TEXT: ythicinis
  Mythic Martial arts Vi
  by Jason Nelson
  
  By Jason Nelson
  Welcome to Mythic Minis!
  The mythic rules system introduced in the Pathfinder Roleplaying Game Mythic 
  Adventures hardback contains a wealth of new rules, but in one book there cannot 
  be room for everything. Sometimes there are large areas to cover with extensive 
  rules adaptations, but sometimes what you need is a power-packed punch of tightly 
  focused rules content that contains exactly what you need for your character, 
  creature, or whatever it may be. A half-dozen feats, a set of linked spells, a group of 
  magic items, five mythic path abilities, and so on; that’s where Mythic Minis come in. 
  Mythic Minis are not about exposition, philosophy, and campaign-building; they are 
  just flat-out fantastic ideas and great mechanics for GMs and players alike, written 
  by the same designers that helped create the official mythic rules.
  Follow Legendary Games on Facebook, follow us on Twitter, and check out our 
  website at www.makeyourgamelegendary.com.
  MYTHIC MINIS 30: MYTHIC MARTIAL ARTS VI
  Martial arts in popular media and in fantasy are typically viewed through the 
  lens of Far Eastern traditions - the karate of Japan, the kung fu of China, and so 
  on - and certainly those tropes have ample basis in real-world cultures. However, 
  in a fantasy campaign there is no reason that martial arts of all kinds, especially 
  those with a touch of the supernatural, cannot arise in any culture or society. In 
  Pathfinder Roleplaying Game Ultimate Combat rulebook, a set of such traditions is 
  established in the five genie-themed unarmed combat styles, rooted most deeply in 
  the sort of desert societies where genies are best known but suitable for use by any 
  enterprising martial artist to adopt as their own. 
  Djinni Spin (Combat, Mythic)
  You can unleash the power of the storm. 
  Prerequisites: Djinni Spin
  Benefit: You add your mythic tier to the damage dealt by your Djinni Spin, 
  and ranged attacks against you take a penalty equal to one-half your mythic tier 
  (minimum 1) until the beginning of your next turn. In addition, creatures of any 
  size that fail their save against your Djinni Spin are pushed 5 feet away from you. If 
  that space is already occupied, they are instead staggered for 1 round. Non-mythic 
  creatures of your size or smaller are automatically pushed back (or staggered) even 
  if they successfully save. 
  Djinni Spirit (Combat, Mythic)
  Your body with the living lightning within you. 
  Prerequisites: Djinni Spirit
  Benefit: While you are using this style, you increase your electricity resistance 
  by an amount equal to your mythic tier. You can expend one use of your mythic 
  power as an immediate action to enter the Djinni Style and gain this resistance 
  until the end of your next turn, even if you are flat-footed or otherwise denied your 
  Dexterity bonus to AC. If you are already using Djinni Style, you can expend one 
  use of your mythic tier as an immediate action to gain immunity to electricity until 
  the end of your next turn. Non-mythic creatures of your size or smaller that fail 
  their save against your Elemental Fist are pushed 5 feet away from you (if you wish) 
  in addition to being deafened. If that space is already occupied, they are instead 
  staggered for 1 round.
  You can also expend one use of your Elemental Fist feat as a free action to 
  sheathe your body in crackling electricity until the beginning of your next turn. 
  Any creature that hits you with a natural weapon, unarmed strike, or melee touch 
  attack during this time takes 1 point of electricity damage per hit and must succeed 
  at a Fortitude save or be deafened for 1 round (and pushed away, if a non-mythic 
  creature). A creature need save only once per round against this effect. 
  Djinni Style (Combat, Mythic, Style)
  You strike with the power of the storm in your fists. 
  Prerequisites: Djinni Style
  Benefit: You gain an additional number of Elemental Fist attempts per day 
  equal to one-half your mythic tier, and you add one-half your mythic tier to the 
  acid damage you deal with your Elemental Fist attack. In addition, you can expend 
  one use of your mythic power when making an Elemental Fist attack in order to 
  bypass the electricity resistance or electricity immunity of creatures you strike with 
  your Elemental Fist or with feats in the Djinni Style group for a number of rounds 
  equal to your mythic tier. If attacking an object (other than an artifact or legendary 
  weapon), you can bypass a number of points of hardness equal to your mythic tier. 
  This does not allow you to bypass their resistance or immunity with other forms of 
  electricity.
  Efreeti Stance (Combat, Mythic)
  Your searing-hot flesh inures you to fire’s kiss. 
  Prerequisites: Efreeti Stance
  Benefit: While you are using this style, you increase your fire resistance by an 
  amount equal to your mythic tier. You can expend one use of your mythic power 
  as an immediate action to enter the Efreeiti Style and gain this resistance until the 
  end of your next turn, even if you are flat-footed or otherwise denied your Dexterity 
  bonus to AC. If you are already using Efreeti Style, you can expend one use of your 
  mythic tier as an immediate action to gain immunity to fire until the end of your 
  next turn. Non-mythic creatures that fail their save against your Elemental Fist are 
  dazzled for as long as they remain on fire, and the DC 1 minute from hypothermia 
  in addition to being staggered. 
  You can also expend one use of your Elemental Fist feat as a free action to shroud 
  your body in flames until the beginning of your next turn. Any creature that hits you 
  with a natural weapon, unarmed strike, or melee touch attack during this time takes 
  1 point of fire damage per hit and must succeed at a Reflex save or catch on fire (and 
  be dazzled, if a non-mythic creature) for 1d4 rounds. A creature need save only once 
  per round against this effect. 
  Efreeti Style (Combat, Mythic, Style)
  Your fists are shrouded in fierce flames. 
  Prerequisites: Efreeti Style
  Benefit: You gain an additional number of Elemental Fist attempts per day 
  equal to one-half your mythic tier, and you add one-half your mythic tier to the fire 
  damage you deal with your Elemental Fist attack. In addition, you can expend one 
  use of your mythic power when making an Elemental Fist attack in order to bypass 
  the fire resistance or fire immunity of creatures you strike with your Elemental Fist 
  or with feats in the Efreeti Style group for a number of rounds equal to your mythic 
  tier. If attacking an object (other than an artifact or legendary weapon), you can 
  bypass a number of points of hardness equal to your mythic tier. This does not allow 
  you to bypass their resistance or immunity with other forms of fire.
  In addition, you can expend one use of your mythic power to extend your reach 
  by 5 feet for the purpose of an unarmed strike.
  Efreeti Touch (Combat, Mythic)
  You unleash the scorching breath of heart of fire. 
  Prerequisites: Efreeti Touch
  Benefit: You add your mythic tier to the damage dealt by your Efreeti Touch, and 
  the area of fire is also filled iwth noxious smoke until the beginning of your next 
  turn. This smoke blocks vision as fog cloud, and any air-breathing creature in the 
  cone or entering it before it dissipates must succeed at a Fortitude save at the same 
  DC or be nauseated for 1 round. You can see and breathe normally within the smoke 
  created by your Efreeti Touch.
  Mythic Minis 30: Mythic Martial arts Vi
  
  Janni Rush (Combat, Mythic)
  Your leaping charges crash down upon your enemies like thunder.
  Prerequisites: Janni Rush
  Benefit: When using Janni Rush, you gain a bonus on Acrobatics checks made to 
  jump equal to your mythic tier. In addition, you can expend one use of your mythic 
  power as a free action when jumping to increase this bonus to 5 times your mythic 
  tier. If jump while charging and hit your opponent with an unarmed strike, you add 
  your mythic tier to the damage you deal. This damage is multiplied on a critical hit. 
  Janni Style (Combat, Mythic, Style)
  You are a whirling dervish as you dash in and out of crowded combats. 
  Prerequisites: Janni Style
  Benefit: When using the charge action, you take no penalty on your Armor 
  Class, and you reduce the attack roll that flanking creatures gain against you by 
  an amount equal to one-half your mythic tier (minimum 0). In addition, when 
  charging while unarmed you can expend one use of your mythic power to gain the 
  ability to move through the spaces of allied creatures and to turn as often as desired 
  until the end of your charge.
  Janni Tempest (Combat, Mythic)
  Your spinning strikes send foes flying across the field. 
  Prerequisites: Janni Tempest
  Benefit: When you are using this style and hit an opponent with an unarmed 
  strike, you can make a combat maneuver check to trip that target as a swift action 
  or bull rush that target as a move action, or as a standard action you can make a 
  single combat maneuver check that functions as a simultaneous bull rush and trip, 
  with the target falling prone at the end of the bull rush. If you expend one use of 
  your mythic power, you can attempt either maneuver against the target as a free 
  action, or a combined maneuver (as described above) as a swift action. You can 
  make separate bull rush and trip maneuvers if you wish, expending the actions for 
  each (and mythic power, if you wish either to be a free action). Regardless of which 
  maneuver(s) you attempt, you must make the check(s) before the end of your next 
  turn. 
  Marid Coldsnap (Combat, Mythic)
  Your unleash a frozen torrent at your foes. 
  Prerequisites: Marid Coldsnap
  Benefit: You add your mythic tier to the damage dealt by your Marid Coldsnap, 
  and the ground in the area of Marid Coldsnap becomes as difficult to traverse as the 
  area of a grease spell, and any creature falling prone within the affected line takes 
  cold damage equal to one-half your mythic tier. Any creature entering or remaining 
  within that area takes cold damage equal to one-half your mythic tier. Creatures 
  damaged by your Marid Coldsnap become entangled (and fatigued, if non-mythic) 
  for 1d4 rounds on a failed Fortitude save against the same DC as the feat’s Reflex 
  save DC. 
  Marid Spirit (Combat, Mythic)
  Your freezing flesh keeps you safe from harm. 
  Prerequisites: Marid Spirit
  Benefit: While you are using this style, you increase your cold resistance by an 
  amount equal to your mythic tier. You can expend one use of your mythic power as 
  an immediate action to enter the Marid Style and gain this resistance until the end 
  of your next turn, even if you are flat-footed or otherwise denied your Dexterity 
  bonus to AC. If you are already using Marid Style, you can expend one use of your 
  mythic tier as an immediate action to gain immunity to cold until the end of your 
  next turn. Non-mythic creatures that fail their save against your Elemental Fist are 
  fatigued for 1 minute from hypothermia in addition to being staggered. 
  You can also expend one use of your Elemental Fist feat as a free action to sheathe 
  your body in ice until the beginning of your next turn. Any creature that hits you 
  with a natural weapon, unarmed strike, or melee touch attack during this time takes 
  1 point of cold damage per hit and must succeed at a Reflex save or be entangled 
  (and sickened, if a non-mythic creature) for 1d4 rounds. A creature need save only 
  once per round against this effect. 
  Marid Style (Combat, Mythic, Style)
  The icy waters of the depths swirl around your every blow, lashing your enemies. 
  Prerequisites: Marid Style
  Benefit: You gain an additional number of Elemental Fist attempts per day equal 
  to one-half your mythic tier, and you add one-half your mythic tier to the cold 
  damage you deal with your Elemental Fist attack. In addition, you can expend one 
  use of your mythic power when making an Elemental Fist attack in order to bypass 
  the cold resistance or cold immunity of creatures you strike with your Elemental 
  Fist or with feats in the Marid Style group for a number of rounds equal to your 
  mythic tier. If attacking an object (other than an artifact or legendary weapon), you 
  can bypass a number of points of hardness equal to your mythic tier. This does not 
  allow you to bypass their resistance or immunity with other forms of cold.
  In addition, you can expend one unit of your mythic power as a free action to 
  extend your reach by an additional 5 feet for a number of rounds equal to your 
  mythic tier. This extended reach applies only to unarmed strikes made while using 
  Marid Style. 
  Shaitan Earthblast (Combat, Mythic)
  Your tremors unleash a geyser of caustic fluid. 
  Prerequisites: Shaitan Earthblast
  Benefit: You add your mythic tier to the damage dealt by your Shaitan Earthblast, 
  and the eruption of the ground that accompanies it turns the ground in the area 
  into difficult terrain. Creatures failing their save against your Shaitan Earthblast are 
  knocked prone. 
   
   
  Shaitan Skin (Combat, Mythic)
  Your skin burns with sizzling solvents. 
  Prerequisites: Shaitan Skin
  Benefit: While you are using this style, you increase your acid resistance by an 
  amount equal to your mythic tier. You can expend one use of your mythic power 
  as an immediate action to enter the Shaitan Style and gain this resistance until the 
  end of your next turn, even if you are flat-footed or otherwise denied your Dexterity 
  bonus to AC. If you are already using Shaitan Style, you can expend one use of your 
  mythic tier as an immediate action to gain immunity to acid until the end of your 
  next turn. Non-mythic creatures that fail their save against your Elemental Fist are 
  sickened with pain for 1 round in addition to being staggered. 
  You can also expend one use of your Elemental Fist feat as a free action to sheathe 
  your body in acid until the beginning of your next turn. Any creature that hits you 
  with a natural weapon, unarmed strike, or melee touch attack during this time takes 
  1 point of acid damage per hit and must succeed at a Reflex save or be staggered 
  (and sickened, if a non-mythic creature) for 1 round. A creature need save only once 
  per round against this effect. 
  Shaitan Style (Combat, Mythic, Style)
  Your caustic touch causes earth to crumble before you. 
  Prerequisites: Shaitan Style
  Benefit: You gain an additional number of Elemental Fist attempts per day equal 
  to one-half your mythic tier, and you add one-half your mythic tier to the acid 
  damage you deal with your Elemental Fist attack. In addition, you can expend one 
  use of your mythic power when making an Elemental Fist attack in order to bypass 
  the acid resistance or acid immunity of creatures you strike with your Elemental Fist 
  or with feats in the Shaitan Style group for a number of rounds equal to your mythic 
  tier. If attacking an object (other than an artifact or legendary weapon), you can 
  bypass a number of points of hardness equal to your mythic tier. This does not allow 
  you to bypass their resistance or immunity with other forms of acid.
  
  Credits
  Author: Jason Nelson
  Artist: Bob Greyvenstein
  Design and Layout: Richard Kunz
  Legendary Games Team Members: Clinton J. Boomer, Benjamin Bruck, 
  Matthew Goodall, Jim Groves, Tim Hitchcock, Jonathan H. Keith, Nicolas Logue, 
  Jason Nelson, Richard Pett, Tom Phillips, Alistair Rigg, Tork Shaw, Mike Shel, Mike 
  Welham, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, and Clark Peterson
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, Jason Bulmahn, and the Paizo staff for 
  their excellent Pathfinder Roleplaying Game Mythic Adventures hardback. 
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  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Mythic Minis 30: Mythic Martial Arts VI © 2014, Legendary Games; Author Jason Nelson.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Owen 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua J. Frost, James Jacobs, Rob McCreary, Erik 
  Mona, Sean K Reynolds, F. Wesley Schneider, Lisa Stevens, James L. Sutter, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Author: Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, 
  Brandon Hodge, James Jacobs, Steve Kenson, Hal Maclean, Martin Mason, Rob McCreary, Erik 
  Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, 
  James L. Sutter, Russ Taylor, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  Jesse Benner, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris 
  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland,
  Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo Publishing, LLC; Lead Designer: 
  Jason Bulmahn; Design Team: Stephen Radney-MacFarland and Sean K Reynolds; Authors: 
  Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, 
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  Taylor, and Ray Vallese. 
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  Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick 
  Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; Lead Designer: 
  Jason Bulmahn; Designers: Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  
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