Mythic Callings | Mythic Feats | Mythic Destinies


Immortal Ruin Feat 20

Mythic 
Source War of Immortals pg. 109
Archetype Apocalypse Rider
Prerequisites Apocalypse Rider Dedication

Your commitment to ending all life earns you a measure of immortality, setting the stage for you to become a true Rider of the Apocalypse, possibly supplanting one of the Four. You gain the daemon, fiend, and unholy traits, and so does your apocalypse mount, but your fates are ever more entwined. As long as your apocalypse mount lives, you don’t age and whenever your doomed or dying condition would increase to 4 or more, it doesn’t increase. If you would be killed in any other way, you are instead reduced to 0 Hit Points, become unconscious, and if your apocalypse mount is conscious, it instantly teleports to your side, picks you up, and attempts to flee the scene of danger.

While you are conscious and within 30 feet of your apocalypse mount, it can’t be killed. If your apocalypse mount is reduced to 0 Hit Points, it immediately stabilizes and its dying condition can’t increase. If its doomed condition would increase to 4 or more, it doesn’t increase. However, if you move more than 30 feet away from your apocalypse mount or go unconscious during this time, your apocalypse mount loses these benefits and might die.

Finally, when a living creature within 60 feet of you dies, it must attempt a Will saving throw against your class DC or spell DC, whichever is higher. This is an incapacitation effect. On a failure, that creature can’t be brought back to life for 24 hours. On a critical failure, you can chose to have that creature’s soul coalesce into a fist-sized soul gem (Hardness 2, HP 8) that appears in that creature’s space. That creature’s soul is trapped within the gem for 1 week, though you can make the gem permanent with a 10-minute ritual. Destroying the gem frees the soul within but doesn’t return the deceased creature to life. If a caster attempts to return to life a creature whose soul is trapped within a soul gem, they fail unless they succeed at a Religion check against your class DC or spell DC, whichever is higher. A success causes the soul gem to shatter, allowing the creature to be returned to life as normal for the spell. Daemons and other fiends prize these soul gems, and they’re generally worth an amount relative to the level of a gem’s captive soul.

Traits

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.