🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells
General (No Skill)
Alchemist Barbarian Bard Champion Cleric Druid Fighter Gunslinger Inventor Investigator Magus Monk Oracle Psychic Ranger Rogue Sorcerer Summoner Swashbuckler Thaumaturge Witch Wizard
Acrobatics Arcana Athletics Crafting Deception Diplomacy Intimidation Lore Medicine Nature Occultism Performance Religion Society Stealth Survival Thievery
Aasimar Anadi Android Aphorite Automaton Azarketi Beastkin Catfolk Changeling Conrasu Dhampir Duskwalker Dwarf Elf Fetchling Fleshwarp Ganzi Gnoll Gnome Goblin Goloma Grippli Half-Elf Half-Orc Halfling Hobgoblin Human Ifrit Kitsune Kobold Leshy Lizardfolk Orc Oread Pixie Poppet Ratfolk Reflection Shisk Shoony Skeleton Sprite Strix Suli Sylph Tengu Tiefling Undine

Shining Glory Two ActionsFeat 18


ConcentrateMythic
Source Pathfinder War of Immortals
Prerequisites Ascended Celestial Dedication

Requirements Your nimbus is active.


With a righteous word, your divine aura inspires your allies to great heroics and causes foes to tremble. Spend 1 Mythic Point. All allies in the bright light of your nimbus gain a +3 status bonus to attack rolls and skill checks, and the status bonus they receive to saving throws against fear increases to +3. These bonuses last for 1 minute or as long as they remain in the bright light of your nimbus, whichever comes first.

Effect: Shining Glory

Each enemy in the bright light of your nimbus attempts a will saving throw against your class DC or spell DC (whichever is higher) with the following effects. For the next minute, an enemy can't reduce its frightened condition below 1 while it remains in the bright light of your nimbus.


Critical Success The creature is unaffected.

Success The creature is Frightened 1, but can immediately Step as long it moves away from you.

Failure The creature is Frightened 2 and you are Concealed to that creature while it has the frightened condition.

Critical Failure The creature is Frightened 3 and you are Hidden to that creature while it has the frightened condition.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

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.