temporary movement (such as gaining flight through a fly spell).
In the case of movement based on your normal speed (such as making a Climb check to move 1/4 your speed), the additional movement is added both to your normal speed and again after all other calculations. Thus an unarmored human spell-less ranger with a 40 speed (30 feet, +10 feet for fast movement) can treat a Climb check to climb 20 feet as though it was only 10 feet (1/4 of his 40 foot speed +10 feet for mythic fast movement).
Mythic Woodland Stride: You may move freely through any naturally occurring difficult terrain. Additionally, thorns, briars, and overgrown areas that have been magically manipulated to impede motion have no effect on you unless they are from a mythic source.
Mythic Swift Tracker: You never take penalties to tracking based on movement, even if mounted or flying.
Mythic Evasion: When you take damage you may expend a use of mythic power to halve the amount of damage you take. This applies to ability damage and ability drain as well, but not to any ongoing damage from an effect you failed to save against. Thus you could use mythic evasion to halve the damage you take from a poison if you fail your save, but not any dam- age the poison deals after its initial effect.
Mythic Quarry: You add half your mythic tier (minimum +1) to the number of creatures you may have designated as a quarry at a time. If you have a current quarry, you still must wait an hour to designate a new quarry.
Mythic Camouflage: When in a favored terrain, if you are in circumstances that allow you to make a Stealth check, you are treated as if you were invisible (as the spell). You remain hidden
in this way until you attack (per the invisibility spell’s definition
of an attack), or you are no longer in a circumstance that allows a Stealth check.
Mythic Improved Evasion: On a failed Reflex save the rogue 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. A rogue must have the mythic evasion class feature before choosing the mythic improved evasion advanced talent.
Mythic Improved Quarry: You add half your mythic tier (minimum +1) to Survival checks and attack rolls made against his quarry. If he also has mythic quarry (see above), he can add a new quarry after 10 minutes, up to his maximum number of designated quarries.
Mythic Master Hunter: You add half your mythic tier (minimum +1) to the save DC of attacks made using the master hunter ability.
terrain.
Mythic Combat Trick: You gain a bonus combat feat. Add your
tier to your level for purposes of meeting this feat’s prerequi- sites.
Mythic Deadly Range: You increase the range at which you can
deal stealth attack damage by 10 ft. plus twice your mythic tier.
Mythic Eagle Eyed: The Eagle Eyes feat allows you ignore up
to –15 in penalties when in a favored terrain.
Mythic Fast Stealth: If people are observing you using any of
their senses, and the observers are momentarily distracted (such as by a Bluff check), you can attempt a Stealth check if you can get to an unobserved place of some kind without taking the normal –10 penalty for having to move fast.
Mythic Favored Defender: You add your full favored enemy
bonus to your CMD and dodge bonus to AC when attacked by a favored enemy.
Mythic Favored Step: You may extend the benefits of favored
step to any friendly creature within 30 ft. of you. These friendly creatures must be able to see, hear, or otherwise perceive you in order to receive this benefit.
Mythic Favored Enemy Critical (Ex): You may automatically con-
firm a critical threat against a favored enemy a number of times per day equal to your mythic tier.
Mythic Improved Stealth Attack: Non-mythic targets are consid-
ered flat-footed to you until the end of your turn in the first full round of combat.
Mythic Low-Light Vision: You always treat an area as if it was at
least dimly illuminated. A darkness spell negates this ability, but
only if its spell level is greater than your mythic tier.
Mythic Scent: You can detect opponents within 40 feet by
sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 30 feet.
Mythic Skirmishing Attack: If you make more than one attack
during the round, this ability applies to all of these attacks. Only mythic foes with uncanny dodge are immune to this ability.
Mythic Skilled Climber: You add your mythic tier to the second
Climb check to stop your fall by clinging to the surface.
Mythic Skilled Swimmer: You add your mythic tier to the sec-
ond Swim check to stop yourself from going underwater.
Mythic Stag’s Leap: You add your mythic tier to all Acrobatics
checks made to jump, both for vertical jumps and horizontal jumps.
Mythic Stealthy Sniper: You take only a–10 penalty on your
Stealth check (or –5 when in a favored terrain) when sniping.
Trap Finding: You may use the Perception skill to search for
something (such as a trap or hidden creature) when in a favored terrain as a swift action.
Mythic Trackless Step: You may extend the benefits of trackless
step to any friendly creature within 30 ft. of you. These friendly creatures must be able to see, hear, or otherwise perceive you in order to receive this benefit.
Mythic Uncanny Senses (Ex): You add your mythic tier when
using this ability.
Mythic Fast Movement: You can add the additional amount
1
Space Holder
detailed below.
Mythic Bolt Time: Once per use of bolt time, the time thief
may either treat a successful attack as a coup de grace on the target (this does not provoke an attack of opportunity), or
dimension door as the spell using her class level as the caster level,
and without losing her actions after she does so.
Mythic Entropy: When the time thief strikes a creature with
her entropy attack, she can expend a use of mythic power to cause it to make a Fortitude save (DC 10 +the time thief’s Cha- risma bonus + her mythic tier) or suffer physical infirmity from aging, losing 2 points of Strength, Dexterity and Constitution for 24 hours. Multiple entropy attacks using this option do not increase this pen-
alty, but
MYTHIC TIME THIEF CLASS FEATURES
The time thief class can be located in The Genius Guide to the Time Thief, from Rogue Genius Games, and can also be found online at d20pfsrd.com. Its mythic class features are included here as the result of popular voting among patrons of the project.
The mythic time thief is a manipulator of chronal forces who is able to bring years of planning to every moment of her life.
Mythic Mote of Time (frequency): The time thief adds her mythic tier to the number of motes of time she gains per day.
Mythic Mote of Time (power): The time thief adds 1/3 her mythic tier (minimum +1) to the bonus she gains from using a mote of time.
Mythic Temporal Talents: A time thief must have a tem- poral talent in order to select it as a mythic temporal talent. The benefits of mythic temporal talents are detailed below.
Mythic Evasion (temporal): The time thief can expend a use
of mythic power and a mote of time as an immediate or swift action to jump forward in time just long enough to avoid an attack or instantaneous effect or spell. The time thief may wait until immediately after the attack or effect has been resolved to use this ability. An avoided attack or effect does not affect the time thief in any way.
Mythic Improved Uncanny Dodge: As the mythic barbarian class
feature.
Mythic Old Wounds: The target of the old wounds ability also
heals hit points and ability damage as if a number of days have passed equal to the time thief’s mythic tier.
Mythic Steady Hand: The time thief can spend a mote of time
to use the steady hand ability even if she has already spent a mote of time this round. If the skill check is one she would be allowed to take 20 on if she had 5 minutes of uninterrupt- ed time, she may take 20 rather than take 10 when she uses this ability.
Mythic Steal Fate: The time thief can expend a use of mythic
energy to bestow curse as a spell-like ability, using her class level as
the caster level.
Mythic Steal Time: The time thief can steal time as a full-round
action without expending a mote of time. Her bonus to attack, damage, and skill rolls is equal to the number of targets she has staggered with this ability.
Mythic Trapfinding: As the rogue mythic class feature. Mythic Trap Spotter: As the rogue mythic class feature. Mythic Uncanny Dodge: As the rogue mythic class
feature.
Mythic Aevum (frequency): The time thief adds half her mythic tier (minimum +1) to her aevum per day.
Mythic Aevum (power): A time thief must
have an aevum ability to gain the mythic powered version of that aevum ability. The benefit of mythic aevum abilities is