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Timewracked

Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 80
Those who travel outside the conventional flow of time are often regarded as powerful heroes or ambitious villains. A being with the force of will or cosmic purpose to change the past or travel to the future lives a life beyond the comprehension of all but the most significant of Golarion’s formidable f igures. Yet to meddle in the flow of time is to invite peril and danger far beyond what most are capable of enduring, and those who survive are sometimes known as timewracked.

For those traveling the contours of time, the road is often even more arduous than their peers believe. Perhaps due to an ancient curse or as the price of a selfless sacrifice, being trapped outside the normal flow of time comes with inconvenient and unpredictable consequences. For some, the ability to see the future or affect the past comes at the cost of influencing one’s own time. For others, the danger of losing track of when you are can be as perilous as becoming lost in a dangerous realm. Even these predictable perils pale in comparison to becoming the object of those who hunt the timewracked. Bythos aeons, the hounds of Tindalos, siktemporas, and agents of the Ancient Ones themselves are all legendary predators of those whose actions might damage the flow of time—and they hunt the timewracked for even the tiniest infractions.

Those who travel outside of time might achieve the future they seek, but they can never know until they return to their own time. The very nature of their existence can cause their legacies to fluctuate. The great cyclops Urghan (tormented male cyclops primalist 17) is said to be trapped in a constant repetition of the decisions he made just before the Starstone fell, living in one reality for the most part but frequently responding to the stimuli of variant timelines, his ultimate goal being the protection of an empire from global devastation. Before then, several runelords created demiplanes or used advanced magic to lock themselves out of their own natural chronology, either to gain more time to prepare or one day return to a world that has already survived calamity.

Adventurers isolated from time see its flow in a variety of ways—but never in the same way as those who experience time traditionally. Their exposure grants them adaptive abilities that accelerate their movement or allow them to experience time at different speeds than others. With experience, they can channel their fluid perceptions, forcing a disadvantageous time flow onto their enemies. Ultimately, the ones who best adapt to their predicament learn to cheat mortality—not immune to death but not aging, either. Immunity to the rigors of time allows them to influence the events both before and after their native streams. There’s no power quite like time travel, but also nothing more dangerous.

When Are You From?

The plot of the Return of the Runelords Adventure Path focused on Runelord Alaznist’s abuse of the flow of time, accomplished with the aid of a mighty artifact now lost. Even given the assumption of her defeat, the damage done to the flow of time persisted—most blatantly in the sudden return of the time-locked city of Xin-Edasseril to the modern era. While not all of those who have spent the past 10,000 years locked within that city have mythic destinies, a PC who hails from this part of New Thassilon has a perfect backstory for this mythic destiny. If a player wishes to play a character who is native to this part of the world, keep in mind that they were likely born eons ago, before Earthfall. It’d be a significant roleplaying challenge to play a character fresh out of their temporal element, but since several years have passed between Xin-Edasseril’s return to the flow of time and the start of this Adventure Path, you should assume that any PCs who hail from this land have spent those years becoming acclimated to the new world they find themselves in.

An even more outlandish genesis for a timewracked PC is that their existence in this timeline may not be stable—they might not even be from this campaign’s timeline, having slipped across parallel realities into this campaign as a side effect of Alaznist’s temporal tampering’s during Return of the Runelords. One could even imagine a character from the Starfinder setting being hurled back in time after a disaster involving a black hole or other temporal distortion. In all such cases, the player should work with the GM to make sure their character still fits into the current campaign’s storyline and isn’t such a fish out of water (or out of time) that the entire adventure must take a back seat to their character’s slow acclimation to this new reality

The Most Dangerous Game

Few face greater danger than an adventurer who dares traverse the streams of time. There are many fell creatures native to strange dimensions and alternate realities, all of whom are sensitive to temporal manipulation. Like sharks sensing vibration in the water, such predators orient on those who wade into their oceans, hungry to consume both the temporal energy and corporeal forms of any foolish enough to disrupt time’s linear flow.

Beyond that, time itself seems to generate hazards for those who attempt to break its rules. Obscure texts describe sudden storms, quakes, and deadly undercurrents with bizarre and unpredictable effects. Ancient cosmic myths mention bolts of lightning that transport those they strike to different times and places, even preventing a return to one’s normal time.

Timewracked Dedication Feat 12

This Feat may contain spoilers from the Revenge of the Runelords Adventure Path

Rare Destiny Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 80
Archetype Timewracked

The current of time shifts subtly in your field of view. You have learned to tread these temporal eddies, moving forward and pushing backward in small strokes—sometimes even gaining the ability to move your allies and enemies through time as you choose. Whether or not you’ll ever be fully restored to your proper timeline, you can’t predict—but until then you continue to manipulate your estrangement from time to move unseen, defy your opponents in combat, and occupy future or past versions of yourself to escape distress. With practice you could gain the ability to rehearse a speech at the same tie you deliver it or attack distant foes without spending the time to move between them. Eventually, you might gain the power to vanish from existence altogether while you hop forward and backward in time or even become immortal.

Your Speed increases by 5 feet for each mode of movement available to you. You can spend a Mythic Point to roll any check made to determine your initiative at mythic proficiency. If your initiative roll result is tied with an opponent’s initiative roll, you can choose to go first. In addition, you gain the following reaction.

Sidestep Through Time [reaction]

Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 81
Trigger You are about to attempt a Reflex saving throw against an area effect
You slip through time to avoid a dangerous outcome. Teleport up to 10 feet in any direction. If this would take you outside of the area’s effect, you don’t need to attempt the Reflex save against it. You are then off-guard for 1 round.

Be Right Back [three-actions] Feat 14

Concentrate Manipulate Mythic Occult 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 81
Archetype Timewracked
Cost the Price of the chosen item
Frequency once per day
Prerequisites Timewracked Dedication

You can manipulate time to produce an item in a seemingly impossible fashion. You flicker a few times as you make adjustments to your gear, then solidify again with a specific needed item that you purchased from an alternate timeline using coin you have on your person. This allows you to purchase a single common item with a level no higher than your level and its Bulk must be low enough that carrying it wouldn’t have made you encumbered. You must spend the standard amount to purchase the item, and this money must be carried on your person. You can be wearing or holding the item, as long as you have the required number of hands free, and if the item has the invested trait, you have already Invested in it, provided you haven’t reached your limit of invested items.

Live Off Borrowed Time [free-action] Feat 14

Mythic Occult 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 81
Archetype Timewracked
Frequency once per minute
Prerequisites Timewracked Dedication
Trigger Your turn begins.

You tap into the future to steal a bit of time from yourself a few seconds from now that you can use immediately. You become quickened for 1 round, and can use the extra action to take any basic or specialty basic 1-action action. You gain this extra action immediately and can use it this turn. At the end of your turn, you become slowed 1 and are immune to the quickened condition until the end of your next turn.

Now You See Me [one-action] Feat 14

Flourish Mythic Occult 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 81
Archetype Timewracked
Prerequisites Timewracked Dedication

You flash through several possible timelines as you move. Stride up to your Speed. This movement doesn’t provoke reactions, and you are concealed until the end of your turn. All creatures are off-guard to you until the end of your turn. You can use Now You See Me while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Second Sight [one-action] Feat 14

Mythic Prediction 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 82
Archetype Timewracked
Prerequisites Timewracked Dedication

You peer into the next several seconds to watch the potential timelines around a nearby creature unfold. Spend a Mythic Point, then make a check to Recall Knowledge at mythic proficiency about a creature you can see. This check gains the following additional effects.

Critical Success You learn all the actions the creature will take on its next turn (or in the first round of combat if combat hasn’t begun), such as “Stride toward Seelah” or “Cast shield.” These actions are locked in and the creature must attempt them, even if the situation changes, though it need not perform the actions in the order stated. For instance, if the creature locked in the actions “Stride toward Seelah,” “Make a longsword Strike against Seelah,” and “Raise a shield,” and Seelah spent her turn moving adjacent to the creature, the creature can make the longsword Strike as its first action if it wishes. If the creature is unable to fulfill an action it committed to, it loses that action as it reels from a temporal paradox. If the situation changes drastically (perhaps Seelah becomes invisible and the creature is unaware where Seelah is), the GM determines what happens.
Success You gain one additional piece of information about the creature, as if you had critically succeeded at the Recall Knowledge check.

Temporal Fury [two-actions] Feat 14

Mythic Occult 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 82
Archetype Timewracked
Prerequisites Timewracked Dedication

You shift and skip through time, vanishing during your movement to appear in unexpected and advantageous locations for combat. Spend a Mythic Point. Strike, then Step up to 10 feet. This movement is affected normally by barriers and difficult terrain; you still move physically through the area, just so swiftly that it appears that you’ve teleported. Then, make another Strike. Apply your multiple attack penalty to both Strikes normally, but this second Strike is made at mythic proficiency and your target is off guard against it.

Bolstered Recovery Feat 16

Healing Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 82
Archetype Timewracked
Prerequisites Timewracked Dedication

Whenever you rest, you recover with remarkable speed. Double the number of Hit Points you regain and the amount by which condition values are reduced from a full night’s rest. You gain the following action.

Instant Recovery [one-action]

Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 82
Frequency once per day;
Spend a Mythic Point. You regain Hit Points equal to your Constitution modifier (minimum 1) × your level and remove the fatigued condition. If you’re suffering from any recurring affliction such as poison or disease, attempt a saving throw against the affliction at mythic proficiency to see if you reduce the affliction’s stage. This saving throw cannot increase your affliction’s stage, nor does it change the affliction’s maximum duration.

Echoing Fury Feat 16

Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 82
Archetype Timewracked
Prerequisites Temporal Fury

You cheat the rules of time to co-locate during your attack. When you use Temporal Fury, your Step can be up to 15 feet. If your second Strike is against the same creature as your first Strike, your second Strike deals an additional die of weapon damage; if both Strikes hit, you combine their damage for the purpose of resistances and weaknesses.

Preserve the Moment [reaction] Feat 16

Mythic Occult 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 82
Archetype Timewracked
Frequency once per day
Prerequisites Timewracked Dedication
Trigger Your turn ends.

Sometimes, your actions are so successful and impressive that it’s worth going back to them. Note the actions you took during the turn that just ended (excepting the reaction you used to trigger Preserve the Moment), including the die roll results (not the actual check results). Die rolls you made as a result of others’ actions on you or from the environment are not recorded. For example, if you Stride up to a firewyrm, roll a basic Reflex save against its intense heat aura, then Strike the firewyrm with a longsword, and then Climb up an adjacent wall, when you activate Preserve the Moment you record only the Stride action, the Strike action (and the die roll result you roll for the Strike), and the Climb action (and the die roll result you roll for the Athletics check to do so); you do not record your Reflex save against the aura’s effects. Preserve the Moment works best, as a result, when the actions you take are relatively standard and when rolls associated with those are high rolls.

You gain the following reaction, which you can use once during the next 24 hours.

Restore the Moment [reaction]

Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 83
Trigger Your turn begins;
Spend a Mythic Point. Take the same actions in the same order, using the same die roll results to resolve those actions, as you did in the preserved moment, and apply modifiers to those rolls as they currently exist (not as they were when you recorded the loop) but at mythic proficiency. The exact details of how you accomplish your restored actions can change—you need not move in the exact same pattern or distance with a repeated Stride, for example, nor must you make a repeated Strike against the same foe you attacked in the first set of actions, but you do need to use the same type of movement when you Stride, and you do need to use the same type of weapon to Strike. If at any point during your turn you are unable to take the next action in the loop, your turn ends and you become stunned 1. For example, if you restored the above example against the firewyrm in a round where you were fighting an ogre and you weren’t able to attempt a Strike with a longsword against the ogre as your second action, you would become stunned 1. Likewise, if at the end of your turn there was nothing for you to try to Climb, you would become stunned 1. You can preserve and restore a Cast a Spell action, but if you don’t cast the same spell when you Restore the Moment, you become stunned 1 (you can Cast the Spell at a different rank, though).

Fracture Time Flow Feat 18

Incapacitation Mythic Occult 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 83
Archetype Timewracked
Prerequisites Timewracked Dedication

Your ability to interact with and even observe the flow of time allows you to fracture it slightly in a localized place whenever you land a particularly solid blow on a foe. Whenever you achieve a critical success with a Strike, the target of that Strike must also attempt a Will save against your class DC or spell DC, whichever is higher.

Critical Success The target is unaffected by the fractured timeflow.
Success The target is slowed 1 for 1 round.
Failure The target is slowed 2 for 1 round.
Critical Failure The target is stunned 3, then slowed 2 for 1 round after they recover from being stunned.

Not This Time [reaction] Feat 18

Mythic Occult 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 83
Archetype Timewracked
Prerequisites Timewracked Dedication
Trigger A creature targets you with a single-target spell or ability that you defend against with a saving throw or your AC.

You reflexively attempt to cycle a creature’s timeline briefly to a reality where it’s less able to succeed. Spend a Mythic Point. The creature that targets you must then attempt a Will save against your class DC or spell DC at mythic proficiency, whichever is higher.

Critical Success The spell or ability affects you normally.
Success The creature’s attempt to target you is slightly hindered. If your AC is being targeted, you gain a +2 circumstance bonus to your AC. If you need to attempt a saving throw, you gain a +2 circumstance bonus to the save.
Failure The creature’s attempt to target you is significantly hindered. If your AC is being targeted, you gain a +2 circumstance bonus to your AC, and a critical hit against you becomes a normal hit. If you need to attempt a saving throw, you gain a +2 circumstance bonus to the save, and if you critically fail, you fail instead.
Critical Failure The creature’s attempt to target you fails, and the actions it used to make the attempt are wasted.

Timelessness Feat 20

Mythic 
Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 83
Archetype Timewracked
Prerequisites Timewracked Dedication

Time travelers are rare, but even among them your isolation from time is unique. As long as you remain timewracked, you do not age and cannot die of natural causes. You’re immune to hostile spells and effects related to time or aging, as well as the slowed condition (except for when you gain the slowed condition through this mythic destiny). You reduce the DC of recovery checks by 1. Whenever you roll a flat check to end persistent damage, you roll twice and choose your desired result; this is a fortune effect. In addition, your intimate knowledge of the flow of time gives you a measure of influence over the attempt of another to manipulate it. Whenever an enemy creature that you are aware of and who is within 60 feet of you gains the quickened condition, you gain the quickened condition for 1 round. The actions available to you from the acquired condition are the same as those granted by the ability that quickens your enemy.

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