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


Craft Runewell Feat 20

Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 75

Prerequisites Avenging Runelord Dedication

Even if the runelord whose soul influences you never did so themselves, you know how to create your own runewell—an artifact that grants you a measure of immortality. You learn the create demiplane ritual. To create your runewell, you must cast create demiplane heightened to 10th-rank. When you do so, you also create an anima focus (an immobile object like a statue or fortification with an appearance you design) at the location you cast the ritual, connecting your other-worldly home to this location. Once you create your runewell, you cannot create another unless the current one is destroyed.

While you are located on the same plane that your anima focus is located on, or while you are within your runewell, any doomed value you gain stops at doomed 3. The only way an adversary can destroy your anima focus or runewell is to reduce you to 0 Hit Points and doomed 3 and then reduce your anima focus to 0 Hit Points using arcane magic (or an agent affected by arcane magic) from one of the schools in opposition to your specialized sin chosen when you took Avenging Runelord Dedication. Your anima focus has Hardness equal to twice your level and Hit Points equal to your own. Your anima focus has fast healing equal to twice your Intelligence modifier.

Your anima focus is associated with the same sin as your chosen avenging runelord sin. As long as at least one sizable settlement in which this sin is prevalent (subject to the GM’s discretion) is within a hundred miles of it, your anima focus absorbs energy from these sins. As long as it does so and you are on the same plane as the anima focus, you do not age and are immune to effects that rob you of your mental abilities (such as the never mind spell or the confused and stupefied conditions).

Other creatures cannot enter your runewell unless they possess a planar key you created and gave to them, or unless they’re adjacent to your anima focus. Your runewell has an exit that allows adjacent creatures within to activate with an Interact action; when they do so, they exit the runewell and appear adjacent to your anima focus. You gain the following activity.

Enter Runewell 10 minutes (concentrate, manipulate, teleportation) You and up to 6 willing creatures you’re touching are instantly transported into your runewell, regardless of any distance between you and your anima focus.

Traits

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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