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Eternal Legend Dedication Feat 12


Uncommon​Destiny​Mythic​
Source Pathfinder War of Immortals

As your renown as a fighter grows, your Calling comes to fruition. Almost nothing can keep you down. During your daily preparations, choose Clumsy, Drained, or Enfeebled. For the remainder of the day, when you roll a success against an effect that would impose that condition on you, you get a critical success instead. In addition, anytime you gain the chosen condition, reduce its value by 1. You can change the chosen condition with a single action that has the concentrate trait.

Do you ever consider your death? That grand thing that reaches us all, the consequence of life. The shadow cast by light. Do you ever consider your death? Do you ever think about the life that follows it? Pick up your blade, warrior. If your death is won in glory, you will be remembered for all time. That is the true path to immortality.

Woven into the threads of all cultures and traditions are various heroic champions, whose epic battles and martial exploits are sung of in hymns and sea shanties, whispered in hushed reverent tones, or sometimes deified and sacrificed to with burnt offerings. To be an eternal legend is to be one of these heroes. Whether with blade, bow, or fist, your deeds will live forever through stories and poems, your very essence woven into the fabric of the universe.

Think of a grand warrior, whose deeds of valor are witnessed by peons and infantry soldiers, the stories of which are then passed down to their friends and family back home. That warrior s name might be altered or mangled in the process, but he will be remembered all the same. The way his blade captured the light of the sun, the way his mien was that of a mighty king or celestial. When he is inevitably slain by the one stronger than him (for there will always be someone stronger), he will die with a grin. For his blade will become a sacred treasure upon which nations will be founded, his name the bedrock of religions. But for now, his entrance into a tavern is met with hushed whispers that he returns with a gregarious wink. Or perhaps his passage through this world goes unheeded until that fateful day he joins the ranks of the dead.

Ponder The Old Man (wise male human herald), whose real name has been forgotten, replaced by an epithet. Did he ever have a real name? As a herald of the god Irori, The Old Man has helped many monks achieve their full potential and been the inspiration for several fighting styles. But don t let his wizened appearance fool you. His fists are as hard as stone, his movements as swift as the wind. Do not cross The Old Man if you wish for all your bones to remain unbroken and your skin unbruised.

Consider Torman Iates (risk-taking male human nomarch), renowned gladiator of Absalom. After emerging triumphant from countless battles within the Irorium arena, the grizzled human has parlayed his fame into successful careers as a tavern owner and local politician. He sits as a nomarch on the Low Council of Absalom, where he helps pass legislation to aid ex-fighters like himself. Because of this, Torman is respected and well-liked by those who fight for coin.

Contemplate the grand traveling warrior Halimess (ferocious female dromaar freedom fighter), whose cloak is made of white tiger pelt, whose helm is plated with the scales of dragons, and whose blades are crafted from the teeth of deep-sea leviathans. She travels the land not slaying monsters, but helping commoners, standing up to tyrants, and working the fields when others cannot. She is rarely forced to unsheathe her blade, but when she does, her legend grows. Many intelligent monsters even fear her approach.

Suppose that any of these individuals are—or have the potential to be—eternal legends. They are unforgettable paragons of might and unmatched exemplars of finesse. In the face of insurmountable odds, they stand with conviction and determination. In that vein, you have answered the call of the eternal legend. Your life will not be an easy one; no, you will face tribulations. You will end most of your days with aching muscles and the blood of your foes drying upon your armor. Your battles will be like songs sung amidst storms—the pounding of a drum mixing with the rumble of thunder. Hold steadfast your weapon, clench tightly your fist, and tales of your exploits will become the myths of tomorrow!

The Unforgotten Blade

The eternal legend mythic destiny is themed around a character whose mighty deeds will be continually told of in traditional songs, bedtime stories, and local legends. The hero's exploits may get exaggerated or misattributed, but what matters is the spirit of the tale: an individual whose strength, agility, cunning, or wisdom allowed them to perform seemingly impossible tasks or prevail against insurmountable odds. These stories often give hope to those who might be struggling in their lives, hoping one day that the hero will return to save them. Or, more importantly, spurring them to perform their own great deeds!

While many of the feats in this destiny revolve around battle prowess, your tales need not only be the clashing of blades and the spilling of blood. Perhaps you once took down a tyrant with a single well-placed word. Perhaps you won a drinking contest against an entire garrison of soldiers to free a captive ally. Perhaps you crafted a shield from moonbeams and carried it into battle against an army of werewolves. Whatever your legend, you won't soon be forgotten!

Eternal Legend Dedication Feat 12

As your renown as a fighter grows, your Calling comes to fruition. Almost nothing can keep you down. During your daily preparations, choose Clumsy, Drained, or Enfeebled. For the remainder of the day, when you roll a success against an effect that would impose that condition on you, you get a critical success instead. In addition, anytime you gain the chosen condition, reduce its value by 1. You can change the chosen condition with a single action that has the concentrate trait.

Source: Pathfinder War of Immortals

Demolishing Knockback Feat 14

Source: Pathfinder War of Immortals

Earth to Heavens Strike Feat 14

Source: Pathfinder War of Immortals

Faultless Defense Feat 14

Source: Pathfinder War of Immortals

Immovable Object Feat 14

Source: Pathfinder War of Immortals

Scattering Shout Feat 14

Source: Pathfinder War of Immortals

Death from Above (Eternal Legend) Feat 16

Source: Pathfinder War of Immortals

Leaping Hedgehog Strike Feat 16

Source: Pathfinder War of Immortals

Pierce the Eye Feat 16

Source: Pathfinder War of Immortals

Terrifying Mien Feat 16

Source: Pathfinder War of Immortals

Weft and Warp Feat 16

Source: Pathfinder War of Immortals

Exaltation Overwhelming Feat 18

Source: Pathfinder War of Immortals

Legend of Combat Feat 18

Source: Pathfinder War of Immortals

Mythic Weapon Specialization Feat 18

Source: Pathfinder War of Immortals

Unstoppable Force Feat 18

Source: Pathfinder War of Immortals

Fight Through Oblivion Feat 20

Source: Pathfinder War of Immortals

Finish Their Story! Feat 20

Source: Pathfinder War of Immortals

Living Epic Feat 20

Source: Pathfinder War of Immortals


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.

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.