You don’t take an armor check penalty or incur an arcane spell failure chance when wearing light armor or using any shield. In addition, the maximum Dexterity bonus of light armor doesn’t apply to you.
Bull Rush (Mythic)
You push foes around with amazing ease. You gain a bonus equal to half your mythic rank on checks to bull rush, and to your CMD when an opponent bull rushes you. These bonuses stack with those granted by non-mythic Greater Bull Rush. Furthermore, you can make an attack of opportunity against any creature that attempts to bull rush you, unless it also has this feat.
Dazzling Display (Mythic)
You can quickly deter others with your martial mastery. While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as a standard action with a -5 penalty on your Intimidate check, as a move action with a -10 penalty, or as a swift action with a -20 penalty.
Deadly Aim (Mythic)
When your shots hit the target, they do truly devastating damage. Benefit: When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +3 rather than +2.
Defensive Combat Training (Mythic)
Your defensive capabilities in combat are unmatched. Add half your mythic rank to your CMD.
Destiny Beyond Birth
You no longer suffer your racial penalty to an ability score. Only races with a penalty to an ability score can take this ability.
Destructive Shockwave (Ex)
Whenever you miss with a melee attack, the target still takes damage equal to your Strength bonus. This damage cannot be increased by any other means.
Dirty Trick (Mythic)
You’re a master of down-and-dirty fighting. You gain a bonus equal to half your mythic rank on checks to attempt a dirty trick, and to your CMD when an opponent attempts to perform a dirty trick on you. These bonuses stack with those granted by Greater Dirty Trick. Furthermore, you can make an attack of opportunity against any creature that attempts a dirty trick maneuver against you, unless it also has this feat.
You’re expert at knocking your enemies’ weapons away. You gain a bonus equal to half your mythic rank on checks to disarm, and to your CMD when an opponent tries to disarm you. These bonuses stack with those granted by Greater Disarm. Furthermore, you can make an attack of opportunity against any creature that attempts to disarm you, unless it also has this feat.
When focused, you become nearly impossible to strike. The bonus to AC from Dodge increases by 1.
You can drink a potion as a swift action.
Expanded Arsenal (Magic School)
Select one school of magic. All bonuses from your feats and mythic feats that apply to another school of magic, such as Spell Focus feat and School Specialization mythic feat, now apply to the chosen school of magic too.
You gain a bonus feat, you can only take this mythic feat once.
Extra Mythic Ability
You gain a bonus Mythic ability.
You only suffer a -4 penalty on your iterative attacks, instead of -5 penalty.
Great Fortitude (Mythic)
Your fortitude is unmatched. Whenever you roll a Fortitude saving throw, roll twice and take the higher result.
Improved Critical (Mythic)
Your critical strikes with your chosen weapon are deadlier than most. Your critical multiplier with your chosen weapon is increased by 1.
Improved Initiative (Mythic)
You leap into the fray with speed and confidence. The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your mythic rank.
Improved Unarmed Strike (Mythic)
Your unarmed strikes are more powerful than others. You can add half your mythic rank to your damage with unarmed strikes.
Iron Will (Mythic)
Your will is incorruptible. Whenever you roll a Will saving throw, roll twice and take the higher result.
Lightning Reflexes (Mythic)
Your reflexes are superhuman. Whenever you roll a Reflex saving throw, roll twice and take the higher result.
Martial Training (Mythic)
Damage inflicted by swordskills is calculated by your full character level instead. In addition, you may ready all your swordskills with a single standard action.
Whether you channel energy to heal or kill, it’s especially potent. When you channel energy, the damage you heal or deal increased by a number of points equal to twice your Charisma bonus.
You get a +1 bonus to all saving throws and a bonus to your hit points equal to your mythic rank.
Mythic Sneak Attacker
Your sneak attack deals an additional 1d6 damage.
Piranha Strike (Mythic)
Your attacks are truly vicious. When you use Piranha Strike, you gain a +3 bonus on damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, the bonus on damage rolls increases by +3 rather than +2.
Point-Blank Shot (Mythic)
Your accuracy with ranged attacks is unmatched at point-blank range. The bonus on attack and damage rolls granted by Point-Blank Shot increases to +2.
Power Attack (Mythic)
Your attacks are truly devastating. When you use power attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. This bonus to damage is increased to +5 if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1.5 times your strength modifier on damage rolls.
Rapid Shot (Mythic)
You can fire many times each round with amazing precision. When using Rapid Shot you ignore the feat’s -2 penalty on attack rolls.
Select one school of magic. All spells you cast that belong to this school have their caster level increased by 1.
Shield Focus (Mythic)
You’re a master of using your shield for protection. Add your shield bonus and your shield’s enhancement bonus to your touch AC.
Skill Focus (Mythic)
Your mastery with this skill is unmatched, even in difficult situations. You can always take 10 on checks with your choice of skill for Skill Focus if 10 on a roll is enough for a successful skill check.
You can cast the first spell after an initiative roll as a swift action if that spell is either of a 1st level or is at least two levels lower than the maximum level of spells you can cast.
Spell Focus (Mythic)
Your magical specialities are particularly effective. Choose a school of magic you already have Spell Focus in. The bonus to save DCs provided by spell focus and greater spell focus for that school increases by 1.
Spell Penetration (Mythic)
Your mythic magical power breaches your enemies’ defenses. Add half your mythic rank to caster level checks to overcome spell resistance. If you have Greater Spell Penetration, add your full mythic rank instead.
Stunning Fist (Mythic)
With greater potency and frequency, your fists stun those who stand against you. The DC of your Stunning Fist increases by half your mythic rank.
Sunder Armor (Mythic)
Your mighty smashing blows demolish armor. You gain a bonus equal to half your mythic rank on checks to sunder, and to your CMD when an opponent tries to sunder an object used by you. These bonuses stack with those granted by Greater Sunder Armor. Furthermore, you can make an attack of opportunity against any creature that attempts to sunder an armor used by you, unless it also has this feat.
You have legendary resilience and durability. Toughness provides you twice as many hit points. In addition, when you’re below 0 hit points, you gain DR 10/epic.
You’re expert at knocking your foes down. You gain a bonus equal to half your mythic rank on checks to trip, and to your CMD when an opponent tries to trip you. These bonuses stack with those granted by Improved Trip. Furthermore, you can make an attack of opportunity against any creature that attempts to trip you, unless it also has this feat.
Two-Weapon Fighting (Mythic)
With weapons in both hands, your deft strikes make you twice as deadly. Your penalties on attack rolls for fighting with two weapons are reduced by 2.
Vital Strike (Mythic)
You can strike your foes with incredible force. Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike to multiply the number of dice you roll for damage, you also multiply your Strength bonus, weapon’s enhancement bonus and other bonuses that would normally be multiplied on a critical hit by the same number. Extra damage from sources that wouldn’t normally be multiplied on a critical hit isn’t multiplied by this feat.
Weapon Finesse (Mythic)
You’re an expert with weapons that rely on your agility. When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls.
Weapon Focus (Mythic)
You’re a legendary master of one type of weapon. Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus.
Weapon Specialization (Mythic)
The damage you deal with your chosen weapon is truly awesome to behold. When using your chosen weapon, you gain a bonus equal to half your mythic rank on damage rolls. This stacks with the bonus from Weapon Specialization and Greater Weapon Specialization.