Mythic Containment

Level 10class◆◆UncommonRemaster

Prerequisites Artisan's Calling

You infuse a receptacle, such as a normal bag, sack, or box, with mythic power, transforming it into a prison into which you can command a creature. Spend a Mythic Point, and attempt a deception, diplomacy, or intimidation check at mythic proficiency against the Will DC of a creature within 30 feet to trick, convince, or command it into entering the receptacle. The receptacle can hold a creature of any size, and the creature enters the receptacle if your check is successful. The creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. A creature trapped in the receptacle can attempt to Escape; use the skill you used to lure the creature into the bag for the DC, and calculate the DC using mythic proficiency. The trapped creature is automatically freed after 1 minute, but you can spend an additional Mythic Point as a free action to prolong the duration of the containment for an additional minute when it would expire.

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.