These bonuses stack with those granted by Improved Reposition. Your remarkable awareness allows you to deflect multiple ranged attacks and even ray spells. Benefit: Any fixed numeric bonuses you gain from teamwork feats are increased by 1. You can fire many times each round with amazing precision. An important part of that ruleset is Mythic Feats, most of which are powered-up versions of normal feats. You move across the battlefield in a blur of whirling blades. If both scored critical hits, expending one use of mythic power automatically confirms both. You knock your opponents down from their mounts with frightening concussive force. Mythic Senses (Ex): If you have normal vision, you gain darkvision 30 feet. In addition, you gain a +5 bonus on skill checks when creating non-mythic magic items. This effect increases by 1 for each additional use of mythic power you expend. | d20PFSRD Benefit: Your base land speed increases by 5 feet, regardless of what armor you wear or whether you're encumbered. This must-have expansion to the Pathfinder Roleplaying Game's newest and most ambitious hardcover, Pathfinder Roleplaying Game: Mythic Adventures, is your guide to epic legends, secret places of power, and mythic hot spots within the Pathfinder campaign setting that … Mythic Eschew Materials is interesting but you should have spells in mind when you take it. You can't use the augmented version of the mythic spell, or use spells effects that require you to expend uses of mythic power (even if you have uses of mythic power available). Mythic Spell Lore is nice because it scales - you only need one spell you want the mythic version of now, then another next tier, etc. When you're wielding a quarterstaff and an opponent you threaten attempts to trip you and fails, it provokes an attack of opportunity from you. If the creature becomes mythic again, it regains the use of all the mythic feats it once had. You share your mythic luck with those around you. This bonus stacks with the bonus to patron spells granted by Witch Knife, granting your patron spells a total +2 bonus to their DC. When you do so, attempt a Will saving throw with a bonus equal to your tier against the original DC of the effect. In addition, you can expend one use of mythic power to treat a Bluff or Disguise check as if you had rolled a natural 20. This movement provokes attacks of opportunity. Any attempts by non-mythic creatures to control undead you command automatically fail, and you gain a +4 bonus on Charisma checks to prevent mythic creatures from stealing control of your undead. You strike downed, dazed, and staggered opponents with deadly efficiency. Each time you do, you gain another mythic feat. When a creature has a mythic version of a feat, that feat is denoted with a superscript "M" in the feat line of its stat block. You must decide to use this ability before making the roll. Multiclass characters in M6 are locked out of Capstone Feats, so they instead gain these.. You can expend one use of mythic power when an ally uses your save but still suffers an effect on a successful saving throw. You must spend the appropriate amount of time preparing other spells you have not mastered. You masterfully weave the ancient melodies of fire into your spells. Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat. Successive attacks use the lower bonus for multiple attacks, as when making a full attack. You're supremely skilled at using verbal misdirection and finesse to influence others. Benefit: Your critical multiplier with your chosen weapon is increased by 1 (to a maximum of ×6). Benefit: When making attacks with your deity's favored weapon, you can add your Wisdom modifier instead of your Strength or Dexterity modifier on damage rolls. You can expend one use of mythic power as an immediate action to deflect a single ray from a ray spell or effect targeting you. If you succeed, the condition is negated. These bonuses stack. You can expend one use of mythic power when you hit with both claws during the same round to rend with those claws, dealing extra damage equal to one claw's damage plus 1-1/2 times your Strength bonus. You can expend one use of mythic power to make this attack without spending an immediate action. Creatures with the fire subtype also gain these benefits. When making a jump after a running start, you gain an additional bonus equal to your tier + 4 on your Acrobatics check. Benefit: The bonus on Diplomacy and Intimidate skill checks granted by Persuasive increases by 2. You can retrieve any item quickly, not just weapons. You must decide to use this ability before making the roll. Additionally, the effects apply to damage reduction without a type (such as DR 10/—). You can expend one use of mythic power to increase the number of targets you exclude from your channeled energy by half your tier. This bonus stacks with the bonus from Improved Initiative. Benefit: When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. Benefit: You gain a bonus equal to half your tier on checks to trip, and to your CMD when an opponent tries to trip you. You can expend one use of mythic power when you use Cleave or Great Cleave to continue making attacks against foes within your reach, regardless of their position, as long as you continue to hit each foe. These mythic feats enhance the benefits of their prerequisite feats, making them truly awe-inspiring. Your sharp eyes can penetrate deeper into the darkness, revealing more to you. Benefit: You gain a single racial trait of your choice from the race you picked when you took non-mythic Racial Heritage. Benefit: As an immediate action, you can expend one use of mythic power to negate the penalties on attack rolls for two-weapon fighting for a number of rounds equal to your tier. 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