Mythic Containment [two-actions] Feat 10Uncommon Mythic Source War of Immortals pg. 84
You infuse a receptacle, such as a normal bag, sack, or box, with mythic power, transforming it into a prison into which you can command a creature. Spend a
Mythic Point, and attempt a
Deception,
Diplomacy, or
Intimidation check at mythic proficiency against the Will DC of a creature within 30 feet to trick, convince, or command it into entering the receptacle. The receptacle can hold a creature of any size, and the creature enters the receptacle if your check is successful. The creature is
grabbed, is
slowed 1, and has to hold its breath or start
suffocating. A creature trapped in the receptacle can attempt to
Escape; use the skill you used to lure the creature into the bag for the DC, and calculate the DC using mythic proficiency. The trapped creature is automatically freed after 1 minute, but you can spend an additional Mythic Point as a free action to prolong the duration of the containment for an additional minute when it would expire.
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.
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.