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Timewracked Dedication Feat 12


Rare​Destiny​Mythic​
Source Pathfinder #219: Lord of the Trinity Star

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 Sidestep Through Time reaction.

Those who travel outside the conventional flow of time are often regarded as powerful heroes or ambitious villains. A being with the force of will or cosmic purpose to change the past or travel to the future lives a life beyond the comprehension of all but the most significant of Golarion's formidable figures. Yet to meddle in the flow of time is to invite peril and danger far beyond what most are capable of enduring, and those who survive are sometimes known as timewracked.

For those traveling the contours of time, the road is often even more arduous than their peers believe. Perhaps due to an ancient curse or as the price of a selfless sacrifice, being trapped outside the normal flow of time comes with inconvenient and unpredictable consequences. For some, the ability to see the future or affect the past comes at the cost of influencing one's own time. For others, the danger of losing track of when you are can be as perilous as becoming lost in a dangerous realm. Even these predictable perils pale in comparison to becoming the object of those who hunt the timewracked. Bythos aeons, the hounds of Tindalos, siktemporas, and agents of the Ancient Ones themselves are all legendary predators of those whose actions might damage the flow of time—and they hunt the timewracked for even the tiniest infractions.

Those who travel outside of time might achieve the future they seek, but they can never know until they return to their own time. The very nature of their existence can cause their legacies to fluctuate. The great cyclops Urghan (tormented male cyclops primalist 17) is said to be trapped in a constant repetition of the decisions he made just before the Starstone fell, living in one reality for the most part but frequently responding to the stimuli of variant timelines, his ultimate goal being the protection of an empire from global devastation. Before then, several runelords created demiplanes or used advanced magic to lock themselves out of their own natural chronology, either to gain more time to prepare or one day return to a world that has already survived calamity.

Adventurers isolated from time see its flow in a variety of ways—but never in the same way as those who experience time traditionally. Their exposure grants them adaptive abilities that accelerate their movement or allow them to experience time at different speeds than others. With experience, they can channel their fluid perceptions, forcing a disadvantageous time flow onto their enemies. Ultimately, the ones who best adapt to their predicament learn to cheat mortality—not immune to death but not aging, either. Immunity to the rigors of time allows them to influence the events both before and after their native streams. There's no power quite like time travel, but also nothing more dangerous.

When Are You From?

The plot of the Return of the Runelords Adventure Path focused on Runelord Alaznist's abuse of the flow of time, accomplished with the aid of a mighty artifact now lost. Even given the assumption of her defeat, the damage done to the flow of time persisted—most blatantly in the sudden return of the time-locked city of Xin-Edasseril to the modern era. While not all of those who have spent the past 10,000 years locked within that city have mythic destinies, a PC who hails from this part of New Thassilon has a perfect backstory for this mythic destiny. If a player wishes to play a character who is native to this part of the world, keep in mind that they were likely born eons ago, before Earthfall. It'd be a significant roleplaying challenge to play a character fresh out of their temporal element, but since several years have passed between Xin-Edasseril's return to the flow of time and the start of this Adventure Path, you should assume that any PCs who hail from this land have spent those years becoming acclimated to the new world they find themselves in.

An even more outlandish genesis for a timewracked PC is that their existence in this timeline may not be stable—they might not even be from this campaign's timeline, having slipped across parallel realities into this campaign as a side effect of Alaznist's temporal tampering's during Return of the Runelords. One could even imagine a character from the Starfinder setting being hurled back in time after a disaster involving a black hole or other temporal distortion. In all such cases, the player should work with the GM to make sure their character still fits into the current campaign's storyline and isn't such a fish out of water (or out of time) that the entire adventure must take a back seat to their character's slow acclimation to this new reality.

The Most Dangerous Game

Few face greater danger than an adventurer who dares traverse the streams of time. There are many fell creatures native to strange dimensions and alternate realities, all of whom are sensitive to temporal manipulation. Like sharks sensing vibration in the water, such predators orient on those who wade into their oceans, hungry to consume both the temporal energy and corporeal forms of any foolish enough to disrupt time's linear flow.

Beyond that, time itself seems to generate hazards for those who attempt to break its rules. Obscure texts describe sudden storms, quakes, and deadly undercurrents with bizarre and unpredictable effects. Ancient cosmic myths mention bolts of lightning that transport those they strike to different times and places, even preventing a return to one's normal time.

Timewracked Dedication Feat 12

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 Sidestep Through Time reaction.

Source: Pathfinder #219: Lord of the Trinity Star

Be Right Back Feat 14

Source: Pathfinder #219: Lord of the Trinity Star

Live Off Borrowed Time Feat 14

Source: Pathfinder #219: Lord of the Trinity Star

Now You See Me Feat 14

Source: Pathfinder #219: Lord of the Trinity Star

Second Sight Feat 14

Source: Pathfinder #219: Lord of the Trinity Star

Temporal Fury Feat 14

Source: Pathfinder #219: Lord of the Trinity Star

Bolstered Recovery Feat 16

Source: Pathfinder #219: Lord of the Trinity Star

Echoing Fury Feat 16

Source: Pathfinder #219: Lord of the Trinity Star

Preserve the Moment Feat 16

Source: Pathfinder #219: Lord of the Trinity Star

Fracture Timeflow Feat 18

Source: Pathfinder #219: Lord of the Trinity Star

Not This Time Feat 18

Source: Pathfinder #219: Lord of the Trinity Star

Timelessness Feat 20

Source: Pathfinder #219: Lord of the Trinity Star


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.