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Chronoskimmer Dedication Feat 2


RareArchetypeDedication
Source Pathfinder Dark Archive (Remastered)

You became partially unstuck from time and have learned how to manipulate your place in the flow of time. When you roll initiative, you can choose one of three options: either do nothing and roll initiative normally, stabilize your timestream, or destabilize your timestream and send it into intense fluctuations.

Additionally, if your initiative roll result is tied with an opponent's initiative roll, you go first.

Your manipulation of time grants you access to a number of abilities, some of which require a saving throw. The DC for these abilities is either your class DC or spell DC, whichever is higher, and is called your chronoskimmer DC

The flow of time is an unstoppable force. Most are carried downstream inexorably, like a leaf floating on a river. You, however, somehow fell out of the flow of time, if only for an instant, but in doing so gained a perspective that few others have.

Now you stand on the banks of the river, watching the flow, choosing where to dive in, or even defying the current, at least for a short while, as you skim its surface and skip from moment to moment. As a chronoskimmer, time is yours to exploit.

You have the means to see the timelines of all creatures, including your own. You can use this insight to manipulate the flow of time for creatures, much like you can pluck the leaf from the river and place it elsewhere. Manipulating timelines can be dangerous, however, and the Dimension of Time isn't wont to allow these transgressions against time to stand forever. The threat always looms of time dimensionals coming to correct your actions or of you becoming removed from time forever.

Chronoskimmer Dedication Feat 2

You became partially unstuck from time and have learned how to manipulate your place in the flow of time. When you roll initiative, you can choose one of three options: either do nothing and roll initiative normally, stabilize your timestream, or destabilize your timestream and send it into intense fluctuations.

Additionally, if your initiative roll result is tied with an opponent's initiative roll, you go first.

Your manipulation of time grants you access to a number of abilities, some of which require a saving throw. The DC for these abilities is either your class DC or spell DC, whichever is higher, and is called your chronoskimmer DC

Source: Pathfinder Dark Archive

Turn Back the Clock Feat 4

Source: Pathfinder Dark Archive

Guide the Timeline Feat 6

Source: Pathfinder Dark Archive

Reversing Charge Feat 8

Source: Pathfinder Dark Archive

Superimpose Time Duplicates Feat 8

Source: Pathfinder Dark Archive

Borrow Time Feat 10

Source: Pathfinder Dark Archive

Steal Time Feat 10

Source: Pathfinder Dark Archive

Combat Premonition Feat 12

Source: Pathfinder Dark Archive

Escape Timeline Feat 12

Source: Pathfinder Dark Archive

Space-Time Shift Feat 12

Source: Pathfinder Dark Archive

Reset the Past Feat 14

Source: Pathfinder Dark Archive


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.

Archetype

This feat belongs to an archetype.

Dedication

Each archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.