1st-Tier Trickster Path Abilities
You can select these path abilities at any tier.
You learn an additional trickster attack ability. You can select this ability twice.
No one can stop you from imbibing, even in combat. You don't provoke attacks of opportunity when drinking an elixir, extract, or potion. As a swift action, you can expend one use of mythic power to retrieve and drink an elixir, extract, or potion.
In times of need, you're virtually assured success when using skills. As a free action before you roll a skill check, you can expend one use of mythic power to roll that skill check twice, take the higher result, and add your tier to the total.
Whenever you use Disable Device to disarm a trap or open a lock, doing so is only a move action and doesn't provoke attacks of opportunity.
As a standard action, you can expend one use of mythic power to make one creature laugh uncontrollably, as the hideous laughter spell. The saving throw against this effect is equal to 10 + your tier + your Charisma modifier. If you aren't in combat when you use this ability, it can affect any number of creatures in a burst with a radius of 10 feet per tier.
Through buffoonery and deceit, you can trick opponents into moving where you want them. You can make a single combat maneuver check using your Bluff check modifier in place of your CMB. Apply the result of this check to all adjacent opponents, and resolve it for each enemy independently as a bull rush, drag, or reposition combat maneuver. For example, if facing three opponents, you can roll one check and attempt to bull rush the first, drag the second, and reposition the third.
You can gain control over mindless constructs and undead. Using this ability is a standard action, and requires you to make a Knowledge check against the target's CMD. Use a Knowledge (arcana) check against a mindless construct, or a Knowledge (religion) check against a mindless undead. If your check equals or exceeds the creature's CMD, you can give the creature an order that lasts up to 1 round. For every 5 by which you beat the DC, your control lasts 1 additional round. The creature's creator or controller can't regain control during this time unless it also uses this ability. If you expend one use of mythic power when attempting to use this ability, the duration of your control increases from rounds to an equal number of minutes.
As a standard action when not in combat, you can attempt two Sleight of Hand checks to take items from other creatures, but you take a –5 penalty on each check. As a standard action in combat, you can expend one use of mythic power to attempt a steal combat maneuver check against each creature within your reach that you choose, without provoking attacks of opportunity.
As a swift action, you can expend one use of mythic power to gain a +4 dodge bonus to your AC until the start of your next turn. During this time, whenever a creature misses on a melee attack against you, it provokes an attack of opportunity from you. You can choose to either take this attack of opportunity or force that creature to reroll the attack and change the target to a creature of your choice that is adjacent to you and within the attacker's reach. This reroll uses the same modifiers as the initial attack roll.
Once per round, you can designate one opponent. Unless you attempt to move through that opponent's space, your movement (including standing up from a prone position) doesn't provoke attacks of opportunity from that opponent. If you move through the opponent's space, you can still attempt an Acrobatics check to do so without provoking an attack of opportunity. You can take this ability more than once. Each additional time you select it, you can designate one additional opponent when you move.
Your mythic presence enhances the power of certain magic items. Add half your tier to the caster level of potions, scrolls, staves, and wands you use. When using a staff or wand, you may activate the item by expending one use of mythic power instead of one of the item's charges.
Whenever you use bardic performance, you don't need to spend an action to maintain the effect. This means you can maintain the performance if paralyzed or stunned, although it still ends if you are unconscious or dead. You must still expend rounds of bardic performance to continue the effect. Once you start a performance, its effect continues whether or not the subjects can perceive you or the performance. When the performance ends, its effects linger for a number of rounds equal to your tier. This extended duration stacks with any other abilities that extend the duration of your performance, such as Lingering Performance. This ability doesn't change how many active performances you can have at once.
Even the smallest of handholds and outcroppings are more than sufficient for your purposes. You automatically succeed at all Acrobatics checks to walk along narrow ledges. Your Acrobatics checks never take a penalty because of obstructed, slippery, sloped, or unsteady surfaces, and you can move at full speed across such surfaces with no penalty. You also gain a +10 bonus to CMD against trip attacks.
You can attempt a Sleight of Hand check to hide or retrieve objects in a personal extradimensional space, similar to a glove of storing. You can take 10 or 20 on this check, and the space can hold up to 1 cubic foot of material per tier. An item the size of a potion or dagger can be stored or retrieved with a successful DC 20 Sleight of Hand check; the DC increases to 25 for an item roughly the size of a one-handed weapon. Storing an item is a swift action, and retrieving it is a move action. As a swift action, you can expend one use of mythic power to retrieve any number of items from your extradimensional space.
When you use a spell, a bardic performance, or another class feature to grant a morale or competence bonus, the bonus increases by 2 for creatures with at least 4 Hit Dice fewer than you. For example, if you're a 6th-level bard using inspire courage, creatures with 2 Hit Dice or fewer receive a +4 morale bonus on fear saves and a +4 competence bonus on attack and weapon damage rolls instead of +2.
You are passingly familiar with almost every subject and have dabbled in numerous fields and activities. You gain a competence bonus equal to your tier on all untrained skill checks. You can attempt all skill checks untrained, even if the skill normally cannot be used untrained.
You can use the Escape Artist skill to break free from spells and magical effects that limit your movement or actions. While you're subject to a spell or effect that gives you the entangled, grappled, paralyzed, pinned, staggered, or stunned condition, once per round as a free action, you can attempt an Escape Artist check to end the condition. The DC for this check is equal to the save DC of the spell or effect that caused the condition. If you succeed, you end one such condition on yourself (your choice), though this doesn't make you immune to similar effects from the same source (such as moving through black tentacles or web). If the spell or effect doesn't allow a saving throw, you can't use this ability to overcome it.
Whenever you fall, you don't take any damage and you land on your feet. When using this ability, you fall at a rate of 150 feet per round, and can move up to 5 feet horizontally for every 10 feet you fall.
No One of Consequence
Your mythic nature is a cloak that can shield you from the minds and memories of others. Creatures struggle to recognize you, recall your appearance, remember the nature of conversations they had with you, and recount the actions you took when you were in their presence. If a creature makes a deliberate attempt to recall details about time spent with you, it must succeed at a Will save (DC 10 + your tier + your Charisma modifier) to recall anything beyond vague details. In addition, you're under a permanent nondetection effect with a caster level equal to your character level plus your tier. You can end this effect at any time, and can resume it as a swift action.
Path Dabbling
Select one path ability from another mythic path. You must meet any other requirements that path ability has, including a minimum tier restriction.
Whenever you encounter a creature whose attitude is at least indifferent to you, treat its attitude as one step better. If the creature's starting attitude is helpful, you can make requests of the creature with a +5 bonus on your Diplomacy or Intimidate check.
As a standard action, you can use a thrown weapon or reach weapon to attempt a Disable Device check to disable a device. If you're using a thrown weapon, the range of this ability is 30 feet; otherwise, it's your reach with the reach weapon. You take a –5 penalty on the check and can't take 10 on the check, even if you have an ability that would normally allow you to do so. If you expend one use of mythic power, you ignore the –5 penalty and can attempt the check in place of an attack (such as if making a full attack or attack of opportunity).
Whenever a creature has cover from your ranged attack, you can deflect the shot off a nearby surface, treating that surface as the origin point of the attack to determine whether the target receives a cover bonus to its AC. You can use this ability to attack a creature with total concealment from you if you know what square it occupies, but the attack still has a 50% miss chance.
Whenever you're in darkness, you can move at full speed within that area without taking a penalty on Stealth checks. As a move action, you can expend one use of mythic power to teleport from one area of darkness to another within 100 feet as if using greater teleport. You must have line of effect to the destination.
Whenever you cast a spell or activate a spell trigger or spell completion magic item, you can attempt a Bluff skill check opposed by a Sense Motive check from anyone that can see you. Those who fail the opposed check don't know that you cast a spell or activated an item unless it has an obvious effect that emanates from you. In addition, the magical auras of magical effects on you and magic items you carry (except for artifacts) can't be detected.
Choose one of the following senses: blindsight, scent, or tremorsense. A creature using the chosen sense can't automatically detect you, and must succeed at Perception checks as normal to do so. If you choose blindsight, this ability also affects blindsense. You can select this ability up to three times, each time choosing a different sense.
This Might Just Work
You're adept at combining optimistic resourcefulness with natural skill. You can attempt a skill check with a class skill in place of a skill that uses the same ability score modifier. For example, you could attempt an Acrobatics check in place of a Stealth check because both skills are based on Dexterity. You take a –5 penalty on this check and can't take 10 or 20 on it. The GM can disallow certain uses of this ability when the skill can't possibly be applied to the task.
You can bypass magical constructs, spells, and traps that are meant to allow only certain creatures to move or act within their range. This includes constructs, spells, and traps that can be bypassed with a password as well as those that can be programmed to exclude specific creatures based on type or other physical characteristics (such as alarm, forbiddance, glyph of warding, and symbol of death). You must be aware of the construct, spell, or trap's existence, though not necessarily its specific parameters, for this ability to function. For instance, you can't bypass a trap you haven't noticed. You can fool a mindless construct if it was programmed to allow certain creatures to enter its area without provoking a response, but not if it was ordered to prevent anyone from entering with no exceptions. If you expend one use of mythic power for each effect, you can bring with you a number of allies equal to your tier. They must remain within 10 feet of you until out of range of the bypassed effect.
You can move through the space of any creature two or more size categories larger than you without provoking attacks of opportunity, and you can share such a creature's space. When sharing a larger opponent's space, you gain cover against all melee and ranged attacks it makes, and it is considered flat-footed for the purposes of any melee or ranged attacks you make against it.
Your mythic nature allows you to take magic from others as easily as you could take their gold. By expending one use of mythic power as a standard action, you can make a melee touch attack to transfer an active magical effect from a target creature to you. If you succeed, the highest-level effect on the target transfers to you (determine randomly if the target has multiple effects with the same level), ending the effect for the target and continuing it on you with the remaining duration as if you were the original target. You may end the effect on yourself as a standard action; this doesn't cause it to revert to the original target. If the transferred magic can't affect you (for example, if it doesn't affect creatures of your type), it ends immediately as if dispelled. You can't use this ability to transfer continuous bonuses from magic items, such as an armor bonus from bracers of armor.
Trap Taker
You can use the Use Magic Device skill instead of Disable Device to disable magical traps. If your Use Magic Device check overcomes the DC to disable the trap by 5 or more, you can instead leave the trap in place, but change it so that you and your allies can bypass it. You can also alter the trap so the original creator and any creatures he might have designated as safe instead set off the trap. If you expend one use of mythic power when altering a trap in this way, you can move the trap to any point within 100 feet that is in line of sight.
When you score a critical threat, you can attempt a free combat maneuver check instead of dealing extra damage. If you do, attempt your confirmation roll as normal and add your tier to the result. If the result is equal to or greater than your opponent's CMD, the attack deals damage as normal and you can attempt a free dirty trick, disarm, reposition, or trip combat maneuver check against that opponent, using the confirmation roll as your combat maneuver check for the purpose of determining the effects of the maneuver.
You can always take 10 or 20 on class skills, even if threatened or in a hazardous situation. You can't use this ability with skill checks that don't normally allow you to take 10 or take 20.
Wall Run
:When you move, you can travel across vertical surfaces as if they were floors. If your movement doesn't end on a horizontal surface, you fall at the end of your move unless you are able to remain in place using another ability (such as using the Climb skill to cling to a handhold). The vertical surface must be capable of supporting your weight—for example, you couldn't move across a windowpane or curtain.