TEXT: ythicinis
  Mythic Martial arts i
  ByAlistair Rigg
  
  By Alistair Rigg
  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 20: Mythic Martial Arts I
  This product provides mythic versions of feats that martial artists use to defeat their 
  enemies, from a range of throws that slam an opponent to the ground or even into 
  its own allies, to takedowns that leave an opponent not only prone but grappled 
  or stunned as well. These feats also include channeling your own power to crush 
  an opponent’s protections, and rechanneling the power of your enemies to turn it 
  against them. 
  Binding Throw (Combat, Mythic)
  Your throw prevents your enemy from adequately opposing your grapple.
  Prerequisite: Binding Throw, Improved Grapple, Improved Trip, Improved 
  Unarmed Strike, Ki Throw.
  Benefit: When using Binding Throw, your grapple combat maneuver is a free 
  action that you may use once per round. Additionally, although your target is 
  grappled you do not gain the grappled condition until the end of your next turn (if 
  you choose to maintain the grapple). 
  Crushing Blow (Combat, Mythic)
  The power of your attack stuns your enemy while destroying its defenses.
  Prerequisite: Crushing Blow, Improved Unarmed Strike, Stunning Fist.
  Benefit: If the target of your Crushing Blow fails its Fortitude save, its AC is 
  reduced as normal and it is stunned for 1 round. You may also expend one use of 
  mythic power as a free action after a successful Crushing Blow to add one-half your 
  mythic tier (minimum 1) to the reduction in the target’s AC.
  Elusive Redirection (Mythic)
  You redirect attacks with precision and power.
  Prerequisite: Elusive target class feature, Combat Expertise, Elusive Redirection, 
  Improved Unarmed Strike, flowing monk level 12th.
  Benefit: You can use this feat as a free action whenever you use your elusive 
  target class feature. If you expend one use of mythic power as a free action when 
  redirecting an attack, using this feat does not require expenditure of a point from 
  your ki pool and the attack and damage rolls for the attack you redirect gain a bonus 
  equal to one-half your mythic tier (minimum +1). 
  Enhanced Ki Throw (Combat, Mythic)
  The force of your ki throws crushes and disorients your opponents.
  Prerequisite: Ki pool class feature, Enhanced Ki Throw, Improved Trip, Improved 
  Unarmed Strike, Ki Throw.
  Benefit: When using Enhanced Ki Throw, you need not expend a ki point to deal 
  damage to the target of your Ki Throw. If you have the Improved Ki Throw 
  feat and use it to throw your target into another creature, however, you may expend 
  one point from your ki pool to deal your unarmed strike damage to the target of 
  your bull rush maneuver. If you hurl a larger creature into the space of two or more 
  creatures, you must expend two points from your ki pool to deal damage to all 
  targets of your bull rush maneuver. 
  In addition, if you expend one use of mythic power as a free action after 
  successfully using your Ki Throw feat, the target must succeed on a Fortitude save 
  (DC 10 + your level in the class that grants your ki pool + your mythic tier) or be 
  dazed for 1 round.
  Improved Ki Throw (Combat, Mythic)
  Your use of an enemy’s body to knock other enemies to the ground is unparalleled.
  Prerequisite: Improved Bull Rush, Improved Ki Throw, Improved Trip, Improved 
  Unarmed Strike, Ki Throw.
  Benefit: When using Improved Ki Throw, your bull rush combat maneuver check 
  does not receive the –4 penalty against the secondary target. Additionally, if you 
  throw a Large or larger creature into an area containing multiple secondary targets, 
  each additional penalty of –4 on your combat maneuver check can be negated by 
  expending one use of mythic power. In addition, you can affect creatures larger than 
  your own size by expending one use of mythic power (or 1 point from your ki pool) 
  per two size categories of difference (round up).
  Ki Throw (Combat, Mythic)
  Your throw enables you to switch positions with your enemy or send it flying.
  Prerequisite: Improved Trip, Improved Unarmed Strike, Ki Throw.
  Benefit: When using Ki Throw, you may switch places with the target, knocking it 
  prone in your own square and simultaneously moving into the space it just vacated. 
  If the target occupies multiple squares, you cannot move it into a square occupied 
  by other creatures, and you must move into the nearest square within its space. This 
  movement does not provoke attacks of opportunity and does not count as a 5-foot 
  step. In addition, you can affect creatures larger than your own size by expending 
  one use of mythic power (or 1 point from your ki pool) per two size categories of 
  difference (round up).
  Spinning Throw (Combat, Mythic)
  Your spinning throw is fast and you can use its momentum to quickly shift your 
  position.
  Prerequisite: Combat Expertise, Improved Bull Rush, Improved Trip, Improved 
  Unarmed Strike, Ki Throw, Spinning Throw.
  Benefit: When using Spinning Throw, your bull rush combat maneuver is a free 
  action, though you may use against a given creature only once per round. If your 
  bull rush maneuver is successful, you can also move 5 feet. This movement does 
  not provoke attacks of opportunity and does not count as a 5-foot step. In addition, 
  you can affect creatures larger than your own size by expending one use of mythic 
  power (or 1 point from your ki pool) per two size categories of difference (round 
  up). If you target a creature your size or smaller with your Spinning Throw, you may 
  expend one use of your mythic power after succeeding on your bull rush maneuver 
  to push the target an additional 5 feet times your mythic tier.
  Stunning Pin (Combat, Mythic)
  You can deliver a stunning attack to incapacitate pinned foes that try to break free.
  Prerequisite: Improved Grapple, Improved Unarmed Strike, Stunning Fist, 
  Stunning Pin.
  Benefit: When using Stunning Pin, your Stunning Fist attack is a free action, 
  though you may use this feat only once per round. If your pinned opponent attempts 
  to free itself, such as through a combat maneuver check or Escape Artist check, or 
  attempts to cast a spell or use a spell-like ability, you can spend one use of mythic 
  power as an immediate action to make an unarmed strike attack, applying your 
  Stunning Fist feat to the attack. This use counts as a use of Stunning Fist for the next 
  round, and towards your daily limit of Stunning Fist attempts.
  Mythic Minis 20: Mythic Martial arts i
  
  Credits
  Author: Alistair Rigg
  Artist: Frank Hessefort
  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: Jason Nelson
  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 20: Mythic Martial Arts I © 2014, Legendary Games; Author Alistair Rigg.
  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; 
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  James L. Sutter, Owen Stephens, and Russ Taylor.
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  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 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo Publishing, LLC; Lead 
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  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ 
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