
Vivacious Afterimage [one-action] Feat 20This Feat may contain spoilers from the Fists of the Ruby Phoenix Adventure Path
Legacy Content
Uncommon Illusion Occult Swashbuckler Visual Source Pathfinder #168: King of the Mountain pg. 77Prerequisites vivacious speedRequirements You have panache.
You move so quickly that you create a short-lived afterimage, looks exactly like you, in front of you or behind you. You Stride. At any point along your movement, you leave an afterimage of yourself behind. Alternatively, you can stop moving and send your afterimage forward instead, up to the remainder of your Speed. A creature that spends actions to engage with your afterimage can attempt to disbelieve it with a Will save against your class DC. Once an enemy has disbelieved any of your afterimages, they are temporarily immune to all of your Vivacious Afterimages for 10 minutes. As long as a creature has not disbelieved the afterimage, the afterimage counts as a creature for flanking. The afterimage lasts until the beginning of your next turn or until you use Vivacious Afterimage again, whichever comes first.
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.
Illusion: Effects and magic items with this trait involve false sensory stimuli. Magic with the illusion trait creates false sensory stimuli. Sometimes illusions allow creatures a chance to disbelieve the spell, which lets the creature ignore the spell if it succeeds at doing so. This usually happens when a creature Seeks, Interacts, or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or save the GM chooses) to the caster's spell DC. Mental illusions typically provide rules in the spell's description for disbelieving the effect (usually via a Will save).
If a creature engages with an illusion in a way that would prove it's not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. Disbelieving a visual illusion makes it and those things it blocks seem hazy and indistinct, which might block vision enough to leave the other side concealed.
Occult: This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical.
A creature with this trait is primarily constituted of or has a strong connection to occult magic.
Visual: A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.
Capstone Feats
Source Pathfinder #168: King of the Mountain pg. 75Player characters can select one of the following new class feats for their 20th-level class feat upon entering the
Glass Lighthouse or by meditating on the cushion in area H4.
Related Feats:
All the Time in the World,
Dance of Intercession,
Demon's Hair,
Everdistant Defense,
Extradimensional Stash,
Head of the Night Parade,
Heart of the Kaiju,
Plum Deluge,
Ruby Resurrection,
Scapegoat Parallel Self,
Sever Space,
Time Dilation Cascade,
Vitality-Manipulating Stance,
Whirlwind Toss,
Worldsphere Gravity