Mythic Callings | Mythic Feats | Mythic Destinies


Ascended Celestial Dedication Feat 12

Uncommon Destiny Fortune Mythic 
Source War of Immortals pg. 115
Archetype Ascended Celestial

Your Calling has driven you to perform mortal deeds that will result in your ascension to the ranks of celestials. You’re headstrong and determined and hardly waver in your resolve; once per hour, you can roll twice and use the higher result on a Will saving throw. If you ever become confused, rather than attack wildly, you become stubbornly immobile, wasting all your actions until the condition ends.

Additionally, you emanate a nimbus of light. You shed bright light in a 30-foot radius (and dim light to the next 30 feet). You can suppress or reestablish this light as a single action that has the concentrate trait. As long as your nimbus is active, all allies in the area of your nimbus gain a +1 status bonus to saves against fear. You gain the Bless Ally action.

Bless Ally [one-action] (concentrate, divine, fortune, mythic) Frequency once per 10 minutes; Requirements Your nimbus is active; Target a willing ally within the bright light of your nimbus; Effect Your radiance grants an ally some of your celestial grace. That ally can roll twice and use the higher result for the next Will save they attempt before the beginning of your next turn.

Ascended Celestial Dedication Leads To...

A Thousand Cries For Help, Abjure Harm, Aegis For The Innocent, Army Of One, Ascend, Celestial Armaments, Celestial Rebirth, Channel Divine Spark, Cleansing Spell, Consult Celestial Advisor, Eyes Unclouded, Shining Glory

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.

Fortune:

A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.

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.