Sublime BreathCreature 6
Source Pathfinder War of Immortals
Perception +16
Languages Common, Fey, Truespeech
Skills Acrobatics +14, Athletics +12, Crafting +26, Deception +18, Diplomacy +16, Nature +15, Performance +26
Str +2, Dex +4, Con +2, Int +4, Wis +2, Cha +5
AC 24; Fort +11; Reflex +14; Will +17; +2 status to all saves vs. emotion; mythic resilience (Will)
HP 111
Speed 25 feet
Soft Touch
+16 (+11, +6) to hit (mental, spirit) 1d6 Mental + 2d4+8 BludgeoningFeigned Strike
+16 (+11, +6) to hit (mental, spirit) 2d6 MentalArtistic Specialist
In a recital, competition, or other measure of artistic skill, a sublime breath is a 12th-level challenge.
Immaculate InstrumentA sublime breath carries a single tool, prop, or instrument related to its chosen craft, such as a mask, sash, or paintbrush. As long as they possess their immaculate instrument, they treat any critical failures on Crafting or Performance checks as failures.
Remove a Condition
(concentrate)Cost 1 Mythic Point
Effect The sublime breath removes any one condition currently affecting them.
Thought Slips AwayThe sublime breath's ephemeral lightness makes them impossible to grasp. They use their Performance modifier to Escape, Tumble Through, High Jump, or Long Jump. When they Leap, High Jump, or Long Jump, the movement does not provoke reactions.
+2 Status to All Saves vs. EmotionMythic ResilienceThe sublime breath treats their Will saving throws as one step better than it actually is (so a critical failure is a failure, a failure is a success, and a success is a critical success).
Artistic Creation
(illusion, mental)Frequency once per round
Effect The sublime breath's art is so real that it takes shape in the hearts of those who witness it. The sublime breath crafts, acts, recites a tale or song, or otherwise uses their art to create a work of art in a 10-foot burst within 60 feet. The creation is perceptible and tangible to creatures that don't disbelieve it and it affects them accordingly; for instance a ladder could be climbed, and a campfire would provide heat and even be able to cook food for an affected creature. A hazardous creation deals 4d6 untyped damage to creatures that enter or begin their turn in the area (DC 24 will save), of a type matching the creation, usually a physical damage type or a common energy type such as fire, acid, or cold. The creation lasts until the end of the sublime breath's next turn, though the sublime breath can Sustain it to prolong the effect for up to 1 minute. The sublime breath can Sustain any number of Artistic Creations with a single action.
Artistic Destruction
(illusion, mental)Requirements The sublime breath has either used Artistic Creation this turn or Sustained an Artistic Creation this turn
Effect The sublime breath destroys their creations to make way for new growth. All of their currently sustained Artistic Creations detonate, dealing 8d6 untyped damage to all enemy creatures either within a creation or within a 10-foot burst of it (DC 24 will save). The damage type matches the creation. Creatures in multiple overlapping bursts take damage only once, of the type of their choice. The sublime breath then cannot use Artistic Creation for [/gmr 1d4] turns.
Change Shape
(concentrate, divine, polymorph)The sublime breath can take on the appearance of any Medium or Large humanoid creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes, but might change the damage type their Strikes deal.
The sublime breath instinctively takes on the appearance an observer finds most inspiring. The first time they become observed, they use Change Shape as a free action, even if they were unaware they were being observed, they take on a specific appearance reflecting the Hidden desires, hopes, artistic inclinations, or similar deep-seated emotions of a single observer. As long as the sublime breath can be observed by this creature and maintains this shape, the observer gains a +1 circumstance bonus to Crafting and Performance checks and takes a –1 circumstance penalty to Will saves against the sublime breath or to any check or DC that would attempt to capture or restrain them, such as attempts to Grapple or the DC of a Paralyze spell.
Hours Go By
(emotion, mental)A sublime breath's presence can allow artists and artisans to work almost effortlessly in a state of perfect flow. The sublime breath encourages a single creature within 60 feet, who becomes Quickened. They can spend the extra action only to Sustain a spell or other ability.
Mythic PowerThe creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.
Bringers of Inspiration
A sublime breath seeks to perfect their craft, or, when they see the seed of potential in a worthy mortal, to inspire them to new heights.
Traits
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.
FeyCreatures of the First World are called the fey.
MythicOptions 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.