TEXT: Mythic Minis 2
  chaMpion path abilities
  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, 5 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 2: CHAMPION PATH ABILITIES
  Mythic characters define themselves largely by their path abilities, and this product 
  provides new and unique path abilities for the Champion path, as described the 
  Pathfinder Roleplaying Game Mythic Adventures rulebook.
  1st-Tier Champion Path Abilities
  Analytical Eye: When a creature has attacked you, you can spend one use of 
  your mythic power as an immediate action to analyze your attacker’s fighting 
  style and capabilities, learning a number of your opponent’s combat feats equal to 
  your Intelligence bonus plus one-half your mythic tier (minimum 1). If this result 
  is less than your opponent’s number of combat feats, the exact feats you learn are 
  determined randomly, starting with any feats your opponent used in its attack 
  against you. You can use this path ability more than once if you are attacked by 
  the same creature in multiple rounds. Each additional use reveals new combat 
  feats until you have learned all combat feats the creature possesses; feats already 
  discovered through previous uses of this ability are not repeated. A mythic version 
  of a combat feat is considered just one feat, not two separate feats.
  Combat Feat Mastery: By spending one use of your mythic power and spending 
  one hour practicing, you gain one bonus combat feat for which you qualify. You gain 
  this bonus feat for 24 hours or until the next time you use this ability, whichever is 
  less; when you use it to gain a new bonus combat feat, that feat replaces the current 
  one. This bonus feat cannot be used as a prerequisite for any other feat, prestige 
  class, or other purpose. 
  At 4th tier and above, you can use this path ability to gain a number of combat 
  feats equal to one-half your mythic tier. Each feat you gain requires one hour of 
  practice and the expenditure of one use of mythic power. You may use feats you gain 
  with this path ability as prerequisites for other feats you gain with this path ability, 
  but not as prerequisites for anything else. 
  At 6th tier and above, you can spend two uses of your mythic power to gain a 
  combat feat with only one minute of practice rather than one hour. 
  Smashmouth (Ex): By spending one use of your mythic power when you hit 
  with an attack that deals bludgeoning damage, you injure the target’s mouth for 
  1 minute. If the target has a bite attack, it takes a -2 penalty on attack and damage 
  rolls. This penalty increases by 1 for every 3 mythic tiers you possess. If the target 
  attempts to cast spells with a verbal component or to activate a spell-completion 
  or spell-trigger item or item that is activated with a command word, it has a 20% 
  chance of spell failure or of the item failing to function. This chance is increased by 
  10% for every 3 mythic tiers you possess. Abilities that grant the target immunity to 
  (or a percentage chance to ignore) critical hits apply to this ability. 
  3rd-Tier Champion Path Abilities
  Mythic Marine (Ex): Water does not provide a cover bonus to Armor Class 
  against your attacks. If you are underwater, you can fight without penalty as if 
  using freedom of movement. You can use any kind of ranged weapon underwater, 
  including thrown weapons, without penalty if you are attacking targets within 10 
  feet plus 5 feet per mythic tier. Normal penalties for underwater ranged combat 
  apply beyond this distance. 
  Mythic Rider (Ex): If any effect would make you fall from the back of your 
  mount or cause your mount to fall or become prone, you can spend one use of 
  your mythic power as a free action to remain mounted or for your mount to 
  remain standing (unless your mount is killed or knocked unconscious). I
  n 
  addition, you can spend one use of your mythic power attuning yourself to your 
  mount. For the next 24 hours, your mount gains the hard to kill, recuperation, and 
  mythic saves abilities as a creature whose mythic rank was 2 lower than your mythic 
  tier. If you have the unstoppable ability and use it on yourself while mounted, you 
  may remove one of the listed effects from your mount at the same time; this may be 
  a different effect from the one affecting you.
  Reaping the Chaff: When facing inferior opponents, you can carve through their 
  ranks with lethal speed and precision. As a full-round action, you can make a single 
  melee attack at your highest base attack bonus. If you hit and the target’s Hit Dice 
  are less than or equal to your mythic tier, deal damage as normal. You can then 
  move and make another attack at your highest base attack bonus, continuing this 
  process until you miss, attack an opponent whose Hit Dice exceed your mythic tier, 
  or attack an opponent you already hit this round. You can’t move more than double 
  your speed in this way in 1 round. Your movement does not provoke attacks of 
  opportunity against creatures whose Hit Dice are less than or equal to your mythic 
  tier. 
  Trick Rider (Ex): You gain one bonus feat for every 2 mythic tiers you possess, 
  which must be Animal Affinity, Skill Focus (Ride), or a mounted combat feat, or a 
  mythic version of one of these feats. 
  Two Can Play at That Game: When you learn a creature’s combat feats using 
  the analytical eye path ability, on your next turn as a swift or move action (your 
  choice) you can select a number of its combat feats equal to one-half your mythic 
  tier, spending one use of mythic power per feat you select. You can now use those 
  feats as if you possessed them for the next 24 hours, but only against the creature 
  from whom you learned them. You cannot select a feat for which you do not meet 
  the prerequisites, but you can use feats that you “borrow” with this ability to serve 
  as prerequisites to other feats you borrow, such as taking both Point Blank Shot and 
  Rapid Shot from your opponent. If your opponent knows the mythic version of a 
  combat feat, you may borrow that feat, but it counts as two feats for the purpose of 
  this ability. You must have the analytical eye path ability to select this path ability.
  Mythic Minis 2: chaMpion path abilities
  
  Credits
  Author: Jason Nelson
  Artist: Jason Juta
  Design and Layout: Richard Kunz
  Legendary Games Team Members: Clinton J. Boomer, Benjamin Bruck, Matt 
  Goodall, Jim Groves, Tim Hitchcock, Jonathan Keith, Jason Nelson, Tom Phillips, 
  Alistair Rigg, Neil Spicer, Todd Stewart, Russ Taylor, Greg 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. 
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary 
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  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Mythic Minis 2: Champion Path Abilities © 2013, 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 Ultimate Combat © 2011, Paizo Publishing, LLC; Lead 
  Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse Benner, Benjamin Bruck, Brian J. 
  Cortijo, Jim 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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