Every mythic character draws upon a wellspring of mythic power—a
daily pool of uses that fuels extraordinary abilities, automatic stabilization, impossible
feats of will, and near-immortality at the highest tiers. All mythic characters share the
same base abilities regardless of path; path-specific and universal abilities layer on top.
Mythic Power Su
Each day you can expend mythic power equal to 3 + (2 × mythic tier).
Abilities that let you regain uses cannot exceed this daily maximum.
| Tier | Uses per Day |
| 1st | 5 |
| 2nd | 7 |
| 3rd | 9 |
| 4th | 11 |
| 5th | 13 |
| 6th | 15 |
| 7th | 17 |
| 8th | 19 |
| 9th | 21 |
| 10th | 23 + 1/hour (Legendary Hero) |
Surge Su
Expend 1 use of mythic power as an immediate action after a d20 roll is
revealed to add a bonus die to the result. This can change the outcome.
| Tier | Surge Die |
| 1st–3rd | +1d6 |
| 4th–6th | +1d8 |
| 7th–9th | +1d10 |
| 10th | +1d12 |
Base Mythic Abilities
Gained automatically at the listed tier, independent of path choice.
Ex = Extraordinary
Su = Supernatural
Whenever you're below 0 hit points, you automatically stabilize without needing to
attempt a Constitution check. Bleed damage still applies. You don't die until your
total negative hit points equal or exceed double your Constitution score
(rather than the normal threshold).
See
Mythic Power pool above. This ability
is the source of all uses spent on mythic abilities.
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. This extra action can't be used to cast a spell
and can't be gained more than once per round.
You are restored to full hit points after 8 hours of rest (as long as you aren't
dead). Additionally, by expending one use of mythic power and resting for 1 hour,
you regain half your maximum hit points and recover all daily-limited class features
(rage, bardic performance, spells per day, etc.). This 1-hour rest does
not refresh mythic power or per-day mythic abilities.
Whenever you succeed at a saving throw against a spell or special ability, you suffer
no effects from it—provided the ability did not come from a
mythic source. Against mythic sources you take the full effect on a failure as normal.
As an immediate action, expend one use of mythic power to reroll a
d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just
made. You can use this after results are revealed. The reroll must be kept, even if
lower.
Expend one use of mythic power as a free action to immediately end
any one of the following conditions: bleed, blinded, confused, cowering, dazed,
dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated,
panicked, paralyzed, shaken, sickened, staggered, or stunned. Other conditions from
the same source remain. Usable at the start of your turn even if a condition would
prevent you from acting.
If killed, you return to life 24 hours later regardless of the
condition of your body or the means of death. You don't regain rest-based abilities
automatically on return. Exception: does not apply if killed by a coup de grace or
critical hit from a mythic creature or from a creature wielding a weapon that bypasses
epic damage reduction. At 10th tier, only a coup de grace or critical
hit made with an artifact can kill you permanently.
You have reached the height of mortal power. You regain uses of mythic power at the
rate of one use per hour, in addition to completely refreshing your
uses each day.
Ability Score Increases & Mythic Feats
At 2nd tier and every 2 tiers thereafter (4th, 6th, 8th, 10th), one ability score
of your choice permanently increases by +2. You may apply multiple
increases to the same score.
At 1st tier and every 2 tiers thereafter (3rd, 5th, 7th, 9th), you gain a bonus
mythic feat or non-mythic feat. You must qualify for the feat normally.
Universal Path Abilities
In addition to the base abilities above, all mythic characters can select from a large
pool of universal path abilities at each tier—20 options at 1st
tier, 9 more unlocked at 3rd tier, and 4 more at 6th tier.
Universal Path Abilities →