Universal Abilities

Variant Rules

Mythic PowerUniversal Path Abilities

Universal Path Abilities

In addition to path-specific abilities, all mythic characters choose from a shared pool of universal path abilities at each tier. These are available regardless of which mythic path you follow. New options unlock at 3rd and 6th tier.

1st-Tier Universal Path Abilities

Available from 1st mythic tier onward; select one when you would normally choose a path ability.

Once per day, after 1 hour of uninterrupted meditation, you can commune with the source of your mythic power as if using commune, with your tier as your caster level. The GM determines what knowledge your power source possesses or can deliver.

As a free action, expend one use of mythic power to gain a +20 circumstance bonus on one Charisma-based skill check or Charisma ability check.

As a free action, expend one use of mythic power to gain a +20 circumstance bonus on one Constitution ability check. Alternatively, apply a +20 circumstance bonus to your Constitution score for a number of hours equal to your mythic tier for the purpose of making Constitution checks against heat, cold, fatigue, and exhaustion.

As a free action, expend one use of mythic power to gain a +20 circumstance bonus on one Dexterity-based skill check or Dexterity ability check.

As a free action, expend one use of mythic power to gain a +20 circumstance bonus on one Intelligence-based skill check or Intelligence ability check.

As a free action, expend one use of mythic power to gain a +20 circumstance bonus on one Strength-based skill check or Strength ability check. Alternatively, apply a +20 circumstance bonus to your Strength score for a number of hours equal to your mythic tier for the purpose of determining carrying capacity.

As a free action, expend one use of mythic power to gain a +20 circumstance bonus on one Wisdom-based skill check or Wisdom ability check.

You gain an extra mythic feat. You can take this ability a number of times equal to half your mythic tier (minimum 1); each time grants another mythic feat.

You gain 2 additional uses of mythic power per day. You can select this ability up to three times.

You gain a legendary item granting abilities equal to your tier (maximum 3).

  • 3rd tier (2nd selection): maximum increases to 6; item becomes a lesser artifact.
  • 6th tier (3rd selection): maximum increases to 10; item becomes a greater artifact.

You can no longer die from old age, and you no longer take penalties to physical ability scores from aging. You still age normally and still gain the mental ability score benefits of aging.

When using the Craft skill to create an item, you double the progress each check provides. You can make any item masterwork simply by paying the cost, without additional time or checks. Add your tier to all skill checks for making magic items.

You can learn mythic spells equal to your tier; you must already be able to cast the non-mythic version. You gain one additional mythic spell whenever you gain a new tier. You can expend mythic power when casting them to enhance results. You can take this ability up to three times — each additional time adds another set of spells equal to your tier and one extra spell per tier gained.

Your mythic power sustains you — you no longer need to eat, drink, or breathe to survive. You are immune to inhaled poisons and effects that require breathing, though you are still affected by food or drink you voluntarily consume.

You gain permanent darkvision 60 ft. If you already have darkvision, its range increases by 60 feet.

3rd-Tier Universal Path Abilities

These abilities become available starting at 3rd mythic tier.

You have no alignment. You can multiclass freely regardless of alignment restrictions and cannot lose class membership due to alignment change — though you may still lose class features for violating a code of ethics, at GM discretion. You cannot be detected for alignment. Alignment-descriptor spell restrictions don't apply to you, and alignment-based spells treat you as the most favorable alignment for their effect. Alignment-altering effects have no effect on you. If this ability is lost, your previous alignment returns.

Followers can select you as their deity for spells and domains. Choose two domains; these must be alignment domains matching your alignment if possible (neutral characters are exempt). You grant access as if you were a deity, but followers lose spell slots for levels higher than your tier. You can cast domain spells of level ≤ your tier as spell-like abilities (one of each level per day).

If you are a cleric or venerate a deity, you may change your own domains to match those you grant. At 6th tier and 9th tier, you may select this ability again, adding one domain and two subdomains each time.

You gain a permanent +2 bonus to one ability score of your choice. You can select this ability up to six times; each time must apply to a different score.

You are immune to all fear effects from non-mythic sources. Fear effects from mythic sources affect you normally.

You are immune to all non-mythic diseases and poisons. Diseases and poisons from mythic sources affect you normally.

You are immune to all non-mythic curses and compulsions. Curses and compulsions from mythic sources affect you normally.

You are immune to blindness and deafness from non-mythic sources. Such effects from mythic sources affect you normally.

You no longer require sleep, don't become fatigued or exhausted from lack of sleep, and are immune to sleep effects. If you have abilities that require rest to recharge, you can regain them once per day by spending 1 hour in uninterrupted meditation.

Once per day, temporarily change one decision made for a class feature. The change lasts a number of minutes equal to your tier; you are treated as if you always had the new feature. If the new feature is limited per day, you receive half the normal uses (minimum 1). When the effect ends, your previous choice returns with its original remaining uses.

If this affects spell access (bloodline, domain, school), you lose old spells but don't gain new ones during the effect. You can also change a feat or skill granted by a class feature, but any ability that requires the replaced feat or skill as a prerequisite stops working while the effect is active.

You are immune to non-mythic polymorph and petrification effects. Such effects from mythic sources affect you normally.

6th-Tier Universal Path Abilities

These abilities become available starting at 6th mythic tier.

You can plane shift once per day, using double your tier as your caster level. You can take this ability twice — the second time increases frequency to three times per day.

Expend one use of mythic power to activate a frightful-presence-like aura (30-ft. range, 1 minute). Creatures are affected by their mythic tier or rank rather than Hit Dice:

  • Non-mythic creatures: panicked 1 minute on failed save, shaken 1 minute on success.
  • Mythic creatures with tier ≤ yours: unaffected on success, shaken 1 minute on failure.
  • Mythic creatures with tier > yours: unaffected.

Will DC = 10 + tier + Cha modifier.

You gain blindsense 30 ft. You can take this ability twice — the second time grants true seeing, revealing illusions and magical deceptions for what they truly are. This does not apply to illusions cast by or affecting other mythic creatures. If this ability is dispelled, you can resume it as a free action.

You can understand and speak any language, as the tongues spell. If this ability is dispelled, you can resume it as a free action.