Mythic Feats


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So, we're going to drop the mythic rules into our current campaign and are rather excited so far. However, we seem to have hit a stumbling block with the mythic feats. Considering the vast majority of them require you to already have a basic version of a feat and thereby improve upon it a bit it means that same majority is quite restricting if you use sources for your feats other than the original Player's Guide. It seems like the mythic feats should either allow you to take better versions of others or do other stuff such as gaining feats you normally couldn't qualify for, advancing class features, increasing movement speed or natural armor or something, etc. You know, things that just go out of the box compared to normal characters or people. At the very least we feel that the list should be expanded or guidelines given for doing so at your own table. Granted, this will almost assuredly happen by the time the final product comes out, but why not get the ball rolling now? Just some ones that I've come up with...

Mythic Grapple: You get a +2 bonus on grapple checks and can spend a mythic point to reroll a failed check, suffering no penalties if the reroll is a success.

Mythic Bomber: An alchemist with mythic tiers that takes this feat gains an extra damage die per two mythic tiers.

Mythic Companion: You may be treated as a number of levels higher equal to your mythic tier for purposes of calculating the stats and bonuses of animal companions, familiars, eidolons, etc.

Anyone else have suggestions for ways to handle mythic feats either as stuff from scratch or adapting more existing feats to mythic?


The limited scope of the current mythic feats was a glaring problem when my group started gaining mythic to playtest. We're running RotRL with a group of 5, and started gaining mythic in book 5. The Paladin jumped on Mythic Power Attack, the Rogue was a no-brainer for Mythic Weapon Finesse, the Eldritch Knight took M. Arcane Strike, the Monk was at a loss for a bit before taking M. Dodge, and I... I was stuck. The only thing my cleric EVER WILL qualify for, from the currently available feats, are Mythic Paragon and Mythic Spells. I have literally no other options, other than taking feats I don't want the normal version of, just to force qualification for mythic feats. And that's a very bad thing. Especially since, realizing my problem... The others looked through... and each of them only had ONE other feat they could choose, other than the "freebie for everyone" Mythic Paragon. This is a VERY bad place for the mythic feats to be. Granted, my group has a bias against the +2 to 2 skills feats as it is, (we NEVER want both, and always wind up taking Skill Focus in the one we actually care about instead) so all of those options were immediately out the window.

Rating the feats we DID take, though... M. Weapon Finesse and M. Arcane Strike were the level of awesome we were expecting. M. Power Attack and M. Dodge were "ok, but not as strong as I'd like". M. Vital Strike was not yet chosen but seemed somewhere between M. Weapon Finesse and M. Power Attack. Mythic Spells as a feat just seemed ODD since I should be getting that from Heirophant anyway? I can see it for blend classes (Magus Marshal that takes Mythic Spells via feats makes complete sense to me) but having it be the only feat my Heirophant Cleric qualifies for? Just plain weird.

I definitely see a need for more feat options not just for clerics, but spell casters in general. Having seen how most mythic feats simply modify existing ones, I was expecting to see things such as: Quicken Channel- no longer costs 2 uses, or Metamagic feats that allow you to spend mythic power to apply the metamagic without preparing it ahead of time/increasing the casting time, or a way to split spells to affect multiple targets at once, and things along that line.


there will probably be more feats in the end product book, this is just a playtest :)
However i do agree that it is kinda strange that there is no Mythic Spell focus, spell penetration, item creation or meta magic.(that i recall)


while i normally dont like large amounts of feats,power,etc in core books i find myself wanting tons of pages devoted to them in the mythic book..i think lots and lots of options just seem to fit the whole idea, and i like the idea that they will be collected under one hard back..
man i cant wait for this book..


BEGS wrote:

there will probably be more feats in the end product book, this is just a playtest :)

However i do agree that it is kinda strange that there is no Mythic Spell focus, spell penetration, item creation or meta magic.(that i recall)

Well surely! But I can't give feedback on what I don't see, and it's stunting my playtest results since my cleric can't take anything, was part of my point here. So far my over all impression is that surely we'll get another pass at the playtest before the thing 'goes live' so to speak, because so many aspects are so lacking or non-functional.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

A few feats questions that came up:

Can you replace feats that Mythic feats overright with obviously better effects?

Do mythic verions of feats count towards normal prereqs?


TheLoneCleric wrote:

A few feats questions that came up:

Can you replace feats that Mythic feats overright with obviously better effects?

Do mythic verions of feats count towards normal prereqs?

Well since Mythic versions of feats have prereqs of the regular version of the feat, you'd have to have it anyway. So it doesn't "overwrite" or let you retrain, since if you lost it you'd no longer qualify for it.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

Good point. Sorry, that confusion is cleared up now.


I had a thought for a Mythic Feat.

Mythic Arcane Armor Training(or Mastery): Reduce the Arcane Spell Failure of any armor you wear by 20%.

Because Mythic Eldritch Knights have enough abilities that require a swift action, one less to worry about in my opinion would be a godsend.


Crap, I forgot I have a whole bunch of mythic feat ideas I want to type up on here for the individual core and base classes, just been swamped with exams and stuff...I should do that soon.

Paizo Employee Lead Designer

As a note,

There are going to a lot of mythic feats in the final book. And you can expect to find a number that are not based on existing feats to give you some options.

Of course, this sort of feedback is still a valuable reminder to look at the feats system from a few added angles.

Jason Bulmahn
Lead Designer


Alright, finally got the time to do this. Last time I had some for the base classes in addition to the core classes, this time I don't. These are just ideas right now, any ideas people have to modify these would be great. I might have made some of them a bit more powerful than I should have, or less powerful, so let me know and I'll try to tweak them, or if you guys want to tweak them that'd be great too.

Mythic Rager
Prerequisites: Barbarian, Mythic Tier 3
Effect: The rage of a mythic individual is the sort of thing no enemy wishes to see. When raging, the barbarian doubles the bonuses granted to strength, constitution, and will saves, while taking only a -1 penalty to AC. In addition, for one mythic point they may double their move speed bonuses and damage reduction from their class for one minute per mythic tier they possess.

Mythic Music
Prerequisites: Bard, Mythic Tier 3
Effect: While being mythic might be most associated with a physical or mental change, artistic talents may be enhanced as well. A mythic bard with this feat may now use two bardic performances simultaneously, using up the appropriate number of rounds per day while doing so. In addition, they may use a mythic point to affect creatures that might normally be immune to their performance, such as affecting a blind creature with a visual performance, for the duration of the specified performance.

Mythic Channel
Prerequisites: Bard, Mythic Tier 3
Effect: The channeling of a mythic cleric is more potent than that of their non-mythic counterparts. As such, a cleric with this feat is treated as being four levels higher for the purpose of determining the effects of their channeling, and they may spend one mythic point to affect all creatures, both living and undead in the range of their channel. They may also use a mythic point to double the radius of their channel. These abilities may be used in conjunction if both point prices are paid, and each bonus lasts a number of rounds equal to their mythic tier.

Mythic Bond
Prerequisites: Druid, Mythic Tier 3
Effect: Sometimes, when one becomes mythic, it evokes a change not just in them, but in the bonds they hold as well. A druid with this feat treats their class level as four higher for the purpose of determining bonuses and effects related to their Nature Bond ability. This does not include caster level for domain spells, but does include which ones are available. For one mythic point they may treat their animal companion as having a mythic tier equal to half their own for a number of minutes equal to the druid’s mythic tier, granting them any abilities and mythic powers relevant, but no mythic feats.

Mythic Training
Prerequisites: Fighter, Mythic Tier 3
Effect: With an increase in mythic power, comes an increase in abilities both trained and innate. A mythic fighter with this feat increases the benefits of the armor training ability and weapon training abilities by two. In other words, their max dex bonus in armor increases by two, their armor check penalty decreases by two, and for any weapons with which they have weapon training they gain an additional +2 on attack and damage rolls. In addition, for one mythic point they may double the total bonus they receive from these two abilities for a number of rounds equal to their mythic tier.

Mythic Fist
Prerequisites: Monk, Mythic Tier 3
Effect: With the abilities granted by mythic power one whose body is already a weapon becomes more akin to a killing machine. A monk with this feat may make an additional attack with flurry, using a BAB equal to their mythic tier. In addition, they get a boost to DC’s for their stunning fist and quivering palm equal to half their mythic tier. For one mythic point, they may double the insight bonus to AC and increase to movement speed granted by their class for one minute per mythic tier.

Mythic Smite
Prerequisites: Paladin, Mythic Tier 3
Effect: Mythic power enhances all aspects of person, and for some, this ties directly into their faith. When a paladin uses their smite evil ability, they now add their mythic tier to the attack and damage rolls against their targets. In addition, they may also use smite evil against mythic targets regardless of alignment. For one use of mythic power, they may gain additional use of smite evil for the day.

Mythic Hunter
Prerequisites: Ranger, Mythic Tier 3
Effect: Mythic power resonates with the most fundamental part of a person’s nature, and in some cases this means nature itself. A ranger with this feat may treat his ranger level as three higher for the purpose of favored enemy and favored terrain, or treats their level as three levels higher for determining things related to their animal companion, much like a druid. In addition, they may spend one mythic point to gain another favored enemy type at their highest bonus for a number of rounds equal to their mythic tier. This feat may not be chosen twice to gain both effects.

Mythic Sneak
Prerequisites: Rogue, Mythic Tier 3
Effect: Whereas some who live in shadows often become one with them, a mythic character living in shadows becomes the shadows themselves. A rogue with this feat adds their mythic tier to all sleight of hand and stealth checks, as well as gaining partial concealment in dim lighting or lower. By expending one mythic point, if both the rogue and their target are in dim or lower lighting they may make a sneak attack as though the target were flat footed, and deal one additional die worth of damage.

Mythic Blood
Prerequisites: Sorcerer, Mythic Tier 3
Effect: Mythic abilities come from the deepest part of a person, for many it is their faith or their soul, while for sorcerers it is their blood. A sorcerer with this feat treats their level as two higher for the purposes of determining bloodline spells and powers granted. They also increase their caster level on all checks and spells tied to their bloodline. For one mythic point a sorcerer may cast an additional spell while casting a bloodline spell, as long as that spell is of at least one level lower than the bloodline spell being cast.

Mythic School
Prerequisites: Wizard with a specialization, Mythic Tier 3
Effect: Years of study and work give great benefits to those who put in the work, and when those putting in the work are mythic, the benefits are that much greater. A wizard who selects this feat gains the ability to apply metamagic to spells of his specialized school with a lowered penalty. Each day, they may apply an amount of metamagic that increases the total level of their spells by an amount equal to or less than their mythic tier without increasing the spell slot needed to cast it, as long as this spell comes from their school. Only one metamagic can be applied to an individual spell in this way, but more may be added with the normal penalties. In addition, for one mythic point they may increase their effective caster level by four for a single spell being cast from their school.


Good ideas, but for the class feats, some feal stonger than others, IMO.


no kidding, mythic rager... really?


Like I said, I wasn't sure exactly what to do for some of them and I know they need to be tweaked, it's just a point to start with.


No saying there bad ideas, just getting them all balanced with each other so no class based mythic feat is better than the others. Otherwise keep them coming, will try to see if I can balance these equally.


Right, I have ideas for some for the other base classes, I'm probably not going to have time to work on them for another couple weeks or so. I'd really like to see other people's ideas for some, and I'm sure the developers would as well, as Jason seems to have said up there.


It seems like it would help if Mythic Feats did in fact replace and retrain away their non-mythic versions. Otherwise, Power Attack and other feats become stepping stones that get ignored and discarded in favor of their Mythic ones, leaving ugly, glaring wastes of space in a build.

Sure, that's no problem for a fighter, but for anybody else, feats don't quite grow on trees. Maybe Mythic Feats should have text about replacing the base version with this ability when you qualify for it, or something.

EDIT: for clarification, what I mean is that the Mythic Feat read something like this

"When you select this feat, it immediately replaces its non-mythic variant. Any abilities granted by the original feat are either replaced or added into this one. The original feat slot is freed up, allowing the character to take any feat he or she qualified for at the level said feat was selected to replace it."


Why won't your cleric qualify for Dual Path (Mythic)? That is the best feat!

Shadow Lodge

It's a great feat, but only if you want to pick path abilities from multiple paths. Some people will be perfectly happy filling up on the abilities from their chosen path.

I will admit, however, that there are some very nice off-path selections you can make no matter what path you choose.

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