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Celestial Armaments Feat 16


UncommonMythic
Source Pathfinder War of Immortals
Prerequisites Ascended Celestial Dedication

You imbue a fragment of your divine spark into a weapon, blessing your blade and transforming it into a weapon worthy of the celestial realms. Select one weapon or Handwraps of Mighty Blows when you make your daily preparations. The weapon sheds light like a torch, deals an additional 1d8 spirit damage, and creatures who wield it gain the weapon's critical specialization.

When you critically hit a target with the weapon, the target must succeed at a fortitude save against your class DC or spell DC (whichever is higher) or be Blinded for 1d4 rounds.

Effect: Celestial Armaments

As a single action that has the concentration trait, you can hold your hand aloft and call this weapon back to your possession; it immediately teleports into your hand.

While you're holding this weapon, you can spend 1 Mythic Point as a single action to temporarily grant a blessing to weapons wielded by your allies. Each ally within the bright light of your nimbus when you take this action selects one weapon in their possession. For 1 minute, the selected weapons gain the following benefits: the weapon sheds light like a torch, the weapon deals an additional 1d6 spirit damage, and creatures who wield the weapon gain the weapon's critical specialization.

Effect: Celestial Armaments (Allies)


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.