Mythic Callings | Mythic Feats | Mythic Destinies


Profane Bargain [two-actions] Feat 18

Rare Divine Mental Mythic 
Source War of Immortals pg. 113
Archetype Archfiend
Prerequisites Archfiend Dedication

You can strike a profane bargain with a willing, sapient creature. That creature promises to never take hostile actions against you, to never lie to you, to never speak of this bargain, and to either perform, or refrain from performing, one other specified task, such as paying you a specified sum every year, gifting you their first-born child, or never speaking.

If the target accepts, they verbally make a request. You can choose to twist their request by selecting specific details, as long as you still fulfill the requirements of their request. If the request could be granted by a wish ritual, you spend 1 Mythic Point and the request is magically granted.

As long as the bargain persists, you always know the target’s location, can communicate telepathically with the target at any distance, and can see through the target’s senses by taking a single action that has the concentrate trait. Once per day, you can take control of the target as an activity that takes three actions and has the concentrate trait. When you do, they become controlled by you for 10 minutes. They have no memory of their time spent under your control.

If the target ever breaks the terms of this bargain, you immediately select one of the following punishments: they die, they die and you possess their soul, they become permanently controlled by you, or they become imprisoned in a cell within your realm’s dungeon (you must have the Imprison Foe feat to select this final option).

A target can only enter into a Profane Bargain with you once—not even the breaking of this bargain, death, a wish ritual, or divine intervention frees them of this limitation. You can’t make a Profane Bargain with yourself.

Traits

Rare:

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Divine:

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Mental:

A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.

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.