TEXT: Mythic Minis 6
  Guardian 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 6: GUARDIAN PATH ABILITIES
  Mythic characters define themselves largely by their path abilities, and this product 
  provides new and unique path abilities for the Guardian path, as described 
  the Pathfinder Roleplaying Game Mythic Adventures rulebook. The Analytical 
  Eye, Mythic Rider, and Trick Rider path abilities also appear in Mythic Minis 2: 
  Champion Path Abilities.
  1st-Tier Guardian 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 use of this ability are not repeated. A mythic version of 
  a combat feat is considered just one feat, not two separate feats.
  Flanking Foil (Ex): You gain the ability to dance deftly in between foes 
  surrounding you, gaining a dodge bonus to your Armor Class equal to one-half 
  your mythic tier (minimum +1) whenever you are flanked. If a creature flanking 
  you attacks you and misses, you gain this bonus on your next attack roll against 
  that creature. 
  Pike Chopper (Ex): When you are attacked with a reach weapon or any weapon 
  in the spears or polearms weapon groups (as described in Pathfinder Roleplaying 
  Game Ultimate Combat), you can use an attack of opportunity to attempt a combat 
  maneuver check to sunder that reach weapon. The sunder maneuver occurs 
  simultaneously with the attack against you; the attack may harm you even if you 
  destroy the attacking weapon, and you may sunder the weapon even if you are killed 
  or incapacitated by the attack. If you spend one use of your mythic power as an 
  immediate action, you can use this ability until the end of your next turn against 
  any manufactured weapon. This ability has no effect on natural weapons or weapons 
  with natural reach, except for the heads of a hydra or other creature whose natural 
  weapons can be sundered in a similar fashion. 
  Terrible Courage (Ex): You gain a bonus equal to your mythic tier on your saving 
  throws against fear effects and to the DC to Intimidate you. If a fear effect normally 
  has a partial effect on a successful save, it has no effect on you. Even if you fail your 
  save or no save is allowed, the duration of the effect is halved (minimum 1 round)
  If you successfully save against a fear effect, you may spend one use of your 
  mythic power to affect the creature that created the fear effect with its own fear 
  effect. That creature may attempt to resist the fear effect with a saving throw or spell 
  resistance if that is normally allowed. If the creature that created the fear effect is 
  immune to fear, it is unaffected if it is a mythic creature; however, a non-mythic 
  creature’s immunity to fear does not apply against this ability. 
  3rd-Tier Guardian Path Abilities
  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). In 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 tier was 2 tiers lower than yours. 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.
  Parting Shot (Ex): If you are killed or incapacitated, including being petrified, 
  paralyzed, disintegrated, knocked unconscious, or otherwise made helpless and 
  unable to take actions, you can make one attack of opportunity for every three 
  mythic tiers before becoming helpless. You may direct these attacks against any 
  creatures you threaten, but each creature may be attacked only once. If you do not 
  threaten any creature, you may instead make a single ranged attack against a target 
  within 30 feet, provided you are wielding a ranged weapon, including a thrown 
  weapon or even an improvised weapon. If you spend one use of your mythic power, 
  these attacks ignore miss chance due to concealment. Any attacks you make with 
  this ability are considered simultaneous with the action that kills or incapacitates 
  you; killing or incapacitating your attacker does not prevent you from being killed 
  or incapacitated.
  Shielded Perimeter (Ex): As a full-round action, you can move a distance equal 
  to your speed. All allies whose spaces you move through gains a cover bonus equal 
  to one-half your mythic tier to their Armor Class until the beginning of your next 
  turn, and enemies add this number to the DC of Acrobatics checks made to move 
  through these squares without provoking attacks of opportunity. This cover bonus is 
  increased by 1 if you are using a heavy shield and by 2 if you are using a tower shield. 
  If you expend one use of your mythic power, this bonus also applies to your allies’ 
  Reflex saves and CMD and any square though which you have moved is considered 
  difficult terrain for your enemies. 
  That Trick Doesn’t Work on Me Anymore: When you learn a creature’s combat 
  feats using the analytical eye path ability, if that creature attacks you again you can 
  select a number of its combat feats equal to one-half your mythic tier as an immediate 
  action, spending one use of mythic power per feat you select. Your attacker gains 
  no benefit from using those feats against you for the next 24 hours, though it may 
  use them against other creatures and still takes any penalties associated with using 
  those feats. If negating the benefits of these feats results in your opponent provoking 
  an attack of opportunity from you, such as negating the Improved Trip feat, you 
  gain a bonus equal to one-half your mythic tier to your attack roll on your attack of 
  opportunity. You must have the analytical eye path ability to select this path ability.
  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.
  6th-Tier Guardian Path Ability
  Healing Sink (Ex): Any conjuration (healing) effect with a variable numeric effect 
  that affects you is maximized, as if the Maximize Spell metamagic feat had been 
  applied to it, though this ability also applies to supernatural and exceptional abilities 
  and magic item effects that heal hit point damage or ability damage. If a healing 
  effect targets multiple creatures, this maximization only affects you. However, if a 
  creature adjacent to you receives a conjuration (healing) effect that would cure more 
  hit point damage than the creature has, if you are at less than full hit points you heal 
  damage equal to one-half of any unused curing beyond the amount required to 
  bring the adjacent creature to full hit points. This leftover healing is not maximized. 
  To the Last Breath (Ex): You remain clear-headed and able to function even 
  while hovering on death’s door. When at or below 0 hit points, you are not staggered 
  and do not lose 1 hit point each round. While at or below 0 hit points, you gain 
  immunity to effects with the pain descriptor and to the sickened and staggered 
  conditions. You must have the To the Death 3rd-level guardian mythic path ability 
  to select this ability.
  Mythic Minis 6: Guardian Path abilities
  
  Credits
  Author: Jason Nelson
  Artist: Hugo Solis
  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
  Proofreading: Alistair Rigg
  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 6: Guardian Path Abilities © 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.
  Mythic Minis 2: Champion Path Abilities © 2014, Legendary Games; Author Jason Nelson.  
  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 
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  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 
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  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; 
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  Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Lead 
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  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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