Fling Into action Feat 6Uncommon Mythic Source War of Immortals pg. 82
You release mythic power to turn disaster into opportunity and hurl yourself into an advantageous position. When you attempt a Reflex save, you can spend a
Mythic Point to attempt the save at mythic proficiency. If the check is successful, you immediately fling yourself up to 30 feet in a direction of your choice, or up to 60 feet on a critical success. When flinging yourself in this manner, you can move the entire distance in a straight horizontal or vertical line, or you can move 5 feet horizontally for every 10 feet you move vertically. For example, if you got a critical success using Fling Into Action while
Grabbing an Edge as you fall from the middle of a cliff, you could hurl yourself 40 feet up the cliffside and 20 feet forward onto a plateau at the top of the cliff.
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.