TEXT: Mythic Minis 64 
  Divine Feats
  by Jason Nelson, Jonathan H. Keith, and Robert Brookes
  
  By Jason Nelson, Jonathan H. Keith, and Robert Brookes
  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 63: Divine Feats 
  A broad range of characters rely upon the power of their faith and their anointing 
  by powers beyond mortal ken, and their special blessings allow divinely appointed 
  characters to wield mythic power in their patron’s service. 
  Abundant Revelations (Mythic)
  Your study of the mysteries grants you great revelatory powers. 
  Prerequisite: Abundant RevelationsUM.
  Benefit: You gain a number of additional uses of your chosen revelation equal 
  to one-half your mythic tier (minimum 1). If you expend one use of your mythic 
  power while meditating for 1 hour to refresh your spellcasting ability, you may 
  change the revelation you have chosen for this feat. 
  Channeled Revival (Mythic)
  Your channeling is so powerful that it can overcome even potent death effects, 
  restoring the dead to life with enough stray power to heal nearby allies.
  Prerequisite: Channeled RevivalUC.
  Benefit: When you use this feat, allies within range of your channel energy are 
  healed as if you had expended one use of channel energy for that purpose. This does 
  not apply to the target of your Channeled Revival. Additionally, you may expend one 
  use of mythic power to restore the dead as if you had cast mythic breath of life. If you 
  can cast breath of life as a spell, you can expend mythic power or an equal number of 
  uses of channel energy to cast the mythic or augmented versions of the spell.
  Channeling Scourge (Mythic)
  Your channeling is especially powerful while visiting your faith’s wrath on your 
  enemies and can cover an unusually large territory.
  Prerequisite: Channeling ScourgeUC.
  Benefit: When you use channel energy to deal damage, add your mythic tier 
  to your effective cleric levels for determining the number of damage dice and 
  the saving throw DC. Additionally, you may expend one use of mythic power to 
  increase the radius of that channel energy effect by 5 feet, plus 5 feet per 2 mythic 
  tiers you possess.
  Contingent Channeling (Mythic)
  Your imbued allies erupt in a blast of positive energy on death.
  Prerequisites: Contingent ChannelingUC
  Benefit: If an ally you have imbued with positive energy from contingent 
  channeling is reduced to 0 hp or less they immediately erupt in a burst of positive 
  energy in a 30-foot radius, healing the imbued ally and all creatures within the 
  area of effect the same number and type of dice as normal for your channel energy 
  feature. Undead are damaged by this effect and the save DC is the same as if you 
  were using your channel energy class feature.
  Special: If you have the Selective Channeling feat you may determine at the time 
  you imbue positive energy with Contingent Channeling who may be affected by 
  this burst.
  Create Reliquary Arms and Shields (Mythic)
  You can imbue magical armaments with the power of your deity. 
  Prerequisite: Create Reliquary Arms and ShieldsUM.
  Benefit: The reliquary item you create can serve as a reliquary for any creature 
  that shares your patron deity or religion. In addition, a mythic creature that 
  shares your patron deity or religion can expend one use of its mythic power to use 
  consecrate or desecrate as a spell-like ability, centering the spell on the reliquary 
  item, with a caster level equal to its caster level in any divine spellcasting class, or 
  equal to its mythic tier if it is not a divine spellcaster. 
  In addition, when creating a reliquary item you can imbue a number of levels of 
  mythic divine spells that you know equal to your mythic tier into the reliquary item 
  at the end of the crafting process, expending one use of your mythic power per spell 
  in the process. These spells can include domain spells. Once the item is complete, 
  a mythic divine spellcaster that follows your patron deity or religion can expend 
  mythic power to cast those spells as mythic spells while wielding the reliquary item. 
  You can change the spells stored within a reliquary item dedicated to your deity, 
  even if you did not personally craft that item, by spending 8 hours praying over the 
  item and  casting the new mythic spells into it.
  Crusader’s Fist (Combat, Mythic)
  Your divine energy cascades on a critical hit.
  Prerequisites: Crusader’s FistUC
  Benefit: If you score a critical hit with Crusader’s Fist, you may spend one point of 
  mythic power to have the additional damage from Crusader’s Fist multiplied as well.
  Double Bane (Mythic)
  Your zeal to slay your worst enemies extends to both of your weapons and woe to 
  the foe hit by both at once.
  Prerequisite: Double BaneUC.
  Benefit: For a number of rounds per day equal to your mythic tier you may 
  apply your bane class feature to two weapons while only expending one round of 
  that feature. If you hit a creature of the same type as your chosen bane with both 
  weapons in the same round, you may expend two uses of mythic power to treat the 
  second hit as a critical threat.
  Extra Bane (mythic)
  You can convert your mythic power into an extension of your bane ability.
  Prerequisite: Extra BaneUC.
  Benefit: When you activate your bane ability, you may expend one use of mythic 
  power to extend the duration of that bane by a number of rounds equal to one-half 
  your mythic tier (minimum 1). These additional rounds do not count against your 
  daily maximum of bane rounds, but they end immediately if you reactivate your 
  bane ability against a different creature type.
  Instant Judgment (Mythic)
  You may condemn a foe without a second thought.
  Prerequisites: Instant JudgmentUC
  Benefit: You may spend 1 point of mythic power to pronounce a judgment or 
  change an active judgment as a free action.
  Menacing Bane (Mythic)
  You combine fear and wrath into a great force.
  Prerequisites: Menacing BaneUC
  Benefit: When you use Menacing Bane your melee weapon is considered both 
  menacing and bane.
  Special: If you have the Double Bane feat, both weapons you wield are considered 
  bane and menacing.
  Merciful Bane (Mythic)
  Your nonlethal bane weapons can easily subdue an opponent.
  Prerequisites: Merciful BaneUC
  Benefit: When you choose to deal nonlethal damage with a weapon that is under 
  the effect of your bane ability, your weapon’s critical multiplier is increased by 
  an amount equal to 1/2 your mythic tier (minumum 1).
  Mythic Minis 64 - Divine Feats
  
  Planar Wild Shape (Mythic)
  You can transform into an array of planar entities.
  Prerequisites: Planar Wild ShapeUC
  Benefit: When you use wild shape to take the form of an animal, you can expend 
  two additional daily uses of your wild shape class feature and 2 points of mythic 
  power to add the half-celestial template or half-fiend template to your animal form. 
  (Good druids must use the half-celestial template, while evil druids must use the 
  half-fiend template.)
  Righteous Healing (Mythic)
  Your healing spells are as potent as possible when you have a judgment active.
  Prerequisites: Righteous HealingUC
  Benefit: If you cast a cure spell while you have a judgment active it heals the 
  maximum amount of damage as if modified by the Maximize Spell metamagic feat.
  Shapeshifting Hunter (Mythic)
  Defeating your most hated foes reinvigorates your ability to shapechange.
  Prerequisites: Shapeshifting HunterUC
  Benefit: Whenever you reduce one of your favored enemies (with a minimum 
  HD equal to your level -4) to -1 hit points or less, you regain one daily use of 
  wild shape.
  Shared Judgment (Mythic)
  You extend the benefits of your judgment to more allies.
  Prerequisites: Shared JudgmentUC
  Benefit: The number of allies you can share your judgments with increases by +1 
  per mythic tier you possess.
  Spell Bane (Mythic)
  Creatures affected by your bane weapon find your spells nearly impossible to resist.
  Prerequisites: Spell BaneUC
  Benefit: While your bane class feature is affecting a creature type you can expend 
  one use of mythic power as part of casting a spell from your chosen school to force 
  any of the spell’s targets of that creature type to roll their saving throws twice, taking 
  the lower result.
  Credits
  Authors: Jason Nelson, Jonathan H. Keith, and Robert Brookes
  Artist: Tanyaporn Sangsnit
  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 64: Divine Feats © 2015, Legendary Games; Author Jason Nelson, Jonathan H. Keith, and Robert Brookes.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
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