Mythic Callings | Mythic Feats | Mythic Destinies | Mythic Spells | Mythic Rituals


Heroic Scion 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. 77


Destiny calls, and the soul of a dead hero reincarnates to take up the fight! Either an old enemy resumes their efforts to affect chaos and violence, or a new threat arises and you feel compelled to stand against it. You’ve stood against evil before, and the time is nigh for you to do so once again.

When you select this mythic destiny, work with your GM to determine the best choice for which previous PC or NPC serves as the source of your reincarnation. For the Revenge of the Runelords Adventure Path in particular, any PC who played a role in the Rise of the Runelords, Shattered Star, or Return of the Runelords Adventure Paths makes for a perfect fit—as would any allied NPC who, in your previous campaign, perished before the end.

A heroic scion comes into the world when a nemesis from their old adventures returns. In the case of this campaign, the heroic scion’s nemesis are the ancient runelords of Thassilon. In other campaigns, this nemesis can be a specific individual, a coterie of rivals, or an organization you’re destined to oppose. You instinctively know when your nemesis is active in the world. This knowledge may begin as nightmares or a feeling of inevitable conflict but grows stronger and more specific as you contemplate further. You also know when this entity or group has been fully defeated and ceases to operate at all. You gain a +2 circumstance bonus to Perception checks to Seek or Sense Motive whenever an ally or servant of your nemesis attempts to Lie to you, escape your notice, or Impersonate someone else.

Fate has deemed you incredibly hard to kill. You reduce the DC of recovery checks by 1.

Choose one skill that’s not a Lore skill, based on the themes of your reincarnated heroic source. Your GM can help you determine a list of appropriate skills to choose from. When you employ an action using that skill, you may spend a Mythic Point to attempt the associated check at mythic proficiency.

Finally, you gain the Additional Lore feat for a special Lore skill subcategory—Incarnation Lore. This Lore skill allows you to become aware of or recall your past exploits. When you increase your proficiency in Incarnation Lore, you remember more about your previous adventures. Certain heroic scion feats require you to attempt an Incarnation Lore check, such as when you attempt the following activity granted you by this feat.

Flash of Memory [free-action]

Source Pathfinder Adventure Path #219: Lord of the Trinity Star pg. 77
Spend a Mythic Point and attempt an Incarnation Lore check at mythic proficiency to Recall Knowledge in place of making any other Lore check (other than Incarnation Lore).

Heroic Scion Dedication Leads To...

Avoid Fate's Gaze, Daunting Spell, Eternal Hero, I've Been Here Before, Internal Dialogue, Let Death Be My Weapon, Momentary Respite, My Reputation Precedes Me, On My Best Day, Reincarnated Companion, Telling Blow, To Me!, To Thine Own Self, Vigorous Victor

Traits

Rare:

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Destiny:

The destiny trait indicates the first feat in a mythic destiny. You must be a mythic character of 12th- level to select a destiny and cannot take subsequent feats in that mythic destiny without first taking the destiny feat.

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.

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