TEXT: Mythic Minis 38 
  chaMpion 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 38: CHAMPION PATH ABILITIES II
  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. 
  1st-Tier Champion Path Abilities
  Ancestral Arms (Su): You receive a masterwork weapon, shield, or suit of armor 
  as an inheritance. You may discover this disused relic among a collection of junk 
  or be gifted it by someone who knows its history, but you immediately feel a deep 
  connection with it. As long as you are wearing or wielding it, add your mythic tier 
  to the item’s hardness and saving throws. If you expend one use of your mythic 
  power, the item gains temporary hit points equal to twice your mythic tier that last 
  for 24 hours. 
  You can enchant the weapon, armor, or shield as if you are a spellcaster with the 
  Craft Magic Arms and Armor feat whose level is equal to your character level plus 
  your mythic tier. You can use Craft in place of Spellcraft when enchanting the item, 
  and you add your mythic tier to all skill checks involved in crafting the item. If the 
  item is damaged or destroyed, you can expend one use of your mythic power as a 
  full-round action to repair a number of hit points equal to twice your mythic tier. 
  If you are at least 3rd mythic tier, you can alter the material of which your item is 
  made, paying the difference in cost and taking time as if it were a magical enhancement. 
  You may also enchant your ancestral arms as if you had the Mythic Crafter feat. You 
  can select this ability more than once, gaining a different item each time. 
  Mythic Challenge (Ex): As a free action, you can expend one use of mythic 
  power to regain one use of your challenge ability. Until the beginning of your next 
  turn, attacks you make against a challenged creature bypass all damage reduction 
  and any creatures you threaten take a ─2 penalty to their Armor Class. You must 
  have the challenge class feature to select this ability. 
  Mythic Flair (Su): As a free action, you can expend one use of mythic power to 
  regain 2 points of grit or panache (up to your maximum). For the rest of your turn, 
  any attacks you make with one-handed or light piercing weapons or firearms bypass all 
  damage reduction. You must have the grit or panache class feature to select this ability.
  Mythic Pool (Su): As a free action, you can expend one use of mythic power 
  to regain 2 points in your arcane pool (up to your maximum). For the rest of your 
  turn, you add your mythic tier on concentration checks and caster level checks with 
  magus spells you cast. If you make a spellstrike attack before the end of your turn, 
  the weapon damage from that attack bypasses all damage reduction. You must have 
  the arcane pool class feature to select this ability.
  Mythic Resolve (Ex): As a free action, you can expend one use of mythic 
  power to regain one use of your resolve ability. Until the beginning of your next 
  turn, activating your resolve is a free action, allowing you to spend multiple uses 
  of resolve if you wish. You must have the resolve class feature to select this ability. 
  Swift Swap (Ex): You can sheathe a weapon as a free action. If you expend one use 
  of your mythic power, you can also draw a weapon as a free action. 
  Take a Knee (Ex): Whenever you would be knocked prone, you fall to your knees 
  instead. Melee attacks against you gain a +2 bonus while ranged attacks take a -2 
  penalty. You can stand up from kneeling as a move or swift action that does not 
  provoke attacks of opportunity. 
  3rd-Tier Champion Path Abilities
  Stand and Fight (Ex): You do not provoke attacks of opportunity when standing 
  up from prone and can stand up as a swift action. As a move action, you can stand 
  up from prone and immediately attempt a combat maneuver to bull rush, dirty 
  trick, disarm, reposition, overrun, or trip an adjacent creature. This maneuver does 
  not provoke attacks of opportunity, and your target is denied its Dexterity bonus to 
  its CMD against it.
  To the Victor (Su): When you confirm a critical hit in melee against a mythic 
  foe, you drain one use of the target’s mythic power. You may add this use of mythic 
  power to your own, up to your maximum, or you may infuse your weapon with 
  mythic power until the end of your next turn, increasing its enhancement bonus by 
  an amount equal to one-half your mythic tier (maximum enhancement bonus +6) 
  and allowing it to bypass damage reduction. 
  Unarmed Critical (Ex): You gain the benefit of Critical Focus with unarmed 
  strike attacks. In addition, you can select feats for which Critical Focus is a 
  prerequisite as bonus monk feats, treating your base attack bonus as if it were 
  equal to your monk level plus your mythic tier for the purpose of meeting feat 
  prerequisites. These critical feats apply only to unarmed strike attacks. 
  Violent Vigor (Ex): At the end of any round in which you make a melee attack, 
  you regain hit points equal to one-half your mythic tier. If you use the charge action 
  or full attack action to make melee attacks, you regain hit points equal to your 
  mythic tier. In addition, after attacking in melee you may expend one use of your 
  mythic power as a swift action to remove the fatigued condition, reduce exhaustion 
  to fatigue, or remove 1d4 points of ability damage or temporary penalties from one 
  ability score. 
  6th-Tier Champion Path Abilities
  Blood Oath (Su): Once per day as a free action, you may declare an oath of 
  bloody vengeance against a creature that has harmed you in the past. Against that 
  enemy, any weapon you wield becomes a potent wounding weapon and you add 
  your mythic tier on damage rolls and your critical multiplier is increased by 1. In 
  addition, any weapon you wield gains the heartseeker (melee) or seeking (ranged) 
  quality against your sworn foe, and you can detect your enemy’s presence as if you 
  had the scent special quality, adding your mythic tier on Perception or Survival 
  checks made to locate or track the target. If your enemy is within 60 feet and is 
  taking bleed damage, you can automatically pinpoint its location. You take a ─1 
  penalty on attack rolls against all creatures other than your sworn enemy. These 
  effects last for 7 days or until your sworn enemy is destroyed. 
  Stunning Shockwave (Su): When you use Stunning Fist, you can affect all 
  creatures adjacent to you or all creatures in a 15-foot cone-shaped burst or a 30-foot 
  line-shaped burst. You may instead affect a single target up to 60 feet away. Creating 
  a stunning shockwave requires you to expend two uses of Stunning Fist, 2 points 
  from your ki pool, or 2 uses of your mythic power (or any combination of these 
  that equals 2). 
  Violent Vitality (Ex): At the end of any round in which you make a melee attack, 
  you gain a bonus equal to one-half your level on saving throws against death effects 
  and necromantic effects until the beginning of your next turn. If you use the charge 
  action or full attack action to make melee attacks, you gain immunity to energy 
  drain until the beginning of your next turn, and you can remove 1 temporary 
  negative level. If you expend two uses of mythic power, you can remove 1 permanent 
  negative level, 1d4 temporary negative levels, or 1d4 points of ability drain from one 
  ability score. You must have the violent vigor path ability to select this ability. 
  Mythic Minis 38 - chaMpion path abilities ii
  
  Credits
  Author: Jason Nelson
  Artist: Hugo Solis
  Editor: Alistair Rigg
  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 38: Champion 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 Campaign Setting: Inner Sea Combat © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, John Compton, and Thurston Hillman.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
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  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
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  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, 
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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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  Jesse Benner, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris 
  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor.
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  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: 
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