TEXT: Mythic Minis 76 
  Far EastErn racial FEats
  by Jason Nelson and Jeff Lee
  
  by Jason Nelson and Jeff Lee
  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 76: Asian Racial Feats 
  The traditional tropes of fantasy RPGs are drawn from the myths, legends, and 
  literature of Western Europe, but there exists a panoply of tales of adventure 
  from across the globe. One of the most popular sub-genres of fantasy looks to 
  the East, drawing upon Asian cultures as their inspiration. Whether campaigns 
  are set wholly within this fantasy Asia or simply represent Asian-like nations as 
  a counterpoint to traditional Euro-focused fantasy, the creatures and races of 
  these cultures offer amazing options for players and GMs alike, from inquisitive 
  (and sometimes bloodthirsty) tengu to toxic nagaji and vishkanya, mysterious 
  and magical kitsune, wise and clever vanaras, shadow-sneaking wayangs, and 
  the strange samsarans that live, die, and live again, generation after generation, 
  bringing the memory and wisdom of the ages with them. 
  Blood Beak (Combat, Mythic)
  Your beak attack can bloody and disable opponents.
  Prerequisite: Blood BeakARG.
  Benefit: Add a bonus to the damage of your beak attack equal to 1/2 your mythic 
  tier (minimum +1). When you confirm a critical hit with your beak attack, you also 
  deal 1d4 bleed damage. Furthermore, if you spend one use of your mythic power, 
  you can inflict one of the following conditions on a critical hit: blinded, dazed, or 
  sickened. This condition lasts as long as the target retains the bleeding condition.
  Carrion Feeder (Mythic)
  You can eat nearly anything without ill effects.
  Prerequisite: Carrion FeederARG.
  Benefit: You gain a +4 racial bonus on saving throws against diseases and ingested 
  poisons, and you receive a +4 bonus on Survival skill checks to find food for yourself. 
  If you fail a saving throw against a disease or ingested poison, you can spend one use 
  of your mythic power to reroll the saving throw with a bonus equal to one-half your 
  mythic tier (minimum 1). You must take the results of this second roll.
  Life’s Blood (Mythic)
  Your blood contains powerful healing properties.
  Prerequisite: Life’s BloodARG.
  Benefit: When you use this feat, the creature healed by the ritual gains hit points 
  equal to twice the damage you take. Additionally, you can spend a use of mythic 
  power to add lingering effects to the ritual. The affected creature gains fast healing 1 
  for a number of rounds equal to the number of points of damage you take.
  Long-Nose Form (Mythic)
  You have increased olfactory abilities in your human form.
  Prerequisite: Long-Nose Form ARG.
  Benefit: When in your long-nosed human form, you gain a bonus equal to 
  one-half your mythic tier (minimum 1) on all Perception checks and on Survival 
  checks to track by smell. You can spend one use of mythic power as a move action 
  to temporarily heighten your olfactory senses to preternatural levels, granting 
  blindsense in a 10-foot radius for 1 round per mythic tier you possess. Creatures 
  with overpowering scents, such as skunks or troglodytes, can be detected by 
  your blindsense up to 30 feet away.
  Magical Tail (Mythic)
  Your extra tail provides you further magical power.
  Prerequisite: Magical Tail ARG.
  Benefit: Your spell-like abilities can be used 4 times per day, and DCs for these 
  abilities gain a bonus equal to 1/3 your mythic tier (minimum +1). If you spend a 
  use of your mythic power and 2 uses of your spell-like ability, you can instead invoke 
  a more powerful spell-like effect. The effects depend on which tail you use. You do 
  not gain the bonus to DC when using the more powerful spell-like abilities.
  1. adjustable disguise
  2. charm monster
  3. mislead
  4. greater invisibility
  5. mass suggestion
  6. project image
  7. insanity
  8. dominate monster
  Realistic Likeness (Mythic)
  When in human form, you can take the likeness of another with remarkable 
  accuracy.
  Prerequisite: Realistic LikenessARG.
  Benefit: You gain a bonus equal to your mythic tier on Disguise checks to fool 
  others with your impersonation. If you expend one use of your mythic power, you 
  can emulate the effects of misdirection with the impersonated human as your target, 
  as long as the human is within 30 feet of you when you make the transformation. 
  This effect lasts for one hour per mythic tier you possess.
  Scavenger’s Eye (Mythic)
  You are quick to see and seize the most valuable shiny objects.
  Prerequisite: Scavenger’s Eye ARG.
  Benefit: You gain a bonus on Appraise checks equal to one-half your mythic 
  tier (minimum 1). You may determine the most valuable item in a hoard as a move 
  action and gain a bonus equal to your mythic tier on Appraise checks to do so.  You 
  can spend one use of mythic power to reroll any failed Appraise check. You must 
  take the results of the second roll, even if worse; however any roll on your Appraise 
  check that is less than your mythic tier is treated as if it were equal to your mythic tier.
  Shadowy Dash (Mythic)
  You are swift and silent as a shadow even when moving quickly. 
  Prerequisite: Shadowy DashARG.
  Benefit: Whenever you are in dim light or darkness, you can make Stealth checks 
  even while running or charging. If you use the withdraw action, in an area of dim 
  light or darkness, you can make a Stealth check at any point during your movement 
  even if you are under direct observation. You may also choose to leave a trail of 
  shadows in your wake when you move. If you expend one use of mythic power as a 
  swift action, the light conditions in any square through which you pass until the end 
  of your turn is reduced by one step, or by two steps if you expend two uses of mythic 
  power when using this ability. This is a supernatural darkness effect and lasts for a 
  number of rounds equal to your mythic tier.
  Sleep Venom (Mythic)
  Your soporific venom is potent and plentiful. 
  Prerequisite: Sleep VenomARG.
  Benefit: You add one-half your mythic tier (minimum 1) to the save DC of your 
  venom when you use it as a sleep poison, and you gain an additional number of 
  daily uses of your venom equal to one-half your mythic tier (minimum 1); these 
  additional uses may only be used to create sleep venom.
  Mythic Minis 76 - Far EastErn racial FEats
  
  Spit Venom (Combat, Mythic)
  You spit gouts of venom with uncanny deadliness.
  Prerequisite: Spit VenomARG.
  Benefit: You add your mythic tier to your Hit Dice to determine the number of 
  times per day you may spit venom, and you may spit your venom at a target up to 
  10 feet away as a swift action rather than a full-round action. If you use a full-round 
  action to spit, you may spit your poison an additional 5 feet per mythic tier. You may 
  expend one use of mythic power as a swift action to spit your poison in a 10-foot 
  cone-shaped burst; all creatures within the cone are blinded (Fortitude negates).
  Tengu Raven Form (Mythic)
  You can shift easily into avian form. 
  Prerequisite: Tengu Raven FormARG.
  Benefit: When you use this ability, you can assume the form of a Tiny, Small, 
  Medium, or Large black bird resembling a raven, gaining the normal effects of beast 
  shape I or beast shape II with a caster level equal to your character level plus your 
  mythic tier. You can freely switch between sizes and between raven form and your 
  normal tengu form throughout the duration of the effect; switching shapes is a move 
  action that does not provoke attacks of opportunity. You can use this ability more 
  than once per day by expending one use of mythic power for each use after the first. 
  Tengu Wings (Mythic)
  You can swoop and soar on avian wings. 
  Prerequisite: Tengu WingsARG.
  Benefit: Your fly speed when using your Tengu Wings increases by 10 feet, plus 
  10 feet per 3 mythic tiers you possess. You can use these wings for a total number 
  of minutes per day equal to your character level plus your mythic tier. This duration 
  need not be continuous but must be used in 1-minute increments. You can increase 
  the duration to a number of hours equal to your character level plus your mythic 
  tier; however, your speed is halved and your maneuverability is reduced to poor. 
  You can resume your normal speed and maneuverability at any time, but doing so 
  immediately ends that hour of the effect’s duration and begins a new minute of its 
  normal duration.
  Tree Hanger (Mythic)
  Your tail is a powerful aid in climbing and maintaining your perch in the trees.
  Prerequisite: Tree HangerARG.
  Benefit: You gain a bonus equal to one-half your mythic tier on Climb checks 
  in trees (or equal to your mythic tier on Climb checks to keep your grip when you 
  take damage while climbing), and you are not denied your Dexterity bonus when 
  climbing in trees. You can use this feat to jump up and hang as a free action; if you 
  use it as a swift action, you add your mythic tier on the Acrobatics check to jump 
  up and hang. If you expend one use of mythic power as a free action, you gain the 
  benefits of this feat for a number of minutes equal to your mythic tier whenever you 
  are in a square with a branch or other sturdy large object that you could hang from, 
  without needing to make an Acrobatics check or stop moving.
  Credits
  Authors: Jason Nelson and Jeff Lee
  Artist: Bob Greyvenstein
  Editor: Jason Nelson
  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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  Mythic Minis 76: Asian Racial Feats © 2015, Legendary Games; 
  Authors: Jason Nelson and Jeff Lee.
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