Optional Rule Feats

## Hero Point Feats

***Main Character:***

*You gather all sorts of attention everywhere you go and people keep mentioning something about the "Lich King" and the "Cave to the North". You rummage through people's drawers and often talk to random people about completely outlandish topics*

Prerequisites: Must be taken at 1st level.

Benefit: You only spend 1 hero point to cheat death instead of the usual 2.

***Zukyun:***

*You are a master at getting shot down, whether it's love or just plans for hanging out, no one is ever available, and so you've learned to roll with it*

Prerequisites: Hero Points, 4 ranks in at least 4 skills

Benefit: As an immediate action, when you fail a skill check against a creature, you can choose to expend a hero point to gain a bonus to your skill as if you had spent the hero point before rolling (A +8 instead of a +4).

***Mythic Zukyun (Mythic):***

*You are a master at getting shot down, whether it's love or just plans for hanging out, no one is ever available, and so you've learned to roll with it*

Prerequisites: Zukyun, Mythic Rank 1

Benefit: Whenever you use Zukyun, you can spend a use of mythic power to add two surge dice to the check result.

***300 I.Q. Play:***

*The kind you see in weekly compilation videos. I bet you’re amazing at skill shots.*

Prerequisites: Hero Points

Benefit: When spending a hero point to gain a bonus, your bonus to the roll is increased to +10 if spent before a roll and +6 if used after a roll. If you possess the Zukyun feat, this increases the bonus that feat grants as well whenever it would be triggered.

***500 I.Q. Play:***

*You’re a champion at block clutching and no one was sus even though they saw you vent*

Prerequisites: 300 I.Q. Play, Character level 3

Benefit: When spending a hero point to re-roll a die roll, you can roll two additional times instead of one additional time and take the best result between the two new rolls.

***1,000 I.Q. Play:***

*This is starting to hit 360 Noscope territory, Like, what are you a machine!?*

Prerequisites: 300 I.Q. Play, 500 I.Q. Play, Character level 7

Benefit: When spending a hero point to act out of turn, you can take a full-round action instead of a move or standard action.

***10,000 I.Q. Play:***

*You’re in the big leagues now. You have the reflexes to pull off a wombo combo like none other.*

Prerequisites: 300 I.Q. Play, 500 I.Q. Play, 1,000 I.Q Play, Character level 11

Benefit: When spending a hero point to gain a bonus to a roll, you gain the maximum bonus even if you spend it after the roll was made. Additionally, ff you use a hero point to take an additional action on your turn, you can take a move and a standard action (Or a full round action) instead.

***1,000,000 I.Q. Play:***

*You’ve hit the big leagues that only someone with 20 million subscribers can hit. What are the odds of you pulling off a move like this? I’d say about 1 in 7.5 trillion.*

Prerequisites: 300 I.Q. Play, 500 I.Q. Play, 1,000 I.Q Play, 10,000 I.Q Play, Character level 15

Benefit: When spending a hero point, you gain a +1 bonus to all d20 rolls for the remainder of your turn. This increases by +1 for every hero point feat you possess.

***1,000,000,000 I.Q. Big Brain Play (Mythic):***

*This is true God Gamer strats.*

Prerequisites: 300 I.Q. Play, 500 I.Q. Play, 1,000 I.Q Play, 10,000 I.Q Play, 1,000,000 I.Q. play, Character level 15, Mythic rank 1.

Benefit: You may add your mythic surge die to any roll you spend a hero point on for free.

## Title Feats

​***Man of Many Names:***

*My name is Valentinez Alkalinella Xifax Sicidabohertz Gombigobilla Blue Stradivari Talentrent Pierre Andri Charton-Haymoss Ivanovici Baldeus George Doitzel Kaiser III, don't hesitate to call!* ​

Prerequisites: 10 or more titles, Level 14

Benefit: You may have two titles equipped at once.

***Man of More Names Than That:***

*You have more names than there are words in the dictionary and no one remembers em all, hell you don't remember em all!*​

Prerequisites: 10 or more titles, Level 18, Man of Many Names

Benefit: Choose two titles with the same sort of action or duration (If it's a passive effect, it can't be combined with a once per day effect). These titles become mashed together. When you activate one, the other one activates too whether you want it to or not.

***Swift Title:***

*Your name changes faster than a werewolf on speed.*​

Prerequisites: 2 or more titles

Benefit: You may switch Titles as a move action instead of a standard action.

***Lightning Title:***

*Faster than fast, and striking down like Thor's Hammer, your title switches so quickly it's like getting promoted during a promotion.*​

Prerequisites: 4 or more titles, level 10, Swift Title

Benefit: You may switch Titles as an instant action instead of a standard action.

## Epic Spell Feats

***Epic Spell:***

*You've done it. You have surpassed the natural limitations of magic in the world and tapped into true magical power, if only for an instant.*

***Note: This feat may also require significant amounts of research before being allowed. The DM should feel free to add any other prerequisites they feel are necessary.***

Prerequisites: Caster Level 18, relevant casting score of 20, ability to cast 9th level spells.

Benefit: You learn a single 10th level spell and gain a single tenth level spell slot. You do not receive bonus spells per day of tenth level.

Special: You may select this feat multiple times. Each time you do, you gain a single additional 10th level spell slot and learn another tenth level spell.​ Optionally, your DM may allow you to create your own 10th level spell.

## Vehicle Feats

​***Action Button:***

*Snake, To access the vehicle, use the action button (Triangle). You can accelerate with (R2) and Brake with (L2). It's sure to come in handy on your mission.*

Prerequisites: Drive 5 ranks

Benefit: You may use the fast mount or dismount action for any vehicle no matter the size, however the Drive DC increases by +4 for every size category beyond your basic category it is.

**Fast and Furious*:***

*You drive a hundred miles per hour down a school lane at 2:30, Little ones are worth 100 points, old ones are worth 500​.*

Prerequisites: none

Benefit: Once per round when your Vehicle is hit in combat, you may attempt a Drive check (as an immediate action) to negate the hit. The hit is negated if your Drive check result is greater than the opponent's attack roll.

**2 Fast 2 Furious*:***

*Your driving skills are more than amazing, they're Riddick. You once drifted through a shopping mall without hitting anything, ramped through a basement window in an SUV and you even found a parking spot once during rush hour.*​

Prerequisites: Fast and Furious

Benefit: Any feat you possess can be applied to your vehicle. For example, if you have the toughness feat, the vehicle gains additional hit points while you are piloting it. Any effects you grant them are immediately ended if you stop piloting it.

**3 Fast 3 Furious*:***

*Your driving skills are so amazing you can pull off those stunts they do in open world games, and maybe even defeat the legendary Racer X​.*

Prerequisites: Fast and Furious, 2 fast 2 furious

Benefit: While driving a vehicle, you can use any class ability you possess. For instance, you could apply your monk's unarmored AC bonus to the vehicle's armor class. In addition, the vehicle uses your saving throws instead of it's own if your saving throws are higher.

## Luck Feats

***Beginner's Luck (Luck):***

Prerequisites: none

Benefit: You may spend a point of luck to go first in initiative. This trumps spending a hero point to go first. You may use this during combat, automatically moving yourself to the top of the initiative.

***Favored (Luck):***

*Fortune seems to be on your side.*

Prerequisites: Max Luck pool of at least 10

Benefit: Whenever you spend a Luck point, roll a d20. On a natural 20, the luck point is not spent.

***Healer's Luck (Luck):***

Prerequisites: None

Benefit: You may spend a point of luck when you receive or provide any form of healing. The healing is maximized.

***Incredibly Lucky (Luck):***

Prerequisites: none

Benefit: As long as you have at least 1 luck point, you gain a +1 luck bonus to all d20 rolls and to AC.

***Inverse Luck (Luck):***

Prerequisites: none

Benefit: Any natural 1s and natural 20s you roll or rolled against you are treated as the opposite.

***Just Plain Lucky (Luck):***

Prerequisites: none

Benefit: You may spend a point of luck whenever you roll less than average on any roll (be it a d20, for HP, damage, etc.). Your result becomes the average of the roll.

***Karma (Luck):***

Prerequisites: Must be either Good or Evil aligned.

Benefit: You may spend luck in an additional way, depending on if you are Good or Evil aligned.

*Good:* you may spend a point of Luck when an ally is targeted with an attack. If you are adjacent to that ally, or are within range of the attack, it targets you instead. If this hits, you take 50% more damage.

Evil: you may spend a point of Luck when you are targeted with an attack. You may choose any ally of yours within range of the attack, and it targets them instead. If it hits, they take 50% less damage.

***Luck Over Skill (Luck):***

*By all accounts, that should NOT have worked*

Prerequisites: Any 2 luck feats, level 6

Benefit: Once per day when you roll a Natural 1, you may spend a luck point to treat it as a natural 20.

***Lucky Life (Luck):***

Prerequisites: Hero's Fortune, must have spent 3 hero points to increase max luck.

Benefit: Whenever you would normally gain a hero point from leveling up, you may instead gain a luck point.

***Lucky Number (Luck):***

Prerequisites: none

Benefit: When you gain this feat, roll a d20 (reroll a 1 or 20). The result is your "Lucky number". Whenever you roll this number on a d20, it is treated as a natural 20. 20s are no longer considered natural 20s for you. This applies to things such as Vorpal, as well as the Inverse Luck feat.

***Tempt Fate (Luck):***

Prerequisites: none

Benefit: You may spend a Luck point when you would be reduced to 0 or fewer HP. You remain at 1 HP.

***Death's Beloved (Luck):***

       Prerequisites: Tempt Fate, Main Character

       Benefit: When you would be reduced to 0 or fewer HP, you may spend both a hero point and a point of Luck. If you do, the attack instead deals no damage to you.

***Third Time's the Charm (Luck):***

Prerequisites: none

Benefit: Once per day when you use a point of luck to cause a reroll, you may do so again without spending a point of luck.

## Half-breed Feats

***Gene Splicing***

Prerequisites: Must not be a half-breed

Benefit:  You may select another race and gain the non-dominant traits, as if they were a non-dominant parent of a half-breed. You are treated as that race as per the normal half-breed rules, but are not considered a Half-breed for other purposes (such as taking the Half-blooded feat).

***Half-blood***

Prerequisites: Must be a half-breed, using the alternate rules.

Benefit:  You may choose each day whether or not you want to count as one parent's race, the other's, or both.

Normal: You always count as both parent's races.

Special: This feat, and any feats that list it as a prerequisite, are counted as racial feats for one of your parent races (chosen when selecting this feat).

***Genetic Chimera***

Prerequisites: Must be a half-breed, Half-blood, Character level 5

Benefit:  You gain all the ability score increases of your non-dominant parent.

Special: This feat counts as a racial feat for the race you selected when taking Half-blood

***Hybridization***

Prerequisites: Must be a half-breed, Half-blood, Genetic Chimera, character level 10

Benefit:  You gain all of the racial features of your dominant parent.

Special: This feat counts as a racial feat for the race you selected when taking Half-blood

***Pure Hybrid***

Prerequisites: Must be a half-breed, Half-blood, Genetic Chimera, Hybridization character level 15

Benefit: You gain all of the racial features of your non-dominant parent.

Special: This feat counts as a racial feat for the race you selected when taking Half-blood

## Reincarnation Feats

***Ascendant Chakra***

*You’ve been practicing your mantras, and your meditation has ascended you into the realm of thinking crystals can heal all wounds. That part is annoying but the part where you can literally transcend God is pretty nifty.*

Prerequisites: Ability to access the Chakras, You must have opened the Crown Chakra at least once

Benefit: Upon taking this feat you gain access to ascended chakra points and capabilities beyond that of the initial chakra capabilities. With these expanded chakras, the Earth Gate is opened, and expands the total ability of the chakras afterward because it grounds you to the planet to amplify power and allows your chakra to flow into the universe. If opening all of the chakras simultaneously the DC becomes 101. You cannot use any abilities to re-roll your saving throws when accessing any forms beyond the Soul Star Chakra. If you fail to open a chakra, you take 1d4 ability damage for every chakra you have open as they all close. This ability damage is dispersed however the GM sees fit. Whenever the Universal Gateway chakra closes, for whatever reason, you suffer from the end effects of the Glimpse of the Akashic spell.

*Earth Gate Chakra (DC 46):* This chakra is known as the gateway chakra, and links the physical body to the planet. It is associated with assimilation of energy and soul vibrations that resonate through the world and moves in tandem with the Stellar gateway. This chakra being open allows for power to be drawn from not only yourself, but from the world around you, mixing and swirling with your own power to become something new. Upon activating this chakra, it allows greater power to flow through you. Whenever this chakra is opened, it effects the creature with a Protection from Evil spell for the duration, as well as Blindsense out to 5 feet as well as an additional 5 feet for every chakra opened. If you possess levels in Geomancer, Treant, Wood Giant, or Druid, you gain a +2 bonus to caster level while this is open. The initiate must be at least 20th level before he can open this chakra.

*Earth Star Chakra (DC 55*): This chakra is beneath the soles of your feet, and it maintains and strengthens the anchor in your current incarnation, tethering your body, mind, and soul to the planet. It allows energy to discharge through your body and into the ground. Upon accessing this chakra, you gain Energy resistance equal to the number of Chakras opened. This energy resistance applies to Fire, Electricity, Frost, Acid, Sonic, Disintegration, holy, unholy, and force damage. All creatures gain a +2 bonus to caster level for techniques and spells while this gate is open. Finally, while this is active, you can cast an astral projection spell at no cost. The initiate must be at least 5th level in their 2nd life before he can open this chakra.

*Soul Star Chakra (DC 65):* This chakra extends beyond the crown chakra and extends beyond the body and into the dimensions. This draws energy from the universe down into our bodies and grants us transcendental capabilities. The true seat of the soul it allows for absolute clarity in decisions and to abandon the mistakes of the past. While the Soul Star Chakra is active, the initiate can cast the spell Temporal Divergence at will with no material cost. The Initiate must be at least 10th level in their 2nd life before he can open this chakra.

*Stellar Gateway Chakra (DC 76):* This chakra receives, filters, and harmonizes with the energy of the universe and of eternity, and holds your personal energy that floods through all timelines and branches of reality, and where the mind brushes against the Akashic. For the duration of this Chakra being maintained, you become effected by an Akashic Communion spell. In addition you gain soul sight. While in this state, your soul becomes immune to any sort of spell or ability that could steal it or trap it away. If using the rules for Karma, your Karma is treated as -5 lower, going even beyond the -10 limit. The initiate must be at least 20th level in their 2nd life before they can open this chakra.

*Universal Gateway Chakra (DC 88):* This Chakra pushes you beyond the universe and connects you truly to the Akashic, allowing your mind to push and transcend the universe and obtain vast cosmic power. While this is active you are effected by a Glimpse of the Akashic spell for the duration of the chakra being open. In addition the cost of any ability that requires you to spend a point of ki now has a cost of 0. While in this form if you possess access to mythic abilities, you gain 2 additional uses of mythic power, and 1 additional mythic path ability from the universal mythic path. If you do not possess mythic abilities, you instead gain 2 uses of mythic power that you can use to mythic surge or expend for mythic weapons. You are treated as if you were mythic rank 1 for the purpose of other creatures effecting you with something but otherwise gain no additional abilities. The initiate must be at least 10th level in their 3rd life before they can open this chakra.

*Cosmic Gateway Chakra (DC 101):* The final chakra. A Link to all reality, and a connection to all dimensions and experiences through the universe. A Combination of self, and all selves through all points that were and will be. The Initiate gains the benefits from all of the chakras simultaneously while this is active. In addition the initiate becomes incorporeal, however they retain their strength score and only gain the benefit of adding their Charisma modifier to their armor class, and taking half damage from many weapon sources. They can choose to end all of the benefits of these chakras and be unable to open them again, for 24 hours, to cast the spell Akashic form as a full round action for free without expending any resources. The initiate must be 20th level in their 3rd life before they can open this chakra.

***Blade of Ragnarok***

Prerequisites: Must have reincarnated at least once

Benefit: Whenever you would kill a creature, you can choose to instead of slaying them, force them to spend the mana to reincarnate. If the creature doesn’t have enough mana, it spends all of it’s available mana and nothing happens. The creature gains a will saving throw DC: 10+1/2 level+Charisma modifier to avoid this effect. If it successfully reincarnates, it does not die and returns to level 1, following the reincarnate and atone for sins rules in the Dark Assembly. This does not apply if the creature is only defeated. If a creature had an ability that could return it from the dead, it does not trigger if this ability effects it first.

***Buddha***

Prerequisites: none

Benefit: You gain a +1 to your level when determining your Reincarnation abilities.

***Parinirvana***

Prerequisites: Buddha, Reincarnate at least once

Benefit: You gain +1 hitpoints per reincarnation hit die, and a +1 to your attack and armor class bonuses for each reincarnation you have gone through. (For example, if you have reincarnated twice, you gain +1 hitpoint for every reincarnation hit die you achieve, and a +2 increase to your reincarnation bonus to BAB and a +2 increase to your reincarnation bonus to Saving throws.)

***Mahaparinirvana***

Prerequisites: Buddha, Paranirvana, Reincarnate at least twice

Benefit: You gain 1 hit point for every hit dice you possessed in your former lives. In addition, when you reincarnate, you can retain 100 mana per hit dice from that previous life. (For example, if you had 20 hit dice as a fighter in your first life, and 20 hit dice as a Barbarian with 4 reincarnation hit dice in your second life. You gain +44 hit points from this feat, and as he had 24 hit dice in his last life, he could reincarnate with 2,400 mana).

***End of the Beginning***

Prerequisites: Must be selected at 19th or 20th level

Benefit: This feat can only be selected at 19th or 20th level. Upon selecting it, select a single feat that is only available at 1st level. This feat grants the abilities of that feat.

Special: This feat can be selected multiple times, but only ever at 19th or 20th level.

***Extreme Skill***

*You’ve been playing too much 5th edition and you’re super attached to the idea of proficiency bonus.*

Prerequisites: none

Benefit: Your class bonus to skills increases by +1. At levels 8 and 16 the bonus increases again by +1 for a maximum of +3. This feat can be selected once every incarnation.

***Master of Many Lives***

Prerequisites: Reincarnate at least once

Benefit: You gain a +1 bonus to all d20 rolls for every time you have reincarnated.

***Return to Form***

*All of your friends who make fun of you for playing a Human Fighter every time are about to get their asses beat.*

Prerequisites: Master of Many Lives, Reincarnate at least twice

Benefit: You gain a +1 bonus to a single ability score for every time you have began a life as the same race, and another +1 for every time you have began a life as the same class. This can be a racial variant or a racial or class archetype of the same class.

***Infinite Lives***

Prerequisites: Master of Many Lives, Buddha, Paranirvana, Mahaparanirvana

Benefit: You are treated as if you had reincarnated 1 additional time. This only applies for the purpose of granting bonuses to Master of Many Lives, Return to form, Skilled Incarnation, and it grants the bonus to attack rolls and armor class from Parinirvana.

Special: This feat can be taken multiple times. Its effects stack.

***Reincarnated Blade***

Prerequisites: Must have reincarnated from a monster to humanoid or vice versa

Benefit: Monsters who reincarnate into humanoids can use their monster weapon as the weapon of their choice for performing weapon techniques. Humanoids who become monsters can use a normal manufactured weapon as a monster weapon for the purpose of performing monster techniques as well. When using a monster weapon as a manufactured weapon, you must select which kind of manufactured weapon, and you can only use the monster weapon for those kinds of techniques, if using a manufactured weapon as a monster weapon, you must select a single kind of manufactured weapon to use. You can select this feat multiple times, each time for a different weapon.

***Skilled Incarnation***

Prerequisites: Reincarnate at least once

Benefit: You increase the maximum number of skill points you can place into a skill by the number of times you have reincarnated.

***Mythic Buddha (Mythic)***

Prerequisites: Buddha, Mythic Rank 1

Benefit: You add your mythic tier to your level to determine your reincarnation bonuses.

***Mythic Parinirvana (Mythic)***

Prerequisites: Paranirvana, Mythic Rank 1

Benefit: When you select this feat, you gain maximum hitpoints for the first 5 hit dice you possess in your current life, and they are treated as reincarnation hit dice for the purposes of parinirvana. In addition the number of additional hitpoints that you receive per reincarnation hit dice is equal to your mythic tier.

***Mythic Mahaparinirvana (Mythic)***

Prerequisites: Mahaparinirvana, Mythic Rank 1

Benefit: When you select this feat, you gain maximum hitpoints for the first 10 hit dice you possess in your current life, and they are treated as reincarnation hit dice for the purpose of Parinirvana. Finally you gain a number of additional hitpoints equal to your mythic tier times the number of hit dice you had in your past lives, and you retain 200 mana per hit dice you possessed in your past life when reincarnating.

***Mythic Infinite Lives (Mythic)***

Prerequisites: Infinite Lives, Mythic Rank 1

Benefit: Your lives from the Infinite Lives feat are all treated as if they had a number of hit dice equal to your mythic tier for the purpose of gaining additional hit points from the Mahaparinirvana feat. Once per day you can choose to spend a use of mythic power to become incorporeal for a number of rounds equal to your mythic tier.

***New Game + (Mythic)***

Prerequisites: Reincarnate at least once, Mythic Rank 1

Benefit: Whenever you spend a use of mythic power, you can instead choose to re-roll the d20 instead of add a die to it, and take the higher result. If you do add a die to the roll with a use of mythic power, you treat results of 1s as if they were 2s.

***New Game ++ (Mythic)***

Prerequisites: New Game +, Reincarnate at least twice, Mythic Rank 3

Benefit: Whenever you expend a use of mythic power to re-roll a d20, on the re-roll any result of a 1 becomes a 2 instead. Whenever spending a use of mythic power to add a die to the roll. Results of 1 and 2 are now treated as a result of 3.

## Revenge and Overload Feats

**\*Revengeance**

*When you have to follow the rules of nature to survive, sometimes you have to put all of your love, hate, and sorrow into everything you do. Violence breeds Violence, but in the end it has to be this way.*

Prerequisites: Combat Stamina, Character level 5

Benefit: You gain a 10 point vengeance pool. This pool starts out empty at the beginning of every day. Every time an ally whom you are at least friendly with on the friendship chart takes damage within your line of sight, you gain 1 point. If your ally is subject to a critical hit you gain 2 points, and if the ally is knocked unconscious or killed you gain 4. Any ally whom is beyond 100% for you grants 50% more points when subject to any of those effects.

Once your number of Revenge Points equals 10, you immediately expend them all to enter revenge mode. When in revenge mode, you gain a +1 bonus to attack, damage rolls, and save DC's against any enemy that causes you or a friendly ally harm. You gain a +4 bonus to confirm critical hits, and your critical range is increased by +1. You also gain +10 to your move speed, and +2 to your caster level for techniques and spells. You gain an additional +1 bonus to attack and damage for every 4 levels you possess, and +1 to caster level and Save DC's for every 5 levels you possess. This bonus lasts for 4 rounds.

You cannot gain revenge points while in Revenge mode, and after the effect ends you are fatigued, even if you are normally immune to the effect. You cannot use this ability if you are fatigued, and you can only use this ability once a day, and an additional time per day at 10th and 20th level.

**Overload**

Prerequisites: Combat Stamina, Revengeance, Overlord 5 or Celestial Host 5 or 2 reincarnations and 8th level or Badass enough to qualify (DM Discretion)

Benefit: You gain an Overload, as detailed on the Overload page.

**Super Overload**

*You are the kind of person who can fill a cup up over the top and still manage to keep the fizz in without it flowing out and soaking the table.*

Prerequisites: Overload, Character level 15

Benefit: While in your overload form, you gain a +4 bonus to all of your ability scores for it's duration as well as a +3 bonus to armor class and saving throws.

**Mythic Revengeance (Mythic)**

Prerequisites: Revengeance, Mythic Rank 1

Benefit: Whenever your revenge mode triggers, your mythic tier adds to your level to determine the bonuses the feat grants you.

**Mythic Overload (Mythic)**

Prerequisites: Combat Stamina, Revengeance, Overload, Mythic Rank 1

Benefit: Gain 1 additional point to your overload for every mythic tier you possess.

**Improved Mythic Overload (Mythic)**

Prerequisites: Combat Stamina, Revengeance, Overload, Mythic Overload, Mythic Rank 1, Reincarnate at least once

Benefit: Revenge mode is activated at the beginning of an encounter. After your revenge mode ends at the beginning of the encounter, you can re-enter it as per the normal revenge pool rules. Additionally, you do not have to be in Revenge mode to activate your Overload. You can still only activate your overload once per encounter.

**Greater Mythic Overload (Mythic)**

Prerequisites: Combat Stamina, Revengeance, Overload, Mythic Overload, Improved Mythic Overload, Mythic Rank 1, Reincarnate at least once

Benefit: You can spend a use of mythic power to activate your overload additional times during an encounter.

**Brigante Eclipse (Mythic)**

Prerequisites: Combat Stamina, Revengeance, Overload, Mythic Overload, Reincarnate twice, Greater Mythic Overload, Paragon Mythic Overload, Mythic Rank 5

Benefit: Your Overload is changed into the Overload “Brigante Eclipse”, and you lose the overload you had previously. Whenever you activate the Overload, you target a creature within touch range. That creature must succeed in a DC: 10+1/2 level+Relevant modifier will saving throw or permanently lose their overload. You then gain access to that Overload. Whenever you enter revenge mode, you can choose to activate either Brigante eclipse, or the stolen overload. If you steal another overload, you must cycle through all of the stolen overloads before you can activate the same one again during the day. (For example if you possess Brigante Eclipse, and you have stolen Inferno Alma matter, Sundance Catastrophe, Black Blood Regalia, and Chaos Underwalker, if you activate Inferno Alma Matter, you must use the other 3 within the day before you can activate Inferno Alma matter again). You can possess a number of stolen overloads equal to your mythic tier. Creatures whom have had their overload stolen, cannot re-train the feats or any abilities that apply to that Overload, nor can they obtain a new one unless they go on some sort of atonement quest to earn a new Overload or work past the power stolen from them.

**Devouring Kris (Mythic)**

Prerequisites: Combat Stamina, Revengeance, Overload, Mythic Overload, Reincarnate twice, Greater Mythic Overload, Paragon Mythic Overload, Mythic Rank 9, Evil

Benefit: Your Overload Is altered to become the Overload “Devouring Kris”, and you lose the overload you had previously.

Whenever you activate this overload, you can summon as a swift action, the spear known as the Devouring Kris, the physical manifestation of the Nuclear Chaos in weaponized form. Whenever you call it, You can spend a standard action to summon a number of replicas of this spear up to your mythic tier. This Overload lasts for 3 rounds.

The Artifact Spear Devouring Kris is a +7 Unholy Flying Bane Spell stealing Kris Polearm. This deals 1d10 damage, has a critical range of 18-20, and deals X3 damage. This is a reach weapon with the trip ability.

The Flying ability of the Devouring Kris is activated as soon as the spear is summoned and it can fly around attacking foes. The range that the Kris can move every round is 1,000 miles per round. If the Kris moves out of the atmosphere,  it can travel via the spell interplanetary teleport, moving instantly to another planet.

The bane effect of the Devouring Kris effects any creature it attacks.

The Spell Stealing ability of the Devouring Kris triggers on every successful hit, not just a critical hit, and the Devouring Kris’s caster level is equal to the wielder’s +28. The effect when stolen can be granted to the wielder of the Devouring Kris as usual, or it can be transferred directly to mana and granted to the wielder. The effect grants 1d10 mana for every spell or technique level drained in this way.

Whenever the devouring Kris strikes an enemy, it drains an equal amount of mana from the creature as the damage dealt with the weapon, transferring it to the wielder. On a critical hit it drains ½ of the creature’s mana that it possesses as well as mana equal to the damage dealt unless it makes a fortitude saving throw DC: 25+1/2 level+mythic tier+ Charisma modifier. If the spear slays a creature, all of the mana from the creature is transferred immediately to the wielder, as well as 1d10 mana for every spell level and technique slot the creature had remaining, 1d10 mana for each spell level of any spell or technique effecting him, and 1d10 mana for each caster level of each item the creature was equipped with. All items on the creature’s person are destroyed, and each magic item as well as the creature it’s self, turn into a use of stardust. If ever the creature doesn’t possess enough mana, it takes 1 negative level per 100 mana that it was missing. If the negative levels reach the creature’s levels it is disintegrated. Creatures that normally heal from negative levels do not heal from this.

The Devouring Kris can be used to cast Mages Disjunction at will and any spells dispelled by it grant 1d10 mana per spell level. The wielder can direct it to target a planet. If it hits it begins dealing damage to the planet and draining it’s mana. The GM must decide how much mana the planet has and how long this will take, however it took other wielders of the Kris days to absorb the energy of an entire netherworld.

By spending a use of mythic power whenever you slay a creature with the Devouring kris, you can instead permanently gain one of it’s technique slots or spell slots, which becomes a permanent technique or spell slot for you. If you do not cast spells in that class, you must first take a 1st level spell slot, and work your way up.