TABLE 1-1: BASE MYTHIC ABILITIES
Mythic Ability Mythic Base Mythic
Tier Score Feat Abilities
1st - 1st Hard to kill, mythic power, surge +1d6
2nd 1st - Amazing initiative
3rd - 2nd Recuperation
4th 2nd - Surge +1d8
5th - 3rd Mythic saves
6th 3rd - Force of will
7th - 4th Surge +1d10
8th 4th - Unstoppable
9th - 5th Immortal
10th 5th - Legendary hero, surge +1d12
BASEM YTH1C AB1UT1ES
Every mythic PC gains a number ofbase 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.
Ability Score: Upon reaching the 2nd mythic tier, an ability s core of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers , another ability s core of your choice permanently increases by 2; this can be an ability s core you've already increased or a different ability s core. 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 belowo hit points , you automatically stabilize without needing to attempt a C onstitution check. If you have an ability that allows you to act while below o hit p oint s , you still lose hit p oints for taking actions , as s pecified by that ability. Bleed damage still cau s e s you to lose hit points when below o 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.
Mythic Power (Su): Mythic characters can draw upon a wellspring of p ower 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 double your mythic tier (5/day at ist tier, 7/day at 2nd, etc.). 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.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d2o roll you just made by rolling id6 and adding it to the result. Using this ability is an immediate action taken after the result ofthe original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to id8 at 4th tier, id10 at 7th tier, and id12 at 10th tier.
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 standard action during that turn. This additional standard action can't be used to cast a s pell. You can't gain an extra action in this way more than once per round.
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 i hour, you regain a number ofhit points equal to half your full hit points (up to a maximum of your full hit p oints) and regain the use of any cla s s features that are limited to a certain number of u s e s 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 succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
Force ofWill (Ex): At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can exp end one use of mythic power to reroll a d2o roll you just made , or force any non-mythic creature to reroll a d2o 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 ifit 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, fa s cinated, fatigued, frightened, nau s e ated, panicked , paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even tho s e resulting from the same spell or effect that caused the s elected 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, regardle s s 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 ofbypas sing epic damage reduction. At loth tier, you can be killed only by a coup de grace or critical hit made with an artifact.
Legendary Hero (Su): At ioth tier, you have reached the height of mortal p ower. You regain u s e s of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.