Prestige Classes

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Prestige classes allow characters to become truly exceptional, gaining powers beyond the ken of their peers. Unlike the core classes, characters must meet specific requirements before they can take their first level of a prestige class. If a character does not meet the requirements for a prestige class before gaining any benefits of that level, that character cannot take that prestige class. Characters that take levels in prestige classes do not gain any favored class bonuses for those levels.

Favored Prestige Class Bonuses

These favored class bonuses are meant for characters with the Favored Prestige Class or Multitalented Mastery feats. Characters of all races may select these favored class bonuses when taking a level in the related prestige class.

Mythic Prestige Class Features

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Some mythic options for prestige classes have already been presented in the Mythic Character Codex. These follow the same rules for mythic base class features. A mythic class feature is considered a 1st-tier universal path ability or may be taken in place of a mythic feat. You must have a class feature in order to gain its mythic version. A mythic class feature cannot be taken more than once unless it says otherwise. If a prestige class advances a character’s spellcasting, or includes an ability that merely stacks with a base class feature (like the rage prophet’s raging seer ability or the holy vindicator’s channel energy), these abilities have not a mythic version.

All of the following Mythic Prestige Class features are from Legendary Prestige by Legendary Games.

Mythic Arcane Archer Options

A mythic arcane archer shoots the arrows that extinguish suns and moons, or set fire to new stars; he can kill a tyrant through a keyhole or hit a fleeing enemy on the other side of a hill.

  • Mythic Enhance Arrows: At mythic tier 1, the arcane archer can expend 1 use of mythic power to bestow a +1 enhancement bonus to any bow that he wields for a number of minutes equal to his spellcasting stat bonus plus his class level. At mythic tier 4, the arcane archer can select one among the following additional qualities to grant to his arrows: bewildering, conductive, cruel, huntsman, merciful. He can also select one among the following qualities to grant to his bow: adaptive, plummeting, sniping (normal). Once selected, it cannot be changed. If the arcane archer is mythic tier 7, he may select one of the following qualities for his arrows: conserving, cunning, distracting, driving, phantom ammunition, returning, thundering, veering. He also may select one of the following qualities for his bow: resizing, shadowshooting, sniping (improved). If the arcane archer is mythic tier 10, he may select one of the following qualities for his arrows: bane, burning, cyclonic, greater distracting, glitterwake, igniting. He also may select one of the following qualities for his bow: endless ammunition, nimble shot, second chance, sniping (greater).
  • Mythic Imbue Arrow: The arcane archer can prepare a number of imbued arrows equal to his spellcasting stat bonus to use at a later time. Once cast the spell, an arrow stays imbued for a number of minutes equal to the arcane archer’s caster level. More than an imbued arrow can be fired in the same round.
  • Mythic Seeker Arrow: By expending one use of mythic power, the arcane archer can cause a seeker arrow to stop and hover in the air for a number of rounds equal to his spellcasting stat bonus before resuming its path (so the arrow could “wait” for a hidden target to come out from cover).
  • Mythic Phase Arrow: By expending one use of mythic power, the arcane archer can actually teleport a phase arrow to any point within range, bypassing magical barriers and even following a teleporting target.
  • Mythic Hail of Arrows: The arcane archer adds his mythic tier to the number of targets he can fire at in a round.
  • Mythic Arrow of Death: The arcane archer adds his mythic tier to the target’s saving throw DC. He can have a number of slaying arrows at a time equal to his spellcasting stat bonus.

Mythic Arcane Trickster Options

Mythic arcane tricksters can steal the fire from heaven, or return the highest god’s stolen sword from the clutches of giants.

  • Mythic Ranged Legerdemain: The arcane trickster doesn’t suffer penalties and can normally take 10 on skill checks when using this ability. By spending one use of mythic power, she can use ranged legerdemain at a range of 60 feet, suffering the penalties as per the non-mythic ability.
  • Mythic Sneak Attack: As the mythic rogue option of the same name.
  • Mythic Impromptu Sneak Attack: The target of an impromptu sneak attack loses any Dexterity bonus to AC against all attacks he suffers in the same round, even if they don’t come from the arcane trickster.
  • Mythic Tricky Spells: Spells cast using this ability are considered as modified by the Mythic Silent Spell and Mythic Still Spell feats.
  • Mythic Invisible Thief: This ability functions now as mythic greater invisibility.
  • Mythic Surprise Spells: The arcane trickster adds her mythic tier to the save DC of a surprise spell. In addition, if the spell allows a saving throw to negate the damage, a successful save only halves the sneak attack damage; if the spell allows a saving throw to halve the damage, a successful save doesn’t halve the sneak attack damage.

Mythic Assassin Options

A mythic assassin is the bogeyman mothers use to scare their children, the shadow behind the throne that drives kings and high priests mad with fear. No one is safe from him.

  • Mythic Sneak Attack: As the mythic rogue option of the same name.
  • Mythic Death Attack: The assassin can attempt a death attack against a target he has just dealt sneak attack damage to, by studying that target as an immediate action. The assassin adds half his mythic tier (minimum +1) to the target’s save DC.
  • Mythic Poison Use: As the mythic alchemist option of the same name.
  • Mythic Save Bonus against Poison: The assassin is completely immune to poison.
  • Mythic Uncanny Dodge: As the mythic rogue option of the same name.
  • Mythic Hidden Weapons: The assassin can draw and put away hidden weapons as free actions, a number of times per round equal to his Dexterity bonus.
  • Mythic True Death: A victim slain by the assassin’s death attack cannot be brought back to life with non-mythic spells and effects. If a mythic spell or effect is used, the assassin adds his mythic tier to the caster level check DCs required.
  • Mythic Improved Uncanny Dodge: As the mythic rogue option of the same name.
  • Mythic Quiet Death: The assassin adds his mythic tier to his Stealth check to pass unnoticed with this ability.
  • Mythic Hide in Plain Sight: The assassin can cast greater invisibility at will, using his assassin level plus his rogue level as his caster level.
  • Mythic Swift Death: The assassin can use this ability a number of times per day equal to 1 + ½ his mythic tier.
  • Mythic Angel of Death: A target whose body crumbled to dust can only be resurrected through mythic true resurrection or an equivalent mythic spell or effect from a source with a higher mythic tier than the assassin.

Mythic Battle Herald Options

Mythic battle heralds guide armies to victory against overwhelming odds and can command the forces of heaven and hell themselves.

  • Mythic Inspiring Command (Power): The battle herald can issue a mythic inspiring command as a free action. This acts as a normal inspiring command, but the battle herald does not need to be able to speak or perform. The music or words needed for the command appear around the battle herald through sheer mythic power. As long as she can take mental actions, the battle herald can use her mythic inspiring commands. While using mythic inspiring command, the battle herald adds ½ her mythic tier to her inspiring command bonus. She can maintain a mythic inspiring command while also using normal bardic performance or a normal inspiring command, even if using an ability to have multiple bardic performances at once (even if those abilities normally don’t stack with other methods of maintaining multiple performances, such as virtuoso performance), but not while using mythic bardic performance. She may also use rounds of inspiring command for bardic performances. The battle herald can perform a number of rounds of mythic inspiring command per day equal to her mythic tier. No item or ability that grants additional rounds of inspiring command can extend this number. However, all other options that apply to inspiring command (such as persistent commands) also apply to mythic inspiring command.
  • Mythic Inspiring Command (Selection): Once each day, as a full-round action, a mythic battle herald may change one inspiring command she has selected. In essence, she loses one of her inspiring commands, and gains a new inspiring command to replace it. This mythic class feature may be selected more than once, but no more times than the total number of inspiring commands the battle herald has. Each time it is selected, it allows her to swap out an inspiring command one additional time per day. She may swap out the same inspiring command multiple times, or swap out different inspiring commands.
  • Mythic Improved Leadership: If the battle herald has the Leadership feat, she gains Mythic Leadership as a bonus mythic feat and adds twice her mythic tier to her leadership score instead of just once.
  • Mythic Voice of Authority: The battle herald adds ½ her mythic tier to the bonuses granted by the voice of authority ability.
  • Mythic Easy March: The battle herald adds her mythic tier to her inspiring command bonus for the purpose of calculating the duration of this ability.
  • Mythic Inspire Greatness: As the mythic bard option of the same name.
  • Mythic Banner: As the mythic cavalier option of the same name.
  • Mythic Teamwork Feat: Once each day, as a full-round action, a mythic battle herald may change one teamwork feat she received, either from this ability or the tactician and greater tactician cavalier abilities. In essence, she loses one of her teamwork feats, and gains a new teamwork feat to replace it. This mythic class feature may be selected more than once, but no more times than the total number of teamwork feats the battle herald has. Each time it is selected, it allows her to swap out a teamwork feat one additional time per day. She may swap out the same teamwork feat multiple times, or swap out different teamwork feats.
  • Mythic Demanding Challenge: As the mythic cavalier option of the same name.
  • Mythic Persistent Commands: The battle herald can maintain the effects of her inspiring commands for a number of rounds equal to her Charisma bonus plus her mythic tier.
  • Mythic Inspire Last Stand: The battle herald grants her allies the benefits of the Mythic Diehard feat.
  • Mythic Complex Commands: The battle herald can have any number of inspiring commands, bardic performances, or raging songs, both normal or mythic, active at the same time. By expending one use of mythic power, the battle herald can pay the cost for one of her active commands and performances for a number of rounds equal to her Charisma bonus.

Mythic Chronicler Options

Mythic chroniclers create the epics to inspire whole cultures, and often they are the main heroes of those epics too.

  • Mythic Bardic Knowledge: As the mythic bard option of the same name.
  • Mythic Deep Pockets: The chronicler adds her mythic tier to her class level to determine the value of unspecific equipment she carries, and ½ her tier to the Strength and Sleight of Hands bonuses gained from the deep pockets abilities. In addition, expending one use of mythic power, the chronicler can retrieve a magic item with a value up to her total remaining cost without deducing its value from her daily allotment.
  • Mythic Master Scribe: The chronicler adds her mythic tier to her class level to calculate her bonuses from this ability (included when she takes 10 on a check).
  • Mythic Live to Tell the Tale: The chronicler gains a bonus equal to her mythic tier on her new saving throw against an ongoing condition, and can use this ability even against conditions that do not allow saving throws or against instantaneous effects.
  • Mythic Pathfinding: The chronicler adds her mythic tier to her bonus from this ability.
  • Mythic Bardic Performance: As the mythic bardic option of the same name.
  • Mythic Improved Aid: The chronicler can use aid another as a free action a number per day equal to her mythic tier.
  • Mythic Epic Tales: There is no maximum duration for an epic tale as long as the chronicler has rounds of bardic performance to expend. If the epic tale is read aloud, the chronicler can also expend one use of mythic power to extend its effects to nearby creatures that can hear or see it as if she had used a normal bardic performance.
  • Mythic Whispering Campaign: The chronicler can expend one use of mythic power to use the mythic version of either doom or enthrall. If she uses mythic enthrall, creatures who fail to save shift their attitude toward the target of the oration by 2 steps instead of one.
  • Mythic Inspire Action: The chronicler can grant an extra standard action to one ally. At 9th level, she can grant a full extra round of actions to one ally.
  • Mythic Call Down the Legends: The chronicler can select another 7th-level option from chronicler’s versatility (see above).
  • Mythic Greater Epic Tales: The range of an epic tale when read aloud increases by 5 feet per mythic tier of the chronicler.
  • Mythic Lay of the Exalted Dead: The chronicler can select another 7th-level option from chronicler’s versatility (see above) or, if she already has the mythic call down the legends ability, she can gain the 10th-level improvement of the selected alternate option.

Mythic Dragon Disciple Options

A mythic dragon disciple has transcended the barriers of species to become the perfect synthesis of humanoid and dragon, the engenderer of a new all-powerful race. This template can also be used to create mythic abilities for other bloodline disciples.

  • Mythic Blood of Dragons: As the mythic bloodline (power) sorcerer option (for the draconic bloodline).
  • Mythic Natural Armor Increase: The disciple adds his mythic tier to his natural armor bonus.
  • Mythic Ability Boost: When the disciple suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point, +1 for every 2 mythic tiers he possesses beyond 1st.
  • Mythic Bloodline Feat: As the mythic sorcerer option of the same name.
  • Mythic Dragon Bite: The disciple’s claws and bite attacks deal damage as if he were a size category larger. If these attacks deal energy damage, this increases to 1d8.
  • Mythic Breath Weapon: The disciple gains the breathshape mythic universal monster ability.
  • Mythic Blindsense: The disciple also gains darkvision 60 ft. If he already had darkvision, its range increases by 30 ft. At 10th level, the disciple gains the dragon senses ability of a true dragon.
  • Mythic Dragon Form: This ability functions now as the respective mythic form of the dragon spell.
  • Mythic Wings: The disciple’s fly speed increases by 30 ft., and he gains two secondary wing attacks that deal damage per the disciple’s size plus ½ his Strength.

Mythic Duelist Options

A mythic duelist dances like a butterfly and stings like a bee, transforming a fight into a show of unmatched elegance.

  • Mythic Canny Defense: The duelist adds ½ her tier to her dodge bonus to Armor Class (minimum +1), and does not lose this bonus if she is caught flat-footed or otherwise denied her Dexterity bonus.
  • Mythic Precise Strike: The duelist adds her mythic tier to the damage dealt with a mythic precise strike. She can use this ability even with a weapon or shield in her other hand.
  • Mythic Improved Reaction: Instead of rolling initiative, the duelist can expend one use of mythic power to treat her roll as a natural 20.
  • Mythic Parry: A duelist can replace any one attack in her turn with a parry. By expending one use of mythic power while taking a full attack action, she can either attempt a parry without losing one of her attacks, or attempt another parry in the same round, losing another attack. In addition, the penalties for the opponent’s size are halved.
  • Mythic Enhanced Mobility: Whenever she uses enhanced mobility, the duelist gains a +6 bonus to AC instead of the normal +4. In addition, once per round when an attack of opportunity provoked by her movement misses the duelist, she may move 5 feet as a free action. This movement doesn’t count against the duelist’s total overall movement for the round, but it does provoke attacks of opportunity.
  • Mythic Combat Reflexes: This ability now functions as Mythic Combat Reflexes when the duelist uses a light or one-handed piercing weapon.
  • Mythic Grace: The duelist can expend one use of mythic power to reroll any failed Reflex saving throw.
  • Mythic Riposte: The duelist adds her mythic tier as a bonus on her attack roll when attempting a riposte.
  • Mythic Acrobatic Charge: The duelist always ignores difficult terrain when running or charging.
  • Mythic Elaborate Defense: The duelist adds ½ her tier to her dodge bonus to Armor Class (minimum +1), and does not lose this bonus if she is caught flat-footed or otherwise denied her Dexterity bonus. If the duelist already possesses mythic canny defense, she instead adds her full mythic tier to her dodge bonus to Armor Class.
  • Mythic Deflect Arrows: This ability now functions as the Mythic Deflect Arrows feat when the duelist uses a light or one-handed piercing weapon.
  • Mythic No Retreat: Whenever the duelist uses the attack of opportunity provided by the no retreat ability, a damaged opponent must succeed at a Reflex saving throw (DC = 10 + ½ the duelist’s character level + her Dexterity bonus) or be unable to move until its next turn.
  • Mythic Crippling Critical: Once per round when the duelist hits a foe with an attack, but the attack is not a critical, she may expend two uses of mythic power to inflict the effect of the crippling critical ability rather than the attack’s normal damage.

Mythic Eldritch Knight Options

A mythic eldritch knight is a fury of spell and sword, the stuff of legends about invincible warriors.

  • Mythic Bonus Combat Feat: The eldritch knight’s mastery of combat feats is unmatched. Once each day, as a full-round action, he may change one bonus combat feat he has selected. In essence, he loses one bonus feat, and gains a new bonus feat to replace it, as if he had retrained the feat. He may not swap out any feat he is using as a prerequisite. This mythic class feature may be selected more than once, but no more times than the total number of combat feats the eldritch knight has. Each time it is selected, it allows him to swap out a combat feat one additional time per day. He may swap out the same feat multiple times, or swap out different combat feats. This feature only applies to bonus combat feats granted by the eldritch knight prestige class.
  • Mythic Spell Critical (Su) The eldritch knight can ignore somatic and material components when casting a spell with the spell critical ability.

Mythic Holy Vindicator Options

The warrior saints of legends that guide whole armies to victory in the name of their deity, or the dark lords and ladies who kill multitudes with a glance, are mythic holy (and unholy) vindicators.

  • Mythic Vindicator’s Shield: By expending one use of mythic power together with one use of channel energy, the vindicator adds her mythic tier to the AC bonus gained from this ability.
  • Mythic Stigmata: The vindicator can activate or deactivate her stigmata as a move action; at 6th level it becomes a swift action, and at 10th level it becomes an immediate action. The vindicator can expend one use of mythic power when her stigmata are active to achieve one of the following effects for a number of rounds equal to her mythic tier: – The vindicator adds her mythic tier to the sacred bonus gained from her stigmata. The vindicator doesn’t suffer bleed damage, still retaining the bonus from her stigmata. – The vindicator can extend the bonus from her stigmata to any one adjacent ally. This creature does not suffer bleed damage.
  • Mythic Faith Healing: Any cure wounds spells cast by the vindicator are empowered, even if she casts them on another creature or multiple creatures. At 8th level, this applies to maximized cure wounds spells too. In addition, the empowered and maximized effects on these spells stack.
  • Mythic Divine Wrath: This ability now functions as mythic doom.
  • Mythic Bloodfire: The vindicator adds ½ her mythic tier (minimum +1) to the save DC against her channel smite. If a target fails its save, it is nauseated and takes 2d6 points of bleed damage each round on its turn; the first successful save reduces the effect to being sickened and taking 1d6 bleed damage per round, and the second successful save ends it.
  • Mythic Channel Smite: The vindicator gains Mythic Channel Smite as a bonus mythic feat.
  • Mythic Versatile Channel: This functions as the hierophant’s shape channel mythic path ability.
  • Mythic Divine Judgment: This ability now functions as death knell aura. It still requires her to sacrifice only a 2nd-level spell or spell slot.
  • Mythic Bloodrain: The vindicator adds ½ her mythic tier (minimum +1) to the save DC against her channeled energy. Creatures failing their saves are nauseated and take 2d6 points of bleed damage each round; the first successful save reduces the effect to being sickened and taking 1d6 bleed damage per round, and the second successful save ends it.
  • Mythic Divine Retribution: This ability now functions as greater bestow curse. The vindicator adds ½ her mythic tier to the save DC (minimum +1).

Mythic Horizon Walker Options

A mythic horizon walker has his home everywhere and knows no land where he isn’t allowed to travel. He can survive and find his way in the most hostile of environments.

  • Mythic Favored Terrain: The horizon walker gains a bonus to movement in his favored terrain, equal to +5 feet to all movement types for every +2 favored terrain bonus he gains in that terrain.
  • Mythic Terrain Mastery: When the horizon walker is in one of his mastered terrains, he can expend one use of mythic power to grant all his bonuses from favored terrain and mythic favored terrain to his allies within 30 ft. who can see and hear him for a number of rounds equal to his Wisdom modifier plus ½ his mythic tier.
  • Mythic Terrain Dominance: Once each day, as a full-round action, the horizon walker may change one of his terrain dominances, losing one terrain dominance he already possesses and gaining a new one in its place. By expending one use of mythic power, the horizon walker can grant his terrain dominance bonus to his allies within 30 ft. who can see and hear him for a number of rounds equal to his Wisdom modifier plus ½ his mythic tier.
  • Mythic Master of All Lands: The horizon walker adds ½ his mythic tier to all favored terrain bonuses that he gains or grants to his allies.

Mythic Loremaster Options

There are very few things that a mythic loremaster doesn’t know. He could be the living incarnation or last witness of a whole culture.

  • Mythic Secret: Once each day, as a full-round action, a mythic loremaster may change one secret he has selected. In essence, he loses one of his secrets, and gains a new secret to replace it. This mythic class feature may be selected more than once, but no more times than the total number of secrets the loremaster has. Each time it is selected, it allows him to swap out a secret one additional time per day. He may swap out the same secret multiple times, or swap out different secrets.
  • Mythic Lore: The loremaster adds his mythic tier to all Knowledge checks. This does not stack with mythic bardic knowledge or similar mythic abilities.
  • Mythic Bonus Languages: At 4th level and again at 8th level, a mythic loremaster gains 2 bonus languages instead of one.
  • Mythic Greater Lore: A number of times per day equal to ½ his tier, the loremaster can expend one use of mythic power to automatically succeed at a Spellcraft skill check to determine the properties of a magic item.
  • Mythic True Lore: The loremaster can expend one use of mythic power to use the mythic versions of legend lore or analyze dweomer with this ability.

Mythic Master Chymist Options

A mythic master chymist and her mutagenic form have become a synergistic duo even against overwhelming odds.

  • Mythic Mutagenic Form: The master chymist’s mutagenic form can have the same alignment as the chymist. Any attempts to scry or otherwise locate the master chymist or her mutagenic form only work if the master chymist is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual), as per a vigilante’s dual identity ability.
  • Mythic Mutate: The master chymist can assume her mutagenic form without imbibing a mutagen an additional number of times per day equal to ½ her mythic tier (minimum +1). She also adds ½ her tier (minimum +1) to her saving throw to avoid being forced to change to her mutagenic form.
  • Mythic Advanced Mutagen: To take a mythic advanced mutagen, a master chymist must have the non-mythic version of that advanced mutagen.
  • Mythic Burly: The chymist adds ½ her mythic tier to the bonus granted by this ability.
  • Mythic Disguise: Every time the chymist succeeds at a Will save, the disguise lasts for an additional number of minutes equal to her mythic tier.
  • Mythic Draconic Mutagen: The chymist gains immunity to the dragon’s energy type, can use her breath weapon an additional number of times per transformation equal to ½ her mythic tier (minimum +1), and grows wings able to sustain her in flight as per the draconic bloodline’s wings power.
  • Mythic Dual Mind: The chymist can expend one use of mythic power to gain an additional attempt at a failed saving throw against enchantment spells and effects, beyond the first. She can attempt a new saving throw only once per round. If at any moment she succeeds, she can expend one use of mythic power to avoid switching form.
  • Mythic Evasion: When the chymist takes damage, she may expend a use of mythic power to halve the amount of damage she takes. This applies to ability damage and ability drain as well, but not to any ongoing damage from an effect the master chymist failed to save against. Thus the chymist could use mythic evasion to halve the damage she takes from a poison if she fails her save, but not any damage the poison deals after its initial effect.
  • Mythic Extended Mutagen: The duration of the chymist’s mutation triples.
  • Mythic Feral Mutagen: The chymist is treated as being one size category larger when determining the damage of her natural attacks from feral mutagen. At mythic tier 6 or higher, she is treated as being two size categories larger.
  • Mythic Furious Mutagen: The chymist can make double the normal number of natural attacks in a round (2 bite attacks and 4 claw attacks).
  • Mythic Grand Mutagen: The chymist no longer takes a –2 penalty to her Intelligence, Wisdom, and Charisma as long as the mutagen persists.
  • Mythic Greater Mutagen: The master chymist’s mutagen now grants a +6 alchemical bonus to two physical ability scores (Strength, Dexterity, or Constitution).
  • Mythic Growth Mutagen: The chymist increases up to 2 size categories, to a maximum of Huge, as per mythic enlarge person.
  • Mythic Night Vision: The chymist gains low-light vision and darkvision 60 ft., both in her normal and mutagenic form. When she is in her mutagenic form, her senses become so acute that she always treats an area as if it was at least dimly illuminated, and her darkvision penetrates all darkness, even magic darkness, to a range of 10 feet. A darkness spell negates this ability, but only if its spell level is greater than the chymist’s mythic tier.
  • Mythic Nimble: The chymist adds ½ her mythic tier to the bonus granted by this ability.
  • Mythic Restoring Change: The chymist heals double the normal amount of hit points and recovers 1 point of ability score damage when she changes to her mutagenic form or back.
  • Mythic Scent: The chymist gains the scent ability both in her normal and mutagenic form.
  • Mythic Brutality: The chymist adds her bonus damage from brutality to attacks with manufactured or improvised weapons too.

Mythic Master Spy Options

Mythic master spies don’t leave any trace of their passage or their identity. They are nobody and everyone. They guide the fate of worlds from the shadows.

  • Mythic Art of Deception: The master spy adds her mythic tier to the bonus granted by this ability.
  • Mythic Master of Disguise: The master spy only needs a full-round action to create a disguise, and suffers no penalties to disguise as a different gender, race, age, or size.
  • Mythic Sneak Attack: As the mythic rogue option of the same name.
  • Mythic Glib Lie: The master spy adds her mythic tier to her level to determine the DC.
  • Mythic Mask Alignment: When she is the target of a divination or enchantment spell or effect based on alignment, the master spy can choose to be affected either as her real alignment, or the one she chose to be detected as.
  • Mythic Nonmagical Aura: This ability functions now as mythic magic aura.
  • Mythic Superficial Knowledge: The master spy adds her mythic tier to all Knowledge and Profession checks related to her assumed identity (including when he takes 10 or takes 20).
  • Mythic Concealed Thoughts: Any non-mythic telepathic spell or effect only reveals the cover thoughts selected by the master spy.
  • Mythic Quick Change: The master spy doesn’t suffer any more penalties when using this ability. If the master spy also possesses the mythic master of disguise ability, she only needs a standard action to create a disguise.
  • Mythic Elude Detection: This ability now functions as mythic nondetection.
  • Mythic Slippery Mind: If the master spy is affected by an enchantment spell or effect and fails her saving throw, she can attempt a new save once per round. After her first additional attempt, the DC increases by a successive +1 on each additional attempt thereafter (+1 on her 3rd attempt, +2 on her 4th attempt, and so on).
  • Mythic Shift Alignment: While shifting her aura, the master spy can choose to be affected by each spell and effect targeted at her as if she had either her real or assumed alignment. For example, a neutral good mythic master spy who shifts her aura to lawful evil can pass through a doorway that shocks creatures that aren’t lawful evil, but if hit by holy smite, she can choose to still count as NG for that spell and take no damage.
  • Mythic Death Attack: The master spy can attempt a death attack against a target she has just dealt sneak attack damage to, by studying that target as an immediate action. The master spy adds half her mythic tier (minimum +1) to the target’s save DC.
  • Mythic Fool Casting: If the master spy fails at a saving throw against a magical effect that provides ongoing control, she can expend one use of mythic power to attempt a new saving throw on her next turn, adding her mythic tier as a bonus to her roll.
  • Mythic Hidden Mind: This ability now functions as mythic mind blank.
  • Mythic Assumption: The master spy gains a mental repertoire containing a number of assumed identities equal to her mythic tier. Even after she ended an assumption or used the assumption ability on another creature, the master spy can always assume again an identity that’s retained in her memory repertoire, even if the original creature is no more around. The master spy can expend one use of mythic power to permanently replace one identity in her mental repertoire with another.

Mythic Mystic Theurge Options

Mythic mystic theurges are the all-powerful creators of worlds and artifacts, the all-knowing sages who inspired the kings of myth.

  • Mythic Combined Spells (Su) A mythic combined spell takes up a slot of the same spell level it originally occupied.
  • Mythic Spell Synthesis (Su) The mystic theurge can select two spells with different casting times for this ability. Both of the spells are cast using the shorter of the two casting times.

Mythic Nature Warden Options

A mythic nature warden is the incarnation of her guarded lands, at one with her animal companion and with nature itself.

Mythic Rage Prophet Options

Mythic rage prophets are the destroyers of old civilizations and the founders of new ones, guides of populations and challengers of the gods.

  • Mythic Spirit Guide: The rage prophet can use his spell-like abilities a number of times per day each equal to ½ his mythic tier. By expending one use of mythic power, he can cast the mythic version of one spell-like ability or benefit from mythic guidance while he rages.
  • Mythic Rage Prophet Mystery: Once each day, as a full-round action, a mythic rage prophet may change one bonus spell he has learned from his spirit guide. In essence, he loses one of his bonus spells, and gains a new bonus spell to replace it. This mythic class feature may be selected more than once, but no more times than the total number of bonus spells the rage prophet has gained from his rage prophet mystery. Each time it is selected, it allows him to swap out a spell one additional time per day. He may swap out the same spell multiple times, or swap out different spells. The new spell can be of a different level from the one swapped, as long as the rage prophet can cast spells of that level.
  • Mythic Raging Healer: The rage prophet may spend one use of mythic power to cast a cure spell on another creature while raging.
  • Mythic Indomitable Caster: The rage prophet adds ½ his mythic tier on concentration checks in addition to his Constitution bonus.
  • Mythic Ragecaster: The rage prophet can cast a spell while raging without using moment of clarity, and still gaining the benefit of the ragecaster ability, a number of times per day equal to his mythic tier.
  • Mythic Spirit Guardian: The rage prophet selects one additional creature type against which he gains the bonus from guidance. When the rage prophet expends 1 round of rage to give his armor and weapons the ghost touch property, the effect lasts for a number of rounds equal to his mythic tier.
  • Mythic Enduring Rage: The rage prophet can expend one use of mythic power to prolong the duration of his rage for a number of rounds equal to his mythic tier.
  • Mythic Raging Spellstrength: The rage prophet can use this ability to cast spells with a range of “touch” on himself or other creatures.
  • Mythic Spirit Warrior: The rage prophet selects a second additional creature type against which he gains the bonus from guidance. His ability to give his armor and weapons the ghost touch property becomes a free action.
  • Mythic Greater Rage: The rage prophet adds half his tier (minimum +1) to all weapon damage done while raging.

Mythic Stalwart Defender Options

A mythic stalwart defender is the immovable object that resists the blows of irresistible forces. He stands alone between the destroyers and their target, fending off attacks that would obliterate whole cities and regions.

  • Mythic AC Bonus: The stalwart defender adds his mythic tier to his class level for the purpose of determining his AC bonus.
  • Mythic Defensive Stance: As a free action, the stalwart defender can expend one use of mythic power to regain ¼ of his maximum number of defensive stance rounds (minimum 4 rounds). When he does, he also gains SR equal to 11 + his class level or the rest of his turn.
  • Mythic Defensive Powers: To take a mythic defensive power, a stalwart defender must have the non-mythic version of the defensive power. No mythic defensive power may be taken more than once.
  • Mythic Bulwark: The defender adds ½ his mythic tier to the bonus granted by this ability.
  • Mythic Clear Mind: The stalwart defender may use clear mind a number of additional times per defensive stance equal to half his mythic tier (minimum +1/defensive stance).
  • Mythic Fearless Defense: While in a defensive stance, the stalwart defender’s fearless defense ability also applies to all her allies within 60 feet who can see and hear him.
  • Mythic Halting Blow: A hit opponent cannot move again for a number of additional rounds equal to ½ the stalwart defender’s mythic tier (minimum +1).
  • Mythic Immobile: The stalwart defender adds ½ his mythic tier to his CMD in addition to his class level against attempts to move him through a combat maneuver (minimum +1).
  • Mythic Increased Damage Reduction: The stalwart defender’s increased damage reduction always applies, even when he is not in a defensive stance.
  • Mythic Intercept: The stalwart defender applies his normal AC or miss chance against an intercepted attack.
  • Mythic Internal Fortitude: The stalwart defender is immune to the sickened and nauseated conditions, even when he is not in a defensive stance.
  • Mythic Mighty Resilience: The stalwart defender may use mighty resilience a number of additional times per defensive stance equal to half his mythic tier (minimum +1/defensive stance).
  • Mythic Renewed Defense: The stalwart defender may use this ability a number of additional times per day equal to half his mythic tier (minimum +1/day), but no more than once per defensive stance.
  • Mythic Roused Defense: While in a defensive stance, the stalwart defender is immune to the exhausted condition and gains a bonus equal to half his mythic tier (minimum +1) on saving throws against abilities used by foes that require him to be fatigued or exhausted.
  • Mythic Smash: The extra attack uses the stalwart defender’s full attack bonus, and the defender applies his full Strength modifier to the damage.
  • Mythic Unexpected Strike: The stalwart defender may use unexpected strike a number of additional times per defensive stance equal to half his mythic tier (minimum +1/defensive stance).
  • Mythic Uncanny Dodge: As the mythic rogue class feature of the same name.
  • Mythic Damage Reduction: Any damage reduction that the stalwart defender possesses from different sources stacks. It also stacks with other damage-reducing abilities, such as energy resistance.
  • Mythic Improved Uncanny Dodge: As the mythic rogue class feature of the same name.
  • Mythic Mobile Defense: The stalwart defender can expend one use of mythic power to retain the benefits of his defensive stance even while moving for a number of rounds equal to his class level.
  • Mythic Last Word: The stalwart defender can expend two uses of mythic power to delay the effect of the attack that provoked this ability by a number of rounds equal to his class level. If healing or magic is applied during this time, the attack’s effects may be lessened or prevented when they set in.
FAQ

If a prestige class requires 5 ranks in a skill and I have 6 ranks in that skill, do I still meet the requirements?

Yes, because skill ranks are inclusive: if you have 6 ranks in a skill, then you have 5 ranks in that skill, and therefore meet the “have 5 ranks in [this] skill” requirement. In the same way, if you have a BAB of +6, then you have a BAB of +5, and therefore meet the “have BAB +5” requirement. In the same way, if you have Str 15, then you have Str 13, and therefore meet the “Str 13” feat prerequisite for Power Attack. However, spellcasting ability is not inclusive: it is possible (mainly through the use of spell-like abilities) to be able to cast 3rd-level spells but not 2nd-level spells. If you can only cast 3rd-level spells, that does not meet the requirement of “able to cast 2nd-level spells.” Likewise, feat prerequisites are not inclusive, as it is possible for a creature to have a feat without meeting that feat’s prerequisites. For example, a ranger can select Precise Shot as a ranger bonus feat without having the Point Blank Shot feat; he does not meet the prerequisites for Far Shot (which has Point-Blank Shot as a prerequisite) because he doesn’t actually have the Point Blank Shot feat, even though he has a feat that lists Point Blank Shot as a prerequisite.

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