Mythic Callings | Mythic Feats | Mythic Destinies


Beast Lord Dedication Feat 12

Uncommon Destiny Mythic 
Source War of Immortals pg. 118
Archetype Beast Lord
Prerequisites a mature animal companion or an advanced construct companion

Your Calling has united your destiny with a companion, harnessing a connection between you that links your minds, hearts, and souls. Choose a companion that qualified you for this feat as your united companion. Your united companion increases its Intelligence modifier to +0 or by 1 if its Intelligence modifier is greater than +0. It gains the ability to understand a language that you know and can communicate with you, but only you can understand your companion when it speaks, as it uses chirps, grunts, or other noises to convey its meaning. If you or your united companion are conscious and within 30 feet of each other and either must attempt a saving throw against a mental effect, both you and your united companion attempt the saving throw. The target of the effect uses the best result; this also applies if both you and your united companion must attempt a saving throw against the same effect.

Beast Lord Dedication Leads To...

Bat Around, Chosen Ward, Creature Of Myth, Defend Our Union, Guarded Domain, One Life, Two Vessels, Pack Of The Beast Lord, Telepathic Union, Unified Stance, We Are One, You Can't Hide From Us

Traits

Uncommon:

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Destiny:

The destiny trait indicates the first feat in a mythic destiny. You must be a mythic character of 12th- level to select a destiny and cannot take subsequent feats in that mythic destiny without first taking the destiny feat.

Mythic:

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.