Mythic Minis 31: Feats of Acrobatics (PFRPG) PDF

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Feats of Acrobatics brings you 9 mythic feats for combatants whose nimbleness sees them through in the thick of battle, from agile attacks like Disorienting Maneuver and Passing Trick to evasive maneuvers like Cartwheel Dodge and Duck and Cover!

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 - 3 pages - 1 page front cover, 1 page SRD, 1 page content, let's go!

-Cartwheel Dodge: Your movement below 1/2 base movement does not provoke AoOs, any excess movement of up to your movement rate does. Use mythic power to take an ally along for the ride at the cost of 1/2 your speed. See this is the level of awesomeness I love to see in this series!

-Disorienting maneuver: +1/2 mythic tier to acrobatics checks to move through enemy squares. Also increase bonuses granted. Okay, I guess.

-Duck and Cover: Better bonuses, also depending on shield type, and use it even without adjacent allies. Nice.

-Sidestep: You do not have to remain in the threatened area of an adversary when sidestepping. Additionally, sidestep as an immediate action within the threatened area for a bonus to AC. More uses per round for mythic power. Cool!

-Improved Sidestep: Withdraw as an immediate action when an opponent misses you. + dodge bonus; for mythic power, move 2x movement rate.

-Landing Roll: Stand up as part of the immediate action, provoke no AoOs while doing so for mythic power. Alternatively, move half movement rate before falling prone. Power slide, anyone? Nice!

-Passing Tricks: Feint as a free action rather than as a swift one. Use mythic power to feint opponents against which your acrobatics check failed regarding moving through their squares.

-Swap Places: Allies may move as free action when swapping, enable allies that don't have the feat to use it as an immediate action; this can be executed as a swift action. use mythic power to decrease this action economy-wise to a free action each. Complex, tactical, hard to get right, awesome!

-Underfoot: Numerical escalation; decrease size-bonuses against your movement and use mythic power to keep moving even after an AoO, but not through an opponent's square. Nice!

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Legendary Games' 2-column full color standard and the pdf has no bookmarks, but needs none at this length.

Tork Shaw and Jason Nelson manage to do it this time around - the magic that the best of Mythic Minis-files exude does suffuse each and every feat herein -not one is a straight, boring numerical escalation. They are complex and utilize complex stratagems to deliver new tactical options that are glorious indeed. One of the best Mythic Minis to date and an easy 5 stars + seal of approval recommendation!

Endzeitgeist out.


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

Mythic Mondays are back, and this one is so good you're gonna flip!


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

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