soldiers, twisting and 
  bending to force their grasping claws to skitter uselessly over 
  her armor’s smoothest plates. Though the fiendish legionnaires 
  spun to pursue her, she could already hear Brevic preparing 
  one of his so-called “roomsweeper” spells to engulf the entire 
  front ranks. Her allies would deal with the rank-and-file devils 
  – her job was to destroy their master.
  The Archduke writhed and roiled upon his throne of screaming 
  souls, and even her decades of seeing the horrors of planar war 
  could only barely keep her gorge from rising. The creature was 
  depravity personified, and though she had fought for years to 
  reach this moment, she felt far more disgust than satisfaction.
  “Khurva, the orcblood War Lord.” The damned Archduke’s 
  voice was a dismissive burble, like the laughter of a drowning 
  man. “I see hate in your eyes, but I will teach you to appreciate 
  the sight of me.”
  The 
  spell 
  came 
  without 
  warning, a sledgehammer of 
  false emotions flooding 
  her every thought. 
  Surely, screamed the magic, surely as a War Lord she should be 
  proud to serve such a powerful being, rather than oppose him?
  Khurva grit her tusks, and called upon the deep well of her 
  ancestors’ rage and honor. She slammed it against the magic 
  in her head, and felt the invading and alien thoughts give way 
  before the combined will of a hundred long-dead war shamans.
  “I’d rather just remove the chance I’ll ever have to lay eyes 
  on you again.” she spit out contemptuously.
  The Archduke’s face twisted into a rictus of rage as she 
  marched forward, undaunted.
  Being mythic is cool as hell.
  Characters that get to use the options from Mythic Adventures 
  have the opportunity to take their characters to a whole new 
  level (or, at least, a whole new tier). In addition to mythic paths, 
  mythic abilities, legendary weapons, and mythic spells, Mythic 
  Adventures offers mythic feats, most of which are powered-up 
  versions of normal feats. While a large number of feats from 
  numerous rulebooks receive mythic versions, not all feats do. 
  Indeed, the entire class of metamagic feats get no upgrades at all, 
  with the rules specifically saying “since there are mythic spells, 
  there is no need for mythic metamagic feats”. The message 
  from that ruling is pretty clear. Only some ideas need a mythic 
  upgrade, and the rules have selected those feats they think are 
  most interesting to have super-powered improvements.
  The problem with this approach is that it limits the ability of some 
  characters to grow their most prevalent abilities into mythic abilities. 
  Because the rules do not support the idea of mythic metamagic, a 
  spellcaster more interested in maximizing the use of metamagic than 
  in learning mythic versions of spells has no place to put his mythic 
  feat resources. The effect is even worse for characters that focus on 
  combat, as there are very few mythic critical feats, mythic shield feats, 
  or mythic improved maneuver feats, despite the normal versions of 
  such feats often being the focus of entire character concepts.
  To fill in the gaps and allow ANY character concept to be mythic, 
  we’ve combed through the Pathfinder Roleplaying Game Core 
  Rulebook, found every feat that lacked a mythic upgrade, and created 
  the first book of missing mythic feats. While there are feats that it might 
  seem silly to have mythic versions of (Simple Weapon Proficiency?), 
  we didn’t want to accidentally cut player or GM creativity short by 
  excluding anything. So if a character’s concept is that they are the child 
  of a god with a morningstar as a preferred weapon, and as a result the 
  godling child is simply a little better at the use of a morningstar than 
  anyone else, we’re got a feat to represent that.
  All the normal rules for mythic feats apply to these Missing Core 
  Feats. Mythic characters and monsters gain mythic feats as they gain 
  tiers or ranks (see Mythic Adventures). These feats can be selected 
  only as part of mythic advancement, not as part of a character’s 
  normal advancement or in place of any other bonus feat.
  All mythic feats require a character be mythic to take 
  them – a specific tier is only mentioned in the prerequisites 
  if it is higher than 1st mythic tier. Most mythic feats require 
  a non-mythic feat as a prerequisite. These mythic feats 
  enhance the benefits of their prerequisite feats, making 
  them truly awe-inspiring. If a character doesn’t possess 
  any of the necessary prerequisite feats when she gains a 
  mythic feat, she can wait to select a mythic feat until the 
  next time she gains a tier or level.
  A value in a mythic feat based on a fraction of your tier 
  (such as a +1 bonus for every 3 tiers you possess) always 
  has a minimum of 1.
  
  3
  taBle 1: the missing core ruleBook mythic Feats 
  Feat
  Prerequisites
  Benefits
  Mythic Agile Maneuvers
  Agile Maneuvers, 4th mythic tier
  Add Str and Dex bonuses to CMB.
  Mythic Arcane Armor Mastery
  Arcane Armor Mastery, Arcane Armor Training, 
  Medium Armor Proficiency, Mythic Arcane 
  Armor Training, caster level 7th, 2nd mythic tier
  Reduce ASF by 30%
  Mythic Armor Proficiency 
  (heavy)
  Armor Proficiency (heavy, light, medium)
  Add half your heavy armor bonus to 
  your CMD
  Mythic Armor Proficiency 
  (light)
  Armor Proficiency (light)
  Add half your light armor bonus to 
  your CMD
  Mythic Armor Proficiency 
  (medium)
  Armor Proficiency (light, medium)
  Add half your medium armor bonus to 
  your CMD
  Mythic Blinding Critical
  Blinding Critical, Critical Focus, base attack 
  bonus +15, 3rd mythic tier
  Use mythic power to blind with an attack
  Mythic Brew Potion
  Brew Potion, caster level 3rd
  Create potions of any level spell
  Mythic Combat Casting
  Combat Casting, mythic tier 1
  The bonus from Combat Casting 
  increases to +8
  Mythic Craft Magic Arms and 
  Armor
  Craft Magic Arms and Armor, caster level 5th
  Alter the properties of magic arms & 
  armor
  Mythic Craft Rod
  Craft Rod, caster level 9th
  Cause items to function when held, 
  even if not properly worn
  Mythic Craft Staff
  Craft Staff, caster level 11th
  Create magic items that function at the 
  user’s level
  Mythic Craft Wand
  Craft Wand, caster level 5th
  Create wands that functions 3 times/day
  Mythic Craft Wondrous Item
  Craft Wondrous Item, caster level 3rd
  Combine magic items
  Mythic Deafening Critical
  Deafening Critical, Critical Focus, base attack 
  bonus +13, 3rd mythic tier
  Use mythic power to deafen with an 
  attack
  Mythic Diehard
  Diehard, Endurance
  Gain additional hit points to death
  Mythic Empower Spell
  Empower Spell, 5th mythic tier
  Increase a spell’s variable, numeric 
  effects by +75%
  Mythic Enlarge Spell
  Enlarge Spell
  Increase a spells range by +200%
  Mythic Extend Spell
  Extend Spell
  Triple the duration of a spell
  Mythic Exhausting Critical
  Critical Focus, Exhausting Critical, Tiring 
  Critical, base attack bonus +15, 3rd mythic tier
  Use mythic power to exhaust with an 
  attack
  Mythic Exotic Weapon 
  Proficiency
  Exotic Weapon Proficiency, base attack bonus +6
  Gain greater accuracy with an exotic 
  weapon’s iterative attacks
  Mythic Extra Channel
  Extra Channel, channel energy class feature
  Channel energy 2 more times/day
  Mythic Extra Ki
  Extra Ki, ki pool class feature
  Your ki pool increases by 3
  Mythic Extra Lay On Hands
  Extra Lay On Hands, lay on hands class feature
  Lay on hands an additional three times/day
  Mythic Extra Mercy
  Extra Mercy, lay on hands class feature, mercy 
  class feature
  Select an extra mercy each day
  Mythic Extra Performance
  Extra Performance, bardic performance class 
  feature
  You can use your bardic performance 
  for 8 additional rounds/day
  Mythic Extra Rage
  Extra rage, rage class feature
  You can use your rage for 8 additional 
  rounds/day
  Mythic Forge Ring
  Forge Ring, caster level 7th, 2nd mythic tier
  Imbue a magic ring with part of your 
  mythic power
  Mythic Greater Disarm
  Combat Expertise, Greater Disarm, Improved 
  Disarm, base attack bonus +6, Int 13
  Control where disarmed weapons end up
  Mythic Greater Feint
  Combat Expertise, Greater Feint, Improved 
  Feint, base attack bonus +6, Int 13
  Cause a foe to lose its Dex bonus to 
  AC against allies’ attacks
  
  4
  taBle 1: the missing core ruleBook mythic Feats (continued)
  Mythic Greater Trip
  Combat Expertise, Greater Trip, Improved Trip, 
  base attack bonus +6, Int 13
  Tripped foe is briefly flat-footed
  Mythic Greater Vital Strike
  Greater Vital Strike, Improved Vital Strike, Mythic 
  Improved Vital Strike, Mythic Vital Strike, Vital 
  Strike, base attack bonus +16, 10th mythic tier
  Your Vital Strike attacks ignore DR
  Mythic Heighten Spell
  Heighten Spell, 2nd mythic tier
  Metamagic feats autoamtcially increase 
  the effective level of your spells
  Mythic Improved Feint
  Combat Expertise, Improved Feint, Int 13
  Feint as a swift action
  Mythic Improved Great 
  Fortitude
  Great Fortitude, Improved Great Fortitude, 
  Mythic Great Fortitude
  Get your best Fort save result once/day
  Mythic Improved Iron Will
  Improved Iron Will, Iron Will, Mythic Great Iron Will Get your best Will save result once/day
  Mythic Improved Lightning 
  Reflexes
  Improved Lightning Reflexes, Lightning 
  Reflexes, Mythic Lightning Reflexes
  Get your best Ref save result once/day
  Mythic Improved Precise Shot
  Dex 19, Improved Precise Shot, Mythic Precise 
  Shot, Point-Blank Shot, Precise Shot, base attack 
  bonus +11, 5th mythic tier
  Ranged attacks always hit on a d20 roll 
  of 17+
  Mythic Improved Shield Bash
  Improved Shield Bash, Shield Proficiency, 2nd 
  mythic tier
  Shield bash attack as a swift action
  Mythic Improved Two-Weapon 
  Fighting
  Dex 17, Improved Two-Weapon Fighting, Mythic 
  Two-Weapon Fighting, Two-Weapon Fighting, 
  base attack bonus +6, 5th mythic tier
  Attack with two weapons as easily as 
  with one
  Mythic Improved Vital Strike
  Improved Vital Strike, Mythic Vital Strike, Vital 
  Strike, base attack bonus +11, 5th mythic tier
  Multiply all damage on a Vital Strike
  Mythic Improvised Weapon 
  Mastery
  Catch Off-Guard or Throw Anything, Improvised 
  Weapon Mastery, base attack bonus +8
  Treat improvised weapons as if they 
  has specific weapon qualities
  Mythic Leadership
  Leadership, character level 7, 2nd mythic tier
  Gain a mythic cohort
  Mythic Lightning Stance
  Dex 17, Dodge, Lightning Stance, Mythic Wind 
  Stance, Wind Stance, base attack bonus +11, 3rd 
  mythic tier
  Gain 50% concealment when you move
  Mythic Martial Weapon 
  Proficiency
  Martial Weapon Proficiency, base attack bonus +6 Gain greater accuracy with a martial 
  weapon’s iterative attacks
  Mythic Master Craftsman
  Master Craftsman, 5 ranks in any Craft or 
  Profession skill
  Craft magic items using a spellcasting 
  class’s spell list
  Mythic Maximize Spell
  Maximize Spell, 7th mythic tier
  Get 150% out of your spells
  Mythic Precise Shot
  Point Blank Shot, Precise Shot
  Damage swarms and ignore miss 
  chances with your ranged attacks
  Mythic Quicken Spell
  Quicken Spell, 10th mythic tier
  Cast spells as attacks of opportunity
  Mythic Scribe Scroll
  Scribe Scroll, caster level 1st
  Use scrolls without holding them
  Mythic Shield Master
  Improved Shield Bash, Shield Master, Shield 
  Proficiency, Shield Slam, Two-Weapon Fighting, 
  base attack bonus +11
  Foes suffer for targeting your shield
  Mythic Shield Proficiency
  Shield Proficiency
  Add your shield bonus to your CMB
  Mythic Sickening Critical
  Critical Focus, Sickening Critical, base attack 
  bonus +11, 2nd mythic tier
  Use mythic power to sicken with an 
  attack
  Mythic Silent Spell
  Silent Spell
  Cast spells undetected
  Mythic Simple Weapon 
  Proficiency
  Simple Weapon Proficiency, base attack bonus +6 Gain accuracy with a simple weapon’s 
  iterative attacks
  Mythic Staggering Critical
  Critical Focus, Staggering Critical, base attack 
  bonus +13, 3rd mythic tier
  Use mythic power to stagger with an 
  attack
  Mythic Stand Still
  Combat Reflexes, Stand Still
  Deal damage when you use the Stand 
  Still feat
  
  5
  taBle 1: the missing core ruleBook mythic Feats (continued)
  Mythic Step Up
  Dex 13, Following Step, Step Up, base attack 
  bonus +1
  Follow foes as an immediate action
  Mythic Still Spell
  Still Spell
  Ignore physical disruptions when 
  spellcasting
  Mythic Stunning Critical
  Critical Focus, Stunning Critical, base attack 
  bonus +17, 3rd mythic tier
  Use mythic power to stun with an attack
  Mythic Tiring Critical
  Critical Focus, Tiring Critical, base attack bonus +13 Use mythic power to fatigue with an attack
  Mythic Tower Shield 
  Proficiency
  Tower Shield Proficiency
  Use a tower shield with ease
  Mythic Whirlwind Attack
  Dex 13, Int 13, Combat Expertise, Dodge, 
  Mobility, Mythic Combat Expertise, Mythic 
  Dodge, Mythic Mobility, Mythic Spring Attack, 
  Spring Attack, Whirlwind Attack, base attack 
  bonus +4, 5th mythic tier
  Strike one foe multiple times, and 
  everyone else in reach once
  Mythic Widen Spell
  Widen Spell
  Increase a spell’s area by +200%
  Mythic Wind Stance
  Dex 15, Dodge, Wind Stance, base attack bonus +6
  Gain 20% concealment if you move
  Feat DescriptiOns
  mythic agile maneuvers 
  (mythic)
  You can find just the right place to apply pressure to a foe.
  Prerequisites:  Agile Maneuvers, 4th mythic tier.
  Benefit: You may add both your Strength and Dexterity 
  bonuses to your base attack bonus and size bonus when 
  determining your Combat Maneuver Bonus.
  Normal: Agile Maneuvers allows you to add your Dexterity 
  bonus to your base attack bonus and size bonus when 
  determining your Combat Maneuver Bonus instead of your 
  Strength bonus.
  mythic arcane armor mastery 
  (mythic)
  Armor has almost no effect on your spellcasting.
  Prerequisites:  Arcane Armor Mastery, Arcane Armor 
  Training, Medium Armor Proficiency, Mythic Arcane Armor 
  Training, caster level 7th, 2nd mythic tier.
  Benefit: You don’t have to spend a swift action to gain the 
  reduction to arcane spell failure chance from Arcane Armor 
  Mastery. Furthermore, you reduce your total arcane spell 
  failure reduction for any armor you are proficient with by 30%.
  mythic armor ProFiciency 
  (heavy) (mythic)
  You know how to turn heavy armor to your advantage against 
  any offense, not just attacks designed to harm you.
  Prerequisites:  Armor Proficiency (heavy, light, medium).
  Benefit: When wearing heavy armor, add half its non-magic 
  armor bonus to your CMD. You may expend a use of mythic 
  power to also add it to your touch AC for one minute.
  mythic armor ProFiciency 
  (light) (mythic)
  You know how to turn light armor to your advantage against 
  any offense, not just attacks designed to harm you.
  Prerequisites:  Armor Proficiency (light).
  Benefit: When wearing light armor, add half its non-magic 
  armor bonus to your CMD. You may expend a use of mythic 
  power to also add it to your touch AC for one minute.
  mythic armor ProFiciency 
  (medium) (mythic)
  You know how to turn medium armor to your advantage against 
  any offense, not just attacks designed to harm you.
  Prerequisites:  Armor Proficiency (light, medium).
  Benefit: When wearing medium armor, add half its non-
  magic armor bonus to your CMD. You may expend a use of 
  mythic power to also add it to your touch AC for one minute.
  mythic Blinding critical 
  (critical, mythic)
  You can blind foes with a weapon blow at will.
  Prerequisites:  Blinding Critical, Critical Focus, base attack 
  bonus +15, 3rd mythic tier.
  Benefit: Once per round when you hit a foe with an attack, 
  but the attack is not a critical, you may expend two uses of 
  mythic power to inflict the effect of the Blinding Critical feat 
  rather than your attack’s normal damage.
  You may not add the effects of more than one mythic critical 
  feat to a single attack.
  
  6
  mythic Brew Potion (mythic)
  You have mastered the art of brewing potions.
  Prerequisites: Brew Potion, caster level 3rd.
  Benefit: At the beginning of each day when you regain 
  your uses of mythic power, you can expend one use of mythic 
  power to accomplish eight hours of work on one potion you are 
  brewing. You can only do this once per day per potion you are 
  brewing, though you may also add an actual eight-hour work 
  day toward the brewing of such a potion. Unlike normal potion 
  brewing, work accomplished by expending a use of mythic 
  power does not require any special work space or quiet (though 
  the cost of making magic items created this way is normal).
  Additionally, there is no limit to the level of spell you can 
  turn into a potion. 
  mythic comBat casting (mythic)
  You rarely lose concentration in combat.
  Prerequisites: Combat Casting, mythic tier 1.
  Benefit: The bonus from Combat Casting increases to +8. 
  Anytime you fail a concentration check, you do not lose the spell 
  or spell slot you were attempting to use. You do not manage to 
  cast the spell, but it remains available for you to use at a later time. 
  Additionally if you successfully make a check to cast a spell 
  defensively and the spell requires a ranged attack roll, that 
  ranged attack does not provoke an attack of opportunity.
  mythic craFt magic arms and 
  armor (mythic)
  Your ability to create magic weapons and defenses is unmatched.
  Prerequisites: Craft Magic Arms and Armor, caster level 5th.
  Benefit: At the beginning of each day when you regain your 
  uses of mythic power, you can expend one use of mythic power 
  to accomplish eight hours of work on one magic armor or weapon 
  you are crafting. You can only do this once per day per item you 
  are crafting, though you may also add an actual eight-hour work 
  day toward the crafting of such an item. Unlike normal magic 
  item crafting, work accomplished by expending a use of mythic 
  power does not require any special work space or quiet (though 
  the cost of making magic items created this way is normal). 
  Additionally, by expending two uses of mythic power you can 
  change the magic properties of any weapon or suit of armor in 
  your possession. For one hour the armor or weapon loses one 
  or more abilities of your choice (though it must always retain at 
  least a +1 enhancement bonus), and gains other magic properties 
  of your choice. The total cost of the armor or weapon with the 
  new properties cannot exceed its total cost with its normal magic 
  properties, and you must meet all the prerequisites of each magic 
  property you temporarily grant the armor or weapon.
  mythic craFt rod (mythic)
  You are a master rod crafter.
  Prerequisites: Craft Rod, caster level 9th.
  Benefit: At the beginning of each day when you regain your 
  uses of mythic power, you can expend one use of mythic power 
  to accomplish eight hours of work on one rod you are crafting. 
  You can only do this once per day per rod you are crafting, 
  though you may also add an actual eight-hour work day toward 
  the crafting of such a rod. Unlike normal magic item crafting, 
  work accomplished by expending a use of mythic power does 
  not require any special work space or quiet (though the cost of 
  making magic items created this way is normal).
  You can also cause any constant or command-word magic 
  item to function while holding it, rather than wearing it on the 
  appropriate magic item body slot.
  mythic craFt staFF (mythic)
  You are a master staff crafter.
  Prerequisites: Craft Staff, caster level 11th.
  Benefit: At the beginning of each day when you regain your 
  uses of mythic power, you can expend one use of mythic power 
  to accomplish eight hours of work on one magic staff you are 
  crafting. You can only do this once per day per staff you are 
  crafting, though you may also add an actual eight-hour work 
  day toward the crafting of such a staff. Unlike normal magic 
  
  7
  item crafting, work accomplished by expending a use of mythic 
  power does not require any special work space or quiet (though 
  the cost of making magic items created this way is normal). 
  You can also cause any magic items you create to function with 
  a caster level equal to its user’s total level, rather than a set caster 
  level. You must meet all the creation prerequisites of the magic item 
  in question, and must create the item to have a caster level of at least 
  8th level. This has no effect on the function of items with effects not 
  based on caster level (such as boots of elvenkind), but does change 
  the items level in use for purposes of what auras it gives off, and 
  how difficult it is to effect with dispel magic (and similar effects).
  mythic craFt wand (mythic)
  You are a master wand crafter.
  Prerequisites: Craft Wand, caster level 5th.
  Benefit: At the beginning of each day when you regain your 
  uses of mythic power, you can expend one use of mythic power to 
  accomplish eight hours of work on one wand you are crafting. You 
  can only do this once per day per wand you are crafting, though you 
  may also add an actual eight-hour work day toward the crafting 
  of such a wand. Unlike normal magic item crafting, work 
  accomplished by expending a use of mythic power does not 
  require any special work space or quiet (though the cost of 
  making magic items created this way is normal).
  Additionally, rather than create a wand with 50 
  charges, for the same cost and time you may create a 
  wand that functions 3 times/day.
  mythic craFt wondrous 
  item (mythic)
  You are a master crafter of wondrous magic items.
  Prerequisites: Craft Wondrous Item, caster level 3rd.
  Benefit: At the beginning of each day when you regain 
  your uses of mythic power, you can expend one use of mythic 
  power to accomplish eight hours of work on one wondrous item 
  you are crafting. You can only do this once per day per item you 
  are crafting, though you may also add an actual eight-hour work 
  day toward the crafting of such an item. Unlike normal magic item 
  crafting, work accomplished by expending a use of mythic power 
  does not require any special work space or quiet (though the cost 
  of making magic items created this way is normal).
  You can also combine magic items, or change the form of 
  a magic item. You can only do these things to a magic item 
  you meet all the prerequisites to create (though it need not be 
  a wondrous item, as long as you have the appropriate crafting 
  feat). Changing the form of a magic item takes the same time 
  and costs as much as making a magic item with a cost equal to 
  20% of the item to be changed, if the new form takes a magic 
  item slot. If the new form can be hand-held, changing its form 
  takes the same time and costs as much as making a magic item 
  with a cost equal to 40% of the item to be changed. If the new 
  form is an ioun stone, changing its form takes the same time 
  and costs as much as making a magic item with a cost equal to 
  100% of the item to be changed. Some magic items may not be 
  able to be changed into some forms (either due to the essential 
  function of the items original form – such as a magic musical 
  instrument or weapon, or because the end result is too silly – 
  such as a clown nose of intellect) at the discretion of the GM.
  Combining two magic items requires they have the same 
  basic shape or magic item slot, and takes the same time and 
  costs as much as making a magic item with a cost equal to 
  100% of the cheaper of the two items to be combined.
  mythic deaFening critical 
  (critical, mythic)
  You can deafen foes with a weapon blow at will.
  Prerequisites:  Deafening Critical, Critical Focus, base 
  attack bonus +13, 3rd mythic tier.
  Benefit: Once per round when you hit a foe with an attack, 
  but the attack is not a critical, you may expend two uses of 
  mythic power to inflict the effect of the Deafening Critical feat 
  rather than your attack’s normal damage.
  You may not add the effects of more than one mythic critical 
  feat to a single attack.
  
  8
  mythic diehard (mythic)
  You are difficult to put down, and almost impossible to kill.
  Prerequisites: Diehard, Endurance.
  Benefit: When your hit point total is below 0, you are staggered but 
  do not take damage from taking standard actions. When you reach 
  the negative hit point total that would normally result in your death, 
  you have an additional number of negative hit points equal to your 
  Constitution score + mythic tier beyond that. When in this range of 
  negative hit points you automatically stabilize, but are unconscious.
  mythic emPower sPell 
  (metamagic, mythic)
  You can increase the effect of a spell by +75%.
  Prerequisites: Empower Spell, 5th mythic tier.
  Benefit: When you cast a spell augmented with Empower 
  Spell, all variable, numeric effects of the spell are increased by 
  +75%, including bonuses to those dice rolls.
  Alternatively, you may expend a use of mythic power to cast a 
  spell as an empowered spell (gaining only the normal benefits of 
  an empowered spell, rather than the increased benefits outlined 
  above) without preparing it as empowered in advance, taking 
  extra casting time, or increasing the level of spell slot it uses.
  Normal: All variable, numeric effects of an empowered 
  spell are increased by half including bonuses to those dice rolls.
  mythic enlarge sPell 
  (metamagic, mythic)
  You can triple the range of a spell.
  Prerequisites: Enlarge Spell.
  Benefit: When you cast a spell with a range of close, medium, 
  or long augmented with Enlarge Spell, its range is increased 
  by +200%. An enlarged spell with a range of close now has 
  a range of 75 ft. + 15 ft./2 levels, while medium-range spells 
  have a range of 300 ft. + 30 ft./level and long-range spells have 
  a range of 1,200 ft. + 120 ft./level.
  Alternatively, you may expend a use of mythic power to cast 
  a spell as an enlarged spell (gaining only the normal benefits 
  of an enlarged spell, rather than the increased benefits outlined 
  above) without preparing it as enlarged in advance, taking extra 
  casting time, or increasing the level of spell slot it uses.
  Normal: An enlarged spell with a range of close has a range 
  of 50 ft. + 5 ft./level, while medium-range spells have a range 
  of 200 ft. + 20 ft./level and long-range spells have a range of 
  800 ft. + 80 ft./level.
  mythic extend sPell 
  (metamagic, mythic)
  You can triple the duration of a spell.
  Prerequisite: Extend Spell.
  Benefit: When you cast a spell augmented with Extend Spell, it lasts 
  three times as long as normal. A spell with a duration of concentration, 
  instantaneous, or permanent is not affected by this feat.
  Alternatively, you may expend a use of mythic power to cast 
  a spell as an extended spell (gaining only the normal benefits 
  of an extended spell, rather than the increased benefits outlined 
  above) without preparing it as extended in advance, taking 
  extra casting time, or increasing the level of spell slot it uses.
  Normal: An extended spell lasts twice as long as normal.
  mythic exhausting critical 
  (critical, mythic)
  You can exhaust foes at will.
  Prerequisites:  Critical Focus, Exhausting Critical, Tiring 
  Critical, base attack bonus +15, 3rd mythic tier.
  Benefit: Once per round when you hit a foe with an attack, 
  but the attack is not a critical, you may expend two uses of 
  mythic power to inflict the effect of the Exhausting Critical feat 
  rather than your attack’s normal damage.
  You may not add the effects of more than one mythic critical 
  feat to a single attack.
  mythic exotic weaPon 
  ProFiciency (mythic)
  Your prowess with a specific exotic weapon is beyond compare.
  Prerequisites: Exotic Weapon Proficiency, base attack 
  bonus +6.
  Benefit: Select one exotic weapon you are proficient with. When 
  making additional attacks as a result of a high base attack bonus, 
  each attack after the first has its attack bonus reduced by 4, rather 
  than by 5. This does not change the number of additional attacks you 
  gain, only the attack bonus used by each additional attack.
  For example, Jacinth is a 14th level fighter proficient with the 
  spiked chain who has taken Mythic Exotic Weapon Proficiency 
  with that weapon. Normally he would receive three attacks as 
  a result of his base attack bonus, at +14/+9/+4. However as a 
  result of this feat, his three attacks are instead at +14/+10/+6.
  mythic extra channel 
  (mythic)
  Your mythic power gives you additional uses of channel energy 
  each day.
  Prerequisites:  Extra Channel, channel energy class feature.
  Benefit: You can channel energy an additional two times 
  per day. Additionally, if you have no uses of channel energy 
  remaining, you may expend two uses of mythic power to use 
  your channel energy ability.
  mythic extra ki (mythic)
  Your mythic power gives you additional points in your ki pool.
  Prerequisites: Extra Ki, ki pool class feature.
  Benefit: Your ki pool increases by 3. Additionally, if your ki 
  pool is empty, as a swift action you may expend two uses of 
  mythic power to regain one ki point.
  Special: Unlike Extra Ki, you cannot take Mythic Extra Ki 
  more than once.
  mythic extra lay on hands 
  (mythic)
  Your mythic power gives you additional uses of lay on hands 
  each day.
  Prerequisites: Extra Lay On Hands, lay on hands class feature.
  Benefit: You can lay on hands an additional three times per day. 
  Additionally if you have no uses of lay on hands remaining, you may 
  expend two uses of mythic power to use your lay on hands ability.
  Special: Unlike Extra Lay On Hands, you cannot take 
  Mythic Extra Lay On Hands more than once.
  
  9
  mythic extra mercy (mythic)
  Your mythic power gives you an additional mercy you can 
  select each day.
  Prerequisites: Extra Mercy, lay on hands class feature, 
  mercy class feature.
  Benefit: Each day when you regain uses of your daily 
  abilities, you may select one additional mercy you meet the 
  prerequisites for. As a swift action, you may expend two uses 
  of mythic power to change this mercy for a different mercy you 
  meet the prerequisites for, which you retain until you regain 
  your daily abilities or change it again.
  Special: Unlike Extra Mercy, you cannot take Mythic Extra 
  Mercy more than once.
  mythic extra PerFormance 
  (mythic)
  Your mythic power gives you additional rounds of bardic 
  performance each day.
  Prerequisites: Extra Performance, bardic performance class feature.
  Benefit: You can use your bardic performance for 8 
  additional rounds per day. Additionally, as a swift action you 
  can expend one use of mythic power to regain 2 rounds of 
  bardic performance (not to exceed your maximum rounds of 
  bardic performance for the day).
  Special: Unlike Extra Performance, you cannot take Mythic 
  Extra Performance more than once.
  mythic extra rage (mythic)
  Your mythic power gives you additional rounds of rage each day.
  Prerequisites: Extra rage, rage class feature.
  Benefit: You can use your rage for 8 additional 
  rounds per day. Additionally, as a swift 
  action you can expend one use of mythic 
  power to regain 2 rounds of rage (not 
  to exceed your maximum rounds of rage 
  for the day).
  Special: Unlike Extra Rage, you cannot 
  take Mythic Extra Rage more than once.
  mythic Forge ring 
  (mythic)
  You have mastered the art of forging magic rings, and 
  can even imbue them with a portion of your essence.
  Prerequisites: Forge Ring, caster level 7th, 2nd mythic tier.
  Benefit: At the beginning of each day when you regain your uses of 
  mythic power, you can expend one use of mythic power to accomplish 
  eight hours of work on one magic ring you are forging. You can only 
  do this once per day on each ring you are forging, though you may 
  also add an actual eight-hour work day toward the forging of such an 
  item. Unlike normal magic item crafting, work accomplished by 
  expending a use of mythic power does not require any special 
  work space or quiet (though the cost of making magic 
  items created this way is normal).
  When you successfully forge a magic 
  ring, you may choose to imbue it with one 
  spell, spell-like ability, or supernatural 
  ability you possess. You cannot use 
  this ability unless you are wearing the 
  ring, but when you are wearing it you may either use the ability 
  one more time per day (if it has limited uses per day), or cast it 
  one without having it count against your spells/day (for spells or 
  spell-like abilities), have your effective level be considered 4 
  levels higher for determining the abilities effects (for abilities with 
  level-dependent effects), or have its save DC increased by +1 (for 
  abilities with a save DC). If the ability qualifies for more than 
  one of these benefits, you may select which it benefits from at the 
  beginning of each day when you regain your pool of mythic power. 
  For every 3 full mythic tiers you have, you may imbue another 
  spell, spell-like ability, or supernatural ability you possess into such 
  a ring. Rings with your powers imbued into them are treated as 
  minor artifacts for purposes of destroying them. A ring with 4 or 
  more abilities imbued in it is treated as a full artifact, and can only 
  be destroyed by a specific set of circumstances selected by the GM. 
  You may only use the spell or ability imbued in such a ring while 
  the ring is in your possession. When the ring is on your possession, 
  you also gain one use of mythic power per day that can only be 
  used in regards to the imbued spell or ability (any mythic ability that 
  applies to the spell or ability can be fueled with this use of mythic 
  power). If a ring imbued with powers of yours is destroyed, you lose 
  the imbued spell or ability permanently – only a miracle, wish, or 
  similar power can restore it to you.
  
  10
  When a ring imbued with powers of yours is not in your 
  possession, once per day you may meditate for one hour to gain 
  a sense of how to reach it. This acts as a find the path spell, 
  except it allows you to know the shortest, most direct physical 
  route to your ring, rather than to a location. 
  mythic greater disarm 
  (mythic)
  You can disarm a foe with such precision as to place its weapons 
  in the hands of allies.
  Prerequisites: Combat Expertise, Greater Disarm, Improved 
  Disarm, base attack bonus +6, Int 13.
  Benefit: When you disarm a foe, as a free action you can 
  choose to have the item you disarm be in your hand (if you have 
  a free hand), in the hand of any ally within 15 feet who has a free 
  hand, or tucked into a belt, bag, or haversack in your possession. 
  mythic greater Feint (mythic)
  Your ability to confuse a foe in combat is legendary.
  Prerequisites: Combat Expertise, Greater Feint, Improved 
  Feint, base attack bonus +6, Int 13.
  Benefit: When you successfully feint a foe, in addition to 
  losing his Dexterity to AC against every attack you make until 
  the beginning of your next turn, he also loses it against the 
  first attack made by each creature that attacks him before the 
  beginning of your next turn.
  Additionally, the target is so distracted that until the beginning 
  of your next turn creatures that do not attack or interact with the 
  target may make stealth checks to escape his attention, even if 
  they are in bright light or in his direct line of sight.
  mythic greater triP (mythic)
  You can drive foes to land on the ground in uncoordinated heaps.
  Prerequisites: Combat Expertise, Greater Trip, Improved 
  Trip, base attack bonus +6, Int 13.
  Benefit: When you successfully trip an opponent, the 
  opponent is flat-footed for the attacks of opportunity provoked 
  as a result of being tripped.
  mythic greater vital strike 
  (mythic)
  You can deliver blows that shatter mountains and cut adamantine.
  Prerequisites: Greater Vital Strike, Improved Vital Strike, 
  Mythic Improved Vital Strike, Mythic Vital Strike, Vital Strike, 
  base attack bonus +16, 10th mythic tier.
  Benefit: Whenever you use Vital Strike, Improved Vital 
  Strike, or Greater Vital Strike, your attack ignores all damage 
  reduction, energy resistance, and hardness your target possesses.
  mythic heighten sPell 
  (metamagic, mythic)
  Your metamagic spells are always more potent.
  Prerequisites: Heighten Spell, 2nd mythic tier.
  Benefit: When you apply metamagic feats to a spell, the effective 
  level of the spell is increased to be equal to the level of the spell 
  slot used to prepare or cast it. All effects dependent on spell level 
  (such as saving throw DCs and ability to penetrate a lesser globe 
  of invulnerability) are calculated according to the heightened level.
  mythic imProved Feint 
  (mythic)
  You can draw a foe out of position with a twitch of your eyes.
  Prerequisites: Combat Expertise, Improved Feint, Int 13.
  Benefit: You can feint a foe as a swift action.
  mythic imProved great 
  Fortitude (mythic)
  You can draw upon a mythic reserve to resist nearly any disease, 
  poison, or other grievous harm.
  Prerequisites: Great Fortitude, Improved Great Fortitude, 
  Mythic Great Fortitude.
  Benefit: Once per day, when you fail a Fortitude save, 
  you may choose to replace your saving throw result with 20 
  + your total Fortitude save bonus (as if you had rolled a 20 
  on the d20 roll for your Fortitude save, though this does not 
  count as an automatic success). You must make this decision 
  immediately after discovering your initial Fortitude save failed. 
  This benefit is in addition to (does not replace) the normal 
  benefit of Improved Great Fortitude.
  mythic imProved iron will 
  (mythic)
  Your legendary clarity of thought allows you to resist nearly 
  any mental attack.
  Prerequisites: Improved Iron Will, Iron Will, Mythic Great 
  Iron Will.
  Benefit: Once per day, when you fail a Will save, you 
  may choose to replace your saving throw result with 20 + 
  your total Will save bonus (as if you had rolled a 20 on the 
  d20 roll for your Will save, though this does not count 
  as an automatic success). You must make this decision 
  immediately after discovering your initial Will save failed. 
  This benefit is in addition to (does not replace) the normal 
  benefit of Improved Iron Will.
  mythic imProved lightning 
  reFlexes (mythic)
  Your legendary speed allows you to avoid nearly any area 
  effect.
  Prerequisites: Improved Lightning Reflexes, Lightning 
  Reflexes, Mythic Lightning Reflexes.
  Benefit: Once per day, when you fail a Reflex save, you 
  may choose to replace your saving throw result with 20 + 
  your total Reflex save bonus (as if you had rolled a 20 on 
  the d20 roll for your Reflex save, though this does not count 
  as an automatic success). You must make this decision 
  immediately after discovering your initial Reflex save failed. 
  This benefit is in addition to (does not replace) the normal 
  benefit of Improved Lightning Reflexes.
  mythic imProved Precise shot 
  (mythic)
  Your prowess with ranged attacks is legendary.
  Prerequisites: Dex 19, Improved Precise Shot, Mythic 
  Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus 
  +11, 5th mythic tier.
  
  11
  Benefit: When you make a ranged attack, you automatically hit 
  your target (regardless of its AC) on a natural roll of 17 or better (the 
  d20 roll shows a 17, 18, 19, or 20). This is treated as if you had rolled 
  a natural 20 on the attack, although your attack is not a critical threat 
  unless the die roll actually rolls within your attack’s threat range.
  mythic imProved shield Bash 
  (mythic)
  You use your shield for offense almost as much as defense.
  Prerequisites: Improved Shield Bash, Shield Proficiency, 
  2nd mythic tier.
  Benefit: You can make a shield bash attack as a swift action.
  mythic imProved two-weaPon 
  Fighting (mythic)
  You strike with two weapons as easily as with one.
  Prerequisites: Dex 17, Improved Two-Weapon Fighting, 
  Mythic Two-Weapon Fighting, Two-Weapon Fighting, base 
  attack bonus +6, 5th mythic tier.
  Benefit: As a standard action, you may make one attack with 
  your primary weapon and one with your off-hand weapon. 
  When you make an attack of opportunity, if your primary 
  weapon hits you may also make an attack with your secondary 
  weapon as a free action.
  mythic imProved vital strike 
  (mythic)
  You can deliver blows that shatter bone and liquefy internal organs.
  Prerequisites: Improved Vital Strike, Mythic Vital Strike, 
  Vital Strike, base attack bonus +11, 5th mythic tier.
  Benefit: Whenever you use Vital Strike, Improved 
  Vital Strike, or Greater Vital Strike, multiply all 
  damage (even damage from sources that wouldn’t 
  normally be multiplied on a critical hit) by the 
  number of weapon damage dice you roll for 
  that feat.
  mythic imProvised 
  weaPon mastery 
  (mythic)
  Everything is a deadly weapon in 
  your hands.
  Prerequisites: Catch Off-
  Guard or Throw Anything, 
  Improvised Weapon Mastery, 
  base attack bonus +8.
  Benefit: When using a one-
  handed improvised weapon, 
  you may always choose to 
  treat it as a light weapon. 
  You also treat any improvised 
  melee weapon as having any 
  two of the following special 
  weapon features (decided by 
  you at the beginning of each 
  turn before you take any other 
  actions): 
  blocking, 
  deadly, 
  disarm, distracting, grapple, monk, nonlethal, performance, 
  sunder, trip. If using a 2-handed improvised melee weapon 
  you may also select from the brace, double, or reach special 
  weapon features. When using an improvised ranged weapon, 
  treat it as having a 40 ft. range increment.
  mythic leadershiP (mythic)
  Even those who follow you are mythic.
  Prerequisites:  Leadership, character level 7, 2nd 
  mythic tier.
  Benefit: Add your mythic tier to your leadership score.
  The cohort you gain from the Leadership feat is a mythic 
  character with a mythic tier equal to 1/2 your own mythic tier. 
  Additionally if your cohort dies you may replace him in 24 
  hours by calling on the source of your mythic power. However, 
  doing so causes you to have 1 fewer uses of mythic power per 
  day for the next 30 days.
  If you are of the 5th or greater mythic tier, your 10 highest 
  level followers are also 1st mythic tier.
  mythic lightning stance 
  (mythic)
  Your movements cannot be predicted.
  Prerequisites: Dex 17, Dodge, Lightning Stance, Mythic 
  Wind Stance, Wind Stance, base attack bonus +11, 3rd 
  mythic tier.
  Benefit: If you move more than 5 feet, you gain 50% 
  concealment for 1 round. If you expend one use of mythic 
  power, you gain this concealment for one minute rather than 
  1 round.
  
  12
  mythic martial weaPon 
  ProFiciency (mythic)
  Your prowess with a specific martial weapon is beyond compare.
  Prerequisites: Martial Weapon Proficiency, base attack bonus +6.
  Benefit: Select one martial weapon you are proficient with. When 
  making additional attacks as a result of a high base attack bonus, 
  each attack after the first has its attack bonus reduced by 4, rather 
  than by 5. This does not change the number of additional attacks 
  you gain, only the attack bonus used by each additional attack.
  For example, Jacinth is a 14th level fighter proficient with the 
  longsword who has taken Mythic Martial Weapon 
  Proficiency with that weapon. Normally he would 
  receive three attacks as a result of his base attack 
  bonus, at +14/+9/+4. However as a result of this 
  feat, his three attacks are instead at +14/+10/+6.
  mythic master craFtsman (mythic)
  Your skill with a craft is like magic.
  Prerequisites: Master Craftsman, 5 ranks in any Craft or 
  Profession skill.
  Benefit: Select one spellcasting class. For purposes of using or 
  creating magic items, you are considered to know all the spells on 
  that classes’ spell list, up to a spell level equal to half your ranks in the 
  Craft or Profession skill you selected with the Master Craftsman feat.
  mythic maximize sPell 
  (metamagic, mythic)
  Your maximum spell power is “more than maximum.”
  Prerequisites: Maximize Spell, 7th mythic tier.
  Benefit: When you cast a spell augmented with Maximize 
  Spell, all variable, numeric effects of the spell are treated as 
  150% of their maximum.
  Alternatively, you may expend two uses of mythic power to 
  cast a spell as a maximized spell (gaining only the normal benefits 
  of a maximized spell, rather than the increased benefits outlined 
  above) without preparing it as maximized in advance, taking extra 
  casting time, or increasing the level of spell slot it uses.
  Normal: All variable, numeric effects of a maximized spell 
  are automatically at their highest value.
  mythic Precise shot (mythic)
  You can shoot wasps out of a swarm, or even hit targets on the 
  ethereal plane.
  Prerequisites: Point Blank Shot, Precise Shot.
  Benefit: Your ranged attacks can damage swarms and ignore miss 
  chances from spells or magic effects (such as blink, blur, and mirror 
  images). If you expend a use of mythic power, for one minute your 
  ranged attacks also affect ethereal and insubstantial foes.
  mythic Quicken sPell 
  (metamagic, mythic)
  Casting a spell can be nearly effortless for you.
  Prerequisites: Quicken Spell, 10th mythic tier.
  Benefit: You can prepare any spell as a quickened spell, regardless 
  of its normal casting time, allowing you to cast it as a swift action. 
  If a target provokes an attack of opportunity from you, you can 
  target it with a quickened spell as your attack of opportunity. Only 
  quickened spells with a specific number of targets (rather than effect 
  or area) can be cast as an attack of opportunity, and only the creature 
  that provoked the attack is targeted by the spell (regardless of how 
  many creatures the spell normally targets).
  Alternatively, you may expend two uses of mythic power 
  to cast a spell as a quickened spell (gaining only the normal 
  benefits of a quickened spell, rather than the increased benefits 
  outlined above) without preparing it as quickened in advance 
  or increasing the level of spell slot it uses.
  Normal: A quickened spell that normally has a casting time 
  of 1 standard action can instead be cast as a swift action.
  mythic scriBe scroll (mythic)
  You can invoke scrolls without even reading them.
  Prerequisites: Scribe Scroll, caster level 1st.
  Benefit: At the beginning of each day when you regain your 
  uses of mythic power, you can expend one use of mythic power 
  to accomplish eight hours of work on one magic scroll you are 
  scribing. You can only do this once per day on each scroll you 
  are scribing, though you may also add an actual eight-hour work 
  day toward the scribing of such an item. Unlike normal magic 
  item crafting, work accomplished by expending a use of mythic 
  power does not require any special work space or quiet (though 
  the cost of making magic items created this way is normal).
  
  13
  Additionally, you can cast a spell from a scroll in your 
  possession without having it in hand. As long as it is on your 
  person, or in containers on your person, you may use a scroll.
  mythic shield master 
  (mythic)
  You punish your foes’ failures with a smack from your shield.
  Prerequisites: Improved Shield Bash, Shield Master, Shield 
  Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.
  Benefit: When you have a shield equipped, if a foe in reach makes 
  an attack against you and misses by 5 or more that foe provokes an 
  attack of opportunity from you. If a foe attempts to make a combat 
  maneuver targeting your shield (such as sunder) and after the maneuver 
  is resolved your shield is still in hand and not broken or destroyed, that 
  foe provokes an attack of opportunity from you. You can only use this 
  attack of opportunity to attack the foe with your shield.
  Additionally, you may make a number of additional attacks 
  of opportunity per round depending on what kind of shield you 
  have equipped (buckler = +1 AoO, small shield  = +2 AoO, 
  large shield = +3 AoO, tower shield  = +1 AoO). You can only 
  use these attacks of opportunity to attack foes with your shield.
  mythic shield ProFiciency 
  (mythic)
  You can interpose your shield between yourself and all dangers.
  Prerequisites: Shield Proficiency.
  Benefit: Add the AC bonus you gain from your shield to 
  your CMB.
  mythic sickening critical 
  (critical, mythic)
  You can sicken foes with weapon strikes at will.
  Prerequisites:  Critical Focus, Sickening Critical, base 
  attack bonus +11, 2nd mythic tier.
  Benefit: Once per round when you hit a foe with an attack, 
  but the attack is not a critical, you may expend one use of 
  mythic power to inflict the effect of the Sickening Critical feat 
  rather than your attack’s normal damage.
  You may not add the effects of more than one mythic critical 
  feat to a single attack.
  mythic silent sPell 
  (metamagic, mythic)
  You can cast spells with near-total secrecy.
  Prerequisites: Silent Spell.
  Benefit: When you cast a spell augmented with Silent Spell, 
  it is not obvious that you cast a spell and difficult to determine 
  the origin point of any visible spell effects. Characters cannot 
  observe that you cast the spell, or make Spellcraft checks to 
  identify it or dispel checks to neutralize it unless they succeed 
  at a Perception check opposed by a special Stealth check made 
  by you (1d20 + Steath or Spellcraft bonus + mythic tier).
  Alternatively, you may expend a use of mythic power to cast 
  a spell as a silent spell (gaining only the normal benefits of a 
  silent spell, rather than the increased benefits outlined above) 
  without preparing it as silent in advance, taking extra casting 
  time, or increasing the level of spell slot it uses.
  Special: A silent spell requires no verbal components.
  mythic simPle weaPon 
  ProFiciency (mythic)
  Your prowess with a specific simple weapon is beyond compare.
  Prerequisites: Simple Weapon Proficiency, base attack bonus +6.
  Benefit: Select one simple weapon you are proficient with. When 
  making additional attacks as a result of a high base attack bonus, 
  each attack after the first has its attack bonus reduced by 4, rather 
  than by 5. This does not change the number of additional attacks you 
  gain, only the attack bonus used by each additional attack.
  For example, Thorne is a 19th level cleric proficient with the 
  morningstar who has taken Mythic Simple Weapon Proficiency 
  with that weapon. Normally she would receive three attacks as 
  a result of her base attack bonus, at +14/+9/+4. However as a 
  result of this feat, her three attacks are instead at +14/+10/+6.
  mythic staggering critical 
  (critical, mythic)
  You can stagger foes with a weapon blow at will.
  Prerequisites:  Critical Focus, Staggering Critical, base 
  attack bonus +13, 3rd mythic tier.
  Benefit: Once per round when you hit a foe with an 
  attack, but the attack is not a critical, you may expend two 
  uses of mythic power to inflict the effect of the Staggering 
  Critical feat rather than your attack’s normal damage. 
  You may not add the effects of more than one mythic critical 
  feat to a single attack.
  mythic stand still (mythic)
  None shall pass.
  Prerequisites: Combat Reflexes, Stand Still.
  Benefit: When you successfully use the Stand Still feat to 
  make a combat maneuver check to force a foe to stop moving, 
  you may also deal melee damage to that foe with a natural or 
  unarmed attack or a weapon you have in hand.
  mythic steP uP (mythic)
  No one can escape you.
  Prerequisites: Dex 13, Following Step, Step Up, base attack 
  bonus +1.
  Benefit: Whenever an adjacent foe attempts to move away from 
  you, you may move up to your movement rate as an immediate 
  action so long as you end up adjacent to the foe that triggered this 
  ability. If you move more than 1/2 your movement rate, you may 
  only take a move or standard action on your next turn.
  If you expend a use of mythic power, you may move up to 
  twice your movement rate to follow an adjacent foe, and still 
  take a full action on your next turn.
  mythic still sPell 
  (metamagic, mythic)
  You can cast spells with total detachment from your body’s 
  condition.
  Prerequisites: Still Spell.
  Benefit: When you cast a spell augmented with Still Spell, 
  you do not need to make a concentration check as a result of 
  any physical disruption, including movement (such as riding 
  a horse or being on the deck of a storm-tossed ship), being 
  grappled or pinned, or even being injured while casting.
  
  14
  Alternatively, you may expend a use of mythic power to cast 
  a spell as a still spell (gaining only the normal benefits of a still 
  spell, rather than the increased benefits outlined above) without 
  preparing it as still in advance, taking extra casting time, or 
  increasing the level of spell slot it uses.
  Special: A still spell requires no somatic components.
  mythic stunning critical 
  (critical, mythic)
  You may stun foes with a weapon blow at will.
  Prerequisites:  Critical Focus, Stunning Critical, base attack 
  bonus +17, 3rd mythic tier.
  Benefit: Once per round when you hit a foe with an attack, 
  but the attack is not a critical, you may expend two uses of 
  mythic power to inflict the effect of the Stunning Critical feat 
  rather than your attack’s normal damage.
  You may not add the effects of more than one mythic critical 
  feat to a single attack.
  mythic tiring critical 
  (critical, mythic)
  You can tire foes with a 
  weapon blow at will.
  Prerequisites: Critical 
  Focus, Tiring Critical, 
  base attack bonus +13.
  Benefit: 
  Once 
  per 
  round when you hit a foe 
  with an attack, but the 
  attack is not a critical, 
  you may expend 
  one use of mythic 
  power to inflict 
  the effect of the Tiring Critical feat rather than your attack’s 
  normal damage.
  You may not add the effects of more than one mythic critical 
  feat to a single attack.
  mythic tower shield 
  ProFiciency (mythic)
  You move a tower shield with stunning ease.
  Prerequisites: Tower Shield Proficiency.
  Benefit: You treat a tower shield as having no maximum 
  Dexterity bonus to AC, a -3 armor check penalty, and 20% 
  arcane spell failure. You do not take a -2 penalty to attack rolls 
  when using a tower shield.
  Normal: A tower shield has a +2 maximum Dex bonus to 
  AC, -10 armor check penalty, 50% arcane spell failure, and 
  causes anyone wearing it to take a -2 penalty to attack rolls.
  mythic whirlwind attack 
  (mythic)
  You can strike multiple times at every foe within reach.
  Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, 
  Mobility, Mythic Combat Expertise, Mythic Dodge, Mythic 
  Mobility, Mythic Spring Attack, Spring Attack, Whirlwind 
  Attack, base attack bonus +4, 5th mythic tier.
  Benefit: When you use Whirlwind Attack as a full-round 
  action, you may make all your attacks from a full attack action 
  against one foe, and one additional attack against every foe 
  within reach. If you expend two uses of mythic power, you may 
  make all your attacks from a full attack action against every foe 
  within reach.
  mythic widen sPell 
  (metamagic, mythic)
  You can cast spells that cover vast areas.
  Prerequisites: Widen Spell.
  Benefit: When you cast a spell augmented with Widen Spell, 
  any numeric measurements of the spell’s area increase by 
  200%. Only a burst, emanation, or spread-shaped spell can be 
  affected by this feat.
  Alternatively, you may expend a use of mythic power to cast 
  a spell as a widened spell (gaining only the normal benefits of a 
  widened spell, rather than the increased benefits outlined above) 
  without preparing it as widened in advance, taking extra 
  casting time, or increasing the level of spell slot it uses.
  Normal: A widened spell increases its area 
  by 100%.
  mythic wind stance 
  (mythic)
  You always seem to be in motion.
  Prerequisites: Dex 15, Dodge, 
  Wind Stance, base attack bonus +6.
  Benefit: If you move more than 5 feet this turn, you gain 
  20% concealment for 1 round against all attacks. If you expend 
  a use of mythic power, you gain this benefit for 1 minute 
  without needing to move.
  Normal: Wind Stance grants you 20% concealment for 1 
  round against ranged attacks if you move more than 5 feet.
  
  15
  creDits
  Designer: Owen K.C. Stephens
  Editor: Jeremy Miller
  Cover Art: Brian Brinlee, courtesy of Purple Duck Games
  Illustrations: Brian Brinlee and Ryan Rhodes, courtesy of 
  Pubple Duck Games
  Graphic Design and Typesetting: Lj Stephens
  Produced by: Rogue Genius Games
  Project Manager: Lj Stephens
  Consigliere: Stan!
  Contents Copyright Rogue Genius Games
  Special Thanks: To my two primary game groups 
  and playtesters, for putting up with a lot of horrifically 
  overpowered options over the years, so I could learn where 
  the dividing line between “Awesome!” and “wtf!?” was. 
  The Travelers:  
  (Ian Allen, Marc Curlee, Lj Stephens).  
  The New Management:  
  (Carl Gilchrist, John Menzie, Lj Stephens).
  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 
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  gO rOgue!
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  Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Owen K.C. Stephens; Author: Owen K.C. 
  Stephens
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rogue Genius Games (RGG)/Mythic Options/Mythic Options - The Missing Core Feats.pdf