Mythic Callings | Mythic Feats | Mythic Destinies


Prophesied Monarch Dedication Feat 12

Uncommon Destiny Mythic 
Source War of Immortals pg. 135
Archetype Prophesied Monarch

Your Calling has culminated in a destiny of rulership, and you’re able to forge a mythic bond with noble knights whose destinies become intertwined with your own. Designate up to five allies as your knights; as long as you’re conscious, your knights’ doomed condition can’t rise above 3, and if they’re ever in mortal peril (such as being unconscious with the dying condition or imprisoned in an enemy fortress), you instantly receive a vision revealing their location and condition.

In addition, you gain the Royal Grace exploration activity.

Royal Grace (concentrate, exploration, linguistic, mental) You spend 10 minutes conferring with one of your knights who has the doomed condition. By discussing plans for your future kingdom with them and describing the benefits of your rule, you can attempt to soothe their spirits. Attempt a Diplomacy or Society check against a hard DC of your knight's level. Regardless of the result, that knight gains the benefits of the Refocus activity (if they have a focus pool) but is temporarily immune to Royal Grace for 24 hours.
Critical Success The knight’s doomed condition is reduced by 2 (minimum 0).
Success The knight’s doomed condition is reduced by 1 (minimum 0).
Failure The knight’s doomed condition isn’t reduced.

Prophesied Monarch Dedication Leads To...

Bloom Of Health, Decree Of Banisment, Decree Of Execution, Decree Of Prosperity, Decree Of War, Fated Duel, Kneel Before The Rightful Heir, Legacy Of Monarchs, Might Of The Realm, My Kingdom, My Blood, Noble Sacrifice, Once And Future, Protect The Royal Line, Sovereign's Blade

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.