Myth of Realm-Walking
Prerequisites Godling Dedication; hero-god accomplishment
Your myth speaks of distant travel to countless countries, planes, or dimensions. When any effect attempts to anchor you to a plane (such as Planar Tether) or to banish you from the current plane (such as Banishment), that effect gains the incapacitation trait. If it already has the incapacitation trait, you gain a +4 status bonus to your save against the effect. If you successfully save against such an effect, the creature that attempted to use this effect on you must succeed at a will save against your class or spell DC (whichever is higher) to avoid becoming Stupefied 1 for 1 minute (Stupefied 2 on a critical failure).
You also lay claim to one of the following domains of your choice: dreams, fate, or travel.
Traits
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.