Heroic Scion Dedication Feat 12
Source Pathfinder #219: Lord of the Trinity Star
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 Flash of Memory activity granted you by this feat.
Regular people often quip about the eventful lives of legendary heroes with pithy witticisms such as "no good deed goes unpunished" or "no rest for the wicked." Whatever the source of such wisdom, these words could correctly describe the never-ending struggle between good and evil and the fight for survival in a world of monsters and nefarious plots. For the most heroic adventurers, peril begets peril and one crisis often gives way to the next.
Such is the nature of growing in power. The pool of similarly powerful figures becomes smaller, and the stakes for future conflicts grow higher. For many such adventurers, it's difficult to find peace, especially if a past rival resurfaces. Such foes might demand a reckoning with the same heroes who defeated them before, and even if those heroes have gone on to the afterlife, they still may return to do battle with old foes once again.
These sons and daughters of destiny, known as heroic scions, return whenever trouble arises. Whether they return from the beyond as a reincarnated soul in a newborn body destined for glory or manifest within the soul of a hero who happens to be in the right place at the right time, the end result for the heroic scion is the same—the sudden recollection of astounding deeds and great victories from a past life. Academics debate whether these individuals share a similar soul born to fight against serious threats or whether every great power gives rise to a karmic enemy. Possibly the explanation is much simpler—great heroes come forward to battle great evil, and history remembers the champions of both sides.
A heroic scion's purpose goes beyond mere revenge or simple misadventure. These fated figures possess a true destiny: to defeat an enemy capable of altering the course of mortal life or the cyclical frustration of an enduring adversary. Should a scion, or even a party of scions, achieves total victory over their quarry, the universe tends to provide a new enemy worthy of their might.
Scions come from every possible type of adventurer but share preternatural toughness as a common trait. While they return to life from death within a new body, they're never exactly the same as their previous incarnation. Full details of their past lives are initially fleeting, but as the heroic scion grows in power, their old memories surface as their potency increases. Some might seek out old companions or their spiritual successors, while others soldier on alone, a unique thorn in the side of their equally timeless adversary.
Along with the heroic scion's perseverance, they exhibit other gifts. Most possess a strong sense of self and are all but incorruptible in that regard. They remember the lessons of history's great battles, having taken part in many themselves. Likewise, they recall their defeats and humiliations, yet they don't dwell upon these in a negative way—instead seeking to learn from past mistakes so that when they're faced with similar situations in this new incarnation, they can bring the wisdom of one who has suffered before to solve the problem. After so many years of conflict, heroic scions master familiar tactics and terrains and become experts in dealing with their recurring enemies. A heroic scion may rest when their nemesis is defeated but always remembers their place when the villain returns.
| Choosing Your Hero |
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The heroic scion gives a player the chance to play the reincarnated soul of a previous PC who has perished and moved on to the afterlife. The previous hero need not be mythic, nor even as high a level as the current PC, but the merging of their life into the form of the heroic scion catapults both into the higher stratum of mythic power. Whether a player chooses a previous PC as their past life or selects another hero chosen from the world's history, the player gets to decide if their current character identifies as that past hero or simply recalls their previous adventures as they live their new life as a heroic scion. If the player has no prior PC to choose from, they can also select a dead heroic NPC ally or notable figure from a previous campaign. The player should work with the GM to determine who their past life was and then strive to flavor their mythic destiny feats so they echo their reincarnated soul more accurately from a narrative and flavor standpoint. |
Heroic Scion Dedication Feat 12
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 Flash of Memory activity granted you by this feat.
Source: Pathfinder #219: Lord of the Trinity Star
Avoid Fate's Gaze Feat 14
Source: Pathfinder #219: Lord of the Trinity Star
Internal Dialogue Feat 14
Source: Pathfinder #219: Lord of the Trinity Star
I've Been Here Before Feat 14
Source: Pathfinder #219: Lord of the Trinity Star
My Reputation Precedes Me Feat 14
Source: Pathfinder #219: Lord of the Trinity Star
Reincarnated Companion Feat 14
Source: Pathfinder #219: Lord of the Trinity Star
To Thine Own Self Feat 14
Source: Pathfinder #219: Lord of the Trinity Star
Daunting Spell Feat 16
Source: Pathfinder #219: Lord of the Trinity Star
Let Death be my Weapon Feat 16
Source: Pathfinder #219: Lord of the Trinity Star
Momentary Respite Feat 16
Source: Pathfinder #219: Lord of the Trinity Star
Vigorous Victor Feat 16
Source: Pathfinder #219: Lord of the Trinity Star
On My Best Day Feat 18
Source: Pathfinder #219: Lord of the Trinity Star
Telling Blow Feat 18
Source: Pathfinder #219: Lord of the Trinity Star
To Me! Feat 18
Source: Pathfinder #219: Lord of the Trinity Star
Eternal Hero Feat 20
Source: Pathfinder #219: Lord of the Trinity Star
Traits
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.
DestinyThe 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.
MythicOptions 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.