These weapon special abilities either enhance or interact with mythic creatures. Some can steal mythic power or block the ability to use it.
Price +1 Bonus; Aura moderate necromancy; CL 7th; Weight —
These weapons were first created by deities and given to mortals so that they could combat mythic foes. When the wielder confirms a critical hit against a mythic creature with a disjoining weapon, the target loses the ability to expend its mythic power for 1d4 rounds. A mythic creature wielding a disjoining weapon loses the ability to expend uses of mythic power for as long as he wields the weapon. Only melee weapons can have this ability.
Price +2 Bonus; Aura moderate necromancy; CL 9th; Weight —
A harvesting weapon siphons away mythic power from one mythic creature to empower another. Whenever a mythic wielder confirms a critical hit against another mythic creature, the weapon leeches away one use of the target’s mythic power and transfers it to the wielder. If the wielder already has her maximum number of uses of mythic power, the target’s use of mythic power is still leeched, but the wielder doesn’t gain it. The weapon can do this a number of times per day equal to the enhancement bonus of the weapon.
If the harvesting weapon is a legendary item, the wielder can have the mythic power that is leeched replenish one of that weapon’s uses of legendary power. Only melee weapons can have this ability.
Price +1 Bonus; Aura moderate evocation; CL 8th; Weight —
A mythic bane weapon works exactly like a bane weapon, except it has a higher bonus and deals extra damage against any creature with the mythic subtype. This ability stacks with the bane weapon special ability.
Price +2 Bonus; Aura strong transmutation; CL 12th; Weight —
As a swift action, the wielder can expend one use of mythic power to increase the weapon’s enhancement bonus by half his mythic tier (minimum 1, to a maximum of a +6 enhancement bonus) and give it the ability to bypass damage reduction. These benefits last for 1 round. Melee and ranged weapons can have this ability, but not ammunition.
Price +5,000 gp; Aura moderate evocation; CL 8th; Weight —
Taking the form of a deity’s favored weapon, a sacrosanct weapon serves as both a martial implement and the corresponding deity’s holy (or unholy) symbol. Once per day when the wielder uses the sacrosanct weapon to channel energy, she can increase the radius of the channel energy to 40 feet. They wielder must be able to channel positive or negative energy to use this ability.
Alternatively, the wielder can expend one use of mythic power to use this ability instead of expending its daily use.
When using mythic power to activate this ability, it can be done at will.
These majestic weapons are fit for mythic creatures.
Price 38,000 gp; Slot none; CL 15th; Weight 5 lbs.; Aura strong transmutation
By expending one use of mythic power, the bow’s wielder can make a single attack and compare the result against every enemy within 60 feet of her. The wielder rolls damage only 143 Mythic Magic Items 5 once, and applies it to all foes hit by the attack. If the attack is a critical threat, the wielder chooses only one enemy hit and attempts to confirm the critical against that enemy.
Price 21,320 gp; Slot none; CL 11th; Weight 12 lbs.; Aura moderate transmutation
The haft of this +1 adamantine greataxe is carved from the limb of a treant slain by fire. While wielding this axe, a creature is considered to have the Improved Sunder feat. It also deals an additional 1d12 points of damage when used to sunder. If the wielder already has Improved Sunder, the axe grants Greater Sunder; and if the wielder already has Greater Sunder, it instead provides a further +2 bonus on sunder combat maneuver checks.
As an immediate action after making a successful attack with the axe, the wielder can expend one use of mythic power to make a combat maneuver check to sunder a single item being used by the creature he just successfully attacked. This sunder attempt deals double damage and uses the wielder’s full base attack bonus. If the item is destroyed by this sunder attempt, no excess damage is applied to the item’s wielder or other items.
This over-sized hammer crackles with chaotic energy. Once per day as a standard action, the wielder of this +1 anarchic warhammer can strike the ground to create the effects of the chaos hammer spell (Will DC 16,; CL 9th) that bursts out from the warhammer’s wielder. A mythic creature wielding this weapon can expend one use of mythic power to activate this ability without using up its daily use.
Price 24,502 gp; Slot none; CL 18th; Weight 1/2 lb.; Aura strong conjuration
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 the dagger is thrown in this fashion and hits its target, it can be directed to strike a different target within 30 feet of the first. The new target must still be within the attacker’s line of sight. 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.
Price 50,375 gp; Slot none; CL 14th; Weight 3 lbs.; Aura strong evocation
This +2 flaming burst longbow’s arrow rest is shaped like a dragon’s head with its mouth agape—as if about to unleash its breath weapon. A mythic wielder can expend one use of mythic power when drawing back the bow to create an arrow of pure flame. This flame arrow acts as a ranged touch attack that can target only creatures within the first range increment of the bow. When it hits its target, this flame arrow deals 3d10+2 points of fire damage. This damage stacks with the bow’s flaming burst special ability.
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 the flame blade spell).
Once per day, the sword’s wielder can expend one use of mythic power to 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.
Though the green, glowing runes on this firearm denote it as magical, otherwise this +2 mythic bane greater lucky pepperbox appears beat up and nearly useless. This weapon can be reloaded normally, but if its wielder expends either one use of mythic power or 1 grit point as a swift action, each of the firearm’s empty barrels magically reloads with either black powder and a bullet or with a flare alchemical cartridge (the wielder chooses, and she can mix and match the ammunition type with each barrel). While carrying this firearm, the wielder is immune to scrying and any form of divination that attempts to ascertain her location, thoughts, or alignment. The firearm itself is immune to locate object and similar effects.
Price 11,308 gp; Slot none; CL 5th; Weight 6 lbs.; Aura faint evocation
When this +1 adamantine heavy pick is used to damage unattended objects, it deals an additional 2d6 points of damage. If the wielder expends one use of mythic power when making such an attack, the pick bypasses the object’s hardness and deals 4d6 additional damage instead of 2d6.
Price 202,630 gp; Slot none; CL 20th; Weight 4 lbs.; Aura strong abjuration
This +3 cold iron longsword becomes a +5 holy defiant cold iron longsword in the hands of a paladin or a lawful good mythic creature. If the creature wielding this weapon is a paladin with mythic tiers, she can also grant the weapon the brilliant energy special ability on command. Dismissing the brilliant energy ability is a free action.
When wielded by a paladin or a lawful good mythic creature, this weapon provides spell resistance equal to 5 + the character’s paladin class level (if any) + the character’s mythic tier (if any) to the wielder and anyone within 10 feet of her. It also enables the wielder to use mythic greater dispel magic once per round as a standard action, with a caster level equal to either the wielder’s paladin class level or double her mythic tier, whichever is higher. Mythic greater dispel magic functions as greater dispel magic including the benefits of the mythic dispel magic spell, but when the wielder dispels a spell, she heals 1d6 points of damage for every spell level of the dispelled spell instead of healing 1d4 points of damage.
Price 96,600 gp; Slot none; CL 12th; Weight 4 lbs.; Aura strong conjuration
This +2/+2 cruel quarterstaff i s made of polished e bony, and features a blackened metal spike on its bottom end. As a standard action, the wielder can drive the spike into the ground on either the Material Plane or the Shadow Plane, creating a rift merging those two planes. This rift is 30 feet in diameter, lasts for 1 minute, and can be created once per day. If the creature that drives the shadow spike into the ground expends one use of mythic power when doing so, the effect lasts until the shadow spike is pulled out of the ground (which takes a standard action).
The rift’s area acts as the deeper darkness spell. Spells with the darkness or shadow descriptors cast within the rift have +1 caster level, and are affected as if cast with the Extend Spell feat. As a standard action, any mythic creature within the area can expend three uses of mythic power to plane shift to the Shadow Plane (if on the Material Plane) or to the Material Plane (if on the Shadow Plane). If a mythic creature plane shifts while holding the shadow spike, the weapon teleports with that creature, ending the effect.
Price 102,962 gp; Slot none; CL 13th; Weight 1/2 lb.; Aura strong illusion
Amazingly light, this ebon +2 keen dagger fades into near intangibility at its tip. It ignores bonuses to AC provided by deflection and force effects, and deals 2 points of Strength damage on a confirmed critical hit. By expending one use of mythic power while attacking, the wielder can strike a force effect and disintegrate it as a touch attack. This effect also automatically dispels force effects that can be dispelled whether or not they’re subject to disintegrate.
As a standard action, the wielder can expend a use of mythic power while slashing at the air to open up a rift to the Shadow Plane. This functions as shadow walk, except that a maximum number of creatures equal to double the wielder’s tier can pass through before the rift closes.
Price 19,502 gp; Slot none; CL 7th; Weight 6 lbs.; Aura moderate conjuration
When thrown, this +1 returning spear is considered a one-handed weapon and gains a +2 bonus on the attack roll. If the spear hits when thrown, the wielder can, as an immediate action, expend one use of mythic power to teleport to an unoccupied space adjacent to the creature struck. This effect is treated as dimension door, except the wielder can act after teleporting.
The spear comes back to its wielder’s hand when he appears.
Price 71,600 gp; Slot none; CL 12th; Weight 4 lbs.; Aura strong abjuration
Only one end of this iron-shod +3 quarterstaff has an enhancement bonus. The enhanced end acts as a bane weapon against any creature with the ability to cast spells or use spell-like abilities. As a standard action, the wielder can strike the unenhanced end against the ground while expending one use of mythic power to produce an antimagic field centered on the staff. This effect has a duration of 2 hours. Anyone striking the staff against the ground a second time dismisses the effect.
Price 98,302 gp; Slot none; CL 13th; Weight 6 lbs.; Aura strong evocation [electricity]
This +1 keen shock spear constantly flickers and sparks with power. When casting spells with the electricity descriptor, the spear’s wielder adds 1 to her effective caster level. (This doesn’t stack with other effects or feats that increase caster level.) Once per week, the wielder can cast control weather for the purposes of summoning a storm or increasing the severity of an existing storm.
As a full-round action, the wielder can expend one use of mythic power to call lightning down on foes he hits.
This works like the call lightning spell (CL 13th), with the following differences. Rather than being directed as a move action, for 13 rounds the lightning is called down on the first opponent hit by the spear each round. This effect bypasses lightning resistance and treats lightning immunity as lightning resistance 10. If the wielder confirms a critical hit on an attack that calls down a lightning bolt, the lightning also deals double damage.
Price 151,315 gp; Slot none; CL 16th; Weight 4 lbs.; Aura strong transmutation [fire]
In the hands of a mythic wielder, the sword’s fire damage bypasses fire resistance and fire immunity. As a swift action, the wielder can expend one use of mythic power to enable the sword of inner fire to damage nonliving creatures (such as constructs and undead) for 1 round, though the sword still can’t damage inanimate objects.
A wielder of at least 3rd tier can absorb the sword of inner fire into her body as a swift action, and call it back to hand with another swift action. While the sword is stored in this way, her eyes burn with orange flame and she gains a +5 deflection bonus to AC and a +2 luck bonus on all saving throws.
Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.