Welcome to our Pathfinder Wrath of the Righteous Mythic Feats & Abilities guide. This guide will show you what you need to know about Mythic Feats and Abilities.
Pathfinder Wrath of the Righteous Mythic Feats & Abilities
Contents – Pathfinder Wrath of the Righteous Mythic Feats & Abilities
- 1 Mythic Feat
- 2 Mythic Ability
Mythic Feat
Name | Desc | Benefit | PreReq |
---|---|---|---|
Bull Rush (Mythic) | You push foes around with amazing ease. | You gain a bonus equal to half your mythic rank on checks to bull rush, and to your CMD when an opponent bull rushes you. These bonuses stack with those granted by non-mythic Greater Bull Rush. | Bull Rush |
Dazzling Display (Mythic) | You can quickly deter others with your martial mastery. | While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as a standard action with a -5 penalty on your Persuasion skill check to intimidate, as a move action with a -10 penalty, or as a swift action with a -20 penalty. | Dazzling Display |
Deadly Aim (Mythic) | When your shots hit the target, they do truly devastating damage. | When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +3 rather than +2. | Deadly Aim |
Defensive Combat Training (Mythic) | Your defensive capabilities in combat are unmatched. | Add half your mythic rank to your CMD. | Defensive Combat Training |
Destiny Beyond Birth | You no longer suffer your racial penalty to an ability score. Only races with a penalty to an ability score can take this feat. | ||
Destructive Shockwave | Whenever you miss with a melee attack, the target still takes damage equal to your Strength bonus. This damage cannot be increased by any other means. | ||
Dirty Trick (Mythic) | You’re a master of down-and-dirty fighting. | You gain a bonus equal to half your mythic rank on checks to attempt a dirty trick, and to your CMD when an opponent attempts to perform a dirty trick on you. These bonuses stack with those granted by Greater Dirty Trick. | Dirty Trick |
Disarm (Mythic) | You’re expert at knocking your enemies’ weapons away. | You gain a bonus equal to half your mythic rank on checks to disarm, and to your CMD when an opponent tries to disarm you. These bonuses stack with those granted by Greater Disarm. | Disarm |
Dodge (Mythic) | When focused, you become nearly impossible to strike. | The bonus to AC from Dodge increases by 1. | Dodge |
Emergency Potion | You can drink a potion as a swift action. | ||
Expanded Arsenal (Magic School) | Select one school of magic. All bonuses from your feats and mythic feats that apply to another school of magic, such as Spell Focus feat and School Specialization mythic feat, now apply to the chosen school of magic too. | ||
Extra Feat | You gain a bonus mythic ability. You can only take this mythic feat once. | ||
Extra Mythic Ability | |||
Flawless Attacks | You only suffer a -4 penalty on your iterative attacks, instead of -5 penalty. | ||
Great Fortitude (Mythic) | Your fortitude is unmatched. | Whenever you roll a Fortitude saving throw, roll twice and take the higher result. | Great Fortitude |
Improved Critical (Mythic) | Your critical strikes with your chosen weapon are deadlier than most. | Your critical multiplier with your chosen weapon is increased by 1. | Improved Critical |
Improved Initiative (Mythic) | You leap into the fray with speed and confidence. | The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your mythic rank. | Initiative Improved Initiative |
Improved Unarmed Strike (Mythic) | Your unarmed strikes are more powerful than others. | You can add half your mythic rank to your damage with unarmed strikes. | Improved Unarmed Strike |
Iron Will (Mythic) | Your will is incorruptible. | Whenever you roll a Will saving throw, roll twice and take the higher result. | Iron Will |
Lightning Reflexes (Mythic) | Your reflexes are superhuman. | Whenever you roll a Reflex saving throw, roll twice and take the higher result. | Lightning Reflexes |
Mythic Brew Potions | Allows you to craft potions up to level 6 during camping. | ||
Mythic Channeling | Whether you channel energy to heal or kill, it’s especially potent. | When you channel energy, the damage you heal or deal increases by a number of points equal to twice your Charisma bonus. | Selective Channel |
Mythic Resolve | You get a +1 bonus to all saving throws. You also get additional hit points, their number equal to your mythic rank. | ||
Mythic Sneak Attacker | Your sneak attacks deal an additional 1d6 damage. | ||
Piranha Strike (Mythic) | Your attacks are truly vicious. | When you use Piranha Strike, you gain a +3 bonus on damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, the bonus on damage rolls increases by +3 rather than +2. | Piranha Strike |
Point-Blank Shot (Mythic) | Your accuracy with ranged attacks is unmatched at point-blank range. | The bonus on attack and damage rolls granted by Point-Blank Shot increases to +2. | Point-Blank Shot |
Power Attack (Mythic) | Your attacks are truly devastating. | When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. | Power Attack |
Rapid Shot (Mythic) | You can fire many times each round with amazing precision. | When using Rapid Shot you ignore the feat’s -2 penalty on attack rolls. | Rapid Shot |
School Mastery | Select one school of magic. All spells you cast that belong to this school have their caster level increased by 1. | ||
Shield Focus (Mythic) | You’re a master of using your shield for protection. | Add your shield bonus and your shield’s enhancement bonus to your touch AC. | Shield Focus |
Skill Focus (Mythic) | You mastery with this skill is unmatched, even in difficult situations. | You can always take 10 on checks with your choice of skill for Skill Focus if 10 on a roll is enough for a successful skill check. | |
Sorcerous Reflex | You can cast the first spell after an initiative roll as a swift action if that spell is either of a 1st level or is at least two levels lower than the maximum level of spells you can cast. | ||
Spell Focus (Mythic) | Your magical specialties are particularly effective. | Choose a school of magic you already have Spell Focus in. The bonus to save DCs provided by Spell Focus and Greater Spell Focus for that school increases by 1. | Spell Focus |
Spell Penetration (Mythic) | Your mythic magical power breaches your enemies’ defenses. | Add half your mythic rank to caster level checks to overcome spell resistance. If you have Greater Spell Penetration, add your full mythic rank instead. | Spell Penetration |
Stunning Fist (Mythic) | With greater potency and frequency, your fists stun those who stand against you. | The DC of your Stunning Fist increases by half your mythic rank. | Stunning Fist |
Sunder Armor (Mythic) | Your mighty smashing blows demolish armor. | You gain a bonus equal to half your mythic rank on checks to sunder, and to your CMD when an opponent tries to sunder an object used by you. These bonuses stack with those granted by Greater Sunder Armor. | Sunder Armor |
Toughness (Mythic) | You have mythical resilience and durability. | Toughness provides you twice as many hit points. In addition, when you’re below 0 hit points, you gain DR 10/epic. | |
Trip (Mythic) | You’re expert at knocking your foes down. | You gain a bonus equal to half your mythic rank on checks to trip, and to your CMD when an opponent tries to trip you. These bonuses stack with those granted by Improved Trip. | Trip |
Two-Weapon Fighting (Mythic) | With weapons in both hands, your deft strikes make you twice as deadly. | Your penalties on attack rolls for fighting with two weapons are reduced by 2. | Two-Weapon Fighting |
Vital Strike (Mythic) | You can strike your foes with incredible force. | Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike to multiply the number of dice you roll for damage, you also multiply your Strength bonus, weapon’s enhancement bonus and other bonuses that would normally be multiplied on a critical hit by the same number. | Vital Strike |
Weapon Finesse (Mythic) | You’re an expert with weapons that rely on your agility. | When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls. | Weapon Finesse |
Weapon Focus (Mythic) | You’re a mythical master of one type of weapon. | Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. | Weapon Focus |
Weapon Specialization (Mythic) | The damage you deal with your chosen weapon is truly awesome to behold. | When using your chosen weapon, you gain a bonus equal to half your mythic rank on damage rolls. This stacks with the bonus from Weapon Specialization and Greater Weapon Specialization. | Weapon Specialization |
Mythic Ability
Name | Desc | Benefit | PreReq |
---|---|---|---|
Abundant Arcane Pool | You’ve learned a way to increase your Arcane Pool. | Your Arcane Pool increases by a number of points equal to your mythic rank. | Arcane Pool |
Abundant Bane | You’ve learned a way to increase the number of rounds per day you can use your Bane ability. | The number of rounds per day you can use your Bane ability increases by a number of rounds equal to your mythic rank. | Bane Weapon, Greater Bane |
Abundant Casting | You have learned of a way to increase the number of spells you can cast per day. | You can cast four more spells per day of 1st, 2nd, and 3rd levels each. | |
Abundant Ki | You’ve learned a way to increase your ki pool. | Your ki pool increases by a number of points equal to your mythic rank. | Ki Pool, Ki Pool |
Abundant Smite | You’ve learned a way to increase the number of uses of Smite Evil ability. | You can use Smite Evil a number of additional times per day equal to half your mythic rank. | Smite Evil |
Always a Chance | Your attacks are now less affected by luck. | You don’t automatically miss when you roll a 1 on an attack roll. | |
Any Means Necessary | A Hellknight’s attacks are treated as good-aligned for the purpose of overcoming damage reduction. | Hellknight 7 | |
Archmage Armor | You are a master of the mage armor spell. | Whenever you cast mage armor on yourself, it gives an additional armor bonus equal to your mythic rank. | |
Ascendant Element | You mastered a certain element to a spectacular level. | Choose one energy type (acid, cold, electricity, fire, sonic, or negative). The damage of that energy type you deal can no longer be prevented or reduced by resistances or immunities. | |
Ascendant Summons | The creatures you summon gain a piece of your mythic power. | Creatures summoned by you gain a bonus to its Strength, Dexterity, Constitution, Wisdom, and Charisma equal to half your mythic rank plus 1. Their attacks now ignore damage reduction except N/-. | |
Battle Meditation | You are able to channel your mythic powers into invigorating and coordinating your allies. | As a standard action, you can enter a state of Battle Meditation. While in this state, you are unable to move, lose your Dexterity bonus to AC and count as being staggered. All allies in 30-feet radius gain a morale bonus to attack and damage rolls and saving throws against fear effects equal to one plus one per three mythic ranks. | |
Beneficial Curse | You have found out that curses can be a blessing, and now you know how to use them. | You gain an additional Oracle Curse, but it gives you no penalties. | Oracle’s Curse |
Best Jokes | You are a master of the hideous laughter spell | When a creature fails a saving throw against your hideous laughter spell, another random enemy within 30 feet of the target is affected by the same spell. This chain continues as long as targets continue to fail their saving throws. | |
Bloodline Ascendance | You are a paragon of your sorcerous bloodline. | You immediately gain an ability from the 20th level of your bloodline. | Bloodline |
Boundless Healing | Your healing is no longer affected by common limitations. | Whenever you cast a cure wounds spell or another healing spell, it becomes reach as though using the Reach Spell feat. Also, the amount of hit points it now restores depends entirely on your caster level and disregards any limits in the original spell. | |
Brutality Incarnate | The wounds you inflict with your natural attacks are anything but natural. | Your natural attacks now ignore all damage reduction except N/-. | |
Cleaving Shot | Each time you deal critical damage with your ranged weapon attack, or reduce the target to zero hit points, you deal your weapon damage to all other enemies in 10ft radius. | ||
Defensive Study | Your found a way to use your perception and knowledge to better defend yourself. | Your Study Target ability gives you a bonus to AC against the target of your Study Target ability. | Studied Target |
Dimensional Retribution | You leave a mystical link with enemy spellcasters that lets you instantly move to them. | Every time you are targeted by an enemy spell, you gain the ability to teleport to the spellcaster as a move action for the next two rounds. | |
Distracting shots | Your ranged weapon attacks are dangerous enough for the enemy to forget about melee threats. | If you hit an enemy with a ranged weapon attack, they receive a penalty on AC against melee attacks equal to half your mythic rank for 1 round. | |
Domain Zealot | You moved closer to your deity and to the power it has over its divine domains. | You can use the abilities of your domains as a swift action. | |
Elemental Barrage | You mastered the art of raining elemental spells on your foes, and found a way to empower them by combining different elements. | Every time you deal energy damage to a creature, you apply an elemental mark to it. If during the next three rounds you deal energy damage to a marked target with a different type of energy, the target is dealt additional Divine damage. The damage is 1d6 per mythic rank of your character. | |
Emergency Help | In a dire situation, you can instantly make your way to a companion in danger and get them back into combat. | Three times per day, as a move action you can teleport to an ally who has less than 30 hit points. Until the end of the next round, your first healing spell or ability is empowered and maximized, as though using the Empower Spell and Maximize Spell feats. | |
Enduring Spells | You have learned of a way to prolong the effects of your beneficial spells. | Effects of your spells on your allies that should last longer than an hour but shorter than 24 hours now last 24 hours. | |
Enforced Vigor | Some people motivate their companions by their mere presence, while you learnt that pain is a much more potent motivator. | Every time you damage an ally, they gain a +2 mythic bonus on attack and damage rolls, and a +1 mythic bonus on all saving throws. The bonuses last for a number rounds equal to half your mythic rank. | |
Ever Ready | You are always ready to unleash some extra attacks. | Whenever you make an attack of opportunity, you gain a bonus on the attack roll and damage roll equal to your mythic rank. The number of attacks of opportunity you can make each round is increased by two. | |
Everlasting Judgment | You use your mythic powers to power your Judgements. | You can now use Judgements any number of times per day. | Judgment |
Expose Vulnerability | Your ranged weapon attacks expose the enemy’s vulnerable points. | Every third hit with a ranged weapon against the same enemy deals additional 1d6 per two mythic ranks divine damage. | |
Favorite Metamagic | You can now use your mythic powers to fuel your metamagic abilities. | Select one kind of metamagic. The spell level cost for its use decreases by one (to a minimum of 0). | |
Full Reservoire | You learned a way to fill your arcane reservoire to the maximum. | You no longer gain only 3 + 1/2 arcanist level arcane points in the arcane reservoire after a rest. Instead, you gain 3 + arcanist level points. | Arcane Reservoir |
Greater Abundant Casting | You have mastered a way to increase the number of spells you can cast per day. | You can cast four more spells per day of 7th, 8th, and 9th levels each. | Improved Abundant Casting |
Greater Enduring Spells | You have mastered a way to prolong your beneficial spells. | Effects of your spells on your allies that should last longer than 5 minutes but shorter than 24 hours now last 24 hours. | Enduring Spells |
Impossible Domain | You feel a closer connection to your deity. | You gain one more domain, ignoring all domain prerequisites. | Domain Selection |
Improved Abundant Casting | You have studied a way to increase the number of spells you can cast per day. | You can cast four more spells per day of 4th, 5th, and 6th levels each. | Abundant Casting |
Inspirational Leader | You are a beacon of hope for your comrades, and they perform better near you. | Your allies within 50 feet of you gain a bonus equal to half your mythic rank plus 1 to their Initiative, their saving throws against mind-affecting effects, and their concentration checks. | |
Kinetic Overcharge | You use your mythic powers to fuel kineticist abilities. | Gather power ability now reduces the burn cost of the kineticist blasts by one additional burn point. | Kineticist 1 |
Last Stand | Your mission is too important to fall in battle: and your mythic powers let you endure unbelievable things. | Once per day, when your HP drop low, you become unkillable. For two rounds, you become immune to damage that would make you unconscious. | |
Leading Strike | Your strikes make cracks in the enemy existence, leaving weak points for your allies to strike. | Every time you hit a target in melee combat, you leave a mark on it. Any ally attacking the marked target deals additional Divine damage equal to 1d6 per mythic rank to the target, consuming the mark. | |
Limitless Rage | Your rage knows neither limits nor bounds. | You no longer have a limited amount of Rage rounds per day. Instead, whenever you enter rage, you get a temporary hit point for every 2 rounds of rage you would be limited to without this ability. | |
Magic Nullification | Your mythic powers can negate any magic around you. | Activating this ability grants you magic immunity and dispels any spell effects on you. | |
Master Shapeshifter | You learned to use any shapes to the utmost. | Whenever you become the target of a polymorph effect, all the physical ability scores adjustments are modified by +4. Additionally, if you have the Wild Shape ability, you can use it any number of times per day. | |
Mythic Charge | Your charge carries the weight of your mythic powers. | Your charge attacks deal additional Divine damage equal to 1d6 per mythic rank. | |
Mythical Beast | Your animal companion is just as mythic as you. | Your animal companion gains a bonus to its Strength, Dexterity, and Constitution equal to half your mythic rank plus 1. Its attacks now ignore damage reduction except N/-. | |
Over-Infused Blasts | You can use your mythic powers to change your kinetic blasts ever further. | You can simultaneously apply two substance infusions to your kinetic blasts. | Kineticist 1 |
Powerful Shadows | You learned to utilise the real power of the Shadows. | Your Shadow spells are 20% more real. | |
Ranging Shots | Every time you miss an enemy with a ranged weapon attack, your aim improves, giving you a stacking +1 bonus on attacks against the same enemy up to the maximum of your mythic rank. Every successful hit lessens this bonus by 1. | ||
Rupture Restraints | You can create a surge of mythic powers that frees you from all magical restraints. | Three times per day you automatically dispel any effects that make you Frightened, Dazed, Sickened, Shaken, Staggered, Nauseated, Stunned, Paralyzed or Confused when you affected by any of those effects. | |
Second Bloodline | You found a way to infuse your blood with even more power. | You select a second bloodline, getting all its benefits. | Bloodline |
Second Bloodrager Bloodline | You found a way to infuse your blood with even more power. | You select a second bloodline, getting all its benefits. | Bloodline |
Second Mystery | You opened your mind and soul to learn the secrets of a second mystery. | You gain a second Oracle Mystery. | Mystery |
Second Mystery (Enlightened Philosopher) | You opened your mind and soul to learn the secrets of a second mystery. | You gain a second Oracle Mystery. | Mystery |
Second Spirit | Your growing powers let you speak to one more spirit. | You gain one more Shaman Spirit. | Spirit |
The Bigger They Are | The bigger they are, the easier they are to hit for your ranged weapon attacks. | You gain a bonus on your attack rolls with ranged weapons, equal to the penalty to AC the target receives from their size (if any). | |
Throw Elixir | You have mastered the art of applying elixirs at a distance. | You can now apply your elixirs from a distance of 30 feet. | Infusion |
Thundering Blows | The sound of your blows is powerful enough to damage even without piercing through enemy defenses. | Once per round, when your melee attack misses the target, you deal (2d6 plus 1d6 per two mythic rank) sonic damage to all enemies in 10-feet radius. | |
Unrelenting Assault | As long as you keep fighting, the power of your melee attacks keeps growing. | Every turn, as long as you make at least one melee attack, you gain a stacking +2 bonus to damage rolls with melee weapons, up to a maximum of +10, that lasts until the end of combat. | |
Unstoppable | Your inner fortitude is so strong that it lets you overcome most debilitating conditions. | At any time you would become paralyzed, you become staggered instead. If you would become nauseated, you become sickened, and you become shaken instead of frightened. | |
Witch Wandering Hex | You can make your patron give you additional powers. | This ability lets you select any Witch Hex, and grants you the ability to use the selected Hex. You lose the ability to use the Hex after choosing another Hex with this ability. | Witch 1 |
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