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Avenger of Sloth Feat 14

This Feat may contain spoilers from the Revenge of the Runelords Adventure Path

Rare Mythic 
Source Pathfinder #220: Crypt of Runes pg. 85


You've become a champion of the runelords of sloth. They spur you toward idleness, and their spirits are slow to come to your aid. Once they arrive, however, their combined might is undeniable. The first time each day you spend 10 minutes resting, you gain 1 Mythic Point. During this time, you don't need to sleep, but you can't perform activities like Refocus or Treat Wounds. You gain the Summon Sloth activity.

Activate—Summon Sloth [two-actions] (arcane, concentrate) Frequency once per day; Effect Spend 1 Mythic Point. You summon the spirit of one of the seven runelords of sloth (Xirie, Ilthyrius, Azeradni, Zalelet, Krenlith, Ivarinna, or Krune) into an unoccupied space within 30 feet. Allies can move through a space occupied by one of these spirits, but a spirit's space is greater difficult terrain for your enemies.

For the next minute, you can use a two-action activity with the concentrate trait to summon another runelord spirit in a different space within 30 feet, to a maximum of seven spirits. While you are within 120 feet of Xanderghul, the Runelord of Pride, you can summon an additional spirit as a single action (instead of as a two-action activity). At the end of the each of your turns, each spirit fires arcane energy at a different enemy of your choice within 120 feet of it (or does nothing if no enemy is within range), dealing 2d4+2 force damage. After 1 minute, all spirits disappear.

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.

Vengeance Feats

Source Pathfinder #220: Crypt of Runes pg. 84
During Chapter 2 of this adventure, the PCs can take on the vengeful mantle of a specific runelord's vengeance and embody that need to avenge the violations Runelord Xanderghul has inflicted upon their legacies by creating risen runelords. These rewards manifest in the form of a bonus feat, chosen from the following. A PC can only select one vengeance feat. If you wish to use these feats in the context of another campaign, a mythic PC should be required to use one of their mythic feat slots granted from their mythic destiny.

Related Feats: Avenger of Envy, Avenger of Gluttony, Avenger of Greed, Avenger of Lust, Avenger of Wrath

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