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  Credits
  Lead Designer: Jason Bulmahn
  Additional Design: Dennis Baker, Jesse Benner, Benjamin Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathon H. Keith, 
  Jason Nelson, Tom Phillips, F. Wesley Schneider, Amber E. Scott, Tork Shaw, Russ Taylor, and Ray Vallese
  Paizo Publishing, LLC 
  7120 185th Ave. NE
  Ste 120 
  Redmond, WA 98052
  paizo.com
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names 
  (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements 
  that have previously been designated as Open Game Content or are in the public domain are not included in this 
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  Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo 
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  any form without written permission. To learn more about the Open Game License and the d20 System License, 
  please visit wizards.com/d20.
  Mythic Adventures Playtest is published by Paizo Publishing, LLC under the Open Game License v 1.0a © 2000 
  Wizards of the Coast, Inc. All other trademarks are property of Paizo Publishing, LLC. © 2012 Paizo Publishing.
  myTHIc 
  AdveNTUres 
  PlayTesT
  myTHIc 
  AdveNTUres 
  PlayTesT
  myTHIc 
  AdveNTUres 
  PlayTesT
  Development: Logan Bonner,  
  Stephen Radney-MacFarland, Erik Mona,  
  and Sean K Reynolds
  Interior Artist: Eric Belisle
  Creative Director: James Jacobs
  Editor-in-Chief: F. Wesley Schneider
  Senior Editor: James L. Sutter
  Editing: Logan Bonner
  Editorial Assistance: Judy Bauer, Christopher Carey, 
  Adam Daigle, Ryan Macklin, Rob McCreary,  
  Mark Moreland, and Patrick Renie
  Senior Art Director: Sarah E. Robinson
  Graphic Designers: Sonja Morris and Andrew Vallas
  Production Specialist: Crystal Frasier
  Publisher: Erik Mona
  Paizo CEO: Lisa Stevens
  Chief Operations Officer: Jeffrey Alvarez
  Director of Sales: Pierce Watters
  Sales Representative: Adam Lovell
  Marketing Director: Jenny Bendel
  Finance Manager: Christopher Self
  Staff Accountant: Kunji Sedo
  Chief Technical Director: Vic Wertz
  Senior Software Developer: Gary Teter
  Campaign Coordinator: Mike Brock
  Project Manager: Jessica Price
  Customer Service Team: Cosmo Eisele, Erik Keith,  
  and Sara Marie Teter
  Warehouse Team: Will Chase, Michael Kenway,  
  Matt Renton, Jeff Strand, and Kevin Underwood
  Website Team: Ross Byers, Liz Courts, Lissa Guillet,  
  and Chris Lambertz
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  WELCOME TO THE MYTHIC 
  ADVENTURES PLAYTEST
  Thank you for taking the time to review and playtest 
  the rules for Mythic Adventures! This exciting new 
  hardcover book due out in August 2013 will give you 
  everything you need to run a mythic campaign, with 
  legendary heroes and truly terrible foes. This playtest 
  is here to give you a taste of what is to come. It includes 
  rules for making a mythic player character and plenty 
  of rules to support those characters, but it also includes 
  mythic monsters, guidelines for running a mythic 
  game, and a sample adventure to get you started. 
  Think of this document as a slice of the rules, giving 
  you a piece of what mythic has to offer your game.
  The point of this playtest is for us to hear from you! 
  We need to know what works and what needs work. 
  We want to hear about how these rules interact with 
  your home game, not just from a mechanical sense but 
  also how the idea of mythic fits in with your world. 
  To help us sort out all of this information, we have 
  set up a number of messageboards on paizo.com where 
  you read up on what others are thinking, get new 
  information on these rules, and most importantly tell 
  us what you think. Please make sure to go through the 
  existing forums a bit before posting, just to make sure 
  that there is not another thread covering the same 
  issue or rules question. If there is, just add your ideas 
  to that thread. If not, feel free to start a new thread. 
  The design team spends a great deal of time combing 
  through these threads looking for questions and ideas. 
  Even if we don’t immediately respond, rest assured 
  that your voice is being heard.
  So, gather your heroes and venture forth to 
  conquer mythic challenges. A whole new way to play 
  Pathfinder awaits.
  Jason Bulmahn
  Lead Designer
  WHAT IS MYTHIC?
  E
  veryone knows the story of the blacksmith’s son who 
  takes up arms to defend his village, continuing on 
  to become a renowned adventurer, or the young elf 
  who spends years studying musty tomes, learning at 
  first to cast simple spells before heading out into the 
  world to seek out ancient lore. These are the stories 
  of everyday adventurers, risen from the ranks of the 
  common folk to make a name for themselves in a harsh 
  and unforgiving world. But these are not the only stories 
  of heroism. Some adventurers are truly exemplary, 
  writing their stories into the greatest sagas of history, 
  turning their every deed into legend. From the children 
  of gods, blessed with the divine spark, to the lucky hero, 
  born under the eclipse and destined to greatness, these 
  characters are mythic—capable of amazing feats and 
  unparalleled heroism.
  To be mythic means to draw upon a power that few 
  even dream to understand, and even fewer dare to wield. 
  An air of destiny surrounds mythic characters, and their 
  every choice shapes the world around them. Their story 
  is intertwined with the great events of the day, and their 
  actions are central to the outcome. Mythic characters 
  are more resilient, capable, and as a result more daring 
  than their ordinary counterparts. A group of adventurers 
  might balk at taking on a dragon plaguing a village, yet 
  mythic adventurers would not only take on the dragon, but 
  track down and smite its relatives just for good measure. 
  Mythic characters are not invulnerable, just more capable 
  of dealing with the dangers of the world around them. 
  When a mythic character dies, it is a great tragedy to the 
  world, as the light of one of its true champions has been 
  extinguished.
  In many ways, the story of a mythic hero is defined by 
  the challenges he faces. To go along with mythic player 
  characters, the GM has a number of new ways to challenge 
  them, from deadly mythic monsters to vile and cunning 
  mythic villains. Mythic monsters are unique creatures 
  or remnants of a bygone age when such terrifying beasts 
  were more common. They dwell in the quiet places of 
  the world, waiting for their time to bring terror to the 
  land. Mythic villains have many of the powers of mythic 
  characters, but instead of furthering the causes of good 
  and order, mythic villains use their abilities to subjugate 
  kingdoms, slaughter the innocent, and bring ruin to 
  the world. Unless there are heroes to stop them, mythic 
  villains can cause destruction on an unimaginable scale.
  These rules give players and GMs all the tools they 
  need to run a mythic adventure, or even an entire mythic 
  campaign. The mythic rules add to the base rules of 
  the Pathfinder Roleplaying Game, either as part of an 
  adventure granting mythic power for a limited time, or as 
  the backbone of an entire campaign charting the legend 
  of a group of mythic characters.
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  Moment of Ascension
  The moment an ordinary character gains his first 
  mythic tier is called the moment of ascension (or simply 
  ascension) and is usually concurrent with an extraordinary 
  event. Generally speaking the GM decides what this 
  event is, but it has many implications on the story of the 
  character. Ascension usually determines the source of a 
  mythic character’s power, and though this doesn’t affect 
  the types of abilities he gains, it can be used to influence 
  future choices and roleplaying decisions.
  The GM is free to invent any sort of event to act as 
  the moment of ascension, as required by the needs of 
  the campaign. The following ideas represent some of the 
  most common forms of ascension.
  Artifact: The character comes into contact with an 
  unstable artifact that unleashes some of its power into 
  him, granting him mythic power. The mythic character 
  might need to protect the artifact, as it is the source of 
  his power.
  Fated: The character was born under an auspicious 
  sign, such as a planetary conjunction or lunar eclipse, 
  and as such was destined to greatness. The moment 
  of ascension comes when those circumstances repeat 
  themselves and the character gains mythic power.
  Godling: The mythic character is the child of a god, 
  usually from the union of that deity and a mortal. The 
  moment of ascension is when the character learns of his 
  true heritage or is visited by his divine parent (or an agent 
  of that deity).
  Granted: The character is called upon by a divine 
  agent, or other incredibly powerful being, to act as its 
  representative. This gives the character mythic power, but 
  possibly only while serving the interests of this benefactor.
  Passed On: The character is present at the death of 
  a powerful, or perhaps even mythic, creature. In its 
  final moments, it passes on its power to the character, 
  granting mythic abilities. Alternatively, it may not be 
  given voluntarily, but instead taken upon the death of 
  the mythic character. This might even be the way that all 
  mythic power is gained in a campaign.
  GLOSSARY
  Mythic Adventures uses several terms new to the 
  Pathfinder Roleplaying Game.
  Ascension: The moment when a normal character 
  begins the path to becoming a mythic character.
  DR/Epic: Damage reduction that can only be overcome 
  by a weapon with an enhancement bonus of +6 or greater.
  Mythic: Seemingly beyond the abilities of mortals, a 
  mythic character or other mythic element becomes part 
  of a story that plays out on a greater scale than ordinary 
  people can understand.
  Mythic Power: An ability each mythic character can 
  call upon to influence destiny and power other abilities.
  Tier: Mythic characters advance in power by gaining 
  tiers, each of which grants new abilities. Attaining a 
  new mythic tier requires completing difficult trials 
  within the campaign’s story rather than accumulating 
  experience points.
  Trial: A difficult task that awaits a mythic hero, a trial 
  can be either lesser or greater. A mythic character has to 
  complete a number of trials of each type to reach a new 
  mythic tier.
  Path: The theme of a character’s mythic advancement 
  and the abilities she gains are determined by a mythic 
  path—archmage, 
  champion, 
  guardian, 
  hierophant, 
  marshal, or trickster.
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  M
  ythic 
  characters 
  are 
  set 
  apart 
  from 
  their 
  contemporaries, capable of amazing feats of courage 
  in the face of overwhelming odds. Despite their 
  power, they are still similar in many ways to ordinary 
  adventurers. They have hit points, an armor class, and 
  saving throws just like any other character. In fact, most 
  of their statistics are comparable to ordinary characters 
  of an equal level. Where a mythic character differs is that 
  he possesses special abilities gained from his mythic 
  path. These abilities allow him to bend, and in some cases 
  break, certain rules of the game to gain a unique edge.
  To become mythic, a character must first undergo a 
  moment of ascension (see the sidebar on page 3). This is 
  the point at which he gains his first tier and must select 
  a mythic path, which determines the majority of his 
  mythic abilities. A character’s mythic path is much like 
  an additional class. Instead of levels, he gains tiers in his 
  path, which grant him additional abilities and bonuses 
  (such as bonus hit points). From that point onward, he 
  gains new mythic abilities only upon completing the 
  necessary number of trials—difficult tasks that add to 
  his legend and story. Once he completes the necessary 
  number of trials based on his current tier, he gains the 
  next tier in his path. Gaining new tiers is not a replacement 
  for gaining levels in classes. Even though he is mythic, a 
  mythic character still gains experience points as normal 
  for overcoming monsters and other challenges. As such, a 
  mythic character typically gains new tiers less frequently 
  than he gains levels in his classes. A mythic character 
  cannot gain more than 10 tiers.
  Gaining Tiers
  A character’s mythic power is classified by tier, with a 
  1st-tier mythic character already being significantly 
  more powerful than a nonmythic character of the same 
  level and a 10th-tier mythic character being nearly 
  godlike in power. Mythic tiers are similar to levels in a 
  class or prestige class, in that the powers gained at each 
  tier are added to all those that came before, but tiers 
  are not gained in the same manner. A character gains a 
  new mythic tier by completing a number of trials that 
  occur during play. As such, achieving a new mythic tier 
  occurs independently of the ordinary experience point 
  progression. The number of trials required to attain 
  each new tier appears on Table 1–1. For example, a 5th-
  level fighter discovers his mythic heritage and becomes 
  a 1st-tier champion. Over a number of sessions, he earns 
  enough experience points to gain his 6th level of fighter. 
  During this time, he accomplishes all three lesser trials, 
  but not his greater trial, so he does not achieve the next 
  tier of champion. During the next session, he finally 
  accomplishes a greater trial, allowing him to become 
  a 2nd-tier champion. To reach 3rd tier, he will need to 
  accomplish another 4 lesser trials and 2 more greater 
  trials.
  Mythic trials in excess of those needed to gain the 
  next tier do not count toward the following tier. Instead, 
  whenever a character completes a trial in excess of those 
  needed to gain a tier, he immediately regains one daily 
  use of his mythic power, up to his daily maximum.
  Table 1–1: Mythic Tier Progression
  Mythic 
  Trials Needed
  Tier 
  Lesser 
  Greater
  1st* 
  — 
  —
  2nd 
  3 
  1
  3rd 
  4 
  2
  4th 
  5 
  2
  5th 
  5 
  3
  6th 
  6 
  3
  7th 
  7 
  4
  8th 
  8 
  4
  9th 
  8 
  5
  10th 
  9 
  5
  * The first tier is gained at the moment of ascension; see 
  page 3.
  Base Mythic Abilities
  In addition to the special abilities granted by each mythic 
  path, every mythic PC gains a number of base abilities 
  common to all mythic characters. These abilities are 
  gained based on the character’s mythic tier. A 5th-tier 
  champion gains the same base abilities as a 5th-tier 
  trickster.
  Every character with one or more mythic tiers possesses 
  the following abilities.
  Mythic Power (Su): Mythic characters can draw upon 
  a wellspring of power to allow them to accomplish 
  amazing deeds and cheat fate. You must choose one 
  ability score as the one most associated with your mythic 
  potential. Once made, this choice can’t be changed. You 
  can draw upon your mythic power a number of times 
  per day equal to your mythic tier plus your mythic 
  ability score’s bonus. In addition to abilities gained 
  from your mythic path and overall mythic tier, you can 
  expend one daily use of mythic power to increase any 
  d20 roll you just made by rolling 1d6 and adding it to the 
  results. Using this ability is an immediate action that is 
  Chapter 1: Mythic Characters
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  taken after the original roll is made and the results are 
  revealed. This can change the outcome of the roll. The 
  bonus gained by using this ability increases by one die 
  size at 4th tier and every 3 tiers thereafter to a maximum 
  bonus of 1d12.
  Ability Score: You gain a permanent +2 bonus to an 
  ability score of your choice upon reaching the 2nd mythic 
  tier. At 4th, 6th, 8th, and 10th mythic tiers you gain a 
  permanent +2 bonus to another ability score or increase 
  one of your existing bonuses by 2.
  Bonus Mythic Feat: Upon becoming mythic, select one 
  mythic feat as a bonus feat. You must qualify for this feat 
  normally. In addition, you gain another bonus mythic 
  feat upon reaching 3rd mythic tier and every 2 tiers 
  thereafter. You can select an ordinary feat in place of a 
  mythic feat and you must meet the normal prerequisites 
  to take that feat.
  Hard to Kill (Ex): Whenever you are below 0 hit points, 
  you automatically stabilize without needing to make a 
  Constitution check. Bleed damage still causes you to lose 
  hit points when below 0 hit points. In addition, you do 
  not die until your total number of negative hit points is 
  equal to or greater than twice your Constitution score.
  Mythic Flaw (Ex): Every mythic character possesses a 
  mythic flaw. This flaw could be your ultimate undoing 
  if you are not careful to conceal it. You must select one of 
  the following flaws.
  Dependency: Select one specific type of food or drink 
  (other than water). If you do not ingest the selected food or 
  drink at least once per day, you begin to lose your mythic 
  powers. After the first day of absence, you can no longer 
  regain points of mythic power. After the second day, you 
  lose all the powers and abilities granted by your mythic 
  paths. After the third day, you lose all of your mythic 
  abilities, with the exception of ability score increases 
  and bonus mythic feats. Your powers and abilities are 
  immediately restored as soon as you consume the selected 
  food or drink. 
  Elemental 
  Vulnerability: 
  Select 
  either 
  acid, 
  cold, 
  electricity, or fire. You take double the normal amount of 
  damage whenever you take damage of the selected type. 
  You can never benefit from resistance or immunity to 
  that element and your mythic saves ability does not apply 
  to any saving throw against a spell or effect that deals 
  damage of the selected type.
  Furious Rage: Whenever you are demoralized by the 
  Intimidate skill or hit by a critical hit, you go into an 
  uncontrollable rage. This functions like the barbarian’s 
  rage class feature, but you do not gain a bonus to your 
  Strength or Constitution score (even if you have the rage 
  class feature). This limits the actions you can perform and 
  gives you a penalty to your Armor Class. The rage lasts for 
  1d4 rounds plus a number of rounds equal to your mythic 
  tier, but you are not fatigued after this duration expires.
  Hubris: You receive a +4 morale bonus on saving throws 
  against fear. Whenever you succeed at a saving throw 
  against a effect that would have caused you to gain the 
  shaken, frightened, or panicked condition, you instead 
  gain the staggered condition a duration equal to the 
  duration of the effect that you saved against, as you spend 
  part of each round bragging about your own abilities. If 
  you fail a saving throw against such an effect, its duration 
  is doubled.
  Insanity: Whenever you are hit by a critical hit or fail 
  a saving throw against a mind-affecting spell or special 
  ability, you also gain the confused condition for 1d4 
  rounds.
  Material Weakness: Select cold iron, silver, or wood. 
  Weapons made primarily from the selected material 
  automatically confirm all critical hits against you and 
  the critical multiplier is increased by 1, to a maximum 
  of ×4. If you ever gain damage reduction, no matter 
  the source, weapons made primarily from the selected 
  material bypass that damage reduction.
  School Aversion: Select one school of magic, except for 
  divination. Whenever you must make a saving throw 
  Table 1–2: Base Mythic Abilities
  Mythic 
  Ability 
  Mythic
  Tier 
  Score 
  Feat 
  Base Mythic Abilities
  1st 
  — 
  1st 
  Hard to kill, mythic flaw, mythic power (1d6)
  2nd 
  1st 
  — 
  Amazing initiative
  3rd 
  — 
  2nd 
  Recuperation
  4th 
  2nd 
  — 
  Mythic power (1d8)
  5th 
  — 
  3rd 
  Mythic saves
  6th 
  3rd 
  — 
  Force of will
  7th 
  — 
  4th 
  Mythic power (1d10)
  8th 
  4th 
  — 
  Unstoppable
  9th 
  — 
  5th 
  Immortal
  10th 
  5th 
  — 
  Legendary hero, mythic power (1d12)
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  against a spell or effect of the selected school, you take a 
  –4 penalty on the saving throw. The effects of such spells 
  (if harmful) last twice as long if you fail your saving 
  throw. In addition, your mythic saves ability does not 
  apply to saving throws made against spells and effects 
  of the selected school. You can’t benefit from spells and 
  effects from the selected school.
  Weapon Weakness: Select one group of weapons from 
  the list of fighter weapons. Weapons from the selected 
  group gain a +4 bonus on attack and damage rolls against 
  you. If a weapon from the selected group scores a critical 
  hit against you, the critical multiplier is increased by 1, 
  to a maximum of ×4. If you ever gain damage reduction, 
  no matter the source, weapons from the selected group 
  bypass that damage reduction.
  Amazing Initiative (Ex): At 2nd tier, you gain a +20 
  mythic bonus on initiative checks. In addition, you can 
  expend one use of mythic power each round to take an 
  additional turn, treating your initiative for this second 
  turn as your initiative roll without the +20 mythic bonus. 
  Using this ability is a free action that must be decided 
  at the end of your first action during the round. This 
  additional turn allows you to take the full range of 
  actions available to you, but both turns still only count as 
  one round for the purposes of durations and other effects 
  based on rounds.
  Recuperation (Ex): At 3rd tier, you are restored to full 
  hit points after 8 hours of rest as long as you’re not dead. 
  This ability does not restore hit points lost to mythic 
  damage (see page 35). In addition, expending one use of 
  mythic power and resting for 1 hour allows you to regain 
  a number of hit points equal to half your full normal hit 
  points (up to a maximum of your full normal hit points) 
  and regain the use of any class features that are limited 
  to a number of uses per day (such as barbarian rage, 
  bardic performance, spells per day, and so on). This rest 
  is treated as if you had gained 8 hours of sleep for such 
  abilities. This rest does not refresh the use of mythic 
  abilities such as mythic power or other mythic abilities 
  that are limited to a number of times per day.
  Mythic Saves (Ex): At 5th tier, whenever you succeed 
  at a saving throw against a spell or special ability, you 
  suffer no effect as long as that ability did not come from 
  a mythic source, such as a mythic creature or character. 
  If you fail such a saving throw, you take the reduced 
  effect instead (if one is given by the spell or effect). If the 
  spell comes from a mythic source, you treat the results 
  of any saving throw required by the spell or special 
  ability as normal.
  Force of Will (Ex): At 7th tier, you can exert your 
  will to cause events to unfold as you would like. As an 
  immediate action, you can expend one use of mythic 
  power to reroll any d20 roll you have made, or force 
  any nonmythic creature to reroll any d20 roll. You can 
  use this ability after the results are revealed, but the 
  roller must take the results of the second roll, even if 
  it is worse.
  Unstoppable (Ex): At 8th tier, you can expend one use of 
  mythic power to negate any condition currently afflicting 
  you, except dead, dying, flat-footed, or unconscious. All 
  other conditions and effects remain, even those caused 
  by the same spell or effect that caused the negated 
  condition. Using this ability is a free action, and can be 
  done at the start of your turn even if a condition would 
  prevent you from acting.
  Immortal (Su): At 9th tier, if you are killed, you return 
  to life 24 hours later, regardless of the condition of your 
  body or the means by which you were killed. When you 
  return to life, you are not treated as if you had rested and 
  do not regain the use of any of your abilities that comes 
  with such rest. This ability does not apply if you have 
  mythic damage in excess of half your full normal hit 
  point total at the time of your death.
  Legendary Hero (Su): At 10th tier, you have reached the 
  height of mortal power. You regain uses of your mythic 
  power at the rate of one use per hour, in addition to 
  completely refreshing your uses each day. In addition, 
  your immortal ability now applies as long as you do not 
  have mythic damage in excess of your full normal hit 
  point total at the time of your death.
  MYTHIC PATHS
  Every mythic character belongs to one mythic path. Each 
  path represents a character’s journey into legend, and 
  each tier in that path grants abilities and features related 
  to that pursuit. Upon achieving the 1st mythic tier (called 
  the moment of ascension), a character must choose one 
  mythic path to follow. Characters can choose from the 
  following mythic paths.
  Archmage: Master of arcane magic, the archmage 
  effortlessly casts extremely powerful spells and shapes 
  reality with a whim.
  Champion: Unparalleled in combat, the champion 
  stands triumphant on the battlefield, surrounded by 
  bruised and broken foes.
  Guardian: None can get past the impervious guardian—
  none can threaten what this devout hero protects.
  Hierophant: Drawing on power that goes beyond the 
  gods, the hierophant is an inviolate vessel for the divine.
  Marshal: Inspiration and courage make the marshal 
  the greatest leader, capable of leading troops to victory 
  over any challenge.
  Trickster: Skill, training, and savvy make the trickster 
  the master of the impossible—defying unbeatable 
  obstacles and traps, tricking the wise, and hitting 
  unattainable targets.
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  ARCHMAGE
  For most practitioners of the arcane arts, learning magic 
  requires a great deal of study and practice. Even for 
  those who draw magic from their blood, the effort can 
  be taxing. Not so for the archmage. This master of the 
  arcane draws his powers from the very fabric of reality 
  itself, learning to weave magic easily and naturally.
  Archmage Features
  As they increase in tier, archmages gain the following 
  abilities.
  Mythic Spells: At 2nd tier, you can select one mythic 
  spell (see Chapter 3) and can expend your mythic power to 
  cast that spell with enhanced results. You must have the 
  normal arcane version of the spell in your spellbook or 
  on your list of spells known. At 4th tier and every 2 tiers 
  thereafter, you can select another mythic spell. 
  Archmage Arcana: Select one of the following abilities 
  at 1st tier. Once chosen, it can’t be changed.
  Arcane Surge (Su): You can expend one use of mythic 
  power to cast any one arcane spell. This spell must be 
  one that you prepared for the day (even if it has already 
  been cast) or be from your list of spells known (if you 
  cast spells spontaneously). If the spell requires a saving 
  throw, any nonmythic targets making such a saving 
  throw must roll twice and take the worse result. 
  In addition, when using this ability you can roll 
  twice and take the better result on any check 
  made to overcome spell resistance, adding your 
  archmage tier to the result. You can’t apply any 
  metamagic feats to this spell.
  Mage Strike (Su): You can expend one use of mythic 
  power to make one melee attack as a swift action. In 
  addition, you can expend any one arcane spell that 
  you have prepared or slot that you have available. You 
  receive an insight bonus on the attack roll equal to twice 
  the level of the spell expended, and the attack deals an 
  additional 2d6 points of energy damage per level of the 
  spell expended (either acid, cold, electricity, or fire). The 
  damage from this attack bypasses any damage reduction 
  the target might possess, but the additional energy 
  damage is still subject to resistances and immunities.
  Wild Arcana (Su): You can expend one use of mythic 
  power to cast any one arcane spell. This spell must be 
  on one of your arcane spell lists and must be of a level 
  that you can cast using that arcane spellcasting class. You 
  don’t need to have the spell prepared or on your list of 
  spells known. When casting a spell in this way, you treat 
  your caster level as two levels higher for the purpose of any 
  effect dependent on level. You can apply any metamagic 
  feats you know to this spell, but its total adjusted level 
  can’t be greater than the highest-level arcane spell you 
  can cast using that spell’s spellcasting class.
  Table 1–3: Archmage
  Tier 
  Path Features 
  Mythic Spells
  1st 
  Archmage arcana, bonus hit 
  — 
   
  points, path ability
  2nd 
  Path ability 
  1
  3rd 
  Path ability 
  1
  4th 
  Path ability 
  2
  5th 
  Path ability 
  2
  6th 
  Path ability 
  3
  7th 
  Path ability 
  3
  8th 
  Path ability 
  4
  9th 
  Path ability 
  4
  10th 
  Path ability, true archmage 
  5
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  Bonus Hit Points: Whenever you gain an archmage 
  tier, you gain 3 bonus hit points. These hit points stack 
  with themselves, and do not affect your overall Hit Dice 
  or other statistics.
  Path Ability: At 1st tier, and every tier thereafter, select 
  one new path ability from the following list or from the 
  list of universal path abilities (see page 20). Once you 
  select an ability, it can’t be changed. Unless otherwise 
  noted, each ability can be selected only once. You must 
  meet the minimum archmage tier requirement before 
  selecting an ability.
  Abundant Casting (Ex): Whenever you cast a spell that 
  affects a limited number of targets (but more than one), 
  you may add your mythic tier to the number of targets 
  that you can affect. For example, a 5th level wizard with 
  1 mythic tier can target up to 6 creatures when casting 
  haste. In addition, you can expend one use of mythic 
  power when casting a spell that affects only one target. 
  That spell instead affects two targets, but the additional 
  target must be a legal target for the purpose of the 
  original spell. If the spell requires a touch attack, you 
  must hold the charge to make a second attack.
  Channel Power (Su): You gain the ability to channel raw 
  arcane power into a spell you cast. Using this ability 
  requires you to expend one use of mythic power while 
  casting an arcane spell. Any damage dealt by the spell is 
  increased by 50%. In addition, if the spell has a duration 
  greater than 1 round, the duration is doubled. Any saves 
  required by the spell are made at a –4 penalty, although 
  mythic creatures reduce this penalty to –2. This spell 
  ignores any spell resistance the targets have, and any 
  damage it deals bypasses the targets’ energy resistances 
  or energy immunities. You must be at least 8th tier before 
  selecting this ability.
  Competent Caster (Ex): You learn to cast your simple 
  spells with grace and ease, allowing you to maintain focus 
  on the foes around you. Whenever you cast an arcane 
  spell that is at least one level lower than the highest-
  level spell you can cast using that spellcasting class, you 
  automatically succeed at the concentration check to cast 
  that spell. You must make a check normally for spells of 
  the highest level you can cast.
  Component Power (Ex): You can ignore any one 
  component when casting a spell. You can ignore the 
  material component or focus component only if its total 
  value is equal to or less than 100 gp for each mythic tier 
  you possess. You can decide which component to ignore 
  each time you cast a spell. You can take this ability more 
  than once. Each additional time you take this ability, you 
  can ignore and additional component when casting a spell. 
  You must be at least 3rd tier before selecting this ability.
  Deep Understanding (Ex): You begin to understand the 
  pattern behind all magic. You automatically identify any 
  arcane spell cast within 60 feet as long as it is on your 
  spell list and is of a level that you can cast. In addition, 
  whenever you attempt to identify a magic item using 
  detect magic or a similar effect, you can take 10 on the 
  check to determine its properties.
  Endless Power (Su): You gain the ability to cast spells 
  without expending your power. If you are capable of 
  casting arcane spells of 5th level or higher, whenever you 
  cast a 1st-level arcane spell it is either not expended (if you 
  prepare spells) or doesn’t use up a spell slot (if you casts 
  spells spontaneously). You must be at least 6th tier before 
  selecting this ability. You can select this ability more than 
  once. Each time you do, the level of arcane spells you can 
  cast without expending the spell or using up the spell slot 
  increases by one, to a maximum of 3rd level.
  Enduring Armor (Su): When preparing your spells you 
  may leave a single arcane spell slot unfilled in order to 
  grant yourself a lasting armor of force. This effect grants 
  you an armor bonus equal to 3 + 1/2 the level of the empty 
  spell slot (minimum 1). The armor persists as long as the 
  spell slot remains empty. This ability is an abjuration 
  effect with a level equal to the level of the spell slot. If it 
  is dispelled or otherwise ended, it can be resumed as a 
  standard action.
  Familiar Mind (Su): As a standard action, you can see 
  and hear through your familiar’s eyes and ears. While 
  using this ability you can’t see or hear using your normal 
  senses and you can’t move. You can also speak through 
  your familiar, using your own voice to do so. Finally, you 
  can expend one use of mythic power to cast one arcane 
  spell using your familiar as the spell’s caster. You must 
  expend the spell as normal when using this ability. Aside 
  from its origin, all other aspects of the spell are based 
  upon the archmage.
  Itemcraft (Ex): You are skilled at getting the most out of 
  magic items. You add 1/2 your archmage tier (minimum 
  1) to the caster level of potions, scrolls, staves, and wands 
  you use when determining the effects of the spells 
  created by them. When using a staff, wand, or other 
  charged item, you can expend one use of mythic power 
  in place of one charge. 
  Metamastery (Su): You can expend one use of mythic 
  power as a swift action to pick any one metamagic feat 
  that you know that increases the level of the spell by no 
  more than one level. For the next 10 rounds, you can apply 
  this metamagic feat to any arcane spell you cast without 
  increasing the overall spell level or casting time. You can 
  also use this ability on a spell cast from a scroll, staff, or 
  wand. You can’t have more than one use of this ability 
  active at a time. If you use this ability again, any previous 
  use immediately ends. You must be at least 3rd tier before 
  selecting this ability. This ability can be selected more 
  than once. Each time you select this ability, the maximum 
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  level increase of the metamagic feat chosen goes up by 
  one, to a maximum of four.
  Resilient Arcana (Su): Your spells and effects become 
  more difficult to identify and dispel. You add your 
  archmage tier to the DC of any check to identify your 
  spells, recognize them as they are being cast, or dispel 
  them using dispel magic or a similar effects.
  Spell Endurance (Ex): You can extend the duration of 
  a spell effect by casting the same spell on the existing 
  target, adding the second duration to any duration that 
  remains on the first casting. This does not otherwise 
  alter any variable effects of the original casting. If the 
  spell allows a saving throw, the target can make a saving 
  throw to avoid extending the effect.
  True Archmage (Ex): At 10th tier, whenever you cast 
  an arcane spell that targets one or more nonmythic 
  creatures, those creatures must roll any saving throws 
  associated with the spell twice and take the worse result. 
  In addition, you gain spell resistance equal to 15 + your 
  highest arcane caster level, but only against arcane spells. 
  Once per round when your spell resistance protects you 
  from a spell cast by an enemy mythic creature, you regain 
  one use of mythic power. You can’t gain more uses of 
  mythic power than your maximum.
  CHAMPION
  The champion is the pinnacle of skill at arms and armor. 
  No ordinary fighter could hope to match the skill with 
  blade, bow, or axe that surges within a champion fueled 
  with mythic power. The champion turns aside blows 
  and shatters shields with every movement, all while 
  racing with grace across the chaotic battlefield. When 
  the screams of his foes die down, the champion 
  stands strong and defiant in blood-spattered 
  armor, hefting a weapon and shouting a 
  terrifying war cry.
  Champion Features
  As they increase in tier, champions gain the 
  following abilities.
  Bonus Hit Points: Whenever you gain a 
  champion tier, you gain 5 bonus hit points. 
  These hit points stack with themselves, and 
  do not affect your overall Hit Dice or other 
  statistics.
  Champion Strike: Select one of the 
  following abilities at 1st tier. Once chosen, 
  it can’t be changed.
  Distant Barrage (Ex): You can expend one 
  use of mythic power to make a ranged attack at your 
  highest attack bonus as a swift action (in addition to any 
  other attacks you might make this round). When making 
  a distant barrage, you ignore all cover and concealment 
  Table 1–4: Champion
  Tier 
  Path Features
  1st 
  Bonus hit points, champion’s strike, path ability
  2nd 
  Path ability
  3rd 
  Path ability
  4th 
  Path ability
  5th 
  Path ability
  6th 
  Path ability
  7th 
  Path ability
  8th 
  Path ability
  9th 
  Path ability
  10th 
  Legendary champion, path ability
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  the target possesses (except total cover) and add your 
  champion tier as an insight bonus on the attack roll. 
  Damage from this attack bypasses damage reduction.
  Fleet Charge (Ex): You can expend one use of mythic 
  power to move up to your speed as a swift action. At any 
  point during this movement, you can make a single melee 
  or ranged attack at your highest attack bonus (in addition 
  to any other attacks you might make this round), adding 
  your champion tier as an insight bonus on the attack roll. 
  Damage from this attack bypasses damage reduction.
  Sudden Attack (Ex): You can expend one use of mythic 
  power to make a melee attack at your highest attack 
  bonus as a swift action (in addition to any other attacks 
  you might make this round). When making a sudden 
  attack, you roll twice and take the better result, adding 
  your champion tier as an insight bonus on the attack roll. 
  Damage from this attack bypasses damage reduction.
  Path Ability: At 1st tier and every tier thereafter, select 
  one new path ability from the following list or from the 
  list of universal path abilities (see page 20). Once you 
  select an ability, it can’t be changed. Unless otherwise 
  noted, each ability can be selected only once. You must 
  meet the minimum champion tier requirement before 
  selecting an ability.
  Aerial Assault (Su): When making a charge attack 
  you may expend one use of mythic power. If you do, 
  include a single Acrobatics check made to jump with a 
  circumstance bonus equal to your champion tier × 10. You 
  take no falling damage for height gained as part of this 
  leap. In addition, you may substitute your melee attack 
  for a single grapple check as part of this aerial charge. 
  Any creature you successfully grapple is brought to the 
  ground with you at the end of your jump. This creature 
  takes falling damage for half the height gained in your 
  jump. Alternatively, you may use this leap to empower 
  your charge. Calculate the falling damage appropriate for 
  your descent and add this to the damage caused by your 
  charge attack, if successful. 
  Always a Chance (Ex): Whenever you make an attack roll 
  that results in a natural 1 on the die, the attack is not 
  automatically a miss. 
  Armor Master (Ex): You do not suffer any armor check 
  penalty or arcane spell failure chance when wearing 
  light armor or using a shield. In addition, the maximum 
  Dexterity does not apply so long as the armor you wear 
  is light. This ability can be selected more than once. 
  The second time it is selected, it also applies to medium 
  armor. The third time it is selected, it also applies to 
  heavy armor.
  Critical Master (Ex): Whenever you roll a critical threat 
  against a nonmythic creature, you automatically confirm 
  the critical hit and deal the maximum amount of damage 
  against that creature. You must be at least 6th tier to 
  select this ability. This ability can be selected twice. 
  Selecting this ability a second time allows it to apply to 
  mythic creatures as well as nonmythic creatures.
  Devastating Smash (Su): Whenever you attack an 
  unattended object, ignore any hardness less than 30 
  and halve any hardness 30 or higher. In addition, you 
  add twice your champion tier to the damage roll. If you 
  expend one use of mythic power making such an attack, 
  ignore all hardness and deal triple the normal amount of 
  damage (except for your champion tier, which is still only 
  added twice).
  Fistful of Daggers (Ex): When you make a full attack with 
  thrown weapons, you can choose to make a single attack 
  roll and apply the results to any number of creatures in 
  a 30-foot cone. Roll damage once and apply that damage 
  to all creatures hit by the attack. This attack can’t deal 
  precision damage. Use the bonuses to attack and damage 
  from the least powerful weapon thrown (for example, if 
  you have a +2 dagger and 20 masterwork daggers, make 
  the attack and damage rolls based on the masterwork 
  daggers’ bonuses). Apply any effects of concealment for 
  each target as normal. If the attack is a critical threat, 
  choose one enemy to target with the critical threat. You 
  must be at least 6th tier before selecting this ability.
  Fleet Warrior (Ex): When making a full attack, you can 
  move up to your speed either before or after the attack. 
  This movement provokes attacks of opportunity as 
  normal. You must be at least 5th tier before selecting this 
  ability.
  Perfect Strike (Ex): You can expend one use of mythic 
  power as a standard action to deliver a perfect strike. A 
  perfect strike attack is made using your full base attack 
  bonus. If the attack hits, it deals twice the normal amount 
  of damage, and this damage bypasses damage reduction 
  and hardness. Damage that is not multiplied on a critical 
  hit is not multiplied on a perfect strike. Perfect strike can 
  be used in conjunction with any champion’s strike, but 
  you must expend a total of two uses of mythic power to 
  do so. You must be 8th tier before selecting this ability.
  Precision (Ex): Whenever you make a full attack, the 
  penalty on additional attack rolls is reduced by 5. This 
  ability can’t reduce the penalty on additional attacks to less 
  than 0. For example, a 12th-level fighter, whose total attack 
  bonus was +16/+11/+6 when making a full attack would use 
  +16/+16/+11 with this ability. You must be at least 3rd tier 
  before selecting this ability. This ability can be selected 
  more than once. Each time it is selected, the penalty on 
  additional attacks is reduced by an additional –5.
  Stanch Wounds (Ex): You are immune to all bleed 
  damage, including bleed damage that causes ability 
  damage or drain. Any other effects that occur in addition 
  to the bleed, such as damage from an attack, still affect 
  you as normal.
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  Sweeping Strike (Su): Whenever you make a full-attack 
  action, you can decide to make only one attack roll and 
  apply the results of that roll to all enemies within your 
  reach. Roll damage only once, and apply it to all foes hit 
  by the attack. If the attack is a critical threat, choose only 
  one enemy to target with the critical threat. You must be 
  at least 6th tier before selecting this ability.
  Through Shot (Ex): You make a single powerful shot that 
  penetrates all creatures in a line. As a standard action, 
  make a single ranged attack and resolve the attack against 
  all targets in a straight line up to the maximum range 
  increment of your weapon. Roll damage once and apply 
  that damage to all creatures hit by the attack. You can 
  expend one use of mythic power to deflect the path of 
  the arrow up to twice as it strikes targets or objects; 
  each deflection can alter the path of the arrow up to 45 
  degrees, and you must choose to do this before making 
  the attack roll. You can use these deflections to shoot 
  around corners or cover. You must be at least 3rd tier 
  before selecting this ability.
  To the Death (Ex): When below 0 hit points you don’t 
  fall unconscious and don’t take damage from acting 
  normally. You do not die until your total number of 
  negative hit points is equal to or greater than three times 
  your Constitution score.
  Wall Smasher (Ex): You can make a bull rush, ki throw, 
  or reposition combat maneuver to smash a foe into a 
  wall (or similar solid object). If the combat maneuver is 
  successful, deal your normal unarmed strike damage 
  to the wall. If the wall is breached, the creature smashes 
  through, taking damage equal to the damage dealt to 
  the wall and landing prone. Otherwise, the creature 
  lands in the nearest empty space. You can expend one 
  use of mythic power to ignore the hardness of the 
  object struck.
  Legendary Champion (Ex): At 10th tier, whenever you 
  make an attack roll against a nonmythic foe and miss, 
  you may immediately roll again but must take the result 
  of the reroll even if it’s worse. In addition, you regain 
  one use of mythic power whenever you roll a natural 20 
  on an attack roll, up to a maximum of once per round. 
  You can’t gain more uses of mythic power than your 
  maximum.
  GUARDIAN
  Not all mythic characters find themselves 
  seeking glory and fame for themselves. Some 
  take a more humble route, watching over 
  those around them or the lands they call 
  home. Guardians find kinship with those 
  around them, both man and beast, drawing 
  their power from the trust of such bonds. This does 
  not mean that all guardians are peaceful—indeed many 
  Table 1–5: Guardian
  Tier 
  Path Features
  1st 
  Bonus hit points, guardian’s call, path ability
  2nd 
  Path ability
  3rd 
  Path ability
  4th 
  Path ability
  5th 
  Path ability
  6th 
  Path ability
  7th 
  Path ability
  8th 
  Path ability
  9th 
  Path ability
  10th 
  Path ability, true defender
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  use violent means to further their goals and safeguard 
  those they watch over. In battle, none can take the sort 
  of punishment and wounds that a guardian can sustain.
  Guardian Features
  As they increase in tier, guardians gain the following 
  abilities.
  Bonus Hit Points: Whenever you gain a guardian tier, 
  you gain 5 bonus hit points. These hit points stack with 
  themselves, and do not affect your overall Hit Dice or 
  other statistics.
  Guardian’s Call: Select one of the following abilities at 
  1st tier. Once chosen, it can’t be changed.
  Absorb Blow (Su): You can expend one use of mythic 
  power as an immediate action whenever you take damage 
  from a single source, such as a dragon’s breath, a spell, 
  or a weapon. You take 10 fewer points of damage from 
  this source per guardian tier you possess. In addition, for 
  every 10 points of damage prevented by this ability, you 
  gain DR 1/epic and 5 points of energy resistance against 
  all energy types (acid, cold, electricity, fire, and sonic) 
  for 1 minute. This DR and resistances stack with DR or 
  resistances you possess from sources other than this 
  ability.
  Beast Fury (Su): You can expend one use of mythic power 
  as a swift action to grant a boon to your animal companion, 
  cohort, eidolon, familiar, or mount. The boon allows the 
  creature to, as an immediate action, move up to its speed 
  and make one attack with any one of its natural weapons. 
  When making this attack, the creature rolls twice and 
  takes the better result. Any damage dealt by this attack 
  is treated as epic for the purposes of overcoming damage 
  reduction.
  Sudden Block (Su): You can expend one use of mythic 
  power as an immediate action whenever a melee attack 
  is declared against you to force the creature making the 
  attack to roll twice and take the worse result. You also 
  add your guardian tier as an insight bonus to your AC 
  against this attack. Once the attack is resolved, you may 
  make one melee attack against the creature that made the 
  attack. The damage from this attack is treated as epic for 
  the purposes of overcoming damage reduction.
  Path Ability: At 1st tier and every tier thereafter, select 
  one new path ability from the following list or from the 
  list of universal path abilities (see page 20). Once you 
  select an ability, it can’t be changed. Unless otherwise 
  noted, each ability can be selected only once. You must 
  meet the minimum guardian tier requirement before 
  selecting an ability.
  Additional Call (Ex): You gain one additional guardian’s 
  call. This ability can be selected more than once.
  Ally Defense (Su): You can expend one use of mythic 
  power as an immediate action whenever a melee attack 
  is declared against an adjacent ally. The attacking 
  creature must roll twice on its attack roll and take the 
  worse result. In addition, the target of the attack gains 
  an insight bonus to its AC equal to your tier until the 
  start of its next turn.
  Call Arrows (Su): As an immediate action you can cause 
  all ranged attacks targeted at allies within 30 feet to 
  redirect to you (even if you’re out of the attack’s range). 
  This causes the attack rolls to be made against your 
  Armor Class. This effect persists until the end of your 
  next turn, automatically retargeting any ranged attacks 
  away from allies and onto you.
  Cage Enemy (Ex): You can prevent an enemy from 
  escaping your reach. Any creature attempting to move out 
  of you melee reach provokes attacks of opportunity, even 
  when making a 5-foot step. If the attack of opportunity 
  hits and deals damage, the creature does not move out 
  of your reach and its action is wasted. Creatures taking 
  the full withdraw action do not provoke an attack of 
  opportunity from you due to this ability (although 
  they still might for other reasons, depending on their 
  movement). In addition, if you charge a creature and hit 
  with the charge attack, that creature cannot move from 
  its space until the beginning of your next turn, although 
  spells that move the creature still function. You must be 
  at least 3rd tier before selecting this ability.
  Catch Hazard (Su): You can prevent area of effect traps 
  (including rock falls, avalanches, and natural traps) from 
  harming adjacent allies. If you are in the area of effect 
  or adjacent to a square or ally affected by the trap, you 
  attempt a Reflex saving throw using the trap’s save DC. 
  If the trap normally makes an attack roll, the save DC is 
  10 + the bonus on the attack roll. If you succeed on your 
  Reflex save, none of your adjacent allies takes any damage 
  and you take half damage. If you fail your Reflex save, you 
  and your allies are affected normally.
  Devastating Smash (Su): Whenever you attack an 
  unattended object, ignore any hardness less than 30 
  and halve any hardness 30 or higher. In addition, you 
  add twice your guardian tier to the damage roll. If you 
  expend one use of mythic power making such an attack, 
  ignore all hardness and deal triple the normal amount of 
  damage (except for your guardian tier, which is still only 
  added twice).
  Dimensional Grapple (Su): When an opponent you are 
  currently grappling or pinning attempts to use any kind 
  of teleportation spell or effect, you can make a Will save 
  against the effect. If successful you become aware of both 
  the type of effect and its destination. You may then choose 
  whether to block the effect, preventing the dimensional 
  movement as if by dimensional anchor, or to accompany 
  the caster as if you were gear with negligible weight. You 
  must be at least 4th tier before selecting this ability.
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  Drive Back (Ex): You can use the force of your sweeping 
  blow to drive creatures away from yourself and your 
  allies. As a standard action, you can make a single combat 
  maneuver check and apply the results against the CMD 
  of all creatures within your reach. Any creature struck by 
  this attack is also subject to a bull rush combat maneuver, 
  using the results of the attack roll as the combat maneuver 
  check. You must be at least 3rd tier to select this ability.
  Epic DR (Su): You gain DR 5/epic. You must be 3rd tier 
  before selecting this ability. This ability can be taken a 
  second time at 6th tier or higher and a third time at 9th 
  tier or higher. Each additional time it is taken, the DR is 
  increases by 5, to a maximum of DR 15/epic.
  Mythic Companion (Su): Select one animal companion, 
  cohort, eidolon, familiar, or mount gained from one of 
  your class features or feats. That creature gains can call 
  upon mythic power (as the base mythic ability) a number 
  of times per day equal to your guardian tier. This mythic 
  power can be used only to add a d20 roll, and uses the 
  same type of die you use for your mythic power.
  Quick Recovery (Ex): Whenever you are subject to a spell, 
  spell-like ability, or special ability that imposes one of 
  the following conditions the duration of those conditions 
  is halved: dazed, dazzled, deafened, sickened, and 
  stunned. You can take this ability twice. The second time 
  you take this ability, it also applies to blinded, nauseated, 
  and paralyzed. Any other effects related to these spell or 
  ability that caused the condition is unaffected.
  Snatch Spell (Su): You can attempt to snatch any ray or 
  spell that produces a projectile that passes through your 
  space, targets your space, or targets a square adjacent 
  to you. As an immediate action, you can expend one 
  use of mythic power to make a Reflex save against the 
  spell (even if that particular spell doesn’t usually permit 
  one). If this save is successful the spell is re-directed to 
  any square within your reach, where it has its effects 
  normally. You cannot use this to target another creature 
  with the ray or projectile, even if you select a square that 
  creature occupies. For spells that create multiple rays 
  you can attempt to snatch only one, even if several pass 
  within range. 
  Sweeping Strike (Su): Whenever you make a full-attack 
  action, you can decide to make only one attack roll and 
  apply the results of that roll to all enemies within your 
  reach. Roll damage only once, and apply it to all foes hit 
  by the attack. If the attack is a critical threat, choose only 
  one enemy to target with the critical threat. You must be 
  at least 6th tier before selecting this ability.
  Unmovable (Su): Add your guardian tier to your CMD 
  whenever an enemy attempts a bull rush, pull, reposition, 
  or trip combat maneuver against you. If the maneuver 
  succeeds, you can expend one use of mythic power as an 
  immediate action to cause it to fail instead.
  True Defender (Su): At 10th tier, whenever you take 
  damage from a melee or ranged attack made by nonmythic 
  creature, the damage is halved. This is applied after all 
  other reductions in damage, such as damage reduction. 
  In addition, you regain one use of mythic power 
  whenever an enemy scores a critical hit against you, up to 
  a maximum of once per round. You can’t gain more uses 
  of mythic power than your maximum.
  HIEROPHANT
  Those who draw upon a god’s divine power find 
  themselves limited by the source of their devotion, 
  but such restrictions do not exist for the hierophant. 
  Mythic characters who heed this calling gain their 
  powers through their own link to the divine, directly 
  from the source of devotion instead of relying upon an 
  intermediary deity. While most still venerate a divine 
  being, the spirit of nature, or the power of life itself, they 
  become more like patrons and less like devotees.
  Hierophant Features
  As they increase in tier, hierophants gain the following 
  abilities.
  Bonus Hit Points: Whenever you gain a hierophant 
  tier, you gain 4 bonus hit points. These hit points stack 
  with themselves, and do not affect your overall Hit Dice 
  or other statistics.
  Mythic Spells: At 2nd tier, you can select one mythic 
  spell (see Chapter 3) and can expend your mythic power 
  to cast that spell with enhanced results. You must be able 
  to cast the normal divine version of the spell or have it on 
  your list of spells known. At 4th tier and every two tiers 
  thereafter, you can select another mythic spell. 
  Divine Surge: Select one of the following abilities at 1st 
  tier. Once chosen, it can’t be changed.
  Beast Fury (Su): You can expend one use of mythic power 
  as a swift action to grant a boon to your animal companion, 
  cohort, eidolon, familiar, or mount. The boon allows the 
  creature to, as an immediate action, move up to its speed 
  and make one attack with any one of its natural weapons. 
  When making this attack, the creature rolls twice and 
  takes the better result. Any damage dealt by this attack 
  is treated as epic for the purposes of overcoming damage 
  reduction.
  Inspired Spell (Su): You can expend one use of mythic 
  power to cast any one divine spell. This spell must be 
  on one of your divine spell lists and must be of a level 
  that you can cast using that divine spellcasting class. You 
  don’t need to have the spell prepared or on your list of 
  spells known. When casting a spell in this way, treat your 
  caster level as two levels higher for the purpose of any 
  effect dependent on level. You can apply any metamagic 
  feats you know to this spell, but its total adjusted level 
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  can’t be greater than the highest-level divine spell you 
  can cast using that spell’s spellcasting class.
  Recalled Blessing (Su): You can expend one use of mythic 
  power to cast any one divine spell. This spell must be one 
  that you prepared for the day (even if it has already been 
  cast) or be from your list of spells known (if you cast spells 
  spontaneously). If the spell requires a saving throw, any 
  nonmythic targets making such a saving throw must roll 
  twice and take the worse result. In addition, if the spell 
  cures an affliction, heals damage, or removes a condition, 
  you can roll any dice associated with the spell twice and 
  take the better result. You can’t apply any metamagic 
  feats to this spell.
  Path Ability: At 1st tier and every tier thereafter, select 
  one new path ability from the following list or from the 
  list of universal path abilities (see page 20). Once you 
  select an ability, it can’t be changed. Unless otherwise 
  noted, each ability can be selected only once. You must 
  meet the minimum hierophant tier requirement before 
  selecting an ability.
  Domain Deflection (Su): You are immune to any harmful 
  effects of spells granted by any of your domains, even 
  those of levels you are not yet able to cast. If you are 
  targeted by any of these spells you may, as an immediate 
  action, expend one use of mythic power to deflect the 
  spell back to its caster as if with spell turning. You must be 
  at least 3rd tier before selecting this ability.
  Durable Companion (Ex): Select one animal companion, 
  cohort, eidolon, familiar, or mount gained from a class 
  feature or a feat. That creature gains DR 5/epic. You must 
  be at least 3rd tier before selecting this ability. This 
  ability can be taken a second time at 6th tier or higher 
  and a third time at 9th tier or higher. Each additional 
  time it is taken, the DR increases by 5, to a maximum of 
  DR 15/epic.
  Endless Power (Su): You gain the ability to cast spells 
  without expending your power. If you are capable of 
  casting divine spells of 5th level or higher, whenever you 
  cast a 1st-level divine spell it is either not expended (if 
  you prepare spells) or doesn’t use up a spell slot (if you 
  casts spells spontaneously). You must be at least 6th 
  tier before selecting this ability. You can select 
  this ability more than once. Each time you do, 
  the level of divine spells you can cast without 
  expending the spell or using up the spell slot 
  increases by one, to a maximum of 3rd level.
  Enduring Blessing (Su): Whenever you 
  cast a spell with a duration of 10 minutes 
  per level or longer upon a single willing 
  target, you can change that spell’s 
  duration to 1 day. A creature can’t be subject to more 
  than one enduring blessing at a time; if another is cast 
  upon the creature, the first enduring blessing ends. You 
  Table 1–6: Hierophant
  Tier 
  Path Features 
  Mythic Spells
  1st 
  Bonus hit points, divine 
   — 
   
  surge, path ability
  2nd 
  Path ability 
  1
  3rd 
  Path ability 
  1
  4th 
  Path ability 
  2
  5th 
  Path ability 
  2
  6th 
  Path ability 
  3
  7th 
  Path ability 
  3
  8th 
  Path ability 
  4
  9th 
  Path ability 
  4
  10th 
  Divine vessel, path ability 
  5
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  must be at least 5th tier before selecting this ability. This 
  ability can be selected twice. The second time allows it 
  to be used with spells that have a duration of 1 minute 
  per level or longer. You must be at least 8th tier before 
  selecting this ability a second time.
  Faith’s Reach (Su): Whenever you cast a divine spell with 
  a range of touch, you can instead cast the spell with a 
  range of 30 feet. If the spell requires a melee touch attack, 
  it instead requires a ranged touch attack.
  Instruments of Faith (Su): You gain DR 15/— against 
  attacks made by your deity’s favored weapon. In addition, 
  you may expend one use of mythic power as a standard 
  action to make a sunder or disarm attempt against all 
  foes within 60 feet wielding you deity’s favorite weapon. 
  You may choose between these maneuvers for each target, 
  but use the same combat maneuver check result for all. 
  Your CMB for this ability uses your caster level in place 
  of your base attack bonus and your mythic ability score 
  modifier in place of Strength. You gain a bonus on the 
  check equal to your mythic tier.
  Itemcraft (Ex): You are skilled at getting the most out of 
  magic items. Add 1/2 your hierophant tier (minimum 1) to 
  the caster level of potions, scrolls, staves, and wands you 
  use when determining the effects of the spells created by 
  them. When using a staff, wand, or other charged item, 
  you can expend one use of mythic power in place of one 
  charge. 
  Mighty Summons (Su): Any creatures you summon using 
  summon monster or summon nature’s ally spells receive 2 
  bonus hit points per Hit Die and DR 5/magic. Whenever 
  you use one of these spells to summon more than one 
  creature, you receive one additional creature of the same 
  type. When casting such a spell to summon just one 
  creature, you can expend one use of mythic power to give 
  it the agile or savage mythic simple template (see pages 
  47–48). 
  Mythic Companion (Su): Select one animal companion, 
  cohort, eidolon, familiar, or mount gained from one of 
  your class features or feats. That creature gains can call 
  upon mythic power (as the base mythic ability) a number 
  of times per day equal to your hierophant tier. This 
  mythic power can be used only to add a d20 roll, and uses 
  the same type of die you use for your mythic power.
  Otherworldly Insight (Ex): You can automatically detect 
  the alignment of any outsider you see or any creature you 
  witness casting a divine spell. If the creature worships 
  a deity, you also learn which deity. Spells and effects 
  that mask a creature’s alignment prevent the use of this 
  ability as well. Whenever you cast a spell that affects 
  creatures differently based on alignment, you can decide 
  to have the spell affect creatures with a neutral alignment 
  component (as it relates to the spell) as if they had the 
  alignment component of your choosing. For example, 
  when using holy smite, you could treat a lawful neutral 
  creature as lawful good or lawful evil, a chaotic neutral 
  creature as chaotic good or chaotic evil, and a neutral 
  creature as neutral good or neutral evil.
  Plantbringer (Su): All plants within a 1-mile radius of 
  you grow at twice their normal rate and do not suffer 
  from any sort of disease or malady. Plant creatures 
  within 30 feet of you gain an amount of fast healing 
  equal to your tier.
  Power Current (Su): You learn to tap the current of divine 
  power. Whenever you cast a cure or inflict spell or use a 
  class feature that uses positive or negative energy (such 
  as channel energy), treat any natural 1s on the dice you 
  rolled as 2s. This applies only to dice rolled to heal or deal 
  damage. You must be at least 3rd tier before selecting this 
  ability. This ability can be selected up to four times. Each 
  additional time it is selected, the range of natural results 
  increased to the next highest result goes up by one (for 
  example, selecting this twice treats any natural 1s or 2s 
  as if they were 3s).
  Sacred Boons (Su): Add twice your mythic tier to your class 
  level to determine the effects of your domain abilities. 
  This does not grant you access to domain abilities earlier, 
  it simply increases the effect of domain abilities that you 
  have access to. Additionally, once per day you may expend 
  one use of mythic power as a standard action to regain 
  the use of all of your domain abilities as if you had rested 
  for 8 hours.
  Servant of Balance (Su): You do not take any additional 
  damage from a critical hit, but any other effects that 
  trigger on a critical hit still affect you normally. In 
  addition, you always fail any check made to confirm a 
  critical hit. If you have an animal companion, eidolon, 
  familiar, or mount, this ability applies to that creature 
  as well. You must be at least 6th tier before selecting this 
  ability.
  Sustained by Faith (Su): If you spend at least 1 hour of 
  prayer or meditation you require no food, water, or sleep 
  for 24 hours. This time can be the same time you use to 
  prepare spells. You must still rest 8 hours to regain spells 
  but you are not subject to fatigue or exhaustion due to a 
  lack of sleep. Additionally, once per day you may expend 
  one use of mythic power as a full-round action to refresh 
  yourself as if you had rested for 8 hours for the purposes 
  of regaining spells and healing heal hit point and ability 
  damage.
  Water of Life (Su): Any potions you consume have the 
  maximum effect (as per the Maximize Spell feat). In 
  addition, you can imbue fresh water with spell power 
  to create temporary potions. You can cast any spell that 
  can be made into a potion (using the Brew Potion feat) 
  and whose level is equal to or less than your hierophant 
  tier, into a pint of fresh water. This liquid becomes a 
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  Table 1–7: Marshal
  Tier 
  Path Features
  1st 
  Bonus hit points, marshal’s order, path ability
  2nd 
  Path ability
  3rd 
  Path ability
  4th 
  Path ability
  5th 
  Path ability
  6th 
  Path ability
  7th 
  Path ability
  8th 
  Path ability
  9th 
  Path ability
  10th 
  Path ability, visionary commander
  by a spell or effect, you are healed for the maximum 
  possible amount. You also gain DR 10/epic. Once per 
  round when you take more than 20 points of damage 
  (after your damage reduction has been applied), you 
  regain one use of mythic power.
  MARSHAL
  Some are destined for greatness—called to inspire 
  armies, rally the fallen, and bring the most out of those 
  who would follow them. The marshal is such a leader, 
  renowned for vision, courage, and strategic acumen. 
  Soldiers flock to the marshal’s banner just for a chance to 
  serve under such a leader, confident that his skill will see 
  them through even the most difficult challenges.
  Marshal Features
  As they increase in tier, marshals gain the following 
  abilities.
  Bonus Hit Points: Whenever you gain a marshal tier, 
  you gain 4 bonus hit points. These hit points stack with 
  themselves, and do not affect your overall Hit Dice or 
  other statistics.
  Marshal’s Order: Select one of the following abilities at 
  1st tier. Once chosen, it can’t be changed.
  Advance (Ex): You can expend one use of mythic power 
  as a swift action to order your allies to advance on the field 
  of battle. This allows you and each of your allies within 30 
  feet to take a move action. Each creature affected by this 
  ability can decide how to use this move action.
  Decisive Strike (Su): You can expend one use of mythic 
  power as a swift action to order one ally within 30 feet to 
  make a melee or ranged attack in addition to any other 
  actions or attacks the ally might make on its turn. The 
  target adds your marshal tier as an insight bonus on 
  the attack roll. Any damage dealt by this attack bypasses 
  damage reduction.
  Rally (Su): You can expend one use of mythic power as a 
  swift action to rally your allies. This allows you and each 
  of your allies within 30 feet to call upon your courage once 
  in the next round to reroll any one d20 roll after the roll 
  is made. This ability must be used before the beginning 
  of your next turn or it is wasted. The creature must take 
  the result of the reroll, even if it is worse.
  Path Ability: At 1st tier and every tier thereafter, select 
  one new path ability from the following list or from the 
  list of universal path abilities (see page 20). Once you 
  select an ability, it can’t be changed. Unless otherwise 
  noted, each ability can be selected only once. You must 
  meet the minimum marshal tier requirement before 
  selecting an ability.
  Additional Order (Ex): You gain gains one additional 
  marshal’s order. This ability can be selected more than 
  once.
  potion containing that spell. Potions you create using 
  this ability are treated as if they were made using the 
  Empower Spell feat. The water remains in this state for 1 
  hour per hierophant tier.
  Divine Vessel (Ex): At 10th tier, whenever you cast 
  a spell that targets one or more nonmythic creatures, 
  those creatures must roll any saving throws associated 
  with the spell twice and take the worse result. In 
  addition, whenever you are healed of hit point damage 
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  Assured Skill (Ex): You can expend one use of mythic 
  power to roll any skill check twice and take the higher 
  result. In addition, you add your total mythic tier to the 
  result of the skill check. Using this ability is a free action 
  that must be declared before the roll is made.
  Confidence (Su): You have a deep reserve of confidence 
  you can draw upon in times of need. You can call on this 
  confidence three times per day. Calling on confidence 
  works like mythic power, but only to add a die roll to a 
  d20 roll you make (as per the mythic power base ability). 
  You must be at least 3rd tier before selecting this ability. 
  This ability can be selected up to three times. Each time 
  it is selected, you gain three additional uses of confidence 
  per day.
  Fight On (Su): As an immediate action, you may expend 
  one use of mythic power to stop a creature reduced to 
  fewer than 0 hit points from falling unconscious or 
  dying. Instead the creature ignores its negative hit point 
  total and can’t die from hit point loss until the beginning 
  of your next turn. On your next turn, you can extend this 
  effect for 1 round by expending another use of mythic 
  power. Regardless of the damage the creature sustains 
  it cannot die, but additional damage is still added to 
  its negative hit point total. If the creature has enough 
  negative hit points to kill it when you cease to maintain 
  this effect, the creature dies. The creature must be within 
  30 feet for you to start or extend this effect. You can’t use 
  this ability on yourself. You must be at least 6th tier to 
  select this ability.
  Focus (Su): After you or a mythic ally within 30 feet uses 
  mythic power to add to a d20 roll, you may reroll the extra 
  die granted by mythic power. You must take the result of 
  the reroll even if it is worse. This can’t be used to reroll 
  the die added to a d20 roll from the confidence ability.
  Greater Power (Su): Your mythic power is greater than 
  most. Whenever you call on mythic power (or confidence) 
  to add a die to a d20 roll you have just made, the type of 
  die is increased by one step (d6 becomes d8, and so on). If 
  you would normally roll a d12, instead roll 2d8 and add 
  both dice to the d20 roll.
  Inspiring Deeds (Su): You can expend one use of mythic 
  power as a swift action to inspire your allies with your 
  deeds. At the start of each ally’s turn, if that ally is within 
  30 feet of you she can chose to move up to her speed as a 
  free action or can take an additional attack if she takes a 
  full attack action (as per haste). This ability lasts a number 
  of rounds equal to your marshal tier, but immediately 
  ends if you do not make at least one attack each round or 
  target at least one foe with a spell each round. You must 
  be at least 5th tier before selecting this ability.
  Itemcraft (Ex): You are skilled at getting the most out of 
  magic items. You add 1/2 your marshal tier (minimum 1) 
  to the caster level of potions, scrolls, staves, and wands 
  you use when determining the effects of the spells 
  created by them. When using a staff, wand, or other 
  charged item, you can expend one use of mythic power 
  in place of one charge.
  Lend Power (Su): As an immediate action, you can grant 
  one use of your mythic power or confidence ability to 
  a mythic ally within 30 feet. This expends your mythic 
  power or confidence ability as normal. If the ability is 
  used to add to a die roll, it uses your die type. The ally 
  must spend this use of mythic power or confidence 
  before the start of your next turn; any use not spent is 
  returned to you.
  Loyalty (Ex): You gain Leadership as a bonus feat. If 
  you already have the Leadership feat (or takes it at a later 
  level), you add your marshal tier to your Leadership score. 
  Whenever you use your marshal’s order ability, it affects 
  your cohort if she is within 100 feet, even if she is not the 
  target of the ability (such as when you’re using decisive 
  strike on a different ally).
  Majestic Countenance (Su): Whenever you encounter a 
  creature whose attitude is at least indifferent, treat its 
  attitude as one step higher. If the creature’s starting 
  attitude is helpful, you can make requests of the creature 
  with a +5 bonus on your Diplomacy skill check.
  Perfect Aid (Ex): Whenever you use the aid another 
  action, the target adds 1/2 your marshal tier to the roll in 
  addition to the +2 bonus. In addition, if you spend a use 
  of your mythic power or confidence to add to your check, 
  the result is also added to the check made by the ally you 
  are aiding.
  Rise Up (Su): Allies around you draw strength from your 
  courage and leadership. Nonmythic allies within 30 feet 
  of you can call upon mythic power once per day to add a 
  die roll to any d20 roll they make (as though they each 
  had one use of mythic power per day). The die type used 
  is the same you gain from your mythic power.
  Stand Tall (Su): Before you roll a saving throw against a 
  spell or effect that also targets one or more allies within 
  30 feet, you can spend a use of mythic power as a free 
  action. If you do, your allies may take either the result of 
  your die roll for the saving throw or their own die roll, 
  whichever is better. Your allies still add their own saving 
  throw bonus to the die roll.
  Unwavering Skill (Ex): You become a master at certain 
  skills. You can always take 10 or 20 on any of your class 
  skills, even if threatened or in a hazardous situation 
  (provided the skill allows you to take 10 or 20 in normal 
  situations).
  Visionary Commander (Su): At 10th tier, whenever you 
  or an ally within 30 feet rolls for initiative, he may roll 
  twice and take either result. If the first round of combat 
  is a surprise round, you and all allies within 30 feet at the 
  start of the combat can take a full round worth of actions, 
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  Table 1–8: Trickster
  Tier 
  Path Features
  1st 
  Bonus hit points, path ability, trickster attack
  2nd 
  Path ability
  3rd 
  Path ability
  4th 
  Path ability
  5th 
  Path ability
  6th 
  Path ability
  7th 
  Path ability
  8th 
  Path ability
  9th 
  Path ability
  10th 
  Path ability, supreme trickster
  instead of just a move or standard action. Once per round 
  when you or an ally within 30 feet scores a critical hit 
  against a mythic creature, you regain one use of mythic 
  power. You can’t gain more uses of mythic power than 
  your maximum.
  TRICKSTER
  Seen only when they choose to be seen, tricksters 
  manipulate kings and peasants alike, usually without 
  anyone sensing their influence. Characters who rely 
  upon their skills and wit find themselves drawn to 
  the trickster’s path. The mythic power of these heroes 
  allows them to perform tasks that most would consider 
  impossible. They can climb any wall, swim any current, 
  and move without being seen by even the most observant 
  guard. When they strike against their foes, they do so 
  with unmatched accuracy.
  Trickster Features
  As they increase in tier, tricksters gain the following 
  abilities.
  Bonus Hit Points: Whenever you gain a trickster tier, 
  you gain 4 bonus hit points. These hit points stack with 
  themselves, and do not affect your overall Hit Dice or 
  other statistics.
  Trickster Attack: Select one of the following abilities at 
  1st tier. Once chosen, it can’t be changed.
  Deadly Throw (Ex): You can expend one use of mythic 
  power to, as a swift action, draw a thrown weapon or 
  alchemical item and make a ranged attack with it. This 
  attack does not provoke an attack of opportunity. When 
  making a deadly throw, you roll twice for the attack roll 
  and take the better result, adding your trickster tier as 
  an insight bonus. If the attack misses, the weapon or 
  alchemical item lands adjacent to the target, regardless 
  of the range.
  Fleet Charge (Ex): You can expend one use of mythic 
  power to move up to your speed as a swift action. At 
  any point during this movement, you can make a single 
  melee or ranged attack, adding your trickster tier as an 
  insight bonus on the attack roll. Damage from this attack 
  bypasses damage reduction.
  Surprise Strike (Ex): You can expend one use of mythic 
  power to make a melee or ranged attack at a target within 
  30 feet as a swift action (in addition to any other attacks 
  you might make this round). When you make a surprise 
  strike, the target is considered flat-footed regardless of 
  any class features or abilities it might have, and you add 
  your trickster tier as an insight bonus on the attack roll. 
  Damage from this attack bypasses damage reduction.
  Path Ability: At 1st tier and every tier thereafter, select 
  one new path ability from the following list or from the 
  list of universal path abilities (see page 20). Once you 
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  select an ability, it can’t be changed. Unless otherwise 
  noted, each ability can be selected only once. You must 
  meet the minimum trickster tier requirement before 
  selecting an ability.
  Additional Trick (Ex): You gain one additional trickster 
  attack. This ability can be selected more than once.
  Assured Drinker (Ex): You gain a dodge bonus to AC equal 
  to twice your trickster tier versus attacks of opportunity 
  provoked from drinking an elixir, extract, or potion. 
  Additionally, you can expend one use of mythic power to 
  drink an elixir, extract, or potion as a swift action, which 
  does not provoke an attack of opportunity.
  Assured Skill (Ex): You can expend one use of mythic 
  power to roll any skill check twice and take the higher 
  result. In addition, you add your total mythic tier to the 
  result of the skill check. Using this ability is a free action 
  that must be declared before the roll is made.
  Astounding Disable (Ex): Whenever you use Disable 
  Device to disarm a trap or open a lock, the action 
  requires only a move action and doesn’t provoke attacks 
  of opportunity.
  Critical Skill (Su): Whenever you roll a natural 20 on a 
  skill check, you can critically perform that skill. Typically 
  this means that the task takes half the normal amount 
  of time to accomplish. If the skill would normally take 
  a full-round action, it instead takes a standard action. If 
  it would take a standard or move action, it instead takes 
  a swift action. If it would take a swift or free action, it 
  instead takes no time at all. The GM might rule that 
  instead of reducing the amount of time needed, the skill 
  takes the normal amount of time but the critical success 
  results in some other added benefit, depending on the 
  skill being used and the situation. You must be at least 
  3rd tier before selecting this ability.
  Critical Tinkerer (Ex): If you roll a natural 20 on a Use 
  Magic Device check while activating a potion, scroll, 
  staff, or wand, you score a critical success on the attempt 
  and achieve spectacular results. You can maximize or 
  extend the spell effect (as per the metamagic feats), add 
  twice your trickster tier to the caster level, or activate a 
  charged item without expending a charge.
  Defensive Move (Ex): Once per round when you move 
  you may designate one foe. You don’t provoke attacks of 
  opportunity from that foe due to movement (including 
  standing up from prone), unless you attempt to move 
  through its space (in which case you can attempt an 
  Acrobatics skill check as normal). You can take this 
  ability more than once. Each additional time you select 
  it, you can designate one additional foe when you move.
  Enduring Elixir (Su): Whenever you drink an extract or 
  potion with a duration of 10 minutes per level or longer, 
  you can change the duration to 1 day. Using this ability a 
  second time causes the first enduring elixir to end. You 
  must be at least 5th tier before selecting this ability. This 
  ability can be selected twice. The second time allows you 
  to change the duration of potions or extracts that have a 
  duration of 1 minute per level or longer. You must be at 
  least 8th tier before selecting this ability a second time.
  Fickle Attack (Ex): Whenever you roll damage for a melee 
  or ranged attack with a weapon or alchemical item, you 
  can reroll any damage die with a result of 1. You must be 
  at least 3rd tier before selecting this ability. This ability 
  can be selected up to three times. Each additional time 
  you do so, the range of the natural results that allow a 
  reroll increases by 1 (for example, selecting this twice 
  allows a reroll on a natural 1 or 2). You must take the 
  result of the reroll, even if it is lower.
  Improbable Prestidigitation (Ex or Su): You can make 
  a Sleight of Hand check to hide or retrieve objects in a 
  personal extradimensional space. Items the size of a 
  potion or dagger can be stored or retrieved with a DC 
  20 Sleight of Hand check, but the DC increases to 25 for 
  items roughly the size of a one-handed weapon. Items 
  larger than a one-handed weapon can be stashed and 
  retrieved but the DC is 35 or three times the weight of the 
  object, whichever is greater. You can store up to one cubic 
  foot of gear in this fashion per trickster tier. Storing an 
  item is a swift action, and retrieving it is a move action. 
  By expending one use of mythic power, you can retrieve 
  any number of items from your extradimensional space 
  as a swift action.
  Itemcraft (Ex): You are skilled at getting the most out of 
  magic items. You add 1/2 your trickster tier (minimum 1) 
  to the caster level of potions, scrolls, staves, and wands you 
  use when determining the effects of the spells created by 
  them. When using a staff, wand, or other charged item, 
  you can expend one use of mythic power in place of one 
  charge. 
  Majestic Countenance (Su): Whenever you encounter a 
  creature whose attitude is at least indifferent, treat its 
  attitude as one step higher. If the creature’s starting 
  attitude is helpful, you can make requests of the creature 
  with a +5 bonus on your Diplomacy skill check.
  Path Dabbling (Su): You can select any one path ability 
  from another mythic path. Treat your trickster tier as 
  your tier in that path for the purposes of this path ability. 
  You must be at least 3rd tier before selecting this ability, 
  and any tier requirements for taking the other path 
  ability still apply.
  Ranged Disable (Ex): You can make a Disable Device 
  check as a standard action from up to 30 feet away using a 
  thrown weapon or reach weapon such as a whip. You take a 
  –5 penalty on the check, and can’t take 10 on the check even 
  if you have an ability that would allow you to do so. If you 
  expend one use of mythic power, you ignore the penalty 
  and can make the check in place of an attack in combat.
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  Supreme Stealth (Ex): Choose one of the following senses: 
  blindsight, echolocation, scent, or tremorsense. You can 
  mask yourself from that sense using the Stealth skill. 
  Creatures must successfully make Perception checks 
  versus your Stealth check to detect you with that sense. 
  You can select this ability more than once, choosing a 
  different sense each time.
  This Might Just Work (Ex): Combining optimistic 
  resourcefulness with natural skill you can make a skill 
  check using any class skill in place of another skill check 
  that uses the same ability modifier. You take a –5 penalty 
  on this check. You can normally use this ability once 
  per day, but can use it additional times by as long as you 
  expend one use of mythic power as a swift action before 
  each check.
  Unwavering Skill (Ex): You become a master at certain skills. 
  You can always take 10 or 20 on any of your class skills, even 
  if threatened or in a hazardous situation (provided the skill 
  allows you to take 10 or 20 in normal situations).
  Supreme Trickster (Su): At 10th tier, whenever you 
  make an attack roll against a nonmythic foe that foe is 
  treated as flat-footed, even if it has abilities that prevent 
  it from being flat-footed. Once per round when you roll 
  a natural 20 on an opposed skill check against a mythic 
  foe, regain one use of your mythic power. You can’t gain 
  more uses of mythic power than your maximum.
  UNIVERSAL PATH ABILITIES
  In addition to the abilities of her path, each mythic 
  character can select from the following path abilities 
  whenever she achieves a new mythic tier. These path 
  abilities can apply to all mythic characters.
  Extra Mythic Power (Su): You can call upon your mythic 
  power two additional times per day. You can select this 
  ability up to three times.
  Feat of Charisma (Su): You can expend one use of mythic 
  power to attempt a feat of Charisma, gaining a +20 
  circumstance bonus on any one Charisma skill check or 
  ability check.
  Feat of Constitution (Su): You can expend one use of 
  mythic power to attempt a feat of Constitution, gaining a 
  +20 circumstance bonus on any one Constitution ability 
  check. Alternatively, you can use this ability to gain a 
  +20 circumstance bonus to your Constitution score for a 
  number of hours equal to your mythic tier, but only for the 
  purpose of making Constitution checks against heat, cold, 
  fatigue, and exhaustion.
  Feat of Dexterity (Su): You can expend one use of mythic 
  power to attempt a feat of Dexterity, gaining a +20 
  circumstance bonus on any one Dexterity skill check or 
  ability check.
  Feat of Intelligence (Su): You can expend one use of 
  mythic power to attempt a feat of Intelligence, gaining 
  a +20 circumstance bonus on any one Intelligence skill 
  check or ability check.
  Feat of Strength (Su): You can expend one use of mythic 
  power to attempt a feat of Strength, gaining a +20 
  circumstance bonus on any one Strength skill check or 
  ability check. Alternatively, you can use this ability to 
  gain a +20 circumstance bonus to your Strength score for 
  a number of hours equal to your mythic tier, but only for 
  the purposes of determining your carrying capacity.
  Feat of Wisdom (Su): You can expend one use of mythic 
  power to attempt a feat of Wisdom, gaining a +20 
  circumstance bonus on any one Wisdom skill check or 
  ability check.
  Mythic Craft (Ex): Whenever you use the Craft skill to 
  create an item, you double your progress with each check. 
  In addition, you can make an item masterwork simply by 
  paying for the cost, without having to increase the time 
  to create the item or make any additional checks. Finally, 
  you add your mythic tier to any skill checks associated 
  with making magic items.
  Mythic Spells (Ex): You gain mythic spells like an 
  archmage, using your tier as your archmage tier to 
  determine the spells gained. You cannot select this path 
  ability if you are an archmage or hierophant.
  TRIALS
  Gaining mythic power is not accomplished by defeating 
  monsters and overcoming ordinary challenges. To rise to 
  the next tier, a mythic character must complete tasks that 
  add to her legend. Such trials become part of her story, 
  much more so than any ordinary accomplishment.
  Trials are broken up into two categories: lesser and 
  greater. Lesser trials are individual achievements that 
  the character can strive toward. These trials are broken 
  down by mythic path, along with a list of trials that 
  can be accomplished by any path. Of those listed for 
  her path (and those in the universal trial list), a mythic 
  character can select a number of lesser trials equal 
  to total number required to reach the next tier. If she 
  accomplishes any of these trials, they count toward her 
  next mythic tier. A mythic character can change the 
  lesser trials she is attempting to achieve once per day. 
  If she accomplishes a lesser trial that is on her path list 
  (or the universal trial list) but that she has not currently 
  selected to pursue, she regains one use of her mythic 
  power (up to her maximum number of uses per day). 
  She can regain mythic power in this way only once in 
  an encounter.
  Greater trials are important to the world and the 
  story around the mythic character. These trials are 
  usually accomplished by a group of characters and are 
  decided upon by the Game Master. As such, a mythic 
  character does not know when he is attempting a greater 
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  trial, but finds out when the trial is completed. While 
  working toward an important goal, the mythic character 
  might have a very good sense that she is getting close 
  to completing the greater trial, but doesn’t know the 
  specific details.
  The following list of lesser trials is just a sample of 
  what a character might try to accomplish. The GM is free 
  to use the following list as inspiration and a guideline 
  when determining additional trials. Lesser trials can 
  be accomplished more than once, but achieving a trial 
  multiple times in one tier doesn’t contribute to gaining 
  the next tier unless noted otherwise.
  Archmage
  Beyond Powerful: In one combat, cast three or more 
  spells from scrolls, staves, or wands that are of a higher 
  level then you can normally cast.
  Counter Caster: Successfully counterspell three spells 
  from one enemy spellcaster in a single combat (add one 
  to the number required each time you accomplish this 
  trial). This can count multiple times toward a tier. 
  Intelligent Design: Create an intelligent magic item.
  Mass Obliteration: Defeat six or more creatures with a 
  single spell (add one to the number of creatures that must 
  be defeated each time you accomplish this trial). This can 
  count multiple times toward a tier.
  Resilient Caster: After sustaining a critical hit while 
  casting a spell, succeed at the concentration check and 
  defeat a foe with the spell.
  Savant: Succeed at a DC 20 or higher Knowledge skill 
  check when you rolled a natural 5 or lower.
  School Display: Cast at least one spell from each school 
  of magic during a single combat. Do not count spells that 
  are two or more levels below the highest level of spell you 
  can cast.
  Swift Doom: Defeat a mythic creature with a single 
  spell on the first round of combat.
  Champion
  Critical Chain: Score three critical hits in a row in one 
  combat.
  Devastating Swipe: Score two critical hits in a single 
  round with the same weapon against different foes.
  Distant Crit: Score a critical hit using a ranged weapon 
  against a target who is in the maximum range increment 
  for the weapon.
  Legendary Strike: Deal the blow that defeats a creature 
  with an adjusted CR at least 3 higher than your total class 
  level plus mythic tier.
  Maneuver Display: Successfully perform at least four 
  different combat maneuvers in a single combat.
  Massive Swing: Deal damage to five or more creatures 
  in a single round with melee or ranged attacks.
  Solo Warrior: Defeat a mythic creature without 
  assistance from any allies (including animal companions, 
  cohorts, and the like).
  Wrestler: Reverse a grapple against a foe and pin that 
  foe on your following turn.
  Guardian
  Behind Me: Survive a fight against three or more 
  creatures in which none of your allies takes any damage, 
  except for you and any animal companions, cohorts, or 
  mounts that you possess.
  Blockade: Without the aid of an ally, in one combat 
  defeat at least four enemies in a corridor or hallway no 
  wider than your total reach, without any enemy creature 
  moving past you. 
  Death’s Door: Confirm a critical hit against a mythic 
  foe while you are at 0 or fewer hit points.
  Defensive Strike: Defeat a mythic foe by dealing 
  damage to it for at least three consecutive rounds while 
  fighting defensively.
  Indestructible: Survive taking three critical hits in one 
  encounter.
  Survive the Tide: Avoid falling unconscious in a 
  combat in which at least eight different enemies attack 
  you (add one to the number of enemies for each time you 
  accomplish this trial). This can count multiple times 
  toward a tier.
  Shield Ally: Using path abilities, prevent one ally from 
  taking any damage from an attack at least three times in 
  one encounter.
  Unstoppable: Suffer the effects of at least three of the 
  following conditions at the same time while in combat 
  with a mythic foe: blinded, confused, deafened, disabled, 
  exhausted, frightened, nauseated, paralyzed, pinned, and 
  stunned.
  Hierophant
  Boon Giver: With a single spell or special ability, grant 
  a bonus to at least four different allies who then use (or 
  gain a benefit from) that bonus in a single combat.
  Conversion: Convert one creature from an opposing 
  faith or belief system to join your faith or cause. 
  Alternatively, convert at least 20 creatures of another 
  faith or cause (not opposing) to join your faith or cause 
  in a single day.
  Deadly Duo: Defeat a mythic creature without 
  assistance from any ally aside from your animal 
  companion, cohort, or mount.
  Deliver Soul: Reduce a creature from full hit points to 
  dying or dead with a single spell or ability.
  Final Gift: While at 0 or fewer hit points, use a spell, 
  item, or special ability to heal an ally, causing you to fall 
  unconscious and gain the dying condition.
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  Master Healer: Heal a dying creature to full hit points 
  with a single spell, item, or ability.
  Planar Contact: Gain useful information from or 
  negotiate with at least three different planar entities in 
  a single day.
  Wild Warrior: While using wild shape or some other 
  polymorph effect, defeat a mythic foe.
  Marshal
  Charging Hero: While mounted, charge at least five 
  different foes in a single combat, one of which must be a 
  mythic creature. 
  Desperate Measures: Engage in combat with a mythic 
  foe once you have exhausted all the uses of your mythic 
  power and confidence ability and defeat that foe.
  Diplomatic Surrender: Convince a group of enemy 
  creatures that outnumber you and your allies by at least 2 
  to 1 to surrender before combat begins.
  Enduring Allies: Succeed at a saving throw against a 
  spell enhanced with mythic power cast by a foe, when at 
  least three of your allies (or all of your allies, if fewer than 
  three) also succeed at the save.
  Performance Victory: Use bardic performance to 
  inspire your allies for 8 or more rounds during one 
  combat.
  Simple Success: Defeat an encounter without any of 
  your allies expending uses of their mythic power (though 
  you can use your mythic power to help them).
  Swift Victory: Along with your allies, defeat an 
  encounter in a single round.
  Tactical Assault: Make an attack against three or more 
  foes that you flank in a single combat.
  Trickster
  Assassinate: Defeat a creature that has its full normal 
  hit point total with a single melee or ranged attack.
  Calm Down: Prevent or end a combat with a single skill 
  check, such as Diplomacy of Bluff.
  Close Call: Defeat a creature that has you entangled, 
  grappled, or swallowed whole.
  Deadly Dance: In one round, provoke four or more 
  attacks of opportunity, but be hit by none of them.
  Outmatched: Succeed at an opposed Bluff, Perception, 
  or Stealth skill check when you rolled a natural 5 or lower.
  Ranged Death: Defeat five or more creatures in one 
  combat only using ranged weapons (add one to the 
  number of creatures required each time you accomplish 
  this trial). This can count multiple times toward a tier. 
  Tumbler: In one round, use Acrobatics to move 
  through the threatened areas of at least five foes without 
  provoking any attacks of opportunity.
  Unexpected Strikes: Make attacks against at least three 
  different flat-footed foes (or foes that you treat as flat-
  footed) in a single combat.
  Universal
  Improbable Victory: Defeat a creature with an adjusted 
  CR at least 5 higher than your total class level (ignoring 
  mythic tiers and mythic rank).
  Mythic Challenge: In one day, defeat a number of 
  mythic creatures with a combined total mythic rank or 
  tier equal to or greater than your current mythic tier 
  times 3.
  Perfect Craft: Exceed the required Craft DC for crafting 
  a magic item by 10 or more.
  Push On: Overcome six encounters without resting 
  (add one to the number of encounters required each time 
  you accomplish this trial). This can count multiple times 
  toward a tier.
  Skill Supremacy: Exceed the DC of a skill check by 20 
  or more (or by 15 or more if it is not a class skill).
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  M
  ythic characters and monsters gain mythic feats as 
  they increase in overall mythic tier or rank. These 
  feats can be selected only as part of the mythic 
  character’s advancement—not as part of a character’s 
  normal advancement or in place of any other bonus feat. 
  Most mythic feats have another feat as a prerequisite 
  and a required mythic tier. These mythic feats enhance 
  the power of their prerequisite feats, making them truly 
  legendary. If a character does not possess any of the 
  necessary prerequisite feats when he gains a mythic feat, 
  he can wait to select a mythic feat until the next time he 
  gains a tier or level.
  Acrobatic (Mythic)
  Your grace and fluidity are beyond compare.
  Prerequisite: Acrobatic, 1st mythic tier.
  Benefit: You get a +2 bonus on Acrobatics and Fly 
  checks. This bonus stacks with that gained from 
  Acrobatic. In addition, you can expend one use of mythic 
  power to treat an Acrobatics or Fly check as if you had 
  rolled a natural 20. You must decide to use this ability 
  before making the roll.
  Alertness (Mythic)
  Your powers of perception are far beyond those of 
  ordinary people.
  Prerequisite: Alertness, 1st mythic tier.
  Benefit: You get a +2 bonus on Perception and Sense 
  Motive checks. This bonus stacks with that gained from 
  Alertness. In addition, you can expend one use of mythic 
  power to treat a Perception or Sense Motive check as if 
  you had rolled a natural 20. You must decide to use this 
  ability before making the roll.
  Animal Affinity (Mythic)
  You know the ways of the wild beasts and can speak in a 
  way they understand.
  Prerequisite: Animal Affinity, 1st mythic tier.
  Benefit: You get a +2 bonus on Handle Animal and 
  Ride checks. This bonus stacks with that gained from 
  Animal Affinity. In addition, you can expend one use of 
  mythic power to be able to speak with animals as the spell 
  for 1 minute. Your caster level for this effect is equal to 
  your mythic tier.
  Arcane Strike (Mythic)
  Using your amazing arcane talents, you can deliver 
  devastating blows infused with magical energy.
  Prerequisite: Arcane Strike, 1st mythic tier.
  Benefit: Whenever you use Arcane Strike to imbue 
  your weapons, they gain an additional +1 bonus to attack 
  and damage. In addition, if you expend one use of mythic 
  power you can also add any one magic weapon special 
  ability with a base price modifier of +1. This base price 
  modifier increases by 1 for every three mythic tiers you 
  possess beyond 1st (+2 at 4th, +3 at 7th, and +4 at 10th). If 
  you expend mythic power in this way, your arcane strike 
  (and the bonus special ability) last for a total of 1 minute.
  Athletic (Mythic)
  You excel far beyond others of your race at feats of great 
  physical prowess.
  Prerequisite: Athletic, 1st mythic tier.
  Benefit: You get a +2 bonus on Climb and Swim checks. 
  This bonus stacks with that gained from Athletic. In 
  addition, you can expend one use of mythic power to treat 
  a Climb or Swim check as if you had rolled a natural 20. 
  You must decide to use this ability before making the roll.
  Augment Summoning (Mythic)
  Your summoning spells bring no ordinary beasts, but 
  instead mythic creatures drawn to your kindred power.
  Prerequisite: Augment Summoning, 3rd mythic tier.
  Benefit: Any creature you summon using a summon 
  spell is considered mythic for the purpose of interacting 
  with other mythic creatures. It does not gain any mythic 
  abilities or power but is affected by mythic spells 
  and abilities as if it were a 1st-tier mythic creature. 
  Additionally, if the creature summoned has damage 
  reduction, only epic weapons and attacks can bypass that 
  damage reduction.
  Blind-Fight (Mythic)
  No creature can avoid your preternatural senses.
  Prerequisite: Blind-Fight, 1st mythic tier.
  Benefit: Whenever you use Blind-Fight to reroll a miss 
  chance due to concealment, you can roll twice and take the 
  better result. Invisible attackers do not receive bonuses 
  against you when making ranged attacks. Finally, as a 
  swift action you can expend one use of mythic power to 
  ignore all miss chances due to concealment for 1 minute.
  Cleave (Mythic)
  You can easily strike any two foes within reach.
  Prerequisite: Cleave, 1st mythic tier.
  Benefit: Whenever you use Cleave or Great Cleave, 
  one of your attacks can be made at any foe that is within 
  your reach. That foe does not have to be adjacent to any 
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  other foe you hit with an attack this round. If you expend 
  one use of mythic power when you use Cleave or Great 
  Cleave, you can continue to make attacks against any foes 
  within your reach, regardless of their position, as long as 
  you continue to hit each foe. You can’t use this ability to 
  attack a foe more than once per round.
  Combat Expertise (Mythic)
  You can dart out of the way of attacks with an expert 
  defensive stance.
  Prerequisite: Combat Expertise, 1st mythic tier.
  Benefit: Whenever you use Combat Expertise, you gain 
  an additional +2 dodge bonus to your Armor Class. You 
  can expend one use of mythic power to negate the attack 
  penalty caused by using Combat Expertise for 1 minute.
  Combat Reflexes (Mythic)
  You can strike viciously any time an enemy gives the 
  slightest opening.
  Prerequisite: Combat Reflexes, 1st mythic tier.
  Benefit: You can make any number of additional 
  attacks of opportunity per round. As a swift action, you 
  can expend one use of mythic power. Until the beginning 
  of your next turn, whenever a foe provokes an attack of 
  opportunity from you due to movement, you can make an 
  attack of opportunity even if it causes you to make more 
  than one attack against that foe for the same action.
  Deceitful (Mythic)
  Whether innate or trained, your power to mislead is 
  beyond compare.
  Prerequisite: Deceitful, 1st mythic tier.
  Benefit: You get a +2 bonus on Bluff and Disguise 
  checks. This bonus stacks with that gained from 
  Deceitful. In addition, you can expend one use of mythic 
  power to treat a Bluff or Disguise check as if you had 
  rolled a natural 20. You must decide to use this ability 
  before making the roll.
  Dodge (Mythic)
  Your uncanny reflexes protect you from attacks, and 
  when focused on dodging you become almost impossible 
  to strike.
  Prerequisite: Dodge, 1st mythic tier.
  Benefit: You gain a +1 dodge bonus to your AC. In 
  addition, as an immediate action you may expend one 
  use of mythic power to grant yourself an additional +10 
  dodge bonus to AC against one attack.
  Dual Focus (Mythic)
  You draw your mythic power from two ability scores.
  Prerequisite: 1st mythic tier.
  Benefit: Select one ability score other than the score 
  you selected at your moment of ascension (see page 3). 
  You can use your mythic power an additional number of 
  times per day equal to your bonus from that ability score.
  Dual Path (Mythic)
  You excel in many areas, allowing you to select path 
  abilities from two mythic paths.
  Prerequisite: 1st mythic tier.
  Benefit: Select a mythic path, other than the path 
  you selected at your moment of ascension (see page 3). 
  You gain the 1st level ability of that path (archmage 
  arcana, champion strike, divine surge, guardian’s call, 
  marshal’s order, or trickster attack). Whenever you 
  gain a path ability, you can select from list of abilities 
  presented for both paths, as well as from the list of 
  universal path abilities. 
  Great Fortitude (Mythic)
  Your fortitude is unmatched. 
  Prerequisite: Great Fortitude, 3rd mythic tier.
  Benefit: Whenever you roll a Fortitude saving throw 
  against a spell, spell-like ability, or special ability from 
  a nonmythic source, you may roll twice and take the best 
  result. 
  Heroic Arrogance (Mythic)
  So epic are your deeds that even unbeatable tasks seem 
  but a trifle to you and only the most epic challenge draws 
  your attention. This comes at a price, however, and your 
  arrogance alienates your mythic patron.
  Prerequisite: 6th mythic tier.
  Benefit: You need one lesser trial fewer to advance to 
  each mythic tier. The number of times per day that you 
  can call upon your mythic power is permanently reduced 
  by 1.
  Improved Channel (Mythic)
  As a divine conduit for energy you are unmatched.
  Prerequisite: Improved Channel, 5th mythic tier.
  Benefit: Nonmythic creatures that take damage from 
  your ability to channel energy must roll any saving throw 
  twice and take the lower result.
  Iron Will (Mythic)
  Your will is incorruptible. 
  Prerequisite: Iron Will, 3rd mythic tier.
  Benefit: Whenever you roll a Will saving throw 
  against a spell, spell-like ability, or special ability from 
  a nonmythic source, you may roll twice and take the best 
  result. 
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  Lightning Reflexes (Mythic)
  Your reflexes are superhuman. 
  Prerequisite: Lightning Reflexes, 3rd mythic tier.
  Benefit: Whenever you roll a Reflex saving throw 
  against a spell, spell-like ability, or special ability from 
  a nonmythic source, you may roll twice and take the best 
  result. 
  Magical Aptitude (Mythic)
  Your understanding of the principals and intricacies and 
  of magic goes far beyond even what you have been taught.
  Prerequisite: Magical Aptitude, 1st mythic tier.
  Benefit: You get a +2 bonus on Spellcraft and Use 
  Magic Device checks. This bonus stacks with that gained 
  from Magical Aptitude. In addition, you can expend one 
  use of mythic power to treat a Spellcraft or Use Magic 
  Device check as if you had rolled a natural 20. You must 
  decide to use this ability before making the roll.
  Marked for Glory
  From the moment your birth you were destined for glory 
  beyond mere morals.
  Prerequisite: 1st level character, Iron Will, Great 
  Fortitude, or Lightning Reflexes.
  Benefit: You gain the ability to use mythic power once 
  per day (see page 4), adding 1d6 to any die roll after it is 
  made and the results are revealed. If you ever gain mythic 
  tiers, you can use your mythic power one additional time 
  per day.
  Mobility (Mythic)
  You have perfected your ability to weave through the 
  battlefield, over- and under-stepping greedy blades and 
  using your momentum to travel great distances.
  Prerequisite: Mobility, 3rd mythic tier.
  Benefit: Whenever you use Mobility, you gain an 
  additional +2 dodge bonus to your AC. In addition, 
  whenever you are missed by an attack of opportunity 
  made due to your movement, you may move an additional 
  5 feet as a free action. This movement does not count 
  against your total overall movement for the round, but it 
  does provoke attacks of opportunity as normal (although 
  not from the creature that took the attack of opportunity 
  that caused the movement). 
  Mythic Crafter (Mythic)
  You can craft mythic magic items.
  Prerequisite: Any one item creation feat, 1st mythic 
  tier.
  Benefit: You can create any mythic magic item for 
  which you have the appropriate item creation feat. In 
  addition, whenever you create a nonmythic magic item, 
  you gain a +5 bonus on the skill check to create the item.
  Mythic Paragon (Mythic)
  Your mythic power is greater than even you understand.
  Prerequisite: 1st mythic tier.
  Benefit: Your mythic tier is considered two higher for 
  the purposes of determining the strength and potency 
  of mythic abilities, feats, or spells. This does not grant 
  you early access to mythic abilities or greater versions of 
  mythic spells, nor does it grant you additional uses of 
  mythic power or adjust the dice rolled for mythic power 
  use.
  Mythic Spells (Mythic)
  You have learned how to unlock the power of your spells, 
  combining them with your mythic power.
  Prerequisite: Ability to cast spells, 1st mythic tier.
  Benefit: Select a number of spells equal to your mythic 
  tier. They must have mythic enhancements and be on 
  your list of spells known or in your spellbook. You can 
  now use your mythic power when casting these spells. 
  Whenever you gain a mythic tier, select a new spell to add 
  to this list.
  Special: You can select this feat multiple times. Each 
  time you select this feat, you must select different spells.
  Point-Blank Shot (Mythic)
  At close range your accuracy is unmatched and you and 
  your bow are master of your immediate surroundings.
  Prerequisite: Point-Blank Shot, 3rd mythic tier.
  Benefit: The bonus on attack and damage rolls granted 
  by Point-Blank shot increases to +2. You may expend one 
  use of mythic power as a swift action to ignore any cover 
  or concealment possessed by the target of one ranged 
  attack made using Point-Blank Shot. This does not apply 
  to total cover or concealment.
  Power Attack (Mythic)
  Your attacks are truly devastating.
  Prerequisite: Power Attack, 1st mythic tier.
  Benefit: When you use Power Attack, you gain a +3 
  bonus on melee damage rolls (instead of +2). When 
  your base attack bonus reaches +4 and every 4 points 
  thereafter, the amount of bonus damage increases by +3 
  (instead of +2). In addition, the bonus damage from this 
  feat is doubled on a critical hit.
  Quick Draw (Mythic)
  From concealed playing cards to hidden potions, your 
  fast fingers are legendary.
  Prerequisite: Quick Draw, 1st mythic tier.
  Benefit: You can use Quick Draw to draw items of any 
  kind provided they are stored or concealed about your 
  person in pockets, pouches, or similar locations. You still 
  can’t use it to draw items stored in bags or backpacks. 
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  Rapid Shot (Mythic)
  You can fire a number of times each round with amazing 
  precision.
  Prerequisite: Rapid Shot, 1st mythic tier.
  Benefit: You do not take the –2 penalty on attack rolls 
  when using Rapid Shot. In addition, you may instead 
  make two additional attacks with Rapid Shot instead of 
  one, but this causes all of your attacks to take a –2 penalty.
  Self-Sufficient (Mythic)
  Independence comes naturally to you and you have 
  mastered taking care of yourself.
  Prerequisite: Self-Sufficient, 1st mythic tier.
  Benefit: You get a +2 bonus on Heal and Survival 
  checks. This bonus stacks with that gained from Self-
  Sufficient. In addition, you can expend one use of mythic 
  power to treat a Heal or Survival check as if you had rolled 
  a natural 20. You must decide to use this ability before 
  making the roll.
  Spell Mastery (Mythic)
  You are so familiar with certain spells their mechanics 
  have become as clear to you as breathing.
  Prerequisite: Spell Mastery, 6th mythic tier.
  Benefit: You can prepare any spell that you have 
  selected with Spell Mastery in one round. This doesn’t 
  affect the amount of time you must spend preparing 
  spells you have not mastered. 
  In addition, if you have selected any spell that 
  possesses a greater, lesser, mass, or communal version, 
  you automatically gain mastery of the variant spells as 
  well, provided they are among your spells known.
  Spring Attack (Mythic)
  You move across the battlefield in a blur of whirling 
  blades.
  Prerequisite: Spring Attack, 4th mythic tier, base 
  attack bonus +6.
  Benefit: Whenever you use Spring Attack, you can 
  make two attacks at any point during your movement 
  instead of just one. 
  Stealthy (Mythic)
  Your grace and fluidity are beyond compare.
  Prerequisite: Stealthy, 1st mythic tier.
  Benefit: You get a +2 bonus on Escape Artist and Stealth 
  checks. This bonus stacks with that gained from Stealthy. 
  In addition, you can expend one use of mythic power to 
  treat an Escape Artist or Stealth check as if you had rolled 
  a natural 20. You must decide to use this ability before 
  making the roll.
  Toughness (Mythic)
  You have legendary resilience and durability.
  Prerequisite: Toughness, 1st mythic tier.
  Benefit: Toughness provides you twice as many hit 
  points. In addition, when you are below 0 hit points you 
  gain DR 10/epic. This DR stacks with any other DR/epic 
  you might possess.
  Vital Strike (Mythic)
  You can strike your foes with incredible force with almost 
  no notice.
  Prerequisite: Vital Strike, 1st mythic tier.
  Benefit: Whenever you use Vital Strike, you deal 
  double the normal amount of damage, including your 
  Strength bonus, magic bonuses, and other bonuses 
  that would normally be multiplied on a critical hit. 
  Extra damage from sources that would not normally be 
  multiplied on a critical hit are not doubled by this effect. 
  In addition, you can use Vital Strike when making a 
  charge, although this multiplication does not stack with 
  other sources of multiplication of damage on a charge, 
  such as using a lance.
  Weapon Finesse (Mythic)
  You are an expert with weapons that rely on your agility.
  Prerequisite: Weapon Finesse, 1st mythic tier.
  Benefit: You can use your Dexterity score on all melee 
  attack rolls and damage rolls instead of your Strength 
  score.
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  Chapter 3: Mythic Magic
  S
  ome spells can be enhanced by those with mythic 
  power. By adding even the merest fraction of their 
  power to the spells as they cast them, mythic casters 
  make these spells vastly more potent. A spellcaster 
  doesn’t need to learn these spells as he would others, 
  but must unlock the secret of using mythic power with 
  these spells either through a feat (like Mythic Spells) or 
  through a feature of his mythic path.
  The following spells have an enhanced effect if the 
  caster expends one use of mythic power at the time of 
  casting. This does not increase the level of the spell or 
  its casting time. In addition, some spells have an even 
  greater effect that can be accessed only by casters of a high 
  enough mythic tier who expend an additional amount of 
  mythic power. These spells have a “Greater” entry that 
  includes an additional cost in uses of mythic power (on 
  top of the one use spent to use the mythic version of the 
  spell in the first place).
  In addition to the listed effects, a few overall rules that 
  apply to all spells cast with mythic power. 
  Potent: The DC to save against any spell enhanced with 
  mythic power in this way increases by 2. In addition, the 
  caster receives a +2 bonus on any caster level check made 
  to overcome spell resistance.
  Resilient: A spell cast with mythic power can’t be 
  counterspelled unless the opposing spellcaster also 
  expends one use of mythic power. In such a case, the 
  normal rules for counterspelling apply. In addition, any 
  check made to dispel a spell enhanced by mythic power is 
  made at a –4 penalty.
  ANIMATE DEAD
  This spell animates a number of Hit Dice of undead equal to 
  twice the sum of your caster level and your mythic tier. This 
  does not increase the maximum total number of Hit Dice 
  worth of undead that you can control. By expending one 
  additional use of mythic power, you can animate dead without 
  the need for material components.
  Greater: If you are at least a 6th-tier mythic character, you 
  can expend two additional uses of mythic power when casting 
  this spell. This causes any skeletons or zombies you create to 
  gain either the agile or savage mythic template for a number 
  of days equal to your mythic tier after being animated.
  BARKSKIN
  This spell grants DR/magic equal to the double the 
  enhancement bonus it provides to the target’s natural armor 
  bonus to AC. 
  Greater: If you are at least a 6th-tier mythic character, you 
  can expend two additional uses of mythic power when 
  casting this spell. This causes the spell to grant DR/epic 
  rather than DR/magic. 
  BLESS
  This spell’s +1 morale bonus applies on attack rolls, weapon 
  damage rolls, and all saving throws. In addition, each target 
  of this spell can roll any one d20 roll twice and take the better 
  result once during the duration of this spell. The target must 
  decide to use this ability before the first roll is made.
  CALL LIGHTNING
  This spell calls bolts of lightning that deal 3d10 points of 
  electricity damage (5d10 outdoors in stormy weather). Half 
  of this damage is electricity and half is sonic. Any creature 
  damaged by this spell is dazzled and deafened for 1 minute, 
  but this duration is reduced to 1 round if the creature 
  succeeded at its saving throw.
  CHILL METAL
  This spell deals 1d8 points of cold damage on rounds 2 and 6 
  and 2d8 points of cold damage per round on rounds 3 through 
  5. Each round a creature takes cold damage from this spell, 
  that creature also takes 1 point of Dexterity damage (Fortitude 
  save negates). This save DC is increased by 1 for each round 
  the target continues to wield or carry chilled metal.
  CIRCLE OF DEATH
  This spell slays 1d6 HD worth of living creatures per caster 
  level, and it can affect creatures whose Hit Dice do not exceed 
  9 + your mythic tier. 
  Greater: If you are at least a 6th-tier mythic character, you 
  can expend two uses of your mythic power when casting this 
  spell. This causes creatures that succeed on their Fortitude 
  saves to take 1d6 points of damage per mythic tier. 
  CLOUDKILL
  This spell creates a cloud of toxic vapors that you can 
  move 10 feet in any direction you choose as a move action; if 
  not directed, it moves 10 feet directly away from its point of 
  origin. The level or hit dice of creatures that can be instantly 
  slain by the cloudkill (with no save or with a save to reduce the 
  effect) is increased by an amount equal to your mythic tier; for 
  example, if you are a 5th-tier mythic character, your cloudkill 
  slays creatures up to 8 hit dice with no saving throw and up 
  to 11 hit dice on a failed save. Creatures that succeed at their 
  saving throws or are above your hit die limit take 1d8 points of 
  Constitution damage each round while in the cloud. 
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  can expend two additional uses of mythic power when casting 
  this spell. This causes your spell to ignore poison immunity for 
  living creatures. 
  COLOR SPRAY
  The range of this spell increases to 30 feet. In addition, 
  creatures with 5 or more Hit Dice that fail their saving 
  throw are blinded for 1 round and then stunned for 1 round. 
  Creatures that make their saving throw against this spell are 
  dazzled for 1 minute. 
  Greater: If you are at least a 3rd-tier mythic character, 
  you can expend two additional uses of mythic power when 
  casting this spell. This increases the Hit Die limits that 
  determine the effects of the color spray by an amount equal 
  to your mythic tier. 
  CONTAGION
  The disease you create with this spell is a particularly virulent 
  strain. If the target of this spell fails its save, it becomes 
  infected with the disease and contagious, passing on the 
  disease through touch. Any creature that touches, or is 
  touched by, an infected target must make a Fortitude save or 
  contract the disease. The DC of the Fortitude save is reduced 
  by 4 for all creatures other than the initial target of this spell. 
  You are immune to the spread of this disease.
  Greater: If you are at least a 7th-tier mythic character, you 
  can expend five additional uses of mythic power when casting 
  this spell. If you do, the spell targets every living creature 
  within a 1-mile radius, in addition to the augmented effect 
  above. You may also choose one creature per caster level that 
  gains immunity to the contagion. 
  CONTROL WEATHER
  The spell’s casting time is reduced to a standard action and 
  the change in the weather occurs in a number of rounds equal 
  to 10 – your mythic tier (minimum 1 round). In addition, the 
  duration of the spell is doubled.
  Greater: If you are at least a 6th-tier mythic character, you 
  can expend two additional uses of mythic power when casting 
  this spell. In addition to the changes noted above, this allows 
  you to create weather of any type regardless of the season. 
  In addition, you can change the type of weather created as a 
  standard action, and the weather changes in 1 round. 
  CURE CRITICAL WOUNDS
  This spell heals 8d8 points of damage + 2 points per caster 
  level (maximum +40). In addition, the spell cures up to 4 
  points of ability damage if the target is a living creature. The 
  target chooses what types of ability damage are cured.
  CURE LIGHT WOUNDS
  This spell heals 2d8 points of damage + 2 points per caster 
  level (maximum +10). In addition, the spell cures up to 1 point 
  of ability damage if the target is a living creature. The target 
  chooses what types of ability damage are cured.
  CURE MODERATE WOUNDS
  This spell heals 4d8 points of damage + 2 points per caster 
  level (maximum +20). In addition, the spell cures up to 2 
  points of ability damage if the target is a living creature. The 
  target chooses what types of ability damage are cured.
  CURE SERIOUS WOUNDS
  This spell heals 6d8 points of damage + 2 points per caster 
  level (maximum +30). In addition, the spell cures up to 3 points 
  of ability damage if the target is a living creature. The target 
  chooses what types of ability damage are cured.
  DETECT SCRYING
  This spell automatically gives you a visual image of the scryer 
  and an accurate sense of his direction and distance from you 
  if he is using a non-mythic means of scrying. Your ability to 
  detect a scryer is blocked by mind blank, but you automatically 
  succeed at caster level checks to overcome nondetection or 
  similar effects that block divination.
  If you gain this information about a scryer, you can expend 
  one or more uses of your mythic power as an immediate 
  action to cast a mind-affecting spell against him. The range 
  of this effect is unlimited and you do not need line of sight 
  or line of effect, but it affects only the scryer even if it would 
  normally affect multiple creatures or an area. You must 
  expend one use of mythic power per level of the spell you wish 
  to cast against the scryer. 
  Greater: If you are at least a 6th-tier mythic character, 
  you can expend two additional uses of your mythic power 
  when casting this spell. In addition to the abilities granted 
  above, your ability to detect a scryer is not blocked by mind 
  blank or any other protection. Also, if you have prepared, 
  can spontaneously cast, or can use as a spell-like ability 
  a teleportation effect with a range long enough to reach 
  the scryer’s location, you can use that ability to transport 
  yourself there. Alternatively, you can expend two additional 
  uses of your mythic power to transfer that teleportation 
  ability to the scryer and compel him to transport himself 
  immediately to your location. Either form of teleportation 
  has no chance of error, and penetrates any effect that would 
  otherwise block teleportation unless that effect was created 
  by a mythic creature.
  DIMENSION DOOR 
  The duration of this spell changes to 1 round per 2 caster 
  levels, creating a temporary, one-way portal. In addition, 
  when casting the spell you can designate a number of 
  creatures equal to your caster level. These creatures can see 
  the portal and use it to arrive at the destination you select. 
  When you cast the spell, you immediately arrive at the 
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  destination, but you cannot take any other creatures with 
  you. Another designated creature must move through of its 
  own accord and after arriving can’t take any other actions 
  until its next turn.
  DISPEL MAGIC
  When used as a targeted dispel, this spell can end two spells 
  affecting the target instead of just one. In addition, if the 
  targeted dispel is successful in dispelling at least one spell, 
  you heal 1d4 points of damage for every level of dispelled 
  spell. This healing applies only to the highest-level spell 
  dispelled if two are dispelled. When using this spell to 
  counterspell, you can roll your dispel check twice and take the 
  higher result.
  DIVINE FAVOR
  When you cast this spell, the luck bonus also applies on saving 
  throws and skill checks. Alternatively, you can cast this spell 
  on another willing creature, changing the range to touch and 
  target to one living creature.
  DREAM
  This spell allows you to gain information from the dreamer 
  you contact by asking questions as if using speak with dead to 
  speak with a corpse. If the dreamer’s alignment differs from 
  yours, it can resist this probing with a Will save (as per speak 
  with dead). Answers to such questions are still generally brief 
  and cryptic. 
  ENTANGLE
  The spell functions in areas without any vegetation, causing 
  plants to spring up out of the ground. These plants can reach 
  creatures that are up to 10 feet in the air. In addition, the 
  grasping plants sprout thorns that deal 1d6 points of damage 
  each round.
  ENTROPIC SHIELD
  Whenever this spell deflects a ranged attack, there is a 50% 
  chance that the attack is redirected back at the attacker rather 
  than simply being deflected harmlessly. The attack uses the 
  same roll to hit that was made against you.
  FIREBALL
  This spell deals 1d10 points of fire damage per level, up to a 
  maximum of 10d10. The spell also causes any creature that 
  fails its Reflex saving throw to catch on fire, taking 2d6 points 
  of fire damage each round until the fire is extinguished. The 
  creature can extinguish the fire by spending a full-round 
  action and succeeding at a Reflex saving throw (using the 
  spell’s original DC). Falling prone and rolling on the ground 
  grants a +2 circumstance bonus on the save. Leaping into 
  a lake or magically extinguishing the flames automatically 
  smothers the fire.
  Greater: If you are at least a 6th-tier mythic character, you 
  can expend two additional uses of mythic power when casting 
  this spell. In addition to the effects listed above, the maximum 
  damage increases to 20d10, the area increases to a 40-foot 
  radius spread, and any fire damage dealt by the spell ignores 
  fire resistance and fire immunity.
  GLOBE OF INVULNERABILITY
  The level of spells excluded by this spell is increased by 1 
  for every 2 mythic tiers you possess (minimum 1). Spells 
  enhanced by mythic power are excluded only if they are 4th 
  level or lower.
  GLYPH OF WARDING
  The DC to detect or disable the glyph created by this spell 
  is increased by your mythic tier. If used to create a blast 
  glyph, this spell deals 1d6 points of damage per caster level 
  (maximum 20d6). If used to create a spell glyph, the level of 
  spell you can store is increased by one-half your mythic tier 
  (minimum 1). 
  HEAT METAL
  This spell deals 1d8 points of fire damage on rounds 2 and 6 
  and 2d8 points of fire damage per round on rounds 3 through 
  5. Each round a creature takes fire damage from this spell, it 
  risks catching on fire (Reflex negates). The save DC increases 
  by 1 for each round after the first the target continues to wield 
  or carry hot metal. 
  HOLY AURA
  When you cast this spell, any outsiders with the evil subtype 
  within the initial burst of this spell take 1d6 points of damage 
  per 2 caster levels. This damage is divine and not subject 
  to any resistances or immunities, although spell resistance 
  applies as normal. In addition, such creatures cannot make 
  melee attacks against the targets of this spell unless they 
  first succeed at Will saving throws, as per the spell sanctuary. 
  This additional protection ends under the same conditions of 
  that spell. 
  INFLICT CRITICAL WOUNDS
  This spell deals 8d8 points of damage + 2 points per caster 
  level (maximum +40). In addition, the spell causes living 
  creatures to become sickened for 1 round per caster level 
  (maximum 20 rounds). If the Will save to halve the damage is 
  successful, the sickened condition is negated.
  INFLICT LIGHT WOUNDS
  This spell deals 2d8 points of damage + 2 points per caster 
  level (maximum +10). In addition, the spell causes living 
  creatures to become sickened for 1 round per caster level 
  (maximum 5 rounds). If the Will save to halve the damage is 
  successful, the sickened condition is negated.
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  INFLICT MODERATE WOUNDS
  This spell deals 4d8 points of damage + 2 points per caster 
  level (maximum +20). In addition, the spell causes living 
  creatures to become sickened for 1 round per caster level 
  (maximum 10 rounds). If the Will save to halve the damage is 
  successful, the sickened condition is negated.
  INFLICT SERIOUS WOUNDS
  This spell deals 6d8 points of damage + 2 points per caster 
  level (maximum +30). In addition, the spell causes living 
  creatures to become sickened for 1 round per caster level 
  (maximum 15 rounds). If the Will save to halve the damage is 
  successful, the sickened condition is negated.
  INVISIBILITY
  The effects of this spell can’t be detected with detect magic or 
  other spells that detect magic auras. In addition, the invisibility 
  can’t be penetrated or dispelled by spells of 2nd level or lower, 
  such as see invisibility or glitterdust, though true seeing and dust 
  of appearance can reveal your presence.
  Greater: If you are at least a 3rd-tier mythic character, 
  you can expend two additional uses of mythic power when 
  casting this spell. In addition to the above effects, you are also 
  undetectable by blindsense, blindsight, scent, and tremorsense. 
  MAGE ARMOR
  This spell grants a +6 armor bonus to AC. In addition, there is 
  a 50% chance that any critical hit or sneak attack made against 
  the target is negated, and is instead treated as a normal 
  hit. This chance does not stack with the fortification armor 
  property or other similar abilities that negate critical hits or 
  sneak attacks.
  MAGIC MISSILE
  The damage dealt by each missile increases to 2d4+1. In 
  addition, the missiles are not defeated by shield or similar 
  items and effects that specifically cancel magic missile.
  Greater: If you are at least a 4th-tier mythic character, you can 
  expend two additional uses of mythic power when casting this 
  spell. In addition to the effects listed above, the spell creates 
  twice the normal number of missiles, has its range increased 
  to sight, and automatically bypasses any spell resistance or 
  immunities the targets possess.
  MAGIC VESTMENT
  In addition to the enhancement bonus, you may add any one 
  armor or shield special ability to the armor or shield with a 
  total bonus no greater than +1 or a base price modifier no 
  greater than 4,000 gp.
  Greater: If you are at least a 3rd-tier mythic character, 
  you can expend two additional uses of mythic power when 
  casting this spell. This allows you to add any number of 
  special abilities whose total bonus is no greater than +2 or 
  whose base price modifiers combined are no greater than 
  15,000 gp. 
  MAZE
  A spectral minotaur hunts the creature trapped inside the 
  maze. Every round the creature fails to escape from the maze 
  it takes 2d8 + your mythic tier points of slashing damage from 
  this phantom foe.
  METEOR SWARM
  The meteors created by this spell deal bludgeoning damage 
  in a line extending from the caster to the target destination 
  where it explodes. Creatures in the line of any one of these 
  spheres take 2d10 points of bludgeoning damage and are 
  knocked prone (a successful Fortitude save negates being 
  knocked prone). When the meteors explode, they deal 6d10 
  points of fire damage to each creature in the area. Those that 
  fail their saving throws against this damage are also knocked 
  prone and deafened for 1d4 rounds.
  Greater: If you are at least a 10th-tier mythic character, you 
  can expend two additional uses of mythic power when casting 
  this spell. This causes each meteor to deal 4d10 points of fire 
  damage in addition to bludgeoning damage to each creature 
  in its path. In addition, when the meteors explode they 
  deal 10d10 points of fire damage. This damage ignores fire 
  resistance and immunity to fire. 
  MOVE EARTH
  This spell can be used much more quickly, with each full 
  round of casting allowing you to reshape a 25-foot square 
  area up to 10 feet deep. All creatures on or under the ground 
  within that area are knocked prone and moved to the closest 
  square outside the area being shaped. A successful Reflex 
  save prevents the creature from being knocked prone, but it 
  is still moved. 
  NIGHTMARE
  This spell deals 4d6 points of damage and leaves the target 
  shaken for 24 hours on a failed save, in addition to the spell’s 
  other effects.
  Greater: If you are at least a 6th-tier mythic character, you 
  can expend one or more additional uses of your mythic power 
  when casting this spell. This enables you to deliver a mind-
  affecting spell through the nightmare by expending a number 
  of uses of mythic power equal to the level of that spell. You 
  may have this effect occur either immediately or upon the 
  target’s awakening. This spell affects only the target, even if it 
  normally affects multiple creatures or an area.
  PHANTASMAL KILLER
  If the target fails its Will save but succeeds at its Fortitude 
  save, the phantasmal killer persist in the target’s mind, causing 
  the target to become fascinated until your next turn, when the 
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  phantasmal killer strikes again and the target must succeed at 
  a second Fortitude save or die of fright (taking 3d6 points of 
  damage if the Fortitude save succeeds).
  Greater: If you are at least a 6th-tier mythic character, you 
  can expend two additional uses of mythic power when casting 
  this spell to enable it to affect living creatures that are immune 
  to fear, illusions, or mind-affecting effects. 
  PRISMATIC SPHERE
  When the spell is cast, any creature within 30 feet of the 
  sphere is affected as prismatic spray (though the save DCs 
  are as a 9th-level spell) and is automatically pushed into the 
  nearest empty square adjacent to the outside of the affected 
  area. This movement does not provoke attacks of opportunity 
  and can’t force a creature into a solid object. 
  SCORCHING RAY
  The damage dealt by this spell increases to 6d6 fire. In 
  addition, against the rays fire immunity is treated as resistance 
  20 and all other fire resistances are ignored.
  SLEEP
  The spell affects up to 8 Hit Dice of creatures, but the caster 
  can choose they order in which creatures are affected by the 
  spell. Any effect that would cause a creature to be awakened 
  instead allows it to make a new saving throw to end the effect.
  Greater: If you are at least an 8th-tier mythic character, 
  you can expend three additional uses of mythic power when 
  casting this spell to target all living creatures with 8 Hit Dice 
  or fewer in a 1-mile radius around you. Creatures that fail their 
  saving throws fall asleep for a number of days equal to your 
  mythic tier. Any effect that would cause a creature to awaken 
  instead allows it to make a new saving throw to end the effect.
  SPIKE STONES
  This spell creates an area of spikes that deal 2d8 points of 
  piercing damage plus 1 point of bleed damage for each 5 feet 
  of movement through the spiked area. The Perception DC to 
  notice the spike stones increases by your mythic tier. 
  SPIRITUAL WEAPON
  The weapon created by this spell also has one of the following 
  special weapon properties, chosen by you: flaming, frost, keen, 
  merciful, shock, or thundering. In addition, you can redirect the 
  weapon as a swift action, but not during its attacks.
  SUGGESTION
  The spell affects all enemy creatures in a 10-foot burst instead 
  of just a single target. In addition, the spell works on any 
  creature regardless of its language.
  SUNBEAM
  You conjure one beam per two caster levels (although still 
  no more than one per round). Any creature caught in the 
  beam is blinded and takes 4d8 points of damage (doubled 
  against creatures harmed by sunlight). A successful Reflex 
  save halves the damage and negates the blindness. Against 
  undead creatures, or creatures particularly sensitive to 
  sunlight light, the beam deals 1d8 points of damage per level 
  (maximum 20d8). Creatures who succeed at saves against 
  the beam are dazzled. 
  Greater: If you are at least a 9th-tier mythic character, 
  you may expend three additional uses of mythic power when 
  casting this spell. If you do, in addition to the above effects the 
  first beam you create has a duration of 1 round per 2 caster 
  levels. This beam deals maximum damage and any creature 
  that comes into contact after it is created takes damage with 
  no save allowed.
  TIME STOP 
  For every two mythic tiers you possess, you can designate up 
  to one other creature within close range (25 ft. + 5 feet per 2 
  levels), allowing it to act on its turn while the spell is in effect. 
  Its actions are subject to all the restrictions listed in the spell 
  description except that all targets can affect each other as 
  normal.
  Greater: If you are at least a 10th-tier mythic character, 
  you can expend three additional uses of mythic power when 
  casting this spell. In addition to the effects listed above, the 
  spell has a duration of 1 hour per caster level, but can be 
  ended at any time by you as a standard action. Creatures 
  affected by this spell gain no benefit from rest or sleep while 
  the spell is active.
  UNHOLY AURA
  When you cast this spell, any outsiders with the good 
  subtype within the initial burst of this spell take 1d6 points 
  of damage per 2 caster levels. This damage is unholy and 
  not subject to any resistances or immunities, although spell 
  resistance applies as normal. In addition, such creatures 
  cannot make melee attacks against the targets of this spell 
  unless they first succeed at Will saving throws, as per the 
  spell sanctuary. This additional protection ends under the 
  same conditions of that spell. 
  WALL OF STONE
  This spell creates a wall one inch thick per two caster levels, 
  and the hardness of the wall increases to 12. 
  Greater: If you are at least a 7th-tier mythic character, 
  you can expend two additional uses of mythic power when 
  casting this spell. This makes the wall impassable to ethereal 
  travel and spells such as passwall or phase door, as well as 
  immune to disintegrate, shatter, sympathetic vibration, and 
  non-mythic magical effects that specifically affect stone 
  (including earthquake, soften earth and stone, and transmute 
  rock to mud). 
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  WALL OF THORNS
  This spell deals damage equal to 30 – the target’s AC, ignoring 
  Dexterity and dodge bonuses. In addition, any creature 
  adjacent to the wall of thorns gains the grappled condition, 
  taking 2d6 bludgeoning and piercing damage each round it 
  begins its turn grappled by the wall. Attempts to escape the 
  grapple treat the wall’s CMD as 10 + your caster level + your 
  mythic tier. 
  Greater: If you are at least a 6th-tier mythic character, you 
  can expend two additional uses of mythic power when casting 
  this spell. This causes the wall of thorns to grapple all creatures 
  except you within 10 feet, and any creature grappled by the 
  wall takes 2d6 bleed damage. A creature that does not escape 
  from the wall’s grapple on its first turn after being grappled 
  becomes pinned at the end of its turn. 
  NEW SPELLS
  ASCENSION
  School universal; Level cleric 9, druid 9, sorcerer/wizard 9, 
  witch 9
  Casting Time 1 hour
  Components V, S, F (lesser artifact), M (10,000 gp in rare 
  herbs, gems, and other exotic materials)
  Range close (25 ft. + 5 ft./2 levels)
  Target one touched nonmythic creature per three levels
  Duration 2 hours/level; see text
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  With this mighty spell, you invest a number of creatures with 
  mythic power. The total duration of this spell is split evenly 
  among the total number of targets. Each creature targeted by 
  this spell becomes a tier 1 mythic character and must select 
  a path and the abilities that come with that path. Instead of 
  picking one mythic flaw, all characters targeted by this spell 
  maintain their mythic power only while they are within 100 
  feet of the artifact used as a focus for this spell. Targets that 
  leave this area lose their mythic power, but can regain it if they 
  return to the area. The effects of this spell cannot be dispelled 
  or negated by any mortal spell or ability (that is, anything 
  not used by a deity), with the exception of disjunction, which 
  functions normally. If the artifact as a focus for this spell 
  is destroyed, this spell immediately ends and all creatures 
  affected by it gain 1d4 permanent negative levels.
  Mythic: If you expend one use of mythic power when 
  casting this spell, the duration increases to 1 day per level, and 
  you may use yourself as the focus for this spell instead of a 
  lesser artifact. If you choose this option, the spell lasts as long 
  as you are alive and all targets remain within 100 feet of your 
  location.
  SHARE GLORY
  School abjuration; Level bard 2, cleric 3, druid 3, sorcerer/
  wizard 3, summoner 2, witch 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/3 levels
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You wreathe the targets in some of your mythic glory. While 
  the abjuration persists these creatures count as mythic 
  creatures for the purposes of interacting with mythic effects 
  and abilities. They do not gain any mythic powers or abilities. 
  If you do not possess at least 1 mythic tier or the mythic 
  subtype at the time of casting, this spell has no effect.
  STEAL POWER
  School necromancy; Level cleric 5, sorcerer/wizard 5, witch 5
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one mythic creature
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  You sap the power from a mythic creature, using it to restore 
  your own. If the target fails its saving throw, it loses 1d4 uses 
  of its mythic power, to a minimum of 0. If you have mythic 
  power, you regain one use of mythic power for each use stolen 
  with this spell, up to your maximum number of uses per day.
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  T
  he rules for running a mythic game are much like 
  those for running any other game. The PCs still go 
  on adventures, fight monsters, discover treasure, and 
  earn experience. While structurally the same, mythic 
  games have an added level of drama, theater, and tension. 
  In relation to the characters’ overall level (not counting 
  mythic tier), these adventures feature incredibly difficult 
  foes and challenges—far beyond what the normal hero 
  might encounter. There are more monsters with greater 
  treasures, and vastly more challenging villains. 
  This section gives simple guidelines for running a 
  mythic campaign, including a discussion on the types 
  of mythic games, rules for adjudicating the difficulty 
  of encounters, and guidelines for advancing play and 
  fulfilling greater trials.
  Types of Mythic Games
  The mythic rules can be used in a number of ways to 
  add truly fantastic elements to your game, from simply 
  including a mythic foe at the end of a legendary adventure 
  to allowing the PCs to play mythic characters for their 
  entire adventuring career, taking on other mythic foes 
  and rivaling the power of the gods. Ultimately, it is up the 
  GM to decide how much influence these rules have on 
  the campaign and world as a whole. The following types 
  are provided to give GMs an easy guideline for including 
  mythic rules in their games.
  Rare: In this type of campaign, mythic creatures are 
  very rare, living in remote parts of the world, content 
  to be bygones of a lost age. The PCs are not themselves 
  mythic in this type of campaign, but throughout their 
  travels, they may be forced to encounter a mythic creature 
  at the conclusion of a particularly important quest.
  Limited: Similar to the rare type of campaign, in 
  the limited campaign, the PCs themselves get a taste 
  of mythic power, albeit only for a short period of time. 
  Through some extraordinary event, the PCs gain 
  mythic power. For the duration of an adventure or short 
  campaign arc, they can wield this power to further their 
  goals. Unfortunately, this power is fleeting and they soon 
  find themselves ordinary PCs once again, perhaps with 
  a few remnants that they might call on in a future time 
  of need.
  Uncommon: In this type of campaign, mythic creatures 
  and characters are uncommon, but not altogether 
  resigned to the whispers of myth and legend. The PCs 
  themselves get mythic power, but their advancement in 
  tier is slow, perhaps only a few tiers throughout their 
  entire adventuring career. The GM should control this 
  by limiting the number of greater trials that present 
  themselves. Likewise, mythic foes are still not pervasive, 
  but are found with some regularity, leading secret cabals, 
  harassing quiet villages on the edge of civilization, and 
  dwelling in the dark places of the world.
  Common: In this campaign, mythic characters and 
  monsters are a part of everyday life. This doesn’t mean 
  that every town has a group of mythic heroes defending 
  it, such characters are known to exist and their deeds 
  are common knowledge in most taverns. Kings and 
  other nobles call upon their help against dangerous 
  threats—mythic monsters and villains that threaten 
  the common folk on a regular basis. In this campaign, 
  the PCs begin play with mythic power and see it grow as 
  they gain levels, roughly at the rate of one mythic tier 
  per two character levels.
  Themes
  The mythic rules can be used to represent a wide variety 
  of legendary powers. The origin of such power is decided 
  by its theme, which describes the source of mythic power 
  in the world and gives general guidelines about how it 
  functions. Although a campaign is not limited to one 
  theme, the GM should be careful when using mythic 
  power derived from more than one theme, as this might 
  muddle the story behind such power. In some cases, 
  merging various themes might make more sense than 
  using one theme alone. 
  The following themes are just some of the types that the 
  GM can work into the game world when introducing the 
  mythic rules to her campaign. Generally speaking, these 
  themes function with any of the types of mythic games.
  Ancient Magic: Mythic power is derived from ancient 
  magic now mostly lost to the world. It hails from a 
  time when magic was much more common and true 
  practitioners wielded almost unimaginable power. 
  Often times, this mythic power is tied to artifacts, 
  and those who gain access to it today do so by using 
  these powerful relics. Simply touching such artifacts 
  might be enough to gain mythic power, and as a result 
  their previous owners have hidden them away deep 
  inside vast dungeons filled with deadly guardians and 
  cunning traps.
  Lost Inheritance: With this theme, mythic power comes 
  from a lost age where mythic creatures and characters 
  were common. Through the years, their influence has 
  waned, and their power lost through interbreeding and 
  natural attrition. These mythic creatures represent a 
  different race of being, superior but clearly related to 
  Chapter 4: Running a Mythic Game
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  their modern counterparts. Characters drawing their 
  power from this theme might represent a resurgence 
  of mythic power through some supernatural event or 
  convergence of heredity, awaking the mythic power that 
  lays dormant in nearly every creature.
  Power of the Gods: Mythic power is the provenance 
  of the gods, and only these divine agents can grant such 
  power. Whether the characters are the offspring of deities 
  who intermixed with mortal blood, or are touched by the 
  divine, this power can be fleeting. The gods are fickle and 
  only they can control the flow of mythic power. Those 
  who are in their favor find such power plentiful, but 
  those who displease the gods might find the wellspring 
  of mythic power to be lacking in their times of need. In 
  this theme, deities play a much more active role in the 
  world, lending a fraction of their might to mortals to act 
  as their emissaries in events important to their often 
  inscrutable divine goals.
  Stolen Might: The amount of mythic power in the 
  world is finite. When a mythic creature dies, its power 
  is passed on to a chosen vessel or—in the case of those 
  that die by violence—stolen by the creature that dealt the 
  killing blow. Mythic power has slowly been consolidating 
  among those who already have mythic power, as they 
  seek out the last remaining mythic creatures in hopes of 
  stealing their power. Characters who gain mythic power 
  in this way do so through accident in most cases, only 
  to find out that the power comes with a terrible price: 
  There are those who wish to take it from them at the cost 
  of their lives.
  Adventures
  Designing an adventure that uses the mythic rules is a 
  lot like designing any other adventure. The difference 
  is that the threats are greater and the challenges more 
  deadly. It’s important to stress to the players, through the 
  encounters that they face, that these are dangers beyond 
  what they might normally expect in the game. Much of 
  this comes through the design of the encounters, which 
  can vary greatly depending on the characters and how 
  you want to challenge them. In the most basic terms, the 
  mythic rules can be used in one of two ways: to challenge 
  ordinary PCs and to challenge mythic PCs.
  Encounters for Nonmythic PCs: If the PCs are not 
  themselves mythic, then these rules can be used to 
  present them with challenges of an unexpected nature. 
  Mythic creatures and villains are more powerful than 
  their ordinary counterparts, and hence make for a 
  significantly more dangerous encounter. As a simple 
  guideline, add the creature’s mythic rank (in the case 
  of monsters) or mythic tier (in the case of NPCs) to the 
  creature’s challenge rating to determine its adjusted 
  CR. Ordinary PCs should be rewarded with experience 
  points and treasure based on this adjusted CR. This 
  system means that PCs will often face creatures that 
  are below them in terms of their original CRs, but with 
  significantly greater power and abilities to make them 
  threats. Such encounters should generally be at least 
  challenging—but usually hard—in relation to the PCs’ 
  average level (as noted on Table 12–1 on page 397 of the 
  Core Rulebook).
  For example, a group of four 6th-level PCs is exploring 
  an ancient crypt filled with undead. During their 
  exploration they face a variety of ordinary undead foes, 
  but begin to get the sense that all of the undead are in fact 
  powered by a far greater evil that dwells within, sealed 
  by a holy brotherhood centuries ago. Upon breaching 
  the final chamber they come face to face with a mythic 
  mummy crackling with dark magic. The mythic mummy 
  has an adjusted CR of 8, making it a truly deadly threat to 
  the 6th-level PCs.
  Encounters for Mythic PCs: If the PCs possess mythic 
  tiers, they are ready for challenges beyond what they 
  could normally expect for characters of their level. When 
  facing mythic foes, such characters are challenged, but 
  more evenly matched. To determine what challenges 
  a mythic PC can face, add the character’s tier to his 
  total character level. Use this adjusted character level 
  to determine what sorts of challenges he can face (as 
  noted on Table 12–1 on page 397 of the Core Rulebook). 
  When facing mythic foes, add the mythic rank to the 
  creature’s original CR to determine its adjusted CR 
  (as with encounters for nonmythic PCs). In any case, a 
  mythic character should be rewarded with experience 
  points and treasure based on the higher overall CR of 
  the encounters that they face. In general this means 
  that a mythic character will earn experience points 
  and treasure at a far greater rate than his nonmythic 
  counterpart. As a result, the GM is encouraged to use 
  the normal or even slow experience point and treasure 
  value progressions for such characters (see Table 3–1 on 
  page 30 of the Core Rulebook and Table 12–5 on page 399 
  of the Core Rulebook).
  For example, a group of four 6th-level, 3rd-tier mythic 
  PCs have been tasked with stopping a rampaging horde 
  of humanoids that have descended from the mountains 
  to lay siege to a small village. After dispatching a large 
  group of orc barbarians and trolls, they face off against 
  trio of angry hill giants. Though not mythic, these 
  giants would be a CR 10 threat, which would normally 
  overwhelm ordinary 6th-level PCs, but their mythic 
  power gives them the edge. After defeating these giants, 
  they find the leader of the horde, a mythic ettin and his 
  dire wolf pets. This mythic foe has an adjusted CR of 10 
  and is truly dangerous to the characters, but is still a 
  challenge they can take on due to their mythic abilities.
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  Mythic Damage
  Mythic characters that achieve the 9th tier gain the 
  immortality ability, which allows them to return from 
  death as long as they haven’t taken mythic damage in 
  excess of half their full normal hit points at the time of 
  death. Upon reaching the 10th tier, this amount increases 
  to equal their full normal hit point total. For the purposes 
  of this ability, mythic damage is any damage caused by a 
  mythic creature or character with mythic tiers. There is 
  no need to track this damage separately until characters 
  gain the recuperation mythic ability, which allows them 
  to rest and restore hit points except for those caused by 
  mythic damage. Mythic damage can be healed by spells 
  and abilities just like any other type of damage, as well 
  as by resting (except when using the recuperation ability).
  Greater Trials
  Mythic characters advance in two ways: They gain 
  levels by accumulating experience points like any other 
  characters, but they also advance in tier by accomplishing 
  a specific number of trials. To gain a tier, a PC must 
  complete a set number of lesser and greater trials. Lesser 
  trials represent minor challenges that ultimately add to 
  her legend but are footnotes to the story. Greater trials are 
  the true tales of heroism, representing the culmination 
  of an entire adventure or campaign arc in which the PCs 
  overcome a terrifying challenge.
  During the game, the player characters are responsible 
  for tracking their lesser trials. Each character has a 
  number of trials she is attempting to accomplish through 
  her own choices or the luck of the dice. Most of these 
  trials require the PCs to overcome a creature or foe, 
  sometimes even a mythic one. It is important to note that 
  for the trial to count, the foe must be a challenge for the 
  PC, which generally means its adjusted CR must at least 
  be equal to the character’s adjusted level, although in the 
  case of multiple creatures it could be one or two levels 
  lower, subject to GM approval.
  In addition to lesser trials, each mythic character must 
  overcome one or more greater trials to achieve her next 
  mythic tier. The rate at which these trials are accomplished 
  determines the rate that the PCs gain mythic tiers. As a 
  guideline, the PCs should face a number of greater trials 
  equal to the amount needed to gain a mythic tier in the 
  time it takes for them to gain two character levels. In 
  effect, this should keep the character’s mythic tier roughly 
  equal to one-half the character’s overall level. Of course, 
  the GM is free to reduce or advance this rate if it suits his 
  campaign. Note that this means that if the PCs attain their 
  first mythic tier at 1st level, they should probably face only 
  a single greater trial by the time they reach 4th level, so 
  that they reach 2nd tier at that time.
  When designing a greater trial, GMs should keep 
  the following points in mind. Greater trials represent 
  important stories in the legend of the mythic character. 
  Unlike an anecdote about a particularly nasty fight or 
  dangerous trap (which is typically represented by a lesser 
  trial), greater trials are lengthy tales involving multiple 
  dangerous encounters, usually against mythic foes or 
  similarly powerful adversaries. A greater trial should be 
  the culmination of an entire adventure or even a short 
  series of adventures. Each greater trial should include at 
  least three of the following elements.
  Cunning Opposition: The foes that the PCs face should 
  be cunning. More than just simple monsters sitting 
  in a specified room waiting to be defeated, foes should 
  proactively oppose the PCs. They should be working to 
  defeat them, using the tools at hand to lethal effect.
  Impressive Environments: From deadly weather to grand, 
  imposing dungeons, the environment itself should lend 
  a sense of importance to the adventure. Perhaps the 
  dungeon is located behind one of the tallest waterfalls 
  in the world and the PCs must venture there through a 
  valley with impenetrable fog that whispers their doom. 
  These fantastic touches make for a mythic environment.
  Legendary Creatures: Creatures of myth and legend need 
  stories that are part of the world. Though they can be 
  mythic, they don’t need to be to count as legendary. The 
  dragon that has always lived under the mountain might 
  qualify due to the stories that have grown about his 
  terrible anger, even though he is not necessarily mythic.
  Mysterious Forces: Be it the influence of a god or the 
  machinations of a powerful wizard, there should be 
  mysterious forces at work behind the scene, manipulating 
  events. This might take the form of strange messages 
  delivered by innocuous animals, gifts from unknown 
  agents, or even divine intervention. These forces let the 
  PCs know that though they are truly powerful, there are 
  other powers at work that might punish them if they do 
  not tread carefully.
  Mythic Foes: The PCs should face off against foes that 
  possess some of the same powers they draw upon. They 
  might even need to face off against the same foe more 
  than once.
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  Chapter 5: Mythic Rewards
  M
  ythic characters use magic to aid them in their 
  daring quests, similar to ordinary adventurers, 
  but can utilize some magic items in more powerful 
  ways. In addition, mythic characters encounter artifacts 
  somewhat more regularly, as such legendary items are 
  typically involved in their sagas. 
  MAGIC ITEMS
  Though most items associated with mythic characters 
  and monsters are artifacts in their own right, other lesser 
  magic items help them with their powers or aid creatures 
  in resisting the power of mythic foes.
  AMBROSIA
  Aura strong conjuration; CL 18th
  Slot none; Price 10,000 gp; Weight 2 lbs.
  DESCRIPTION
  This divine food comes in many forms, from a light and airy 
  honeyed cake to a deep and rich chocolate, but any mythic 
  creature that eats it finds itself restored and replenished. 
  Eating this food takes 1 minute, at the end of which the 
  mythic creature has all the uses of its mythic power restored. 
  If a nonmythic creature consumes ambrosia, it is subject to 
  neutralize poison, remove curse, and remove disease, each at 
  caster level 10th. A mythic creature can choose to gain this 
  effect instead of regaining mythic power.
  CONSTRUCTION
  Requirements Craft Wondrous Item, Mythic Crafter, greater 
  heroism, heal; Cost 5,000 gp
  BOOK OF PERFECT JOKES
  Aura moderate enchantment; CL 8th
  Slot none; Price 27,000 gp; Weight 1 lb.
  DESCRIPTION
  This small, weathered journal contains 10,000 jokes, each 
  perfectly suited for a particular creature. The book grants a +5 
  bonus on any Diplomacy check to influence the attitude of a 
  creature. Additionally, up to three times per day the book can 
  be used to cast hideous laughter (Will DC 13 negates). Finally, by 
  expending a use of mythic power, the book’s reader can make 
  a brutal verbal tirade mocking a creature. The target creature 
  is enraged per the rage spell, and all other enemies within 30 
  feet of the target begin laughing uncontrollably as per hideous 
  laughter (Will DC 14 negates either effect). The book contains 
  only one perfect joke for any given creature, so attempting to 
  use the book on a creature a second time yields no effect.
  CONSTRUCTION
  Requirements Craft Wondrous Item, Mythic Crafter, hideous 
  laughter, rage; Cost 13,500 gp
  BOW OF ERASTIL
  Aura strong transmutation; CL 15th
  Slot none; Price 13,000 gp; Weight 5 lbs.
  DESCRIPTION
  This golden +1 distance composite longbow (+6 Str) produces 
  a golden arrow whenever it is drawn, and has a special ability 
  when in the hands of a mythic character. By expending one 
  use of mythic power, the wielder of this bow can make a single 
  attack and compare the result against every enemy within 60 
  feet. The wielder rolls damage only once, and applies it to all 
  foes hit by the attack. If the attack is a critical threat, the wielder 
  chooses only one enemy to target with the critical threat.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, Mythic Crafter, 
  clairaudience/clairvoyance, haste; Cost 7,000 gp
  BRACERS OF MIGHT
  Aura moderate transmutation; CL 10th
  Slot wrist; Price 10,000 gp; Weight 1/2 lb.
  DESCRIPTION
  These golden bracers are sculpted to depict a pair of mighty 
  stags rearing up in triumph, and grant a +4 bonus on all 
  Strength checks and Strength skill checks. Three times per 
  day, the wearer can call upon the power of these bracers as a 
  swift action to gain a +4 sacred bonus to Strength for 1 round. 
  Finally, the wearer can expend one use of mythic power to 
  treat one Strength check or Strength-based skill check as if he 
  had rolled a natural 20.
  CONSTRUCTION
  Requirements Craft Wondrous Item, Mythic Crafter, bull’s 
  strength; Cost 5,000 gp
  BRACERS OF THE SHIELD BROTHERS
  Aura moderate conjuration; CL 7th
  Slot wrist; Price 40,000 gp; Weight 1 lb. (per bracer)
  DESCRIPTION
  These heavy bronze bracers depict scenes of epic battle or 
  heroic sacrifice. When worn together, they provide no benefit. 
  When two individuals each wear a single bracer (which still 
  takes up both of wrist slots), the wearers each gain a +2 
  shield bonus to AC as long as they remain within 100 feet of 
  one another. By expending a use of mythic power as a swift 
  action, the wearer of one of the bracers can teleport up to 
  100 feet and appear in any space adjacent to the other wearer. 
  The wearer acts normally for the remainder of his turn, then 
  immediately teleports back to his original space once his turn 
  ends. Effects that prevent dimensional travel either from the 
  wearer’s space or destination can block this travel, but do not 
  prevent the wearer’s return.
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  CONSTRUCTION
  Requirements: Craft Wondrous Item, Mythic Crafter, 
  dimension door, shield; Cost 20,000 gp
  CLOAK OF THE HUNT
  Aura strong illusion; CL 12th
  Slot shoulders; Price 12,000 gp; Weight 1 lb.
  DESCRIPTION
  This rough-spun green cloak is trimmed in wolf fur and held 
  with a silver clasp. When drawn over the shoulders, with the 
  hood up, the wearer seems to blend in with his surroundings, 
  gaining a +5 bonus on Stealth checks and on Survival skill 
  checks made to follow tracks. The cloak also renders the 
  wearer immune to the scent ability. If the wearer expends a 
  use of mythic power, the cloak turns her invisible for 1 hour, 
  as greater invisibility. This effect ends if the wearer makes an 
  attack (as per invisibility), but remains for 1 minute after the 
  attack is made. A character made invisible by this cloak can’t 
  be seen with see invisibility or true seeing, and invisibility purge 
  or other similar effects do not end the effect.
  CONSTRUCTION
  Requirements Craft Wondrous Item, Mythic Crafter, greater 
  invisibility; Cost 6,000 gp
  CORNUCOPIA OF PLENTY
  Aura moderate conjuration; CL 11th
  Slot none; Price 35,000 gp; Weight 5 lbs.
  DESCRIPTION
  This immense animal horn or wicker container overflows 
  with fruits, nuts, and vegetables. The horn can be inverted 
  up to 3 times per day to produce delicious food equal to a 
  casting of create food and water. Though no water is produced, 
  the succulent fruits suffice to slake any normal thirst. If the 
  cornucopia is infused with one use of mythic power while its 
  power is being invoked, it instead produces a heroes’ feast that 
  also refreshes the partakers as though they had had a full 8 
  hours sleep. Feasters with the recuperation ability recover as 
  though they had rested for the hour it takes to consume the 
  feast, with no need to expend additional mythic power. Eating 
  more than one such feast in within a single day provides no 
  additional benefit. 
  CONSTRUCTION
  Requirements: Craft Wondrous Item, Mythic Crafter, create 
  food and water, heroes’ feast; Cost 17,500 gp
  CAYDEN’S CUP
  Aura faint conjuration; CL 5th
  Slot none; Price 26,000 gp; Weight 1 lb.
  DESCRIPTION
  On command, this battered pewter tankard fills with ale or 
  beer perfectly matching the drinker’s taste and desire. Sadly, 
  ale poured from the tankard rather than quaffed quickly loses 
  it virtue and flavor, becoming the most common sort of swill 
  within mere minutes. The tankard prevents most of the ill-
  effects of excessive drink, such as hangover and blackouts, for 
  as long as it remains in its owner’s possession. It also provides 
  a +4 bonus on saves against poison. Once per day, by drinking 
  the contents of the tankard as a move action and voicing a 
  toast, the imbiber gains a +2 enhancement bonus to Strength 
  and Constitution, while taking a –2 penalty on Dexterity- and 
  Intelligence-based ability checks and skill checks. These 
  effects last for 10 minutes. Note that if the tankard is empty, 
  it must be filled as standard action prior to drinking. By 
  expending one use of mythic power while drinking, the 
  imbiber can increase the bonuses to +4, the penalties to –4, 
  and the duration of the tankard’s effects to 1 hour.
  CONSTRUCTION
  Requirements Craft Wondrous Item, Mythic Crafter, create 
  food and water, heroism, neutralize poison; Cost 13,000 gp
  DAGGER OF A THOUSAND BITES
  Aura strong conjuration; CL 18th
  Slot none; Price 24,802 gp; Weight 1/2 lb.
  DESCRIPTION
  This +1 keen returning mithral dagger is bleached pale white 
  like some sort of giant tooth. The wielder can expend one 
  use of mythic power when throwing the dagger. When 
  thrown in this fashion, if the dagger hits its target it can be 
  directed to strike an additional target within 30 feet of the 
  first. This additional attack is made using the same attack 
  bonus as the first, though range penalties apply based on 
  the total distance the dagger flies. The dagger’s wielder can 
  continue selecting additional targets until the dagger misses, 
  though no creature can be targeted by the dagger more than 
  once in the same round.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, Mythic Crafter, 
  greater magic weapon, keen edge, telekinesis; Cost 12,802 gp
  FIRE GODDESS’S BLADE
  Aura strong conjuration; CL 18th
  Slot none; Price 33,515 gp; Weight 2 lbs.
  DESCRIPTION
  This +1 flaming scimitar has golden flames embossed along the 
  blade, which flicker and glow even when the sword’s flames 
  are extinguished. Three times per day as a swift action, its 
  wielder can transform the sword into a blade of pure flame. 
  In this form, the blade deals 1d8+9 points of fire damage as 
  per the flame blade spell. Once per day, the sword’s wielder 
  can expend one use of mythic power to instead transform 
  the blade into a Large fire elemental for 10 minutes. When 
  the duration ends or the fire elemental is defeated, the blade 
  reappears in its owner’s hands.
  CONSTRUCTION
  Requirements Craft Wondrous Item, Mythic Crafter, flame 
  blade, greater magic weapon; Cost 16,915 gp
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  GOLDEN HOLY SYMBOL
  Aura moderate conjuration; CL 10th
  Slot neck; Price 10,000 gp; Weight 1 lb.
  DESCRIPTION
  This holy symbol always feels warm to the touch and rings 
  out with a choir of angels when it strikes metal. Whenever it 
  is used as a component of casting a divine spell, the symbol 
  emits a bright light that heals the bearer an amount of 
  damage equal to the spell’s level. In addition, if the wearer 
  expends one use of mythic power, the emblem glows for a 
  number of rounds equal to his mythic tier, shedding light like 
  a torch. The wearer and any allies within 30 feet are healed for 
  1d6 + his mythic tier points of damage at the start of each of 
  his turns as long as the light persists.
  CONSTRUCTION
  Requirements Craft Wondrous Item, Mythic Crafter, cure 
  critical wounds; Cost 5,000 gp
  NECTAR OF THE GODS
  Aura strong conjuration; CL 12th
  Slot none; Price 5,000 gp; Weight 1 lb.
  DESCRIPTION
  This fragrant mead is made from the purest honey gathered 
  from sunny meadows, mixed with rare herbs in the moonlight, 
  and fermented in earthen jars. Consuming nectar of the gods 
  is a standard action that restores 1d4+1 uses of mythic power 
  to a mythic creature (up to the creature’s maximum). If a 
  nonmythic creature consumes this drink, it works like the 
  heroism spell, lasting for 1 day. A jar typically contains only a 
  single draft of this potent beverage.
  CONSTRUCTION
  Requirements Brew Potion, Mythic Crafter, heroism; Cost 
  2,500 gp
  ROOT OF THE WORLD TREE
  Aura strong conjuration; CL 17th
  Slot none; Price 300 gp (lesser), 1,000 gp (normal), or 2,500 
  gp (greater); Weight —
  DESCRIPTION
  This fibrous powder is ground from bark harvested from 
  the roots of trees growing across planar boundaries. When 
  thrown in the air as part of casting a conjuration (summoning) 
  spell, it grants the creatures summoned the advanced simple 
  template. If the caster also expends a use of mythic power, 
  the summoned creatures gain DR 5/epic, or DR 10/epic if 
  they have at least 11 HD. Lesser root affects conjuration 
  (summoning) spells up to 3rd level, normal root spells up to 
  6th level, and greater root any conjuration (summoning) spell.
  CONSTRUCTION
  Requirements Craft Wondrous Items, Mythic Crafter, 
  Augment Summoning, heroism; Cost 150 gp (lesser), 500 gp 
  (normal), or 1,250 gp (greater)
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  J
  ust as mythic characters can call upon power beyond 
  reckoning, some monsters are greater than others 
  of their kind. Indeed, some are empowered by great 
  magic or even deities, and sent to the world to sow ruin 
  and reap destruction. Others are simply relics of a bygone 
  age when the power of creation itself flowed through 
  the veins of every living being. Though not necessarily 
  malevolent, these ancient creatures are a force to be 
  respected and feared.
  Monsters that wield mythic power are rare in the world. 
  Such creatures usually fall into one of two categories: 
  powerful versions of existing monsters and entirely 
  new breeds of monsters. The former is usually created 
  using one of the mythic simple templates presented in 
  this section, and the latter are individual monsters with 
  their own entries. Some of these monsters are related to 
  existing monsters, representing predecessors or powerful 
  evolutions of the species. Many a mythic monster is 
  unique—the only one of its kind in the entire world. 
  Others are simply rare, but can be found in numbers if 
  their secret homeland or lair is discovered.
  In the monster statistics blocks below, a mythic feat is 
  indicated with a superscript “M.”
  DEVIL, MYTHIC ICE
  Wreathed in a halo of cold blue flame, this insectoid creature 
  gazes out with pure black eyes. In its hands, it grasps a wicked 
  barbed spear made of ice.
  MYTHIC ICE DEVIL (GELUGON) 
  CR 19/MR 6
  XP 25,600
  LE Large outsider (devil, evil, extraplanar, lawful, mythic)
  Init +9; Senses darkvision 60 ft., see in darkness; Perception 
  +27
  Aura fear (10 ft., DC 22)
  DEFENSE
  AC 38, touch 14, flat-footed 33 (+5 Dex, +24 natural, –1 size)
  hp 221 (14d10+144); regeneration 5 (good weapons, good 
  spells)
  Fort +15, Ref +14, Will +12
  DR 10/epic and good; Immune cold, fire, poison; Resist acid 
  10; SR 30 
  OFFENSE
  Speed 40 ft., fly 60 ft. (good)
  Melee +2 frost spear +25/+20/+15 (2d6+14/×3 plus 1d6 cold plus 
  slow), bite +17 (2d6+6), tail +17 (2d6+14/×3 plus 1d6 cold plus 
  slow)
  Ranged +2 frost spear +21 (2d6+14 plus 1d6 cold plus slow)
  Space 10 ft.; Reach 10 ft.
  Special Attacks mythic power (6/day, 1d8)
  Spell-Like Abilities (CL 13th)
  Constant—fly
  At will—cone of cold (DC 20), ice storm, greater teleport (self 
  plus 50 lbs. of objects only), persistent image (DC 20), wall 
  of ice (DC 19)
  1/day—summon (level 8, 1 horned devil, 50%)
  STATISTICS
  Str 29, Dex 21, Con 22, Int 25, Wis 22, Cha 20
  Base Atk +14; CMB +21; CMD 36
  Feats Alertness, CleaveM, Combat ReflexesM, Improved 
  Initiative, Iron Will, Power AttackM, Weapon Focus (spear)
  Skills Acrobatics +22, Bluff +22, Diplomacy +22, Fly +13, 
  Intimidate +19, Knowledge (planes) +24, Knowledge (any 
  three others) +21, Perception +27, Sense Motive +27, 
  Spellcraft +21, Stealth +18, Survival +23
  Languages Celestial, Common, Draconic, Infernal; telepathy 
  100 ft.
  ECOLOGY
  Environment any (Hell)
  Organization solitary, conspiracy (2–7), or contingent (1 ice 
  devil, 2–8 horned devils, and 2–12 bone devils)
  Treasure double (+2 frost spear, other treasure)
  SPECIAL ABILITIES
  Damnation (Su) Upon killing a creature, an ice devil may 
  expend one use of mythic power to damn the creature’s 
  soul. Any non-evil spellcaster that attempts to bring the 
  affected creature back to life must make a DC 22 caster 
  level check or have the spell fail. A caster that fails to restore 
  a damned soul cannot make another attempt for 24 hours. 
  Evil spellcasters can restore a damned soul as normal. The 
  check DC is Charisma-based.
  Gatekeeper (Su) An ice devil that expends 2 uses of mythic 
  power and spends 1 minute in uninterrupted concentration 
  can tear open a temporary rent between Hell and the 
  Material Plane. This portal functions as the spell gate and 
  lasts for 10 minutes or until the ice devil that opened it 
  either chooses to close it or passes through. 
  Hell Frost (Su) An ice devil that strikes a creature affected 
  by slow may expend one use of mythic power to force the 
  target to make a DC 23 Fortitude save. If the target fails, 
  it is trapped in a lattice of clinging ice that paralyzes the 
  creature and causes it to take 10d6 points of cold damage 
  per round. The target remains frozen until it takes 10 
  points of fire damage or it is affected by freedom, freedom of 
  movement, or remove paralysis. The save DC is Constitution-
  based. 
  Ice Spear (Su) As an immediate action, an ice devil can cause 
  its +2 frost spear to melt and a new one to instantly reappear 
  Chapter 6: Monsters
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  in its hands. Mythic ice devils are particularly masterful 
  at throwing their specially formed spears, treating these 
  weapons as having a range increment of 50 feet. 
  Mastermind (Su) Once per day as a full-round action, an ice 
  devil may link its mind with a willing humanoid creature by 
  touching it for 1 full round. The target gains a +2 profane 
  bonus to Intelligence and remains in constant telepathic 
  contact with the ice devil for as long as the two creatures 
  remain on the same plane. A creature can have a link with 
  only one ice devil at a time. The connection is removed by 
  dispel evil or dispel law. The ice devil can remove it as well as 
  a free action (causing 2d6 Intelligence drain to the victim, 
  no save).
  Mind Freeze (Su) An ice devil can use its terrifying presence 
  and powerful telepathy to overwhelm the minds of those 
  nearby. By expending 1 use of mythic power, an ice devil 
  can increase the DC to resist its fear aura by 5 (usually to 
  DC 27). Additionally, any spellcaster that fails its save loses 
  access to 1d6 of its highest-level spells (either prepared 
  spells or uses of spells per day). The spellcaster does not 
  lose these spells, but can’t use them while within range of 
  the ice devil’s telepathy. Any effect that prevents mental 
  control, such as protection from evil, prevents a spellcaster 
  from losing access to spells.
  Slow (Su) A hit from an ice devil’s tail or spear induces 
  numbing cold. The opponent must succeed on a DC 23 
  Fortitude save or be affected as though by a slow spell for 
  1d6 rounds. This effect comes from the devil in the case of 
  its weapon; it is not a quality possessed by the spear itself. 
  The save DC is Constitution-based.
  With power rivaling that of the mighty pit fiends, mythic 
  ice devils are used by the legions of hell as generals 
  and masterminds. They are often behind Hell’s more 
  diabolical machinations, marshaling their forces to 
  corrupt and enslave the living. On their own, they are a 
  force to be reckoned with, capable of freezing foes in their 
  tracks and damning their souls to the pit.
  Mythic ice devils stand almost 13 feet tall and weigh 
  approximately 800 pounds. They are suffused with an 
  unnatural cold that constantly surrounds them in a 
  freezing fog.
  ETTIN, MYTHIC
  Coated with decades of filth and grime, this monstrous giant 
  chatters between its two heads in a variety of borrowed or stolen 
  tongues. In each hand it holds an equally filthy flail.
  MYTHIC ETTIN 
  CR 10/MR 3
  XP 9,600
  CE Large humanoid (giant, mythic)
  Init +3; Senses low-light vision; Perception +20
  Aura stench (30 ft., DC 19, 5 rounds)
  DEFENSE
  AC 23, touch 8, flat-footed 23 (+4 armor, –1 Dex, +11 natural, 
  –1 size)
  hp 114 (12d8+60)
  Fort +11, Ref +3, Will +7
  DR 10/epic
  OFFENSE
  Speed 40 ft.
  Melee 2 mwk flails +17/+17 (2d6+8)
  Ranged 2 javelins +7/+7 (1d8+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks filthy weapons, mythic power (3/day, 1d6), 
  powerful charge (flail, 4d8+24), precision, superior two-
  weapon fighting
  STATISTICS
  Str 27, Dex 8, Con 17, Int 10, Wis 12, Cha 13
  Base Atk +9; CMB +18 (+20 overrun); CMD 28
  Feats Blind-FightM, Cleave, Improved Initiative, Improved 
  Overrun, Iron Will, Power AttackM
  Skills Handle Animal +10, Perception +20, Survival +10; Racial 
  Modifiers +4 Perception
  Languages Giant, Goblin, Orc
  ECOLOGY
  Environment cold hills
  Organization solitary, cult (1 plus 1–2 brown bears and 7–12 
  orcs or 9–16 goblins)
  Treasure double (chain shirt, 2 masterwork flails, 4 javelins)
  SPECIAL ABILITIES
  Filthy Weapons (Ex) Decades of dirt cling to the ettin’s flails 
  and javelins, coating them with disease. Any creature struck 
  by one of the mythic ettin’s manufactured weapons must 
  succeed on a Fortitude save or contract filth fever. Filth 
  Fever: save Fort DC 19; onset 1d3 days; frequency 1/day; effect 
  1d3 Dex damage and 1d3 Con damage; cure 2 consecutive 
  saves.
  Precision (Ex) A mythic ettin doesn’t incur the –5 penalty on 
  additional attacks made as part of a full attack.
  Stench (Ex) A mythic ettin considers bathing a spiritual 
  affront. Instead it collects stains, filth, and gore as a 
  reminder of its deeds. This cloying stink surrounds the 
  creature to a range of 30 ft., sickening those who breathe it.
  Superior Two-Weapon Fighting (Ex) A mythic ettin fights with 
  a flail or javelin in each hand. Because each of its two heads 
  controls an arm, the ettin does not take a penalty on attack 
  or damage rolls for attack with two weapons.
  Two Heads Are Better Than One (Ex) The influence a mythic 
  ettin’s individual heads exert over each other is greater than 
  any external effect. Against mind-affecting spells or effects 
  the ettin rolls its Will save twice, choosing the higher 
  result, as the will of the stronger head overcomes that of 
  the weaker one. In addition, since the ettin is always able 
  to confer between itself, the DCs for Bluff, Diplomacy, or 
  Intimidate checks against the creature increase by 10.
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  Exceptionally rare, mythic ettins serve as capricious, 
  selfish, spiritual guides for their lesser brethren. 
  Worshipped by some creatures as gods, they manifest 
  a wisdom and cunning greater than the non-mythic 
  variety, but remain every bit as brutal and cruel. They use 
  this increased intelligence to demonstrate their superior 
  intellect and win, or bully, respect from lesser creatures. 
  Where a mythic ettin is found so too will be a cross-racial 
  cult of orcs, goblins, and lesser giant-kin. They have all 
  either recognized this ettin’s greatness or had it beaten 
  into them.
  A mythic ettin stands nearly 15 feet tall. A remarkable 
  portion of its 6,000 pounds in weight comes from the 
  decades of filth encrusted on its calloused body.
  GIANT, MYTHIC FIRE
  A cloud of smoke and wisps of flame surround this towering 
  giant, but the burning light of his eyes and the glow of his 
  sword—which appears to be made from magma—pierce 
  through the haze.
  MYTHIC FIRE GIANT 
  CR 15/MR 5
  XP 51,200
  LE Large humanoid (giant, mythic)
  Init –1; Senses low-light vision; Perception +14
  Aura choking ash (15 ft., DC 23)
  DEFENSE
  AC 29, touch 8, flat-footed 29 (+8 armor, –1 Dex, +13 natural, 
  –1 size)
  hp 197 (15d8+130)
  Fort +15, Ref +4, Will +9
  Defensive Abilities rock catching; DR 10/epic; Immune fire
  OFFENSE
  Speed 40 ft. (30 ft. in armor)
  Melee greatsword +22/+22/+22 (3d6+16/19–20 plus 4d6 fire) or 
  2 slams +21 (1d8+11 plus 4d6 fire)
  Ranged rock +10 (1d8+11 plus 4d6 fire)
  Space 10 ft.; Reach 10 ft.
  Special Attacks fire vortex, lava weapons, mythic power (5/day, 
  1d8), precision, rock throwing (120 ft.)
  STATISTICS
  Str 33, Dex 9, Con 23, Int 10, Wis 14, Cha 10
  Base Atk +11; CMB +23 (+25 sunder); CMD 32 (34 vs. sunder)
  Feats CleaveM, Great Cleave, Improved Overrun, Improved 
  Sunder, Iron WillM, Martial Weapon Proficiency 
  (greatsword), Power AttackM, Weapon Focus (greatsword)
  Skills Climb +15, Craft (armor) +8, Intimidate +11, Perception +14
  ECOLOGY
  Environment warm mountains
  Organization solitary or gang (2–5)
  Treasure double (half-plate, greatsword, other treasure)
  SPECIAL ABILITIES
  Choking Ash (Su) The fire giant is surrounded by an aura of 
  choking ash in a 15-foot radius. Any creature that starts its 
  turn inside this aura must make a DC 23 Fortitude saving 
  throw or be nauseated for one round. The ash also provides 
  the giant with 50% concealment against ranged attacks 
  made outside the aura. The aura can be dispersed for 1d4 
  rounds by gust of wind, quench, or similar spells.
  Fire Vortex (Su) The fire giant can expend one use of his 
  mythic power to create a vortex of fire at any spot within 
  30 feet. The vortex is 5 feet wide at its base, 15 feet wide at 
  the top, and 30 feet tall. Any creature that starts its turn 
  adjacent to the vortex takes 6d6 points of fire damage. Any 
  creature passing through the vortex takes 15d6 fire damage. 
  A DC 23 Reflex saving throw halves this damage. Each turn, 
  the fire giant can spend a move action to make the vortex 
  move up to 20 feet in any direction. If the vortex moves 
  through a creature, that creature can make a DC 23 Reflex 
  saving throw to negate the damage. The vortex lasts for 5 
  rounds. This ability counts as two of the mythic fire giant’s 
  additional special abilities.
  Lava Weapons (Su) All melee and ranged attacks made by the 
  fire giant deal 4d6 points of fire damage in addition to their 
  normal damage. This ability replaces the heated rock ability 
  of nonmythic fire giants.
  Precision (Ex) The fire giant doesn’t take any penalties on 
  additional attacks made as part of a full attack.
  Ruling over their lesser kin as kings, mythic fire giants 
  are fury incarnate. Preferring to dwell near or actually 
  inside active volcanoes, these brutes draw scores of 
  other fire giants and beasts of f lame to their banner. 
  Once they have a sizable force, they lay siege to the 
  surrounding lands, leaving a trail of ashes and tears in 
  their wake. 
  Mythic fire giants are over 16 feet tall and weigh about 
  8,000 pounds. They typically accent their armor and 
  weapons with softer metals that glow and sometimes 
  even melt in the fires of their rage.
  HYDRA, MYTHIC
  Seven serpentine heads writhe in unison atop the grotesque 
  snake body of this fearsome beast. Its violet scales glimmer in 
  the light as it slithers across the ground, hissing with menace.
  MYTHIC HYDRA 
  CR 9/MR 3
  XP 6,400
  N Huge magical beast (mythic)
  Init +21/+1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
  DEFENSE
  AC 20, touch 9, flat-footed 19 (+1 Dex, +11 natural, –2 size)
  hp 117 (7d10+79); fast healing 7
  Fort +10, Ref +8, Will +4
  DR 5/epic
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  OFFENSE
  Speed 40 ft., swim 40 ft.
  Melee 7 bites +8 (1d8+3 plus bleed 1)
  Space 15 ft.; Reach 10 ft.
  Special Attacks dual initiative, mythic power (3/day, 1d6), 
  pounce
  STATISTICS
  Str 17, Dex 12, Con 20, Int 2, Wis 11, Cha 9
  Base Atk +7; CMB +12; CMD 23 (can’t be tripped)
  Feats Combat ReflexesM, Iron Will, Lightning Reflexes, 
  ToughnessM
  Skills Perception +12, Swim +11; Racial Modifiers +2 
  Perception
  SQ hydra traits, regenerate head
  ECOLOGY
  Environment temperate marshes
  Organization unique
  Treasure double
  SPECIAL ABILITIES
  Dual Initiative (Ex) A hydra acts twice each round, using 
  two different initiative modifiers (although it rolls only 
  once for initiative). Although it acts twice, it still only 
  counts as one round for the purposes of spell effects, 
  durations, and all other abilities that are based on 
  rounds. The hydra gains a +20 racial bonus to initiative 
  checks, and its extra initiative count comes at its normal 
  initiative count – 20.
  Fast Healing (Ex) A hydra’s fast healing ability is equal to its 
  current number of heads (minimum fast healing 5). This 
  fast healing applies only to damage inflicted on the hydra’s 
  body.
  Hydra Traits (Ex) A hydra can be killed by severing all of 
  its heads or slaying its body. Any attack that is not an 
  attempt to sever a head affects the body, including area 
  attacks or attacks that cause piercing or bludgeoning 
  damage. To sever a head, an opponent must make a 
  sunder attempt with a slashing weapon targeting a head. 
  A head is considered a separate weapon with hardness 0 
  and hit points equal to the hydra’s HD. To sever a head, 
  an opponent must inflict enough damage to reduce the 
  head’s hit points to 0 or less. Severing a head deals 
  damage to the hydra’s body equal to the hydra’s 
  current HD. A hydra can’t attack with a severed 
  head, but takes no other penalties.
  Regenerate Head (Ex) When a hydra’s head is 
  destroyed, two heads regrow in 1d4 rounds. 
  A hydra can’t have more than twice its 
  original number of heads at any one 
  time. To prevent new heads from 
  growing, at least 5 points of acid or 
  fire damage must be dealt to the 
  stump (a touch attack to hit) before 
  they appear. Acid or fire damage 
  from area attacks can affect stumps 
  and the body simultaneously. A hydra 
  doesn’t die from losing its heads until 
  all are cut off and the stumps seared by 
  acid or fire.
  Said to dwell in the deepest recesses of 
  the swamp, the mythic hydra is the most 
  fearsome predator in its domain. Unafraid 
  of all other monsters, the hydra strikes out 
  against nearly any creature it sees, leaving 
  only a trail of mangled bodies, torn asunder 
  by its many heads fighting for a meal.
  The mythic hydra is just over 20 feet in total 
  length, although it is often coiled up upon itself, and it 
  weighs over 5,000 pounds.
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  MINOTAUR, MYTHIC
  With the torso of a man but the feet and head of a snarling bull, 
  this creature’s muscular body is covered in a layer of shaggy fur. 
  Despite its feral appearance, the beast’s eyes betray a terrible 
  cunning.
  MYTHIC MINOTAUR 
  CR 6/MR 2
  XP 2,400
  CE Large monstrous humanoid (mythic)
  Init +0; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
  hp 65 (6d10+32)
  Fort +6, Ref +5, Will +5
  Defensive Abilities natural cunning; DR 5/epic; SR 17
  OFFENSE
  Speed 30 ft.
  Melee greataxe +10/+5 (3d6+7/×3), gore +5 (1d6+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks mythic power (2/day, 1d6), oubliette, 
  powerful charge (gore +13, 2d6+7)
  STATISTICS
  Str 21, Dex 10, Con 15, Int 7, Wis 10, Cha 8
  Base Atk +6; CMB +12 (+14 bull rush); CMD 22
  Feats Great Fortitude, Improved Bull Rush, Power 
  AttackM
  Skills Intimidate +5, Perception +10, Stealth +2, Survival 
  +10; Racial Modifiers +4 Perception, +4 Survival
  Languages Giant
  SQ maze mastery
  ENVIRONMENT
  Environment temperate ruins or underground
  Organization solitary
  Treasure double (greataxe, other treasure)
  SPECIAL ABILITIES
  Maze Mastery (Su) A minotaur may designate an area 
  no greater than 100 feet on a side as its personal 
  domain (typically a maze or other confusing structure). 
  As a move action, the minotaur can teleport from one point 
  in its domain to any other point in its domain, as if using 
  greater teleport. In addition, whenever the minotaur 
  must make a saving throw while inside its domain, it 
  can roll twice and take the better result. A minotaur 
  can change its domain once per week.
  Natural Cunning (Ex) Although minotaurs are not 
  especially intelligent, they possess innate cunning 
  and logical ability. This gives them immunity 
  to maze spells and prevents them from ever 
  becoming lost. Further, they are never caught 
  flat-footed.
  Oubliette (Su) Whenever the minotaur hits a 
  creature with its gore attack as part of a powerful 
  charge, the target must make a DC 16 Will save or be 
  sent into an extradimensional prison, as per the maze 
  spell but lasting for 1d4+1 rounds. The saving throw is 
  Wisdom-based and includes a +2 racial modifier.
  Dwelling on the outskirts of civilization, hiding in some 
  immense labyrinth, the mythic minotaur is a cunning 
  predator. It lures victims into its maze with the promise 
  of vast riches or some great, forgotten treasure, but those 
  who venture into its domain find only death. With its 
  ability to move about its maze with ease, the mythic 
  minotaur seems to be everywhere and nowhere all at once. 
  It uses this advantage to toy with its victims, leading them 
  deeper and deeper into despair. The minotaur prefers its 
  meals rich in terror and misery.
  The mythic minotaur is over 9 feet tall and weighs 
  around 800 pounds.
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  MUMMY, MYTHIC
  Wrapped in ancient bandages covered with powerful runes and 
  scripture, this undead menace strides with a slow but steady 
  gait. Its eyes burn with an undying flame and its mouth hangs 
  open in a silent scream.
  MYTHIC MUMMY CR 8/MR 3
  XP 4,800
  LE Medium undead (mythic)
  Init +0; Senses darkvision 60 ft.; Perception +16
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 18 
  negates)
  DEFENSE
  AC 23, touch 10, flat-footed 23 (+13 natural)
  hp 92 (8d8+56); fast healing 5
  Fort +4, Ref +2, Will +8
  DR 5/—; Immune undead traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft.
  Melee slam +15 (1d8+11 plus mummy rot)
  Special Attacks create spawn, mythic power (3/day, 1d6)
  STATISTICS
  Str 26, Dex 10, Con —, Int 6, Wis 15, Cha 15
  Base Atk +6; CMB +14; CMD 24
  Feats Power AttackM, Skill Focus (Perception), ToughnessM, 
  Weapon Focus (slam)
  Skills Perception +16, Stealth +11
  Languages Common
  SQ change shape (any humanoid, alter self ), desert mastery
  ECOLOGY
  Environment any
  Organization solitary, pair, royal court (1 mythic mummy, 1–6 
  advanced mummies, and 4–24 skeletons) 
  Treasure double (all jewelry)
  SPECIAL ABILITIES
  Create Spawn (Su) Upon killing a humanoid creature with a 
  melee attack, a mythic mummy may expend one use of 
  mythic power to instantly transform the slain creature into 
  a mummy with the advanced creature template. Spawn 
  are under the command of the mummy that created 
  them, often believing themselves to be specific guards or 
  members of the mummy’s long-dead court. They remain 
  enslaved until its death, at which point they become free-
  willed mummies. They do not possess any of the abilities 
  they had in life.
  Desert Mastery (Su) A mummy can command earth and 
  sand within 100 feet to create a variety of spell-like effects. 
  At will, as a standard action, a mummy can reduce rock 
  to sand (with the same effect as transmute rock to mud) 
  or create lifelike shapes made from sand, which function 
  exactly as the spell major image. (These creations collapse 
  if disbelieved or attacked.) Additionally, by expending one 
  use of mythic power the mummy can summon a creature 
  of living sand, which has the same statistics and abilities as 
  a Large mud elemental (Pathfinder RPG Bestiary 2 120). The 
  mummy’s caster level equals its Hit Dice for the purpose of 
  these effects.
  Despair (Su) All creatures within a 30-foot radius that see a 
  mummy must make a DC 18 Will save or be paralyzed by 
  fear for 1d4 rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the same 
  mummy’s despair ability for 24 hours. This is a paralysis and 
  a mind-affecting fear effect. The save DC is Charisma-based 
  and includes a +2 racial modifier.
  Mummy Rot (Su) Curse and disease—slam; save Fort DC 
  18; onset 1 minute; frequency 1/day; effect 1d6 Con and 
  1d6 Cha; cure —. Mummy rot is both a curse and disease 
  and can only be cured if the curse is first removed, at 
  which point the disease can be magically removed. 
  Even after the curse element of mummy rot is lifted, a 
  creature suffering from it cannot recover naturally over 
  time. Anyone casting a conjuration (healing) spell on 
  the afflicted creature must succeed on a DC 20 caster 
  level check, or the spell is wasted and the healing has no 
  effect. Anyone who dies from mummy rot turns to dust 
  and cannot be raised without a resurrection or greater 
  magic. The save DC is Charisma-based and includes a +2 
  racial modifier.
  Created centuries ago and imbued with the most powerful 
  of necromantic spells, the mythic mummy is the true 
  master of the sands. Capable of shifting the desert at its 
  whim, the mythic mummy is not content to rot for all 
  time in its sandy tomb. Instead it is known to assume 
  the guise of the living and bring its wasting sands to the 
  homes and cities of the living it so despises.
  The mythic mummy is over 6 feet tall and it weighs just 
  over 300 pounds, mostly due to the sand and desiccated 
  flowers that fill its hollowed-out body.
  TROLL, MYTHIC
  Muscles ripple beneath the skin of this towering green humanoid. 
  Its eyes glint with feral madness and a ribbon of drool trails from 
  one of its oversized tusks.
  MYTHIC TROLL 
  CR 7/MR 2
  XP 3,200
  CE Large humanoid (giant, mythic)
  Init +2; Senses darkvision, low-light vision, scent; 
  Perception +8
  DEFENSE
  AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
  hp 79 (6d8+52); regeneration 5 (acid or fire; see primal vigor)
  Fort +11, Ref +4, Will +3
  Defensive Abilities primal vigor; DR 5/epic 
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  OFFENSE
  Speed 30 ft.
  Melee bite +9 (1d8+6), 2 claws +9 (1d6+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks mythic power (2/day, 1d6), rend (2 claws, 1d8+9 
  plus bleed 5)
  STATISTICS
  Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
  Base Atk +4; CMB +11; CMD 23
  Feats Intimidating Prowess, Iron WillM, Skill Focus (Perception)
  Skills Intimidate +10, Perception +8
  Languages Giant
  ECOLOGY
  Environment cold mountains
  Organization solitary or gang (2–4)
  Treasure standard
  SPECIAL ABILITIES
  Feral Savagery (Su) When the troll rends an opponent, it 
  can immediately make an additional claw attack against 
  that opponent. This extra attack does not stack with 
  similar means of gaining additional attacks, such as the 
  haste spell. 
  Primal Vigor (Su) If a mythic troll takes damage during a round, 
  its regeneration increases by 5 at the start of its next round, 
  to a maximum of 25. If the troll has full normal hit points 
  at the start of a round, its regeneration decreases by 5, to 
  a minimum of 5. Damaging the troll with acid or fire only 
  partially suppresses its regeneration. In the round following 
  such damage, the troll heals half as many hit points as it 
  otherwise would (for example, a troll with regeneration 15 
  would heal 7 hit points) and can die normally.
  Few creatures are so voracious as the mythic troll. 
  Spending most of its day looking for other creatures to 
  eat, this hulking brute attacks on sight nearly anything 
  that moves, counting on its incredible regenerative 
  abilities to see it through even the most difficult of 
  fights. No more intelligent than its lesser brethren, it 
  often ends up leading packs of its kind, due primarily to 
  its increased ferocity and incredibly foul temper.
  A mythic troll stands around 15 feet tall, but often 
  hunches over, making it appear much shorter. It weighs 
  around 1,100 pounds.
  VAMPIRE, MYTHIC
  “Mythic vampire” is an acquired template that can be 
  added to any vampire with 5 or more Hit Dice (referred 
  to hereafter as the base vampire). A mythic vampire uses 
  the stats and abilities of a base creature with the vampire 
  template. Depending on the CR of the base vampire, 
  a mythic vampire gains a mythic rank and suite of 
  abilities (and the abilities of lower CRs) as detailed on 
  Table 6–1. 
  Table 6–1: Mythic Vampire
  CR 
  Mythic Rank 
  Abilities
  4–5 
  2nd 
  Energy bleed, mythic subtype, 
   
   
  overcome weakness (sunlight),  
   
   
  scabrous claws
  6–7 
  3rd 
  Channel resistance +8
  8–9 
  4th 
  Children of the eclipse (ghouls or  
   
   
  shadows), overcome weakness  
   
   
  (garlic)
  10–11 
  5th 
  Mist shapes
  12–13 
  6th 
  Channel resistance +12,  
   
   
  mastermind, overcome weakness  
   
   
  (mirrors and holy symbols)
  14–15 
  7th 
  Children of the eclipse (wraiths or  
   
   
  mohrgs), on dark wings
  16–17 
  8th 
  Create mythic spawn, overcome  
   
   
  weakness (invitation)
  18–19 
  9th 
  Blood omen, channel resistance  
   
   
  (immunity)
  20+ 
  10th 
  Eclipse, overcome weakness  
   
   
  (water)
  Depending on its CR, mythic vampire gains access to the 
  following special abilities.
  Energy Bleed (Su) A creature hit by a mythic vampire’s 
  slam attack or other natural weapon, or by a melee 
  weapon wielded by a mythic vampire, gains two negative 
  levels. This ability triggers for every attack the mythic 
  vampire successfully makes.
  Mythic Subtype Upon gaining the mythic vampire 
  template, the base vampire gains all the benefits of the 
  mythic subtype. The mythic vampire’s mythic rank is 
  equal to half its total CR. See page 48 for details on the 
  mythic subtype.
  Overcome Weakness A mythic vampire can survive 
  exposure to direct sunlight. Every time a mythic 
  vampire begins its turn in an area of direct sunlight it 
  is nauseated, takes 10 points of damage, and loses its fast 
  healing ability for that round. For every four additional 
  CR a mythic vampire also possesses, it loses the following 
  vampire weaknesses: garlic (CR 8), mirrors and holy 
  symbols (CR 12), invitation (CR 16), water (CR 20).
  Scabrous Claws (Su) As an immediate action, a mythic 
  vampire can expend one use of mythic power to extend 
  claws of congealed, razor-sharp blood. This transforms 
  its slam attack into a claw attack that deals damage as a 
  creature one size category larger and deals 1d6 points of 
  bleed damage. This attack can still drain energy and is 
  treated as a magic weapon. These claws last for 1 hour.
  Channel Resistance Mythic vampires have increased 
  resistance to channeled energy. A CR 6 mythic vampire 
  gains channel resistance +8, a CR 12 mythic vampire 
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  gains channel resistance +12, and a CR 18 mythic 
  vampire is immune to channel energy that originates 
  from nonmythic creatures (unless it’s being used to heal 
  undead creatures).
  Children of the Eclipse (Su) Once per day a CR 8 
  mythic vampire can call forth 2d6 ghouls or 1d6+1 
  shadows. Additionally, the mythic vampire can now use 
  its children of the night ability once per hour. A CR 14 
  mythic vampire can instead choose to call 1d6 wraiths or 
  mohrgs. These creatures arrive in 1d6 rounds and serve 
  for 1 hour.
  Mist Shapes (Su) A CR 10 mythic vampire can summon 
  and sculpt mist into realistic shapes as per the spell 
  major image. A shape created in this way lasts for as long 
  as the mythic vampire can see and concentrate upon it. 
  In areas of particularly dense mist—typically outside 
  and at night—a mythic vampire can use this ability as 
  mirage arcana.
  Mastermind (Su) As a standard action, a CR 12 mythic 
  vampire can see, hear, and speak through the body of a 
  single creature it has dominated. The mythic vampire can 
  use this ability indefinitely, so long as it and the creature 
  under its control remain on the same plane. A mythic 
  vampire communicating through another creature 
  can’t move, but is still aware of its surroundings and 
  may end its telepathic communication as a free action. 
  Additionally, by expending one use of mythic power, a 
  mythic vampire can make use of the spell telekinesis with 
  a caster level equal to its CR.
  On Dark Wings (Su) As an immediate action, a CR 14 
  mythic vampire can expend one use of mythic power to 
  gain a fly speed equal to double its base speed (perfect 
  maneuverability). Upon using this power, the vampire 
  chooses whether to manifest bat-like wings or to float 
  unnaturally. If it manifests wings, it gains a racial bonus 
  to Intimidate checks equal to its mythic rank. If it chooses 
  to float, it instead gains a bonus to Stealth checks equal to 
  its mythic rank. The ability to fly and associated bonuses 
  last for 1 hour.
  Create Mythic Spawn Whenever a CR 16 mythic vampire 
  uses its create spawn ability it can create a vampire spawn, 
  vampire, or expend two uses of mythic power to create 
  a mythic vampire. Additionally, a mythic vampire can 
  expend one use of mythic power whenever it creates any 
  type of vampire to hasten the transformation, causing the 
  victim to rise as undead in 1 hour instead of 1d4 days.
  Blood Omen (Su) By expending two uses of mythic 
  power as a standard action, a CR 18 mythic vampire 
  drains the blood of all nearby creatures. Each creature 
  within 30 feet must succeed at a Fortitude saving throw. 
  Those who fail are affected by the mythic vampire’s blood 
  drain ability. The mythic vampire gains the benefits of 
  all blood drained in this manner as normal.
  Eclipse (Su) A CR 20 mythic vampire can expend one 
  use of its mythic power to blot out the power of the sun 
  in a 1-mile radius. This entire area is affected by the spell 
  deeper darkness for 1 hour.
  MYTHIC SIMPLE TEMPLATES
  The following simple templates can be used to turn any 
  monster into a mythic creature. Creatures given one of 
  these templates count as mythic creatures for spells and 
  abilities even though they don’t have the mythic subtype.
  Agile (MR 1)
  Creatures with the agile template are quick and deadly, 
  moving faster than their normal counterparts and 
  striking with incredible speed and agility.
  Rebuild Rules: Initiative +20 racial bonus; AC +2 dodge 
  bonus to AC; hp gains mythic bonus hit points (see the 
  sidebar on page 48); Defensive Abilities evasion (as the 
  rogue class feature); Speed +30 feet to all movement types 
  (up to double the base movement); Special Attacks dual 
  initiative (the creature acts twice each round, once on its 
  initiative count and again at its initiative count – 20, this 
  still counts as only one round for durations and other 
  effects).
  Arcane (MR 1 or 2)
  Creatures with the arcane template are infused with 
  arcane power, capable of casting a limited number of 
  arcane spells. If the creature has 11 or more Hit Dice, this 
  simple template grants a mythic rank of 2 instead of 1.
  Rebuild Rules: AC +2 deflection bonus to AC; hp gains 
  mythic bonus hit points (see the sidebar on page 48); SR 
  gains SR equal to CR + 15; Special Attacks mythic magic 
  (up to three times per day, whenever this creatures casts 
  an arcane spell, it can cast the mythic version instead, 
  treating its mythic rank as its mythic tier); Spells the 
  creature gains the ability to cast spells from the sorcerer/
  wizard spell list, selecting a number of spells with 
  total levels equal to the twice the creature’s CR (with no 
  individual spell level higher than 1 + 1/2 the creature’s 
  CR), 0-level spells count as 1/2 spell level, the creature 
  can cast each spell once per day, the creature’s caster level 
  is equal to its Hit Dice, the creature uses the higher of its 
  Int or Cha to determine save DCs.
  Divine (MR 1 or 2)
  Creatures with the divine template can call upon the 
  power of the gods, allowing them to cast a limited 
  number of divine spells. If the creature has 11 or more 
  Hit Dice, this simple template grants a mythic rank of 2 
  instead of 1.
  Rebuild Rules: Aura aura of grace (this creature and 
  all allies within 10 feet receive a +2 sacred bonus on 
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  Table 6–2: Arcane and Divine Template Spells
   Creature’s 
  Total 
  Maximum
   
  CR 
  Spell Levels 
  Spell Level
   1 or lower 
  2 
  1st
   
  2 
  4 
  2nd
   
  3 
  6 
  2nd
   
  4 
  8 
  3rd
   
  5 
  10 
  3rd
   
  6 
  12 
  4th
   
  7 
  14 
  4th
   
  8 
  16 
  5th
   
  9 
  18 
  5th
   
  10 
  20 
  6th
   
  11 
  22 
  6th
   
  12 
  24 
  7th
   
  13 
  26 
  7th
   
  14 
  28 
  8th
   
  15 
  30 
  8th
   
  16 
  32 
  9th
   
  17 
  34 
  9th
   
  18 
  36 
  9th
   
  19 
  38 
  9th
   20 or higher 
  40 
  9th
  saving throws); AC +2 def lection bonus to AC; hp gains 
  mythic bonus hit points (see the sidebar on page 48); 
  Special Attacks mythic magic (up to three times per 
  day, whenever this creatures casts a divine spell, it can 
  cast the mythic version instead, treating its mythic 
  rank as its mythic tier); Spells the creature gains the 
  ability to cast spells from the cleric spell list, select 
  a number of spells with total levels equal to the twice 
  the creature’s CR (with no individual spell level higher 
  than 1 + 1/2 the creature’s CR), 0-level spells count as 
  1/2 spell level, the creature can cast each spell once 
  per day, the creature’s caster level is equal to its Hit 
  Dice, the creature uses the higher of its Wis or Cha to 
  determine save DCs.
  Invincible (MR 1 or 2)
  Creatures with the invincible template are incredibly 
  tough and resilient to most forms of harm. They can 
  withstand incredible punishment and continue to fight. 
  If the creature has 11 or more Hit Dice, this simple 
  template grants a mythic rank of 2 instead of 1.
  Rebuild Rules: AC increase natural armor bonus by 2 (or 
  4 if the creature has 11 or more Hit Dice); hp gains mythic 
  bonus hit points (see the sidebar on page 48); Defensive 
  Abilities gains DR and energy resistance as noted on 
  Table 6–3, recurring saves (whenever the creature fails 
  a saving throw against an effect with a duration greater 
  than one round, it can save again for the reduced effect 
  at the start of its turn as a free action); Special Attacks 
  block attacks (once per round, as a free action, when the 
  creature is hit by a melee or ranged attack, it can make 
  a melee attack roll using its highest bonus, if the roll 
  is greater than the roll made to hit it, the creature is 
  unaffected by the attack).
  Table 6–3: Invincible Template Defenses
   Hit Dice 
  Resist All Energy Types 
  DR
   
  1–4 
  5 
  —
   
  5–10 
  10 
  5/epic
   
  11+ 
  15 
  10/epic
  Savage (MR 1 or 2)
  Creatures with the savage template are untamed, 
  primordial versions of their ordinary cousins. Their 
  claws are sharper, their fangs larger, and their hides 
  thicker. If the creature has 11 or more Hit Dice, this 
  simple template grants a mythic rank of 2 instead of 1.
  Rebuild Rules: AC increase natural armor bonus by 2; 
  hp gains mythic bonus hit points (see the sidebar on page 
  48); Defensive Abilities gains DR and energy resistance 
  as noted on Table 6–4; Special Attacks bleeding attacks 
  (all of the creature’s attacks gain bleed 1, this bleed stacks 
  with itself), vicious assault (whenever the creature makes 
  a full attack it can make one extra attack with one of its 
  natural weapons or manufactured weapons).
  Table 6–4: Savage Template Defenses
   Hit Dice 
  Resist All Energy Types 
  DR
   
  1–4 
  5 
  —
   
  5–10 
  10 
  5/epic
   
  11+ 
  15 
  10/epic
  Building a Mythic Creature
  The process for creating a mythic creature is similar 
  the process for creating an ordinary creature. The first 
  step is to follow the guidelines laid out in the Bestiary, 
  creating a creature balanced for its challenge rating or 
  starting with a base creature known to be appropriate for 
  its CR. Once this is accomplished, three steps make the 
  creature mythic.
  Apply the mythic subtype: Start by determining the 
  creature’s mythic rank by dividing its base CR in half, 
  rounded down. Use this number, as well as a few other 
  vital statistics to apply the mythic subtype to the creature. 
  Make sure to add the ability score increases and select a 
  number of mythic feats.
  Add additional mythic abilities: The creature should 
  have a number of additional mythic abilities equal to its 
  mythic rank +1. These abilities should be thematically 
  appropriate for the creature (use the mythic abilities 
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  Mythic Subtype
  A creature with this subtype has mythic power about it and 
  is capable of feats far beyond ordinary ken. A creature with 
  this subtype gains a mythic rank from 1 to 10 to represent 
  its overall mythic power. This rank is determined when 
  the creature is created, but generally is equal to 1/2 its 
  original CR. Any creature with the mythic subtype gains 
  the following abilities.
  Natural Armor Bonus: This creature increases its natural 
  armor bonus by its mythic rank.
  Bonus Hit Points: A creature with d6 Hit Dice gains 6 hit 
  points per mythic rank, a creature with d8 hit dice gains 8 
  hit points per mythic rank, and a creature with d10 or d12 
  hit dice gains 10 hit points per mythic rank.
  Damage Reduction: A creature with 5 to 10 Hit Dice 
  gains DR 5/epic, and a creature with 11 or more Hit Dice 
  gains DR 10/epic. If the creature already has damage 
  reduction, it adds epic to the qualities needed to bypass 
  that reduction and increases that damage reduction if the 
  damage reduction granted from this subtype is greater.
  Spell Resistance: A creature with spell resistance adds 
  its mythic rank to its spell resistance.
  Mythic Power: The creature can use mythic power, as 
  the base mythic ability (see page 4), a number of times 
  per day equal to its mythic rank. The die type depends on 
  mythic rank as indicated on the table below.
  Ability Bonus: The creature gains a permanent +2 
  inherent bonus to one ability score upon reaching the 2nd 
  mythic tier. At 4th, 6th, 8th, and 10th mythic tiers it may 
  gain a permanent +2 inherent bonus to another ability 
  score or increase one of its existing inherent bonuses by 2.
  Mythic Feats: The creature gains a bonus mythic feat at 
  1st rank and an additional one every two ranks thereafter.
  Mythic 
  Ability 
  Mythic 
  Die
  Rank 
  Bonus 
  Feat 
  Type
  1st 
  — 
  1st 
  1d6
  2nd 
  1st 
  — 
  1d6
  3rd 
  — 
  2nd 
  1d6
  4th 
  2nd 
  — 
  1d8
  5th 
  — 
  3rd 
  1d8
  6th 
  3rd 
  — 
  1d8
  7th 
  — 
  4th 
  1d10
  8th 
  4th 
  — 
  1d10
  9th 
  — 
  5th 
  1d10
  10th 
  5th 
  — 
  1d12
  granted through paths for inspiration). In place of a 
  mythic ability, a creature may gain access to a universal 
  monster rule.
  Evaluate the creature: Add the mythic rank to the 
  creature’s original CR to determine its new CR. Is abilities 
  should make it a challenge for its new CR, but its statistics 
  should be checked against the assumed averages. If the 
  creature is too far from the assumed values, changes 
  should be made to bring it closer to averages.
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  T
  his adventure is included to give you an idea of how 
  a mythic game might play out. This adventure is 
  designed for four 6th-level nonmythic characters. 
  During the course of this short adventure, the PCs face 
  mythic foes, gain mythic power, and take on even greater 
  challenges. This adventure can be easily modified for 
  characters of any level by adjusting the total amount of 
  mythic power granted and the challenges faced (see the 
  sidebar). This adventure assumes that mythic power is 
  limited (see page 33) and that it is derived from the gods. 
  Since the players do not need to have mythic power at 
  the start of the adventure and they lose it at the end, this 
  adventure can be added as an interlude to any ongoing 
  campaign.
  Encounter 1: The Heresy of Glencross
  This adventure begins with the PCs traveling into the 
  town the Glencross. They could be simply be passing 
  through on their way to another destination, or they 
  could be called there at the behest of a friend who has not 
  seen them in some time and wants to share some good 
  news. In any case, the PCs arrive at the small woodland 
  town on the morning of the first day of the spring 
  festival, an annual tradition in the town celebrating the 
  end of winter and the first day of construction on a new 
  temple to Erastil, the patron deity of the town. Read the 
  following to them when they arrive in town.
  The small, woodland village of Glencross sits at the 
  intersection of two forest paths crossing through the mighty 
  Fangwood. In the clearing, there are about thirty wooden 
  buildings in good repair, built using the bounty of the forest 
  around them. The day is quite pleasant, with a warm spring 
  sun overhead, and it looks like the townsfolk are making the 
  best of it, putting up decorative wreathes and garlands in 
  preparation for some sort of festival.
  At this point the PCs are free to explore the town and 
  bit and inquire as to what is going on. Most of the folk 
  they meet are delighted to have such a pleasant day after a 
  long, harsh winter, and are more than happy to invite the 
  strangers to share in their festivities.
  All around town there is food being set out and served, 
  simple games being played (such as sack races and a local 
  game called “Nymph Hunt” which is a variant of hide-
  and-go-seek). The PCs are greeted as friends no matter 
  where they go, and they have plenty of time to eat and 
  drink their fill before the afternoon ceremony properly 
  opens the festival. In the middle of the afternoon, the 
  town council and most of the villagers gather in the 
  center of town for the opening ceremony. As they do, 
  lumberjacks from the town return to the village bearing 
  with them (carried on a sledge by mules) the gigantic 
  trunk of an ancient oak tree, cut down from the heart of 
  the forest. When this occurs, read the following to the 
  players.
  The village elders gather in the center of town, where most of 
  the folk are gathered about, to open the spring festival. After a 
  simple blessing to Erastil, the townsfolk part to allow a group 
  of weary lumberjacks to pass between them. Not far behind 
  them, a team of mules drags the trunk of a mighty oak into 
  the center of town. Seeing this, the folk begin clapping and 
  one town elder offers a blessing over the log, proclaiming “Let 
  this be the first timber for our new temple, so that we might 
  give homage to Erastil.” Just as he finishes the sentence, the 
  sky suddenly darkens with storm clouds, and a mighty bolt of 
  lightning streaks down. The villagers fling themselves to the 
  ground as the bolt strikes the oak. A cry goes out, and then 
  another, as wild beasts come charging into town, biting and 
  clawing the innocents!
  The woodcutters of Glencross unknowingly cut down a 
  sacred tree that was watched over and nurtured by Gozreh 
  as a symbol of his blessing on the woods. 
  Creatures: After the first blast of lightning, a number 
  of wild animals come into the town to attack the common 
  folk. These creatures, including a mythic wolf, were sent 
  Adventure: The Wrath of Nature
  The people of Glencross are gathering to celebrate the foundation of a 
  new temple to Erastil, their patron god. But when loggers return from 
  the forest with the trunk of an ancient oak for the temple, the villagers 
  soon feel the fury of nature scorned. Only with the blessings of Erastil 
  and the aid of mighty heroes can the town avoid certain destruction.
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  Scaling the Adventure
  This adventure can be used for players of nearly any 
  level with a bit of work from the GM—adjusting the 
  encounters and the number of mythic tiers gained by the 
  PCs. As a general rule, each PC should gain a number of 
  mythic tiers equal to one-half his total character level. The 
  encounters should follow these guidelines.
  Encounter 1: This encounter should feature ordinary 
  creatures along with one creature with a mythic simple 
  template. This encounter should be an average challenge 
  for the PCs’ APL.
  Encounter 3: The creatures in this encounter should 
  include a powerful nonmythic creature of a challenge 
  level appropriate to the PCs’ new level (character level plus 
  mythic tier) as well as a few lesser creatures with mythic 
  templates.
  Encounter 4: The DCs in this encounter should scale 
  up and down slightly to adjust for the PCs’ level.
  Encounter 5: This encounter should feature a battle 
  against one of the mythic creatures found in this 
  document, or one of the GM’s own invention. This 
  creature should be one appropriate to Gozreh and have a 
  serpentine appearance. If another creature is selected, the 
  legend of the beast should be altered accordingly (instead 
  of “coiled beast” the villages might use the name “horned 
  horror” if referring to the mythic minotaur).
  by Gozreh, the god of nature, to punish the town for its 
  blasphemy. In addition to these creatures, which move to 
  attack the PCs, there are dozens of other lesser creatures—
  like birds, squirrels, and deer—which menace the other 
  townsfolk but do no serious damage.
  AGILE DIRE WOLF 
  CR 4/MR 1
  XP 1,200
  Pathfinder RPG Bestiary 278, Mythic Adventures Playtest 47
  Init +22/+2
  AC 16, touch 13, flat-footed 12 (+2 Dex, +2 dodge, +3 natural, 
  –1 size)
  hp 45 (5d8+23)
  Defensive Abilities evasion
  Speed 80 ft.
  Special Attacks dual initiative
  WOLF (3) 
  CR 1
  XP 400 each
  hp 13 each (Pathfinder RPG Bestiary 278)
  SNAKE, CONSTRICTOR (2) 
  CR 2
  XP 600 each
  hp 19 each (Pathfinder RPG Bestiary 255)
  In the aftermath, the town is heavily damaged 
  and many townsfolk are injured. Though no one was 
  slain, many folk were bitten by one of the animals or 
  temporarily deafened by the lightning.
  The trunk of the tree was split into two pieces by 
  the lightning. On the inside of the now-charred wood 
  reads the following grim warning “You have angered 
  all of nature with your blasphemy. In one fortnight, 
  the blood of the axe-men shall be given to the coiled 
  beast to renew nature’s bounty.” Almost immediately, 
  folks in the town begin to whisper about the terrible 
  beast said to lurk in the heart of the forest, and the 
  woodcutters look very concerned about this dire 
  warning. Despite these rumblings, the town elders ask 
  everyone to return home so that they can meet and talk 
  about what to do. They inform the townsfolk that they 
  will decide in the morning.
  Developments: 
  Soon 
  thereafter, 
  the 
  sky 
  goes 
  unnaturally clear and the sun shines hot overhead. 
  Townsfolk notice there doesn’t seem to be any water in 
  town and the well has gone dry. Despite it being spring, 
  it grows unnaturally hot and food begins to go stale and 
  rot with supernatural speed. The people whisper that 
  they are being punished by the gods, and a foul mood 
  quickly settles over the town as fights break out over any 
  remaining food that is fit to eat.
  Encounter 2: Gift of Erastil
  The next morning, the town is starting to worry. Chatter 
  about what to do is on everyone’s lips, and many are 
  saying that to save the town the lumberjacks who felled 
  the tree must be sacrificed to appease Gozreh. The village 
  elders gather everyone in the center of town to talk about 
  options, but this quickly devolves into arguments and 
  bad blood, with just as many people on either side of the 
  issue. Just as things are reaching a mob panic, a single 
  stag comes into the village. When this happens, read the 
  following to the players.
  Tempers flare as the townsfolk try to decide what to do about 
  the curse that has been set upon their town. Some plan to flee, 
  others suggest sacrificing the woodworkers, and still others 
  want to wait it out. In the center of it all, the elders try to 
  maintain calm, but with no food and water the folk don’t seem 
  to listen. Just as the arguing reaches a peak, a hush suddenly 
  falls over the folk. A single stag has emerged from the forest, 
  golden arrows protruding from its flank. As it marches into 
  town, the majestic beast collapses, its blood pooling into a 
  familiar shape on the ground.
  The stag’s blood pools into the shape of the holy symbol 
  of Erastil, patron of the town. At that moment, a voice 
  comes from the stag “Let those who worship me feast 
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  (Pathfinder RPG Bestiary 31, Mythic Adventures Playtest 48)
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 50 (5d8+28)
  DR 5/epic; resist all 10
  Special Attacks bleeding attacks, vicious assault
  Treasure: After the attack, the weather returns to 
  normal and the glade becomes a peaceful place again. As 
  the PCs make their way from the stump, continuing to 
  follow the directions given to them by the town elders, 
  they notice a deer in the woods. It carries a golden basket 
  laden with objects. It sets this basket down in the center 
  of the path and flees into the woods.
  Upon investigating, the PCs come to realize that the 
  basket contains gifts from Erastil to help them with their 
  quest. In the basket are the following items: ambrosia, a 
  bow of Erastil, bracers of might, a cloak of the hunt, a golden 
  holy symbol, and four small water skins, each containing 
  nectar of the gods. Feel free to substitute similar mythic 
  magic items if they better suit the PCs.
  Encounter 4: Howling Chasm
  By the end of the day, the PCs have reached the depths 
  of the wood. There are no beasts here, but there are 
  bones aplenty, as if some great predator stalks these 
  lands feasting on any creatures that dare to approach. 
  After another hour of travel, the PCs come to a great 
  clearing, in the center of which is a large mound 
  of rock devoid of trees and surrounded by a deep, 
  treacherous chasm. As they search around, they find 
  only one way across: an ancient rope bridge that looks 
  quite unsteady.
  Crossing this bridge is quite perilous. The moment 
  any PC steps foot onto the bridge, a great wind rises up, 
  making the rickety bridge sway and creak. Crossing the 
  bridge requires three DC 20 Acrobatics checks. Failing 
  a check results in no progress, and failing by 5 or more 
  causes the PC to fall into the chasm and take 6d6 points 
  of falling damage. The far cliff of the chasm is very 
  steep and smooth, making it nearly impossible to climb 
  (DC 30), but the starting side is quite a bit easier (DC 
  20). If a PC makes the first two checks, a sudden bolt 
  of lightning arcs from the sky to strike him. This bolt 
  deals 8d6 points of electricity damage, although a DC 
  18 Ref lex save halves the damage. Anyone that fails this 
  save must also make a DC 20 Acrobatics check to avoid 
  falling off the bridge.
  Of course, the chasm is only 30 feet across and mythic 
  characters might come up with a variety of ways to cross. 
  The GM should feel free to improvise other threats, but 
  generally speaking, this is a chance for the PCs to use 
  their mythic powers to overcome the hazard with some 
  daring feat of strength or skill.
  upon this bounty, knowing that I provide to my faithful, 
  and let those who would hunt in my name take my gift.” 
  The townsfolk drop to their knees at the sound of this 
  voice and none dare approach the stag. Protruding from 
  its flank are a number of arrows equal to the number of 
  PCs in the party.
  When a PC pulls an arrow from the stag, the arrow 
  vanishes in a golden mist that causes the character 
  to become mythic, gaining three mythic tiers! Give 
  each player time to select a path and a number of path 
  abilities. With this transformation, the PCs’ appearances 
  also change. Their muscles seem more toned, their eyes 
  deepen with mystery, their hair flows in the breeze. 
  The townsfolk notice this and stay back, but the elders 
  approach, proclaiming them the champions of Erastil. 
  After conferring for a moment, they tell the PCs they 
  must go and hunt the coiled beast, and that by slaying it 
  they might save the town. The elders give them directions 
  to its lair, which lead past the stump of the oak that the 
  woodcutters chopped down. The PCs can take a moment 
  to gather their gear, but the elders urge them to set out 
  at once.
  Encounter 3: Gozreh’s Fury
  Upon leaving Glencross, the PCs spend a few hours 
  traveling to the site where the stump of the oak the 
  foresters cut down. Upon arriving at the scene, read the 
  following to the players.
  The path you have been following opens up into a large 
  clearing, in the center of which is the stump of a mighty 
  tree. This is without a doubt, the site of the oak that was 
  cut down for the town’s temple. The ground shudders at 
  your approach, and springing forth from the stump is a full-
  grown tree that begins to move, marching toward you! At 
  the same time, two vicious bears emerge from the woods, 
  snarling with feral rage!
  Creatures: Gozreh is not pleased that the PCs have 
  decided to meddle in his affairs, and has sent some 
  champions to crush them before they can go any farther. 
  These creatures fight with the strength of a deity behind 
  them. During the attack, it begins to rain heavily and the 
  wind picks up, causing all ranged attacks to suffer a 20% 
  miss chance.
  TREANT 
  CR 8
  XP 4,800
  hp 114 (Pathfinder RPG Bestiary 266)
  Note: This treant does not use its animate trees ability.
  SAVAGE GRIZZLY BEARS (2) 
  CR 5/MR 1
  XP 1,600
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  Encounter 5: The Coiled Beast
  At the top of the mound of rock in the middle of the forest 
  lies the lair of the coiled beast, a mythic hydra that has 
  haunted this part of the woods for time untold. This 
  entire mound is littered with the bones of its victims, 
  many of which are clearly humanoid. When the PCs scale 
  the mound, read or paraphrase the following to them.
  Climbing up the mound of rock, over broken and bleached 
  bones, you see a large cave entrance at the peak. Within the 
  darkness below, something stirs—something that slithers 
  and hisses at your approach. Coming up from the darkness 
  is the head of a vast serpent, and then another, and another, 
  until seven terrible heads emerge, all attached to the same 
  grotesque bulk. The coiled beast slithers out of its cave, its 
  heads hissing and snapping, revealing deadly, sharp fangs. In 
  the center of each head, the green symbol of Gozreh glows 
  with a bright green light!
  Creature: This epic fight is against the servant of 
  Gozreh. As the battle rages just outside its lair, the gods 
  clash in the clouds above, the image of Gozreh fighting 
  against the image of Erastil. As fortune swings on the 
  mound of rock, so too does in swing in the skies above. 
  If the PCs emerge victorious, Erastil lays Gozreh low, but 
  if not, the god of the hunt is defeated by nature and the 
  town is certainly doomed.
  MYTHIC HYDRA 
  CR 9/MR 3
  XP 6,400
  hp 117 (see page 41)
  Developments: If the PCs defeat the mythic hydra, 
  Erastil looks down upon them proudly from the 
  clouds before dissipating with the winds. With his 
  disappearance, the mythic power possessed by each PC 
  fades away (although each retains three uses of mythic 
  power per day, which can be used only to add to a die roll, 
  and only so long as the use is one Erastil approves). The 
  PCs can return to the town of Glencross as heroes. As 
  they arrive, a cleansing rain falls over the town, washing 
  away the damage from the storm, healing all wounds, 
  and restoring the tree trunk to its intact state. They 
  PCs are invited to stay throughout the festival so that 
  the townsfolk might properly celebrate them with food, 
  drink, and plenty of cheer.
  Open Game License Version 1.0a
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  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 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
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  13. Termination: This License will terminate automatically if You fail to comply with 
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  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, and Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Mythic Adventures Playtest © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan H. Keith, Jason Nelson, Tom Phillips, F. Wesley Schneider, Amber E. 
  Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  5252
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Core Rules/Mythic Adventures Playtest.pdf