TEXT: Mythic Minis 44 
  trickster Path abilities ii
  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 44: TRICKSTER PATH ABILITIES II
  Mythic characters define themselves largely by their path abilities, and this product 
  provides new and unique path abilities for the Trickster path, as described the 
  Pathfinder Roleplaying Game Mythic Adventures rulebook. 
  1st-Tier Trickster Path Abilities
  Heartsong (Su): When you grant a competence or morale bonus with your bardic 
  performance, you increase the bonus it grants by 1. If your bardic performance cures 
  hit point damage or grants temporary hit points or Hit Dice, add your mythic tier to 
  the number of hit points cured or granted. A spell that ends a bardic performance in 
  order to produce its effect, such as reviving finale, gains the same benefits.
  Insider Trading (Ex): Whenever you are crafting an item in a city, including using 
  the Craft skill or item crafting feats, you can attempt Appraise, Bluff, Diplomacy, 
  Intimidate, and Sleight of Hand checks against the item’s Craft DC (or the DC of 
  Spellcraft or other associated skill checks for crafting a magic item). Each successful 
  check reduces the gp cost of the item you are creating by 5%, reflecting your ability 
  to obtain materials through illicit contacts and circumvention of legitimate business 
  practices. You must have the black market connections rogue talent or at least 10 
  ranks in Appraise and Bluff to select this path ability.
  Shadow Cloak (Su): You can expend one use of your mythic power as a swift 
  action to reduce the illumination within the space(s) you occupy to dim light 
  for a number of rounds equal to your mythic tier. This shadow cloak grants you 
  concealment (20% miss chance) and obscures your features. The shadow cloak 
  moves with you and flows around you, granting you a +2 circumstance bonus on 
  Disguise, Sleight of Hand, and Stealth checks. While using your shadow cloak, you 
  gain darkvision with a range of 5 feet times your mythic tier. You add your mythic 
  tier on Acrobatics checks made to jump from an area of dim light or darkness 
  to another area of dim light or darkness. Creatures with darkvision can see you 
  normally, and the benefits of this ability do not apply against them.
  Technological Tinker (Ex): You gain Technologist as a bonus feat, and you add 
  your mythic tier as a bonus on Craft, Disable Device, Knowledge (engineering), 
  Linguistics, and Perception checks related to robots, technological objects, or 
  technological traps. Any timeworn technology items you use do not automatically 
  glitch on a natural 1, and you reduce the chance of glitches at other times by 5% 
  times your mythic tier. If a glitch does occur, you can add or subtract twice your 
  mythic tier from the d% roll to determine the effect of the glitch. When crafting an 
  item using a technological crafting lab, you reduce the necessary energy expenditure 
  of the facility by 5% times your mythic tier.
  3rd-Tier Trickster Path Abilities
  Haunting Melody (Su): Your transcendent music is simultaneously awe-inspiring 
  and unsettling. Non-mythic creatures saving against your bardic performance must 
  roll two saving throws. If the first save fails, the target becomes shaken; the penalty 
  for being shaken applies to the second save against the performance’s usual effect. The 
  shaken condition lasts as long as the companion performance lasts. If your bardic 
  performance creates a fear effect, failing this saving throw causes that fear effect to 
  become one step more severe. If your performance creates a fear effect but does not 
  normally allow a saving throw, such as dirge of doom, affected creatures gain a saving 
  throw against the usual DC of your bardic performance; a successful save results in 
  the normal effect of the performance, rather than a more severe fear effect.
  If you expend one use of your mythic power when beginning a performance, you 
  can use this ability against mythic creatures whose mythic rank or tier is lower than 
  your own. If you do this, non-mythic creatures failing their saving throw against 
  your haunting melody remain shaken for a number of rounds thereafter equal to 
  your mythic tier after the effect of the companion performance ends. 
  Magic Trick (Sp): You can select a spell from the class list of any arcane 
  spellcasting class to use twice per day as a spell-like ability. The spell’s level cannot 
  exceed one-half your mythic tier, and you can expend one use of your mythic power 
  use the mythic version (or additional uses to activate augmented versions of that 
  spell for which your tier qualifies you) of that spell, as well as any spell-like abilities 
  you selected with your major magic and minor magic rogue talents. In addition, 
  at any time you can expend one use of your mythic power as a full-round action 
  to choose a new spell to use with your major magic or minor magic rogue talent 
  or magic trick path ability, replacing the previous spell. This change is permanent 
  unless you spend your mythic power to change it again. You must have the major 
  magic rogue talent or have the ability to spontaneously cast arcane spells in light 
  armor with no chance of spell failure in order to select this path ability.  
  Shadow Blending (Su): In any lighting conditions other than bright light, you 
  can disappear into the shadows as a move action, as if using invisibility. You remain 
  invisible until you attack, enter an area of bright light, or choose to reveal yourself. 
  Mythic creatures with darkvision can see you if their mythic rank or tier is equal 
  to or greater than yours. When you disappear into the shadows, you can expend 
  one or more uses of mythic power to become undetectable by one of the following 
  exceptional senses for as long as you remain invisible: blindsight (including 
  blindsense), lifesense (including effects like the deathwatch spell that detect a 
  creature’s life force), magical divinations (as if using nondetection, with a caster level 
  equal to twice your mythic tier), scent (including keen scent), or tremorsense. You 
  must expend one use of your mythic power for sense you select. You must have the 
  shadow cloak path ability to select this ability.
  Try Something New (Su): You can permanently exchange any one rogue talent, 
  ninja trick, investigator talent, grit feat, performance combat feat, or feat that affects 
  bardic performance that you possess for a different talent, trick, or feat of the same 
  kind for which you qualify. If you spend one hour practicing the new talent, trick, 
  or feat, you must expend one use of your mythic power. You may use this ability as 
  a full-round action by expending two uses of mythic power or as a swift action by 
  expending three uses of mythic power. 
  6th-Tier Trickster Path Abilities
  Make Your Own Luck (Ex): Whenever you gain a competence, insight, or 
  morale bonus from any effect, you may choose to treat that bonus as a luck bonus.
  Shadow Form (Su): When you disappear into the shadows using shadow blend, 
  you become invisible and incorporeal. Your speed is increased by 10 feet in normal 
  light, by 20 feet in darkness, and by 30 feet in dim light. You cannot enter an area of 
  bright light while using this ability, and you cannot pass through solid objects that 
  are larger than your space. If you are inside a solid object, your shadowy silhouette 
  appears on the surface of the object and moves as you move across the object’s 
  surface, allowing mythic creatures with darkvision to locate you if their mythic rank 
  or tier equals or exceeds your own. You must have the shadow blend path ability to 
  select this ability. 
  Mythic Minis 44 - trickster Path abilities ii
  
  Credits
  Author: Jason Nelson
  Artist: Hugo Solis
  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 44: Trickster Path Abilities II © 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.
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  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
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  Owen Stephens, and Russ Taylor.
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  Vaughan. 
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  Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, 
  James L. Sutter, Russ Taylor, and Greg A. Vaughan. 
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  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
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  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo Publishing, LLC; Lead 
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