Base Mythic Abilities
Every mythic PC gains a number of base abilities common to all mythic characters, in addition to the special abilities granted by each mythic path. These abilities are gained based on the character’s mythic tier.
1st – Ability increase, hard to kill, mythic feat, mythic power, surge +1d6
2nd – Amazing initiative
3rd - Mythic feat, recuperation
4th – Surge +1d8
5th – Mythic feat, mythic saves
6th – Force of will
7th – Mythic feat, surge +1d10
8th – Unstoppable
9th – Immortal, mythic feat
10th – Legendary hero, surge +1d12
Ability Score: At every mythic tier, you gain a +1 increase to the associated ability score of your mythic path and a +1 increase to an ability score of your choosing. This second ability score cannot be applied to your associated score, but otherwise may be applied where you choose.
Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.
Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score. At 4th tier, this becomes triple your Constitution score. At 7th tier, quadruple. At 10th tier, quintuple.
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus your mythic tier plus one half of your character level. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
A character adds their mythic tier to the DCs of any level/HD/BaB based abilities they have.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is a free action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
A mythic character also gains a pool of surge uses equal to half of their character level. (Round up) Essentially, this is a number of ‘free’ uses of mythic the character can use only for the purpose of activating surge.
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional swift action during that turn. You can’t gain an extra action in this way more than once per round.
At 6th tier, you can gain a standard action instead of a swift action.
Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Mythic Saving Throws (Ex): At 5th tier, whenever you roll a saving throw against a spell or special ability, you roll 2d20 and take the best as long as that ability didn’t come from a mythic source (such as a creature with a mythic tier or mythic ranks).
Force of Will (Ex): At 7th tier, you can exert your will to force events to unfold as you would like. As a free action, you can expend one use of mythic power to reroll a d20 roll you just made, as an immediate action you can force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
Unstoppable (Ex): At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability 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 aren’t treated as if you had rested, and don’t regain the use of abilities that recharge with rest until you next rest. This ability doesn’t apply if you’re killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.
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.