Akitonian Physiology (Ex) [Doorway to the Red Star] (Mythic Realms pg. 9): When you select this path ability, you permanently reshape your body in imitation of the alien species of Akiton, permanently gaining the benefits of one of the following alchemist discoveries: chameleonARG, preserve organsUM, tumor familiarUM, or vestigial armUM. Your alchemist level for the purpose of this ability is equal to your tier plus your alchemist level. You can select this path ability multiple times, each time selecting a new permanent mutation. Each time beyond the first that you take this path ability, your pool of mythic power is permanently reduced by 1 (as that power is used to maintain your alien physiology) and you take a cumulative –1 penalty on all Charisma checks and Charisma-based skill checks when interacting with animals, fey, and humanoids.
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As Foretold (Su) (Distant Shores pg. 12): Mythic characters of at least 1st tier who gain mythic power from a cyclops myth-speaker can select the following mythic path abilities.
Just as the cyclopes foretold your mythic ascension, so too can you foresee your own greatness. As a full-round action you can expend two uses of mythic power to roll your mythic surge die and add 10 (treat any result of 21 or higher as 20). At any point within the next 10 minutes, you may use the result of the roll as the result of any one d20 roll you are required to make. If you do not use the result within 10 minutes, it is lost. You can use this ability to replace an attack roll or saving throw only once per day each.
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Borrow Mythic Power (Su) (Heroes of Golarion pg. 31): As a move action, you can call on a channeled spirit to grant you a fraction of its mythic power. Your channeled spirit gains 1 point of influence over you, and you gain two uses of mythic power. Uses of mythic power gained in this way are lost once the spirit leaves you, and they can be spent only on path abilities from the same mythic path with which the spirit is associated.
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Commune with Power (Su) (Mythic Adventures pg. 50): You can tap into your mythic nature to seek answers to the quandaries you encounter in your adventures. Once per day, in a special ritual that requires you to spend 1 hour of uninterrupted meditation, you can commune with the source of your power. This acts as the commune spell, using your tier as your caster level. The source of your power may be limited in the knowledge it possesses or can deliver, as decided upon by the GM.
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Dampen Magic (Su) [Mana Well] (Mythic Realms pg. 11): You can expand one use of mythic power as a swift action to halve the remaining duration of a spell or spell-like ability affecting you. You can't reduce the duration below 1 round. You can use this ability even when otherwise denied the ability to take actions, as long as you're conscious. You can reduce the duration of an effect multiple times, using a swift action each time.
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Display of Charisma (Su) (Mythic Adventures pg. 50): As a free action, you can expend one use of mythic power to attempt a feat of Charisma, gaining a +20 circumstance bonus on one Charisma-based skill check or Charisma ability check.
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Display of Constitution (Su) (Mythic Adventures pg. 50): As a free action, you can expend one use of mythic power to attempt a feat of Constitution, gaining a +20 circumstance bonus on one Constitution ability check. Alternatively, you can use this ability to apply a +20 circumstance bonus to your Constitution score for a number of hours equal to your mythic tier for the purpose of making Constitution checks against heat, cold, fatigue, and exhaustion.
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Display of Dexterity (Su) (Mythic Adventures pg. 50): As a free action, you can expend one use of mythic power to attempt a feat of Dexterity, gaining a +20 circumstance bonus on one Dexterity-based skill check or Dexterity ability check.
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Display of Intelligence (Su) (Mythic Adventures pg. 50): As a free action, you can expend one use of mythic power to attempt a feat of Intelligence, gaining a +20 circumstance bonus on one Intelligence-based skill check or Intelligence ability check.
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Display of Strength (Su) (Mythic Adventures pg. 50): As a free action, you can expend one use of mythic power to attempt a feat of Strength, gaining a +20 circumstance bonus on one Strength-based skill check or Strength ability check. Alternatively, you can use this ability to apply a +20 circumstance bonus to your Strength score for a number of hours equal to your mythic tier for the purpose of determining your carrying capacity.
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Display of Wisdom (Su) (Mythic Adventures pg. 50): As a free action, you can expend one use of mythic power to attempt a feat of Wisdom, gaining a +20 circumstance bonus on one Wisdom-based skill check or Wisdom ability check.
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Extra Mythic Feat (Ex) (Mythic Adventures pg. 50): You gain an extra mythic feat. You can take this ability a number of times equal to half your mythic tier (minimum 1). Each time you do, you gain another mythic feat.
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Extra Mythic Power (Su) (Mythic Adventures pg. 50): You can call upon your mythic power two additional times per day. You can select this ability up to three times.
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Legendary Item (Ex) (Mythic Adventures pg. 50): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.
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Longevity (Su) (Mythic Adventures pg. 50): Upon taking this ability, you can no longer die from old age. If you have penalties to your physical ability scores due to aging, you no longer take those penalties. You still continue to age, and you gain all the benefits to your mental ability scores.
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Mortal Herald (Sp) [Must complete a Herald trial, see Mythic Origins for details] (Mythic Origins pg. 16): You become a mortal herald of your chosen deity. Choose a domain granted by your deity. Once chosen, this cannot be changed. By expending one use of mythic power, you may cast a domain spell granted by that domain as a spell-like ability (caster level equal to your character level), provided the spell's level is not greater than your tier. In addition, if you are at least 6th tier, once per day you may commune with your deity (as the commune spell). If you expend one use of mythic power while doing so, this ability is a free action and time stops (from the point of view of everyone else) to allow you to ask your questions and receive answers instantly.
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Mythic Burn (Su) (Heroes of Golarion pg. 31): You are able to convert mythic energy into the energy used to fuel your kinetic powers, and vice versa. You can expend mythic power to reduce the total burn cost of a blast or utility wild talent on a one-for-one basis. Alternatively, you can accept 1 point of burn in place of expending one use of mythic power. You must have the burn class feature to select this path ability.
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Mythic Craft (Ex) (Mythic Adventures pg. 50): When you use the Craft skill to create an item, you double the progress each check provides. In addition, you can make an item masterwork simply by paying for the cost, and don't need to increase the time to create the item or attempt additional checks. Add your tier to any skill checks associated with making magic items.
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Mythic Spellcasting (Ex) (Mythic Adventures pg. 50): You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.
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Mythic Sustenance (Su) (Mythic Adventures pg. 50): Your mythic power is enough to sustain you. You no longer need to eat, drink, or breathe to live. You're immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake.
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Occult Mastery (Su) (Heroes of Golarion pg. 31): You are a master of occult skill unlocks. You gain a bonus equal to your mythic tier on skill checks made as part of an occult skill unlock, and you can use each occult skill unlock you have access to a number of additional times per day equal to your mythic tier. Further, by expending one use of mythic power, you gain the ability to use an occult skill unlock you would not otherwise have access to (whether because you cannot cast psychic spells or because you are not trained in that skill). You can use this occult skill unlock until the next time you regain uses of mythic power. The extra uses of occult skill unlocks granted by this ability also apply to skill unlocks you gain access to in this way.
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Pierce the Darkness (Sp) (Mythic Adventures pg. 50): You gain permanent darkvision with a 60-foot range, as the universal monster ability. If you possess darkvision, the range increases by 60 feet.
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Returning Flasks (Ex) (Alchemy Manual pg. 26): Whenever you throw a splash weapon but fail to land a direct hit against your target, as a free action you can will your splash weapon to return to you at the beginning of your next turn, as if it were enchanted with the returning weapon special ability. The splash weapon has no effect and deals no damage when you use this ability. Alternatively, by expending one use of mythic power as a swift action when you make a failed ranged attack with a splash weapon, you can choose which square the splash weapon lands in.
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Seal of the Star Tower (Su) [Star Tower] (Mythic Realms pg. 15): As a standard action, you can expend one use of mythic power to make a melee touch attack. If the attack hits, the target can't use spells, spell-like abilities, or supernatural abilities that require actions. You can't affect a target whose mythic tier exceeds your own. The effects of this ability last for 1 round. You can expend two additional uses of mythic power to increase the duration to 2 rounds. You can affect a given creature with seal of the Star Tower only once within any 24-hour period.
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Seat of Power (Su) (Distant Shores pg. 12): Mythic characters of at least 1st tier who gain mythic power from a cyclops myth-speaker can select the following mythic path abilities.
You can grant divine spells, but doing so requires considerable effort and only functions over a limited area. When you choose this path ability, choose a temple, monument, tree, or similar structure to serve as the principle holy site for your burgeoning religion. This site has a limited area of influence that extends in all directions a number of miles equal to 10 times your mythic tier. This functions in all ways as the Divine Source universal path ability (Pathfinder RPG Mythic Adventures 51) with two limitations. First, you can only grant spells to followers who prepare their spells within your holy site’s area of influence. Second, you must spend at least 10 minutes in contact with the holy site and expend one use of mythic power each day to continue granting spells to your followers. While doing so, you may choose to expend two additional uses of mythic power in order to increase your effective tier by one when determining what level spells you can grant. If you later gain the Divine Source path ability, this ability instead permanently increases your effective tier by one when determining what level spells you can grant, and once per day by spending at least 10 minutes in contact with your holy site, you can regain one use of mythic power for every 3 tiers you possess.
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Splash Back (Ex) (Alchemy Manual pg. 26): Whenever you throw a splash weapon, any creatures providing your target with soft cover take splash damage from your attack. Whenever you confirm a critical hit with a splash weapon, you can expend one use of mythic power to forgo the multiplied damage against your target and instead deal a direct hit to both the target and a creature adjacent to the target. Creatures adjacent to either of these two creatures take splash damage.
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Touched by the Depths (Su) [Mordant Spire] (Mythic Realms pg. 13): You gain the hold breath ability (Pathfinder RPG Bestiary 2 298). You can expend one use of mythic power as a standard action to gain a swim speed equal to your land speed, the ability to breathe water, and tremorsense out to a range of 30 feet that only functions while under water. The ability to breathe water does not hinder your ability to breathe air. These effects last for 10 minutes per mythic tier.
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Voice of the Spire (Su) [Mordant Spire] (Mythic Realms pg. 13): A voice only you can hear warns you of peril. If you're unaware at the start of a surprise round, you can expend one use of mythic power to act in that surprise round. When acting in a surprise round, you can expend two uses of mythic power to take both a standard and a move action (or a full-round action) in the surprise round. This ability doesn't prevent you from being flat-footed before you have acted.
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