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Hydra's Bond Feat 4

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

Rare Mythic 
Source Pathfinder #218: Titanbane pg. 68


When the hero-gods built Pol-Sylirica and its seven armies, they feared betrayal from within. They took inspiration from the multi-headed hydra, and bound the seven armies together with supernatural ties to make them behave as if they shared one body. Following these tactics, during daily preparations, you can select a number of willing creatures equal to half your level to be part of your hydra’s bond. Members of the same hydra’s bond always know if another member is telling the truth.

When a member of the hydra’s bond saves against an effect that would have them act against their allies (such as the confused condition, a dominate spell, or other mental effects that would give an ally the controlled condition), you can spend a Mythic Point to allow that character to attempt the save at mythic proficiency. If a member of the hydra’s bond fails a save against such an effect, other members automatically know that the target is controlled or under the influence of a mental effect. In addition, all members of the hydra’s bond gain a +2 circumstance bonus to any roll made to counteract that effect.

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.