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


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


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.

Timewracked Dedication Leads To...

Be Right Back, Bolstered Recovery, Fracture Time Flow, Live Off Borrowed Time, Not This Time, Now You See Me, Preserve the Moment, Second Sight, Temporal Fury, Timelessness

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.

Shelyn's Corner

×