TEXT: Mythic Minis 16
  Universal 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, 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 16: UNIVERSAL PATH ABILITIES II
  Mythic characters define themselves largely by their path abilities, and this product 
  provides new and unique path abilities that are available to mythic characters 
  from any path, allowing them to dabble into abilities mystical and magicalas the 
  Universal path abilities described in the Pathfinder Roleplaying Game Mythic 
  Adventures rulebook. 
  1st-Tier Universal Path Abilities
  Dramatic Reveal (Su): You gain a striking personal feature for which you are 
  famous. This could be a strangely shaped birthmark or scar, unusual hair or skin 
  color, oddly or differently colored eyes, a distinctive voice or laugh, an extra digit 
  on your hand, or even a distinctive article of clothing that is your trademark. If you 
  wish to conceal this trademark, it goes unnoticed by those around you unless their 
  mythic rank or tier exceeds yours, and your appearance and actions seem hard to 
  describe, causing Sense Motive checks and Diplomacy checks to gather information 
  about you to take a penalty equal to twice your mythic tier. In addition, once per day 
  as a free action you can suddenly reveal yourself and your trademark while making 
  a Diplomacy or Intimidate check, granting you a bonus on that check equal to your 
  mythic tier. 
  Mythic Minor Magic: You gain Mythic Minor Magic as a bonus mythic feat, as 
  described in Mythic Magic: Core Spells from Legendary Games.
  Mythic Spell Scaling: You gain Mythic Spell Scaling as a bonus mythic feat, as 
  described in Mythic Magic: Core Spells from Legendary Games. 
  Planar Scholar (Ex): You have mastered the mysteries of planar codes, symbols, 
  and portals that are inscrutable to most. Knowledge (planes) is always a class skill 
  for you, and you gain a bonus on (Knowledge) planes checks equal to one-half 
  your mythic tier. If you spend one use of your mythic power, for the next 24 hours 
  you become sensitive to the presence of planar portals within 30 feet, and you can 
  note their exact location even if hidden or deactivated if you pass within 5 feet. If 
  you cast an augury, contact other plane, or divination to gain information about 
  entering another plane, you may subtract your mythic tier from the percentile 
  roll to determine a successful divination. In addition, if you cast plane shift, you 
  may subtract your mythic tier from the percentile roll (before multiplying by 5) to 
  determine how many miles away you appear from your intended destination.
  In addition, you can decipher the subtle symbology of portals known as the 
  Portal Code, which can be left intentionally to mark portals but which also forms 
  natural patterns that reflect the portal’s nature. Deciphering the true meaning of these 
  planar symbols (and detecting forgeries or misleading symbols) requires a DC 20 
  Knowledge (planes) check and a DC 20 Linguistics check. If both checks fail, the code 
  is indecipherable. If either check succeeds, you gain a +2 circumstance bonus on any 
  ability checks, skill checks, caster level checks, or saving throws that must be made 
  within the next minute as part of entering the entering or the plane to which the portal 
  connects. This bonus does not apply against other creatures or effects created by other 
  creatures. If both checks succeed, this bonus is equal to the higher of the two skill 
  check results divided by 10 (rounding down, minimum +2). If you enter the plane to 
  which the symbols refer, as long as you remain on that plane you can also apply this 
  bonus on Survival skill checks and can determine the direction back to your point of 
  entry of that plane as a standard action with a DC 20 Survival check. 
   
  3rd-Tier Universal Path Abilities
  Contingency Plan (Sp): By spending one use of your mythic power, you can 
  use contingency as a spell-like ability, treating your mythic tier as your caster level. 
  The companion spell for your contingency can be a spell you cast or a spell from 
  a scroll or other spell-completion item. If you expend two uses of your mythic 
  power, you treat your character level plus your mythic tier as your caster level for 
  the contingency spell. 
  If you are at least 6th mythic tier, you can expend one additional use of your 
  mythic power to cast mythic contingency, as well as spending additional uses of 
  mythic power to augment the effect of your mythic contingency.
  Eternal Youth (Ex/Su): You look youthful and ignore aging penalties to 
  Strength, Dexterity, and Constitution for being middle-aged, as if using the lesser 
  age resistance spell. While you do not suffer the penalties for aging, you do continue 
  to age and can eventually die of old age. At 6th tier and above, you ignore penalties 
  for middle age and old age, as if using the age resistance spell. At 9th tier, when you 
  gain the immortal base mythic ability, you ignore penalties from venerable age as 
  if using the greater age resistance spell. You cease aging, and gaining immunity to 
  effects that cause unnatural aging, such as the curse of the ages, and cannot die of 
  old age. This effect is not magical and cannot be dispelled or suppressed. 
  In addition, as a full-round action you can spend one use of your mythic power 
  to change your appearance to match any age you wish. Your appearance is still 
  your own; only your apparent age is changed. This change in your appearance is 
  permanent until you spend another use of your mythic power to adopt a different 
  apparent age. This is a supernatural polymorph effect that is suppressed whenever 
  you use another polymorph effect.
  Planar Savant (Sp): When you travel to another plane that is not your home 
  plane, you gain the benefits of endure elements and one-half your mythic tier on 
  saving throws against effects that would banish, dismiss, or otherwise involuntarily 
  transport you off that plane. 
  While on planes other than your own, you can use know direction at will, except 
  that instead of learning the direction of north you learns the direction to the portal 
  through which you entered the plane (or your point of entry, if you arrived via 
  plane shift or a similar effect). In addition, when you are preparing to enter a new 
  plane of existence, whether through an existing portal or by some other means, you 
  can spend one use of your mythic power to perform an augury or two uses of your 
  mythic power to perform a divination; either divination must be related to your 
  entry to that plane.
  At 6th tier and above, if you are within 30 feet of a portal to another plane, you 
  may spend two uses of your mythic power to use contact other plane, though the 
  plane you contact must be the one to which the portal leads. You may also spend 
  three uses of your mythic power to use find the path to a location on that plane. 
  These spell-like abilities have a caster level equal to your mythic tier.
  6th-Tier Universal Path Ability
  Companion Mythic Ability (Su): You can awaken the mythic nature within your 
  animal companion, cohort, eidolon, familiar, or bonded mount. This creature gains 
  any one mythic monster special ability that a mythic or advanced mythic creature of 
  its type possesses. If that ability can be used only by expending mythic power, your 
  companion can instead use the ability three times per day.
  Mythic Minis 16: Universal Path abilities ii
  
  Credits
  Author: Jason Nelson
  Artist: Mike Lowe
  Design and Layout: Richard Kunz
  Legendary Games Team Members: Clinton J. Boomer, 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 16: Universal 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.
  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 Mythic Adventures. © 2013, Paizo Publishing, LLC; Lead 
  Designer: Jason Bulmahn; Design Team: Stephen Radney-MacFarland and Sean K Reynolds; 
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  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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