Mythic Callings | Mythic Feats | Mythic Destinies | Mythic Spells | Mythic Rituals


Subjugation [two-actions] Feat 16

Complex Concentrate Incapacitation Mental Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 74

Prerequisites Avenging Runelord Dedication

You have managed to gain a degree of control over the runelord’s ancient soul within your mind, enough that you can project this invasive influence into the minds of others. Spend a Mythic Point. You attempt to send your runelord’s influence into the mind of a creature you can sense within 30 feet. The creature attempts a Will save against your class DC or spell DC, whichever is higher. Giants take a –2 status penalty to this saving throw. Regardless of the result, the target is temporarily immune to this ability for 24 hours once the Subjugation ends.
Critical Success The creature is unaffected.
Success The creature is slowed 1 as it fights off your runelord’s influence. You gain awareness of its abilities and weaknesses as if you achieved a critical success on a Recall Knowledge check to identify the creature.
Failure The creature relinquishes control of its faculties and abilities. You gain awareness of its abilities and weaknesses as success. You control the creature until the end of its next turn.
Critical Failure As failure, but you control the creature for 1 minute.

Traits

Complex:

A hazard with this trait takes turns in an encounter.

Concentrate:

An action with this trait requires a degree of mental concentration and discipline.

Incapacitation:

An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.

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.

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