Avenging Runelord Dedication
Feats requiring Avenging Runelord Dedication
The call of a long dead runelord has infected your soul and transformed your fate. Choose one of the following sins: envy, gluttony, greed, sloth, or wrath. You become trained in Arcana. If you are already trained in Arcana, you become trained in the skill of your choice. At 14th level, you gain expert proficiency in Arcana. At 16th level, if you gain master proficiency in Arcana.
You have familiarity with weapons in the polearm and spear weapon groups—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. You learn the Thassilonian language.
You gain the ability to cast an arcane spell as an innate spell. This spell must be chosen from the following list: Darkvision, Mystic Armor, Runic Body, Runic Weapon, See the Unseen, Sending, or Truesight; alternatively, you can choose any spell of 6th rank or lower from the sin spells listed for your chosen sin. You can cast this spell as an arcane innate spell once per day. The spell is automatically heightened to a spell rank equal to half your level rounded up. Use mythic proficiency to determine any attack rolls or spell DCs.
Your obsession with revenge allows you to reflexively lash out at those who harm you with blasts of arcane magic. You gain the Runelord's Response reaction.
Avenging Runelord (Rare)
Traits
The destiny trait indicates the first feat in a mythic destiny. You must be a mythic character of 12th-level to select a destiny and cannot take subsequent feats in that mythic destiny without first taking the destiny feat.
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.