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Heroic Weakness Feat 14

This Feat may contain spoilers from the Myth-Speakers Adventure Path

Rare Mythic 
Source Pathfinder #218: Titanbane pg. 65
Archetype Godling
Prerequisites Godling Dedication; hero-god accomplishment

As word of your faith spreads, so too does word of your foibles and weaknesses. Where originally these disadvantages may have been myths themselves, or simply manifestations of ill fortune or chance, when you take this feat, one of those weaknesses becomes real.

Work with your GM to choose your heroic weakness—it must be to a specific damage type and must be associated with a specific condition, both of which must be elements that are going to be significant parts of your story’s future. For example, you could choose for a weakness to be spirit damage caused to you by a follower of a rival god, physical damage from a specific category of weapon, void damage caused by a specific kind of undead, or fire damage taken in a certain part of the world or from creatures from that part of the world. The amount of weakness you gain to this damage is equal to twice your level.

But with this new weakness comes a new source of power, for when your foes would take advantage of your weakness, you can use the pain and humiliation to bolster your own resolve. You gain the following reaction.

Makes Me Stronger [reaction] Trigger You take damage from your heroic weakness and are not reduced to fewer than 1 Hit Point by the damage; Effect You make a show of powering through your weakness, be it by flexing your muscles, issuing a challenging roar, laughing off the pain, or simply acting as if the damage doesn’t worry you in the slightest. Your spells gain a status bonus to damage against the triggering creature equal to twice their rank; this lasts until the next time you use this reaction. In addition, the creature that damaged you with your heroic weakness must attempt a Will save against your class or spellcasting DC, whichever is higher, to avoid becoming frightened 1 (frightened 2 on a critical failure).

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.

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.