Mythic Minis 95: Clever Combat Feats II (PFRPG) PDF

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Clever Combat Feats II is the latest Mythic Mini devoted to exploring the subtle arts of intrigue, from spies and saboteurs to heists, chases, mysteries, secret identities, and the fine art of conversation. Combat in an intrigue campaign is a subtle but deadly affair, with swift and sudden strokes that many foes never see coming. If your characters love laying low the opposition before they even know what hit them, they'll love bringing the pain with 10 new mythic feats from Swipe and Stash and Lightning Draw to Street Carnage and My Blade Is Yours!

Mythic Minis are short, inexpensive products designed to take one rules concept or set of Pathfinder Roleplaying Game rules and bring them to you in a new way for the mythic rules, including converting existing rules as well as introducing entirely new rule options. Created by the same designers that helped bring you the official mythic rules, Mythic Minis skip the fluff and give you all crunch, all the time.

Nobody knows mythic like Legendary Games, and whether it's new mythic feats, class abilities, path abilities, magic items, or anything else, every Mythic Mini delivers a delicious dollop of dazzling design that will fill out your mythic experience one slice at a time. Check for a new Mythic Mini every Monday to make your game just a little more Legendary!

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An Endzeitgeist.com review

5/5

All right, you know the deal by now, right? 3 pages, 1 page front cover, 1 page SRD/editorial (also contains 2 feats) , 1 page content, so let's go!

-Lightning Draw: +2 to atk and damage with the first attack of a Lightning Draw weapon before the end of the turn. Only one weapon gets the benefit, if more are drawn. If you expend one mythic power, it costs no panache and the target is flat-footed versus the attack that receives the bonus. Nice.

-Measure Foe: Increase bonuses granted by base feat by +1, learn about twice as many combat feats. If you expend mythic power and use Sense Motive after only one attack/full-round of watching the target, you suffer no penalty. While I loathe the base feat, this is a valid upgrade to mythic stature.

-My Blade is Yours: Treat your blade as having all applicable special features. Cool: For mythic power, you may add your partnered ally's magic weapon property as well, with 1/2 mythic tier acting as cap and limitations to cover the fringe-cases. This one is AMAZING!

-Piercing Grapple: No penalty and Intimidate bonus increases to +4 and also applies to combat maneuver checks to maintain the grapple (but not its initiation). By expending 1 mythic power, you can deal the weapon damage upon initiating the grapple, rather than when the target escapes. Cool!

-Quiet Death: Even after an opponent's first action, the DC to hear combat is 0 and if the target doesn't yell (or you manage to grapple him before that), it does not automatically prompt Perception checks. Thank you. Thank you so much. I am so going to use that as non-mythic class features/talents, etc. Worth getting the pdf for.

-Starry Grace: Unlocks use with starknife TWFing or flurry of blows or when the other hands occupied. if you have at least 1 panache, you gain +10 ft. movement on a move action after attacking with a starknife or when using charge or Spring Attack. As a move action, you can make the starknife returning for mythic tier rounds. When attacking with it and then moving, you may expend mythic power, you are treated as still in the square where you made the attack for purposes of flanking...or threatening AoOs! You may hurl the starknife as part of that AoO, mind you. This is a BEAUTY. Seriously, I love this feat. It is amazing. Again, one I'd consider viable for other contexts beyond mythic gameplay.

-Street Style: When you use your swift action to grant yourself bonus damage, it applies to all attacks you make that round. You may also move with opponents when bull rushing them and the movement does not count against your movement for the round. You may also expend mythic power to enter the style in a non-urban environment for up to 1 minute.

-Street Carnage: Critical range of unarmed strikes increases by 1, before applying other feats.

-Street Sweep: Add +1/2 tier to the Fort-save of foes to avoid being knocked prone. They also take +1d6 bludgeoning damage from being smashed to the ground and you gain +2 to atk versus prone foes.

-Swipe and Stash: Plant objects as a move action; as a swift action if you expend mythic power. You may also use Sleight of Hand or the steal combat maneuver to steal and replace an object with a single hand and gain +4 to both. NICE.

Conclusion:

Editing and formatting are top-notch, I noticed no significant hiccups. Layout adheres to Legendary Games' two column full-color standard and it features the artwork on the cover; that's it - the one page content is solely devoted to crunch. The pdf has no bookmarks, but needs none at this length.

Alex Riggs and Jason Nelson deliver big time in this mythic mini - there are some truly amazing gems here that should provide some amazing tricks even in non-mythic campaigns. Seriously, there are quite a few options here that beg being introduced to pretty much every game. Inspired. 5 stars + seal of approval.

Endzeitgeist out.


Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

Are you clever enough to pick up this PDF?


Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

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