BASIC ABILITIES FOR TIER 1:
-Hard to Kill (Ex)
When below 0 hp, you auto-stabilize. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. Die when negative hp equals 2xCON score.
-Mythic Power (Su)
Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (9/day at Tier 3).
-Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
OTHER ABILITIES
-Bonus Hit Points: 5 HP per tier
-Champion's Strike: SUDDEN ATTACK (Ex)
As a swift action, expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
-Tier 1 Path Ability: ARMOR MASTER
You don't take an armor check penalty when wearing light armor, the maximum Dexterity bonus of light armor doesn't apply to you.
-Tier 1 Mythic feat: MYTHIC WEAPON FINESSE
You're an expert with weapons that rely on your agility. Prereq: Weapon Finesse.
Benefit: Use your Dex modifier instead of your Str modifier on your damage rolls.
- Tier 2 Amazing Initiative: Gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, expend one use of mythic power to take an additional standard action during that turn. You can't gain an extra action in this way more than once per round.
- Tier 2 Path Ability=Extra Mythic Feat=Dual Path (Mythic)=Trickster=Trickster's Attack Surprise Strike: As a swift action, expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. The target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. This attack bypasses DR.
-Tier 3 Path Ability=Enhanced Ability= +2 Dexterity
-Tier 3 Mythic Feat= Mythic Iron Will
-Tier 3 Recuperation