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


Preserve the Moment [reaction] Feat 16

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

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).

Traits

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.

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.

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