Spheres of Power

Mythic Monk (Unchained) Options

Mythic unchained monks grow to be grand masters who establish their own schools of philosophy and combat.

Mythic AC Bonus

The monk adds his mythic tier to his monk level for purposes of determining his AC bonus.

Mythic Bonus Feat

Once per day, as a full-round action, the monk may change one bonus feat he has selected from his list of available combat feats. In essence, he loses one bonus feat, and gains a new bonus feat from his list of available combat feats to replace it, as if he had retrained the feat. He may not swap out any feat he is using as a prerequisite. This mythic class feature may be selected more than once, but not more times than the total number of bonus combat feats the monk has. Each time it is selected, it allows him to swap out a bonus feat one additional time per day. He may swap out the same feat multiple times, or swap out different bonus feats.

Mythic Flurry of Blows

The monk may add the extra attacks gained from flurry of blows to the single melee attack he gains as an attack action. At mythic tiers 1-5 this is limited to a single extra attack from flurry of blows. At mythic tier 6-9, a monk of 11th or higher level may add two extra attacks from flurry of blows to a single melee attack taken as an attack action. At mythic tier 10, a monk of 20th level can make a third additional attack at his highest base attack bonus whenever he makes a flurry of blows, and may add all three extra attacks from flurry of blows to a single melee attack taken as an attack action. This stacks with the first and second attack from this ability and additional attacks from haste and similar effects.

Mythic Stunning Fist

The monk adds his mythic tier to his monk level when determining how many times per day he may use his stunning fist, and what conditions he may apply to targets of such attacks.

Mythic Unarmed Strike

The monk may deal his unarmed damage dice in place of his weapon damage dice whenever he deals damage with a monk weapon. This does not change any other aspect of the attack (such as threat range).

Mythic Evasion

The monk is a master of evading attacks. When the monk takes damage, he may expend a use of mythic power to halve the amount of damage he takes. This applies to ability damage and ability drain as well, but not to any ongoing damage from an effect the ranger failed to save against. Thus the ranger could use mythic evasion to halve the damage you take from a poison if he failed his save, but not any damage the poison deals after its initial effect.

Mythic Fast Movement

The monk adds the additional 10 feet from fast movement to all his forms of movement, even temporary movement (such as gaining flight through a fly spell). In the case of movement based on the monk’s normal speed (such as making a Climb check to move 1/4 the monk’s speed), the additional movement is added both to the monk’s normal speed, and again after all other calculations. Thus, an unarmored human monk with a 40 speed (30 feet, +10 feet for fast movement) can make a Climb check to climb 20 feet; 10 feet (1/4 of her 40 foot speed) +10 feet for mythic fast movement.

Mythic Ki Pool

The monk may expend one use of mythic power to fuel abilities that require ki points without spending a ki point. Once per day the monk may expend 3 points from his ki pool as a free action to recover one use of mythic power.

Mythic Ki Powers (selection)

Once per day, as a full-round action, the monk may change one ki power (but not a mythic ki power) he has selected. In essence, he loses one ki power, and gains a new ki power to replace it, as if he had retrained the class feature. he may not swap out any ki power he is using as a prerequisite.

Mythic Ki Powers (power)

To take a mythic ki power, a monk must have the non-mythic version of the ki power. No mythic ki power may be taken more than once.

Mythic Abundant Step

The monk may use abundant step as a swift action, rather than a move action.

Mythic Cobra Breath

The monk can add his mythic tier either to this ability’s range or to the poison’s save DC.

Mythic Diamond Body

As a standard action, the monk may expend one use of mythic power to touch an ally and use his diamond body ability to cure it from one dose of poison.

Mythic Diamond Mind

As a standard action, the monk may expend one use of mythic power to remove fear from a touched ally as per his diamond mind ability.

Mythic Diamond Resilience

As a standard action, the monk may expend one use of mythic power to touch an ally, granting it the same damage resistance as per his diamond resilience ability.

Mythic Diamond Soul

Once per day, the monk may designate a number of creatures equal to his Wisdom bonus who, for the next 24 hours, bypass his SR when casting spells that note they are (helpless) on either the saving throw or SR line of the spell.

Mythic Elemental Burst

The monk adds his mythic tier to the Reflex save DC.

Mythic Elemental Fury

The monk adds his mythic tier to the number of rounds this power lasts for.

Mythic Empty Body

The monk’s empty body ability costs only 1 point from his ki pool.

Mythic Feather Balance

The monk automatically succeeds at all Acrobatics checks for a number of minutes equal to his mythic tier.

Mythic Formless Mastery

The monk may use this ability even if he possesses style feats. In addition, he only spends 2 ki points to activate furious defense and formless mastery at the same time.

Mythic Furious Defense

The bonus applies to the monk’s CMD too and lasts for a number of rounds equal to ½ the monk’s mythic tier. In addition, he only spends 2 ki points to activate furious defense and formless mastery at the same time.

Mythic High Jump

The monk adds his mythic tier to all Acrobatics checks made to jump.

Mythic Insightful Wisdom

The monk can give advice to a number of allies within 30 feet equal to ½ his mythic tier.

Mythic Ki Blocker

The effects of multiple ki blocker hits stack with each other.

Mythic Ki Guardian

The monk adds his mythic tier as a bonus to each saving throw rolled.

Mythic Ki Hurricane

The monk adds ½ his mythic tier to the number of attacks he can make with ki hurricane.

Mythic Ki Metabolism

As long as the monk’s ki metabolism ability is active, the onset time of poisons and diseases is interrupted. The monk doesn’t take damage and doesn’t need to attempt saves against these effects. The onset time is calculated starting from the moment the ability ends its effect; if the monk regains ki and the ability resumes, the onset time is interrupted again at the point where it is.

Mythic Ki Mount

All the monk’s always active ki powers and abilities affect his mount as well. The monk may choose to use his activated ki powers and abilities on his mount rather than on himself.

Mythic Ki Range

The range of a thrown monk weapon increases by 40 feet.

Mythic Ki Visions

The monk’s visions take the form of a commune spell. By expending one use of mythic power, he can change that into a legend lore effect.

Mythic Ki Volley

The monk may split a turned spell in two, afflicting another creature of his choice.

Mythic Light Steps

The monk can walk on liquids and even in air for a distance equal to 10 ft. per 2 mythic tiers he possesses.

Mythic One Touch

The monk adds his mythic tier as a bonus on both the attack and damage roll.

Mythic Qinggong Power

The monk gains the mythic version of a chosen feat, spell, or monk ability.

Mythic Quivering Palm

Using this ability only costs 3 ki points, or 2 ki points if the monk is 6th mythic tier or higher.

Mythic Slow Fall

The monk’s slow fall works even when not adjacent to a wall.

Mythic Sudden Speed

The monk’s base land speed increases by 40 feet, plus another 10 feet for every 3 mythic tiers beyond 1st.

Mythic Water Sprint

This ability has the effect of mythic water walk.

Mythic Wholeness of Body (Su)

The monk can heal himself a number of points of ability damage equal to his mythic tier by expending two points from his ki pool.

Mythic Wind Jump

The monk’s fly speed is equal to twice his base land speed.

Mythic Still Mind

The monk adds his mythic tier to saving throws against enchantment spells and effects.

Mythic Purity of Body

As a standard action, the monk may expend one use of mythic power to grant an adjacent ally immunity as the purity of body class feature, for a number of hours equal to his mythic tier.

Mythic Style Strike (selection)

Once per day, as a full-round action, the monk may change one style strike (but not a mythic style strike) he has selected. In essence, he loses one style strike, and gains a new style strike to replace it, as if he had retrained the class feature. he may not swap out any style strike he is using as a prerequisite.

Mythic Style Strike (versatility)

The monk may apply two style strikes to his unarmed strike, or three at 15th level. By expending one use of mythic power, the monk may use a style strike on an attack that is not part of a flurry of blows.

Mythic Style Strike (power)

To take a mythic style strike, a monk must have the non-mythic version of the style strike. No mythic style strike may be taken more than once.

Mythic Defensive Spin

The monk may use defensive spin with any attack, and his dodge bonus increases to +6.

Mythic Elbow Smash

The monk may use elbow smash with any attack, ignores the -5 penalty on the additional attack, and can deal lethal damage with it.

Mythic Flying Kick

The monk may use flying kick with any attack, and may use any number of attacks from his flurry of blows at a time with this style strike.

Mythic Foot Stomp

The target may not move from its square, and the monk may keep it blocked for a number of rounds equal to his mythic tier. The target is allowed a new combat maneuver check every round to break free.

Mythic Hammerblow

The monk rolls his unarmed strike three times, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage can be multiplied on a critical hit.

Mythic Head-Butt

If the monk’s free combat maneuver check is successful, the target is stunned for a number of rounds equal to the monk’s mythic tier. If it fails, the target is merely staggered for 1 round.

Mythic Knockback Kick

The monk may use knockback kick with any attack. If the monk’s combat maneuver check is successful, the foe is knocked prone too and takes double damage from the attack.

Mythic Leg Sweep

If the trip attempt is successful, the monk may immediately attempt another combat maneuver check to drag his prone opponent (this requires no action).

Mythic Shattering Punch

The monk may use shattering punch with any attack. If the attack hits, the foe is also deprived of its damage reduction or hardness until the monk’s next turn.

Mythic Spin Kick

The monk’s attack ignores the target’s AC bonus for armor and natural armor.

Mythic Improved Evasion

On a failed Reflex save, the monk takes only 10% of an effect’s damage. Additionally, she only takes half damage from any area attack, even if it does not allow a Reflex save.

Mythic Tongue of the Sun and the Moon

The monk gains telepathy, as the telepathy universal monster ability, with a range of 100 feet per mythic tier.

Mythic Timeless Body

The monk removes any penalties he already suffers from age, and his maximum lifespan is extended by a number of centuries equal to his mythic tier.

Mythic Flawless Mind

The monk adds his mythic tier as a bonus on Will saves.

Mythic Perfect Self

The monk can cast plane shift as a supernatural ability by expending 1 point from his ki pool. In addition, he recovers 2 ki points for every 10 minutes spent in silent meditation, taking no other actions.