Mythic Callings | Mythic Feats | Mythic Destinies


Stand Firm [one-action] Feat 16

Auditory Linguistic Mythic 
Source War of Immortals pg. 124
Archetype Broken Chain
Prerequisites Broken Chain Dedication

Your words help your ally shake off unease and terror. You shout a bolstering comment at an ally within 30 feet of you who has the fleeing or frightened condition and can hear you. That ally reduces the value of their frightened condition by 2 (to a minimum of 0). If they are fleeing, they can immediately attempt a new saving throw against the effect that caused the condition. If that save is a failure, but not a critical failure, the ally needs to spend one fewer action on their turn to escape the source of the fleeing condition. This allows that ally to Strike or Cast a one-action Spell that doesn’t necessarily get them further away from the source, but the ally still has the fleeing condition and can’t Delay or Ready as usual. If the ally is under an effect that reduces the number of actions they have on their turn, they don’t gain this benefit on a failed saving throw. Once you use Stand Firm on an ally, that ally is immune to it until the beginning of your next turn.

Traits

Auditory:

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.

Linguistic:

An effect with this trait depends on language comprehension. A linguistic effect that targets a creature works only if the target understands the language you are using.

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.